Page 1 of 1

Spawning Elogation Conver Belt

Posted: Fri Apr 13, 2007 12:21 pm
by Axel18
I was wondering how would I get Elogation's Conver Belt system into a map that doesnt have it. Or Better Colssus's Belt system.

Re: Spawning Elogation Conver Belt

Posted: Fri Apr 13, 2007 12:55 pm
by Th2mods
Axel18 wrote:I was wondering how would I get Elogation's Conver Belt system into a map that doesnt have it. Or Better Colssus's Belt system.
thats accauly a great idea... it think its a mach. check, i cant right now

Re: Spawning Elogation Conver Belt

Posted: Fri Apr 13, 2007 1:02 pm
by DemonicSandwich
Th2mods wrote:thats accauly a great idea... it think its a mach.
Nope, its part of the BSP.

Re: Spawning Elogation Conver Belt

Posted: Fri Apr 13, 2007 1:06 pm
by Th2mods
demonicsandwich wrote:
Th2mods wrote:thats accauly a great idea... it think its a mach.
Nope, its part of the BSP.
oh, then you cant do it. good idea though
but... isn't it runned on a script? couldn't u add the texture of it to lets say, containments gate. then add that script to it?

Re: Spawning Elogation Conver Belt

Posted: Fri Apr 13, 2007 2:53 pm
by blackdiamond
Th2mods wrote:isn't it runned on a script?
runned? :P

Re: Spawning Elogation Conver Belt

Posted: Fri Apr 13, 2007 3:09 pm
by Th2mods
blackdiamond wrote:
Th2mods wrote:isn't it runned on a script?
runned? :P
im sure you got what i was saying, and why did you have to point it out?

ran*

Posted: Fri Apr 13, 2007 3:27 pm
by Axel18
Yea I figure that would be the answer, I was just wondering. :( Yea I already knew it ran on a script so, but I was gonna have it run as scenery in one of my mods. Oh could I use H2Core and H2 Gurella to decompile the map and transfer the BSP.

Posted: Fri Apr 13, 2007 3:29 pm
by foxfanatic23I7
Axel18 wrote:Yea I figure that would be the answer, I was just wondering. :( Yea I already knew it ran on a script so, but I was gonna have it run as scenery in one of my mods. Oh could I use H2Core and H2 Gurella to decompile the map and transfer the BSP.
That would convert the entire sbp, but I suppose you could use this script:

Code: Select all

 (begin 
   (texture_cache_flush) 
   (geometry_cache_flush) 
   (switch_bsp_by_name <insert bsp name>) 
)) whole sbsp
And have the second sbsp be Elongation, then null all of the shaders except that of the conveyer belts, then you would only haev conveyer belts.

Posted: Fri Apr 13, 2007 3:35 pm
by Agent ME
That would make the level change to be just two conveyor belts seemingly floating in space, while the players walk on invisible platforms and into invisible walls when the script ran. And chances are that most of the players would be outside Elongation's BSP area once the script ran, so they'd just fall into the void and either get killed by the guardians or stuck at the bottom of the map.

Posted: Fri Apr 13, 2007 4:00 pm
by Axel18
foxfanatic23I7 wrote: That would convert the entire sbp, but I suppose you could use this script:

Code: Select all

 (begin 
   (texture_cache_flush) 
   (geometry_cache_flush) 
   (switch_bsp_by_name <insert bsp name>) 
)) whole sbsp
And have the second sbsp be Elongation, then null all of the shaders except that of the conveyer belts, then you would only haev conveyer belts.
Agent ME wrote:That would make the level change to be just two conveyor belts seemingly floating in space, while the players walk on invisible platforms and into invisible walls when the script ran. And chances are that most of the players would be outside Elongation's BSP area once the script ran, so they'd just fall into the void and either get killed by the guardians or stuck at the bottom of the map.
Yea ok it was just an idea. That would be fun to mess with people delay it, or toggel off or on.

Posted: Sat Apr 14, 2007 9:37 pm
by OwnZ joO
Isn't the conveyor belt looking like it's moving a shader?? I'm sure if you placed a mach or something where you wanted it, nulled the collision, and gave it the conveyor belt shader it would at least look like it's moving... Like he said though, part of the bsp, probably wont get moving conveyor belt.

Posted: Sat Apr 14, 2007 9:43 pm
by mr_penguin
I saw a topic somewhere on this site about stopping the belt but maby theres a way to reverse the stopping and make something move

http://forums.halomods.com/viewtopic.php?t=45920

Posted: Sat Apr 14, 2007 10:41 pm
by Punk Rock0905
The conveyor belt is in the bsp, and isn't run by a script. I made a mod a while back that I had increased the speed on them, never released it though, partially because I sped up some belts, while I turned others around, each chunk seems to have a different purpose while changing only one chunk only changes one belt.

I'll check what I have and update this post later.

Code: Select all

  <struct name="Conveyor Belts (Elongation)" offset="196" visible="true" size="24" label="">
    <float name="Initial Speed" offset="0" visible="True" />
    <undefined name ="Unknown" offset="4" visible="False" />
    <undefined name ="Unknown" offset="8" visible="False" />
    <undefined name ="Unknown" offset="12" visible="False" />
    <undefined name ="Final Speed" offset="16" visible="True" />
    <undefined name ="Unknown" offset="20" visible="False" />
  </struct>
Add that into your sbsp plugin in the appropriate spot, and it will work. (Only elongation values show up correctly, not sure why yet)

Posted: Sun Apr 15, 2007 12:37 am
by DarkShallFall
but you cant combine to BSP's......... or could you? cus that would work on this mod.