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Canisters on headlong?
Posted: Wed Jul 04, 2007 8:17 am
by x13igDudex12
has anybody ever tinkered with those air canisters in the headlong base?
I'm not sure, but i think they would be a nifty little thing to play with.
that and i was wondering if theres a way to get rid of the invisible walls and death spots.
Posted: Wed Jul 04, 2007 8:27 am
by blackdiamond
death spots are just death barriers, there is a death barrier app where you can shrink it to nothing and i have tinkered with the skins of those canisters, and to get rid of the invisible walls, you have to extract the sbsp collision with entity and edit it with some sort of model program
Re: Canisters on headlong?
Posted: Wed Jul 04, 2007 8:28 am
by Elite747
x13igDudex12 wrote:i was wondering if theres a way to get rid of the invisible walls and death spots.
Yes. Invisible walls you must extract the SBSP's collision via Entity's blue button in the SBSP tag, then you must model the invisible walls out so they are way under the map. Then use Shade45's Invisible Barrier Editor to get rid of the "banshee barrier".
For the death spots, Monkey Terd has made a death zone editor that you can make the zones really far low so they are again under the map and not interfering. There is also another way. In the scnr tag, open the chunk clonder and there is a chunk called death zones. highlight that and click delete selected reflex/chunk, then click add meta to map.
Posted: Wed Jul 04, 2007 8:42 am
by ali954
i have resized the tanks and put 3 on the back of a hog for bootleg nos but they dont go in a straight line. it did look pretty cool tho
Posted: Wed Jul 04, 2007 9:23 am
by turk645
its funny cause ive already done this. actually it was the air canister that helped me make my nitro hog. and yes you can put like 3 of them on the back but the problem would be making them all go off at once.
Posted: Wed Jul 04, 2007 9:50 am
by sneakyn8
i think i have an idea spawn the warthog horn aiming at each of them and make it fire a magnum shot