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Fixing Deathzones

Posted: Mon Aug 13, 2007 10:13 pm
by Zone 117
For some reason H2C messes up Death Zones.

Here is how you can fix it:
  1. Open your map in Entity.
  2. Open the SP map you took the BSP from.
  3. Go to your singleplayer maps SCNR tag.
  4. Right click and click chunk cloner.
  5. Select the Death Zone reflexive.
  6. Click copy to clipboard.
  7. Go to your multiplayer map's SCNR chunk cloner.
  8. Select the deathzone reflexive then click overwrite, then add meta to map.
    • If there isn't a deathzone reflexive, then select the second item to the very top of the list, then click "add to selected..." then add meta to map.

A lot of times for me, when I try and move the death zone position in Entity's BSP viewer after rebuilding with H2C, it doesn't save, it always reverts back to it's original Position.

So here is how you can edit them:
  1. Open your map in Entity.
  2. Go to the sbsp tag, click the blue plus button, click view bsp.
  3. To select a deathzone, you will have to check the deathzone box, click select all spawns.
  4. Move the deathzone to where you want it.
  5. Click the deathzone to deselect it, then click it again to reselect it.
  6. At the bottom you will see the new coords for it (X, Y, and Z) copy those coords down.
  7. You can try saving, but when you exit it will most likely revert back, exit the bsp viewer.
  8. Go to the scrn tag, click the blue plus button and click meta editor.
  9. Go down to the Deathzone chunks.
  10. Change the X, Y, and Z coord values to the ones you copied down, and save.
  11. You just successfully edited your deathzone position.

Posted: Tue Aug 14, 2007 8:21 am
by -DeToX-
Someones on a roll.

Posted: Tue Aug 14, 2007 8:52 am
by -Legendary-
A barrel roll to be exact.
good job zone ;p

Re: Fixing Deathzones

Posted: Sun Aug 19, 2007 10:46 am
by eternal
Zone 117 wrote:For some reason H2C messes up Death Zones.

Here is how you can fix it:
  1. Open your map in Entity.
  2. Open the SP map you took the BSP from.
  3. Go to your singleplayer maps SCNR tag.
  4. Right click and click chunk cloner.
  5. Select the Death Zone reflexive.
  6. Click copy to clipboard.
  7. Go to your multiplayer map's SCNR chunk cloner.
  8. Select the deathzone reflexive then click overwrite, then add meta to map.
    • If there isn't a deathzone reflexive, then select the second item to the very top of the list, then click "add to selected..." then add meta to map.
ya that froze my map, :( so it didnt werk for me. i have alot of conv maps, which could be released, if i could get DZ's werking. :(

Posted: Wed Oct 17, 2007 2:40 pm
by ogrish
i added one to foundation then moved it where i wanted in bsp viewer, got the x,y,z, coords. Then manually entered them in scrn, and saved.
i can see it in the bsp viewer, so i know its there. But i dosnt kill. :?

EDIT: do we need to inject the death barrier kill zone script?

Re: Fixing Deathzones

Posted: Thu Jan 03, 2008 11:41 am
by HellaWack
eternal wrote:
Zone 117 wrote:For some reason H2C messes up Death Zones.

Here is how you can fix it:
  1. Open your map in Entity.
  2. Open the SP map you took the BSP from.
  3. Go to your singleplayer maps SCNR tag.
  4. Right click and click chunk cloner.
  5. Select the Death Zone reflexive.
  6. Click copy to clipboard.
  7. Go to your multiplayer map's SCNR chunk cloner.
  8. Select the deathzone reflexive then click overwrite, then add meta to map.
    • If there isn't a deathzone reflexive, then select the second item to the very top of the list, then click "add to selected..." then add meta to map.
ya that froze my map, :(
Same here. :?

Posted: Thu Jan 03, 2008 12:10 pm
by neodos
Meh once again a poor job done on the entity app...

Good tutorial, useful ;) and glad to see you are back ^^

Posted: Thu Jan 03, 2008 1:19 pm
by JacksonCougAr
This was in my BSP conversions guide :p

Such a good tutorial that was I believe...

Good job; exactly what I would have recommended. You may want to mention that you cannot add them to BSP conversions... That has to be done before the conversion.

Posted: Thu Jan 03, 2008 3:36 pm
by kibito87
Maybe I should write up an even easier way of having working deathzones... This is good but is much more time consuming.

re

Posted: Sun Jan 06, 2008 1:24 pm
by DirtJumper
usually when you use the cloner after building with h2core, it corrupts the map

Re: re

Posted: Sun Jan 06, 2008 4:07 pm
by SpecOp44
DirtJumper wrote:usually when you use the cloner after building with h2core, it corrupts the map
Usually, no. Unless you clone, or remove chunks from player spawns...for some reason.