this is on the trial version,
i modified bloodgulch in trial halo, using sparkify, sparkedit, desparkify. i made modifications to scenery to basically make platforms with things on them for both teams, and teleports to get up. when i went to show my friend, he couldn't see them, and when anything was on them, he saw them as falling and then returning to a great high rapidly. i don't know much about how multiplayer works, but i guess basically everyone is running off of their own copy of bloodgulch, with my copy (the owner's) as the master copy... not sure really. anyway, is there any way of having him be able to see it without me giving him the file?
mod problems
the only thing see-able for other joiners when they join your game as you have the "master copy" of the map which you modded, are weapons that you duplicate in spark edit
I do remodels. I currently am trying to do custom remodels. Check out my models pack: http://bfeo.org/forum/index.php?topic=1160.0
Not entirely.
Completely seeable
Completely seeable
- 1. Damage
2. Ammo amounts
3. Vehicle/weapon/biped/powerup spawn points
4. Projectile d-swapping
5. Starting weapons
6. Teleporters
7. Starting health/shield amounts
- 1. Physics
2. Speed
3. Non css projectiles (Damage still works, you just cant see them.)
4. Vehicle swaps within the index
5. Weapon swaps within the index
6. Collision models
7. Unlimited ammo
8. Jumping height
"Completely seeable
1. Damage
2. Ammo amounts
3. Vehicle/weapon/biped/powerup spawn points
4. Projectile d-swapping
5. Starting weapons
6. Teleporters
7. Starting health/shield amounts"
1,2,3,7 and partially 6 are all true. 4 is wrong i believe as you cant see rockets shoot out of snipers unless you have the map. 5 is wrong cause i know if you mode starting weapons in hmt you cant have other people see them. 6 is kinda true as teleports arent seeable to begin with unless you have added the green screen thing which then would be unseeable for joiners (but that doesnt mean the teleporter isnt there, as it is)
"And partially seeable
1. Physics
2. Speed
3. Non css projectiles (Damage still works, you just cant see them.)
4. Vehicle swaps within the index
5. Weapon swaps within the index
6. Collision models
7. Unlimited ammo
8. Jumping height"
all those lead for really strange stuff for the joiner like weird warps, etc =.=
1. Damage
2. Ammo amounts
3. Vehicle/weapon/biped/powerup spawn points
4. Projectile d-swapping
5. Starting weapons
6. Teleporters
7. Starting health/shield amounts"
1,2,3,7 and partially 6 are all true. 4 is wrong i believe as you cant see rockets shoot out of snipers unless you have the map. 5 is wrong cause i know if you mode starting weapons in hmt you cant have other people see them. 6 is kinda true as teleports arent seeable to begin with unless you have added the green screen thing which then would be unseeable for joiners (but that doesnt mean the teleporter isnt there, as it is)
"And partially seeable
1. Physics
2. Speed
3. Non css projectiles (Damage still works, you just cant see them.)
4. Vehicle swaps within the index
5. Weapon swaps within the index
6. Collision models
7. Unlimited ammo
8. Jumping height"
all those lead for really strange stuff for the joiner like weird warps, etc =.=
I do remodels. I currently am trying to do custom remodels. Check out my models pack: http://bfeo.org/forum/index.php?topic=1160.0
i tried to convert a plasma into a flashbang grenade, and it worked correctly on my computer, but my friend still sees the normal effect... i'm using the 64 plug in pack... does the screen effect bits fall into the non-seeable category too?
edit: i feel like this is supposed to work on multiplayer maps, as it makes no sense to mod a flashbang just to flashbang yourself, unless you want added difficulty in campaign mode or something...
edit: i feel like this is supposed to work on multiplayer maps, as it makes no sense to mod a flashbang just to flashbang yourself, unless you want added difficulty in campaign mode or something...
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