I've got lots of idea's for weapons but since my pc is so crappy looking round the meta editor causes my pc to freeze (which means RESET a big no no or the slowest log out process known to man) what I am trying to make is a gun that spawns a fusion coil that will stick to where ever it was placed (like blind spots round/above doors etc) then these can be shot from distance after which I'll change the coils model to something small and grey and perhaps marked red with C4 (something my crappy photoshop skills could manage)
spawning the coil is easy even for me noob double 0 zero its getting the baby to stick to what ever I don't know how to do (just thought you would be able to stick players with it too lol a walking bomb!)
anyone who helps will be added to my credit list
How can I make a bloc stick to the wall,
- bumlove
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How can I make a bloc stick to the wall,
never underestimate the predictability of stupidity
- grimdoomer
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look around the plasma grenade tag.

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Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
- JacksonCougAr
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- grimdoomer
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uhh you could take the plasma grenade make it not explode then just give it the modle of the bloc you want its a crapy way to do it but it works.

AI Zones in MP | Ambiance | Gravemind Beta v1.1
Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
- AFuzySquirrel
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Ask Acemods... the trip mine sticks to walls from evolved

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- CaptainPoopface
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I think you'd just give a plasma grenade the hlmt of the expelled core. Then in the plasma nade's [proj] tag, change all its material responses to "attach." Swap the detonation effects and damage with those of the core. So it looks and sounds and kills just like a detonating core, when it's actually just a plasma grenade with health.
Another interesting idea from bumlove. It's a decent substitute for remote mines, which are prohibitively difficult with H2.
I think it would be good to null the [phmo], so there is no biped collision, but give it the [coll] (bullet collision) of a larger object, so you can hit it from farther away, or if the opponent shoots when near to the mine, he kills himself. That way you could also throw it and immediately detonate it in midair. I loved doing that in Goldeneye and with the remote nades in Grand Theft Auto.
I might just try this mod myself, but you first, bumlove. It would make for a fun game with these mines, my prox mines, and a magnum (only to shoot mines), on a small map when everyone has active camo.
Another interesting idea from bumlove. It's a decent substitute for remote mines, which are prohibitively difficult with H2.
I think it would be good to null the [phmo], so there is no biped collision, but give it the [coll] (bullet collision) of a larger object, so you can hit it from farther away, or if the opponent shoots when near to the mine, he kills himself. That way you could also throw it and immediately detonate it in midair. I loved doing that in Goldeneye and with the remote nades in Grand Theft Auto.
I might just try this mod myself, but you first, bumlove. It would make for a fun game with these mines, my prox mines, and a magnum (only to shoot mines), on a small map when everyone has active camo.
Retired. Thank you neodos, DemonicSandwich, DarkShallFall, Dragonfire, foxfanatic2317, GOWO and everyone in the hall of fame.
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If you want to know how I did something, take apart my mods.
- bumlove
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I did as you said well the first bit I copied the plasma nade projectile and swapped its Hlmt to the coil I just changed all the default responses to attach (Is that right?) it sort of sticks but doesn't stick to flat walls I' dont know what else I missed out but they don't like water mine kept bouncing out of water or kept going till it got trapped (well I laughed) Im trying again with all the default effects nulled this time and where do I turn the plasma detonation off?
there'll be no more running thru doors in my games
I changed it to Overpenetrate for the material responses so it sticks like s**t to a blanket on any thing
thanks all oh yeah and Im going to use the model of the satchel charge from outskirts (blitzcan)
Again how do I turn the plasma detonation off?
*thought about this since this is a duplicated grenade the auto updates might not effect this so its going to have a 90 second timer
How did you do cpt poopy? I reverted to using overperpetrate but I need to make its collision or is it physics bigger so sticks in the wall but model is all showing plus I'm pretty noobish and I cant find how to turn off the (shader is it) the blue glow
Hmmm problems as it is it works ok but I dont like having fusion coils stuck out of walls the problem is when you swap the fusion coils model in hlmt it looses its damage effect it still blows up but no damage any ideas?
there'll be no more running thru doors in my games
I changed it to Overpenetrate for the material responses so it sticks like s**t to a blanket on any thing
thanks all oh yeah and Im going to use the model of the satchel charge from outskirts (blitzcan)
Again how do I turn the plasma detonation off?
*thought about this since this is a duplicated grenade the auto updates might not effect this so its going to have a 90 second timer
How did you do cpt poopy? I reverted to using overperpetrate but I need to make its collision or is it physics bigger so sticks in the wall but model is all showing plus I'm pretty noobish and I cant find how to turn off the (shader is it) the blue glow
Hmmm problems as it is it works ok but I dont like having fusion coils stuck out of walls the problem is when you swap the fusion coils model in hlmt it looses its damage effect it still blows up but no damage any ideas?
never underestimate the predictability of stupidity