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[mod] Turrets and Drop in point *UPDATED*

Posted: Sat Mar 17, 2007 1:41 am
by Altimit01
This is a bloodgulch mod featuring machine gun turrets near each base (number depends on vehicle settings) and a pair of pelicans holding position over each base. There are teleporters up to the pelicans next to the banshee spawn points, and the flags appear on top of the pelicans.

Notes:
This mod is free to use for any future mods.
Apparently map rebuilding doesn't recalculate the locations of scnr names.
This was made using only Mac applications:
Eschaton, Textedit, Hexeditor, HMT, HHK

Posted: Sat Mar 17, 2007 4:12 am
by [IA]Paul
Nice, but I never have time for mods when I'm making mine. 8/10 for t3h turrets

Posted: Sat Mar 17, 2007 8:41 pm
by {ghc}PvtPwn
Dude, how did you get the scoripion in the air and the hog under the ground? It seems like you used Sparkedit, but there is not one that u can actually do stuff like portals and stuff on the mac...mystery man... lol.

Posted: Sun Mar 18, 2007 4:11 am
by Titusz
{ghc}PvtPwn wrote:Dude, how did you get the scoripion in the air and the hog under the ground? It seems like you used Sparkedit, but there is not one that u can actually do stuff like portals and stuff on the mac...mystery man... lol.
er...in the air,thats a pelican,and its scenery,so it has no physics.
the turrets have the warthog hull coll disabled,so sifts into the ground.

Posted: Sun Mar 18, 2007 4:14 am
by Altimit01
It's edited. It used to have a scorpion in the center. And they actually are vehicles, the scenery collision model doesn't work as well. If someone really cared enough to, they could jump and hold E and sit in one of the seats. And that's not the reason they are lowered. There's a flag that lowers the hog so that the turret is on the ground, plus some other things were tweaked.

Posted: Sun Mar 18, 2007 4:18 am
by Titusz
Altimit01 wrote:It's edited. It used to have a scorpion in the center. And they actually are vehicles, the scenery collision model doesn't work as well. If someone really cared enough to, they could jump and hold E and sit in one of the seats. And that's not the reason they are lowered. There's a flag that lowers the hog so that the turret is on the ground, plus some other things were tweaked.
Why do i even bother replying to mac threads xD.

anyway, gj on echaton ;)

Posted: Sun Mar 18, 2007 7:18 am
by [IA]Paul
I tested this and loved it, but how did you get the flags up there?

Posted: Sun Mar 18, 2007 8:52 am
by Kawasaki
:shock: Awsome! Did you use a un-realeased newer version of Eschaton, or did you spark edit those flags and pelicans in?

Either way, nice map! Makes BG more enjoyable (if it even was to start with)

Posted: Sun Mar 18, 2007 9:03 am
by cloud4058
He used eschaton i think seeing how thats in the new features look at the site theres a video its in altimits sig but I'll give yall a link anyway
http://www.freewebs.com/eschatonmac/

Posted: Tue Mar 20, 2007 2:41 pm
by Guest
or he could have used hex edit to move the spawn points NO WAI

Posted: Tue Mar 20, 2007 2:55 pm
by Altimit01
Hex was used for the flags and the teles. Flags because item collection tags are all jacked up in the scnr file. I've had some issues reading them correctly. And teleports are rediculously easy to do in hex and aren't documented in what we're working with. But otherwise, this was a mostly Eschaton thing.

Posted: Tue Mar 20, 2007 3:37 pm
by Halo_addict
Its like BF2142

Posted: Sun Mar 25, 2007 11:23 am
by R.O.U.S.
altimit, did you us the id32 to drop the turret to the ground? are hexing id32 like bitmasks because i get the right hex address but the bit is already 0.

Posted: Sun Mar 25, 2007 11:38 am
by shadowkhas
R.O.U.S. wrote:altimit, did you us the id32 to drop the turret to the ground? are hexing id32 like bitmasks because i get the right hex address but the bit is already 0.
So switch it to 1?

Posted: Mon Mar 26, 2007 9:08 pm
by R.O.U.S.
unless im doing it wrong, that does not work. the bin is 00001010 and a in hex. i want 00001110 (e in hex) but when i did that they just disapeared :(
i really would like to figure this out now even though im assuming that this mod uses one of the new tags implemented in the eshaton update. i get warm fuzzies just thinking about it...

Posted: Tue Mar 27, 2007 10:49 pm
by Altimit01
Oh yeah. Id32 are also known as enum 32 tags. Meaning that they are enumeration systems. So depending on the value, it represents something. 1 means human, 2 means covie, 3 means flood and so forth. In this case, you find the integer (or short for 16s) value at that point and change it to the value of what you want it to be. Interestingly, any of the ones such as kill physics or kill antenna where you change the value to -1 are actually dependencies that you are nulling out. So id32s are special integers and id16s are special shorts.