Grav lift

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Shadow LAG
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Grav lift

Post by Shadow LAG »

I am using grav lift from the control room map (injected into gemini) and when I jump into it nothing happened. Is there anything that needs to tag along with it?
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Post by FFIIMan »

u have to spawn it as an obstacle through the scenario tag, just add a chunk to the obstacle pallet using whatever works for u and add another chunk to obstacle placement <- (i think thats what it is.) and then open it up in entity's meta editor or ADI's blue geurilla and change the newly added obstacle pallete chunk to the grav lift and then goto the obstacle placement and change the newly added chunk's pallete chunk <- (it changes from program to program.) to whatever the grav lifts pallet chunk is, then just go to entity's bsp viewer and choose visible spawns-> obstacles and it probably wont be visible so ull have to find some good coordinates and then put it there using adi, or any meta editor.
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Post by Monkey Terd »

Whenever I try to add (Or move) a grav lift, they never work. Also, why would you inject a lift into Gemini, if it already has one?
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Post by Skayter »

MT he could have done a bsp conversion also the bloc tag and mach tag are both lifts...
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Post by Monkey Terd »

Skayter wrote:MT he could have done a bsp conversion also the bloc tag and mach tag are both lifts...
If he did a BSP conversion..the lift would still be there...

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Post by CptnNsan0 »

maybe a mach mod then...
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Post by smacktalker »

inject the BLOC - gravlift ..
spawn it with blocpalette / placement
yay. working lift.
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Post by FFIIMan »

i already said that?
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Post by Shadow LAG »

hmmm I did it that way through machine palltet/placement. So it will work as a bloc? I really don't see the diffrence but ok. Also yes this is bsp conversion and the gemini lift is invisable and has weak force, thus I am using the control room lift.

EDIT: heh what do you know it works.
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Post by FFIIMan »

hey no problem.
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