Help, Adding Death Zones.
- MilyardoX2
- Posts: 821
- Joined: Mon Jun 26, 2006 9:16 pm
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Help, Adding Death Zones.
I need help for adding death zones to a BSP conversion map. Could some one help me, I'm pretty sure that I saw it done before.
- MilyardoX2
- Posts: 821
- Joined: Mon Jun 26, 2006 9:16 pm
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- MilyardoX2
- Posts: 821
- Joined: Mon Jun 26, 2006 9:16 pm
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I've never been able to figure out how to activate the deathzone the 'correct' way, but it's possible to set it up as a harmless trigger zone, and then change it to a deathzone as soon as the game starts with a script like this-
-with deathzone being a reference to the trigger zone hopefully obviously.
Code: Select all
(script startup init
(kill_volume_enable deathzone)
)
I tried that, didnt werk.Agent ME wrote:-with deathzone being a reference to the trigger zone hopefully obviously.Code: Select all
(script startup init (kill_volume_enable deathzone) )
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- MilyardoX2
- Posts: 821
- Joined: Mon Jun 26, 2006 9:16 pm
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I was talk to the person who put that script up in another thread and they told me that they never tested the script, I tested and it didn't work. I really think this should become a project because this would help make all the new BSPs ALOT better!Agent ME wrote:I've never been able to figure out how to activate the deathzone the 'correct' way, but it's possible to set it up as a harmless trigger zone, and then change it to a deathzone as soon as the game starts with a script like this-
-with deathzone being a reference to the trigger zone hopefully obviously.Code: Select all
(script startup init (kill_volume_enable deathzone) )
thanks for all the help
Deathzones, are added to the map, from a reflexive in the scnr. Can't remember which, on a cruiseship in the middle of nowhere at the moment, so can't check either.
Good luck.
Good luck.
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Not trying to sound smart, but does it have to do with the string id? Because I copied a deathzone chunk(that's what it was labled so if it was labled wrong that could be it, but I don't think it was) from one maps scenario to another map, and the string id doesn't automatically transfer, so I just figured that that was the problem.kornman00 wrote:I could tell you...
...but then I'd have to kill you
- CaptainPoopface
- Posts: 408
- Joined: Mon Jul 23, 2007 7:56 am
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Here's a bootleg way to do it
When you fall off a cliff or into a large body of water and there are no death zones, eventually you hit the ground at the bottom of the map. If the ground is sufficiently far below the active area of the map, you could use the active scenery trick to spawn a massive exploding projectile (invisible so as not to cause lag) that would obliterate the bottom of the map every 5 seconds or so. It could fall from a height that would make it invisible to the players above. If the blast radius is enough to encompass a large swath of ground but does not spill into the active map area, that will work. Or you could use several smaller explosions that collectively span the entire base of the map. It would probably be a good idea to stagger their respawn times so that they don't all spawn and explode at the same time.
Another idea, if you are handy with Milkshape or some other Collision.obj editor, is to create a series of collision planes slightly above the base of the map that would funnel people into one of a series of very narrow shafts or ravines. Like a simple Pachinko game, where death is the only prize you can win.
From the side, it would look like this: /\/\/\/\ So eventually people wind up at the bottom of a ravine, and you just have a weightless deadly projectile shoot the length each ravine every few seconds.
Both of those approaches sound like a lot of work and still not optimal. For one thing, it would probably say "Killed by the Guardians," in which case no point is awarded for the kill or deducted for suicide. But it's something to work with.
Another idea, if you are handy with Milkshape or some other Collision.obj editor, is to create a series of collision planes slightly above the base of the map that would funnel people into one of a series of very narrow shafts or ravines. Like a simple Pachinko game, where death is the only prize you can win.

Both of those approaches sound like a lot of work and still not optimal. For one thing, it would probably say "Killed by the Guardians," in which case no point is awarded for the kill or deducted for suicide. But it's something to work with.