Adding float to an bloc

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-Treetoad-




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Adding float to an bloc

Post by -Treetoad- »

This is probably one of the noobiest questions I've ever asked, but..
How do I make it so on the game start up, the obstacles don't fall?

The reason I ask is because I have made a new level made completely out of machs and the blocs appear in the game before the machs do so the blocs fall right through the floor.

I haven't seen a tut that can fix this (yes I searched :P )and I've looked through entities meta editor and can't find an option that does so.

P.S., the sooner I get this fixed, teh sooner you all will see a new mod in teh download section :D
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Post by Tain7ed »

If I remember right theres a bitmask that may be hidden in entity that says something like does not fall. I may be mistaken for the Collection spawns though.
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neodos
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Post by neodos »

Place the blocs higher if possible, and you may need to up the health of the bloc because if the bloc is destructible it will explode if it fall from too high.
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Post by -Treetoad- »

My bad, can someone delete this?
Last edited by -Treetoad- on Mon Jul 30, 2007 9:34 pm, edited 1 time in total.
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Post by -Treetoad- »

neodos wrote:Place the blocs higher if possible, and you may need to up the health of the bloc because if the bloc is destructible it will explode if it fall from too high.
Well it's kinda not possible because the layer of the level itself has a low ceiling. also, it's just crates

What I'm aiming for is that the item will fall once touched. I just had the thought of spawning throught the Itmc, but It would take forever to type in the coordinates for each crate so I don't want to resort to that
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Post by OwnZ joO »

If you spawn it through the itmc it will float until someone picks it up or it gets grenaded, running into it wouldnt do anything as far as i know, like the sword on midship.
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Post by -Treetoad- »

-Treetoad- wrote:I just had the thought of spawning throught the Itmc, but It would take forever to type in the coordinates for each crate so I don't want to resort to that
:P
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Post by OwnZ joO »

I know, I was telling you that it wouldn't accomplish what you want anyway, so I wouldn't resort to that at all.
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Post by CaptainPoopface »

I've dragged blocs to midair in Entity's BSP viewer, and they stay there until they are landed on, pushed, meleed or hit with an explosion. An interesting Super Mario-type effect, but I've never used it deliberately. The blocs were native to the map, so I don't know if you'll have problems with spawning imported objects. The itmc tag does have a weight attached to it that you might try setting to 0, as well as the "floating" boolean, if you use the itmc.

There shouldn't be any need to edit the coordinates manually. Use the BSP viewer to do it graphically.
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Post by -Treetoad- »

CaptainPoopface wrote:I've dragged blocs to midair in Entity's BSP viewer, and they stay there until they are landed on, pushed, meleed or hit with an explosion. An interesting Super Mario-type effect, but I've never used it deliberately. The blocs were native to the map, so I don't know if you'll have problems with spawning imported objects. The itmc tag does have a weight attached to it that you might try setting to 0, as well as the "floating" boolean, if you use the itmc.

There shouldn't be any need to edit the coordinates manually. Use the BSP viewer to do it graphically.
well that's if you spawn throught the Itmc though, I'm spawning in the bloc palette through the scenario :cry:
ah well, I guess I give up
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Post by xzodia »

CaptainPoopface wrote:The itmc tag does have a weight attached to it that you might try setting to 0, as well as the "floating" boolean, if you use the itmc.
the "weight" your refering to is to do with how often it is spawned ie on coagulation the powerups are both in 1 itmc in separate chunks the weight decides which 1 should appear more often
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Post by Anthony »

I think there is a flag inside the scnr, if not there check the scen tag
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Post by CaptainPoopface »

What you're trying to do is very easy, using the obstacle palette. Just give the blocs a Z coordinate that is sufficiently high, and they will behave exactly as desired. They will fall if they are shot or touched or affected by a nearby blast. They will also fall if they come into contact with other objects, including when they spawn. So make sure they are surrounded by empty space and not embedded in a wall or ceiling or other object. Also make sure they are fully within the map's collision boundaries. I've seen some very bizarre behavior when part of an object exceeds the map's collision mesh.

If you are trying to stack crates, it seems like it would be very difficult to be that precise, without figuring the dimensions of the crates and entering the coordinates manually. I have seen it done well (South Side and Research Facility, both from the Killtrocity map pack), but it seems monumentally painstaking, at least with my paleolithic computer. The good news is that you can do it in clusters - figure out how you want to stack 4 or 6 crates, then if you want another set of those crates a certain distance away, add that distance to the appropriate coordinates.

Does anyone know of a program that can adjust the coordinates for a large batch of spawn points, in formulaic fashion? As in, select all coordinates where X > a and Y < b, and add 2 to all the Z coords in that group. The available tools can only set a batch of spawn points to be the same. A utility like that would make your task much easier, and mine.
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Post by -Treetoad- »

CaptainPoopface wrote:What you're trying to do is very easy, using the obstacle palette. Just give the blocs a Z coordinate that is sufficiently high, and they will behave exactly as desired. They will fall if they are shot or touched or affected by a nearby blast. They will also fall if they come into contact with other objects, including when they spawn. So make sure they are surrounded by empty space and not embedded in a wall or ceiling or other object. Also make sure they are fully within the map's collision boundaries. I've seen some very bizarre behavior when part of an object exceeds the map's collision mesh.

If you are trying to stack crates, it seems like it would be very difficult to be that precise, without figuring the dimensions of the crates and entering the coordinates manually. I have seen it done well (South Side and Research Facility, both from the Killtrocity map pack), but it seems monumentally painstaking, at least with my paleolithic computer. The good news is that you can do it in clusters - figure out how you want to stack 4 or 6 crates, then if you want another set of those crates a certain distance away, add that distance to the appropriate coordinates.

Does anyone know of a program that can adjust the coordinates for a large batch of spawn points, in formulaic fashion? As in, select all coordinates where X > a and Y < b, and add 2 to all the Z coords in that group. The available tools can only set a batch of spawn points to be the same. A utility like that would make your task much easier, and mine.
The blocs can't really go any higher without leaving teh level boundaries. you see, the level has a roof and the entire level is placed at the Z coordinate of around -24, plus I can't move th elevel without having to move a whole bunch of other crap.
That was elaborate and could have helped if the entire level wasn't made of machs :P
The bsp appears ingame before blocs and machs do. I know this for a fact. and since it does, the obstacles fall right onto a floor when the game begins, just like they were set. You see, My blocs are set the way they should be and already stacked, but they fall right through since they spawn before the machs do...
Thats just it. there's no option as far as I know to give them float. All that appears for the bloc palette in the meta editor is
Image
That is the bloc palette. Notice how there is no float option such as in the netgame equipment shown below
Image
Although, sometimes blocs tend to float until being touched by an external force such as you or a grenade like you stated before. Actually, now that I think of it, the only time this happens is when the object is spawned through the netgame equipment. I can't remember an instance where an obstacle does this by itself in the game with no modifications.

But... I have been searching alot for bloc editors and I found one that edits the actual weight (not the likeliness it is to spawn but how heavy it is). I could put this to zero, but then I'm afraid of the effects it will do to the bloc. also I will look around for updated plugins to see if any have the option to add float. I'm running out of ideas :P
Last edited by -Treetoad- on Wed Aug 01, 2007 9:16 pm, edited 1 time in total.
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Post by JacksonCougAr »

Use h4x give the blocs something to spawn on...
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Post by -Treetoad- »

lolz u didn't read very well :P
My main goal isn't for it to permanently be floating
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Post by CaptainPoopface »

Hmmm... I have made objects float as you describe by spawning them through the netgame equipment as well as the object palette. It's not an option or flag you set, it's just the Z coordinate :wink: I have made floating minefields this way, so that people could run freely beneath them but still be killed if someone shot the mines. So I know it works, although I wasn't putting them in a cramped space.

Are you sure the crates are falling from their true spawn coordinates? Try this: Start up a game, and immediately freeze time with Yelo, then fly over to your crates to see if they are actually falling. If you can't freeze the game soon enough, inject a script that reduces gravity to slow the crates' descent. I'm wondering if the crates are actually spawning exactly where they're being told to...
they fall right through since they spawn before the machs do...
This does not make sense to me. Try a simple experiment. Load up Ascension. Pick a good sized bloc from the obstacle palette, like a crate (imported). Set its coordinates so that it spawns directly above the antennae in the middle, and put some space between them. Start a game. What you would expect to see is a crate sitting on the ground, or sitting on the antennae. What I think you will actually see is a crate floating in the air.

I think your crates are falling because they are colliding with something, whether it's the collision mesh, a mach or other object. Or they're not falling at all, meaning your visualization is skewed somewhere.

Try the above, check your coordinates, and post what you find out. I have one more idea if this doesn't work.
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