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The magical dune gate

Posted: Sun Apr 30, 2006 2:00 am
by joeschmoe
Well know that entity is released we can finally see the dune bsp right and i see the relic gate for the first time, and all the pods scattered about. My question, or two questions, are how do i make them spawn like in the bsp viewer? and, will others on XB* and XBC see them?

Posted: Sun Apr 30, 2006 2:04 am
by Snaku
I suggest you remove xb* from your post.

Posted: Sun Apr 30, 2006 2:25 am
by joeschmoe
xbl??? that was never in my post.. lol sssh ... besides, i wouldnt play it on there, but if the who download it want to, thats up to them.

PS - do you know how to do the gate thing?

Posted: Sun Apr 30, 2006 7:56 am
by Snaku
I opened up the bsp and looked at it to see if I could help, but I'm not sure I understand the question. What is it you're trying to do?

Posted: Sun Apr 30, 2006 10:59 am
by joeschmoe
open the bsp for relic in entity, make sure you check scenery under visible spawns. Now look at the back of the base, where the ghost spawns. If you look at the ramp leading up to the base it has the gate on it. How do i make that spawn in game? oh and there are also pods behind the base, i would like to try and spawn them also... thanks for the help.

Posted: Sun Apr 30, 2006 11:16 am
by Snaku
Hm... either one should be spawn-able the same way any mach or scen is (through itmc or whatever). What is the purpose of that gate, though? It seems like it would be to keep vehicles from getting on top of the base, like for ctf or something like that, but I've never seen it in game... but I've never played this map on Live, so maybe it just shows up there? Do you know when it shows up normally? I've noticed that the objectives and collections show which game types they show up in, but machs, scens, and player spawn don't.

Posted: Sun Apr 30, 2006 11:28 am
by joeschmoe
well yea the gate is to stop hog from rushing in assault or ctf. it can be blown up, but not by a hog crashing into it. I heard i should be there all the time, but bungie removed it right before the release of the map. I know there is a way to re-enable it, i just dont know how. Its like some mod i have seen before, some guy re-enabled some gates over the teleporters in containment. hmmmm :?

Posted: Sun Apr 30, 2006 12:47 pm
by Snaku
Have you tried spawning it through itmc yet?

Posted: Sun Apr 30, 2006 1:54 pm
by joeschmoe
no, do you know how i would do that using entity? im try to familiarize myself with the program... can you add chucks in entity?

EDIT: oh if you were suggesting just replacing a itmc and moving it, i was hoping to not have to do that

Posted: Sun Apr 30, 2006 2:32 pm
by Snaku
They say that entity adds proper chunks (I think you duplicate one or something). So you should be able to add an itmc, replace it with the gate, and move it.

Posted: Sun Apr 30, 2006 4:06 pm
by joeschmoe
ok this sounds way too simple, so let me get this straight, all i do is duplicate any itmc, change it to spawn a gate, and move it to the spot??

EDIT: i went to itmc tag, right clicked on sniper, and it say "duplicate" and "duplicate recursively." Which one do i chose?

Posted: Sun Apr 30, 2006 4:40 pm
by joeschmoe
ok woohoo i figured it out, and if anyone was wondering here is how you do it (add proper chunks to the scnr tag in the right place so you can spawn w/e the hell you want):

1 open the map up in entity and go to the scnr tag
2 Make sure it is displaying reflexives
3 Find Netgame equipment in the list(towards to top) and right click it
4 Click clone chunks and pick however many you want to add(im pretty sure for being such a kick A$$ program it adds them the proper way)
5 then, because i dont know how to do it in entity, open darkmatter, go to scnr in meta editor, and go to collections and change the chunks to spawn what you want :D

P.S. thanks for hanging in there with me snaku :)

Posted: Sun Apr 30, 2006 6:08 pm
by Snaku
So you got your gate working?

Posted: Sun Apr 30, 2006 8:51 pm
by joeschmoe
yep, its pretty cool, nothing big though