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Zanzi Gate...

Posted: Tue May 23, 2006 5:53 pm
by dazzajay
i was stuffing around on zanzibar looking for a place to film some shots for a new series and i got thinking,

is there a way to make the Zanzi gate openable and closeable from the switch, i know you can close the gate eith the Host swap glitch, but thats a pain in the arse, a way to auctually close it at the switch at all times would be crazy...

any ideas on what would need to be changed to make this possible?

Posted: Tue May 23, 2006 6:08 pm
by Snaku
I think there's some check boxes in Dothalo. One that says "Door" or something will make it open when you approach it. I think there might be one for something like "works only once" or something like that. It might be on the control, though.

Posted: Tue May 23, 2006 6:36 pm
by dazzajay
ok, i went to control in Dothalo, and there was nothing in tag editor, it said "there is no plugin for this tag"

and it said the same when i went to the switch's HLMT, could it be that i need to update my plugins?

where would i get the required plugin?

Posted: Tue May 23, 2006 7:02 pm
by Snaku
Um... I guess so. Most of that stuff should be in Insolence anyway (especially with trp ifp's). Maybe have a go at it with Insolence.

Posted: Tue May 23, 2006 7:04 pm
by dazzajay
snaku wrote:Um... I guess so. Most of that stuff should be in Insolence anyway (especially with trp ifp's). Maybe have a go at it with Insolence.
i looked around in insolence, everything is Unknown in the CTRL tag, (and i have the latest tags from TRP)... even the unfinished ones.

Posted: Wed May 24, 2006 3:01 am
by WaywornMmmmm
Try looking in the mach, and yes it is possible. I've seen a mod do it.

Posted: Wed May 24, 2006 5:27 am
by turk645
look in the scnr tag under mashine placement in insolence, there should be aomething thats says use once true, set that to false.

Posted: Wed May 24, 2006 6:32 am
by Snaku
That's what I was trying to think of. I knew I'd seen that somewhere.

Posted: Wed May 24, 2006 8:52 am
by dazzajay
turk644 wrote:look in the scnr tag under mashine placement in insolence, there should be aomething thats says use once true, set that to false.
can i get your Scnr plugin? bacause Insolence brings up a big fat old error message when i try to load the scnr, im in there in dothalo, but theres no machine placement selection in there in dothalo\

:::EDIT:::

i had a corrupted plugin, all good now, i found it in [Scnr] dev mode, device groups.

Posted: Sat May 27, 2006 3:45 pm
by dazzajay
Sorry for the doubble post, but it marks the thread as having new posts....

its just a little problem im now having, once i set the gate to be closeable, half of the fan dissapeared, im not sure why, but when i started again from a stock map it happend again, and that was the only thing i changed... any ideas?

Posted: Tue May 30, 2006 5:07 pm
by akamasta
To make it like a door (opens in close proximity)
goto insolence -mach tag-and change the type to 'door'
For it changing multiple times i think you can do it in adi-bluegurilla

Posted: Tue May 30, 2006 5:18 pm
by dazzajay
cool, i will look into that, but the main problem is if i make the gate closeable by the switch, half of the Zanzi fan dissapears.

its not a majore problem, just an annoying one.

Posted: Tue May 30, 2006 5:54 pm
by nugglet_05
theres a glitch 2 do it if u dont want 2 go into detail and mod it but the glitch is time consuming

Posted: Wed May 31, 2006 5:45 am
by Snaku
So wait. You just went into the scnr and changed it to "use only once=false?" And that made half the fan disapear?

Posted: Wed May 31, 2006 1:54 pm
by leorimolo
that mod by I think zennon had an opening and closing gate

Posted: Thu Jun 01, 2006 9:53 pm
by dazzajay
snaku wrote:So wait. You just went into the scnr and changed it to "use only once=false?" And that made half the fan disapear?
yep, it also did it to ben.

Posted: Fri Jun 02, 2006 6:47 am
by Snaku
So just changing the value? Like it disapears right from the getgo when you load the map, right? Not after you close the gate?
And are you saying that ONE of the three blades disapears?
Sorry I keep asking questions and coming up with no answers, but this is really wierd and makes no sense to me at all. The only thing I can think of would be that the mach chunks aren't set up to be able to handle the code shifting? But I wouldn't think changing a value from true to false would adjust the magic at all.

Posted: Fri Jun 02, 2006 11:46 am
by DeviousDave
well... if you're actually changing the value from 'true' to 'false' might since it's one more letter but I would think it'd just be a 1 or 0.
I'll give it a try and see if I get the same problem and report back.

Posted: Sat Jun 03, 2006 2:49 am
by joeschmoe
DeviousDave you make me laugh.... HAHAHAAAHAHAHAAA... thanks, i needed that :D

Posted: Sat Jun 03, 2006 4:53 am
by dazzajay
ok snaku, you know how the fan is made of 2 parts, theres the 3 blades as 1 part, and theres this other darker peice, that connects them all,

whe i change that value to make the gate closeable, (from true to false)

from the map load, the dark part of the fan is gone, even on my unmodded box on sys link, it dissapears, even its collision.