Spawning Elogation Conver Belt
Posted: Fri Apr 13, 2007 12:21 pm
I was wondering how would I get Elogation's Conver Belt system into a map that doesnt have it. Or Better Colssus's Belt system.
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thats accauly a great idea... it think its a mach. check, i cant right nowAxel18 wrote:I was wondering how would I get Elogation's Conver Belt system into a map that doesnt have it. Or Better Colssus's Belt system.
Nope, its part of the BSP.Th2mods wrote:thats accauly a great idea... it think its a mach.
oh, then you cant do it. good idea thoughdemonicsandwich wrote:Nope, its part of the BSP.Th2mods wrote:thats accauly a great idea... it think its a mach.
runned?Th2mods wrote:isn't it runned on a script?
im sure you got what i was saying, and why did you have to point it out?blackdiamond wrote:runned?Th2mods wrote:isn't it runned on a script?
That would convert the entire sbp, but I suppose you could use this script:Axel18 wrote:Yea I figure that would be the answer, I was just wondering.Yea I already knew it ran on a script so, but I was gonna have it run as scenery in one of my mods. Oh could I use H2Core and H2 Gurella to decompile the map and transfer the BSP.
Code: Select all
(begin
(texture_cache_flush)
(geometry_cache_flush)
(switch_bsp_by_name <insert bsp name>)
)) whole sbsp
foxfanatic23I7 wrote: That would convert the entire sbp, but I suppose you could use this script:And have the second sbsp be Elongation, then null all of the shaders except that of the conveyer belts, then you would only haev conveyer belts.Code: Select all
(begin (texture_cache_flush) (geometry_cache_flush) (switch_bsp_by_name <insert bsp name>) )) whole sbsp
Yea ok it was just an idea. That would be fun to mess with people delay it, or toggel off or on.Agent ME wrote:That would make the level change to be just two conveyor belts seemingly floating in space, while the players walk on invisible platforms and into invisible walls when the script ran. And chances are that most of the players would be outside Elongation's BSP area once the script ran, so they'd just fall into the void and either get killed by the guardians or stuck at the bottom of the map.
Code: Select all
<struct name="Conveyor Belts (Elongation)" offset="196" visible="true" size="24" label="">
<float name="Initial Speed" offset="0" visible="True" />
<undefined name ="Unknown" offset="4" visible="False" />
<undefined name ="Unknown" offset="8" visible="False" />
<undefined name ="Unknown" offset="12" visible="False" />
<undefined name ="Final Speed" offset="16" visible="True" />
<undefined name ="Unknown" offset="20" visible="False" />
</struct>