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Portal gun -_-
Posted: Sat Mar 29, 2008 10:38 pm
by SkgSkrillaka
I know this may have been asked before
but I was wondering
My task is to make a Gun that has the same effect as the Portal gun in the game 'Portal' Part of the xbox 360 game 'The Orange Box'
I have seen a few videos of people who have done this in halo PC
And I woudn't have a clue which the right tags were to use
I would prefer to edit the plasma pistol
Could this be possible by swapping the projectiles to effects of the teleport tags?
and which tags?
thank you anyone who can help me
Posted: Sun Mar 30, 2008 3:02 am
by Patrickssj6
Those were 3 people including me who worked on that same project. It only took us 3 hours in total to PROGRAM the application. I don't know how
often I've already answered that we didn't modify any tags but controlled everything via an external application.
Don't try to switch proj and tele...it's not going to work. As far as I know, without scripting, this is impossible on the BLAM! engine.
What do I know, I'm only referring to H1 here...I don't know that much about H2 modding.
Posted: Sun Mar 30, 2008 8:02 am
by Aumaan Anubis
Wasn't a Halo 2 Gravity Gun Mod released? It should be somewhere in the downloads section.
Oh wait, he said Portal Gun.
Nevermind, then.
Posted: Sun Mar 30, 2008 8:17 am
by CptnNsan0
Patrickssj6 wrote:Those were 3 people including me who worked on that same project. It only took us 3 hours in total to PROGRAM the application. I don't know how
often I've already answered that we didn't modify any tags but controlled everything via an external application.
Don't try to switch proj and tele...it's not going to work. As far as I know, without scripting, this is impossible on the BLAM! engine.
What do I know, I'm only referring to H1 here...I don't know that much about H2 modding.
just because you made it in pc doesnt mean it will work in halo 2
Posted: Sun Mar 30, 2008 8:54 am
by neodos
Halo 2 teleported are spawned by scnr, called objectives and set as teleporter, these cannot be created in-game as it's a spawn however with a trainer, maybe, but there's no one to do trainers now

Posted: Sun Mar 30, 2008 11:20 am
by Patrickssj6
CptnNsan0 wrote:Patrickssj6 wrote:Those were 3 people including me who worked on that same project. It only took us 3 hours in total to PROGRAM the application. I don't know how
often I've already answered that we didn't modify any tags but controlled everything via an external application.
Don't try to switch proj and tele...it's not going to work. As far as I know, without scripting, this is impossible on the BLAM! engine.
What do I know, I'm only referring to H1 here...I don't know that much about H2 modding.
just because you made it in pc doesnt mean it will work in halo 2
I never said it would
I know how to though...unfornatly I don't have a modded Xbox.
Posted: Sun Mar 30, 2008 1:41 pm
by grimdoomer
Ive, tryed this myself, you cant spawn teleporters in real time. But you could do this, but you would have to edit the locations of the teleporters by hand via poking the memory on a PC. This would defeat the purpose because it would be to anoying.
Posted: Sun Mar 30, 2008 8:01 pm
by SkgSkrillaka
I was just thinking how the smaller projectile shot maybe the
hlmt tag of the entry teleporter and swap the model to the smaller proj of the plas pist.
Then the same with the destination teleport with the overcharge projectile
But I guess that won't work
none of my ideas do work anyway
