Zanzi Gate...
- dazzajay
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Zanzi Gate...
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?
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?
- dazzajay
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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?
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?
Last edited by dazzajay on Tue May 23, 2006 7:02 pm, edited 1 time in total.
- WaywornMmmmm
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look in the scnr tag under mashine placement in insolence, there should be aomething thats says use once true, set that to false.

"Before you criticize someone, walk a mile in their shoes. That way after you make fun of them, you still have their shoes."-Dranciel ಠ_ಠScottyGee wrote:Smokers suck >_< (to avoid someone saying it later, both literally and in the derogatory way)
- dazzajay
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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\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.
:::EDIT:::
i had a corrupted plugin, all good now, i found it in [Scnr] dev mode, device groups.
- dazzajay
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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?
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?
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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.
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.
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- dazzajay
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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.
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.