
Muscl3r
Joined: May 22, 2010
dont pray 4 easy lives...pray to be STRONGER MEN
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Posted: Jul 1, 2010 10:55 PM
Msg. 1 of 8
could someone plz make a small, circular, midship like map with four jail cells like the ones on uprising (or great journey, can't remember). if it is possible, some switches to open the cells and if not, inside the cells could be a spawn point and u hav to kill yourself to get out
This map would be used for a scene where two squad member's have been captured and a whole lot of spartans go to bust them out
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beazt
Joined: May 12, 2010
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Posted: Jul 11, 2010 04:19 PM
Msg. 2 of 8
most of it is plausible, except swiches to open the jail cels, in halo 2 you cant make devices, yet.
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Muscl3r
Joined: May 22, 2010
dont pray 4 easy lives...pray to be STRONGER MEN
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Posted: Jul 13, 2010 05:54 AM
Msg. 3 of 8
ok, but what about the device switch on containment to lower the entrance to the bases? Or on relic (or the similar map) where it opens the teleporter but that doesn't matter about the switches, as long as theres a way into the cells maybe even a central gravlift going to an upper floor and then a chute into the cell or something. and maybe even another chute that leads to a lower level or a tunnel that leads out but even my original idea for the map would be really appreciated
can anybody work on this? Edited by Muscl3r on Jul 23, 2010 at 05:31 AM
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beazt
Joined: May 12, 2010
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Posted: Jul 27, 2010 04:03 PM
Msg. 4 of 8
devices on containment and relic are there because those are original maps, and bungie/hired gun had tools that can do that, we dont, and I dont have time now to work on your map idea so I cant be much of the help
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Shock120
Joined: Jun 12, 2009
Valve ftw
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Posted: Jul 27, 2010 07:56 PM
Msg. 5 of 8
Quote: --- Original message by: beazt devices on containment and relic are there because those are original maps, and bungie/hired gun had tools that can do that, we dont, and I dont have time now to work on your map idea so I cant be much of the help well, you can attach scripts to the control, which will "delete" object. scripts are not easy, but it can be done and it'll work over MP.
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Twinreaper
Joined: Jun 5, 2010
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Posted: Jul 28, 2010 04:55 PM
Msg. 6 of 8
I'm curious as to what you base the assumption about not being able to create controls or switches Beazt? I was told long ago, that we also couldn't do any custom coll, phmo, or animation. So why is it I have a partially animated door with perfect coll and phmo, with all the tags made from scratch? It is entirely possible, that is if you have the intelligence and patience to do these things. And it helps to have a superior knowledge of all things tags with Halo 2 from the xbox.
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beazt
Joined: May 12, 2010
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Posted: Jul 28, 2010 05:31 PM
Msg. 7 of 8
Quote: --- Original message by: Twinreaper I'm curious as to what you base the assumption about not being able to create controls or switches Beazt? I was told long ago, that we also couldn't do any custom coll, phmo, or animation. So why is it I have a partially animated door with perfect coll and phmo, with all the tags made from scratch? It is entirely possible, that is if you have the intelligence and patience to do these things. And it helps to have a superior knowledge of all things tags with Halo 2 from the xbox. sorry, I forgot that you were able to make those tags. my knowledge is very limited when it comes to making tags and scripting so my assumption was wrong. I am wondering how you made the collisions, for the long time I thought that its implausible to make custom coll?
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Twinreaper
Joined: Jun 5, 2010
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Posted: Jul 28, 2010 07:09 PM
Msg. 8 of 8
It's actually quite easy, if you are making collision for an existing item in the halo 2 game. Kinda like my doors, there in game, but all the info I need to make those tags is provided....you just have to know where and when to use certain fields of info. As for making coll for custom items, that is different. You must be able to make calculations for vertices from 3dsmax to Halo 2 vista. The hard part is phmo. That one right now, requires you to edit the Polyhedran Equations fields, once your map is compiled. For an unknown reason, those fields don't expand properly in Guerilla.
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