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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »falling damage

Author Topic: falling damage (6 messages, Page 1 of 1)
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flyingpenguin117
Joined: Sep 8, 2010

You must Never, EVER leave a SINGLE BOB ALIVE!!!


Posted: Oct 7, 2010 10:16 PM    Msg. 1 of 6       
ok i tried removing falling damage in my globals because my custom extinction and hugeass dogfight cause you to die from falling. i tried replacing globals, but that exploded in my face (sapien closes upon opening) now you have 1 of 2 options, preferably the second:
1) send me parameters so i can replace my falling damage
2) tell me how to make no falling damage


Corvette19
Joined: Feb 27, 2007


Posted: Oct 8, 2010 07:20 PM    Msg. 2 of 6       
I'm pretty sure you can edit that trait in the biped tag.


danstar
Joined: Oct 10, 2010

Even Chuck norris has no chance against Goku.


Posted: Oct 10, 2010 02:03 AM    Msg. 3 of 6       
You dont remove the falling damage, you extend it to a massive number :D its what I done in one of my maps (in globals under "falling damage" under harmful falling distance). Example if its a massive map then put 3000 to 3001 units. Hope I helped.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Oct 10, 2010 06:38 AM    Msg. 4 of 6       
Wow, you guys are retarded.
Go to the biped tag, under $$$UNIT$$$, check "Immune to falling damage".


flyingpenguin117
Joined: Sep 8, 2010

You must Never, EVER leave a SINGLE BOB ALIVE!!!


Posted: Oct 10, 2010 09:43 AM    Msg. 5 of 6       
another question: how do you switch the default biped, and how do you compile scripts?


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Oct 10, 2010 10:19 AM    Msg. 6 of 6       
Switch the player biped in globals under two fields.
Find the two fields that list a biped and switch them out for yours.

Compile scripts by putting your scripts in your level directory under data.
Then in sapien, open the scenario and goto file>compile scripts.

 

 
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