
clonecam117
Joined: Dec 11, 2012
Now a professional VFX/particle effect artist.
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Posted: Dec 20, 2012 03:13 PM
Msg. 1 of 7
Okay, i have one final question. I've been working on an SP project for a while now. how do i make it switch bsps (loading...done) correctly?
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Dec 20, 2012 03:47 PM
Msg. 2 of 7
name a trigger volume, name it bsp<source>,<destination> eg, bsp0,1 the game is setup to automatically handle it from there.
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nihao123456ftw
Joined: Mar 24, 2012
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Posted: Dec 20, 2012 04:39 PM
Msg. 3 of 7
Quote: --- Original message by: kirby_422 name a trigger volume, name it bsp<source>,<destination> eg, bsp0,1 the game is setup to automatically handle it from there. I never knew this method, I only knew how to set it up like in final's method thanks
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DFagent007
Joined: Nov 11, 2010
Project Operation Secret Mision XD
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Posted: Dec 22, 2012 07:18 PM
Msg. 4 of 7
Quote: --- Original message by: kirby_422 name a trigger volume, name it bsp<source>,<destination> eg, bsp0,1 the game is setup to automatically handle it from there. LOL, this has always been my question, could you give me the full script please, an example: let's say I'm in the first structure and I want to switch to the second structure, what is the script that does the job
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Dec 22, 2012 07:55 PM
Msg. 5 of 7
Thats it; the game handles it by itself just based off the name. Just name the trigger volume like that, and it'll do it. And my example is exactly that; The counting starts at 0, so bsp0,1 will change from the first BSP to the second. If you want to be able to walk backwards and have it change back, you'd need a bsp1,0 further back from the bsp0,1
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DFagent007
Joined: Nov 11, 2010
Project Operation Secret Mision XD
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Posted: Dec 23, 2012 12:46 PM
Msg. 6 of 7
Quote: --- Original message by: kirby_422 Thats it; the game handles it by itself just based off the name. Just name the trigger volume like that, and it'll do it. And my example is exactly that; The counting starts at 0, so bsp0,1 will change from the first BSP to the second. If you want to be able to walk backwards and have it change back, you'd need a bsp1,0 further back from the bsp0,1 OK O.o, tanke you, i am need a trigger volume and a Flag destination, true
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clonecam117
Joined: Dec 11, 2012
Now a professional VFX/particle effect artist.
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Posted: Dec 28, 2012 03:51 PM
Msg. 7 of 7
Thanks for all your help guys! i have two more questions, but i'm posting them here so i don't have to spam threads. 1. whenever i use a BSP from the original campaign, the map/yelo compiles fine but when i load it up all that i get is a camera staring off at the skybox, sometimes with part of the bsp in view. i can load of flycam and fly around, but it seems like everything is frozen in time. example: dead bipeds are kinda floating in midair, partway through their death animation. weapons are also floating over their spawn point. wth? 2. how would i go about doing something similar to this? http://www.youtube.com/watch?v=7V6fAz2qi0k i have a basic idea, but i want to know for sure. and yes, i love halo 4.
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