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Author Topic: Scenery changing (4 messages, Page 1 of 1)
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ELVEVERX
Joined: Oct 5, 2012

For the great journey


Posted: Jan 5, 2013 09:22 AM    Msg. 1 of 4       
Can i have a building as scenery and then say when it takes as much damage as i do not know a projectile from the rocket launcher. the scenery (building) instantly disappear and is replaced by more scenery (a damaged building) and would htis sync online?


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Jan 5, 2013 09:37 AM    Msg. 2 of 4       
Quote: --- Original message by: ELVEVERX
Can i have a building as scenery and then say when it takes as much damage as i do not know a projectile from the rocket launcher. the scenery (building) instantly disappear and is replaced by more scenery (a damaged building) and would htis sync online?

If bipeds and damaged perms sync, make a biped with damaged permutations. Otherwise, make the building part of the BSP, with an invisible biped covering the whole thing and make a script, when the biped takes enough damage, switch the BSP's shaders to those of a damaged building.

Edited by HaloExtreme117 on Jan 5, 2013 at 09:39 AM


jawa
Joined: Jun 26, 2011

Utinni!


Posted: Jan 5, 2013 11:02 AM    Msg. 3 of 4       
Actually it is pretty simple to do a destroyable scenery ELVEVERX. In the collision geometry there is a section labeled "body". Set the "maximum body vitality" then make an effect in the "body depleted threshold" box that creates your damaged scenery. You can also mess with the "body depleted threshold" to decide when the original scenery disappears.

I am not totally sure, but I believe this will sync. There may be a script to make it if it does not normally.
Edited by jawa on Jan 5, 2013 at 11:04 AM


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Jan 5, 2013 11:09 AM    Msg. 4 of 4       
I'm 99% sure that scenery doesn't sync, but my method does.

 

 
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