mod help

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Mgalekgolo
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mod help

Post by Mgalekgolo » Sat Jun 26, 2010 9:09 am

so im trying to make a mod with a working lift/elevator. does anyone know of one?????
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Re: mod help

Post by Fortune » Sat Jun 26, 2010 9:39 am

I think there might be a grav lift scen floating around somewhere...
(no pun intended)
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Re: mod help

Post by Smythe » Sun Jun 27, 2010 1:26 am

Fortune wrote:I think there might be a grav lift scen floating around somewhere...
(no pun intended)
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Lifts don't work in MP (Unless you're sparky and you know what you're doing) but grav lifts do but they generally lag or warp.
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Re: mod help

Post by Moxus » Sun Jun 27, 2010 3:05 am

For a machine tag to function, you need to have a place for it in the Scnr tag. Currently, however, Blood Gulch's Scnr tag doesn't have such an allocation. Therefore, you can import machines, but you'll have to do some Hex to get them working.

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Re: mod help

Post by Zodiark » Sun Jun 27, 2010 8:02 am

Or you can do a SCNR swap. Swap bloodgulch's SCNR with a SCNR that has a machine pallete, such infinity or wizard.

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Re: mod help

Post by kiddten » Sun Jun 27, 2010 11:48 am

machines don't sync. just use teleporters.
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Re: mod help

Post by TaxiService » Sun Jun 27, 2010 1:58 pm

the only comment of any use is moxus'.

anyway, mr. Pillar: to put it simple, lifts/elevators are machines (mach).
to function properly, a mach cannot be simply imported and swapped with a scenery (scen); it must be spawned into a map which its scenario (scnr) has a machine palette.
bloodgulch, as moxus said, has no machine palette. the only multiplayer maps with one are wizard and infinity.

knowing this, what can you do to have a working machine into a map? you can either:
A) convert one of the two maps with the machine palette in them (and then import the machine you want in it)
or
B) use CE to put a machine palette in the map you want.

i would use method B if the lift is something i had to add to a map on which i already worked on*. otherwise i'd use method A.
(also, consider that using wizard will prevent you from having vehicles, since its scenario lacks a vehicles palette!
if you want vehicles, use infinity as a starting map!)


umm... yeah. <_< what else is there to add? dunno!
PS: oh, zodiark pointed out that wizard and infinity have machine palettes! so his comment had an use too! XD sorry zodieyy!!

EDIT: *thanks moxie!
Last edited by TaxiService on Wed Jun 30, 2010 10:52 pm, edited 1 time in total.
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Re: mod help

Post by Sparky » Sun Jun 27, 2010 3:27 pm

You can use my Scenario Madness to add machines. A release including the final version and a user guide is forthcoming. You'll have an easier time modding these things why my plugin set, also soon supporting the related ctrl and mach tags.

viewtopic.php?f=40&t=13656
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Re: mod help

Post by Fortune » Tue Jun 29, 2010 11:27 am

olly12345 wrote:
Fortune wrote:I think there might be a grav lift scen floating around somewhere...
(no pun intended)
Bud-dum Schee
Lifts don't work in MP (Unless you're sparky and you know what you're doing) but grav lifts do but they generally lag or warp.
I remember in a CE zanzibar H3 mod there was a working grav lift, but it didnt work for like a second then launched you with almost 0 lag
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Re: mod help

Post by Mgalekgolo » Tue Jun 29, 2010 1:02 pm

alright thank you everyone for your help. i am probably going to use infinity.
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Re: mod help

Post by Amy » Wed Jun 30, 2010 8:53 am

Time to jump in here and ask a question.

I am already half way done with a mod with a bunch of scen and weap placement, can i use scnr swap to put a mach pallete without mixing up any of the scen slots and placements....

EDIT: Since it's swapped with a map with empty scen slots, all the scen i had placed aren't placed anymore.
Good thing i backed up....
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Re: mod help

Post by Moxus » Wed Jun 30, 2010 11:09 am

Frinîk wrote:I am already half way done with a mod with a bunch of scen and weap placement, can i use scnr swap to put a mach pallete without mixing up any of the scen slots and placements....
TaxiService wrote:i would use method B if the lift is something i had to add to a map on which i already worked [on].
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Re: mod help

Post by Amy » Wed Jun 30, 2010 6:15 pm

Moxus wrote:
Frinîk wrote:I am already half way done with a mod with a bunch of scen and weap placement, can i use scnr swap to put a mach pallete without mixing up any of the scen slots and placements....
TaxiService wrote:i would use method B if the lift is something i had to add to a map on which i already worked [on].
-=Moxus=-
Riiighhhtt i knew that...
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Re: mod help

Post by TaxiService » Wed Jun 30, 2010 10:52 pm

Moxus wrote:
TaxiService wrote:i would use method B if the lift is something i had to add to a map on which i already worked [on].
-=Moxus=-
shiiiit. >.< lemme edit that! :sweating:
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