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solofortne
June 4th, 2007, 02:23 AM
Has anyone got these working? This section in the help file is extremely brief and the premade objects it references don't exist

(\tags\scenarios\objects\multi\lockout\lockout_lif t_tube\lockout_lift_tube.crate \tags\scenarios\objects\multi\halo\coagulation\pow erhaus\powerhaus.crate).

I've noticed this for a lot of other things as well, in the help file they'll list a certain tag as an example but it turns out it wasn't provided. If we can't create new scenery, crates or pretty much anything, how exactly are we supposed to add these if they didn't include the originals?

Roostervier
June 4th, 2007, 11:04 AM
I don't know, I have a similar problem with the grav lift from example.map. I load the crate, place it, but nothing seems to show up, I don't know what's wrong with it.

Kornman00
June 4th, 2007, 11:37 AM
So if Pi Studios was the only one doing the EK development, then how the hell did the help file and tag set become out of sync (never mind the EK software's personal state)? Hell, the help file isn't even finished :/
I remember them being publicly announced quite some time ago so it isn't like they just got the resources to work on it in January...

FireDragon04
June 4th, 2007, 12:03 PM
The Help file clearly says about Gravity Lifts, I've just got my hands on the game today, so the first thing im doing right now is installing the editing kit. I hope someone figures out a way to get them to work, the map I'm currently working on implements the gravity lifts into its gameplay.


The gravity field is a physics object created and attached to a .crate object, which is what is placed and oriented in the level.

This makes me believe that u have to place an extra thing in sapien that manipulates around the object. Not sure just a thought.

solofortne
June 4th, 2007, 12:35 PM
So if Pi Studios was the only one doing the EK development, then how the hell did the help file and tag set become out of sync (never mind the EK software's personal state)?

I'd like to know this as well. It seems the help file was written expecting most of the original tags to be included with the editing kit, but at a certain point for whatever reason, the decision was made to remove a huge portion of them.

Ki11a_FTW
June 4th, 2007, 05:59 PM
i just build it into the bsp

Limited
June 4th, 2007, 06:46 PM
The Help file clearly says about Gravity Lifts, I've just got my hands on the game today, so the first thing im doing right now is installing the editing kit. I hope someone figures out a way to get them to work, the map I'm currently working on implements the gravity lifts into its gameplay.


This makes me believe that u have to place an extra thing in sapien that manipulates around the object. Not sure just a thought.
Dude, you got h2v? No way, which shop did you get it at? :O

Also your right.

randreach454
June 4th, 2007, 09:09 PM
after looking at examples scenario, its a machine tag thats placed by the jump pad crate?

its pallete is high_lift_effect, so take a look for yourself..
Im tryin to add grav lifts to my level but the fucking folders arent even all there for the tags i need? wtf mate mb?

teh lag
June 4th, 2007, 09:11 PM
Alot of stuff that we need for this isn't there.... god help the poor soul who needs a gravlift larger than the ones they gave us.

randreach454
June 4th, 2007, 09:41 PM
eh patience is a virtue, in time Im sure someone will unlock guerilla/export everytag like what happened with Ce...

Just sucks since Im not all that patient, but I can prolly find work arounds for my maps..

Con
June 4th, 2007, 09:46 PM
eh patience is a virtue, in time Im sure someone will unlock guerilla/export everytag like what happened with Ce...
I agree; it's inevitable. There will be a way to make what we want, the means will eventually come in one form or another. It's just a matter of time.

Lightning
June 4th, 2007, 09:54 PM
Try adding the machine
scenarios\objects\solo\highcharity\high_lift_effec t\high_lift_effect.device_machine

or

scenarios\objects\multi\marathon\gemini\jump_pad\j ump_pad.crate

Edit: wtf? It put spaces in there oo;

randreach454
June 4th, 2007, 09:59 PM
yea i figured that out, but, its not or lightning, actually, high lift will be your model and jump pad you should place in the middle of your high lift model and that is what allows you to jump

works ingame for me, also i created a device group called lift, with 1.
basically just studied example quickly and got it going in my map refuge..

Roostervier
June 4th, 2007, 10:21 PM
High lift showed absolutely nothing in Sapien either, bah. I'm sad now :(.

[edit] My spirits are lifted some, after clicking the flag open.

randreach454
June 5th, 2007, 06:19 AM
Doh! Forgot to mention you had to check the open box! my bad