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Agent ME
August 13th, 2007, 10:26 PM
I was wondering if anyone knew if it was possible to put banshee barriers into our custom maps? I haven't seen anything in the documentation about that.

EDIT: How do I prevent explosions on sky walls, and make it so projectiles just disappear? And so decals don't appear on them? So this doesn't happen:
http://img459.imageshack.us/img459/334/explosionswalluy9.th.jpg (http://img459.imageshack.us/my.php?image=explosionswalluy9.jpg)

jahrain
August 13th, 2007, 10:43 PM
Use the sphere only collision "*" (without quotes) flag on the collision polygon's shaders. It makes it collide only with vehicles and bipeds.

Agent ME
August 13th, 2007, 10:53 PM
I can only put that on spheres? I'm new to this - can you explain more or show me a tutorial that details about that?

Con
August 13th, 2007, 11:00 PM
The only problem with jahrain's method is that players wont be able to get through it.

Open your scenario_structure_bsp tag in guerilla and there will be values for vehicle ceiling and floor at the top.

About your decals showing up on the sky, you need to increase the height of your map. From what I can see, your map is in essence a cylinder where the top faces have the +sky material applied to them. This means that your sky faces are at the top of the cliff. Sure you can see through them, but you get icky things like those decals. You have to make the sky faces higher up and far enough away so you don't get decals like that.

Your map is like this: (basic side view)

___________
|_________|

The brown represents the faces you can see (cliffs on the side going up, and ground on the bottom faces), while the blue is the +sky material. You need it to be like this:

___________
|................|
|_________|
|_________|

The cliffs should end, but then more +sky on the sides should continue upwards to heighten it.



EDIT: Sphere only collision doesn't mean it can only be applied to spheres. Surfaces that are sphere-only collision let things like grenades, bullets, etc, through them but not players or vehicles. This is mostly used on "clipping planes" which prevent players from getting to areas where they have an unfair advantage or where they are not supposed to be (example: the invisible barrier in the water at Zanzibar). To make something sphere-only, you have to name your sub-material with a * at the end of it's name (ie: "playerclip*")/ Assign this material ID to faces that are player clipping. These player clipping faces can be completely seperate objects from your main level, and just need to be linked to your b_levelroot. Just assign your level's multi/sub-object material to this object and use the ID of the playerclip*.

Agent ME
August 13th, 2007, 11:51 PM
Thanks - I knew the values for flying barriers were in the bsp but for some reason I thought that was one of the uneditable files in Guerilla - :p

About the sky problem, I figure it's a glitch with the fuel rod gun - just tested it, and no other weapon leaves decals on it. Rockets disappear on contact.

Another question: In 3ds max 9 (using BlueStreak .ASS Exporter), all walls seem to be 2-sided (opaque on both sides), but I was watching a tutorial video where they were one-sided (completely invisible on one side). Is that just a difference between version 9 and previous versions? How can I set mine to be like previous versions? There has to be a setting to do that somewhere.

And even another question: some levels, such as Ascension, Headlong, and the first section of Metropolis, have secondary dome shaped banshee barriers along with the height barrier. Is that possible to do in H2v custom maps?

Con
August 14th, 2007, 12:15 AM
in 3ds max, right click on the label "perspective" and go to configuration. Make sure "force 2 sided" isn't checked.

MithosK
August 14th, 2007, 07:40 PM
Ive got a fairly similar question, how would you make barriers that only one vehicle cant pass through, like in the bridge to new mombasa, theres a barrier that only affects banshees

TeeKup
August 14th, 2007, 07:56 PM
Thats a completely new barrier. Unlike the normal "player clip" where it just stops you, this one bounces you back. I haven't done proper research myself though.

Skyline
August 14th, 2007, 08:09 PM
I might be able to help you. I haven't tried this but in the scenario_BSP tag there is "Vehicle Floor" and "Vehicle Ceiling" at the very top.

Like so:
http://img398.imageshack.us/img398/6506/ceilingai4.jpg

Agent ME
August 15th, 2007, 01:03 AM
I might be able to help you. I haven't tried this but in the scenario_BSP tag there is "Vehicle Floor" and "Vehicle Ceiling" at the very top.

Like so:
http://img398.imageshack.us/img398/6506/ceilingai4.jpg
Conscars post mentioned the vehicle floor/ceiling thing already. That is the height of the banshee/flying vehicle barriers. Set it to 5 and you won't be able to fly a banshee/other-flying-vehicle more than 5 units high. (Non-player controlled flying vehicles are exempt to the barriers, like AI in campaign.)

About MithosK's question, metropolis, ascension, headlong, and I'm sure a few other maps have a banshee height barrier, plus some sort of secondary dome/sphere shaped banshee barrier around the level. How we'd use one I don't know and is what I was asking in one of my above posts...

Skyline
August 15th, 2007, 09:51 AM
Ops I missed that one line :P.

Agent ME
August 15th, 2007, 09:27 PM
in 3ds max, right click on the label "perspective" and go to configuration. Make sure "force 2 sided" isn't checked.
It isn't checked. Anyone know a solution?

Con
August 16th, 2007, 12:48 AM
Right click on your object, go to properties, and make sure that "Backface Cull" is checked.

(this one actually did something for me)

Agent ME
August 16th, 2007, 01:04 AM
Thanks that worked.