PHMO editing: Making Objects Unmovable/movable
- neodos
- Posts: 1493
- Joined: Sun Dec 09, 2007 8:58 pm
PHMO editing: Making Objects Unmovable/movable
Hello
Here it is because someone ask for it
How to spawn a solid objects such as ramps, boxes lifts etc while you are playing.
Here's a little example:
http://youtube.com/watch?v=SnNJfrkfIvA
What we need:
Entity 1.6UE (or whatever you want but i'll be using this)
My Phmo plugin:
http://www.trashalo.hostgratos.net/plugins/phmo.ent
right clic save as
1-Making an object solid
So, this is what i call a solid object: and object that has phmo and coll collisions when spawned but that can't be moved.
We all know that some spawned object can't be moved, you probably didn't think about why and how?
Here's the example from what my research was inspired:
A human turret, sounds stupid yes?
No that stupid, why is that stupid turret fixed to the ground, impossible to move while it's just a vehicle tag and others vehicles like warthog ghost etc can be moved, why?
Scnr spawning setting ? no
Vehi tag? no
PHMO!
I found an enum on phmo that defines if the objet is static so it can't be moved, and now it's found it's really easy to do!
Choose you object this can be a bloc, mach whatever has a phmo collision.
-go to it's phmo
-Open meta editor
Find the reflexive called "Phmo parts"
The phmo model is divived sometimes in many parts so take a look to the chunks, if there is more than one chunk you'll have to set all the chunks to static so the object doesn't move.
Set to "2" to make the object movable 5 to unmovable.
Notice that Vehicle parts refleive has this enum too, i am not actually sure if it's used, i can't remember why i named that one...
Of course you can use this to make unmovable object such as the human turret, movable.
2-Spawning Method
You can now spawn this object the way you want:
-Shooting with a weapon
-Via and effect:http://forums.remnantmods.com/viewtopic.php?f=12&t=219
-Scnr spawning
-Research and tut by neodos
That's all, have fun! :p
Here it is because someone ask for it
How to spawn a solid objects such as ramps, boxes lifts etc while you are playing.
Here's a little example:
http://youtube.com/watch?v=SnNJfrkfIvA
What we need:
Entity 1.6UE (or whatever you want but i'll be using this)
My Phmo plugin:
http://www.trashalo.hostgratos.net/plugins/phmo.ent
right clic save as
1-Making an object solid
So, this is what i call a solid object: and object that has phmo and coll collisions when spawned but that can't be moved.
We all know that some spawned object can't be moved, you probably didn't think about why and how?
Here's the example from what my research was inspired:
A human turret, sounds stupid yes?
No that stupid, why is that stupid turret fixed to the ground, impossible to move while it's just a vehicle tag and others vehicles like warthog ghost etc can be moved, why?
Scnr spawning setting ? no
Vehi tag? no
PHMO!
I found an enum on phmo that defines if the objet is static so it can't be moved, and now it's found it's really easy to do!
Choose you object this can be a bloc, mach whatever has a phmo collision.
-go to it's phmo
-Open meta editor
Find the reflexive called "Phmo parts"
The phmo model is divived sometimes in many parts so take a look to the chunks, if there is more than one chunk you'll have to set all the chunks to static so the object doesn't move.
Set to "2" to make the object movable 5 to unmovable.
Notice that Vehicle parts refleive has this enum too, i am not actually sure if it's used, i can't remember why i named that one...
Of course you can use this to make unmovable object such as the human turret, movable.
2-Spawning Method
You can now spawn this object the way you want:
-Shooting with a weapon
-Via and effect:http://forums.remnantmods.com/viewtopic.php?f=12&t=219
-Scnr spawning
-Research and tut by neodos
That's all, have fun! :p
- Grimdoomer
- Admin
- Posts: 1835
- Joined: Sun Dec 09, 2007 9:09 pm
PHMO editing: Making Objects Unmovable/movable
Nice job, that is sweet. Keep it up
Don't snort the magic, we need it for the network.
- neodos
- Posts: 1493
- Joined: Sun Dec 09, 2007 8:58 pm
PHMO editing: Making Objects Unmovable/movable
Thank you ^_^
- CaptainPoopface
- Posts: 714
- Joined: Sat Feb 16, 2008 5:47 am
PHMO editing: Making Objects Unmovable/movable
Thank you for posting this.
- NotZachary82
- Posts: 1846
- Joined: Thu Dec 20, 2007 8:39 pm
PHMO editing: Making Objects Unmovable/movable
wow. thank you
this will be used ...
this will be used ...
-
- Posts: 246
- Joined: Mon Dec 10, 2007 3:15 am
PHMO editing: Making Objects Unmovable/movable
Perfect! now I can make the turret I've been dying to do but it always fell over. You're just full of things I needed
- neodos
- Posts: 1493
- Joined: Sun Dec 09, 2007 8:58 pm
PHMO editing: Making Objects Unmovable/movable
Hopefully seeing one of your mods soon :p
- DoorM4n
- Posts: 2154
- Joined: Sun Dec 09, 2007 3:01 am
- Location: Houston
PHMO editing: Making Objects Unmovable/movable
Your a genius neodos
- MrMurder
- Posts: 47
- Joined: Fri Feb 29, 2008 10:55 am
Re: PHMO editing: Making Objects Unmovable/movable
Neodus thats pretty cool im just hopeing that its possible to spawn full collisioned scenery without using up those precious 99 netgame slots.
It always bugged the crap out of me that i had to sacrifice weapons and grenade spawns for scenery as it severly limited my map layouts and held back alot of things i wanted to do, there was so much more i was hoping to do with Nightwinder2 but couldnt due to the limitations.
i have seriously got to get back to modding again looks like its ready for me again
Thanks for your time.
It always bugged the crap out of me that i had to sacrifice weapons and grenade spawns for scenery as it severly limited my map layouts and held back alot of things i wanted to do, there was so much more i was hoping to do with Nightwinder2 but couldnt due to the limitations.
i have seriously got to get back to modding again looks like its ready for me again
Thanks for your time.
Thanks For You're Time
- neodos
- Posts: 1493
- Joined: Sun Dec 09, 2007 8:58 pm
Re: PHMO editing: Making Objects Unmovable/movable
For the mainmenu i fixed the plugin, for scnr placement chunks i don't clone anymore i add chunks from another map it works better.
- MrMurder
- Posts: 47
- Joined: Fri Feb 29, 2008 10:55 am
Re: PHMO editing: Making Objects Unmovable/movable
Thanks E73RN4L i have a project in mind and it can be done either mp map (Headlong) or sp map (Old Mombassa)just depending on which map gives me the most options and allows me to add or edit the most.
If i used the SP map would that allow me to add more scenery/working machs/weaponspawns/ Etc????
As far as adding the chunks from other maps i remember trying that when i was putting Nightwinder through its paces but as i found there are certain limits to each map.
For example after taking Geminis mach pallet/placement and adding it to Containment i managed to add 4 more working gates to the existing switch.
however if i tried to add more than that either cloning or adding from another map they diddnt show up in game.
Now i know you have already covered this in another post so i know its possible, however im not sure if adding scenery with full collision without building it into the map then linking it to an itmc and spawning through the netgame is possible.
(like i said im getting back to it again lol please be paitent so the whole speak slowley thing and draw pictures helps alot
Thanks for your time.
If i used the SP map would that allow me to add more scenery/working machs/weaponspawns/ Etc????
As far as adding the chunks from other maps i remember trying that when i was putting Nightwinder through its paces but as i found there are certain limits to each map.
For example after taking Geminis mach pallet/placement and adding it to Containment i managed to add 4 more working gates to the existing switch.
however if i tried to add more than that either cloning or adding from another map they diddnt show up in game.
Now i know you have already covered this in another post so i know its possible, however im not sure if adding scenery with full collision without building it into the map then linking it to an itmc and spawning through the netgame is possible.
(like i said im getting back to it again lol please be paitent so the whole speak slowley thing and draw pictures helps alot
Thanks for your time.
Thanks For You're Time
-
- Posts: 246
- Joined: Mon Dec 10, 2007 3:15 am
Re: PHMO editing: Making Objects Unmovable/movable
I just got a fantastic idea for this
- JacksonCougar
- Huurcat
- Posts: 2460
- Joined: Thu Dec 06, 2007 11:30 pm
- Location: Somewhere in Canada
- socrates
- Posts: 565
- Joined: Tue May 27, 2008 9:22 pm
- Location: Oklahoma
Re: PHMO editing: Making Objects Unmovable/movable
Something I just remembered to post here:
This does not work over system link if client(s) do/does not have the modded map.
The effect I got was similar to that of massive lag, and certain objects not syncing from host to client, like on Relic i had shot down the sniper tower once, but my Auzzie friend saw it in a completely different place than I did...he looked as if he was standing on air when he was on top of it.
other than that I suppose it could be great.
sry for bump.
This does not work over system link if client(s) do/does not have the modded map.
The effect I got was similar to that of massive lag, and certain objects not syncing from host to client, like on Relic i had shot down the sniper tower once, but my Auzzie friend saw it in a completely different place than I did...he looked as if he was standing on air when he was on top of it.
other than that I suppose it could be great.
sry for bump.
- neodos
- Posts: 1493
- Joined: Sun Dec 09, 2007 8:58 pm
Re: PHMO editing: Making Objects Unmovable/movable
If you're playing mods the others are supposed to have the mod too
- socrates
- Posts: 565
- Joined: Tue May 27, 2008 9:22 pm
- Location: Oklahoma
Re: PHMO editing: Making Objects Unmovable/movable
Me and a few buddies do a few mods here and there, nothing worthy of a release... and a lot of the people who play with us and
appreciate..somewhat.. what we do are people who do not even own a modded xbox.
--------------------\/
they always say something like "add this, or that" which gets irritating..
appreciate..somewhat.. what we do are people who do not even own a modded xbox.
--------------------\/
they always say something like "add this, or that" which gets irritating..
- neodos
- Posts: 1493
- Joined: Sun Dec 09, 2007 8:58 pm
Re: PHMO editing: Making Objects Unmovable/movable
I uderstand, my tutorials are only meant to be applied to mods in which everyone has the modded mapfile
-
- Posts: 6
- Joined: Wed Jun 24, 2009 5:35 am
Re: PHMO editing: Making Objects Unmovable/movable
The Link to the plugin is down, Man i really need to do this, could i get a new link?
- neodos
- Posts: 1493
- Joined: Sun Dec 09, 2007 8:58 pm
Re: PHMO editing: Making Objects Unmovable/movable
I want to upload it but anything that's about uploading won't work, its crazy , i even tried to post it as text in this post it won't work, my upload goes down after a few seconds i start uploading WTF
Jackson will post it for you later.
Jackson will post it for you later.
-
- Posts: 6
- Joined: Wed Jun 24, 2009 5:35 am
Re: PHMO editing: Making Objects Unmovable/movable
neodos wrote:I want to upload it but anything that's about uploading won't work, its crazy , i even tried to post it as text in this post it won't work, my upload goes down after a few seconds i start uploading WTF
Jackson will post it for you later.
So your having Upload errors? Try making a free account on http://www.mediafire.com and uploading there... it's a Very good site for uploading, Try That, THx
- neodos
- Posts: 1493
- Joined: Sun Dec 09, 2007 8:58 pm
Re: PHMO editing: Making Objects Unmovable/movable
Allright someone uploaded it for me
http://rapidshare.com/files/248012826/phmo.ent.html
http://rapidshare.com/files/248012826/phmo.ent.html
-
- Posts: 6
- Joined: Wed Jun 24, 2009 5:35 am
Re: PHMO editing: Making Objects Unmovable/movable
THANK YOU!!!neodos wrote:Allright someone uploaded it for me
http://rapidshare.com/files/248012826/phmo.ent.html
-
- Posts: 6
- Joined: Wed Jun 24, 2009 5:35 am
Re: PHMO editing: Making Objects Unmovable/movable
now you Should make a simple Frozen Objects Tool