My wife is hogging the TV again, so I haven't had a chance to find out if this will work and was wondering if anyone has tried it. Make a sliding door using a block set into a channel that will allow it to slide open. After a period of time, spawn a hidden man cannon which causes the door to slide open. I would also like to do this with a bridge, crossing a short gap. I think this could also work the opposite way, to close a door, or with sequentially spawning man cannons, maybe build a room with closing walls like the trash compactor in Star Wars
im working on a city map with a small/medium ufo hovering above it with a teleporter room. there are 4 teleporters with crates as switches above each one to turn them off so you can hold the ufo.
I don't see why it should be impossible, it was possible in Halo 3. The only thing is the crated don't really look anything like doors or bridges :/
I don't plan to use crates, I was hoping to make it work with 2x2 or 3x3 flat pieces set to "normal" physics.
Aren't they classed as immovable objects, even if they're set to normal? Or does a man-cannon still move them? Good idea anyway mate Would be good if you could create a really sliding door, with a sensor to open
I'm using this technique in my invasion map Didact (see sig). I built a flying vehicle and all the Spartans start in seperate rooms. After a while they drop down (invulnerable by picking up a custom power up). First off, it won't work with block etc, only with movable objects (and the crates are the only good thing to work with). Second point is that the system won't work by itself. When the man cannons spawn the crates will stay in place untill there is some sort of movement or explosion. If you have any questions let me know!
All structures are classed as unmovible once they have been place, the physics only take in effect when grabed (for phased) and once let go (for normal). Think of structure doors or bridges as the teleporter on the HAL0 2 map, Relic, once open it cannot be unopend. The only exception is with destroyible items aka wood pallets (which are not in forgeworld ) and explosives, or movible items such as scenery. Once an item is destroyed or moved significantly from its starting location that will start the spawn timer. When spawn timer finishes counting down item will respawn in its place.
It would be nice if bungie gave us a switch option you know like an item that gives you the option to activate by holding X (or action) and gives you an option to activate a teleporter, open a gate or raise lower a bridge.
This is unfortunate. I guess I will have to figure out a different way to accomplish what I'm trying to with the map I was hoping to do a maze, and have certain walls and paths change after a period of time, with the maze gradually becoming more and more closed off, forcing people even closer together, and the action getting more chaotic.
About the second part of your post: I'm not 100% sure but if Bungie hasn't drastically changed the way weapons affect the environment and other objects, this should work. This is an idea that stems from the very first linear zombie map: Manifest. If a weapon is placed right under, above or next to the block that you want to move, and if that weapon is set to spawn after or at the same time as the man-cannon, it should move the block of its own accord without the need for aid from players.