I doubt the explosion will work because frags don't work. The difficulty is in finding something to ignjte the sticky. How close are you planning on having players get to this waypoint? I figured it would be an underhround sorta thing.
When in Rome, do as the Fates have scripted you to. Also, that totally seems like it has map potential. Maybe gametype potential? The first account Yusgoda Beegbut was even less accessible. Tried to make it look Japanese or something. One guy called me Yoda Cocknocker. Lol. I tried a bunch of stuff, but so far only throwing them or shooting them with a precision weapon seem to make them explode. Kill balls, kill zones, spray weapons, explosions, and {Damage Ratio} scripts don't cause them to explode. Damage scripts will despawn them so that has some uses. Using a plasma caster seems to knock the weapons off the pads, but that's pretty much the same boat of stuckiness.
Really? I didn't you could damage ratio script them, but it seems like that would work. I wish you could launch them off mancannons. What about lightening? There's probably no way it'll work, but on that note, try all the fx. Fire?
More thoughts for the OP. Do the normal-physics welded thing, position them where they will need to be and then use the 13 seconds before game start to move them all to one location out of the way, maybe at the top of the map or at some distant, final objective. Then use the instant position reset to place them when it's their time. Not perfect, but maybe just the one caveat of having one extra waypoint that players will know they can't reach. Assuming that a bunch of waypoints at one distant spot looks the same as one. The idea of moving just one waypoint from place to place very quickly (500 feet per tenth of a second is the max, right?) might work with some slight of hand like a distracting flash, FX, or something. Could be useful if the situation allows, I guess. Yeah, I was surprised that grenades don't explode when they reach 100% damage, they just despawn. Vehicles blow up nicely and turrets fall of their mounts. I think I documented some of this in my sig link. Crap, forgot to mention I tried the fire FX on grenades, but was also a no-go. I tried a handful of FX on the weapon pads too, but nothing worked. I had some hope for the lightning, but not even that one. Might work on the grenades though. I think knocking the weapons off the pads was meant only for the combat evolved skill medal deal . We should set up a shared FX test map with all the FX already set out to test with. Wishlist item: scripting {Fire} or {Activate} action for anything that could be fired or activated.
That's good info that I should write down. There's always at least one thing that stops us from pulling off some really cool **** with this Forge. It is so close to being so awesome. There's just always that one thing
If you were to place a weapon pad on normal physics below your map with an invisible barrier scripted to despawn, would the weapon pad fall out of loadable range?
Yeah, that should work. I tested that but used just a floor object to hold it up, but a barrier works for that, right? The pad fell in the water on Tidal, but I can't recall how long it took to disappear. Seemed pretty quick. We could weld it and script the parent to fall faster too if that would help.
It'd be great if someone came up with a way to make them respawn! @Egggnog let me know if you manage that somehow. Not sure if my weapon pad test maps will help anyone, but here's the links. The first one also has an object that's phased over a weapon pad and is scripted to move away from the pad. The move happens when a power channel is turned on (so activates every other time), but I think it was ignoring every other move action, like from the other thread. https://www.halowaypoint.com/en-us/... Beegbut_5b83653a-5fa5-4f82-a08e-a473c9d05683 https://www.halowaypoint.com/en-us/... Beegbut_e9cbc0a0-4645-4a40-b558-34bcf4f63a95