Alright, so I want to make a map similar to Halo 2's "Terminal." Now I know that a remake is pretty much impossible, but hear me out. What I want to do for part of the map is to create a long rail that extends from one end of the map to the other. Merged into this rail at certain intervals are man cannons. A warthog will start in a small chamber at one end, be propelled along at splattering-speeds, and will ultimately be propelled into a killball chamber at the other end. Now my question is, how do I merge the man cannons so that they will only affect the warthog and not the players? Someone suggested once that they have to be merged a certain depth into the rails, something like 4-5 wall widths? If anyone can help me out, please do. It would be very much appreciated.
You could use two, have one above and one below. That would propel the object straight where it needs to be.
I don't think there is any way to keep mancannons from affecting players while still affecting vehicles. Warthogs will not roll far even if propelled by mancannons so I don't think there is really any way to do this. --- Warthogs will also move whenever they hit someone, so if a player were to get in front of this warthog, it would send the warthog off course.
It was possible in h3 to do this, though I'm sure the physics in Reach have changed quite a bit. For example, in H3, a somewhat deeply merged man cannon would affect everything but humans, unless a regenerator or other equipment was thrown while standing in the cannon. I dunno about reach. If the rail was short, you'd only need one vehicle man cannon at the back.
OP, read the bold underlined part of this quote. Everyone else; Nobody who posted in a thread in the HALO 3 FORGE DISCUSSION thought that the map he was making might be in HALO 3 and NOT Reach......... Like, seriously you had to have noticed what FORUM you were posting in right? My personal opinion of humanities overall intelligence just lowered by over 9000 points.
Ok, I just figured it out. I took two gold columns lying down (so that when it's lying down, the tallest side is facing up, to make it as thick/deep/tall/etc. as possible) and put them side by side to make a double-thick rail. Then I interlocked a mancannon (this is all on ground level), and it only effects grenades, vehicles, and forge objects; everything but players. Success! Now to figure out how to keep it on the track... Mods, we're done here. Requesting lock. --- Actually, I changed my mind. Don't lock it just yet; I had one more question: should the man cannons be tilted so they are facing forward or not?
I don't have much experience with mancannons, but I would assume they would have to be tilted to move the warthog forward. If they were at the normal position, I think it would just shoot the hog up. I would experiment though. Or wait till Reach, unless you can finish it in under 19 days.
Tilted so the cannons don't make the warthog fly up in the air when it hits the man cannon. And I'd use teleporters (on a channel where they don't activate; recievers and senders on the same channel, two way nodes on different channels) to keep it on the rail.
FUUUUUUUUUUUUUUUUUUUUU- There are always these moments that make you feel completely and utterly idiotic... At least I was helpful.
Tilt the mancannons forward so they exert more forward force on the warthog and less up force. If you tilt the mancannons the warthog shouldn't really lift up of the track much. I recall that vehicles can move through teleporter nodes and anything else would create friction so shield doors might be best to hold the warthog in place.
Ah, forgot about that. Been making too many door switches today yeah, shield doors are better, but it's sort of annoying unless you made it so it only a little sticks out to let the warthog stay on the track but not block bullets.
somebody said they dont think the wharthog would move far enough from just one or two cannons. If u flip the wharthog over I think it slides farther. And I would tilt the mancannons forward to keep them more on line, unless u use a low roof with a track hanging down to keep it on line I hope I helped and didnt just confuse everyone --- Oh damn that shield door idea is perfect, one on bottom and one on top and it would slide all the way to the end of sandbox before a kill ball could stop it. and a shield door merged an inch off the ground would not heavily affect gameplay, just a few disappearing nades prolly
When he I said shield door into the ground, I meant to keep it on the track horizontally. Positioning the man-cannons right would keep it on the ground but move. And if he made it so then there'd be a small slit in the ground big enough for a warthog wheel to go in, the man-cannons would be better (when the warthog's wheels are on the ground, IMO it slides as if it was inside of something with barely any room to go back and forward. It moves, but not very much. When it's not on the ground (or at least the wheels aren't on the ground) the cannons are much more powerful.
Alright, but...where should the other end of the teleporter lead? Also, I got this "train" mostly working, so far it works flawlessly, even sans railings. The man cannons still affect players, but not much. You can walk against them fairly easily.