I have a bunch of explosives on a platform. After one of the phases, I want the platform to disappear and the explosives to fall down. The explosives are set to normal, and the platform is set to phased. I play in custom games and the platform does disappear, yet the explosives stay right there hovering in the air as if not on normal gravity. ???
Well yeah that's the problem. The point of what I'm trying to do is that when the offense wins this stage, explosions fall from above on to the defending team exploding and killing them all on impact. What if I had a grav lift appear upside down over each explosive at the same time the floor disappears? Would the grav lift cause the explosives to fall? edit: I answered my own question by trying it out. Yes that does work.
Instead of that, you could just have the explosives spawn at that phase. If you want them optional in the game, I believe that if you have a single object fall onto the explosives, the rest will follow. This would ONLY if the objects are close together. EDIT This may not work, but I am unsure. But I know that the fall object-to-object impact should cause them to fall.
Halo 3 and Reach employ a physics optimization which acts on the fact that an object that is not moving now is not likely to move in the near future. If an object is at rest for about 5 seconds, the game stops calculating physics for it until it moves on its own or something else moves it. Delete the platform underneath it and you're not actively moving it, and... Well, gravity is physics, no?
Ok. All this could be fixed possibly if I can do one thing. Can I make something appear AFTER the 3RD phase? I know I can make gates vanish after it is complete, but for something like INV_WEAPON, I would need to put spawn sequence 4.
I gave up and just had the platform underneath the team disappear having them all fall into a kill ball.
set the explosive to INV_WEP at whatever spawnorder/stage you want the explosion to start at the beginning of. set the respawn time to 1 set the block undernwath it as INV_WEP with the same spawnorder/phase and set the respawn time to 2. Make sure the coil falls a decent distance... you want the catching block to spawn before the fusion coil spawns the 2nd time. this will cause the explosive to spawn, then fall, but the next time it spawns the block will be there to catch it. [br][/br]Edited by merge: also kill balls dont always kill... see the lavapit in my sig? thats made of kill balls, but just for appearance. there is a kill zone (actually several to get the correct shape) that actually kills you. before, people were falling in and staying alive! this never happened with my H3 lavapit, but happens in reach alot. Although, its possible the error resulted from using multiple kill balls in a close proximity (overlapping, infact)