What Kind of Switch Should I Use?

Discussion in 'Halo and Forge Discussion' started by Pedobear, Apr 23, 2009.

  1. Pedobear

    Pedobear Ancient
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    Okay, so I made this room for my new map: (not in the open double box)

    [​IMG]

    I'm looking for a kill switch, preferably a resettable one. I know my best option is a wire switch, and I'll use that if I don't get any good feedback, but I'm hoping for something new because I used on of those in my previous map.

    So, any ideas?
     
    #1 Pedobear, Apr 23, 2009
    Last edited: Apr 23, 2009
  2. Taco Bell

    Taco Bell Ancient
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    Could you explain to me what a kill switch is? I might be able to help you if you describe it.
     
  3. Pedobear

    Pedobear Ancient
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    ...
    A switch that kills any player who might enter the room.
     
  4. Taco Bell

    Taco Bell Ancient
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    Another question. Why would you want to kill anyone to enter the room? Could you also what gametype this map is made for?
     
  5. Pedobear

    Pedobear Ancient
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    I would want to kill players who enter the room because it goes along with the theme of my map. The gametype is my variant of Hide and Seek.
     
  6. Sotha Sil156

    Sotha Sil156 Ancient
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    If you want it to kill every player that enters the room, you could put a sideways upside down teleporter under the map (orange glowing points pointing directly down) that takes them to a death area outside the map, but if you want it to only kill a player ever so many seconds, I would suggest using a wire switch. It's the easiest and least time consuming.
     
  7. Pedobear

    Pedobear Ancient
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    But the problem with wire switches is that they can only be used once per game.
     
  8. Sotha Sil156

    Sotha Sil156 Ancient
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    Oh yeah. That's right. I'm sorry. I got my switches confused. I don't really know then. It's been so long since I've used switches. I would just suggest using the teleporter. It's completely invisible if you set it up like that as well.

    If you put the doorway on a raised platform, you could have a dumpster with the very top of it at the level of the floor, being pushed up by mancannons, and a pallet blocking the doorway and keeping the dumpster from moving upward. To gain entrance, a player would have to destroy the pallet, releasing the dumpster. I don't know how you would exactly set that up to reset though. If the dumpster and the pallet respawned every ten seconds, you could use some sort of immovable objects to brace the pallet and keep it from falling when it respawns, or moving when being pushed by the dumpster, and when the dumpster respawned, the switch would be reset. Just speculation. I don't know how practical the switch would be.
     
  9. version2

    version2 Ancient
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    you could do that, just replace the pallet with a useless custom power up.
     
  10. Meltyourtv

    Meltyourtv Ancient
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    Might I suggest something with a pallet? Maybe place 2 pallets on the map and do the whole "destroy one, spawn another" switch. Possibly 2 fusion coils sideways resting on a ledge and a pallet knocking them down onto the player's area. That sound good?

    EDIT: Oh yeah it has to be respawning. Maybe place 3 pallets on the map, and then set the RTM to 2, and make the switch pallet on 30 sec respawn, but the room itself be at the "start" of the map.

    EDIT 2: OK, that won't work either, maybe just start off with the first idea, and build from there xD.
     
    #10 Meltyourtv, Apr 23, 2009
    Last edited: Apr 23, 2009
  11. Jzzkc

    Jzzkc Ancient
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    I have my own idea. I prefer the teleporter under the map idea, however it can, like you said, be blocked by a dumpster. All you'll need to do is geomerge the custom power up slightly so it sticks into the floor. Now, go underneath the map, and float a weapon holder so it is parallel on the y axis with the protruding weapon holder. Next, float a pallet so it rests against both the power up and the weapon holder.. save changes, end the game. Now go underneath the map, and float a dumpster so it would be flat against where the pallet would have spawned. Save, end, start a new round. Next, place an active receiver node under where the dumpster would have been.. save, end, start it. Now, place a man cannon behind the dumpster.. save changes, end the game. When you start a new round, the dumpster should be resting on top of the teleporter.. which is being held back by the pallet. Once the custom power up is triggered, the pallet will lose its top support, the dumpster will shift off of the teleporter, the teleporter will be free to use, and the person who picked up the custom power up will be teleported underneath the map. Once the dumpster, pallet, and custom power up respawn, it can be used again and again. I haven't tested this, I have no idea how easy it would be to make it work.. but it's something to work with.
     
  12. Ja Red is Ninja

    Ja Red is Ninja Ancient
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    I actually made a few discoveries with wire switches so you don't see the trigger. my GT is Ja Red is Ninja. I'll teach you a few things.
     
  13. Pedobear

    Pedobear Ancient
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    I sent you an FR, Red.

    Jzzkc: I have absolutely no idea what you're talking about. I can't even picture it.
     

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