I have a map that I want to have a teleporter at the beginning of the attacking team. Once they reach the second objective to move on to the core I want to spawn either a two way or one way teleporter to the area of the second objective in case someone accidentally spawns at the beginning and they won't have to waste time running all the way to the other end of the map. I have tried EVERYTHING to get it to work. I've used all labels with "Place at start" true and false, Spawn set to never and to 1. I have semi successfully done it by setting the receiver node to spawn in 1 sec and not be placed at the beginning but even though the node doesn't show on the ground you see the pulsating light from the node. Then once you clear the second objective it DOES appear but can't seem to just make it appear without the glow. Thanks in advance for any advice.
I don't think you can make teleporters work that way. Best thing I figured out to do was to spawn rocks/blocks onto or off of the nodes, to control when they are used. If you figure out a way to get it to work, the way ur thinking add it here.
What about making both teleporters Spawn At Start: False with Spawn Time: 180 It should have no glow for the first 180 seconds of the game.
Make a box, and have a fusion coil and a land mine spawn at second phase to unblock it. Dont know what you mean by "glow."
Thanks for all the input everyone I really APPRECIATE it. Trust me if I figure it out I will let you guys know! I thought about the hiding it but players will be active in the area and I think it's kind of cheesy for a crate or something to just disappear once everyone moves on. I know it will appear out of now where but it's so small it doesn't draw attention as much as something big disappearing. The glow I see is the plasma effect the receiver node on the plate, except you don't see the plate and you just see the circumference of the plasma glow. I did set it for 180 seconds but it was still glowing. VERY FRUSTRATING. Thanks again everyone!!
Have you tried this: Create or hover over the object you wish to Gate. Press X to edit the objects properties Select the Advanced Option and the Game Type Label property Change the value to INV_WEAPON or INV_VEHICLE (don't be worried about the vehicle and weapon words there just titles they can be used on anything) Change the Spawn Sequence property to the first phase the object should be active (i.e. if it should appear at the start of phase two, set the value to 2) Save you making an other need help thread read this thread might help you and save you time http://www.forgehub.com/forum/halo-reach-forge-discussion/105195-required-forge-objects-guide.html
Thanks WWWilliam. Yep read the whole post back when I first found it. The problem is doing it that way it never appeared. I used phase 1, 2 and 3 and it never showed up. The way I did get it to work was set both to spawn at the beginning, set the phase to 2 and respawn to 1 sec. Unfortunately the blue glow you see on the teleporters could be partially seen even though you couldn't see the plate. Even when I set the time to 180 seconds it still showed the glow constantly. Kind of gave away the location. So I finally just put a rock on top of each one, did those seeings for the rocks and they disappear after the second phase the way I wanted it to. I just didn't want something disappearing from the environment, just my style, nothing wrong with it but I don't particularly like rocks that were there...pooof...gone when you turn around and a tranporter being there. Thanks for the help I greatly apprecaite it!!
When you use INV_WEAPON or INV_VEHICLE the Respawn Time is still in effect, meaning that the object will spawn [Respawn Time] seconds after the respective Phase starts. So if it's set to Never, it will never spawn, even when the Phase begins. if it's set to 180, it will spawn 180 seconds after the Phase begins. And so on. Instead of rocks, why not use fancy structures covered by the explosion of non-respawning Fusion Coils? Build an INV_GATES structure and have an INV_WEAPON Fusion Coil spawn overtop an INV_WEAPON Landmine, with none of these items respawning. It'll look like the thing blocking the teles exploded.
Hello David. I loved your explosion idea, and I have tried to implement it in my invasion map. I have a "shield generator" that I want to "explode" after phase one. I can't seem to get it to work. I can make the fusion coil spawn on phase two like you said, but it's the spawn time I cannot figure out. If I set it to "never" it never spawns, like you said. If I set it to 1 it spawns a new one every second. I want a single event explosion, but this causes continuous explosions every second for the rest of the game. If I set the time to 180, it takes several minutes to spawn and doesn't explode at the same time the shields go down at the end of phase one, which defeats the purpose. I cannot find a way to make it spawn at the begining of phase 2, explode, and then never re-spawn again. I also tried setting the fusion coil on top of an object and setting the object to INV_GATE so it would disappear at the end of phase one. I thought if I set the fusion coil's physics to normal it would fall down and explode when the object disappeared from underneath it, but it remains fixed in the air unless I get very close to it and disturb it. There has to be a way to spawn a single event explosion and then end it. Any suggestions?
Assault have you tried switching the objective to assault? it creates one explosion and you can add a lot of other explosives around it to make it bigger. thats what i did