[MOD] Falling Pianos

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Sparky
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[MOD] Falling Pianos

Post by Sparky » Sat Mar 13, 2010 11:31 am

Hey, guys.

I made a falling pianos mod. It's quite horrible, actually, but it provides you with a model and some ideas for how to make them fall from the sky.

No collision model on the scenery object, just a model.

It would be really cool if you could swap a vehicle's model with the piano model and swap a weapon's projectile with the vehicle, then set the coordinates for the spawn point offset to x = 4, z = 4.

If you just switch the model of the vehicle, the map will crash. Any ideas on how to swap a vehicle's model without nulling the collision or physics? Apparently, I don't remember how to do this...

So eh, right now, try firing the AR and pistol. That is all. :|

Also, I could use a looping sound of some piano music or whatnot... the explosion effect should have a sound of a breaking/falling piano, and perhaps the falling sound could use that falling PDA satellite missile sound.

Download Falling Pianos
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Turtle
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Re: [MOD] Falling Pianos

Post by Turtle » Sat Mar 13, 2010 12:09 pm

That's so awesome!
And here is a tut that I haven't tested.

Note: You can't swap the VEHICLE'S mod2, you have to null it out

Step 1: Open an untouched bloodgulch.map with eschaton.
Step 2: Go to the dependency swapper.
Step 3: Go to a vehi of your choice.
Step 4: Null out the mod2 and change the antr to characters\cyborg\cyborg_mp (trust me on this)
Now the hog's model is nulled out and the antr is cyborg.
Step 5: Change the weapon to weapons\gravity\gravity_rifle
Step 6: Go to gravity_rifle in the dep swapper and change the mod2 to scenery\rocks\boulder\boulder
Step 7: Go back to the vehicle and null out the antr
No, you don't have to use the boulder. You can use anything you want.
No, you can't add collision, if you do, you can still walk through it.
Yes, there is a better way
No, I don't know it.
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kiddten
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Re: [MOD] Falling Pianos

Post by kiddten » Sat Mar 13, 2010 12:38 pm

another way is to extract the c_storage antr from b30, and use that as the antr. now all models will work with the vehi.
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Sparky
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Re: [MOD] Falling Pianos

Post by Sparky » Sun Mar 14, 2010 12:10 pm

Falabmaja The 2nd wrote:another way is to extract the c_storage antr from b30, and use that as the antr. now all models will work with the vehi.
I remember that now, yes, thanks!
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Dittoz7
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Re: [MOD] Falling Pianos

Post by Dittoz7 » Sun Mar 14, 2010 3:02 pm

Pics?
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NOBLE 1 DO YOU COPY?!?!??!
NOBLE 1???!?!?
FFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU- we lost the spartans
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Kayar
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Re: [MOD] Falling Pianos

Post by Kayar » Sun Mar 14, 2010 4:36 pm

Yeah. That tut is false. I made a better one back when I made Experiment 13. If it's not in the tutorials section already I will eat my own face. Glad that at least flabamaja remembers my findings.
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Amy
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Re: [MOD] Falling Pianos

Post by Amy » Mon Mar 15, 2010 12:11 pm

Kayar wrote:Yeah. That tut is false. I made a better one back when I made Experiment 13. If it's not in the tutorials section already I will eat my own face. Glad that at least flabamaja remembers my findings.
I remember it, ha... i have a entire folder named Kayar...haha...

lolwut where?
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Sparky
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Re: [MOD] Falling Pianos

Post by Sparky » Tue Mar 16, 2010 2:54 pm

It's funny because the c_storage scenery isn't using its animation trigger tag.

EDIT: Works like a charm! Falling pianos for the win!

I suppose people without the mod will see only warthogs... I should make an update that places the blue warthog respawn point outside the map to avoid lag.
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Kayar
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Re: [MOD] Falling Pianos

Post by Kayar » Tue Mar 16, 2010 5:32 pm

Sparky wrote:It's funny because the c_storage scenery isn't using its animation trigger tag.
I think that this may be because the c_storage antr was used with the falling_box(?) (which IS the c_storage, essentially) in order to make the scene in the demo.mov in which one flies past Johnson after an explosion. I could be wrong though.
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Sparky
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Re: [MOD] Falling Pianos

Post by Sparky » Fri Mar 19, 2010 3:31 am

Dittoz7 wrote:Pics?
Image

I think the F keys are pressed down because they were that way in the second frame of the animation file... oh well! (Haha, I could fix this easily, but no need, right? "F" for "Falling Pianos!")
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