PHMO editing: Making Objects Unmovable/movable

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neodos
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PHMO editing: Making Objects Unmovable/movable

Post by neodos »

Hello

Here it is because someone ask for it

How to spawn a solid objects such as ramps, boxes lifts etc while you are playing.

Here's a little example:

http://youtube.com/watch?v=SnNJfrkfIvA


What we need:
Entity 1.6UE (or whatever you want but i'll be using this)

My Phmo plugin:

http://www.trashalo.hostgratos.net/plugins/phmo.ent
right clic save as

1-Making an object solid

So, this is what i call a solid object: and object that has phmo and coll collisions when spawned but that can't be moved.

We all know that some spawned object can't be moved, you probably didn't think about why and how?

Here's the example from what my research was inspired:
Image

A human turret, sounds stupid yes?

No that stupid, why is that stupid turret fixed to the ground, impossible to move while it's just a vehicle tag and others vehicles like warthog ghost etc can be moved, why?
Scnr spawning setting ? no
Vehi tag? no

PHMO!

I found an enum on phmo that defines if the objet is static so it can't be moved, and now it's found it's really easy to do!

Choose you object this can be a bloc, mach whatever has a phmo collision.

-go to it's phmo

-Open meta editor

Find the reflexive called "Phmo parts"

Image

The phmo model is divived sometimes in many parts so take a look to the chunks, if there is more than one chunk you'll have to set all the chunks to static so the object doesn't move.

Set to "2" to make the object movable 5 to unmovable.

Notice that Vehicle parts refleive has this enum too, i am not actually sure if it's used, i can't remember why i named that one...

Of course you can use this to make unmovable object such as the human turret, movable.

2-Spawning Method

You can now spawn this object the way you want:

-Shooting with a weapon

-Via and effect:http://forums.remnantmods.com/viewtopic.php?f=12&t=219

-Scnr spawning

-Research and tut by neodos

That's all, have fun! :p
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Grimdoomer
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PHMO editing: Making Objects Unmovable/movable

Post by Grimdoomer »

Nice job, that is sweet. Keep it up :wink:
Don't snort the magic, we need it for the network.
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neodos
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PHMO editing: Making Objects Unmovable/movable

Post by neodos »

Thank you ^_^
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CaptainPoopface
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PHMO editing: Making Objects Unmovable/movable

Post by CaptainPoopface »

Thank you for posting this.
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NotZachary82
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PHMO editing: Making Objects Unmovable/movable

Post by NotZachary82 »

wow. thank you :)

this will be used ... ;)
Rockymods
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PHMO editing: Making Objects Unmovable/movable

Post by Rockymods »

Perfect! now I can make the turret I've been dying to do but it always fell over. You're just full of things I needed :D
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neodos
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PHMO editing: Making Objects Unmovable/movable

Post by neodos »

Hopefully seeing one of your mods soon :p
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DoorM4n
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PHMO editing: Making Objects Unmovable/movable

Post by DoorM4n »

Your a genius neodos :shock:
Image
Remnant! We were the last stand.
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MrMurder
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Re: PHMO editing: Making Objects Unmovable/movable

Post by MrMurder »

Neodus thats pretty cool im just hopeing that its possible to spawn full collisioned scenery without using up those precious 99 netgame slots.
It always bugged the crap out of me that i had to sacrifice weapons and grenade spawns for scenery as it severly limited my map layouts and held back alot of things i wanted to do, there was so much more i was hoping to do with Nightwinder2 but couldnt due to the limitations.
i have seriously got to get back to modding again looks like its ready for me again :XD:

Thanks for your time.
Thanks For You're Time
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neodos
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Re: PHMO editing: Making Objects Unmovable/movable

Post by neodos »

For the mainmenu i fixed the plugin, for scnr placement chunks i don't clone anymore i add chunks from another map it works better.
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MrMurder
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Re: PHMO editing: Making Objects Unmovable/movable

Post by MrMurder »

Thanks E73RN4L i have a project in mind and it can be done either mp map (Headlong) or sp map (Old Mombassa)just depending on which map gives me the most options and allows me to add or edit the most.
If i used the SP map would that allow me to add more scenery/working machs/weaponspawns/ Etc????
As far as adding the chunks from other maps i remember trying that when i was putting Nightwinder through its paces but as i found there are certain limits to each map.
For example after taking Geminis mach pallet/placement and adding it to Containment i managed to add 4 more working gates to the existing switch.
however if i tried to add more than that either cloning or adding from another map they diddnt show up in game.
Now i know you have already covered this in another post so i know its possible, however im not sure if adding scenery with full collision without building it into the map then linking it to an itmc and spawning through the netgame is possible.
(like i said im getting back to it again lol please be paitent so the whole speak slowley thing and draw pictures helps alot :XD:

Thanks for your time.
Thanks For You're Time
Rockymods
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Re: PHMO editing: Making Objects Unmovable/movable

Post by Rockymods »

I just got a fantastic idea for this :P
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JacksonCougar
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Re: PHMO editing: Making Objects Unmovable/movable

Post by JacksonCougar »

Thx neodos: using it right now ;p
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socrates
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Re: PHMO editing: Making Objects Unmovable/movable

Post by socrates »

Something I just remembered to post here:
This does not work over system link if client(s) do/does not have the modded map.
The effect I got was similar to that of massive lag, and certain objects not syncing from host to client, like on Relic i had shot down the sniper tower once, but my Auzzie friend saw it in a completely different place than I did...he looked as if he was standing on air when he was on top of it.
other than that I suppose it could be great.
sry for bump.
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neodos
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Re: PHMO editing: Making Objects Unmovable/movable

Post by neodos »

:|
If you're playing mods the others are supposed to have the mod too :¬_¬:
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socrates
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Re: PHMO editing: Making Objects Unmovable/movable

Post by socrates »

Me and a few buddies do a few mods here and there, nothing worthy of a release... and a lot of the people who play with us and
appreciate..somewhat.. what we do are people who do not even own a modded xbox.
--------------------\/
they always say something like "add this, or that" which gets irritating..
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neodos
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Re: PHMO editing: Making Objects Unmovable/movable

Post by neodos »

I uderstand, my tutorials are only meant to be applied to mods in which everyone has the modded mapfile :wink:
semperfi2026
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Re: PHMO editing: Making Objects Unmovable/movable

Post by semperfi2026 »

The Link to the plugin is down, Man i really need to do this, could i get a new link?
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neodos
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Re: PHMO editing: Making Objects Unmovable/movable

Post by neodos »

I want to upload it but anything that's about uploading won't work, its crazy , i even tried to post it as text in this post it won't work, my upload goes down after a few seconds i start uploading WTF
Jackson will post it for you later.
semperfi2026
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Re: PHMO editing: Making Objects Unmovable/movable

Post by semperfi2026 »

neodos wrote:I want to upload it but anything that's about uploading won't work, its crazy , i even tried to post it as text in this post it won't work, my upload goes down after a few seconds i start uploading WTF
Jackson will post it for you later.

So your having Upload errors? Try making a free account on http://www.mediafire.com and uploading there... it's a Very good site for uploading, Try That, THx
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neodos
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Re: PHMO editing: Making Objects Unmovable/movable

Post by neodos »

Allright someone uploaded it for me :mrgreen:
http://rapidshare.com/files/248012826/phmo.ent.html
semperfi2026
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Re: PHMO editing: Making Objects Unmovable/movable

Post by semperfi2026 »

neodos wrote:Allright someone uploaded it for me :mrgreen:
http://rapidshare.com/files/248012826/phmo.ent.html
:D :D THANK YOU!!! :D :D
semperfi2026
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Re: PHMO editing: Making Objects Unmovable/movable

Post by semperfi2026 »

now you Should make a simple Frozen Objects Tool :D
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