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Old 09-08-2008   #71 (permalink)
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Did you do that for all the gametypes? Sorry if I'm being repetitive, but you need to do it for every gametype to make sure it'll work. Also note that if a spawn point is oriented wrong, or is in a place the game deems as "wrong," the game will look over it in favor of other spawn points (the default ones, if none of the artificial ones can be found to fit the description).

Something else you might try is placing immovable objects over the default spawn points...


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Old 09-08-2008   #72 (permalink)
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I have a double wall I can not delete? I tried it all, changing min max in every area of the three in every combo possible. Also tried deleting all the double walls completely and every object completely? Also tried to save it many times in those combos and and even try putting it on my file share and DLing it again and trying all ways again. By combos I mean say... setting with-in the double wall menu (max allowed-16, on map-15, min on map or it will respawn-0) that kind of thing... ????????


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Old 09-08-2008   #73 (permalink)
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Im not sure if you said this in your post, it was sort of confusing, but did you try setting the min to the max then starting a new round?



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Old 09-08-2008   #74 (permalink)
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I have a double wall I can not delete? I tried it all, changing min max in every area of the three in every combo possible. Also tried deleting all the double walls completely and every object completely? Also tried to save it many times in those combos and and even try putting it on my file share and DLing it again and trying all ways again. By combos I mean say... setting with-in the double wall menu (max allowed-16, on map-15, min on map or it will respawn-0) that kind of thing... ????????

I think you'd have it not to spawn at the start of the round and started the game, when you do that, you cannot delete it.


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Old 09-08-2008   #75 (permalink)
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Im not sure if you said this in your post, it was sort of confusing, but did you try setting the min to the max then starting a new round?
I know it was confusing sorry, but yes thats what i ment about the min max settings, tried it all in that area.

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I think you'd have it not to spawn at the start of the round and started the game, when you do that, you cannot delete it.
I checked the last saved version of the map and it was set to not spawn at start and had a 30 second respawn time?


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Old 09-11-2008   #76 (permalink)
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OK, everyone knows screenshots like Gargolye and Batman etc., with floating weapons in the air. How do you get these weapons to float like this? Is it something to do with teleporters and weapon holders, or am I just really stupid?


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Old 09-12-2008   #77 (permalink)
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Floating weapons only works in Forge mode. Basically, you rest the objects you desire on another object long enough for them to come to rest. Delete that first object, and the objects will float there so long as they are not disturbed in any way. If the physics engine of the game transmits any force whatsoever to the objects at rest, it will realize that they are standing on air and gravity will do its thing. This means that you cannot touch them with objects, run towards them/through them, throw grenades at them, or swing a gravity hammer from anywhere on the map without them falling. So long as they are un-disturbed, though, they'll remain floating.

Note, if you start a new round or try using the save and quit method, it will not work.


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Old 09-17-2008   #78 (permalink)
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how do umove things under the level without them disapearing but will still be seen in the level? also ive seen a box merged into the ground evenly wiht the floor but only the top of the box was showing and i was able to walk on top of the box?






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Old 09-26-2008   #79 (permalink)
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Firstly, hi and welcome to ForgeHub! I'm sorry it's taken people so long to get to your question.

The answer is that these "dynamic objects" were merged with the map geometry. Truthfully, it's one of the more difficult things to do in Forge, and I haven't quite figured it out myself. You can learn about it here:

Forging 101: Merging Movable Objects With Map Geometry

Hope that answers your question. ^_^


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Old 10-04-2008   #80 (permalink)
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Hey, guys. I used to frequent this thread in an attempt to answer questions, but I now am in need of answers myself.


What's the most accurate/most efficient method of using the Teleporter Lights aesthetically?? I've done it one in a map, but I had no real knowledge of the easiest way to do it, and it took me days to get it just right. Thanks.



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