fattwam Posted September 1, 2007 Report Posted September 1, 2007 First off, you need to open your map up in Entity. Navigate to ScenariosMultiHaloBeavercreekBeavercreek and go to the Refrence Editor. Find the chunk at offset 280, labeled "Objective Locations". Right click on the chunk, and select "Clone Chunk". Doing so will bring up a new form, Chunk Cloner. Now, for each teleporter you would like to add, you need to clone 2 chunks. For simplicity in this tutorial, I will be cloning only 2 chunks (To make one complete teleporter), however, you can add as many as you would like. Now, close out of Entity for the moment. We need to convert your new chunks into teleporters. To do this, Open your map in Insolence, (as of right now Entity does not have a Meta Editor). Navigate once again to ScenariosMultiHaloBeavercreekBeavercreek and double click it to bring up Insolence's Meta Editor. Find the Blue reflexive labeled "Objective Locations" and click it. Now, navigate to one of your 2 new chunks (The last 2 chunks in the reflexive), so that you can change a few things. Change the type to 7.) Teleporter Entrance, and the Team to 8.)Neutral. For "Bind" Just make up a number, ant put that in. Now go to your other new chunk, and do te same. Change the Type to 8.) Teleporter Exit, and the team to 8.) Neutral. For the bind, make sure you put the exact same number you used in the previous chunk. You have now sucessfully added 1 fully working teleporter to the map. However, it's not going to do anything untill we move it. You can either enter XYZ co-ords manually in Insolence's Meta Editor, but I prefer to move them visually with Entity. Open your map in Entity, and go to the BSP Viewer. Goto "Visible Spawns" and select Objective. Now, find the corresponding Teleporters (usually where a flag spawns), and move them wherever you wish. If you can't tell what's what, it tells you at the bottom of the BSP viewer. Don't forget to save changes....and your done. Congratualtions. You have just sucessfully added a teleporter to your map.
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