Trying to find all the scripts usefull for MP... [message #-986751] |
Sat, 11 January 2003 13:48 |
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So far, here is what I found: M00_BUILDING_EXPLODE_NO_DAMAGE_DAK M00_CNC_Crate M00_Disable_Transition M00_GrantPowerup_Created M00_PCT_Pokable_DAK M00_Soldier_Powerup_Grant M00_Vehicle_Regen_DAK Test_Cinematic (for the C&C_C130drop.txt file) M00_Powerup_Destroy M00_Advanced_Guard_Tower M00_Advanced_Guard_Tower_Gun M00_Advanced_Guard_Tower_Missile M00_Obelisk_Weapon_CNC M00_Nod_Turret M00_Base_Defense M00_Nod_Obelisk_CNC
If anyone has used a script in a multiplayer map thats not: A.in the list above B.a GTH_xxxx script (Greg Hjelstroms scripts) C.a TDA_xxxx script (dantes scripts) or D.a JFW_xxxx script (my scripts) then I would like to know about it (for example scripts used in making helipads, naval yards, boats, repair pads, SAM sites, base defences or whatever else) Any scripts used to give soldiers, vechicles or whatever else AI for bot maps should go on this list also.
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Trying to find all the scripts usefull for MP... [message #-986750] |
Sat, 11 January 2003 19:23 |
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These are a few Scripts i have seen:
DAK_Vehicle_Regen_DAK ;This Script is used by the Mammoth Tank to regenerate
M05_Ressitance_Poke_Conversation ;converstaions enabled
M07_SAM_Site_Logic ;The Turret act like a base defense, but only attack AirUnits
M10_Stationary ;The Unit doesn't leave the place where it was spawned
PDS_Test_Harvester ;Allows you to have an Harvester without an Weponsfactory Parameter1=TiberiumID = ID of Tiberiumfield Parameter2=DriveToID = ID of Wegpfades (to Tiberiumfield) Parameter3=EntranceID = ID of Buildingcontroller Parameter4=DockID = ID of Buildingcontroller
RMV_Camara_Behavior ;Creation of ceilingguns Parameter1=Angle - Angel between 0-360° Parameter2=Alarm_ID - set to 0 Parameter3=Is_Gun - Must be 1 Parameter4=Delay - Must be 0.0
M03_Base_Patrol ;The unit patrol along the Waypath Parameter1=WaypathID (not the waypoint number)
RMV_Home_Point ;How the bot is allowed to leave his spawn positon
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