Home » Renegade Discussions » Mod Forum » Chinook with Turrets! Carryalls and buyable weapons too! Sug
Chinook with Turrets! Carryalls and buyable weapons too! Sug [message #-989973] |
Fri, 06 December 2002 00:38 |
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Ok, thank ApacheRSG for getting me to think on this!
Using text scripts, you can create a vehicle (I've tested it with Chinook) and attach another vehicle to it, like in SP. The vehicle can be whatever. Using this, you can attach say, a mammoth or a celling gun to a chinook. Thus
A. Increasing passenger space by whatever the turret can hold
B. Letting the chinook shoot in any direction instead of just striaght forward (Chinook shoots just straight forward if you give it a normal gun)
Now, let's say you want to use a carryall. The only way I've found currently is to set the frame that that vehicle is deattached is to a fairly high number (so there's time). I do not see how to attach a vehicle already made but you can create a new vehicle and attach it. With the scripts Wilson is planning to get out, you can make it so you can buy the chinook with the turret attached!
If you want to see this for yourself, copy and paste the stuff inside the code box and place it in a text file called cnc_c130drop.txt in your data folder.
; ; Available Cinematic Script Commands ; ; time/frame Create_Object, id (slot), preset_name, x, y, z, facing, animation ; id can be -1 to mean do not store this object, and do not destroy ; 0 Create_Object, 0, .44 Magnum, 0, 0, 0, 180, "Human.jump" ; ; time/frame Destroy_Object, id (slot) ; 0 Destroy_Object, 0 ; ; time/frame Play_Animation, id (slot), animation_name, looping, sub_obj_name ; 0 Play_Animation, 0, "Human.Jump", false ; ; time/frame Control_Camera, id ( slot ) ; use id -1 for disabling control; ; note this will also disable star control and disbale the hud ; 0 Control_Camera, 0 ; ;_________________________________________
;******************* CHEAT SHEET ******************************
;Start frame create_object slot number model x,y,z,facing animation name( model*hierarchy*.anim ) ;Start frame Play_Animation slot number anim name ( model*hierarchy*.anim ) looping Sub Object ;Start frame Play_Audio wave filename slot number bone name ; * no slot # / bone name = 2D Audio ;0= NO LOOP ( kills object when finshed ) 1= LOOP
;************************* CNC MODE: NOD AIRSTRIP DROPOFF ************************
; ****************************** Fly the C130
-1 Create_Object, 1, "V_NOD_cargop_sm" -1 Play_Animation, 1, "V_NOD_cargop_sm.M_cargo-drop_sm", 0 -1 Play_Audio, "C130_IDLE_02", 1, "Cargo" -360 Destroy_Object, 1 ; ****************************** Attach the object
-1 Attach_To_Bone, 3, 1, "Cargo"
; ****************************** Drop the object off...
-180 Attach_To_Bone, 3, -1, "Cargo"
;************************* Transport Helicopter Hummvee Drop ************************
; ****************************** Trajectory Transport
-1 Create_Object, 18, "XG_TransprtBone", 0, 0, 0, 0 -1 Play_Animation, 18, "XG_TransprtBone.XG_HD_TTraj", 1
; ****************************** Transport
-1 Create_Real_Object, 10, "Nod_Transport_Helicopter", 1, "BN_Trajectory" -1 Set_Primary, 10 -1 Attach_to_Bone, 10, 18, "BN_Trajectory" -1 Play_Animation, 10, "v_GDI_trnspt.XG_HD_Transport",1 -50000000 destroy_object, 10
; ****************************** Trajectory Nod_Light_Tank
-1 Create_Object, 11, "XG_HD_HTraj", 0, 0, 0, 0 -1 Play_Animation, 11, "XG_HD_HTraj.XG_HD_HTraj", 1
; ****************************** Nod_Light_Tank
-1 Create_Real_Object, 12, "CnC_GDI_Orca", 11, "BN_Trajectory" -1 Attach_to_Bone, 12, 11, "BN_Trajectory"
; ****************************** Harness
-1 Create_Object, 14, "XG_HD_Harness", 0, 0, 0, 0 -1 Play_Animation, 14, "XG_HD_Harness.XG_HD_Harness", 0
; ****************************** Primary Destroyed
50000000 Destroy_Object, 18 50000000 Destroy_Object, 10 50000000 Destroy_Object, 11 50000000 Destroy_Object, 12 50000000 Destroy_Object, 14
Enjoy! Credit goes to WS, the people finding and learning the text script editing, and ApacheRSG for making me think about this!
BTW: This script is server-side, in other words, if you leave it in your data folder and host an MP game, people do not need the script to join your server (and the orca and transport will still come when Nod buys a vehicle) [ December 07, 2002, 17:03: Message edited by: NameHunter ]
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Chinook with Turrets! Carryalls and buyable weapons too! Sug [message #-989969] |
Fri, 06 December 2002 01:00 |
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quote: Originally posted by André: quote: Originally posted by NameHunter: Fixed!
.......I think....
Really interesting theory..... how did you guys knew this would possibly work?
Well, I focus more on text scripts. I'm trying to stress the power they have. While they look so basic (and sometimes can't do much or are a little messy), they can do EXTREMELY powerful things that nothing else (without C++ coding) could do. You can do effects, you can even add customization to your mod with these!
As for figuring out attachment, well....it was one of those things I knew about all along but didn't know I knew about it.....just one of those things that it takes a memeber of the community to hit you in the head with it......
Actually I had first been wondering when another person wanted to attach a turret to an extras vehicle. It wasn't working and I didn't relise that it was actually those bones (or whichever part, I think it's the bones? lol! I forgot..) that the turret needed to be attached to.
Anyway, it was basicly just a sheer ****** of luck that I ran into figuring this out I guess.
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Chinook with Turrets! Carryalls and buyable weapons too! Sug [message #-989963] |
Fri, 06 December 2002 09:37 |
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Ok, I just thought this up but it might work. This is how you could do TS Carryalls:
Make 2 models. One being the carryall, the other being it's little grabbers. Make a looong animation for the grabbers (by default it should loop) where they just sit there for a while and then move in an opening motion and then close. Set the collosion properties to Phsyical (and maybe projectile). Now, using the stuff from this chinook script, you can attach the grabbers to the carryall. So, when the carryall spawns, it will have grabbers that will open sometimes. You might want to keep the speed of the carryall fairly slow, as it will act like an elevator. The grabbers should cause the vehicle it is carrying to move up. The grabbers will also move through the ground when the close due to how animating works so you can still pick vehicles up. The main disadvantage is having to land or fly low sometimes to prevent losing the vehicle.
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Chinook with Turrets! Carryalls and buyable weapons too! Sug [message #-989962] |
Fri, 06 December 2002 11:09 |
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quote: Originally posted by NameHunter: [QUOTE]Originally posted by André: [qb] [QUOTE]Originally posted by NameHunter: [qb]Fixed!
Actually I had first been wondering when another person wanted to attach a turret to an extras vehicle. It wasn't working and I didn't relise that it was actually those bones (or whichever part, I think it's the bones? lol! I forgot..) that the turret needed to be attached to.
You can just say my name hunter. Its not liek they don't know me.
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Chinook with Turrets! Carryalls and buyable weapons too! Sug [message #-989961] |
Fri, 06 December 2002 13:45 |
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quote: Originally posted by NameHunter: Ok, I just thought this up but it might work. This is how you could do TS Carryalls:
Make 2 models. One being the carryall, the other being it's little grabbers. Make a looong animation for the grabbers (by default it should loop) where they just sit there for a while and then move in an opening motion and then close. Set the collosion properties to Phsyical (and maybe projectile). Now, using the stuff from this chinook script, you can attach the grabbers to the carryall. So, when the carryall spawns, it will have grabbers that will open sometimes. You might want to keep the speed of the carryall fairly slow, as it will act like an elevator. The grabbers should cause the vehicle it is carrying to move up. The grabbers will also move through the ground when the close due to how animating works so you can still pick vehicles up. The main disadvantage is having to land or fly low sometimes to prevent losing the vehicle.
Hmm... sounds quite possible
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Chinook with Turrets! Carryalls and buyable weapons too! Sug [message #-989960] |
Fri, 06 December 2002 13:50 |
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quote: Originally posted by NameHunter: Ok, I just thought this up but it might work. This is how you could do TS Carryalls:
Make 2 models. One being the carryall, the other being it's little grabbers. Make a looong animation for the grabbers (by default it should loop) where they just sit there for a while and then move in an opening motion and then close. Set the collosion properties to Phsyical (and maybe projectile). Now, using the stuff from this chinook script, you can attach the grabbers to the carryall. So, when the carryall spawns, it will have grabbers that will open sometimes. You might want to keep the speed of the carryall fairly slow, as it will act like an elevator. The grabbers should cause the vehicle it is carrying to move up. The grabbers will also move through the ground when the close due to how animating works so you can still pick vehicles up. The main disadvantage is having to land or fly low sometimes to prevent losing the vehicle.
That might just be crazy enough to work! Try it out, and keep us posted on what happenes. It would be great to have a Carryall in Renegade, but what if some people start putting tanks on top of buildings? A wise idea? But this still sounds interesting.
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Chinook with Turrets! Carryalls and buyable weapons too! Sug [message #-989956] |
Sat, 07 December 2002 10:02 |
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Ok, this idea is still in works:
Possible way of making it so you can buy weapons, make a vehicle (such as the harvester) and attach Test_Cinematic script. That script will point to a text file which will make the animation and stuff for making the gun (or prefably, gun package, like Shotgun and Chaingun or Laser Minigun and Laser Rifle, or Rocket Launcher, Grenade Launcher, and Personal Ion Cannon, etc) which is played as soon as the unit is made. The 1 problem is it spawns in the WF. So if someone else buys a vehicle right after you buy your weapon you could die. However, custom scripts could fix that (they made a helipad, I dont think there's a reason it wouldn't work for this...) so, pretty much cleared!
Edit: Another prob - destroying the vehicle but with a delay thus giving time for the cinematic. Again this could be used with the new custom scripts.dll... [ December 07, 2002, 17:03: Message edited by: NameHunter ]
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Chinook with Turrets! Carryalls and buyable weapons too! Sug [message #-989952] |
Sat, 07 December 2002 14:13 |
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i have an idea that may work it would require a lot less work but with 2 setbacks setback 1.no animation(well you could but its not gonna do anything) 2.someone has to drive the tank (may prove better... might inspire teamwork... a rare occurence) 3. the carryall wont be able to land on the vehicle and pick it up
when making a model of your carryall stick a mesh with the vehicle collision property enabled a little bit under the vehicle (not in worldbox me thinks(not sure if it will interfere)) and far enough down for a vehicle to fit inbetween. then when you land the craft drive the vehicle you want to transport underneath the carryall and then lift off with the carryall the mesh will carry the vehicle with the carryall (you could put little bars with no collision options decenting from the carryall so that they 2 vehicles look connected). but make sure that there is no pitch or roll when turning or starting/stoping or your cargo will have a nice fall.
but this is just an idea so dont flame me if it dont work contact me and tell me how it worked out cuz im curious myself my msn instant messeneger id is redoctober0002@hotmail.com
but still you other people have great ideas
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Chinook with Turrets! Carryalls and buyable weapons too! Sug [message #-989951] |
Sun, 08 December 2002 00:42 |
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quote: Originally posted by ApacheRSG: NameHunter, do you have MSN? If so I think I can help you out
At the moment I only have/use mIRC
aronjames - Actually that could work quite well! Need something around the sides to keep it from falling out when moving, but it probally could work!
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Chinook with Turrets! Carryalls and buyable weapons too! Sug [message #-989949] |
Sun, 08 December 2002 01:32 |
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quote: Originally posted by aronjames: i have an idea that may work it would require a lot less work but with 2 setbacks setback 1.no animation(well you could but its not gonna do anything) 2.someone has to drive the tank (may prove better... might inspire teamwork... a rare occurence) 3. the carryall wont be able to land on the vehicle and pick it up
when making a model of your carryall stick a mesh with the vehicle collision property enabled a little bit under the vehicle (not in worldbox me thinks(not sure if it will interfere)) and far enough down for a vehicle to fit inbetween. then when you land the craft drive the vehicle you want to transport underneath the carryall and then lift off with the carryall the mesh will carry the vehicle with the carryall (you could put little bars with no collision options decenting from the carryall so that they 2 vehicles look connected). but make sure that there is no pitch or roll when turning or starting/stoping or your cargo will have a nice fall.
but this is just an idea so dont flame me if it dont work contact me and tell me how it worked out cuz im curious myself my msn instant messeneger id is redoctober0002@hotmail.com
but still you other people have great ideas
im going to try that... if it works ill put the model up for download for people to play with
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