Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Archived Forums » Core Patches » wreckages
wreckages [message #160209] Thu, 16 June 2005 04:40 Go to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
In SSAOW you have created a cool feature that allows you to repair a "destroyed" vehichle that has been spawned on death from a normal vehichle. Once repaired it replaces the model with the normal vehichle model.
I think this is a nice feature and have been experimenting myself. (have you seen the transport helicopters co-called detroyed vehichle :/ lol). Well anyway.. I was wondering whether you guys found a way to add the apache and orca too? I can replicate the same result that you have made with the vehichles exactly. However the "destroyed" Apache and Orca models when spawned on death just plonk there fat asses in the air and stay there, they don't fall... I have tried several things to avoid this... however i can't Sad
I am guessing that you could edit the scripts to make that model spawn lower on the y axis, however you cant really put a rough cord value there as the vehichle might be flying high or low and have it end up spawning half in the ground... or lower.
Do you know of a way to make the "destroyed" vehichle fall to the ground when it is spawned purely as an objects.aow mod? and if so would you tell me please? Very Happy would be nice to have this feature.

Also for further realeases of SSAOW why not have this feature for all vehichles? i know there isn't a "destroyed" vehichle for all objects, however you could temp the vehichle and mod it to not allow transition and have 0 seats or something. Then have this object as the "destroyed" one and reparing that spawns a normal one back... Just a suggestion, would be nice to have the ability on all vehichles... Just a suggestion.



Re: wreckages [message #160217 is a reply to message #160209] Thu, 16 June 2005 05:30 Go to previous messageGo to next message
dead6re is currently offline  dead6re
Messages: 602
Registered: September 2003
Karma: 0
Colonel
Turn the flying feature of the veh off so it falls to the ground would be my idea. I can't remember how to change the fly, ill check at home.

Let all your wishes be granted except one, so you will still have something to strieve for.
Re: wreckages [message #161892 is a reply to message #160209] Mon, 27 June 2005 07:28 Go to previous messageGo to next message
zunnie is currently offline  zunnie
Messages: 2959
Registered: September 2003
Location: Netherlands
Karma: 0
General (2 Stars)

"temp the vehichle and mod it to not allow transition "

This wouldnt work in a serverside mod. The temped preset would
not exist on clients, they will get booted from the server once
the temped preset tries to spawn.


https://multiplayerforums.com/uploads/monthly_2018_03/TCW2_Signature.png.6236a0dbc6e1e53472a18fe8cd15e47b.png
Re: wreckages [message #162025 is a reply to message #160209] Tue, 28 June 2005 15:30 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
Messages: 5795
Registered: June 2004
Location: England
Karma: 0
General (5 Stars)
unless they also had a modified always.dat, and RG wouldnt like that

http://steamsignature.com/card/1/76561197975867233.png
Re: wreckages [message #162325 is a reply to message #161892] Sat, 02 July 2005 08:07 Go to previous messageGo to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
Quote:

"temp the vehichle and mod it to not allow transition "

This wouldnt work in a serverside mod. The temped preset would
not exist on clients, they will get booted from the server once
the temped preset tries to spawn.



Your right, i just tried it.

However you can use a model of the vehichle that isn't used, like the ai ones. Smile So it is possible for all vehichles to have wreckages.



Re: wreckages [message #162357 is a reply to message #160209] Sat, 02 July 2005 18:48 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
Messages: 832
Registered: February 2003
Location: California
Karma: 1
Colonel
Giving VTOL physics to a decoration phys object(like shells) makes clients randomly crash for some reason.

Black-Cell.net
Network Administrator (2003 - )

DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )

Dragonade, Renegade's first server side modification
Lead coder (2005 - )
Re: wreckages [message #162501 is a reply to message #162357] Tue, 05 July 2005 14:54 Go to previous messageGo to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
I can't believe some of the most knowledgable minds on the renegade scene that are still knocking about have seen and replied on this topic and not one of us can think of a way to make the bloody heli wreckage fall to the ground instead of being stuck in mid air Razz lol

surely there must be a way.. ? Very Happy



Re: wreckages [message #162506 is a reply to message #160209] Tue, 05 July 2005 15:21 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
Messages: 832
Registered: February 2003
Location: California
Karma: 1
Colonel
I never said i didnt know how to do it.

Black-Cell.net
Network Administrator (2003 - )

DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )

Dragonade, Renegade's first server side modification
Lead coder (2005 - )
Re: wreckages [message #162523 is a reply to message #162506] Tue, 05 July 2005 19:13 Go to previous message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
Well in that case then I would appreciate you telling me how to do it.. Smile

If not then no worries, but i want to add this to our servers, so if you would be so kind to enlighten me i would be grateful Very Happy



Previous Topic: CP 1 Installation Error
Next Topic: armor.ini in the always2.dat
Goto Forum:
  


Current Time: Thu Oct 17 03:24:51 MST 2024

Total time taken to generate the page: 0.00860 seconds