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Making Buildings Invulnerable [message #165273] Thu, 04 August 2005 06:51 Go to next message
MavTaSe is currently offline  MavTaSe
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Registered: July 2005
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Before I ask my question I want everyone to know that I searched through the forum before asking my question. And there was only one related topic which sadly enough didn't contain a solution...

Like the title says, I want to know how to make Buildings invulnerable with Level Edit / Editing Scripts.dll, whichever works. I know you're able to kill the building with ssaow, but that's not my intention. I've already tried numerous things.

  • Removing mesh prefix so building controller doesn't recognise building
  • Make armor, health and mct Blamo
  • Make armor, health and mct SkinC4 ( it's for a sniper mod so I though you can only 'kill' a c4 with repair beam so it'll work, but it didn't.
  • Remove mct from building ( unchecked 'IsMCT' )


On a sidenote, is editing object.aow a good way to make your mod or not? I heard it gives the other players who ain't got the object.aow zero-bug.

I hope someone can give me a clue how I can do this. Thank you for your time.

[Updated on: Thu, 04 August 2005 06:54]

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Re: Making Buildings Invulnerable [message #165284 is a reply to message #165273] Thu, 04 August 2005 09:06 Go to previous messageGo to next message
XeonTeam is currently offline  XeonTeam
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Registered: January 2005
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Are you trying to make an ojects.ddb file?

Or are you making your own map?


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Re: Making Buildings Invulnerable [message #165296 is a reply to message #165273] Thu, 04 August 2005 10:45 Go to previous messageGo to next message
MavTaSe is currently offline  MavTaSe
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Making my own mod, objects.ddb. I read your tutorials on that other site, but it doesn't say anything about that Sad

[Updated on: Thu, 04 August 2005 10:45]

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Re: Making Buildings Invulnerable [message #165318 is a reply to message #165273] Thu, 04 August 2005 14:03 Go to previous message
Whitedragon is currently offline  Whitedragon
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Registered: February 2003
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void M00_BUILDING_EXPLODE_NO_DAMAGE_DAK::Created(GameObject *obj) {
Set_Max_Health(obj,2000);
Set_Max_Shield_Strength(obj,2000);
Commands->Set_Shield_Type(obj,"Blamo");
}

void M00_BUILDING_EXPLODE_NO_DAMAGE_DAK::Damaged(GameObject *obj, GameObject *damager, float damage) {
Commands->Set_Health(obj,2000);
Commands->Set_Shield_Strength(obj,2000);
Commands->Give_Points(damager,(float)(damage*-1.0),false);
}


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[Updated on: Thu, 04 August 2005 23:25]

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