Re: Replacing Vehicles With Weapons [message #176214 is a reply to message #165125] |
Mon, 24 October 2005 13:39 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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Easily Done. Or at least in theory.
Global Settings ~ Purchase Settings ~ Vehicles(GDI) Etc
Mod the purchase preset to the weapon powerup.
Might crash, might work like a charm. Try to find out.
EDIT: Ok tested it and it spawns the weapon at 0,0,0 I dont think there is any other way.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
[Updated on: Mon, 24 October 2005 13:47] Report message to a moderator
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Re: Replacing Vehicles With Weapons [message #177597 is a reply to message #177592] |
Wed, 02 November 2005 23:21 |
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ghostSWT
Messages: 262 Registered: December 2003
Karma: 0
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Recruit |
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in ssaow 1.3.4
under
void M00_GrantPowerup_Created::Created(GameObject *obj) {
there is a
if (Settings_ShowPlayerPurchase) {
char PurchaseMsg[512];
sprintf(PurchaseMsg,"%s purchased a %s",Get_Player_Name(obj),Translate_Preset(IsPlayerVehicle(obj)));
FDSMessage(PurchaseMsg,"_PURCHASE");
}
based on that in that function make something like
if (Translate_Preset(IsPlayerVehicle(obj)) == "Nod Flame Tank")
{
kill tank
grant flame thrower
}
else if (Translate_Preset(IsPlayerVehicle(obj)) == "GDI Medium Tank")
{
kill tank
grant rocket
}
you will find the tank names in the server2.ini
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Re: Replacing Vehicles With Weapons [message #177607 is a reply to message #165125] |
Thu, 03 November 2005 00:42 |
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Whitedragon
Messages: 832 Registered: February 2003 Location: California
Karma: 1
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Colonel |
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Because that script is attached to players and has nothing to do with vehicles.
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 - )
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