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agt multiguns? [message #229212] Sat, 04 November 2006 16:02 Go to next message
Veyrdite is currently offline  Veyrdite
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General (1 Star)
according to renegade's engine (i think) a unit can have up to 4 projectile exit points, 2 weapons. but if so how does the agt work?
all the guns cant be simply one whole projectile as they normally shoot seperate targets.
how would i get this to work on a turret or vehicle?


WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: agt multiguns? [message #229220 is a reply to message #229212] Sat, 04 November 2006 17:09 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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General (5 Stars)
The guns are 4 separate ceiling guns controlled by the AGT controller

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Re: agt multiguns? [message #229353 is a reply to message #229212] Mon, 06 November 2006 03:40 Go to previous messageGo to next message
crazfulla is currently offline  crazfulla
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Colonel
The 4 guns are spawned in Renegade, "so" far along the X Y and Z axis from the controller, and when the building is destroyed they stop shooting. They are not part of the AGT itself, but seperate 'mounted vehicles' which are protected by the blammo skin and made not targetable. Note, this is why blammokiller hacks allow players to destroy these guns. Also it makes no difference if you rotate the building controller in Level Edit, the guns wont move. Frequent problem for newbs that (I had it too).

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so what you are saying it is gonna take even longer before this thing is finished
So the topic title should be changed to: a sucky little "teaser" from C&C Reborn has been released

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Unless they are girls, I am not going to bone them.

[Updated on: Mon, 06 November 2006 03:42]

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Re: agt multiguns? [message #229464 is a reply to message #229212] Mon, 06 November 2006 23:10 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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General (3 Stars)

just FYI, there is a new script in recent scripts.dll releases called JFW_Advanced_Guard_Tower_2 that lets you adjust the positioning of the missile and guns relative to the AGT controller.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: agt multiguns? [message #230887 is a reply to message #229212] Fri, 17 November 2006 15:23 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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General (1 Star)
this can be used on anything if you can script, right?
(here comes the leviathen mammy)


WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: agt multiguns? [message #230893 is a reply to message #230887] Fri, 17 November 2006 15:31 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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General (3 Stars)
Yes, but it would be better just to manually attach turrets to an object with the turret attach scripts rather then that script (because if you attach it to a vehicle the turrets will stick around after the vehicle is destroyed).

Re: agt multiguns? [message #230896 is a reply to message #229212] Fri, 17 November 2006 15:35 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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errrrrrr.......how?

WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: agt multiguns? [message #230900 is a reply to message #230896] Fri, 17 November 2006 15:39 Go to previous message
Jerad2142 is currently offline  Jerad2142
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General (3 Stars)
The script "JFW_Turret_Spawn_2"

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