How to... [message #231164] |
Sun, 19 November 2006 11:10 |
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Viking
Messages: 1692 Registered: July 2005 Location: Earth
Karma: 0
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General (1 Star) |
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How can I make a turret you can deploy like...
Ok, say you tossed a C4.
Thats how you toss a turret. It lands and opens yu with a animation then will fire on enemy targets?
Like those small machine guns in Half Life!
I am making a team fortress style level!
QUOTES
"The Renegade community revolves around having something awesome, and not sharing it so you can be on top of the mountain." -Canadacdn
Crimson wrote on Thu, 17 May 2007 05:22 |
Memphis wrote on Tue, 15 May 2007 03:54 | ...fatally die to death...
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I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.
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Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
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Re: How to... [message #231221 is a reply to message #231164] |
Sun, 19 November 2006 18:42 |
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Viking
Messages: 1692 Registered: July 2005 Location: Earth
Karma: 0
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General (1 Star) |
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I am making water.
I am fallowing this tutorial http://renhelp.laeubi-soft.de/index.php?tut=44
I am missing the texture "water_reflect.tga"
Can someone upload it for me?
PS:how can I make the water transparent around the edges?
How can I make the lights like texture that fades out as it gets to the end I saw it somewhere but forget...
QUOTES
"The Renegade community revolves around having something awesome, and not sharing it so you can be on top of the mountain." -Canadacdn
Crimson wrote on Thu, 17 May 2007 05:22 |
Memphis wrote on Tue, 15 May 2007 03:54 | ...fatally die to death...
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I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.
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Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
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Re: How to... [message #231268 is a reply to message #231266] |
Mon, 20 November 2006 02:56 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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Attatching cinematics that include timers to c4 doesn't work. You can attatch a cinematic to it, but just one without timers...
You could add an invisible object to the c4 and attatch your cinematic to that. Or make the c4 kill itself and spawn another object when it does kill itelf, attatching the cinematic to that instead.
This also applies to the beacons...
[Updated on: Mon, 20 November 2006 03:04] Report message to a moderator
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Re: How to... [message #231284 is a reply to message #231268] |
Mon, 20 November 2006 07:12 |
Stallion
Messages: 222 Registered: April 2006
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Recruit |
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Reborn wrote on Mon, 20 November 2006 03:56 | Attatching cinematics that include timers to c4 doesn't work. You can attatch a cinematic to it, but just one without timers...
You could add an invisible object to the c4 and attatch your cinematic to that. Or make the c4 kill itself and spawn another object when it does kill itelf, attatching the cinematic to that instead.
This also applies to the beacons...
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lol, weren't you the one that made the tutorial for my shortly before mp-gaming? died?
I wish that server hadn't died, there was alot of cool stuff there.
I'd love to see those tutorials again. Perhaps you or someone from that old group could post them around somewhere?
Level edit is my play ground
[Updated on: Mon, 20 November 2006 07:15] Report message to a moderator
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Re: How to... [message #231295 is a reply to message #231164] |
Mon, 20 November 2006 08:18 |
Stallion
Messages: 222 Registered: April 2006
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(Sorry for going a bit off topic)
Even though it may not be your speed, I'm sure you'd be welcome over at n00bstories. You should stop by some time.
Level edit is my play ground
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Re: How to... [message #231309 is a reply to message #231299] |
Mon, 20 November 2006 09:05 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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beacons are also a bit funny with cinematics that contain timers...
Best to attatch another object to the beacon and attatch the test_cinematic script to that instead. Or make the beacon kill itself when planted, then spawn another object (say a signal flare) when it dies, with the conematic attatched to the flare.. that way the beacon is indirect trigger event for the cinematic.
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Re: How to... [message #231359 is a reply to message #231164] |
Mon, 20 November 2006 15:19 |
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Viking
Messages: 1692 Registered: July 2005 Location: Earth
Karma: 0
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General (1 Star) |
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Becons work because people couldent deploy turrets on walls!
How bout you deploy the becon, then it dussipears and a turret spawns there?
I could use the Nod_Tailgun thing it looks cool!
QUOTES
"The Renegade community revolves around having something awesome, and not sharing it so you can be on top of the mountain." -Canadacdn
Crimson wrote on Thu, 17 May 2007 05:22 |
Memphis wrote on Tue, 15 May 2007 03:54 | ...fatally die to death...
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I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.
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Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
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Re: How to... [message #231364 is a reply to message #231164] |
Mon, 20 November 2006 15:30 |
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Viking
Messages: 1692 Registered: July 2005 Location: Earth
Karma: 0
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General (1 Star) |
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well I could put a plane with a texture of cloudes above the map?
QUOTES
"The Renegade community revolves around having something awesome, and not sharing it so you can be on top of the mountain." -Canadacdn
Crimson wrote on Thu, 17 May 2007 05:22 |
Memphis wrote on Tue, 15 May 2007 03:54 | ...fatally die to death...
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I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.
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Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
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Re: How to... [message #231381 is a reply to message #231164] |
Mon, 20 November 2006 16:14 |
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Viking
Messages: 1692 Registered: July 2005 Location: Earth
Karma: 0
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General (1 Star) |
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The only way to shoot yourself is with explosives?
QUOTES
"The Renegade community revolves around having something awesome, and not sharing it so you can be on top of the mountain." -Canadacdn
Crimson wrote on Thu, 17 May 2007 05:22 |
Memphis wrote on Tue, 15 May 2007 03:54 | ...fatally die to death...
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I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.
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Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
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Re: How to... [message #231436 is a reply to message #231361] |
Tue, 21 November 2006 01:32 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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Jerad Gray wrote on Mon, 20 November 2006 17:24 | The only problem with beacons is at best the sky will reset when ever you plant one (thats the best I been able to do to keep it from going all cloudy or red)! It happens like a flash and all the clouds will be gone for a less than a second, and then they slowly go back to their original setting.
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Here is how you stop that using nothing but level edit and ssaow...
Go to the "Nuclear Strike" preset under object\Beacon\Nuclear Strike and hit the mod button.
Go to the "Physics Model" tab and under model name change it to "vehicles\nod turret\v_nod_turret.w3d".
Go to the "Settings" tab and change the health to 1.0 and the HealthMax to 2.0, then change the skin type to "Blamo".
Go to the "Scripts" tab and select add from the current window.. not the one at the bottom of the preets tree.
When the "Scripts Defination" window pops up press the drop down box on the "Type" line, then scroll to "Dak_Vehichle_Regen_Dak". Then click "Ok".
Press the add button again and then choose "TFX_Replace_When_Repaired", now type in the value line "Nod_Turret_MP_Improved", and click "Ok", then click on "Ok" on the "Edit object" window.
Now go to the "Nod_Turret_MP_Improved" preset under object\vehichle\Mounted\Nod_Turret_Dec\Nod_Turret_MP\Nod_Turret_MP_Improved and hit the mod button.
Now select the "Scripts" tab and click on "add" and scroll to "JFW_Disable_Physical_collision" and then click "Ok".
BTW Viking, I was not saying it isn't possible to add cinematics to beacons (not that what i just explained is a cinemtic, because it isnt), I was saying adding a cinematic with timers to a beacon kinda f00ks things up. And danpaul was saying that it is possible, just it falls at your feet...
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Re: How to... [message #231513 is a reply to message #231164] |
Tue, 21 November 2006 21:55 |
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Viking
Messages: 1692 Registered: July 2005 Location: Earth
Karma: 0
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General (1 Star) |
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Can I use Nod_Talegun insted of turret?
QUOTES
"The Renegade community revolves around having something awesome, and not sharing it so you can be on top of the mountain." -Canadacdn
Crimson wrote on Thu, 17 May 2007 05:22 |
Memphis wrote on Tue, 15 May 2007 03:54 | ...fatally die to death...
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I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.
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Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
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Re: How to... [message #231655 is a reply to message #231436] |
Thu, 23 November 2006 03:12 |
Stallion
Messages: 222 Registered: April 2006
Karma: 0
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Reborn wrote on Tue, 21 November 2006 03:32 |
Jerad Gray wrote on Mon, 20 November 2006 17:24 | The only problem with beacons is at best the sky will reset when ever you plant one (thats the best I been able to do to keep it from going all cloudy or red)! It happens like a flash and all the clouds will be gone for a less than a second, and then they slowly go back to their original setting.
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Here is how you stop that using nothing but level edit and ssaow...
Go to the "Nuclear Strike" preset under object\Beacon\Nuclear Strike and hit the mod button.
Go to the "Physics Model" tab and under model name change it to "vehicles\nod turret\v_nod_turret.w3d".
Go to the "Settings" tab and change the health to 1.0 and the HealthMax to 2.0, then change the skin type to "Blamo".
Go to the "Scripts" tab and select add from the current window.. not the one at the bottom of the preets tree.
When the "Scripts Defination" window pops up press the drop down box on the "Type" line, then scroll to "Dak_Vehichle_Regen_Dak". Then click "Ok".
Press the add button again and then choose "TFX_Replace_When_Repaired", now type in the value line "Nod_Turret_MP_Improved", and click "Ok", then click on "Ok" on the "Edit object" window.
Now go to the "Nod_Turret_MP_Improved" preset under object\vehichle\Mounted\Nod_Turret_Dec\Nod_Turret_MP\Nod_Turret_MP_Improved and hit the mod button.
Now select the "Scripts" tab and click on "add" and scroll to "JFW_Disable_Physical_collision" and then click "Ok".
BTW Viking, I was not saying it isn't possible to add cinematics to beacons (not that what i just explained is a cinemtic, because it isnt), I was saying adding a cinematic with timers to a beacon kinda f00ks things up. And danpaul was saying that it is possible, just it falls at your feet...
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I remember this from the tutorial you made for me. Once again thanks.
Also, to add to that:
in the same place that you added the other scripts also add "RA_ObjectDeath_OnDeath" with the name as preset and the value as "vehicles\nod turret\v_nod_turret.w3d" or when the turret dies it will leave a nasty solid base behind that will cause a big hassel.
Level edit is my play ground
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Re: How to... [message #231848 is a reply to message #231164] |
Fri, 24 November 2006 20:10 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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make the turrets settings for "cinematic collision" to push and make the turret rise from the ground.
thats one problem fixed-no stuck charachters
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
[Updated on: Fri, 24 November 2006 20:11] Report message to a moderator
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