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How to... [message #231164] Sun, 19 November 2006 11:10 Go to next message
Viking is currently offline  Viking
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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!



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"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...


I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.


Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
Re: How to... [message #231221 is a reply to message #231164] Sun, 19 November 2006 18:42 Go to previous messageGo to next message
Viking is currently offline  Viking
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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...



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"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...


I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.


Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
Re: How to... [message #231266 is a reply to message #231164] Mon, 20 November 2006 02:50 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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I tried making C4 which you can throw and it does an action when it lands, but it didn't work properly and attaching scripts to c4 seems to make the renegade engine crash half the time... Huh

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Re: How to... [message #231268 is a reply to message #231266] Mon, 20 November 2006 02:56 Go to previous messageGo to next message
reborn is currently offline  reborn
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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]

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Re: How to... [message #231276 is a reply to message #231164] Mon, 20 November 2006 04:51 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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I simply attached JFW_Debug_Logfile (something like that) to test scripts with C4 and even that caused the game to crash when the C4 was about to detonate... that does not have anything to do with cinematics...

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Re: How to... [message #231284 is a reply to message #231268] Mon, 20 November 2006 07:12 Go to previous messageGo to next message
Stallion is currently offline  Stallion
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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...


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]

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Re: How to... [message #231285 is a reply to message #231284] Mon, 20 November 2006 07:27 Go to previous messageGo to next message
reborn is currently offline  reborn
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danpaul88 wrote on Mon, 20 November 2006 06:51

I simply attached JFW_Debug_Logfile (something like that) to test scripts with C4 and even that caused the game to crash when the C4 was about to detonate... that does not have anything to do with cinematics...


If you attatch test_cinematic to the invisible object and define your cinematic text file, then attatch the invisible object to the c4 then it won't crash.
The c4 and beacons are a bit weird like that... Sad



Stallion wrote on Mon, 20 November 2006 09:12

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...


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?


Yeah that was me... I still have some of the tutorials... I might post them somewhere... Infact I have been looking for somewhere to reside perminantly since MP. I want a place to launch new SS game modes too...



Re: How to... [message #231295 is a reply to message #231164] Mon, 20 November 2006 08:18 Go to previous messageGo to next message
Stallion is currently offline  Stallion
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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
Re: How to... [message #231299 is a reply to message #231295] Mon, 20 November 2006 08:49 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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You could also do it through beacons, just make it so you shoot the beacon, and when the orange bar at the bottom of the screen is full it would launch the beacons cinematic's which you could use to deploy a turret. Make sure the beacon projectile arcs or else it could be deployed mid air.

Re: How to... [message #231309 is a reply to message #231299] Mon, 20 November 2006 09:05 Go to previous messageGo to next message
reborn is currently offline  reborn
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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.



Re: How to... [message #231325 is a reply to message #231164] Mon, 20 November 2006 11:11 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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I tried that one, you can't 'throw' beacons, they always appear at your feet. C4 would be the best way to go, although I used a different method to accomplish my goal when I was having trouble with the C4 crashing renegade, which actually works better for my purposes anyway.

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Re: How to... [message #231359 is a reply to message #231164] Mon, 20 November 2006 15:19 Go to previous messageGo to next message
Viking is currently offline  Viking
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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!




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"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...


I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.


Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
Re: How to... [message #231361 is a reply to message #231359] Mon, 20 November 2006 15:24 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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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.

Re: How to... [message #231364 is a reply to message #231164] Mon, 20 November 2006 15:30 Go to previous messageGo to next message
Viking is currently offline  Viking
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well I could put a plane with a texture of cloudes above the map?


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"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...


I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.


Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
Re: How to... [message #231365 is a reply to message #231364] Mon, 20 November 2006 15:34 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Well its not that bad, you might not even notice it (or you could just turn the clouds off)!

Re: How to... [message #231372 is a reply to message #231164] Mon, 20 November 2006 15:47 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Or you could temp the C4 preset and set its gravity to something like 50,000, so it HAS to drop at their feet

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Re: How to... [message #231373 is a reply to message #231372] Mon, 20 November 2006 15:52 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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danpaul88 wrote on Mon, 20 November 2006 15:47

Or you could temp the C4 preset and set its gravity to something like 50,000, so it HAS to drop at their feet


But then you can't have any c4 in the game, and there will only be one type of turret.


[Updated on: Mon, 20 November 2006 15:52]

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Re: How to... [message #231376 is a reply to message #231164] Mon, 20 November 2006 15:56 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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true, but it might be a mod without C4...

I once temped the C4 for a test pkg so you could lob it all the way from your base to the enemy base, just for a laugh. Anyway...


If your doing turret spawning, you might want to consider 0 damage weapons, so when the player shoots themselves with it the Damaged event triggers a turret to spawn at their feet, and then moves them out the way, or something. That way you could have a few different weapon presets for different types of turrets.


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Re: How to... [message #231381 is a reply to message #231164] Mon, 20 November 2006 16:14 Go to previous messageGo to next message
Viking is currently offline  Viking
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The only way to shoot yourself is with explosives?


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"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...


I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.


Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
Re: How to... [message #231382 is a reply to message #231381] Mon, 20 November 2006 16:22 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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With an explosion (like shooting a rocket at your feet), but if a beacon shoots the weapon it can hurt you.

Re: How to... [message #231436 is a reply to message #231361] Tue, 21 November 2006 01:32 Go to previous messageGo to next message
reborn is currently offline  reborn
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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.


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...



Re: How to... [message #231513 is a reply to message #231164] Tue, 21 November 2006 21:55 Go to previous messageGo to next message
Viking is currently offline  Viking
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Can I use Nod_Talegun insted of turret?


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"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...


I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.


Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
Re: How to... [message #231655 is a reply to message #231436] Thu, 23 November 2006 03:12 Go to previous messageGo to next message
Stallion is currently offline  Stallion
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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.


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...



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. Very Happy


Level edit is my play ground
Re: How to... [message #231685 is a reply to message #231655] Thu, 23 November 2006 13:12 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Of course then the sky will turn red.

Re: How to... [message #231848 is a reply to message #231164] Fri, 24 November 2006 20:10 Go to previous message
Veyrdite is currently offline  Veyrdite
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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]

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