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ren modeling [message #269349] Thu, 28 June 2007 07:48 Go to next message
kkkllle is currently offline  kkkllle
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i need yalls help i made a scenery gun like in BF2142 and i want to be able to carry it then drop it and it will shoot ppl in ren. my ? is how do i do this and what scripts will i need to use. i don't want ppl to have to buy the scenery gun and it shows up ware u are standing. i want to be able to carry the scenery gun,say i hit #7 and im holding the scenery gun and im gdi. then i click and it drops on ground. then it starts shooting nod in there big red a$$e$. thx plz help.
Re: ren modeling [message #269350 is a reply to message #269349] Thu, 28 June 2007 08:04 Go to previous messageGo to next message
Zion is currently offline  Zion
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Wrong forum.

Not sure if you can pickup bots.
Re: ren modeling [message #269384 is a reply to message #269349] Thu, 28 June 2007 11:41 Go to previous messageGo to next message
Canadacdn is currently offline  Canadacdn
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PLECOS MASTER
You can't really pick up stuff like that in Renegade. It would have to be deployed with a beacon or something.
Re: ren modeling [message #269386 is a reply to message #269384] Thu, 28 June 2007 11:45 Go to previous messageGo to next message
puddle_splasher is currently offline  puddle_splasher
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Contact "Reborn" on this forum or "Zunnie" @ MP-Gaming Big Ups
Re: ren modeling [message #269389 is a reply to message #269349] Thu, 28 June 2007 11:54 Go to previous messageGo to next message
jnz is currently offline  jnz
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easy, but you need to know C++.
Re: ren modeling [message #269531 is a reply to message #269389] Thu, 28 June 2007 23:17 Go to previous messageGo to next message
Genesis2001
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RoShamBo wrote on Thu, 28 June 2007 12:54

easy, but you need to know C++.



*off topic*
I'm starting to think that is all you know on how to answer questions Razz


*on topic*
Erm, Don't got a clue what you're talking about...But it appears like you want something link an AI cannon emplacement that shoots players. You can achieve this by doing the beacon spawning thing mentioned in one of Reborn's (the person, not the mod) tutorials on RenHelp.Net.

-MathK1LL
Re: ren modeling [message #269681 is a reply to message #269531] Fri, 29 June 2007 16:04 Go to previous messageGo to next message
kkkllle is currently offline  kkkllle
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look all i want to do is be able to have it as a wapon u know u hit a # key and u have the wapon i n hands like say a sniper rifle but u will be holdeing the senery gun u push the mose button and it drops on gound and shoots at the enimy
Re: ren modeling [message #269689 is a reply to message #269349] Fri, 29 June 2007 16:27 Go to previous messageGo to next message
futura83
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Viva la Resistance!
do the beacon method while changing the model of the beacon to the turret model.

try it...it might work Wink


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[Updated on: Fri, 29 June 2007 16:27]

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Re: ren modeling [message #269700 is a reply to message #269689] Fri, 29 June 2007 17:40 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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If you can get an undeployed model of the turret, export it as a beacon. Then have the deployed model be the effect of placing the beacon.

When you place the beacon it turns into the deployed model and thus shoots at enemys.

I am unsure if you can set it to be picked up when poked though.
Re: ren modeling [message #269706 is a reply to message #269700] Fri, 29 June 2007 18:14 Go to previous messageGo to next message
kkkllle is currently offline  kkkllle
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sorry this may be stupid ? but how do i set it up as a beacon and
i will need to add the scripts moo_base_defince for it to shoot wont i if i do how do i there no scripts tab for wapons or ammo.
Re: ren modeling [message #269708 is a reply to message #269706] Fri, 29 June 2007 18:19 Go to previous messageGo to next message
kkkllle is currently offline  kkkllle
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here a pic of turrent to help yall get what i mean and i dont know how to set up wapons in renx like beacons what settings do i use thx.

http://www.fileden.com/files/2007/5/26/1113890/senery%20gun.jpg Free file hosting from File Den!
Re: ren modeling [message #269720 is a reply to message #269708] Fri, 29 June 2007 21:41 Go to previous messageGo to next message
kkkllle is currently offline  kkkllle
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i did use the deply with beacon it did nothinf it just stood there the animations worked but it did not shoot or move.
Re: ren modeling [message #269736 is a reply to message #269349] Sat, 30 June 2007 00:55 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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JFW_Send_object_ID on turret in the presets tree, so whne it replaces the beacon it sends its id to the dave's arrow

JFW_Attach_Script_Object on a daves arrow somewhere

dunno if it'll work, maybe some more scripts
(Not sure if they are the exact names of the scripts)



WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: ren modeling [message #269758 is a reply to message #269736] Sat, 30 June 2007 03:20 Go to previous messageGo to next message
kkkllle is currently offline  kkkllle
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thx ill try this.
Re: ren modeling [message #269765 is a reply to message #269720] Sat, 30 June 2007 03:54 Go to previous message
kkkllle is currently offline  kkkllle
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i found 1 of the scripts yet i dont get how to use them and what scrpipt i atach 2 what here it is

JFW_Send_Object_ID (clone of M00_Send_Object_ID)
Receiver_ID (the reciever of the message)
Param (the parameter to send)
Delay (the delay before sending)

weel i xant find any damn enfo on the jfw_attach_script that dint add it to the readme dumb asses.

i found both in level edit but i cant find the one in the read me.

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