Re: Music [message #271749 is a reply to message #271746] |
Sun, 08 July 2007 17:00 |
_SSnipe_
Messages: 4121 Registered: May 2007 Location: Riverside Southern Califo...
Karma:
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General (4 Stars) |
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Quote: | title=Reborn wrote on Mon, 09 July 2007 01:50]For the stealth vehichles...
void MDB_SSGM_Vehicle is attached to all vehichles. If you used the command on ::created to set it as a stealth vehichle it should make all vehichles stealth for cp users. It will be totally unfair for people that use the cp, and be a dis-advantage for people who can be arsed to download and install it. Not really rewarding.
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well tis only one present i want in the crate to be stealth and its the mammy >;)
i already changed the crate to get the GDI_Mammoth_Tank_Player
and i ONLY what that vech to be stealth so how can i do that?
Quote: |
For the buildings...
Make a script that uses these statements.
Commands->Set_Shield_Type(obj,"Blamo");
Set_Damage_Points(obj,0.0f);
Set_Death_Points(obj,0.0f);
Then attach it to the buildings using level edit, or do it directly using the source code:
Is_SoldierFactory(obj)
Is_VehicleFactory(obj)
etc etc etc...
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what im trying to do is add this part to my test command
so then when u hit it no buildings can die
or loose health then when done do another command that puts it back to normal but for now lets try t figure out the first part
are the buidling presents like this?
mp_Nod_Airstrip
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For the spectator thing...
Make sure you use these statements, if he is flying then he might not make footstep sounds anyway? I'm not sure I have never looked into it in much detail...
Commands->Set_Is_Visible(obj,0); Commands->Set_Model(obj,"null");
Commands->Display_Health_Bar(obj, false);
Commands->Enable_HUD(false);
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[/quote]
ok spectate changed ill test it some other time soon as i find out why the ssmg wont let it compiler
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