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Re: C&C_Epocilation [message #274737 is a reply to message #274733] |
Sat, 21 July 2007 15:36   |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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It is set up so that your able to group up and turn the corner of the cliff in order to be hit by the single base defense. If your team is stupid, they would use the road and drive directly between the 2.
This is how it is set:
_________^^^BASE^^^________
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| {BD1} {BD2} |C
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CLIFFS | |
_________|
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EDIT:
Alright, the next alpha is progressing nicely, I added in lighting for some of the street lights and neon glow for the Tiberium fields.. except now, I have hit a snag.
Somehow, beyond my knowledge, all the textures that were reported missing and were fixed PLUS more have magically stopped appearing. This isn't much of a problem, I will just re-add them into the level's directory.
The main problem I am having now is with the smoke emitters scattered around the map. I used to just have normal emitters (Dummy Object) that gave out the smoke, but that is a problem because that sort of emitter will only work on the host's computer when played multiplayer. So I was working on a way to attach the emitter to an object and throw the object in the map.
But something odd has happened now, just as mysteriously as the textures vanished, the emitters stopped working! I figured since I was going to replace them anyway, I should delete them. So I deleted them, created the object that is supposed to release the smoke... but it doesn't work <_< and I don't know why...
I had another model that released smoke for another level, I took that model, renamed the emitter, and then tried that.. and THAT doesn't work... I made sure that the emitter was located in my level directory.. but I don't get why it isn't emitting smoke...
I even tried creating a new object from scratch following the Tutorials at Renhelp.com but still no success...
If anyone knows another way to attach an emitter to an object in gmax and have it emit in game, help would be appreciated 
EDIT DOS:
I just viewed the object that emits the smoke in the W3D Viewer.. and it apparently works there... I'll go re-add it to lvl editor and try it again..
EDIT THRISE:
Holy razor is a n00b. I just managed to glare at the bottom of the screen.. lvl edit says:
"TimeManager::Update: warning, frame 4151 was slow (32915 ms)
Attempting to load: F:\Program Files\RenegadePublicTools\LevelEdit\C&C_Epocilation\levels\EMITTER.W3D
FAILED TO FIND ANIM IN AnimCollisionManagerClass::Internal_Set_Animation("EMITTER.EMITTER")
Targa: Failed to open file "grey3.tga"
TimeManager::Update: warning, frame 4617 was slow (39562 ms)
TimeManager::Update: warning, frame 4618 was slow (5005 ms)
TimeManager::Update: warning, frame 4620 was slow (13913 ms)
TimeManager::Update: warning, frame 4621 was slow (5238 ms)"
Meaning.. that the texture problem I said I was having above.. is the same problem I am having with the emitter <_<
[Updated on: Sat, 21 July 2007 15:58] Report message to a moderator
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Re: C&C_Epocilation [message #274835 is a reply to message #274606] |
Sun, 22 July 2007 04:49   |
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sadukar09
Messages: 2812 Registered: May 2007 Location: Ottawa,Canada
Karma: 0
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General (2 Stars) |
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moi!
Quote: | [19:16:48] <APBBR> @ryan3k: THE ENFIELD DEFIES THE LAWS OF PHYSICS BECAUSE THE BULLETS INSTANTLY HIT THEIR TARGETS LOL
[19:16:52] <APBBR> @ryan3k: CHRONO TECHNOLOGY IN TEH BULLETS
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Quote: | [22:48]<APBBR> @V0LK0V: AOL COMING UR WAI K
[22:48] <APBBR> Host: Quitting due to Westwood Online connection loss.
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Re: C&C_Epocilation [message #274904 is a reply to message #274901] |
Sun, 22 July 2007 10:05   |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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Yes you did, and you did a nice job too!
About the harvesters, I forgot to mention in the PM, I didn't set up path finding for them so they just drive off where ever they want to...
And bots are only temporary, they are just there for fun. Not going to be in the final version.
But thanks, you found some stuff I didn't know about. 
Quote: | 11.Nice GDI Sign Very Happy We save lives!
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Thx, did you see the Nod one?
[Updated on: Sun, 22 July 2007 10:11] Report message to a moderator
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Re: C&C_Epocilation [message #274922 is a reply to message #274920] |
Sun, 22 July 2007 11:08   |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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I was havening the same problem with the silo, but I just thought it was my computer, because my laptop didn't seem to have the problem.
So what I did was just delete the silo and made a new one (same model) It was probably a problem with the double silos I used to have in. I am going to go and test it out now.
@ Reborn, ah yes, my Recon Humm-vee.
That is going in as an extra for GDI. (I might make it a normal vehicle however, to balance giving Nod Recon bikes)
Those light tanks have been giving me problems.. I am going to go replace them.
About the borders, they are as good as fixed. 
And also, the Nod CY MCT, That was something I rigged up in Level editor. I will go move it up more so you can see the screen. The Construction yard model itself didn't have an MCT.
[Updated on: Sun, 22 July 2007 11:12] Report message to a moderator
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Re: C&C_Epocilation [message #274928 is a reply to message #274925] |
Sun, 22 July 2007 11:47   |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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This is what is planned as far as vehicles go:
-Both teams will have buyable harvesters to harvest for their team.
-Do to reasons beyond my control, which Reborn pointed out, I am now confirming the Recon Humm-vee as a GDI Extra, and not apart of the normal line up.
-Nod WILL have buyable recon bikes. The ones that spawn now are the ones that will be purchasable.
-Recon bike ammo is going to be changed to MRLS ammo.
-GDI MRLS will have rotating turret.
This is what I had planned for vehicles.
Any other changes I will look into and think about.
As far as the Recon Humm-vee's weapon goes, I did that on purpose. I didn't want people to use the Recon humm-vee over the normal humm-vee for obvious reasons. It is for reconnaissance, and reconnaissance only.
Due to its speed, it sometimes get shot into twilight when you ram one of the scorched vehicles, and since I don't want to remove the map decorations, nor do I want to adjust the humm-vees settings, I am making it an Extra so that it won't be a problem when people find themselves floating in a cloud of white in the middle of nowhere in a game.
Now, onto those cliff errors that Reborn pointed out. I don't think those are a BIG problem, so I am going to lay off on trying to fix them at the moment. If it becomes a bigger problem I will go and fix them. (Plus I don't know how I would fix them X_x)
[Updated on: Sun, 22 July 2007 11:53] Report message to a moderator
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