Stealth harvesters [message #277014] |
Fri, 03 August 2007 17:42 |
JasonKnight
Messages: 117 Registered: September 2006
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Is there anyway to make both harvesters stealth when ever they are built? I tryed attaching TDW_Stealth_Armor but it didnt work...
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Re: Stealth harvesters [message #277015 is a reply to message #277014] |
Fri, 03 August 2007 17:45 |
c0vert7
Messages: 338 Registered: November 2005 Location: Iowa
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Just check the "Is StealthUnit" under the harvester settings.
BTW Stealth_Armour is a powerup that turns your character stealth when you pick it up. Not to turn a vehicle or anything stealth by adding it.
Heres a pic to help you.
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Attachment: GDS.JPG
(Size: 148.86KB, Downloaded 406 times)
[Updated on: Fri, 03 August 2007 17:47] Report message to a moderator
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Re: Stealth harvesters [message #277071 is a reply to message #277060] |
Sat, 04 August 2007 06:07 |
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Goztow
Messages: 9738 Registered: March 2005 Location: Belgium
Karma: 13
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General (5 Stars) Goztoe |
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SWNight wrote on Sat, 04 August 2007 10:46 |
Yrr wrote on Sat, 04 August 2007 02:33 | In multiplayer, vehicles without a driver will never become stealted.
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Yeah, so if it does work you'll just have the stealth effect but still see the harvy.
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Smth to think about though: on some maps, when PP died, the harv became invisible.
You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
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Re: Stealth harvesters [message #277077 is a reply to message #277055] |
Sat, 04 August 2007 07:07 |
JasonKnight
Messages: 117 Registered: September 2006
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Yrr wrote on Sat, 04 August 2007 02:33 | In multiplayer, vehicles without a driver will never become stealted.
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so you then add on another script to make it think there is a player in it. Stealth tanks in single player were stealth when they were not shooting. and there is no real player in them.
so i dont see why it couldnt work the same way.
And this is for Server Side mod and yes, modifiying the Objects.ddb is what I am doing while using SSGM
[Updated on: Sat, 04 August 2007 07:08] Report message to a moderator
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Re: Stealth harvesters [message #277139 is a reply to message #277077] |
Sat, 04 August 2007 13:13 |
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Goztow wrote on Sat, 04 August 2007 15:07 |
SWNight wrote on Sat, 04 August 2007 10:46 |
Yrr wrote on Sat, 04 August 2007 02:33 | In multiplayer, vehicles without a driver will never become stealted.
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Yeah, so if it does work you'll just have the stealth effect but still see the harvy.
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Smth to think about though: on some maps, when PP died, the harv became invisible.
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Invisible is not stealthed. And this is a bug in Renegade (which is fixed in Resurrection and worked-around in Custom Scripts).
JasonKnight wrote on Sat, 04 August 2007 16:07 |
Yrr wrote on Sat, 04 August 2007 02:33 | In multiplayer, vehicles without a driver will never become stealted.
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so you then add on another script to make it think there is a player in it. Stealth tanks in single player were stealth when they were not shooting. and there is no real player in them.
so i dont see why it couldnt work the same way.
And this is for Server Side mod and yes, modifiying the Objects.ddb is what I am doing while using SSGM
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That's why I said multi player - in single player mode vehicles are always cloaked unless they fire.
Additionaly, enabling/disabling/applying stealth is done client-side. It could work to add an AI driver, but I'm not sure wether the harvester will still drive automatically.
Yrr.
Creator of...
Resurrection, a Command & Conquer: Renegade Modification
LevelRedit, a .mix to .lvl converter
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Re: Stealth harvesters [message #277165 is a reply to message #277077] |
Sat, 04 August 2007 15:24 |
Rev
Messages: 51 Registered: November 2004
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JasonKnight wrote on Sat, 04 August 2007 10:07 |
And this is for Server Side mod and yes, modifiying the Objects.ddb is what I am doing while using SSGM
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It wont work server side. Players would need an objects file with the vehicle being stealth for it to work. You could try and make it stealth with a script but then players without scripts.dll will not see it stealth.
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Re: Stealth harvesters [message #277166 is a reply to message #277165] |
Sat, 04 August 2007 15:37 |
JasonKnight
Messages: 117 Registered: September 2006
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Rev wrote on Sat, 04 August 2007 17:24 |
JasonKnight wrote on Sat, 04 August 2007 10:07 |
And this is for Server Side mod and yes, modifiying the Objects.ddb is what I am doing while using SSGM
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It wont work server side. Players would need an objects file with the vehicle being stealth for it to work. You could try and make it stealth with a script but then players without scripts.dll will not see it stealth.
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just like the stealth suit, thats fine, I understand that, the server I am making it for most players have the scripts.
i just need to figure out the script...
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Re: Stealth harvesters [message #277473 is a reply to message #277415] |
Mon, 06 August 2007 08:12 |
Rev
Messages: 51 Registered: November 2004
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SWNight wrote on Mon, 06 August 2007 06:25 |
Thats just stupid EVERYONE needs scripts.dll. You get it when you install Renegade. Don't you mean bhs.dll?
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Scripts that jonwil made. Better?
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Re: Stealth harvesters [message #277583 is a reply to message #277545] |
Mon, 06 August 2007 13:02 |
JasonKnight
Messages: 117 Registered: September 2006
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Gen_Blacky wrote on Mon, 06 August 2007 13:05 | for this u only need like 2.9
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i know but what is the script to put onto the harvesters?
There has to be something. some sorta script that is made for vehicles just like it is for infantry.
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