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Re: M06 Raveshaw Statue [message #322484 is a reply to message #322470] Sun, 16 March 2008 10:20 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
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PsuFan wrote on Sun, 16 March 2008 09:23

I deleted the object in LE but it started apppearing on the level anyway. I ended up just putting the lvl file in data folder once I edited the lvl from the FTP. (creating the lvl yourself does not work)


The statue is stored in the .lsd file

The statue is a level-tile

Tile -> <artist tests> -> _dsapo -> DSP_Ravashaw

It has damage points set to 100. There you get the score from.

The easiest way is to Blocked it of with junk.

What you could try is rig a destroy script to the ip as soon as the level loads the statue is being destroyed.
Re: M06 Raveshaw Statue [message #322487 is a reply to message #265567] Sun, 16 March 2008 11:31 Go to previous messageGo to next message
PsuFan is currently offline  PsuFan
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I dont know why no one reads because this was solved almost a year ago. And you cant block it with junk because people will find ways through or use c4. Blockers dont stop 100% of bullets.

Re: M06 Raveshaw Statue [message #322493 is a reply to message #265567] Sun, 16 March 2008 12:54 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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Do what i did
Re: M06 Raveshaw Statue [message #322539 is a reply to message #265567] Sun, 16 March 2008 19:20 Go to previous messageGo to next message
Zion is currently offline  Zion
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I'm going to poke this and correct you all.

The statue is called via a call box, therefore it is stored in objects.ddb as a tile, like Reaver said.

There are two options.

You can either:
1). Move the call box down, which will spawn the object lower
2). Edit the object from the presets tree.

The reason the ID system you tried didn't work is because the object is spawned, and given the ID on spawn, this will vary the ID.

The reason the statue is like this is because you can actually destroy it in the campaign.

I thought you guys would have knew this by now?
Re: M06 Raveshaw Statue [message #322540 is a reply to message #265567] Sun, 16 March 2008 19:24 Go to previous messageGo to next message
Zion is currently offline  Zion
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Goddamn lag...

[Updated on: Sun, 16 March 2008 19:26]

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Re: M06 Raveshaw Statue [message #322544 is a reply to message #265567] Sun, 16 March 2008 20:33 Go to previous messageGo to next message
PsuFan is currently offline  PsuFan
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mad, how am I supposted to know what you did

mero, I think i tried editing the perset tree and it didnt work, dont really remember. And ovously if i deleted the object in LE and it was still in the level, moving it from LE wouldnt move it in the map. Unless your saying edit the peset and move the world box lower then where the statue is?


Re: M06 Raveshaw Statue [message #322576 is a reply to message #322440] Mon, 17 March 2008 09:17 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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MadRockz wrote on Sun, 16 March 2008 03:38

lol You just need to remove the statue with "Enable Terrain

Selectable". Then save the map. Open XCC Mixer and replace the

old .ldd and .lsd with the new .ldd and .lsd.

Then you are done, BUT you can walk throught the statue, thats

how Kamuix removes the Invisible Walls, Objects etc.

Re: M06 Raveshaw Statue [message #322580 is a reply to message #265567] Mon, 17 March 2008 09:20 Go to previous messageGo to next message
The Executor is currently offline  The Executor
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Sad He already said it would not work, "NO"

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http://l.yimg.com/us.yimg.com/i/us/wrlds/strwrs/gr/hdrs/super-star-destroyer-1.jpg

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Re: M06 Raveshaw Statue [message #322583 is a reply to message #322580] Mon, 17 March 2008 09:23 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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MSwindows wrote on Mon, 17 March 2008 10:20

Sad He already said it would not work, "NO"

LMAO it works for me, you guys dont know much about LE Surprised should

i post a .mix of the map?

[Updated on: Mon, 17 March 2008 09:24]

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Re: M06 Raveshaw Statue [message #322589 is a reply to message #322539] Mon, 17 March 2008 10:32 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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Zion Fox wrote on Mon, 17 March 2008 03:20

I'm going to poke this and correct you all.

The statue is called via a call box, therefore it is stored in objects.ddb as a tile, like Reaver said.

There are two options.

You can either:
1). Move the call box down, which will spawn the object lower
2). Edit the object from the presets tree.

The reason the ID system you tried didn't work is because the object is spawned, and given the ID on spawn, this will vary the ID.

The reason the statue is like this is because you can actually destroy it in the campaign.

I thought you guys would have knew this by now?


^ Thumbs Up

MadRockz wrote on Mon, 17 March 2008 10:17

MadRockz wrote on Sun, 16 March 2008 03:38

lol You just need to remove the statue with "Enable Terrain

Selectable". Then save the map. Open XCC Mixer and replace the

old .ldd and .lsd with the new .ldd and .lsd.

Then you are done, BUT you can walk throught the statue, thats

how Kamuix removes the Invisible Walls, Objects etc.




lol thats very ugly and not a good way to do it.


http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: M06 Raveshaw Statue [message #322604 is a reply to message #322589] Mon, 17 March 2008 12:41 Go to previous messageGo to next message
The Elite Officer is currently offline  The Elite Officer
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Don't be a faggot.

The reason Uranus is tilted 90 degrees is because god got angry and kicked it over.....
Re: M06 Raveshaw Statue [message #322609 is a reply to message #265567] Mon, 17 March 2008 12:49 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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TEO warning + 1: totally unnecessary spam and disrespect.

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Re: M06 Raveshaw Statue [message #322612 is a reply to message #265567] Mon, 17 March 2008 12:52 Go to previous messageGo to next message
The Elite Officer is currently offline  The Elite Officer
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X_X Just delete that damn thing!

The reason Uranus is tilted 90 degrees is because god got angry and kicked it over.....
Re: M06 Raveshaw Statue [message #322613 is a reply to message #322612] Mon, 17 March 2008 12:53 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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The Elite Officer wrote on Mon, 17 March 2008 20:52

X_X Just delete that damn thing!

X_X Just refrain to writing that thing next time!


You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
Re: M06 Raveshaw Statue [message #322614 is a reply to message #322539] Mon, 17 March 2008 12:54 Go to previous messageGo to next message
IAmFenix is currently offline  IAmFenix
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Zion Fox wrote on Sun, 16 March 2008 20:20

I'm going to poke this and correct you all.

The statue is called via a call box, therefore it is stored in objects.ddb as a tile, like Reaver said.

There are two options.

You can either:
1). Move the call box down, which will spawn the object lower
2). Edit the object from the presets tree.

The reason the ID system you tried didn't work is because the object is spawned, and given the ID on spawn, this will vary the ID.

The reason the statue is like this is because you can actually destroy it in the campaign.

I thought you guys would have knew this by now?

This happens to be a more logical answer.
But I presume if you were to move it up to 400 it should be invisible to the normal view.


http://internetometer.com/image/13843.png
Re: M06 Raveshaw Statue [message #322628 is a reply to message #322544] Mon, 17 March 2008 14:20 Go to previous messageGo to next message
Zion is currently offline  Zion
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PsuFan wrote on Mon, 17 March 2008 03:33

mad, how am I supposted to know what you did

mero, I think i tried editing the perset tree and it didnt work, dont really remember. And ovously if i deleted the object in LE and it was still in the level, moving it from LE wouldnt move it in the map. Unless your saying edit the peset and move the world box lower then where the statue is?


You obviously don't understand how call boxes (otherwise known as proxies) work then. I never said move the statue, as that won't effect it. I said move the call box.

However, some callboxes are hidden, so you'll either need to know where it is, or figure out some other way of getting it.

Call boxes are part of the terrain, so you will need to enable terrain selectable.

Or follow the other method and, like Reaver said, edit it from the presets tree giving it 0 points.

---------------

But anyway, this topic has been solved, why are we still discussing it?

On creators consent, I vote that a moderator locks this topic.

[Updated on: Mon, 17 March 2008 14:23]

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Re: M06 Raveshaw Statue [message #322671 is a reply to message #265567] Mon, 17 March 2008 19:09 Go to previous messageGo to next message
PsuFan is currently offline  PsuFan
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I wasnt aware we had moderators, But you miss understood what I ment about moving the statue. And I dont think the statue is a terrain so I dont know why everyone keeps "enable terrain selectable".

Re: M06 Raveshaw Statue [message #322693 is a reply to message #322671] Tue, 18 March 2008 02:26 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
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PsuFan wrote on Mon, 17 March 2008 20:09

I wasnt aware we had moderators, But you miss understood what I ment about moving the statue. And I dont think the statue is a terrain so I dont know why everyone keeps "enable terrain selectable".


Tha statue is PART of the TERRAIN. All terrain data is stored in the .lsd file. Tiles are terrain. Tiles made it easier to add animated models later into the map. ()

And indeed Enable Terrain Selectable and then delete the statue wont work (it will only work when you are making the mod clientside)

I would stick with the plan of Zion

[Updated on: Tue, 18 March 2008 02:27]

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Re: M06 Raveshaw Statue [message #322724 is a reply to message #322693] Tue, 18 March 2008 08:36 Go to previous messageGo to next message
The Executor is currently offline  The Executor
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Why is it when I play the map I don't see the statue? It is not there. This confuses me.....

Imperial Class Super Star Destroyer
http://l.yimg.com/us.yimg.com/i/us/wrlds/strwrs/gr/hdrs/super-star-destroyer-1.jpg

Quote:

"Fear will keep these systems inline, fear of this battle station!"

-Grand Admiral Moff Tarkin



Re: M06 Raveshaw Statue [message #322787 is a reply to message #322724] Tue, 18 March 2008 12:06 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
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MSwindows wrote on Tue, 18 March 2008 15:36

Why is it when I play the map I don't see the statue? It is not there. This confuses me.....
'

Probably it is that you only make the terrain and play it as pkg.

Or you replaced the original .lsd
Re: M06 Raveshaw Statue [message #322830 is a reply to message #322693] Tue, 18 March 2008 15:59 Go to previous messageGo to next message
Zion is currently offline  Zion
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Reaver11 wrote on Tue, 18 March 2008 09:26

Tha statue is PART of the TERRAIN. All terrain data is stored in the .lsd file. Tiles are terrain. Tiles made it easier to add animated models later into the map. ()


This is untrue.

Doors are part of the tiles presets tree, however are not terrain.

The call boxes that call these presets ARE part of the terrain w3d file. THIS is why you have to enable terrain selectable, and select the call box.
Re: M06 Raveshaw Statue [message #322904 is a reply to message #322830] Wed, 19 March 2008 03:42 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
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Ah well little error over here, just thought it is stored in the .lsd thus terrain issue ty for correcting that little thingy
Re: M06 Raveshaw Statue [message #322957 is a reply to message #265567] Wed, 19 March 2008 10:28 Go to previous message
Zion is currently offline  Zion
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Infact, the Terrain presets tree contains terrain files. The Tiles tree contains hierachical(s?) (animated) models.

So we were both a little wrong.
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