Scripting question...NAVAL vehicles [message #368938] |
Sun, 25 January 2009 19:34 |
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rrutk
Messages: 617 Registered: June 2007
Karma: 0
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Colonel |
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2 scripting questions...
1) Is it possible, to have scripted blockers to set in LE (or RenX), which block only NAVAL vehicles set up through "Expanded Vehicle Factory set of scripts by Matt Bailey 'Whitedragon'" ???
Goal would be, that ships CAN NOT drive from sea to land, but for instance tanks, which are transported via a hovercraft, CAN move from sea to land.
2) Concerning the mentioned Expanded Vehicle Factory set of scripts by Matt Bailey "Whitedragon":
I added a preset and set it up in the script parameters as a naval vehicle, but its still delivered through airstrip. The parameter string, which determines the naval vehicles, seems not to be updated????????????
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Re: Scripting question...NAVAL vehicles [message #368944 is a reply to message #368938] |
Sun, 25 January 2009 20:20 |
Genesis2001
Messages: 1397 Registered: August 2006
Karma: 0
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General (1 Star) |
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Use a poke 'n buy setup.
"JFW_Preset_Buy_Poke"
Preset_Name: the preset to spawn
Cost: the cost of the preset
Location: The Vector3 location where to spawn the Preset_Name
Player_Type: The team that can poke the object.
Basically, what you would do is setup a Generic_Switch (or something else you want; maybe a custom Terminal?) and attach that script.
Go to where you want the object to spawn and "Make" a Dave's Arrow. Double click the dave's arrow and take note of the coordinates under the "Position" tab. (it'll be the top set of coordinates).
Go back to your terminal that you want the player to poke and attach that script I mentioned above, fill in the params and wham! You're good to go
EDIT: This should solve the problem about buying them right?
Also, the blockers..I don't know about those, I hope I answered what you were asking in the first question..
[Updated on: Sun, 25 January 2009 20:21] Report message to a moderator
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