Home » Renegade Discussions » Mod Forum » Airstrike Pictures ;)
Airstrike Pictures ;) [message #372984] |
Sun, 22 February 2009 11:18 |
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rrutk
Messages: 617 Registered: June 2007
Karma: 0
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Colonel |
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Completed my first version of the Airstrike for Museum Mod...
- added GDI&NOD Airstrike (GDI with A-10 Aircraft; NOD with Old SU-27 Aircraft); with PT-Icon
- Airstrike is available via COM Center, as long as COM Center is online (1000 $)
- it's called via a Beacon (= Airstrike Signal Flare), used Singleplayer Signal Flare for this
- I decided to make it a multiple purpose weapon:
- after placing a signal flare (imediatly), the strike will occour a few secons later (~ 7 seconds to detonation)
- with this, its a offensive or defensive weapon, e.g. against a tank attack
- the strike has the power of a nuke strike (2500 damage), but doubled its damage radius (30 meters scaled)
- the strike will damage ANY unit (GDI AND NOD), so use it with care
- the strike will NOT damage any buildings (except mounted vehicles [Guard Towers, Turrets, Gun Emplacements]) - this would be to easy
- ATM I dont know a way to give points to the player for the damage caused by the strike
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Re: Airstrike Pictures ;) [message #373062 is a reply to message #373033] |
Sun, 22 February 2009 16:57 |
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rrutk
Messages: 617 Registered: June 2007
Karma: 0
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Colonel |
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Because some people asked, this is the way I've done it:
Airstrike Management
Airstrike Manager (Main): 100621
- JFW_Reflect_Custom_Delay: 7
Airstrike Manager (Sound 1): 100622
- JFW_Reflect_Custom
Airstrike Manager (Sound 2): 100623
- JFW_Reflect_Custom_Delay: 3
NOD:
Original Beacon:
- DAK_Vehicle_Regen_DAK
- TFX_Replace_When_Repaired: Airstrike_Signal_Flare_NOD
Replaced Beacon:
- JFW_2D_Sound_Custom: SFX_My_Siren
- JFW_2D_Sound_Custom_Team: 971, Sound_Airstrike_Warning_NOD, 0
- JFW_2D_Sound_Custom_Team: 971, Sound_Airstrike_Warning_GDI, 1
- JFW_2D_Sound_Custom_Team: 970, Sound_Airstrike_EnRoute_GDI, 1
- JFW_2D_Sound_Custom_Team: 970, Sound_Airstrike_EnRoute_NOD, 0
- JFW_Blow_Obj_Up_On_Custom: Explosion_Main_Airstrike, 9697
- JFW_Created_Send_Custom: 100621, 9697
- JFW_Created_Send_Custom: 100622, 970
- JFW_Created_Send_Custom: 100623, 971
- JFW_Destroy_Self_Timer: 10, 90
- Test_Cinematic: nod_airstrike.txt
CnC_Nod_Aircraft_Beta:
- JFW_Destroy_Self_Timer: 10, 100
GDI:
Original Beacon:
- DAK_Vehicle_Regen_DAK
- TFX_Replace_When_Repaired: Airstrike_Signal_Flare_GDI
Replaced Beacon:
- JFW_2D_Sound_Custom: SFX_My_Siren
- JFW_2D_Sound_Custom_Team: 961, Sound_Airstrike_Warning_NOD, 0
- JFW_2D_Sound_Custom_Team: 961, Sound_Airstrike_Warning_GDI, 1
- JFW_2D_Sound_Custom_Team: 960, Sound_Airstrike_EnRoute_GDI, 1
- JFW_2D_Sound_Custom_Team: 960, Sound_Airstrike_EnRoute_NOD, 0
- JFW_Blow_Obj_Up_On_Custom: Explosion_Main_Airstrike, 9696
- JFW_Created_Send_Custom: 100621, 9696
- JFW_Created_Send_Custom: 100622, 960
- JFW_Created_Send_Custom: 100623, 961
- JFW_Destroy_Self_Timer: 10, 91
- Test_Cinematic: gdi_airstrike.txt
GDI_A10_Flyover:
- JFW_Destroy_Self_Timer: 10, 100
GDI Cinematic File:
;_________________________________________
;
; Available Cinematic Script Commands
;
; time/frame Create_Object, id (slot), preset_name, x, y, z, facing, animation
; id can be -1 to mean do not store this object, and do not destroy
; 0 Create_Object, 0, .44 Magnum, 0, 0, 0, 180, "Human.jump"
;
; time/frame Destroy_Object, id (slot)
; 0 Destroy_Object, 0
;
; time/frame Play_Animation, id (slot), animation_name, looping, sub_obj_name
; 0 Play_Animation, 0, "Human.Jump", false
;
; time/frame Control_Camera, id ( slot )
; use id -1 for disabling control;
; note this will also disable star control and disbale the hud
; 0 Control_Camera, 0
;
;_________________________________________
;******************* CHEAT SHEET ******************************
;Start frame create_object slot number model x,y,z,facing animation name( model*hierarchy*.anim )
;Start frame Play_Animation slot number anim name ( model*hierarchy*.anim ) looping Sub Object
;Start frame Play_Audio wave filename slot number bone name
; * no slot # / bone name = 2D Audio
;0= NO LOOP ( kills object when finshed ) 1= LOOP
;************************* GDI Airstrike ************************
; This is the GDI Airstrike with v_gdi_a10.w3d
;
;***************************************************************************************
; ****************************** Aircraft
-0 Create_Real_Object, 7, "GDI_A10_Flyover"
-0 Play_Animation, 7, "V_GDI_A10.V_GDI_A10", 1
; ****************************** Path
-0 Create_Object, 8, "airstrike"
-0 Play_Animation, 8, "airstrike.airstrike", 0
-0 Attach_To_Bone, 7, 8, "PLANE"
; ****************************** Explosion
-140 Create_Object, 9, "X1G_AG_Effects", 0
-140 Play_Animation, 9, "X1G_Effects.X1G_Effects", 0
; ****************************** CleanUp
-400 Destroy_Object, 7
-400 Destroy_Object, 8
-400 Destroy_Object, 9
Text announcements are missing, because I dont know a f... script for simple text messages (no, message_display_custom is bugged.).
You will need this files (x1g_effects is changed to have detonation at 0,0,0):
[Updated on: Sun, 22 February 2009 18:17] Report message to a moderator
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Re: Airstrike Pictures ;) [message #373585 is a reply to message #372984] |
Thu, 26 February 2009 01:51 |
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sterps
Messages: 223 Registered: October 2003 Location: Victoria, Australia
Karma: 0
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Recruit |
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This mod is excellent, i always wanted A-10 strikes, gunboats, recons bikes, SSM launchers. thank you!
Just add those and the extra buildings like the shrine of nod and Adv. Comm. centres that control beacon purchases, helipads that air units are built from, repair bay, conyards that heal buildings, silos, sams etc, into a .mix type map and released with these goodies in it, then you will be playing c&c mode like the way it was supposed to be in all its glory.
Btw where do you get those skins for the med and mammoth tanks from?
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Re: Airstrike Pictures ;) [message #373602 is a reply to message #373585] |
Thu, 26 February 2009 05:51 |
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rrutk
Messages: 617 Registered: June 2007
Karma: 0
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Colonel |
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sterps wrote on Thu, 26 February 2009 10:51 | This mod is excellent, i always wanted A-10 strikes, gunboats, recons bikes, SSM launchers. thank you!
Just add those and the extra buildings like the shrine of nod and Adv. Comm. centres that control beacon purchases, helipads that air units are built from, repair bay, conyards that heal buildings, silos, sams etc, into a .mix type map and released with these goodies in it, then you will be playing c&c mode like the way it was supposed to be in all its glory.
Btw where do you get those skins for the med and mammoth tanks from?
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If there would be an easy way to convert pgk->mix may be I would do it with some maps, but at this stage, no. It will stay a pgk or may be later a standalone:
Cross the fingers, may be, I will have a very BIG SURPRISE and a BIG PRESENT FOR YA to include in one of the next versions. OMG, i hope, all things run well! It will result in some levels/maps you all want to play
With that and with some help I'm looking for (good mappers & texture artists for some thing, e.g. good VIS systems) it has the potential to be a really HQ mod.
PS: hmm, die tank models are not skins, but w3d-models. In the readme I told all the sources/creators for the material I know.
[Updated on: Thu, 26 February 2009 05:53] Report message to a moderator
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