Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » Deployable Vehicles (Could use some help regarding Deployable Vehicles.)
Deployable Vehicles [message #434383] Sun, 08 August 2010 17:55 Go to next message
Dealman is currently offline  Dealman
Messages: 104
Registered: October 2007
Location: Sweden
Karma: 0
Recruit
Hiya,

I'm trying to figure out how to make Deployable Vehicles to use in my Mod. But I can't figure out how the Scripts work. I know I need to use 2 Ra2Ven Scripts, which I will post below along with a description (Thanks to a thread Jonwil made a long time ago.)

Ra2Ven_deployable_vehicle

Description: Script used to allow deploy abbility to a vehicle.

Attributes:
Animation_Preset:string; Preset name of the Animation (like a standard vehicle.. but with anim.. and having the script Ra2Ven_Deploy_Animation attached to that anim object)
oldTnk_Wh:string; Warhead used to destroy the deployable vehicle.
oldTnk_Dommage:float; Dommage to do to destroy the vehicle.
Explosion_preset:string: This is used as destroy animation.

Ra2Ven_Deploy_Animation

Description: Attach this script to an object that will be a Deploy Animation.

Attributes:
Deployed_Tank_Preset:string; Preset name of the deployed tank.
oldTnk_Wh:string; Warhead used to destroy the animation.
oldTnk_Dommage:float; Dommage to do to destroy the animation.
Animation_Time:float; Time before destroying the animation to spawn the deployed tank.
TimerNumber:int; Set an unique # if the object as more than one script using a timer.

I'm not entirely sure how to accomplish this, I believe I'd have to do Animations for these;

• Deployment (The Animation when the Vehicle is deploying.)
• Deployed (The Animation when the Vehicle is deployed.)
• Undeploying (The Animation when the vehicle is undeploying.)

What I don't know about the Deploy Animations:

• Should all animations be exported separately? Or should all animations be within the same export?
• Should/Can the animations have a specific name?
• What Type should I use for the Animation(s) in LevelEdit? (Such as; WheeledVehicle, DynamicAnimPhys or etc...)

Also, how does the "Animation" used in Settings on a Vehicle Preset work? How do I use it? I took a look at the GDI Hovercraft and it had an Animation named "V_GDI_HCRAFT.V_GDI_HCRAFT".

And what are those Wh(Warhead) and "Dommage" Parameters? Are these used if the Vehicle's supposed to be destroyed after it have been Deployed?

I'd appreciate it if anyone could explain how to use these 2 Scripts, the Description of the Scripts didn't really help me out enough...

Thanks in Advance! Thumbs Up

[Updated on: Sun, 08 August 2010 18:02]

Report message to a moderator

Re: Deployable Vehicles [message #436270 is a reply to message #434383] Wed, 08 September 2010 15:08 Go to previous messageGo to next message
TheKGBspy is currently offline  TheKGBspy
Messages: 96
Registered: April 2003
Karma: 0
Recruit
these are the old scripts i made for deploying vehicles... like 5 years ago. At that time it required the user to leave the vehicle in order to properly "deploy". It required the user to right click; doing an invisible dmg to him self.. to detect the right click) That script i did also attached a deploy cursor (like the deploy cursor in ra2) over the tank showing it was ready to get deployed when the player got out. Once it was getting out... it was killing the vehicle and spawning the other vehicle with the "deploy" animation. Once the deploy animation was completed, the "deploying" vehicle would be destroyed to spawn the "deployed state" vehicle.

So basicly the warhead, must be a unique warhead to kill / destroy the model/vehicle so it properly spawn the other (either the deploying vehicle doing the animation or the deployed vehicle).


If i recall correctly JonWill and some others made a more improved version of that script which doesnt require the user to leave so it can stay inside.


Like i said.. its been 5 years i coded that.. i rpobly miss some parts! lol.


Ra2: Vengeance Project lead(it's Dead... sorry)
An empty Ghost since 2005.
Re: Deployable Vehicles [message #436274 is a reply to message #434383] Wed, 08 September 2010 15:31 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

Deployable vehicles have never worked properly in scripts 3.4.4. Scripts 4.0 contains all sorts of changes (e.g. to netcode) to make them work better.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: Deployable Vehicles [message #436320 is a reply to message #436270] Thu, 09 September 2010 19:49 Go to previous message
trooprm02 is currently offline  trooprm02
Messages: 3266
Registered: August 2005
Location: Canada
Karma: 0
General (3 Stars)
TheKGBspy wrote on Wed, 08 September 2010 17:08

these are the old scripts i made for deploying vehicles... like 5 years ago.


Welcome back Big Grin You don't know me, but nice to see you still check renforums lol I remember you from the vloktboy, yslmuffins, ACK, lauebi, etc days


Previous Topic: RA_Allied_M04
Next Topic: Treads
Goto Forum:
  


Current Time: Fri Nov 22 04:40:36 MST 2024

Total time taken to generate the page: 0.00646 seconds