Base defence weapon modding [message #487686] |
Sat, 24 May 2014 09:28 |
UnitXc
Messages: 116 Registered: March 2009
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does anyone know how to modify the weapons on the base defences, i asked zunnie and he said there was a script on the controller, i couldnt find such a thing
anyone know how?
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Re: Base defence weapon modding [message #487697 is a reply to message #487686] |
Tue, 27 May 2014 13:59 |
UnitXc
Messages: 116 Registered: March 2009
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if i change the stock preset in level editor nothing happens.. is something supposed to happen?
whenever ive changed the presets in level edit without temping them and changing the clones its never worked for me if i can recall.
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Re: Base defence weapon modding [message #487704 is a reply to message #487686] |
Tue, 27 May 2014 21:26 |
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OuTSMoKE
Messages: 52 Registered: April 2009 Location: Chicago, IL
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C++:
I use two different source codes depending on what kinda weapon (char or veh).
Examples:
Commands->Give_PowerUp(obj,"POW_Railgun_Player",false);
Commands->Select_Weapon(obj,Get_Powerup_Weapon("POW_Railgun_Player"));
or
Grant_Weapon(obj,"Weapon_MRLS_Player",false);
Commands->Select_Weapon(obj,"Weapon_MRLS_Player");
This would only apply to built shit, obviously, I'm not sure if you could rig it to auto-assign weaponry to defenses that are pre-built into maps.
Kambot NewMaps 4.1 Marathon Server Owner
[Updated on: Tue, 27 May 2014 21:27] Report message to a moderator
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Re: Base defence weapon modding [message #487722 is a reply to message #487686] |
Thu, 29 May 2014 12:07 |
UnitXc
Messages: 116 Registered: March 2009
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well normally when you give something a gun that is different, you temp the base weapon/ammo etc, and then assign the new clone to the new tank/infantry unit.
you never just straight up edit the stock preset.
so i dont know where to put the clone of either weapons for the base defences. what exactly is the base object that holds the weapon parameters?
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