Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » Replacing Vehicles With Weapons
Re: Replacing Vehicles With Weapons [message #176214 is a reply to message #165125] Mon, 24 October 2005 13:39 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
Messages: 3468
Registered: June 2003
Location: Hendersonville, North Car...
Karma: 0
General (3 Stars)
Easily Done. Or at least in theory.

Global Settings ~ Purchase Settings ~ Vehicles(GDI) Etc

Mod the purchase preset to the weapon powerup.
Might crash, might work like a charm. Try to find out.

EDIT: Ok tested it and it spawns the weapon at 0,0,0 I dont think there is any other way.


WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165

[Updated on: Mon, 24 October 2005 13:47]

Report message to a moderator

Re: Replacing Vehicles With Weapons [message #177592 is a reply to message #165125] Wed, 02 November 2005 22:48 Go to previous messageGo to next message
theplague is currently offline  theplague
Messages: 261
Registered: May 2004
Karma: 0
Recruit
build tank, get owner, grant powerup to owner, blow tank up...

i'm stuck on the 'get owner' part... i already scripted the grant powerup and blowup tank bits...

edit: also, if you make the tanks unteamed, there will be no delay in building


http://users.tpg.com.au/ling44/av_firefox.gifhttp://users.tpg.com.au/ling44/av_rg.gif

[Updated on: Wed, 02 November 2005 22:49]

Report message to a moderator

Re: Replacing Vehicles With Weapons [message #177597 is a reply to message #177592] Wed, 02 November 2005 23:21 Go to previous messageGo to next message
ghostSWT
Messages: 262
Registered: December 2003
Karma: 0
Recruit
in ssaow 1.3.4

under
void M00_GrantPowerup_Created::Created(GameObject *obj) {

there is a
		if (Settings_ShowPlayerPurchase) {
			char PurchaseMsg[512];
			sprintf(PurchaseMsg,"%s purchased a %s",Get_Player_Name(obj),Translate_Preset(IsPlayerVehicle(obj)));
			FDSMessage(PurchaseMsg,"_PURCHASE");
		}


based on that in that function make something like
if (Translate_Preset(IsPlayerVehicle(obj)) == "Nod Flame Tank") 
{
  kill tank
  grant flame thrower
}
else if (Translate_Preset(IsPlayerVehicle(obj)) == "GDI Medium Tank")
{
  kill tank
  grant rocket
} 


you will find the tank names in the server2.ini
Re: Replacing Vehicles With Weapons [message #177601 is a reply to message #165125] Wed, 02 November 2005 23:55 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
Messages: 832
Registered: February 2003
Location: California
Karma: 1
Colonel
That will not work.

Black-Cell.net
Network Administrator (2003 - )

DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )

Dragonade, Renegade's first server side modification
Lead coder (2005 - )
Re: Replacing Vehicles With Weapons [message #177603 is a reply to message #177601] Thu, 03 November 2005 00:07 Go to previous messageGo to next message
ghostSWT
Messages: 262
Registered: December 2003
Karma: 0
Recruit
y not?
Re: Replacing Vehicles With Weapons [message #177607 is a reply to message #165125] Thu, 03 November 2005 00:42 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
Messages: 832
Registered: February 2003
Location: California
Karma: 1
Colonel
Because that script is attached to players and has nothing to do with vehicles.

Black-Cell.net
Network Administrator (2003 - )

DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )

Dragonade, Renegade's first server side modification
Lead coder (2005 - )
Re: Replacing Vehicles With Weapons [message #177786 is a reply to message #165125] Thu, 03 November 2005 22:25 Go to previous message
theplague is currently offline  theplague
Messages: 261
Registered: May 2004
Karma: 0
Recruit
i got a working method

1) needs variable on the last GDI and NOD who bought tanks
1.1) Declarde 2 gameobjects (global)
2) attach script to player monitering credits
2.1) if credits go down and it's not because of buying a beacon, then the player is the latest to buy a tank
2.2) set that players object to global last gameobject
3) when a tank gets created, make it look at the last gameobject (depending on nod or gdi)
3.1) grant powerup to player
3.2) destroy tank

- your done.


http://users.tpg.com.au/ling44/av_firefox.gifhttp://users.tpg.com.au/ling44/av_rg.gif
Previous Topic: AOW 1.34 compile - 2 libs missing [wsock32.lib and ?????]
Next Topic: Obelisk Problem
Goto Forum:
  


Current Time: Fri Jul 05 04:35:04 MST 2024

Total time taken to generate the page: 0.00702 seconds