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Scripting question...NAVAL vehicles [message #368938] Sun, 25 January 2009 19:34 Go to next message
rrutk is currently offline  rrutk
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Colonel
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????????????

index.php?t=getfile&id=9222&private=0
Re: Scripting question...NAVAL vehicles [message #368944 is a reply to message #368938] Sun, 25 January 2009 20:20 Go to previous messageGo to next message
Genesis2001
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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! Wink You're good to go Smile

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.. Razz

[Updated on: Sun, 25 January 2009 20:21]

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Re: Scripting question...NAVAL vehicles [message #368976 is a reply to message #368944] Mon, 26 January 2009 04:12 Go to previous messageGo to next message
rrutk is currently offline  rrutk
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i dont have really problems about buying them, if you read my post exactly. i have an issue with the working Expanded Vehicle Factory.

the main problem would be to script, that the naval units are not allowed to drive on land.

[Updated on: Mon, 26 January 2009 04:12]

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Re: Scripting question...NAVAL vehicles [message #369140 is a reply to message #368938] Tue, 27 January 2009 10:35 Go to previous messageGo to next message
rrutk is currently offline  rrutk
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Colonel
solved problem #2, searched for hours:

It's an bug of the scripts:

You cannot use alternate objects in the purchase list as naval units, its presets are not recognized as such vehicles.
Re: Scripting question...NAVAL vehicles [message #369147 is a reply to message #368938] Tue, 27 January 2009 11:22 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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role play 2 mod has boats that float above water and wont go any higher or lower
Re: Scripting question...NAVAL vehicles [message #369157 is a reply to message #369147] Tue, 27 January 2009 12:12 Go to previous messageGo to next message
Canadacdn is currently offline  Canadacdn
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PLECOS MASTER
SSnipe wrote on Tue, 27 January 2009 12:22

role play 2 mod has boats that float above water and wont go any higher or lower


Don't forget submarines!
Re: Scripting question...NAVAL vehicles [message #369158 is a reply to message #369157] Tue, 27 January 2009 12:16 Go to previous messageGo to next message
rrutk is currently offline  rrutk
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Canadacdn wrote on Tue, 27 January 2009 13:12

SSnipe wrote on Tue, 27 January 2009 12:22

role play 2 mod has boats that float above water and wont go any higher or lower


Don't forget submarines!


No. Smile

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Re: Scripting question...NAVAL vehicles [message #369163 is a reply to message #369158] Tue, 27 January 2009 12:49 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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rrutk wrote on Tue, 27 January 2009 21:16

Canadacdn wrote on Tue, 27 January 2009 13:12

SSnipe wrote on Tue, 27 January 2009 12:22

role play 2 mod has boats that float above water and wont go any higher or lower


Don't forget submarines!


No. Smile



awesome, also the roleplay ones were on water but they could also fly over ground and if went on a hill they flew up Surprised they also fell if you got out
Re: Scripting question...NAVAL vehicles [message #369241 is a reply to message #369163] Wed, 28 January 2009 00:56 Go to previous messageGo to next message
Canadacdn is currently offline  Canadacdn
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PLECOS MASTER
ErroR wrote on Tue, 27 January 2009 13:49

rrutk wrote on Tue, 27 January 2009 21:16

Canadacdn wrote on Tue, 27 January 2009 13:12

SSnipe wrote on Tue, 27 January 2009 12:22

role play 2 mod has boats that float above water and wont go any higher or lower


Don't forget submarines!


No. Smile



awesome, also the roleplay ones were on water but they could also fly over ground and if went on a hill they flew up Surprised they also fell if you got out


Actually, they get stuck when they go on land. You must have been playing on a server with the swimming scripts disabled.
Re: Scripting question...NAVAL vehicles [message #369325 is a reply to message #369241] Wed, 28 January 2009 16:39 Go to previous messageGo to next message
samous is currently offline  samous
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Canadacdn wrote on Tue, 27 January 2009 23:56

ErroR wrote on Tue, 27 January 2009 13:49

rrutk wrote on Tue, 27 January 2009 21:16

Canadacdn wrote on Tue, 27 January 2009 13:12

SSnipe wrote on Tue, 27 January 2009 12:22

role play 2 mod has boats that float above water and wont go any higher or lower


Don't forget submarines!


No. Smile



awesome, also the roleplay ones were on water but they could also fly over ground and if went on a hill they flew up Surprised they also fell if you got out


Actually, they get stuck when they go on land. You must have been playing on a server with the swimming scripts disabled.


or an older version, without those scripts.


Samous Ind. modding group website:
http://samous.webs.com/img/Capture.PNG

and Facebook Page: here
Re: Scripting question...NAVAL vehicles [message #369362 is a reply to message #369325] Wed, 28 January 2009 21:29 Go to previous messageGo to next message
samous is currently offline  samous
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you have it so the boats can't go underwater, but the sub.s can... (assuming you do), can't you use simular properties to that?

EDIT: sry, dubble post, hit rong button Blush


Samous Ind. modding group website:
http://samous.webs.com/img/Capture.PNG

and Facebook Page: here

[Updated on: Wed, 28 January 2009 21:30]

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Re: Scripting question...NAVAL vehicles [message #369406 is a reply to message #368938] Thu, 29 January 2009 07:55 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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if there are subs, don't forget depth charges Razz
Re: Scripting question...NAVAL vehicles [message #369620 is a reply to message #369362] Fri, 30 January 2009 20:32 Go to previous message
samous is currently offline  samous
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samous wrote on Wed, 28 January 2009 20:29

you have it so the boats can't go underwater, but the sub.s can... (assuming you do), can't you use simular properties to that?

EDIT: sry, dubble post, hit rong button Blush


still wondering...


Samous Ind. modding group website:
http://samous.webs.com/img/Capture.PNG

and Facebook Page: here
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