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Valid Preset Silo's [message #421342] Tue, 02 March 2010 16:55 Go to next message
T0tNl
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mp_nod_tiberium_silo
Is this an valid preset name? Because I'm using it with lua tried with Create_Object -.-. Doesen't make anything
Re: Valid Preset Silo's [message #421354 is a reply to message #421342] Tue, 02 March 2010 18:31 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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I don't think there are MP silos set up. You'd have to set them up yourself. You can check a list of presets in Level Editor.

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Re: Valid Preset Silo's [message #421376 is a reply to message #421342] Wed, 03 March 2010 00:49 Go to previous messageGo to next message
Omar007 is currently offline  Omar007
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You cannot setup buildings by calling the controller in Create_Object() afaik
I believe it only works on 'Physical GameObjects'.
EDIT: Comment given in Scripts.dll:
Create_Object; //tested. Dont use on objects that arent PhysicalGameObjs


If you want the model to show you'll have to create the object itself not the building controller
The object itself though, is placed on the map with regular structures. I havent looked to silo's before but they should work the same way. With other words, if it isnt present on the map, you cant create it directly.
You would have to either make a map with it or do stuff indirectly. (still requires map change)


http://tiberiumredux.omarpakker.nl/Old Unused Parts/Plaatjes/PromoteBanner_Hades_small.jpg

[Updated on: Wed, 03 March 2010 00:54]

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Re: Valid Preset Silo's [message #421382 is a reply to message #421342] Wed, 03 March 2010 02:26 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
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You could though modify a random object in the objects tree -
> Objects -> simple -> Simple_DSAPO_versions (in le that is)

Then give it the enc_nsil.w3d. Though as far as I know GDI doesnt have one.

So this way you could pyhsically create a silo.

If I'm correct this is all server-side possible for the Nod silo.
The GDI silo isnt Im affraid.

[Updated on: Wed, 03 March 2010 02:26]

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Re: Valid Preset Silo's [message #421385 is a reply to message #421342] Wed, 03 March 2010 03:38 Go to previous messageGo to next message
Omar007 is currently offline  Omar007
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It still wont work as real silo with building controller if he doesnt add one.
And afaik this can only be added on the map itself not with scripts. (atleast not with existing ones atm)


http://tiberiumredux.omarpakker.nl/Old Unused Parts/Plaatjes/PromoteBanner_Hades_small.jpg

[Updated on: Wed, 03 March 2010 03:39]

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Re: Valid Preset Silo's [message #421386 is a reply to message #421342] Wed, 03 March 2010 03:45 Go to previous messageGo to next message
reborn is currently offline  reborn
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You can add a controller to the map when the map loads, you just can't add it on-the-fly (unless clients rejoin). I think... It's been a while since I looked at building controllers.


Re: Valid Preset Silo's [message #421387 is a reply to message #421386] Wed, 03 March 2010 04:19 Go to previous message
Omar007 is currently offline  Omar007
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reborn wrote on Wed, 03 March 2010 11:45

You can add a controller to the map when the map loads, you just can't add it on-the-fly (unless clients rejoin). I think... It's been a while since I looked at building controllers.

Hooks inc Surprised

Or SSGM plugin Razz


http://tiberiumredux.omarpakker.nl/Old Unused Parts/Plaatjes/PromoteBanner_Hades_small.jpg

[Updated on: Wed, 03 March 2010 04:19]

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