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harvester and refinery [message #-981846] Sat, 22 February 2003 06:51 Go to next message
Anonymous
i was wondering do the harvester use any special bones that make the game recognise it as an harvester or anything? if so then please post the names of the bones and the way to set up the hierachy

[ February 24, 2003, 10:03: Message edited by: cebt ]
harvester and refinery [message #-981845] Sat, 22 February 2003 07:11 Go to previous messageGo to next message
Anonymous
Nope, the harvester is just a regular vehicle, but scripts are applied to it upon it's creation, if you wanna replace the harvester, just edit the harvester preset to reflect your w3d instead of the the one it is already directed to.
harvester and refinery [message #-981844] Sat, 22 February 2003 07:38 Go to previous messageGo to next message
Anonymous
what if mine have wheels should i just change it to a wheeled vehicle then?
harvester and refinery [message #-981843] Sat, 22 February 2003 07:48 Go to previous messageGo to next message
Anonymous
The harvester has wheels doesn't it? Anyway, i'd make a temp under CnC_GDI_Harverster and change the settings to suite your vehicle. The harvester does indeed think it has tracks but maybe it's there for a reason, test it.

Level Edit Preset Tree
code:
 
-¬Object
|-¬Vehicle
|-¬GDI Vehicles
|-¬GDI_Harvester
|-¬CnC_GDI_Harvester
|-<Temp Preset>



[ February 24, 2003, 09:21: Message edited by: General Havoc ]
harvester and refinery [message #-981842] Sat, 22 February 2003 07:51 Go to previous messageGo to next message
Anonymous
why make a temp? its for my TS mod
harvester and refinery [message #-981841] Sat, 22 February 2003 08:04 Go to previous messageGo to next message
Anonymous
You don't have to if your keeping it in PKG format, i didn't know what your doing. It doesn't hjave any effect wheather it's temp or not in a pkg file.
harvester and refinery [message #-981840] Sat, 22 February 2003 08:13 Go to previous messageGo to next message
Anonymous
ok thanks then i just need to figure out the waypath thing
harvester and refinery [message #-981839] Sat, 22 February 2003 18:59 Go to previous messageGo to next message
Anonymous
quote:
Originally posted by cebt:
what if mine have wheels should i just change it to a wheeled vehicle then?

It's best to leave it as a tracked vehicle (ever seen the hervesters turn on the spot?) so it'll be easier for it to go into the refinery.
harvester and refinery [message #-981838] Sun, 23 February 2003 06:08 Go to previous messageGo to next message
Anonymous
Cebt, are you on the Reborn team, or your making a different TS mod?
harvester and refinery [message #-981837] Sun, 23 February 2003 09:57 Go to previous messageGo to next message
Anonymous
Different Mod , TS: Revolution I think it is. [Big Grin]
harvester and refinery [message #-981836] Sun, 23 February 2003 18:04 Go to previous messageGo to next message
Anonymous
It is not the script and not a bone, just go to the buildigcontrollers section and there you can select any vehicle as the 'harvester'.
Even a Mammoth can be the Harvester, I think that would be funny, a selfdefending, Tiberium collection Mammoth Harvester [Big Grin]
But be sure that you vehicle has no seats, or people can get into it and controll the harvester.
harvester and refinery [message #-981835] Mon, 24 February 2003 02:23 Go to previous messageGo to next message
Anonymous
it dont have any seats i just edited the normal harvester in commando to use my model
harvester and refinery [message #-981834] Mon, 24 February 2003 03:02 Go to previous messageGo to next message
Anonymous
and now im at it do i have to make anything special to make a refinery a refinery? cus ive made this (still in progress) and i want it to be a real refinery my refinery
harvester and refinery [message #-981833] Mon, 24 February 2003 04:46 Go to previous message
Anonymous
nothing special, just make sure all the parts have the right prefixs and place the right building controller in leveleditor.
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