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			| Some update about the Ra2 mod for renegade [message #-994937] | Sun, 29 September 2002 20:44   |  
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	| dude i have an idea on how the civ buildings could work like they  were captured. the air field would have 2 aircrafts on the pad that the first people there would get. and teh derrick could have a bunch of money crates inside for the first person in there to collect. |  
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			| Some update about the Ra2 mod for renegade [message #-994936] | Sun, 29 September 2002 21:32   |  
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	| quote:making the v3 have a arced course its easy. the pronblem its make the missile deseapear when u shoot, then reappear after an elapsed time... like in ra2 when a v3 shoot:Originally posted by Ingrownlip:
 Gernade is the only conceivable method.
 ![[Frown]](frown.gif) Might be possible to make an arc-like MRL shot. 
 
 1- missile raise up
 2- missile get away (no more missile on the v3 truck)
 3- new missile respawn after en elapsed time
 
 i cant make the The Step 2 and 3, execpt if anyone have a good way....
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			| Some update about the Ra2 mod for renegade [message #-994935] | Sun, 29 September 2002 21:36   |  
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	| quote:if we can have the new dll that have the latest script this will be easy to do. For the airfeild, in the little house u will be able to get paratroooper beacon, and about the aircraft thing its a good ideaOriginally posted by Slicer238:
 dude i have an idea on how the civ buildings could work like they  were captured. the air field would have 2 aircrafts on the pad that the first people there would get. and teh derrick could have a bunch of money crates inside for the first person in there to collect.
 
 ![[Wink]](wink.gif)  
 For the derrick that was my idea too, add many cash box
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			| Some update about the Ra2 mod for renegade [message #-994931] | Tue, 01 October 2002 08:39   |  
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	| that is THE BEST, man its gona be better then renegade itself, lol, i luv the idea how u used actual ra2 maps for the renegade maps, great work man, will be soooo kewl actually driving one of those tesla tanks on the map u once played from the top, ![[Big Grin]](biggrin.gif) hehe, SOO kewl, lol, alright, im gona go now, 
 so happy lol
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			| Some update about the Ra2 mod for renegade [message #-994929] | Tue, 01 October 2002 13:48   |  
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	| quote:... i dont think mind control will be here:Originally posted by newcmd001:
 how will Yuri act? How will he mind-control? lol
 
 1- this will be borinmg fo rthe minded player...
 2- how i can do this????
 
 but just for try on bot that would be cool
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			| Some update about the Ra2 mod for renegade [message #-994927] | Sun, 06 October 2002 05:12   |  
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	| very cool models, if I might make a suggestion I think that you should use the new scripts so that when the person drops the paratrooper beacon someone else can pick it up because otherwise paradrops might be rare. |  
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			| Some update about the Ra2 mod for renegade [message #-994925] | Sun, 06 October 2002 23:13   |  
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	| Dante could u help me on script?, because i would like to use the script that where supposed to be in the last pacth... (intering zone enable spwaner... ect) 
 [ October 07, 2002, 06:16: Message edited by: Francois ]
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			| Some update about the Ra2 mod for renegade [message #-994922] | Thu, 10 October 2002 08:03   |  
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	| working on the original conscript weapon (thompson M1), next thing i will finish and, texture all soviet tank the next week, and add some extras stuff like cool menu(yep a new one ![[Wink]](wink.gif) better than the 3d radar ive done first), and i will start to import Full animated model, the next week end, into the game... 
 
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