Applying Scripts [message #115695] |
Mon, 20 September 2004 15:10 |
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Sanada78
Messages: 435 Registered: April 2003
Karma: 0
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Commander |
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I have two things I'd like to use in my map...
1. I want the GDI/Nod Construction Yards to repair all buildings in the teams base. This includes vehicle structures such as the Turret.
2. I want the Repair Facities to work correctly, using the script that fixes the mine issue.
I don't really know what I'm doing with these scripts. I know how to attach them, but don't which object to attach them to or which script to attach. I have the latest scripts.dll (1.9.3) in the mod folder along with the original scripts.dll renamed to "scripts2.dll".
Thanks.
Ooh, nasty.
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Applying Scripts [message #116283] |
Thu, 23 September 2004 16:17 |
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Sanada78
Messages: 435 Registered: April 2003
Karma: 0
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Commander |
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I decided to just use Dante's ConYard script, don't know how to get the other one working.
I've finished the map now, but have no where to upload it. Can't get into my renstation account anymore.
Ooh, nasty.
[Updated on: Thu, 23 September 2004 19:08] Report message to a moderator
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Applying Scripts [message #116286] |
Thu, 23 September 2004 16:30 |
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you want to put JFW_Conyard_Vehicle_Buildings on the conyard and JFW_Repair_On_Custom on the things that are non-movable buildings that should be repaired (e.g. in normal ren, that would be gun turrets)
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Applying Scripts [message #116352] |
Fri, 24 September 2004 02:30 |
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try JFW_Repair_Zone for that.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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