| 
		
			| Nod weapons factory [message #11733] | Fri, 04 April 2003 05:49  |  
			| 
				
				|  |  Titan1x77 Messages: 1086
 Registered: February 2003
 
	Karma: 0
 | General (1 Star) |  |  |  
	| I need to know if it's possible to make a nod WF ...i dont want to use the aircraft drop-off method and would like to use the gdi weapons factory and have them created that way? 
 "But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
 
 
 |  
	|  |  | 
	| 
		
			| Nod weapons factory [message #11748] | Fri, 04 April 2003 06:33   |  
			| 
				
				|  |  General Havoc Messages: 1564
 Registered: February 2003
 Location: Birmingham, England, Unit...
 
	Karma: 0
 | General (1 Star) |  |  |  
	| Good question. I have thought of a few ways this can be done but i haven't tested them yet. I'll list the ways i think it might be able to be done below. I haven't got leveledit installed at the moment because i recently formatted my HDD so i can't give you any detailed information if they will work. 
 1) Clone the GDI weapons factory controller but make it owned by Nod. I think other settings may need to be changed for this to work.
 
 Advantages:
 o Pathfinding will work on the vehicles
 o Acts like a true Weapons Factory
 o Easy to setup
 
 Disadvantages:
 o May make GDI vehicles
 o Not tested yet
 
 2) Clone the airstrip controller but change the mesh prefix to a nod weapons factory model you have made or modded. Then add the controller to the building but put the vehicle creation zone off map with a piece of terrain under it. Then use the teleport script to teleport them to the weapons factory bay. Use a waypath to get the vehicles to drive into the teleport zone.
 
 Advantages:
 o Will make vehicles in a Nod Weapons Factory
 
 Disadvantages:
 o Pathfinding not tested or may not be possible once telepoted
 o May cause delayed delivery times
 
 3) Make a cinematic script to create the vehicles in the Weapons Factory and them pathfind out of the Weapons factory. I don't know how to do this but i would ask the maker of that Assault map that delivers the vehicles by helicopter.
 
 Advantages:
 o Will create vehickes in Nod Weapons Factory
 o Will Pathfind
 o Tested
 
 Disadvantages:
 o Need to write custom cinematics and impliment them
 o May take a lot longet than other methods
 o
 
 I think method 1 would be the best if it worked, it needs to be tried first to see it it will work though. Method 3 does work and can allow a true working Nod Weapons factory. However you will need to find out how it is done, maybe by asking some people or the creator of that C&C_AD_Gateshead.mix because he used a script to make the veheicles get delivered by chinook, which could be easily replaced by a spawn script to pathfind. Method 2 should work, but i'm not sure about the pathfinding though. If you do try method 2 let me know because i have a few ideas you may wish to try related to pathfinding.
 
 _General Havoc
 
 Visit my website at http://renhelp.laeubi-soft.de powered by laeubi.de
 "SHUT UP AND MOD" - Dante
 "ACK is the Simon Cowell of modding" - Ultron10
 Scripts.dll Debugger, Map Scripter and Tutorial writer
 
 Computer Science Bsc
 Aston University in Birmingham, UK
 |  
	|  |  | 
	|  | 
	|  | 
	| 
		
			| Nod weapons factory [message #11798] | Fri, 04 April 2003 12:04   |  
			| 
				
				|  |  General Havoc Messages: 1564
 Registered: February 2003
 Location: Birmingham, England, Unit...
 
	Karma: 0
 | General (1 Star) |  |  |  
	| I can make a Nod building controller for a custom made Weapons Factory and also make helipads. If you were going to mod the original Weapons Factory then you would have to rename all of the mesh prefixes from mgwep to mnwep to allow the building to work with a controller. I take it the helipad would be for flying vehicles delivery. If you need any help let us know. 
 _General Havoc
 
 Visit my website at http://renhelp.laeubi-soft.de powered by laeubi.de
 "SHUT UP AND MOD" - Dante
 "ACK is the Simon Cowell of modding" - Ultron10
 Scripts.dll Debugger, Map Scripter and Tutorial writer
 
 Computer Science Bsc
 Aston University in Birmingham, UK
 [Updated on: Fri, 04 April 2003 12:36] Report message to a moderator |  
	|  |  | 
	| 
		
			| Nod weapons factory [message #11804] | Fri, 04 April 2003 12:26   |  
			| 
				
				
					| Triforce Messages: 13
 Registered: March 2003
 
	Karma: 0
 | Recruit |  |  |  
	| Making a Nod war factory is more simple than it looks. All you have you need to do is select the GDI War Fac controler, press temp or add, then go to modify and change the owner to Nod and add the new prefix of your building. Thats it  . Changing the owner to Nod also changes what vehicles are produced. And don't worry that you don't see anything under dependices, I don't know why nothing shows up but it still works correctly ingame. Also, bmnwep won't work as a prefix, they must be 5 or less letters to export corectly. Enjoy! 
 Triforce
 |  
	|  |  | 
	| 
		
			| Nod weapons factory [message #11805] | Fri, 04 April 2003 12:28   |  
			| 
				
				|  | Dante Messages: 1039
 Registered: February 2003
 
	Karma: 0
 | General (1 Star) |  |  |  
	| hell, i have a map that has two helipads, and 6 guard towers on it... all the vehicles are dropped via chinnooks on the helipads, and it works like the airstrip... and, the mutant factory works just like the WF as it creates them in the bay... 
 
 don't knock your brains TOO hard figuring this out, it is quite simple, and you have knowledgeable people to ask for help.
 
 RenEvo
 
 |  
	|  |  | 
	|  | 
	|  | 
	| 
		
			| Nod weapons factory [message #11811] | Fri, 04 April 2003 13:08   |  
			| 
				
				|  | Dante Messages: 1039
 Registered: February 2003
 
	Karma: 0
 | General (1 Star) |  |  |  
	| don't worry, we will include a "how to make a Weapons Factory" in the RenHelp's next build. 
 RenEvo
 
 |  
	|  |  | 
	| 
		
			| Nod weapons factory [message #11812] | Fri, 04 April 2003 13:34   |  
			| 
				
				|  |  General Havoc Messages: 1564
 Registered: February 2003
 Location: Birmingham, England, Unit...
 
	Karma: 0
 | General (1 Star) |  |  |  
	| Well if your planning to make a new build of renhelp soon i might finish some of these unfinished tutorials i started on. I just had too much work recently but i might as well finish them now i have a bit more time. 
 Also are we gonna see the next version of the scripts DLL released so I can finish some tutorials that I started. I might need to contact Jon Wil if you don't know. Anyway here is the ones i started:
 
 o Helipad Tutorial 40% done
 o CTF Tutorial 50% done
 o Stealth Armour 90% (Waiting for Scripts 1.1)
 o AI Vehicle Stuff (Waiting for Scripts 1.1)
 o Team Death Match (Waiting for Scripts 1.1)
 
 _General Havoc
 
 Visit my website at http://renhelp.laeubi-soft.de powered by laeubi.de
 "SHUT UP AND MOD" - Dante
 "ACK is the Simon Cowell of modding" - Ultron10
 Scripts.dll Debugger, Map Scripter and Tutorial writer
 
 Computer Science Bsc
 Aston University in Birmingham, UK
 |  
	|  |  | 
	|  | 
	|  | 
	| 
		
			| Nod weapons factory [message #11972] | Sat, 05 April 2003 08:47  |  
			| 
				
				|  |  Deafwasp Messages: 555
 Registered: February 2003
 
	Karma: 0
 | Colonel |  |  |  
	| | Deafwasp |  | 
 | General Havoc |  | I can make a Nod building controller for a custom made Weapons Factory and also make helipads. If you were going to mod the original Weapons Factory then you would have to rename all of the mesh prefixes from mgwep to mnwep to allow the building to work with a controller. I take it the helipad would be for flying vehicles delivery. If you need any help let us know.
 
 _General Havoc
 
 | 
 
 I was thinking take the airstrip off, but leave the air tower. Then add on to the tower a big helipad. should be not much bigger than the warfactory.
 
 And a chinook or something replaces the cargo plane.
 
 | 
 
 I will begin work on both a nod helipad drop, and a nod warfac.
 |  
	|  |  |