Credits the no Ref [message #140701] |
Sat, 26 February 2005 06:42 |
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SuperMidget
Messages: 465 Registered: November 2004 Location: Barrie, ON
Karma: 0
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Commander |
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On DM maps (eg. Islands_KOTH) How do they make the credits rise even when there's no tib ref? I ask because I am in the midst of creating my first map, which happens to be a DM map, and i need to know how to do that.
I'm still a noob but only with Leveledit now. I've learned RenX really well.
(theres nothing about this on renhelp.co.uk)
Thanks.
Wanna fight? www.hobowars.com
Bring it on...
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Credits the no Ref [message #140730] |
Sat, 26 February 2005 10:00 |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
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Colonel |
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Hmm, wasn't there a script that could give money over time?
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Credits the no Ref [message #140790] |
Sat, 26 February 2005 17:16 |
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The best way to do credits on a map like that is to use the GTH_Credit_Trickle script.
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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Credits the no Ref [message #140792] |
Sat, 26 February 2005 17:20 |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
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Colonel |
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jonwil | The best way to do credits on a map like that is to use the GTH_Credit_Trickle script.
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Any "special" ways of activating it or should it be added to a daves arrow?
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Credits the no Ref [message #140794] |
Sat, 26 February 2005 17:34 |
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Make something GDI somewhere (e.g. a vehicle off somewhere where you cant get to). Do the same for Nod.
Then put the GTH_Credit_Trickle on each of those.
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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Credits the no Ref [message #140796] |
Sat, 26 February 2005 17:41 |
tooncy
Messages: 407 Registered: February 2004
Karma: 0
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Commander |
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Won't that only work if you enter the vech? I remember I had that script set up on a Recon bike in a drop mod, and when I got in my credits would skyrocket (the way I set it up), but when I got out they were added at their normal rate.
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Credits the no Ref [message #140797] |
Sat, 26 February 2005 17:42 |
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no, it will work.
Thats how it is done for the Silos in RenAlert AFAIK.
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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Credits the no Ref [message #140852] |
Sun, 27 February 2005 01:17 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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SuperMidget | So the 'trickle' will work if i make a vech somewhere for each team?
Also: for start (spawn) points, do i make them seperate, or use the CTRL + P way for each?
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Huh? The only two building controllers that support Ctrl + P is the Ore Ref and vech producers on both teams (4 really)
Start spawn, just place them, and face them.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Credits the no Ref [message #140878] |
Sun, 27 February 2005 05:33 |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
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Colonel |
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SuperMidget | So the 'trickle' will work if i make a vech somewhere for each team?
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Quote: | Make something GDI somewhere
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Best not to use a vehicle with most maps, since they fall and get destroyed and can be spotted on radar. So use something beter.
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Credits the no Ref [message #140896] |
Sun, 27 February 2005 09:17 |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
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Colonel |
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Someone should make some script tutorial that explains how the most usefull scripts work and stuff...
Go to your maps folder and make a new folder named "Scripts" there. Than copy both scripts.dll and scripts2.dll from your renegade folder there.
After that open level edit and select the object you wan't to add the script to. (you can beter temp this object inside the presets list)
Scripts can be added, removed or modded inside the scripts tab of an object.
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