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icon5.gif  Deploy a tailgun/turret [message #208089] Fri, 14 July 2006 14:35 Go to next message
CodedRiceCracker is currently offline  CodedRiceCracker
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Hello there,

I recently took the first steps into ren modding.
I remember a server sided mod where beacons could deploy turrets. Realism aside, it gave a nice new twist to gameplay.
Now is my question quite obvious, how do i recreate this with the given options in leveledit? My attempts failed. It doesn't neccesarily have to be a server sided mod.

Yes, i've used the search button to find the awnser, but all topics about this subject had a dead end.

help appreciated
Re: Deploy a tailgun/turret [message #208133 is a reply to message #208089] Fri, 14 July 2006 20:44 Go to previous messageGo to next message
bisen11 is currently offline  bisen11
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http://www.renegadecentral.com/tutorials.htm

Follow My beacon drop tutorial.

Use this in the text cinematic file.

-400 Create_Real_Object, 4, "Nod_Turret_MP_Improved"
-400 Attach_Script, 4, "M05_Nod_Gun_Emplacement"

You can change Nod_Turret_MP_Improved to the preset name of the turret you want. And you can get rid of -400 Attach_Script, 4, "M05_Nod_Gun_Emplacement" if you already attached scripts to the turret to make it attack. Or if you don't want it to attack on its own then also get rid of it.


http://i6.photobucket.com/albums/y206/bisen11/bisensubzerosig2.jpg
Re: Deploy a tailgun/turret [message #208142 is a reply to message #208089] Fri, 14 July 2006 23:26 Go to previous messageGo to next message
IronWarrior is currently offline  IronWarrior
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Visit this link http://forum.mp-gaming.net/index.php?showtopic=15244&st= 0

This shows you step by step on how to do it with screen shots. Smile
Re: Deploy a tailgun/turret [message #208162 is a reply to message #208089] Sat, 15 July 2006 02:18 Go to previous messageGo to next message
CodedRiceCracker is currently offline  CodedRiceCracker
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thanks guys. just what i was looking for

last few questions:
i got the part where -400 has something to do with timings. Is there a way to easily calculate from seconds to this?

secondly, does M05_Nod_Gun_Emplacement have the same effect as M00_Base_Defence?

At the settings of an object, what does weapon error do exactly?
5.000 for example.

[Updated on: Sat, 15 July 2006 02:43]

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Re: Deploy a tailgun/turret [message #208168 is a reply to message #208162] Sat, 15 July 2006 03:40 Go to previous messageGo to next message
IronWarrior is currently offline  IronWarrior
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CodedRiceCracker wrote on Sat, 15 July 2006 04:18

thanks guys. just what i was looking for

last few questions:
i got the part where -400 has something to do with timings. Is there a way to easily calculate from seconds to this?

secondly, does M05_Nod_Gun_Emplacement have the same effect as M00_Base_Defence?

At the settings of an object, what does weapon error do exactly?
5.000 for example.



Hmm dont know, I dont use them scripts, I prefer to use M10_Tank_Turret on any turrets/guns
Re: Deploy a tailgun/turret [message #208203 is a reply to message #208162] Sat, 15 July 2006 09:27 Go to previous messageGo to next message
bisen11 is currently offline  bisen11
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CodedRiceCracker wrote on Sat, 15 July 2006 05:18

thanks guys. just what i was looking for

last few questions:
i got the part where -400 has something to do with timings. Is there a way to easily calculate from seconds to this?

secondly, does M05_Nod_Gun_Emplacement have the same effect as M00_Base_Defence?

At the settings of an object, what does weapon error do exactly?
5.000 for example.


M00_Base_Defence would probably work a little better. I'm not sure of the exact time the numbers are. I ussually just test it in a cnc_c130drop first until i get good timing.

As for the weapon error I think it's the accuracy but I'm not posotive.


http://i6.photobucket.com/albums/y206/bisen11/bisensubzerosig2.jpg

[Updated on: Sat, 15 July 2006 09:27]

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Re: Deploy a tailgun/turret [message #208256 is a reply to message #208089] Sat, 15 July 2006 15:42 Go to previous messageGo to next message
Zion is currently offline  Zion
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"M00_Base_Defence" doesnt exist in the latest scripts version, however, "JFW_Base_Defence" does exactally the same thing.
Re: Deploy a tailgun/turret [message #208323 is a reply to message #208256] Sat, 15 July 2006 22:54 Go to previous message
Oblivion165 is currently offline  Oblivion165
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Merovingian wrote on Sat, 15 July 2006 18:42

"M00_Base_Defence" doesnt exist in the latest scripts version, however, "JFW_Base_Defence" does exactally the same thing.

What?? Were taking out scripts now? I assume Jon put a pointer in there to load the JFW couterpart. Otherwise, messy sea's a head.


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