Deploy a tailgun/turret [message #208089] |
Fri, 14 July 2006 14:35 |
CodedRiceCracker
Messages: 27 Registered: July 2006
Karma: 0
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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
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Re: Deploy a tailgun/turret [message #208133 is a reply to message #208089] |
Fri, 14 July 2006 20:44 |
bisen11
Messages: 797 Registered: December 2004
Karma: 0
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Colonel |
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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.
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Re: Deploy a tailgun/turret [message #208162 is a reply to message #208089] |
Sat, 15 July 2006 02:18 |
CodedRiceCracker
Messages: 27 Registered: July 2006
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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] Report message to a moderator
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Re: Deploy a tailgun/turret [message #208203 is a reply to message #208162] |
Sat, 15 July 2006 09:27 |
bisen11
Messages: 797 Registered: December 2004
Karma: 0
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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.
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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.
[Updated on: Sat, 15 July 2006 09:27] Report message to a moderator
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Re: Deploy a tailgun/turret [message #208323 is a reply to message #208256] |
Sat, 15 July 2006 22:54 |
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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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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.
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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.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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