Extra things in LE [message #224967] |
Fri, 06 October 2006 06:07 |
totalhavok
Messages: 17 Registered: October 2006 Location: NY
Karma: 0
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Does anyone know how to get the: Stealth Suit, Adernialin Syringe, Headband, Mobious Shield, ect... to work in a multi-player map??
A lot of servers don't run Stealth Create scripts, God Create, ect... How do I get these to work by just incorperating them into a multi player map?
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Re: Extra things in LE [message #225514 is a reply to message #224967] |
Sun, 08 October 2006 11:17 |
totalhavok
Messages: 17 Registered: October 2006 Location: NY
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Another Extra thing in LE I came across is a PT setting for Equipment. Now let's say I want to use this with and TIE is availability to a new building, A Base Armory. This way even after the Hand, Bar, Air, and WF are destroyed, you will still be able to buy better weapons (as long as you still have an Armory left).
I already have the meshes, agragates, transform animations done in max 7.1, so now,
1: how do I get this new PT setting to show up at the first PT screen (free stuff, characters, vehicles, beacons)?
Say Option 9, or 0 Equipment.
2: How do I go about making a building controller for it?
Also how do I tie sounds to a buildings health? I have sounds that I want to play ONLY until the building is destroyed. I have other sounds I then want to play ONLY after the building is destroyed. Is there a way to do this?
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Re: Extra things in LE [message #225643 is a reply to message #224967] |
Mon, 09 October 2006 03:32 |
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Whitedragon
Messages: 832 Registered: February 2003 Location: California
Karma: 1
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There is currently no way to use the equipment menu.
Black-Cell.net
Network Administrator (2003 - )
DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )
Dragonade, Renegade's first server side modification
Lead coder (2005 - )
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Re: Extra things in LE [message #225735 is a reply to message #225643] |
Mon, 09 October 2006 12:22 |
totalhavok
Messages: 17 Registered: October 2006 Location: NY
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Whitedragon wrote on Mon, 09 October 2006 06:32 | There is currently no way to use the equipment menu.
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What if I remove the Shotgun Troopers from the main menu, to make room for the Equipment Menu? This would make room for the Equipment menu, but the map will not have shotgun troopers as a result. This is the only way I can see fitting this option into the main PT menu, There isn't enough space for another icon if I don't.
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Re: Extra things in LE [message #225738 is a reply to message #225633] |
Mon, 09 October 2006 12:29 |
totalhavok
Messages: 17 Registered: October 2006 Location: NY
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Merovingian wrote on Mon, 09 October 2006 05:29 |
totalhavok wrote on Sun, 08 October 2006 19:17 |
2: How do I go about making a building controller for it?
Also how do I tie sounds to a buildings health? I have sounds that I want to play ONLY until the building is destroyed. I have other sounds I then want to play ONLY after the building is destroyed. Is there a way to do this?
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Temp or create a new building controller and set its variables.
Sounds can be added in the strings table with strings. You can add strings to the controller in the controller settings.
To add new strings to the table, or edit current ones, in LE goto "Strings > Edit Table" at the top of the application.
No answer to the first one as i would like to know this info myself...
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I already tried to play with the Strings table in LE for the name of a GDI sam site. ENC catagory, name and description, it didn't work and kept crashing LE on me! Using the ENC id for the Nod sam site caused even worse problems! (mix format did not compile correctly, all base defences dissapeared, and I spawned in the middle of the map, where I was standing in LE the last time I save the .lvl file in LE). How EXACLY do I do this? Is there a better way to do this in LE, say just Import new strings that are set up correctly?
Also The nod_turrets_DEC_Improved, work, but the targeing sucks on characters, (They work fine on vehicles) What value can I give them in the scripts that will make them work better? (more acurate against infantry)
[Updated on: Mon, 09 October 2006 12:42] Report message to a moderator
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Re: Extra things in LE [message #225852 is a reply to message #224967] |
Tue, 10 October 2006 04:26 |
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crazfulla
Messages: 667 Registered: September 2006 Location: Aotearoa
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I would temp the Nod_Turret_Improved and give it an artilery shell or something. theres no point making a turret shell "tracking" cause it isn't self propelled. So why not add splash damage? xD
"GEoDLeto wrote:" | so what you are saying it is gonna take even longer before this thing is finished
So the topic title should be changed to: a sucky little "teaser" from C&C Reborn has been released
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"halo2pac wrote:" | Unless they are girls, I am not going to bone them.
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Re: Extra things in LE [message #225865 is a reply to message #225852] |
Tue, 10 October 2006 06:58 |
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Jerad2142
Messages: 3811 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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First off you use the "RA_Base_Defense_Simple" script on the turret (It gives you the most options [Excluding attack time] and plus it gives you the AI option to aim at infantry's feet).
Then to make the turret give damage reports you have to make new strings and make sure any sound preset it is attached to has a .wav file attached to that. And make absolutely sure that you make your own new strings, because probably what you are doing is attaching a sound to the name of the same site and then the game would try to play the sound when ever the name is displayed (It always is so it would crash the game).
Then you just open the turret/sam site and put the strings in. Here is an example of what I mean:
Visit Jerad's deer sweat shop
[Updated on: Tue, 10 October 2006 07:06] Report message to a moderator
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Re: Extra things in LE [message #226095 is a reply to message #225852] |
Wed, 11 October 2006 11:33 |
totalhavok
Messages: 17 Registered: October 2006 Location: NY
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crazfulla wrote on Tue, 10 October 2006 07:26 | I would temp the Nod_Turret_Improved and give it an artilery shell or something. theres no point making a turret shell "tracking" cause it isn't self propelled. So why not add splash damage? xD
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This turned out to be ALMOST the best fix, but the arty shells have a bit too much splash, so what I did was temp a new Cannon_2 ammo setting, I upped the damage to 40 points from 30, and replaced the small shell with a medium shell. I then went back to my temped Nod_Turret_DEC_Improved_02, and set the tilt rate AND the turn rate to 700 up from 500, I then lowered the Z setting from 1.00 to 0.7 (mid waist hieght), and changed the Weapon error rate from 1.00 to 0.010.
These setting work MUCH better against infantry, and a little better against vehicles
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