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parachute spawn [message #241474] Fri, 26 January 2007 23:43 Go to next message
Veyrdite is currently offline  Veyrdite
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how can i get the player to parachute down to the level in a map?
from the c130 if possible, like the troops officers call down

edit: also,how do you get bots to start hidden or something, and appear when you walk into a script zone?


WOL: Veyrdite Previously: Dthdealer ( a long time ago )

[Updated on: Sat, 27 January 2007 00:11]

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Re: parachute spawn [message #241483 is a reply to message #241474] Sat, 27 January 2007 02:16 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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Not sure about the parachute..

Temp a botspawner and under settings make it "StartsDisabled".

Create a script_zone_star somewhere and attach the script:
GTH_Enable_Spawner_On_Enter
SpawnerID: The ID of the botspawner on your map
Playertype: What team to trigger on (0=nod 1=gdi 2=any)
Enable: 0=disable 1=enable

When players enter the zone the bot will be enabled and will then
spawn.


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Re: parachute spawn [message #241534 is a reply to message #241483] Sat, 27 January 2007 10:33 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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You have to do the parachute thing with beacons and cinematics, when I get home I will post a cinematic that drops bots. What type of bots do you want them to be and what team? I will get the cinematics set up for you. And if you don't know how to set up the beacons I will explain that to.

[Updated on: Sat, 27 January 2007 10:37]

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Re: parachute spawn [message #241536 is a reply to message #241474] Sat, 27 January 2007 11:08 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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I thought he means to have players drop with parachutes.
Here you can find a few cinematics that were taken/modified from
westwood and vehicle drops from ssaow which can be used in the same
manner:

http://www.game-maps.net/zunnie/cinematics/



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[Updated on: Sat, 27 January 2007 11:08]

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Re: parachute spawn [message #241558 is a reply to message #241474] Sat, 27 January 2007 14:53 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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i do mean when the player spawrns he parachutes down
which ones do i use and how do i use them


WOL: Veyrdite Previously: Dthdealer ( a long time ago )

[Updated on: Sat, 27 January 2007 14:53]

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Re: parachute spawn [message #241639 is a reply to message #241558] Sat, 27 January 2007 19:09 Go to previous messageGo to next message
OWA is currently offline  OWA
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Colonel

I know of no way to parachute a player down from a plane without the Apocalypse Rising script that is being developed by danpaul88. It will be released. You'll just have to wait.

[Updated on: Sat, 27 January 2007 19:09]

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Re: parachute spawn [message #241647 is a reply to message #241639] Sat, 27 January 2007 19:26 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Hah, I love this part, telling people alternative ways to do things. Okay if this is a .pkg file it it pretty simple, all you have to do is set it up so when a key is pressed it buys a charter (that looks exactly the same) which has a lower gravity scale and a parachute attached using a turret script. Then cover the ground with a script zone that sends a custom to the enter of a certain preset, which buys buys the original charter back. Of course it would be better using scripting.

[Updated on: Sat, 27 January 2007 19:26]

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Re: parachute spawn [message #241666 is a reply to message #241474] Sat, 27 January 2007 19:57 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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Quote:

set it up

Huh i am useless unless its explained from scratch
id prefer it to be mix though.

made a disabled spawrner for the hummer, did the script, works. i added m08_mobile_vehicle as well. one prob, it doesn't shoot.


WOL: Veyrdite Previously: Dthdealer ( a long time ago )

[Updated on: Sat, 27 January 2007 20:15]

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Re: parachute spawn [message #241676 is a reply to message #241474] Sat, 27 January 2007 20:22 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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oh great, le crashes every time i try and load the level now. no backups. it crashes at blutiberium.w3d (which i tried putting on my map, but it was invisible). my computer loves me

WOL: Veyrdite Previously: Dthdealer ( a long time ago )

[Updated on: Sat, 27 January 2007 20:25]

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Re: parachute spawn [message #241684 is a reply to message #241474] Sat, 27 January 2007 21:11 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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help. please help.

whoah, all but one of the posts in this topic is edited


WOL: Veyrdite Previously: Dthdealer ( a long time ago )

[Updated on: Sat, 27 January 2007 21:14]

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Re: parachute spawn [message #241689 is a reply to message #241684] Sat, 27 January 2007 22:08 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Does it crash all the way out of le?

Re: parachute spawn [message #241690 is a reply to message #241474] Sat, 27 January 2007 22:12 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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error report, then when i press dont send it exits (quite quickly actually)

WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: parachute spawn [message #241702 is a reply to message #241690] Sat, 27 January 2007 23:29 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Check for missing 3D models.

Re: parachute spawn [message #241709 is a reply to message #241474] Sun, 28 January 2007 00:16 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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only used the presets and the w3d map i made.
edit:made a file called blutiberium and exported it. still wont work


WOL: Veyrdite Previously: Dthdealer ( a long time ago )

[Updated on: Sun, 28 January 2007 00:22]

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Re: parachute spawn [message #241711 is a reply to message #241474] Sun, 28 January 2007 00:25 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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replaced the presets file, i lost all my temps and i have the same prob. ill try and work from scratch

WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: parachute spawn [message #241714 is a reply to message #241711] Sun, 28 January 2007 00:54 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Make sure no meshes are to complex, that will crash it to.

Re: parachute spawn [message #241721 is a reply to message #241474] Sun, 28 January 2007 01:16 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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meshes too complex? it worked until i saved, then i exited. now i just cant open it. how do i remove these meshes or whatever if i cant open the file?

p.s. the new map i am making to substitute (i would like to get the old workin) makes a chinnok follow a waypath. how do i activate a script when it gets to a certain path node?


WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: parachute spawn [message #241724 is a reply to message #241721] Sun, 28 January 2007 01:44 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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You would use script zones to activate scripts when a vehicle entered them.

And the only time where the meshes to complex thing would come up is if you were making 3D models (which I just realized you probably are not).

Another thing that can make level editor crash is leaving a script param blank.


Re: parachute spawn [message #241730 is a reply to message #241474] Sun, 28 January 2007 03:03 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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i made a script zone near a radio, and told it to enable a helicopter. how do i set the directory in the sound presets for the sound i want to play when you enter the script zone?(using jfw_2d_sound_custom <i think>)

WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: parachute spawn [message #241732 is a reply to message #241474] Sun, 28 January 2007 03:49 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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oh oh, made a beta of the level

i made this a spoiler so it doesnt hog the page
Toggle Spoiler


the level then works fine, but the script zones dont work. seeing as i had to export it as pkg as it had the orig file as well i am guessing these are sideeffects of the orig.


WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: parachute spawn [message #241778 is a reply to message #241730] Sun, 28 January 2007 10:18 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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If its a sound preset it had better be in the sound presets list.

Re: parachute spawn [message #241892 is a reply to message #241474] Sun, 28 January 2007 14:59 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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as in do you do presets\sounds\dis\dat\whatthat or straightout the name of the sound or what

WOL: Veyrdite Previously: Dthdealer ( a long time ago )

[Updated on: Sun, 28 January 2007 14:59]

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Re: parachute spawn [message #241951 is a reply to message #241474] Sun, 28 January 2007 18:41 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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"bhs.dll version mismatch"

You are using the wrong version bhs.dll in combination with the
scripts.dll

http://www.sourceforge.net/projects/rentools/


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Re: parachute spawn [message #241956 is a reply to message #241474] Sun, 28 January 2007 19:09 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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i moved the old map and exported and it works. dont need the bhs.dll

WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: parachute spawn [message #241974 is a reply to message #241474] Sun, 28 January 2007 20:45 Go to previous messageGo to previous message
Veyrdite is currently offline  Veyrdite
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any chance of the name of the script to remove falling damage. i tied editing the global settings to harmless but it didn't work. falling is the closest i can get to parachuting.

EDIT: M06_Paradrop_unit. would that work?


WOL: Veyrdite Previously: Dthdealer ( a long time ago )

[Updated on: Sun, 28 January 2007 20:53]

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