ren modeling [message #269349] |
Thu, 28 June 2007 07:48 |
kkkllle
Messages: 7 Registered: June 2007
Karma: 0
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i need yalls help i made a scenery gun like in BF2142 and i want to be able to carry it then drop it and it will shoot ppl in ren. my ? is how do i do this and what scripts will i need to use. i don't want ppl to have to buy the scenery gun and it shows up ware u are standing. i want to be able to carry the scenery gun,say i hit #7 and im holding the scenery gun and im gdi. then i click and it drops on ground. then it starts shooting nod in there big red a$$e$. thx plz help.
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Re: ren modeling [message #269531 is a reply to message #269389] |
Thu, 28 June 2007 23:17 |
Genesis2001
Messages: 1397 Registered: August 2006
Karma: 0
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General (1 Star) |
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RoShamBo wrote on Thu, 28 June 2007 12:54 | easy, but you need to know C++.
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*off topic*
I'm starting to think that is all you know on how to answer questions
*on topic*
Erm, Don't got a clue what you're talking about...But it appears like you want something link an AI cannon emplacement that shoots players. You can achieve this by doing the beacon spawning thing mentioned in one of Reborn's (the person, not the mod) tutorials on RenHelp.Net.
-MathK1LL
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Re: ren modeling [message #269681 is a reply to message #269531] |
Fri, 29 June 2007 16:04 |
kkkllle
Messages: 7 Registered: June 2007
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look all i want to do is be able to have it as a wapon u know u hit a # key and u have the wapon i n hands like say a sniper rifle but u will be holdeing the senery gun u push the mose button and it drops on gound and shoots at the enimy
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Re: ren modeling [message #269689 is a reply to message #269349] |
Fri, 29 June 2007 16:27 |
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futura83
Messages: 1285 Registered: July 2006 Location: England
Karma: 0
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General (1 Star) Viva la Resistance! |
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do the beacon method while changing the model of the beacon to the turret model.
try it...it might work
This is a signature. Reading this is wasting your time.
[Updated on: Fri, 29 June 2007 16:27] Report message to a moderator
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Re: ren modeling [message #269706 is a reply to message #269700] |
Fri, 29 June 2007 18:14 |
kkkllle
Messages: 7 Registered: June 2007
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sorry this may be stupid ? but how do i set it up as a beacon and
i will need to add the scripts moo_base_defince for it to shoot wont i if i do how do i there no scripts tab for wapons or ammo.
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Re: ren modeling [message #269720 is a reply to message #269708] |
Fri, 29 June 2007 21:41 |
kkkllle
Messages: 7 Registered: June 2007
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i did use the deply with beacon it did nothinf it just stood there the animations worked but it did not shoot or move.
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Re: ren modeling [message #269736 is a reply to message #269349] |
Sat, 30 June 2007 00:55 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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JFW_Send_object_ID on turret in the presets tree, so whne it replaces the beacon it sends its id to the dave's arrow
JFW_Attach_Script_Object on a daves arrow somewhere
dunno if it'll work, maybe some more scripts
(Not sure if they are the exact names of the scripts)
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: ren modeling [message #269765 is a reply to message #269720] |
Sat, 30 June 2007 03:54 |
kkkllle
Messages: 7 Registered: June 2007
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i found 1 of the scripts yet i dont get how to use them and what scrpipt i atach 2 what here it is
JFW_Send_Object_ID (clone of M00_Send_Object_ID)
Receiver_ID (the reciever of the message)
Param (the parameter to send)
Delay (the delay before sending)
weel i xant find any damn enfo on the jfw_attach_script that dint add it to the readme dumb asses.
i found both in level edit but i cant find the one in the read me.
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