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Setting up player controlled harvesters [message #272210] Tue, 10 July 2007 07:53 Go to next message
BlazeDragoon is currently offline  BlazeDragoon
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Hey there I was thinking of adding harvesters that players could control and harvest on their own with a seprate harvester other then the AI one. I was wondering if anyone could help me out on which scripts I should use and possibly help me with setting the scripts up. I can probley handle the basic stuff but there may be a thing or two I'll be lost on.

Re: Setting up player controlled harvesters [message #272225 is a reply to message #272210] Tue, 10 July 2007 09:35 Go to previous messageGo to next message
AoBfrost is currently offline  AoBfrost
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Add a new vehicle to the purchase terminal listing on a certain map, then add the nod artillary since it drives like a harvy, then change it's model to the gdi/nod harvesters and attach the money script when you sit in tiberium....done.

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Scrin wrote on Fri, 05 October 2007 12:19

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Re: Setting up player controlled harvesters [message #272245 is a reply to message #272225] Tue, 10 July 2007 11:46 Go to previous messageGo to next message
Jonty is currently offline  Jonty
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Viva la Resistance!
AoBfrost wrote on Tue, 10 July 2007 17:35

Add a new vehicle to the purchase terminal listing on a certain map, then add the nod artillary since it drives like a harvy, then change it's model to the gdi/nod harvesters and attach the money script when you sit in tiberium....done.

Don't forget to remove the weapon. Razz
Re: Setting up player controlled harvesters [message #272246 is a reply to message #272210] Tue, 10 July 2007 11:47 Go to previous messageGo to next message
BlazeDragoon is currently offline  BlazeDragoon
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"the money script"? Also am I attaching this to the harvest or a zone? I can do the harv setup part lol>.>. I assume I attach it to the harvester. All I need to know what is the "money script".

[Updated on: Tue, 10 July 2007 11:50]

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Re: Setting up player controlled harvesters [message #272287 is a reply to message #272210] Tue, 10 July 2007 15:25 Go to previous messageGo to next message
AoBfrost is currently offline  AoBfrost
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Money script is the script that you use to tell the arty harvy when sitting upon tiberium, it slowly gives you more money, as for the other stuff, edit the purchase settings, not the harvester itself...

http://i4.photobucket.com/albums/y133/FMAROCKS/godotsig.gif
Scrin wrote on Fri, 05 October 2007 12:19

''whoa im the photoshop''

KANE LIVES!!!
Re: Setting up player controlled harvesters [message #272291 is a reply to message #272287] Tue, 10 July 2007 15:29 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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He isn't asking what it does, he is asking what it is.. the NAME of the script he should use.

I would like to know too.

[Updated on: Tue, 10 July 2007 15:30]

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Re: Setting up player controlled harvesters [message #272371 is a reply to message #272210] Tue, 10 July 2007 20:22 Go to previous messageGo to next message
Tankkiller is currently offline  Tankkiller
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JFW_Resource_Field
JFW_Resource_collector
JFW_Resource_Refinery

If you want instrutions

Click this


Also works: RA_Ore_Truck
RA_Ore_Field
RA_Ore_Delivery_Zone

Intrutions for these:
Click this


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BYE, BYE FLAME TANK!!!

[Updated on: Tue, 10 July 2007 20:35]

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Re: Setting up player controlled harvesters [message #272426 is a reply to message #272371] Wed, 11 July 2007 00:47 Go to previous messageGo to next message
BlazeDragoon is currently offline  BlazeDragoon
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Thanks tank. I'll probley use the RA ones... seem easier to use>.>.

Re: Setting up player controlled harvesters [message #272444 is a reply to message #272210] Wed, 11 July 2007 02:27 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Note that the RA_xxx scripts require that the harvester model have at least 2 animations (they can be the same animation with 2 different names though). One is used for harvest and one is used for dump.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: Setting up player controlled harvesters [message #272448 is a reply to message #272444] Wed, 11 July 2007 02:41 Go to previous messageGo to next message
BlazeDragoon is currently offline  BlazeDragoon
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I'll try the normal one and see what I can come up with then:/. I imagine resource field is where I will have trouble.

[Updated on: Wed, 11 July 2007 02:53]

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Re: Setting up player controlled harvesters [message #273268 is a reply to message #272444] Sat, 14 July 2007 20:55 Go to previous messageGo to next message
Tankkiller is currently offline  Tankkiller
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jonwil wrote on Wed, 11 July 2007 04:27

Note that the RA_xxx scripts require that the harvester model have at least 2 animations (they can be the same animation with 2 different names though). One is used for harvest and one is used for dump.



Wow! I start using that with my new server side harvester I rigging.


http://i186.photobucket.com/albums/x78/a-10_man/sig.jpg

BYE, BYE FLAME TANK!!!
Re: Setting up player controlled harvesters [message #273555 is a reply to message #272210] Mon, 16 July 2007 00:44 Go to previous messageGo to next message
crazfulla is currently offline  crazfulla
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I managed to set them up with the following:

JFW_Resource_Collector - attached to both Harvester presets.
JFW_Resource_Field - attached to Script Zone at the Tib Field.
JFW_Resource_Refinery - attached to Script Zone at Refinery Dump.
JFW_Destroy_Self_Timer - Attached to 'Dollar Sign' animation.
(to destroy it once it had played it's animation)
JFW_Play_Sound - Attached to 'Dollar Sign' animation.
(to play a sound whilst the animation plays)

I may write a proper tutorial for RenHelp about this.

Only problem is, when the Harvester enters the Resource Field Script Zone, the "Harvesting" animation (moving claws) only plays once - ie does not loop until it stops harvesting. Anyone have an idea why this may be?


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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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[Updated on: Mon, 16 July 2007 00:47]

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Re: Setting up player controlled harvesters [message #292575 is a reply to message #273555] Thu, 25 October 2007 08:45 Go to previous messageGo to next message
The Elite Officer is currently offline  The Elite Officer
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Where can I get the dollar animation for this?

The reason Uranus is tilted 90 degrees is because god got angry and kicked it over.....
Re: Setting up player controlled harvesters [message #485240 is a reply to message #272210] Sun, 12 January 2014 13:07 Go to previous messageGo to next message
Stallion is currently offline  Stallion
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I'm working on this same thing right now but rather clueless as to the name(s) of the animations. What are they?

(I'm attempting to use the RA_ ones.)


Level edit is my play ground

[Updated on: Sun, 12 January 2014 13:08]

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Re: Setting up player controlled harvesters [message #485245 is a reply to message #272210] Sun, 12 January 2014 17:01 Go to previous messageGo to next message
Neijwiert is currently offline  Neijwiert
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Animations are a set of instructions for the engine to tell it how to modify the bone structure of a model.
(For example: it tells the computer how a model should act when it waves)

These animation names for the RA ore truck are completly dependant on what animations you want it to do. You could just use the animations that the original harvester uses (I'm pretty sure it has stored animations instead of hardcoded). However I do not know these names. You can try to look into always.dat and find the harvester model (i.e. harvester.w3d) and then open it with the w3dviewer. This will show you the animations the model contains. Becouse Westwood stores the animations inside the models itself.

If you don't know how to obtain the w3dviewer: www.tiberiantechnologies.org

EDIT: If you don't know how to open the always.dat: try to find the xcc mixer with google

[Updated on: Sun, 12 January 2014 17:02]

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Re: Setting up player controlled harvesters [message #485249 is a reply to message #272210] Mon, 13 January 2014 02:33 Go to previous message
danpaul88 is currently offline  danpaul88
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W3D has two ways of storing animations.

model.model is the name of the animation track within the actual model.w3d file itself. This can only contain a single animation, although you can chain multiple animations back to back and use start/end frames to simulate multiple animations.

Pure animations are exported as separate animation.w3d files with model.w3d used as the skeleton for the animation. These are accessed using model.animation and you can have as many of these as you want.

Opening model.w3d in W3D Viewer will only show the animation (if any) that is within model.w3d itself. If you want to view the others you have to also load animation.w3d into W3D Viewer, which unfortunately requires you to know which files they are in in advance.

Or you could try something crazy and attempt to load every single W3D in the game into W3D viewer at the same time. I don't know how much memory it uses for each model and it'll probably take forever and a day to load but then you'll have a list of every single model and every single available animation for that model.


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