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Kill Buildings [message #281503] Wed, 29 August 2007 12:01 Go to next message
mrãçķz is currently offline  mrãçķz
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Hey guys i found out how to make buildings work. If u press K it says My building is there and has full health ... but how can i kill the structure? i tryed to put powerplant working on M03 it says a powerplant is there but i cant target it and kill it.How can i make this builing targetable and destroyable?
Re: Kill Buildings [message #281505 is a reply to message #281503] Wed, 29 August 2007 12:12 Go to previous messageGo to next message
Zion is currently offline  Zion
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By adding the building controller to the mesh. It needs to be touching the mesh and the mesh needs to have the correct prefix for the controller.
Re: Kill Buildings [message #281506 is a reply to message #281503] Wed, 29 August 2007 12:16 Go to previous messageGo to next message
Genesis2001
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You can use scripts to kill a structure. For example:



1) Mission Objective is to kill Kane.

2) When Kane is killed, send a custom to a dave's arrow.

3) Upon reciept of custom at the dave's arrow, use "JFW_Destroy_Building_Custom" (something like that, I'll check it out when I am home - unless someone corrects me here)


-MathK1LL
Re: Kill Buildings [message #281530 is a reply to message #281505] Wed, 29 August 2007 15:46 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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By adding the building controller to the mesh. It needs to be touching the mesh and the mesh needs to have the correct prefix for the controller.



can u make a pic where to place it? and how to make it with the prefix for the controller?

[Updated on: Wed, 29 August 2007 15:47]

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Re: Kill Buildings [message #281580 is a reply to message #281503] Thu, 30 August 2007 04:55 Go to previous messageGo to next message
Zion is currently offline  Zion
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It doesn't matter where it's placed as long as it's touching the mesh. The only ones that matter are the base defense controllers since the weapons fire from them.

The terrain mesh should have the prefix in them. They should also have call boxes which call for the interior mesh, PCT mesh, MCT mesh and damage emitters mesh. Unless you are creating 'fake buildings', these buildings won't work with the building controllers since they're implemented like vehicles.

If the situation is a 'fake buildings' type, then you could attach the script Mathk1ll mentioned to the vehicle to send the killing custom to the building controller ID, killing the building controller.
Re: Kill Buildings [message #281585 is a reply to message #281503] Thu, 30 August 2007 07:26 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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And what i have to do now?
  • Attachment: M03 Ref.JPG
    (Size: 150.14KB, Downloaded 113 times)
Re: Kill Buildings [message #281604 is a reply to message #281503] Thu, 30 August 2007 10:56 Go to previous messageGo to next message
Zion is currently offline  Zion
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Make the car maker (CRTL + P while the controller is selected) and position it in the docking bay with the front of the car facing out (rotate the car using < and >).

And just so you know, Mission buildings have different controllers than Multi-player buildings, so use the *SPRef* controller. This is why when you shoot at the externals of buildings they don't destroy in the missions.

[Updated on: Thu, 30 August 2007 10:59]

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Re: Kill Buildings [message #281931 is a reply to message #281503] Sat, 01 September 2007 14:57 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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whats the full scriptname fromm mathk1ll?





It doesn't matter where it's placed as long as it's touching the mesh. The only ones that matter are the base defense controllers since the weapons fire from them.

The terrain mesh should have the prefix in them. They should also have call boxes which call for the interior mesh, PCT mesh, MCT mesh and damage emitters mesh. Unless you are creating 'fake buildings', these buildings won't work with the building controllers since they're implemented like vehicles.

If the situation is a 'fake buildings' type, then you could attach the script Mathk1ll mentioned to the vehicle to send the killing custom to the building controller ID, killing the building controller.
Re: Kill Buildings [message #281975 is a reply to message #281503] Sat, 01 September 2007 18:33 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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Ok i can kill the ref pp and the comunication center but if i press K then crash renegade and the ref dont get money and if i kill it it says nothing but game ends if i kill all buildings.. how can i get this work?
Re: Kill Buildings [message #282045 is a reply to message #281503] Sun, 02 September 2007 08:33 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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im using scriüts 3.x.x but i cant find the script from mathk1ll
Re: Kill Buildings [message #282062 is a reply to message #281503] Sun, 02 September 2007 13:03 Go to previous message
Zion is currently offline  Zion
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In mission maps, you MUST use the SP buildings controllers. You CANNOT use any other controllers or scripts to make these buildings work.

The term, 'Fake buildings' means making a vehicle with the mesh of the building. As this is still a vehicle the buildings can be destroyed just like destroying another vehicle. There is a script attached to the vehicle which will kill the building controller in question.

That was is good for buildings that don't do anything other than one thing, IE, base defenses or power plants. Buildings that perform acts more than supply power or attack enemies, like generating funds or creating vehicles will not perform their acts fully with 'fake buildings'. Sorry but this is the serverside limitation.
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