Rebuildable buildings [message #28140] |
Tue, 01 July 2003 00:31 |
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Deafwasp
Messages: 555 Registered: February 2003
Karma: 0
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Colonel |
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I would like to see some sort of mod or script that allows you to be able to go to a purchase terminal and buy a building, like lets say your refinery is destroyed... for 3000 credits you can buy a new one, effectivly repairing your destroyed refinery. Maybe make a new menu area where the equipment (repair and refit) purchase is. You can in that menu choose health&armour or ammo or a building repair.
or to make it work in most maps, maybe a zone is used. if building is destroyed and you have 3000 credits, enter this zone and the building is repaired. put the zone in front of the buildings MCT. Or if possible, make the MCT a interactive item (green enter arrows) you have the cash, go up and press the action button and the building is repaired and the cash deducted.
Of course buying/rebuilding (whatever you want to call it) would only be possible when your Con Yard is still alive. Which means you gotta put con yards in all maps or just the ones to use this feature then.
IMHO, this should have been in the game already... but whatever.
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Rebuildable buildings [message #28142] |
Tue, 01 July 2003 01:07 |
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Meh.
Dude, everyone wants to do that.
I suck cock and love it... absolutely love it. And I just got banned for being too immature to be allowed to post here.
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Rebuildable buildings [message #28151] |
Tue, 01 July 2003 04:36 |
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General Havoc
Messages: 1564 Registered: February 2003 Location: Birmingham, England, Unit...
Karma: 0
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General (1 Star) |
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I think [REHT]Spirit knows how it's done but NameHunter wrote how to do it. His site is at http://www.theoriginalmrbob.com/~namehunter/Tutorials.html if you want to take a look. Also check the renevo forums as they contain how to do it. In theory it is possible to do but making the buildings function in another thing. We are able to spawn PT's using the scipt NameHunter mentionsin the tutorial. Basically you just "drop" a model that proxys in PT's at the correct location in the building. Spawning a building controller as far as i know doesn't work, nor does startup spawners.
_General Havoc
Visit my website at http://renhelp.laeubi-soft.de powered by laeubi.de
"SHUT UP AND MOD" - Dante
"ACK is the Simon Cowell of modding" - Ultron10
Scripts.dll Debugger, Map Scripter and Tutorial writer
Computer Science Bsc
Aston University in Birmingham, UK
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Rebuildable buildings [message #28195] |
Tue, 01 July 2003 09:24 |
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General Havoc
Messages: 1564 Registered: February 2003 Location: Birmingham, England, Unit...
Karma: 0
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General (1 Star) |
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Could you explaint the startup spawner stuff a bit more. As far as I have tested I was unable to spawn them on the map without the game crashing. Is there any way of spawning startup spawners on a map using a script?
_General Havoc
Visit my website at http://renhelp.laeubi-soft.de powered by laeubi.de
"SHUT UP AND MOD" - Dante
"ACK is the Simon Cowell of modding" - Ultron10
Scripts.dll Debugger, Map Scripter and Tutorial writer
Computer Science Bsc
Aston University in Birmingham, UK
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Rebuildable buildings [message #28208] |
Tue, 01 July 2003 10:32 |
[REHT]Spirit
Messages: 277 Registered: April 2003
Karma: 0
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Recruit |
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As far as I know, no, scripts can't make spawner presets. But scripts can move them, and probally turn them on and off (I've seen commands for it, haven't actually tested it but most of the known commands work). Scripts can also be used to make your own type of spawner, but not the type that can spawn players.
Essintally, the script would work like this: When a tank blows up, building is deployed, it turns preset spawners on the map on and places them in the correct positions inside the building.
For those worried about having to do cos/sin stuff for caluclation spawner positions based on building rotation (ie, junk stuff, lol), it can be set up so that the model has bones, like Spawn_Pos01 Spawn_Pos02 etc, and the spawners can be placed at those bone positions.
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Rebuildable buildings [message #28526] |
Wed, 02 July 2003 13:47 |
[REHT]Spirit
Messages: 277 Registered: April 2003
Karma: 0
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Recruit |
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It depends if you want people to be able to spawn inside the building. The post was reffered to General Havoc.
For the building controller thing: You can't spawn building controllers, and as far as I know you can't disable them. When a building blows up, so does the controller. So it might be needed to set them up differantly if you want their function to return after a repurchase.
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