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visceroid [message #329659] Thu, 08 May 2008 15:19 Go to next message
Poskov
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is there a way to make the visceroid no spawn/startup stuck?
Re: visceroid [message #329728 is a reply to message #329659] Fri, 09 May 2008 06:10 Go to previous messageGo to next message
bisen11 is currently offline  bisen11
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You mean make it so a visceroid doesn't get stuck when you become one? You have to make sure you aren't near a wall when you buy one. So like if you were to make a script zone that had a buy character on enter script that wasn't near a wall, that'd work.

http://i6.photobucket.com/albums/y206/bisen11/bisensubzerosig2.jpg
Re: visceroid [message #329810 is a reply to message #329659] Fri, 09 May 2008 14:27 Go to previous messageGo to next message
Poskov
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it has nothing to do with walls;
ever wonder why freshly spawned visceroids in singleplayer don't move or attack until someone pushes them unstuck?
Re: visceroid [message #329837 is a reply to message #329659] Fri, 09 May 2008 19:40 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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Don't they stick into the floor?

WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: visceroid [message #329856 is a reply to message #329659] Fri, 09 May 2008 23:01 Go to previous messageGo to next message
havoc9826 is currently offline  havoc9826
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visceroid crate

That video's from Black-Cell nearly 2 years ago. See if Whitedragon's willing to reveal that secret (it took quite a while for both him and vloktboky to figure that one out), or if Reborn has managed to reproduce it.


http://img82.imageshack.us/img82/8886/CommandoSig.jpg
Re: visceroid [message #330194 is a reply to message #329659] Mon, 12 May 2008 02:50 Go to previous messageGo to next message
reborn is currently offline  reborn
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I believe you're using CnC_Visceroid instead of Visceroid. CnC_Visceroid has not got the "UseInnateBehaviour" enabled on it's settings in level edit. There is most likely a way to enable this via the API, but you will most likely find it easier to enable it as part of an objects.aow/gm mod (server side).

It should now be a mean ass mofo...

If you're wanting to make a crate that turns you into a Visceroid then that's another thing altogether.



Re: visceroid [message #330198 is a reply to message #329659] Mon, 12 May 2008 03:17 Go to previous messageGo to next message
cnc95fan is currently offline  cnc95fan
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That's an interesting video.. Although CMDBob made something similar, which a vehicle, and he was able to change weapon on it, like an infantry unit.
Re: visceroid [message #337938 is a reply to message #329659] Sat, 28 June 2008 23:09 Go to previous messageGo to next message
RaptorX is currently offline  RaptorX
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can you send me this mod please? i want to know how to do that
Re: visceroid [message #337951 is a reply to message #330198] Sun, 29 June 2008 00:30 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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cnc95fan wrote on Mon, 12 May 2008 05:17

That's an interesting video.. Although CMDBob made something similar, which a vehicle, and he was able to change weapon on it, like an infantry unit.


I did that too, but you needed to use the "1 , 2 ,3 ,4" buttons to change the Weapon of the Vehicle
Re: visceroid [message #337982 is a reply to message #329659] Sun, 29 June 2008 04:13 Go to previous message
wittebolx is currently offline  wittebolx
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you can also attach a script that when you turn into a visceroid the script activates an unstuck command.
thats the way i do it.
after 2 seconds of purchasing a visceroid by command or crate, the visceroid jumps once, then you are no longer stuck Wink


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