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Special features for mods... [message #361939] Mon, 08 December 2008 04:34 Go to next message
Renardin6 is currently offline  Renardin6
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As you are coding for the patches and more, I am curious about some features:

- Amphibious vehicles
- flying infantry ( we use the flying infantry script, but would it be possible to press a key to turn the infantry into a VTOL, so we can add animation to it, a sound, smoke and make the right arm moving as it was the canon, add flying speed, etc...)

Well if someone has the solution, I would like to know it.

Thank you.
Re: Special features for mods... [message #361961 is a reply to message #361939] Mon, 08 December 2008 08:29 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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Theres already a way to make a VTOL "engine" for a charackter Sarcasm
Re: Special features for mods... [message #361964 is a reply to message #361939] Mon, 08 December 2008 09:00 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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what do you mean amphibious vehicles ? there isn't even water ingame (or u mean flying ?)
Re: Special features for mods... [message #361977 is a reply to message #361964] Mon, 08 December 2008 11:55 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
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ErroR wrote on Mon, 08 December 2008 10:00

what do you mean amphibious vehicles ? there isn't even water ingame (or u mean flying ?)


He wants to have the amphibious apc from tibsun. (For land to water vehicle[flotation])

Although I find it a good idea but I don't think TT should focus on amphibious vehicles. (Althoug it would be a nice feature)
Re: Special features for mods... [message #361980 is a reply to message #361961] Mon, 08 December 2008 12:15 Go to previous messageGo to next message
MGamer is currently offline  MGamer
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madrackz wrote on Mon, 08 December 2008 09:29

Theres already a way to make a VTOL "engine" for a charackter Sarcasm

you mean changing the model of a vtol to a character?


rawr.....
Re: Special features for mods... [message #361982 is a reply to message #361939] Mon, 08 December 2008 13:02 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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no you still need to get in then if its just a edited orca, C++ is your friend
Re: Special features for mods... [message #361998 is a reply to message #361939] Mon, 08 December 2008 14:27 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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I'm pretty sure amphibious vehicles would have to be specially scripted either way, not really related to TT.

I say it be done in a way that makes it become a VTOL when it hits the water, but there's a small little roof of sorts above the water and below it.


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Re: Special features for mods... [message #362002 is a reply to message #361939] Mon, 08 December 2008 14:43 Go to previous messageGo to next message
DarkAngel is currently offline  DarkAngel
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Renardin, please speak with me before making such requests. These things are already being worked on.

http://img.photobucket.com/albums/v452/DarkAngel58/darksiggy2.jpg
Re: Special features for mods... [message #362171 is a reply to message #361998] Tue, 09 December 2008 09:24 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Cabal8616 wrote on Mon, 08 December 2008 14:27

I'm pretty sure amphibious vehicles would have to be specially scripted either way, not really related to TT.

I say it be done in a way that makes it become a VTOL when it hits the water, but there's a small little roof of sorts above the water and below it.

Easiest way to do the amphibious vehicles (I have already tried creating an object under the vehicle with scripts to make it drive on, and although it worked great, it shits itself on client side, as for whatever reason the doesn't keep the attached object in line well enough to keep it from looking like the client is falling on their end) is flop a script zone in the water. When the vehicle hits the water zone replace it with an air craft preset that has the same model and no ability to move up or down. Then attach it to the origin of the other object before destroying the original object so they have the same rotation x, y, and z. At the same time, make sure to get all the players in the vehicle so you can force them back into the new vehicle. Once the vehicle hits the shore on the other side it will be forced upward by the terrain, make the script zone send a custom once you leave it, this custom could then be used to change the vehicle back into its normal form. Also make sure to transfer, health and armor, and if the vehicle has it, the current ammo amount on its weapon. The only problem with this is that the vehicle will lose its speed when it enters the water.

As for the infantry, just make it so when you press a key it creates an object at your position that takes your model, sets its health and armor to match yours, take your weapon as well, and then forces you to enter it. Then all you have to do is animate the model, and make sure that when the character gets out, or it is destroyed that it kills you, or transfers its health and replaces yours, then destroying itself. There are really no disadvantages to this method; actually, there are only advantages, as you would then be able to animate it without making the character fall to the ground.


Re: Special features for mods... [message #362185 is a reply to message #362171] Tue, 09 December 2008 10:43 Go to previous messageGo to next message
saberhawk
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Jerad Gray wrote on Tue, 09 December 2008 10:24

Cabal8616 wrote on Mon, 08 December 2008 14:27

I'm pretty sure amphibious vehicles would have to be specially scripted either way, not really related to TT.

I say it be done in a way that makes it become a VTOL when it hits the water, but there's a small little roof of sorts above the water and below it.

Easiest way to do the amphibious vehicles (I have already tried creating an object under the vehicle with scripts to make it drive on, and although it worked great, it shits itself on client side, as for whatever reason the doesn't keep the attached object in line well enough to keep it from looking like the client is falling on their end) is flop a script zone in the water. When the vehicle hits the water zone replace it with an air craft preset that has the same model and no ability to move up or down. Then attach it to the origin of the other object before destroying the original object so they have the same rotation x, y, and z. At the same time, make sure to get all the players in the vehicle so you can force them back into the new vehicle. Once the vehicle hits the shore on the other side it will be forced upward by the terrain, make the script zone send a custom once you leave it, this custom could then be used to change the vehicle back into its normal form. Also make sure to transfer, health and armor, and if the vehicle has it, the current ammo amount on its weapon. The only problem with this is that the vehicle will lose its speed when it enters the water.



Or you could swap the physics type out. Or any number of other methods actually, but Reborn requires amphibious vehicles that aren't exactly all hover vehicles Wink
Re: Special features for mods... [message #362762 is a reply to message #362185] Thu, 11 December 2008 19:52 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Saberhawk wrote on Tue, 09 December 2008 10:43

Jerad Gray wrote on Tue, 09 December 2008 10:24

Cabal8616 wrote on Mon, 08 December 2008 14:27

I'm pretty sure amphibious vehicles would have to be specially scripted either way, not really related to TT.

I say it be done in a way that makes it become a VTOL when it hits the water, but there's a small little roof of sorts above the water and below it.

Easiest way to do the amphibious vehicles (I have already tried creating an object under the vehicle with scripts to make it drive on, and although it worked great, it shits itself on client side, as for whatever reason the doesn't keep the attached object in line well enough to keep it from looking like the client is falling on their end) is flop a script zone in the water. When the vehicle hits the water zone replace it with an air craft preset that has the same model and no ability to move up or down. Then attach it to the origin of the other object before destroying the original object so they have the same rotation x, y, and z. At the same time, make sure to get all the players in the vehicle so you can force them back into the new vehicle. Once the vehicle hits the shore on the other side it will be forced upward by the terrain, make the script zone send a custom once you leave it, this custom could then be used to change the vehicle back into its normal form. Also make sure to transfer, health and armor, and if the vehicle has it, the current ammo amount on its weapon. The only problem with this is that the vehicle will lose its speed when it enters the water.



Or you could swap the physics type out. Or any number of other methods actually, but Reborn requires amphibious vehicles that aren't exactly all hover vehicles Wink

You can't just swap the physics types out under the CURRENT scripts.dll to my knowledge Saberhawk... Or is there something that I have overlooked in my many browsing of scripts.dll?

Also when it gets down too it, you just make two script zones, one lower then the other, so one vehicle would be hovering in the air while one would be sitting a little ways in the water, also making it look like it was hovering.


[Updated on: Thu, 11 December 2008 19:55]

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Re: Special features for mods... [message #362788 is a reply to message #362762] Thu, 11 December 2008 22:46 Go to previous messageGo to next message
saberhawk
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Jerad Gray wrote on Thu, 11 December 2008 20:52

Saberhawk wrote on Tue, 09 December 2008 10:43

Jerad Gray wrote on Tue, 09 December 2008 10:24

Cabal8616 wrote on Mon, 08 December 2008 14:27

I'm pretty sure amphibious vehicles would have to be specially scripted either way, not really related to TT.

I say it be done in a way that makes it become a VTOL when it hits the water, but there's a small little roof of sorts above the water and below it.

Easiest way to do the amphibious vehicles (I have already tried creating an object under the vehicle with scripts to make it drive on, and although it worked great, it shits itself on client side, as for whatever reason the doesn't keep the attached object in line well enough to keep it from looking like the client is falling on their end) is flop a script zone in the water. When the vehicle hits the water zone replace it with an air craft preset that has the same model and no ability to move up or down. Then attach it to the origin of the other object before destroying the original object so they have the same rotation x, y, and z. At the same time, make sure to get all the players in the vehicle so you can force them back into the new vehicle. Once the vehicle hits the shore on the other side it will be forced upward by the terrain, make the script zone send a custom once you leave it, this custom could then be used to change the vehicle back into its normal form. Also make sure to transfer, health and armor, and if the vehicle has it, the current ammo amount on its weapon. The only problem with this is that the vehicle will lose its speed when it enters the water.



Or you could swap the physics type out. Or any number of other methods actually, but Reborn requires amphibious vehicles that aren't exactly all hover vehicles Wink

You can't just swap the physics types out under the CURRENT scripts.dll to my knowledge Saberhawk... Or is there something that I have overlooked in my many browsing of scripts.dll?

Also when it gets down too it, you just make two script zones, one lower then the other, so one vehicle would be hovering in the air while one would be sitting a little ways in the water, also making it look like it was hovering.


Definitely something you overlooked.

As for script zones, they weren't rigid bodies last I checked Razz
Re: Special features for mods... [message #362843 is a reply to message #362788] Fri, 12 December 2008 12:38 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Saberhawk wrote on Thu, 11 December 2008 22:46

Jerad Gray wrote on Thu, 11 December 2008 20:52

Saberhawk wrote on Tue, 09 December 2008 10:43

Jerad Gray wrote on Tue, 09 December 2008 10:24

Cabal8616 wrote on Mon, 08 December 2008 14:27

I'm pretty sure amphibious vehicles would have to be specially scripted either way, not really related to TT.

I say it be done in a way that makes it become a VTOL when it hits the water, but there's a small little roof of sorts above the water and below it.

Easiest way to do the amphibious vehicles (I have already tried creating an object under the vehicle with scripts to make it drive on, and although it worked great, it shits itself on client side, as for whatever reason the doesn't keep the attached object in line well enough to keep it from looking like the client is falling on their end) is flop a script zone in the water. When the vehicle hits the water zone replace it with an air craft preset that has the same model and no ability to move up or down. Then attach it to the origin of the other object before destroying the original object so they have the same rotation x, y, and z. At the same time, make sure to get all the players in the vehicle so you can force them back into the new vehicle. Once the vehicle hits the shore on the other side it will be forced upward by the terrain, make the script zone send a custom once you leave it, this custom could then be used to change the vehicle back into its normal form. Also make sure to transfer, health and armor, and if the vehicle has it, the current ammo amount on its weapon. The only problem with this is that the vehicle will lose its speed when it enters the water.



Or you could swap the physics type out. Or any number of other methods actually, but Reborn requires amphibious vehicles that aren't exactly all hover vehicles Wink

You can't just swap the physics types out under the CURRENT scripts.dll to my knowledge Saberhawk... Or is there something that I have overlooked in my many browsing of scripts.dll?

Also when it gets down too it, you just make two script zones, one lower then the other, so one vehicle would be hovering in the air while one would be sitting a little ways in the water, also making it look like it was hovering.


Definitely something you overlooked.

As for script zones, they weren't rigid bodies last I checked Razz

Script zones can be set to send customs to the enterer silly, those customs are then used to create objects below the vehicle.

Is_VTOLVehicle - just returns 1 if the object is a VTOL.
Get_Physics - Just a return for the physics type.
But, as far as I can see there is no way to just set an objects physics type... So if you did know of how to do it I would highly appreciate it if you would help us not to waist OUR time looking for it and just tell us what it is called.
Please.


Re: Special features for mods... [message #362866 is a reply to message #361939] Fri, 12 December 2008 14:53 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Its not there because it doesn't exist yet Smile


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
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Official member of Tiberian Technologies
Re: Special features for mods... [message #362902 is a reply to message #362866] Fri, 12 December 2008 19:45 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Saberhawk wrote on Thu, 11 December 2008 22:46

Definitely something you overlooked.


jonwil wrote on Fri, 12 December 2008 14:53

Its not there because it doesn't exist yet Smile


Good good, I was afraid I was losing it.

Also, I like the word "yet" Thumbs Up


[Updated on: Fri, 12 December 2008 19:46]

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Re: Special features for mods... [message #362922 is a reply to message #361939] Fri, 12 December 2008 21:21 Go to previous message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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