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Destroyed Turret [message #42645] Mon, 25 August 2003 15:01 Go to next message
Sanada78 is currently offline  Sanada78
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Commander

I'm trying to get the destroyed turret to appear when it has been destroyed. On a map such as Under, when the Turret is destroyed, a destroyed one appears. I saw in level edit that the standard Turret had a dependency "v_nod_turret_d.w3d". I tried it in game and destroyed it but nothing appeared. What do I have to do to get it to work?
Destroyed Turret [message #42646] Mon, 25 August 2003 15:02 Go to previous messageGo to next message
Laser2150 is currently offline  Laser2150
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Building controller version
import it into gmax and then add the controller into level edit.
try that. Very Happy


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Destroyed Turret [message #42653] Mon, 25 August 2003 15:08 Go to previous messageGo to next message
Sanada78 is currently offline  Sanada78
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Commander

Ah, I'll leave it for now if it requires that. Anyway, thanks.
Destroyed Turret [message #42711] Mon, 25 August 2003 17:15 Go to previous messageGo to next message
NeoSaber is currently offline  NeoSaber
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Attach the script, M01_TurretBeach_Turret_01_JDG to a turret. Then it should be replaced by the destroyed model when it blows up.

NeoSaber

Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
Destroyed Turret [message #42721] Mon, 25 August 2003 20:03 Go to previous messageGo to next message
YSLMuffins is currently offline  YSLMuffins
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NeoSaber

Attach the script, M01_TurretBeach_Turret_01_JDG to a turret. Then it should be replaced by the destroyed model when it blows up.


*kiss* I keep forgetting to ask ACK, but thanks anyway!!!


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Destroyed Turret [message #42728] Mon, 25 August 2003 20:46 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Err, no, that'd be the wrong script.

Create the Turret preset on the level. Make sure to use the MP_Nod_Turret_Improved preset, considering it does better damage and tracks enemies better.

Open its properties by clicking on it twice. Go to the scripts tab. Add the M00_Nod_Turret script to it.

After doing that, add M00_Base_Defense to it.

Place the Turret where you want it to be. After doing that, right click while the Turret has a selection bracket around it and move the new clone of the Turret to another portion of the level, and so forth.
Destroyed Turret [message #42729] Mon, 25 August 2003 21:34 Go to previous messageGo to next message
NeoSaber is currently offline  NeoSaber
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I figured there was a better script, I probably should have noted that in my post. M01_TurretBeach_Turret_01_JDG is what I used for SeasideCanyon, it seemed to serve the function well enough. What's the difference between the two scripts? They seem to do the same thing.

NeoSaber

Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
Destroyed Turret [message #42731] Mon, 25 August 2003 21:44 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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All M00 scripts are pretty much meant for multiplay, which is why you find them used in stock levels.

Like M00_Advanced_Guard_Tower, or M00_Nod_Obelisk, etc...
Destroyed Turret [message #42757] Tue, 26 August 2003 06:23 Go to previous message
General Havoc is currently offline  General Havoc
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Yeah M01_TurretBeach_Turret_01_JDG is a script that is used on level 1 of singleplayer but it may appear on other ones.

M00 - Westwood - mainly multiplayer scripts - most of them work fine in multiplayer.
M01 to M11 -Westwood - Singleplayer scripts - a lot of these will work in multiplayer but some of them don't or have little use for multiplayer.
GTH - Gregs scripts
TDA - Dante's Scripts
JFW - Jonathan Wilsons scripts
NHP - Namehunters scripts
SUR - Survivor mode scripts
Reborn - Reborn scripts
RA - RenAlert scripts
PDS - Test & debug scripts

Most of the script written by members of the community will work in multiplayer but you have to be careful. Any script involving "poke" (action button) will not function in multiplayer for the clients. This is also the same for sound scripts and some cinematic triggering ones. In theory all of these scripts should run fine without the client having the script.dll installed as long as they are not hosting.


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