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GDI & Nod Teleporters (attention General Havoc again!!!) [message #4310] |
Sun, 09 March 2003 06:02 |
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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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The script will work for sure, it has been tested many times by me and others so we know it will work. There is a problem on how it works though, Halo has sugested an idea how it works though. If you put a zone at the back, that will work, have it teleport to the coordinates of a infantrt spawner then delete the spawner. If the spawner is in front of the scriptzone it should work okay. Please be aware that you teleport facing the same direction when you add the objects to the map. in theory you should place them facing the same direction (so the doors both face north for example). But this should work so give it a try.
_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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GDI & Nod Teleporters (attention General Havoc again!!!) [message #4339] |
Sun, 09 March 2003 06:49 |
snipefrag
Messages: 291 Registered: February 2003 Location: UK, hampshire
Karma: 0
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Recruit |
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General Havoc | The script will work for sure, it has been tested many times by me and others so we know it will work. There is a problem on how it works though, Halo has sugested an idea how it works though. If you put a zone at the back, that will work, have it teleport to the coordinates of a infantrt spawner then delete the spawner. If the spawner is in front of the scriptzone it should work okay. Please be aware that you teleport facing the same direction when you add the objects to the map. in theory you should place them facing the same direction (so the doors both face north for example). But this should work so give it a try.
_General Havoc
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Ill have a look and fill the read me with al the things to consider. may be out later in the week then, Friday maybe.
Snipefrag - Br20 Cr5 - TR Emerald
Planetside Chapter Commander - Archangels
http://www.archangelsclan.net
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GDI & Nod Teleporters (attention General Havoc again!!!) [message #5340] |
Tue, 11 March 2003 08:58 |
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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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Yeah thas one problem with the script. Well if you teleport to the location of an object (rather than an XYZ coordinate) then you will spawn inside the other person and get stuck. This is doesn't occur often when your playing because you wil almost certainly move when you are teleported to the other end. If you teleport to an XYZ coordinate then i'm not sure if this still happens or not. If it is a problem when you tested it then you can either add multiple zones so each player has a chance of hitting a different zone and being teleported slightly offset or you add a steep ramp that will make the player fall slightly after they have been teleported. Let me know if you have any other questions.
_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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GDI & Nod Teleporters (attention General Havoc again!!!) [message #5371] |
Tue, 11 March 2003 09:49 |
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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'm not sure about that. I know what you mean you would want it to "telefrag" the other player that you spawn into. It may be possibel to stop the enemy using them though, there are some scripts that may allow that.
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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GDI & Nod Teleporters (attention General Havoc again!!!) [message #6139] |
Thu, 13 March 2003 11:48 |
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Halo38
Messages: 955 Registered: February 2003 Location: UK
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Colonel |
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Just going throght the posts in more detail and i noticed this..
Quote: | This could become a feature in mods to come as they look better (and more noiticable) than pedstals on the floor...
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So as i'm going to release these to the public as soon as i test them out and see if they have the potental of working, I was wondering if you would like to modify your tutorial and/or create a new one on how to set these up for us properly I would do it but I can't say i have the time, and as you do them so well and in an easy to read way i would like you to do one for these.
As was also said in the quote above, by the elite spammander, I would also like to see them become in a way a 'standard preset' and this tutorial could help secure that
I'm sure other models will be made (reference above post) but if there was one easy option (your tutorial and my teleporters) it would save modders from using pedestals and other crap from the preset list! as soon as i finish the models i'll scim some screen shots your way and/or the models. i'll thank and reference you in my read me and give a url to the tutorials page (www.nodnl.net) we support each other in that way.. mail me diehard18@hotmail.com if you want to do this.
Online Portfolio - www.chettle1.com
Renegade projects - Halo38's Den hosted by www.laeubi.de
Creator of : C&C_Arid, C&C_Ancients, C&C_Bio, C&C_Duel Arena
Mod Wars Veteran
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GDI & Nod Teleporters (attention General Havoc again!!!) [message #6154] |
Thu, 13 March 2003 12:29 |
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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 can do that although the tutorial will be largly the same as it is currently. I will make a copy of the current one take some more screenshots and adjust some parts to fit with using your model. Also i can get the models hosted assuming that there small in size as the hosts transfer rate is quite low and also the amount of space is restricted on the host. Other than that i can link them to a post at Dantes Mod Exchange in my tutorial. I will be able to do that fo you, am i working on the helipad one currently but i will be able to help you soon.
_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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