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			| Tib Silos [message #51070] | Sat, 11 October 2003 10:18   |  
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				|  |  Cpo64 Messages: 1246
 Registered: February 2003
 Location: Powell River, B.C. Canada
 
	Karma: 0
 | General (1 Star) |  |  |  
	| You will probaly have to make your own building controler, but I am not completly sure. 
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			| Tib Silos [message #51073] | Sat, 11 October 2003 10:31   |  
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				|  |  Cpo64 Messages: 1246
 Registered: February 2003
 Location: Powell River, B.C. Canada
 
	Karma: 0
 | General (1 Star) |  |  |  
	| Hmm... well, I guess that could work... But I was figuren you would make a refinary controler, and yeah... set it up from there. Does that no work? 
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			| Tib Silos [message #51078] | Sat, 11 October 2003 11:01   |  
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				|  |  Cpo64 Messages: 1246
 Registered: February 2003
 Location: Powell River, B.C. Canada
 
	Karma: 0
 | General (1 Star) |  |  |  
	| :crazy: 
 Hmm, intresting...
 
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			| Tib Silos [message #51083] | Sat, 11 October 2003 11:41   |  
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				|  |  NeoSaber Messages: 336
 Registered: February 2003
 
	Karma: 0
 | Recruit |  |  |  
	| To turn a refinery controller into a silo controller, set the Building Type to None and Harvester to None. If those aren't changed you get the problem where harvesters are constantly created. 
 NeoSaber
 
 Renegade Map Maker at CnC Source
 Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
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			| Tib Silos [message #51159] | Mon, 13 October 2003 08:39   |  
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				|  |  xpontius Messages: 259
 Registered: April 2003
 Location: Reno
 
	Karma: 0
 | Recruit |  |  |  
	| What they mentioned about the modifying the ref controller is right.  But did u temp the ref controller instead of mod it?  If not then you maybe put the silo controller in the ref. 
 -Crategod
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			| Tib Silos [message #51178] | Mon, 13 October 2003 10:35   |  
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				|  |  Cpo64 Messages: 1246
 Registered: February 2003
 Location: Powell River, B.C. Canada
 
	Karma: 0
 | General (1 Star) |  |  |  
	| you have the proper nameing format? 
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			| Tib Silos [message #51240] | Mon, 13 October 2003 19:26   |  
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				|  |  Cpo64 Messages: 1246
 Registered: February 2003
 Location: Powell River, B.C. Canada
 
	Karma: 0
 | General (1 Star) |  |  |  
	| Here, strait out of the WS how to's... 
 
 | Quote: |  | Exterior Meshes
 
 Meshes that are part of the exterior of a building should be named like this:
 
 <MeshPrefix> ^ <unique mesh name>
 
 For example, an exterior mesh for the gdi weapon factory might be named “mgwep^011”.  The ‘^’ symbol indicates that it is an exterior mesh.
 
 Interior Meshes
 
 Meshes that are part of the interior of a building should be named like this:
 
 <MeshPrefix> # <unique mesh name>
 
 The ‘#’ symbol is used to indicate that the mesh is part of the interior.  Remember that all w3d mesh names must be less than 16 characters long.
 
 When a bullet hits either an interior or exterior mesh of the building, damage will be applied to the logical building controller.
 
 
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			| Tib Silos [message #51274] | Tue, 14 October 2003 08:15   |  
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				|  |  General Havoc Messages: 1564
 Registered: February 2003
 Location: Birmingham, England, Unit...
 
	Karma: 0
 | General (1 Star) |  |  |  
	| You need to edit the seettings of the building controller you used to read "MNOIL" instead of "NMREF" or whatever you used. If you are making a MIX format map then you MUST temp the preset before you use it. The building controller shoul intersect the oil derrick so it goes about half way into the building. 
 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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