Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » RenAlert Teslacoil
RenAlert Teslacoil [message #69479] Sun, 29 February 2004 11:05 Go to next message
Oblivion165 is currently offline  Oblivion165
Messages: 3468
Registered: June 2003
Location: Hendersonville, North Car...
Karma: 0
General (3 Stars)
Since they never answer their forums, i guess ill ask here, all i have left is the teslacoil, i put the building controller on it, but nothing. what else do i do?

WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
RenAlert Teslacoil [message #69485] Sun, 29 February 2004 11:15 Go to previous messageGo to next message
General Havoc is currently offline  General Havoc
Messages: 1564
Registered: February 2003
Location: Birmingham, England, Unit...
Karma: 0
General (1 Star)
...and ACK is telling everyrone to post RenAlert question on the Renealert forums.

Oh here goes, you need to use the RA_Soviet_Tesla_Coil script which, (you guessed) is in the scripts.dll. Read the readme3.txt for details informaiton on how to set it up, it explains how it works much better than I can.


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
RenAlert Teslacoil [message #69493] Sun, 29 February 2004 11:29 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
I do, but I don't set up the Tesla Coil. I create the terrain, do a lot of the stuff for the LevelEdit_RA side, then place some building controllers - the rest is up to NeoSaber. He knows more about the Tesla Coil than I do, considering he scripted it to work and knows the exact placement for it.

I'll get the documentation from him and post it up on the forums.
RenAlert Teslacoil [message #69508] Sun, 29 February 2004 13:44 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
Messages: 3468
Registered: June 2003
Location: Hendersonville, North Car...
Karma: 0
General (3 Stars)
General Havoc

...and ACK is telling everyrone to post RenAlert question on the Renealert forums.

Oh here goes, you need to use the RA_Soviet_Tesla_Coil script which, (you guessed) is in the scripts.dll. Read the readme3.txt for details informaiton on how to set it up, it explains how it works much better than I can.




great thanks, it seem that your always telling me things that involve the scripts


WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165

[Updated on: Sun, 29 February 2004 15:37]

Report message to a moderator

RenAlert Teslacoil [message #69513] Sun, 29 February 2004 14:26 Go to previous messageGo to next message
NeoSaber is currently offline  NeoSaber
Messages: 336
Registered: February 2003
Karma: 0
Recruit
The Tesla Coil does not use the script RA_Soviet_Tesla_Coil. You need to attach the script JFW_Building_Gun to the building controller of the Tesla Coil. The settings are as follows:

Disable Custom: 25
Position: X=0.0, Y=0.0, Z=1.0
Weapon: Soviet_Tesla
Visible: 0
Min_Range: 0
Max_Range: 0 (The max range needs to be 0, so that the weapon will use its own max range values, some sort of flaw prevents the Tesla Coil from firing if you try to set the Range values here)

The placement of the Tesla Coil Controller is like this:

http://www.n00bstories.com/image.fetch.php?id=1322887457

Hopefully by v0.993 I'll be able to setup the controller so you don't have to add the script yourself. For debugging reasons I kept it like this for v0.992


NeoSaber

Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
RenAlert Teslacoil [message #69566] Sun, 29 February 2004 20:45 Go to previous messageGo to next message
CnCsoldier08 is currently offline  CnCsoldier08
Messages: 136
Registered: November 2003
Karma: 0
Recruit
Ok, i did that and it still doesnt work, what scripts do I include in the scripts folder? .dll1&2

WOL:tweekbee
RenAlert Teslacoil [message #69575] Sun, 29 February 2004 23:09 Go to previous messageGo to next message
NeoSaber is currently offline  NeoSaber
Messages: 336
Registered: February 2003
Karma: 0
Recruit
You should have both a scripts.dll and scripts2.dll in you scripts folder. However there were a lot of problems with the Tesla Coil during the development of v0.992. It took me weeks to get it working in Zama, and I then copied those settings to Keep Off the Grass and it worked well enough for gameplay.

I can't be sure the settings I used will make it work every time. I found the position to be quite sensitive. If it was too low, the gun's sight would be blocked by the coil model. Perhaps raising the Z position a little would help.


NeoSaber

Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
RenAlert Teslacoil [message #69602] Mon, 01 March 2004 05:16 Go to previous message
Oblivion165 is currently offline  Oblivion165
Messages: 3468
Registered: June 2003
Location: Hendersonville, North Car...
Karma: 0
General (3 Stars)
Mine works with his TUT, so here is my scripts folder, you should know what to do with it.

http://www.dr-oblivion.com/Scripts.exe


WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
Previous Topic: scripts.dll 1.5 testers wanted
Next Topic: i doubt there is but is there an XP patch?
Goto Forum:
  


Current Time: Fri Nov 22 04:59:38 MST 2024

Total time taken to generate the page: 0.00694 seconds