Re: Nod Turret Shell [message #267781 is a reply to message #267031] |
Thu, 21 June 2007 11:08 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to previous message](/theme/Renegade_Forums/images/down.png) |
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zunnie
Messages: 2959 Registered: September 2003 Location: Netherlands
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General (2 Stars) |
![jannemanjr](/theme/Renegade_Forums/images/skype.png)
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open aow.cpp and find+remove:
Quote: | void M00_Disable_Transition::Killed(GameObject *obj, GameObject *shooter)
{
if (strstr(Commands->Get_Preset_Name(obj),"Nod_Turret_MP"))
{
GameObject *DestroyedTurret = Commands->Create_Object("Nod_Turret_Destroyed",Commands->Get_Position(obj));
Commands->Set_Facing(DestroyedTurret,Commands->Get_Facing(obj));
}
}
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open aow.h and find+remove the green colored line:
Quote: | class M00_Disable_Transition : public ScriptImpClass {
void Created(GameObject *obj);
void Damaged(GameObject *obj, GameObject *damager, float damage);
void Killed(GameObject *obj, GameObject *shooter);
void Timer_Expired(GameObject *obj, int number);
bool PlayDamage;
};
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Save and compile, then there wont be any destroyed turrets anymore.
Or, if you can point me to the SSAOW version you are using i can
do it for you if you want.
[Updated on: Thu, 21 June 2007 11:09] Report message to a moderator
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