Construction Yard Scripts, how do you get them to work? [message #7123] |
Mon, 17 March 2003 02:57 |
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Attach the Script: TDA_Conyard_Controller to your Conyardbuildingcontroller
Quote: | //TDA_Conyard_Controller
//
//Building1_ID=0:int '1st building to disable
//Building2_ID=0:int '2nd building to disable
//Building3_ID=0:int '3rd building to diable
//Building4_ID=0:int '4th building to diable
//Building5_ID=0:int '5th building to diable
//Building6_ID=0:int '6th building to diable
//Building7_ID=0:int '7th building to diable
//Building8_ID=0:int '8th building to diable
//Building9_ID=0:int '9th building to diable
//Building10_ID=0:int '10th building to diable
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Then attach to every building that should be repaired by the conyard the script: TDA_Conyard_Repair
Quote: | // Repair_Frequency:int how many ticks till it recieves 1 health
// Timer_ID:int ID of the object it is attached to, will crash game if left blank.
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Fill in every ID of buildingcontroller into the parameters of the fisrt script, or the repairing of Buldings don't stop, if the conyard gets destroyed.
and btw to use these scripts you needs the custom scripts you can downlaod
here.
A readme how to install the scripts are included.
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[Updated on: Mon, 17 March 2003 02:59] Report message to a moderator
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