Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » How to get CTF modes to work
How to get CTF modes to work [message #-991169] Fri, 22 November 2002 09:46 Go to next message
Anonymous
Do I need a new version of Commando?

I have a CTF map that I made a long time ago practically ready for release (needs texture touching up), but the ctf zones still don't show up, and neither do the flags.

Perhaps ACK can clear this up... If you're listening, tell us what we have to do to get CTF to work.
How to get CTF modes to work [message #-991168] Fri, 22 November 2002 09:57 Go to previous messageGo to next message
Anonymous
add the new scripts.dll to your scripts folder.
Jonathans post is very usefull, read it:

Jonathan Wilson
Commander
Member # 14268

Member Rated:
posted November 21, 2002 14:50
--------------------------------------------------------------------------------
These are the scripts that will be in the new dll whenever it comes out (at least thats what greg said is in there)
/*
** GTH_CTF_Object
** This script will make the object it is attached to behave kind of like a
CTF "flag" by
** constantly warping to the opposing player who pokes it. If its position
gets within a
** certain distance of the "enemy home" an internal counter is incremented.
Once the counter
** reaches a desired number, an object in the level is destroyed. This
object should be the
** only building owned by the flag's team so that they immediately lose.
Unfortunately this
** flag will be very laggy due to the way its implemented...
**
** Params:
** Update_Delay - how many times per second to update (this will *always* be
laggy though...)
** Enemy_Player_Type - type of player that wants to grab this flag
(0=Nod,1=GDI)
** Enemy_Home_Position - when flag gets here, capture count increments!
** Home_Radius - how close to home position we need to get to count
** Captures_Needed_To_Win - after this many captures, we destroy the token
"building" for the win
** Win_Object_To_Kill - object that we destroy when the capture count is
reached
** Flag_Stolen_Wav - wav to play when the flag is stolen
** Flag_Lost_Wav - wav to play when enemy team gets flag back to
Enemy_Home_Position Sad
** Flag_Saved_Wav - someone killed the guy stealing the flag!
** Captures_Exceeded_Wav - flag has been captured "Captures_Needed_To_Win"
times.
**
*/
This is the CTF script, everything should be self explatory, basicly you need to give it a dummy building of some kind for it to win (and you cant have any other building controllers on the map)

/*
** GTH_Credit_Trickle
** This script will give an amount money to its team at a regular interval.
You can use it to
** create silos that give money as long as they're alive.
** NOTE: this won't work on buildings, only things like turrets, characters,
or vehicles so make your
** "silos" as a weaponless vehcile set up like the nod-turret for example.
**
** Params:
** Credits - number of credits to give
** Delay - time between credit grants
*/
This one can be used for e.g. tiberium silos or something, if it gets blown up you loose the income from it.

/*
** GTH_Enable_Spawner_On_Enter
** This script will enable or disable a spawner when its zone is entered
**
** Params:
** SpawnerID - id of the spawner
** Player_Type - type of player that can trigger integer, 0 = Nod, 1 = GDI,
2 = any
** Enable - enable or disable the spawner (1=enable, 0=disable)
*/
This is for doing stuff with spawners
/*
** GTH_Drop_Object_On_Death
** This script will create an object at the position of the object when it
dies.
**
** Params:
** Drop_Object - name of the preset to create an instance of
** Drop_Height - float meters to add to the Z coord of the original object
when creating the drop obj
** Probability - int between 1 and 100, chance that the object will be
created
*/

/*
** GTH_Drop_Object_On_Death_Zone
** This script is just like the other drop object on death except that it
must also
** be activated by a custom message from another script. Use the
GTH_Zone_Send_Custom
** to enable and disable this script.
**
** Params:
** Custom_Message - message id that turns this script on or off, use message
ID's greater than 10000!
** Drop_Object - name of the preset to create an instance of
** Drop_Height - float meters to add to the Z coord of the original object
when creating the drop obj
** Probability - int between 1 and 100, chance that the object will be
created
*/

/*
** GTH_Zone_Send_Custom
** This script lets you send a custom message to an object on enter and exit
of a zone. To talk
** to the "drop in death zone" script, send the same custom message with 1
for Enter_Param and
** 0 for Exit_Param...
**
** Params:
** Enter_Message = message id to send when an object enters this zone
** Enter_Param = message parameter to send when an object enters
** Exit_Message = message id to send when an object exits
** Exit_Param = message id to send when and object exits
*/

If you combine GTH_Drop_Object_On_Death_Zone, GTH_Zone_Send_Custom and a script zone placed over a tiberium field, you can make a "player turns into a viceroind" effect (I think)

/*
** GTH_Create_Object_On_Enter
** This script will create an object when a script zone is entered by a game
object. Use it
** to fire off cinematics for example...
**
** Params:
** Create_Object - name of the preset to create an instance of
** Position - world space position to create the object at
** Min_Delay - amount of time to wait before re-enabling the script once it
has fired
** Max_Creations - maximum number of times the script should create an
object
** Probability - integer between 1 and 100, chance on any given "Enter" that
the object will be created
** Player_Type - type of player that can trigger integer, 0 = Nod, 1 = GDI,
2 = any
*/

/*
** GTH_User_Controllable_Base_Defense
** Just like M00_Base_Defense except that if a player enters, he can control
the object
**
** params:
** MinAttackDistance - min range for auto attack
** MaxAttackDistance - max range for auto attack
** AttackTimer - amount of time to continue tracking after last "enemy seen"
*/
This one looks very usefull for modders.
How to get CTF modes to work [message #-991167] Fri, 22 November 2002 09:59 Go to previous messageGo to next message
Anonymous
just make a flag in renx -> export w3d named dsp_cncgdiflag.w3d & dsp_cncnodflag.w3d
How to get CTF modes to work [message #-991166] Fri, 22 November 2002 10:15 Go to previous message
Anonymous
You don't export those in a mix map, make your own preset from those.

If you do, you screw up someone else if any of this is true-

A client has your map and someone else's map who use the same presets with different w3d files.

If that happens, you get screwed up stuff in the map. Make your own presets, people! You can make presets with mix maps and still use them!
Previous Topic: Anyone know how to get the SSM launcher to work?
Next Topic: Communication Center EVA Announcement Help
Goto Forum:
  


Current Time: Thu Jan 02 22:58:10 MST 2025

Total time taken to generate the page: 0.00723 seconds