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			| Bot drop Tutorial [message #187494] | Sat, 28 January 2006 14:01  |  
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					|  bisen11 Messages: 797
 Registered: December 2004
 
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	| How to add bot drops/cinematics to your map By Bisen11
 
 In this tutuorial I’ll show you how to make non-stop dropping, drops that trigger when you enter a zone, and beacon drops.
 
 First you’ll want to make the bots your gonna drop and what’s going to drop it. So first go to Object>Soldier>Soldier Presets>GDI Click on CnC_GDI_Minigunner_0 and hit temp
 
 
  
 Give the soldier the name GDI_Minigunner_Custom . You can customize the bot however you want just remember to check the box under settings called “UseInnateBehavior” I also suggest putting the “Weapon Rounds” to –1 so your bot has unlimited ammo. After your done hit ok.
 
 Next you will want your script.
 
 -480	Create_Object,		8, "XG_RT_AudioA"
 -480	Play_Animation,		8, "XG_RT_AudioA.XG_RT_AudioA", 0
 -480	Play_Audio, 		"Door_Open", 8, "BN_CH_Dooropen"
 -481	Play_Audio,		"Rope_Out", 8, "BN_Rope"
 
 -601	Create_Object,		9, "XG_RT_AudioL"
 -601	Play_Animation,		9, "XG_RT_AudioL.XG_RT_AudioL", 0
 -602	Play_Audio,		"Rope_Zip", 9, "BN_Troops"
 
 -781	Create_Object,		9, "XG_RT_AudioL"
 -781	Play_Animation,		9, "XG_RT_AudioL.XG_RT_AudioL", 0
 -782	Play_Audio,		"Rope_Zip", 9, "BN_Troops"
 
 -961	Create_Object,		9, "XG_RT_AudioL"
 -961	Play_Animation,		9, "XG_RT_AudioL.XG_RT_AudioL", 0
 -962	Play_Audio,		"Rope_Zip", 9, "BN_Troops"
 
 -1051	Create_Object,		10, "XG_RT_AudioZ"
 -1051	Play_Animation,		10, "XG_RT_AudioZ.XG_RT_AudioZ", 0
 -1052	Play_Audio,		"Door_Close", 10, "BN_CH_Doorclose"
 -1052	Play_Audio,		"Rope_Retract", 10, "BN_Rope"
 
 
 ; ****************************** Trajectory
 
 -200	Create_Object,		1, "XG_TransprtBone",			0, 0, 0, 0
 -200	Play_Animation,		1, "XG_TransprtBone.XG_RT_TrajA", 1
 
 -601	Play_Animation,		1, "XG_TransprtBone.XG_RT_TrajL", 1
 -691	Play_Animation,		1, "XG_TransprtBone.XG_RT_TrajL", 1
 
 -781	Play_Animation,		1, "XG_TransprtBone.XG_RT_TrajL", 1
 -871	Play_Animation,		1, "XG_TransprtBone.XG_RT_TrajL", 1
 
 -961	Play_Animation,		1, "XG_TransprtBone.XG_RT_TrajL", 1
 
 -1051	Play_Animation,		1, "XG_TransprtBone.XG_RT_TrajZ", 0
 ;-1380	destroy_object,		1
 
 ; ****************************** Transport
 
 -200	Create_Object,		2, "v_GDI_trnspt",			0, 0, 0, 0,
 -200	Attach_to_Bone,		2,1,"BN_Trajectory"
 -200	Play_Animation,		2, "v_GDI_trnspt.XG_RT_trnsptA",1
 
 -601	Play_Animation,		2, "v_GDI_trnspt.XG_RT_trnsptL",1
 -691	Play_Animation,		2, "v_GDI_trnspt.XG_RT_trnsptL",1
 
 -781	Play_Animation,		2, "v_GDI_trnspt.XG_RT_trnsptL",1
 -871	Play_Animation,		2, "v_GDI_trnspt.XG_RT_trnsptL",1
 
 -961	Play_Animation,		2, "v_GDI_trnspt.XG_RT_trnsptL",1
 
 -1051	Play_Animation,		2, "v_GDI_trnspt.XG_RT_trnsptz",0
 ;-1380	destroy_object,		2
 
 ; ****************************** Rope
 
 -491	Create_Object,		3, "XG_RT_rope",			0, 0, 0, 0
 -491	Play_Animation,		3, "XG_RT_rope.XG_RT_ropeA", 1
 
 -601	Play_Animation,		3, "XG_RT_rope.XG_RT_ropeL", 1
 -691	Play_Animation,		3, "XG_RT_rope.XG_RT_ropeL", 1
 
 -781	Play_Animation,		3, "XG_RT_rope.XG_RT_ropeL", 1
 -871	Play_Animation,		3, "XG_RT_rope.XG_RT_ropeL", 1
 
 -961	Play_Animation,		3, "XG_RT_rope.XG_RT_ropeL", 1
 
 -1051	Play_Animation,		3, "XG_RT_rope.XG_RT_ropeZ", 0
 ;-780	destroy_object,		3
 
 ; ****************************** Troop Bone
 
 -601	Create_Object,		4, "XG_RT_TroopBone",			0, 0, 0, 0,
 
 -601	Play_Animation,		4, "XG_RT_TroopBone.XG_RT_TroopBone",1
 
 -781	Play_Animation,		4, "XG_RT_TroopBone.XG_RT_TroopBone",1
 
 -961	Play_Animation,		4, "XG_RT_TroopBone.XG_RT_TroopBone",0
 
 ;-690	destroy_object,		4
 
 ; ****************************** Character
 
 -601	Create_Real_Object,	5, "GDI_Minigunner_Custom", 2, "SPAWNER"
 -601 Attach_Script,          5, "M01_Hunt_The_Player_JDG"
 -601	Attach_To_Bone,		5, 4, "TROOP_L"
 -601	Play_Animation,		5, "h_a_troopdrop",0
 -689	Attach_To_Bone,		5, -1, "TROOP_L"
 
 -781	Create_Real_Object,	6, "GDI_Minigunner_Custom", 2, "SPAWNER"
 -781 Attach_Script,          6, "M01_Hunt_The_Player_JDG"
 -781	Attach_To_Bone,		6, 4, "TROOP_L"
 -781	Play_Animation,		6, "h_a_troopdrop",0
 -869	Attach_To_Bone,		6, -1, "TROOP_L"
 
 -961	Create_Real_Object,	7, "GDI_Minigunner_Custom", 2, "SPAWNER"
 -961 Attach_Script,          7, "M01_Hunt_The_Player_JDG"
 -961	Attach_To_Bone,		7, 4, "TROOP_L"
 -961	Play_Animation,		7, "h_a_troopdrop",0
 -1049	Attach_To_Bone,		7, -1, "TROOP_L"
 
 Notice how at the bottom few “Create_Real_Object” spots I put the bot we just made as the preset line. Copy the above script and into a .txt file in your mod folder and name it GDI_Troop_Drop .
 
 
  
 Next go down to Object>Simple>Dave’s Arrow . Click on Daves arrow and hit Temp. You can name this whatever you want. Go over to the scripts tab. Hit add and scroll down to Test_Cinematic. It will ask you for the control file name and put it as GDI_Troop_Drop.txt .
 
 
  
 Then go to Object>Spawner. Click on Spawner and hit Temp. Name it what you want then go to settings and hit pick presets. Find your dave’s arrow and double click it to make it the object of the spawner. Make the spawner however you want. Then just place the spawner wherever you want on the map. I suggest putting it a little below ground other wise people will see the arrow when the drop comes.
 
 How to make the drop activate when someone enters a zone
 
 Follow ALL of the above step EXCEPT under the Spawner settings Check the box that says “StartsDisabled”
 
 Place the spawner on your map and copy down the ID.
 
 
  
 Next make a script zone where you want it to activate the drop when a person enters it Object>Script zone>Script zone all. Size the zone however you want it then double click it. Go to the tab Scripts. Hit add and pick GTH_Enable_Spawner_On_Enter For the ID use the one you got from the dave’s arrow. Keep the player type at 2, Change enable to 3 (so that any team can walk through it and activate it).
 
 
  
 And that’s all you do for drops that are on there own.
 
 Next I’ll explain how you make Beacons that drop. Follow the above steps except STOP once you have made your GDI_Troop_drop.txt file. Go to Object>Cinematic and click on Cinematic and hit TEMP . Name it what you want (I named mine Beacon_Drop). Go over to scripts and and add Test_Cinematic. Like before, put the control file name as GDI_Troop_drop.txt . Hit ok and next go to Beacon>Ion Cannon . Click on CnC_Beacons_IonCannon and hit Temp (you can do the nuke if you want). Name the beacon what you want. Go under the settings tab. I suggest changing the different Detonate times so it doesn’t take so long for the reinforcements to come. Go all the way down and change the Pre_Detonate Cinematic Obj to the one you just made. And change the two things below it to none.
 
 
  
 Next you’re gonna have to change it into Ammo, then a weapon, and then if you want, a powerup.
 
 So go to Munitions>Ammo>Ammo_infintry_weapons . Click on CNC_Ammo_Ioncannonbeacon_player and hit temp. Go to the settings tab and scroll down to Beacon Object. Pick the new beacon you just made. I also suggest changing the FireSoundDefID , this tells it what to say when you set the beacon.
 
 
  
 You’ll essentially do the same thing for Munitions>weapon except the thing you need to change is the PrimaryAmmoDefID and the SecondaryAmmoDefID to the ammo you just made. Now that you have made it into a weapon you’re at the stage where you can give the beacon to any soldier you make. If you want to make it into a powerup that you can pick up then you still have two more steps.  Go under Object>Powerup>Soldier Powerups>Weapon Powerups . Click on Cnc_Pow_IonCannonBeacon_Player and hit temp. Name it what you want. Go under settings and scroll down to GrantWeaponID and change it to the weapon you just made. Hit ok and all you have to do after that is change it into a spawner. Add it to your map and have fun.
 
 Since dropping 3 people from a chopper probably isn’t the only thing you want to do, I’ll post 2 additional scripts you can use.
 
 This will drop 3 troops from a c130 plane. Just change where I put INSERT SOLDIER HERE to the new soldier preset you made.
 
 ; ****************************** Path
 
 -1	Create_Object,		2, "X5D_Chinookfly",			0, 0, 0, 0
 -1	Play_Animation,		2, "X5D_Chinookfly.X5D_Chinookfly", 1
 -280 	Destroy_Object,		2
 
 ; ****************************** Nod Chinook
 
 -1	Create_Real_Object,	1, "Nod_Cargo_Plane", 2, "BN_chinook_1"
 -1	Play_Animation,		1, "v_Nod_cplane.v_Nod_cplane", 1
 -1	Play_Animation,		1, "v_Nod_cplane.X5D_C130Anim", 1
 -1	Attach_To_Bone,		1, 2, "BN_chinook_1"
 -280 	Destroy_Object,		1
 
 ; ****************************** Parachute_1
 
 -169	Create_Object,		3, "X5D_Parachute",			0, 0, 0, 0
 -169	Play_Animation,		3, "X5D_Parachute.X5D_ParaC_1", 1
 -260	Destroy_Object,		3
 
 ; ****************************** Parachute_2
 
 -179	Create_Object,		4, "X5D_Parachute",			0, 0, 0, 0
 -179	Play_Animation,		4, "X5D_Parachute.X5D_ParaC_2", 1
 -270	Destroy_Object,		4
 
 ; ****************************** Parachute_3
 
 -198	Create_Object,		5, "X5D_Parachute",			0, 0, 0, 0
 -198	Play_Animation,		5, "X5D_Parachute.X5D_ParaC_3", 1
 -280	Destroy_Object,		5
 ; ****************************** Box 1
 -145	Create_Object,		6, "X5D_Box01",				0, 0, 0, 0
 -145	Play_Animation,		6, "X5D_Box01.X5D_Box01", 1
 -260 	Destroy_Object,		6
 ; ****************************** Box 2
 -155	Create_Object,		7, "X5D_Box02",				0, 0, 0, 0
 -155	Play_Animation,		7, "X5D_Box02.X5D_Box02", 1
 -270 	Destroy_Object,		7
 ; ****************************** Box 3
 -165	Create_Object,		8, "X5D_Box03",				0, 0, 0, 0
 -165	Play_Animation,		8, "X5D_Box03.X5D_Box03", 1
 -280 	Destroy_Object,		8
 
 ;******************************* Soldiers
 -145	Create_Real_Object,	9, "INSERT SOlDIER HERE", 6, "Box01"
 -145    Attach_Script,          9, "M01_Hunt_The_Player_JDG", ""
 -145    Attach_Script,          9, "M00_No_Falling_Damage_DME", ""
 -145	Attach_To_Bone,		9, 6, "Box01"
 -145	Play_Animation,		9, "H_A_X5D_ParaT_1", 0
 -255	Attach_To_Bone,		9, -1, "Box01"
 
 -155	Create_Real_Object,	10, "INSERT SOLDIER HERE", 7, "Box02"
 -155    Attach_Script,          10, "M01_Hunt_The_Player_JDG", ""
 -155    Attach_Script,          10, "M00_No_Falling_Damage_DME", ""
 -155	Attach_To_Bone,		10, 7, "Box02"
 -155	Play_Animation,		10, "H_A_X5D_ParaT_2", 0
 -265	Attach_To_Bone,		10, -1, "Box02"
 
 -165	Create_Real_Object,	11, "INSERT SOLDIER HERE", 8, "Box03"
 -165    Attach_Script,          11, "M01_Hunt_The_Player_JDG", ""
 -165    Attach_Script,          11, "M00_No_Falling_Damage_DME", ""
 -165	Attach_To_Bone,		11, 8, "Box03"
 -165	Play_Animation,		11, "H_A_X5D_ParaT_3", 0
 -275	Attach_To_Bone,		11, -1, "Box03"
 
 This one will drop a Vehicle. Suggest making a new preset for the chopper as well and giving it a Blamo Sheild. I’ll put INSERT CHOPPER HERE for the chopper preset and INSERT TANK HERE for the tank preset.
 
 ; ****************************** Trajectory Transport
 
 -1	Create_Object,		1, "XG_TransprtBone",			0, 0, 0, 0
 -1	Play_Animation,		1, "XG_TransprtBone.XG_HD_TTraj", 1
 -700	destroy_object,		1
 
 ; ****************************** Trajectory Nod_Light_Tank
 
 -1	Create_Object,		3, "XG_HD_HTraj",			0, 0, 0, 0
 -1	Play_Animation,		3, "XG_HD_HTraj.XG_HD_HTraj", 1
 -700	destroy_object,		3
 
 ; ****************************** Transport
 
 -1	Create_Real_Object,	2, "INSERT CHOPPER HERE", 1, "BN_Trajectory"
 -1	Attach_to_Bone,		2,1,"BN_Trajectory"
 -1	Set_Primary,		2
 -1	Play_Animation,		2, "v_nod_trnspt.v_nod_trnspt",1
 -700	destroy_object,		2
 
 ; ****************************** Mammy
 
 -1	Create_Real_Object,	4, "INSERT TANK HERE", 3, "BN_Trajectory"
 -1	Attach_to_Bone,		4,3,"BN_Trajectory"
 -437	Attach_to_Bone,		4,-1,"BN_Trajectory"
 -437    Send_Custom,		#4, 5029, 0
 -437	Move_Slot,		7, 4
 
 ; ****************************** Harness
 
 -1	Create_Object,		6, "XG_HD_Harness",			0, 0, 0, 0
 -1	Play_Animation,		6, "XG_HD_Harness.XG_HD_Harness", 1
 -700	destroy_object,		6
 
 ; ****************************** Primary Destroyed
 
 1000000	Destroy_Object, 1
 1000000	Destroy_Object, 3
 1000000	Destroy_Object, 4
 1000000	Destroy_Object, 6
 
 
 Anyone may add this tutorial to their site as long as they give me credit (bisen11). Also I would like you to post a link to the site your are adding it to either in this post or PM it to me so I know the different places its at.
 
 
 
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			| Re: Bot drop Tutorial [message #187517 is a reply to message #187494] | Sat, 28 January 2006 16:50   |  
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				|  |  Oblivion165 Messages: 3468
 Registered: June 2003
 Location: Hendersonville, North Car...
 
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 | General (3 Stars) |  |  |  
	| Ill get it on RenHelp, Sound very interesting. 
 DJM dont be an ACK
 
 WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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			| Re: Bot drop Tutorial [message #187519 is a reply to message #187494] | Sat, 28 January 2006 16:58   |  
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					|  Naamloos Messages: 771
 Registered: April 2004
 Location: The Netherlands
 
	Karma: 0
 | Colonel |  |  |  
	| Thank you for this. I will try it ASAP.   
 Edit: I'm guessing from the AI drop text that the last few lines are the actual bots that jump out of the transport helicopter? So can I add more then 3 bots at once or is it limited to 3?
 
 Also, how can I make it a Nod transport helicopter instead of a GDI one?
 
 Beter known as "raapnaap".
 www.apathbeyond.com
 [Updated on: Sat, 28 January 2006 17:01] Report message to a moderator |  
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			| Re: Bot drop Tutorial [message #187521 is a reply to message #187519] | Sat, 28 January 2006 17:31   |  
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					|  bisen11 Messages: 797
 Registered: December 2004
 
	Karma: 0
 | Colonel |  |  |  
	| | Naamloos wrote on Sat, 28 January 2006 18:58 |  | Thank you for this. I will try it ASAP.
   
 Edit: I'm guessing from the AI drop text that the last few lines are the actual bots that jump out of the transport helicopter? So can I add more then 3 bots at once or is it limited to 3?
 
 Also, how can I make it a Nod transport helicopter instead of a GDI one?
 
 | 
 
 -601 Create_Real_Object, 5, "GDI_Minigunner_Custom", 2, "SPAWNER"
 -601 Attach_Script, 5, "M01_Hunt_The_Player_JDG"
 -601 Attach_To_Bone, 5, 4, "TROOP_L"
 -601 Play_Animation, 5, "h_a_troopdrop",0
 -689 Attach_To_Bone, 5, -1, "TROOP_L"
 
 Yes, that part with the GDI_Minigunner_Custom is the actual bot. You could add more but this particular one has a certain time when the heli comes and then goes. The -601 to the left is the time they come out. That's why the ones after the first have a latter number. Then you see the 5 in the middle of each one? That means all of those script things below are attached to that bot.
 
 To make it a nod transport, just change this
 -200 Create_Object, 2, "v_GDI_trnspt", 0, 0, 0, 0,
 to this
 -200 Create_Object, 2, "v_NOD_trnspt", 0, 0, 0, 0,
 
 And leave the rest as the same.
 
 
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			| Re: Bot drop Tutorial [message #187525 is a reply to message #187524] | Sat, 28 January 2006 17:43   |  
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					|  bisen11 Messages: 797
 Registered: December 2004
 
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 | Colonel |  |  |  
	| | Buckery wrote on Sat, 28 January 2006 19:41 |  | Would this kind of thing work on Serverside?
 
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 I'd think so. But I'm not an expert of server side. I have however been in servers that drop tanks via chinooks when you get a crate.
 
 Edit: I also forgot to mention in my above post some problems you could have when doing it. I remember it messed me up when i used a _dev form of Level edit. _Dev considered .txt files as useless files and would delete them when i exported a map. So watch out for that.
 
 
   [Updated on: Sat, 28 January 2006 17:45] Report message to a moderator |  
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			| Re: Bot drop Tutorial [message #187551 is a reply to message #187494] | Sat, 28 January 2006 20:38   |  
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					| Napalmic Messages: 57
 Registered: May 2005
 Location: United States
 
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	| It works serverside regardless, same as hosting in Renegade. Clients don't need scripts or text files to see what happens. 
 
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			| Re: Bot drop Tutorial [message #187555 is a reply to message #187494] | Sat, 28 January 2006 21:33  |  
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				|  |  Kamuix Messages: 1247
 Registered: May 2005
 Location: Ontario, Canada
 
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 | General (1 Star) |  |  |  
	| Ok i figured it would. But it probably would'nt work for me until I am able to change the presets again. Because i loaded a diffrent version of scripts into my Fds folder, Objects.aow wont work anymore. 
 Can't wait for CP2.
 [Updated on: Sat, 28 January 2006 21:34] Report message to a moderator |  
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