Player controlled Harvesters. [message #202473] |
Sun, 04 June 2006 16:45 |
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Spetz5
Messages: 109 Registered: October 2005 Location: Ontario, Canada.
Karma: 0
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Recruit |
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Hello, I am wondering how to create player controlled Tiberium harvesters, as I have seen on some maps, such as C&C_Mutationredux that you can use tiberium harvesters.
Is there some sort of required script for this?
Please help, as I would like to add player controlled harvesters to some of my maps.
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Re: Player controlled Harvesters. [message #202521 is a reply to message #202499] |
Mon, 05 June 2006 02:21 |
nopol10
Messages: 1043 Registered: February 2005 Location: Singapore
Karma: 0
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General (1 Star) |
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Using the Mobile_Artillery thing is not particularly good. I've tested it on your (Kamuix) server and it just acts up weird. Furthermore, people will be able to steal the enemies' harvester and hide it somewhere in a base, so now the enemy doesn't get a credit flow. You could use different presets for the purchaseable ones and the AI one.
By the way Kamuix, could you remove the weapon from the Artillery/Harvester in your server? I remember someone using it to destroy an obelisk early in the game with just a few shots. (Maybe it wasn't the Harvester but who knows)
nopol10=Nopol=nopol(GSA)
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Re: Player controlled Harvesters. [message #202593 is a reply to message #202531] |
Mon, 05 June 2006 14:59 |
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WOW, thanks for posting that Harvestors are player controlled on some maps! Im definatly getting that map.
I think that it would be pretty cool if each individual player can buy his or her own harvesters, automated, or player controlled for extra money. I am eventually going to make a MOD.
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[Updated on: Mon, 05 June 2006 15:00] Report message to a moderator
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