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Pwn Call

#MPF Developer
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Posts posted by Pwn Call

  1. Here would be maybe the parameters for it

     

    Team - GDI or nod

    Cost - cost to buy vehicle

    Preset - Vehicle to buy

    Custom - Custom to send out for cooling down other Vehicle PT's

    Buy sound - Sound played when purchased

    Denied sound - Sound played when denied purchase because of insufficient funds

    Cooldown Time - Time that must run out untill you can make another purchase

    Cooldown denied sound - Sound played when denied purchase because of being in the cooldown period still

     

    Possibly need this param too

     

    Location - location of where to spawn the vehcile that is purchased.  (if you can't make it come out of the WF or Strip like normal vehicles do)

     

    Then another script (there might already be one like this) that will on custom disable the other PT's for a certain time period.  So you can't buy other tanks for the same amount of cooldown period.  Also this one would have to play the same cooldown denied sound.

  2. Basically it will be a script for a mini console that when poked will repair a building for a price. 

     

    Parameters would be like

    Building - building ID

    Cost - Cost to repair

    Team - gdi or nod

    Repair Amount -  Amount of health to repair

    Buy sound - sound played when successfully bought

    Deny sound - Sound played when not enough credits

     

    Maybe also have a cooldown time parameter to allow a specific amount of time in between repairs, also if this is added add another sound for when you are denied purchase because of cooldown time.

  3. Zunnie this is basically the same as the cinematic vehicle purchase only it should come out of the normal WF or Air and send a custom.

     

     

     

     

     

     

     

     

    I know we had talked about this one on TS zunnie.  Just wanted to put it into writing in case you had any questions about it.

     

    So basically the script will be made so that you can poke a terminal and for a price buy a specific vehicle.  Also it will need to have a cooldown period where you can't buy a vehicle after recently purchasing one for a specified time.

     

    Then if it could have seperate sounds for when you either purchase, are denied purchase because of cool down, or are denied purchase because of not enough funds.

     

    The final part would either need to be in a seperate script with this one sending a custom as well so that other terminals for other tanks can also be given a cooldown period.

     

    This will allow it to be used like the normal tank purchase settings but allow you to use multiple pokable terminals.

     

    If you have any questions let me know or post here.

     

     

     

    Also I wasn't sure if there is any way to have this work with the warfactory so that it will follow the waypath out the door? and maybe also use the creation animation with the war factor as well as allow the vehicle purchase zone to kill things that are  in the zone?

     

    If not it is no big deal.  Let me know if there will be any issues with this script.  As always no rush.

  4. Another thought.

    Could you add a seperate sound if you are denied purchase because it is still in the cooldown phase?

    So three different sounds for when either you are allowed purchase, are denied purchase, or are denied purchase because the cooldown period hasnt expired yet.

    Let me know if this is doable.

  5. Yea I like the idea of being able to shoot it a far distance.

    The other option I thought of was using a script like the one for the nuke truck from a path beyond. Except the vehicle will be invincible and can't damage anything and you can't get out of it. Also I could make it look like a big target so the enemy can see where you are air striking.

    Great ideas though guys!

  6. I was thinking more of a purchase terminal (mini console) that when you kill the enemy sam sites (destroy objects) it allows for the purchase of a beacon.  I will make the beacon and airstrike itself later.  This would be a script to allow a purchase after certain objects were destroyed if that makes sense.

  7. So I was thinking of one that would allow you to buy a repair on a building, for example have an object like a mini console be pokable that when poked will repair a building for a price.  Maybe also allow for a custom price as well as a custom repair amount.  So I could change it from 50 credits for 1 health bar, or i could change it to 200 credits for 3 health bars.  

     

    Also Adding a sound for when you purchase it and a different sound for when you are denied purchase.

     

    Could you also add a setting for allowing a cooldown time?  So you could only purchase it every X amount of seconds or something?

     

    Thanks again zunnie!

  8. I was thinking of a pt zone for an air strike.  Basically  once you destroy all of the enemy sam sites a timer counts down and when it reaches zero you can purchase a beacon.

     

    Basically the same as the nuke or ion ones that you made but after you destroy certain objects it becomes available to buy.

    Also add in the sounds for it if possible.

  9. No rush on any of these Zunnie. Also let me know if there is already ones that do these things.

    Buy character poke sound

    Basically lets you buy a character on poke, also have option to play sound when bought character or a different sound when denied purchase.

  10. If you have the readme txt file you should post that as well. If not I have it and can post it later. I prefer the readme because it has them all listed and you can search it for keywords like buy or purchase to find a script you need.

  11. Also zunnie you should post up the readme for all of the current scripts, it kind of gives an explanation on how to use most of them.  I put it in the SVN somewhere if you wanna post it up.

  12. Level Edit Object Almanac
    By: Pwn Call


    Table of Contents
    ----------------------
    1 - Introduction
    2 - Legend
    3 - Tiles
    4 - Object
    ----------------------



    1 - Introduction
    ------------------------------------------------------------

    So this is pretty much a guide to all of the presets and objects that you can create that come with Level Edit as it is. I will have sections for each of the different sub trees in Level Edit. I will add descriptions with as much as I know about them.

    *All images of the presets will be in a spoiler tab that you have to click to open to prevent excess length of the post*

    Please let me know if there is more information that you know about a preset so I can add it!!

    This will be a work in progress!!!!

    -------------------------------------------------------------




    2 - Legend
    ------------------------------------------------------------

    Cyan Writing - Cyan writing indicates where you will be able to find the following presets.

     

    Orange Writing - Orange writing indicates if a preset is in another subtree under that category, usually differentiating between smaller categories or further subtrees than the main ones.

    -> - Arrow indicates which sub tree you have to open to get to the preset, and it will usually be in cyan or orange writing.

    * - Star sign indicates and actual object or preset and the actual name it will be listed as in the preset tree.

    # - Pound sign indicates description of the preset (destroyable, moving door, etc.)



    3 - Tiles
    -------------------------------------------------------------
    -> <Artist Test>
    -> _DSAPO

    *DSP_Raveshaw
    # Destroyable statue of Raveshaw ~2x size of player



    LevelEdit%202013-07-03%2013-03-53-97.jpg






    *dsp_toilet_s
    # Toilet that appears to be full of crap, with no lid.


    LevelEdit%202013-07-03%2013-04-20-78.jpg



    -> <Artist Test>

    *book_dr
    # I believe this is the bookshelf door that is used in the map mansion.


    LevelEdit%202013-07-03%2013-06-25-64.jpg



    *c_tree
    # Basically just a dead tree


    LevelEdit%202013-07-03%2013-07-01-76.jpg



    *cht_fire
    # 2 log fire that burns and emits smoke


    LevelEdit%202013-07-03%2013-07-37-17.jpg



    *door_9
    # I think this is a door like the ones on the buildings and I think it works ingame


    LevelEdit%202013-07-03%2013-08-08-77.jpg



    *hnd_frnt_door2
    # front door from the hand of nod in single player? Should work, very large.


    LevelEdit%202013-07-03%2013-09-00-50.jpg



    *mct_nod
    # Nod master control terminal


    LevelEdit%202013-07-03%2013-09-44-94.jpg



    *pen_door
    # door from a pig pen from the single player, should work.


    LevelEdit%202013-07-03%2013-09-55-40.jpg



    *pwr_prsnl_lift
    # Elevator from the power plant from single player should work.


    LevelEdit%202013-07-03%2013-10-33-18.jpg



    *smokevol
    # HUGE preset, creates yellowish smoke in the corners of the preset. Could be used for a fog type thing on your map?


    LevelEdit%202013-07-03%2013-12-31-43.jpg



    *snowblowers
    # The snowblowers from single player, they are really high up on the preset, could be used though for visual effect.


    LevelEdit%202013-07-03%2013-13-28-43.jpg



    -> Decorations

    *cryo
    # Small empty glowing cryo chamber


    LevelEdit%202013-07-03%2013-35-50-61.jpg



    *swing_light
    # Light that glows yellow and swings when you shoot it


    LevelEdit%202013-07-03%2013-36-12-51.jpg



    *swing_light2
    # Same as swing light 1 only glows red.


    LevelEdit%202013-07-03%2013-36-27-53.jpg



    --------------------------------------------------
    -> Design
    -> Damageable Static Tiles

     

     

    ---
    ->Barrels

    Different barrels that blow up when shot I believe.

    Biohazard
    Fuel
    Toxic
    Wood


    LevelEdit%202013-07-03%2023-30-45-66.jpg
    LevelEdit%202013-07-03%2023-31-06-93.jpg
    LevelEdit%202013-07-03%2023-31-21-00.jpg



    ->Crates

    Different sized crates that get damaged as they are shot?

    Large
    Med
    Small


    LevelEdit%202013-07-03%2023-31-37-92.jpg
    LevelEdit%202013-07-03%2023-31-44-40.jpg
    LevelEdit%202013-07-03%2023-31-54-77.jpg


    ------------------------------------------------
    -> Design
    -> Pathfind_Tiles

    ->M11_SiloElev01 (Open all the subtrees to get to the final one which is M11_SiloElev_04)

    *M11_SiloElev04
    # Elevator from a silo most likely from single player


    LevelEdit%202013-07-03%2023-32-34-20.jpg


    ------------------------------------------------
    -> Design
    -> Vehicles_Destroyed

    These are all pretty self explanatory, a destroyed version of the vehicle.

    GDI_HummVee
    GDI_MediumTank
    GDI_Orca
    GDI_Transport_Helicopter
    Nod_Apache
    Nod_Buggy
    Nod_Harvester
    Nod_Light_Tank
    Nod_Transport_Helicopter
    Nod_Truck


    LevelEdit%202013-07-04%2002-07-20-56.jpg
    LevelEdit%202013-07-04%2002-07-27-41.jpg
    LevelEdit%202013-07-04%2002-07-34-71.jpg
    LevelEdit%202013-07-04%2002-07-45-51.jpg
    LevelEdit%202013-07-04%2002-07-51-43.jpg
    LevelEdit%202013-07-04%2002-08-01-04.jpg
    LevelEdit%202013-07-04%2002-08-05-67.jpg
    LevelEdit%202013-07-04%2002-08-10-05.jpg
    LevelEdit%202013-07-04%2002-08-21-56.jpg
    LevelEdit%202013-07-04%2002-08-28-70.jpg

    --------------------------------------------

    ->Doors

       ->base gates

             -> level 03

     

    *l03basegate_a

    # Base Gate

    LevelEdit%202013-07-07%2020-32-17-65.jpg

     

    *l03basegate_b

    # Base Gate

    LevelEdit%202013-07-07%2020-32-24-88.jpg

     

    ->Doors

         -> level_02

     

    *noradoor

    # Massive Gate

    LevelEdit%202013-07-07%2020-33-26-85.jpg

     

    ->Doors

         -> level_04

     

    *shp_door00

    #

    LevelEdit%202013-07-07%2020-35-10-08.jpg

     

    *shp_door02

    #

    LevelEdit%202013-07-07%2020-35-34-20.jpg

     

    *shp_door03

    #

    LevelEdit%202013-07-07%2020-35-48-55.jpg

     

    *shp_doorb00

    #

    LevelEdit%202013-07-07%2020-35-59-80.jpg

     

    *shp_doorb01

    #

    LevelEdit%202013-07-07%2020-36-11-42.jpg

     

    *shp_doorb02

    #

    LevelEdit%202013-07-07%2020-36-30-69.jpg

     

    *shp_doorc02

    #

    LevelEdit%202013-07-07%2020-37-04-12.jpg

     

    *shp_doorc03

    #

    LevelEdit%202013-07-07%2020-37-25-82.jpg

     

    *shp_doorp01

    #

    LevelEdit%202013-07-07%2020-37-35-62.jpg

     

    *shp_doorp03

    #

    LevelEdit%202013-07-07%2020-37-42-22.jpg

     

    ->Doors

         -> level_06

     

     

    *cht_door0

    #

    LevelEdit%202013-07-07%2020-38-00-87.jpg

     

    *cht_door1

    #

    LevelEdit%202013-07-07%2020-38-13-72.jpg

     

    *cht_door2

    #

    LevelEdit%202013-07-07%2020-38-23-26.jpg

     

    *cht_door3

    #

    LevelEdit%202013-07-07%2020-38-34-99.jpg

     

    *cht_jail

    #

    LevelEdit%202013-07-07%2020-38-42-56.jpg

     

    *cht_jail1

    #

    LevelEdit%202013-07-07%2020-38-48-60.jpg

     

    ->Doors

         -> level_08

     

     

    *BAR_DOOR

    #

    LevelEdit%202013-07-07%2020-39-17-79.jpg

     

    *big_door

    #

    LevelEdit%202013-07-07%2020-39-31-12.jpg

     

    *door

    #

    LevelEdit%202013-07-07%2020-39-36-03.jpg

     

    *door_a

    #

    LevelEdit%202013-07-07%2020-39-51-94.jpg

     

    *l08gate

    #

    LevelEdit%202013-07-07%2020-39-40-60.jpg

     

    *lab_door

    #

    LevelEdit%202013-07-07%2020-40-03-54.jpg

     

    *lab_spn_door08

    #

    LevelEdit%202013-07-07%2020-39-58-84.jpg

     

    *moby_door

    #

    LevelEdit%202013-07-07%2020-40-08-34.jpg

     

    *plxy_door

    #

    LevelEdit%202013-07-07%2020-40-13-47.jpg

     

    *plxy_door08

    #

    LevelEdit%202013-07-07%2020-40-49-78.jpg

     

    ->Doors

         -> level_09

     

     

    *lab_spn_door09

    #

    LevelEdit%202013-07-07%2020-40-49-78.jpg

     

    ->Doors

         -> level_10

     

    *basegate10

    #

    LevelEdit%202013-07-07%2020-40-55-93.jpg

     

    *laserfence

    #

    LevelEdit%202013-07-07%2020-42-35-61.jpg

     

    ->Doors

         -> level_11

     

    *door-dmg

    # Damaged door

    LevelEdit%202013-07-07%2020-45-02-18.jpg

     

    ->Doors

         -> Multiplay

     

    *mgcap

    #

    LevelEdit%202013-07-07%2020-45-34-34.jpg

     

    *mncap

    #

    LevelEdit%202013-07-07%2020-45-41-58.jpg

     

    ->Doors

         -> power plant

     

    *pwr_glass_door

    #

    LevelEdit%202013-07-07%2020-45-58-69.jpg

     

    *pwr_rnd_door

    #

    LevelEdit%202013-07-07%2020-46-11-10.jpg

     

    ->Doors

         -> quonset hut

     

    *qht-door

    #

    LevelEdit%202013-07-07%2020-46-23-17.jpg

     

    ->Doors

         -> security doors

             

     

    ---

    ->door_0

     

    *M06_Midtro_door_0

    #

    LevelEdit%202013-07-07%2020-46-56-59.jpg

    ---

     

    *door_3

    #

    LevelEdit%202013-07-07%2020-47-24-41.jpg

     

    ---

    ->dr_0

     

    *dr_0c

    #

    LevelEdit%202013-07-07%2020-47-33-33.jpg

    ---

     

    *dr_1

    #

    LevelEdit%202013-07-07%2020-47-45-05.jpg

     

    *dr_2

    #

    LevelEdit%202013-07-07%2020-47-57-35.jpg

     

    *dr_3

    #

    LevelEdit%202013-07-07%2020-48-06-97.jpg

     

    ---

    ->mpdr_0

     

    *mpdr_0b

    #

    LevelEdit%202013-07-07%2020-48-15-09.jpg

    ---

     

    *mpdr_obl

    #

    LevelEdit%202013-07-07%2020-48-20-61.jpg

     

    *mpdr_0

    #

    LevelEdit%202013-07-07%2020-48-25-61.jpg

     

    *mpdr_1

    #

    LevelEdit%202013-07-07%2020-48-45-51.jpg

  13. Also Imperial since your map has those really nice squares I would separate them by a block of about 9 of those squares.  That will make it easier, you could probably do that with the polygon select and it would be easier.

  14. So if that picture is the ground for your map clone it and move it down on the Z axis 1 meter.  Then you have to select a few vertices that are about 25x25 and detach them as a seperate mesh.  So you need to turn that whole thing into a bunch of smaller planes that will make up your VIS sectors.  Also note that your sectors will have to extend past the edges of the terrain, especially where the cliffs go out away from the terrain so that the camera can still be above a sector!

     

    And then for the tunnels do the same thing with the ground of the tunnels.

     

    Also don't forget you have to make them for the tops and ramps of your walls too!

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