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Pwn Call

#MPF Developer
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Everything posted by Pwn Call

  1. So this will be for a mini console that when poked will grant you some ammo. Parameters Cost - cost of ammo Team - GDI or NOd Price - Amount - amount of ammo to grant Buy sound - sound when bought ammo Denied sound - sound when you are denied purchase because of funds Preset - Maybe the preset of the ammo that the gun takes? I don't know if you would need this param or not.
  2. 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.
  3. 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.
  4. 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.
  5. If you create a waypath will it follow it? And can it be a waypath that loops?
  6. Open your eyes. More like DJ Eye Closed if you asked me...
  7. Yes exactly trunks. I haven't had much time to work on this since I 've been busy making maps. If anyone wants to help out be my guest.
  8. 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.
  9. 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!
  10. I will most likely do it with a beacon.
  11. 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.
  12. 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!
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. Can we request scripts in this section as well?
  18. Yea it can be tough to pin point it sometimes. What I like to do is start the generation right before I go to bed so it can just go all night and be done in the morning.
  19. Maybe just try it again, sometimes LE does weird things for no reasons it seems. It should be working fine though.
  20. Make sure you discard vis data and repartition the culling system again before you re genereate the sectors. It should have your loading bar update though and not show the program not responding thing. Try it again
  21. I know I'm going to add some of those spoiler things so you can show and hide them
  22. 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 *dsp_toilet_s # Toilet that appears to be full of crap, with no lid. -> <Artist Test> *book_dr # I believe this is the bookshelf door that is used in the map mansion. *c_tree # Basically just a dead tree *cht_fire # 2 log fire that burns and emits smoke *door_9 # I think this is a door like the ones on the buildings and I think it works ingame *hnd_frnt_door2 # front door from the hand of nod in single player? Should work, very large. *mct_nod # Nod master control terminal *pen_door # door from a pig pen from the single player, should work. *pwr_prsnl_lift # Elevator from the power plant from single player should work. *smokevol # HUGE preset, creates yellowish smoke in the corners of the preset. Could be used for a fog type thing on your map? *snowblowers # The snowblowers from single player, they are really high up on the preset, could be used though for visual effect. -> Decorations *cryo # Small empty glowing cryo chamber *swing_light # Light that glows yellow and swings when you shoot it *swing_light2 # Same as swing light 1 only glows red. -------------------------------------------------- -> Design -> Damageable Static Tiles --- ->Barrels Different barrels that blow up when shot I believe. Biohazard Fuel Toxic Wood ->Crates Different sized crates that get damaged as they are shot? Large Med Small ------------------------------------------------ -> 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 ------------------------------------------------ -> 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 -------------------------------------------- ->Doors ->base gates -> level 03 *l03basegate_a # Base Gate *l03basegate_b # Base Gate ->Doors -> level_02 *noradoor # Massive Gate ->Doors -> level_04 *shp_door00 # *shp_door02 # *shp_door03 # *shp_doorb00 # *shp_doorb01 # *shp_doorb02 # *shp_doorc02 # *shp_doorc03 # *shp_doorp01 # *shp_doorp03 # ->Doors -> level_06 *cht_door0 # *cht_door1 # *cht_door2 # *cht_door3 # *cht_jail # *cht_jail1 # ->Doors -> level_08 *BAR_DOOR # *big_door # *door # *door_a # *l08gate # *lab_door # *lab_spn_door08 # *moby_door # *plxy_door # *plxy_door08 # ->Doors -> level_09 *lab_spn_door09 # ->Doors -> level_10 *basegate10 # *laserfence # ->Doors -> level_11 *door-dmg # Damaged door ->Doors -> Multiplay *mgcap # *mncap # ->Doors -> power plant *pwr_glass_door # *pwr_rnd_door # ->Doors -> quonset hut *qht-door # ->Doors -> security doors --- ->door_0 *M06_Midtro_door_0 # --- *door_3 # --- ->dr_0 *dr_0c # --- *dr_1 # *dr_2 # *dr_3 # --- ->mpdr_0 *mpdr_0b # --- *mpdr_obl # *mpdr_0 # *mpdr_1 #
  23. 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 *dsp_toilet_s # Toilet that appears to be full of crap, with no lid. -> <Artist Test> *book_dr # I believe this is the bookshelf door that is used in the map mansion. *c_tree # Basically just a dead tree *cht_fire # 2 log fire that burns and emits smoke *door_9 # I think this is a door like the ones on the buildings and I think it works ingame *hnd_frnt_door2 # front door from the hand of nod in single player? Should work, very large. *mct_nod # Nod master control terminal *pen_door # door from a pig pen from the single player, should work. *pwr_prsnl_lift # Elevator from the power plant from single player should work. *smokevol # HUGE preset, creates yellowish smoke in the corners of the preset. Could be used for a fog type thing on your map? *snowblowers # The snowblowers from single player, they are really high up on the preset, could be used though for visual effect. -> Decorations *cryo # Small empty glowing cryo chamber *swing_light # Light that glows yellow and swings when you shoot it *swing_light2 # Same as swing light 1 only glows red. -------------------------------------------------- -> Design -> Damageable Static Tiles --- ->Barrels Different barrels that blow up when shot I believe. Biohazard Fuel Toxic Wood ->Crates Different sized crates that get damaged as they are shot? Large Med Small ------------------------------------------------ -> 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 ------------------------------------------------ -> 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 -------------------------------------------- ->Doors ->base gates -> level 03 *l03basegate_a # Base Gate *l03basegate_b # Base Gate ->Doors -> level_02 *noradoor # Massive Gate ->Doors -> level_04 *shp_door00 # *shp_door02 # *shp_door03 # *shp_doorb00 # *shp_doorb01 # *shp_doorb02 # *shp_doorc02 # *shp_doorc03 # *shp_doorp01 # *shp_doorp03 # ->Doors -> level_06 *cht_door0 # *cht_door1 # *cht_door2 # *cht_door3 # *cht_jail # *cht_jail1 # ->Doors -> level_08 *BAR_DOOR # *big_door # *door # *door_a # *l08gate # *lab_door # *lab_spn_door08 # *moby_door # *plxy_door # *plxy_door08 # ->Doors -> level_09 *lab_spn_door09 # ->Doors -> level_10 *basegate10 # *laserfence # ->Doors -> level_11 *door-dmg # Damaged door ->Doors -> Multiplay *mgcap # *mncap # ->Doors -> power plant *pwr_glass_door # *pwr_rnd_door # ->Doors -> quonset hut *qht-door # ->Doors -> security doors --- ->door_0 *M06_Midtro_door_0 # --- *door_3 # --- ->dr_0 *dr_0c # --- *dr_1 # *dr_2 # *dr_3 # --- ->mpdr_0 *mpdr_0b # --- *mpdr_obl # *mpdr_0 # *mpdr_1 #
  24. Everything mauler said is spot on as well. Most maps wll use the plane's for Vis sectors only use the detach method for maps with large changes in elevation or many steep hills. Also you can use a combination of both.
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