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You will want to download http://multiplayerforums.com/index.php?/files/file/624-maulers-renegade-sidebar/ for this tutorial. Now that scripts 4.1 allows you to use the sidebar stand-alone in a Renegade map, its time to write a tutorial for how its done. The first thing you need to create are textures for the sidebar. [iNCLUDED IN THE DOWNLOAD LINK] You need to create a top half texture, bottom half texture and up and down arrow textures. They can be the same for both teams or different for each team. Then, you need to create an ini file. If your map is named C&C_MyMap, the ini file should be named C&C_MyMap_tt.ini In this file put something like this [General]AlternateSelectEnabled=falseNewUnpurchaseableLogic=falseVehicleBuildingDisable=falseGDIUpArrowTexture=up.tgaGDIDownArrowTexture=down.tgaGDIBackgroundTexture1=gdisidebar_mau.tgaNODUpArrowTexture=up.tgaNODDownArrowTexture=down.tgaNODBackgroundTexture1=nodsidebar_mau.tgaSidebar=true Obviously the names of the textures should match the names you gave them when you created them. You can also optionally add SidebarSoundsEnabled=trueSidebarRefillSound=xyzSidebarInfantrySound=xyzSidebarVehicleSound=xyzif you want sounds to play when sidebar items are purchased.The sounds need to be 2D sound presets created in LE. (obviously replace xyz with the name of the sound to use). The sounds are played whenever something is purchased (i.e. double click etc) Note that the sidebar does not display any text on top of the icons except for the cost so you will need to either rely just on the pictures or you will need to add text to your icons. Also note that all players using your map will require scripts 4.1 (as will the server) in order for this to work. Also, the sidebar does not allow you to purchase beacons (unlike the PTs) so if you want beacons to be purchasable, you will have to add separate terminals to let you do that (there are plenty of scripts to make that happen) ok, time for part 2 of the tutorial (which is necessary if you want objects to disappear when the building that normally builds them goes away) First, in the C&C_MyMap_tt.ini file (or whatever), put this line at the end after the others NewTechLevel=trueThen in leveledit, go to Global Settings then Purchase Settings. For each of Character Classes (GDI), Character Classes (Nod), Character Classes (Secret GDI), Character Classes (Secret Nod), Vehicles (GDI), Vehicles (Nod), Vehicles (Secret GDI) and Vehicles (Secret Nod), create a temp preset copy (or if you already have one, edit it). What you need to change is the Factory Building Type for each entry. For soldiers, set it to Soldier Factory. For vehicles, set it to Vehicle Factory. If you are using my helipad tutorial (to be posted shortly) set helicopters/air units to Helipad.If there are units you dont want on the sidebar (e.g. the secret hidden extra vehicles), set their object to none. The usual enable/disable for extras (EXTRAS console command etc) will not work with the sidebar. That should be all you need to do, no extra scripts are required, the engine logic behind NewTechLevel=true will do all the work of making the items vanish from the sidebar when the relavent building is destroyed.
In scripts 4.1, it is possible to have a building in your map that works as a helipad. It will be totally separate from the weapons factory/airstrip in that you will be able to buy helicopters even if the war factory/airstrip is down and you will be able to buy ground vehicles if the helipad is down. You can even have someone buying a helicopter and someone else buying a ground vehicle at the same time. Firstly, in order to use this functionality you need to be using the sidebar in your map. Follow this tutorial http://multiplayerforums.com/index.php?/topic/2980-renegade-sidebar-tutorial/ to set up the sidebar (make sure to read part 2 and follow that) You also require scripts 4.1 so make sure you have it installed and working in leveledit You also need the attached helipad_cinematic.txt [BELOW] file in your map mix file (it relies on the XG_HD_HTraj.w3d file from the stock renegade always.dat file) Also, open the C&C_blah_tt.ini file you made in the sidebar tutorial and add the following: [General]VehicleFactoryVehicleLimit=xAirFactoryVehicleLimit=yx being the number of ground vehicles players are allowed to build and y being the number of air vehicles players are allowed to build (and yes the numbers are separate)To set up the helipads, firstly you need to put a building on your map to act as the helipad. Create it like any other building (give it MCTs, PTs, damage aggregates and whatever else you want for it) Then open leveledit and open your map. Create a new preset underneath "simple". This will be the helipad fly-in cinematic object. Untick the "DefaultHibernationEnable" checkbox. Tick the "NotTargetable" checkbox. Tick the "IsEditorObject" checkbox. Tick the "IsHiddenObject" checkbox. Leave all the other settings at the default. Attach the script Test_Cinematic to this object and give it the parameter helipad_cinematic.txt Next, you need to create a landing position object. This will determine where the helicopters will fly in at. You will need one for GDI and one for Nod. (the fly-in cinematic object is used for both teams). Make this one a copy of the Dave's Arrow preset with no changes to the settings. Next, go to buildings and then air factory. Create an instance of this (one for each team). If you dont see air factory in the list it means you dont have 4.1 installed properly. Set this preset up as for any other building with all the usual settings and scripts. Make sure to set the building type to "helipad" Set LandingPosDistance to 1000Set CinematicTimer to 14.0Set CinematicSlotIndex to 4Set Landing Position Object to the landing position object preset created earlier.Set fly-in Cinematic Object to the fly-in cinematic object preset created earlier.No special scripts are required for this building.Once you have done this, place the helipad building controllers as per normal for buildings. Then place several (2 or 3 works good) of the landing position objects (for the right team) around the helipad at ground level. (these will determine where the helicopters land at). No you cant have more than one helipad per team, the logic doesn't support it. Now you need to set up the war factory/airstrip to not build helicopters anymore and to have them be built at the helipad. Create temp presets of the war factory and airstrip (or if you are already using temp presets, open them). The only change you need to make is to tick the BuildGroundOnly checkbox. Also, when using this you need to tick the allow flying vehicles checkbox under edit-level settings in LE, generate flight data (as part of pathfinding) and have a proper flight roof (i.e. all the things you normally need for a flying map). Helipad_Cinematic.txt contents -1 Create_Object, 3, "XG_HD_HTraj", 0, 0, 0, 0-1 Play_Animation, 3, "XG_HD_HTraj.XG_HD_HTraj", 0-1 Attach_to_Bone, 4, 3, "BN_Trajectory"-437 Destroy_Object, 3
To create a working construction yard, place an appropriate building on your terrain. Then create a building controller of type construction yard. The following settings are specific to construction yard objects: RepairRate (the rate to use when repairing buildings, in seconds)VehicleRepairRate (the rate to use when repairing buildings set up as vehicles, in seconds)RepairAmount (the amount to repair)LowPowerRepairAmount (the amount to repair when the power is down)RepairWarhead (the warhead to use to do the repairs)The way it works is that every RepairRate seconds, it will apply repair damage to all buildings of the correct team that are still alive, using RepairAmount or LowPowerRepairAmount and RepairWarhead. For vehicles it uses VehicleRepairRate and it will repair any vehicles of the correct team that have their Encyclopedia Type set to Building in leveledit. (it made sense as a convenient way to tell the construction yard logic what to repair and what not to repair) Note that the construction yard object will not repair itself.