Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Welcome, Guest!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

Sign in to follow this  
zunnie

2 - intermediate Setup Weapons Factory, Refinery and Tiberium Field

Recommended Posts

Hi!

This is the testmap i wipped up with a tiberuim field and a Weapons Factory + Refinery.

We will setup the WF first, then the Refinery and their waypaths and finally the Tiberium Field itself.

I did not include the airstrip here as the procedure is the same for that one, except that the Carmaker thing should face along the path of the airplane that drops the vehicles.

Image1.png

First we create the Building Controller for the Weapons Factory, you can find it under 1)Buildings, then 2)WarFactory and select 3)mp_GDI_War_Factory

now click on the 4)make button at the bottom right. Select the blue icon controller and position it like on the image below:

Image2.png

First press Ctrl+Shift+T to hide the doors from the Weapons Factory which allows us to do the next step:

Select the Blue House building controller again and press Ctrl+P, a red Car will appear on the map with a blue line connecting it to the controller.

Position this red Car inside the Weapons Factory construction bay around the center of it like on my image below:

Image3.png

Next we need a vehicle construction zone around the Car completely encompassing the construction bay.

Goto: 1)Object, 2)Script Zone, 3)CnC and select 4)Vehicle_Construction and 5)make it on your map.

An orange box appears, position it inside the construction bay and drag it around the whole floor, make sure the Car is completely covered inside it.

To make the zone larger upwards hold your shift key and drag one of the black boxes on the edges up or down. Good luck:

Image4.png

Now we need to cover up the space or gaps in the WF vehicle dropoff bay in front of the WF door.

This is required otherwise the AI does not drive out of the WF and your vehicles will stick in the WF construction zone which is bad.

So in the editor goto: 1)Editor Objects, 2)Editor Only Objects and select 3)Large_Pathfind_Blocker and 4)Make it on your map.

A green box with 'large dsapo' written on it appears, on the Z axis move it down under the ground until all you can see is the top of the box.

To make a quick copy of the box left click on the box and hold your mouse button, then simultaniously rightclick once: it creates another box, yay.

Position lots of them covering the gaps in the WF delivery pad as on the image below:

Image5.png

Ok so now the waypaths.

First click the toolbar red cone icon (position at cursor it is called) on the screenshot at number 1 position.

Now goto the presetlist and goto 2)Waypath and select 3)Vehicle Only Waypath as shown on the screenshot below:

Image6.png

Now click MAKE to make your first waypoint on the map. Position it at the left side in front of the Car INSIDE the construction zone and left click to place it.

Then you can position the second waypoint, put it in the center area of the pad and leftclick to place it, then the last point you position just off of the pad, left click to place it, then press the escape key to exit waypath mode.

You should end up with something like this:

Image7.png

Now left-double-click on one of the way POINTS, not the WayPATH, and in the box that appears goto the Waypath tab and make sure the options 'Two Way', 'Ground Vehicle' and 'Innate Pathfind' are checked like on the screenshot below:

Image8.png

Repeat the above until you have 3 waypaths coming out of the WF construction zone, like seen on screenshot below:

Image9.png

Now we need to place a pathfind generator here. Goto 1)Editor Objects, 2)Pathind Generator and click on 3)Human and 4)Make it on your map.

Position it near the waypaths as seen on the screenie below:

Image10.png

Now goto the Refinery on your map and make the building controller there (Buildings->Refinery->mp_GDI_Refinery)

Select it and press Ctrl+P to create the red Car for this building too. Position it like on the screenshot below:

Image11.png

Now create a Vehicle Only Waypath from the Car to the center of the Tiberium Field. Left click to place a point, place as many points as you want.

To finalize the waypath you press escape. PS: You can move around in the editor using the numpad numbers on your keyboard while in waypath mode.

Double leftclick on a wayPOINT and set the options as seen on the screenshot below:

Image12.png

Do the same with the MIDDLE waypath from the WF to the Tibfield like on the screenshot below:

Image13.png

Now we need to place the tiberium field zone for the ai harvesters.

Goto 1)Object then 2)Script Zone then 3)CnC then 4)Tiberium_Field then select 5)Tiberium_Field_GDI (or _Nod if you are working on the Nod tibfield) and 6)Make it.

Position it over the tiberium field and make sure that the last waypoints of the waypaths from wf and ref are inside it.

Image14.png

Make sure you save your map AS, then goto Pathfinding->Generate Sectors

Now save your map again when thats done, make a mix file and host a 1p LAN game to test it, it should create the harvester and drive to tiberium then dump at the refinery.

Greetz zunnie

Share this post


Link to post
Share on other sites

Thanks for this and everything else, zunnie.

Share this post


Link to post
Share on other sites

Thank you.  WIll def help me out with my first map.  lol.  (which is coming along slowly and bad at the same time, lol)

Share this post


Link to post
Share on other sites

Very good tutorial Z. My only question is all those green squares you had to place, is that normal because I've never had to that on my maps.

Share this post


Link to post
Share on other sites

Looks good!

 

I agree with trunks I have never had to put those blockers there and haven't had any issues either.

Share this post


Link to post
Share on other sites

I have a small question about the Tiberium fields. If you want the area where Tiberium is to damage you, you choose that option in the "Material Editor" within RenX right? I am not using a plane as my field anymore, but only the tiberium pods in place of a textured plane. Since I do not have that plane anymore, will I be able to make the tiberium pods damage you?

 

Share this post


Link to post
Share on other sites
Guest Mauler

I have a small question about the Tiberium fields. If you want the area where Tiberium is to damage you, you choose that option in the "Material Editor" within RenX right?

 

Yes.

 

Since I do not have that plane anymore, will I be able to make the tiberium pods damage you?

No.. The damage is only applied if you are stepping on the material... so you'd have to figure out a way to make a small plane surrounding (textured as ground and not tiberium) the pod to give the "effect" of damaging the character..

Share this post


Link to post
Share on other sites

What's the proper way(or best way) to setup the strip? I am facing the same two problems EACH time I try and fix it. Once the cargo plane drops them off, they either do not move, or they follow their way point, but they do not continue onto the way point I setup to the tiberium field.
 

  • My building controller is placed on lower of two roofs of the Air Tower
  • My car marker is set facing the way that makes the plane fly in from the low end of the the strip, to the high end
  • The construction zone is set EXACTLY like the WF (height)
  • Out of the three way points, I only gave one of them "Two Way, Ground Vehicle and Innate Pathfind"
  • The 4th waypoint to the tiberium field is set as well (That also has "Two Way, Ground Vehicle and Innate Pathfind")

I've tried playing with all the settings and either of the same two bugs happen. In my previous version, the Harvester worked, but human purchases would result in vehicles just landing, and not following their way path. I've done this successfully before, so I'm so it's something stupid again.

 

PS: I've tried making all three way points with Two Way, Ground Vehicle and Innate Pathfind, instead of just one. It fixed it! However, now the GDI Harvesters just build, don't move, and pile up until they start blowing themselves up.

Share this post


Link to post
Share on other sites
Guest Mauler

Be sure to always have a human pathfind generator on the map... and have generated sectors for pathfinding..

Share this post


Link to post
Share on other sites

Do this last, once you completed setting up the waypaths

1) In the menu goto Pathfind->Discard Data

2) In the menu goto Pathfind->Generate Sectors

This will take a while depending on the size of your map.

Protip: Monitor your LevelEdit.exe process in taskmanager, when it reaches 1.250MB RAM usage go back to the editor and CANCEL your pathfinding else there is a big risk the editor will crash.

Protip2: BEFORE you start pathfinding: SAVE your level :)

Share this post


Link to post
Share on other sites

Another thing i recently discovered, unsure if an 4.1 issue or stock issue, is that when you make the Tiberium Field zones too large (ie the Tiberium_Field_GDI and Tiberium_Field_Nod) the harvesters will break.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By zunnie
      The  Helipad models and textures are in zip: CapturableHelipads.zip
       
      Temp Object->Simple->Simple_DSAPO_Versions->Simple_MiniConsole and name it Capturable_GDI_Helipad

       
       
      On the Physics Model tab browse for the model by clicking the folder icon and choose Open

       
       
      On the Settings tab set Health to 2 and HealthMax to 500,
      Skin and ShieldType both to CNCMCTSkin with a DamagePoints of 0.750 and DeathPoints 0.000
      Click the Letter icon to choose the Helipad name from the category Enc and set Encyclopedia Type to Building

       
       
      Still on the Settings tab set PlayerType to Unteamed and Radar Blip Type to Stationary

       
       
       
      Now MAKE your Helipad on the map

       
       
      Goto the Scripts tab for the properties of the Helipad and select Type: z_Capturable_Helipad and set the Name Parameter of Owner to -2

       
       
      Now note the ID of the Helipad in a textfile for later use:

       
       
      Now TEMP the Simple_MiniConsole and name it Capturable_GDI_Helipad_Terminal

       
       
      On the Settings tab for the Terminal set the Skin and Shield Type to Blamo and Damage and Deathpoints to 0.000
      We want this Terminal to grant a Orca so we click the Letter icon and choose the Orca name from Enc category:

       
       
       
      Make note of the GDI Orca exact multiplayer presetname, in our case this would be the original preset aka CnC_GDI_Orca (case sensitive):

       
       
      Next we MAKE and position a Daves Arrow on TOP of the Helipad and move it UP on the Z-axis until it floats like 3 orca's high in the air above the Helipad like so:

       
       
      Note the ID of this Arrow (PS: Do NOT delete the arrow, you must leave it on the map)

       
       
      Go back to the Helipad Terminal on the map and goto its properties and the Scripts Tab, add the following script to it "z_Capturable_Helipad_Terminal"
      with the settings as displayed below.
      HelipadID would be the ID of the Helipad on the map we created first, in this example ID number 100000
      Preset would be the vehicle to create at the location of the Daves Arrow we placed so CnC_GDI_Orca and 100003
      An Orca costs $900 in Renegade so we enter that as the Cost for it.

       
      Endresult should look like this for the Helipad Terminal:

       
       
       
      You're done:

       
    • By zunnie
      The Repair Pad models and its textures you are gonna need are in the zip: CapturableRepairpads.zip
       
      Temp it under Object->Simple->Simple_DSAPO_Versions->Simple_MiniConsole and name it "Capturable_GDI_Repairpad":

       
       
      On the Physics tab browse for the model by clicking the folder icon and open it:

       
      Give it 2 Health, 300 MaxHealth (Shield & ShieldMax should be 0.000)
      Give it CNCMCTSkin as Skin and Shield Type (even if its set to 0.000)
      Click the letter icon for TranslatedNameID and go into the Enc category and find the RepairFacility one as shown below
      Make the Encyclopedia Type a Building

       
       
      Still on the Settings tab set PlayerType to Unteamed and Radar Blip Type to Stationary

       
       
      Now you can "MAKE" it on your map:

       
       
      Next goto Object->Script Zone->Script_Zone_All and MAKE it, position it on top of the repairpad as seen on the image below.
      To make it higher in length hold down SHIFT and then move your mouse up/down by selecting the black little boxes of the zone.

       
      Now get to the properties of the Repairpad and note its ID, in this example 100000
      Get to the zone properties too and get its ID, in this case 100001

       
       
      Goto the properties of the Repair Pad and its Scripts Tab, there you add the script z_Capturable_Repairpad with the Name parameter of Owner set to -2 (unteamed)
      Set the Name parameter RepairZoneID to the ID of the Zone you noted in the step earlier, which in this example is 100001

       
       
      Endresult should look like this for the repair pad:

       
       
      Now edit the Script_Zone_All that you placed on top of your Repairpad by going to its properties and on the scripts tab add the script "z_Capturable_Repairzone" and set the Name parameter for RepairPadID to the ID you noted earlier for the Repairpad, in this example it is 100000

       
       
      Endresult for the zone should look simular to this:

       
       
      Now save your level and you will have a capturable repair pad on your map!
      Repeat the above process for Nod but then with the Nod model of course.

    • By zunnie
      Required Files: CapturableTiberiumSilos.zip
       
      TEMP a preset into Object->Vehicle->Mounted and call it for example "Capturable_GDI_Silo":

       
      Goto the Physics Model tab and for ModelName click the folder button and browse for the gtsilo.W3D file, click Open:

       
      Goto the Settings tab and set Health to 2 and Healthmax to 300 (yes: ShieldStrength and Max should be 0.000)
      Set Skin to CNCMCTSkin and Shield Type to CNCMCTSkin
      Set DamagePoints to 0.500 and Deathpoints to 0.000
      Set the TranslatedNameID to IDC_Enc_Struct_GDI_TiberiumSilo_Name (found in the strings editor under the Enc category)

       
      Still on the Settings tab set PlayerType to Unteamed
      Radar Blip Type should be Stationary

       
      Goto the Scripts tab and click Add... for Type browse for the z_Capturable_TibSilo
      For Name parameter Owner we set the Value to -2 (which means unteamed).

       
      Now select your temped preset called Capturable_GDI_Silo and click on "Make" button.
      It will appear on your map. Save your level and make your mix file.
      Now people can play your map and capture the silo.


      Repeat the above process for the Nod Tiberium Silo but set Team to Nod, that's all.
      Greetz zunnie
    • By zunnie
      The Environment Setup Tutorial
      This tutorial will attempt to learn you how to setup your entire working environment for creating maps in gMax and the free provided Renegade Public Tools v2.
      It includes all the tools you need and they should be installed in this particular order:
       
      1- The gMax Installation Files and Registration ByPass. (NOTE: Windows 8+ and 10 are NOT supported, you'll need Windows 7 or XP Pro to use gMax without glitches, there is NO fix for this.) 2- The official Renegade Public Tools version 2 from Westwood Studios. (Works fine with 8+ and 10) 3- The unofficial LevelEditor from Tiberian Technologies for support with 4.6 Scripts Update. (Works fine with 8+ and 10) 4- Some (semi) Critical Assets required for making a map for Renegade in gMax/RenX. 5- The XCC mixer i personally have been using since i don't know when, it's the best eventhough it's not the latest.  
      Environment Guide Package
      Download the file i prepared as zip from the MPF download area:
       
      Once it is downloaded, make sure you unblock the file by going to the zip properties and clicking "Unblock" BEFORE you extract it.

       
      In this tutorial i will install EVERYTHING to do with mapping for Renegade in my folder on the D drive in "Renegade-Mapping".


      Go ahead and extract the zip somewhere, open it in a new window:
      And then copy the contents somewhere:

       
      Go into the #Installs folder that you extracted inside the Renegade-Mapping folder


      Step 1 - Install gMax and apply the registry fix
      We need to install gMax first, you MUST install it first or it won't work properly later.
      Open the gmax12+bypass.zip and copy files into your #Installs folder and then run gmax12.exe to install it.
      In this guide i am installing directly into the Renegade-Mapping folder so the endresult will be something like the following:

      Now, because the author of gMax doesn't send out emails anymore to register gMax for free, there is included a Autodesk.reg file, right click on that and choose Merge and when promted do Yes to merge it.


      When installation is done and you merged the registry thing, then run gMax for the first time.
      You will be prompted to select a rendering device, here you choose "Direct 3D" and continue.
      Once it has fully loaded you must exit gMax again.
       
       
      Step 2 - Install the official Renegade Public Tools v2
      Extract the file Renegade_Tools_Installer_2.zip and run the executable, install it into your Renegade-Mapping folder, endresult should look simular to this:

       
      Go into the folder LevelEdit and you will see these files:

       
      Now delete (yes delete permanently) the LevelEdit.exe that is currently there, the original from Westwood.
      Extract the file LevelEdit46.zip and copy the resulting LevelEdit46.exe to your LevelEdit folder like so:

       
      Goto your Renegade GAME folder, which you updated to the latest TT Script Update (available on http://www.tiberiantechnologies.org )
      Copy the following files to your LevelEdit folder and overwrite any existing ones there:
      "MemoryManager.dll" "Mss32.dll" "Shared.dll" "ttle.dll" You should end up with a LevelEdit folder looking like this:

       
      Now make a complete copy of your Renegade game folder (which is updated to 4.6 of course) and name it "RenegadeEditorGame", just copy and paste it somewhere like:

       
      Now open the Registry Editor through your startmenu "search" option type: regedit and open it.

       
      Expand the folders (or keys as they are called) until you are inside the Renegade folder/key.
      "HKEY_LOCAL_MACHINE -> SOFTWARE -> Wow6432Node -> Westwood -> Renegade"

       
      You see the InstallPath option there? Double click on it and change its value to where your game2.exe is located in the RenegadeEditorGame you copied earlier, in my example here it would be:
      D:\Games\Westwood\RenegadeEditorGame\game2.exe


      Now close the Registry Editor program, we don't need it no more now, you don't need to save anything, it does so automatically.
       
      Run the Editor
      Ok, so we can finally run the editor now, go into the LevelEdit folder and run LevelEdit46.exe
      There click the "New..." button and call it for example "MyWork".


      Double click the MyWork in the window and it shall bring up the editor in action:

       
      You'll notice the editor created a folder called "MyWork":


      Which contains a few key folders the editor uses:

       
      Create a map project folder inside the levels folder like so:


      Inside this folder you will save your Editor's "C&C_My_Map.lvl" file and stuff related to your map such as W3D models/terrain and maybe textures, cinematic text files and/or audio.
      ALWAYS choose to "Save Current Level As..." inside the editor ALWAYS WHENEVER you want to save your progress, do NOT EVER use "Save Current Level" (trust me), period, or it will not update some files (lsd/ldd/ddb) for your map and it wont work properly when you make a .mix with XCC later on.

       
      For example the endresult could look like this:

       
      << i will update this guide later tonight or tomorrow, just 1 thing: If you have missing textures make sure you place them in your Editor_Cache folder and reload the editor >>
       
    • Guest Mauler
      By Guest Mauler
      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.
×

Important Information

By using this site, you agree to our Terms of Use and Privacy Policy.