Jump to content

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  
Guest Mauler

1 - beginner Projectiles (Bullets,Shells,Lasers) - Author: Oblivion165

Recommended Posts

Guest Mauler



Projectiles are simple a small low-poly mesh. For instance, this is what the MiniGun Shoots:


To make a projectile for a gun, simple model a bullet or lazer, center it in gmax, and export it as a "Hierarchical model" with these settings:


and add it to level edit as ammo:


Set the weapon that you want to use this for, to use that new ammo type. After seeing it ingame, shink/enlarge it to the right size.

You should be good to go. Enjoy



Melee Weapons


To make melee weapons, such as knifes or swords, etc. Simply make a invisible projectile (1x1x1 Square will do), Center it in gmax, apply these settings:


Export it as a "Hierarchical model" 

and add it in level edit as ammo, in its settings make its range short, 1 or so, and make sure you change the effective range to the smaller number as well. 

Thats it, enjoy. Written by Oblivion165

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By zunnie
      Place the obelisk controller like this on the Obelisk in your map:

      Goto the properties of the obelisk controller and substract 41 from the Z value, enter the new value in the Z box and press OK.
      In this example:
      Old Value = 28.009
      Substract - 41.000
      New Value = 12.991

      The controller will jump underneith the map, this is fine, and supposed to happen.

      Now when you play your map the obelisk will fire from the red top.
    • By zunnie
      Sometimes when you create maps there can be 'duplicate ids' for objects in your level, don't ask HOW that happens, i don't know but fact is that with 4.1 and on it will crash clients when the map is loaded on a server. There will be a error box saying there is a collission id detected if that is the case.
      It is VERY important that you run "object -> check IDs" in leveledit and if any ID collisions are found, run "object -> fix ID collisions".
      Note that if you make use of special scripts and objects, those objects may receive new ID's after fixing, you will need to check your scripts and adjust their parameters if that is the case or they may stop functioning correctly.
    • Guest Mauler
      By Guest Mauler
      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.
    • By Pwn Call
      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

      # Destroyable statue of Raveshaw ~2x size of player

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

      -> <Artist Test>

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

      # Basically just a dead tree

      # 2 log fire that burns and emits smoke

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

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

      # Nod master control terminal

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

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

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

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

      -> Decorations

      # Small empty glowing cryo chamber

      # Light that glows yellow and swings when you shoot it

      # Same as swing light 1 only glows red.

      -> Design
      -> Damageable Static Tiles

      Different barrels that blow up when shot I believe.



      Different sized crates that get damaged as they are shot?


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

      # Elevator from a silo most likely from single player

      -> Design
      -> Vehicles_Destroyed

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


         ->base gates
               -> level 03
      # Base Gate

      # Base Gate

           -> level_02
      # Massive Gate

           -> level_04










           -> level_06






           -> level_08










           -> level_09

           -> level_10


           -> level_11
      # Damaged door

           -> Multiplay


           -> power plant


           -> quonset hut

           -> security doors










    • By ImperialKaskins
      How to add a AI character bot in the map that you want it to be. Let's say you know the basic of Level Editor.
      This is the simple and easy way of adding bots into the map that you like. Although easier way can be applied.
      This is what I know 3 years ago in adding bots into Renegade
      Let's start off go to Object/Soldier/GDI/CnC_GDI_Minigunner_0 and you temp it ( Step 1.jpeg )

      When you temp it a window will pop up, name it GDI_Rifleman_Bot ( Step 2.jpeg)

      In the same window go into settings and scroll down until you look for UseInnaBehavior. This is suppose to tell you is there a personality or not. ( Step 3.jpeg)

      InnateAgressiveness : Is the bot is very agressive and try to kill you as soon as possible.
      UnnateTakeCoverProbability : Which the bot try to take cover, but they suck as the only cover they know is crouch and wait even the enemy is infront of them.
      Next go to Spawner/Object Spawner and Ai_test_spawners. Temp AI_Test_Spawners ( Step 4.jpeg)

      Now after you temp it rename what ever you want and go into settings. ( Step 5.jpeg)

      Player Type : ( Nod or GDI ) which it is the team
      Spawnmax : "-1" is infinity
      Spawn delay : After the bot is killed how long will it spawn again.

      Then go into Pick Presets
      Now in Presets you see the Preset List, Go and look for the Preset bot earlier you created which is in "Step 1.Jpeg" and double click it make sure is in the selected Preset.
      Step 7. Find the temp name that you recently added and click on make to make it appear in the map. Make sure the box is white to make sure the bot properly spawn on the terrain.

      Now after the bots, you need to generate pathfinder. So goto Editor Objects/Pathfind Generator/Human. Click on the Human and click create on the terrain. It will spawn a football like crystal.

      Last but not least Step 9.jpeg look on your top bar and click on "PathFinding" and then click "Generate Sectors"

      Wait for a moment for it to generate depending on the map size and your computer spec. After that is done, click on the file and click export as. It will export into your Renegade/Data folder.
      When you export name it like "C&C_Under_Bot" or "C&C_MyBot". It must have a "C&C_<Name of your map>"

About MultiPlayerForums Gaming Community

You can configure the secondary footer through Pad -> global -> secondaryFooter.