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Go to the following link to see tutorial video step-by-step.
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.
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.
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.
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>"