Jump to content

Capturable Tiberium Silo's


zunnie
  • Intermediate ,

The files you need for this tutorial: Capturable_Silo.zip

In this tutorial we will make the Capturable Tiberium Silo's as seen on some of my maps like Mediterranean, Blaat and Air, and some others.

The Tiberium Silo when destroyed can be repaired back to full health and will give the team credits that captured(repaired) it.

A GDI player can capture(repair) a Nod Tiberium Silo and vice versa.

First we need our map of course, you must export it form RenX or 3DSMax as a W3D and place it in your Editor\Levels\Mapname\filename.W3D

I am assuming you did that already. In this example i named the folder inside my Levels "CaptureTut" and inside that folder i have my map "captuto.W3D" which i exported from 3DSMax8 (file is included in the zip).

Ok so let's open our Editor now, and take note of the following screenshot and follow the text below.

image1.png

First thing we do is Expand (1)"Terrain", and click the button (2)"Temp" at the bottom right of your Editor. A window pops up referred to as First Screen on the General Tab there (3)enter a mapname, not that the mapname must be 100% unique in the entire preset-tree so name it wisely or it won't work properly.

Then (4 & 5)click on Settings tab, now we goto the Second Screen with the Settings Tab and we (6)click the Folder button and browse for our Levels\MapName\filename.W3D(your map's W3D export), and finally we (7)OK it.

The preset should appear in the list now at the top right under the Terrain. Like on the following screenshot:

image2.png

Ok, next, the Tiberium Silo's and Repair Pads are not "REAL" buildings, they are setup as "VEHICLES" and they do not count toward the buildings at all, in other words: It is not required to destroy them to win the game.

I remember endlessly long battles between silo's and pads its not even funny anymore :D This will eliminate that.

So, now we goto (1)expand Object then (2)expand Vehicle then (3)expand Mounted and finally we (4)select the GDI_Guard_Tower and then (5)press the "TEMP" button again at the bottom right.

image3.png

Now we (1)enter the name of our preset and call it "GDI_Tiberium_Silo", then (2)click on the Physical Model tab.

image4.png

We leave the setting DecorationPhys in place this is correct already. All we do is (1)click the folder button and browse for our Levels\Mapname\gtsilo.W3D and select it.

image5.png

Next we goto the Settings tab, make sure you put PlayerType to GDI (or Nod if this is for the Nod Silo)

image6.png

Then scroll down a little further until you see the WeaponDefID option. We have to set this to "None".

(1)Click on the colorful button, then a new window pops up with Weapon names, goto the top and (2)select None, then (3)press OK.

image7.png

So it looks like this, with the WeaponDefID EMPTY completely:

image8.png

Next we goto the Scripts tab.

(1)Click on the "Add" button and then on the dropdown goto the script and select it (2)z_Capturable_TibSilo and for the parameter name "Owner" we (3)enter 1 for GDI (0 is for Nod).

image9.png

Now OK everything and you should end up with the GDI_Tiberium_Silo added under the GDI_Guard_Tower like the following:

image10.png

Now just click the (1)"MAKE" button to have the Silo appear on your map like so:

image11.png

Repeat the above to create the Nod_Tiberium_Silo but then set the Team to Nod and the Physical Model to the W3D for the nod tibsilo.

I will write the tutorial for the Repair Pads tomorrow and also how to properly translate it ingame so it shows the name "Tiberium Silo" on it, it's getting late here :P


User Feedback

Recommended Comments

There are no comments to display.



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

×
×
  • Create New...

Important Information

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