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Turning vehicle spawners into chinook drops? [message #188146] Wed, 01 February 2006 23:43 Go to next message
JRPereira is currently offline  JRPereira
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Is there a way to modify a vehicle spawner to transport the vehicle to the map with a chinook?

Closest I've come so far was WD's suggestion of using the invisible_object dave's arrow as the object to spawn, and attaching the test cinematic script to the spawner and using a vehicle drop cinematic like SSAOW's random vehicle crates, however because the vehicle that gets created by the cinematic instead of the spawner, the spawner doesn't track whether the vehicle has been destroyed, and you end up with an endless supply of vehicles, instead of one total per spawner.


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Re: Turning vehicle spawners into chinook drops? [message #188164 is a reply to message #188146] Thu, 02 February 2006 03:01 Go to previous messageGo to next message
Spice
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What are you trying to do with it exactly?

If you are using it as a vehicle creation effect though, via the purchase icon, It wouldn't matter though. It would only play it once per pruchase.



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Re: Turning vehicle spawners into chinook drops? [message #188166 is a reply to message #188146] Thu, 02 February 2006 03:49 Go to previous messageGo to next message
WNxCABAL is currently offline  WNxCABAL
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I think he means vehicles which you can pickup within the battlefield which respawn after destruction.

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Re: Turning vehicle spawners into chinook drops? [message #188168 is a reply to message #188146] Thu, 02 February 2006 05:10 Go to previous messageGo to next message
Spice
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In that case he can use the carry_all logic script jonwil wrote.

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Re: Turning vehicle spawners into chinook drops? [message #188174 is a reply to message #188146] Thu, 02 February 2006 06:09 Go to previous message
dead6re is currently offline  dead6re
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You could make some scripts that where attached to the vehicle and when the vehicle is destroyed it starts the animation. Though only that 1 script could control the vehicle, so you would need many.

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