Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » Creating a vehicle with multiple gunner positions..
Creating a vehicle with multiple gunner positions.. [message #329945] Sat, 10 May 2008 13:44 Go to next message
BlazeDragoon is currently offline  BlazeDragoon
Messages: 135
Registered: April 2004
Karma: 0
Recruit
JFW_Vehicle_Extra_2
JFW_Vehicle_Extra_Attach

Those are the two scripts I'm using and I have only gotten them to work somewhat, I can only figure that they are bugged, when I asked jonwil some time back, he just said they should work fine.

What I'm trying to do is create a Mammoth MK2 model that has the mk2 itself, and the other guns on it gunnable by OTHER players, other then the driver. This allows for one driver and 3 gunners. However, there is a few problems I have with these scripts.

1.)When you damage one of the extra objects attached to the vehicle, in this case one of the guns, it does not damage the main vehicle(MK2). The damage only goes one way, meaning if I damage the mk2 it will effect turrets, even if it raises the health in making it have the same health when you attack the MK2. This wasn't to bad either

2.)The "auto booting" does not work. Meaning if I'm GDI and I own the main vehicle, it does not kick people out of the extra objects, or guns. I had to disallow nod from getting inside it all around, since this did not work, so wasn't to do.


So at this point I had the extra objects attached to the main vehicle and working good enough despite these few problems, except a new problem appeard when I was hosting a linux server.

3.)The turrets are not in the correct spots, and they seem to "collide" causing it to be very annoying to drive ingame. I am hosting it on a linux server, where EVERYTHING else I have tried so far works fine, except this. When hosting a lan game on my pc, and having someone else join me, it works perfectly fine. However, the linux server has been no good no matter what I have tried.

Here's a screenshot of the linux issue.
http://www.blazemods.com/unsorted/ScreenShot12.png

I was wondering if anyone has tried this and knows any possible solutions or ideas to fix the issue:/. That or the cause of the issue. I can provide further information if needed.


[Updated on: Sat, 10 May 2008 13:45]

Report message to a moderator

Re: Creating a vehicle with multiple gunner positions.. [message #329957 is a reply to message #329945] Sat, 10 May 2008 15:03 Go to previous messageGo to next message
Lone0001 is currently offline  Lone0001
Messages: 2112
Registered: August 2006
Location: Ontario, Canada
Karma: 0
General (2 Stars)

Sorry I can not provide help but I would just like to say this:
That looks kickass! Thumbs Up


Re: Creating a vehicle with multiple gunner positions.. [message #329972 is a reply to message #329957] Sat, 10 May 2008 16:47 Go to previous messageGo to next message
a000clown
Messages: 363
Registered: May 2005
Location: Canada
Karma: 0
Commander
{SB}Lone0001 wrote on Sat, 10 May 2008 18:03

Sorry I can not provide help but I would just like to say this:
That looks kickass! Thumbs Up

I second that, good luck with it Wink


Edit: Also checked out ur website, nice stuff

[Updated on: Sat, 10 May 2008 16:49]

Report message to a moderator

Re: Creating a vehicle with multiple gunner positions.. [message #330466 is a reply to message #329972] Wed, 14 May 2008 01:37 Go to previous message
Jerad2142 is currently offline  Jerad2142
Messages: 3805
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
I will only give you hits, because I have no clue where you are stuck:
1. Check the vehicle entry positions for the attachments.
2. Make sure it can have people enter it.
3. Make sure the transition zones are close to the ground (which means moving them down sometimes).



Previous Topic: SDam Emitters
Next Topic: Can someone edit Hourglass slightly for me
Goto Forum:
  


Current Time: Sat May 11 07:22:56 MST 2024

Total time taken to generate the page: 0.01115 seconds