Renegade Public Forums
C&C: Renegade -- Dead since 2012!™
Today's Messages (OFF)  | Unanswered Messages (ON)

Forum: Mod Forum
 Topic: Lua Plugin V5
Lua Plugin V5 [message #432184] Tue, 06 July 2010 13:46
T0tNl  
Messages: 63
Registered: July 2007
Recruit
From: *abhsia.telus.net
Solved.

[Updated on: Thu, 08 July 2010 09:09]

 Topic: CnC Reborn . EU is looking for help.
CnC Reborn . EU is looking for help. [message #430737] Tue, 15 June 2010 07:34
Renardin6  is currently offline Renardin6  
Messages: 1568
Registered: December 2003
Location: Belgium
General (1 Star)

From: *thalesgroup.com
Hello,

We are still looking for help, we have all we need for models, maps, textures and code or LE.

We need someone that is able to rig Weapons/Characters.
Any other skill is appreciated.

If you think you can help us : Renardin@gmail.com

Regards,




 Topic: JFW_Create_Object_Custom
JFW_Create_Object_Custom [message #425231] Fri, 09 April 2010 09:13
TNaismith  
Messages: 86
Registered: May 2006
Location: Canada
Recruit
From: *vc.shawcable.net
Was wondering about something I've been working on recently in Level Edit. I've brought the questions to the bigger Ren community here at renegadeforums.com, and will look forward to any help or insight people can provide on this.

If you want clarification on certain parts of my question, or what I'm trying to do, please ask and specify what you want to know.

~ TNaismith

"TNaismith"


--Q: In JFW's script for Level Edit, there are scripts called "JFW_Create_Object_Custom" (<--There are variations of that), "JFW_Spawn_Object_Death" (<-- Also variations of this), and also "JFW_Enable_Spawner_On_Custom". They all do slightly different things.

The first one creates an object (not a spawner object -- you need to know the modding lingo to understand this) when sent a custom. If you try to type in the name of a preset under Objects--> Spawners, then your Renegade will crash when that script is activated. From my testing, it has to be a preset NOT under Objects-->Spawners. (It also CANNOT be a Temp, or else it won't appear)

The second one works similar to the first script, but except it only works when an object is destroyed.

The third one ENABLES a spawner object to begin spawning when it is sent a custom. This is obviously different from the first two in a few ways.

Now with that stuff in mind, what I want to know is if there is a script, or if there isn't, can someone make one, that would do something like this: "JFW_Spawn_Object_Custom". What I'm trying to do is have a zone be created/spawned when a custom is received + sent from a trigger, and make sure that every time a that certain custom is received, that same zone is created as well. (Obviously along with that I would be attaching a script that destroys the zone X minutes after being created).

Anyone know of a script that does this, or has the ability to make it?

~ TNaismith

[Updated on: Fri, 09 April 2010 09:14]


http://img33.imageshack.us/img33/7928/t2010021mcsig140.gif
 Topic: Preset Name
Preset Name [message #424400] Thu, 01 April 2010 13:52
T0tNl  
Messages: 63
Registered: July 2007
Recruit
From: *abhsia.telus.net
Does anyone know the preset name for the "missile or the "bomb" as it's known in renegade, it has a "shark" type look from the front. In the shape of a torpedo.
 Topic: Waterfall problems
Waterfall problems [message #421234] Mon, 01 March 2010 12:29
Distrbd21  is currently offline Distrbd21  
Messages: 743
Registered: September 2008
Colonel

From: *tmodns.net
ok so i have been making a map in 3ds max and textureing it in renx because i like renx way better.

now my problem is, i do translucency and i go in the map and in the terrain but i still when i uncheck the waterfall i don't see it anymore, this is in LE


Live Your Life Not Some one Else's.| Sharing Is Caring

http://dsgaming.us/distrbd21/Distrbd21%20siggy.png

Cookie Jar

Suicide
 Topic: SCUD Storm is public BETA
SCUD Storm is public BETA [message #417217] Sun, 10 January 2010 16:12
cnc95fan  is currently offline cnc95fan  
Messages: 1260
Registered: July 2007
Location: Ireland.
General (1 Star)

From: 109.78.45*
Hey everyone, the last few weeks have been really busy for us and myself and E! were discussing a few things in relation to the future development of SCUD Storm.
The main point being SCUD Storm is now a public BETA
The main reason for this being we would like everyone who is a fan of SCUD Storm to help test in the development of this, find bugs, give us feedback etc
Some things should be noted first:

RS4015 is the lead FWP tester so if you would like to organize a mass online testing match, he's your man to talk to.
We will write a few tutorials on how to test with the Renegade engine and how to find, and note bugs, take screenshots and find crashdumps.
All bugs should be reported on Battlefordune.eu and NOT ModDB or anywhere else, including private messages, (registering an account requires administrator validation but you shouldn't have to wait more than an hour when living within +4 of GMT, or 4 hours when outside this.
It is preferable for crashes to include a crash dump and a detailed description of what was happening when the crash took place. Screenshots are also extremely helpful when showing map related or model related bugs.
For future release we desparatley need 3D artists, unwrappers, textures and mappers. You can apply on ModDB via PM or on the forums ( Battlefordune.eu ). The minimum requirement for this is simply to show us a piece of work you have done to prove you are capable at what you do. We appreciate the fact that many people may join as amateur artists or mappers etc and will pick up experience as they work on the project.

--Note this was taken from ModDB so is presented in a weird way--

[Updated on: Sun, 10 January 2010 16:13]


Cabal8616 wrote on Sun, 27 April 2008 15:50

I say a personal fanning of the genitals would be awesome.


<Silent_Paws> RA3 AUTOMATICLY SUCKS
www.battlefordune.co.uk
 Topic: Help with building setup for a map
Help with building setup for a map [message #413787] Fri, 11 December 2009 10:48
crysis992  is currently offline crysis992  
Messages: 314
Registered: June 2008
Recruit

From: *dip.t-dialin.net
i made now my terrain for a map,but now i need the buildings, i can find only a building setup file for RenX is there one for 3ds max too?
 Topic: Files for tiberium
Files for tiberium [message #413272] Sun, 06 December 2009 02:29
zeratul  is currently offline zeratul  
Messages: 1715
Registered: January 2009
Location: Texas
General (1 Star)
From: *dyn.centurytel.net
What are the files for tiberium and extra tib things like bullets
and holes and the stuff from chem and so on.

I feel like experimenting with them and cant find any files on the
web from skins or in mixer.

So info would be nice.


The world.... hell with benefits
My Website
Rules of the internetz
http://thechive.files.wordpress.com/2010/05/129176387238358812.gif?w=400&h=1 74
 Topic: Anybody know
Anybody know [message #411828] Sun, 22 November 2009 05:51
ErroR  is currently offline ErroR  
Messages: 2984
Registered: March 2008
Location: Moldova
General (2 Stars)

From: *starnet.md
The w3d file for the nod and gdi flags
 Topic: Battle For Dune Recruiting!
Battle For Dune Recruiting! [message #407230] Sat, 17 October 2009 14:42
cnc95fan  is currently offline cnc95fan  
Messages: 1260
Registered: July 2007
Location: Ireland.
General (1 Star)

From: *b-ras2.lmk.limerick.eircom.net
What is Battle For Dune?
Battle For Dune is a standalone total conversion mod for Renegade set up in 2007. It transforms the world of Renegade into that of Emperor: Battle For Dune.

What has been achieve so far?
A serious amount. Over the course of 2 years we have managed to do many extraordinary things never seen before on the Renegade engine.
Such things including Carryalls & Harvesters (whereby the carryall flies the harvester to it's harvesting location)gas turrets; and in progress, is the legendary Sand Worm from Arrakis itself.


The lowdown so far?
Well over 90% of all models have been created. Many maps have been put into working practice with nearly every building ready and fitted with interiors. The working client which is completely standalone from Renegade runs flawlessly with a few map bugs.

So what's missing?
As of now; we are seriously lacking in 2d artists, texturers and people with general marketing skills.

We are looking for anyone with any sort of 2d image creation skills to come forward and help complete this game. There's only a small texturing force behind it at the moment, and 1 person could make a world of a difference. So don't hesitate to join the team; Contact me, TeamWolf, LR01, or reply to this topic here if interested, or even if you have any questions about BFD, regardless of whether you are interested in joining or not.

For more information on BFD, visit our forums and ModDB pages...
http://www.battlefordune.co.uk/forums
http://www.moddb.com/games/battle-for-dune

[Updated on: Sat, 17 October 2009 14:45]


Cabal8616 wrote on Sun, 27 April 2008 15:50

I say a personal fanning of the genitals would be awesome.


<Silent_Paws> RA3 AUTOMATICLY SUCKS
www.battlefordune.co.uk
 Topic: looking fro gmax models
looking fro gmax models [message #402029] Mon, 07 September 2009 21:44
alaguee  is currently offline alaguee  
Messages: 9
Registered: September 2009
Location: The World
Recruit

From: .
looking for gmax models of chars to help with boning chars. I download them but they in 3DS only. they won't open in renx.

where to find more models?

thx ^_^
alaguee

 Topic: Strings in C++
Strings in C++ [message #398962] Sat, 22 August 2009 06:54
Nightma12  is currently offline Nightma12  
Messages: 2589
Registered: August 2003
General (2 Stars)
Category Moderator
From: *t-mobile.co.uk
I guess this is more C++ help than specific scripts.dll help Razz

anyway, im an amature C++ coder, and cant do strings for shit Very Happy Thumbs Up


Heres the code im trying to do:

char *RndSpawn[78];

void RandomizeArray(void){

	int counter = 0;

	for(counter=0;counter >= 78;counter++;){
		*RndSpawn[counter] = "";
	}

	for(counter=1;counter >= 78;counter++;){
		RandomizeArray2("c_chicken");
	}	

}

void RandomizeArray2(char *data){
	int RandomNumber;

	RandomNumber = Commands->Get_Random_Int(1,78);

	if (RndSpawn[RandomNumber] != ""){
		RandomizeArray2(data);
		return;
	}

	RndSpawn[RandomNumber] = *data;
}


what im trying to do is have a list of player models (ive got a total of 78) in an array and i want to 'randomize' the array everytime RandomizeArray is called.

At the moment it fills it up with c_chicken but thats just the model im useing to test my code Smile

I know my logic is correct as i coded this in VB earlier and it works perfect.

Heres my compile errors:

Compiling...
gmmain.cpp
.\gmmain.cpp(4954) : error C3861: 'RandomizeArray': identifier not found
.\gmmain.cpp(5365) : error C2365: 'RandomizeArray' : redefinition; previous definition was 'formerly unknown identifier'
.\gmmain.cpp(5369) : error C2059: syntax error : ';'
.\gmmain.cpp(5370) : error C2440: '=' : cannot convert from 'const char [1]' to 'char'
        There is no context in which this conversion is possible
.\gmmain.cpp(5373) : error C2059: syntax error : ';'
.\gmmain.cpp(5374) : error C3861: 'RandomizeArray2': identifier not found
.\gmmain.cpp(5379) : error C2365: 'RandomizeArray2' : redefinition; previous definition was 'formerly unknown identifier'
.\gmmain.cpp(5384) : warning C4130: '!=' : logical operation on address of string constant
.\gmmain.cpp(5385) : error C3861: 'RandomizeArray2': identifier not found
.\gmmain.cpp(5389) : error C2440: '=' : cannot convert from 'char' to 'char *'
        Conversion from integral type to pointer type requires reinterpret_cast, C-style cast or function-style cast
.\gmmain.cpp(5822) : error C2664: 'void (GameObject *,const char *)' : cannot convert parameter 2 from 'char' to 'const char *'
        Conversion from integral type to pointer type requires reinterpret_cast, C-style cast or function-style cast
.\gmmain.cpp(5822) : error C2664: 'void (GameObject *,const char *)' : cannot convert parameter 1 from 'char' to 'GameObject *'
        Conversion from integral type to pointer type requires reinterpret_cast, C-style cast or function-style cast


As you can see, lots of errors with the strings/chars. How exactly would i use strings in this context in C++?

Thanks Smile
 Topic: How would i go about making a hud.ini
How would i go about making a hud.ini [message #390738] Mon, 15 June 2009 20:19
Distrbd21  is currently offline Distrbd21  
Messages: 743
Registered: September 2008
Colonel

From: *bcstcmta01.clsttx.tl.dh.suddenlink.net
i have the toxin hud but i would like to have the map over veiw in my radar so how would i go about making a hud.ini for this hud that i have so it will show the maps i'n radar?

i have found a hud.ini file but idk about how to edit it here it is.
Toggle Spoiler

[Updated on: Mon, 15 June 2009 20:24]


Live Your Life Not Some one Else's.| Sharing Is Caring

http://dsgaming.us/distrbd21/Distrbd21%20siggy.png

Cookie Jar

Suicide
 Topic: Veh Bots & infra bots
Veh Bots & infra bots [message #390367] Fri, 12 June 2009 17:03
Distrbd21  is currently offline Distrbd21  
Messages: 743
Registered: September 2008
Colonel

From: *bcstcmta01.clsttx.tl.dh.suddenlink.net
I have been trying to get these to work but the arty does nothing but crash my game ;/ idk witch veh perset to use because they don't say witch.

Here is the Tutorial http://renhelp.net/index.php?mod=Tutorials&action=view&id=38

is there anyway i can get the infra to act like humans? in a way of moveing around place's on there own repairing stuff and not running in a straigt line to me?

[Updated on: Fri, 12 June 2009 20:36]


Live Your Life Not Some one Else's.| Sharing Is Caring

http://dsgaming.us/distrbd21/Distrbd21%20siggy.png

Cookie Jar

Suicide
 Topic: gmax
gmax [message #390054] Wed, 10 June 2009 20:26
Gen_Blacky  is currently offline Gen_Blacky  
Messages: 3241
Registered: September 2006
General (3 Stars)
From: *br1.mcl.id.frontiernet.net
I keep randomly getting a error saying "Error Writing" then i press okay and everything seems okay. I was just wondering if something is corrupted ? Everything seems okay but im worried I am going to have problems in the long run. Has anyone ever had this error popup before ?


http://s18.postimage.org/jc6qbn4k9/bricks3.png
 Topic: [3DS MAX] Unwrap UVW Tutorial is up
[3DS MAX] Unwrap UVW Tutorial is up [message #386362] Sat, 16 May 2009 01:19
mrãçķz  is currently offline mrãçķz  
Messages: 3069
Registered: August 2007
General (3 Stars)
Permabanned for trying and failing DDoS
From: *dip.t-dialin.net
Yes my first Tutorial is up on Renhelp.net. It shows you how to Unwrap UVW a simple Pistol (includes a Pistol and Texture tutorial file). I dont think you will get troubles with this Tutorial, i gave my best to make it very simple, so check it out:

Renhelp.net Unwrap UVW Tutorial.

EDIT: Just noticed, the Tutorial file Links broke. I will post a Updatzed version with new Links later, but i think you dont even need the example files.

[Updated on: Sat, 16 May 2009 01:24]

 Topic: Vehicle fire Animation
Vehicle fire Animation [message #382663] Sun, 26 April 2009 06:20
Reaver11  is currently offline Reaver11  
Messages: 883
Registered: April 2007
Colonel
From: *tilbu1.nb.home.nl
I have been modeling a Nashorn and was thinking about adding a fire animation. After I have made my fire animation (39rames).

I exported it as a pure animation with the original vehicle as
skeleton. W3d viewer failed to view it. So I exported it as a hierachical model with animation (1 to 39

This gave the following screenshot (animation works) ->
http://i56.photobucket.com/albums/g161/BrianOcho/nashornfire.jpg

I was thinking using the animation in leveledit would be easy I guess I was wrong.

I have used the fire0anim and tried the fire01anim which both failed. (after searching on renegadeforums I think those functions are broken anyways)

Now I'm wondering is there any way you can make it work?
I have noticed script like Ra3ven_fireanimation but How do I get these to work / are they working or is there another way?

[Updated on: Sun, 26 April 2009 11:20]

 Topic: :( how do i make a HUD thats from the beta renegade
:( how do i make a HUD thats from the beta renegade [message #381038] Sat, 18 April 2009 09:48
Tupolev TU-95 Bear  is currently offline Tupolev TU-95 Bear  
Messages: 1173
Registered: April 2009
Location: Rìoghachd Aonaichte
General (1 Star)

From: 62.30.53*
the title says it all

i really want to make a beta HUD

since scrin doesnt wanna relase it -.-


Decent people


Quotes or w/e

 Topic: Master Control Terminal
Master Control Terminal [message #379829] Sun, 12 April 2009 17:27
zeratul  is currently offline zeratul  
Messages: 1715
Registered: January 2009
Location: Texas
General (1 Star)
From: *dyn.centurytel.net
What is the file name for the red lights on the MCT

This is how far ive gotten with the 2 MCTS i only have nod right now:
index.php?t=getfile&id=10068&private=0

And with this i need you to tell me a good color i can make for GDI's MCT

  • Attachment: mct_nod.bmp
    (Size: 256.05KB, Downloaded 519 time(s))

[Updated on: Sun, 12 April 2009 18:49]


The world.... hell with benefits
My Website
Rules of the internetz
http://thechive.files.wordpress.com/2010/05/129176387238358812.gif?w=400&h=1 74
 Topic: request
request [message #377876] Sun, 29 March 2009 10:58
JsxKeule  is currently offline JsxKeule  
Messages: 529
Registered: January 2009
Location: Germany
Colonel

From: *dip.t-dialin.net
i have a little request for the nuke beacon

can some1 make a little kane statue that replace the nuke beacon that were really cool


http://www.xxlimg.com/images/rr0qqh9t635mn3qnfolp.gif
 Topic: Sniper No Reload?
Sniper No Reload? [message #377307] Mon, 23 March 2009 23:59
T0tNl  
Messages: 63
Registered: July 2007
Recruit
From: *abhsia.telus.net
I answered all my questions in my previous topic, im wondering how i get no reload on teh weapons. For instance in most renegade servers when u shoot a bullet it your bullet clip size drops from 4-3 then back up to 4 how can i get that? as well as infinite ammo how did you guys get it without having 999 display in the ammo clip size?
 Topic: Level Edit
Level Edit [message #377285] Mon, 23 March 2009 15:29
T0tNl  
Messages: 63
Registered: July 2007
Recruit
From: *abhsia.telus.net
How do add purchase terminals? I don't know the correct preset for it. Also about the flares that you can add on each side of them? 1 last thing is the zone's when enemy enter enemy's base how do you make them die instantly? I managed to figure out the zones but it affects all teams how can you make it for certain team?
 Topic: Reborn Rocket launcher Fix
Reborn Rocket launcher Fix [message #377180] Sun, 22 March 2009 12:49
Vancer2  is currently offline Vancer2  
Messages: 125
Registered: January 2008
Recruit

From: *dsl.wchtks.sbcglobal.net
Could someone edit this rockets Hand positions and Reload animations that would be great. Thx in advance

  • Attachment: Rocket.rar
    (Size: 236.36KB, Downloaded 158 time(s))

[Updated on: Sun, 22 March 2009 14:19]

 Topic: Skin question
Skin question [message #376997] Sat, 21 March 2009 13:11
Player  is currently offline Player  
Messages: 108
Registered: August 2008
Location: Germany/Hamburg
Recruit

From: *pools.arcor-ip.net
Can anyone tell me the file name from this? :
http://www.xxlimg.com/images/krftlqyk7cieqrwz5iqy.png

thanks in advance Big Ups


http://www.xxlimg.com/images/omy4ptctypm1uygvr12j.png
 Topic: which file is this?
which file is this? [message #376985] Sat, 21 March 2009 10:27
slosha  is currently offline slosha  
Messages: 1539
Registered: September 2008
Location: North Dakota FTW
General (1 Star)

From: *midco.net
which file is used for the smoke stacks on the wf


The road I cruise is a bitch now, baby.
Pages (73): [ «    1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16    »]


Current Time: Mon Aug 20 05:26:00 MST 2018
.:: Contact :: Home ::.

Powered by: FUDforum 2.7.7RC2.
Copyright ©2001-2007 FUD Forum Bulletin Board Software