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			| Destroyed Turret [message #42711] | 
			Mon, 25 August 2003 17:15    | 
		 
		
			
				
				
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						NeoSaber
						 Messages: 336 Registered: February 2003 
						
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		Attach the script, M01_TurretBeach_Turret_01_JDG to a turret. Then it should be replaced by the destroyed model when it blows up.
		
		
  NeoSaber 
 
Renegade Map Maker at CnC Source 
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
		
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			| Destroyed Turret [message #42721] | 
			Mon, 25 August 2003 20:03    | 
		 
		
			
				
				
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						YSLMuffins
						 Messages: 1144 Registered: February 2003  Location: Moved a long time ago (it...
						
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		| NeoSaber |   Attach the script, M01_TurretBeach_Turret_01_JDG to a turret. Then it should be replaced by the destroyed model when it blows up.
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*kiss*  I keep forgetting to ask ACK, but thanks anyway!!!
		
		
  -YSLMuffins 
The goddess of all (bread products) 
See me online as yslcheeze 
		
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			| Destroyed Turret [message #42729] | 
			Mon, 25 August 2003 21:34    | 
		 
		
			
				
				
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						NeoSaber
						 Messages: 336 Registered: February 2003 
						
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		I figured there was a better script, I probably should have noted that in my post. M01_TurretBeach_Turret_01_JDG is what I used for SeasideCanyon, it seemed to serve the function well enough. What's the difference between the two scripts? They seem to do the same thing.
		
		
  NeoSaber 
 
Renegade Map Maker at CnC Source 
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
		
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			| Destroyed Turret [message #42757] | 
			Tue, 26 August 2003 06:23   | 
		 
		
			
				
				
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						General Havoc
						 Messages: 1564 Registered: February 2003  Location: Birmingham, England, Unit...
						
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		Yeah M01_TurretBeach_Turret_01_JDG is a script that is used on level 1 of singleplayer but it may appear on other ones. 
 
M00 - Westwood - mainly multiplayer scripts - most of them work fine in multiplayer. 
M01 to M11 -Westwood - Singleplayer scripts - a lot of these will work in multiplayer but some of them don't or have little use for multiplayer. 
GTH - Gregs scripts 
TDA - Dante's Scripts 
JFW - Jonathan Wilsons scripts 
NHP - Namehunters scripts 
SUR - Survivor mode scripts 
Reborn - Reborn scripts 
RA - RenAlert scripts 
PDS - Test & debug scripts 
 
Most of the script written by members of the community will work in multiplayer but you have to be careful. Any script involving "poke" (action button) will not function in multiplayer for the clients. This is also the same for sound scripts and some cinematic triggering ones. In theory all of these scripts should run fine without the client having the script.dll installed as long as they are not hosting.
		
		
  Visit my website at http://renhelp.laeubi-soft.de powered by laeubi.de 
"SHUT UP AND MOD" - Dante 
"ACK is the Simon Cowell of modding" - Ultron10 
Scripts.dll Debugger, Map Scripter and Tutorial writer 
 
Computer Science Bsc 
Aston University in Birmingham, UK
		
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