I don't spend enough time here
50 XP
28th September 2003
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Hello,
I am trying to make a negative supply depot so that when it spawns, it kills all the objects I want to remove upon it's spawn.
I've tried for a long time now, even asked a few people on IRC but they come to a complete standstill too.
What I want with this code is, for my map EasyRace_II, to remove the hidden walls around the map once the finish have been captured, this I want to happen because then people can fly over my map without bumping into the walls(same for EasyRace_v2, just need to get it working first).
I, along with some other guys have come to the conclusion that a negative supply depot would be the best alternative, thus when it spawns it kills the walls and then the flying can begin.
First off, I want to show you the code for the negative supply depot, it works when I changed the name to stratosvigi(Stratos for the Vigilante side in Interstate 1982, a mod for Battlefield 1942);
Objects.con; rem *** RaceWallKillzor *** rem ObjectTemplate.create Bundle RaceWallKillzor ObjectTemplate.saveInSeparateFile 1 rem ObjectTemplate.hasCollisionPhysics 0 rem ObjectTemplate.hasResponsePhysics 1 ObjectTemplate.setNetworkableInfo RaceWallKillzor_LoLInfo
rem ------------------------------------- ObjectTemplate.addTemplate RaceWallKillzorPoint ObjectTemplate.setPosition 0/0/0
ObjectTemplate.create SupplyDepot RaceWallKillzorPoint ObjectTemplate.setNetworkableInfo RaceWallKillzor_LoLInfo ObjectTemplate.radius 9999 ObjectTemplate.team 0 ObjectTemplate.addVehicleType HiddenRaceWallz -1 -10000 0 ObjectTemplate.workOnVehicles 1 ObjectTemplate.workOnSoldiers 0
Network.con; NetworkableInfo.createNewInfo RaceWallKillzor_LoLInfo NetworkableInfo.setPredictionMode PMNone
I included that network file to make the debugger happy, it complained about lacking info from network.
next, the walls I want to kill, I have yet to get them working;
Geometries.con;
GeometryTemplate.create StandardMesh hiddenracewall GeometryTemplate.file racehugewall2 GeometryTemplate.setLodDistance 0 0 GeometryTemplate.setLodDistance 1 100
Objects.con rem *** HiddenRaceWallz *** ObjectTemplate.create PlayerControlObject HiddenRaceWallz ObjectTemplate.NameTagOffset -0.1/-0.1/0 ObjectTemplate.setNetworkableInfo HiddenRaceWallz_BodyInfo ObjectTemplate.saveInSeparateFile 1 objectTemplate.cullRadiusScale 4.0 ObjectTemplate.setHasCollisionPhysics 1 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.hasDynamicShadow 1 ObjectTemplate.explosionRadius 0 ObjectTemplate.explosionDamage 0 ObjectTemplate.damageFromWater 1 ObjectTemplate.drag 1.5 ObjectTemplate.mass 9999999 ObjectTemplate.hasArmor 1 ObjectTemplate.speedMod 1 ObjectTemplate.exitTimer 0.75 ObjectTemplate.hitpoints 300000 ObjectTemplate.maxhitpoints 300000 ObjectTemplate.material 45 ObjectTemplate.criticalDamage 29999 ObjectTemplate.hpLostWhileCriticalDamage 7 ObjectTemplate.explosionForceMod 0 ObjectTemplate.GUIIndex 67 ObjectTemplate.addTemplate racewall ObjectTemplate.setVehicleIcon "Vehicle/Icon_willy.tga" ObjectTemplate.setVehicleIconPos 75/60 ObjectTemplate.setPrimaryAmmoBar ABNone ObjectTemplate.setCrossHairType CHTNone ObjectTemplate.setVehicleCategory VCLand ObjectTemplate.setVehicleType VTScoutCar ObjectTemplate.setMinimapIcon "Minimap/minimap_icon_none.dds" ObjectTemplate.setToolTipType TTScoutCar ObjectTemplate.hasRestrictedExit 1
ObjectTemplate.create SimpleObject racewall ObjectTemplate.setHasCollisionPhysics 1 rem ObjectTemplate.setHasResponsePhysics 1 ObjectTemplate.geometry hiddenracewall ObjectTemplate.setNetworkableInfo HiddenRaceWallz_LoLInfo
Network.con NetworkableInfo.createNewInfo HiddenRaceWallz_BodyInfo NetworkableInfo.setPredictionMode PMLinear
NetworkableInfo.createNewInfo HiddenRaceWallz_LoLInfo NetworkableInfo.setPredictionMode PMNone
As you can see, something is not right since it is not working and I have yet to see to get this working, it would make a really good feature, being able to remove the walls once the flag is captured.
What I get from this code now, is that once I have spawned, the walls die withing 6 seconds, even before I have captured the flag(I know since I have attached that minimap icon, helps me know if they are there or not).
What is wrong in the code, can anyone see it? I would really apretiate if anyone could share some light over this problem ;-D
I don't spend enough time here
50 XP
28th September 2003
0 Uploads
16 Posts
0 Threads
bah, seems like I posted in wrong forum. I havent been on this forum for a very long time so I am sorry bout posting in the wrong forum.
and here is the proof of it;
Welcome, TheFlyingCorpse. You last visited: January 7th, 2004 at 08:19 PM Private Messages: 0 Unread, Total 0.