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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Zombie Generator/Emitter as a placeable object?
Make them Team = -1.
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Tue Jun 09, 2009 12:40 am |
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TSRabbit
Joined: Sat Jan 06, 2007 9:45 pm Posts: 94
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Re: Zombie Generator/Emitter as a placeable object?
Okay trying that now, thanks. Nope, still on red team Code: DataModule AddEffect = AEmitter CopyOf = Zombie Generator PresetName = Generator Buyable = 1 AddToGroup = Bunker Systems GoldValue = 100 EmissionEnabled = 1 AddEmission = Emission EmittedParticle = AHuman CopyOf = Zombie Medium Team = -1 There's probably something wrong here.
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Tue Jun 09, 2009 12:48 am |
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Gamefreak
Joined: Thu May 28, 2009 8:08 pm Posts: 31
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Re: Zombie Generator/Emitter as a placeable object?
Could the modding simpletons please get this in a friendly .rte please?
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Tue Jun 09, 2009 1:49 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Zombie Generator/Emitter as a placeable object?
I actually need this for a set of missions I plan on making, except it needs to be able to change teams, and spawn actors for the appropriate team.
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Tue Jun 09, 2009 3:47 am |
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AgentBaron
Joined: Mon May 18, 2009 11:48 pm Posts: 205 Location: The swamps of Stuporia!
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Re: Zombie Generator/Emitter as a placeable object?
TSRabbit wrote: Okay trying that now, thanks. Nope, still on red team Code: DataModule AddEffect = AEmitter CopyOf = Zombie Generator PresetName = Generator Buyable = 1 AddToGroup = Bunker Systems GoldValue = 100 EmissionEnabled = 1 AddEmission = Emission EmittedParticle = AHuman CopyOf = Zombie Medium Team = -1 There's probably something wrong here. Try taking the tabs out of the team line. Like this: Code: DataModule *AddEffect = AEmitter *CopyOf = Zombie Generator *PresetName = Generator *Buyable = 1 *AddToGroup = Bunker Systems *GoldValue = 100 *EmissionEnabled = 1 *AddEmission = Emission **EmittedParticle = AHuman ***CopyOf = Zombie Medium *Team = -1 Every asterisk (*) equals one tab. @gamefreak There is a downloadable .rte on the last page.
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Tue Jun 09, 2009 4:19 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Zombie Generator/Emitter as a placeable object?
No no no taking out tabs would be worse.
Add this line under CopyOf at the same number of tabs: PresetName = Test Zombie
then with the same tabbing, again:
Team = -1
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Tue Jun 09, 2009 4:24 am |
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FauxMask
Joined: Mon Jun 01, 2009 4:12 am Posts: 74
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Re: Zombie Generator/Emitter as a placeable object?
Hm.. Okay, Ill try to see if I can add that in into the .rte
Updating now...
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Tue Jun 09, 2009 4:37 am |
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FauxMask
Joined: Mon Jun 01, 2009 4:12 am Posts: 74
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Re: Zombie Generator/Emitter as a placeable object?
Hmm that didnt seem to work. I suppsoe I dont exactly know what you guys are try to accomplish, but after I change the code, the only difference was another object called Test Zombie, but both that and the generator were still "Red Heart" team. This is the code I used: Code: DataModule
AddEffect = AEmitter CopyOf = Zombie Generator PresetName = Zombie Generator Buyable = 1 AddToGroup = Actors GoldValue = 500 EmissionEnabled = 1 AddEmission = Emission EmittedParticle = AHuman CopyOf = Zombie Medium PresetName = Test Zombie Team = -1
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Tue Jun 09, 2009 4:52 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Zombie Generator/Emitter as a placeable object?
Code: DataModule
AddEffect = AEmitter CopyOf = Zombie Generator PresetName = Zombie Generator Buyable = 1 AddToGroup = Actors GoldValue = 500 EmissionEnabled = 1 AddEmission = Emission EmittedParticle = AHuman CopyOf = Zombie Medium PresetName = Test Zombie Team = -1
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Tue Jun 09, 2009 4:54 am |
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FauxMask
Joined: Mon Jun 01, 2009 4:12 am Posts: 74
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Re: Zombie Generator/Emitter as a placeable object?
Okay, I did that. Theyre still "red heart" but they seem to be a little more aggressive towards me. I suppose they are "neutral team" but Im unsure.. Im surprised how much a little indenting can do to change a code EDIT: Nope I confirmed that they are still red team No matter what I try, "team = 1, team = -1, team = 0, etc." none change the team of the zombies.
Last edited by FauxMask on Sun Jun 14, 2009 4:18 am, edited 1 time in total.
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Tue Jun 09, 2009 5:04 am |
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AgentBaron
Joined: Mon May 18, 2009 11:48 pm Posts: 205 Location: The swamps of Stuporia!
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Re: Zombie Generator/Emitter as a placeable object?
Yeah, the tabbing makes a difference because the game reads tabbed lines as properties of the untabbed line being modified. Like: Code: AddEffect = AEmitter -tab-PresetName = Not An Emitter Where PresetName is just a property of the AEmitter being called. P.S. Thanks for the correction, Grif. Realized why mine wouldn't work when I saw your version.
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Tue Jun 09, 2009 5:44 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Zombie Generator/Emitter as a placeable object?
Hmm, if that doesn't work I'll just make a proper .rte.
Or release zombie defense.
Probably tomorrow.
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Tue Jun 09, 2009 6:06 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Zombie Generator/Emitter as a placeable object?
Then you'd have to make towers.
I mean, Zombie DEFENSE.
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Tue Jun 09, 2009 6:10 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Zombie Generator/Emitter as a placeable object?
Already got a scene, script, etc.
Just needs tweaking.
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Tue Jun 09, 2009 6:17 am |
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Gamefreak
Joined: Thu May 28, 2009 8:08 pm Posts: 31
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Re: Zombie Generator/Emitter as a placeable object?
Thanks. I'm not sure how I didn't see that.
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Tue Jun 09, 2009 11:59 pm |
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