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DeWorD
Joined: Wed May 05, 2010 10:55 pm Posts: 15
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Few Questions.
Hello everyone. i havent writed long time in here.
Anyways now im playing with B24. It's little bit changed. like where is my Custom maps etc. i would like to try make my own scene and i can't understand anything where's lot's of text because of dyslexia. (yea i can't read 'hard' text) About those questions.
CC maps are like an Earth. there's not a map border. How i can make one?
about AI: How i can change their spawning place? Can i change it like enemys comes from a door or something like it? ( i don't like that they always comes from the air and mess up the whole map because of their destroyed ships.) How i can choose what does AI spawn. (now i mean what kind of actors and with what equipment.
About actors. How i can make "integrated" weapons? (when i only choose an actor. They have a weapon already that i don't need to put one in the list.) When Buying actors and equipment. There's a spot *PRESETS*. Does it work? if it works. Then how?
Please answer clearly.
Thank You! - DeWorD
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Wed Dec 29, 2010 12:38 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Few Questions.
1. Change WrapsX to 0 2. Create a zone called LZ Team 1 to set location, and use the Mod Manager to set send down. They still have to come down from the sky, unless using custom Lua activities. 3. Yes, but only between games. Push save to save a craft and it's load, and push clear to delete. To add a weapon, add this to an actor's code" Code: [tab]AddInventoryItem = HDFirearm [tab][tab]CopyOf = <name> If it's a shield, replace HDFirearm with HeldDevice, and for grenades/bombs, set it to TDExplosive
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Wed Dec 29, 2010 12:52 am |
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DeWorD
Joined: Wed May 05, 2010 10:55 pm Posts: 15
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Re: Few Questions.
mail2345 wrote: 1. Change WrapsX to 0 2. Create a zone called LZ Team 1 to set location, and use the Mod Manager to set send down. They still have to come down from the sky, unless using custom Lua activities. 3. Yes, but only between games. Push save to save a craft and it's load, and push clear to delete. To add a weapon, add this to an actor's code" Code: [tab]AddInventoryItem = HDFirearm [tab][tab]CopyOf = <name> If it's a shield, replace HDFirearm with HeldDevice, and for grenades/bombs, set it to TDExplosive sorry. forgot to add that im big noob with these things. and i haven't made any single code. (at school we made homepages, but) 1. how to make a zone? 2. so i change units via Mod Manager? 3. Presets sucks. IMO (for now) 4. Where do i put that code? what if i want to use weapon what is in the mod? (like mod.rte[not base.rte])
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Wed Dec 29, 2010 1:34 am |
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Sean Mirrsen
Joined: Fri Jun 19, 2009 5:57 pm Posts: 84
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Re: Few Questions.
If you want to use a specific weapon, you just make sure it's loaded before the actor in question, and spelled properly. I'm not sure how CC handles several instances of a weapon that are named the same (if it even does). If you want AI actors to spawn with gear, you need to add the code directly to the activity ini. So, you use AddInventory to add a soldier to a dropship, and then AddInventory to add an item to the soldier. Make sure to use proper tabbing! For making the AI mooks appear through the door, you could use a specific (custom-made) invisible craft for all AI drops on that mission, and use Lua to check for instances of that craft anywhere, and always put it at predefined coordinates. It'll seem as though mooks are coming from that place as opposed to the sky. Though I have a sneaking suspicion that's a little beyond your capabilities at the moment.
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Wed Dec 29, 2010 7:24 am |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Few Questions.
The other way you can AddInvnetory is in the actor itself, so eveytime a coalition light is placed, he always has a trusty SMG with him, or somesuch. It's even better if you make a CopyOf and make him pinned, for use in bunkers.
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Wed Dec 29, 2010 8:07 am |
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Sean Mirrsen
Joined: Fri Jun 19, 2009 5:57 pm Posts: 84
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Re: Few Questions.
There's even a completely different other way to have an actor start with something, and that's setting his arms' HeldDevice variables to something. I'm not sure whether there's a practical use for that method though.
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Wed Dec 29, 2010 1:31 pm |
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DeWorD
Joined: Wed May 05, 2010 10:55 pm Posts: 15
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Re: Few Questions.
thank you for shitty explanations.
if i say i don't know anything about coding. it means that i don't know anything about coding. now i say my native language isn't english. it means that i can't understand any 'hard' words. so use please use simplified english.
so let's ask again.
How i can make enemy spawn from the Right side of the map? How i can make and 'end-point' in the map?
If you want to help me. Help me this way. (do not help any other way thank you because i can't understand a ♥♥♥♥ about that) *MODEL* 1. Do this 2. Put this in there. 3. THen move that in there.
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Wed Dec 29, 2010 8:33 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Few Questions.
If you want help, don't be prissy about it. A step-by-step explanation would be lengthy and tedious, so if you want one rather than doing the smart thing and learning how to yourself, be nice about asking for it.
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Wed Dec 29, 2010 8:39 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Few Questions.
First, engage in the art of learning how to mod. This can be done by locating the stickies at the top of the forums, and following their respective links.
Then, if you have done this correctly, you will come across the mission making tutorial. This will go over spawning enemies in the way any mission should.
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Wed Dec 29, 2010 8:45 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Few Questions.
DeWorD wrote: now i say my native language isn't english. it means that i can't understand any 'hard' words. so use please use simplified english. http://dictionary.reference.com/
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Wed Dec 29, 2010 8:51 pm |
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DeWorD
Joined: Wed May 05, 2010 10:55 pm Posts: 15
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Re: Few Questions.
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Thu Dec 30, 2010 3:21 am |
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