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LTM1A http://45.55.195.193/viewtopic.php?f=1&t=7015 |
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Author: | Tyroazard [ Fri Aug 10, 2007 5:05 am ] |
Post subject: | LTM1A |
Er.. Hi... Again (as with my first post) I'm not sure where to put this, but the mod making seems more correct. Uh.. can I make the LTM1A (Laser trip mine) placeable in the pre-game scene builder? (when you place the brain, base etc.) Thanks Tyroazard |
Author: | Grif [ Fri Aug 10, 2007 5:09 am ] |
Post subject: | Re: LTM1A |
Probably. Under the Instancename line in the code, put this: (tabbed to match the instancename line) AddToGroup = Bombs You could also put it in a custom group, "Mines" or something like that. |
Author: | Demented [ Fri Aug 10, 2007 5:19 am ] |
Post subject: | Re: LTM1A |
I tried the deployed version of the LTM1A (MOSRotating) and that didn't place. Made me sad. =( TDExplosives (such as the frag grenade) haven't worked for me at all, so I didn't even bother to try it with the undeployed mine... |
Author: | Tyroazard [ Fri Aug 10, 2007 5:24 am ] |
Post subject: | Re: LTM1A |
Strangely enough, i did both before i asked. It's in bombs by default (i put all explosives in there) and i tried making a new Mines folder but it just plays the error sound and doesnt let me place it... (it takes away 10 gold every time i click though...) |
Author: | Blob [ Fri Aug 10, 2007 5:01 pm ] |
Post subject: | Re: LTM1A |
Easy. Just Copy All MOS and Turn Them From MOS To Simple Actors. Like Steamboiler in Amrobotics Mods. |
Author: | ProjektTHOR [ Sat Aug 11, 2007 3:28 pm ] |
Post subject: | Re: LTM1A |
Oh good lawd. Do they set each other off? |
Author: | Demented [ Sat Aug 11, 2007 6:01 pm ] |
Post subject: | Re: LTM1A |
Ayup. Gibbing works perfectly in editor mode. |
Author: | Tyroazard [ Sat Aug 11, 2007 10:03 pm ] |
Post subject: | Re: LTM1A |
Uh.. i did that (might have done it wrong though) it didnt work.. : ( Could someone upload the .rte for me? Thanks |
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