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Air Division #47 UPDATED 9 - 02 - 2010 http://45.55.195.193/viewtopic.php?f=24&t=17758 |
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Author: | JangkrikBusterII [ Sun Feb 07, 2010 6:19 pm ] | ||||||
Post subject: | Air Division #47 UPDATED 9 - 02 - 2010 | ||||||
Hi, All. V1 Quote: The Air Force Divisions from SS #47 was attacked on space near Earth. They lost many crafts. And, some crafts were save. The remaining craft went down to Earth to prevent from enemy attack. They must protect their Admiral Brain. Just Scene everyone. Instalation : 1] First, you must have MP3 by Gotcha! http://www.forums.datarealms.com/viewtopic.php?f=24&t=12224 2] Download Maps - Space.rte.rar and Maps - Earth.rte.rar at the bottom 3] After downloaded, copy-paste in your Cortex Command directory. Overwrite the files (Or anything else) Some Images Notes : 1] Don't use too many turrets like in my screenshots. This will make all of your man (except turret and brain) Dead without anyone attack it. V2 Quote: The Air Force Division were repair their ship in a mountain base called "Suronan". But, when they were repairing some craft. They were attacked by B - #98 whom attack they when in space. You will be the Commander for this one. Admiral Yii Shun Shinn was defeated. Prepare to assume. Now, this one will be 2 players scene. There are'nt brain place here. Some Images repairing crafts V3 Quote: A Ship Dock Base in Earth "WolfHeezze" was creating a new model of Space Ship. It's called Farisi #97. This craft take new look, function, and time of fly. With Drop Ship Dock in the bottom and Rocket Dock in the upside. It can be use for repairing other smaler craft. This craft was finished and ready to tested it skill. Before it launched, Enemy attack it again. The B - #98. They dropping some Drop Base. Drop Base is kind of flying fortrees, that can carrying some troops, cargo, etc. We must protect our brilliant new craft. We must wait until SS #47 reinforcements help us, or we can destroy them by our self. But, arrive or not arrive SS #47, we still must give this new craft to them as a Command Craft. Commander, lead our men to victory ! Two players again. This map will there in Maps - Earth.rte. May be lag in the begining. Cause, The destroyed Dummy Rocklet. Could more cool if someone can make this as a missions in UniTec faction. (really, I really like and almost any times I used it) Image of Right Outpost will update with picture soon. (Damn, imageshack is really2 bad)
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Author: | Lizardheim [ Sun Feb 07, 2010 6:23 pm ] |
Post subject: | Re: Air Division #47 |
Add a bunkermodule with a Lua script that moves everything to the left except the things inside the crafts. |
Author: | p3lb0x [ Sun Feb 07, 2010 7:08 pm ] |
Post subject: | Re: Air Division #47 |
TheLastBanana wrote: Mild Offenses
Fix this or I am going to lock this thread |
Author: | JangkrikBusterII [ Mon Feb 08, 2010 12:38 am ] |
Post subject: | Re: Air Division #47 |
Lizard wrote: Add a bunkermodule with a Lua script that moves everything to the left except the things inside the crafts. To the right you meant ? If, you want to scripting the Lua, |
Author: | TorrentHKU [ Mon Feb 08, 2010 1:05 am ] |
Post subject: | Re: Air Division #47 |
If it were to the right, the ships would be flying backwards. |
Author: | mail2345 [ Mon Feb 08, 2010 1:39 am ] |
Post subject: | Re: Air Division #47 |
Lizard wrote: Add a bunkermodule with a Lua script that moves everything to the left except the things inside the crafts. Code: function Create(self) self.shiparea = SceneMan.Scene:GetArea("ShipArea"); end function Update(self) for actor in MovableMan.Actors do if self.shiparea:IsInside(actor.Pos))) then actor.Vel = actor.Vel + Vector(vertical speed increase, horizontal speed increase) end end end Replace vertical speed increase, horizontal speed increase with the wanted values. Make an area called ShipArea. |
Author: | CrazyMLC [ Mon Feb 08, 2010 1:55 am ] |
Post subject: | Re: Air Division #47 |
Its trying to access something that doesn't exist in Base.rte. |
Author: | JangkrikBusterII [ Mon Feb 08, 2010 2:02 am ] |
Post subject: | Re: Air Division #47 |
mail2345 wrote: Lizard wrote: Add a bunkermodule with a Lua script that moves everything to the left except the things inside the crafts. Code: function Create(self) self.shiparea = SceneMan.Scene:GetArea("ShipArea"); end function Update(self) for actor in MovableMan.Actors do if self.shiparea:IsInside(actor.Pos))) then actor.Vel = actor.Vel + Vector(vertical speed increase, horizontal speed increase) end end end Replace vertical speed increase, horizontal speed increase with the wanted values. Make an area called ShipArea. What you meant with "Replace vertical speed increase, horizontal speed increase with the wanted values. Make an area called ShipArea." ? |
Author: | mail2345 [ Mon Feb 08, 2010 2:54 am ] |
Post subject: | Re: Air Division #47 |
If you wanted an increase of vertical speed of 1, and an increase of horizontal speed by 2, change Vector(vertical speed increase, horizontal speed increase) to Vector(1,2) And open up the area editor, and make an area called ShipArea. EDIT: Don't forget to attach the script to something. |
Author: | JangkrikBusterII [ Mon Feb 08, 2010 3:08 am ] |
Post subject: | Re: Air Division #47 |
How to attach script in to maps ? What I must do ? EDIT : I added this line in to Index.ini IncludeFile = maps - Space.rte/Scenes/ShpArea.lua And, then RTE Aborted (x_x) Abortin in file .\System\Reader .cpp, line 531, because: Property name was'nt followed by a vallue in maps - space.rte/Scenes/ShpArea.lua at line 1 The last frame has been dumped to 'abortscreen.bmp' |
Author: | PhantomAGN [ Mon Feb 08, 2010 3:56 am ] |
Post subject: | Re: Air Division #47 |
You can't say "IncludeFile = maps - Space.rte/Scenes/ShpArea.lua " You made it think it has to subtract the path from "maps." Also, you're still not complying with what p3lb0x said. You have to release mods as seperate RTE directories, not just files to be added to your base content. Basically, if fails to be a mod. I suggest you wrap up all the stuff from MP3 with it, package it as an RTE, and have a real mod that people will want to play. If I sound mean, I do not intend to. I am trying to be very clear. |
Author: | p3lb0x [ Mon Feb 08, 2010 4:47 pm ] |
Post subject: | Re: Air Division #47 |
No, there is nothing wrong with dependencies. But the mod has to be standalone otherwise |
Author: | PhantomAGN [ Mon Feb 08, 2010 10:23 pm ] |
Post subject: | Re: Air Division #47 |
I did not state that depending on MP3 is bad, I simply suggested that it not have that. My bad for being unclear. It just feels more professional when your mod is a stand-alone package. Like every other acclaimed mod. But hey, I'm certainly biased; I do not even have MP3 working.w |
Author: | Duh102 [ Mon Feb 08, 2010 10:34 pm ] |
Post subject: | Re: Air Division #47 |
MP3 would be fixed if the Mod.rte/Object syntax worked. Then again, half of the mods out there could be half as large and nicely standardized if we could do that. That is for another topic though. |
Author: | dragonxp [ Tue Feb 09, 2010 12:55 am ] |
Post subject: | Re: Air Division #47 |
Well i can't say i like dependencies, however, at least he tried to make a scene, the scene releases forum have sparse amount of scenes. Edit: why do i always right 'at least' as atleast. |
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