View unanswered posts | View active topics It is currently Wed Dec 25, 2024 6:06 pm



Reply to topic  [ 26 posts ]  Go to page 1, 2  Next
 Air Division #47 UPDATED 9 - 02 - 2010 
Author Message
User avatar

Joined: Thu Nov 19, 2009 1:35 pm
Posts: 176
Location: Kartasura, Indonesia. Sit in front of my computer
Reply with quote
Post 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

Image

Image

Image

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

Image

Image
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)

Image


Attachments:
Maps - Space.rte.rar [600.21 KiB]
Downloaded 3207 times
File comment: Wrecked ENEMY SHIP !!!!! UYE !!!
ScreenDump008.bmp
ScreenDump008.bmp [ 1.37 MiB | Viewed 43917 times ]
File comment: Brraacks !!!
ScreenDump002.bmp
ScreenDump002.bmp [ 1.37 MiB | Viewed 43917 times ]
Maps - Earth.rte.rar [955.06 KiB]
Downloaded 2894 times
File comment: Farisi #97
ScreenDump010.bmp
ScreenDump010.bmp [ 1.37 MiB | Viewed 43590 times ]


Last edited by JangkrikBusterII on Tue Feb 09, 2010 11:02 am, edited 7 times in total.

Sun Feb 07, 2010 6:19 pm
Profile WWW
DRL Developer
DRL Developer

Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
Reply with quote
Post Re: Air Division #47
Add a bunkermodule with a Lua script that moves everything to the left except the things inside the crafts.


Sun Feb 07, 2010 6:23 pm
Profile
Forum Moderator
User avatar

Joined: Fri Feb 02, 2007 3:53 pm
Posts: 1896
Location: in my little gay bunker
Reply with quote
Post Re: Air Division #47
TheLastBanana wrote:
Mild Offenses
  • Posting off-topic. This includes posting something that belongs in Mod Making.
  • Posting about your mod(s) in another person's topic(s).
  • Posting a finished mod/scene without pictures and a decent (at least one paragraph) description.
  • Posting a mod that doesn't work. (ex: user must move/change files to make it work)
  • Posting a mod not in an RTE.


Fix this or I am going to lock this thread


Sun Feb 07, 2010 7:08 pm
Profile
User avatar

Joined: Thu Nov 19, 2009 1:35 pm
Posts: 176
Location: Kartasura, Indonesia. Sit in front of my computer
Reply with quote
Post 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,


Mon Feb 08, 2010 12:38 am
Profile WWW
Loose Canon
User avatar

Joined: Sun Mar 29, 2009 11:07 pm
Posts: 2992
Location: --------------->
Reply with quote
Post Re: Air Division #47
If it were to the right, the ships would be flying backwards.


Mon Feb 08, 2010 1:05 am
Profile WWW
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Reply with quote
Post 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.


Mon Feb 08, 2010 1:39 am
Profile
User avatar

Joined: Fri Dec 22, 2006 4:20 am
Posts: 4772
Location: Good news everyone!
Reply with quote
Post Re: Air Division #47
Its trying to access something that doesn't exist in Base.rte.


Mon Feb 08, 2010 1:55 am
Profile WWW
User avatar

Joined: Thu Nov 19, 2009 1:35 pm
Posts: 176
Location: Kartasura, Indonesia. Sit in front of my computer
Reply with quote
Post 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." ?


Mon Feb 08, 2010 2:02 am
Profile WWW
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Reply with quote
Post 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.


Mon Feb 08, 2010 2:54 am
Profile
User avatar

Joined: Thu Nov 19, 2009 1:35 pm
Posts: 176
Location: Kartasura, Indonesia. Sit in front of my computer
Reply with quote
Post 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'


Mon Feb 08, 2010 3:08 am
Profile WWW
User avatar

Joined: Mon Jun 29, 2009 2:40 am
Posts: 610
Location: Deep below The Map of Mars
Reply with quote
Post 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.


Mon Feb 08, 2010 3:56 am
Profile
Forum Moderator
User avatar

Joined: Fri Feb 02, 2007 3:53 pm
Posts: 1896
Location: in my little gay bunker
Reply with quote
Post Re: Air Division #47
No, there is nothing wrong with dependencies. But the mod has to be standalone otherwise


Mon Feb 08, 2010 4:47 pm
Profile
User avatar

Joined: Mon Jun 29, 2009 2:40 am
Posts: 610
Location: Deep below The Map of Mars
Reply with quote
Post 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


Mon Feb 08, 2010 10:23 pm
Profile
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post 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.


Mon Feb 08, 2010 10:34 pm
Profile
User avatar

Joined: Wed Sep 09, 2009 3:16 am
Posts: 3032
Location: Somewhere in the universe
Reply with quote
Post 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.


Tue Feb 09, 2010 12:55 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 26 posts ]  Go to page 1, 2  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.397s | 16 Queries | GZIP : Off ]