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1  TribesNext.com Forums / Mods and Customization / Re: Vehicle Power... In theory... on: August 13, 2010, 05:26:24 AM
The script actually works exactly the way I had asked, vehicles are dependent upon a generator that, when destroyed will boot any occupants of said vehicles, and return the message "vehicle is not powered" if someone tries to mount it while gen is down. The only thing he hasn't implemented is to reset the vehicles recharge rates when the generator is down, which as I understand it is in the works.
2  TribesNext.com Forums / Mods and Customization / Re: Vehicle Power... In theory... on: August 08, 2010, 09:01:27 PM
errr oops, I remade the vehicles and put them in that sim group to copy and paste to mission cleanup.. apparently I forgot.  Will double check team variables.


----FIXED
3  TribesNext.com Forums / Mods and Customization / Re: Vehicle Power... In theory... on: August 08, 2010, 07:01:02 PM
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4  TribesNext.com Forums / Mods and Customization / Re: Vehicle Power... In theory... on: August 03, 2010, 08:55:52 AM
thank you for looking at it Heat, I understand scripters get harrassed a lot. I'll try this modification and see if yields Me any results
I am serious as well about seeing if someone here will show Me a little bit about tribes scripting. The only thing I understand is the format, and as you can see... that understanding isn't great. Somewhere there is a rather in depth tutorial for torque engine scripting, but it has no real bearing on the functions called in T2.
5  TribesNext.com Forums / Mods and Customization / Re: Vehicle Power... In theory... on: July 31, 2010, 09:24:36 AM
SO... can um, someone throw Me a frikkin bone?
6  TribesNext.com Forums / Mods and Customization / Re: Vehicle Power... In theory... on: July 29, 2010, 06:48:06 PM
Okay, I have tried to string things together in a way that might work, but without knowing what functions can be used where I fear I am at a loss, could one of you fabulous scripters out there piece this together for me? I have been trying all day on and off but I can't figure it out. Here is My best guess I know I'm off, but I get the feeling I'm not TOO far off so please help.
7  TribesNext.com Forums / Mods and Customization / Re: Vehicle Power... In theory... on: July 28, 2010, 09:05:19 PM
I might be able to muddle through that, check back in a few days when I can wrap my head around that!
8  TribesNext.com Forums / Mods and Customization / Re: Vehicle Power... In theory... on: July 28, 2010, 06:34:20 PM
Okay... super, that doesn't really answer any questions as to how and, what kind scripting needs to be done. I am only vaguely familiar with scripting in general. And as a general rule I try and make all maps server side. So scripters is there a way to call that sort of function in a .mis contained script? have vehicles powered by a gen which, when disabled, all vehicles will eject players and stop functioning until the generator is repaired?
9  TribesNext.com Forums / Mods and Customization / Vehicle Power... In theory... on: July 28, 2010, 12:39:53 PM
So, I have been playing with a CTF map and I have had an idea which I shall not bore you with.  But the question I have is, while playing with vehicles I noticed this dynamic field

selfPower = "1";

I tried to create a group of vehicles powered by a generator, by changing this field to "0" and placing all the vehicles in an isolated simgroup with a gen.  But nothing interesting happens when the gen goes down so...
1). How do we take advantage of this field and create generator dependent vehicles?

2). If this can work... what happens to people in the vehicle when the gen goes down? (auto-eject would be nifty)

3). I am interested in learning some more advanced scripting... or basic scripting for that matter.  Any volunteers to sit down and gimme some pointers, on IRC or whatever? (you people know who you are)

-----> Red, if this works there will be a map out there that you can destroy the gen and disable any vehicle in play on the opposing team! Won't that be fun huh?
10  TribesNext.com Forums / Mods and Customization / Re: MAPPING --- OKAY... I give up! on: July 26, 2010, 05:02:22 PM
Thanks... it's posted.  I have several maps I have been toying with, hopefully I'll get some constuctive criticism, though I'm guessing I'll just have to take criticism!
11  TribesNext.com Forums / Mods and Customization / Re: MAPPING --- OKAY... I give up! on: July 26, 2010, 12:59:05 PM
HAHA! I got it.  Noob mistake, do not try and create a spawn graph with spawns outside the "mission area".  I resized the mission area to include the distant base, reran the graph, and used it with the original mis file and it works perfectly.  I know My map will never make it into any rotation but, does anyone help playtest anymore?
12  TribesNext.com Forums / Mods and Customization / Re: MAPPING --- OKAY... I give up! on: July 26, 2010, 12:37:54 PM
I actually tried deleting all three spawnspheres, replacing them, and re-running the spawn graph.  There is no water block in the map. I had planned on using indoor and outdoor weights for all three spheres, though I could deal with it being indoor weight only. I am going to play with it a little more right now but I seem to keep getting the same results.
13  TribesNext.com Forums / Mods and Customization / Re: MAPPING --- OKAY... I give up! on: July 26, 2010, 04:35:54 AM
Okay, next question: I am trying to get a capturable spawn point, but everytime the spawn point is captured Team1 spawns at the enemy base, (regardless of who captures) and neither team spawns at the captured objective. Thoughts?
14  TribesNext.com Forums / Mods and Customization / Re: MAPPING --- OKAY... I give up! on: July 24, 2010, 06:53:21 PM
SPACES! I knew it see, I told you once it got figured out I would feel like a twit.  I'm redefining server variables? I'm not quite sure I understand what you mean by that one. As for the mission name, it will get a proper name when it's complete! Damn Red you ever have anything up-lifting to say or is negativity all you spew? (Thanks by the way!)
15  TribesNext.com Forums / Mods and Customization / Re: MAPPING --- OKAY... I give up! on: July 24, 2010, 07:40:06 AM
I always make back-ups, but the changes I made were so extensive (basically moved eveything from one map to another, and to new locations on said map... while maintaining everything in it's simgroup) I just don't even know where to begin looking. I didn't see any obvious formatting but hopefully you peoples have more luck... seriously... no one preserved that .mis checker?Huh?  To the people that took over T2maps... didn't ya think that might come in handy some day?HuhHuh?
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