Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri May 09, 2025 7:57 am
All times are UTC + 0
Crate Generator
Moderators: Global Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [9 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
RedScare
Combat Engineer


Joined: 29 Jun 2007
Location: The US of A

PostPosted: Sat Feb 02, 2008 2:35 am    Post subject:  Crate Generator
Subject description: random crate generator
Reply with quote  Mark this post and the followings unread

This maybe already a topic or maybe not, I've checked and so far I have not found a topic similar to this. Anyway.

I have another idea (yes another idea unfortunately) that might work or it may not but I was thinking of creating a random crate generator that you can build. Just like the tiberium farm concept I was wondering if this will work with crates. Every 3 minutes this structure will randomly generate a crate that you can pick up instead of sending units all over the map to try and collect them this can generate crates right in the comfort of your own base but the rules still applies that you might get a dirty crate (I.E. bomb, gas, darkness, etc).

I also had the idea for all maps being able to spawn random trucks with crate in them and they wonder aimlessly around the map.

If any of this is possible let me know.

Back to top
View user's profile Send private message
Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Sat Feb 02, 2008 3:34 am    Post subject: Reply with quote  Mark this post and the followings unread

well I am almost 100% positive that the first idea of having a building that spawns crates like the tiberium farm idea is impossible the 2nd one with the trucks is very possible.

It is actually a simple thing you can do in maps. First you create your map. Then you create your Taskforce of 1 loaded truck, then your script (where you want the truck to move and how and what not), then you have your trigger set up, and then your teamtype. Then Finally you have to select the box in the basic section under Edit that says something like "Crates for destroyed trucks"

Once done and if done properly you should get a truck that moves about on the map how you wanted it to that when destroyed will drop a random goodie crate.

To see exactly how this is done I suggest you check out some TS maps. I know my Cliff's of Asvetia map uses this type of trigger for that exact purpose though so you may wish to check it.

_________________
Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium!

Back to top
View user's profile Send private message Send e-mail Skype Account AIM Address
RedScare
Combat Engineer


Joined: 29 Jun 2007
Location: The US of A

PostPosted: Sat Feb 02, 2008 5:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Well damn. So there is no way possible, at all, you can have something that generates random crates at a given point?

Back to top
View user's profile Send private message
Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Sat Feb 02, 2008 5:14 am    Post subject: Reply with quote  Mark this post and the followings unread

maybe wall logic which converts a building into an overlay?

I think the issue is the crate isn't "tiberium" thus it can't be used with TiberiumToSpawn= tag.

maybe adding these qualities to the crate's entries might satisfy this to allow the voxel debris to spawn it? Neutral

_________________
Delirium..

Back to top
View user's profile Send private message
John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Feb 02, 2008 6:47 am    Post subject: Reply with quote  Mark this post and the followings unread

A building with ToOverlay= can create OverlayTypes with Crate=yes , which is what triggers the "grant goodie and respawn a crate when this overlay is run over" functionality.

However, the game insists on respawning a crate whenever one is picked up, meaning - you build that crate, collect it, zing, game spawns another random crate, now there are two crates on the map (the ordinary one and the one you just caused to spawn) and the game's respawn function will make sure there are no less than 2 crates on the map, you build again, collect again, oops, now there's three crates on the map permanently, and so on... woopsy.

Back to top
View user's profile Send private message Visit poster's website Skype Account
Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Sat Feb 02, 2008 6:51 am    Post subject: Reply with quote  Mark this post and the followings unread

I tested the option in final sun to have trucks spawn crates, the main problem was that the crates wouldnt disappear once you pick them up. So you could just keep driving over them.

_________________
Comcast: Yo dawg we herd yo were downloading, so we put fail in yo modem so yo cant download while yo failin!

Back to top
View user's profile Send private message Send e-mail Skype Account Yahoo Messenger Account
Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Sat Feb 02, 2008 9:12 am    Post subject: Reply with quote  Mark this post and the followings unread

I had sometimes a funny error
So, maybe you can use it?
Code:
[OverlayTypes]
1=GASAND
2=CYCL
3=GAWALL
4=BARB
5=WOOD
6=DUMMY
7=DUMMY2
8=DUMMY3
9=DUMMY4
10=DUMMY5
11=DUMMY6
12=DUMMY7
13=DUMMY8
14=DUMMY9
15=DUMMY10
16=DUMMY11
17=DUMMY12
18=V16
19=V17
20=V18
21=DUMMY13
22=DUMMY14
23=FENC
24=DUMMY15
25=BRIDGE1      ;26 &
26=BRIDGE2      ;27 are the same art.
27=NAWALL
182=CRATE
29=BTIB02
30=BTIB03
31=BTIB04
32=BTIB05
33=BTIB06
34=BTIB07
35=BTIB08
36=BTIB09
37=BTIB10
38=BTIB11
39=BTIB12
42=TRACKS01
43=TRACKS02
44=TRACKS03
45=TRACKS04
46=TRACKS05
47=TRACKS06
48=TRACKS07
49=TRACKS08
50=TRACKS09
51=TRACKS10
52=TRACKS11
53=TRACKS12
54=TRACKS13
55=TRACKS14
56=TRACKS15
57=TRACKS16
58=TRACKTUNNEL01
59=TRACKTUNNEL02
60=TRACKTUNNEL03
61=TRACKTUNNEL04
62=RAILBRDG1
63=RAILBRDG2
64=CRAT01
65=CRAT02
66=CRAT03
67=CRAT04
68=CRAT0A
69=CRAT0B
70=CRAT0C
71=DRUM01
72=DRUM02
73=PALET01
74=PALET02
75=PALET03
76=PALET04
77=LOBRDG01
78=LOBRDG02
79=LOBRDG03
80=LOBRDG04
81=LOBRDG05
82=LOBRDG06
83=LOBRDG07
84=LOBRDG08
85=LOBRDG09
86=LOBRDG10
87=LOBRDG11
88=LOBRDG12
89=LOBRDG13
90=LOBRDG14
91=LOBRDG15
92=LOBRDG16
93=LOBRDG17
94=LOBRDG18
95=LOBRDG19
96=LOBRDG20
97=LOBRDG21
98=LOBRDG22
99=LOBRDG23
100=LOBRDG24
101=LOBRDG25
102=LOBRDG26
103=LOBRDG27
104=LOBRDG28
105=TIB01
106=TIB02
107=TIB03
108=TIB04
109=TIB05
110=TIB06
111=TIB07
112=TIB08
113=TIB09
114=TIB10
115=TIB11
116=TIB12
117=TIB13
118=TIB14
119=TIB15
120=TIB16
121=TIB17
122=TIB18
123=TIB19
124=TIB20
125=LOBRDGE1
126=LOBRDGE2
127=LOBRDGE3
128=LOBRDGE4
129=VEINS
130=TIB2_01
131=TIB2_02
132=TIB2_03
133=TIB2_04
134=TIB2_05
135=TIB2_06
136=TIB2_07
137=TIB2_08
138=TIB2_09
139=TIB2_10
140=TIB2_11
141=TIB2_12
142=TIB2_13
143=TIB2_14
144=TIB2_15
145=TIB2_16
146=TIB2_17
147=TIB2_18
148=TIB2_19
149=TIB2_20
150=TIB3_01
151=TIB3_02
152=TIB3_03
153=TIB3_04
154=TIB3_05
155=TIB3_06
156=TIB3_07
157=TIB3_08
158=TIB3_09
159=TIB3_10
160=TIB3_11
161=TIB3_12
162=TIB3_13
163=TIB3_14
164=TIB3_15
165=TIB3_16
166=TIB3_17
167=TIB3_18
168=TIB3_19
169=TIB3_20
170=VEINHOLE
171=SROCK01
172=SROCK02
173=SROCK03
174=SROCK04
175=SROCK05
176=TROCK01
177=TROCK02
178=TROCK03
179=TROCK04
180=TROCK05
181=VEINHOLEDUMMY
28=BTIB01

So, you change the list into this and then say, that the building should spawn BTIB01, Maybe it spawns now crates? I dind't test it at all, its just an idea



SCRN0002.jpg
 Description:
I made a buildable Tibtree and then I just changed the order of the Overlay List. You see, what happened^^
 Filesize:  113.67 KB
 Viewed:  2840 Time(s)

SCRN0002.jpg



_________________

Think of me as Nordos, 'cause Banshee wouldn't rename me

Back to top
View user's profile Send private message Skype Account
John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Feb 02, 2008 9:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, plenty of OverlayTypes functionality is tied to the index in the list. And I do mean a lot, so don't swap stuff around.

Back to top
View user's profile Send private message Visit poster's website Skype Account
gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sat Feb 02, 2008 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

DCoder wrote:
Yes, plenty of OverlayTypes functionality is tied to the index in the list. And I do mean a lot, so don't swap stuff around.

Is is possible to do anything with the building before it enters as overlay type?

_________________
DUNK!

Back to top
View user's profile Send private message Skype Account
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [9 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
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 vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2163s ][ Queries: 14 (0.0106s) ][ Debug on ]