Hey me again
Is it possible to let LA-AT's fly alone when all passsenger slots are full?
MY Idea: You start at a Venator, enter the LA-AT and when its full, it starts... Fly to the planet an Land, then it only a prop. Venator Commandpost dissapear, and only at the Landingzones are CP's. But without a Pilot.(if neccsesary its ok when a pilot is there)
Possible or not?
Thanks in advice!
No, not really, this sint wat i mean... with Flyersplines I cannot say they have to land there.
Darth D.U.C.K told me, i have to use turrets, because the playermodel cannot enter a prop.
But Thank you for help.
CT-26-6958_Hevy wrote:No, not really, this sint wat i mean... with Flyersplines I cannot say they have to land there.
Darth D.U.C.K told me, i have to use turrets, because the playermodel cannot enter a prop.
But Thank you for help.
Correct. You set the gunship up as a turret, place it in ZE, and use ZE's animation mode to set it along whatever flight path you want (if you aren't familiar with how to do this, read through the procedural animation doc that came with the mod tools).
CT-26-6958_Hevy wrote:Can i say, the Anim have to start after (for example) 1 minute and not directly when starting the map?
You can, just need to be careful with the timing.
When you set up the animation in ZE, there will be a tab that, when selected, has the animation play as soon as the mission starts. If unselected, you can use the awesome power of .lua scripting to tell the animation when to start (also explained in the docs - you can tie an animation to any variety of events that tell it when to start, stop, rewind, and so on).
I followed Java_Killers tutorial, but it doesnt work.
in ZeroEditor all wokred, i've seen my animation, but ingame my laat just stand in the air and do nothing...
Since you want the animation to be specifically timed, and since the play when level begins option doesn't seem to be working for you, I'd go with using the LUA to start your animation. Use this function in an OnTimerElapse callback (or on level start if you like):
PlayAnimationFromTo(“Animation Group Name”, beginTime, endTime)
There are many animation functions, but I recommend this one because it is very straightforward and it takes care of everything with one line of code. Much more info about how to use the LUA to manipulate your ZE animations can be found in:
procedural animation mode.doc
in your documentation folder.
EDIT: I see that the run time on your animation is 5. When you select "play when level begins", it doesn't wait for you to spawn. So the issue here is likely that you can't spawn and locate the object in question before the animation plays out, and you are merely seeing it in its final position. Try looping before messing with the LUA.
jangoisbaddest wrote:
EDIT: I see that the run time on your animation is 5. When you select "play when level begins", it doesn't wait for you to spawn. So the issue here is likely that you can't spawn and locate the object in question before the animation plays out, and you are merely seeing it in its final position. Try looping before messing with the LUA.
At the moment it is only a test^^
I will try the Code... but the i have to disable the start at mapbeginn, right?
[code]C:\BF2_ModTools\data_TST\_BUILD\..\..\ToolsFL\Bin\luac.exe: ..\..\common\scripts\TST\TSTt_con.lua:44: unexpected symbol near `“'
ERROR[scriptmunge scripts\TST\TSTt_con.lua]:Could not read input file.ERROR[scriptmunge scripts\TST\TSTt_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
ERROR[levelpack mission\TSTt_con.req]:Expecting bracket, but none was found.
File : munged\pc\tstt_con.script.req(1)...
ucft <--
ERROR[levelpack mission\TSTt_con.req]:Expecting bracket, but none was found.
File : munged\pc\tstt_con.script.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings[/code]
and my .lua
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:Start()
EnableSPHeroRules()
PlayAnimationFromTo(“laatland”, 10, 15)
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------