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> Train research....
Bittah Commander
post Nov 5 2006, 05:59 PM
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QUOTE ("Visceroid")
ENTER THE TRAINLIGHT ZONE....erm...oh f*ck it. anyway..

Well,i was reading an old Westwood interveiw i came upon,and apparently,the Trains would be useable ingame. as civvie-owned APCs...i think it's possible to do,but i need to know how to make them Hijackable...i am not sure if its the Passive=Yes tag that prevents this,but...here is a sample of coding from the passenger car...

[TRAINCAR]
Name=Train Car
Nominal=yes ;Hmm...
Image=MONOCAR
Strength=100
Category=Transport* ;Interesting.
DeployTime=.022* ;For removing troops,i assume?
Armor=light
TechLevel=-1
Sight=5
PipScale=Passengers*
Speed=8
Crusher=yes
Owner=GDI ;This may be a problem...
AllowedToStartInMultiplayer=no
Cost=800
Points=25
ROT=5
Passengers=10* ;Ten? that's handy..
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect= ;No voices,duh.
VoiceMove=
VoiceAttack=
VoiceFeedback=
MaxDebris=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.9
MovementRestrictedTo=Railroad ;omfg i cant move from the tracks!
Passive=yes ;?
IsTrain=yes ;Use special Train logic....
MovementZone=Crusher
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys

Notice all the tags with *'s next to them? all of them HAVE to be attached to APC-Type units. the train seems to act as an APC AFAIK. if you have not nodiced,the train also has remapables on it...if this feature could be brought back,it would be a HUGE tactical addition to tiberian sun.(and Tunnel Train-ing. ) :thinking:

QUOTE ("daTSchikinhed")
daTSchikinhed over at PPM"]You should make train tracks buildable in TS to allow troop transportation to the battlefield.. BUT also make them DESTROYABLE but not repairable.. so that enemies can attack your lines and you would have to rebuild it like in real war... and you could make an *.aud file and input it and make it say "Rail Line Under Attack."... that would be cool

QUOTE ("Bittah Commander")
You should just give the train cars on your map the Special house, which makes them enterable by everyone. Then make a script for them so that they'll stop at each train station and also automatically unload there.

QUOTE ("SMIFFGIG")
Ok I have only read in the first post that Viceroid read that trains would be useable

This has nothing to do with the Train and/or train logic itself
and is still 100% achievable in both splay and mplay

The train will not be directly controlable, however as it follows/stops etc at waypoints, it will actually act like a train.

What has to be done, is adding an additional civilian side into mplay
Make it allied to '*=GDI'
or whomever you wish

This extra civilian side will funnly enough be allied to anyone who maybe GDI, if there is no GDI on the map, then it will be enemies, simple as that.

Being allied to this civilian side not only stops them attacking u, but will allow you to enter ther units

Fancy hidding a few men in the RV over ther, then shove them in
Does that building have a 'PipScale=*' then hide some men in ther (no of course they cant fire out from the building, and unless you want really long games I would suggest you make the building in question 'Nominal=false')

Wait till your civilian friends train stops at the train station (Waypoint #) jump in and off they go!

Simple as that

QUOTE ("Bittah Commander")
QUOTE ("Bittah Commander")
You should just give the traincars on your map the Special house, which makes them enterable by everyone. Then make a script for them so that they'll stop at each train station and also automaticly unload there.

QUOTE ("SHAZAA")
Hmm, trains. I'm actually in the process of making a train-enabled map (though my TS is MIA so I can't test it).

I'm making it with three capturable "train stations" at all at train stop watpoints along the tracks. I then made the train stations and the train into a separate house, the "train house".
Then I made a trigger that if all three train stations were captured, the whole "train house" would be given to the player (like in the gdi Hammerfest mission).

In this way, the train would belong to the player, and they could use it however they wanted (either that or it would still follow the waypoints, though whichever happens it's a desired result)
It makes sense, I mean in war the sides usually capture the trains for their advantage than build new ones for themselves.

If it indeed works, it should work both singleplay and multiplay.
The map is going to rock by the way once it's finished :rockin:

QUOTE ("Bittah Commander")
I'm sure this 'll work just fine in singleplayer, but I doubt it will in multiplayer. Adding new houses on multiplayer maps usually causes the game to crash when it starts and alot of triggers only work in singleplayer; I think the trigger to give all units/buildings belonging to a certain house to another is one of those.


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Nighthawk
post Nov 5 2006, 06:23 PM
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The Passive=yes tag means it won't retaliate against anything that attacks it, nor will it do any threat scans for enemy units.


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Posts in this topic
- Bittah Commander   Train research....   Nov 5 2006, 05:59 PM
- - Team Black   Oh yeah, I was SHAZAA. I almost have that map done...   Nov 6 2006, 05:28 PM
- - Bittah Commander   Did you get it to work? (and did you do it my way?...   Nov 6 2006, 05:52 PM
- - Master Blackster   UBER BUMP!!1! The map in question is ...   Jul 9 2007, 10:09 PM
- - Nod Strike   First one to use it in a Mod in a huge city blue z...   Jul 10 2007, 09:58 AM
- - Bittah Commander   Of course not.... Anyway, @Blackster: The train s...   Jul 10 2007, 01:39 PM
- - Carnotaurus   Holy sh*t I got a thread I did post here. Awesom...   Jul 10 2007, 06:20 PM
- - Master Blackster   Well the TS Demo map allows this I was relieved t...   Jul 11 2007, 12:05 AM
- - CommanderSpartan   Well thats great, there goes my dreams of usable t...   Nov 17 2007, 06:59 AM
- - TSHyper   Sigh, more things to add to my research list   Nov 17 2007, 12:03 PM
- - Team Black   Well, theoretically it should be possible to build...   Nov 17 2007, 04:01 PM
- - CommanderSpartan   Well thats not good, but I still have a question, ...   Nov 17 2007, 07:55 PM
- - Omen   I tested the train logic on Tunnel Train-ing map b...   Nov 18 2007, 12:27 PM
- - Omen   BREAKTHROUGH Look at the shroud, it proves that t...   Nov 18 2007, 01:10 PM
- - CommanderSpartan   NICEEEEEEEE, and great train voxel, did you make i...   Nov 18 2007, 04:35 PM
- - Yuri o07   Yes, it's for a mod of mine.   Nov 18 2007, 05:52 PM
- - Team Black   Post the map please, I want to have a lookz at it ...   Nov 19 2007, 06:41 AM
- - Yuri o07   I also did some "personal" edits to the ...   Nov 19 2007, 02:10 PM
- - Team Black   check "Loadable" on the locomotive teamt...   Nov 19 2007, 02:17 PM
- - Yuri o07   I thought I had...funny   Nov 19 2007, 02:24 PM


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