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Train research.... |
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Nov 5 2006, 05:59 PM
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Forum Administrator
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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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Jul 9 2007, 10:09 PM
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Core Defender
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UBER BUMP!!1! The map in question is my Siege City map, and yeah as you can see it's been on the shelf for a LONG time- Just recently I decided to pull it out and work on it again. I ditched the Train Station idea, and went with Bittah's - the "Special" house thing. I'm having some problems getting the guys back out of the train since you can't order it directly - and every time I put infantry in the train, the train stops running its script I haven't even gotten to see if "Unload" will work. Has anyone gotten this to work? Could someone give me a linker to a map where it was used, if any? (BTW I just set the tibweb bump record - 7 months! )
This post has been edited by Master Blackster: Jul 9 2007, 10:16 PM
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Jul 10 2007, 09:58 AM
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Hover MLRS
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First one to use it in a Mod in a huge city blue zone that is amazing for makinging bases wins a medel and screenshots of a base i will make in it! EDIT: also, would it be possible to make the infantry shoot out of it? Or is it not possible on the TS engine? Probley not, you can't garrison buildings, nevermind.
This post has been edited by Nod Strike: Jul 10 2007, 10:00 AM
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Jul 10 2007, 06:20 PM
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Flamethrower Infantry
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Holy sh*t I got a thread I did post here.
Awesome.
Anyhow, TB, the 'Vehicle Garrsion' stuff, as I like to call it, works in quite a few TS GDI Single player missions, you are able to enter these vehicles, AND EXIT them, as well, asif it was an immobile APC. It allows for neat hiding spots for Sole Survivor, or actual ambushes. Check a few TS MP pams and compair the civ vehs there.
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RA 1.5's dead. I work on TS 3.0 AGAIN.
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Jul 11 2007, 12:05 AM
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Core Defender
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Well the TS Demo map allows this I was relieved to find it wasn't merely PlayerControlled=yes and [TRUCK] Speed=0. In fact, there is no INI editing whatsoever. after extensive testing, it looks like this is a singleplayer-only thing. The results are the same whether or not it is the "special" house or not - in the multiplayer pic above, that is actually a NEUTRAL train, (map is uploaded below) triggered to ally GDI and Nod house (and also triggers to make GDI and Nod houses ally back). In the singleplayer pic I allied the GDI house (player controlled=yes) with the Nod house (player controlled=no) Niether of these tests disrupted the train from its script. that's all the testing I'm going to do right now, that info took me some time to get as it is. Since the player-selected-unload appears to only work in singleplayer, we're going to have to find a way to script the train to unload by itself. There's this way I thought of, which would be making the script set a local, that would create a team for each train car on the individual waypoints.. **Script: "Set local" when locomotive reaches a waypint. Named the local "train arrival waypoint X" Trigger: local is set >>>create team Team: Taskforce:1 TRAINCAR <> Script: Unload...#3 I haven't tested this thoroughly enough, and the few times I've done it, it made the train stop running its script. There are other things to do with the set local method, perhaps it can be that the script doesn't use "Jump to line", but instead sets a local at the end of the script... ...which will trigger the locomotive to become a new team, which will follow a script to the next waypoint, unload, clear the last local, and set a new one >> local triggers a new train team etc etc. This would take a lot of work, and I'm too lazy to look into this one right now. One last way would be to use the Make enemy... tag, or change house to neutral. enters way point, sets local: "change house" for attached objects (attach the train to this trigger). Perhaps making it neutral will make the AI kick the guys out of their own transports? Then clear the local and make it trigger the train back to "Special" house.
This post has been edited by Master Blackster: Jul 11 2007, 01:58 AM
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Nov 17 2007, 04:01 PM
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Core Defender
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Well, theoretically it should be possible to build tracks like walls, since they're both overlay. There would likely be a problem building track slopes since you can't build on slopes.. hough you could use the PlaceAnywhere tag, which will make it buildable anywhere.
Building trains with a war factory is out of the question, since on the way out of the factory they'd "run over" it, destroying it every time you make a train. You'd have to make the locomotive a free unit, and place it by some tracks. If it's not on tracks, it won't be able to move - but you can use a carryall to pick it up and put it on the tracks. It's impossible to build train cars that follow a locomotive, since that logic is put into the map itself.
you could put the train and train cars on the map already belonging to the player, and control it just fine, with a few mistakes from time to time. In multiplayer maps, you can give units to players by giving them to the Nod or GDI house.. Units given to the GDI house will go to the GDI player whose color is highest on the list: GOLD RED DK BLUE GREEN ORANGE LT BLUE PURPLE PINK IF there's no GDI players and something on the map s on the GDI house, it'll crash the game. Same thing goes for Nod in vice versa
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Nov 18 2007, 12:27 PM
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Tick Tank
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I tested the train logic on Tunnel Train-ing map by putting the train units into Special House and giving them the unload script. The results were buggy. I could unload troops to every train unit except the locomotive itself. The locomotive was still the special side, but I just couldn't insert units inside it (I could even see the passenger slots).
Those troops I put in the train cars did not exist where they should have. To be exact, they didn't exit the train at all.
I believe so far you can only have the locomotive to load/unload troops, because it is the only unit the scripts affect directly. The problem is, for some reason, the locomotive becomes unusable. To get the train cars unload units too, you need to somehow get the train cars to have their own unload scripts.
EDIT: After a second test I found out that giving the train cars their own scripts will just make them unable to load in infantry, like the locomotive. Also, at some point, they will "eject" from the other train cars and the locomotive, and stop functioning. So, we have to find another way to make train cars unload their troops.
EDIT2: On a second though, if we can somehow make the train sections that have their own scripts accessible, we can make each section an own unit, that however, runs the same course as the other sections does, and just behind the train section before it. It will then look like a train, and act like a train.
I still need to find out if the "FollowsID" tag has something to do with the bug that causes the train sections stop functioning.
This post has been edited by Omen: Nov 18 2007, 12:56 PM
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Nov 19 2007, 02:10 PM
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Tick Tank
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I also did some "personal" edits to the map, so don't mind about those. Some notes about the method:- Since your units can only exit the train if it enters a "drop zone" (or that the train cars are destroyed), destroying the locomotive before the train reaches one of these zones will cause your units to get stuck in the train cars unless destroyed. So I suggest you make a trigger that destroys the train cars if the locomotive is destroyed. - Your units wont remove the shroud around themselves when they exit the transports, because it seems they just appear next to the train without actually exiting the vehicles. I suggest you have a radar at the point when you send the units in to the train - Please note that I tried to set the other train cars work along with the locomotive. I get some bugs, though, where the train cars leave the locomotive and stop working/continue working, but without the locomotive.
This post has been edited by Yuri o07: Nov 19 2007, 02:13 PM
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