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RUNNING WITH RIFLES Multiplayer

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PostPosted: Sun Mar 23, 2014 12:06 am 
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Joined: Sat Mar 22, 2014 11:43 pm
Posts: 16
So the title is pretty wacked out, I know... ;)

But, here, I will explain myself.

So, first I make two factions. Great.
Now, I customize them to be very specific to their style. Lookin' good!
Start to build out some new support items, really just modifications of mortar and artillery, but changed dramatically. Swell!
The two factions are so different, that the planes dropping the payloads look nothing alike, and I want them to have different payloads per faction... PROBLEM!!!


So here is where I am stuck and a bit frustrated :evil: I will illustrate with some quoted info:

Quote:
// RWR will internally extend shadow material names with Simple/Integrated
- This is from the shadow_airplane_flyby.particle file. It is used to generate the pretty little shadow that you see zipping over the battlefield when you bring in paratroopers.

Now in my mod, I want planes to drop bombs, and as I had mentioned, the planes from the two factions look very different even in a basic shadow detail. So that is point #1... Point #2? The splitting of calls per faction!!!

Is there something here that I'm just not getting? From the way I see, we have this workflow:

Quote:
factions/all_factions -> factions/green OR factions/grey OR factions/brown -> weapons/all_calls


Do you see what I mean? There is no way that I know of to say, hey Green team, here's your calls, and hey Grey team, here's your calls!


So point #1..... and point #2..... Does anyone have any ideas how to get around this? And please, if I am blatantly dumbass-edly missing something, please point it out, I take no offence for help given.


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PostPosted: Sun Mar 23, 2014 12:43 am 
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Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
To solve the different calls issue, you can put this into the .faction file, where the weapons are listed:
Code:
clear_calls="1"


Stick that after you see the clear_weapons="1", and the factions should have no more calls available. You can add individual calls with this line (I think, at least):

Code:
      <call key='insert_call_name_here.call' />


Happy hunting, runner. :)


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PostPosted: Sun Mar 23, 2014 12:54 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
For the airplane shadow effect, you could duplicate those two files:
shadow_airplane.material
shadow_airplane_flyby.particle

In your, e.g. shadow_airplane_b.material, change the names of the materials
material ShadowAirplaneBIntegrated : ShadowPlantIntegrated {
material ShadowAirplaneBIntegrated2 : ShadowPlantIntegrated2 {
material ShadowAirplaneBSimple : ShadowPlantSimple {

and point the textures to your new plane texture
texture shadow_airplane_b.png

In your new flyby particle system, e.g. shadow_airplane_b_flyby.particle, change the name again
particle_system ShadowAirplaneBFlyby
and the material
material ShadowAirplaneB
delete the later particle system in the same file, looks like a leftover

Then in your call file, e.g. paratroopers_b.call, change
<effect class="launch" ref="ShadowAirplaneBFlyby" shadow="1" />

With some luck, that's all. :D


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PostPosted: Sun Mar 23, 2014 4:35 pm 
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Joined: Sat Mar 22, 2014 11:43 pm
Posts: 16
:shock: :shock: :shock: :shock: :shock:

Oh my god guys... THANK YOU! (Haha, you've also just given me like another 3 hours of work to build out a bunch of new textures!!! :lol: )

P.S. best community ever, thanks for the fast and accurate responses!


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PostPosted: Sun Mar 23, 2014 5:29 pm 
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Joined: Wed Aug 08, 2012 12:55 am
Posts: 133
Sidenote, What thesoldier said also applies to vehicles.

Thus one can make faction specific vehicles if accommodations are also made on the maps for the other vehicles.

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PostPosted: Sun Mar 23, 2014 6:02 pm 
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Joined: Sat Mar 22, 2014 11:43 pm
Posts: 16
bwc153 wrote:
Sidenote, What thesoldier said also applies to vehicles.

Thus one can make faction specific vehicles if accommodations are also made on the maps for the other vehicles.


Great to know! This will come in handy as well! ;)


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