
report here old but powerfull units scripts released
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Yes.. somewhatSgt Doom wrote:Worse than google translating English to Chinese then back. Anyone understand what he's saying?
1. He wants a acript that will randomize a units between several modles/texture/weapons. Currently possible but it rquires a modle that contains EVERY combonation fused together then using show/hide ect. Would be waaay easier if some metomorphisis script function was added.
2. Im not sure I totaly understand why the color is red, but he wants a shield that will somtimes malfunction, allowing the projectile/laser/ect to pass through unblocked. Not sure of this is possible atm but possibly (not really a scripter).
3. rotateable weapons, like the low/high raj but more versital so you can change between a large number of weapons. I have no idea if this is possible or not. (Although I highly suspect at least that level of user control input to change the weapons is probboly not possible)
I THINK this is what hes talking about
Hunter:
1. Pretty easy, my drones use a common .bos, currently I'm using #define commands to turn the script intpo the specific drone but I think I could build a script that stores its drone type in a variable and assigns that a value depending on a random number.
2. Give the unit two shields, one is visible but does nothing (no repulse, power 1), the other is invisible and does the actual blocking but it gets toggled on and off through the script (since I have no idea how to toggle those I'm not sure you can toggle them individually) at random intervals.
3. Give it an on/off button and each time that button is pressed the "activeweapon" counter is increased by one (cycles upon reaching maximum). The on/off state wouldn't matter.
He can implement that himself.
1. Pretty easy, my drones use a common .bos, currently I'm using #define commands to turn the script intpo the specific drone but I think I could build a script that stores its drone type in a variable and assigns that a value depending on a random number.
2. Give the unit two shields, one is visible but does nothing (no repulse, power 1), the other is invisible and does the actual blocking but it gets toggled on and off through the script (since I have no idea how to toggle those I'm not sure you can toggle them individually) at random intervals.
3. Give it an on/off button and each time that button is pressed the "activeweapon" counter is increased by one (cycles upon reaching maximum). The on/off state wouldn't matter.
He can implement that himself.
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- Posts: 197
- Joined: 04 Nov 2004, 00:33
Only reason I mention the meta idea for the first one is, your drones use the same body and switch diff weps. He wants a unit that has 10 modles, 10 texture, and possible that many weapons as well, that means the full model would contain 100-1000 units and who the hell knows how many parts. Making 10 models that have randomtextures and weapons and having a metamorph function would be easier to do imo
Emmaneul: come read this since we think we figured your scripts out =P
Emmaneul: come read this since we think we figured your scripts out =P
yes you say true
fire crack a10=you understand good
the units have many excedent parts=
10 texturednumber and 2 hull and 2 turet but only 1 will visible
same in cnc whise upgradable
for upgraded weapons it s easy
the first part of the script use weapon1 the second weapon2
=with taspring 64upgrad seems possibl=
all this are report of existing scripts for total annihilation
another great unsed fonction is the nuclear lauchner where the missile erect and will be unvisible when fire
=many unit can have a visible rocket but noone realased
sure i can script myself
...when i will know scripting
=is for this cause i ask to you to report
=for know all possibilitys of the script fonctions
exemple is possible for a structure to move itself?
maybe the onoff can command mobility?
(don t understand the picture omggtfo smoth)
fire crack a10=you understand good
the units have many excedent parts=
10 texturednumber and 2 hull and 2 turet but only 1 will visible
same in cnc whise upgradable
for upgraded weapons it s easy
the first part of the script use weapon1 the second weapon2
=with taspring 64upgrad seems possibl=
all this are report of existing scripts for total annihilation
another great unsed fonction is the nuclear lauchner where the missile erect and will be unvisible when fire
=many unit can have a visible rocket but noone realased
sure i can script myself
...when i will know scripting
=is for this cause i ask to you to report
=for know all possibilitys of the script fonctions
exemple is possible for a structure to move itself?
maybe the onoff can command mobility?
(don t understand the picture omggtfo smoth)
http://www.google.com/language_tools
http://babel.altavista.com
Or post in french. And don't take it too personal, people just can't understand you. It was no-ones intention to insult you anyway...
http://babel.altavista.com
Or post in french. And don't take it too personal, people just can't understand you. It was no-ones intention to insult you anyway...
I speak both english and french, yet can't understand emmanuel! 
However, thanks to my vast TA knownledge, I gathered that he's describing the greyhound, and old TA unit with a randomly generated two digit number painted on the side, and that gets born as a champion (better armor, better weapon, radar, etc..), 1/5 of the time.
From that I guessed that the question he was asking was "Can you list all the amazing scripts you've ever found?". To which my answer is simple: All the units I scripted!

However, thanks to my vast TA knownledge, I gathered that he's describing the greyhound, and old TA unit with a randomly generated two digit number painted on the side, and that gets born as a champion (better armor, better weapon, radar, etc..), 1/5 of the time.
From that I guessed that the question he was asking was "Can you list all the amazing scripts you've ever found?". To which my answer is simple: All the units I scripted!

- bobthedinosaur
- Blood & Steel Developer
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