![]() |
trains - Printable Version +- Renegade Projects Network Forums (https://forums.renegadeprojects.com) +-- Forum: Modding (https://forums.renegadeprojects.com/forumdisplay.php?fid=3) +--- Forum: Red Alert 2 & Yuri's Revenge Editing (https://forums.renegadeprojects.com/forumdisplay.php?fid=8) +--- Thread: trains (/showthread.php?tid=1017) |
trains - StormShadow - 10.07.2008 I have a map that I put trains on. The train starts off, follows it's path then leaves the map to return to the non visible section (where there are tracks). It is suppose to return to the map, but it doesn't. A friend suggested to me that I should look at the trigger editor in the Final Alert 2 editor.Which I did. But how do I make it return to the map? RE: trains - Bobingabout - 10.07.2008 using a trigger to make units leave the map deletes the units, you need to have the timer trigger re-create them again RE: trains - StormShadow - 10.07.2008 thank you RE: trains - Blade - 12.07.2008 Not true, if a script simply moves a unit off the screen, the unit can return if the script continues to move it to a waypoint inside the viewable area. Only if the script destroys the unit is it actually gone. RE: trains - Nikademis Von Hisson - 12.07.2008 Ok, this is the map StormShadow is referring to. This is a map that I made and am still editting. In train 1 the train starts off at Waypoint 400, follows tracks to Waypoint 427, a non visible WP. In train 2 the train leaves the map, following Waypoints 427-433 (non visible waypoints on map) which have tracks off screen. In train 3 the train should reappear and head on to WP 434 (433 is last non visible Waypoint). It will continue on its way exit the map once more In train 4 the train should leave the map an journey up the left side of the map not seen returning to WP 400 and repeat the process. Blade's instructions were followed placing this with the Final Alert Editor where the train moved on as expected until it reach WP 427 where the train left the map and failed to reappear. Then he made this to put into the AIMD file. I remember something DCoder posted about limit to the script but I lost where it was. StormShadow made: Task force: [0100CIVK-G] Name=Train move 0=1,LOCO Group=-1 Script: [0100CIVS-G] Name=Train move 0=3,401 1=3,402 2=3,403 3=5,30 4=3,404 5=5,30 6=3,405 7=5,30 8=3,406 9=3,407 10=3,408 11=3,409 12=3,410 13=3,411 14=3,412 15=3,413 16=3,414 17=3,415 18=3,416 19=3,417 20=5,308 21=3,419 22=3,420 23=3,421 24=3,422 25=3,423 26=3,424 27=3,425 28=5,30 29=3,426 30=3,427 31=3,428 32=3,429 33=3,430 34=3,431 35=3,432 36=3,433 37=3,434 38=3,435 39=3,436 40=5,30 41=3,437 42=5,30 43=3,438 44=5,30 45=3,439 46=3,440 47=3,441 48=3,442 49=3,443 50=6,0 Team Type: [0100CIVT-G] Name=Train Move VeteranLevel=1 MindControlDecision=0 Waypoint=400 Loadable=no Full=no Annoyance=no GuardSlower=no House=<none> Recruiter=no Autocreate=no Prebuild=no Reinforce=no Droppod=no UseTransportOrigin=no Whiner=no LooseRecruit=no Aggressive=no Suicide=no Priority=5 Max=1 TechLevel=0 Group=-1 OnTransOnly=no AvoidThreats=no IonImmune=no TransportsReturnOnUnload=no AreTeamMembersRecruitable=no IsBaseDefense=yes OnlyTargetHouseEnemy=no Script=0100CIVS-G TaskForce=0100CIVK-G Trigger: 0100CIVG-G=Train move,0100CIVT-G,<all>,1,1,<none>,0100000003000000000000000000000000000000000000000000000000000000,40.000000,10.000000,40.000000,1,0,1,0,<none>,1,1,1 RE: trains - Bobingabout - 14.07.2008 you know, i'm a little rusty, so i'll just leave this for someone else |