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Just wondering

Posted: Wed Dec 19, 2007 11:00 pm
by nickadamz
if i made like a bridge on top of coaguation and put the train from terminal in would it move accross or is it scripted?

Posted: Thu Dec 20, 2007 3:23 am
by plushiefire
Its not just scripted, its part of the bsp. SO not possible (yet) sry.

Posted: Thu Dec 20, 2007 12:03 pm
by CptnNsan0
I'm pretty sure I've seen a mod on terminal where you could shoot the train out of a plasma pistol gun so that means the train can be transfered to coagulation...

Posted: Thu Dec 20, 2007 12:31 pm
by grimdoomer
well its physical model and all that can be transfered, and if you post the script then i can tell you if it will work or not. Im really good with scripting so like i sayed post the script and i xan tell you how to do it.

Posted: Thu Dec 20, 2007 12:49 pm
by newbymodder
you could set it as (can't remember the term) its a type of scenery where you can oh say use a rocket and make it fly across part of the map but change its mode to a pelican so then you have a pelican that fly's across the map.

Posted: Thu Dec 20, 2007 12:56 pm
by grimdoomer
active scenery and yes you could, but you could possible script it. like I sayed I would have to see the script.

Posted: Thu Dec 20, 2007 1:30 pm
by NotZachary82
grimdoomer wrote:active scenery and yes you could, but you could possible script it. like I sayed I would have to see the script.
i found the script:

Code: Select all

(script continuous train_of_death 
  (begin 
   (object_destroy eastbound_train) 
   (object_destroy eastbound_death) 
   (object_destroy westbound_train) 
   (object_destroy westbound_death) 
   (sleep (random_range 60 360)) 
   (if (= 0 (random_range 0 2)) 
    (begin 
     (object_create eastbound_train) 
     (object_create eastbound_death)
    ) 
     (begin 
      (object_create westbound_train) 
      (object_create westbound_death)
     )) 
     (sleep 240)
    )
)
u'll prolly have to tweak it a bit to make this work...

Posted: Thu Dec 20, 2007 1:55 pm
by grimdoomer
you would be able to get this to work. Im guessing the train is a mach all you would have to do is find it and transfer a cuple reflexives, add add this script then you should be good.

Posted: Thu Dec 20, 2007 3:38 pm
by nickadamz
i dont have a clue how to script lol if possible would someone do it for me i know its a big ask and i will credit you

Posted: Thu Dec 20, 2007 4:46 pm
by grimdoomer
Im to busy programing but here is what you must do. Build the train from triplicate into your map, then copy the script locations and script objects from the scenario of triplicate to your map. Then copy the script abouve and any others from the scenario too.

Posted: Fri Dec 21, 2007 12:12 pm
by neodos
One train = 2 mach

1 Mach which has the Train Visual model and PHMO and COLL
1 Mach (deathball) that has an attached effect: which has a jtp! this mach is placed with the train mach so the train will kill the player.


You'll just need to add machine pallette and machine placement on coagulation's scnr.

Once you got that and those mach tags, you add your 2 machines to the machine pallette reflexive(on scnr), then add 2 chunks to machine placement reflexive(on scnr).

So you must have those mach:
scenarios\objects\multi\triplicate\ze_train\ze_train
scenarios\objects\multi\triplicate\ze_train_deathball\ze_train_deathball

Place both mach exactly at the same place and in the same direction (see on the meta editor on Yaw Pitch roll)

Now, i know that this script is just here to enable the machines randomly (so make a train pass randomly).
Which means that the machine is enabled by a script.
In fact not, on Terminal those train mach are not spawned at the beginning of the game, the script spawn(create_object) and remove the train.

So if you just add the mach on the map, the train should work and do the traject it does and always do a loop between where it starts and where it stops and come back and restart again its traject.