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Flyboyz117
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Post subject: Making useless buildings useful Posted: October 21st, 2011, 8:22 pm |
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Joined: June 7th, 2009, 1:16 am Posts: 86 Location: Virginia
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I was wondering if there was a way to make the cafeteria and shield generator useful? That would be awesome if I could use it to make barriers, or even using the cafeteria (make pizzas or something for troops...?). Awesome if anyone could help!
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Lone Fox
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Post subject: Re: Making useless buildings useful Posted: October 21st, 2011, 10:44 pm |
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Joined: August 12th, 2010, 5:59 pm Posts: 440 Location: Where coconuts migrate too
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if you can find there ODFs you can make them do anything you want. my suggestion would to unzfs all the ZFSs in your installation to a bunch of folders then look around untill you figure out the file system. P.S. most of the files open up in textpad or wordpad. (like the odfs and infs.)
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Ian S
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Post subject: Re: Making useless buildings useful Posted: October 22nd, 2011, 12:23 am |
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Joined: March 1st, 2011, 5:00 am Posts: 385 Location: Blowing CCA to shreds... anywhere anytime
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And don't forget the Command Tower or (lol) storage boxes! Wouldn't it be great if cafeterias DID upgrade "light infantry to heavy infantry," Launch Pads gave more troops, and the Command Tower enabled artillery? Thanks to somebody (in a previous post, I can't remember who) you can make shields operational by changing their classLabel to "shieldtower". It works quite well, and I have been experimenting with it.
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Flyboyz117
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Post subject: Re: Making useless buildings useful Posted: October 22nd, 2011, 12:35 am |
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Joined: June 7th, 2009, 1:16 am Posts: 86 Location: Virginia
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Quote: And don't forget the Command Tower or (lol) storage boxes! Wouldn't it be great if cafeterias DID upgrade "light infantry to heavy infantry," Launch Pads gave more troops, and the Command Tower enabled artillery? Thanks to somebody (in a previous post, I can't remember who) you can make shields operational by changing their classLabel to "shieldtower". It works quite well, and I have been experimenting with it. Can you see the shield? I cant find the .ODF file for the shield. Can you post it here please? 
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dabbertorres
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Post subject: Re: Making useless buildings useful Posted: October 22nd, 2011, 6:45 am |
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Joined: August 14th, 2010, 7:37 pm Posts: 167 Location: Colorado, USA
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I remember one IA mission a long time ago that actually did use the shield generator as a shield. I can't remember which mission, but it used them well and it made me mad while playing.  But no, the shield wasn't visible. And I know it blocked gunfire, and I THINK kept vehicles from moving through. I can't remember for sure though. That's all my experience with it.
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Ian S
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Post subject: Re: Making useless buildings useful Posted: October 22nd, 2011, 7:04 am |
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Joined: March 1st, 2011, 5:00 am Posts: 385 Location: Blowing CCA to shreds... anywhere anytime
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Attachment:
Shieldtower.zip [469 Bytes]
Downloaded 9 times
Yeah, it definitely keeps ALL vehicles blocked from going one way, but (depending which way the shields are facing) allows ALL vehicles to go the other way. This is the file that I used for one of my missions, and it works fine. Nothing fancy!  I am experimenting with the possibility of giving the player a constructor with the ability to build them.
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Flyboyz117
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Post subject: Re: Making useless buildings useful Posted: October 22nd, 2011, 2:07 pm |
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Joined: June 7th, 2009, 1:16 am Posts: 86 Location: Virginia
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Hmm, I downloaded and the shields did nothing; even with power sources next to each. :\
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dabbertorres
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Post subject: Re: Making useless buildings useful Posted: October 22nd, 2011, 4:13 pm |
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Joined: August 14th, 2010, 7:37 pm Posts: 167 Location: Colorado, USA
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That IA map I was talking about had two shield towers facing each other, like in a line I mean, as if the shield was between them. Were you placing them like that?
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Flyboyz117
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Post subject: Re: Making useless buildings useful Posted: October 22nd, 2011, 6:41 pm |
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Joined: June 7th, 2009, 1:16 am Posts: 86 Location: Virginia
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Yeah, i placed each about 50m away from each other. Each with their own power source. facing each other. To double check, where am I supposed to put the files?
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Ian S
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Post subject: Re: Making useless buildings useful Posted: October 22nd, 2011, 11:51 pm |
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Joined: March 1st, 2011, 5:00 am Posts: 385 Location: Blowing CCA to shreds... anywhere anytime
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Hmmm, well my experience is that the shields must face in the same direction, parallel. A good way to do this is to open up mad editor and point your tank straight north. Plop one shield down, and without steering, strafe to the right or left a little bit and dump another shield. That way they'll both point exactly the same direction. Then put powers near them (only one is needed though). The files go into your addon folder. 
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Ian S
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Post subject: Re: Making useless buildings useful Posted: October 22nd, 2011, 11:52 pm |
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Joined: March 1st, 2011, 5:00 am Posts: 385 Location: Blowing CCA to shreds... anywhere anytime
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I don't think the shields work if they FACE each other.
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Flyboyz117
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Post subject: Re: Making useless buildings useful Posted: October 23rd, 2011, 1:58 am |
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Joined: June 7th, 2009, 1:16 am Posts: 86 Location: Virginia
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Does it stop friendly units? 
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Flyboyz117
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Post subject: Re: Making useless buildings useful Posted: October 23rd, 2011, 2:36 am |
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Joined: June 7th, 2009, 1:16 am Posts: 86 Location: Virginia
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Ugh, doesn't work  . any other ideas? :\
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dabbertorres
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Post subject: Re: Making useless buildings useful Posted: October 23rd, 2011, 7:26 am |
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Joined: August 14th, 2010, 7:37 pm Posts: 167 Location: Colorado, USA
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Ian S wrote: Hmmm, well my experience is that the shields must face in the same direction, parallel. A good way to do this is to open up mad editor and point your tank straight north. Plop one shield down, and without steering, strafe to the right or left a little bit and dump another shield. That way they'll both point exactly the same direction. Then put powers near them (only one is needed though). This is what I meant to say. Thanks, Ian. And hmm, have you tried Google yet? 
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Ian S
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Post subject: Re: Making useless buildings useful Posted: October 23rd, 2011, 8:09 pm |
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Joined: March 1st, 2011, 5:00 am Posts: 385 Location: Blowing CCA to shreds... anywhere anytime
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Hmm, I just noticed my typo! "maD editor"  OK, I'll make a simple IA mission with shields in it so you can see them in action.
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