Would you like to react to this message? Create an account in a few clicks or log in to continue.

You are not connected. Please login or register

adding Active Scenery

Go down  Message [Page 1 of 1]

1adding Active Scenery Empty adding Active Scenery Mon Mar 03, 2008 5:44 pm

Admin

Admin
Admin

Active Scenery
Programs Needed

INSOLENCE (by tf6 (Tjc2k4))
ADI (By The Swamp Fox)
H2x /Dark Matter (PokeCancer)
Coord Finder (Glitch Guardian)


Right to begin with you need to decide on the map you wish to add active scenery too
and make sure you have the correct *.mvf (Coord finder map) as this will be essential

I suggest a big open map such as coagulation, headlong, or Zanzibar as this gives you a lot of room to work with
(Although Zanzibar has a max Z cord of 10)



Right once you've decided your map you need to open insolence and open your chosen map

first things first you have to create an ITMC for the Scenery to spawn from so goto the ITMC tag and duplicate the
rocketlauncer ammo (example)

next we need to provide a projectile to attach the scenery to in this case a rocket is probably the best idea
goto the proj tag and duplicate the rocket (Objects/weapons/support_high/rocket)

now open a sp map you want to take your scenery from (e.g. Pelican)
Navigate to the hlmt tag and drag the hlmt of the scenery you want in this case a pelican

wait for it to do its stuff
now we can close insolence





Now open h2x / Darkmatter and goto the new itmc
click dependancies and switch the only dependancies from equip - rocket launcher ammo to proj - rocket2

now goto our new projectile and click dependancy
here's the fun part!

Change the hlmt - rocket to hlmt - pelican
cange rocket Detonation to the effect you want to have if you wish your scenery to crash (Satchel charge is a good one!)
now we can also change rocket_exhaust if you wish for your scenery to trail fire basically just play with these untill
you get something you like (try changing the dependancies of the effects you choose to make yours that little bit individual

Now you've got your scenery almost set up this next part is the hardest part

Goto the scnr tag and click dependancies
change the itmc of a frag grenade to your itmc - rocet_launcer_ammo2
now click the meta editor and navigate the tabs untill you find the collections tab
change the no. in the first drop down box untill you find the itmc in the drop down box below is yours (Can take a while is
usually around 20 - 22 ish)
right first thing you can change is the spawn time set it to anything you want i'd suggest roughly 10 - 12



Now open the coord finder and the map your usings mvf file
look around the map and select the location you want your scenery to spawn from and copy down the X and Y cordinates (to 2
decimal places is enough) and you can now close this program



now go back to h2x and cange the X and Y cordinates to the numbers you just took down and also change the Z cord accordingly
(How high it spawns)
click save changes



now open ADI (leaving h2x open)
open your map and navigate to your latest projectile
change the projectile speed to roughly 10 this means you can acutally see your scenery (not going to fast)
and close this program

Now go back to h2x and this is the trial and error part...
you have to play with the yaw (left and right) Pitch (whether its on it side or upside down) Roll (Pointing up or down)
this takes a while you basically enter a no. fix encryption test and change accoridingly

Then your done

you've just created a crashing pelican!
Now we can create identical mods with flying stuff....w000t
(also you don't need to add a hlmt if you just want say an airstrike)

('Also if you know how to use the chunk adder you can add more ITMC slots to the scnr therefore not having to overwrite any existing ones

https://killionairemodz.darkbb.com

Back to top  Message [Page 1 of 1]

Permissions in this forum:
You cannot reply to topics in this forum