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My Scripts Thus Far, More to Come This Week... [message #-989555] Mon, 09 December 2002 15:52 Go to previous message
Anonymous
Here is what i have so far...

FULLY tested, and ready to be used, i will hopefully get these out soon [Smile]

code:
 Scripts By Dante



// Use this to send messages on ZoneEnter and Zone Exit
//
//TDA_Send_Custom_Zone
//ID:int 'id of object to send to
//EnterMessage:int 'message to send on ZoneEnter
//EnterParam:int 'Parameter on ZoneEnter
//ExitMessage:int 'message to send on ZoneExit
//ExitParam:int 'Parameter on ZoneExit
//Team_ID:int 'Team ID 0=Nod, 1=GDI, 2=Any
//
//
// Construction Yard Controllers, will send the appropriate messages to the specified objects
// to make them QUIT repairing the buildings
//
//TDA_Conyard_Controller
//
//Building1_ID=0:int '1st building to disable
//Building2_ID=0:int '2nd building to disable
//Building3_ID=0:int '3rd building to diable
//Building4_ID=0:int '4th building to diable
//Building5_ID=0:int '5th building to diable
//Building6_ID=0:int '6th building to diable
//Building7_ID=0:int '7th building to diable
//Building8_ID=0:int '8th building to diable
//Building9_ID=0:int '9th building to diable
//Building10_ID=0:int '10th building to diable
//
//
// Conyard Repair Script, Great working repair script Smile
// Use the controller script to turn off.
//
// TDA_Conyard_Repair
// Repair_Frequency:int how many ticks till it recieves 1 health
// Timer_ID:int ID of the object it is attached to, will crash game if left blank.
//
//
// Use this to get the flying objects to appear on the Helipad...
//
//TDA_User_Purchased_VTOL_Object
//Preset_Name:string flying objects name
//HelipadLocation:Vector location to create the object
//
//
// This will disable helicopter purchases upon destruction
//
//TDA_Helipad_Controller
//VTOL_Controller1=0:int VTOL Controller to kill on destruction
//VTOL_Controller2=0:int VTOL Controller to kill on destruction
//VTOL_Controller1=0:int VTOL Controller to kill on destruction
//VTOL_Controller2=0:int VTOL Controller to kill on destruction
//
//
// This is the VTOL_Controller that actually creates the Helicopters
//
//TDA_VTOL_Controller
//Cinematic_Object:string text cinematic object to create the helicopter
//
//

// This is used to grab the purchase from the PT and then send a request to build it
//to the VTOL Controller
//
//TDA_VTOL_Object
//VTOL_Controller=0:int ID of the VTOL Controller to bind to.
//
//
// Use this to enable/disable stealth effect. Will activate stealth on enter, and deactivate stealth on exit
//
//TDA_Toggle_Stealth_Zone
//Trigger_Type:int This is a new setting, you can set the following here.
// 0=only stealth IN zone
// 1=zone entry to enable
// 2=zone exit to disable
//Player_Type Same as others 0=Nod, 1=GDI, 2=Any
//
//
// use this to teleport a unit to a desired location when they enter this zone
// facing the same direction as when they entered the zone
//
//TDA_Teleport_Zone
//Location Vector location of where to be sent
//Object_ID Object to teleport to (use an editor only object
// for this, or else will teleport inside the other object
//
//
// This will Disable a building on ZoneEntry, it will not destroy, just disable.
//
// TDA_Disable_Building_Zone
// Building_ID:int ID of the building to disable
// Team_ID:int ID of the team to trigger the script (0=Nod,1=GDI,2=Any)
//
//
// These are the controller scripts for a stealth generator attached to a Zone.
// when player x is in zone y, stealth is enabled, when they leave the zone, it is disabled.
//
//TDA_Stealth_Generator
//Zone_ID:int ID of the Connecting Zone
//
//
//Zone Script for above
//
//TDA_Stealth_Generator_Zone
//Player_Type:int player type (0=Nod, 1=GDI, 2=Any (unteamed))






[ December 09, 2002, 23:00: Message edited by: Dante ]
 
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