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I need scripts.dll 1.9 ideas [message #106446] |
Fri, 06 August 2004 23:41 |
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ok, i just added JFW_2D_Sound_Damage and JFW_3D_Sound_Damage.
They will play a sound once when health <= to <some value>.
Then if health goes back over the value, it is reset and will play again next time it goes below the value.
They can be used to play building damage notifications and stuff.
And I added
void Damage_All_Vehicles_Area(float Damage,const char *Warhead,const Vector3 &Position,float Distance,GameObject *Host,GameObject *Damager); //damages all vechicles in a given area except the host
void Damage_All_Objects_Area(float Damage,const char *Warhead,const Vector3 &Position,float Distance,GameObject *Host,GameObject *Damager); //damages all objects in a given area except the host
Big thanks to vloktboky and neosaber for various information about various script commands.
Thankyou in particular to NeoSaber for explaining what the last parameters to Create_Explosion, Create_Explosion_At_Bone and Apply_Damage meant
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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I need scripts.dll 1.9 ideas [message #106454] |
Sat, 07 August 2004 01:19 |
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ok, added int Get_Team_Player_Count(int Team).
Thanks to vloktboky for this as well as Damage_All_Vehicles_Area and Damage_All_Objects_Area.
And, in case its not clear enough already, thanks to NeoSaber for all the great work he has done on the scripting for Renegade Alert.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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I need scripts.dll 1.9 ideas [message #106556] |
Sat, 07 August 2004 22:47 |
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ok, I added new functions (thanks to vloktboky)
void Disarm_Nearest_Beacon(GameObject *Host, int Team, bool Nearest) //disarms the nearest beacon
bool Change_Player_Team(GameObject *obj, bool Retain_Score, bool Retain_Money, bool Show_Host_Message) //changes the players team
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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I need scripts.dll 1.9 ideas [message #106826] |
Mon, 09 August 2004 16:27 |
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ok, in light of what has happened (see the post on the BHS public boards), here is what bhs.dll (the new name for jfw.dll) will contain for 1.9.
The emoticons bugfix
The Create_Explosion and Create_Explosion_At_Bone fixes
The Animation fixes
The Enable_Stealth fixes
The Set_War_Blitz, Set_Fog_Enable and Set_Fog_Range fixes I am working on
The Set_Background_Music, Fade_Background_Music and Stop_Background_Music fixes I am working on.
The Create_Sound, Create_2D_Sound, Create_2D_WAV_Sound, Create_3D_WAV_Sound_At_Bone, Create_3D_Sound_At_Bone and Play_Building_Announcement fixes I am working on.
Post 1.9, I plan to add Console commands (pamsg, ppage, snda, sndp, team, team2 and id.
Also, the BHS_Renlog stuff for the Linux FDS
And working Poke logic.
As well as more script command fixes (e.g. per-player Enable_Radar, per-player Display_GDI_Player_Terminal and others)
Core Patch 1 wont be released untill the console commands and bhs_renlog stuff is ready to go.
as for the scripts.dll, into 1.9 is going the following to-be-written scripts (I hope so anyway)
JFW_Enable_Stealth_On_Custom (with a sound parameter)
JFW_Precipitation_On_Custom
JFW_Wind_On_Custom
JFW_Clouds_On_Custom
JFW_Lightning_On_Custom
JFW_War_Blitz_On_Custom
JFW_War_Blitz_Zone
JFW_War_Blitz_Create
JFW_Fog_Zone
JFW_Fog_Create
JFW_Fog_On_Custom
JFW_Set_Background_Music_On_Custom
JFW_Fade_Background_Music_On_Custom
JFW_Stop_Background_Music_On_Custom
post 1.9, I have plans to add
logic for getting the contents of a vechicle
logic to find a player by their name and get their ID/GameObject
JFW_Group_Purchase_Zone_Timer
JFW_Vehicle_Damage_Zone_Heavy
Reborn missile silo logic
JFW_CTF_Logic
JFW_Hijacker_Logic
hunter-seeker logic
caryall logic
poke versions of the JFW_xxx_Buy scripts
JFW_Group_Purchase_Poke
JFW_Poke_Animation
This code, bhs.dll and the scripts.dll use no code whatsoever from Silent_Kane
Also, we are looking into a donate console command to donate money to a team member.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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I need scripts.dll 1.9 ideas [message #106841] |
Mon, 09 August 2004 18:01 |
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ok, bhs.dll now has working Enable_Stealth, Set_Animation, Set_Animation_Frame, Create_Explosion, Create_Explosion_At_Bone, Set_Fog_Enable, Set_Fog_Range, Set_War_Blitz, Fade_Background_Music, Set_Background_Music, Stop_Background_Music, Create_Sound, Create_2D_Sound, Create_2D_WAV_Sound, Create_3D_WAV_Sound_At_Bone, Create_3D_Sound_At_Bone, Play_Building_Announcement
At least I hope they work, they worked great in my test
Next up, the emoticons bugfix plus the 14 scripts listed below.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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I need scripts.dll 1.9 ideas [message #106845] |
Mon, 09 August 2004 19:08 |
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ok, emoticons fix is in, as is linux RH73 player_info IP address fix.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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I need scripts.dll 1.9 ideas [message #106898] |
Tue, 10 August 2004 03:51 |
Deactivated
Messages: 1503 Registered: February 2003
Karma: 0
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General (1 Star) |
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Quote: | EnableStealthOnCustom_Sound
Enables stealth on custom (eg. vehicle enter) and disables stealth on another custom (eg. vehicle exit). Plays a sound whenever it receives a custom.
Differences with the standard preset stealth setting;
Eg.
-Stealth effect is applied only when somebody is in the vehicle.
-The cloaking sound can be seperate from the engine start/stop sound.
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Are you doing this Jon? I think there shouldn't be a problem with that.
jonwil | ok, bhs.dll now has working Enable_Stealth, Set_Animation, Set_Animation_Frame, Create_Explosion, Create_Explosion_At_Bone, Set_Fog_Enable, Set_Fog_Range, Set_War_Blitz, Fade_Background_Music, Set_Background_Music, Stop_Background_Music,
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Ok.. I got an idea about this...
A "jukebox" script. Basically what it does is to play a twiddler (Eg. Twiddler_Music) (to randomly pick music preset) a and repeat the task.
Currently I have implemented it by making an object that selfdestructs itself, has twiddler set as explosion sound, spawns another object that selfdestructs, and the cycle repeats.
But there is a problem: If music is turned off in Options, and it is enabled later on, it causes all the music play simultaneously (Yikes!).
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I need scripts.dll 1.9 ideas [message #107061] |
Wed, 11 August 2004 04:54 |
Deactivated
Messages: 1503 Registered: February 2003
Karma: 0
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General (1 Star) |
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vloktboky | Made this a month and a half ago, it's easy to do, but I dropped it in favor of pressing keys to choose the music I want to listen to. Currently I just have to hold down the M key and select a soundtrack using the numpad numbers.
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I'm curious. How did you do this?
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I need scripts.dll 1.9 ideas [message #107243] |
Wed, 11 August 2004 22:29 |
Alkaline
Messages: 1132 Registered: November 2003
Karma: 0
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General (1 Star) Deleted |
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So scripts.dll 1.9 will have all the features of the ssaow from black-cell?
I'm wondering this because the latest ssaow did not have a working weapon drop for many people... and New maps that use scripts.dll 1.9 won't work with the ssaow dll...
http://www.UNRules.com
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I need scripts.dll 1.9 ideas [message #107281] |
Thu, 12 August 2004 03:00 |
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mac
Messages: 1018 Registered: February 2003
Karma: 0
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General (1 Star) Administrator/General |
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When brenbot 1.36 comes out, I will take the newest versions of scripts.dll (1.9 I think) and the SSAOW mod, and will merge it together with my gamelog mod, and putting up downloads for win32, and both linux fds versions.
brenbot uses gamelog to display various ingame statistics..
Quote: |
danpaul88: buggy bugs brenbot because buggy befriends brainlessness
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I need scripts.dll 1.9 ideas [message #107373] |
Thu, 12 August 2004 11:01 |
Alkaline
Messages: 1132 Registered: November 2003
Karma: 0
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General (1 Star) Deleted |
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Thats sounds really nice mac, a lot of people are waiting for brenbot 1.36..
hey will you be able to msg /host to authenticate username. I heard the new version has a host msg to clients feature, but does it also allow users to message the host?
This is gamespy ofcourse as everyone already knows wol has the page feature
http://www.UNRules.com
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I need scripts.dll 1.9 ideas [message #107471] |
Thu, 12 August 2004 16:08 |
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mac
Messages: 1018 Registered: February 2003
Karma: 0
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General (1 Star) Administrator/General |
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No, paging the host from the client is not possible.
Quote: |
danpaul88: buggy bugs brenbot because buggy befriends brainlessness
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I need scripts.dll 1.9 ideas [message #107504] |
Thu, 12 August 2004 18:08 |
flyingfox
Messages: 1612 Registered: February 2003 Location: scotland, uk
Karma: 0
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General (1 Star) |
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well, here's a quick thought idea. You know the black-cell mod that lets low key defenses be rebuilt via a blue icon? Well, what if you were to apply this to every building, but quirk it up a little. Let's say your weapons fact. was destroyed. Your team donated like 3000 credits to the blue moneybox, and it "re-enabled" the weapons factory. But, it only allowed you to purchase weaker vehicle like the humm-vee and apc. More money being donated would allow the better vehicles to become available, and if it was re-destroyed then everything would become unavailable again. I suppose you would have to "undestruct" the structure models which I'm not sure is possible. But it would be good for a barracks/hand of Nod, to be able to buy into officer class when you've lost it so that you don't have to use standard soldiers for the rest of the game.
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