scripts.dll 2.0, post ideas here [message #116574] |
Sat, 25 September 2004 16:32 |
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Post ideas for the next scripts.dll here.
Whoever wanted that "fancy CTF script", post the details for it in this thread.
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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scripts.dll 2.0, post ideas here [message #116587] |
Sat, 25 September 2004 18:06 |
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SuperFlyingEngi
Messages: 1756 Registered: November 2003
Karma: 0
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General (1 Star) |
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Also as a reminder, is there a way to fix vehicle destruction animations? Say you're driving a tank down a hill, your tank dies, and the animation plays. But when the animation plays, it is always played flat, so it look like it's sticking straight out of the hill you were driving down. The same thing happens when you deploy the MAD tank on a hillside. Is there a way to script a fix for this, like having the animation keep the present rotation?
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scripts.dll 2.0, post ideas here [message #116612] |
Sun, 26 September 2004 00:56 |
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I cant do the scrollbar idea for 2.0, there are datastructures hardcoded to a set maximum number of vechicles/infantry and making them bigger is harder (especially since it will require leveledit changes to match)
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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scripts.dll 2.0, post ideas here [message #116746] |
Sun, 26 September 2004 17:24 |
Slash0x
Messages: 455 Registered: January 2004 Location: California
Karma: 0
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Commander |
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The CTF script needs something along these lines:
CTF model for Team 1.
CTF model for Team 2.
Attach the model to what bone on the character for Team 1.
Attach the model to what bone on the character for Team 2.
How many captures to win for Team 1.
How many captures to win for Team 2.
Flag must be at home for it to be captured.
Flag drop model after death for Team 1.
Flag drop model after death for Team 2.
Time for flag to reset after dropped.
Sound of choice for flag capture for Team 1.
Sound of choice for flag capture for Team 2.
Sound of choice when flag is dropped for Team 1.
Sound of choice when flag is dropped for Team 2.
Sound of choice when flag is reset for Team 1 (by player or time).
Sound of choice when flag is reset for Team 2 (by player or time).
Added 1:
Points gained on capture, reset-pickup, flag pickup, and flag drop for Team 1.
Points gained on capture, reset-pickup, flag pickup, and flag drop for Team 2.
Credits gained on capture, reset-pickup, flag pickup, and flag drop for Team 1.
Credits gained on capture, reset-pickup, flag pickup, and flag drop for Team 2.
I think that will do for now.
L3T'5 4LL THR0W 3GG5 4T D4 N00B!
[Updated on: Sun, 26 September 2004 20:14] Report message to a moderator
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scripts.dll 2.0, post ideas here [message #116748] |
Sun, 26 September 2004 17:29 |
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no to vehicle destruction animations since I dont know how to get the current angle of an object in any axis other than the Z axis.
No to the WOL thing.
yes to the hijacker (I hope)
yes to the EMP (again hopefully)
will see what I can do about the CTF script, it is a big job to write such a complicated script and I may not have time to write it.
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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dunno if possible [message #116784] |
Mon, 27 September 2004 08:43 |
FynexFox
Messages: 138 Registered: May 2003
Karma: 0
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is there a way to make it so you dont have to buy the unit for it to be all hover like, as ifon the moon, can you make it like as soon as u start its hoverish like? And also like if you could, there could be a paratroop type thing, and as soon as they hit the ground gravity goes back to normal, just stickijng it out there.
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scripts.dll 2.0, post ideas here [message #116868] |
Mon, 27 September 2004 14:16 |
icedog90
Messages: 3483 Registered: April 2003
Karma: 0
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General (3 Stars) |
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Would it be possible if you were to buy a vehicle, a preferred (modeled) drop ship would arrive while carrying the purchased vehicle, and place it on the ground and then fly away?
If it's possible, I know it would require a lot of work.
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scripts.dll 2.0, post ideas here [message #116882] |
Mon, 27 September 2004 14:38 |
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The dropship thing can be done easily with a Text Cinematic.
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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scripts.dll 2.0, post ideas here [message #116931] |
Mon, 27 September 2004 16:47 |
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well the airstrip idea is how I was thinking of doing it.
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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scripts.dll 2.0, post ideas here [message #116998] |
Tue, 28 September 2004 03:05 |
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ghostSWT
Messages: 262 Registered: December 2003
Karma: 0
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Is there a way for version 2 to have an option to dissable all the extra sounds that come with scripts.dll 1.9 and up and bhs.dll. I'm not sure if scripts or bhs is the one that is making all the extra sounds like death sound, kill sound, pp humming, ref making some wierd sound, when inside or near a bulding you hear a faint like wiseling sound, also some sounds from the SP like the nod/gdi propaganda, and sounds from the MP practice.
The only new sounds I like are the CTF sound other then that I want all my sounds to be original. Is there anything that can be done for me to get rid of all the new sounds?
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scripts.dll 2.0, post ideas here [message #117003] |
Tue, 28 September 2004 03:44 |
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Those sounds are ambiant sounds created by various objects aroyund the maps.
Even without my own work, you will still hear them if you are the host (e.g. skirmish mode)
They were intended to be played for all players in multiplayer but westwood never had the chance to make the sounds work.
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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scripts.dll 2.0, post ideas here [message #117073] |
Tue, 28 September 2004 13:12 |
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ghostSWT
Messages: 262 Registered: December 2003
Karma: 0
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jonwil | Even without my own work, you will still hear them if you are the host (e.g. skirmish mode)
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That's not true. When i hosted a few games (scripts 1.7) I didn't hear 90% of the extra sounds that I hear now with scripsts 1.9+. is there a way that i can recompile all the .c and .h files to make my owne scripts.dll that will take out all the new sounds that were added.
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scripts.dll 2.0, post ideas here [message #117106] |
Tue, 28 September 2004 14:57 |
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no there is no way to turn it off.
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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