Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » scripts.dll 2.0, what will be in it
scripts.dll 2.0, what will be in it [message #116580] Sat, 25 September 2004 17:16 Go to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

Stuff that is definatly going to be in it: (unless something goes wrong with my method)
scripts:
script to change the model used for a vehicle depending on if the player is GDI/NOD
script to change the model used for a vehicle depending on the preset of a player
script to change the weaponl used for a vehicle depending on the preset of a player
All 3 of these will do it for the first person to enter the vehicle. The last 2 would be usefull to create a RA2-style IFV.
A script to disable beacon purchase for a specified team on custom.
A script to disable a certain preset from being purchased for a specified team on custom.
remove a script from all objects of a particular preset on custom
attach a script to all object of a particular preset on custom
remove a script from all objects of a particular type on custom
attach a script to all objects of a particular type on custom
These last 4 will take a team parameter
remove a script from a single object on custom
attach a script to a single object on custom
look at a particular location on zone entry
look at a particular angle on zone entry (pass it an angle, a distance and a z value)
All print string code will be able to do colors and newline
print a string for all players on custom
print a string for a single player on zone entry
print a string for a single player on poke
print a string for a team player on zone entry
print a string for a team player on poke
print a string for a team on custom
a new version of my Deathmatch scripts that are easier to use
a script to change the team of a vehicle on startup
a script for a stealth generator/gap generator (including optional graphical effect centered at the location of the building) and appropriate zone
play 3d sound for team on custom
play 3d sound for team on zone entry
play 3d sound for team on poke
play 3d sound for player on zone entry
play 3d sound for player on poke
play 2d sound for team on custom
play 2d sound for team on zone entry
play 2d sound for team on poke
play 2d sound for player on zone entry
play 2d sound for player on poke
play 2d sound on zone entry
one or more scripts (as needed) for a Missile Silo building and associated logic. (this will use regular purchase terminals for the beacon, not those "special" terminals like RenAlert and in fact probobly wont require too many new scripts at all to pull it off)
a script for underwater logic (e.g. for submarines and stuff)

engine calls:
a means to disable beacon buy via an engine call
a means to disable certain preset buy via an engine call
a way to remove a certain script from an object (with calls to iterate the GameObjObservers attatched to an object)
re-written logic for my various "search the GameObjLists" functions such that they use a callback system (making it easier to write your own code that does e.g. "search all the objects, if object = medium tank, do this to it"
stuff to iterate and work with the contents of vehicles
attach script to all instances of a particular preset
remove script from all instances of a particular preset
attach script to all instances of a particular class ID (e.g. soldiers)
remove script from all instances of a particular class ID (e.g. soldiers)
these last 4 will have a team parameter
code to send the Enable_Vehicle_Transitions script command over the network
code to send the Set_Player_Type script command over the network
code for per-player and per-team Create_Sound
code for per-player and per-team Create_2D_Sound
code for per-player and per-team Create_2D_WAV_Sound
code for per-player and per-team Create_3D_WAV_Sound_At_Bone
code for per-player and per-team Create_3D_Sound_At_Bone
code to send the Force_Camera_Look script command over the network (per-player)
code to send the Shake_Camera script command over the network (per-player)
code to send the Enable_HUD script command over the network (per-player)
per-player, per-team and all over-the-network code for Set_Display_Color, Display_Text, Display_Int, Display_Float
code to make the arms on the front of the normal renegade refinery-controled harvester animate when it harvests (i.e. not if you are using some custom script for it, although those already have ways to animate the arms). It will rely on having the same harvester names as renegade.

console commands:
vehicle limit change
per-player 3d sound
3d sound for all players
per-team 3d sound
per-team 2d sound
disable beacon for a team
disable a specific preset for a team
commands to send text to a player, a team and all players. (with colors and newline)

Stuff that I plan to implement assuming I can find the right piece of data/figure out how to do it:
scripts:
a script for a mobile stealth generator/mobile gap generator (including optional graphical effect centered at the location of the deployed vehicle) and appropriate zone (the hard bit here is spawning the zone at runtime and also coming up with usable deploy logic)
a script or scripts for a Caryall (like in TS and in the Dune games)
a script or scripts for a TS Hunter-Seeker
a script or scripts for a vehicle thief (like in TS)
a script for doing tiberium vein damage (like in TS)

engine calls:
a way to get the current weapon of an object
a way to find a player given their name and get the GameObject and player ID
code to get the name of the skelleton for an object
code to get the sex of a soldier (male/female)
code to spawn a script zone at runtime and set its size (must study ScriptZoneGameObj for this)

console commands:
mine limit change
player limit change
make the commands that take player IDs also take a player name
a command to force a change of map (i.e. to change what map is next)

If something is not on this list (ideas posted to the ideas thread will appear here if they are something I will do), its not going to be in 2.0.


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
scripts.dll 2.0, what will be in it [message #116609] Sat, 25 September 2004 23:23 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

stuff I now know how to do (I hope):
code to spawn a script zone at runtime and set its size.


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
scripts.dll 2.0, what will be in it [message #116611] Sun, 26 September 2004 00:05 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

ok, found the mine limit so I can change that now too.

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
scripts.dll 2.0, what will be in it [message #116625] Sun, 26 September 2004 02:13 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

ok, found the player limit.
And the map rotation.
And a way to get the htree name for an object
Plus, I now know why my Set_Skin, Get_Skin and Get_Shield_Type functions were failing so I should be able to fix them...
And I know how to get the weapon for an object.

For the tiberium vein script, it will just be a "do damage to all vehicles with a mass value greater than <some parameter> script.

For the caryall, this is how it is currently planned to work:
It flys over the vehicle to be caried.
Then the gunner of the caryall "shoots" the vehicle (via a special downward pointing gun that fires invisible bullets and has a really short range)
Then, this triggers a script on the vehicle which then attaches the vehicle to the caryall. Then, the caryall can fly off to wherever.

To release, the "gun" is fired again which triggers detatch.
The contents of the vehicle being carried will stay inside it while its being carried and are prevented from exiting in order to prevent them from falling to their deaths.


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
scripts.dll 2.0, what will be in it [message #116635] Sun, 26 September 2004 03:34 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

ok, more stuff:
scripts:
a means to turn a vehicle on and off (i.e. send it one custom to disable the vehicle and another to enable it, used for e.g. the Robot Tanks in RA2 and the EMP Cannon in TS)
Appropriate calls and stuff will be made to do all the right things too.
Also, a Mobile Sensor Array script/calls/etc will be considered.


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
scripts.dll 2.0, what will be in it [message #116637] Sun, 26 September 2004 03:36 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

also, the harvester animation fix will work for any harvester in any mod assuming the animation name and the hierarchy name are the same (which is true for pretty much all vehicle w3ds)

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
scripts.dll 2.0, what will be in it [message #116708] Sun, 26 September 2004 15:17 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

the vehicle destruction animations thing I dont know how to fix since I dont know how to get any rotation stuff other than what Get_Facing gets (which is a rotate about Z value)
Cant do the WOL thing either.


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
scripts.dll 2.0, what will be in it [message #116713] Sun, 26 September 2004 15:37 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

ok, new stuff that will be added to the todo list for 2.0:
a script that, when damage <= <some value>, it will start damaging it further. (with a timer tick and a damage value passed in)
Will stop damaging it when <damage> goes back over the damage value. (i.e. repair/heal)
a script that will (on custom) set the screen fade to <some setting> for all players then start a timer. Timer expires, it resets it back to no fade.
a script that will take a damage value and 2 animation settings. Will use the first setting if <health> goes less than the damage value and the second setting if <health> goes more than the damage value.
a script that is like JFW_3D_Sound_Damage but takes a range. When the soldier is damaged, if the new health is within the range, it will play the sound.
a script that is like JFW_Random_Timer_Play_Cinematic but only resets itself (i.e. restarts the timer) when a custom is sent.
a script like JFW_Vechicle_Animation_2 except it triggers the "up" and "down" animations on custom, not on movement. (you can use this one for vehicle entry e.g. landing gears)

also, an engine call to force someone to exit a vehicle will be done if I can figure out how (dont think force enter is doable).
Plus, if its possible, a way to prevent people from exiting a vehicle. (mainlt so people dont leave the tank when its flying through the air attatched to the underside of an orca caryall)


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
scripts.dll 2.0, what will be in it [message #116731] Sun, 26 September 2004 16:29 Go to previous messageGo to next message
Blazer is currently offline  Blazer
Messages: 3322
Registered: February 2003
Location: Phoenix, AZ
Karma: 0
General (3 Stars)
Administrator/General

jonwil


a script that will (on custom) set the screen fade to <some setting> for all players then start a timer. Timer expires, it resets it back to no fade.


How about affecting screen fade of everyone within a certain radius? This could be used to implement a flashbang grenade Smile
scripts.dll 2.0, what will be in it [message #116733] Sun, 26 September 2004 16:33 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

That idea should have gone into the ideas thread.
But in any case, I wont be doing it mainly because there is no decent way to hook into the weapon fire/input system to pull 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
scripts.dll 2.0, what will be in it [message #116959] Mon, 27 September 2004 18:13 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

ok the "use a callback system (making it easier to write your own code that does e.g. "search all the objects, if object = medium tank, do this to it" " idea is not going to happen.
Mainly because there are too many functions that do various different things to make the idea 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
scripts.dll 2.0, what will be in it [message #116979] Mon, 27 September 2004 20:16 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
Messages: 3468
Registered: June 2003
Location: Hendersonville, North Car...
Karma: 0
General (3 Stars)
good to see that the script i want to use is first Smile

WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
scripts.dll 2.0, what will be in it [message #117091] Tue, 28 September 2004 14:13 Go to previous messageGo to next message
Spice
Messages: 1448
Registered: November 2003
Location: Ohio
Karma: 0
General (1 Star)
Did you ever find out if it was possible to make animation play on vehicle movement? Preferabley different animations for forwards and bacwards.

That would be soo helpful.


http://img46.imageshack.us/img46/8027/userbar358428pu3.gif
scripts.dll 2.0, what will be in it [message #117107] Tue, 28 September 2004 14:58 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

use JFW_Vechicle_Animation and JFW_Vechicle_Animation_2 for that.

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
scripts.dll 2.0, what will be in it [message #117274] Wed, 29 September 2004 08:38 Go to previous messageGo to next message
Slash0x is currently offline  Slash0x
Messages: 455
Registered: January 2004
Location: California
Karma: 0
Commander
jonwil

use JFW_Vechicle_Animation and JFW_Vechicle_Animation_2 for that.

If you can figure out how to use it, lol.


L3T'5 4LL THR0W 3GG5 4T D4 N00B! Smile
scripts.dll 2.0, what will be in it [message #117792] Sat, 02 October 2004 00:01 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

ok, some updates:
I have tested the logic for changing the weapon of a vehicle via script and so far it seems to work
I am still looking into what happens when Set_Model gets used on a vehicle and on an infantry unit and stuff (and fixing it if it needs to be/if I can)

Also, some new scripts:
When poked by a certain team and a certain preset, change the team of the object that was poked.
remove all scripts from a single object on custom (with associated engine stuff in engine.cpp to do the actual work)
Neither will the mobile stealth generator

The vehicle thief script should be in there.
As should the tiberium vein damage.
and the way to get the current weapon of an object
the way to find a player given their name and get the GameObject and player ID will also be in 2.0
as will the code to get the name of the skelleton for an object
and the code to get the sex of a soldier (male/female)
and hopefully the code to spawn a script zone at runtime and set its size (must study ScriptZoneGameObj for this), I know where to change to do it, I just have to test my theories and see if how I want to do it will work right or not (in particular, does changing the size of a script zone at runtime work or not)
the mine limit change and player limit change console commands will be in
as will the "make the commands that take player IDs also take a player name" change.
the force map change command may or may not be in there.

The EMP stuff and the mobile sensor array stuff are cut from 2.0 as is the mobile radar jammer.

I am going to add an engine call that calls PhysicalGameObj::Get_Transform on one object then passes the result to PhysicalGameObj::Set_Transform for another object. I think this will set the complete rotation,position,etc for the object (so it would be of use for the person that wanted the vehicle destruction animation changes)

The hunter-seeker and caryall ideas wont be in 2.0.

Also, there are a couple of BIG features created by TheKGBSpy and enhanced/made working by me that will be going into 2.0 that I cant talk about just yet (as soon as TheKGBSpy gives the OK, I will tell you all what they are)


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
scripts.dll 2.0, what will be in it [message #117797] Sat, 02 October 2004 02:20 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

ok, the "change team of something on startup" and the "capture" scripts are gone.

To do "change team on startup", use the "send custom on startup" script plus the "change team on custom" script (which I will write)
To do "capture", use one of the JFW_Poke_Send_Custom scripts.


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
scripts.dll 2.0, what will be in it [message #118006] Sat, 02 October 2004 18:26 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

ok, I removed the stuff about making the player-id taking commands also take player names. Mainly because there is no way for my code to tell where the player name ends and where the rest of the passed in data begins (given that a space character is valid in a player name)

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
scripts.dll 2.0, what will be in it [message #118010] Sat, 02 October 2004 18:58 Go to previous messageGo to next message
Blazer is currently offline  Blazer
Messages: 3322
Registered: February 2003
Location: Phoenix, AZ
Karma: 0
General (3 Stars)
Administrator/General

What if you let people specify a replacement character for a space, like "Some Cool Guy" could be typed as Some~Cool~Guy. I know that there could also be an instance where someones name actually has ~'s in it....but the odds of two people in the same server with spaces and tildes is slim. Just an idea.
scripts.dll 2.0, what will be in it [message #118073] Sat, 02 October 2004 23:34 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

oh and btw, the CTF script has been cut from 2.0
Mainly because its too big and I dont have time for it Smile
sorry Sad


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
scripts.dll 2.0, what will be in it [message #118085] Sun, 03 October 2004 01:30 Go to previous message
laeubi is currently offline  laeubi
Messages: 799
Registered: February 2003
Location: Germany
Karma: 0
Colonel

Anyways gret work as always! Exclamation Exclamation Exclamation

www.laeubi.de Find Mods, Maps, Tool, Files and More!
< All Tutorials you ever searched for >
< contact me >
"Don't say it is imposible... just find a solution!"
Previous Topic: scripts.dll 2.0, post ideas here
Next Topic: 3Dsmax6 Questions
Goto Forum:
  


Current Time: Mon Dec 02 08:52:02 MST 2024

Total time taken to generate the page: 0.01322 seconds