|
|
|
scripts.dll 1.3.1 is out [message #58488] |
Sat, 20 December 2003 12:42 |
|
Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
Karma: 0
|
General (1 Star) |
|
|
There is now way to change ownership of buildings?
Guess it couldn't be done the same way it was with vehicles? (That script that when you leave it, it changes it to your team)
-->
|
|
|
scripts.dll 1.3.1 is out [message #58496] |
Sat, 20 December 2003 13:42 |
|
TheKGBspy
Messages: 96 Registered: April 2003
Karma: 0
|
Recruit |
|
|
hum... script zone somewhere in the building, will have a script that detect players that go in. The Modder would be able to Set Up Capture Time, The Cpture sound and The Captured sound. This script would detect the player that is in that script zone. It will change the Team side of the setted Building Controler id. The script would also check if there is more than one team detected, it wont do anything, just wait until there is only one team in the script zone to start the "capturing" sequence.
if changing team of a building controler work then this script would be very usefull, wich i dont know if this work.
Ra2: Vengeance Project lead(it's Dead... sorry)
An empty Ghost since 2005.
|
|
|
scripts.dll 1.3.1 is out [message #58516] |
Sat, 20 December 2003 16:32 |
|
Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
Karma: 0
|
General (1 Star) |
|
|
I would say, instead of a script zone, maybe some sort of object you 'attack' when it is destroyed, the building changes teams, and the object reapears at full health again
-->
|
|
|
dont know... [message #58517] |
Sat, 20 December 2003 16:33 |
|
I will look at some ideas when I get back from my holiday.
But, here is how I could visualize things working, if its possible. Basicly, you would go up to the building with an engineer and "shoot" it with the repair gun. Then, that would trigger the "damaged" subroutine of the building. Said object would then check to see that the attacker was an enemy engineer (the preset names for same would be passed into the script as parameters). From there, it would start a timer. There would also be a flag which would be set to 0 on startup then 1 when the timer is started. If the damage code trips while the flag is 1, it does nothing. When the timer goes off, the flag gets set to 2. Then, the damage subroutine, when the flag is set to 2, transfers the ownership of the building.
Another thing to think about is, how do you handle the PCTs Plus, what about Base Defence, would that immediatly shoot at the new building?
So, even if the "change owner" thing does what is expected, there are unresolved issues. Plus, it would just turn into a building war where its a race to capture the other guys building.
|
|
|
scripts.dll 1.3.1 is out [message #58518] |
Sat, 20 December 2003 16:44 |
|
Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
Karma: 0
|
General (1 Star) |
|
|
The base defences have a script to ignore buildings don't they?
I personaly wouldn't use this script in a standard c&c map.
But I do have a few ideas.
You wouldn't want all the buildings to have this script, because then things would get confuseing spawning in an enemy building, lol.
Another idea, would it be posible to set something up like what is done BF 1942 with the control points?
-->
|
|
|
|
Re: dont know... [message #58541] |
Sat, 20 December 2003 22:05 |
|
TheKGBspy
Messages: 96 Registered: April 2003
Karma: 0
|
Recruit |
|
|
jonwil | Another thing to think about is, how do you handle the PCTs Plus, what about Base Defence, would that immediatly shoot at the new building?
|
Personaly ther wont be problems for Ra2:Vengeance, the script how discrivbe there would be perfect to me (for my uses)
Ra2: Vengeance Project lead(it's Dead... sorry)
An empty Ghost since 2005.
|
|
|
|
|
Re: dont know... [message #58854] |
Mon, 22 December 2003 17:30 |
[REHT]Spirit
Messages: 277 Registered: April 2003
Karma: 0
|
Recruit |
|
|
jonwil | Another thing to think about is, how do you handle the PCTs Plus, what about Base Defence, would that immediatly shoot at the new building?
|
Make a second switch that looks for a specified message. Then when it recieves it, it switchs a specified object to the new team, the team number would be the message param.
So, for a warfactory, you could do like...
JFW_Switchable_Building with the message param as 51000.
Then 1-5 scripts for the PTs, all of them attached to the warfactory, with the message param as 51000 and their target object as the PCT ID number on the map. So when the warfactory is switched, it sends 51000 to itself, with a team number, and the other stuff acts accordingly.
Although you may have to go as far as recreating the PTs (not too hard), but it should work for base defenses.
|
|
|
scripts.dll 1.3.1 is out [message #58872] |
Tue, 23 December 2003 01:42 |
Deactivated
Messages: 1503 Registered: February 2003
Karma: 0
|
General (1 Star) |
|
|
Comm_Jammer script idea
Shuts down radar for anyone who enters this zone but not for own team.
Radar is enabled again after leaving the zone.
The script becomes disabled when the Comm Center or Power Plant is destroyed.
Example:
-Nod soldier enters GDI Comm Center, Nod soldier's radar is disabled.
-Nod soldier leaves GDI Comm Center, Nod soldier's radar is enabled.
Expection:
If Nod Comm Center or Power Plant is destroyed, there will be no effect.
Radar will stay offline.
|
|
|
scripts.dll 1.3.1 is out [message #58882] |
Tue, 23 December 2003 06:56 |
|
General Havoc
Messages: 1564 Registered: February 2003 Location: Birmingham, England, Unit...
Karma: 0
|
General (1 Star) |
|
|
SeaMan | Comm_Jammer script idea
Shuts down radar for anyone who enters this zone but not for own team.
Radar is enabled again after leaving the zone.
The script becomes disabled when the Comm Center or Power Plant is destroyed.
Example:
-Nod soldier enters GDI Comm Center, Nod soldier's radar is disabled.
-Nod soldier leaves GDI Comm Center, Nod soldier's radar is enabled.
Expection:
If Nod Comm Center or Power Plant is destroyed, there will be no effect.
Radar will stay offline.
|
Can Already be done using scripts.
Attach a "_Zone_Send_Custom" script to a script zone then get it to send a custom to "JFW_Toggle_Radar", which disables the radar for the team you specify. Then attach "JFW_Death_Send_Custom" to the powerplant and comms(automatically does it for comms anyway) to send a custom to the zone which destroys the zone and disables the radar "JFW_Custom_Destroy_Object".
Visit my website at http://renhelp.laeubi-soft.de powered by laeubi.de
"SHUT UP AND MOD" - Dante
"ACK is the Simon Cowell of modding" - Ultron10
Scripts.dll Debugger, Map Scripter and Tutorial writer
Computer Science Bsc
Aston University in Birmingham, UK
|
|
|
scripts.dll 1.3.1 is out [message #59684] |
Mon, 29 December 2003 12:40 |
Deactivated
Messages: 1503 Registered: February 2003
Karma: 0
|
General (1 Star) |
|
|
jonwil | As for the make part of the model disappear thing, I know of a way to do the disappear but the problem is, there is no way for a script to know when something fires its weapon.
|
How does the deploy and teleport scripts work in C&C Reborn then?
The teleport script makes you teleport "underground" when you press one of the mouse buttons.
|
|
|
|