Home » Renegade Discussions » Mod Forum » scripts.dll 1.4...
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scripts.dll 1.4... [message #62923] |
Wed, 21 January 2004 08:16 |
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IRON FART
Messages: 1989 Registered: September 2003 Location: LOS ANGELES
Karma: 0
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General (1 Star) |
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Blazer | I think that mode was called Domination? To win you had to have the majority of the zones turned your color for a certain amount of time.
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Yes thats the one. I forgot to mention the time that you have to control them for.
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scripts.dll 1.4... [message #62931] |
Wed, 21 January 2004 10:19 |
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General Havoc
Messages: 1564 Registered: February 2003 Location: Birmingham, England, Unit...
Karma: 0
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General (1 Star) |
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Yeah it's called domination. From the original UT, you have around 3 zones (could be more), they have a spinning logo in them that is neutral to begin with when the game starts. When a team member walks into it, it turns to their teams color (thus capturing that zone until an enemy walks into it). Your team either starts of with a certain amount of points, or there is a limit set that you win on. For each zone you are able to to maintain control of, the points decrease/increase by 1 each second (or 1 every X seconds). Therefore, the more zones you hold, the faster the score increases/decreases. The winner is the team who reaches the target score first, be it decreasing to 0 or incrasing to a limit such as 300.
Could be quite fun in Renegade, maybe you could get some animations that change color everytime a member of a team enters it. Also it may be wise to note that the zone should be fairly small to stop people camping on the zone and being able to fit more than 1 player inside it (C4 is an issue here too).
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
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scripts.dll 1.4... [message #63010] |
Wed, 21 January 2004 16:55 |
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IRON FART
Messages: 1989 Registered: September 2003 Location: LOS ANGELES
Karma: 0
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General (1 Star) |
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Yes, C4 would be a problem. It could always be disabled in the making of the map, but it is a crude way to do it.
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Re: cant be done [message #63169] |
Thu, 22 January 2004 14:41 |
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TheKGBspy
Messages: 96 Registered: April 2003
Karma: 0
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Recruit |
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jonwil | 3.TheKGBspy, post details of all the scripts you want (including the other ones you said before) here in this thread.
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you posted this in the last tread in scripts.. but i never saw this reply lol. so can i post them in this tread?
Ra2: Vengeance Project lead(it's Dead... sorry)
An empty Ghost since 2005.
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scripts.dll 1.4... [message #63264] |
Thu, 22 January 2004 22:29 |
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IRON FART
Messages: 1989 Registered: September 2003 Location: LOS ANGELES
Karma: 0
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General (1 Star) |
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How about making a sript to make the Iron curtain possible?
When the PP is still up, shooting at a certain building with an Iron curtain script attatched to it will just show a reddish-brick color shield. Like shooting a stealth tank, except that the building doesn't become invisible and doesn't take damage. (Unless the PP is out in which case it is just like a regular building.)
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ok, some responses [message #63267] |
Thu, 22 January 2004 23:55 |
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The "play cinematic on X customs" thing is possible, I know just how to make it work too
as for 3d sound thing, there is JFW_3D_Sound_Zone, that does just what you want.
As for removing scripts, the thing is, there is no way to do it.
The CTF thing I dont know about, I didnt write the CTF scripts but I will keep it in mind as something to look into.
As for the Iron Curtain, one way to do it would be to make a box preset that has collision settings for projectiles turned on but everything else (physical, vechicle etc) turned off. Then, you make one of these surrounding the building.
Then when the PP blows up, you make the box go away. I also have some ideas as to how to make the effect work.
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scripts.dll 1.4... [message #63278] |
Fri, 23 January 2004 02:29 |
renegay3
Messages: 32 Registered: November 2003
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Quote: | Blazer wrote:
I think that mode was called Domination? To win you had to have the majority of the zones turned your color for a certain amount of time.
Yes thats the one. I forgot to mention the time that you have to control them for.
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I thought that was UT's Domination.
UT2003's Domination is where you have to control All the zones for 10sec to get points, then they are reset.
Would it be possible to put Capture the Mobius back into renegade?
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scripts.dll 1.4... [message #63297] |
Fri, 23 January 2004 07:43 |
Deactivated
Messages: 1503 Registered: February 2003
Karma: 0
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General (1 Star) |
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It involves a poke action and it works only for the player hosting the game.
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scripts.dll 1.4... [message #63329] |
Fri, 23 January 2004 12:02 |
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General Havoc
Messages: 1564 Registered: February 2003 Location: Birmingham, England, Unit...
Karma: 0
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General (1 Star) |
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Whats that poke script JW wrote that works in mplayer? Is it for objects that are "vehicles" only?
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
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scripts.dll 1.4... [message #63342] |
Fri, 23 January 2004 15:43 |
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TheKGBspy
Messages: 96 Registered: April 2003
Karma: 0
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Recruit |
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there are my requested scripts:
Edit: duh i forgot to add pictures lol. they are coming.
edit2: pictures fixed.
NB: some of the falowing scripts may seem to be worthless, take time to read info i putted after each.
- New Attach turret Script: Work same way as current reborn one.. except you can set a custom bone for the explosion.
* Turret_Preset (preset name of the object to spawn)
* Bone_Name (the name of the bone to attach the object to)
* Explosion_Bone (Set where the exposion will be made)
* Explosion_Preset (made at the Explosion Bone when the vehicle die to get rid of the object spawned)
Useless? no i need it to work this way (customizable explosion bone)
- Remake of the script that give damage on enter (when attached to a script zone)
* Team_Targeted: Select wich team is supposed to receive this damage(Gdi, Nod, Unteamed or All)
* Warhead: Select the type of warhead that the dammage will do
* Damage: x value given when hit
* Interval : Set up at wich interval the damage is done ex: every 2 sec.
Why this new version of the current one? There is a bug that when you dont move inside the scripts zone no damage is given. When not moving no damage is applyed. BTW this is very important that the Unteamed option work. allow to kill unreachable vehicle that some place.
- New Deploy scripts. the current scripts made by reborn has a bug, that cause any vehicle when they deploy to create the deployAnim and the deployed stated only in the x,y,z value on the map. there is no inclination done. Look at the next 2 pictures to see the problems if you havent undertsand what i tried to say:
UnDelpoyed: http://www.drireign.net/TheKGBspy/ScreenShot19.jpg
Deploying : http://www.drireign.net/TheKGBspy/ScreenShot20.jpg
So that make the vehicle stuck in some condition. The idea is to use the same scripts code, but chnage one little thing: Instead of making it spawn something at X,Y,Z pos, make it attach to Custom bone or origin bone and then destroy the vehicle. this will give something like this: When the deploy trigger is done: Attach object to Origin bone, Make explosion to destroy the undeployed vehicle and only show the deploying anim.
Same idea will does to deploying anim (attach instead of spawning at).
- Teleport on enter if preset = Something.
This scripts will be attached to a scripts zone. The Script_zone will look if there is a speciefic object having a X preset name. If its the case, it teleport this object (move) to) to X,Y,Z(dunno if this will be faster to teleport at a specified Object having XYZ and this object is unique in the map)
the options of the script:
*Alowed_preset: Define the allowed object to be teleported
*Destination_preset(Or X, y, z as i stated before): Define the name of the object where the allowed preset should be teleported.
- on death give x points to last shooter:
i dont know if this is makeable, but if you can this would be Awsome.
When this scripts is attached to an object, it will wait until the object get destroyed. everytime the object get hit by someone it keep the id of the player. when the object die it give x points to the last id keep. It should have object to keep id only of Gdi, nod or any team player. (ex: if i have a building and i shoot to the building wich is nod and i am nod, and i setted the keep_id_team option to gdi only, it wont keep my id if the building is destroyed lol)
script options:
*Points: Set the number of points given the to "destroyer"
*Team_id: Set wich last id player the script can keep if its in this team
Can you put the prefix Ra2 in front of these scripts? Ra2_jfw i dont care, i just wanna see the ra2 at the beginning plz
more to come
Ra2: Vengeance Project lead(it's Dead... sorry)
An empty Ghost since 2005.
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to TheKGBspy [message #63352] |
Fri, 23 January 2004 18:06 |
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Attatch Turret script change/addition I can do.
Basicly, instead of making the explosion at the parameter Bone_Name, it will make it at the parameter Explosion_Bone_Name
As for the damage on enter, I will fix it to do damage even when the thing doesnt move.
Basicly, when something enteres the zone, it records its ID and starts a timer. Then, when the timer triggers, damage is done. Regardless of if the object moves or not (or how far it moves), damage will continue to be done at the same rate untill the object moves <distance passed in as a parameter> away from the location of the zone.
Will look into the deply scripts to see if its a bug or what
Teleport on enter if preset is easy, I will make that
As for the give points thing, basicly, the points will be given to whatever object is the "killer" (i.e. whichever object actually killed the thing)
No, I wont put the prefix RA2_ on these
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scripts.dll 1.4... [message #63369] |
Fri, 23 January 2004 20:21 |
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TheKGBspy
Messages: 96 Registered: April 2003
Karma: 0
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Recruit |
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also about the damage script zone dont forget to add the "hurted" team plz: Gdi, Nod, Unteamed, Any.
Ra2: Vengeance Project lead(it's Dead... sorry)
An empty Ghost since 2005.
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Re: to TheKGBspy [message #63370] |
Fri, 23 January 2004 20:25 |
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TheKGBspy
Messages: 96 Registered: April 2003
Karma: 0
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Recruit |
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jonwil | As for the give points thing, basicly, the points will be given to whatever object is the "killer" (i.e. whichever object actually killed the thing)
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oh btw, about this, i want points because if i set something destroyable but the team is unteamed, the "killer" wont get any point to destroying it. why making it unteamed? u just dont want it to be killed by bot (instead of putting it as unteamed put it as Gdi, so nod bots or defences will kill it wich its exaclty what i dont want.)
Ra2: Vengeance Project lead(it's Dead... sorry)
An empty Ghost since 2005.
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scripts.dll 1.4... [message #63377] |
Fri, 23 January 2004 22:22 |
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TheKGBspy
Messages: 96 Registered: April 2003
Karma: 0
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Recruit |
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juts a little modification to theses scripts:
- on death give x points to last shooter:
i dont know if this is makeable, but if you can this would be Awsome.
When this scripts is attached to an object, it will wait until the object get destroyed. everytime the object get hit by someone it keep the id of the player. when the object die it give x points to the last id keep. It should have object to keep id only of Gdi, nod or any team player. (ex: if i have a building and i shoot to the building wich is nod and i am nod, and i setted the keep_id_team option to gdi only, it wont keep my id if the building is destroyed lol)
script options:
*Points: Set the number of points given the to "destroyer"
*Team_id: Set wich last id player the script can keep if its in this team
*Team_id: Set wich last id player the script can keep if its in this team
will have option between Gdi, nod, or any.
- Teleport on enter if preset = Something.
This scripts will be attached to a scripts zone. The Script_zone will look if there is a speciefic object having a X preset name. If its the case, it teleport this object (move) to) to X,Y,Z(dunno if this will be faster to teleport at a specified Object having XYZ and this object is unique in the map)
the options of the script:
*Alowed_preset: Define the allowed object to be teleported
*Destination_preset(Or X, y, z as i stated before): Define the name of the object where the allowed preset should be teleported.
*Explosion_preset: it will do an explosion where the object is supposed to be teleported before teleporting it.There will be a delay to not kill the teleported object.
Btw the teleported object will has same direction as the Destination object.
other scripts:
- Spawn object on death Same direction.
Basicly it work like the original spawn on death, but now it make the spawned object have the same direction of the killed object.
- Teleport to destination preset if the preset name != Something
That the opposite of the other one i asked. it just make object dont having the preset name setted to be teleported to the destination object.
*Preset_name_no_teleport: Set the preset name.
*Object_destination: Name of the object where the non-selected object will be teleported.
*Explosion_preset: it will do an explosion where the object is supposed to be teleported before teleporting it.
Ra2: Vengeance Project lead(it's Dead... sorry)
An empty Ghost since 2005.
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Re: to TheKGBspy [message #63397] |
Sat, 24 January 2004 07:24 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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jonwil |
Teleport on enter if preset is easy, I will make that
As for the give points thing, basicly, the points will be given to whatever object is the "killer" (i.e. whichever object actually killed the thing)
No, I wont put the prefix RA2_ on these
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Im interested in both these scripts...
For the teleport on enter can there be a keycard parameter..such as 0=none ,1=key 1 and so forth.
on this killing point value...can you make a specific zone to only give out kill's to a player in this zone(kills outside this zone arent counted)....This would help with a King of the Hill map where a player picks up a keycard that's spawned ,then enters a teleporter with this keycard and teleports to the hill where a zone will be counting only players in this zone's kills,then possibly use the DM script to end map on x amount of kills from that zone by any team or certain player.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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scripts.dll 1.4... [message #63477] |
Sat, 24 January 2004 20:13 |
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Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
Karma: 0
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General (1 Star) |
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renegay3 | Would it be possible to put Capture the Mobius back into renegade?
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SeaMan |
It involves a poke action and it works only for the player hosting the game.
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What about makeing it so that when you shoot him he follows you, instead of the poke?
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OT: Extending Scripts.dll [message #63612] |
Sun, 25 January 2004 22:14 |
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gibberish
Messages: 366 Registered: May 2003
Karma: 0
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Commander |
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Just wondering if I am extending scripts.dll is there any way in my scripts that I can get:
The current player name ?
The current player score ?
The current number of team-mates killed?
Thanks,
Gib
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Re: to TheKGBspy [message #63628] |
Mon, 26 January 2004 03:10 |
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TheKGBspy |
jonwil | As for the give points thing, basicly, the points will be given to whatever object is the "killer" (i.e. whichever object actually killed the thing)
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oh btw, about this, i want points because if i set something destroyable but the team is unteamed, the "killer" wont get any point to destroying it. why making it unteamed? u just dont want it to be killed by bot (instead of putting it as unteamed put it as Gdi, so nod bots or defences will kill it wich its exaclty what i dont want.)
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Just set the damage points to 0 and the destroypoints to 100 or whatever will give you the needed effekt without any scripts...
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