scripts.dll 1.4... [message #63643] |
Mon, 26 January 2004 09:00 |
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TheKGBspy
Messages: 96 Registered: April 2003
Karma: 0
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Recruit |
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well yea if its an "ennemy" to the player.
but if its an Unteamed object you cant get point from killing it! that why im asking for this script
Ra2: Vengeance Project lead(it's Dead... sorry)
An empty Ghost since 2005.
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Re: OT: Extending Scripts.dll [message #63717] |
Mon, 26 January 2004 18:11 |
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gibberish
Messages: 366 Registered: May 2003
Karma: 0
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Commander |
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gibberish | 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?
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Let me re-phraze that question.
If I have an GameObject * that represents a player is it possible to retrieve the:
- Player name
- Player score
- Player teammate kill stat.
Additonally would anybody be able to explain how damage works for vehicles if player (A) is in a vehicle and player (B) is on foot and they both shoot at each other.
Damage appears to come from the relevant player objects, however damage can only be done to the player on foot.
Thanks,
Gib
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Cant do that [message #63831] |
Tue, 27 January 2004 17:00 |
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Radar jamming isnt possible.
But, the other one with the armour is definatly possible.
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scripts.dll 1.4... [message #63869] |
Tue, 27 January 2004 22:20 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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when u get a kill and the kill is listed on the stats/score is that thru a script or the source code itself...im thinking the source code,
But I may aswell ask...can a script zone report all kills from withen that zone to the score/stats only...any kill's outside that zone arent counted?
Also an old idea...a beacon script zone thats team specific....that way no building controller isnt needed for the map to indicate team ped's.
Since we know that the teleport script works with MP...maybe we can add some options...like the above mentioned,keycards access and if preset/explosion, How about a randomizer to a few different locations...so you dont know where your going to end up.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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Re: Cant do that [message #63878] |
Wed, 28 January 2004 06:59 |
Deactivated
Messages: 1503 Registered: February 2003
Karma: 0
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General (1 Star) |
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jonwil | Radar jamming isnt possible.
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Hmm...
General Havoc | 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".
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things [message #63926] |
Wed, 28 January 2004 19:52 |
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firstly, radar jamming does work but not in MP.
Secondly, the kills go through the score code not the scripts
team-specific beacon script, cant be done
As for "random teleport", thats possible
I will also be making modifications to JFW_Zone_Send_Custom_Enable, TDA_Send_Custom_Zone and JFW_Zone_Send_Custom_Preset such that:
1.passing an EnterMessage or ExitMessage will cause no message at all to be sent
and 2.passing an EnterParam or ExitParam of 0 will cause "the ID of the thing that triggered the zone entry or exit" to be sent as the parameter.
My new script to be written, JFW_Zone_Send_Custom_Keycard will also work the same way.
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Re: cant get that info [message #63954] |
Thu, 29 January 2004 01:41 |
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gibberish
Messages: 366 Registered: May 2003
Karma: 0
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Commander |
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jonwil | I think there is a Get_Score but no others.
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Ok, sorry I missed that one, thanks. :oops:
Anyhow I have wierd bug, I am not sure if its something I have done or something in the scripts.dll before I modified it, however I seem to be getting excessive damage between infantry.
Basically all infantry verse infantry damage appears to be applied twice.
I have noticed this when others kill me and when I shoot others.
And before you ask no I don't have any cheats/lagbots/skins installed, my client side is totally vanilla.
Has anyone else seen this?
The only thing I can think of is that I have Friendly Fire on, would this have any effect ?
Thanks,
Gib
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dont know [message #63955] |
Thu, 29 January 2004 02:20 |
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I dont see any reason why the scripts.dll would cause problems with damage.
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scripts.dll 1.4... [message #63963] |
Thu, 29 January 2004 03:12 |
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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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Idea. With C&C Reborn, the scripts display the number of MK2's and cyborgs in the top right corner of the screen.
Would it be possible to display the amount of GDI/Nod kills for the Team DM mode? Could make an useful addition to 1.4 if it isn't too hard to do.
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 #63968] |
Thu, 29 January 2004 05:05 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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Found the original plans for KOTH
BTW my map is 90% complete and ready for scripts.
- Only_King_Can_Score
Whether or not only the KOTH can score points.
(prehaps a zone where only the points will be issued to the person in the zone)
- Koth_Damage_Multiplier
A factor > 1 that scales all damage done by the KOTH.(a zone that multiplys the objects damage by 2,or variable)
I can get away with some spawners that have 100 points in them each and the longer you stay king the more points you get....and I was going to use the keycard script to enter a teleporter that will be the only way to reach the hill...and keycards will be limited to 1 per side every 60 seconds...also was going to take out all repair guns and proxy c4.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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scripts.dll 1.4... [message #64650] |
Sun, 01 February 2004 17:12 |
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gibberish
Messages: 366 Registered: May 2003
Karma: 0
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Commander |
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Ok, sorry to be a pain, a couple more questions:
1.>
The M00_GrantPowerup_Created script can be used as a quick hack to add a server script in a standard game, which allows actions to be taken with the player object.
Is there anything similar that I can use to associate a script with a vehicle on standard maps. Primarly I want to trigger an action when someone gets in or out of a vehicle.
2.>
Is there any way to find out the current map name from scripts.dll ?
Thanks,
Gib
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answers [message #64661] |
Sun, 01 February 2004 17:33 |
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1.There is no script that is attatched to all vechicles by default that you can hook into.
2.There is no way to get the current map name via scripts
and 3.the scripts currently dont work with the linux FDS but we are investigating ways to make them work.
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