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scripts.dll 1.5.1/1.6 [message #77385] |
Thu, 08 April 2004 19:21 |
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Dont know, havent tried it
I have sent you a zip containing the current source code.
If you could test such things as you think need testing (the sensor array scripts for example and this one) just to confirm everything is working, that would be good.
I am having email issues right now so post here with anything to do with the test (e.g. code fixes)
[/url]
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 1.5.1/1.6 [message #77427] |
Thu, 08 April 2004 20:22 |
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ok, vloktboky confirms that he has nothing to submit.
NeoSaber, waiting to hear on that.
Also, Mad Ivan has some stuff from his RA2 mod that will be in 1.6.
BTW [REHT]Spirit, you need to learn how to use the Get_ID command and the Find_Object command. Look at the sensor scripts to see what I mean.
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 1.5.1/1.6 [message #77484] |
Thu, 08 April 2004 22:29 |
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TheKGBspy
Messages: 96 Registered: April 2003
Karma: 0
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jonwil | Also, Mad Ivan has some stuff from his RA2 mod that will be in 1.6.
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*cough*TheKGBspy*cough*
Ra2: Vengeance Project lead(it's Dead... sorry)
An empty Ghost since 2005.
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scripts.dll 1.5.1/1.6 [message #77487] |
Thu, 08 April 2004 22:54 |
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NeoSaber is going to have some RenAlert stuff ready to go.
Also, I will be working on fixing the visible person in vechicle logic and also implementing visible person in vechcile based on what sort of infantry gets into the vechicle.
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 1.5.1/1.6 [message #77489] |
Thu, 08 April 2004 23:10 |
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SomeRhino
Messages: 260 Registered: February 2003
Karma: 0
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jonwil | Also, I will be working on fixing the visible person in vechicle logic and also implementing visible person in vechcile based on what sort of infantry gets into the vechicle.
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Awesome, thanks a million, Jon. Do you think that, instead of using a table that links presets to models, would it be possible to have it draw a "real object" of the preset that entered the vehicle, while attaching M00_Disable_Physical_Collision to the real object to prevent obstruction from the worldbox? I would think that would be easier to work with on your part if it worked at all. If not, how many different presets will you allow, and will it work for two seats?
Anyways, however you do it, I'm very glad that I will be able to include this in Sole Survivor now. Thanks.
Dri Reign
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scripts.dll 1.5.1/1.6 [message #77490] |
Thu, 08 April 2004 23:13 |
Deactivated
Messages: 1503 Registered: February 2003
Karma: 0
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General (1 Star) |
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Don't forget the enter and exit anims... how you're going to do that and how you are going to delay taking control of the vehicle so you can't drive before you're in the vehicle?
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scripts.dll 1.5.1/1.6 [message #77493] |
Thu, 08 April 2004 23:26 |
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The script doesnt handle enter and exit anims.
Before I can do anything, I have to get the base script working first (i.e. the model problem SomeRhino mentioned)
As for matching models to presets, it will, on entry, send a custom to the entering object.
The entering object will create the model and send another custom back with its ID. Therefore, each infantry unit needs a new script on it to tell what model to create and etc.
Something like that anyway.
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 1.5.1/1.6 [message #77507] |
Fri, 09 April 2004 01:09 |
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drunkill
Messages: 180 Registered: January 2004 Location: Melbourne, Victoria, Aus...
Karma: 0
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thats good then, so if ya do get animations, it will rock. and that if its a 2 person vec with windows? well you see more? and i also saw that SS screenshot with the flamer and commando in the buggy (looks good) so if ya do get it working, will you see any body movments whle in the vel? like a hand out the side, or maby somthing inside the car, like a passenger looking around?
Promotional Artist for Red Alert: A Path Beyond
Vote for APB in the MOTY awards 2008!
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scripts.dll 1.5.1/1.6 [message #78098] |
Fri, 09 April 2004 17:33 |
[REHT]Spirit
Messages: 277 Registered: April 2003
Karma: 0
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Sure, no problem
void Reborn_Deployable_Vehicle::Custom(GameObject * obj,int message,int param,GameObject * sender)
{
Vector3 nppos;
Vector3 vpos;
if (message == 1000000028) {
pilotID = Commands->Get_ID(sender);
}
if (message == 1000000029) {
pilotID = 0;
nppos = Get_Vector3_Parameter("LeaveOffset");
vpos = Commands->Get_Position(obj);
nppos.X += vpos.X;
nppos.Y += vpos.Y;
nppos.Z += vpos.Z;
Commands->Set_Position(sender,nppos);
}
}
can become
void Reborn_Deployable_Vehicle::Custom(GameObject * obj,int message,int param,GameObject * sender)
{
if (message == 1000000028) {
pilotID = Commands->Get_ID(sender);
}
if (message == 1000000029) {
pilotID = 0;
}
}
and
void Reborn_Deployable_Vehicle::Killed(GameObject * obj,GameObject * shooter)
{
if (pilotID != 0)
Commands->Set_Position(Commands->Find_Object(pilotID),Get_Vector3_Parameter("LeaveOffset"));
}
can be deleted completely actually.
Probally also want to change
ScriptRegistrant<Reborn_Deployable_Vehicle> Reborn_Deployable_Vehicle_Registrant ("Reborn_Deployable_Vehicle","Animated_Preset:string,Explosion_Preset:string,LeaveOffset:Vector3");
to
ScriptRegistrant<Reborn_Deployable_Vehicle> Reborn_Deployable_Vehicle_Registrant ("Reborn_Deployable_Vehicle","Animated_Preset:string,Explosion_Preset:string");
so the parameter is taken out and people aren't as confused (I say as I write a post full of C++ code in a public forum).
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complete list of changes for 1.6 [message #78261] |
Sat, 10 April 2004 01:10 |
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Here is a (as of now) complete list of changes for 1.6.
some have yet to be written and some need testing but all should (assuming they work) be in 1.6.
Scripts by TheKGBSpy (already coded, some tweaks left)
Ra2Ven_MirageTank script for a RA2 mirage tank.
Ra2Ven_VehicleFalling script to cause damage to a vechicle when it falls.
Ra2Ven_DemoTruck script for a Demo Truck (hopefully this will be sufficiant for RenAlert)
He is working on more scripts for his RA2 mod and he has told me that he will release all scripts he writes when they are finished except for certain specual ones being used for some "very special" gameplay features which I am keeping secret at his request (i.e. everything to do with specific units will be released)
also, he is going to fix a problem with the reborn deploy script (something to do with deploying on uneven terrain)
New RenAlert scripts by NeoSaber:
RA_Helipad_Zone (reload script for helipads)
RA_MineLayer (mine layer script)
RA_Mine (script for mines)
RA_Mine_Manager (manager for mines)
RA_ObjectDeath_OnCreate (This script is designed to create a new object at the location of another object's creation, then kill the script generated object to make use of its KilledExplosion setting to place a sound on the map.)
Also, fix to the thief script to take cash from the soviets.
New scripts by Spirit
NHP_Sensor_Array_Zone (script for a Sensor Array zone)
NHP_Senserable_object (script for a sensorable object)
New stuff still to do:
JFW_Object_Draw_In_Order_2 (starts at another number than 0)
JFW_X_Customs_Send_Custom (sends a custom when it recieves another custom x times)
fix bugs in JFW_Visible_Person_In_Vechicle
fix bugs in JFW_Visible_People_In_Vechicle
new script, JFW_Person_Model (this goes on the person and is used to create the person model for the per-preset visible people script)
new script, JFW_Visible_Person_In_Vechicle_Preset (this is for the vechicle)
new script, JFW_Visible_People_In_Vechicle_Preset (this is for the vechicle)
fix bugs in JFW_Guard_Duty
new scripts for doing a "force shield" like in YR (basicly, will activate somehow, then make all buildings back to full health and stay invulnerable against all things that dont kill it in one hit then once its over, it stops being invulnerable anymore). Works like the con yard, one script on each building and one on the central building. Effect will be triggered by walking into a zone. Settable limit for how long it will last for and how long it takes to charge up and so on.
new script, JFW_Dreate_Destroy_Object_On_Custom. Basicly, this will create a preset when sent one custom and destroy it when sent another.
new script, JFW_Dreate_Destroy_Object_On_Custom_Animate. Basicly, this will create a preset when sent one custom and destroy it when sent another.
This one plays an animation on the object also (with settable loop flag)
new script, JFW_Dreate_Destroy_Object_On_Custom_Animate_2. Basicly, this will create a preset when sent one custom and destroy it when sent another.
This one plays one animation (no loop) when it starts and another one (also no loop) just before it is destroyed.
new script, JFW_Set_Model_On_Custom. Sets the model of whatever its attatched to to whatever the parameter specified is.
new script, JFW_Set_Model_Animation_On_Custom. basicly, same as JFW_Set_Animation_On_Custom and JFW_Set_Model_On_Custom in one script.
new script, JFW_Custom_Send_Custom. Sends a custom to another object when it gets a custom. Great for using with System Messages (such as collect powerup)
fix to JFW_Enable_Disable_Animation_On_Custom so that if you send it the enable custom and its already enabled, it does nothing.
Same with if you send it the disable custom and its already disabled.
There are some nice effects possible with the animation scripts (specificly JFW_Set_Animation_On_Custom and JFW_Enable_Disable_Animation_On_Custom) when combined with other scripts.
For example, combining JFW_Death_Send_Custom and JFW_Set_Animation_On_Custom lets you have an animation for when the power is down. Or when the bulding itself has been destroyed.
And combining JFW_Startup_Custom, JFW_Death_Send_Custom and JFW_Enable_Disable_Animation_On_Custom allows you to have a building with an animated portion (such as a radar dish that rotates) only while the building is still alive.
I predict that, as more people figure out how to use them to their full potential, the animation scripts are going to open big doors for renegade modders.
Oh and sorry to TheKGBSpy for calling him MadIvan by mistake.
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
[Updated on: Sat, 10 April 2004 20:43] Report message to a moderator
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scripts.dll 1.5.1/1.6 [message #78551] |
Sat, 10 April 2004 18:51 |
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ok, thanks to vloktboky, we have a nice, fully functional script for doing AI harvesters without any limitations. You even get animations both at docking and while harvesting.
Looks very cool too.
Only thing is that the harvester doesnt get created at the WF, it spawns in the harvester bay of the refinery.
Not much that can be done about 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
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scripts.dll 1.5.1/1.6 [message #78585] |
Sat, 10 April 2004 21:12 |
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I have had to abandon the script idea of checking for repairing vs not repairing because there is no way to make it work in all situations. I can detect each time a building is shot with the repair gunbut I dont know when the repairing stops. (in fact, its hard to define when it stops because it may stop when someone stops firing and then start again shortly after)
but for the idea I had, I can use this new script idea: JFW_Damaged_Send_Custom_Amount.
Basicly, this script takes one flag for greater than or less than and another value for the damage amount. Then, it will send the custom based on the greater than or less than flag and whether the damage amount is greater than or less than the amount specified.
So, what you can do is to have JFW_Damaged_Send_Custom_Amount send a custom only when damage < 0 (i.e. repairing is happening). Then, you can have it so that you have a very short animation (just 2 fast frames of e.g. an icon blinking from on to off) then use that animation with JFW_Set_Animation_On_Custom and set loop to false.
So, with jsut 2 scripts, you can have visual cues that a building is being repaired.
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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