scripts.dll 1.6.1 [message #81567] |
Sun, 18 April 2004 20:56 |
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I will soon be releasing scripts.dll 1.6.1.
It contains some new research into the scripts.dll internals (if anyone wants to help me reverse engineer the remaining unknown stuff, please do let me know)
Plus it contains a small fix so that anytime the game asks for M00_Nod_Obelisk_CnC, it uses JFW_Nod_Obelisk_CnC instead.
JFW_Nod_Obelisk_CnC is 100% identical to M00_Nod_Obelisk_CnC except that it contais a fix to make the obelisk glow for all players.
So, if the host is running 1.6.1 and the map has an obelisk using either the M00_Nod_Obelisk_CnC or JFW_Nod_Obelisk_CnC scripts, all players in the game will get the obelisk glow.
No sound though From my analysis, it doesnt appear as though sound events (including the collect sound for powerups and sounds played through script commands) get sent from the server to the clients. (i.e. its a design thing rather than a bug).
Sounds that do play play because they are triggered by a different client event (such as an event sent to the client to trigger an explosion)
Going to do some more research then get 1.6.1 out soon.
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 1.6.1 [message #81571] |
Sun, 18 April 2004 21:13 |
xptek_disabled
Messages: 1308 Registered: September 2003
Karma: 0
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General (1 Star) |
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Can't wait for the glowing obelisk. Great work on these scripts. The community wouldn't have gotten this far without you.
Local oper-irc.ugin.net - A Scrumfy free IRC.
Jonwil > SK
http://www.byterush.net/
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scripts.dll 1.6.1 [message #81730] |
Mon, 19 April 2004 18:40 |
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hmmm, that could be an idea.
If you place those little speakers on a map, you get a sound that plays, thats a sound preset.
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 1.6.1 [message #81795] |
Mon, 19 April 2004 23:45 |
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ok, I just added another script to 1.6.1
Its the same as JFW_Building_Gun except every shot it fires alternates between primary fire and secondary fire i.e. primary-secondary-primary-secondary and so on.
Usefull to do e.g. a true TD advanced guard tower (no guns and fires 2 powerfull missiles at once), then you would add regular Guard Towers like in TD.
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 1.6.1 [message #81804] |
Tue, 20 April 2004 02:38 |
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ok, 1.6.1 has now become 1.7
The main change in addition to what has already been announced is more scripts with the "pirmary and secondary" logic.
And also mabie a series of scripts like JFW_Building_Gun but with charge animations.
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 1.6.1 [message #82322] |
Wed, 21 April 2004 22:57 |
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Dante
Messages: 1039 Registered: February 2003
Karma: 0
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General (1 Star) |
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Nice work jonwil, should concentrate replacing all teh ren scripts for 2.0
RenEvo
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