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possible scripts.dll 1.8 in the works [message #91276] Mon, 31 May 2004 03:35 Go to next message
jonwil is currently offline  jonwil
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General (3 Stars)

So far, all it is is a few tiny changes that dont matter much plus some experienemts with stuff that requires moving over to the "dark side" (i.e. maknig direct calls to renegade engine to do stuff that couldnt be done before).

I cant do anything that requires sending stuff to the client and processing it on the client-side (because I havent gotten that far) or stuff that requires modifying the renegade codespace (also because I dont want to/havent gotten that far yet) but I can call functions in renegade.
And I still have work to do to make all this go with the LFDS and WFDS.

So far, changes for a possible 1.8:
1.new script, JFW_Flying_Infantry. When created, if the thing this is attatched to is a SoldierGameObj, this script calls Toggle_Fly_Mode on the SoldierGameObj which makes it able to fly if it cant and unable to fly if it can.
2.new script, JFW_Flying_Infantry_Custom. When this recieves a message, it calls Toggle_Fly_Mode on the object that its attatched to, only if its a SoldierGameObj though.
3.new script, JFW_Flying_Infantry_Zone. When entered or exited or both (settings settable by mapmaker), it calls Toggle_Fly_Mode on the thing unit that entered the zone if its a SoldierGameObj.

Credit to SK for origonally discovering that its possible to do flying infantry in renegade.

I am also working on (no promises) new functionality for a Get_Animation_Frame function which would allow you to pass -1 for the FirstFrame of the animation scripts to mean "the current frame"
Also, logic for Get_Shield_Type that would mean JFW_Invulnerable_On_Custom_3 same as JFW_Invulnerable_On_Custom_2 but without needing to pass the NormalArmour as a parameter.

Again, I stress, these are only possiblilities.

But if anyone has any suggestions (including suggestions that might use engine functionality), post them here. If they arent in this thread, they wont be in 1.8.

BTW, no, this new "engine calls" stuff doesnt mean working poke, working sounds, working text output or working stealth stuff. (although the work SK is doing should help in that area)

It does mean I can do things like retrieve more information from game data structures and such.

Ideas appreciated.


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
possible scripts.dll 1.8 in the works [message #91279] Mon, 31 May 2004 04:17 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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COM_Airstrike_Controller
Iniates time-delayed (charging) Airstrike flare spawing once all SAM Sites have been destroyed on the map.
It will not spawn (time-delayed) another beacon until the beacon is placed.
Plays text cinematic once the beacon object exists on the map.
Will become disabled if attached building (Comm Center) is destroyed.

COM_SupplyDrop_Controller
Iniates time-delayed (charging) Supply Air-Drop flare spawing.
It will not spawn (time-delayed) another beacon until the beacon object exists on the map.
Plays text cinematic once the beacon object exists on the map.
Will become disabled if attached building (Comm Center) is destroyed.

COM_IonCannon_Controller
Iniates time-delayed (charging) Ion Cannon beacon spawning.
It will not spawn (time-delayed) another beacon until the beacon object exists on the map.
Will become disabled if attached building (Advanced Comm Center) is destroyed.

COM_Temple_Nuke_Controller
Iniates time-delayed (charging) Nuclear Missile beacon spawning.
It will not spawn (time-delayed) another beacon until the beacon object exists on the map and plays an animation (Silo doors open).
When the beacon object no longer exists on the map, it will play the animation backwards (Silo doors close)
Will become disabled if attached building (Temple of Nod) is destroyed.
possible scripts.dll 1.8 in the works [message #91281] Mon, 31 May 2004 04:38 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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General (3 Stars)

ok, good ideas.
Here is how I can implement them

First, JFW_Spawn_Timer.
takes a custom to start the spawning (sendable either after all the sams go away somehow or at startup, depending on what you want)
Would only start charging again when beacon is collected.
Would require another script on the beacon powerup to tell the controler when its been "collected" (I think one of the existing "custom" related scripts should be able to do it.
Will also send a specified custom to a specified object when the beacon is spawned. You can do stuff with that such as opening the silo doors etc.

As for destruction, you can destroy the daves arrow or whatever the controller is on using JFW_Death_Destroy_Object.
For the becaons where a cinematic is desired, you can send a custom to something to make the cinematic start.
Same with the doors for the temple, JFW_Set_Animation_On_Custom should handle that.

Note that once its collected, there is no way to track the beacon anymore. Hence the need to handle stuff only on "collected" (an event thats easy to test for)


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
possible scripts.dll 1.8 in the works [message #91283] Mon, 31 May 2004 04:41 Go to previous messageGo to next message
Sir Kane
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You know what will happen if you release this Jonwil.

Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
possible scripts.dll 1.8 in the works [message #91290] Mon, 31 May 2004 05:43 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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General (3 Stars)

<code removed>

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: Sun, 13 June 2004 17:26]

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possible scripts.dll 1.8 in the works [message #91294] Mon, 31 May 2004 05:57 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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General (1 Star)
jonwil

Note that once its collected, there is no way to track the beacon anymore. Hence the need to handle stuff only on "collected" (an event thats easy to test for)


Beacon object should send a message to its corresponding controller.
possible scripts.dll 1.8 in the works [message #91296] Mon, 31 May 2004 06:02 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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thats the plan, sticking one of the existing scripts on the beacon object to tell the controler its been collected.

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
possible scripts.dll 1.8 in the works [message #91322] Mon, 31 May 2004 08:46 Go to previous messageGo to next message
Sir Kane
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You suck big time Jonwil.

Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
possible scripts.dll 1.8 in the works [message #91325] Mon, 31 May 2004 09:30 Go to previous messageGo to next message
Mad Ivan is currently offline  Mad Ivan
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Colonel
whats so bad about releasing that?
Just dont forget to credit Silent Kane if you use it


possible scripts.dll 1.8 in the works [message #91345] Mon, 31 May 2004 11:27 Go to previous messageGo to next message
Sir Kane
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I was going to release it in a different form.
But JW didn't understand that somehow and released this.


Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
possible scripts.dll 1.8 in the works [message #91364] Mon, 31 May 2004 12:40 Go to previous messageGo to next message
Mad Ivan is currently offline  Mad Ivan
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Colonel
well, how many other forms are there?

possible scripts.dll 1.8 in the works [message #91366] Mon, 31 May 2004 12:45 Go to previous messageGo to next message
NeoX is currently offline  NeoX
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Is it possible to code better physics into the game through this like so if a vehicle does flip of it still has a chance to flip back over and same with the driving of vehicles can you make it more realistic?
possible scripts.dll 1.8 in the works [message #91368] Mon, 31 May 2004 12:55 Go to previous messageGo to next message
TheKGBspy is currently offline  TheKGBspy
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Silent kane: Look final version of 1,8 isnt released.. so he will probably change the form. dont be mad you should be happy about that. people (including me) are happy to see that you found that and this wont be forgoted. you r doing a good job discovering stuff like that and the community need that kind of help. yes maybe one form does have been released.. but not an official version yet.. so that will change.


JonWil: you can get any value now? how about getting the warhead that hitted you on damage void?

void Ra2Ven_DemoTruck::Damaged(GameObject * obj,GameObject * damager,float damage, const char* Warhead)
{

}

can you do a command to get the model name?

we already have the set command but i want a get command:
const char* model;
model = Commands->Get_Model(obj);


Ra2: Vengeance Project lead(it's Dead... sorry)
An empty Ghost since 2005.
Re: possible scripts.dll 1.8 in the works [message #91379] Mon, 31 May 2004 13:49 Go to previous messageGo to next message
OrcaPilot26 is currently offline  OrcaPilot26
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Quote:

1.new script, JFW_Flying_Infantry. When created, if the thing this is attatched to is a SoldierGameObj, this script calls Toggle_Fly_Mode on the SoldierGameObj which makes it able to fly if it cant and unable to fly if it can.
2.new script, JFW_Flying_Infantry_Custom. When this recieves a message, it calls Toggle_Fly_Mode on the object that its attatched to, only if its a SoldierGameObj though.
3.new script, JFW_Flying_Infantry_Zone. When entered or exited or both (settings settable by mapmaker), it calls Toggle_Fly_Mode on the thing unit that entered the zone if its a SoldierGameObj.


under water?


http://nova.deadlyfear.com/uploads/files//sig_orca.jpg
"ALL HAIL THE CHRONOSPHERE AND ITS CHRONOSHIFTY GOODNESS" -Aircraftkiller
possible scripts.dll 1.8 in the works [message #91391] Mon, 31 May 2004 14:56 Go to previous messageGo to next message
Skier222 is currently offline  Skier222
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neox: you just have to change the world box, if the world box had a curve insted of a flat top it could roll.

Jonwil you sure are making the scripts really fast. keep up the great work.


Modern Warfare site: http://modernwarfare.tk
possible scripts.dll 1.8 in the works [message #91399] Mon, 31 May 2004 15:33 Go to previous messageGo to next message
Sir Kane
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Another thing pissing me off is that he's trying to copy all the stuff I made.

Anyhow:
http://www.n00bstories.com/image.fetch.php?id=1390310959


Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
possible scripts.dll 1.8 in the works [message #91407] Mon, 31 May 2004 16:37 Go to previous messageGo to next message
NeoX is currently offline  NeoX
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STFU hes done more for this community then you. You have the same attitude as ACK lets keep secrets from eveyone else and try and be cool so STFU you n00b.
possible scripts.dll 1.8 in the works [message #91409] Mon, 31 May 2004 16:41 Go to previous messageGo to next message
CnCsoldier08 is currently offline  CnCsoldier08
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Haha, If SK is a n00b, I really want to know what you consider yourself to be. :rolleyes: And, do you even know half the shit SK has done?
Just because his isnt public...


WOL:tweekbee
possible scripts.dll 1.8 in the works [message #91410] Mon, 31 May 2004 16:42 Go to previous messageGo to next message
Try_lee is currently offline  Try_lee
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Colonel
Or maybe there's a reason he wanted to wait and do things his way?

YARR! The pirate life is for me! http://www.n00bstories.com/image.fetch.php?id=1202408761
possible scripts.dll 1.8 in the works [message #91412] Mon, 31 May 2004 16:53 Go to previous messageGo to next message
deadaim00 is currently offline  deadaim00
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Here is my idea, which would really help me out.

C&R_Damaged_Transporter
When you get to 25-1 health, you automatically get transported to a point of choosing by the mapper. It would really be usefull in my upcoming small mod.


Re: possible scripts.dll 1.8 in the works [message #91440] Mon, 31 May 2004 18:31 Go to previous messageGo to next message
Renx is currently offline  Renx
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jonwil


1.new script, JFW_Flying_Infantry.


NO! Change it so SK_Flying_Infantry Razz Razz Razz


~Canucck

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Blazer

...RG made me ugly
possible scripts.dll 1.8 in the works [message #91447] Mon, 31 May 2004 18:47 Go to previous messageGo to next message
SuperFlyingEngi is currently offline  SuperFlyingEngi
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NO! Change it so SFE_Flying_Infantry Razz Razz Razz

Razz


"To announce that there must be no criticism of the President, or that we are to stand by the President, right or wrong, is not only unpatriotic and servile, but is morally treasonable to the American public." -- Theodore Roosevelt (1918)

"The danger to political dissent is acute where the Government attempts to act under so vague a concept as the power to protect "domestic security." Given the difficulty of defining the domestic security interest, the danger of abuse in acting to protect that interest becomes apparent. --U.S. Supreme Court decision (407 U.S. 297 (1972)

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possible scripts.dll 1.8 in the works [message #91449] Mon, 31 May 2004 18:49 Go to previous messageGo to next message
Renx is currently offline  Renx
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NO! I really meant that.... It should say SK at the start :/

~Canucck

http://www.sloganizer.net/en/style7,Espion.png

Blazer

...RG made me ugly
possible scripts.dll 1.8 in the works [message #91465] Mon, 31 May 2004 19:24 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Physics/vehicleflip/etc no.
Get_Model I can probobly do, dont know for sure yet.
Swimming is a nice idea that I will look into.
As for warhead, I dont think I can do that.
But it might be possible to do a command to find out what warhead the GameObject * damager object is using (although the issue of primary/secondary weapons will cause hiccups)

Mabie I wont use my flying infantry scripts to keep SK happy (I havent decided yet) but I will certainly be doing all sort of other stuff (including the other stuff from this thread), some of which will use engine calls.
And if SK or anyone else doesnt like me using engine calls (and btw, none of the ones that I will be using will be usefull to cheaters), tough, its my dll, you dont like it, you are welcome to fork it and release your own version (as long as you comply with GPL)

as for C&R_Damaged_Transporter , thats possible.
Basicly, all infantry units would have it attatched.
Then, when the unit is damaged, if its got less than <some value passed to the scripts so you can have different values per unit> health, it will send a custom to a specified object, with the ID of the unit its attatched to as the param.

This way you can have a standard object (with a particular ID that has to be the same for each map) that goes on each map (a Daves Arrow for example) that has JFW_Teleport_Custom on it.
Then you get a per-map location instead of needing it to be hardcoded for all maps.


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
possible scripts.dll 1.8 in the works [message #91469] Mon, 31 May 2004 19:48 Go to previous messageGo to previous message
deadaim00 is currently offline  deadaim00
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K, thanks jonwill. If you could whip that up for me, it would really help me in my upcoming small C&R mod. Smile

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