Home » Renegade Discussions » Mod Forum » Thoughts on 2.7 and beoynd
Thoughts on 2.7 and beoynd [message #194057] |
Mon, 27 March 2006 16:27 |
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Items with a * will need bhs.dll on the client
Here is a list of stuff I am considering for the next scripts.dll:
GameObject *Get_Owner(GameObject *obj); //Gets the owner of a vehicle
float Get_Lock_Time(GameObject *obj); //Gets the time a vehicle will remain locked to the owner
*void Set_Owner(GameObject *obj,GameObject *owner,float LockTime); //Sets the owner and lock time of a vehicle
*void Set_Lock_Time(GameObject *obj,float LockTime); //Sets the lock time of a vehicle
Note that entering a vehicle resets the owner, as does the expiration of the lock time (defaults to 26 seconds when you buy the vehicle)
*Send Disable_All_Collisions, Disable_Physical_Collisions & Enable_Collisions over the network.
Investigate why Action_Complete isnt being called
Engine calls to read data from PT (e.g. cost etc)
*Engine calls to change PT data at runtime
*Code to make the HUD more customizable (i.e. more hud.ini stuff).
Investigate the turret turn bug RenAlert reported.
Investigate why Daves Arrows dont work on the FDS
*A way to change the rendering mode to and from wireframe mode at runtime. (will be much like the vehicle limit change and will remain in effect untill changed again)
Possible fix to make ->Created get called for C4 objects
A new hook that will hook the "The version of player i is x.y" message output (you will recieve the player ID and the version number)
A console command to disable all C4 owned by <player>
A console command to disable all proximity C4 owned by <player>
Console commands to display information about a player and their vehicle (e.g. what preset they are, health, shield strength etc etc).
An engine call to create a script zone at runtime and set its size.
An engine call to resize a script zone at runtime.
I think these 2 will need bhs.dll on the client, not sure yet though.
*Changes to make "Health Is Full","Armour Is Full", "Ammunition is full" messages go over the network (I know where to change, the hard part is finding enough code to insert my hooks and making sure I get the right player ID and other information to pass though to the client)
Changes to make any missing report (or other) sounds (e.g. "Harvester Under Attack" or the cargo plane sound) go over the network. Note that SSAOW does play some of these itself which is why some servers have these being played. I have to work out which ones already play on the client and which ones need to be sent over the network.
(these will require bhs.dll on the client but they may be able to be written to use the existing sound send code and would then work with older bhs.dll versions too)
Engine calls to change the ammunition for a given player and a given gun (not sure which ones, if any, yet, I have to find the place it keeps the ammunition values first)
Console command to change the player limit at runtime (if I can find all the places to change to make it work)
Console command and engine call to get the current player limit
Engine call to get the time for a player (like Player_Info) if I can figure out how
Console Command to change the time remaining/time limit for the game if I can figure out how
Console Command/engine call to get the time remaining/time limit for the game if I can figure out how
Console Command/Engine call to end the game by timing out if I can figure out how
A hook for when a player leaves the game. (only if I can be sure that I am catching every possible "player left game" scenario AND I can be sure that no event could cause the player leave hook to be called twice for the same player)
Support for the side buttons on my Microsoft USB Optical Intellimouse.
A hud.ini feature so mods can make it so that you cant see the enemies player name (if I can figure out how)
fix LFDS RenRem (if I can figure out how)
renrem logging (only if I get LFDS RenRem working)
dialog box stuff (if I can find out enough about the in-memory layout of the relavent classes)
If the lag issue someone reported is an actual problem with my dll, I want to fix that.
Also, there is a crash blazer is encountering. Looks to be an SSAOW problem but if it turns out to be a scripts.dll issue, I will fix that too.
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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Thoughts on 2.7 and beoynd
By: jonwil on Mon, 27 March 2006 16:27
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Re: Thoughts on 2.7 and beoynd
By: Cat998 on Mon, 27 March 2006 18:31
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Re: Thoughts on 2.7 and beoynd
By: Cat998 on Mon, 27 March 2006 22:05
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Re: Thoughts on 2.7 and beoynd
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Re: Thoughts on 2.7 and beoynd
By: jonwil on Mon, 27 March 2006 21:17
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Re: Thoughts on 2.7 and beoynd
By: jonwil on Mon, 27 March 2006 23:36
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Re: Thoughts on 2.7 and beoynd
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Re: Thoughts on 2.7 and beoynd
By: Cat998 on Mon, 27 March 2006 23:58
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Re: Thoughts on 2.7 and beoynd
By: GrayWolf on Tue, 28 March 2006 00:18
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Re: Thoughts on 2.7 and beoynd
By: jonwil on Tue, 28 March 2006 01:32
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Re: Thoughts on 2.7 and beoynd
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Re: Thoughts on 2.7 and beoynd
By: Cat998 on Tue, 28 March 2006 04:22
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Re: Thoughts on 2.7 and beoynd
By: Kamuix on Tue, 28 March 2006 15:22
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Re: Thoughts on 2.7 and beoynd
By: jonwil on Tue, 28 March 2006 20:23
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Re: Thoughts on 2.7 and beoynd
By: Viking on Tue, 28 March 2006 21:09
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Re: Thoughts on 2.7 and beoynd
By: jonwil on Wed, 29 March 2006 00:55
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Re: Thoughts on 2.7 and beoynd
By: Cat998 on Wed, 29 March 2006 03:29
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Re: Thoughts on 2.7 and beoynd
By: nopol10 on Wed, 29 March 2006 03:40
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Re: Thoughts on 2.7 and beoynd
By: Cat998 on Wed, 29 March 2006 07:03
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Re: Thoughts on 2.7 and beoynd
By: jonwil on Wed, 29 March 2006 07:34
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Re: Thoughts on 2.7 and beoynd
By: Mad Ivan on Wed, 29 March 2006 07:51
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Re: Thoughts on 2.7 and beoynd
By: jonwil on Wed, 29 March 2006 16:11
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Re: Thoughts on 2.7 and beoynd
By: Spice on Wed, 29 March 2006 23:37
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Re: Thoughts on 2.7 and beoynd
By: jonwil on Thu, 30 March 2006 00:36
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Re: Thoughts on 2.7 and beoynd
By: Sir Kane on Fri, 31 March 2006 14:10
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Re: Thoughts on 2.7 and beoynd
By: jonwil on Fri, 31 March 2006 18:54
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Re: Thoughts on 2.7 and beoynd
By: jonwil on Sun, 02 April 2006 06:27
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Re: Thoughts on 2.7 and beoynd
By: Mad Ivan on Sun, 02 April 2006 07:23
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Re: Thoughts on 2.7 and beoynd
By: jonwil on Sun, 02 April 2006 15:34
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Re: Thoughts on 2.7 and beoynd
By: Mad Ivan on Sun, 02 April 2006 16:19
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Re: Thoughts on 2.7 and beoynd
By: AmunRa on Sun, 02 April 2006 15:53
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Re: Thoughts on 2.7 and beoynd
By: jonwil on Sun, 02 April 2006 19:35
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Re: Thoughts on 2.7 and beoynd
By: AmunRa on Sun, 02 April 2006 20:56
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Re: Thoughts on 2.7 and beoynd
By: jonwil on Mon, 03 April 2006 07:23
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Re: Thoughts on 2.7 and beoynd
By: Spice on Mon, 03 April 2006 10:45
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Re: Thoughts on 2.7 and beoynd
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Re: Thoughts on 2.7 and beoynd
By: jonwil on Mon, 03 April 2006 19:54
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Re: Thoughts on 2.7 and beoynd
By: Spice on Mon, 03 April 2006 20:36
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Re: Thoughts on 2.7 and beoynd
By: Renx on Mon, 03 April 2006 20:32
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Re: Thoughts on 2.7 and beoynd
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Re: Thoughts on 2.7 and beoynd
By: jonwil on Sun, 09 April 2006 15:32
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Re: Thoughts on 2.7 and beoynd
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Re: Thoughts on 2.7 and beoynd
By: dudley on Sun, 09 April 2006 18:46
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Re: Thoughts on 2.7 and beoynd
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Re: Thoughts on 2.7 and beoynd
By: Cat998 on Tue, 11 April 2006 06:21
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Re: Thoughts on 2.7 and beoynd
By: Mad Ivan on Tue, 11 April 2006 13:53
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Re: Thoughts on 2.7 and beoynd
By: Cat998 on Tue, 11 April 2006 14:54
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