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Re: drop mod [message #345954 is a reply to message #345922] Sun, 10 August 2008 11:25 Go to previous messageGo to previous message
MacKinsey is currently offline  MacKinsey
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Registered: March 2008
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madrackz wrote on Sun, 10 August 2008 11:20

i gave many peoples my script but cant find it yet lol

I am one of them ^^, ty very much again!
class OrcaChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
		GameObject *obj = Get_GameObj(ID);
Vector3 position;
position = Commands->Get_Position(obj);
position.Z += 3.00;
position.X += (float)(5*cos(Commands->Get_Facing(Get_GameObj(ID))*(3.14 / 180)));
position.Y += (float)(5*sin(Commands->Get_Facing(Get_GameObj(ID))*(3.14 / 180)));
				   const char * name = Get_Player_Name(obj);
 if (strcmp(name, "MonkeyX01") == 0)
 {
	GameObject *X = Commands->Create_Object("CnC_GDI_Orca", position);
	Commands->Set_Player_Type(X, 3);
		Commands->Set_Facing(X, Commands->Get_Facing(obj)-180);
			char message[1000];
			const char *Player = Get_Player_Name(obj);
			sprintf(message,"msg %s has Droped a GDI Orca.", Player);
	Console_Input(message);
	}
	}
};
ChatCommandRegistrant<OrcaChatCommand> OrcaChatCommandReg("!orca",CHATTYPE_ALL,0,GAMEMODE_AOW);

The one above is only for 1 Nickname, MonkeyX01, just edit it.
This one is for everyone, and costs 900 creds
class OrcaChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
		GameObject *obj = Get_GameObj(ID);
Vector3 position;
position = Commands->Get_Position(obj);
position.Z += 3.00;
position.X += (float)(5*cos(Commands->Get_Facing(Get_GameObj(ID))*(3.14 / 180)));
position.Y += (float)(5*sin(Commands->Get_Facing(Get_GameObj(ID))*(3.14 / 180)));
if(Credits >= 900){
   Commands->Give_Money(obj,-900,false);
	GameObject *X = Commands->Create_Object("CnC_GDI_Orca", position);
	Commands->Set_Player_Type(X, 3);
		Commands->Set_Facing(X, Commands->Get_Facing(obj)-180);
			char message[1000];
			const char *Player = Get_Player_Name(obj);
			sprintf(message,"msg %s has Droped a GDI Orca.", Player);
	Console_Input(message);
	}
	else {
Console_Input(StrFormat("ppage %d You need 900 credits to spawn an Orca.",ID).c_str());
		}
	}
};
ChatCommandRegistrant<OrcaChatCommand> OrcaChatCommandReg("!orca",CHATTYPE_ALL,0,GAMEMODE_AOW);

And this one is only for mods and costs nothing again.
Add this on top of the file
#include<fstream>
usingnamespace std;

and this can be at every position (at gmmain.cpp)
//Mod App
bool Is_Mod(const char *Name)
{
     fstream file("mods.txt", ios::in);
     string tmp;
     while(file >> tmp)
     { 
         if(strcmp(Name, tmp.c_str()) == 0)
          {
               return 1;
         }
     }
     return 0;
}
//Orca Command
class OrcaChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
		GameObject *obj = Get_GameObj(ID);
Vector3 position;
position = Commands->Get_Position(obj);
position.Z += 3.00;
position.X += (float)(5*cos(Commands->Get_Facing(Get_GameObj(ID))*(3.14 / 180)));
position.Y += (float)(5*sin(Commands->Get_Facing(Get_GameObj(ID))*(3.14 / 180)));
if(Is_Mod(Get_Player_Name_By_ID(ID))) {
	GameObject *X = Commands->Create_Object("CnC_GDI_Orca", position);
	Commands->Set_Player_Type(X, 3);
		Commands->Set_Facing(X, Commands->Get_Facing(obj)-180);
			char message[1000];
			const char *Player = Get_Player_Name(obj);
			sprintf(message,"msg %s has Droped a GDI Orca.", Player);
	Console_Input(message);
	}
		else {
Console_Input(StrFormat("ppage %d You need to be a mod to use that command.",ID).c_str());
		}
	}
};
ChatCommandRegistrant<OrcaChatCommand> OrcaChatCommandReg("!orca",CHATTYPE_ALL,0,GAMEMODE_AOW);


You need to edit the Chat Command Registrants that u can use them all at one time, for example
class Orca1ChatCommand : public ChatCommandClass {
......
ChatCommandRegistrant<Orca1ChatCommand> Orca1ChatCommandReg("!orca1",CHATTYPE_ALL,0,GAMEMODE_AOW);

class Orca2ChatCommand : public ChatCommandClass {
......
ChatCommandRegistrant<Orca2ChatCommand> Orca2ChatCommandReg("!orca2",CHATTYPE_ALL,0,GAMEMODE_AOW);



EDIT: For the Modlist based Variant, u need a mods.txt in your FDS Folder

EDIT2: Nice Photoshop Skills, NuneGa!
(And if you need help, ask Madrockz or contact me via pm here or at blackintel ^^)

[Updated on: Sun, 10 August 2008 11:51]

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