More script ideas [message #110319] |
Thu, 26 August 2004 06:33 |
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Messages: 1503 Registered: February 2003
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General (1 Star) |
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FallingSoldierSound
Plays a 3D sound (Eg. soldier screaming) when you are falling from a certain distance.
ProgressiveDamageSound
Plays a 3D sound (Eg. soldier yelling in pain/heavy breathing) when health drops to 75% (wounded),50% (heavily wounded), 20%(dying) and 0% (death)
Every health level should have its own sound setting.
Can be used for vehicles and buildings as well.
CaptureOnPoke
Converts the object that was poked to same side as who poked it.
Should be be able to define if only a certain soldier can convert them by poking. (Eg. Engineer).
Damaged_ApplyDamage
If this object is damaged by X amount, it will start applying additional damage by every X seconds. Will stop applying damage when it receives a custom (eg. Medical kit powerup collected).
Fading_Flash
When attached to any object, this will fade in and out the screen in specified color after a set delay. This could be useful for very powerful explosions (eg. nuke) to flash the entire screen.
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More script ideas [message #110445] |
Thu, 26 August 2004 14:27 |
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will look into those for 2.0.
No promises though.
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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More script ideas [message #110667] |
Thu, 26 August 2004 17:13 |
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hmmm, now that I look at it, you can do ProgressiveDamageSound with JFW_2D_Sound_Damage and JFW_3D_Sound_Damage.
FallingSoldierSound cant be done.
CaptureOnPoke I can do but building capture requires a lot more than just this (plus the method I have to change the team of an object wont work on building controlers and also the fact that building capture doesnt fit with renegade)
Damaged_ApplyDamage I can do.
For FadingFlash, I dont have a clue how to do it.
the screen fade stuff is per-player so there has to be a way to detect which players should get the effect and which shouldnt.
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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More script ideas [message #110690] |
Thu, 26 August 2004 17:33 |
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xptek
Messages: 1410 Registered: August 2004 Location: USSA
Karma: 0
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General (1 Star) |
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You could pull of the flash thing by attaching some really bright model with an animation to the soldier's bone I guess.
cause = time
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More script ideas [message #110834] |
Fri, 27 August 2004 02:40 |
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no to flailing arms.
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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More script ideas [message #110838] |
Fri, 27 August 2004 02:51 |
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Messages: 1503 Registered: February 2003
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General (1 Star) |
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jonwil |
1.FallingSoldierSound cant be done.
2. CaptureOnPoke I can do but building capture requires a lot more than just this (plus the method I have to change the team of an object wont work on building controlers and also the fact that building capture doesnt fit with renegade)
3. For FadingFlash, I dont have a clue how to do it.
the screen fade stuff is per-player so there has to be a way to detect which players should get the effect and which shouldnt.
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1. Maybe you should take a look at KGBSpy's Vehicle falling script?
ZValueBeforeStartFallingMode:int; This is basicly the distance in units on the Z axis, its needed to put the vehicle in the falling mode.
ImpactExplosion_Preset:string; Used to impact ambient tank, or the falling tank and alow a "clonk" sound on impact.
Warhead:string; Warhead used to dommage vehicles.
DommageMultiplier=10:int; Used as a Dommage multiplier
Time=1:float; How accurate is the scripts(x<1 mean more accurate)
TimerNumber:int; Set an unique # if the object as more than one script using a timer.
2. It can be used for other things as well, like converting neutral units to your side.
3. The effect should be global, meaning everyone's screens should flash.
And oh yeah, I got an another idea:
ProgressiveDamageAnim
Animates the vehicle when it is damaged to certain level.
This could be used to create semi-realtime vehicle damage. Parts can fall off (other than glass), vehicle body gets battered (use WWSkin for this) and such.
You should be able to specify what animation frames are for what damage level.
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More script ideas [message #110861] |
Fri, 27 August 2004 05:32 |
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ProgressiveDamageAnim is doable.
Global screen fade is definatly doable.
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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More script ideas [message #113174] |
Sun, 05 September 2004 06:43 |
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Messages: 1503 Registered: February 2003
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General (1 Star) |
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I just noticed that JFW_PlaySound can be used to play music in random order.
Put your music twiddler as the sound and set the frequencies to around 5.00.
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More script ideas [message #113217] |
Sun, 05 September 2004 12:08 |
flyingfox
Messages: 1612 Registered: February 2003 Location: scotland, uk
Karma: 0
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General (1 Star) |
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Also, what if you were to remove the remaining ammo from a clip (when you reload) from your total ammo? So say you have 300 bullets and an extra 60/100 in-gun. when reloaded you lose a hundred from the 300 limit. or a 2/4 rifle when reloaded would cost 4 bullets instead of 2.
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More script ideas [message #113333] |
Mon, 06 September 2004 08:27 |
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Messages: 1503 Registered: February 2003
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General (1 Star) |
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Okay, time for another idea:
I need a script that plays a cinematic at random intervals at the position of the object it is attached to.
JFW_3D_Sound_Damage doesn't work well on soldiers, because when one dies, the soldier starts breathing even though he's dead.
[Updated on: Mon, 06 September 2004 08:30] Report message to a moderator
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More script ideas [message #113335] |
Mon, 06 September 2004 08:29 |
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Dan
Messages: 395 Registered: August 2003 Location: UK
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Commander |
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I'll leave that one for jonwil... I've almost finished that Capture_on_Poke script that you wanted. I'm just having a bit of trouble with giving it a preset that it is poked by to be captured.
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More script ideas [message #113460] |
Tue, 07 September 2004 12:00 |
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Messages: 1503 Registered: February 2003
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General (1 Star) |
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Cool..
I almost forgot.. the random cinematic should repeat only when it receives a custom (powerup collected) so the map won't eventually flood with powerups.
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More script ideas [message #113466] |
Tue, 07 September 2004 12:09 |
icedog90
Messages: 3483 Registered: April 2003
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General (3 Stars) |
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flyingfox | Also, what if you were to remove the remaining ammo from a clip (when you reload) from your total ammo? So say you have 300 bullets and an extra 60/100 in-gun. when reloaded you lose a hundred from the 300 limit. or a 2/4 rifle when reloaded would cost 4 bullets instead of 2.
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That would be nice, too, and I'm sure it's possible. Battlefield 1942 has this feature.
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More script ideas [message #113609] |
Wed, 08 September 2004 19:35 |
icedog90
Messages: 3483 Registered: April 2003
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General (3 Stars) |
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PCWizzardo | In BF1942, try this: Fire a shot, reload,shoot,reload.... All your ammo is gone, except for one clip.
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THAT IS WHY you use up your ENTIRE ammo clip instead of reloading it constantly for no reason. It sounds a lot more like "don't use this feature because I don't like it" rather than "here is a good and realistic reason why we shouldn't use this feature."
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More script ideas [message #113778] |
Fri, 10 September 2004 04:01 |
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Messages: 1503 Registered: February 2003
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General (1 Star) |
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If you think it's so possible, tell me how you would implement it via a script?
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