Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » Music
Music [message #271608] Sun, 08 July 2007 03:42 Go to next message
_SSnipe_ is currently offline  _SSnipe_
Messages: 4121
Registered: May 2007
Location: Riverside Southern Califo...
Karma: 0
General (4 Stars)
is it in scripts or brenbot u can make it play music and when it done it goes to next song?

also another question i know how to choose what a char drops how can i make so something spawns or drops when u kill a GT or Turrent? is it silmiar to the char killed wep drop like do i just make a new one?

[Updated on: Sun, 08 July 2007 03:57]

Report message to a moderator

Re: Music [message #271655 is a reply to message #271608] Sun, 08 July 2007 08:22 Go to previous messageGo to next message
AoBfrost is currently offline  AoBfrost
Messages: 1248
Registered: March 2007
Karma: 0
General (1 Star)
I understand the music part, but the part about characters I have no clue, I couldn't read a word of it, music, script yourself in scripts.dll or lua to make to recognize !music or !sounds and then a name after them like "!music sakura battle theme" and make it play the mp3 file of sakura_battle_theme.mp3 from always.dat

http://i4.photobucket.com/albums/y133/FMAROCKS/godotsig.gif
Scrin wrote on Fri, 05 October 2007 12:19

''whoa im the photoshop''

KANE LIVES!!!
Re: Music [message #271666 is a reply to message #271608] Sun, 08 July 2007 08:40 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
Messages: 5795
Registered: June 2004
Location: England
Karma: 0
General (5 Stars)
I made a jukebox plugin for BRenBot before, but some versions of the clients scripts.dll will crash occasionally with it ( 3.x versions seem to be ok with it though)

http://steamsignature.com/card/1/76561197975867233.png
Re: Music [message #271717 is a reply to message #271608] Sun, 08 July 2007 13:47 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
Messages: 4121
Registered: May 2007
Location: Riverside Southern Califo...
Karma: 0
General (4 Stars)
the other question was you know how when a character dies it drops a weapon? how can i make it so a guard tower or turret drops something on death?
Re: Music [message #271718 is a reply to message #271717] Sun, 08 July 2007 14:22 Go to previous messageGo to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
joe937465 wrote on Sun, 08 July 2007 16:47

the other question was you know how when a character dies it drops a weapon? how can i make it so a guard tower or turret drops something on death?



Pretty easy to do in the scripts.dll source code, but even easier in level edit.

Go to the preset tree and hit mod on the preset that you want to drop something when it dies.
Go to the scripts tab, and add one. Scroll to the bottom of the scripts list and there will be one called something like "tdx_spawn_when_killed" or perhaps tfx, i cant remeber. There is an input parameter on this script, you simply put in the preset name you want to create when it is killed. Leave the vector position as it is if you want it to spawn at it's death place.



Re: Music [message #271720 is a reply to message #271608] Sun, 08 July 2007 14:26 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
Messages: 4121
Registered: May 2007
Location: Riverside Southern Califo...
Karma: 0
General (4 Stars)
o nice ty i think iv seen that script before

ok here soem more questions

1)how can i make a tank stealth? without it being part of a code i know in a code like

!tank
class tankChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
         if(Is_Mod(Get_Player_Name_By_ID(ID))
         {
        <commands here>
        Commands->Enable_Stealth(obj,true);
         }
};
ChatCommandRegistrant<tankCommand> tankCommandReg("!tank",CHATTYPE_ALL,0,GAMEMODE_ALL);

  //******************************************************************************



but what im trying to do is i can make a code to mAYBE make a tank stelath but how can i make it so the present
GDI_Humm-vee_Player
is always stealth without a command
so like it dont matter if i buy it in a pt or get it from crate but it will coem out as a stelath vech without a command? is there a code to edit presets?



2) is there a script to prevent a building from taking damage?


3) also reborn remember the spectate command u gave me? how can we fix the thinsg that makes it leave shawdows and footsteps?

[Updated on: Sun, 08 July 2007 14:33]

Report message to a moderator

Re: Music [message #271724 is a reply to message #271608] Sun, 08 July 2007 14:36 Go to previous messageGo to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
I don't know if one already exists, but if it doesn't then you could cretae your own script and attach it to the cnc vehichles in level edit, or perhaps just attach it to them when they are created in the scripts.dll source code.

But as said before, the stealth effect will only work for clients using updated scripts.dll, meaning any client without the update would see people as normal. Pretty gay...


I imagine there is a script that stops a building from taking damage because in inf only mode in ssgm it stops building from taking damage. I would look there first.

Try setting the model to null to remove that stuff...



[Updated on: Sun, 08 July 2007 14:37]

Report message to a moderator

Re: Music [message #271730 is a reply to message #271608] Sun, 08 July 2007 15:32 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
Messages: 4121
Registered: May 2007
Location: Riverside Southern Califo...
Karma: 0
General (4 Stars)
well well TDA-Staleth_Armor work for vechs?

or maybe there is a command that just suits there in scripts and every single time u buy the tank its stealth maybe this might work?
commands->Set_Vehicle_Is_Visible?
or
commands->Commands->Enable_Stealth?

if i can make a script to prevent buidling damage from a command what are the budiling presets?

mod is set to null :S



but for the stelath tanks i know when u do commands u can add stuff like
commands->(n.a)
but can i just make a code that just sites there and everytime that object is created its stealth? thats the best i can think off

[Updated on: Sun, 08 July 2007 15:34]

Report message to a moderator

Re: Music [message #271740 is a reply to message #271608] Sun, 08 July 2007 16:18 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
Messages: 4121
Registered: May 2007
Location: Riverside Southern Califo...
Karma: 0
General (4 Stars)
my other idea was use this tut http://renhelp.net/index.php?mod=Tutorials&action=view&id=106
to make a script then add it to the vech in lvl will that work? and also aswer questions above Very Happy
Re: Music [message #271741 is a reply to message #271608] Sun, 08 July 2007 16:20 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
Commands->Set_Shield_Type(<some game object star>, "Blamo");
Re: Music [message #271744 is a reply to message #271608] Sun, 08 July 2007 16:42 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
Messages: 4121
Registered: May 2007
Location: Riverside Southern Califo...
Karma: 0
General (4 Stars)
now whats this code for?

and

not sure what this is
<some game object star>
Re: Music [message #271746 is a reply to message #271608] Sun, 08 July 2007 16:50 Go to previous messageGo to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
For the stealth vehichles...

void MDB_SSGM_Vehicle is attached to all vehichles. If you used the command on ::created to set it as a stealth vehichle it should make all vehichles stealth for cp users. It will be totally unfair for people that use the cp, and be a dis-advantage for people who can be arsed to download and install it. Not really rewarding.



For the buildings...


Make a script that uses these statements.

Commands->Set_Shield_Type(obj,"Blamo");
Set_Damage_Points(obj,0.0f);
Set_Death_Points(obj,0.0f);

Then attach it to the buildings using level edit, or do it directly using the source code:

Is_SoldierFactory(obj)
Is_VehicleFactory(obj)
etc etc etc...


For the spectator thing...

Make sure you use these statements, if he is flying then he might not make footstep sounds anyway? I'm not sure I have never looked into it in much detail...

Commands->Set_Is_Visible(obj,0); Commands->Set_Model(obj,"null");
Commands->Display_Health_Bar(obj, false);
Commands->Enable_HUD(false);



Re: Music [message #271747 is a reply to message #271608] Sun, 08 July 2007 16:51 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
Puts Blamo armour and whatever <some game object *> is Wink
Re: Music [message #271749 is a reply to message #271746] Sun, 08 July 2007 17:00 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
Messages: 4121
Registered: May 2007
Location: Riverside Southern Califo...
Karma: 0
General (4 Stars)
Quote:

title=Reborn wrote on Mon, 09 July 2007 01:50]For the stealth vehichles...

void MDB_SSGM_Vehicle is attached to all vehichles. If you used the command on ::created to set it as a stealth vehichle it should make all vehichles stealth for cp users. It will be totally unfair for people that use the cp, and be a dis-advantage for people who can be arsed to download and install it. Not really rewarding.


well tis only one present i want in the crate to be stealth and its the mammy >;)
i already changed the crate to get the GDI_Mammoth_Tank_Player
and i ONLY what that vech to be stealth so how can i do that?

Quote:


For the buildings...


Make a script that uses these statements.

Commands->Set_Shield_Type(obj,"Blamo");
Set_Damage_Points(obj,0.0f);
Set_Death_Points(obj,0.0f);

Then attach it to the buildings using level edit, or do it directly using the source code:

Is_SoldierFactory(obj)
Is_VehicleFactory(obj)
etc etc etc...



what im trying to do is add this part to my test command
so then when u hit it no buildings can die
or loose health then when done do another command that puts it back to normal but for now lets try t figure out the first part Wink

are the buidling presents like this?
mp_Nod_Airstrip



Quote:


For the spectator thing...

Make sure you use these statements, if he is flying then he might not make footstep sounds anyway? I'm not sure I have never looked into it in much detail...

Commands->Set_Is_Visible(obj,0); Commands->Set_Model(obj,"null");
Commands->Display_Health_Bar(obj, false);
Commands->Enable_HUD(false);

[/quote]

ok spectate changed ill test it some other time soon as i find out why the ssmg wont let it compiler



Re: Music [message #271755 is a reply to message #271608] Sun, 08 July 2007 18:30 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
Messages: 4121
Registered: May 2007
Location: Riverside Southern Califo...
Karma: 0
General (4 Stars)
this is what i got so far for building i dont think it'll work but uim trying

class BKChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
         if(Is_Mod(Get_Player_Name_By_ID(ID))
         {
        Commands->Set_Shield_Type(obj,"Blamo");
        Set_Damage_Points(obj,0.0f);
        Set_Death_Points(obj,0.0f);
        if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Advanced_Guard_Tower"))
        if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Barracks"))
	if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_War_Factory")) 
	if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Power_Plant")) 
	if (strstr(Commands->Get_Preset_Name(obj),"mp_GDI_Refinery")) 
	if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Obelisk")) 
	if (strstr(Commands->Get_Preset_Name(obj),"mp_Hand_of_Nod")) 
	if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Airstrip")) 
	if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Power_Plant")) 
	if (strstr(Commands->Get_Preset_Name(obj),"mp_Nod_Refinery")) 
         }

};
ChatCommandRegistrant<BKChatCommand> BKCommandReg("!BK",CHATTYPE_ALL,0,GAMEMODE_ALL);

//******************************************************************************

Re: Music [message #271807 is a reply to message #271608] Sun, 08 July 2007 20:27 Go to previous message
_SSnipe_ is currently offline  _SSnipe_
Messages: 4121
Registered: May 2007
Location: Riverside Southern Califo...
Karma: 0
General (4 Stars)
please help me finsh this one 2 then id be done with my stuff
Previous Topic: BETA SSGM plug-in
Next Topic: Roleplay 2 mod needs YOUR help!
Goto Forum:
  


Current Time: Mon Dec 23 08:39:42 MST 2024

Total time taken to generate the page: 0.01041 seconds