Home » Renegade Discussions » Mod Forum » Veteran Plugin.
() 1 Vote
Veteran Plugin. [message #300286] |
Sat, 01 December 2007 04:42 |
cnc95fan
Messages: 1261 Registered: July 2007
Karma: 0
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General (1 Star) |
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Does anybody know of any veteran plugins with the soruce?
Thanks in advance.
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Re: Veteran Plugin. [message #300287 is a reply to message #300286] |
Sat, 01 December 2007 04:55 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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The was a link to one spammed all over these forums, but it was removed. I don't know why. Possibly becuase the source code wasn't included.
I never got around to making mine a plug-in, but your welcome to the source code for it.
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Re: Veteran Plugin. [message #300710 is a reply to message #300569] |
Mon, 03 December 2007 09:55 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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Gen_Blacky wrote on Sun, 02 December 2007 14:19 | im surprised some 1 would release there Veteran system. theres like 3 or more going around in ren but people don't like sharing.
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//******************************************************************************
//******************************* VETERAN STUFF ********************************
struct VeteranPlayers {
std::string PlayerName;
int VeteranPoints;
};
std::vector<VeteranPlayers> VetInfo;
void VetUpdate(int ID, int number, int score) {
if (!VetInfo.empty()) {
for (int i = 0; i < VetInfo.size(); i++) {
if (VetInfo[i].PlayerName == Get_Player_Name_By_ID(ID)) {
int cvp, now;
cvp = VetInfo[i].VeteranPoints;
now = number + cvp;
VetInfo[i].VeteranPoints = now;
int Team;
Team = Get_Team(ID);
if (cvp < 100 && now >= 100) {
char Promote[255];
sprintf(Promote,"msg Veteran: %s just got promoted to the rank of General", Get_Player_Name_By_ID(ID));
Console_Input(Promote);
if (Team == 0) {
sprintf(Promote, "ppage %d Kane has recognised your vision, you have been promoted to General, enjoy the extra 45HP armor on all NEW characters", ID);
Commands->Create_2D_WAV_Sound("bonus_complete.wav");
}
else {
sprintf(Promote, "ppage %d Locke himself has promoted you to a General, enjoy the extra 45HP armor on all NEW characters", ID);
Commands->Create_2D_WAV_Sound("bonus_complete.wav");
}
Console_Input(Promote);
}
else if (cvp < 60 && now >= 60) {
char Promote[255];
sprintf(Promote,"msg Veteran: %s just got promoted to the rank of Brigadier", Get_Player_Name_By_ID(ID));
Console_Input(Promote);
if (Team == 0) {
sprintf(Promote, "ppage %d The Brotherhood of Nod likes your style, you are promoted to rank Brigadier, enjoy the extra 30HP armor on all NEW characters", ID);
Commands->Create_2D_WAV_Sound("m00bgwf_kill0031i1nbrs_snd.wav");
}
else {
sprintf(Promote, "ppage %d Keep em coming! you done all that left handed? You are promoted to Brigadier, enjoy the extra 30HP armor on all NEW characters", ID);
Commands->Create_2D_WAV_Sound("m00achk_kill0034i1gbmg_snd.wav");
}
Console_Input(Promote);
}
else if (cvp < 30 && now >= 30) {
char Promote[255];
sprintf(Promote,"msg Veteran: %s just got promoted to the rank of Major, he gets an extra 15HP armor on every character he now buys", Get_Player_Name_By_ID(ID));
Console_Input(Promote);
if (Team == 0) {
sprintf(Promote, "ppage %d Kane wants you in his elite, you are promoted to Major, enjoy the splendors of war brother as every NEW character you buy will have an extra 15HP armor", ID);
Commands->Create_2D_WAV_Sound("m00avis_kick0041i1nsmg_snd.wav");
}
else {
sprintf(Promote, "ppage %d The deadsix needs people like you, you are promoted to Major! Every NEW character from now on will have an extra 15HP armor", ID);
Commands->Create_2D_WAV_Sound("m00_wins0003eval_snd.wav");
}
Console_Input(Promote);
}
break;
}
}
}
}
int VetCheckPoints(int ID) {
if (!VetInfo.empty()) {
for (int i = 0; i < VetInfo.size(); i++) {
if (VetInfo[i].PlayerName == Get_Player_Name_By_ID(ID)) {
int Points;
Points = VetInfo[i].VeteranPoints;
return Points;
}
}
}
return 0;
}
bool VetCheck(int ID) {
if (!VetInfo.empty()) {
for (int i = 0; i < VetInfo.size(); i++) {
if (VetInfo[i].PlayerName == Get_Player_Name_By_ID(ID)) {
return true;
}
}
}
return false;
}
void VetAddPlayer(int ID) {
if (VetCheck(ID) == false) {
VeteranPlayers temp;
temp.PlayerName = Get_Player_Name_By_ID(ID);
temp.VeteranPoints = 0;
VetInfo.push_back(temp);
}
}
void VetClearPlayers() {
VetInfo.erase(VetInfo.begin(), VetInfo.end());
int Players = The_Game()->MaxPlayers;
for (int i = 1; i <= Players; i++) {
if (Get_GameObj(i)) {
VetAddPlayer(i);
}
}
}
void reb_vet_System::Created(GameObject *obj) {
int Points;
Points = VetCheckPoints(Get_Player_ID(obj));
if (Points >= 100) {
Level = 3;
GameObject *Icon = Commands->Create_Object_At_Bone(obj,"Invisible_Object", "c L THIGH");
Commands->Attach_Script(Icon,"MDB_SSGM_Destroy_When_Object_Destroyed",ToString(Commands->Get_ID(obj)).c_str());
IconID = Commands->Get_ID(Icon);
Commands->Set_Model(Icon, "p_keycrd_red");
Commands->Attach_To_Object_Bone(Icon, obj, "c L THIGH");
Set_Max_Shield_Strength(obj, 145);
Commands->Set_Shield_Strength(obj, 145);
Commands->Start_Timer(obj, this, 2.0f, 3);
}
else if (Points >= 60) {
Level = 2;
GameObject *Icon = Commands->Create_Object_At_Bone(obj,"Invisible_Object", "c L THIGH");
Commands->Attach_Script(Icon,"MDB_SSGM_Destroy_When_Object_Destroyed",ToString(Commands->Get_ID(obj)).c_str());
Commands->Set_Model(Icon, "p_keycrd_yel");
Commands->Attach_To_Object_Bone(Icon, obj, "c L THIGH");
IconID = Commands->Get_ID(Icon);
Set_Max_Shield_Strength(obj, 130);
Commands->Set_Shield_Strength(obj, 130);
}
else if (Points >= 30) {
Level = 1;
GameObject *Icon = Commands->Create_Object_At_Bone(obj,"Invisible_Object", "c L THIGH");
Commands->Attach_Script(Icon,"MDB_SSGM_Destroy_When_Object_Destroyed",ToString(Commands->Get_ID(obj)).c_str());
Commands->Set_Model(Icon, "p_keycrd_grn");
Commands->Attach_To_Object_Bone(Icon, obj, "c L THIGH");
IconID = Commands->Get_ID(Icon);
if (strstr(Commands->Get_Preset_Name(obj),"CnC_Nod_FlameThrower_2SF")){
}
Set_Max_Shield_Strength(obj, 115);
Commands->Set_Shield_Strength(obj, 115);
}
else {
Level = 0;
}
Commands->Start_Timer(obj, this, 60.0f, 10);
}
void reb_vet_System::Custom(GameObject *obj, int message, int param, GameObject *sender) {
if (message == CUSTOM_EVENT_VEHICLE_ENTER) {
Commands->Destroy_Object(Commands->Find_Object(IconID));
}
else if (Level == 3) {
GameObject *Icon = Commands->Create_Object_At_Bone(obj,"Invisible_Object", "c L THIGH");
Commands->Attach_Script(Icon,"MDB_SSGM_Destroy_When_Object_Destroyed",ToString(Commands->Get_ID(obj)).c_str());
Commands->Set_Model(Icon, "p_keycrd_red");
Commands->Attach_To_Object_Bone(Icon, obj, "c L THIGH");
IconID = Commands->Get_ID(Icon);
float Shield;
Shield = Commands->Get_Shield_Strength(obj);
Set_Max_Shield_Strength(obj, 145);
Commands->Set_Shield_Strength(obj, Shield);
}
else if (Level == 2) {
GameObject *Icon = Commands->Create_Object_At_Bone(obj,"Invisible_Object", "c L THIGH");
Commands->Attach_Script(Icon,"MDB_SSGM_Destroy_When_Object_Destroyed",ToString(Commands->Get_ID(obj)).c_str());
Commands->Set_Model(Icon, "p_keycrd_yel");
Commands->Attach_To_Object_Bone(Icon, obj, "c L THIGH");
IconID = Commands->Get_ID(Icon);
float Shield;
Shield = Commands->Get_Shield_Strength(obj);
Set_Max_Shield_Strength(obj, 130);
Commands->Set_Shield_Strength(obj, Shield);
}
else if (Level == 1) {
GameObject *Icon = Commands->Create_Object_At_Bone(obj,"Invisible_Object", "c L THIGH");
Commands->Attach_Script(Icon,"MDB_SSGM_Destroy_When_Object_Destroyed",ToString(Commands->Get_ID(obj)).c_str());
IconID = Commands->Get_ID(Icon);
Commands->Set_Model(Icon, "p_keycrd_grn");
Commands->Attach_To_Object_Bone(Icon, obj, "c L THIGH");
if (strstr(Commands->Get_Preset_Name(obj),"CnC_Nod_FlameThrower_2SF")){
}
float Shield;
Shield = Commands->Get_Shield_Strength(obj);
Set_Max_Shield_Strength(obj, 115);
Commands->Set_Shield_Strength(obj, Shield);
}
Commands->Start_Timer(obj, this, 60.0f, 10);
}
void reb_vet_System::Timer_Expired(GameObject *obj, int number) {
/*
if (number == 3) {
Commands->Apply_Damage(obj, -1.0f, "Repair", false);
Commands->Start_Timer(obj, this, 2.0f, 5);
}
else if (number == 10) {
int Points;
Points = VetCheckPoints(Get_Player_ID(obj));
if (Points >= 100 && Level < 3) {
Level = 3;
if (Get_Vehicle(obj) == 0) {
Commands->Destroy_Object(Commands->Find_Object(ID));
GameObject *Icon = Commands->Create_Object_At_Bone(obj,"Invisible_Object", "c L THIGH");
Commands->Set_Model(Icon, "p_keycrd_red");
Commands->Attach_To_Object_Bone(Icon, obj, "c L THIGH");
ID = Commands->Get_ID(Icon);
}
Commands->Start_Timer(obj, this, 2.0f, 3);
}
else if (Points >= 60 && Level < 2) {
Level = 2;
if (Get_Vehicle(obj) == 0) {
Commands->Destroy_Object(Commands->Find_Object(ID));
GameObject *Icon = Commands->Create_Object_At_Bone(obj,"Invisible_Object", "c L THIGH");
Commands->Set_Model(Icon, "p_keycrd_yel");
Commands->Attach_To_Object_Bone(Icon, obj, "c L THIGH");
ID = Commands->Get_ID(Icon);
}
}
else if (Points >= 30 && Level < 1) {
Level = 1;
if (Get_Vehicle(obj) == 0) {
Commands->Destroy_Object(Commands->Find_Object(ID));
GameObject *Icon = Commands->Create_Object_At_Bone(obj,"Invisible_Object", "c L THIGH");
Commands->Set_Model(Icon, "p_keycrd_grn");
Commands->Attach_To_Object_Bone(Icon, obj, "c L THIGH");
ID = Commands->Get_ID(Icon);
}
}
Commands->Start_Timer(obj, this, 60.0f, 10);
}
*/
}
void reb_vet_System::Killed(GameObject *obj, GameObject *shooter) {
Destroy_Script();
}
void reb_vet_System::Destroyed(GameObject *obj) {
Commands->Destroy_Object(Commands->Find_Object(IconID));
Destroy_Script();
}
void reb_vet_System_Vehicles::Custom(GameObject *obj, int message, int param, GameObject *sender) {
if (message == CUSTOM_EVENT_VEHICLE_ENTER) {
int Points;
Points = VetCheckPoints(Get_Player_ID(sender));
if (Points >= 100) {
Level = 3;
IsPoweredUp = true;
if (IsLowClassVehicle(Commands->Get_Preset_Name(obj)) == true) {
//nothing
}
else {
Commands->Start_Timer(obj, this, 1.0f, 3);
}
}
else if (Points >= 60) {
Level = 2;
IsPoweredUp = true;
if (IsLowClassVehicle(Commands->Get_Preset_Name(obj)) == true) {
//nothing
Commands->Start_Timer(obj, this, 1.0f, 2);
}
else {
Commands->Start_Timer(obj, this, 1.0f, 3);
}
}
else if (Points >= 30) {
Level = 1;
IsPoweredUp = true;
if (IsLowClassVehicle(Commands->Get_Preset_Name(obj)) == true) {
//nothing
}
else {
Commands->Start_Timer(obj, this, 1.0f, 1);
}
}
Commands->Send_Custom_Event(sender, sender, CUSTOM_EVENT_VEHICLE_ENTER, 0, 0);
}
else if (message == CUSTOM_EVENT_VEHICLE_EXIT) {
if (IsPoweredUp == true) {
IsPoweredUp = false;
if (Level == 1) {
if (IsLowClassVehicle(Commands->Get_Preset_Name(obj)) == true) {
//nothing
}
}
else if (Level == 2) {
if (IsLowClassVehicle(Commands->Get_Preset_Name(obj)) == true) {
//nothing
}
}
else if (Level == 3) {
if (IsLowClassVehicle(Commands->Get_Preset_Name(obj)) == true) {
//nothing
}
}
}
Commands->Send_Custom_Event(sender, sender, CUSTOM_EVENT_VEHICLE_EXIT, 0, 0);
}
}
void reb_vet_System_Vehicles::Timer_Expired(GameObject *obj, int number) {
if (number == 3 && IsPoweredUp == true) {
Commands->Destroy_Object(Commands->Find_Object(ID));
Commands->Apply_Damage(obj, -3.0f, "Repair", false);
Commands->Start_Timer(obj, this, 1.0f, 3);
}
else if (number == 2 && IsPoweredUp == true) {
float Health, MaxHealth;
Health = Commands->Get_Health(obj);
MaxHealth = Commands->Get_Max_Health(obj);
if (Health == MaxHealth) {
// Nothing
}
else if (Health >= MaxHealth - 2) {
Commands->Set_Health(obj, MaxHealth);
}
else if (Health <= MaxHealth - 3) {
Commands->Set_Health(obj, Health + 3);
}
Commands->Start_Timer(obj, this, 1.0f, 2);
}
else if (number == 1 && IsPoweredUp == true) {
float Shield, MaxShield;
Shield = Commands->Get_Shield_Strength(obj);
MaxShield = Commands->Get_Max_Shield_Strength(obj);
if (Shield == MaxShield) {
// Nothing
}
else if (Shield >= MaxShield - 2) {
Commands->Set_Shield_Strength(obj, MaxShield);
}
else if (Shield <= MaxShield - 3) {
Commands->Set_Shield_Strength(obj, Shield + 3);
}
Commands->Start_Timer(obj, this, 1.0f, 1);
}
}
void reb_vet_System_Vehicles::Killed(GameObject *obj, GameObject *shooter) {
Commands->Destroy_Object(Commands->Find_Object(ID));
Destroy_Script();
}
void reb_vet_System_Vehicles::Destroyed(GameObject *obj) {
Commands->Destroy_Object(Commands->Find_Object(ID));
Destroy_Script();
}
void Player_Join_Hook(int i,const char *Nick) {
VetAddPlayer(i);
if (!Data->Plugins.empty()) {
std::vector<PluginInfo*>::const_iterator it;
for (it = Data->Plugins.begin();it != Data->Plugins.end(); ++it) {
if ((*it)->Type == Plugin) {
if ((*it)->PlayerJoinHookHandle) {
(*it)->PlayerJoinHookHandle(i,Nick);
}
}
}
}
if (Settings->GameMode == 2) {
CTF_Player_Join(i);
}
}
void GameOver() {
VetClearPlayers();
char ObjectsType[10],ObjectsType2[10],ObjectsFile[20];
// rest of game over code from ssgm here, just didnt paste it to spam
ScriptRegistrant<reb_vet_System> reb_vet_System_Registrant("reb_vet_System","");
ScriptRegistrant<reb_vet_System_Vehicles> reb_vet_System_Vehicles_Registrant("reb_vet_System_Vehicles","");
class vetChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
GameObject *obj = Get_GameObj(ID);
if (!VetInfo.empty()) {
for (int i = 0; i < VetInfo.size(); i++) {
if (VetInfo[i].PlayerName == Get_Player_Name_By_ID(ID)) {
int vetp;
float score;
vetp = VetInfo[i].VeteranPoints;
score = Commands->Get_Points(Get_GameObj(ID));
char Vet[255];
if (vetp >= 100) {
sprintf(Vet, "ppage %d Veteran Info for %s - Veteran Rank: General", ID, Get_Player_Name_By_ID(ID));
}
else if (vetp >= 60) {
sprintf(Vet, "ppage %d Veteran Info for %s - Veteran Points %d/100 - Veteran Rank: Brigadier", ID, Get_Player_Name_By_ID(ID), vetp);
}
else if (vetp >= 30) {
sprintf(Vet, "ppage %d Veteran Info for %s - Veteran Points %d/60 - Veteran Rank: Major", ID, Get_Player_Name_By_ID(ID), vetp);
}
else {
sprintf(Vet, "ppage %d Veteran Info for %s - Veteran Points %d/30 - Veteran Rank: Private", ID, Get_Player_Name_By_ID(ID), vetp);
}
Console_Input(Vet);
break;
}
}
}
}
};
ChatCommandRegistrant<vetChatCommand> vetChatCommandReg("!vet",CHATTYPE_TEAM,0,GAMEMODE_AOW);
class reb_vet_System : public ScriptImpClass {
void Created(GameObject *obj);
void Custom(GameObject *obj, int message, int param, GameObject *sender);
void Timer_Expired(GameObject *obj, int number);
void Killed(GameObject *obj, GameObject *shooter);
void Destroyed(GameObject *obj);
int Level;
int IconID;
};
class reb_vet_System_Vehicles : public ScriptImpClass {
void Custom(GameObject *obj, int message, int param, GameObject *sender);
void Timer_Expired(GameObject *obj, int number);
void Killed(GameObject *obj, GameObject *shooter);
void Destroyed(GameObject *obj);
int Level;
int ID;
bool IsPoweredUp;
};
void MDB_SSGM_Building::Killed(GameObject *obj, GameObject *shooter) {
if (Commands->Is_A_Star(shooter)){
VetUpdate(Get_Player_ID(shooter), 25, Commands->Get_Points(shooter));
}
if (Commands->Get_ID(shooter) != 0) {
if (Settings->LogBuildingKills) {
GameObject *Preset = GetExplosionObj();
if (!Preset) {
Preset = shooter;
}
FDSMessage(StrFormat("%s destroyed thanks to %ls (%s)",Translate_Preset(obj).c_str(),Get_Wide_Player_Name(shooter),Get_Preset_Info(Preset).c_str()),"_BUILDING");
}
if (Settings->BuildingDeathRewardPage) {
Console_Input(StrFormat("ppage %d The %s has been destroyed thanks to you!",Get_Player_ID(shooter),Translate_Preset(obj).c_str()).c_str());
}
if (Settings->GameMode == 1) {
Commands->Set_Is_Visible(shooter,true);
}
}
IsAlive = false;
if (Get_Building_Count_Team(Get_Object_Type(obj)) == 0) {
BaseControllerClass::Find_Base(Get_Object_Type(obj))->Destroy_Base();
}
}
void MDB_SSGM_Player::Killed(GameObject *obj, GameObject *shooter) {
if (Commands->Is_A_Star(shooter) && Commands->Get_Player_Type(shooter) != Commands->Get_Player_Type(obj))
{
VetUpdate(Get_Player_ID(shooter), GetPoints(Commands->Get_Preset_Name(obj)), Commands->Get_Points(shooter));
}
WasKilled = true;
if (Find_My_Veh(obj)) {
Commands->Send_Custom_Event(obj,Find_My_Veh(obj),1111,0,0);
Console_Input(StrFormat("ppage %d Your vehicle has been unbound because you died.",Get_Player_ID(obj)).c_str());
}
if (Settings->ExtraKillMessages) {
if (Commands->Get_ID(shooter) == 0) {
Send_Message_With_Team_Color(Get_Object_Type(obj),StrFormat("%ls was killed",Get_Wide_Player_Name(obj)).c_str());
}
else if (Commands->Get_ID(obj) == Commands->Get_ID(shooter)) {
Send_Message_With_Team_Color(Get_Object_Type(obj),StrFormat("%ls killed theirself",Get_Wide_Player_Name(obj)).c_str());
}
else if (!Commands->Is_A_Star(shooter)) {
Send_Message_With_Team_Color(Get_Object_Type(shooter),StrFormat("The %s killed %ls",Translate_Preset(shooter).c_str(),Get_Wide_Player_Name(obj)).c_str());
}
}
if (Settings->LogPlayerKills) {
GameObject *ExpObj = GetExplosionObj();
GameObject *Preset = ExpObj;
if (!Preset) {
Preset = shooter;
}
if (Commands->Get_ID(shooter) == 0) {
FDSMessage(StrFormat("%ls was killed (%s)",Get_Wide_Player_Name(obj),Get_Preset_Info(obj).c_str()),"_PLAYERKILL");
}
else if (Commands->Get_ID(obj) == Commands->Get_ID(shooter)) {
FDSMessage(StrFormat("%ls killed theirself (%s)",Get_Wide_Player_Name(obj),Get_Preset_Info(Preset).c_str()),"_PLAYERKILL");
}
else if (!Commands->Is_A_Star(shooter)) {
FDSMessage(StrFormat("The %s killed %ls (%s)",Translate_Preset(shooter).c_str(),Get_Wide_Player_Name(obj),Get_Preset_Info(obj).c_str()),"_PLAYERKILL");
}
else {
std::string killer = Get_String_Player_Name(shooter),
killed = Get_String_Player_Name(obj),
killerpreset = Get_Preset_Info(Preset),
killedpreset = Get_Preset_Info(obj);
if (Get_Vehicle(shooter) && !ExpObj) {
std::string KillMsg = Settings->VvSKillMsg[Commands->Get_Random_Int(0,Settings->VvSKillMsg.size())];
StrReplace(KillMsg,"<killer>",killer);
StrReplace(KillMsg,"<killed>",killed);
StrReplace(KillMsg,"<killerpreset>",killerpreset);
StrReplace(KillMsg,"<killedpreset>",killedpreset);
FDSMessage(KillMsg,"_PLAYERKILL");
}
else {
std::string KillMsg = Settings->SvSKillMsg[Commands->Get_Random_Int(0,Settings->SvSKillMsg.size())];
StrReplace(KillMsg,"<killer>",killer);
StrReplace(KillMsg,"<killed>",killed);
StrReplace(KillMsg,"<killerpreset>",killerpreset);
StrReplace(KillMsg,"<killedpreset>",killedpreset);
FDSMessage(KillMsg,"_PLAYERKILL");
}
}
}
}
void MDB_SSGM_Vehicle::Killed(GameObject *obj, GameObject *shooter) {
if (Commands->Is_A_Star(shooter)){
VetUpdate(Get_Player_ID(shooter), GetPoints(Commands->Get_Preset_Name(obj)), Commands->Get_Points(shooter));
}
if (Settings->LogVehicleKills) {
GameObject *Preset = GetExplosionObj();
if (!Preset) {
//rest of mdb_ssgm_vehicle::Killed goes here
Slipping in the veteran update as you can see is easy, so if you use other versions of ssgm or ssaow then you can easily apply the vetupdate function.
That is partially finished, I wanted to make the veteran points dynamic for buildings, rather then a stock 25 points. I would of done this with getting the player_count, but I have had no time.
The known issue is the SBH and stank getting the keycard attached to them too, which obviously you don't want. You could make a quick solution to this by not attaching the keycards as visual indicators of veterancy at all. But that isn't preferred.
Also, the vehichle veterancy is incomplete, but it is started for you. You just have to add your power-ups to them.
You may also want to add repairing veterancy too.
But you're right Gen, most people that have the ability to share there stuff don't. Or they don't release source code. It is a shame. Are they afraid they will be ridiculed about there code?
I know mine is sloppy as hell. I make errors all the time. There are bound to be people who make fun of it or say it is shit, but fuck em.. We all have to learn.
I've just started a colledge course for my MCSD, so ofcourse I will get better. I won't make so many mistakes in the future and I will look back at code like this and most likely cringe.
But we all have to start somewhere.
Start sharing more fuckers.
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Re: Veteran Plugin. [message #300780 is a reply to message #300286] |
Mon, 03 December 2007 13:11 |
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jnz
Messages: 3396 Registered: July 2006 Location: 30th century
Karma: 0
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General (3 Stars) |
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Just something you should worry about, but otherwise it's good.
Get_Player_Name
Get_Player_Name_By_ID
Get_Wide_Player_Name
Get_Wide_Player_Name_By_ID
WideCharToChar
CharToWideChar
need to be (delete [])-ed
const char *pName = Get_Player_Name_By_ID(10);
if(pName)
{
//use
delete []pName;
}
[Updated on: Mon, 03 December 2007 13:14] Report message to a moderator
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Re: Veteran Plugin. [message #300825 is a reply to message #300789] |
Mon, 03 December 2007 16:13 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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RoShamBo wrote on Mon, 03 December 2007 15:11 | Just something you should worry about, but otherwise it's good.
Get_Player_Name
Get_Player_Name_By_ID
Get_Wide_Player_Name
Get_Wide_Player_Name_By_ID
WideCharToChar
CharToWideChar
need to be (delete [])-ed
const char *pName = Get_Player_Name_By_ID(10);
if(pName)
{
//use
delete []pName;
}
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Just call roshambo the plumber from now on.
Hex wrote on Mon, 03 December 2007 15:30 |
Gen_Blacky wrote on Sun, 02 December 2007 14:19 | im surprised some 1 would release there Veteran system. theres like 3 or more going around in ren but people don't like sharing.
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People do share, but some get annoyed when others demand the source be released
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Well, I really don't see the point in with-holding it.
Sure, someone might change some stuff, they might add a blue medal instead of a green one. Or they might make it some crazy extreme veteran system. They might change it drastically and call it there own. Someone might spot some leaky ass code and post it right after you post your source.
Who cares?
People will learn from your code, they might see something and it just clicks. Oh that's why it has it's own separate function, it's called in three different places, so you re-use that code. Or whatever...
The worst that's gonna happen is it doesn't really work that well, people rip it off, or people laugh at your crappy code.
The best that could happen is a bunch of players enjoy the system, and some eager server owners gets interested or learns from your code. He might be able to make some improvements...
Look at SSGM, i'm pretty sure if it wasn't for vloktboky then we wouldn't have that right now. But it's only because Whitedragon carried it on that it is what it is today. Yet allot people on this forum wont of even heard of him. Don't let your own ego get in the way. It's the hardest thing to let go of in life.
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Re: Veteran Plugin. [message #300843 is a reply to message #300286] |
Mon, 03 December 2007 17:09 |
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Gen_Blacky
Messages: 3250 Registered: September 2006
Karma: 1
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General (3 Stars) |
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Hex wrote on Mon, 03 December 2007 14:30 |
Gen_Blacky wrote on Sun, 02 December 2007 14:19 | im surprised some 1 would release there Veteran system. theres like 3 or more going around in ren but people don't like sharing.
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People do share, but some get annoyed when others demand the source be released
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yes that is true
reborn wrote on Mon, 03 December 2007 10:55 |
Gen_Blacky wrote on Sun, 02 December 2007 14:19 | im surprised some 1 would release there Veteran system. theres like 3 or more going around in ren but people don't like sharing.
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//******************************************************************************
//******************************* VETERAN STUFF ********************************
struct VeteranPlayers {
std::string PlayerName;
int VeteranPoints;
};
std::vector<VeteranPlayers> VetInfo;
void VetUpdate(int ID, int number, int score) {
if (!VetInfo.empty()) {
for (int i = 0; i < VetInfo.size(); i++) {
if (VetInfo[i].PlayerName == Get_Player_Name_By_ID(ID)) {
int cvp, now;
cvp = VetInfo[i].VeteranPoints;
now = number + cvp;
VetInfo[i].VeteranPoints = now;
int Team;
Team = Get_Team(ID);
if (cvp < 100 && now >= 100) {
char Promote[255];
sprintf(Promote,"msg Veteran: %s just got promoted to the rank of General", Get_Player_Name_By_ID(ID));
Console_Input(Promote);
if (Team == 0) {
sprintf(Promote, "ppage %d Kane has recognised your vision, you have been promoted to General, enjoy the extra 45HP armor on all NEW characters", ID);
Commands->Create_2D_WAV_Sound("bonus_complete.wav");
}
else {
sprintf(Promote, "ppage %d Locke himself has promoted you to a General, enjoy the extra 45HP armor on all NEW characters", ID);
Commands->Create_2D_WAV_Sound("bonus_complete.wav");
}
Console_Input(Promote);
}
else if (cvp < 60 && now >= 60) {
char Promote[255];
sprintf(Promote,"msg Veteran: %s just got promoted to the rank of Brigadier", Get_Player_Name_By_ID(ID));
Console_Input(Promote);
if (Team == 0) {
sprintf(Promote, "ppage %d The Brotherhood of Nod likes your style, you are promoted to rank Brigadier, enjoy the extra 30HP armor on all NEW characters", ID);
Commands->Create_2D_WAV_Sound("m00bgwf_kill0031i1nbrs_snd.wav");
}
else {
sprintf(Promote, "ppage %d Keep em coming! you done all that left handed? You are promoted to Brigadier, enjoy the extra 30HP armor on all NEW characters", ID);
Commands->Create_2D_WAV_Sound("m00achk_kill0034i1gbmg_snd.wav");
}
Console_Input(Promote);
}
else if (cvp < 30 && now >= 30) {
char Promote[255];
sprintf(Promote,"msg Veteran: %s just got promoted to the rank of Major, he gets an extra 15HP armor on every character he now buys", Get_Player_Name_By_ID(ID));
Console_Input(Promote);
if (Team == 0) {
sprintf(Promote, "ppage %d Kane wants you in his elite, you are promoted to Major, enjoy the splendors of war brother as every NEW character you buy will have an extra 15HP armor", ID);
Commands->Create_2D_WAV_Sound("m00avis_kick0041i1nsmg_snd.wav");
}
else {
sprintf(Promote, "ppage %d The deadsix needs people like you, you are promoted to Major! Every NEW character from now on will have an extra 15HP armor", ID);
Commands->Create_2D_WAV_Sound("m00_wins0003eval_snd.wav");
}
Console_Input(Promote);
}
break;
}
}
}
}
int VetCheckPoints(int ID) {
if (!VetInfo.empty()) {
for (int i = 0; i < VetInfo.size(); i++) {
if (VetInfo[i].PlayerName == Get_Player_Name_By_ID(ID)) {
int Points;
Points = VetInfo[i].VeteranPoints;
return Points;
}
}
}
return 0;
}
bool VetCheck(int ID) {
if (!VetInfo.empty()) {
for (int i = 0; i < VetInfo.size(); i++) {
if (VetInfo[i].PlayerName == Get_Player_Name_By_ID(ID)) {
return true;
}
}
}
return false;
}
void VetAddPlayer(int ID) {
if (VetCheck(ID) == false) {
VeteranPlayers temp;
temp.PlayerName = Get_Player_Name_By_ID(ID);
temp.VeteranPoints = 0;
VetInfo.push_back(temp);
}
}
void VetClearPlayers() {
VetInfo.erase(VetInfo.begin(), VetInfo.end());
int Players = The_Game()->MaxPlayers;
for (int i = 1; i <= Players; i++) {
if (Get_GameObj(i)) {
VetAddPlayer(i);
}
}
}
void reb_vet_System::Created(GameObject *obj) {
int Points;
Points = VetCheckPoints(Get_Player_ID(obj));
if (Points >= 100) {
Level = 3;
GameObject *Icon = Commands->Create_Object_At_Bone(obj,"Invisible_Object", "c L THIGH");
Commands->Attach_Script(Icon,"MDB_SSGM_Destroy_When_Object_Destroyed",ToString(Commands->Get_ID(obj)).c_str());
IconID = Commands->Get_ID(Icon);
Commands->Set_Model(Icon, "p_keycrd_red");
Commands->Attach_To_Object_Bone(Icon, obj, "c L THIGH");
Set_Max_Shield_Strength(obj, 145);
Commands->Set_Shield_Strength(obj, 145);
Commands->Start_Timer(obj, this, 2.0f, 3);
}
else if (Points >= 60) {
Level = 2;
GameObject *Icon = Commands->Create_Object_At_Bone(obj,"Invisible_Object", "c L THIGH");
Commands->Attach_Script(Icon,"MDB_SSGM_Destroy_When_Object_Destroyed",ToString(Commands->Get_ID(obj)).c_str());
Commands->Set_Model(Icon, "p_keycrd_yel");
Commands->Attach_To_Object_Bone(Icon, obj, "c L THIGH");
IconID = Commands->Get_ID(Icon);
Set_Max_Shield_Strength(obj, 130);
Commands->Set_Shield_Strength(obj, 130);
}
else if (Points >= 30) {
Level = 1;
GameObject *Icon = Commands->Create_Object_At_Bone(obj,"Invisible_Object", "c L THIGH");
Commands->Attach_Script(Icon,"MDB_SSGM_Destroy_When_Object_Destroyed",ToString(Commands->Get_ID(obj)).c_str());
Commands->Set_Model(Icon, "p_keycrd_grn");
Commands->Attach_To_Object_Bone(Icon, obj, "c L THIGH");
IconID = Commands->Get_ID(Icon);
if (strstr(Commands->Get_Preset_Name(obj),"CnC_Nod_FlameThrower_2SF")){
}
Set_Max_Shield_Strength(obj, 115);
Commands->Set_Shield_Strength(obj, 115);
}
else {
Level = 0;
}
Commands->Start_Timer(obj, this, 60.0f, 10);
}
void reb_vet_System::Custom(GameObject *obj, int message, int param, GameObject *sender) {
if (message == CUSTOM_EVENT_VEHICLE_ENTER) {
Commands->Destroy_Object(Commands->Find_Object(IconID));
}
else if (Level == 3) {
GameObject *Icon = Commands->Create_Object_At_Bone(obj,"Invisible_Object", "c L THIGH");
Commands->Attach_Script(Icon,"MDB_SSGM_Destroy_When_Object_Destroyed",ToString(Commands->Get_ID(obj)).c_str());
Commands->Set_Model(Icon, "p_keycrd_red");
Commands->Attach_To_Object_Bone(Icon, obj, "c L THIGH");
IconID = Commands->Get_ID(Icon);
float Shield;
Shield = Commands->Get_Shield_Strength(obj);
Set_Max_Shield_Strength(obj, 145);
Commands->Set_Shield_Strength(obj, Shield);
}
else if (Level == 2) {
GameObject *Icon = Commands->Create_Object_At_Bone(obj,"Invisible_Object", "c L THIGH");
Commands->Attach_Script(Icon,"MDB_SSGM_Destroy_When_Object_Destroyed",ToString(Commands->Get_ID(obj)).c_str());
Commands->Set_Model(Icon, "p_keycrd_yel");
Commands->Attach_To_Object_Bone(Icon, obj, "c L THIGH");
IconID = Commands->Get_ID(Icon);
float Shield;
Shield = Commands->Get_Shield_Strength(obj);
Set_Max_Shield_Strength(obj, 130);
Commands->Set_Shield_Strength(obj, Shield);
}
else if (Level == 1) {
GameObject *Icon = Commands->Create_Object_At_Bone(obj,"Invisible_Object", "c L THIGH");
Commands->Attach_Script(Icon,"MDB_SSGM_Destroy_When_Object_Destroyed",ToString(Commands->Get_ID(obj)).c_str());
IconID = Commands->Get_ID(Icon);
Commands->Set_Model(Icon, "p_keycrd_grn");
Commands->Attach_To_Object_Bone(Icon, obj, "c L THIGH");
if (strstr(Commands->Get_Preset_Name(obj),"CnC_Nod_FlameThrower_2SF")){
}
float Shield;
Shield = Commands->Get_Shield_Strength(obj);
Set_Max_Shield_Strength(obj, 115);
Commands->Set_Shield_Strength(obj, Shield);
}
Commands->Start_Timer(obj, this, 60.0f, 10);
}
void reb_vet_System::Timer_Expired(GameObject *obj, int number) {
/*
if (number == 3) {
Commands->Apply_Damage(obj, -1.0f, "Repair", false);
Commands->Start_Timer(obj, this, 2.0f, 5);
}
else if (number == 10) {
int Points;
Points = VetCheckPoints(Get_Player_ID(obj));
if (Points >= 100 && Level < 3) {
Level = 3;
if (Get_Vehicle(obj) == 0) {
Commands->Destroy_Object(Commands->Find_Object(ID));
GameObject *Icon = Commands->Create_Object_At_Bone(obj,"Invisible_Object", "c L THIGH");
Commands->Set_Model(Icon, "p_keycrd_red");
Commands->Attach_To_Object_Bone(Icon, obj, "c L THIGH");
ID = Commands->Get_ID(Icon);
}
Commands->Start_Timer(obj, this, 2.0f, 3);
}
else if (Points >= 60 && Level < 2) {
Level = 2;
if (Get_Vehicle(obj) == 0) {
Commands->Destroy_Object(Commands->Find_Object(ID));
GameObject *Icon = Commands->Create_Object_At_Bone(obj,"Invisible_Object", "c L THIGH");
Commands->Set_Model(Icon, "p_keycrd_yel");
Commands->Attach_To_Object_Bone(Icon, obj, "c L THIGH");
ID = Commands->Get_ID(Icon);
}
}
else if (Points >= 30 && Level < 1) {
Level = 1;
if (Get_Vehicle(obj) == 0) {
Commands->Destroy_Object(Commands->Find_Object(ID));
GameObject *Icon = Commands->Create_Object_At_Bone(obj,"Invisible_Object", "c L THIGH");
Commands->Set_Model(Icon, "p_keycrd_grn");
Commands->Attach_To_Object_Bone(Icon, obj, "c L THIGH");
ID = Commands->Get_ID(Icon);
}
}
Commands->Start_Timer(obj, this, 60.0f, 10);
}
*/
}
void reb_vet_System::Killed(GameObject *obj, GameObject *shooter) {
Destroy_Script();
}
void reb_vet_System::Destroyed(GameObject *obj) {
Commands->Destroy_Object(Commands->Find_Object(IconID));
Destroy_Script();
}
void reb_vet_System_Vehicles::Custom(GameObject *obj, int message, int param, GameObject *sender) {
if (message == CUSTOM_EVENT_VEHICLE_ENTER) {
int Points;
Points = VetCheckPoints(Get_Player_ID(sender));
if (Points >= 100) {
Level = 3;
IsPoweredUp = true;
if (IsLowClassVehicle(Commands->Get_Preset_Name(obj)) == true) {
//nothing
}
else {
Commands->Start_Timer(obj, this, 1.0f, 3);
}
}
else if (Points >= 60) {
Level = 2;
IsPoweredUp = true;
if (IsLowClassVehicle(Commands->Get_Preset_Name(obj)) == true) {
//nothing
Commands->Start_Timer(obj, this, 1.0f, 2);
}
else {
Commands->Start_Timer(obj, this, 1.0f, 3);
}
}
else if (Points >= 30) {
Level = 1;
IsPoweredUp = true;
if (IsLowClassVehicle(Commands->Get_Preset_Name(obj)) == true) {
//nothing
}
else {
Commands->Start_Timer(obj, this, 1.0f, 1);
}
}
Commands->Send_Custom_Event(sender, sender, CUSTOM_EVENT_VEHICLE_ENTER, 0, 0);
}
else if (message == CUSTOM_EVENT_VEHICLE_EXIT) {
if (IsPoweredUp == true) {
IsPoweredUp = false;
if (Level == 1) {
if (IsLowClassVehicle(Commands->Get_Preset_Name(obj)) == true) {
//nothing
}
}
else if (Level == 2) {
if (IsLowClassVehicle(Commands->Get_Preset_Name(obj)) == true) {
//nothing
}
}
else if (Level == 3) {
if (IsLowClassVehicle(Commands->Get_Preset_Name(obj)) == true) {
//nothing
}
}
}
Commands->Send_Custom_Event(sender, sender, CUSTOM_EVENT_VEHICLE_EXIT, 0, 0);
}
}
void reb_vet_System_Vehicles::Timer_Expired(GameObject *obj, int number) {
if (number == 3 && IsPoweredUp == true) {
Commands->Destroy_Object(Commands->Find_Object(ID));
Commands->Apply_Damage(obj, -3.0f, "Repair", false);
Commands->Start_Timer(obj, this, 1.0f, 3);
}
else if (number == 2 && IsPoweredUp == true) {
float Health, MaxHealth;
Health = Commands->Get_Health(obj);
MaxHealth = Commands->Get_Max_Health(obj);
if (Health == MaxHealth) {
// Nothing
}
else if (Health >= MaxHealth - 2) {
Commands->Set_Health(obj, MaxHealth);
}
else if (Health <= MaxHealth - 3) {
Commands->Set_Health(obj, Health + 3);
}
Commands->Start_Timer(obj, this, 1.0f, 2);
}
else if (number == 1 && IsPoweredUp == true) {
float Shield, MaxShield;
Shield = Commands->Get_Shield_Strength(obj);
MaxShield = Commands->Get_Max_Shield_Strength(obj);
if (Shield == MaxShield) {
// Nothing
}
else if (Shield >= MaxShield - 2) {
Commands->Set_Shield_Strength(obj, MaxShield);
}
else if (Shield <= MaxShield - 3) {
Commands->Set_Shield_Strength(obj, Shield + 3);
}
Commands->Start_Timer(obj, this, 1.0f, 1);
}
}
void reb_vet_System_Vehicles::Killed(GameObject *obj, GameObject *shooter) {
Commands->Destroy_Object(Commands->Find_Object(ID));
Destroy_Script();
}
void reb_vet_System_Vehicles::Destroyed(GameObject *obj) {
Commands->Destroy_Object(Commands->Find_Object(ID));
Destroy_Script();
}
void Player_Join_Hook(int i,const char *Nick) {
VetAddPlayer(i);
if (!Data->Plugins.empty()) {
std::vector<PluginInfo*>::const_iterator it;
for (it = Data->Plugins.begin();it != Data->Plugins.end(); ++it) {
if ((*it)->Type == Plugin) {
if ((*it)->PlayerJoinHookHandle) {
(*it)->PlayerJoinHookHandle(i,Nick);
}
}
}
}
if (Settings->GameMode == 2) {
CTF_Player_Join(i);
}
}
void GameOver() {
VetClearPlayers();
char ObjectsType[10],ObjectsType2[10],ObjectsFile[20];
// rest of game over code from ssgm here, just didnt paste it to spam
ScriptRegistrant<reb_vet_System> reb_vet_System_Registrant("reb_vet_System","");
ScriptRegistrant<reb_vet_System_Vehicles> reb_vet_System_Vehicles_Registrant("reb_vet_System_Vehicles","");
class vetChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
GameObject *obj = Get_GameObj(ID);
if (!VetInfo.empty()) {
for (int i = 0; i < VetInfo.size(); i++) {
if (VetInfo[i].PlayerName == Get_Player_Name_By_ID(ID)) {
int vetp;
float score;
vetp = VetInfo[i].VeteranPoints;
score = Commands->Get_Points(Get_GameObj(ID));
char Vet[255];
if (vetp >= 100) {
sprintf(Vet, "ppage %d Veteran Info for %s - Veteran Rank: General", ID, Get_Player_Name_By_ID(ID));
}
else if (vetp >= 60) {
sprintf(Vet, "ppage %d Veteran Info for %s - Veteran Points %d/100 - Veteran Rank: Brigadier", ID, Get_Player_Name_By_ID(ID), vetp);
}
else if (vetp >= 30) {
sprintf(Vet, "ppage %d Veteran Info for %s - Veteran Points %d/60 - Veteran Rank: Major", ID, Get_Player_Name_By_ID(ID), vetp);
}
else {
sprintf(Vet, "ppage %d Veteran Info for %s - Veteran Points %d/30 - Veteran Rank: Private", ID, Get_Player_Name_By_ID(ID), vetp);
}
Console_Input(Vet);
break;
}
}
}
}
};
ChatCommandRegistrant<vetChatCommand> vetChatCommandReg("!vet",CHATTYPE_TEAM,0,GAMEMODE_AOW);
class reb_vet_System : public ScriptImpClass {
void Created(GameObject *obj);
void Custom(GameObject *obj, int message, int param, GameObject *sender);
void Timer_Expired(GameObject *obj, int number);
void Killed(GameObject *obj, GameObject *shooter);
void Destroyed(GameObject *obj);
int Level;
int IconID;
};
class reb_vet_System_Vehicles : public ScriptImpClass {
void Custom(GameObject *obj, int message, int param, GameObject *sender);
void Timer_Expired(GameObject *obj, int number);
void Killed(GameObject *obj, GameObject *shooter);
void Destroyed(GameObject *obj);
int Level;
int ID;
bool IsPoweredUp;
};
void MDB_SSGM_Building::Killed(GameObject *obj, GameObject *shooter) {
if (Commands->Is_A_Star(shooter)){
VetUpdate(Get_Player_ID(shooter), 25, Commands->Get_Points(shooter));
}
if (Commands->Get_ID(shooter) != 0) {
if (Settings->LogBuildingKills) {
GameObject *Preset = GetExplosionObj();
if (!Preset) {
Preset = shooter;
}
FDSMessage(StrFormat("%s destroyed thanks to %ls (%s)",Translate_Preset(obj).c_str(),Get_Wide_Player_Name(shooter),Get_Preset_Info(Preset).c_str()),"_BUILDING");
}
if (Settings->BuildingDeathRewardPage) {
Console_Input(StrFormat("ppage %d The %s has been destroyed thanks to you!",Get_Player_ID(shooter),Translate_Preset(obj).c_str()).c_str());
}
if (Settings->GameMode == 1) {
Commands->Set_Is_Visible(shooter,true);
}
}
IsAlive = false;
if (Get_Building_Count_Team(Get_Object_Type(obj)) == 0) {
BaseControllerClass::Find_Base(Get_Object_Type(obj))->Destroy_Base();
}
}
void MDB_SSGM_Player::Killed(GameObject *obj, GameObject *shooter) {
if (Commands->Is_A_Star(shooter) && Commands->Get_Player_Type(shooter) != Commands->Get_Player_Type(obj))
{
VetUpdate(Get_Player_ID(shooter), GetPoints(Commands->Get_Preset_Name(obj)), Commands->Get_Points(shooter));
}
WasKilled = true;
if (Find_My_Veh(obj)) {
Commands->Send_Custom_Event(obj,Find_My_Veh(obj),1111,0,0);
Console_Input(StrFormat("ppage %d Your vehicle has been unbound because you died.",Get_Player_ID(obj)).c_str());
}
if (Settings->ExtraKillMessages) {
if (Commands->Get_ID(shooter) == 0) {
Send_Message_With_Team_Color(Get_Object_Type(obj),StrFormat("%ls was killed",Get_Wide_Player_Name(obj)).c_str());
}
else if (Commands->Get_ID(obj) == Commands->Get_ID(shooter)) {
Send_Message_With_Team_Color(Get_Object_Type(obj),StrFormat("%ls killed theirself",Get_Wide_Player_Name(obj)).c_str());
}
else if (!Commands->Is_A_Star(shooter)) {
Send_Message_With_Team_Color(Get_Object_Type(shooter),StrFormat("The %s killed %ls",Translate_Preset(shooter).c_str(),Get_Wide_Player_Name(obj)).c_str());
}
}
if (Settings->LogPlayerKills) {
GameObject *ExpObj = GetExplosionObj();
GameObject *Preset = ExpObj;
if (!Preset) {
Preset = shooter;
}
if (Commands->Get_ID(shooter) == 0) {
FDSMessage(StrFormat("%ls was killed (%s)",Get_Wide_Player_Name(obj),Get_Preset_Info(obj).c_str()),"_PLAYERKILL");
}
else if (Commands->Get_ID(obj) == Commands->Get_ID(shooter)) {
FDSMessage(StrFormat("%ls killed theirself (%s)",Get_Wide_Player_Name(obj),Get_Preset_Info(Preset).c_str()),"_PLAYERKILL");
}
else if (!Commands->Is_A_Star(shooter)) {
FDSMessage(StrFormat("The %s killed %ls (%s)",Translate_Preset(shooter).c_str(),Get_Wide_Player_Name(obj),Get_Preset_Info(obj).c_str()),"_PLAYERKILL");
}
else {
std::string killer = Get_String_Player_Name(shooter),
killed = Get_String_Player_Name(obj),
killerpreset = Get_Preset_Info(Preset),
killedpreset = Get_Preset_Info(obj);
if (Get_Vehicle(shooter) && !ExpObj) {
std::string KillMsg = Settings->VvSKillMsg[Commands->Get_Random_Int(0,Settings->VvSKillMsg.size())];
StrReplace(KillMsg,"<killer>",killer);
StrReplace(KillMsg,"<killed>",killed);
StrReplace(KillMsg,"<killerpreset>",killerpreset);
StrReplace(KillMsg,"<killedpreset>",killedpreset);
FDSMessage(KillMsg,"_PLAYERKILL");
}
else {
std::string KillMsg = Settings->SvSKillMsg[Commands->Get_Random_Int(0,Settings->SvSKillMsg.size())];
StrReplace(KillMsg,"<killer>",killer);
StrReplace(KillMsg,"<killed>",killed);
StrReplace(KillMsg,"<killerpreset>",killerpreset);
StrReplace(KillMsg,"<killedpreset>",killedpreset);
FDSMessage(KillMsg,"_PLAYERKILL");
}
}
}
}
void MDB_SSGM_Vehicle::Killed(GameObject *obj, GameObject *shooter) {
if (Commands->Is_A_Star(shooter)){
VetUpdate(Get_Player_ID(shooter), GetPoints(Commands->Get_Preset_Name(obj)), Commands->Get_Points(shooter));
}
if (Settings->LogVehicleKills) {
GameObject *Preset = GetExplosionObj();
if (!Preset) {
//rest of mdb_ssgm_vehicle::Killed goes here
Slipping in the veteran update as you can see is easy, so if you use other versions of ssgm or ssaow then you can easily apply the vetupdate function.
That is partially finished, I wanted to make the veteran points dynamic for buildings, rather then a stock 25 points. I would of done this with getting the player_count, but I have had no time.
The known issue is the SBH and stank getting the keycard attached to them too, which obviously you don't want. You could make a quick solution to this by not attaching the keycards as visual indicators of veterancy at all. But that isn't preferred.
Also, the vehichle veterancy is incomplete, but it is started for you. You just have to add your power-ups to them.
You may also want to add repairing veterancy too.
But you're right Gen, most people that have the ability to share there stuff don't. Or they don't release source code. It is a shame. Are they afraid they will be ridiculed about there code?
I know mine is sloppy as hell. I make errors all the time. There are bound to be people who make fun of it or say it is shit, but fuck em.. We all have to learn.
I've just started a colledge course for my MCSD, so ofcourse I will get better. I won't make so many mistakes in the future and I will look back at code like this and most likely cringe.
But we all have to start somewhere.
Start sharing more fuckers.
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its not really people getting ridiculed for code more that they don't want other servers to have it.
Its great when people like you like to help other people out and share your work. I hope more people are willing to share there work. isn't that what the mod forums is for ?
The servers that i help mod already has a veteran system because some 1 was nice enough to give it to us, so there still a lot of people who share.
thx reborn
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Re: Veteran Plugin. [message #300855 is a reply to message #300286] |
Mon, 03 December 2007 17:47 |
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Hex
Messages: 858 Registered: March 2004
Karma: 0
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Colonel |
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tbh, if someone came to me and asked for me to release it, I would have, but no that did not happen, instead what happened, 1 person said source plz and 2 other people did nothing but quote the first without adding anything to it and then they flame and have snipes at you because you never did what they wanted
goztow wrote on Tue, 11 May 2010 08:00 | If we had to ban all who ever cheated or ever created a cheat (obj3cts and such) then I don't think there would be many members left here (sad fact).
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reborn wrote on Fri, 29 January 2010 23:37 | std is for pro's.
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[Updated on: Mon, 03 December 2007 17:48] Report message to a moderator
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Re: Veteran Plugin. [message #300859 is a reply to message #300855] |
Mon, 03 December 2007 18:30 |
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jnz
Messages: 3396 Registered: July 2006 Location: 30th century
Karma: 0
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General (3 Stars) |
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Hex wrote on Tue, 04 December 2007 00:47 | tbh, if someone came to me and asked for me to release it, I would have, but no that did not happen, instead what happened, 1 person said source plz and 2 other people did nothing but quote the first without adding anything to it and then they flame and have snipes at you because you never did what they wanted
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I've already explained what i meant by my comment, if that's aimed at me. If me and Reborn needed the source we probably would of asked you. We don't, though, since Reborn has written his own and I don't need it. We only wanted it out of interest, it's not worth pursuing. Me or Reborn may not of needed it, there are probably a lot of other people out there that would learn from your code and benefit from it.
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Re: Veteran Plugin. [message #300884 is a reply to message #300286] |
Tue, 04 December 2007 00:11 |
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Whitedragon
Messages: 832 Registered: February 2003 Location: California
Karma: 1
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Colonel |
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Get_Wide_Player_Name_By_ID and Get_Wide_Player_Name do not need to be deleted. That's why they're used instead of the regular versions.
Black-Cell.net
Network Administrator (2003 - )
DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )
Dragonade, Renegade's first server side modification
Lead coder (2005 - )
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Re: Veteran Plugin. [message #301013 is a reply to message #300286] |
Tue, 04 December 2007 14:14 |
Genesis2001
Messages: 1397 Registered: August 2006
Karma: 0
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General (1 Star) |
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I can actually see why Hex doesn't release it. It's the same reason why I don't release a couple of my creations. You don't want someone to rip your work and call it their own without giving proper credits to the original creator.
~MathK1LL
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Re: Veteran Plugin. [message #301020 is a reply to message #300286] |
Tue, 04 December 2007 14:31 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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Bah, what are they gonna do? Sell it for millions to EA?
Pretty much every mod available today is only so because one guy released his stuff for the rest of us.
You can keep the "renefame", I would much rather prefer a community that actually knew how to code and helped eachother. It would be awesome if I could make a post here with my problem and have it solved, or help on it.
There is only about four or five people that I can actually talk to about coding and the renegade API and get a helpful answer.
I would love for a community like farcry and crysis has.
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Re: Veteran Plugin. [message #301065 is a reply to message #300286] |
Tue, 04 December 2007 16:32 |
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jnz
Messages: 3396 Registered: July 2006 Location: 30th century
Karma: 0
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General (3 Stars) |
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Just ignore those people, if someone makes an unconstructive, unhelpful post. Pretend it doesn't exist. If you know better yourself, why be put down by what someone else says?
EDIT: @MathK1LL, if you found someone had ripped your code and passed it off as their own they will get found out, and quite easily. Then ridiculed by the community. Scrin? Matix? just some examples.
[Updated on: Tue, 04 December 2007 16:34] Report message to a moderator
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Re: Veteran Plugin. [message #301073 is a reply to message #301065] |
Tue, 04 December 2007 16:48 |
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Ethenal
Messages: 2532 Registered: January 2007 Location: US of A
Karma: 0
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General (2 Stars) |
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RoShamBo wrote on Tue, 04 December 2007 17:32 | Just ignore those people, if someone makes an unconstructive, unhelpful post. Pretend it doesn't exist. If you know better yourself, why be put down by what someone else says?
EDIT: @MathK1LL, if you found someone had ripped your code and passed it off as their own they will get found out, and quite easily. Then ridiculed by the community. Scrin? Matix? just some examples.
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So true. There's also the fact that Scrin is a cheater though, but Matix has DoSed people in the past so, yeah.
-TLS-DJ-EYE-K wrote on Mon, 18 March 2013 07:29 | Instead of showing us that u aren't more inteligent than a Toast, maybe you should start becomming good in renegade
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