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New features for modders and coders in the next scripts build [message #479990] Tue, 19 March 2013 08:12 Go to next message
jonwil is currently offline  jonwil
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Before anyone asks, no I do not have a release date for the next scripts build so don't bother asking.
Here is a list of some changes in the next scripts build modders and coders might care about:
1.Start using Visual C++ 2012 to compile scripts.dll. Anyone who wants to be able to continue to do scripts.dll coding once the next build comes out (whenever that is) should obtain Visual Studio 2012 and install Visual Studio 2012 Update 1.
2.Add support for a new file called e.g. C&C_City_surface.ini (or whatever for each map). This is read per-map and if it exists should be a full copy of surfaceeffects.ini with any desired per-map changes. This file IS cheat checked just like surfaceeffects.ini.
3.Add support for a new file called e.g. C&C_City_tt.ini (or whatever for each map). This is read per-map and allows you to use the sidebar, AirFactoryGameObj, NavalFactoryGameObj and a few other things on a per-map basis. Yes this means you can have a separate helipad which controls whether you can build helicopters (i.e. if its dead, you cant build helicopters anymore, if its alive and the war factory is dead, you can still build helicopters even though you cant build ground vehicles)
The following keywords are valid in the per-map ini file:
AirFactoryVehicleLimit
NavalFactoryVehicleLimit
VehicleFactoryVehicleLimit
BuildingRefillDisable
NodBuildingRefillDisable
GDIBuildingRefillDisable
NewTechLevel
GDIUpArrowTexture
GDIDownArrowTexture
GDIBackgroundTexture1
GDIBackgroundTexture2
NODUpArrowTexture
NODDownArrowTexture
NODBackgroundTexture1
NODBackgroundTexture2
AlternateSelectEnabled
GDIAlternateSelectTexture1
GDIAlternateSelectTexture2
GDIAlternateSelectTexture3
GDIAlternateSelectTexture4
NODAlternateSelectTexture1
NODAlternateSelectTexture2
NODAlternateSelectTexture3
NODAlternateSelectTexture4
Sidebar
SidebarSoundsEnabled
SidebarRefillSound
SidebarInfantrySound
SidebarVehicleSound\
4.Add a special Custom you can listen for (same sort of thing as CUSTOM_EVENT_VEHICLE_ENTERED etc) to detect when someone refills so you can do things if you want. No you dont get to block the refill, just detect that its happened.
5.Add a new feature to let you put a soldier directly into a vehicle bypassing the normal transition logic (this eliminates the issues seen with attempting to force the player into the vehicle via the transition code)
6.New scripts feature to make a vehicle stop driving (basically it makes the vehicle ignore any press of the movement keys). Obviously you can turn this back off again.
7.New logic that lets you mark an object as "visible only to friendlies" or "visible only to enemies"
8.Added a new physics type to Renegade. Its called AircraftPhys and is currently just a clone of VTOLVehicle (except that some code specifically checks for VTOLVehicle so using AircraftPhys wont work). Eventually we hope to make it into a fully functioning fixed-wing aircraft physics implementation (but we dont have any idea when it will be done so dont ask)

Needless to say many of these features wont work unless the client is running the new scripts build 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

[Updated on: Tue, 19 March 2013 08:14]

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Re: New features for modders and coders in the next scripts build [message #479992 is a reply to message #479990] Tue, 19 March 2013 11:39 Go to previous messageGo to next message
Mauler
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Looking forward to all of it, thanks Thumbs Up
Re: New features for modders and coders in the next scripts build [message #480037 is a reply to message #479990] Sat, 23 March 2013 10:31 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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I like the changes, but I was wondering if you could also add in per-map Dazzles.ini. That way, we can add in or remove Dazzles per-map.
Re: New features for modders and coders in the next scripts build [message #480048 is a reply to message #479990] Sat, 23 March 2013 18:00 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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General (3 Stars)

per-map dazzles.ini is harder because of how the game reads dazzles.ini


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
Re: New features for modders and coders in the next scripts build [message #480053 is a reply to message #479990] Sat, 23 March 2013 19:45 Go to previous messageGo to next message
YesNoMayb is currently offline  YesNoMayb
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This is irrelevant to the topic but when do you think the next version of 4.0 will be out?
Re: New features for modders and coders in the next scripts build [message #480054 is a reply to message #479990] Sat, 23 March 2013 20:05 Go to previous messageGo to next message
Mauler
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jonwil wrote on Tue, 19 March 2013 09:12

Before anyone asks, no I do not have a release date for the next scripts build so don't bother asking.


Re: New features for modders and coders in the next scripts build [message #480055 is a reply to message #479990] Sat, 23 March 2013 20:05 Go to previous messageGo to next message
Mauler
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No message body

[Updated on: Sat, 23 March 2013 20:05]

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Re: New features for modders and coders in the next scripts build [message #480056 is a reply to message #479990] Sat, 23 March 2013 23:04 Go to previous messageGo to next message
Good-One-Driver is currently offline  Good-One-Driver
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Mauler go fuck yourself Thumbs Up

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Good-One-Driver is a little noob crying kid who sux at renegade I say let little noob kid Good-One-Driver cry all he wants lmao
Cry away little tiny kid
Re: New features for modders and coders in the next scripts build [message #480073 is a reply to message #480056] Sun, 24 March 2013 10:58 Go to previous messageGo to next message
Mauler
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LOL
Re: New features for modders and coders in the next scripts build [message #480074 is a reply to message #479990] Sun, 24 March 2013 11:09 Go to previous messageGo to next message
YesNoMayb is currently offline  YesNoMayb
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Sorry I was so excited about this next version that I forgot he put that in his post. xD
Re: New features for modders and coders in the next scripts build [message #482558 is a reply to message #480074] Thu, 04 July 2013 11:30 Go to previous message
Jerad2142 is currently offline  Jerad2142
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Is there a way to put .pkg's into server rotation, that'd be a pretty cool feature if the server could flip between pkg's and mix's at runtime. Of course you'd have to reload all the normal .ini's, strings, and object.dds server and client side everytime you unloaded a package or else you get those fun bugs.

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