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scripts.dll 1.3 [message #57773] Sat, 13 December 2003 23:29 Go to previous messageGo to next message
YSLMuffins is currently offline  YSLMuffins
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Here is my idea, basically: seeing how the ConYard repairs buildings, I'd like for the repair facility on my map to repair every GDI vehicle that is built from the War Factory (without the vehicle having to park on the Pad), but once the Repair facility is destroyed, automatic vehicle repairs are stopped.

Would this be possible? I've tried this before with the existing Conyard Repair script but the repair is not stopped with the destructrion of the Repair facility; I believe the problem lies with the fact that I can only supply the ID of the object in the preset library, not the ID of the object as it exists on the map. Does that makes sense?


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What you ask for is not possible [message #57774] Sat, 13 December 2003 23:53 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Well it is possible but it would require a Big Ugly Hack(TM) to implement it.
Therefore its not worth the effort.
BTW [message #57775] Sun, 14 December 2003 00:15 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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The Aircraft Fuel, Stealth Armour and Building Gun scripts should hopefully be fixed (for good this time)
scripts.dll 1.3 [message #57782] Sun, 14 December 2003 03:36 Go to previous messageGo to next message
General Havoc is currently offline  General Havoc
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If you do another beta version before the 1.3 release, I can put it through the maps and see if the faulty scripts work again. Faulty ones I found:

JFW_Custom_Damage_Object
TDA_Stealth_Armour
JFW_Aircraft_Fuel
JFW_Building_Gun
JFW_Random_Custom


Visit my website at http://renhelp.laeubi-soft.de powered by laeubi.de
"SHUT UP AND MOD" - Dante
"ACK is the Simon Cowell of modding" - Ultron10
Scripts.dll Debugger, Map Scripter and Tutorial writer

Computer Science Bsc
Aston University in Birmingham, UK
scripts.dll 1.3 [message #57786] Sun, 14 December 2003 03:57 Go to previous messageGo to next message
Adavanze is currently offline  Adavanze
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What is wrong with the stealth armor script? I thought it was working.. oh well.

http://sc0rian.cjb.net/drkflow/adavanze.jpg
all 5 of those scripts now work [message #57788] Sun, 14 December 2003 05:17 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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All 5 of them have been observed by me personally to work as of the latest code on my hard disk.
So, assuming there are no hidden bugs, they will all work in 1.3.
scripts.dll 1.3 [message #57790] Sun, 14 December 2003 05:29 Go to previous messageGo to next message
Madtone is currently offline  Madtone
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is it possible to write a script to change startup spawners team randomly?

For example:

Nod starts on once place of the map and gdi another, and the next time the map begins the nod spawners are GDI and GDI are nod, but instead of just taking turns to start on diff places, make it random?

Like you never know where Nod will start or GDI will start.

Im preety sure this isn't possible though.

Think of it as an assault script!

Nod defending their PP, and GDI attack it. Then the next time the map is loaded GDI have to defend their PP and Nod attacks?


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hmmm, I dont think I can do that... [message #57791] Sun, 14 December 2003 05:45 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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I dont know of a way to do that.
scripts.dll 1.3 [message #57793] Sun, 14 December 2003 05:54 Go to previous messageGo to next message
Madtone is currently offline  Madtone
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lol, no hope then.. ah well, was with a try!

hehehe!


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scripts.dll 1.3 [message #57811] Sun, 14 December 2003 09:00 Go to previous messageGo to next message
[REHT]Spirit is currently offline  [REHT]Spirit
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All the SUR scripts work, I've gone through the game repeatly tweaking them for quite a bit of time. The only issue was that they don't all do their original design. It's useable though.
scripts.dll 1.3 [message #57844] Sun, 14 December 2003 12:55 Go to previous messageGo to next message
Adavanze is currently offline  Adavanze
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Will you be publicly releasing the source code for the new script version?

http://sc0rian.cjb.net/drkflow/adavanze.jpg
Yes, I will be releasing the source code to the scripts [message #57878] Sun, 14 December 2003 19:01 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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As for the SUR scripts thingo, I emailed Spirit on that issue.

Current to-do before 1.3:
1.Get the SUR_xxx, NH_xxx and REBORN_xxx stuff sorted out
2.Get the latest RenAlert scripts from Dante
3.Continue to work on various clones of westwood scripts (for example, I am working on a Test_Cinematic clone or at least enough of a clone to be able to figure out the inner mysteries of the thing Smile (as was done with the airstrip)
and 4.Continue to work on research into Script Commands, ActionParamsStruct & other datatypes & other script internals.

I also have an offer, if anyone wants me to make a "stand-alone, no-scripts2.dll-needed" version of the scripts.dll for their map or mod, I may be able to do that for you, it will depend on which westwood scripts you are using though since some are easier to clone than others.
one other thing... [message #57881] Sun, 14 December 2003 19:38 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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I am also ofering to do scripts.dll research. For example, if someone wants me to figure out how xxx script from westwood works, I can do that. (or I can certainly try anyhow)
scripts.dll 1.3 [message #57910] Mon, 15 December 2003 05:05 Go to previous messageGo to next message
Madtone is currently offline  Madtone
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how about an app or a site that lists every script, its params and what it does/can be used for?

I would be more than willing to set up a site and build a quick PHP script so that you can just type in the name of script, params and description.


http://www.freeflow-solutions.com/sigs/ffsig.gif
scripts.dll 1.3 [message #57915] Mon, 15 December 2003 08:16 Go to previous messageGo to next message
Renx is currently offline  Renx
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Would it be possible to make sumthing so that you can have 2 of the same building in one level, and still have everything function properly?

~Canucck

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Blazer

...RG made me ugly
scripts.dll 1.3 [message #57923] Mon, 15 December 2003 09:54 Go to previous messageGo to next message
General Havoc is currently offline  General Havoc
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Madtone

how about an app or a site that lists every script, its params and what it does/can be used for?

I would be more than willing to set up a site and build a quick PHP script so that you can just type in the name of script, params and description.


We have one at renhelp.co.uk or at least we did have. It's hidden away in the backup files somewhere. I may be able to get it back up and running easily so we can fill in all of the info for the scripts.

When we get it back up, I'll make a post so you can request a user/pass to add scripts.


Visit my website at http://renhelp.laeubi-soft.de powered by laeubi.de
"SHUT UP AND MOD" - Dante
"ACK is the Simon Cowell of modding" - Ultron10
Scripts.dll Debugger, Map Scripter and Tutorial writer

Computer Science Bsc
Aston University in Birmingham, UK
2 buildings wont work [message #57972] Mon, 15 December 2003 15:53 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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At least not via scripts anyway.
scripts.dll 1.3 [message #58022] Mon, 15 December 2003 19:41 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
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Is it posible a list of known customs, what they do, and how they are used is created for our use?

-->
there is a list of all known customs [message #58029] Mon, 15 December 2003 20:59 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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that get sent by the game engine in the readme.txt file.
Any other custom is one thats specificly generated by a particular script.
Which custom is sent is up to whoever wrote the script (or if its one where you pass the custom as a parameter), whoever is using the script.

As for progress on 1.3, here is the to-do list:
1.get something done about all the RenAlert scripts (for example, get the code from someone who has it or, if (as seems likely at this point), dante cant get the code in time, re-code them from the disassembly like I have done for all the westwood scripts)
2.get a few tests done on some "yet to be tested" scripts.
3.mabie do some more reasearch and incorperate the findings into the dll (depends on how much time I have and more importantly, how long it takes for 1. and 2. to be released)
4.mabie add a couple more scripts (although probobly not)

Then I will release 1.3
No matter what, 1.3 WILL be out before monday 22 december, probobly before saturday 20 december. And, no matter what, it WILL feature a complete, up-to-date set of scripts for RenAlert (so RenAlert 0.992 can take the latest dll and use it as-is without any mods)

BTW, there is also a script that Dante is working on that gives you a working character model inside open vechicles...
Re: there is a list of all known customs [message #58032] Mon, 15 December 2003 21:31 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
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jonwil

that get sent by the game engine in the readme.txt file.
Any other custom is one thats specificly generated by a particular script...

Um, which readme?
jonwil


BTW, there is also a script that Dante is working on that gives you a working character model inside open vechicles...


OMG awsome!
:shocked:


-->
readme.txt of course [message #58034] Mon, 15 December 2003 21:42 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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there IS only one file by that name.
The new version will include an expanded listing.
scripts.dll 1.3 [message #58042] Mon, 15 December 2003 22:37 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
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Oh, the one with the scripts, okay, I thought you ment the renegade one :oops:

-->
scripts.dll 1.3 [message #58044] Mon, 15 December 2003 22:42 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I remember helping Dante test that script. It was supposed to remain a secret.

It was designed for the Allied Ranger, since it will be open-topped.
as for that script [message #58045] Mon, 15 December 2003 22:53 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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If Dante wanted it to be a secret, he should have said so Smile
Anyhow, anyone will be able to use it for their mods I guess.
scripts.dll 1.3 [message #58062] Tue, 16 December 2003 06:10 Go to previous messageGo to previous message
Deactivated is currently offline  Deactivated
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That's great news! Finally it's possible to implement vehicles with visible drivers properly.

Another script idea:

Vehicle_Reload_Zone
This script fills (reloads) ammo to max value for any vehicle that enters this zone. This could be useful for either a helipad or repair facility.
There should be a time-based thereshold so they player won't try to camp in the area with infinite ammo.
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