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scripts.dll 1.4... [message #62708] Mon, 19 January 2004 21:22 Go to next message
jonwil is currently offline  jonwil
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Only bugs, script ideas, new scripts etc posted here will be worked on.
So, post:
1.all bugs that are in the dll here in this thread
2.any scripts you want me to make here in this thread (if its not in this thread, it wont get made. NO EXCEPTIONS. Cncgenocide this means you)
3.anything else to do with the dll here in this thread

Also, any new code that has been written by someone else, send it to me so I can add it to the dll 1.4 and also post a note here in this thread so that I can keep everything in one place.
So far, I have some reborn changes to merge in plus the stuff from Vloktboky (which probobly wont end up in 1.4 because it breaks all the rules of script coding plus its not really sutable to include anyway)
So, if there are any other script changes that people have, let me know Smile
scripts.dll 1.4... [message #62713] Mon, 19 January 2004 22:36 Go to previous messageGo to next message
NeoSaber is currently offline  NeoSaber
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I've sent you an email with the code for the latest RenAlert scripts.

NeoSaber

Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
scripts.dll 1.4... [message #62736] Tue, 20 January 2004 05:36 Go to previous messageGo to next message
SomeRhino is currently offline  SomeRhino
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Just in case you guys didn't know, TDA_Stealth_Armor doesn't work client side. I know that it's probably unfixable since scripts are triggered by the host.

scripts.dll 1.4... [message #62738] Tue, 20 January 2004 05:45 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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SomeRhino

Just in case you guys didn't know, TDA_Stealth_Armor doesn't work client side. I know that it's probably unfixable since scripts are triggered by the host.


Yea...It looks like a stealth armor may never work Sad


"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx

scripts.dll 1.4... [message #62781] Tue, 20 January 2004 11:55 Go to previous messageGo to next message
Genocide is currently offline  Genocide
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Well hey aint that about a bitch...

I wanted these to stay secret for FOF but oh well i guess the publics going to see them now:

Capture The Hand -
When player enteres other players flag zone, the player gets the flag, then the cage becomes empty (hence on enter create zone, creation will be empty cage), when entering their own base, they have to enter their flag zone, once entered their flag zone the hand or (flag) will show up in the cage, and visa versa

Switch Animation Zone -

Once entering a specific zone, the main animation is changed, for instance
once walking in the zone u will change to a swimming animation.



Cirtain Player Stance On Vehicles-
When entering a vehicle, the player/s inside show up with a specified
stance. (We talked about this, and you said it was in production)


Fist Of Fate Renegade Mod:
http://fof.deadlyfear.com
scripts.dll 1.4... [message #62783] Tue, 20 January 2004 12:04 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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Genocide!

Cirtain Player Stance On Vehicles-
When entering a vehicle, the player/s inside show up with a specified
stance. (We talked about this, and you said it was in production)



Also, would it possible to enable the transition animations?
You get in, you jump in the vehicle. You get out, you step out the vehicle.
scripts.dll 1.4... [message #62786] Tue, 20 January 2004 12:17 Go to previous messageGo to next message
Genocide is currently offline  Genocide
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Thats already possible, Somerhino did it on his extras buggy.

Fist Of Fate Renegade Mod:
http://fof.deadlyfear.com
scripts.dll 1.4... [message #62788] Tue, 20 January 2004 12:28 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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Genocide!

Thats already possible, Somerhino did it on his extras buggy.


Really? But how it was done?
scripts.dll 1.4... [message #62793] Tue, 20 January 2004 13:10 Go to previous messageGo to next message
[REHT]Spirit is currently offline  [REHT]Spirit
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Now that I think about it.....it's pretty simple.

When you leave a vehicle, you send a message to the vehicle, same when you enter. All ya need to do is make an ActionParams structure and set it up to play the right animation.
scripts.dll 1.4... [message #62800] Tue, 20 January 2004 13:55 Go to previous messageGo to next message
Majiin Vegeta is currently offline  Majiin Vegeta
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SomeRhino

Just in case you guys didn't know, TDA_Stealth_Armor doesn't work client side. I know that it's probably unfixable since scripts are triggered by the host.


i knew that a while back when i was making a map.. i got bored when i found out the stealth armor would not work Sad
scripts.dll 1.4... [message #62817] Tue, 20 January 2004 15:21 Go to previous messageGo to next message
SomeRhino is currently offline  SomeRhino
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Genocide!

Thats already possible, Somerhino did it on his extras buggy.


Naw, it doesn't actually work in-game. The farthest I made on doing transition animations would only work on vehicles that you knew the ID number of, and involved several scripts and a text cinematic. It would work on vehicles placed on the map, but not vehicles constructed by a factory, so I threw that out and the extras buggy now has a first-person view instead. I think the testers enjoy that one more anyway.


scripts.dll 1.4... [message #62821] Tue, 20 January 2004 16:00 Go to previous messageGo to next message
[REHT]Spirit is currently offline  [REHT]Spirit
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SomeRhino

Genocide!

Thats already possible, Somerhino did it on his extras buggy.


Naw, it doesn't actually work in-game. The farthest I made on doing transition animations would only work on vehicles that you knew the ID number of, and involved several scripts and a text cinematic. It would work on vehicles placed on the map, but not vehicles constructed by a factory, so I threw that out and the extras buggy now has a first-person view instead. I think the testers enjoy that one more anyway.


Can't you then make it work in a new script, that way the ID isn't needed?
its bring worked on [message #62851] Tue, 20 January 2004 19:26 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Ways to do transitions and open-top vechicles and stuff are being worked on...

Its just a matter of figuring out which of the various animation commands works properly in MP (Action_Play_Animation may work, we dont know yet. Set_Animation is confirmed to work since thats what Text Cinematics use) then using the right things on it.

Also, if Set_Model works in MP, that opens up even more possibilities Smile
scripts.dll 1.4... [message #62854] Tue, 20 January 2004 19:42 Go to previous messageGo to next message
xptek_disabled is currently offline  xptek_disabled
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Would it be possible to attach a script to a zone so becons wouldnt be able to be planted in that zone?
scripts.dll 1.4... [message #62858] Tue, 20 January 2004 19:59 Go to previous messageGo to next message
Deafwasp is currently offline  Deafwasp
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Well that would be down right stupid.
scripts.dll 1.4... [message #62863] Tue, 20 January 2004 20:57 Go to previous messageGo to next message
xptek_disabled is currently offline  xptek_disabled
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Deafwasp

Well that would be down right stupid.


No, it has some use, I have some buildings on a mod I'm working on that I dont want beaconed. Using this I could disallow beacons in that certain area.

Cool
scripts.dll 1.4... [message #62865] Tue, 20 January 2004 21:00 Go to previous messageGo to next message
Imdgr8one is currently offline  Imdgr8one
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SomeRhino

Genocide!

Thats already possible, Somerhino did it on his extras buggy.


Naw, it doesn't actually work in-game. The farthest I made on doing transition animations would only work on vehicles that you knew the ID number of, and involved several scripts and a text cinematic. It would work on vehicles placed on the map, but not vehicles constructed by a factory, so I threw that out and the extras buggy now has a first-person view instead. I think the testers enjoy that one more anyway.

You bet your ass we did Smile


For all web hosting needs, visit BBFWeb
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cant be done [message #62866] Tue, 20 January 2004 21:01 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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there is no way to stop beaconing Sad
Re: cant be done [message #62868] Tue, 20 January 2004 21:12 Go to previous messageGo to next message
xptek_disabled is currently offline  xptek_disabled
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jonwil

there is no way to stop beaconing Sad


Sad Ah well, was worth a shot, I'll just have tofind another way around it...
scripts.dll 1.4... [message #62869] Tue, 20 January 2004 21:14 Go to previous messageGo to next message
IRON FART
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I got a good game-mode. This is present in UT2003:

Forgot what it was called but oh well.

On a map there are 2 special zones. They begin neutral. One team has to activate (walking into it) both zones to score a point. Once a player has activated a zone, (say GDI activated it) It will turn a yellow-gold color. That player will have to defend the spot until someone from Nod walks into it and claims it for Nod. or someone else from GDI claims the other Zone also for GDI and GDI scores a point.

Some teamwork is required to play. Simple idea really.

OT: How are you making the scripts? And how would you go about scripting a game mode for example. I understand scripting cinematics or flybys easy enough, but not something interactive and consistent through the game.

[Updated on: Tue, 20 January 2004 21:31]

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good gamemode idea [message #62870] Tue, 20 January 2004 21:18 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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And, its actually possible too.

How does the game know when to end?
scripts.dll 1.4... [message #62871] Tue, 20 January 2004 21:30 Go to previous messageGo to next message
IRON FART
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Time limit or score. Score limit can be set in the making of the map. (Not the best way, I know)

Say something like 40 minutes or 30 points; whichever comes first.

[Updated on: Tue, 20 January 2004 21:41]

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ok, cool [message #62872] Tue, 20 January 2004 21:34 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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I can do that.
Using JFW_User_Settable_Parameters (a script that few people seem to use for some wierd reason), it would be possible to set both the points and time from the server.
scripts.dll 1.4... [message #62876] Tue, 20 January 2004 21:40 Go to previous messageGo to next message
IRON FART
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Of course!
How could I forget JFW_User_Settable_Parameters?

Razz
scripts.dll 1.4... [message #62894] Wed, 21 January 2004 01:31 Go to previous messageGo to previous message
Blazer is currently offline  Blazer
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Administrator/General

I think that mode was called Domination? To win you had to have the majority of the zones turned your color for a certain amount of time.
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