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scripts.dll 1.5.1/1.6 [message #76367] Tue, 06 April 2004 04:47 Go to next message
jonwil is currently offline  jonwil
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General (3 Stars)

I may be working on either a 1.5.1 or 1 .6

I want all script ideas, you have untill this weekend to make suggestions.

I am giving highest priority to the things SomeRhino needs for his mod.
Folowing that are any scripts that the RenAlert team needs for their mod.
And then, any general scripts, with preference given based on ease of implementation and on what people want the scripts for.
Bug fixes (if any are required) get a higher priority than new scripts.

Also, if anyone has any code of their own to contribute, you must send it by this weekend also.
scripts.dll 1.5.1/1.6 [message #76386] Tue, 06 April 2004 09:45 Go to previous messageGo to next message
Slash0x is currently offline  Slash0x
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Is there any way you can make a script that does the teleporting, but does it to random spots (let's just say 6 points).

What about a KOTH script? A script that has a scriptzone that if someone is in that area for a certain amount of time, it grants points and a sound for confirmation.

I'm just suggesting ideas. Razz


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scripts.dll 1.5.1/1.6 [message #76423] Tue, 06 April 2004 13:16 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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Theres already a random Teleport script...check 1.5

I'd like to see Vlokt's new CTF scripts


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

scripts.dll 1.5.1/1.6 [message #76426] Tue, 06 April 2004 13:27 Go to previous messageGo to next message
[REHT]Spirit is currently offline  [REHT]Spirit
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I have a sensor array script in the works, may be able to send it to you by then.

Just makes a 3D sound if certain presets enters a zone, stops when a certain custom is sent, and stops the sound when the presets leave.
scripts.dll 1.5.1/1.6 [message #76432] Tue, 06 April 2004 13:45 Go to previous messageGo to next message
gibberish
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Titan1x77

I'd like to see Vlokt's new CTF scripts


Vlokt's new CTF scripts use a hard coded Hex Address which means if you include that particular piece of code it will only work on a FDS it may even crash a non-FDS game.
scripts.dll 1.5.1/1.6 [message #76440] Tue, 06 April 2004 14:25 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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General (1 Star)
gibberish

Titan1x77

I'd like to see Vlokt's new CTF scripts


Vlokt's new CTF scripts use a hard coded Hex Address which means if you include that particular piece of code it will only work on a FDS it may even crash a non-FDS game.


He was working on converting it for use with scripts1.5

It was then stated it might be worked on for 1.6

So maybe he's trying to get it right for use with Custom maps??


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

scripts.dll 1.5.1/1.6 [message #76450] Tue, 06 April 2004 15:37 Go to previous messageGo to next message
Cebt is currently offline  Cebt
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how about a script for AI players so they only attack other AI players... i could use that

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scripts.dll 1.5.1/1.6 [message #76468] Tue, 06 April 2004 17:13 Go to previous messageGo to next message
SomeRhino is currently offline  SomeRhino
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Cebt

how about a script for AI players so they only attack other AI players... i could use that


They do, as long as they are on different teams and use innate behavior.

I have another suggestion for a script in addition to the one I asked for earlier, Jon. Basically, it's a clone of JFW_Object_Draw_in_Order, except that there is an added variable that allows you to set what number to start from. So, if you wanted to start drawing from model34.w3d, your base name would be "model," and you would put "34" into the StartNumber or whatever you call the variable. My mod doesn't require this script, but it would make some things a lot easier to set-up if you had the time to write it.

Also, I would like a clone of JFW_Visible_People_in_Vehicle, but that identifies the model to draw by the preset that entered the vehicle. I have heard that NeoSaber is working on that one, but I'm unsure.

As usual, I'm available to test the new scripts when you are done.

Thanks.


scripts.dll 1.5.1/1.6 [message #76489] Tue, 06 April 2004 18:41 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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General (3 Stars)

SomeRhino, remind me again what the other script you wanted was...
As for identifying the model to draw based on the preset, its possible but would require a large table that maps preset names to models.

The clone of JFW_Object_Draw_In_Order is possible.

Also, what about those bugs you found, remind me again what they are...


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
scripts.dll 1.5.1/1.6 [message #76510] Tue, 06 April 2004 19:48 Go to previous messageGo to next message
SomeRhino is currently offline  SomeRhino
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JFW_X_Customs_Send_Custom
After recieving the same custom X amount of times, send a custom to another object.

Bug: JFW_Visible_Person_in_Vehicle
When the player enters the vehicle, the model is drawn correctly, but the vehicle gets aligned to the world axis and is stuck, not being able to move. I tried this with a model without a worldbox or the projectile collision boxes, but it didn't fix anything. It's not necessary to fix this if NeoSaber has a working version, because I think I'll need to use one that draws models based on the preset that entered.

Bug: JFW_Guard_Duty
This worked great in scripts 1.4, but in 1.5 the script somehow got messed up. Vehicles follow their waypaths at about 0.1 MPH now, and only when the player is in their sight I believe. I restored scripts 1.4 to confirm that I hadn't changed anything, and the script worked properly again.


scripts.dll 1.5.1/1.6 [message #76519] Tue, 06 April 2004 20:02 Go to previous messageGo to next message
NeoSaber is currently offline  NeoSaber
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I haven't had time yet to work on a script for matching models to presets. I've been too busy getting the new RenAlert vehicle models rigged, and getting some other scripts written/tested. So jonwil can work on that script if he wants. Very Happy

NeoSaber

Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
scripts.dll 1.5.1/1.6 [message #76563] Wed, 07 April 2004 01:21 Go to previous messageGo to next message
Alkaline is currently offline  Alkaline
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Deleted
Workind Stealth Generator Zones that work on FDS would be good.

e.g Hybrid_forest, the stealth generators do not work on a dedicated server, only on NON dedicated servers. Anyone know whats up with that?


scripts.dll 1.5.1/1.6 [message #76567] Wed, 07 April 2004 01:36 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Basicly stealth logic is brokwn and cant be fixed without the source code to renegadfe (which we dont have)

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
scripts.dll 1.5.1/1.6 [message #76576] Wed, 07 April 2004 03:41 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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Any news on vlokt's CTF?

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

scripts.dll 1.5.1/1.6 [message #76593] Wed, 07 April 2004 05:45 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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If Vloktboky has the CTF ready in time, good, it goes in.
Basicly, whatever Vloktboky has thats ready will go in.

So, Vloktboky, I need to know what scripts are likely to be done in time for 1.6.
Whats happening with your CTF stuff?

Also, NeoSaber, I need to know from you, what scripts you are working on, what will be ready for 1.6, what you plan to implement etc etc etc.
Basicly, its likely that 1.6 will be the last release for a while (basicly, its some stuff SomeRhino wants for his mod, any stuff the RenAlert team needs for the new version of their mod plus a few other bits and pieces.

The deadline of "this weekend" still applies, if I havent heard from you by then (looking at you Vloktboky and NeoSaber), no dice Smile


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
scripts.dll 1.5.1/1.6 [message #76600] Wed, 07 April 2004 06:52 Go to previous messageGo to next message
laeubi is currently offline  laeubi
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It seems there is a bug in the Teleporter

a) it seems not to work in MP

b)
Quote:


alertren(renagade1221@hotmail.com)
Hello Laeubi, I made a map where you get teleported up a hill, this works fine. the problem is when i make a teleporter for going down the soldier just dies, it is asif i am just falling from the hill, please help me on this problem, thank you


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scripts.dll 1.5.1/1.6 [message #76672] Wed, 07 April 2004 12:40 Go to previous messageGo to next message
[REHT]Spirit is currently offline  [REHT]Spirit
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Just to verify, you got the e-mail with the new NHP script sensor scripts right? Should have that and a few bug fixes for other scripts from me in the zip file.
scripts.dll 1.5.1/1.6 [message #76700] Wed, 07 April 2004 15:24 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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Teleporters work fine in MP...

The lower distance spawn act's like a jump....you have to leave at most 3 meters above the ground for them not to die.


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

scripts.dll 1.5.1/1.6 [message #76757] Wed, 07 April 2004 18:02 Go to previous messageGo to next message
Slash0x is currently offline  Slash0x
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Titan1x77

Teleporters work fine in MP...

The lower distance spawn act's like a jump....you have to leave at most 3 meters above the ground for them not to die.


Or you get stuck into something... Crying or Very Sad WAH!!!!! Razz


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scripts.dll 1.5.1/1.6 [message #76802] Wed, 07 April 2004 19:16 Go to previous messageGo to next message
SuperFlyingEngi is currently offline  SuperFlyingEngi
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I don't know if you've made this or not, but if you haven't:

The script would work like this:

A special weapon in the inventory would act like a targeting laser.

When you shoot the weapon, the place you aimed at gets a dropped on top of it by a C-130 in 20 seconds or whatever.


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scripts.dll 1.5.1/1.6 [message #76808] Wed, 07 April 2004 19:47 Go to previous messageGo to next message
drunkill is currently offline  drunkill
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i was wondering, a script, kinda like CTF but a little diffrent, i got the idea from Call of Duty, and i think alot of people would have a nice time trying it out.

basically, 1-5 objects, one team needs to protect them, the other needs to get them, (in CoD there radio parts) when the team that needs them, brings them back to the zone, they win that round, and the host could say, 10 rounds before changing maps, or somthing like that. so its kind of CTF but the objects need to go to the zone, and when they do, the enemy cant take them back. And, if you really want to, make a script so when lets say Nod steals the object, and dies. GDI can carry it back to there own Zone, and put them back into place.

for this to work, you will also need them to be on the radar, and a message saying 'Nuclear control rods taken" or what ever object, and if the other team returns them "nuclear rods returned"

i was just wondering if thats possible.


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scripts.dll 1.5.1/1.6 [message #76832] Wed, 07 April 2004 21:09 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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I did get the new sensor scripts and stuff.
Also, the teleporter scripts do work in MP (unless there is a bug)
As for the problems with death/distance/whatever, I dont know why they happen.
Game engine limitations I suspect.
SuperFlyingEngi, your script idea is, sadly, not possible with renegade as it is now.
drunkill, your idea is probobly possible somehow.
However, it would be a large task and I do not have the time to implement it Sad


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
scripts.dll 1.5.1/1.6 [message #76950] Thu, 08 April 2004 07:47 Go to previous messageGo to next message
drunkill is currently offline  drunkill
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oh well, thats alrihgt, i was not going to use it personally (coz i cant make maps hehe) i was just thinking of a new game type that would intrest the community, oh well. mabye in a while.

Promotional Artist for Red Alert: A Path Beyond



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scripts.dll 1.5.1/1.6 [message #77194] Thu, 08 April 2004 15:51 Go to previous messageGo to next message
[REHT]Spirit is currently offline  [REHT]Spirit
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BTW JonWil, an issue's been found with the latest deploy script. Apperantly the offset thing for on deploy, to prevent people from getting stuck, does not work and instead crashes the game (oh boy).

In Reborn.cpp, inside the function "Reborn_Deployable_Vehicle::Killed", there's a line that says something like

     if (pilotID != 0)
          Commands->Set_Position(&pilotID,Get_Vector3_Parameter("LeaveOffset"));


Just take out those 2 lines and the script shouldn't crash anymore. Just figured I'd tell you this since your e-mail is down.

*walks off feeling reeeeeaalllly stupid*
scripts.dll 1.5.1/1.6 [message #77280] Thu, 08 April 2004 17:13 Go to previous messageGo to previous message
Deth7 is currently offline  Deth7
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[REHT

Spirit]BTW JonWil, an issue's been found with the latest deploy script. Apperantly the offset thing for on deploy, to prevent people from getting stuck, does not work and instead crashes the game (oh boy).

In Reborn.cpp, inside the function "Reborn_Deployable_Vehicle::Killed", there's a line that says something like

     if (pilotID != 0)
          Commands->Set_Position(&pilotID,Get_Vector3_Parameter("LeaveOffset"));


Just take out those 2 lines and the script shouldn't crash anymore. Just figured I'd tell you this since your e-mail is down.

*walks off feeling reeeeeaalllly stupid*


Omg, look its spirit.


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