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scripts.dll 1.5.1/1.6 [message #77363] Thu, 08 April 2004 18:59 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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I did better than that, I fixed those 2 lines to not crash Smile
your code contained a bug Smile


Jonathan Wilson aka Jonwil
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scripts.dll 1.5.1/1.6 [message #77372] Thu, 08 April 2004 19:09 Go to previous messageGo to next message
[REHT]Spirit is currently offline  [REHT]Spirit
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Ehm.................stop embarrasing me in public!!!!! Razz

Yea I relised how stupid that code was today when talking to DarkOmen about it and tried to improve it but it doesn't seem that it'll move the driver once ejected. Is that working for you?
scripts.dll 1.5.1/1.6 [message #77385] Thu, 08 April 2004 19:21 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Dont know, havent tried it
I have sent you a zip containing the current source code.
If you could test such things as you think need testing (the sensor array scripts for example and this one) just to confirm everything is working, that would be good.
I am having email issues right now so post here with anything to do with the test (e.g. code fixes)
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Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
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Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
scripts.dll 1.5.1/1.6 [message #77427] Thu, 08 April 2004 20:22 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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ok, vloktboky confirms that he has nothing to submit.
NeoSaber, waiting to hear on that.
Also, Mad Ivan has some stuff from his RA2 mod that will be in 1.6.

BTW [REHT]Spirit, you need to learn how to use the Get_ID command and the Find_Object command. Look at the sensor scripts to see what I mean.


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 #77484] Thu, 08 April 2004 22:29 Go to previous messageGo to next message
TheKGBspy is currently offline  TheKGBspy
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jonwil

Also, Mad Ivan has some stuff from his RA2 mod that will be in 1.6.

*cough*TheKGBspy*cough*


Ra2: Vengeance Project lead(it's Dead... sorry)
An empty Ghost since 2005.
scripts.dll 1.5.1/1.6 [message #77487] Thu, 08 April 2004 22:54 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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NeoSaber is going to have some RenAlert stuff ready to go.
Also, I will be working on fixing the visible person in vechicle logic and also implementing visible person in vechcile based on what sort of infantry gets into the vechicle.


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 #77489] Thu, 08 April 2004 23:10 Go to previous messageGo to next message
SomeRhino is currently offline  SomeRhino
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jonwil

Also, I will be working on fixing the visible person in vechicle logic and also implementing visible person in vechcile based on what sort of infantry gets into the vechicle.


Awesome, thanks a million, Jon. Do you think that, instead of using a table that links presets to models, would it be possible to have it draw a "real object" of the preset that entered the vehicle, while attaching M00_Disable_Physical_Collision to the real object to prevent obstruction from the worldbox? I would think that would be easier to work with on your part if it worked at all. If not, how many different presets will you allow, and will it work for two seats?

Anyways, however you do it, I'm very glad that I will be able to include this in Sole Survivor now. Thanks.


scripts.dll 1.5.1/1.6 [message #77490] Thu, 08 April 2004 23:13 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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Don't forget the enter and exit anims... how you're going to do that and how you are going to delay taking control of the vehicle so you can't drive before you're in the vehicle?
scripts.dll 1.5.1/1.6 [message #77492] Thu, 08 April 2004 23:22 Go to previous messageGo to next message
SomeRhino is currently offline  SomeRhino
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SeaMan

Don't forget the enter and exit anims... how you're going to do that and how you are going to delay taking control of the vehicle so you can't drive before you're in the vehicle?


Although that's a nice effect, I don't know if that's entirely necessary, one reason being if you enter the vehicle from the opposite side, then your character suddenly appears on the other side of the vehicle climbing in. It would take probably more than 20 parameters to set up a vehicle to use these things as well. I won't be upset if this feature is not included.


scripts.dll 1.5.1/1.6 [message #77493] Thu, 08 April 2004 23:26 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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The script doesnt handle enter and exit anims.
Before I can do anything, I have to get the base script working first (i.e. the model problem SomeRhino mentioned)

As for matching models to presets, it will, on entry, send a custom to the entering object.
The entering object will create the model and send another custom back with its ID. Therefore, each infantry unit needs a new script on it to tell what model to create and etc.
Something like that anyway.


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 #77495] Thu, 08 April 2004 23:34 Go to previous messageGo to next message
SomeRhino is currently offline  SomeRhino
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Sounds like a good plan. There will be an unlimited number of different preset/model configurations then?

scripts.dll 1.5.1/1.6 [message #77507] Fri, 09 April 2004 01:09 Go to previous messageGo to next message
drunkill is currently offline  drunkill
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thats good then, so if ya do get animations, it will rock. and that if its a 2 person vec with windows? well you see more? and i also saw that SS screenshot with the flamer and commando in the buggy (looks good) so if ya do get it working, will you see any body movments whle in the vel? like a hand out the side, or maby somthing inside the car, like a passenger looking around?

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scripts.dll 1.5.1/1.6 [message #78003] Fri, 09 April 2004 16:37 Go to previous messageGo to next message
[REHT]Spirit is currently offline  [REHT]Spirit
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jonwil

BTW [REHT]Spirit, you need to learn how to use the Get_ID command and the Find_Object command. Look at the sensor scripts to see what I mean.


Ah, whoops......

Oh well, anyhow, me and DarkOmen betaed that new dll, the command doesn't seem to work as well as our way of doing it. I belive it's because the driver doesn't exist when the vehicle is being killed, or something to that extent. So I guess the leave offset code can be taken out (in the on killed and some junk in the custom that just needs the "if blah { pilotID = 0; }" instead of all the other junk in the if statement).

I'll let ya know if something turns up though.
scripts.dll 1.5.1/1.6 [message #78021] Fri, 09 April 2004 16:49 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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ok, can you tell me exactly which code to remove and which not to remove?
Better yet, paste the 2 changed functions here?

Just to be sure I remove only the right bits 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 #78098] Fri, 09 April 2004 17:33 Go to previous messageGo to next message
[REHT]Spirit is currently offline  [REHT]Spirit
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Sure, no problem Smile

void Reborn_Deployable_Vehicle::Custom(GameObject * obj,int message,int param,GameObject * sender)
{
	Vector3 nppos;
	Vector3 vpos;
	if (message == 1000000028) {
		pilotID = Commands->Get_ID(sender);
	}
	if (message == 1000000029) {
		pilotID = 0;
		nppos = Get_Vector3_Parameter("LeaveOffset");
		vpos = Commands->Get_Position(obj);
		nppos.X += vpos.X;
		nppos.Y += vpos.Y;
		nppos.Z += vpos.Z;
		Commands->Set_Position(sender,nppos);
	}
}

can become

void Reborn_Deployable_Vehicle::Custom(GameObject * obj,int message,int param,GameObject * sender)
{
	if (message == 1000000028) {
		pilotID = Commands->Get_ID(sender);
	}
	if (message == 1000000029) {
		pilotID = 0;
	}
}


and

void Reborn_Deployable_Vehicle::Killed(GameObject * obj,GameObject * shooter)
{
	if (pilotID != 0)
		Commands->Set_Position(Commands->Find_Object(pilotID),Get_Vector3_Parameter("LeaveOffset"));
}


can be deleted completely actually.

Probally also want to change
ScriptRegistrant<Reborn_Deployable_Vehicle> Reborn_Deployable_Vehicle_Registrant ("Reborn_Deployable_Vehicle","Animated_Preset:string,Explosion_Preset:string,LeaveOffset:Vector3");

to
ScriptRegistrant<Reborn_Deployable_Vehicle> Reborn_Deployable_Vehicle_Registrant ("Reborn_Deployable_Vehicle","Animated_Preset:string,Explosion_Preset:string");


so the parameter is taken out and people aren't as confused (I say as I write a post full of C++ code in a public forum).
complete list of changes for 1.6 [message #78261] Sat, 10 April 2004 01:10 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Here is a (as of now) complete list of changes for 1.6.
some have yet to be written and some need testing but all should (assuming they work) be in 1.6.
Scripts by TheKGBSpy (already coded, some tweaks left)
Ra2Ven_MirageTank script for a RA2 mirage tank.
Ra2Ven_VehicleFalling script to cause damage to a vechicle when it falls.
Ra2Ven_DemoTruck script for a Demo Truck (hopefully this will be sufficiant for RenAlert)
He is working on more scripts for his RA2 mod and he has told me that he will release all scripts he writes when they are finished except for certain specual ones being used for some "very special" gameplay features which I am keeping secret at his request (i.e. everything to do with specific units will be released)
also, he is going to fix a problem with the reborn deploy script (something to do with deploying on uneven terrain)

New RenAlert scripts by NeoSaber:
RA_Helipad_Zone (reload script for helipads)
RA_MineLayer (mine layer script)
RA_Mine (script for mines)
RA_Mine_Manager (manager for mines)
RA_ObjectDeath_OnCreate (This script is designed to create a new object at the location of another object's creation, then kill the script generated object to make use of its KilledExplosion setting to place a sound on the map.)
Also, fix to the thief script to take cash from the soviets.

New scripts by Spirit
NHP_Sensor_Array_Zone (script for a Sensor Array zone)
NHP_Senserable_object (script for a sensorable object)

New stuff still to do:
JFW_Object_Draw_In_Order_2 (starts at another number than 0)
JFW_X_Customs_Send_Custom (sends a custom when it recieves another custom x times)
fix bugs in JFW_Visible_Person_In_Vechicle
fix bugs in JFW_Visible_People_In_Vechicle
new script, JFW_Person_Model (this goes on the person and is used to create the person model for the per-preset visible people script)
new script, JFW_Visible_Person_In_Vechicle_Preset (this is for the vechicle)
new script, JFW_Visible_People_In_Vechicle_Preset (this is for the vechicle)
fix bugs in JFW_Guard_Duty
new scripts for doing a "force shield" like in YR (basicly, will activate somehow, then make all buildings back to full health and stay invulnerable against all things that dont kill it in one hit then once its over, it stops being invulnerable anymore). Works like the con yard, one script on each building and one on the central building. Effect will be triggered by walking into a zone. Settable limit for how long it will last for and how long it takes to charge up and so on.
new script, JFW_Dreate_Destroy_Object_On_Custom. Basicly, this will create a preset when sent one custom and destroy it when sent another.
new script, JFW_Dreate_Destroy_Object_On_Custom_Animate. Basicly, this will create a preset when sent one custom and destroy it when sent another.
This one plays an animation on the object also (with settable loop flag)
new script, JFW_Dreate_Destroy_Object_On_Custom_Animate_2. Basicly, this will create a preset when sent one custom and destroy it when sent another.
This one plays one animation (no loop) when it starts and another one (also no loop) just before it is destroyed.
new script, JFW_Set_Model_On_Custom. Sets the model of whatever its attatched to to whatever the parameter specified is.
new script, JFW_Set_Model_Animation_On_Custom. basicly, same as JFW_Set_Animation_On_Custom and JFW_Set_Model_On_Custom in one script.
new script, JFW_Custom_Send_Custom. Sends a custom to another object when it gets a custom. Great for using with System Messages (such as collect powerup)
fix to JFW_Enable_Disable_Animation_On_Custom so that if you send it the enable custom and its already enabled, it does nothing.
Same with if you send it the disable custom and its already disabled.

There are some nice effects possible with the animation scripts (specificly JFW_Set_Animation_On_Custom and JFW_Enable_Disable_Animation_On_Custom) when combined with other scripts.
For example, combining JFW_Death_Send_Custom and JFW_Set_Animation_On_Custom lets you have an animation for when the power is down. Or when the bulding itself has been destroyed.
And combining JFW_Startup_Custom, JFW_Death_Send_Custom and JFW_Enable_Disable_Animation_On_Custom allows you to have a building with an animated portion (such as a radar dish that rotates) only while the building is still alive.

I predict that, as more people figure out how to use them to their full potential, the animation scripts are going to open big doors for renegade modders.

Oh and sorry to TheKGBSpy for calling him MadIvan by mistake.


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: Sat, 10 April 2004 20:43]

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scripts.dll 1.5.1/1.6 [message #78551] Sat, 10 April 2004 18:51 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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ok, thanks to vloktboky, we have a nice, fully functional script for doing AI harvesters without any limitations. You even get animations both at docking and while harvesting.
Looks very cool too.
Only thing is that the harvester doesnt get created at the WF, it spawns in the harvester bay of the refinery.
Not much that can be done about that.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
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Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
scripts.dll 1.5.1/1.6 [message #78585] Sat, 10 April 2004 21:12 Go to previous message
jonwil is currently offline  jonwil
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I have had to abandon the script idea of checking for repairing vs not repairing because there is no way to make it work in all situations. I can detect each time a building is shot with the repair gunbut I dont know when the repairing stops. (in fact, its hard to define when it stops because it may stop when someone stops firing and then start again shortly after)

but for the idea I had, I can use this new script idea: JFW_Damaged_Send_Custom_Amount.
Basicly, this script takes one flag for greater than or less than and another value for the damage amount. Then, it will send the custom based on the greater than or less than flag and whether the damage amount is greater than or less than the amount specified.
So, what you can do is to have JFW_Damaged_Send_Custom_Amount send a custom only when damage < 0 (i.e. repairing is happening). Then, you can have it so that you have a very short animation (just 2 fast frames of e.g. an icon blinking from on to off) then use that animation with JFW_Set_Animation_On_Custom and set loop to false.
So, with jsut 2 scripts, you can have visual cues that a building is being repaired.


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
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