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Forum: Mod Release Forum
 Topic: [SSGM Plugin] EvacPlugin
[SSGM Plugin] EvacPlugin [message #492576] Tue, 10 October 2017 16:11
Neijwiert  is currently offline Neijwiert  
Messages: 107
Registered: October 2009
Recruit
From: *direct-adsl.nl
This plugin is used to evacuate n amount of soldiers (they will be destroyed once they are evacuated)

It contains the following scripts:
- GK_Evac_Monitor
Script parameters:
- NotifyObjId: The ID of an object which receives some customs to react upon what is happening with the evac
GK_CUSTOM_EVENT_EVAC_FAILED: when the evac failed. The param specifies the reason Param:
GK_EVAC_FAILED_REASON_CANCELED: when the evac is canceled via custom
GK_EVAC_FAILED_REASON_PERSON_FAILED_TO_MOVE_TO_EVAC_LOCATION: when an evac person failed to move to the evac location
GK_EVAC_FAILED_REASON_CHOPPER_KILLED: when the evac chopper is killed
GK_EVAC_FAILED_REASON_TOO_MANY_EVAC_PERSON_DEATHS: when too many evac persons died
GK_CUSTOM_EVENT_EVAC_PERSON_KILLED: when an evac person is killed. The param is the person's id.
GK_CUSTOM_EVENT_EVAC_PERSON_FAILED_TO_MOVE_TO_EVAC_LOCATION: when an evac person failed to move to the evac location. The param is the person's id.
GK_CUSTOM_EVENT_EVAC_PERSON_EVACUATED: when an evac person is evacuated. The param is the person's id.
- MaxEvacPersonDeaths: the maximum of evac persons that can die before it is considered failed
- TransportPreset: the preset name for the evac chopper
- CanChopperBeSeen: If objects with Enable_Enemy_Seen can see the chopper
- CanChopperBeDamaged: Can the chopper be damaged at all
- GK_Evac_Person
Script parameters:
- MonitorObjId: The id of the monitor object (GK_Evac_Monitor)

Below scripts are also included, but they are used internally and don't need to be manually attached. I will not explain their script parameters.
GK_Evac_Anim_Cinematic
GK_Evac_Chopper_Cinematic_Item
GK_Evac_Generic_Cinematic_Item
GK_Evac_Troop_Bone

Example:

GameObject *evacMonitor = Commands->Create_Object("Invisible_Object", Vector3()); 
int evacMonitorId = Commands->Get_ID(evacMonitor); 
Commands->Attach_Script(evacMonitor, "GK_Evac_Monitor", "0, 1, GDI_Transport_Helicopter_Flyover, 1, 0");

GameObject *evacPerson1 = Commands->Create_Object("GDI_MiniGunner_0", Vector3()) 
Commands->Attach_Script(evacPerson1, "GK_Evac_Person", StringClass::getFormattedString("%d", evacMonitorId));

GameObject *evacPerson2 = Commands->Create_Object("GDI_MiniGunner_0", Vector3()) 
Commands->Attach_Script(evacPerson2, "GK_Evac_Person", StringClass::getFormattedString("%d", evacMonitorId));


Then all you need to do is send a custom to the evac monitor GK_CUSTOM_EVENT_EVAC_INITIATE_EVAC

I based this on the logic of the evacuations in M01 and I improved it. The scripts should be singleplayer compatible. (Save/Loading working). You also have the ability to cancel an ongoing evacuation with the custom GK_CUSTOM_EVENT_EVAC_CANCEL_EVAC.

SOURCE CODE: https://github.com/Neijwiert/C-C-Renegade-EvacPlugin

EDIT: Oh the evac will take place at the location of the monitor.

UPDATE:
Fixed issue where an evac person could be killed/destroyed during evac and then the evac would not continue
Fixed an issue where the troop bone and evac person could get out of sync and the troop bone would finish before the evac person. This would cause a freeze in the evac sequence.

Also a nice video: https://youtu.be/Nifmw1LRoJI

Ignore the soldiers sometimes doing weird animations when being evaced, that's just the Renegade engine. I first evacuate alot of people and the second time I'm canceling the evacuation

[Updated on: Wed, 11 October 2017 05:38]

 Topic: Fixed water shader for C&C_Beach
Fixed water shader for C&C_Beach [message #492074] Fri, 10 March 2017 12:05
dblaney1  is currently offline dblaney1  
Messages: 334
Registered: March 2014
Location: United States
Recruit
From: 130.156.89*
I am uploading this so servers don't have glitched out water on C&C beach. The shader settings on this water are incorrect and on recent Video drivers looks totally screwed up. I was able to editor the shader for the water to fix the issue so that it looks correct on all machines. Heres what it looked like before the fix and then after.

index.php?t=getfile&id=15383&private=0
index.php?t=getfile&id=15384&private=0

[Updated on: Fri, 10 March 2017 12:13]

 Topic: [MAP] Astrogade
[MAP] Astrogade [message #492067] Mon, 06 March 2017 11:28
Jerad Gray  is currently offline Jerad Gray  
Messages: 3721
Registered: July 2006
Location: USA
General (3 Stars)
From: 199.167.204*
Against all odds, one little ship managed to hold of all the asteroids that were hurdling towards Earth. Billions of people now praise you for taking part in the event that will soon be known as Astrogade.
https://www.youtube.com/watch?v=7JHpDHWSUvs
Requires Scripts 4.3 Final to be played.


Head Level editor and coder of ECW/Rp2. #2142::COOL#
 Topic: [MAP] Scorpion Hunters (version 1.1.5)
[MAP] Scorpion Hunters (version 1.1.5) [message #491829] Sun, 13 November 2016 10:08
Jerad Gray  is currently offline Jerad Gray  
Messages: 3721
Registered: July 2006
Location: USA
General (3 Stars)
From: *midco.net
GDI and Nod have been battling it out over a research facility built into the side of a Mountain. Nod recently captured the inside of the facility leaving GDI with little choice but to move in and wipe the Nod base off the side of the mountain.
index.php?t=getfile&id=15322&private=0
index.php?t=getfile&id=15323&private=0

[Updated on: Sun, 13 November 2016 10:32]


Head Level editor and coder of ECW/Rp2. #2142::COOL#
 Topic: Coop Beta 4.2.4 with 1.8.1 Dragonade
Coop Beta 4.2.4 with 1.8.1 Dragonade [message #491708] Sun, 14 August 2016 18:04
zunnie  is currently offline zunnie  
Messages: 2956
Registered: September 2003
Location: Netherlands
General (2 Stars)
From: *cm-4-4a.dynamic.ziggo.nl
https://multiplayerforums.com/files/file/9-coopbeta/


http://coop.allnoobs.com/images/renegade_coop_signature.png

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ModDB: Renegade-Coop
 Topic: Tiberium Crystal War 2 Test Client
Tiberium Crystal War 2 Test Client [message #491322] Fri, 20 November 2015 20:15
zunnie  is currently offline zunnie  
Messages: 2956
Registered: September 2003
Location: Netherlands
General (2 Stars)
From: *cm-3-2d.dynamic.ziggo.nl
http://tcw.multiplayerforums.com/images/TCW2Test.png

Download Tiberium Crystal War 2.0 Test from the link below:
http://multiplayerforums.com/files/file/2186-tiberium-crystal-war-2-test-client/
http://www.indiedb.com/games/tcw-w3d/downloads/tiberium-crystal-war-2-test-clien t

Hello everyone,

Tiberium Crystal War 2.0 is nearing a first public release however we still need to do some real balance testing with more than 10 players at a time.
Most units, buildings and code are in place now and are functioning properly.

I am hoping that by releasing this Test Installation we will see some players join up from time to time to REALLY test the balance of the game.
We can hopefully pin down any major issues before we do a full public release upcoming January 2016.

Notes: There is currently no launcher available for this test version so you will need to edit the shortcut properties on your desktop and/or startmenu and change your nickname.
Next go into your StartMenu and run the TCW2 Configuration utility to set your resolution and options.
After that you can simple double click on the shortcut called Tiberium Crystal War 2 Test to have it join our test server.

Thanks everyone for joining and testing the client.
Be sure to register on our forums to report any issues you may have: http://www.multiplayerforums.com
You can join the IRC channel on IRC.CNCIRC.NET in #MPF-TCW and #MPF-TCW-Test

Thanks again.

[Updated on: Sat, 21 November 2015 02:22]


http://coop.allnoobs.com/images/renegade_coop_signature.png

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ModDB: Renegade-Coop
 Topic: mp_canyon_blackwall_fix
mp_canyon_blackwall_fix [message #490395] Sun, 25 January 2015 10:47
Gen_Blacky  is currently offline Gen_Blacky  
Messages: 3227
Registered: September 2006
General (3 Stars)
From: *bois.qwest.net
This might have been fixed in newer version of scripts. I have not noticed it in 4.2.
If you have the black wall behind the barracks on canyon you can use this to fix it.

Place mp_canyon+ folder in your data folder.




http://s18.postimage.org/jc6qbn4k9/bricks3.png
 Topic: mp_hrglas_emis_fix
mp_hrglas_emis_fix [message #490394] Sun, 25 January 2015 10:42
Gen_Blacky  is currently offline Gen_Blacky  
Messages: 3227
Registered: September 2006
General (3 Stars)
From: *bois.qwest.net
mp_hrglas_emis

This was annoying me so I went ahead and changed the projectile settings for the collision walls.
With this fix you hit the actual wall and not the collision wall.
The collision wall surface type was metal witch didn't make sense for the map.


http://s18.postimage.org/jc6qbn4k9/bricks3.png
 Topic: [Skin] Hotwire with Gucci backpack.
[Skin] Hotwire with Gucci backpack. [message #489610] Mon, 20 October 2014 10:32
ReLoaDeD  is currently offline ReLoaDeD  
Messages: 54
Registered: September 2007
Location: Netherlands
Recruit
From: *zeelandnet.nl
Created on my lazy sunday. Enjoy! Big Grin

index.php?t=getfile&id=15084&private=0

index.php?t=getfile&id=15083&private=0

[Updated on: Mon, 20 October 2014 11:19]


http://i107.photobucket.com/albums/m285/marcel_021/ReLoaDeDSig2.jpg

~~The MatriX Sniper~~
~~The MatriX ReLaX Funserver~~
Www.TheMatrixRen.com
Irc.TheMatrixServer.com
 Topic: [SSGM Plugin] MapTime
[SSGM Plugin] MapTime [message #488985] Mon, 11 August 2014 00:55
roszek  is currently offline roszek  
Messages: 285
Registered: June 2010
Recruit
From: *twcny.res.rr.com
A simple plugin that allows you to set set the time for individual maps.

[Plugins]
00=BanSystem.dll
01=Mute.dll
02=MapTime.dll


; --------------------------------------------------------------------------------------------------------------------------
; ------------------------------------------- Map Specific Configuration ---------------------------------------------------
; --------------------------------------------------------------------------------------------------------------------------
;Map time is set in minutes

[C&C_MapName1.mix]

MapTime=90 

[C&C_MapName2.mix]

MapTime=60

  • Attachment: MapTime.rar
    (Size: 11.23KB, Downloaded 159 time(s))

 Topic: [Map] C&C_Cairo_Day
[Map] C&C_Cairo_Day [message #483771] Wed, 02 October 2013 14:24
Lazy5686  is currently offline Lazy5686  
Messages: 254
Registered: November 2007
Recruit
From: *dhcp-dynamic.FibreOp.ns.bellaliant.net
The original map Cairo is not my creation, I simply made this new version of the map with a few changes. The original creator is Titan1x77 who made this back in 2003 (2004?) http://www.renegadeforums.com/index.php?t=usrinfo&id=133&
He has allowed me to modify and release it.

Reaver11 of Exodus allowed me to use the Hover MRLS model from his NitroMod but the original creator is Sgtmayer.
The orca bomber is not mine either but was borrowed from the map C&C_IslandsEVOS1.mix which is not even a flying map for some reason.

I did a fair amount of testing on most of the tweaks and additions. The biggest change would be a massive increase in the radius at which stealth tanks can be seen. This is a huge map, and they would be incredibly overpowered otherwise. Stealth black hands can also be seen at a larger distance.

Place the C&C_Cairo_Day.mix file in your Renegade data folder to use it. Although if you are running Tiberian Technologies' Scripts 4.0 then most major servers should be set up so that your client will automatically download the map when you try to join them. http://www.tiberiantechnologies.org/



EDIT: I'm going to make a few tweaks. Hover MRLS and TOW humvees have quite the long range. TOW humvees also have quite a bit of speed and do a lot of damage at range, I want to keep them about 450 credits so they will be slowed down a little bit and their range brought down to a more reasonable distance.

[Updated on: Tue, 08 October 2013 05:09]


The Scruffy, AngryCanadian with Vuvuzelas
-Jelly Games admin
http://i.imgur.com/7RiVG.jpg
 Topic: Renegade MP demo v1.05 hacked EXE
Renegade MP demo v1.05 hacked EXE [message #483028] Fri, 09 August 2013 05:07
iRANian  is currently offline iRANian  
Messages: 4268
Registered: April 2011
General (4 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
This is the Renegade MP demo v1.05 EXE hacked to remove the "gameplay pending" and to allow you to select and use maps other than C&C_Under. There are the following bugs:

1. When joining a server the name shown under the "Host:" info is your name instead of the owner's name. I had to break this to get joining servers running maps other than C&C_Under working.
2. Map looping is always enabled.
3. If you join a server and the map ends later on, your game will reload the current map instead of the next map. This causes your client to desync with the server if the next map isn't the same as the current map. This is because the MP demo doesn't send the next map info over the network, it always uses C&C_Under.

You need to have the MP demo v1.05 installed to use this exe. You can download the v1.05 demo here:

http://www.gamearena.com.au/downloads/details.php/command-and-conquer-renegade-m ultiplayer-demo



[Updated on: Fri, 09 August 2013 11:55]


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [SSGM 4.0 Plugin] MAPCH Console Command
[SSGM 4.0 Plugin] MAPCH Console Command [message #482874] Tue, 30 July 2013 11:07
iRANian  is currently offline iRANian  
Messages: 4268
Registered: April 2011
General (4 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
I've had this one on my HDD for ages, it's being used by the large servers for more than a year or so now, it should be fine.

This re-adds the MAPCH console command to the 4.0 FDS.

[Updated on: Tue, 30 July 2013 11:11]


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: Dragonade 1.0.1
Dragonade 1.0.1 [message #478066] Sun, 16 December 2012 17:42
Whitedragon  is currently offline Whitedragon  
Messages: 829
Registered: February 2003
Location: California
Colonel

From: *lsanca.dsl-w.verizon.net
Dragonade

Minor bug fix version.

Quote:

Version 1.0.1:
Bug Fixes:
- Added missing cPlayer exports that would cause some plugins to not load correctly.
- Fixed crash that occurred on certain fan maps with Tiberium Silos.
- Fixed one of the examples in the example plugin not working.



http://black-cell.net/DA1.4.zip

[Updated on: Fri, 09 August 2013 02:24]


Black-Cell.net
Network Administrator (2003 - )

DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )

Dragonade, Renegade's first server side modification
Lead coder (2005 - )
 Topic: [SSGM 4.0 Plugin] Win By Kills
[SSGM 4.0 Plugin] Win By Kills [message #476526] Sat, 27 October 2012 16:28
zunnie  is currently offline zunnie  
Messages: 2956
Registered: September 2003
Location: Netherlands
General (2 Stars)
From: *upc-e.chello.nl
http://www.multiplayerforums.com/index.php?/files/file/102-win-by-kills/

This plugin enables you to set a target amount of kills required for a player to win the game.
When you set Required_Kills to 10, the first player to get 10 kills will win the game and gets the Reward_Points set in ssgm.ini
Set Reward_Points to like 5000 or something so they will get MVP too Smile
Players can lookup their kills left by typing !kills

To use plugin add it under the [Plugins] in ssgm.ini like for example:
[Plugins]
00=BanSystem.dll
01=Mute.dll
02=mpf_win_by_kills.dll


At the bottom of ssgm.ini add a section containing this to configure a global setting:
[Win_By_Kills]
Required_Kills=15
Reward_Points=5000


Then you can configure it per map by adding entries like this for every map (mapnames are ALL lowercase):
[c&c_islands.mix_WBK]
Required_Kills=100
Reward_Points=5000


Have fun !

[Updated on: Sat, 27 October 2012 16:44]


http://coop.allnoobs.com/images/renegade_coop_signature.png

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ModDB: Renegade-Coop
 Topic: [SSGM 4.0 Plugin] TaggingSystem
[SSGM 4.0 Plugin] TaggingSystem [message #476523] Sat, 27 October 2012 07:33
roszek  is currently offline roszek  
Messages: 285
Registered: June 2010
Recruit
From: *twcny.res.rr.com
This is a very simple tagging plugin that I made for the map/mod test server that I use.

It seems to do what I want it to but if there is something wrong with the code I'm sure someone will let me know. keep in mind I know very little of making ssgm plugins.

How it works:

Basically it keeps track of scores over a period of a month and tags a player based on the scores they have accumulated; the tags are updated when a player joins or when a new level loads.

The scores and current month are stored in a file in the server folder called scores.txt; this file gets created if it does not exist.

At the beginning of a new month all data gets deleted.

The scores (which cause the tag updates), and the tag titles are read from the ssgm.ini file so that they can easily be changed.

The source code:

Stack.h
I created a custom stack class because I had trouble working with the engine_vector.
Toggle Code


TaggingSystem.h
Toggle Code


TaggingSystem.cpp
Toggle Code


This goes in the ssgm.ini
Toggle Code


All the files are included in the *.rar

[Updated on: Tue, 30 October 2012 10:13]

 Topic: [CODE] How to get the current SFPS
[CODE] How to get the current SFPS [message #476522] Sat, 27 October 2012 06:07
iRANian  is currently offline iRANian  
Messages: 4268
Registered: April 2011
General (4 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
Really simple, but not included as a scripts.dll function and I think it could be useful:

REF_DEF2(cNetwork_FPS, int, 0x0081FF70, 0x0081FF70);

int Get_SFPS()
{
	return cNetwork_FPS;
}

[Updated on: Sat, 27 October 2012 06:07]


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [SSGM 4.0 Plugin] Leave Deaths Exploit Fix
[SSGM 4.0 Plugin] Leave Deaths Exploit Fix [message #472006] Fri, 20 July 2012 02:59
iRANian  is currently offline iRANian  
Messages: 4268
Registered: April 2011
General (4 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
This plugin fixes an exploit where if you leave the game after dying but before respawning your death count doesn't get incremented. The following simple code is used:

void LeaveDeathsExploitFix::OnPlayerLeave(int PlayerID)
{
	GameObject *obj = Get_GameObj(PlayerID);

	if ( Commands->Get_Health(obj) == 0.0f ) 
	{ 
		Find_Player(PlayerID)->Set_Deaths(Find_Player(PlayerID)->Get_Deaths()+1); 
	}
}


To install place 'LeaveDeathsExploitFix.dll' inside the root FDS and add an entry for it under [Plugins] in SSGM.ini.

You can contact me on renegadeforums.com under the nick 'iRANian'.

[Updated on: Fri, 20 July 2012 03:00]


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [SSGM 4.0 Plugin] Restore Weapons Characters on Join
[SSGM 4.0 Plugin] Restore Weapons Characters on Join [message #472005] Fri, 20 July 2012 02:38
iRANian  is currently offline iRANian  
Messages: 4268
Registered: April 2011
General (4 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
This plugin will restore the weapons and character a player had before he left the server if he rejoins the server before the match ends. I got the idea from iScripters who told me gz0ne/fnfall had this feature.

You can contact me under the nick 'iRANian' on renegadeforums.com.

To install place 'RestoreWeaponsCharacterOnJoin.dll' in the root FDS folder and add an entry for it under [Plugins] in SSGM.ini.


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [CODE] Automatically loaded hash map of weapons and their powerups
[CODE] Automatically loaded hash map of weapons and their powerups [message #472004] Fri, 20 July 2012 01:43
iRANian  is currently offline iRANian  
Messages: 4268
Registered: April 2011
General (4 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
This code gets run on startup, goes through all powerup definitions and loads a hash map with key = weapon preset, value = powerup preset. It's simple to modify it so the key and value are switched.

Make sure you call the code after the objects preset file has been loaded so in the level load hook or somewhere later, else it can't and won't load shit.
HashTemplateClass<StringClass, StringClass> PowerupTable; // Key is weapon name, value is powerup

 void Load_Powerup_Table()
{
	for (PowerUpGameObjDef *Def = (PowerUpGameObjDef*)DefinitionMgrClass::Get_First(PowerupDefID);Def;Def = (PowerUpGameObjDef*)DefinitionMgrClass::Get_Next(Def,PowerupDefID)) 
	{
		if (Def->GrantWeapon)
		{
			WeaponDefinitionClass* WeaponDef = (WeaponDefinitionClass*)DefinitionMgrClass::Find_Definition(Def->GrantWeaponID, false);
			{
				if (WeaponDef)
				{
//					Console_Output("%s = %s\n", WeaponDef->Get_Name(), Def->Get_Name()); // DEBUG CRAP
					PowerupTable.Insert(WeaponDef->Get_Name(), Def->Get_Name());
				}
			}
		}
	}
}

bool FirstLoad = true;

void RestoreWeaponsCharacterOnJoin::OnLoadLevel()
{
	if (FirstLoad == true)
	{
		FirstLoad = false;

		Load_Powerup_Table();
	}
}


[Updated on: Fri, 20 July 2012 01:43]


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [SSGM 4.0 Plugin] Chat Aliases
[SSGM 4.0 Plugin] Chat Aliases [message #471986] Thu, 19 July 2012 12:06
iRANian  is currently offline iRANian  
Messages: 4268
Registered: April 2011
General (4 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
This simple plugin will replace certain text typed by players with a different message (e.g. "repref" getting replaced with "Repair the Refinery"), I saw this feature listed on BlackIntel's website as part of their server-side mods and thought it would be cool to make a clone of it.

You can contact me under the nick 'iRANian' on renegadeforums.com.

To install place 'ChatAliases.dll' in your root FDS folder and add an entry for it under [Plugins] in SSGM.ini, then at the bottom of SSGM.ini add and configure:

[ChatAliases_AliasesList]
;List an alias and replacement here, note you can't have "ERR" as replacement text
repref=Repair the Refinery!
.strush=Get Stealth Tanks and let's rush!


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [MAP] C&C_Under server-side fixed
[MAP] C&C_Under server-side fixed [message #471900] Wed, 18 July 2012 10:49
iRANian  is currently offline iRANian  
Messages: 4268
Registered: April 2011
General (4 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
Based on the Core Patch 2 fixes. The following fixes are included:

-Harvester way paths are modified so they can no longer get stuck in the Tiberium field.
-Vehicle kill zones are added to prevent tanks from getting inside the infantry only area and getting stuck around that area on the hill.
-Infantry kill zones are added to prevent building hop.
-Vehicle kill zones are added to prevent vehicles from getting inside buildings.
-The Pedestal bounding box size has been increased slightly to prevent beacons placed on the Pedestal from not registering correctly (no visual changes).

  • Attachment: C&C_Under.mix
    (Size: 1.98MB, Downloaded 207 time(s))


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [SSGM 4.0 Plugin] Snipers Points Credits Mod
[SSGM 4.0 Plugin] Snipers Points Credits Mod [message #471786] Tue, 17 July 2012 02:29
iRANian  is currently offline iRANian  
Messages: 4268
Registered: April 2011
General (4 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
This plugin will set the points and credits a sniper gives from hitting a vehicle to 1 credit and 1 point if they do less than 30 damage to the vehicle.

To install place SniperPointsCreditsMod.dll inside your root FDS folder and add an entry for it under [Plugins] in ssgm.ini.

You can contact me on renegadeforums.com under the nick 'iRANian'.

[Updated on: Tue, 17 July 2012 02:29]


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [SSGM 4.0 Plugin] Remove Weapon Chat Command
[SSGM 4.0 Plugin] Remove Weapon Chat Command [message #471773] Mon, 16 July 2012 14:14
iRANian  is currently offline iRANian  
Messages: 4268
Registered: April 2011
General (4 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
This plugin adds the !rweapon (alias !rw) chat command, it'll remove the weapon the player is currently holding if it's not the pistol, c4 or a beacon.

To install place 'RemoveWeaponChatCommand.dll' in the FDS folder and add an entry for it under the [Plugins] section of ssgm.ini.

You can contact me under the nick 'iRANian' on renegadeforums.com.


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [SSGM 4.0 Plugin] Time Expired Command
[SSGM 4.0 Plugin] Time Expired Command [message #470836] Fri, 06 July 2012 11:09
iRANian  is currently offline iRANian  
Messages: 4268
Registered: April 2011
General (4 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
Really simple plugin that adds the "!time" (alias "!t") command to a server, this command shows the time expired on the current map as HH:MM:SS, e.g. 01:10:10 for 1 hour, 10 minutes and 10 seconds.

[Updated on: Fri, 06 July 2012 11:09]


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
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