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Moving towards scripts.dll 2.9 [message #205692] Tue, 27 June 2006 05:47 Go to next message
jonwil is currently offline  jonwil
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Now that 2.8 is out, I am moving towards a scripts.dll 2.9.
Not planning anything anywhere near as big as the huge release that was 2.8, just some nice bug fixes and a few features that missed the cutoff for 2.8 or have been requested since then after people get a look at 2.8 and its featureset.

So far, I plan to include the following:
1.A fix for an issue with HideBottomText hud.ini entry
2.A way to display an individual sub-pt page as an engine call
3.A script to enable an engineer to repair a building by targeting the MCT (or rather targeting an invisible target such as a daves arrow that is "embedded" in the MCT)
4.A way to change the crosshair/target through hud.ini keywords including the texture(s). Also, a way to disable the big "target box" (and just get the reticle)
5.A fix to a linux makefile issue (shouldnt affect anyone unless they make changes to certain header files and even then, I dont know if it will or not)
6.A fix to the reported RenLogMon bug (if there is one/if I can reproduce it)
7.More output from RenLogMon to make it easier to see the IP address & port it is trying to send to.
8.A way to send data from the client to the server where the client pulls the data from a config/ini file. This would be used to indicate if the client has certain updates installed (most notably if they have certain maps installed)

If you have any other requests for scripts.dll 2.9, fire away, I am opening the feature list for requests until this weekend.

EDIT:
2 more things to add to 2.9:
engine call to set money for a player ID
engine call to set score for a player ID


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: Tue, 27 June 2006 08:35]

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Re: Moving towards scripts.dll 2.9 [message #205719 is a reply to message #205692] Tue, 27 June 2006 08:58 Go to previous messageGo to next message
reborn is currently offline  reborn
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A clone of m03_goto_star would be sweet. Thumbs Up


Re: Moving towards scripts.dll 2.9 [message #205788 is a reply to message #205692] Tue, 27 June 2006 16:46 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Reborn, what exactly do you want this script to do?
Do you want a script such that the object with it attached will go to the closest player soldier?
Should they just go there once or on a timer (i.e. every <time> seconds find the cloeset player soldier and go to them)

M03_Goto_Star has no direct relavence to multiplayer because it makes references to the player in single player where there is only one.


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
Re: Moving towards scripts.dll 2.9 [message #205791 is a reply to message #205692] Tue, 27 June 2006 17:34 Go to previous messageGo to next message
Kamuix is currently offline  Kamuix
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I am suggesting a way to have Building Controllers spawnable ingame. Now thats c00l Big Ups And I have many uses for it and i feel others would to Surprised
Re: Moving towards scripts.dll 2.9 [message #205838 is a reply to message #205692] Wed, 28 June 2006 07:09 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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I will see what I can do about the building controler stuff. I may not be able to make it work right, it may need to send stuff over the network 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
Re: Moving towards scripts.dll 2.9 [message #205844 is a reply to message #205692] Wed, 28 June 2006 08:02 Go to previous messageGo to next message
PaRaDoX is currently offline  PaRaDoX
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yes, spawn able building controllers would be nice you could have a real C&C experience with a MCV and all.

http://renegadehelp.kinstry.co.uk/paradox/xfire.gif
Moee wrote on Wed, 31 May 2006 00:10

U 2 bumb as a pot

Re: Moving towards scripts.dll 2.9 [message #205847 is a reply to message #205692] Wed, 28 June 2006 08:19 Go to previous messageGo to next message
Cat998
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An engine call to set the time remaining of a player.

When people ask me "Plz" just because it's shorter than "Please" I feel perfectly justified to answer "No" because it's shorter then "Yes"

Programming is like sex: one mistake and you have to support it for the rest of your life

Want the best answers? Ask the best questions!

"So long, and thanks for all the fish."
Re: Moving towards scripts.dll 2.9 [message #205848 is a reply to message #205692] Wed, 28 June 2006 08:28 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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What do you mean set the time remaining of a player?
Do you mean "set the time remaining for the game"
Or what?


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
Re: Moving towards scripts.dll 2.9 [message #205866 is a reply to message #205692] Wed, 28 June 2006 10:36 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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I think he means to fix it when the client side time remaining gets stuck on 00:00:00 even when theres time left to play...

http://steamsignature.com/card/1/76561197975867233.png
Re: Moving towards scripts.dll 2.9 [message #205907 is a reply to message #205692] Wed, 28 June 2006 16:31 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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In that case, its not something I know how to fix Razz


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
Re: Moving towards scripts.dll 2.9 [message #205961 is a reply to message #205692] Wed, 28 June 2006 22:04 Go to previous messageGo to next message
Cat998
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no, when you set the time remaining on the server, it does not
update it on the clients.


When people ask me "Plz" just because it's shorter than "Please" I feel perfectly justified to answer "No" because it's shorter then "Yes"

Programming is like sex: one mistake and you have to support it for the rest of your life

Want the best answers? Ask the best questions!

"So long, and thanks for all the fish."
Re: Moving towards scripts.dll 2.9 [message #205969 is a reply to message #205692] Wed, 28 June 2006 23:51 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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I suspect that falls under the same category...

http://steamsignature.com/card/1/76561197975867233.png
Re: Moving towards scripts.dll 2.9 [message #206003 is a reply to message #205692] Thu, 29 June 2006 06:51 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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All things to do with time limit (e.g. changing the time remaining, getting the time remaining and time limit, ending the game by timing out and such) are on the list of "things I will put into 2.9 if I can figure out how".
Somehow, I think it will just be a case of sending the data over the network so that all the clients update properly (in which case clients would need bhs.dll too)


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
Re: Moving towards scripts.dll 2.9 [message #206009 is a reply to message #205692] Thu, 29 June 2006 07:36 Go to previous messageGo to next message
Cat998
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I don't know if you are able to do all, but it would be nice to have:

  • Player leave hook (if you can't figure out all possibilities, just read the console output Razz)
  • Being able to spawn script-zones at runtime
  • Consoleoutput-hook (same what rlmon does, just without udp)
  • A Hook for jump complete (I tried the system message 1000000035, but it does not work 100%)
  • The current chathook does not show you who receives the private-messages (type 2)
  • Something to print text on the players screen anywhere (x,y)
  • An interface to add new console commands (not everyone knows how to do it with assembler code Razz)
  • Ability to make death buildings alive again.
  • Ability to set if an object is targetable (like the setting in LE)
  • Ability to set if occupants of a vehicle are visible (like in LE)
  • Ability to set the falling speed, crouching speed, falling speed of a unit (like in LE)
  • Make bhs.dll open source Big Grin


When people ask me "Plz" just because it's shorter than "Please" I feel perfectly justified to answer "No" because it's shorter then "Yes"

Programming is like sex: one mistake and you have to support it for the rest of your life

Want the best answers? Ask the best questions!

"So long, and thanks for all the fish."

[Updated on: Thu, 29 June 2006 15:22]

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Re: Moving towards scripts.dll 2.9 [message #206052 is a reply to message #206009] Thu, 29 June 2006 15:27 Go to previous messageGo to next message
Mad Ivan is currently offline  Mad Ivan
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Cat998 wrote on Thu, 29 June 2006 17:36


  • Make bhs.dll open source Big Grin




Re: Moving towards scripts.dll 2.9 [message #206055 is a reply to message #205692] Thu, 29 June 2006 15:55 Go to previous messageGo to next message
Kamuix is currently offline  Kamuix
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I would also very much like it to be an open source Satisfied
Re: Moving towards scripts.dll 2.9 [message #206057 is a reply to message #205692] Thu, 29 June 2006 16:05 Go to previous messageGo to next message
Sir Kane
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You know, just scripts.dll allows people to make cheats, let alone bullshit.dll.

Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
Re: Moving towards scripts.dll 2.9 [message #206058 is a reply to message #205692] Thu, 29 June 2006 16:07 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Being able to spawn script zones at runtime I am going to look into.
Console output hook should be easy enough, I will do that

Player leave hook I wont do at this point.
A Hook for jump complete I cant do at this point.
The current chathook does not show you who receives the private-messages (thats by design IIRC)
Something to print text on the players screen anywhere I cant do at this point.
An interface to add new console commands I am not going to do.
Ability to make death buildings alive again I dont know how to bring back all the things that change when a building dies
Ability to set if an object is targetable, Ability to set if occupants of a vehicle are visible and Ability to set the falling speed, crouching speed, falling speed of a unit I cant do at this point.
Make bhs.dll open source I am definatly not going to do(!)


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
Re: Moving towards scripts.dll 2.9 [message #206060 is a reply to message #206058] Thu, 29 June 2006 16:23 Go to previous messageGo to next message
Kamuix is currently offline  Kamuix
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jonwil wrote on Thu, 29 June 2006 19:07


Make bhs.dll open source I am definatly going to do(!)



Thats good

Re: Moving towards scripts.dll 2.9 [message #206061 is a reply to message #205692] Thu, 29 June 2006 16:27 Go to previous messageGo to next message
Sir Kane
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Lol, you suck.
The jump-complete hook is easy and has been done by me.


Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
Re: Moving towards scripts.dll 2.9 [message #206063 is a reply to message #205692] Thu, 29 June 2006 17:09 Go to previous messageGo to next message
YSLMuffins is currently offline  YSLMuffins
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Silent Kane, stop trolling this thread every time it's posted. Unless your actual intent is to encourage jonwil every time you say something is easy and possible. Rocked Over



-YSLMuffins
The goddess of all (bread products)
See me online as yslcheeze

[Updated on: Fri, 30 June 2006 15:29]

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Re: Moving towards scripts.dll 2.9 [message #206066 is a reply to message #205692] Thu, 29 June 2006 17:21 Go to previous messageGo to next message
IronWarrior is currently offline  IronWarrior
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Could you do a script that, that when the player walks upto a coop bot and press action it plays a sound that you can choose, and have it set that the sound cant be repeated to a set time you input, so stop people spamming the audio played.

At the moment, I can get a sound played, but only the once, the other way doesnt have a timer on it, so the sound plays as much as you press action :/

Also a script that can be put on a cnc_player vech that locks the vech in place, so it cant be moved, but still lets you use the weapon mount.

These two key things will help me alot in my coop map making.

Hope you understand what I said, lol

Thanks Smile

[Updated on: Thu, 29 June 2006 17:24]

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Re: Moving towards scripts.dll 2.9 [message #206074 is a reply to message #205692] Thu, 29 June 2006 19:18 Go to previous messageGo to next message
GrayWolf is currently offline  GrayWolf
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I have a request.... Could you make it so when someone buys a certian character that a bot takes over for the player?

Like I go and buy a sydny and a bot take over while i go to the bathroom or something.


Re: Moving towards scripts.dll 2.9 [message #206092 is a reply to message #205692] Fri, 30 June 2006 05:46 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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I never said "I cant do the jump complete hook", just that I dont know how at this point and dont plan to do it for 2.9.
The script that locks the vehicle I wont be doing for 2.9.
The other script (for sound) I will do. (It just snuck in under the deadline Smile
Definatly not going to do the bot idea.


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
Re: Moving towards scripts.dll 2.9 [message #206111 is a reply to message #206092] Fri, 30 June 2006 09:07 Go to previous messageGo to previous message
IronWarrior is currently offline  IronWarrior
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jonwil wrote on Fri, 30 June 2006 07:46

I never said "I cant do the jump complete hook", just that I dont know how at this point and dont plan to do it for 2.9.
The script that locks the vehicle I wont be doing for 2.9.
The other script (for sound) I will do. (It just snuck in under the deadline Smile
Definatly not going to do the bot idea.



OOO nice one, thanks. Smile
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