scripts.dll 1.3 [message #57773] |
Sat, 13 December 2003 23:29   |
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YSLMuffins
Messages: 1144 Registered: February 2003 Location: Moved a long time ago (it...
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General (1 Star) Moderator - Mod Forum |
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Here is my idea, basically: seeing how the ConYard repairs buildings, I'd like for the repair facility on my map to repair every GDI vehicle that is built from the War Factory (without the vehicle having to park on the Pad), but once the Repair facility is destroyed, automatic vehicle repairs are stopped.
Would this be possible? I've tried this before with the existing Conyard Repair script but the repair is not stopped with the destructrion of the Repair facility; I believe the problem lies with the fact that I can only supply the ID of the object in the preset library, not the ID of the object as it exists on the map. Does that makes sense?
-YSLMuffins
The goddess of all (bread products)
See me online as yslcheeze
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BTW [message #57775] |
Sun, 14 December 2003 00:15   |
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The Aircraft Fuel, Stealth Armour and Building Gun scripts should hopefully be fixed (for good this time)
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scripts.dll 1.3 [message #57782] |
Sun, 14 December 2003 03:36   |
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General Havoc
Messages: 1564 Registered: February 2003 Location: Birmingham, England, Unit...
Karma: 0
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General (1 Star) |
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If you do another beta version before the 1.3 release, I can put it through the maps and see if the faulty scripts work again. Faulty ones I found:
JFW_Custom_Damage_Object
TDA_Stealth_Armour
JFW_Aircraft_Fuel
JFW_Building_Gun
JFW_Random_Custom
Visit my website at http://renhelp.laeubi-soft.de powered by laeubi.de
"SHUT UP AND MOD" - Dante
"ACK is the Simon Cowell of modding" - Ultron10
Scripts.dll Debugger, Map Scripter and Tutorial writer
Computer Science Bsc
Aston University in Birmingham, UK
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all 5 of those scripts now work [message #57788] |
Sun, 14 December 2003 05:17   |
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All 5 of them have been observed by me personally to work as of the latest code on my hard disk.
So, assuming there are no hidden bugs, they will all work in 1.3.
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Yes, I will be releasing the source code to the scripts [message #57878] |
Sun, 14 December 2003 19:01   |
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As for the SUR scripts thingo, I emailed Spirit on that issue.
Current to-do before 1.3:
1.Get the SUR_xxx, NH_xxx and REBORN_xxx stuff sorted out
2.Get the latest RenAlert scripts from Dante
3.Continue to work on various clones of westwood scripts (for example, I am working on a Test_Cinematic clone or at least enough of a clone to be able to figure out the inner mysteries of the thing (as was done with the airstrip)
and 4.Continue to work on research into Script Commands, ActionParamsStruct & other datatypes & other script internals.
I also have an offer, if anyone wants me to make a "stand-alone, no-scripts2.dll-needed" version of the scripts.dll for their map or mod, I may be able to do that for you, it will depend on which westwood scripts you are using though since some are easier to clone than others.
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one other thing... [message #57881] |
Sun, 14 December 2003 19:38   |
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I am also ofering to do scripts.dll research. For example, if someone wants me to figure out how xxx script from westwood works, I can do that. (or I can certainly try anyhow)
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scripts.dll 1.3 [message #57923] |
Mon, 15 December 2003 09:54   |
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General Havoc
Messages: 1564 Registered: February 2003 Location: Birmingham, England, Unit...
Karma: 0
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General (1 Star) |
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Madtone | how about an app or a site that lists every script, its params and what it does/can be used for?
I would be more than willing to set up a site and build a quick PHP script so that you can just type in the name of script, params and description.
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We have one at renhelp.co.uk or at least we did have. It's hidden away in the backup files somewhere. I may be able to get it back up and running easily so we can fill in all of the info for the scripts.
When we get it back up, I'll make a post so you can request a user/pass to add scripts.
Visit my website at http://renhelp.laeubi-soft.de powered by laeubi.de
"SHUT UP AND MOD" - Dante
"ACK is the Simon Cowell of modding" - Ultron10
Scripts.dll Debugger, Map Scripter and Tutorial writer
Computer Science Bsc
Aston University in Birmingham, UK
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scripts.dll 1.3 [message #58022] |
Mon, 15 December 2003 19:41   |
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Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
Karma: 0
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General (1 Star) |
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Is it posible a list of known customs, what they do, and how they are used is created for our use?
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there is a list of all known customs [message #58029] |
Mon, 15 December 2003 20:59   |
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that get sent by the game engine in the readme.txt file.
Any other custom is one thats specificly generated by a particular script.
Which custom is sent is up to whoever wrote the script (or if its one where you pass the custom as a parameter), whoever is using the script.
As for progress on 1.3, here is the to-do list:
1.get something done about all the RenAlert scripts (for example, get the code from someone who has it or, if (as seems likely at this point), dante cant get the code in time, re-code them from the disassembly like I have done for all the westwood scripts)
2.get a few tests done on some "yet to be tested" scripts.
3.mabie do some more reasearch and incorperate the findings into the dll (depends on how much time I have and more importantly, how long it takes for 1. and 2. to be released)
4.mabie add a couple more scripts (although probobly not)
Then I will release 1.3
No matter what, 1.3 WILL be out before monday 22 december, probobly before saturday 20 december. And, no matter what, it WILL feature a complete, up-to-date set of scripts for RenAlert (so RenAlert 0.992 can take the latest dll and use it as-is without any mods)
BTW, there is also a script that Dante is working on that gives you a working character model inside open vechicles...
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Re: there is a list of all known customs [message #58032] |
Mon, 15 December 2003 21:31   |
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Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
Karma: 0
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General (1 Star) |
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jonwil | that get sent by the game engine in the readme.txt file.
Any other custom is one thats specificly generated by a particular script...
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Um, which readme?
jonwil |
BTW, there is also a script that Dante is working on that gives you a working character model inside open vechicles...
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OMG awsome!
:shocked:
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scripts.dll 1.3 [message #58042] |
Mon, 15 December 2003 22:37   |
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Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
Karma: 0
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General (1 Star) |
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Oh, the one with the scripts, okay, I thought you ment the renegade one :oops:
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as for that script [message #58045] |
Mon, 15 December 2003 22:53   |
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If Dante wanted it to be a secret, he should have said so 
Anyhow, anyone will be able to use it for their mods I guess.
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scripts.dll 1.3 [message #58062] |
Tue, 16 December 2003 06:10   |
Deactivated
Messages: 1503 Registered: February 2003
Karma: 0
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General (1 Star) |
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That's great news! Finally it's possible to implement vehicles with visible drivers properly.
Another script idea:
Vehicle_Reload_Zone
This script fills (reloads) ammo to max value for any vehicle that enters this zone. This could be useful for either a helipad or repair facility.
There should be a time-based thereshold so they player won't try to camp in the area with infinite ammo.
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