Command and Conquer: Renegade Official Forums - RDF feed
type: channel
description: C&C: Renegade --> Dying since 2003™, resurrected in 2024!
items: Singleplayer scripts
items: Re: Singleplayer scripts

Singleplayer scripts
type: item
description: TL;DR See bottom of post EDIT: Using this post as overall progress report. The completed/uncompleted lists now contain all the scripts I have. Hello, here I am again after some time. I am re-releasing M13 reversed engineered scripts. Why? You may ask.. Well because of the following: - I was bored and wanted to learn more and improve upon myself - The first release was total shit (http://www.renegadeforums.com/index.php?t=msg&goto=470778& and http://www.renegadeforums.com/index.php?t=tree&th=39557&) It was one big file, non-compileable maybe like 60-70% accurate decompilation and no code flow analyzation had been done. - Because I can. This release should be like 99.99% close to what the original scripts were. I have a lot of confidence that you could replace all original scripts with these and make M13 run normal. I pretty much decompiled every. single. script. that is used in some way in M13 (Including, but not limited to some M00 scripts). I even included some scripts that mention M13, but aren't used in any way. Also note: the release contains 2 txt files: Completed.txt and Uncompleted.txt. What these files mean is that completed has FULL code flow analysis (e.g. proper local/member variable names and comments). The uncompleted file contains some scripts that are still missing some parts. This is because I was unable to find the code flow for those parts. I've marked those parts with TODO labels, in-case I find them later, or somebody else does. So again, the scripts marked uncompleted will function correctly/the same as the original. Also, Also, I included all cinematic files that are used (that I know of) Now a list of released scripts: Completed Toggle Spoiler Havoc_Script MX0_Engineer_Goto M00_Soldier_Powerup_Disable M00_Send_Object_ID MX0_NOD_TroopDrop M00_Play_Sound MX0_A02_ZONE_STARTUP M00_Cinematic_Attack_Command_DLS M00_Cinematic_Kill_Object_DAY M00_Disable_Loiter_DAY M00_Generic_Conv_DME MX0_SniperAction MX0_KillNotify MX0_Engineer_Goto2 MX0_A02_GDI_APC…
creator: Neijwiert
date: 2017-09-07T20:47:47-00:00

Re: Singleplayer scripts
type: item
description: Cool stuff. Wonder if you can look into figuring out the crazy scripts like the m02_respawn_controller. It seems to be one giant megascript that controls all of the maps cinematics. It has a bunch of scriptzones all over the map. M02_Objective_Zone is attached on most of the zones but with no parameters. It seems like m02_respawn_controller has a bunch of hardcode zone ids that it uses to trigger things. I actually have very good versions of m02, m07, and m11 that are tailored for a coop server that I made although I am not running them on an actual server at the moment. I have them installed on my test server. If you have a chance let me know and I'll show them to you.
creator: dblaney1
date: 2017-09-08T22:41:08-00:00

Re: Singleplayer scripts
type: item
description: Ok I'll continue with M02 then instead of M01. Not sure how looking at a modded version of the original level would help me though. I can just open up the original ones. Do you know where this respawn controller is located? or maybe the object id? Mind you, its pretty tough to do an analysis if its situated at the end of the level, altough decomlilation should be no problem EDIT: lol you're not wrong that it does alot. Member fields alone makes it 276 bytes big. It's probably gonna take some time to do this one.
creator: Neijwiert
date: 2017-09-09T09:52:25-00:00

Re: Singleplayer scripts
type: item
description: I would love to see how M03_Goto_Star is done ;p awesome work
creator: sla.ro(master)
date: 2017-09-09T12:13:32-00:00

Re: Singleplayer scripts
type: item
description: sla.ro(master) wrote on Sat, 09 September 2017 05:13 I would love to see how M03_Goto_Star is done ;p awesome work Sure will look at that one too, again the same here. May not be able to do proper analysis of the code flow without all the other scripts. But decompilation should be no problem. EDIT: Done, see GitHub
creator: Neijwiert
date: 2017-09-09T14:33:34-00:00

Re: Singleplayer scripts
type: item
description: sla.ro(master) wrote on Sat, 09 September 2017 05:13 I would love to see how M03_Goto_Star is done ;p awesome work Jerad has a clone of that script with a bunch of fixes on it as well. It doesn't break if the closest player is in an area with no pathfinding. It will go to the next closest player in that case. Its probably a better one to use for any coop maps since it was designed with multiple players in mind. JMG_Utility_AI_Goto_Player
creator: dblaney1
date: 2017-09-09T19:10:53-00:00

Re: Singleplayer scripts
type: item
description: dblaney1 wrote on Fri, 08 September 2017 15:41 Cool stuff. Wonder if you can look into figuring out the crazy scripts like the m02_respawn_controller. It seems to be one giant megascript that controls all of the maps cinematics. It has a bunch of scriptzones all over the map. M02_Objective_Zone is attached on most of the zones but with no parameters. It seems like m02_respawn_controller has a bunch of hardcode zone ids that it uses to trigger things. I actually have very good versions of m02, m07, and m11 that are tailored for a coop server that I made although I am not running them on an actual server at the moment. I have them installed on my test server. If you have a chance let me know and I'll show them to you. I have decompiled M02_Respawn_Controller, see GitHub. as mentioned before, no code flow analysis has been done (so no proper member field naming yet and comments). I believe this script does not interact that much with the script zones but the other way around. M02_Objective_Zone is pretty big too and I haven't checked out M02_Objective_Controller. I will in the future and when I get to M02 I'll do some proper code flow analysis too.
creator: Neijwiert
date: 2017-09-09T20:33:34-00:00

Re: Singleplayer scripts
type: item
description: Neijwiert wrote on Sat, 09 September 2017 13:33 dblaney1 wrote on Fri, 08 September 2017 15:41 Cool stuff. Wonder if you can look into figuring out the crazy scripts like the m02_respawn_controller. It seems to be one giant megascript that controls all of the maps cinematics. It has a bunch of scriptzones all over the map. M02_Objective_Zone is attached on most of the zones but with no parameters. It seems like m02_respawn_controller has a bunch of hardcode zone ids that it uses to trigger things. I actually have very good versions of m02, m07, and m11 that are tailored for a coop server that I made although I am not running them on an actual server at the moment. I have them installed on my test server. If you have a chance let me know and I'll show them to you. I have decompiled M02_Respawn_Controller, see GitHub. as mentioned before, no code flow analysis has been done (so no proper member field naming yet and comments). I believe this script does not interact that much with the script zones but the other way around. M02_Objective_Zone is pretty big too and I haven't checked out M02_Objective_Controller. I will in the future and when I get to M02 I'll do some proper code flow analysis too. Yeah sorry, I meant m02_objective_controller and M02_Objective_Zone interact with each other a bunch.
creator: dblaney1
date: 2017-09-10T01:50:33-00:00

Re: Singleplayer scripts
type: item
description: May I ask, what do you use to decompile scripts? and do you decompile the whole scripts.dll file at once, or is it possible to decompile a single script at a time? Thanks!
creator: XD_ERROR_XD
date: 2017-09-11T11:25:37-00:00

Re: Singleplayer scripts
type: item
description: I read somewhere that IDA and Hex-Rays Decompiler are the best tools to use.
creator: dubstar
date: 2017-09-11T12:23:51-00:00

Re: Singleplayer scripts
type: item
description: dubstar wrote on Mon, 11 September 2017 15:23 I read somewhere that IDA and Hex-Rays Decompiler are the best tools to use. Yes and no, it's far from perfect, its good that you can have asm file, but in rest is manually done
creator: sla.ro(master)
date: 2017-09-11T14:25:17-00:00

Re: Singleplayer scripts
type: item
description: XD_ERROR_XD wrote on Mon, 11 September 2017 04:25 May I ask, what do you use to decompile scripts? and do you decompile the whole scripts.dll file at once, or is it possible to decompile a single script at a time? Thanks! dubstar wrote on Mon, 11 September 2017 05:23 I read somewhere that IDA and Hex-Rays Decompiler are the best tools to use. Yeah I use IDA Pro + Hex rays. No I just target the scripts that I need. I use the Linux build of the 'scripts' file to decompile, since that one has debug information. The debug information saved a lot of function names. Also update: I will use this post to post my progress and stuff. Progress for this comment has been M02_objective_Controller, again see GitHub.
creator: Neijwiert
date: 2017-09-11T14:36:46-00:00

Re: Singleplayer scripts
type: item
description: alternatively rec studio http://www.backerstreet.com/rec/rec.htm
creator: dubstar
date: 2017-09-11T21:46:43-00:00

Re: Singleplayer scripts
type: item
description: IDA Pro + HexRays is the only way to go when reverse engineering complex things like Renegade. Nothing else even comes close
creator: jonwil
date: 2017-09-11T21:54:09-00:00

Re: Singleplayer scripts
type: item
description: Very nice.
creator: Gen_Blacky
date: 2017-09-12T04:30:25-00:00

Re: Singleplayer scripts
type: item
description: dblaney1 wrote on Fri, 08 September 2017 15:41 Cool stuff. Wonder if you can look into figuring out the crazy scripts like the m02_respawn_controller. It seems to be one giant megascript that controls all of the maps cinematics. It has a bunch of scriptzones all over the map. M02_Objective_Zone is attached on most of the zones but with no parameters. It seems like m02_respawn_controller has a bunch of hardcode zone ids that it uses to trigger things. I actually have very good versions of m02, m07, and m11 that are tailored for a coop server that I made although I am not running them on an actual server at the moment. I have them installed on my test server. If you have a chance let me know and I'll show them to you. I have finished M02_Objective_Zone. You can look at the hardcoded customs and ids now if you want. it is still missing full code flow analysis though.
creator: Neijwiert
date: 2017-09-12T13:42:56-00:00

Re: Singleplayer scripts
type: item
description: Neijwiert wrote on Tue, 12 September 2017 06:42 dblaney1 wrote on Fri, 08 September 2017 15:41 Cool stuff. Wonder if you can look into figuring out the crazy scripts like the m02_respawn_controller. It seems to be one giant megascript that controls all of the maps cinematics. It has a bunch of scriptzones all over the map. M02_Objective_Zone is attached on most of the zones but with no parameters. It seems like m02_respawn_controller has a bunch of hardcode zone ids that it uses to trigger things. I actually have very good versions of m02, m07, and m11 that are tailored for a coop server that I made although I am not running them on an actual server at the moment. I have them installed on my test server. If you have a chance let me know and I'll show them to you. I have finished M02_Objective_Zone. You can look at the hardcoded customs and ids now if you want. it is still missing full code flow analysis though. Cool thanks. If you don't mind m02_nod_apache would be cool as well.
creator: dblaney1
date: 2017-09-12T17:26:09-00:00

Re: Singleplayer scripts
type: item
description: I have completed M02_Nod_Apache. I see that it used WaypathSplined too from ActionParamsStruct but I have no idea what that actually does. Could @JonWil explain perhaps?
creator: Neijwiert
date: 2017-09-12T20:19:22-00:00

Re: Singleplayer scripts
type: item
description: Completed: M02_Nod_Jet_Waypath M02_Mendoza On a side note, I decompiled Set_Camera_Host aswell void Set_Camera_Host(GameObject *obj) { if (obj) { PhysicalGameObj *pObj = obj->As_PhysicalGameObj(); if (pObj) { CCameraClass::Set_Host_Model(CombatManager::MainCamera, pObj->Peek_Model()); } } else { CCameraClass::Set_Host_Model(CombatManager::MainCamera, NULL); } }
creator: Neijwiert
date: 2017-09-14T20:00:44-00:00

Re: Singleplayer scripts
type: item
description: Good, my clone I made with the netcall to send to client is pretty much identical to that.
creator: dblaney1
date: 2017-09-14T20:46:21-00:00

Re: Singleplayer scripts
type: item
description: Completed: M02_Player_Vehicle M02_Nod_Vehicle Uncompleted: M02_Nod_Jet M02_Nod_Sakura M02_GDI_Helicopter M02_Reset_Spawn M02_Destroy_Vehicle
creator: Neijwiert
date: 2017-09-15T12:14:47-00:00

Re: Singleplayer scripts
type: item
description: Completed: DLS_Where_Am_I M02_Helipad M01_Barn_Truck_JDG M02_Destroy_Objective M02_Nod_Convoy_Truck M02_Dam_MCT Uncompleted: M02_Nod_Soldier M02_GDI_Soldier M07_Disable_Hibernation M02_Stationary_Vehicle M02_Approach_Vehicle
creator: Neijwiert
date: 2017-09-16T18:10:17-00:00

Re: Singleplayer scripts
type: item
description: Good job so far, at this rate you will have a clone of every script in the original scripts.dll by the time its all said and done
creator: jonwil
date: 2017-09-17T11:09:57-00:00

Re: Singleplayer scripts
type: item
description: I've completed all scripts used/related to M02. I will start code flow analysis now. But can anybody help me with the following: - How can you play a soldier animation in the W3DViewer that is started in a script with Action_Play_Animation? Since I want to comment what kind of animation it is. - Is there a way to check in LE if a certain preset, or even better, script is present in a preset? If not, could somebody prepare some mixes for me that are basically clones of the singleplayer maps but can be run on multiplayer so I can check these things out? Since I might have missed some scripts and mistakenly marked them as 'not used'. - I have submitted an issue on GitHub some time ago about float precision. Sometimes a float is passed to some function but it is very nearly a whole number (i.e. 4.999999 or something like that). Does anybody know if this is a precision error? - Sometimes the Renegade developers used Get_Random instead of the logical Get_Random_Int to put through a switch to check against, for example, 1/2/3 etc. Obviously it is cast to an integer somewhere. Does anybody know how I can check in IDA where this is being done? (I had exceptional problems in M02_Nod_Soldier::Timer_Expired with this to make sense of the code). EDIT: Also, to stop spamming I guess, I'll just post updates when a complete map has been done or a request of somebody.
creator: Neijwiert
date: 2017-09-18T20:20:03-00:00

Re: Singleplayer scripts
type: item
description: Open the model that gets animated and then click and drag the animation w3d into the w3dviewer window. The easiest way to find out if a script is on a preset is to open the objects.ddb in a hexeditor and search for the script name.
creator: dblaney1
date: 2017-09-18T20:42:52-00:00

Re: Singleplayer scripts
type: item
description: dblaney1 wrote on Mon, 18 September 2017 13:42 Open the model that gets animated and then click and drag the animation w3d into the w3dviewer window. The easiest way to find out if a script is on a preset is to open the objects.ddb in a hexeditor and search for the script name. Ok, I'll try that. On a side note, I'm getting an error: mss32.dll was not found when trying to start W3dview.exe. Yeah I know how to check if its already on the preset, but I mean if its attached in the level. You know, you can add more scripts to a preset in a level when its that preset is created.
creator: Neijwiert
date: 2017-09-18T21:13:55-00:00

Re: Singleplayer scripts
type: item
description: Neijwiert wrote on Mon, 18 September 2017 14:13 dblaney1 wrote on Mon, 18 September 2017 13:42 Open the model that gets animated and then click and drag the animation w3d into the w3dviewer window. The easiest way to find out if a script is on a preset is to open the objects.ddb in a hexeditor and search for the script name. Ok, I'll try that. On a side note, I'm getting an error: mss32.dll was not found when trying to start W3dview.exe. Yeah I know how to check if its already on the preset, but I mean if its attached in the level. You know, you can add more scripts to a preset in a level when its that preset is created. Do the same hexedit trick but on the .ldd file for that level.
creator: dblaney1
date: 2017-09-18T21:44:11-00:00

Re: Singleplayer scripts
type: item
description: I have completed all scripts of M02, including the full code flow analysis. dblaney1 wrote on Mon, 18 September 2017 14:44 Neijwiert wrote on Mon, 18 September 2017 14:13 dblaney1 wrote on Mon, 18 September 2017 13:42 Open the model that gets animated and then click and drag the animation w3d into the w3dviewer window. The easiest way to find out if a script is on a preset is to open the objects.ddb in a hexeditor and search for the script name. Ok, I'll try that. On a side note, I'm getting an error: mss32.dll was not found when trying to start W3dview.exe. Yeah I know how to check if its already on the preset, but I mean if its attached in the level. You know, you can add more scripts to a preset in a level when its that preset is created. Do the same hexedit trick but on the .ldd file for that level. Okay, that works nicely. But I don't really know the layout of an LDD file. I have been able to find preset Ids and object Ids. And also the scripts with their params, but I don't know how I can associate an object id with a script. Object ids are declared in the beginning of the file and scripts etc at the end. Would you happen to know what field or how many bytes offset of something where the relation is at?
creator: Neijwiert
date: 2017-09-19T14:14:07-00:00

Re: Singleplayer scripts
type: item
description: Unless you understand the inner workings of the Renegade data files and classes (and I suspect you dont) then you will not be able to match scripts to objects. If you explain what you are trying to identify or figure out, I might be able to help.
creator: jonwil
date: 2017-09-19T14:41:02-00:00

Re: Singleplayer scripts
type: item
description: jonwil wrote on Tue, 19 September 2017 07:41 Unless you understand the inner workings of the Renegade data files and classes (and I suspect you dont) then you will not be able to match scripts to objects. If you explain what you are trying to identify or figure out, I might be able to help. I'm trying to find if I missed any scripts that are present in the LE on the presets that are created. And if I can match an object id to that script then I can put proper comments in said script when/where it is used
creator: Neijwiert
date: 2017-09-19T15:18:21-00:00

Re: Singleplayer scripts
type: item
description: Neijwiert wrote on Tue, 19 September 2017 08:18 jonwil wrote on Tue, 19 September 2017 07:41 Unless you understand the inner workings of the Renegade data files and classes (and I suspect you dont) then you will not be able to match scripts to objects. If you explain what you are trying to identify or figure out, I might be able to help. I'm trying to find if I missed any scripts that are present in the LE on the presets that are created. And if I can match an object id to that script then I can put proper comments in said script when/where it is used Anything created by scripts during a game only will spawn with scripts on the object in the ddb file where the preset exists and by the scripts themselves. What was attached to the presets in leveledit only applies to objects placed on the map during export. Those scripts will be shown in the ldd file.
creator: dblaney1
date: 2017-09-19T17:01:02-00:00

Re: Singleplayer scripts
type: item
description: Which levels in particular are you trying to do it for? All the single player levels? All the maps that come with Renegade? Other maps beyond that?
creator: jonwil
date: 2017-09-20T05:57:44-00:00

Re: Singleplayer scripts
type: item
description: jonwil wrote on Tue, 19 September 2017 22:57 Which levels in particular are you trying to do it for? All the single player levels? All the maps that come with Renegade? Other maps beyond that? All the singleplayer mapa (mission maps) and I guess the skirmish map and tutorial map too.
creator: Neijwiert
date: 2017-09-20T09:09:29-00:00

Re: Singleplayer scripts
type: item
description: I cant help you with the skirmish level since Westwood never released a .lvl file for that but here are some dumps for all the levels they did release as part of the SinglePlayerLVLs.zip as well as the stock objects.ddb. The dumps were taken via a specially hacked up (and not shippable) 4.x ttle.dll file and then loading each .lvl file into LE to produce the dump output. The level dumps contain an entry for each object that exists in the scene followed by entries for every script that has been placed on that object in LE (as opposed to being there because its on the preset in objects.ddb) The objects.ddb dump contains an entry for each preset followed by entries for every script that has been placed on that preset. Hopefully this helps you out in figuring out all the scripts the stock single player missions actually use.
creator: jonwil
date: 2017-09-20T12:15:28-00:00

Re: Singleplayer scripts
type: item
description: jonwil wrote on Wed, 20 September 2017 05:15 I cant help you with the skirmish level since Westwood never released a .lvl file for that but here are some dumps for all the levels they did release as part of the SinglePlayerLVLs.zip as well as the stock objects.ddb. The dumps were taken via a specially hacked up (and not shippable) 4.x ttle.dll file and then loading each .lvl file into LE to produce the dump output. The level dumps contain an entry for each object that exists in the scene followed by entries for every script that has been placed on that object in LE (as opposed to being there because its on the preset in objects.ddb) The objects.ddb dump contains an entry for each preset followed by entries for every script that has been placed on that preset. Hopefully this helps you out in figuring out all the scripts the stock single player missions actually use. YES! Thank you that helps alot!. It is essential that I put comments on created events so that the code flow is clear to people. But I'm only human and it's easy to miss objects when going through the level. For example, on M02 I missed all the data disks and thought the script M02_Data_Disk wasn't used at first. I will verify all existing scripts to make sure all comments are correct. Will probably make a small program that checks the txt files for me.
creator: Neijwiert
date: 2017-09-20T12:21:06-00:00

Re: Singleplayer scripts
type: item
description: Keep in mind that this won't give you stuff that gets spawned by spawners once the map actually starts. You will still need to check all the objects that get spawned by spawners etc preset scripts.
creator: dblaney1
date: 2017-09-20T21:32:29-00:00

Re: Singleplayer scripts
type: item
description: M01 Has been completely reversed engineered with code flow. The release contains the following scripts (May contain scripts that were missed in previous releases): Toggle Spoiler Uncompleted M00_Nod_Obelisk Completed M01_First_AutoRifle_JDG M01_Flyover_Generic_Script_JDG M01_FP_BaseToBase_NorthSouth_Contoller_JDG M01_FP_BaseToBase_SouthNorth_Contoller_JDG M01_FP_GDIOcean_NorthSouth_Contoller_JDG M01_FP_GDIOcean_SouthNorth_Contoller_JDG M01_FP_NodBase_NorthSouth_Contoller_JDG M01_FP_NodBase_SouthNorth_Contoller_JDG M01_FP_NodBase_EastWest_Contoller_JDG M01_FP_NodBase_WestEast_Contoller_JDG M01_FP_NodBase_Dogfight_Contoller_JDG M01_Announce_First_ObjectiveZone_JDG M01_GDI_BeachGuy01_JDG M01_Beach_Datadisc_JDG M01_ConDropZone_JDG M01_Use_Ladder_Zone_JDG M01_Base_StartZone_JDG M01_Base_GDI_Fodder_JDG M01_AccessDenied_Zone_JDG M00_No_Falling_Damage_DME M00_HealthMedal_TextMessage M00_C130_Explosion M00_BUILDING_EXPLODE_NO_DAMAGE_DAK M00_ArmorMedal_TextMessage_JDG M00_Obelisk_Weapon M01_C130_Dropoff_Dude_JDG M01_SniperRifle_02_JDG M01_SniperRifle_02_AirdropZone_JDG M01_GDIBase_FirstChinookMinigunnerGuy_JDG M01_Nod_Truck_JDG M01_Base_Nod_Minigunner_JDG M01_C4_TutorialScript_JDG M01_SniperRifle_01_JDG M01_SniperRifle_01_Target_JDG M01_HON_FrontDoor_Evacuator_JDG M01_CommCenter_Evacuator_JDG M01_HarvesterScript_New_JDG M01_KeyCard01_Script_JDG M01_Tiberium_Cave_Helicopter_JDG M01_Nod_Chinook_Reinforcement_Guy_JDG M01_Hunt_The_Player_JDG M01_Evac_TroopBone_JDG M01_POW_Nod_Minigunner01_JDG M01_BackPath_EntranceZone_JDG M01_BasalBuilding_Population_JDG M01_QuickSave_Zone_JDG M01_TriggerZone_GDIBase_BaseCommander_JDG M01_Duncan_Assailer_JDG M01_MiniGunner_Point_Guard_JDG M01_BackPath_NodGuy_JDG M01_TibCave01_Datadisc_JDG M01_BarnArea_NOD_Commander_Trigger_Zone02_JDG M01_RealLightTank_TriggerZone_JDG M01_Announce_TankAirstrikeZone_JDG M01_GuardTower02_NewSniperTarget_JDG M01_GDI_GuardTower02_SniperRifle_JDG M01_GDIBase_AI_ExitZone_JDG M01_Player_is_Entering_GDI_Base_Zone M01_Play…
creator: Neijwiert
date: 2017-10-05T21:45:46-00:00

Re: Singleplayer scripts
type: item
description: I suspect based on credits.txt (but can't be sure) that JDG is Joseph Gernert (listed under designers)
creator: jonwil
date: 2017-10-06T11:08:31-00:00

Re: Singleplayer scripts
type: item
description: jonwil wrote on Fri, 06 October 2017 04:08 I suspect based on credits.txt (but can't be sure) that JDG is Joseph Gernert (listed under designers) I see. Well he also didnt know how to use script parameters. I believe only one script in the entirety of M01 code has script parameters. Its a real pain to decompile something and find out that youre practically reversing the same code. Edit: Well if he is a designer that could explain a few things.
creator: Neijwiert
date: 2017-10-06T15:44:38-00:00

Re: Singleplayer scripts
type: item
description: Well I'm impressed on how much you have done in a short amount of time. Good Job.
creator: Gen_Blacky
date: 2017-10-13T17:26:20-00:00

Re: Singleplayer scripts
type: item
description: Gen_Blacky wrote on Fri, 13 October 2017 10:26 Well I'm impressed on how much you have done in a short amount of time. Good Job. Why thank you, much apreciated. I'm curently working on m03 and I have everything up to and including the big gun.
creator: Neijwiert
date: 2017-10-13T19:20:15-00:00

Re: Singleplayer scripts
type: item
description: M03 Has been completely reverse engineered with code flow. The release contains the following scripts (May contain scripts that were missed in previous releases): Toggle Spoiler Uncompleted No uncompleted scripts Completed M03_Cine_Explosion M03_Damage_Modifier_All M03_Killed_Sound RMV_Trigger_Killed M03_AggAndCover RMV_Home_Point M03_Beach_Radio M10_Pokeable_Item_OnePoke M03_Past_Pillbox M03_Reinforcement_Chinook M03_No_More_Parachute M03_Beach_Turret M03_Destroyed_Turret M03_Wheres_The_Star RMV_Trigger_Zone M09_Innate_Activate M00_Reveal_Enc_Character_DAY M03_DataDiscMessage RMV_Trigger_Zone_2 RMV_Hostage_Rescue_Point M03_Zone_Enabled_Spawner M03_Killed_Disabled_Spawner M10_Stationary M03_Structure_Powerup_Drop M03_Destroyed_Chinook M08_Nod_Turret M03_Engineer_Repair M03_Tiberium_Cave_Stay_Put M03_Ambient_Birdcall_Controller_JDG M03_Radar_UnScramble M10_Elevator_All_Zone M03_Power_Plant M03_Base_Patrol M03_Protect_The_MCT RMV_Camera_Behavior M03_Technician_Work M03_Mct_Poke RMV_M03_Comm_Center_Terminal Sakura_Killed M03_Sakura_Explosion M03_Officer_With_Key_Card2 M06_Activate_Secret_Door M03_Holograph_EntryZone_JDG M03_KaneHead_JDG RMV_Volcano_And_Lava_Ball_Creator RMV_Engine_Sound M03_Refinery M03_Officer_With_Key_Card M03_Key_Card M00_InnateIsStationary M09_Attack_Blocked_False M03_Mission_Complete_Zone RMV_Trigger_Poked M00_Trigger_When_Destroyed_RMV M03_Beach_Scenario_Controller M00_Object_Create_RMV M03_Intro_Substitute M00_Put_Script_On_Commando M00_Damaged_Warning M03_Initial_Powerups M03_Commando_Script M03_Objective_Controller M03_Objective_Tracker M03_Chinook_Reinforcements M03_Gunboat_Controller_RMV DLS_Volcano_Stumble M03_Beach_Reinforce M03_Chinook_ParaDrop M03_Paratrooper_Run M03_Conversation_Zone M03_Staged_Conversation_1 M09_Innate_Disable M00_Trigger_When_Killed_RMV M03_Alternate_Sam_Site M03_Chinook_Fodder_Creator M03_Inlet_Nod_Reinforcements M00_Object_Destroy_Self_RMV M03_Engineer_Target RMV_Test_Big_Gun_Turning M03_Radar_Scramble M10_Elevator_…
creator: Neijwiert
date: 2017-10-24T20:35:18-00:00

Re: Singleplayer scripts
type: item
description: Neijwiert wrote on Tue, 24 October 2017 14:35 The devs used local variable address sharing through Send_Custom_Event. That sounds like the best type of awful!
creator: Jerad2142
date: 2017-10-26T00:12:58-00:00