Command and Conquer: Renegade Official Forums - RDF feed
type: channel
description: C&C: Renegade --> Dying since 2003™, resurrected in 2024!
items: scripts.dll 1.3
items: ok, heres the status
items: the server side only bug is a game limitation
items: Re: ok, heres the status
items: ok, all the new scripts are written
items: ok, all the scripts are in
items: progress update
items: ok...
items: update
items: What you ask for is not possible
items: BTW
items: all 5 of those scripts now work
items: hmmm, I dont think I can do that...
items: Yes, I will be releasing the source code to the scripts
items: one other thing...
items: 2 buildings wont work
items: there is a list of all known customs
items: Re: there is a list of all known customs
items: readme.txt of course
items: as for that script
items: 2 things...
items: 1.3 is almost ready
items: Re: What you ask for is not possible
items: Well the problem is that there is no easy way for...
items: its for...

scripts.dll 1.3
type: item
description: I am working on a scripts.dll 1.3 that will be out before xmas (in fact, it will be out before the 18th december) Currently, I intend to: 1.add this new script requested by cncgenocide: JFW_Give_Money (gives money to whatever object sent the custom when a custom is triggered) Message (which message to trigger on) Entire_Team (give to entire team or just the player, 1 = entire team, 0 = player only) Amount (how much to give, positive means add money, negative means take it away) Use this script for example with a custom of 1000000025 to trigger when collected 2.add any scripts that are "out there" (i.e. anything that someone else has written) 3.include a fix for the stealth armour, if dante wants to provide one (I myself dont have the time to go into the debugger and fix it) 4.fix any other bugs in the scripts.dll and 5.include any small scripts that people want and that I have the time to include. I need details for all of the above (i.e. scripts that are out there, script ideas, bugs etc) ASAP so I can get this thing wrapped up. Also, if there are any other boards that this should be posted to, let me know.
creator: jonwil
date: 2003-12-10T03:32:38-00:00

scripts.dll 1.3
type: item
description: One foolish word. OMMMGG!!!!!!11
creator: Dishman
date: 2003-12-10T03:39:06-00:00

scripts.dll 1.3
type: item
description: Jonathon Wilson you are my hero.
creator: Imdgr8one
date: 2003-12-10T04:06:28-00:00

scripts.dll 1.3
type: item
description: Cool Jonwil thanks for getting it on the go! Guess wot, the script is for a secret project to say sorry for warpaths death!
creator: Genocide
date: 2003-12-10T17:34:45-00:00

scripts.dll 1.3
type: item
description: Very nice accomplishment so far... People will be needing those scripts. They would be using it like a hobby
creator: GonerX
date: 2003-12-10T17:39:16-00:00

scripts.dll 1.3
type: item
description: I had an idea for a script. Dante said it was a simple one to write if someone wrote it, but I have no idea on how long it would take o do so here is the idea: JFW_Global_Sound_Controller - Broadcasts a 2D sound to everyone in game when it receives a custom. It should act like a building controller in the way the sounds are broadcast to everyone in game. It should have one or more inputs that accept a custom and the same amount of outputs, which will be a name of a 2D sound preset. When a custom is sent to the object with JFW_Global_Sound_Controller on it, if the custom matches the parameter in the script, the sound will play. Having more outputs and inputs means you can use one script instead of many if your using multple sounds and customs. It should also be re-useable so it will play the sounds each time it receives a custome thereafter. If it is possible to write, that would be excellent. I would use it in my CTF map to play the sounds, but this script would be needed to make it work. If you think it is easy enough to write and you need more info then just post.
creator: General Havoc
date: 2003-12-10T18:14:25-00:00

scripts.dll 1.3
type: item
description: Yeah, thats one of the scripts that was discussed i think at renevo.
creator: Adavanze
date: 2003-12-10T19:01:08-00:00

scripts.dll 1.3
type: item
description: The stealth suit script is messed up, and the aircraft_fuel script also has problems. Can you make a script that sends customs randomly between certain amounts of time?
creator: OrcaPilot26
date: 2003-12-10T20:21:45-00:00

scripts.dll 1.3
type: item
description: Adavanze Yeah, thats one of the scripts that was discussed i think at renevo. Yeah I posted a lot of info for what my plan was to use it for there, i've simplified it a little now. Dante said it should be fairly easy to write, not being a C++ programmer, i can't tell what is involved. My name at RenEvo is flipped (HavocGeneral) FYI.
creator: General Havoc
date: 2003-12-10T21:58:06-00:00

ok, heres the status
type: item
description: new scripts by me: JFW_Give_Money (gives money to whatever object sent the custom when a custom is triggered) Message (which message to trigger on) Entire_Team (give to entire team or just the player, 1 = entire team, 0 = player only) Amount (how much to give, positive means add money, negative means take it away) Use this script for example with a custom of 1000000025 to trigger when collected JFW_2D_Sound_Custom (plays a 2d sound when a custom is recieved) Message (which message to trigger on) Preset (which sound to play) JFW_Random_Custom (fires off a custom at a random interval) Message (which message to send) ID (what to send it to) Time_Min (minumum time for how long the timer should run for) Time_Max (maximum time for how long the timer should run for) Repeat (0 = fire off only once, 1 = fire off repeately) also, some new scripts for the survival game mode for some mod and also for the tech assault mod. Plus, hopefully, fixed versions of the aircraft fuel, the building gun and the stealth armour will be included. I would request that anyone not using 1.3 switch to 1.3. If you have scripts that use the old code (i.e. DECLARE_INFO and IMPLEMENT_INFO), you will need to convert them to the new code. (contact me with the scripts and I can do that for you)
creator: jonwil
date: 2003-12-10T23:33:47-00:00

scripts.dll 1.3
type: item
description: Is it possible that the "JFW_2D_Sound_Custom" may suffer from the server side only bug, where only the host can hear the sound? That was the problem I thought about as the existing ones suffer from it. Great Work keeping up the development and updates on the dll.
creator: General Havoc
date: 2003-12-10T23:43:56-00:00

the server side only bug is a game limitation
type: item
description: I cant fix it, Create_2D_Sound and Create_2D_WAV_Sound only work for the host. Sorry.
creator: jonwil
date: 2003-12-11T02:18:54-00:00

Re: ok, heres the status
type: item
description: jonwil also, some new scripts for the survival game mode for some mod and also for the tech assault mod. Just for those who want specifics: The survival game mode and the Tech Assault scripts. The survival scripts are the scripts used for NHB and his minions and a new PT (not PT screen..just something that creates objects when poked, but works for everyone). Tech Assault scripts are the base construction.
creator: [REHT]Spirit
date: 2003-12-11T02:55:27-00:00

ok, all the new scripts are written
type: item
description: Still to do: 1.test all of them (mine plus the survival and Tech Assault scripts) 2.code up 3 scripts ACK wanted for a new "player buys a harvester and harvests himself" feature 3.test those scripts 4.fix the bugs in aircraft_fuel, stealth_armour and building_gun then 5.release 1.3 This should (I hope) be done before I go away on my xmas holiday.
creator: jonwil
date: 2003-12-11T04:10:47-00:00

scripts.dll 1.3
type: item
description: Hmm thats a bummer about the 2D sound. I thought there may be a way around it by adapting how building controllers produce their sounds (broadcasting 2D sound when damaged). I don't know if it is possible though. If that isn't possible, how about a script that can damage a building controller (say by 1 health). That way, I could change the EVA annouce delay to "0" and use the building controller with modded sounds in my CTF map. Something like "JFW_Custom_Damage_Object" I had in mind.
creator: General Havoc
date: 2003-12-11T21:33:27-00:00

ok, all the scripts are in
type: item
description: Including the custom_damage_object one. Now I need people to help me make test maps (both for the new scripts and for the aircraft_fuel, building_gun and steath_armour showing how they are busted). Then I can test them, once they work, I can release scripts.dll 1.3 So, I need testers. If you are able to help me test, contact me on ICQ 77572965, AIM jonwil2002, Yahoo jonwil2002 or MSN JonathanWilson623@hotmail.com and we can discuss what testing needs to be done.
creator: jonwil
date: 2003-12-11T21:54:16-00:00

progress update
type: item
description: Given that the "request for more script ideas" has been out there for a while, its reasonable to assume that all of the "easy to add" script ideas have been given to me. So, I am not going to add any more scripts to 1.3 (since I really need to get the ones I already wrote tested and added) changes: 1.the JFW_Building_Gun bug, after talking with NeoSaber, I cant find anything wrong with the script itself. So for now, I wrote a note in the readme. If I can get another map (from NeoSaber or anyone else) that shows the same symptoms, I might be able to investigate further. 2.the JFW_Aircraft_Fuel and TDA_Stealth_Armour bugs are being looked into, I am still in need of people to make test maps for me to test both these 2 scripts and all the new ones. and 3.new scripts: JFW_Give_Money (gives money to whatever object sent the custom when a custom is triggered) Message (which message to trigger on) Entire_Team (give to entire team or just the player, 1 = entire team, 0 = player only) Amount (how much to give, positive means add money, negative means take it away) Use this script for example with a custom of 1000000025 to trigger when collected JFW_2D_Sound_Custom (plays a 2d sound when a custom is recieved) Message (which message to trigger on) Preset (which sound to play) Just attatch multiple copies of this to trigger multiple sounds JFW_Random_Custom (fires off a custom at a random interval) Message (which message to send) ID (what to send it to) TimerNum (what number to use for the timer) Time_Min (minumum time for how long the timer should run for) Time_Max (maximum time for how long the timer should run for) Repeat (0 = fire off only once, 1 = fire off repeately) JFW_Resource_Field (when entered by a resource collecter, a timer is started and a flag is cleared. If the resource collecter exits before the timer goes off, the flag is set. When the timer goes off, if the flag is clear, it will send a cash amount to the resource collecter) Cash (how much cash this field is…
creator: jonwil
date: 2003-12-12T12:10:22-00:00

scripts.dll 1.3
type: item
description: Hi....could you add a script that you can attach to a spawner so when upon 1st spawn (either when you 1st join or after you die) you can disable any C4 or weapons on them. This is a problem in .mix format where no matter what you do in Level edit you spawn with c4 your pistol and the rifle. and on the give money script can you make a parameter for only Nod or only GDI?
creator: Titan1x77
date: 2003-12-12T17:41:37-00:00

scripts.dll 1.3
type: item
description: How about a script that allows you to enter manned enemy vehicles? Like a nod soldier riding in a gdi tank. I suppose you could combine this later with another script for hijacking or something
creator: Ferhago
date: 2003-12-12T17:56:23-00:00

scripts.dll 1.3
type: item
description: Titan1x77 Hi....could you add a script that you can attach to a spawner so when upon 1st spawn (either when you 1st join or after you die) you can disable any C4 or weapons on them. This is a problem in .mix format where no matter what you do in Level edit you spawn with c4 your pistol and the rifle. and on the give money script can you make a parameter for only Nod or only GDI? Wouldn't it be easier just to disable these weapons through Commando Editor? This is my idea for a script: SCUD_Launcher Hides a part of bone(s). This could be useful on SCUD launcher type vehicle with visible ammo (missile). The script triggers when you press either one of the Fire buttons. The bone becomes visible again after a specified period of time. Mods, like Renegade Alert would benefit from this script. Currently the V2 in RenAlert spawns another missile (projectile) from it's missile (bone).
creator: Deactivated
date: 2003-12-12T19:25:57-00:00

scripts.dll 1.3
type: item
description: SeaMan Wouldn't it be easier just to disable these weapons through Commando Editor? It's impossible to do that as they are hard coded into the game engine. You cannot modify spawners in any way in a MIX file as they will always get overriden. Same goes for trying to spoof the C4 on the spawner, it reads it from a copy of the objects.ddb so that won't work. However a script that can ungrant a powerup may work if it's possible to write such a script.
creator: General Havoc
date: 2003-12-12T20:37:51-00:00

ok...
type: item
description: Firstly, I will add JFW_Remove_Guns (which will remove all the guns from whatever steps into it I hope). Put script zones around the spawners just like with the Team Deathmatch scripts. Then you can put whatever new weapons you like in. EDIT: Wait, that wont work because if a player happens to walk through the zone during the game, he looses all his weapons. So, looks like that idea cant be done either at this point in time Note that if the player buys from the PT, they will still get weapons. The Give Money script is already team-specific. The "enter enemy vechicles" script is not possible unfortunatly. As for the make part of the model disappear thing, I know of a way to do the disappear but the problem is, there is no way for a script to know when something fires its weapon.
creator: jonwil
date: 2003-12-12T22:17:17-00:00

scripts.dll 1.3
type: item
description: When should 1.3 be out? I think another good script would be for ai vehicles to be able to run on waypaths, shoot, and not stop once they kill something. (Sorry if you already said you were or wern't going to do that, I just read the first and last posts)
creator: Spike
date: 2003-12-13T22:43:02-00:00

update
type: item
description: added: JFW_Clear_Weapons (This script will remove the weapons from any object that enters the zone. If the object gets more weapons and re-enters the zone, they will disappear) (no parameters) JFW_Startup_Custom (This script will send a custom when it starts) Message (the message to send) ID (the ID of the object to send it to) Still testing. 1.3 should be out before christmas. But it all depends on if I can get the new scripts done for RenAlert by then or not.
creator: jonwil
date: 2003-12-14T00:28:41-00:00

update
type: item
description: Almost ready for release. Still to do: 1.Get the NH and SUR scripts tested by the script coders/the mod authors/whoever wanted the scripts/whoever knows how to use them. Also, get the coders of the scripts to fix them up if they are broken and 2.get the latest RenAlert scripts. Then I can release 1.3 The sooner the right people involved with 1. and 2. do their bit, the sooner I can release 1.3 BTW, 3 more new scripts I added JFW_Zone_Send_Custom_Enable_Enter (sends a custom when a zone is entered or exited but only if its enabled) EnterMessage (message to send on entry) EnterParam (param to send on entry) ExitMessage (message to send on exit) ExitParam (param to send on exit) Player_Type (what player type to trigger on, 0 = Nod, 1 = GDI, 2 = any) Enable_Message (what message will turn the zone on) Disable_Message (what message will turn the zone off) JFW_Zone_Send_Custom_Preset_Enter (sends a custom when a zone is entered or exited but only if the object that entered it is a specific preset) EnterMessage (message to send on entry) EnterParam (param to send on entry) ExitMessage (message to send on exit) ExitParam (param to send on exit) Player_Type (what player type to trigger on, 0 = Nod, 1 = GDI, 2 = any) Preset_Name (what preset name to trigger on) JFW_Send_Custom_Zone_Enter (sends a custom when a zone is entered or exited) EnterMessage (message to send on entry) EnterParam (param to send on entry) ExitMessage (message to send on exit) ExitParam (param to send on exit) Team_ID (what player type to trigger on, 0 = Nod, 1 = GDI, 2 = any) These last 3 send to the object that has entered or exited the zone I added them because I realized that they were usefull for stuff
creator: jonwil
date: 2003-12-14T04:45:23-00:00

scripts.dll 1.3
type: item
description: 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?
creator: YSLMuffins
date: 2003-12-14T06:29:43-00:00

What you ask for is not possible
type: item
description: Well it is possible but it would require a Big Ugly Hack(TM) to implement it. Therefore its not worth the effort.
creator: jonwil
date: 2003-12-14T06:53:12-00:00

BTW
type: item
description: The Aircraft Fuel, Stealth Armour and Building Gun scripts should hopefully be fixed (for good this time)
creator: jonwil
date: 2003-12-14T07:15:30-00:00

scripts.dll 1.3
type: item
description: 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
creator: General Havoc
date: 2003-12-14T10:36:55-00:00

scripts.dll 1.3
type: item
description: What is wrong with the stealth armor script? I thought it was working.. oh well.
creator: Adavanze
date: 2003-12-14T10:57:20-00:00

all 5 of those scripts now work
type: item
description: 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.
creator: jonwil
date: 2003-12-14T12:17:52-00:00

scripts.dll 1.3
type: item
description: is it possible to write a script to change startup spawners team randomly? For example: Nod starts on once place of the map and gdi another, and the next time the map begins the nod spawners are GDI and GDI are nod, but instead of just taking turns to start on diff places, make it random? Like you never know where Nod will start or GDI will start. Im preety sure this isn't possible though. Think of it as an assault script! Nod defending their PP, and GDI attack it. Then the next time the map is loaded GDI have to defend their PP and Nod attacks?
creator: Madtone
date: 2003-12-14T12:29:24-00:00

hmmm, I dont think I can do that...
type: item
description: I dont know of a way to do that.
creator: jonwil
date: 2003-12-14T12:45:40-00:00

scripts.dll 1.3
type: item
description: lol, no hope then.. ah well, was with a try! hehehe!
creator: Madtone
date: 2003-12-14T12:54:53-00:00

scripts.dll 1.3
type: item
description: All the SUR scripts work, I've gone through the game repeatly tweaking them for quite a bit of time. The only issue was that they don't all do their original design. It's useable though.
creator: [REHT]Spirit
date: 2003-12-14T16:00:18-00:00

scripts.dll 1.3
type: item
description: Will you be publicly releasing the source code for the new script version?
creator: Adavanze
date: 2003-12-14T19:55:48-00:00

Yes, I will be releasing the source code to the scripts
type: item
description: 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.
creator: jonwil
date: 2003-12-15T02:01:45-00:00

one other thing...
type: item
description: 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)
creator: jonwil
date: 2003-12-15T02:38:38-00:00

scripts.dll 1.3
type: item
description: 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.
creator: Madtone
date: 2003-12-15T12:05:20-00:00

scripts.dll 1.3
type: item
description: Would it be possible to make sumthing so that you can have 2 of the same building in one level, and still have everything function properly?
creator: Renx
date: 2003-12-15T15:16:51-00:00

scripts.dll 1.3
type: item
description: 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. 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.
creator: General Havoc
date: 2003-12-15T16:54:20-00:00

2 buildings wont work
type: item
description: At least not via scripts anyway.
creator: jonwil
date: 2003-12-15T22:53:45-00:00

scripts.dll 1.3
type: item
description: Is it posible a list of known customs, what they do, and how they are used is created for our use?
creator: Cpo64
date: 2003-12-16T02:41:20-00:00

there is a list of all known customs
type: item
description: 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...
creator: jonwil
date: 2003-12-16T03:59:47-00:00

Re: there is a list of all known customs
type: item
description: 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... 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... OMG awsome! :shocked:
creator: Cpo64
date: 2003-12-16T04:31:03-00:00

readme.txt of course
type: item
description: there IS only one file by that name. The new version will include an expanded listing.
creator: jonwil
date: 2003-12-16T04:42:03-00:00

scripts.dll 1.3
type: item
description: Oh, the one with the scripts, okay, I thought you ment the renegade one :oops:
creator: Cpo64
date: 2003-12-16T05:37:20-00:00

scripts.dll 1.3
type: item
description: I remember helping Dante test that script. It was supposed to remain a secret. It was designed for the Allied Ranger, since it will be open-topped.
creator: Aircraftkiller
date: 2003-12-16T05:42:42-00:00

as for that script
type: item
description: 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.
creator: jonwil
date: 2003-12-16T05:53:03-00:00

scripts.dll 1.3
type: item
description: 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.
creator: Deactivated
date: 2003-12-16T13:10:21-00:00

scripts.dll 1.3
type: item
description: Excellent stuff. The Player character inside an open vehicle should be great. I know a few people had some grerat ideas of what could be done with that. Can't wait to test some of the new ones out.
creator: General Havoc
date: 2003-12-16T19:12:55-00:00

scripts.dll 1.3
type: item
description: Would help if you don't send a corrupt zip file next time JW.
creator: Sir Kane
date: 2003-12-16T20:12:57-00:00

scripts.dll 1.3
type: item
description: Hey it's dialup, I had corrupt zips uploaded all the time when I had it. Just have to re-upload/send it, which takes time on a dialup.
creator: General Havoc
date: 2003-12-16T22:09:01-00:00

2 things...
type: item
description: Firstly, the vechicle driver one is still WIP and probobly wont appear in 1.3 Also, the vechicle reload zone, I dont know how to do it.
creator: jonwil
date: 2003-12-16T22:20:29-00:00

1.3 is almost ready
type: item
description: Just some testing to be done and it will be ready. Any testers, contact me on ICQ/AIM/MSN. 1.3 will be out either Thursday (my time) or Friday (my time). I go away on monday so dont expect me to be around. Source code will be available as usual so if you really really need a bug fixed before I get back, find another scripter to do it or else learn C++ and fix the bug yourself Note that this contains complete working copies of the 4 RenAlert scripts from the latest RenAlert scripts.dll. So, it should be usable out-of-the-box with RenAlert (i.e. it can be included with 0.992). There are some great new scripts that will be usefull for RenAlert: JFW_Base_Defence_Aircraft_Only. Great for SAM sites and AA guns. JFW_Building_Gun_No_Aircraft & JFW_Building_Gun_Weapon_No_Aircraft. Great for Gun Turrets, Tesla Coils and Pillboxes. So, it should now be possible to make the "teslas-dont-shoot-apaches" fix
creator: jonwil
date: 2003-12-17T06:42:26-00:00

Re: What you ask for is not possible
type: item
description: jonwil Well it is possible but it would require a Big Ugly Hack(TM) to implement it. Therefore its not worth the effort. Hmmmm, is it possible with the current version of the scripts? Perhaps some major script attaching with Dave's arrows and whatnot?
creator: YSLMuffins
date: 2003-12-17T21:51:45-00:00

Well the problem is that there is no easy way for...
type: item
description: The repair bay to signal to all the vechicles that its been destroyed. The Big Ugly Hack(TM) bit refers to the fact that, in theory, one could keep a list of all the vechicles in the game somehow and use that as a guide but it then means you need to handle "registering" vechicles that get created and also "unregistering" vechicles that get destroyed. But the good news is that I have added (and tested) not one but THREE new scripts for doing repair bays. One is for all vechicles One is for all vechicles except for a few you specify (for example if you dont want airplanes to repair at the repair bay) and One is for It doesnt have any animations for repairing. But on the other hand, it doesnt have the nasty "Arc Bug" with the mines and the arc in the middle of the map and so on.
creator: jonwil
date: 2003-12-17T22:02:16-00:00

scripts.dll 1.3
type: item
description: WOO! Hopefully we'll start to see more repair pads in maps now that there's a fixed up thing for it, but what is the third script for?
creator: Try_lee
date: 2003-12-17T23:47:26-00:00

its for...
type: item
description: Its for only the vechicles you specify and no other. So, you can use one for a regular repair bay attatched to the repair bay building. And one for an aircraft repair bay attatched to the helipad. BTW, all 3 of the repair bay scripts will completly ignore any infantry units (or more specific player controlled infantry units I suspect). Plus, you can make them for one team only or both teams.
creator: jonwil
date: 2003-12-18T00:22:05-00:00