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C&C: Renegade --> Dying since 2003™, resurrected in 2024!
I am currently collecting ideas for version 1.5 of the scripts.dll. No firm release date yet. First ideas: 1.make it so that the JFW_Preset_Buy script wont let you buy if you dont have enough cash 2.create a new script, same as JFW_Preset_Buy (including the cash fix) but called JFW_Weapon_Buy and instead of using a location to spawn, use Give_Weapon to give the weapon to the player. Any other ideas?
Is it possible to make a script so that when someone spawns, they do a paradrop? Maybe it could be done buy running a txt script, that attaches the parachut, adds the no falling death script. and if possible make them fall slower?
Could you make a script that creates dust when a apache or orca is near the ground?
No to the parachute script (for a bunch of reasons, animation stuff being one) And no to the orca dust thing
what about visiable characters in vehicles? cant u just make it so than when u enter a vehicle it just creats a character in a chosen positions?
visible characters in vechicles is being worked on.
make a aircraft code. Not a orca and helicopter script, a mig maybe, if it's able.
what about vehicle collision damage? like when u collied into a wall or another vehicle, u get damage?
You could just use script zones, or possibly if vehicles could take damage from tiberium (set damage type to skin_flesh)?
Quote: what about vehicle collision damage? like when u collied into a wall or another vehicle, u get damage? That could probably be done, but the vehicle wont show damage or anything and it would just look stupid when it simply stops when it hits a wall. :S
1) healing area around a vehicle or structure? (like an ambulance can heal any infantry unit withing 20 meter) (same with a structure but it can heal both vehilces an infantry) 2) something like a sensor array? when cloaked units come within its range, they can be seen. (dont know if these can already be done) 3) when a certain building gets destroyed u can no longer buy high-tech units (example: in Reneage you lose the "tech" building. now as gdi u can no longer make mammys or the 1000 dollar character. but the other "low tech" units can still be made) 4) kinda the same as #3. when u lose a certain building u can no longer buy ion/nuke beacons. (example: gdi lose a building modeled like the ion cannon. now the can no longer buy ions)
IRON-FART Quote: what about vehicle collision damage? like when u collied into a wall or another vehicle, u get damage? That could probably be done, but the vehicle wont show damage or anything and it would just look stupid when it simply stops when it hits a wall. :S well u can always use damage bones, shows damage when its damaged
firstly, the vechicle that heals = not possible. But, for buildings its possible. Making something thats tthe same as the repair bay but for infantry only or infantry & vechicles is possible. Sensor for detect cloaked units = not possible As for "not able to buy stuff when building gets blown up". Its not directly possible. But there are some kludgy hacks that can make something similar happen.
1. Alt Fire on weapons? 2. I was hoping you could make a script that could do something like: Player = X Amount of Kills =Y When X reaches Y, Sound plays to everyone. Also, is it possiable to have a certian amount of kills during the span in which they are alive? And have it reset when they die? Let me know Asap, if they can be done, this means ill finish my TDM map.
jonwil Sensor for detect cloaked units = not possible What about a vehicle that when deployed, emits a large, invisible explosion that does 0 damage. Stealth units will light up when they come within the "explosion."
Or make the "senser array" a base defence, that fires an invisable round at all vehicles, but did not damage. So soon as a stealth vehicle came into range, it would shimmer ^_^
Firstly, there is no way to detect when a player kills something. And, ant fire on weapons = not possible
Custom Camera? Right now, we are limited buy the cameras shiped with renegade, because if you use a custom camera.ini you are not able to access servers on wol (probaly gsa too) If you could use a script to have a custom camera angle, that would be cool
Dont think its possible to change the cameras.
Im starting to think you put yourself out of a job
no, its just that everyone keeps asking me for stuff that I cant do. What happened to all the good ideas?
How about a capture the mobius script? Make mobius follow you when you press 'e' near him, and bring him back to a zone for points.
Capture The Mobius might be possible using the Action_Follow_Input script command. If I had the complete definition of the ActionParamsStruct structure, it would make my life so much easier
I've had Capture the Mobius sitting on my desktop for a month now. We hosted it for a day, the game play was horrible compared to the other game modes. Even when everyone knew how to play it, the fun was lacking. We quickly took it off and hosted CTF, since everyone preferred that over CTM. The ActionParamStruct that I made the Mobius use was screwed up when it came to tunnels. It refused to move through tunnels, so certain maps like Canyon were almost unplayable. If people really want it, I could spend a few days cleaning it up. CTM looks great on paper, but is horrible in game.
CHICKEN SKEET The Ultimate Game Mode Everyone would get in a bunker and shoot as chickens fly through the air. One chicken is worth 6/33 of a point. And then when people shoot a chicken, it morphs into a power ranger and follows the player around klling other power rangers. For every 10 points, the player gets the Batmobile for 30 seconds and trys to squish as many chickens as possible. But when a chicken is squished instead of shot, it turns into Cookie Monster, and proceeds to take potshots at Big Bird. The player with the most pies in the end wins. Oh, and Mobius follows players around if you punch him in the face. Think you could make that with scripts? It would be a lot more fun than Capture the Flag in my book...
vloktboky I've had Capture the Mobius sitting on my desktop for a month now. We hosted it for a day, the game play was horrible compared to the other game modes. Even when everyone knew how to play it, the fun was lacking. We quickly took it off and hosted CTF, since everyone preferred that over CTM. The ActionParamStruct that I made the Mobius use was screwed up when it came to tunnels. It refused to move through tunnels, so certain maps like Canyon were almost unplayable. If people really want it, I could spend a few days cleaning it up. CTM looks great on paper, but is horrible in game. If you could clean it up that would be great! EDIT: Are their any other game modes that you have tried to recreate?
What about an animation play/pause script? it my be the key to get around mechs, example... when in a vehicle, and moving, the animation will play, but when not moving, it will pause. can that be done?
vloktboky The ActionParamStruct that I made the Mobius use was screwed up when it came to tunnels. It refused to move through tunnels, so certain maps like Canyon were almost unplayable. I suspect the problem is that the AI is setup for vehicles, hence it won't go into the tunnels, I am guessing theres a flag that will make it work for people. However I have looked at that structure and I don't have a clue how you do that, so an alternative might be to: Define your own AI to get mobius to move smoothly through the tunnels. I am not sure if it would work but you could try to detect when mobius is at the tunnel mouth then have waypoints at all the tunnel junctions and tell mobius to move to the waypoints. Note: I am using the term waypoints liberally basically it would just be an array of Vector3's Gib
Yeah, remember what sort of things we can do with the scripts.dll. Most of the ideas in the first part of the thread are no things you normally do with scripts alone. Ideas like Domination and the random presets were good ideas for 1.4 and all perfectly do-able. As for vloktbokys scripts, they are all very well but they would be nicer if you could write them as a "useable" script so people can program them into their maps also. In reality server-side dll scripts offer no advantage to modders making maps. It causes more problems if anything.
jonwil And no to the orca dust thing If UnitX in zone Then display EmitterName ?
Havoc 89 What about an animation play/pause script? it my be the key to get around mechs, example... when in a vehicle, and moving, the animation will play, but when not moving, it will pause. can that be done? Should be. Just need to use a timer to check if the mech's in the same position.
Only problem with that is like JW mentioned before. There is no way as of yet on how to play animations through a script. We can reference a W3D name via a script and manipulate it's position but not call different animation frames or tell it to play/pause/stop.
General Havoc Only problem with that is like JW mentioned before. There is no way as of yet on how to play animations through a script. We can reference a W3D name via a script and manipulate it's position but not call different animation frames or tell it to play/pause/stop. You actually can play an animation and have it work in MP! And if the animation say takes 2 seconds, then just make a timer that happens every 2 seconds, checking to see if it needs to play the animation again (if looping and stopping can't work). Only issue is I don't know how well playing an animation constantly online works. But checking it every 2 seconds shouldnt really slow things down (I did a map where there were LOTS of bots constantly checking their position, didn't seem to slow down). And I think somewhere down in the first page there was someone saying that sensors to detect stealth units isn't possible, however it can be done! Just depends on how you want it to be set up (like if you want the sensor to scream "BZZT!!! STEALTHED UNIT DETECTED! ALERT! BZZT!...", or what). Heck if you guys give me some more details i might take a shot at some of this stuff.
General Havoc As for vloktbokys scripts, they are all very well but they would be nicer if you could write them as a "useable" script so people can program them into their maps also. In reality server-side dll scripts offer no advantage to modders making maps. It causes more problems if anything. My scripts were not meant for fan maps, clients should not have my work. They were meant so servers could host modified games that everyone could play on. That's why it's "server side". Adding support so fan maps could take advantage of the mode, that would make sense. But, converting the whole thing for fan maps alone defeats the entire purpose of the mod. I don't see how they could cause problems. If you want to host a server for the purpose of sniping or for CTF games, use them. If you want to host fan maps or use other rules, don't use them. I've got a few good ideas on some scripts that I could make this weekend. If you need any help with anything Jonathan, you know how to reach me.
How do you do animations in MP? What command is it that makes things work and how do you use it?
Doesn't the animation stuff ActionParamsStruct work in MP? Either way, there has to be some command that plays animations, Test_Cinematic script is/should be proof of this.
As far as animation-related script commands go: Action_Play_Animation is untested in MP, I dont know if that will work or not Set_Animation is confirmed to work since thats what the Test_Cinematic script uses but I dont know all the parameters so I cant use it yet. (help figuring out the parameters would be appreciated) Set_Animation_Frame is tested and doesnt work (Its this one that does things like the obelisk powerup animation). BTW, the reason its busted is because somehow either renegade doesnt correctly send the network message to the client from the server or it doesnt correctly process it in the client (this is acording to one of the dev team a while back, it was going to be fixed but they ran out of time) Static_Anim_Phys_Goto_Frame and Static_Anim_Phys_Goto_Last_Frame I dont know if they work im NP or not. Now that I think about it, if I knew how to use Set_Animation, I may be able to do the walking animation for vechicles thingo. But I dont know how to use it As for detecting stealth vechicles, how would you do that?
Simplest way is to set up a zone that acts like "If XXX object is alive and XXX object that entered is XXX preset then yell at the top of our virtual lungs "DANGER! ALERT! STEALTH UNIT DETECTED! DANGER! ALERT!" If you have stealth powerups, you can use a system through the customs where the zone and the object entering communicate with eachother, and if xxx value in the object is 1, it tells the zone it's stealthed. That way stealth powerups and zones can send whatever value in a custom, thus flipping a value to 1 or 0 in the object.
jonwil Set_Animation is confirmed to work since thats what the Test_Cinematic script uses but I dont know all the parameters so I cant use it yet. (help figuring out the parameters would be appreciated) I could play with it tomorrow, the last 3 parameters are what looks to be confusing. I've got some scripts made up that mainly relate to weather, such as Create_Rain_On_Enter, and stuff like that. I can also confirm that the Set_Clouds, Set_Lightning, Set_War_Blitz, Set_Wind, Set_Rain, Set_Snow, and Set_Ash work in MP, and what their parameters mean. If you ever want to see my dynamic flowing weather, join BCServ3, 4, or 5 sometime. I see no problem in throwing that in as well for fan map use, if others want it.
jonwil As for "not able to buy stuff when building gets blown up". Its not directly possible. But there are some kludgy hacks that can make something similar happen. any insite on how this is done?
Lets say you want a helipad and orca. When the helipad gets blown up, you should be no longer able to buy orcas. How to: 1.make/modify the orca preset as usual, lets call it CnC_GDI_Orca 2.make it so the orca isnt purchasable from the PT 3.make the helipad in the map, with a regular building controller. Lets assume for this example, the helipad has ID 1 4.somewhere, place a small script zone (large enough to walk into but not so large its in the way). Lets assume this zone has ID 2 5.Then, place a marker (a sign perhaps or something on the wall if its inside) to indicate that this is where you buy orcas. (put it somehow so that people will know to walk into the zone to buy orcas). Its possible to make this object go away when the helipad is blown up, just do the same as for the zone (see below) but substitute the ID of this object. 6.Make a Daves Arrow somewhere, lets say it has ID 3. Now for the scripts: 1.put JFW_Preset_Buy on the zone. Set Preset_Name to CnC_GDI_Orca. Set Cost to whatever. Set Location to where you want the orcas to appear. Then set Player_Type to whatever player type should be able to use this. 2.put JFW_Death_Send_Custom on the helipad controler. Set ID to the ID of the Daves Arrow. Set message to something e.g. 100 (doesnt matter as long as it matches). Then set Param to 0. then finally 3.On the Daves Arrow, attatch one copy of JFW_Custom_Destroy_Object for everything that should disappear when the helipad goes. Set Message to the same thing as in step 2. Set ID to the ID of the object to use (e.g. 1 for the example). If you wish to make a building go away, you need JFW_Custom_Destroy_Building with the ID being the ID of the building controller.
Is there a script that makes ai vehicles move along a waypath, fire at enemys, chase them for a bit, then return to waypath and even if they kill and enemy it keeps on goin and shootn? (If so how?)
Try JFW_Guard_Duty, thats pretty much what you asked for.
I've got some scripts relating to weather ready. A quick list and their descriptions: KAK_Precipitation_Create - Creates precipitation when object script is attached to is created or destroyed. KAK_Precipitation_Zone - Creates precipitation when object enters or leaves the zone script is attached to. KAK_Wind_Create - Changes wind levels when object script is attached to is created or destroyed. KAK_Wind_Zone - Changes wind levels when object enters or leaves the zone script is attached to. KAK_Clouds_Create - Changes cloud settings when object script is attached to is created or destroyed. KAK_Clouds_Zone - Changes cloud settings when object enters or leaves the zone script is attached to. KAK_Lightning_Create - Creates lightning when object script is attached to is created or destroyed. KAK_Lightning_Zone - Creates lightning when object enters or leaves the zone script is attached to. KAK_Flowing_Weather - Creates dynamic weather on the map. Cloud level, wind, rain/snow/ash, and lightning are controlled to simulate real flowing weather. If anyone has any ideas for other scripts on the basics of weather, post them.
Anything that changes the weather would be great for Renegade Alert. I would love to have my levels utilize dynamic weather. Playing Camos Crossing with a thunderstorm building up would be really awesome.
Dissable Transitions while in zone script You attach it to a zone, when a vehicle enters a zone, you can't get in or out of it. Soon as you leave the zone, Transtions are renabled. Could have several uses, Preventing people from jumping out of aircraft in certain areas. Preventing people from abandining ship for naval combat. Preventing people from entering a vehicle before it has left a warfactory etc
ok, those weather scripts will be in 1.5
ok, new script. Any vechicle that enters the zone will have Disable_Vechicle_Transitions called on it and any vechicle that exits the zone will have Enable_Vechicle_Transitions called on it. Almost enough ideas to do a 1.5 but not quite
Since the ideas seem to be flowing in.. Would anyone have a practical use for a script that forced a player to pull out a certain weapon, and/or force a player to fire a certain weapon?
Is there a script that would decloak a stealthy unit? I know there is one that can cloak, but decloak?
ok. a script that attaches a object to a bone of anouther object but still tracks there health sepretly. so you can have a trans chopper with a gunnturret clamped to the side or a script zont that follows a player\object(stelth zone\damage zone ) maby a transform script that keeps the player in the tank\object as it transforms.
You mean like the reborn mk2 turret script?
yha... i think. i want to have a Base object with say 2 bones, there are 2 more objects, 1 on each bone, if you kill objects 2 or 3 they die\explode whetever but if you kill object 1 objects 2 and 3 will die to... also a script to change the sun settings. maby make it move across the sky in real time...
kirby651 also a script to change the sun settings. maby make it move across the sky in real time... Not possible.
Even if it were, the engine isn't capable of dynamic lighting in its current iteration, so the lighting would never change. It could turn dark outside on BasinTS and it would still have a relatively bright yellow tint on the landscape.
about this stealth situation. instead of having it decloak by entering a certain area, is it possible to make any enemy unit within a certain area appear on radar?
a invisable turret that shoots invisable bullets that do no damage. if you want an alarm put a fire sound on the bullet and swap the turret for an alarm box. if a stelth unit comes in range the alarm will go off and the stelthed unit will shimmer... what about how if your helth is red you destelth? can you use that? and insted of a buy weapon zone or ptc zone have a Poke_buy_weapon and Poke_buy_object zones have a setting for buying chars
if object script is attached to dies then kill object(id) also have a "Router" script and a Custom_send id, enterzone_send_id, poke_send_id(of poked object), poke_send_id(of pokeing object). id send example: player enters zone, triggers Enterzone_send_id, Enterzone_send_id sends id of entering object to router. Router example: custom is sent to router id, router reroutes the custom to the last id that has ben triggerd(last player to enter zone) can be set to run all ids sent. Edit: a script that forces a bot\base defence to fire if a custom is sent to it is good...
Poke doesnt work in multiplayer. Also, you cant change the current char of a player via scripts I will think about force-fire base defences.
Something that may just be damn near impossible... But worth the brain storming Anything that would allow a moderator(possibly using jfw settable parameters) so that the server could set up a Spectator camera of some sorts.
If I understand what you want to do, they are possible with various combinations of existing scripts.
Titan1x77 Something that may just be damn near impossible... But worth the brain storming Anything that would allow a moderator(possibly using jfw settable parameters) so that the server could set up a Spectator camera of some sorts. You might be able to do spectator vehicle. If you set call: Set_Player_Team(obj, -2); On both the vehicle and the player object you can drive around the map without either sides base defenses firing on you. Additionally the targeting dot for normal players is grey (neutral) rather than Green or Red. Combine this with a script to make the Pickup truck invunerable to players and you have got yourself a camera car. Note: Make sure you don't get out of the vehicle because it can crash the server having a player not in a vehicle with an alignment of -2 Gib
how about a real bounce pad script...with settable jump velocity...the current one just teleports you to a set z axis location. I'd like to have one where you make a zone and it set's jump velocity for object then enters it. so player X enters zone velocity set to 30 which would enable player to reach a platform high above. it would have to remove jump velocity changes back to normal after exit of the zone. and possibly a set gravity on objects that enter the zone. I'd really like to see a true CTF script...where when the player drops the flag it doesnt return until the team picks it up and returns it.
another thought on script that would make certain things unbuyable apon a certain event. a script that would alter the cost of a certain purchasable item?? (wonder cuase there has to be some way for the game to double the price of all the units after the power plant is destroyed....hmmm maybe this is already psooible) examples: (taken and altered from my previous post) ion cannon is destroyed = ion beacon now cost 9999999 credits high tech building is destroyed = all high tech units cost 999999 credits (see people get lots of credits in games, bu nowhere near 99999999)
I know! This is just a idea. Have when a person enters a zone, they are given a preset so when they spawn in the zone, they become the preset i need them to be. Do we have a no damage zone?
A disarm script? so if you shoot somone with a weapon\secondary fire it grants you the weapon they are holding and removes it from them... spawn zone script. spawns a player in a random spot (x y plane only ) within a zone. animations do work in mp. they stop playing if the player moves\lookes away. they work fine on bots. Can a duck animation replacement work? so insted of ducking you dive into the prone pos? what are the names of the duck animation? [/qustion] Koth script. for every 30 seconds <team> is the only team on the hill zone give <team> 1000 score. a script that will zoom in players view if secondary fire is triggerd object is poked while weapon is held send custom from player. custom_play_first_person_animation secondary_fire_send_custom a script that changes weapon presets in a slot. (on trigger remove <weapon> and replace with <weapon>. play <animation> for primary_fire_send_custom script that changes the side of a bot\player if hit by a preset. script that makes the screen blury if hit by preset. Edit: is there a way to plant a beacon from far away? like have a laser pointer that you point on somthing and hold it there till the beacon is armed??? [/qustion]
Script that disables the brackets for a player. Script that enables the targeting brackets for a player. seeking missile script. qustion: how do you do a knockback effect? do you need a script? Script that, on secondary\primary fire, will remove a weapon from invintory and fire a projectile. (Dragon from perfect dark) poke open door. poke unlock door. poke elavators
kirby651 poke open door. poke unlock door. poke elavators jonwil Poke doesnt work in multiplayer.
kirby651 why not? Please note that I haven't tested this myself, so I am relying on what other people have posted, however: General Havoc I don't think westwood "disabled" them, rather they hit a limitation in their net code that prevents them communicating with the clients properly. Assuming Havoc is correct, it probably means there is no "Network Poke" as a result the client can hit the poke key (E) as many times as they like and the server will never receive the event. However if a (server side) bot were to poke something it would probably work. PS I was going to make a joke about poking other people, but I decided against it
bounce pad (i.e. where jump velocity is modified), that wont work. I can do a version of the current script that lets you modify x,y and z instead of just z though. A "no damage" zone isnt really possible Changing the preset of an object/player/whatever isnt possible. Spawn Zone script, not possible. kirby651, which command are you using for animation? As for the KOTH idea, basicly, when something enters the zone, a timer is started if the team of the entering object is different from the last team to enter the zone. Cant detect when weapons are fired Also, poke doesnt work in MP (the poke event isnt transmitted) Removing individual weapons from an object cant be done Plant beacon from far away, cant do that making the screen blur, cant be done in MP Changing the side of a bot/player, I dont think that will work (at least for players) in MP. Disable/Enable the targeting brackets = no Changing the cost of units, cant be done. As for animations, if someone can figure out Set_Animation, I could do a lot more with animations. Knockback (i.e. when this object is hit, make it move backwards) is possible. But it would happen for all weapons (since you cant tell what weapon hit the object) Since you cant put a script on an ammo preset, you cant do a seeking missile. Also, some scripts I will look into: (but no promises) 1.a CTF script that makes the flag drop on the ground where you die instead of appearing back at the enemies bace. 2.a script for Capture The Mobius. Shoot Mobius (who is a bot and is invincible) and he follows you. When he is lead into a certain zone, player gets points and a new mobius is spawned. 3.a script for CTF but with one flag in a central location with it respawning in the central location when it is returned. 4.same as 3 but instead of respawning in central location, it appears in base of player who last captured it. Plus, some requests from Dante (added here to keep ideas in one place) Chronosphere scripts x 2 Iron Cutrain scripts x 2 Chronotank script No promises when any of this 1.5 stuff will be done, study comes first...
jonwil Changing the cost of units, cant be done. how is this outcome performed in the event of having your power plant destroyed?
its internal to the renegade game engine.
This is where if EA forked over the engines source (I'm sure Westwood would have released it if they could have) it would have been a great help to us. We could basically do what we want with the game. Relying on the Linux FDS has been the main option that JW and other people have had to use for hints at how the whole thing works. The new CTF sounds good if you get around to doing it. I have a *working* sound system for Dante's CTF that plays the EVA on drop (aka return atm), capture and steal. That's where the 3D_Sound_Custom comes into play, setting the sound sphere to cover the entire map works almost like the EVA does except you hear the source of the sound, which is actually quite effective. Involves a awful lot of jiggery poker working with 12 sounds and their scripts, I was amazed it worked at all. I will think it through and see if there is a way of optimising it.
jonwil 1.a CTF script that makes the flag drop on the ground where you die instead of appearing back at the enemies bace. Can be done just make sure you capture all the possible events. Killed - The player gets Killed. Destroyed - The player commits suicide. Detached - The player changes character Note: You may get more than one, but catching all of them makes the flag drop sooner. jonwil Plus, some requests from Dante (added here to keep ideas in one place) Chronosphere scripts x 2 Iron Cutrain scripts x 2 Chronotank script No promises when any of this 1.5 stuff will be done, study comes first... Is this for multiplayer? Any ideas on how to trigger the chrono effect in MP? General Havoc I have a *working* sound system for Dante's CTF that plays the EVA on drop (aka return atm), capture and steal. Does this require any client side downloads or is it all server side? I.e. Is there already a standard set of sound message for flags?
Everything planned for Renegade Alert, including the Iron Curtain, plus the Chronosphere and its offspring, will work in multiplayer.
^^ sounds spiffy. would like to see how these new abilities play out.
ok, complete list of changes (its confirmed that I will code these up) for 1.5 so far: 1.make it so that the JFW_Preset_Buy script wont let you buy if you dont have enough cash 2.new script, JFW_Weapon_Buy Weapon_Name (the name of the preset to create) Cost (the cost, I think I fixed it, you use positive numbers to take amounts away now) Player_Type (what player type to trigger on, 0 = Nod, 1 = GDI, 2 = any, 3 = havoc) Also wont buy if you dont have the cash 3.new script, JFW_Heal_Zone, same as JFW_Repair_Zone but infantry only instead of vechicles only 4.the weather scripts, as follows: KAK_Precipitation_Create KAK_Precipitation_Zone KAK_Wind_Create KAK_Wind_Zone KAK_Clouds_Create KAK_Clouds_Zone KAK_Lightning_Create KAK_Lightning_Zone KAK_Flowing_Weather 5.new script, Disable_Transitions_Zone When a vechicle enters the zone, it will have Disable_Vechicle_Transitions. When a vechicle exits the zone, it will have Enable_Vechicle_Transitions. 6.new script, JFW_Bounce_Zone_Entry_All_Directions Player_Type (what player type to trigger on, 0 = Nod, 1 = GDI, 2 = any) Amount (what to add to the position each time, it takes x,y,z) 7.JFW_KOTH_Zone. On startup, set current_team to "no team" When entered, set team to team of entering player and start timer unless team of entering player is same as current team Then, when timer expires, grant points Points & timer time will all be settable via scripts 8.new script, JFW_Death_Destroy_Object (will make an object disappear when the thing the script is attatched to dies) 9.new script, JFW_Chronotank. Basicly, when the chronotank is damaged itself (using the same logic as the reborn digging vechicle), it will move <distance> forward in the direction its currently facing and add <amount> to the Z position. 10.new script, JFW_Iron_Curtain_Zone. When started, will trigger timer and zone is disabled When timer expires, zone becomes enabled. When object enters zone, invulnerability script is attatched to thing that tripped the zone, zone is disabled and timer resets 11.new script, JFW_Invulnerability_Timer. Basicly, on startup, starts a timer. While the timer is activated, the object its attatched to is rendered invulnerable. 12.new script, JFW_Chrono_Beacon. On startup,sets a timer On timer expired, sends its current position to the chronosphere and deletes the object its attatched to. 13.new script, JFW_Chrono_Controler_Zone. On startup, starts a timer When timer expires spawn a preset at a location When sent custom (with location) by the beacon, enable a different timer if sonething of the correct team enters the zone during this timer period, makle it go to the location that was passed in. When this second timer times out, start the first timer again Also, stuff I may make if I have the time 1.a CTF script that makes the flag drop on the ground where you die instead of appearing back at the enemies bace. 2.a script for CTF but with one flag in a central location with it respawning in the central location when it is returned. 3.same as 3 but instead of respawning in central location, it appears in base of player who last captured it. After reading the thread again, I decided not to do Capture The Mobius since it would suck (IMO) Depending on if I can figure out the Set_Animation script command, I can also do: 1.animation effect for Chronosphere and Iron Curtain (basicly, when it triggrs, it will create an object at whatever location set by the mapmaker and then play an animation on that object, much like how the animation command in the cinematics does it. (in fact, if I cant figure out Set_Animation, mabie I can add a command to make a cinematic for the animation effect) 2.this script: JFW_Walking_Animation. in creation it starts a timer and records the current position of the vechicle. When the timer expires, the timer will be reset. And, it will play the animation if the current position of the vechicle doesnt match the stored position. If the animation is played, the current position becomes the new stored position.
jonwil 6.new script, JFW_Bounce_Zone_Entry_All_Directions Player_Type (what player type to trigger on, 0 = Nod, 1 = GDI, 2 = any) Amount (what to add to the position each time, it takes x,y,z) is it at all possible to move the player in a straight line from point A to point B at a certain speed? Location of the zone to a location specified....but moved in a direct line to that location...so you can actually see the player move across the screen to it's set location...instead of it basicly teleporting the player. or a zone that triggers the players movement 1 meter per x seconds...this would have to be done in tenths of a second...but you could actually see him move from 0-Z to 1-Z to 2-Z and so forth.
just a reminder about what we spoke of earlier jonwil.... Single player vehicle drop/spawn drive to player script.
JFW_Drive_To_Player. Basicly, when this script starts up, it calls Get_The_Star (which returns the player). Then calls Get_Position on that. Then calls Action_Goto to make the thing the drive_to_player is attatched to go to the location of the player. Renegade will do the rest
What I will do for the animations for the controllers is to allow it to be done via Cinematic Text Scripts (i.e. Test_Cinematic). Basicly, you pass in the Cinematic Script file and the location to spawn the script (x,y,z & facing) and it plays the script. Also, it will use a feature of cinematic text scripts so that the controler building (ID to be passed into the controler script which remember is on a zone) is available as an object in the cinematic text script Basicly, you will tell the script the ID of the building and the cinematic slot to load it into. Then the takes the slot index and adds 10000 to it. Then, it sends it as a message to the object with Test_Cinematic attatched, with the ID as the param. Basicly, this means that e,g, the cinematic could e.g. play an animation on the building (e.g. make the iron curtain glow)
i use M00_Screen_shot_poser_DAY. makes a bot loop a animation file used it in my sig
Titan1x77 this would have to be done in tenths of a second I wrote a script which moves an object every 1/10 of a second (via Set_Position) and it looked absolutely horrible. Trust me you don't want that. I was able to use the existing methods to make a vehicle drive from point A to point B but I couldn't find the correct arguments to do a simple linear interpolation. Another solution would be to increase the number of updates per second (you probably need at least 30) however this will not help MP games as most servers only run with 10 net updates per seconds. Gib
for jump pads can you use bones? like player enters zone, make w3d, attach player to bone of w3d file, play animation on w3d file, wait, remove w3d. somthing along the lines of that? oh and what about a script that forces a bot\bot tank fire his weapon.
I'll rewrite the CTF scripts I made to what you listed up there tomorrow. I've gotten myself wrapped up in making this parachute thing work, which is actually starting to work for me. In the mean time, I'll keep looking at that animation deal. I've sort of figured out what one of the mysterious parameters does, but those other two are looking tricky.
The chronotank will have a timer, when its used, it will not be able to be used for a while (settable with a parameter) Also, the timer triggers at startup so that you cant use the tank right away
It shouldn't, because the tank was able to be used the second it emerged from the War Factory. Shouldn't it be tied to the munution, instead of a timer? The munution can have a set rate of fire so that it won't be able to Chronoshift itself until 30 seconds has passed.
aah good point. Just set the ROF on the weapon so that it cant fire too often
ok full jump pad idea: player enters jump zone. triggers text script. telaports player to "Box" off map. puts player in letterbox mode\changes to cimatic camera. bot playes animation. remove bot, move player to end of jump zone, disable letterbox mode. the bot has a script so if bot is killed player is killed. player id is set by router script. will this work?
ok, vloktboky, that would be good. (the CTF stuff that is) What parachute thing and how is it working? Also, which parameters have you figured out for the animation one? There is no way to do a proper "jump pad" (its possible to do fake ones though like the ideas given in this thread and the "move the player +x+y+z script" that I am going to do for 1.5