Home » Renegade Discussions » Mod Forum » scripts I am going to write.
scripts I am going to write. [message #-986413] |
Sun, 12 January 2003 15:27 |
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1.a script to grant a key on zone entry (JFW_Grant_Key_Zone_Entry)
2.a script to do a classic C&C type crate, with the folowing possible contents (any of these can be turned off via the controller script if you want) Cash (amount settable via controller) Limited time Stealth Powerup (time settable via controller) Complete Health + Armour refill Max health boost (basicly the same as a health medal) Max armour boost (basicly the same as an armour medal) explosion crate, 2 types available (the types of explosion will be user-configurable, you can choose to have 2 types, 1 type or none) Give Weapons, 3 possible "pairs" to give. You can choose 0,1,2,3 pairs to be active at once. Each pair consists of one GDI weapon to be given to GDI players (such as an ion beacon) and one Nod weapon to be given to Nod players (such as nuke beacon). You can also give the same thing to both players if you like.
The positions of the crate will be fixed, the contents will be random though (once you collect it, it will disappear for a short amount of time, changable by the map author). Basicly, to make coding easier (and to make the crate script more configurable, there will be 2 scripts. JFW_Crate will be attatched to the crate thingos and JFW_Crate_Controller will be attatched to a DavesArrow or something somewhere and will handle the random number generation, the item selection, the item giving and stuff.
A stealth powerup (similar to the stealth thing for the crate) JFW_Stealth_Powerup
A means such that you will be come a viceroid if you die in tiberium (might require a new script, might only require tweaks to existing scripts)
A script such that you will be lifted into the air by a certain amount (basicly adjust the Z value) on zone entry (JFW_Bounce_Zone_Entry)
A script to play a cinematic when a message is sent (JFW_Custom_Play_Cinematic)
A script the same as TDA_Send_Custom_Zone except that it will only trigger if the object that entered the zone is a specific preset JFW_Zone_Send_Custom_Preset
A script or scripts to implement Apaches assault idea. Basicly, on startup, a flag will be set. Then a timer will be started (configurable by the mapper). Also, some buildings (again configurable by the mapper) will be "turned off" somehow. When an object enters a zone, the flag is cleared. Zone exit means flag is set. If the flag is set when the timer runs out, the buildings are "turned on". If the flag is clear when the timer runs out, a building will be blown up. (JFW_Assault_Idea_1, JFW_Timer_Custom and mabie others)
A script for playing a 2D sound every X seconds based on the health of the object its attatched to (JFW_2D_Sound_Timer_Health)
A pair of scripts for making a building and an engineer such that the engineer will repair the building every time it gets damaged until the engineer is killed. (JFW_Engineer_Repair and JFW_Engineer_Target). I get the feeling that engineer repair and engineer target scripts already exist though so if I find them, I wont need to make my own.
Any feedback/suggestions/whatever on these scripts, let me know. Note that he information given here may change if I discover that something is not possible or is too hard or something. [ January 12, 2003, 22:38: Message edited by: Jonathan Wilson ]
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scripts I am going to write. [message #-986411] |
Sun, 12 January 2003 15:44 |
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"A script such that you will be lifted into the air by a certain amount (basicly adjust the Z value) on zone entry (JFW_Bounce_Zone_Entry)"
I could do a reincarnated System Shock map with that! If anyone played System Shock, you'd remember the lift pads that you step on to go up in the air, sort of like an anti-gravity lift with no elevator parts.
Dude that's awesome! I could bring the first level back to life by doing that!
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scripts I am going to write. [message #-986410] |
Sun, 12 January 2003 16:06 |
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ok, 2 more I am going to write JFW_Guard_Duty. Object starts off, patrolls a waypoint, anything comes in range, it gets shot at (basicly, EnemySeen, whatever range that is), then it resumes patrolling. JFW_Blow_Up_On_Death. Basicly, same idea as the Demo Truck in RA2, blows up with an explosion when it is killed.
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scripts I am going to write. [message #-986409] |
Sun, 12 January 2003 16:11 |
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Can you possibly look into a visible character in vehicle script? Make it so that the character uses a certain bone position. So like "havoc.sittingperch". Just an idea.
Random sound timer? Like if I wanted to play a screaming hawk sound in certain random intervals... I don't think there is one currently. (Not positive)
Gravity Zone? So that if a character leaves the zone there is no gravity.
I had a really good one, but now I can't remember... I'll mention it if I do.
*Stretch * If anyone has played TimeSplitters2 they'd know about all the game modes: FlameTag (Points for not being IT), Virus (Last person not IT), Data Uplink-type mode, Last-man standing type mode. */Stretch *
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scripts I am going to write. [message #-986408] |
Sun, 12 January 2003 16:19 |
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quote: Originally posted by Jonathan Wilson: ok, 2 more I am going to write JFW_Guard_Duty. Object starts off, patrolls a waypoint, anything comes in range, it gets shot at (basicly, EnemySeen, whatever range that is), then it resumes patrolling. JFW_Blow_Up_On_Death. Basicly, same idea as the Demo Truck in RA2, blows up with an explosion when it is killed.
hehe very usefull tanx
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scripts I am going to write. [message #-986407] |
Sun, 12 January 2003 16:27 |
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btw could u try to make these script plz:
-when a building is destroyed it disable a spawner buet when i enter a zone, it enable it, and i can only enable it one time.
-on poke, it create an object and attach them to units on this zone. after an elapsed of them.. it destroy it
-on exit, it destroy, and spawn something one the death of this object(make deployable machine guns. make a gun that u will trow the deployed gun. u enter.. fire... then exit.. the gun explode, spawn an ammo/gun so u can take it and re deploy it later)
-when moving it decloak, when not moving, it cloak...
more to come
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scripts I am going to write. [message #-986406] |
Sun, 12 January 2003 16:33 |
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another one:
-when destroyed(not only like th ebeacon pedestal... but destoyed by tank or what ever...), is the object have this script attached, its instant lose for the team having the destroyed building
-a script to attach a weapon to a controler, something like obelisk, or adv G. tower... when u attach this script to a controler, it attach an object to the building. when the buildings is destroyed or no more power(maybe customisable: IsPowered=true or not...)the attached object wont shoot anynore... or a script that u can atach weapon like on obelisk /agt.
- on poke it open/close a door(id# of the door)
- when cloaked increase speed, when uncloaked it decrease speed of a unit
i hope they are all makeable [ January 12, 2003, 23:38: Message edited by: Francois ]
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scripts I am going to write. [message #-986405] |
Mon, 13 January 2003 05:05 |
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ok, more things I will write: JFW_2D_Sound_Timer_Random. Same as
JFW_2D_Sound_Timer except the timer time is a random number thats between a specified minumum and a specified maximum
JFW_Hunt_Blow_Up. Object just sits there until an enemy comes close enough to trigger EnemySeen. Once this happens, it does an Action_Goto on the enemy folowed by a Create_Explosion.
JFW_Hunt_Attack. Same as above except instead of Action_Goto folowed by Create_Explosion it does Action_Attack. JFW_Zone_Send_Custom_Enable. Same as TDA_Send_Custom_Zone but must be enabled first by a custom from something else.
A way such that blowing up a certain object wins or looses the game in MP for a particular team (already possible using existing scripts)
Scripts like M00_Nod_Turret, GTH_User_Controllable_Base_Defense, M00_Base_Defense and others that get turned off when the power goes off (JFW_Power_Off for the PP, and various for the weapons).
Things suggested but that I cant write: Visible character in vechicle Zero-G Zone Game Modes from TimeSplitters2 Anything that was suggested that mentions poke Seperate PTs Anything to do with "only do xxx if an object is moving" Anything to do with "only do xxx if an object is cloaked" The idea about "-on exit, it destroy, and spawn something one the death of this object(make deployable machine guns. make a gun that u will trow the deployed gun. u enter.. fire... then exit.. the gun explode, spawn an ammo/gun so u can take it and re deploy it later)" The idea about "-when a building is destroyed it disable a spawner buet when i enter a zone, it enable it, and i can only enable it one time."
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scripts I am going to write. [message #-986404] |
Sun, 12 January 2003 20:52 |
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What about teleportation? Since elevator cause so much lag, maybe you could have a teleport pad players step onto, and they are teleported to the higher/lower level coordinates.
What about a health-regen powerup...you would auto-regenerate health very slowly, like the mammoth tank does (for a limited time of course).
Others off the top of my head, that I have seen in other games:
Vengeance powerup: When you die, your body makes a big explosion (timed C4 explosion probably big enough) that will probably kill your enemy if he is close.
Speed powerup: Lets you either move or fire (or both) faster for a limited time.
Strength/Damage powerup: Your shots do more damage for a limited time.
Kamikazee powerup: when you TOUCH an enemy, you explode big (timed c4 explosion)...similar to vegeance except physical contact required.
Poison powerup: You slowly lose health (same effect as tiberium) until you die (should lose health much slower than walking in tiberium). This pretty much means you have 60 seconds to live
NofallingDamage Powerup: falling from height will not kill you. Then you could become a paratrooper
Mutant Powerup: Gives you attributes of either the ChemWarrior (unhurt by tiberium), or a Mutant (both unhurt by tiberium, and it heals you).
SatelliteUplink Powerup: gives 30 seconds of FULL radar (I think you said this wasnt possible?)
EagleEyes Powerup: Gives normal infantry same stealth-seeing ability as Mobius (and patch?) have.
Okay...must sleep now
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scripts I am going to write. [message #-986402] |
Sun, 12 January 2003 21:40 |
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Powerups that have effects other than 1-off effects (such as the kamakazi powerup, the NoFallingDamage powerup, the stealth powerup) arent possible via scripts (dont ask why, its complex to explain, technicly its possible but it would be a major PITA to code & use). Thats why the stealth powerup is now gone from the list of scripts I will write. Also, the viceroid thing probobly will go for the same reasons. I would like to do these and might re-visit them at a later time if I (or someone else) figures out a way to make them work easier.
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scripts I am going to write. [message #-986398] |
Sun, 12 January 2003 22:33 |
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quote: Originally posted by Jonathan Wilson: 1.a script to grant a key on zone entry (JFW_Grant_Key_Zone_Entry)
2.a script to do a classic C&C type crate, with the folowing possible contents (any of these can be turned off via the controller script if you want) Cash (amount settable via controller) Limited time Stealth Powerup (time settable via controller) Complete Health + Armour refill Max health boost (basicly the same as a health medal) Max armour boost (basicly the same as an armour medal) explosion crate, 2 types available (the types of explosion will be user-configurable, you can choose to have 2 types, 1 type or none) Give Weapons, 3 possible "pairs" to give. You can choose 0,1,2,3 pairs to be active at once. Each pair consists of one GDI weapon to be given to GDI players (such as an ion beacon) and one Nod weapon to be given to Nod players (such as nuke beacon). You can also give the same thing to both players if you like.
The positions of the crate will be fixed, the contents will be random though (once you collect it, it will disappear for a short amount of time, changable by the map author). Basicly, to make coding easier (and to make the crate script more configurable, there will be 2 scripts. JFW_Crate will be attatched to the crate thingos and JFW_Crate_Controller will be attatched to a DavesArrow or something somewhere and will handle the random number generation, the item selection, the item giving and stuff.
A stealth powerup (similar to the stealth thing for the crate) JFW_Stealth_Powerup
A means such that you will be come a viceroid if you die in tiberium (might require a new script, might only require tweaks to existing scripts)
A script such that you will be lifted into the air by a certain amount (basicly adjust the Z value) on zone entry (JFW_Bounce_Zone_Entry)
A script to play a cinematic when a message is sent (JFW_Custom_Play_Cinematic)
A script the same as TDA_Send_Custom_Zone except that it will only trigger if the object that entered the zone is a specific preset JFW_Zone_Send_Custom_Preset
A script or scripts to implement Apaches assault idea. Basicly, on startup, a flag will be set. Then a timer will be started (configurable by the mapper). Also, some buildings (again configurable by the mapper) will be "turned off" somehow. When an object enters a zone, the flag is cleared. Zone exit means flag is set. If the flag is set when the timer runs out, the buildings are "turned on". If the flag is clear when the timer runs out, a building will be blown up. (JFW_Assault_Idea_1, JFW_Timer_Custom and mabie others)
A script for playing a 2D sound every X seconds based on the health of the object its attatched to (JFW_2D_Sound_Timer_Health)
A pair of scripts for making a building and an engineer such that the engineer will repair the building every time it gets damaged until the engineer is killed. (JFW_Engineer_Repair and JFW_Engineer_Target). I get the feeling that engineer repair and engineer target scripts already exist though so if I find them, I wont need to make my own.
Any feedback/suggestions/whatever on these scripts, let me know. Note that he information given here may change if I discover that something is not possible or is too hard or something.
Sounds excellent, Jonathan! What's your ETA for this release?
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scripts I am going to write. [message #-986395] |
Sun, 12 January 2003 23:32 |
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Jonathan, how about this:
Is it possible to enable the keycards and thier subsequent, and corresponding doors?
Certain players like the MVP, or 2nd and 3rd place players on each side have keycards which can only be taken by killing them. They will grant access to the building with the flags in them.
Perhaps it would add a little depth and stategy to the CTF maps.
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scripts I am going to write. [message #-986393] |
Mon, 13 January 2003 01:15 |
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Ok, I've never really undersood about havingh to get these scripts working in LevelEdit, please could you explain how I could get these scripts working in a map ?
Many Thanks, the help is very much appreciated, --Shaun--
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scripts I am going to write. [message #-986392] |
Mon, 13 January 2003 07:01 |
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quote: Originally posted by brutus: Hey, you cant forget the Nuke Crates!
And with those bounce pads you could create a Renegade version of Q3DM17!
W00t!
Actually, I asked for those because I'm porting a Quake3 map over to Renegade.
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scripts I am going to write. [message #-986390] |
Mon, 13 January 2003 08:27 |
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Is it possible to make an aircraft fuel script:
When a vehicle is entered it starts a timer, when the timer runs out the vehicle is destroyed
If possible: when the vehicle enters a zone it resets the timer.
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