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scripts that will be in the new dll [message #-991239] Thu, 21 November 2002 07:50 Go to next message
Anonymous
These are the scripts that will be in the new dll whenever it comes out (at least thats what greg said is in there)
/*
** GTH_CTF_Object
** This script will make the object it is attached to behave kind of like a
CTF "flag" by
** constantly warping to the opposing player who pokes it. If its position
gets within a
** certain distance of the "enemy home" an internal counter is incremented.
Once the counter
** reaches a desired number, an object in the level is destroyed. This
object should be the
** only building owned by the flag's team so that they immediately lose.
Unfortunately this
** flag will be very laggy due to the way its implemented...
**
** Params:
** Update_Delay - how many times per second to update (this will *always* be
laggy though...)
** Enemy_Player_Type - type of player that wants to grab this flag
(0=Nod,1=GDI)
** Enemy_Home_Position - when flag gets here, capture count increments!
** Home_Radius - how close to home position we need to get to count
** Captures_Needed_To_Win - after this many captures, we destroy the token
"building" for the win
** Win_Object_To_Kill - object that we destroy when the capture count is
reached
** Flag_Stolen_Wav - wav to play when the flag is stolen
** Flag_Lost_Wav - wav to play when enemy team gets flag back to
Enemy_Home_Position Sad
** Flag_Saved_Wav - someone killed the guy stealing the flag!
** Captures_Exceeded_Wav - flag has been captured "Captures_Needed_To_Win"
times.
**
*/
This is the CTF script, everything should be self explatory, basicly you need to give it a dummy building of some kind for it to win (and you cant have any other building controllers on the map)

/*
** GTH_Credit_Trickle
** This script will give an amount money to its team at a regular interval.
You can use it to
** create silos that give money as long as they're alive.
** NOTE: this won't work on buildings, only things like turrets, characters,
or vehicles so make your
** "silos" as a weaponless vehcile set up like the nod-turret for example.
**
** Params:
** Credits - number of credits to give
** Delay - time between credit grants
*/
This one can be used for e.g. tiberium silos or something, if it gets blown up you loose the income from it.

/*
** GTH_Enable_Spawner_On_Enter
** This script will enable or disable a spawner when its zone is entered
**
** Params:
** SpawnerID - id of the spawner
** Player_Type - type of player that can trigger integer, 0 = Nod, 1 = GDI,
2 = any
** Enable - enable or disable the spawner (1=enable, 0=disable)
*/
This is for doing stuff with spawners
/*
** GTH_Drop_Object_On_Death
** This script will create an object at the position of the object when it
dies.
**
** Params:
** Drop_Object - name of the preset to create an instance of
** Drop_Height - float meters to add to the Z coord of the original object
when creating the drop obj
** Probability - int between 1 and 100, chance that the object will be
created
*/

/*
** GTH_Drop_Object_On_Death_Zone
** This script is just like the other drop object on death except that it
must also
** be activated by a custom message from another script. Use the
GTH_Zone_Send_Custom
** to enable and disable this script.
**
** Params:
** Custom_Message - message id that turns this script on or off, use message
ID's greater than 10000!
** Drop_Object - name of the preset to create an instance of
** Drop_Height - float meters to add to the Z coord of the original object
when creating the drop obj
** Probability - int between 1 and 100, chance that the object will be
created
*/

/*
** GTH_Zone_Send_Custom
** This script lets you send a custom message to an object on enter and exit
of a zone. To talk
** to the "drop in death zone" script, send the same custom message with 1
for Enter_Param and
** 0 for Exit_Param...
**
** Params:
** Enter_Message = message id to send when an object enters this zone
** Enter_Param = message parameter to send when an object enters
** Exit_Message = message id to send when an object exits
** Exit_Param = message id to send when and object exits
*/

If you combine GTH_Drop_Object_On_Death_Zone, GTH_Zone_Send_Custom and a script zone placed over a tiberium field, you can make a "player turns into a viceroind" effect (I think)

/*
** GTH_Create_Object_On_Enter
** This script will create an object when a script zone is entered by a game
object. Use it
** to fire off cinematics for example...
**
** Params:
** Create_Object - name of the preset to create an instance of
** Position - world space position to create the object at
** Min_Delay - amount of time to wait before re-enabling the script once it
has fired
** Max_Creations - maximum number of times the script should create an
object
** Probability - integer between 1 and 100, chance on any given "Enter" that
the object will be created
** Player_Type - type of player that can trigger integer, 0 = Nod, 1 = GDI,
2 = any
*/

/*
** GTH_User_Controllable_Base_Defense
** Just like M00_Base_Defense except that if a player enters, he can control
the object
**
** params:
** MinAttackDistance - min range for auto attack
** MaxAttackDistance - max range for auto attack
** AttackTimer - amount of time to continue tracking after last "enemy seen"
*/
This one looks very usefull for modders.

Hopefully all these scripts will be available soon [Smile]
scripts that will be in the new dll [message #-991238] Thu, 21 November 2002 09:48 Go to previous messageGo to next message
Anonymous
Cool! Thanks Jonathan! I'm still curious if we can use a person instead of a flag. =) That would be pretty cool. I know you said it might be laggy, but if there is only one bot instead of a few it shouldn't be bad.
scripts that will be in the new dll [message #-991237] Thu, 21 November 2002 10:23 Go to previous messageGo to next message
Anonymous
Wow, there are some that are very useful in there.
scripts that will be in the new dll [message #-991236] Thu, 21 November 2002 13:22 Go to previous messageGo to next message
Anonymous
im sure that is useful... but not to me [Confused]
scripts that will be in the new dll [message #-991235] Thu, 21 November 2002 14:26 Go to previous messageGo to next message
Anonymous
good job WW, greg, dante and Jo!

just a question, can WW add another script?
Somthing like:

Disable_spawner_onDestroy
i attach script to a building
when its destroyed a spaner is disabled (or enabled...)
Params:
- SpawnerID - id of the spawner
- Enable - enable or disable the spawner (1=enable, 0=disable)

Could u do this one plz? [Smile]
scripts that will be in the new dll [message #-991234] Fri, 22 November 2002 01:50 Go to previous message
Anonymous
Yeah this script is really needed!
When the new Version comes out?

ant btw: Have you recived my mail?
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