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			| scripts that will be in the new dll [message #-991239] | Thu, 21 November 2002 07:50  |  
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	| 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
  ** 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]](smile.gif)  |  
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