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scripts.dll 1.8 is being worked on (I need ideas people) [message #101352] Wed, 14 July 2004 06:02 Go to next message
jonwil is currently offline  jonwil
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Its likely that there wont be that much of the new engine-call stuff in 1.8

So far, confirmed to go into 1.8:
Some new scripts by E!
SCUD_CustomSend_Preset_Buy //This is the same as SCUD_Preset_Buy but you now send a custom on vehicle enter and the preset will be bought on exit. Your Terminal has to set up as a vehicle because this script use the enter message that only is sent by vehicles.
params:
Unknown //Unknown Parameter 0 works.
SendID //ID where the message gets sent to
SendMessage //Message that gets sent
SendParam //Parameter that gets sent with the Message
Preset_Name //Name of the Preset to buy.
Cost //Cost for the Preset on Purchase.
location //Location where the Preset gets created on Purchase.
Player_Type //Which Side the Terminal works for.
Rotation //Where the Bought object faces on creation.


SCUD_CustomSend_PresetBuy_FollowWaypath //This is the same as SCUD_CustomSend_PresetBuy but now it´s possible to let the bought vehicle follow a waypath after creation.
params:
Unknown //Unknown Parameter 0 works.
SendID //ID where the message gets sent to
SendMessage //Message that gets sent
SendParam //Parameter that gets sent with the Message
Preset_Name //Name of the Preset to buy.
Cost //Cost for the Preset on Purchase.
location //Location where the Preset gets created on Purchase.
Player_Type //Which Side the Terminal works for.
Rotation //Where the Bought object faces on creation.
Waypath_enabled //enable Waypath following after creation (1 to enable somethin else to disable)
WaypathID //ID of the Waypath the Vehicle shall follow
Speed //Speed of the Vehicle while following the Waypath


SCUD_CustomSend_PresetBuy_GeneralPresets_FollowWaypath //This is the same as SCUD_CustomSend_PresetBuy but now it´s possible to let the bought vehicle follow a waypath after creation.
params:
Unknown //Unknown Parameter 0 works.
SendID //ID where the message gets sent to
SendMessage //Message that gets sent
SendParam //Parameter that gets sent with the Message
Preset_Name //Name of the Preset to buy.
Cost //Cost for the Preset on Purchase.
location //Location where the Preset gets created on Purchase.
Player_Type //Which Side the Terminal works for.
Rotation //Where the Bought object faces on creation.
General1_Preset_ID //Preset ID of the First General
General2_Preset_ID //Preset ID of the Second General
General3_Preset_ID //Preset ID of the Third General
General1_Preset_Name //Preset that gets bought by the First General
General2_Preset_Name //Preset that gets bought by the Second General
General3_Preset_Name //Preset that gets bought by the Third General
General1_Preset_Cost //Money that the First Generals Preset Cost
General2_Preset_Cost //Money that the Second Generals Preset Cost
General3_Preset_Cost //Money that the Third Generals Preset Cost
Waypath_enabled //enable Waypath following after creation (1 to enable somethin else to disable)
WaypathID //ID of the Waypath the Vehicle shall follow
Speed //Speed of the Vehicle while following the Waypath


SCUD_DeathZoneOnCustom //This Script is thought to work with all SCUD_CustomSend... Scripts to clear the location where a bought vehicle spawns
params:
Message //The Message to clear the Zone
Explosion //The Explosion that is used to clear the Zone

SCUD_Harvester_Control //This Script is made to work together with the SCUD_CHHarvester, SCUD_USHarvester, SCUD_CHHarvester_Terminal and US_Harvester_Terminal Scripts
params:
USA_Harvester_Limit //The Limit for USA´s Harvesters (you have to enter 1 more harvester than you want if you allow 5 harvesters it will be 4 ingame)
China_Harvester_Limit //The Limit for USA´s Harvesters (you have to enter 1 more harvester than you want if you allow 5 harvesters it will be 4 ingame)
US_Harvester_Terminal_ID //ID of the object where the SCUD_USHarvester_Terminal is attached to
CH_Harvester_Terminal_ID //ID of the object where the SCUD_CHHarvester_Terminal is attached to
USA_Harvester_Cost //Cost of the USA Harvester (for getting Money back on Limit reached)
China_Harvester_Cost //Cost of the China Harvester (for getting Money back on Limit reached)


SCUD_CHHarvester //attach this to the China Harvester
SCUD_USHarvester
params:
Harvester_Control_ID //ID of the Object where the SCUD_Harvester_Control Script is attached to
Explosion_Preset_Name //The Explosion to destroy the Harvester on Limit reached


SCUD_CHHarvester_Terminal //This is the same as SCUD_CustomSend_PresetBuy_FollowWaypath but it works together with the SCUD_Harvester_Control Script.
SCUD_USHarvester_Terminal
params:
Unknown //Unknown Parameter 0 works.
SendID //ID where the message gets sent to
SendMessage //Message that gets sent
SendParam //Parameter that gets sent with the Message
Preset_Name //Name of the Preset to buy.
Cost //Cost for the Preset on Purchase.
location //Location where the Preset gets created on Purchase.
Player_Type //Which Side the Terminal works for.
Rotation //Where the Bought object faces on creation.
Waypath_enabled //enable Waypath following after creation (1 to enable somethin else to disable)
WaypathID //ID of the Waypath the Vehicle shall follow
Speed //Speed of the Vehicle while following the Waypath
Harvester_Control_ID //The ID of the Object where the SCUD_Harvester_Control Script is attached to

SCUD_SuperWeapon //This Script destroys itself after a time that starts with the first shot (the shot have to hit the object)
params:
FireTimeSinceFirstShot //Enter the Time in seconds


SCUD_Set_Player_Type_OnCustom //This was just a Testscript. It sets the Player_type of the Object it is attached to.
params:
Message //The Message to change the Player_Type
Player_Type //Change to which Player_Type? 0=china 1=usa 2=Player_Type of the sender

Whatever new scripts are in RenAlert 0.993 (NeoSaber said that he has fixed a few bugs in some of my scripts plus written several RA scripts, bascily I will be taking all the code NeoSaber releases (as per GPL he is required to elease it) and adding it to 1.8.

Any sutable-to-include scripts written by others (such as scripts for RA2Ven done by
boris)

JFW_Spawn_Timer.
takes a custom to start the spawning (sendable either after all the sams go away somehow or at startup, depending on what you want)
Would only start charging again when beacon is collected.
Would require another script on the beacon powerup to tell the controler when its been "collected" (I think one of the existing "custom" related scripts should be able to do it.
Will also send a specified custom to a specified object when the beacon is spawned. You can do stuff with that such as opening the silo doors etc.

As for the person who wanted the C&R_Damaged_Transporter script, you can do that with a combination of JFW_Damaged_Send_Custom_Amount and JFW_Teleport_Custom

Most of the engine-calls stuff isnt likely to make it into 1.8 (the flying infantry stuff for example will definatly not be in 1.Cool. Some engine calls may well be in 1.8, I havent fully decided yet.

I am also (especially in the light of the work done by SK on bhs.dll) considering adding more clones of standard westwood scripts to scripts.dll 1.8 (M00_BuildingStateSoundControler and M00_BuildingStateSoundSpeaker in particular are likely candidates)

What I need now is any script ideas you may have.
Also, I need any code you may have and want to contribute.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies

[Updated on: Wed, 14 July 2004 19:33]

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scripts.dll 1.8 is being worked on (I need ideas people) [message #101353] Wed, 14 July 2004 06:16 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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Add new fuction to JFW_Create_Destroy_Object_On_Custom_Bone:

When the parent object is destroyed it is attached to, it should destroy itself.
(Can done with Explosion)

I'm using this script to spawn exhaust smoke effects when something enters the vehicle.
scripts.dll 1.8 is being worked on (I need ideas people) [message #101355] Wed, 14 July 2004 06:19 Go to previous messageGo to next message
YSLMuffins is currently offline  YSLMuffins
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You may or may not remember my original idea, but...

Ok, here goes: you destroy a building, and building is dead. Once building is dead, a script attached to the controller kills any script of your choice; as in, the particular script that is 'killed' stops working for the rest of the game.

For example, there's a script that spawns giant chickens that fall from the sky every 5 seconds. If you kill the AGT, the script that spawns the giant chickens is 'killed', so that the giant chickens stop spawning. Is this possible?

Or is it possible for a script to have an option that once it receives a certain message, the script stops working for the rest of the game. So you could have script A, which sends the message once a certain condition has been met; and script B, which receives the message and kills itself once word reaches it. Is this possible?

Is it also possible to have the script stay dead whenever a new object is spawned, and it has the dead script attached to it? This way, once a script is killed, it stops working for the rest of the game (or maybe until it is re-enabled).


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scripts.dll 1.8 is being worked on (I need ideas people) [message #101367] Wed, 14 July 2004 06:56 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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with JFW_Create_Destroy_Object_On_Custom_Bone, attatch JFW_Death_Send_Custom to whatever which can then send the destroy message to the object with JFW_Create_Destroy_Object_On_Custom_Bone on it, thus doing what you want.

Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
scripts.dll 1.8 is being worked on (I need ideas people) [message #101383] Wed, 14 July 2004 08:41 Go to previous messageGo to next message
YSLMuffins is currently offline  YSLMuffins
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So with those scripts, I can attach a 'regenerate health script' to every tank and with the destruction of the repair facility, tanks will stop regenerating their health?

Well, that's not specific enough. With those scripts you mentioned, I can 'destroy' another script? Not any object ingame, but a script?


-YSLMuffins
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scripts.dll 1.8 is being worked on (I need ideas people) [message #101450] Wed, 14 July 2004 13:39 Go to previous messageGo to next message
Madtone is currently offline  Madtone
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Is there such a script that exists with this concept in mind:

<script> keeps executing if <value> = "true"

For example (inspiration taken from YSLmuffins post):

<Building> keeps repairing itself as long as <value> = "True"

Then the <power plant> is destroyed and <value> is set to "False"

So now <building> cease's to repair itself because <value> = "False"


Im not sure, but does such a script exist?


EDIT:

*** Script Idea ***

Name: Group_Purchase

Description: A way for a group of players on the same team put their funds together to purchase 1 big expensive thing.

Basic Concept: Player walks into script zone and a set amount of credits are taken and put into a variable of some kind. Once variable is equal to the cost of the object intended to be purchased the object it placed onto the map at a set point.

Detailed Conept: <player> walks into <purchaseZone> and <SetFunds> are taken off the <player>'s credits and put into <CurrentAmount> then once <CurrentAmount> is equal to <PurchaseAmount> then <DefinedObject> is created at <coordinates>

Possible Use: The team is on their last leg and have heaps of credits but no warfactory or Barracks, so they all agree to go onto the the construction yard and pitch in to get a new turret, once they put in enough the turret is created at the front of the base.


Would give it more of a C&C feel and would be a great addition, what do you think... Good/Bad idea? Possible?


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scripts.dll 1.8 is being worked on (I need ideas people) [message #101458] Wed, 14 July 2004 15:02 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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ok, group_purchase can be done easily.

It would allow one person to contribute multiple times if they have enough credits to do so (because thats easier than trying to track down everything)

I will look into the other ideas.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
scripts.dll 1.8 is being worked on (I need ideas people) [message #101479] Wed, 14 July 2004 16:41 Go to previous messageGo to next message
WNxCABAL is currently offline  WNxCABAL
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from what I can remember, whilst i was looking through the Strings I found a string which said something like Group Purchase.
I think if they wasn't rushed with getting renegade finished, we may have seen this feature.
scripts.dll 1.8 is being worked on (I need ideas people) [message #101484] Wed, 14 July 2004 17:12 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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ok, a new script idea that I will implement.

JFW_Building_Damage_Controler. Used to make things that dont usually damage buildings (because they use Create_Explosion to cause damage) do damage to buildings.
Parameters will be the IDs of the buildings.
Also, the message to listen for.
And the distance from the building controler that the thing doing the damaging can be.
And how much damage to do.
There will also be a forumla for damage scaling (so that the closer you get the more danage you do) The exact forumula is still to be decided (and this logic will be optional)

Then, when it recieves a message, it checks the location of the message sender against the location of each building controler. If it is close enough, it applies the appropriate damage (based on the forumula).

This script is usefull for many things including Nuke Trucks (just set the damage big enough to ensure total destruction of the target) and the GLA bomb truck in a Generals mod (if someone was to do a Genreals mod).

Although you still need another set of functionality to actually made the explosion and make it do damage to people and vechicles.

I will be making this script and functionality (the exact details of which are still to be worked out) generic enough to use for infantry also (for example, GLA terrorists from Generals or Goblin Sappers from Warcraft)

Also, another one JFW_Death_Destroy_Object_Delay, this is like JFW_Death_Destroy_Object but adds a delay before the object is killed.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
scripts.dll 1.8 is being worked on (I need ideas people) [message #101495] Wed, 14 July 2004 18:57 Go to previous messageGo to next message
htmlgod is currently offline  htmlgod
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Ok. I think this was originally exdeath's concept, but its a good idea -
when the pilot/driver of a vehicle stops pushing the fowards button, as to stop, an animation is played exactly once (And ended on frame 100).

This would be used such as for folding-wings vehicles. When the pilot comes in to land, and releases the fowards button, an animation of the wings folding up is played, and hte vehicle is left with the wings up.


Check out http://newhope.conquergaming.com to see the progress of the STARWARS mod for Renegade.

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scripts.dll 1.8 is being worked on (I need ideas people) [message #101499] Wed, 14 July 2004 19:28 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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I am probobly going to do more westwood script clones for 1.8.
If I can, I would like to clone the biggest of them all, Test_Cinematic.
Not only clone it but enhance it...
We shall see what happens Smile


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
scripts.dll 1.8 is being worked on (I need ideas people) [message #101523] Wed, 14 July 2004 21:08 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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ok, some more ideas.
JFW_Drone_Damage

Basicly, when <the object with this script attatched gets attatcked by <the specified preset>, it starts being damaged by <x health and/or shield strength> every <x seconds>. There will (probobly) also be an option such that if it gets repaired, the effect wears off.
This script is intended for e.g. the Terror Drone in RA2.

JFW_Vehicle_Powerup and JFW_Vehicle_Powerup_Preset.
Basicly, when the powerup with this script attatched is collected, a custom is sent to the vechicle in which the collector of the powerup resides (if they are in one).
If they are not in one, no custom is sent.
Both versions will allow you to specify which team to trigger the custom on (gdi, nod or both). The preset version will allow you to make it only send for certain presets.

Note that if someone who doesnt trigger the custom collects the powerup, it will still disappear.

This will be usefull (once some appropriate scripts for responding to the custom are written) to implement "upgrade" logic like in Generals (the GLA vehicles that can pick up scrap and get better)


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
scripts.dll 1.8 is being worked on (I need ideas people) [message #101524] Wed, 14 July 2004 21:52 Go to previous messageGo to next message
SuperFlyingEngi is currently offline  SuperFlyingEngi
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Is there a script you can make that would somehow create additional turrets on a vehicle, like when a vehicle is created, and additional turret object is created as well, and once every frame, it's position is updated relative to the location of the vehicle object, so the turret would seamlessly follow the vehicle, and would seem as if the vehicle had more than one turret, whereas it would be more like a seperate vehicle following the first. I saw something like this on KGBSpy's RA2: Aftermath site, where he said that a tank he was making [Battle Fortress] would have one driver controlled turret and 4 more turrets added by scripts. This way, you could do some really awesome things with vehicles, like a Red Alert Cruiser that can shoot 3 ways at once, or being able to fix the depth charge problem with the patrol boat and destroyer.

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scripts.dll 1.8 is being worked on (I need ideas people) [message #101527] Wed, 14 July 2004 21:59 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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that "additional turrets" thing, I know there are some existing scripts that do various related things.

But I will keep it in mind and see if I can rig something sutable up.

I will use Create_Object_At_Bone and Attatch_To_Object_Bone to make it work.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
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scripts.dll 1.8 is being worked on (I need ideas people) [message #101528] Wed, 14 July 2004 22:00 Go to previous messageGo to next message
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Hmm...like a script that makes you change a animation when you enter a zone?
(Like you enter the water, you swim.)
scripts.dll 1.8 is being worked on (I need ideas people) [message #101535] Wed, 14 July 2004 22:15 Go to previous messageGo to next message
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Is it possible to create a script thats similar to M01_Hunt_The_Player_JDG but compatible for use with air vehicles? I would really love to see an orca shooting a tank without using waypoints. Also is it possible to increase the ai of skirmish characters by allowing them to acutally enter the vehicles like in bf1942 and pilot them?
scripts.dll 1.8 is being worked on (I need ideas people) [message #101536] Wed, 14 July 2004 22:39 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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change animation no
AI in vehicles no.

As for that other one, I will look into it.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
scripts.dll 1.8 is being worked on (I need ideas people) [message #101577] Thu, 15 July 2004 04:07 Go to previous messageGo to next message
Madtone is currently offline  Madtone
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jonwil

ok, group_purchase can be done easily.

It would allow one person to contribute multiple times if they have enough credits to do so (because thats easier than trying to track down everything)

I will look into the other ideas.


Great!

This would be very cool for mods like RenAlert and Commando because it would enable people to purchase buildings.


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scripts.dll 1.8 is being worked on (I need ideas people) [message #101584] Thu, 15 July 2004 04:58 Go to previous messageGo to next message
Blazea58 is currently offline  Blazea58
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Is it possible in any case that you can add a script for infantry.

Im making a map, and i want very realistic effects in it, and was thinking if there was just a way to make it so after 5 minutes of running around, you slowly loose health until you start walking again.

Either way it doesnt really matter, but id really like to know if its possible to do this.


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scripts.dll 1.8 is being worked on (I need ideas people) [message #101586] Thu, 15 July 2004 05:02 Go to previous messageGo to next message
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Hmm... does the building-capture script exist?
scripts.dll 1.8 is being worked on (I need ideas people) [message #101588] Thu, 15 July 2004 05:10 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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that infantry idea I dont think I can do

As for building capture, I must do some experiements on that.
I think it might be possible but it would require a LOT of coding to pull it off.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
scripts.dll 1.8 is being worked on (I need ideas people) [message #101590] Thu, 15 July 2004 05:12 Go to previous messageGo to next message
bigwig992 is currently offline  bigwig992
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Some sort of script that will change your z axis (like the jump pad script in SomeRhino's "CTF Forts") if your position remains the same for <x> seconds. It's not much, but atleast it's a step in the direction of a simulated plane physics.

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scripts.dll 1.8 is being worked on (I need ideas people) [message #101592] Thu, 15 July 2004 05:21 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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that last one is simple enough and I will do it just because I want all the ideas I can get Smile

Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
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Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
scripts.dll 1.8 is being worked on (I need ideas people) [message #101594] Thu, 15 July 2004 05:26 Go to previous messageGo to next message
bigwig992 is currently offline  bigwig992
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Possible making sure you have to move forward? Via other scripts that make other vehicle movements useless? Or just making sure you must move foward by checking (if there is a way) that the vehicle is indeed moving forward?

We need some sort of constant that we can do the whole Z axis thing with,any ideas?


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scripts.dll 1.8 is being worked on (I need ideas people) [message #101595] Thu, 15 July 2004 05:29 Go to previous messageGo to previous message
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jonwil


As for building capture, I must do some experiements on that.
I think it might be possible but it would require a LOT of coding to pull it off.


My idea was to set a zone near the MCT which changes the owner of the building when entered by an enemy engineer.
If the engineer leaves the zone or is killed, the building returns to original owner.

Another idea is that if the building has less than 50% health, if the zone is entered by a friendly engineer, the building is healed and kills the engineer.

I remember there was talk about this script before.

[Updated on: Thu, 15 July 2004 05:32]

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