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scripts.dll 1.8 is being worked on (I need ideas people) [message #101603] |
Thu, 15 July 2004 06:10 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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Send_Custom_pickup.......would send a custom on pickup of a powerup spawner.......sort of like your vehicle powerup script but just be able to send a custom to an ID of another object to recieve it.
(ex.player picks up powerup that only spawns once every 15 mins and it sends a custom to a zone with JFW_Blow_Up_Location_On_Custom to create an explosion in a certain area to kill anything in that zone)
ClearWeapons_preset.......clear certain weapons when in zone(ex. timed c4)
Send_custom_multiple_ID's........ send's a custom to several different object ID's....(ex.send a custom to 4 ID's at once that create 4 explosions in 4 different places)
Create_object_on_enter
On enter it will create an object at a certain location,on exit object will be killed.
Ive tried a few ways of doing this and i have to set up a zone then send a custom to create object then i have to send another custom on exit to not render the object....would be easier to just have a display object on enter/remove object on exit.
This would be useful for my KOTH maps to display a model over the hill to show who's got control of the hill.
I'll have a few more soon....
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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scripts.dll 1.8 is being worked on (I need ideas people) [message #101648] |
Thu, 15 July 2004 09:08 |
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YSLMuffins
Messages: 1144 Registered: February 2003 Location: Moved a long time ago (it...
Karma: 0
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General (1 Star) Moderator - Mod Forum |
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So, what about a 'JFW_Disable_Script_On_Death'? It disables any script you choose, by specifying the name of the script.
How about a clone of 'JFW_Heath_Regen' just for the purpose of it being disabled?
-YSLMuffins
The goddess of all (bread products)
See me online as yslcheeze
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scripts.dll 1.8 is being worked on (I need ideas people) [message #101762] |
Thu, 15 July 2004 16:41 |
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weapon recoil no.
disable a script, that cant be done.
create_object_on_enter, thats easy and will be done
send_custom_multiple_ids, thats doable
send_custom_pickup, thats also doable
you cant clear only specific weapons. The closest you can get is to clear all weapons.
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
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scripts.dll 1.8 is being worked on (I need ideas people) [message #101814] |
Thu, 15 July 2004 21:27 |
Everyone
Messages: 45 Registered: July 2004
Karma: 0
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Recruit |
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What about improving the ai but allowing them to place c4s on mcts, stay away from tib, avoid getting crashed by vehicles, engies healing teammates, engies disarms beacons and c4s, switch weapons once they run out of ammo, take cover, and everything else you would expect from ai made in other games like unreal tournament?
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scripts.dll 1.8 is being worked on (I need ideas people) [message #101837] |
Thu, 15 July 2004 22:03 |
flyingfox
Messages: 1612 Registered: February 2003 Location: scotland, uk
Karma: 0
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General (1 Star) |
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I had a little idea from one of titans ideas, but I don't know if its something a script can do and its silly anyway. Okay, you have a hill, and a billboard up behind it which can clearly be seen from both bases. A man runs to the top of the hill. The top of the hill is magnified and zoomed in on both faces of the billboard, so everyone sees the man at the top of the hill from the billboard, and they can see him from their own base because of the magnification. Like a sort of "zoom in on area" script applied to a defined area.. :oops:
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scripts.dll 1.8 is being worked on (I need ideas people) [message #101849] |
Thu, 15 July 2004 23:07 |
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flyingfox, that idea cant be done.
But some other ideas I am consdiering that may get done:
JFW_Send_Ordered_Customs_On_Custom.
When this script is sent a certain message, it fires off a series of messages in a certain order to a specified object. Passing 0 for the object will mean "send to the thing that JFW_Send_Ordered_Customs_On_Custom is attatched to".
JFW_Set_Health_On_Custom. Will set the health of <the thing its attatched to> when it gets a custom.
JFW_Add_Health_On_Custom. Will add to the health of <the thing its attatched to> when it gets a custom. Negative numbers will subtract
JFW_Set_Max_Health_On_Custom. Will set the maximum health of <the thing its attatched to> when it gets a custom.
JFW_Add_Max_Health_On_Custom. Will add to the maximum health of <the thing its attatched to> when it gets a custom. Negative numbers will subtract
same as the 4 about except for shield strength.
I am also working on (no promises) new functionality for a Get_Animation_Frame function which would allow you to pass -1 for the FirstFrame of the animation scripts to mean "the current frame"
Also, logic for Get_Shield_Type that would mean JFW_Invulnerable_On_Custom_3 same as JFW_Invulnerable_On_Custom_2 but without needing to pass the NormalArmour as a parameter.
I am also looking into logic for a Get_Model command, a Get_Shield_Type command, a Set_Skin command, a Get_Skin command and (if I can pull it off) ways to do weapon related stuff (most notably giving a vehicle a different weapon)
However, Flying Infantry is still not going to be in 1.8 (because I dont want to rip SKs idea 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
[Updated on: Fri, 16 July 2004 00:04] Report message to a moderator
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scripts.dll 1.8 is being worked on (I need ideas people) [message #101852] |
Thu, 15 July 2004 23:17 |
flyingfox
Messages: 1612 Registered: February 2003 Location: scotland, uk
Karma: 0
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General (1 Star) |
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Hmm, about the last section, would it be possible (if you pulled some of that stuff off) to buy a soldier, type !get <weapon> and switch your weapon for it? Then again, you could just spawn the item.
Furthermore, you could "allow" the higher the class, to !get models of any lower class on their team. So for example,a standard soldier could only !get a shotgun, flamethower or repair gun (if Nod) but a black hand sniper could grab any black hand weapon, anything from officer class or base class. And sakura could pull any weapon. It seems fair because a character wouldn't be keeping their existing weapon, nor would they be getting too powerful for their class.
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scripts.dll 1.8 is being worked on (I need ideas people) [message #101894] |
Fri, 16 July 2004 04:51 |
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other possible things I am working on:
A fix for the infamous "repair bay" bugs
something usefull may come from being able to call SmartGameObj::Grant_Stealth_Powerup(float)
also C4GameObj::Defuse(void) and BeaconGameObj::Set_State(int) may or may not be usefull.
VehicleFactoryGameObj::Set_Max_Vehicles_Per_Team(int) also looks cool... (would be great for a way for server admins to set the team maximum vehicles although that would need to be a new console command or something)
VehicleFactoryGameObj::Request_Vehicle(int,float,SoldierGameObj *) might be usefull to code up a way to create vechicles at the war factory/airstrip via scripts...
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
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scripts.dll 1.8 is being worked on (I need ideas people) [message #101901] |
Fri, 16 July 2004 06:08 |
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ferhago, what you want is already possible with existing scripts.
Also, I think I can do a script command that would change the players character (similar to buying at a PCT but without affecting the cash of the player or anything)
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
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scripts.dll 1.8 is being worked on (I need ideas people) [message #101908] |
Fri, 16 July 2004 06:35 |
Deactivated
Messages: 1503 Registered: February 2003
Karma: 0
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General (1 Star) |
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jonwil | Also, I think I can do a script command that would change the players character (similar to buying at a PCT but without affecting the cash of the player or anything)
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That could be used to turn a player into a Visceroid when he/she dies in a Tiberium field?
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scripts.dll 1.8 is being worked on (I need ideas people) [message #101916] |
Fri, 16 July 2004 07:24 |
Blazea58
Messages: 408 Registered: May 2003
Karma: 0
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Commander |
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Id really like the vehicle limit changes as that would create much more ways for servers to keep it fun.
Id like to even see large servers running at a limit of 5, it would be interesting, or a 24 person server with 12 limit lol.
There would be lots you can do just with that single one, and as long as the servers could handle the extra pollygons showing all at once, then it should be fine.
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VehicleFactoryGameObj::Request_Vehicle(int,float,SoldierGameObj *) might be usefull to code up a way to create vechicles at the war factory/airstrip via scripts...
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How would this one work exactly, would you still need a purchase terminal, or would it be more of just a command you type in the console?
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JFW_Set_Health_On_Custom. Will set the health of <the thing its attatched to> when it gets a custom.
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So if this can set health on a custom, wouldnt that mean that the infantry idea i had could be possible in any way?
As in when you reach a certain point in a map then you start loosing health each time it recieves it?
Sorry i do not know much about all these scripts,so i guess i cant really help explain my ideas clearly lol.
And last off, if sk has a flying infantry idea, it sure would be nice to have maybe higher jump, or low gravescale in a script
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scripts.dll 1.8 is being worked on (I need ideas people) [message #101930] |
Fri, 16 July 2004 08:43 |
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vehicle limit changes would require a console command in order to be usefull so they wont be in.
If anything SK would be the one to do them and put them in bhs.dll.
low gravity or higher jumping is not something scripting can do.
also, new script.
When this script recieves a certain custom, it starts a periodic timer. Said timer would, when it expires, remove a set health and/or shield strength from an object.
Another custom can be sent to say "next time the timer goes off, dont restart it".
As for VehicleFactoryGameObj::Request_Vehicle, what it basicly means is that (in theory, I still have to various things before I am sure it works), you can have any vechicle be created via a script.
Essentially the script author passes in the vehicle preset to create plus the object that is to be the owner of the vechicle (or you can make it have no owner if you want to) as well as the ID of a valid AirstripGameObj or WarFactoryGameObj (which is the ID of the building controler) since both of those are decendants of VehicleFactoryGameObj and you need to pass in the ID of a VechicleFactoryGameObj (which is then converted into a VechicleFactoryGameObj pointer) in order for VehicleFactoryGameObj::Request_Vehicle to work.
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
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scripts.dll 1.8 is being worked on (I need ideas people) [message #102034] |
Fri, 16 July 2004 17:07 |
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as noted before, changing the vechicle limit (or the mine limit which I have yet to find) is something that would require a new console command so thats SKs territory.
I am also going to look into doing some multiplayer objective stuff (now that sounds work)
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
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scripts.dll 1.8 is being worked on (I need ideas people) [message #102039] |
Fri, 16 July 2004 18:20 |
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Also, NeoSaber has said that he has fixed a couple of bugs in my scripts (visibile people in vehicle was one and also the player controled harvester).
Plus, there are such scripts for renegade as NeoSaber codes up and releases to add.
And, any scripts from RenAlert 0.993 that can go in (bug fixes/changes to the existing RenAlert scripts in particular)
Plus, boris (aka TheKGBSpy) has some scripts that he said he will have ready 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
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scripts.dll 1.8 is being worked on (I need ideas people) [message #102059] |
Fri, 16 July 2004 19:31 |
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YSLMuffins
Messages: 1144 Registered: February 2003 Location: Moved a long time ago (it...
Karma: 0
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General (1 Star) Moderator - Mod Forum |
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How about a way to set a 'global' custom, so as long as as a certain custom is set to 'true', a script does what it's supposed to do?
I.E., a 'JFW_Set_Global_Custom', when attached to a building, executes at the beginning of the game. And another script, 'JFW_Set_Global_Custom_On_Death', sets a custom when the thing the script is attached to dies, so this way, the global custom can be changed.
-YSLMuffins
The goddess of all (bread products)
See me online as yslcheeze
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