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scripts.dll 1.8 is being worked on (I need ideas people) [message #101596] Thu, 15 July 2004 05:30 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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can you make a option for gdi,nod or any team on the teleport script?

"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx

scripts.dll 1.8 is being worked on (I need ideas people) [message #101597] Thu, 15 July 2004 05:44 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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ok, I can do new teleport scripts that trigger only for specific teams.

Jonathan Wilson aka Jonwil
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scripts.dll 1.8 is being worked on (I need ideas people) [message #101603] Thu, 15 July 2004 06:10 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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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

scripts.dll 1.8 is being worked on (I need ideas people) [message #101648] Thu, 15 July 2004 09:08 Go to previous messageGo to next message
YSLMuffins is currently offline  YSLMuffins
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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
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See me online as yslcheeze
scripts.dll 1.8 is being worked on (I need ideas people) [message #101654] Thu, 15 July 2004 09:23 Go to previous messageGo to next message
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Could you add weapon recoil in both ai and player since ai has superhuman accuracy?
scripts.dll 1.8 is being worked on (I need ideas people) [message #101762] Thu, 15 July 2004 16:41 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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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
scripts.dll 1.8 is being worked on (I need ideas people) [message #101806] Thu, 15 July 2004 20:32 Go to previous messageGo to next message
Slash0x is currently offline  Slash0x
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jonwil

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.

And switching the team access to the PCTs... Confused


L3T'5 4LL THR0W 3GG5 4T D4 N00B! Smile
scripts.dll 1.8 is being worked on (I need ideas people) [message #101814] Thu, 15 July 2004 21:27 Go to previous messageGo to next message
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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?
scripts.dll 1.8 is being worked on (I need ideas people) [message #101826] Thu, 15 July 2004 21:54 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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not going to do anything related to AI

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 #101837] Thu, 15 July 2004 22:03 Go to previous messageGo to next message
flyingfox is currently offline  flyingfox
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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:
scripts.dll 1.8 is being worked on (I need ideas people) [message #101849] Thu, 15 July 2004 23:07 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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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]

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scripts.dll 1.8 is being worked on (I need ideas people) [message #101852] Thu, 15 July 2004 23:17 Go to previous messageGo to next message
flyingfox is currently offline  flyingfox
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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.
scripts.dll 1.8 is being worked on (I need ideas people) [message #101894] Fri, 16 July 2004 04:51 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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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
scripts.dll 1.8 is being worked on (I need ideas people) [message #101899] Fri, 16 July 2004 05:54 Go to previous messageGo to next message
Ferhago is currently offline  Ferhago
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What about playing an animation once when a vehicle enters a certain zone.


That could be used to show like the ore truck dumping off its ore in ren alert.

Maybe modified to detect if the truck has ore for player controlled trucks.

Or somehow with the harvester in Renegade with the back coming off.


And as for that team purchase idea im pretty sure black cell servers already have something like that. On their maps if the little base defenses get killed a small glowing zone appears and you can go into it to have it drain you of money until it is rebuilt. Of course other team members can do it too.

But it could be different if you could build defenses that werent already destroyed or in place
scripts.dll 1.8 is being worked on (I need ideas people) [message #101900] Fri, 16 July 2004 05:58 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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Ferhago

Or somehow with the harvester in Renegade with the back coming off.


*Tiberian Dawn

The Harvester drives to refinery and its back slides inside the refinery for unloading the harvested Tiberium.
scripts.dll 1.8 is being worked on (I need ideas people) [message #101901] Fri, 16 July 2004 06:08 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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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
scripts.dll 1.8 is being worked on (I need ideas people) [message #101908] Fri, 16 July 2004 06:35 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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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)


That could be used to turn a player into a Visceroid when he/she dies in a Tiberium field?
scripts.dll 1.8 is being worked on (I need ideas people) [message #101914] Fri, 16 July 2004 07:05 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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among other things, yes I guess so.

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 #101916] Fri, 16 July 2004 07:24 Go to previous messageGo to next message
Blazea58 is currently offline  Blazea58
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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.

------------------------------------------------------------------------------------
VehicleFactoryGameObj::Request_Vehicle(int,float,SoldierGameObj *) might be usefull to code up a way to create vechicles at the war factory/airstrip via scripts...
------------------------------------------------------------------------------------

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?


--------------------------------------------------------------------------------
JFW_Set_Health_On_Custom. Will set the health of <the thing its attatched to> when it gets a custom.
--------------------------------------------------------------------------------

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 Laughing


http://i175.photobucket.com/albums/w125/Blaze558/ECW_WebBanner1.jpg
scripts.dll 1.8 is being worked on (I need ideas people) [message #101918] Fri, 16 July 2004 07:42 Go to previous messageGo to next message
htmlgod is currently offline  htmlgod
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Blazea: About vehicle limiting -
You can get around the vehicle limit by modifying the presets in a map you create. This is accomplished by changing the 'team' orientation of the vehicle from GDI or Nod to Unteamed. Unteamed vehicles are not limited, and thus you can buy as many as you want. However, beware, this can have an affect on performance of the game when there are dozens of vehicles. I guess it would be nice to have a setting whereby the map maker could somehow specify a specific vehicle limit, but I doubt thats possible.


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

http://newhope.conquergaming.com/OtherStuff/NIKE.jpg
scripts.dll 1.8 is being worked on (I need ideas people) [message #101930] Fri, 16 July 2004 08:43 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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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
scripts.dll 1.8 is being worked on (I need ideas people) [message #102019] Fri, 16 July 2004 15:33 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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jonwil

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)
...


This would be great

Ive made qutie a few large maps and increasing the limit just by 2 or 3 would help out alot. Smile


"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx

scripts.dll 1.8 is being worked on (I need ideas people) [message #102034] Fri, 16 July 2004 17:07 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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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
scripts.dll 1.8 is being worked on (I need ideas people) [message #102039] Fri, 16 July 2004 18:20 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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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
scripts.dll 1.8 is being worked on (I need ideas people) [message #102059] Fri, 16 July 2004 19:31 Go to previous messageGo to previous message
YSLMuffins is currently offline  YSLMuffins
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Moderator - Mod Forum
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
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See me online as yslcheeze
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