Home » Renegade Discussions » Mod Forum » scripts.dll 1.8 is being worked on (I need ideas people)
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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 #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 #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 #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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