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scripts.dll 1.8 progress report [message #102834] Tue, 20 July 2004 03:09 Go to next message
jonwil is currently offline  jonwil
Messages: 3556
Registered: February 2003
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General (3 Stars)

So far, I have implemented the following pieces of code (none of which are in any way based on anything SK has written)
1.InitEngine (this sets up the different addresses for stuff for game.exe, server.dat, RH7 FDS and RH8 FDS depending on what is needed)
2.code to detect the difference between game.exe and server.dat (it works great too)
3.As_PhysicalGameObj (will return the passed in object if it is a PhysicalGameObj, otherwise 0)
4.As_DamageableGameObj (will return the passed in object if it is a DamageableGameObj, otherwise 0)
5.As_SoldierGameObj (will return the passed in object if it is a SoldierGameObj, otherwise 0)
6.Get_Model (returns the name of the model file used for the object if it is a valud PhysicalGameObj otherwise the string "DUMMY" is returned, this is the opposite of the Set_Model script command)
7.Get_Object_Type Returns the type of an object, works for any DamageableGameObj
8.Get_Definition (returns the definition class for any GameObject)
9.Get_Phys_Definition (returns the phyics definition class for any PhysicalGameObj)
10.Get_Class_ID (returns the class ID for any DefinitionClass)
11.Get_Definition_Name (returns the Definition Name for any DefinitionClass, this matches up with the preset name for at least any DefinitionClass from a GameObject)
12.Get_Definition_ID (like Get_Definition_Name but gets the definition ID, this will match the preset ID for any DefinitionClass from a GameObject)
13.Soldier_Re_Init (this one calls SoldierGameObj::Re_Init to load in a new SoldierGameObjDef)
14.Find_Named_Definition (this one finds a valid definition such as a vechicle, soldier or whatever)
15.Post_Re_Init (this one does stuff that needs to be done after calling Soldier_Re_Init)
16.Change_Character (this one takes a GameObject and a preset name. If the preset doesnt exist or is not a SoldierGameObjDef, it returns false. It will also return false if the GameObject is not a SoldierGameObj. Otherwise, it will find the definition with Find_Named_Definition, call Soldier_Re_Init and Post_Re_Init then return true)
17.WideCharToChar (this one is a utillity function that converts a wchar_t *to a char *)
18.Get_Player_Name (this one converts a GameObject into a player name)
19.Get_Player_ID (this one converts a GameObject into a player ID)
and 20.Get_GameObj (this one converts a player ID into a GameObject)


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 progress report [message #102836] Tue, 20 July 2004 03:27 Go to previous messageGo to next message
xptek_disabled is currently offline  xptek_disabled
Messages: 1308
Registered: September 2003
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General (1 Star)
Nice work.

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Jonwil > SK
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scripts.dll 1.8 progress report [message #102847] Tue, 20 July 2004 04:16 Go to previous messageGo to next message
Blazea58 is currently offline  Blazea58
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Registered: May 2003
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Commander
i just wish i knew what all that really meant lol.

As i read it, it seems like i get a bit lost, on what they actually do . :rolleyes:


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scripts.dll 1.8 progress report [message #102849] Tue, 20 July 2004 04:21 Go to previous messageGo to next message
flyingfox is currently offline  flyingfox
Messages: 1612
Registered: February 2003
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General (1 Star)
Me too. If there were examples of what all of these could actually do..

well, good work anyway.
scripts.dll 1.8 progress report [message #102851] Tue, 20 July 2004 04:22 Go to previous messageGo to next message
xptek_disabled is currently offline  xptek_disabled
Messages: 1308
Registered: September 2003
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General (1 Star)
It's so sad I understand what this all means..

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Jonwil > SK
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scripts.dll 1.8 progress report [message #103026] Tue, 20 July 2004 21:35 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3556
Registered: February 2003
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General (3 Stars)

ok, more stuff that I have added:
1.As_BuildingGameObj (will return the passed in object if it is a BuildingGameObj, otherwise 0)
All of these next ones can take 2 for "team" to mean <any team> except for Find_Building_By_Team.
All of them will return the GameObject corresponding to the specified building, if no match is found, they will return 0.
2.Find_Building_By_Class_ID (finds the first building matching a class ID and a team, this is mainly for the functions below)
3.Find_Building_By_Team (finds the first building matching the specified team)
4.Find_Building_By_Name (finds the first building matching the specified team and preset name)
5.Find_Power_Plant (finds the first powerplant for the specified team)
6.Find_Refinery (finds the first refinery for the specified team)
7.Find_Repair_Bay (finds the first repair bay for the specified team)
8.Find_Soldier_Factory (finds the first soldier factory for the specified team)
9.Find_Airstrip (finds the first airstrip for the specified team)
10.Find_War_Factory (finds the first war factory for the specified team)
11.Find_Com_Center (finds the first com center for the specified team)
12.Find_Repair_Bay (finds the first repair bay for the specified team)
13.Find_Vehicle_Factory (finds the first airstrip for the specified team, if none is found, finds the first war factory for the team. Use this one to be sure you find the vehcile factory for the team in question, even if the map has e.g. a nod war factory)


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 progress report [message #103027] Tue, 20 July 2004 21:41 Go to previous messageGo to next message
xptek_disabled is currently offline  xptek_disabled
Messages: 1308
Registered: September 2003
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General (1 Star)
Nice work. Smile

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Jonwil > SK
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scripts.dll 1.8 progress report [message #103030] Tue, 20 July 2004 22:28 Go to previous messageGo to next message
NeoX is currently offline  NeoX
Messages: 408
Registered: April 2003
Location: Canada, Ontario, Acton
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Commander
Great Job keep it up! Jonwil the pimp of renegade scripting!
scripts.dll 1.8 progress report [message #103034] Tue, 20 July 2004 23:18 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3556
Registered: February 2003
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General (3 Stars)

ok, 2 more
Kill_All_Buildings_By_Team (kills all the buildings of the specified team which will end the game)
Repair_All_Buildings_By_Team (takes a team, the ID of the "construction yard" building and how much health to repair and will repair all buildings by the speicified amount except the passed in one. Can pass 0 if you want all buildings to be repaired.)
This would be called every <time> seconds inside e.g. JFW_Construction_Yard.
And Damage_Nearest_Buildings_By_Team (which will damage all buildings within a certain radius of a particular location by a certain health)


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 progress report [message #103044] Wed, 21 July 2004 00:19 Go to previous messageGo to next message
NeoX is currently offline  NeoX
Messages: 408
Registered: April 2003
Location: Canada, Ontario, Acton
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Commander
Very kool! So we could have matches now that are hours long but are still actually exciting!
scripts.dll 1.8 progress report [message #103050] Wed, 21 July 2004 02:12 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3556
Registered: February 2003
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General (3 Stars)

more stuff
Find_Smart_Object_By_Team (finds the first SmartGameObj of the specified team in the list)
Find_Object_By_Team (finds the first GameObject of the specified team in the list)
Damage_All_Buildings_By_Team_Nearest_Scale (like Damage_All_Buildings_By_Team_Nearest except it scales damage based on how far away from the center the building is)
Find_Object_By_Preset (this will find the first object of a given preset in the list)
Find_Non_Player_Object_By_Team (finds the first non-player SmartGameObject by team).
This last one is usefull because (I think) you can use it as a way to give or take credits from a particular team without doing it for a player, dont know for sure though.

Next up, commands of the form Is_xxx that will determine if the passed in object is <xxx>.
For example, Is_Vehicle
Is_Soldier
Is_Building
and even further, things like Is_Motorcycle, Is_VTOLVehicle (this is one that I have wanted pretty much ever since I first started scripting, now its possible), Is_TrackedVehicle and so on.

As per usual, all the code for all this stuff I am talking about will be 100% open for anyone to use for whatever they like as long as they comply with the GPL.


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 progress report [message #103060] Wed, 21 July 2004 05:07 Go to previous messageGo to next message
KIRBY098 is currently offline  KIRBY098
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General (1 Star)
Very nice, and I appreciate the actual support to the modification community rather than the usual "It's mine, you can't have it." mentality.

This is just like the whole Linux vs Microsoft thing.


Deleted
scripts.dll 1.8 progress report [message #103095] Wed, 21 July 2004 11:57 Go to previous messageGo to next message
Renardin6 is currently offline  Renardin6
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Registered: December 2003
Location: Belgium
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General (1 Star)

hey Jonwil, how long time do we have to wait for the next version ?
scripts.dll 1.8 progress report [message #103098] Wed, 21 July 2004 12:19 Go to previous messageGo to next message
Everyone
Messages: 45
Registered: July 2004
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Recruit
Will you work on ai after scripts 1.8 is completed?
scripts.dll 1.8 progress report [message #103125] Wed, 21 July 2004 14:57 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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General (3 Stars)

it will be done when its done. (and tested)

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 progress report [message #103142] Wed, 21 July 2004 16:43 Go to previous messageGo to next message
WNxCABAL is currently offline  WNxCABAL
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General (1 Star)
Is there a script that tells a turret to fire at a certain ID value Question

Cheers,

Andy
scripts.dll 1.8 progress report [message #103155] Wed, 21 July 2004 18:19 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3556
Registered: February 2003
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General (3 Stars)

ok, mroe completed stuff
Is_Soldier (is this a soldier)
Is_Vehicle (is this a vechicle)
Is_Cinematic (is this a cinematic object)
Is_ScriptZone (is this a script zone)
Is_TrackedVehicle (is this a tracked vechicle)
Is_VTOLVehicle (is this a VTOL vechicle)
Is_WheeledVehicle (is this a wheeled vehicle)
Is_Motorcycle (is this a motorcycle)
Set_Max_Health (sets the max health of an object and also sets the health to the new max)
Set_Max_Shield_Strength (sets the max shield strength of an object and also sets the shield strength to the new max)
Plus clones of the following WS scripts
M00_ArmorMedal_TextMessage_JDG
M00_C130_Explosion
M00_HealthMedal_TextMessage_JDG
M00_Ion_Cannon_Sound
M00_NukeStrike_Anim
M00_Send_Object_ID
M00_PlayAnimation_DestroyObject_DAY

More westwood script clones are in progress, including possibly:
M00_BuildingStateSoundSpeaker
M00_BuildingStateSoundControler
M00_Play_Sound_Object_Bone_DAY
M00_Soldier_Powerup_Disable
M00_Soldier_Powerup_Grant
Test_Cinematic (although cloning this will take forever so it probobly wont happen)
Test_Cinematic_Primary_Killed
M00_Cinematic_Attack_Command_DLS

Plus, some more scripts that I will write:
JFW_Create_Destroy_Object_On_Custom_Death (like JFW_Create_Destroy_Object_On_Custom but destroys the created object when the object with JFW_Create_Destroy_Object_On_Custom_Death on it dies)
JFW_Chinnook_Drop (dont know about this one, it would be for a chinnook ropedrop effect for multiplayer although I dont know if it will work or not and if so, how)


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 progress report [message #103167] Wed, 21 July 2004 20:57 Go to previous messageGo to next message
bigwig992 is currently offline  bigwig992
Messages: 555
Registered: February 2003
Location: Nashua, NH
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Colonel
Any progress on the "If location of object (or player) changes, add <x> to X,Y,or Z location"?

-The ONLY Renegade fan to pee off a school.
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scripts.dll 1.8 progress report [message #103172] Wed, 21 July 2004 21:50 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3556
Registered: February 2003
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General (3 Stars)

working on 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 progress report [message #103179] Wed, 21 July 2004 23:15 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3556
Registered: February 2003
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General (3 Stars)

ok, another thing that I may make for 1.8, new versions of the various no_aircraft/aircraft_only but using Is_VTOLVehicle instead of hard-coded presets.

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 progress report [message #103188] Thu, 22 July 2004 01:32 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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General (1 Star)
jonwil

ok, another thing that I may make for 1.8, new versions of the various no_aircraft/aircraft_only but using Is_VTOLVehicle instead of hard-coded presets.


Good!
The 4 presets/side are not enough when you have AI and player versions of aircraft units.
scripts.dll 1.8 progress report [message #103205] Thu, 22 July 2004 03:21 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3556
Registered: February 2003
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General (3 Stars)

ok, JFW_BuildingStateSoundSpeaker (clone of M00_BuildingStateSoundSpeaker) is done.
Also, JFW_BuildingStateSoundControler (clone of M00_BuildingStateSoundControler) is done and
JFW_Play_Sound_Object_Bone (clone of M00_Play_Sound_Object_Bone_DAY) is done.

M00_Soldier_Powerup_Disable and M00_Soldier_Powerup_Grant are next on the list, along with Test_Cinematic_Primary_Killed and M00_Cinematic_Attack_Command_DLS.

Test_Cinematic wont be happening (its way to complex to clone)
Then I will get started on all the new scripts on my list 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 progress report [message #103210] Thu, 22 July 2004 04:24 Go to previous messageGo to next message
WNxCABAL is currently offline  WNxCABAL
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General (1 Star)
_TFWxANDY_

Is there a script that tells a turret to fire at a certain ID value Question

Cheers,

Andy

Plz reply Smile
scripts.dll 1.8 progress report [message #103218] Thu, 22 July 2004 04:56 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3556
Registered: February 2003
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General (3 Stars)

try JFW_Cinematic_Attack, if thats not what you need, let me know what you want and I can probobly do something for you.

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 progress report [message #103224] Thu, 22 July 2004 05:36 Go to previous messageGo to previous message
jonwil is currently offline  jonwil
Messages: 3556
Registered: February 2003
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General (3 Stars)

ok, JFW_Cinematic_Primary_Killed is written.
JFW_Cinematic_Attack_Command, JFW_Soldier_Powerup_Disable and JFW_Soldier_Powerup_Grant may or may not be in 1.8

I have also completed JFW_Spawn_Timer, JFW_Death_Destroy_Object_Delay and JFW_Conyard.

All of this stuff is going to require a LOT of testing so if anyone has the map skills and etc to help with testing, please do let me know as I will need all the testing help I can get.


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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