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scripts.dll 2.0 progress report [message #119520] Sun, 10 October 2004 16:18 Go to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

scripts.dll 2.0 is comming along nicely.
A few things (like the console command to change the map rotation) have been dropped for various reasons.

Also, a couple of new ideas have been added to the list

So far, I have implemented:
scrpts:
JFW_Powerup_Buy_Poke_Timer
JFW_Invulnerable_On_Custom_3

engine calls:
void Remove_Script(GameObject *obj, const char *script)
void Remove_All_Scripts(GameObject *obj)
int Get_Vehicle_Occupant_Count(GameObject *obj)
GameObject *Get_Vehicle_Occupant(GameObject *obj,int seat)
GameObject *Get_Vehicle_Driver(GameObject *obj)
GameObject *Get_Vehicle_Gunner(GameObject *obj)
void Attach_Script_Preset(const char *script, const char *params, const char *preset, int team)
void Remove_Script_Preset(const char *script, const char *preset, int team)
void Attach_Script_Type(const char *script, const char *params, int type, int team)
void Remove_Script_Type(const char *script, int type, int team)
const char *Get_Current_Weapon(GameObject *obj)
int Get_Weapon_Count(GameObject *obj)
const char *Get_Weapon(GameObject *obj,int position)
bool Has_Weapon(GameObject *obj,const char *weapon)
const char *Get_Htree_Name(GameObject *obj)
char Get_Sex(GameObject *obj)
float Get_Mass(GameObject *obj)
void Copy_Transform(GameObject *in, GameObject *out)
fixes to Set_Skin, Get_Skin and Get_Shield_Type (they should now actually work)

script commands:
Clear_Weapons over network
Enable_Vehicle_Transitions over network
Set_Player_Type over network
Set_Screen_Fade_Color over network
Set_Screen_Fade_Opacity over network
Set_Display_Color over network
Display_Text over network
Display_Float over network
Display_Int over network
Select_Weapon over network
Shake_Camera over network
Force_Camera_Look per-player
Enable_HUD per-player
Create_Sound per-player
Create_2D_Sound per-player
Create_2D_WAV_Sound per-player
Create_3D_WAV_Sound_At_Bone per-player
Create_3D_Sound_At_Bone per-player
Set_Display_Color per-player
Display_Text per-player
Display_Int per-player
Display_Float per-player

bhs.dll fixes:
make Set_Model work for vehicles (although bear in mind that changing the model doesnt affect the physics settings so you cant go from tracked to wheeled or whatever)
small bhs.dll fixes that I forget about

console commands:
PMSG <player ID> <message> (like MSG but private)

stuff from NeoSaber: (this is stuff added in 0.9932 of RenAlert)
fix to Mad Tank script
vehicle AI script


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 2.0 progress report [message #119521] Sun, 10 October 2004 16:26 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

I am still working on lots of scripts (too many to list here Smile
plus the following:
engine calls:
void Force_Occupant_Exit(GameObject *obj,int seat)
void Force_Occupants_Exit(GameObject *obj)
void Create_Sound_Team(const char *soundname,const Vector3 & position, GameObject *obj, int team)
void Create_2D_Sound_Team(const char *soundname, int team)
void Create_2D_WAV_Sound_Team(const char *soundname, int team)
void Create_3D_WAV_Sound_At_Bone_Team(const char *soundname,GameObject *obj,const char *bonename, int team)
void Create_3D_Sound_At_Bone_Team(const char *soundname,GameObject *obj,const char *bonename, int team)
void Set_Display_Color_Team(unsigned char red,unsigned char green, unsigned char blue, int team)
void Display_Text_Team(int strnum, int team)
void Display_Int_Team(float num,const char *msg, int team)
void Display_Float_Team(float num,const char *msg,int team)

bhs.dll bits:
void Disable_Beacon(int team, char *texture, int cost, int stringid, char *preset)
void Disable_Vehicle(int team, int position, char *texture, int cost, int stringid, char *preset)
void Disable_Soldier(int team, int position, char *texture, int cost, int stringid, char *preset)
void Disable_Free(int team, int position, char *texture, int cost, int stringid, char *preset)
these 4 (and the corresponding scripts and console commands) may be dropped if I run out of time/cant make them work/whatever
fixes to make the harvester arms animate
fixes to make Set_Model work for infantry (may be dropped if I cant make it work)
fixes to make Grant_Powerup(weapon) work 100% for vehicles (these fixes will also apply to Grant_Powerup in engine.cpp)

console commands:
SND2DT <team> <wav file>
SND3DP <player> <wav file> (will use ROOTTRANSFORM bone)
SND3DT <team> <player> <wav file> (will use ROOTTRANSFORM bone)
SND3D <player> <wav file> (will use ROOTTRANSFORM bone)
BEACON <team> (will set cost to 0, preset to "none" and string to "disabled" and leave texture untouched)
VEHICLE <preset position> <team> (will set cost to 0, preset to "none" and string to "disabled" and leave texture untouched)
SOLDIER <preset position> <team> (will set cost to 0, preset to "none" and string to "disabled" and leave texture untouched)
FREE <preset position> <team> (will set cost to 0, preset to "none" and string to "disabled" and leave texture untouched)
TEXT <string>
TEXTT <team> <string>
TEXTP <player> <string>
MINELIMIT <new limit>
PLAYERLIMIT <new limit>
VEHICLELIMIT <new limit>
WOL <IRC command> (if I can figure out how to do this)

I am also still waiting for the final stuff from TheKGBSpy and DAN.


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 2.0 progress report [message #119529] Sun, 10 October 2004 17:27 Go to previous messageGo to next message
Slash0x is currently offline  Slash0x
Messages: 455
Registered: January 2004
Location: California
Karma: 0
Commander
Now only if you could develop a way to make it where you could allow people to join the server and the server sends it over through Renegade like a patch. That would be cool. (Not saying it's 100% possible, but just stating that it would be cool if you could. This could solve new map and model files between what the server wants and the client could have access to get it.) Surprised

Keep up the good work! Very Happy


L3T'5 4LL THR0W 3GG5 4T D4 N00B! Smile
scripts.dll 2.0 progress report [message #119587] Sun, 10 October 2004 23:13 Go to previous messageGo to next message
theplague is currently offline  theplague
Messages: 261
Registered: May 2004
Karma: 0
Recruit
Slash0x

Now only if you could develop a way to make it where you could allow people to join the server and the server sends it over through Renegade like a patch. That would be cool.
Send what? maps (like in quake and ut?)? or r u talking about the scripts.dll (because RG could do a 'compolsery' updating thing along with the CP1)?

Jon, can you please post a list of scripts that where planned but dropped?

-thx


http://users.tpg.com.au/ling44/av_firefox.gifhttp://users.tpg.com.au/ling44/av_rg.gif
scripts.dll 2.0 progress report [message #119591] Sun, 10 October 2004 23:52 Go to previous messageGo to next message
Dan
Messages: 395
Registered: August 2003
Location: UK
Karma: 0
Commander
I'm still improving my Random Crate script, and also working on a script to set vehicle owners. I'm hoping to be able to boot out people if it isnt their vehicle, but if that fails, I'll just lock the vehicle so it cannot move.
scripts.dll 2.0 progress report [message #119612] Mon, 11 October 2004 05:55 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

The new void Force_Occupant_Exit(GameObject *obj,int seat) and void Force_Occupants_Exit(GameObject *obj) script commands sound usefull for the vehicle locking stuff...

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 2.0 progress report [message #119616] Mon, 11 October 2004 07:35 Go to previous messageGo to next message
Dan
Messages: 395
Registered: August 2003
Location: UK
Karma: 0
Commander
Oh right! Although, I wont be able to test out the script myself before I hand it over, as I wont be able to compile it. Thanks for the info though :up:

[EDIT] On second thoughts, I'll drop it from scripts.dll 2.0 and work on my crate some more!
scripts.dll 2.0 progress report [message #119761] Mon, 11 October 2004 17:04 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

bad news.
The vehicle limit change stuff I cant do because the limit is checked client side (which would mean that if the server owner changed the vehicle limit and the client didnt have bhs.dll 2.0 installed, the client and server would have different values for the vehicle limit.
Checking the mine limit and player limit now to see if they are checked client side or not.


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 2.0 progress report [message #119766] Mon, 11 October 2004 17:13 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

Near as I can tell at this point, mine limit and player limit are both ok.

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 2.0 progress report [message #119772] Mon, 11 October 2004 17:41 Go to previous message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

However, the plans to make console commands and scripts to disable purchase of certain things (i.e. beacon, vehicle, soldier and free soldier) along with the engine call to make it work have been put on the backburner because they require all clients to have bhs.dll 2.0 installed.
Plus, they are time-consuming to implement 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
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