scripts.dll 2.1 [message #129185] |
Mon, 27 December 2004 03:24 |
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I am currently looking at scripts.dll 2.1
New features that I have (tentativly) planned for versions post 2.0:
Scripts:
The "slot machine" script someone asked for a while back
versions of
JFW_Attach_Script_Preset_Custom
JFW_Attach_Script_Type_Custom
and JFW_Attach_Script_Custom
that dont attach the script if it is already present on the object
The scripting required for Reborn
Any scripts anyone else has for me
Engine calls:
bool Is_Script_Attached(GameObject *obj,const char *script)
void Attach_Script_Once(GameObject *obj,const char *script,const char *params)
void Attach_Script_Preset_Once(const char *script, const char *params, const char *preset, int team)
void Attach_Script_Type_Once(const char *script, const char *params, int type, int team)
char *Get_Current_Map()
int Get_Radar_Mode()
engine patches (to go in bhs.dll):
A hook for the Post_Load_Level function (called at the end of loading the level) that scripts.dll will be able to install and use (e.g. you could use it to do 1-time initalization things in a server-side mod)
Any fixes for the 0 bug that are required
The keyboard hook code that I have been talking about for a while
Console commands:
display current mine limit
current player count display (if needed)
display count of mines on the map
display player limit
change player limit (if possible)
display current map name
display current map rotation
change map rotation/next map/etc (if possible)
display time remaining (if needed)
change time limit/time remaining (if possible)
display current radar mode
play a 3d sound for a team (I wanted this one in 2.0 but I couldnt get it to work in time)
Also, there is a plan to fix as many renegade bugs as we can for future Core Patches and those will go into scripts.dll/bhs.dll (either 2.1 or something later)
If anyone has any requests for post 2.0, post them here.
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 2.1 [message #129198] |
Mon, 27 December 2004 06:15 |
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BFD_SandWorm ( Wormobject, WormAnim, Wormarea1, Wormarea2, time, timernum):
apears randomly on the wormarea and eats units on the loaction[list][*]Wormobject: The preset of the Worm (or w3d if that is easier)[*]WormAnim: Animation to play when the worm eats something[*]Wormarea1: Firstcord (X/Y) for wormarea[*]Wormarea2: Secondcord (X/Y) for wormarea [*]time: time until next worm apears [*]timernum: number of the timer [/list:u]The Worm should eat Vehicles and Infantry, and eat shoudl mean just 'destroy' the unit.
It should eat Units that stand still... or apear when many units standing around at this place primary
WormMovie: http://people.freenet.de/laeubi/worm.avi
Opfb_Turret (destroyID, Custom):
Either the Object it is attached to gets destroyed or it recives a custom it detroys the object specified by destroyID[list][*]destroyID: object that should be destroyed when the object it is attaced to is destroed[*]Custom: custom to listen for[/list:u]
www.laeubi.de Find Mods, Maps, Tool, Files and More!
< All Tutorials you ever searched for >
< contact me >
"Don't say it is imposible... just find a solution!"
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scripts.dll 2.1 [message #129288] |
Mon, 27 December 2004 19:54 |
Everyone
Messages: 45 Registered: July 2004
Karma: 0
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Recruit |
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Could you also add display vehicle limit and display number of vehicles? Also, will the user be able to edit the limit of mines and vehicles as a host option? And, what ever happen the editing the draw distance? The list is looking nice though! Nice post-christmas update.
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scripts.dll 2.1 [message #129338] |
Tue, 28 December 2004 11:27 |
bisen11
Messages: 797 Registered: December 2004
Karma: 0
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Colonel |
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What is the difference between time and timernum, i dont get it.
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scripts.dll 2.1 [message #129339] |
Tue, 28 December 2004 11:48 |
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dude#1 | What is the difference between time and timernum, i dont get it.
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if u have different scripts with a timer, each one needs a differen timer nummber (timernum)
timer itsel ist in msot cases a time value in seconds
www.laeubi.de Find Mods, Maps, Tool, Files and More!
< All Tutorials you ever searched for >
< contact me >
"Don't say it is imposible... just find a solution!"
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scripts.dll 2.1 [message #129444] |
Wed, 29 December 2004 04:42 |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
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Colonel |
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Well, you sead something about those scripts being made for nothing... Like saying "renegade is dead anyway" on forums made for that game... :rolleyes:
Still no reason to delete someones opinion though...
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scripts.dll 2.1 [message #129475] |
Wed, 29 December 2004 09:55 |
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yes it would be possible to edit the draw distance via a modification to BHS.DLL.
Whether I add that to 2.1 or not I dont know.
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 2.1 [message #129495] |
Wed, 29 December 2004 13:18 |
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Naamloos | Well, you sead something about those scripts being made for nothing... Like saying "renegade is dead anyway" on forums made for that game... :rolleyes:
Still no reason to delete someones opinion though...
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And the funny point is that silent kane still comes here...
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scripts.dll 2.1 [message #129566] |
Wed, 29 December 2004 21:44 |
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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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Silent Kane | Uhhm, who removed first 2 posts? Tell me ONE FUCKING GOOD REASON for removing them.
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I didn't do it, but they're in the Silo. I make it clear when I do something. It feels like more posts were deleted since then, but I'm not sure.
I'm locking this--no good can come from it.
-YSLMuffins
The goddess of all (bread products)
See me online as yslcheeze
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