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scripts.dll 2.1 [message #132604] |
Mon, 17 January 2005 04:19   |
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ok, some more things that will be in 2.1:
The Get_Radar_Mode engine call is gone since you can grab the radar mode from the cGameData stuff I have added.
Some of the scripts mentioned in this thread will require engine calls (not all of which will be listed since I wont know the details untill I write and test the script)
Obviously the IP address fix and mine limit change fix are in 2.0.1 so they will cary over to 2.1
There are 2 new scripts similar to JFW_Attach_Script_Player_Created called JFW_Attach_Script_Building_Created and JFW_Attach_Script_Vehicle_Created that do just what they say.
One sticks the script on every building controler in the game when the building controler is created.
And the other sticks the script on every vehicle in the game when the vehicle is created.
They (like the other script attach stuff) will have settings to set which team you want them to work for (or both)
JFW_Destroy_Self_Timer which basicly will, when created, start a timer.
When the timer expires, the object with JFW_Destroy_Self_Timer on it will be destroyed.
JFW_Change_Model_Health which will, when the health of what its attached to goes below a certain amount, change the model of whatever its attached to one model.
Then when it goes back over the health amount, it changes to another model and so on.
JFW_Dplbl_Vhcls_Keyboard which is exactly like the latest delpoyable vehicle script from KGB except that it will feature a keyboard hook to destroy instead of the current way of doing it.
JFW_Spawn_Object_Poke_Custom which will spawn an object when poked.
Then, it will disable itself untill a custom is sent to it allowing another object to be spawned.
JFW_Spawn_Object_Poke_Timer is like JFW_Spawn_Object_Poke_Custom except that instead of a custom re-enabling it, it has a timer that starts when the object is spawned that re-enables it when the timer expires.
JFW_Spawn_Object_Poke is like the other 2 but it doesnt get disabled (so you can use it as many times as you like)
All 3 will have parameters to specify where the object is to be spawned.
JFW_Jetpack is a script a bit like JFW_Flying_Infantry except that there will be a keyboard hook to enable and disable the "fly" effect.
JFW_Caryable_Vehicle is a script that goes onto every vehicle you want to be caryable by a vehicle carying vehicle (e.g. caryall, transport etc).
Basicly, it takes 2 pieces of information. The custom to listen for from the caryall vehicle. And the size of an imaginary rectangular prisim around the vehicle which contains the whole vehicle within it. This is used so that when the caryall grabs the vehicle, it doesnt get to close.
JFW_Caryall is a script for something like a vehicle caryall or a transport.
The caryall has an imaginary rectangular prisim around the vehicle (for example, for an Orca Caryall, it will be below the vehicle). Then, the caryall activates via a keyboard key. When activated, if no vechicle is connected to the caryall, it will search the area bounded by the invisible rectangular prisim for a vehicle of the appropriate team. If none is found, nothing happens.
If one is found, settings on the caryall are combined with settings from the vehicle (which will be retrieved by sending the custom to the vehicle) to determine where relative to the caryall vehicle that the vehicle being picked up should go. It is then moved there and attached to the caryall. It will also be locked so that people cant get out of the vehicle (firing will still work though since I cant turn that off and also the vehicle will be made immobile so it cant move if I can figure out how). When you arrive at the destination, the keyboard key will be pressed again and the vehicle will be detatched and (optionally) moved a certain distance in the x,y,z direction.
This script is going to be harder than I thought it would be (especially if I want to make it generic enough to handle different places of vehicle attachment and stuff), I need to handle the rotation of the vehicle in x,y,z too.
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
By: jonwil on Fri, 14 January 2005 03:52
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scripts.dll 2.1
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scripts.dll 2.1
By: jonwil on Fri, 14 January 2005 05:12
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scripts.dll 2.1
By: Alkaline on Fri, 14 January 2005 14:49
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scripts.dll 2.1
By: jonwil on Sat, 15 January 2005 05:11
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scripts.dll 2.1
By: Alkaline on Sat, 15 January 2005 13:35
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scripts.dll 2.1
By: Naamloos on Sat, 15 January 2005 13:51
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scripts.dll 2.1
By: jonwil on Mon, 17 January 2005 04:19
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scripts.dll 2.1
By: jonwil on Mon, 17 January 2005 04:54
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scripts.dll 2.1
By: jonwil on Mon, 17 January 2005 18:11
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scripts.dll 2.1
By: jonwil on Mon, 17 January 2005 18:57
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scripts.dll 2.1
By: jonwil on Mon, 17 January 2005 19:39
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scripts.dll 2.1
By: jonwil on Tue, 18 January 2005 00:02
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scripts.dll 2.1
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scripts.dll 2.1
By: jonwil on Tue, 18 January 2005 00:25
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scripts.dll 2.1
By: jonwil on Tue, 18 January 2005 00:27
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scripts.dll 2.1
By: jonwil on Tue, 18 January 2005 01:59
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scripts.dll 2.1
By: jonwil on Tue, 18 January 2005 16:28
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scripts.dll 2.1
By: jonwil on Tue, 18 January 2005 17:51
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scripts.dll 2.1
By: jonwil on Tue, 18 January 2005 19:55
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scripts.dll 2.1
By: Blazea58 on Wed, 19 January 2005 18:20
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scripts.dll 2.1
By: jonwil on Wed, 19 January 2005 19:08
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scripts.dll 2.1
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scripts.dll 2.1
By: jonwil on Wed, 19 January 2005 22:50
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scripts.dll 2.1
By: jonwil on Thu, 20 January 2005 03:57
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scripts.dll 2.1
By: Blazea58 on Thu, 20 January 2005 16:32
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scripts.dll 2.1
By: jonwil on Thu, 20 January 2005 17:38
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scripts.dll 2.1
By: jonwil on Thu, 20 January 2005 22:08
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scripts.dll 2.1
By: jonwil on Thu, 20 January 2005 23:59
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scripts.dll 2.1
By: jonwil on Fri, 21 January 2005 00:25
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scripts.dll 2.1
By: jonwil on Fri, 21 January 2005 04:21
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scripts.dll 2.1
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scripts.dll 2.1
By: Sir Kane on Fri, 21 January 2005 05:15
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scripts.dll 2.1
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scripts.dll 2.1
By: jonwil on Fri, 21 January 2005 17:22
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scripts.dll 2.1
By: Naamloos on Fri, 21 January 2005 18:09
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scripts.dll 2.1
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scripts.dll 2.1
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