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complete list of scripts.dll 2.1 features [message #147691] Mon, 04 April 2005 01:20 Go to previous message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
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General (3 Stars)

new scripts:
JFW_Attach_Script_Preset_Once_Custom
JFW_Attach_Script_Type_Once_Custom
JFW_Attach_Script_Once_Custom
JFW_Attach_Script_Preset_Created
JFW_Attach_Script_Type_Created
JFW_Attach_Script_Player_Created
JFW_Attach_Script_Vehicle_Created
JFW_Attach_Script_Building_Created
JFW_Remove_Script_Preset_Created
JFW_Remove_Script_Type_Created
JFW_Remove_Script_Player_Created
JFW_Give_Powerup_Create
JFW_Invulnerable_On_Create
JFW_Destroy_Self_Timer
JFW_Attach_Script_Preset_Startup
JFW_Attach_Script_Type_Startup
JFW_Attach_Script_Building_Startup
JFW_Clear_Weapons_Create
JFW_Clear_Money_Create
JFW_Change_Model_Health
JFW_Change_Model_Health2
JFW_Hunter_Seeker
JFW_Domination_Controler_End_Game
JFW_Change_Character_Powerup
JFW_Preset_Buy_Poke_Timer
JFW_Preset_Buy_Poke_Custom
JFW_Slot_Machine
JFW_Jetpack
JFW_Jetpack_Model
JFW_Dplbl_Vhcls_Keyboard
JFW_Stealthable_Object
JFW_Carryable_Vehicle
JFW_Carry_Control
JFW_CarryAll
JFW_Scope
JFW_Switch_Door
JFW_Switch_Lock_Door
JFW_Toggle_Door
JFW_Sensor_Array
JFW_Send_Custom_Distance_Objects_Timer
JFW_Send_Custom_Distance_Objects_Custom
JFW_Send_Custom_All_Objects_Timer
JFW_Send_Custom_All_Objects_Custom
JFW_Control_Enable_Custom
JFW_Control_Enable_Gun
JFW_Underground_Logic
SH_ConsoleCommand
SH_PCT_Powerup
SH_PCT_On_Custom
The last 3 are done by a nice guy named SaberHawk.
And also someone called E! helped me with some stuff (like the caryall)

There is also a change to make the AGT weapon, OBL weapon and OBL guns semi-invincible (if they are damaged, they will repair back to full but if they are destroyed, they wont be replaced, this is because there is no way for the weapon to notify the building controler that it has just died)

Several new engine calls (not important to mention here)

new console commands
map name display
mod package name display
map number display
map list display
get radar mode
music
no music
music private
no music private
get server bhs.dll version
mine limit display
current mine display
eject
map list changing
snd3dt
emoticon display
currently playing song
screenshot format selection (select between tga and png, png is the default, this setting is saved in the registry)
end game win for particular side (i.e. its like if they killed the buildings of the other team)

bhs.dll changes
Code to not read *.dep files (i.e. fast map loading)
new keyboard hook code
keys.cfg editor to edit keys.cfg used by new keyboard hook code
new PNG screenshot code
new code for custom scopes/binocluars
code to spit out bhs_renlog on WFDS/game.exe as well as LFDS (necessary to make the chat hook work)
code to let you hook the chat output (f2/f3 chat) so you can do stuff with it (like implement !xxx commands to do stuff)
code to spit out a client chat log on the client
an engine call to get the current music track (same as for the console command)
a hook for triggering when the level has just loaded
a hook for triggering when an object is created
code to fix the invisible harvester bug (where if you have an airstrip, go low power and your harvester is destroyed, it spawns invisible).
However, the downside is that you can see the wheels/treads of the vehicle sticking out of the cargo plane when it flies in.
What normally happens is that the vehicle is created and made invisible and the cinematic is started. When the vehicle is dropped off, it is made visible again.
However, in the bug case, it is not made visible again. The fix stops it from being made invisible in the first place.
See here:
http://users.tpgi.com.au/adsloptd/airstrip.png

To-do:
1.write JFW_Damage_Animation script requested by SaberHawk
2.Add code to make player damage grunt sound,player death sound and powerup collection sound play on the client as well as the server
3.Fix Post_Load_Level and object creation hooks to actually work right.
This will probobly involve disabling the Post_Load_Level hook (which isnt working right) and making the Object Created scripts do it for all objects of that type that already exist as well as any future objects that get created.
I will come up with a solution that makes things as good as possible.
and 4.Lots of testing.


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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