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			| complete list of scripts.dll 2.1 features [message #147691] | Mon, 04 April 2005 01:20  |  
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	| 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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			| complete list of scripts.dll 2.1 features [message #147744] | Mon, 04 April 2005 10:13   |  
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					|  PhrozenUnit Messages: 75
 Registered: April 2004
 
	Karma: 0
 | Recruit |  |  |  
	| SH_ConsoleCommand: Attach this to an invisible object and it starts reading stuff from ConsoleCommand.txt. Any command you put in there gets fowarded  straight to the console. SH_PCT_Powerup: Attach this to a powerup and whenever someone grabs it, their PCT appears
 SH_PCT_On_Custom: Send a custom defined by Message to it and the PCT appears on the sender's screen.
 JFW_Damage_Animation: Play an animation when the object is damaged, then set a timer. when the timer is up, uplay the animation. Timer is reset whenever damaged, but animation is not played over again.
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			| complete list of scripts.dll 2.1 features [message #147748] | Mon, 04 April 2005 10:21   |  
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				|  |  Oblivion165 Messages: 3468
 Registered: June 2003
 Location: Hendersonville, North Car...
 
	Karma: 0
 | General (3 Stars) |  |  |  
	| Did you ever  make it so we could assign keys to a new animation? Like if we hit "y" it makes the character model do a custom bone animation. 
 WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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			| complete list of scripts.dll 2.1 features [message #147914] | Mon, 04 April 2005 20:57  |  
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	| A little bit of bad news  I cant make the infantry hurt/pain sound play on the client.
 Basicly, what happens is that when the infantry damage related code runs, it says "Have I been damaged" and if it has, it goes into the code to do the pain sound etc. If the code doesnt detect that it has been damaged, it doesnt go into the pain sound code.
 Problem is, on the client, it doesnt recognize it has been damaged at that point in the code (like the cargo plane object not existing on the client at the time the cargo plane sound plays). Like the cago plane sound, this would require source code access to fix (or alternativly a HUGE amount of effort).
 
 Both the death sound and powerup collect sound do work though.
 
 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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