scripts.dll 2.4 is underway [message #191426] |
Tue, 28 February 2006 07:08 |
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I havent done very much so far, the main thing so far is that I made it possible to build scripts.dll
without bhs.dll (this is specifically so that the RenAlert team, who dont use bhs.dll, can use the more
recent scripts and engine calls and isnt intended for general use since it relies on the fact that certain
features like working multiplayer Poke are provided by renalert.dll). Also, I have started work on
making it possible for bhs.dll to access various file related classes (needed for the HUD code I have
in mind, among other things)
I have a bunch of stuff in mind for 2.4 but how much I do and what I do depends on how much time
I have available. Something I plan to do as soon as I have some time is to play around inside
RenRem and see if I can make RenRem work with the Linux FDS (Acording to Greg Underwood who
wrote the LFDS, the only thing preventing RenRem from working was a memory corruption issue of
some kind, at least thats what I think he said
I plan to continue towards full HUD replacements (like what RenAlert showed off a while back only
better
Also, I want to implement code to let you change the PT buttons at runtime (i.e. for each
purchasable item, you would be able to change what preset it purchases, how much it costs, what
icon it displays and what text string it uses)
I would like to work on custom dialogs, I know most of what I need, the hard part is finding out enough about the in-memory layout of the classes involved such that I can create instances of them.
I will also be adding any scripts and engine stuff that comes from WhiteDragon (e.g. for Reborn) and SaberHawk P4/NeoSaber (on the RenAlert team)
Hooks to detect player join and player leave are on the to-do list (I have a couple ideas to try). This is going to be necessary for things like vehicle limit change and PT change and such things that aer game global but require sending data to the client, otherwise if a client joins mid-game, they wont get the right data sent to them. With these hooks, WD (or whoever) can add player join/leave logging to SSAOW/gamelog.
Reporting client bandwidth changes (I believe peope are using it to cheat) I want to look into.
Also, a hook for gameover (which would detect settings like who won and how) is something I want to look at.
I also plan for a construction yard that repairs buildings in a certain radius instead of all buildings (if more than one construction yard was close enough to the building, it would be repaired twice
Also, I plan a script such that when you enter a script zone, it sends a message (using the PPAGE console command) to the player that entered the zone.
I plan a script that will make an infantry unit self-destruct (keyhook triggered). Demo trucks should already be possible.
Scripts that are copies of KAK_Harvester_xxx but which will use "teleporting" to move back to the refinery (specifically, you set the scripts up as normal except that there is only one field2dock waypath and it goes from a place right next to the dock. There would also be a location specified. When the harvester has finished, it "teleports" to the location before taking the field2dock waypath back to the dock.) This script would be used to make a working chronominer.
Obviously some of this stuff (PT changing, vehicle limit changing, HUD code etc) requires bhs.dll on
the client side.
Also, some of it is "permanent" (i.e. once you change the vehicle limit or the PT or the HUD, it stays that
way until you change it to something else.) So its really only suitable for mods (since every map in
the mod can set the vehicle limit to something suitable on startup and can reset the PT settings for
any icons you change at runtime etc)
Just so you guys know, here are a few things I will NOT be adding to the scripts.dll/bhs.dll (at least at this point in time)
Abillity to send console commands to the server from a client
Anything to do with changing or messing with Gameplay Pending (I want to look into a "is server currently in gameplay pending" engine call though
Any console commands for killing players
Any console commands for moving or warping or teleporting players
Anything for file transfer (things like map download are best handled with RenGuard and with 1.04, it will be easier to implement such things)
I will not be adding any more door scripts (except possibly a poke-to-open that is team specific if such a thing doesnt already exist)
Also, note that this list is by no means final (nor do I know when 2.4 will be out so dont ask)
Anyone with requests can post them here (if you dont post them here, I wont implement them for 2.4. Asking me on ICQ/AIM/MSN/Yahoo is no good because then I forget what they are
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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Re: scripts.dll 2.4 is underway [message #191442 is a reply to message #191426] |
Tue, 28 February 2006 11:57 |
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danpaul88
Messages: 5795 Registered: June 2004 Location: England
Karma: 0
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General (5 Stars) |
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ok, I have two I would like to suggest;
Full radar mode zone
This would be attached to a building controller and would give players on the same team full radar mode (can see enemies and allies on radar) while they are in a certain radius (either that or when they enter a zone, depending on whats best for implementing on the ren engine). When the building dies everyone loses the full radar mode. Also when you leave the radius / zone you would return the the server default radar mode.
I think the only parameter it would need would be 'Radius', or 'Zone ID', depending on how it is setup.
Powered base defense
Have mentioned this before, it would allow you to set two attack timers, one for when the base power is online, one for when it is offline. It would allow for slower firing base defenses when power goes offline (I am thinking in terms of use on vehicle base defenses, in the same fasion as JFW_Base_Defense)
I tried to implement this myself before, but I was unable to find a way of querying if the base power was online or offline (I tried Get_Building_Power(obj), but as the name suggests it would only work if it were attached to a building, not a vehicle as I am trying to setup).
Also I discovered that the variable attacktimer seemed to have no influence on the actual rate of fire of the weapon in question anyway... I am not sure exactly what its supposed to do but it always seems to fire at the same speed whether attacktimer is 1 or 800 (I even tried hard-coding 1 and 800 into the scripts.dll on two different trials, and it had no effect!). So I ended up with no way to actually influence the rate of fire...
I could probably get these working myself if I understood the ren engine better, but I don't If you could point me in the right direction I could maybe get them working
[Updated on: Tue, 28 February 2006 11:59] Report message to a moderator
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Re: scripts.dll 2.4 is underway [message #191473 is a reply to message #191426] |
Tue, 28 February 2006 15:48 |
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Not sure if the defence script you want is possible. (because of the issue you saw with the attack timer, I dont think the attack timer does what you think it does)
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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Re: scripts.dll 2.4 is underway [message #191483 is a reply to message #191426] |
Tue, 28 February 2006 17:15 |
Napalmic
Messages: 57 Registered: May 2005 Location: United States
Karma: 0
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Recruit |
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Yeah I thought AttackTimer was just the time when it decides to attack a vehicle or a different one. Rate of fire is controlled by modifying the weapon preset itself.
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Re: scripts.dll 2.4 is underway [message #191495 is a reply to message #191426] |
Tue, 28 February 2006 20:10 |
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Viking
Messages: 1692 Registered: July 2005 Location: Earth
Karma: 0
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General (1 Star) |
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Make a script
JFW_Destroy_Present_On_Enter or w/e so that if mabe a car drives into water where it isent suppost to be but other vhicles can be it will destroy the car
ex: on roleplay2 if they add subs n boats would work wonders!
QUOTES
"The Renegade community revolves around having something awesome, and not sharing it so you can be on top of the mountain." -Canadacdn
Crimson wrote on Thu, 17 May 2007 05:22 |
Memphis wrote on Tue, 15 May 2007 03:54 | ...fatally die to death...
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I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.
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Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
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Re: scripts.dll 2.4 is underway [message #191781 is a reply to message #191426] |
Fri, 03 March 2006 17:55 |
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Also, I am going to look at making it possible to change (by creating an ini file and adding stuff to it) the colors used for the kill messages (and maybe some other stuff related to that).
If the ini isnt present, defaults will be used.
Also, bhs.dll will be required on the client to do this (and read the ini correctly etc)
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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Re: scripts.dll 2.4 is underway [message #191783 is a reply to message #191426] |
Fri, 03 March 2006 18:28 |
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Also, the soldier sounds (where they say random stuff) dont go over the network, will investigate that too. (maybe for 2.4)
Also, there are animations that are not played for weapon switching and turnaround which I will look into.
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
[Updated on: Fri, 03 March 2006 18:31] Report message to a moderator
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Re: scripts.dll 2.4 is underway [message #191859 is a reply to message #191426] |
Sat, 04 March 2006 18:11 |
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ok, in addition to the new team-color changing I already posted about, I have added console commands to get (and set) the value on the server corresponding to the bandwidth for a player (the value set by the sbbo command). This should help with cheaters using sbbo as an exploit.
Player join hook is in progress, player leave hook has been bumped for now because I cant find anywhere suitable to hook that will trigger in all the different possible cases of "player has left the server".
Also, those missing animations arent event referenced in the game code so I cant do anything about those.
Current "I want to do this for 2.4" list:
Scripts:
Script for construction yard with a repair radius
Script to send a PPAGE to the player that entered the zone
Script to send a MSG when someone enters the zone
Script to send a TMSG as though it came from the player that entered the zone
Script to implement a keyhook that will create an explosion and then kill the player (e.g. for a terrorist unit)
Script for a harvester that teleports back to the refinery (chronominer)
Base defence scripts that can be switched between primary weapon and secondary weapon by sending a custom.
Script to block certain presets from entering a zone
Script to allow certain presets to enter a zone
Script to block certain presets from entering a vehicle
Engine calls:
Get the current game mode
Get damage/death points for an object
Get time for a player
Hooks
Hook for load level
Hook for gameover/end level
Hook for player join
Misc
Soldier random sounds over network (need to check to see if they happen in 1-player LAN)
Make vehicle damage report sounds go over the network (need to check to see if they happen in 1-player LAN)
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
[Updated on: Sat, 04 March 2006 18:19] Report message to a moderator
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Re: scripts.dll 2.4 is underway [message #191867 is a reply to message #191426] |
Sat, 04 March 2006 19:56 |
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Nope, no hook for WOL pages.
The soldier dialogue (as set in leveledit on that extra tab) is out, I cant make it work over network.
I am still looking into the following sounds (I need to identify which sounds play always, which sounds play in host only but not over network and which dont play at all (or only play in skirmish etc)
base power offline report sound
beacon warning report sound
beacon disamed report sound
beacon deployed report sound
harvester destroyed report sound
harvester damaged report sound
vehicle delivered report sound
building destroyed report sound
building damaged report sound
Also, I will be making another script similar to the existing mutant hijacker script that will play a sound when it triggers
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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Re: scripts.dll 2.4 is underway [message #191945 is a reply to message #191426] |
Sun, 05 March 2006 16:28 |
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I will see what I can do for 2.5, there is not enough time to add them to 2.4...
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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Re: scripts.dll 2.4 is underway [message #191951 is a reply to message #191426] |
Sun, 05 March 2006 17:31 |
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I have looked into it and adding a way to block messages from appearing (or change them) is not possible.
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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