Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » Moving towards scripts.dll 2.9
Re: Moving towards scripts.dll 2.9 [message #206179 is a reply to message #205692] Fri, 30 June 2006 17:46 Go to previous messageGo to next message
theplague is currently offline  theplague
Messages: 261
Registered: May 2004
Karma: 0
Recruit
if it's not possible to display text on a players screen at (x,y), then can you at least make a command which clears the messages sent with Display_Int_Player and that lot. or even a new-line command would help

http://users.tpg.com.au/ling44/av_firefox.gifhttp://users.tpg.com.au/ling44/av_rg.gif
Re: Moving towards scripts.dll 2.9 [message #206184 is a reply to message #205692] Fri, 30 June 2006 20:03 Go to previous messageGo to next message
GrayWolf is currently offline  GrayWolf
Messages: 214
Registered: March 2006
Karma: 0
Recruit
Whats my bot script just to much work? It's not really a bit deal. I just thought if anyone could do it, it would be you.

Re: Moving towards scripts.dll 2.9 [message #206209 is a reply to message #205692] Sat, 01 July 2006 05:44 Go to previous messageGo to next message
Cat998
Messages: 1081
Registered: January 2004
Location: Austria, Vienna
Karma: 0
General (1 Star)
Moderator/Captain

  • Ability to register more than one hook (for all hooks)


When people ask me "Plz" just because it's shorter than "Please" I feel perfectly justified to answer "No" because it's shorter then "Yes"

Programming is like sex: one mistake and you have to support it for the rest of your life

Want the best answers? Ask the best questions!

"So long, and thanks for all the fish."
Re: Moving towards scripts.dll 2.9 [message #206216 is a reply to message #205692] Sat, 01 July 2006 08:02 Go to previous messageGo to next message
sycar is currently offline  sycar
Messages: 144
Registered: February 2006
Location: Reading, UK
Karma: 0
Recruit
completely agree with you cat, that would be VERY useful!
Re: Moving towards scripts.dll 2.9 [message #206237 is a reply to message #205692] Sat, 01 July 2006 13:29 Go to previous messageGo to next message
Kamuix is currently offline  Kamuix
Messages: 1247
Registered: May 2005
Location: Ontario, Canada
Karma: 0
General (1 Star)
Maybe it would help to have more FDS commands, or not
Re: Moving towards scripts.dll 2.9 [message #206541 is a reply to message #205692] Tue, 04 July 2006 13:29 Go to previous messageGo to next message
Cat998
Messages: 1081
Registered: January 2004
Location: Austria, Vienna
Karma: 0
General (1 Star)
Moderator/Captain

  • Fix Get_Current_Game_Mode(), it always tells you, it's WOL-server Sarcasm
  • The_Game()->Port doesn't seem to work 100%, in WOL-mode it sometimes says the port is 4848, but it isn't 4848.


When people ask me "Plz" just because it's shorter than "Please" I feel perfectly justified to answer "No" because it's shorter then "Yes"

Programming is like sex: one mistake and you have to support it for the rest of your life

Want the best answers? Ask the best questions!

"So long, and thanks for all the fish."

[Updated on: Tue, 04 July 2006 13:55]

Report message to a moderator

Re: Moving towards scripts.dll 2.9 [message #206591 is a reply to message #205692] Wed, 05 July 2006 00:43 Go to previous messageGo to next message
Blazea58 is currently offline  Blazea58
Messages: 408
Registered: May 2003
Karma: 0
Commander
Well i do have one question to weather or not this can be done. I want to have night/day cycles within a map of mine and i think if there is a way to find out how renegade has the Sky/moon/sun render at any distance, as well find out what the texture is made up of, weather its just a plane or a full sphere etc. From this i would figure if we had the same effect and we were to use the sky settings for 24 frames animated on to the shape possibly this could give you day and night cycles. The real question here is if there is such thing as another way via scripts, or other sollutions to having some kind of cycle for hours of the day rather then environment changes.

I am not really sure if this would even be done at all with a script, or if there is a way around having this work, but i figured i would get it out because this is one thing that lacks in renegade bigtime, especially with the fact we can already change weather but not time of day ingame.


http://i175.photobucket.com/albums/w125/Blaze558/ECW_WebBanner1.jpg
Re: Moving towards scripts.dll 2.9 [message #206685 is a reply to message #205692] Wed, 05 July 2006 17:07 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3809
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
I would like to request some new scripts for scripts.dll. If any one reads this and can help me please reply:

Another useful script would be like when ever you fire it sends an custom to an object.

A really useful script would be like the reflect_message but it would be able to delay the message before sending it back.

I think the reflect/delay script would look something like this:

void JMG_Reflect_Custom_Delay::Custom(GameObject *obj,int message,int param,GameObject *sender)
{
float delay = Get_Float_Parameter("Delay");
{
Commands->Send_Custom_Event(obj,sender,message,param,delay);
}
}

ScriptRegistrant<JMG_Reflect_Custom_Delay>JMG_Reflect_Custom_Delay_Registrant( "JMG_Reflect_Custom_Delay","Delay:float");

But I don't have the programs to compile and test it so I really don't know.

Renegade also needs a script that says when a custom is received the vehicle will move forward or backward. This would be use

ful for any type of air plane. I think it could be done with the same methods use to make the subterranean apc go under ground

but it would be on a repeating timer. And when ever it landed the timer would stop, this could probably be done by detecting

the height of indivisible wheel positions on a plane or some thing.

Another script that would be helpful would be a script that said after a vehicle started moving and then stopped it would

blow up. Well actually what I am looking for here is if it hit some thing it would blow up, once more for and air plane.

And another good script would be a script that disabled reverse on an vehicle. Keep the player putting the air plane into

reverse, its slowest speed would be when the player was not holding forward.

Another good script would be a script that sent an custom when an vehicle was entered or exited. But the vehicle send it not

the player, beings I have been having problems getting JFW_Send_Driver_Custom_On_Enter when you exit a vehicle.

A script that if you were killed by a specific gun it would spawn an object (Like if you were killed by the chem sprayer you

would spawn a visceroid or something, but please let the person using the script chose what weapon and what the object is that is spawned)!

A script that when an object is damaged by a specific weapon it will send a message to the object that did the damage would also be very useful to me.

Finally if you have ever played "Halo" do you think you could make some scripts that work like master chiefs shield. I have tried but I have been using the damage send custom script but it sends customs to fast and my "JFW_custom_remove_script" script removes the script and then tries to remove the script again but science it has already been removed it crashes the game. I think it would be easier just make one script that does the hole shield thing but what do I know.

I am requesting all of these scripts because I am making an new single/multi player campaign for renegade that has air planes, more realistic grenades and I want visceroids to be able to spawn when some one is hit with a chem sprayer, but more powerful or different visceroids depending what charter was killed.

If you read this and have the ability to program renegade scripts, please attempt to make the ones that can be done. If you can make just a few scripts it will be very helpful to me.

I also can't get any of the MDB scripts to work, could some one send instructions on how to get them to work, my e-mail is


[Updated on: Wed, 27 July 2011 13:04]

Report message to a moderator

Re: Moving towards scripts.dll 2.9 [message #206694 is a reply to message #205692] Wed, 05 July 2006 18:03 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
Messages: 832
Registered: February 2003
Location: California
Karma: 1
Colonel
See readme14.txt and readme15.txt for instructions on how to use my(MDB) scripts.

Black-Cell.net
Network Administrator (2003 - )

DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )

Dragonade, Renegade's first server side modification
Lead coder (2005 - )
Re: Moving towards scripts.dll 2.9 [message #206701 is a reply to message #205692] Wed, 05 July 2006 19:35 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

Jerad, those ideas are too late for 2.9 but I will consider them for the next release.


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
Re: Moving towards scripts.dll 2.9 [message #206702 is a reply to message #205692] Wed, 05 July 2006 19:37 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3809
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
Okay I have used tons of scripts from JFW, RA, RA2, Reborn, TDA, ect. But I simply can't get any of the MDB scripts to work, like for example I was working on the 9th level of my MOD (these levels are like single player missions but they can also be done like multi player, but they have mission objectives, movies, bosses everything) MDB_Send_Custom_Enemy_Seen to make it so when an object sees you it enables spanners and gives you new objectives, I entered the id that I wanted the message to be sent and every thing (the object does have sight and is on the opposing team) but when I got into of where it sight range should have been nothing happened. I also have pop-up turrets surrounding the base which I used your MDB_Base_Defense_Popup but in had to switch back to the JFW version of the pop-up turrets because I couldn't get it to work. I couldn't get your MDB_Remote_Controlled_Vehicle scripts to work either. I was wondering if there was an additional package like Renalert.dll or bh.dll but called MDB.dll or some thing that I needed to download to get them to work.
Also I'm not new with Modding Renegade I have been working with it for about 2 to 3 years so I have a very good understanding with it. I can get all of the other scripts except MDB scripts and the customizable Hud to work. So if you know of any thing that could cause this please reply. Also if I would have known you would reply so quickly I would have kept a closer eye on this Forum.


Re: Moving towards scripts.dll 2.9 [message #206705 is a reply to message #205692] Wed, 05 July 2006 19:43 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3809
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
Thanks for reading it anyway Jon but I figured that I was to late for the next package, but I had mentioned these ideas before but they must have been on the wrong sight because I put them on the sight that you download the scripts form. Now at least you can consider these ideas. By the way I can't figure out how to use the JFW_Fade_Background_Music_On_Custom I don't know what the unknown values are used for.

[Updated on: Wed, 05 July 2006 19:45]

Report message to a moderator

Re: Moving towards scripts.dll 2.9 [message #206768 is a reply to message #206685] Thu, 06 July 2006 05:38 Go to previous messageGo to next message
Blazea58 is currently offline  Blazea58
Messages: 408
Registered: May 2003
Karma: 0
Commander
Jerad Gray wrote on Wed, 05 July 2006 20:07

I would like to request some new scripts for scripts.dll. If any one reads this and can help me please reply:

.......


Yea i think all those features would be nice, especially for planes because that is one reason why i for one don't like adding airplanes into maps , too many limitations right now. If the disabled reverse alone could be done it would improve aircraft physics quite alot

Quote:

Another script that would be helpful would be a script that said after a vehicle started moving and then stopped it would

blow up. Well actually what I am looking for here is if it hit some thing it would blow up, once more for and air plane


Yea i think this feature could benifit many things like having remote control missles o.O or stuff like rigging cars with bombs "derka derka style"


http://i175.photobucket.com/albums/w125/Blaze558/ECW_WebBanner1.jpg

[Updated on: Thu, 06 July 2006 05:39]

Report message to a moderator

Re: Moving towards scripts.dll 2.9 [message #206774 is a reply to message #205692] Thu, 06 July 2006 07:33 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3809
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
Lets just say you disabled the vehicles normal forward - backward movement ability's. Then you set it up to move one foot forward a second or something like that. Then when you push a particular key it goes from one foot a second to 10 foot every second (just as an example) but the player would be able to set how far forward and how often (editor).

One other thing I am currently using Reborn_Deployable_Vehicle_Player on one of my infantry to make it so when you pres "O" key something happens, this is working fine. But I had a vehicle that also was using Reborn_Deployable_Vehicle_Player and whenever this infantry gets in it and preses the "Q" key nothing happens (but it worked until I attached Reborn_Deployable_Vehicle_Player to the infantry you are.)


[Updated on: Thu, 06 July 2006 07:43]

Report message to a moderator

Re: Moving towards scripts.dll 2.9 [message #206781 is a reply to message #205692] Thu, 06 July 2006 08:47 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

Reborn_Deployable_Vehicle_Player should only go on vehicles, not on players.


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
Re: Moving towards scripts.dll 2.9 [message #206788 is a reply to message #205692] Thu, 06 July 2006 09:55 Go to previous message
Jerad2142 is currently offline  Jerad2142
Messages: 3809
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
I am aware of that, but when started my mode I wanted you to be able to call in para drops,have night vision, and things like that, and the only scripts around was the Reborn_Deployable_Vehicle_Player script and I can't get MDB_Send_Custom_On_Key to work on any thing so I have to use Reborn_Deployable_Vehicle_Player script. And as I have all ready said I can not get any MDB scripts to work. I have found a way around the Reborn script problem but to do it I am using JFW_Send_Custom_Distance_Objects_Custom to make vehicles work (player presses button message is reflected back to player then is sent distance which is picked up by the vehicles).

And will I'm thinking about it JFW_Send_Custom_Distance_Objects_Custom is glitchey the easiest way to see it is by putting an object with M00_Cinematic_Attack_Command_DLS (with an attack time of 9999999 it should also be neutral) and have an object that sends a custom to all objects it will cancel any scripts on the object that is neutral (Its hard to explain if you want a more detailed description just ask and I will explain it)!

The MOD I'm working on is 591 MB so I'm not just going to trash it (all my own files none are Renegade's, it does use Renegade's but none are in the package).


[Updated on: Thu, 06 July 2006 09:58]

Report message to a moderator

Previous Topic: Weapons Question
Next Topic: Problem with JFW_Fade_Background_Music_On_Custom
Goto Forum:
  


Current Time: Thu Nov 14 04:45:24 MST 2024

Total time taken to generate the page: 0.01215 seconds