scripts.dll 3.0 [message #212967] |
Sat, 12 August 2006 22:21 |
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Here is what I have planned so far for 3.0:
Some functions that will let you access a file (open it, read it etc) such that it is read using the normal mix file scanning code (i.e. read from the mix file or read from the data folder)
Fix any memory leaks caused by Get_Player_Name
Fix any memory leaks caused by Get_Translated_Preset_Name (and friends)
Fix the reported bug with pinfo/id and entries that have no player name (it should be gone but some people say it is not...)
Fix the crash that some people seem to be having (if I can locate it)
Come up with a design for/implement support for multiple power plants (mainly some kind of power meter for the sidebar)
A new engine call to drop players from the game by player ID (just like what is used in part of the nick exploit fixes)
Engine calls for cPlayer::Set_Rank and cPlayer::Set_Ladder_Points (requested by WhiteDragon)
Engine calls for any other cPlayer/PlayerDataClass stuff that looks usefull
Fix the bug where ::Created is not called for scripts attached to a C4GameObj
Hooks to detect C4 and beacon detonation
A new dialog feature. This dialog displays a full screen "map" texture (which will be whatever is requested) and then a series of bitmap buttons which can be disabled if they dont apply. Full details are still to be worked out but this dialog will hopefully be usable for the following:
Repurchasability of stuff e.g. small base defences such as (in the case of reborn) lasers & Vulcan Towers.
Targeting for any kind of superweapon (by displaying a map of the enemy base with valid targets being the buttons you can press)
Chronosphere (and possibly Chronotank) logic (i.e. selecting the location to teleport to)
and possibly other uses.
There is also a secret feature in 3.0. I dont want to say what it is until it actually works but I will say that it is going to be BIG. (and thats all I will say on the subject)
I am now taking requests for 3.0, if you want me to investigate something (including something where I said "thats too late for 2.9, it will have to go into 3.0"), post now.
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 3.0 [message #212985 is a reply to message #212967] |
Sun, 13 August 2006 03:07 |
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Mad Ivan
Messages: 513 Registered: February 2003 Location: United Kingdom
Karma: 0
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Colonel |
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Jerad Gray wrote on Thu, 06 July 2006 03:07 | 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 email@removed.com
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My LinkedIn profile
[Updated on: Fri, 07 October 2011 00:15] by Moderator Report message to a moderator
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Re: scripts.dll 3.0 [message #212989 is a reply to message #212967] |
Sun, 13 August 2006 04:34 |
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Whitedragon
Messages: 832 Registered: February 2003 Location: California
Karma: 1
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Colonel |
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See readme16.txt for how to use my 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 - )
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Re: scripts.dll 3.0 [message #213041 is a reply to message #212967] |
Sun, 13 August 2006 11:49 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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Script Request for 3.0:
1. A script that will specify a spawner to spawn only on a specified difficulty level.
2. A poke and follow script for MP, just anything to get those bots chasing you through the level, foe or ally. (foe and ally should also shoot)
3. Script zone apply random character preset. Also clear the weapons and grant specified.
4. Script zone show character purchase screen (more slots than ren, unlimited slots)
5. Poke and give invulnerability for x seconds
Poke and give invisibility for x seconds
Poke and give x damage amplifier for all ammo for x seconds
Poke and give health regen for x seconds (continuous slow health regeneration no matter where you are)
6. Deployable turret (already exist? heard about it)
7. Paint information and images on the screen. Such as a image and your current kill count:
Kill count, ammo count (current weapon) and deaths. Ammo count image based off of ammo type.
Ah, I don't request many, but I sure build up a list. Of course some of this are probably already out there, if someone would just point me in the direction ill go from there.
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WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
[Updated on: Sun, 13 August 2006 11:57] Report message to a moderator
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Re: scripts.dll 3.0 [message #213070 is a reply to message #212977] |
Sun, 13 August 2006 15:30 |
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jnz
Messages: 3396 Registered: July 2006 Location: 30th century
Karma: 0
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General (3 Stars) |
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help-linux wrote on Sun, 13 August 2006 08:49 | i was wondering...if you if you have the time. to create a simple function to get player infomation without having to put the whole player just a string eg to get the info you would do:
bool team;
int id;
if(get_player_by_id("some_player_name(or part of)", team, id) == -1)
{
//player doesn't exist...
}
else
{
//do something with info here
}
and you could define it like:
int get_player_by_id(const char * player_string, bool &tm, int &ID)
{
//function here
}
i would do this myself but i have no idea to how get player infomation from scripts.dll, i can barely get hooks to work.
this would be very useful to me and other people, the ID in FDS doen't work all the same... it is almost impossible to get a definite id from within a program.
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doesn't matter i didn't bother to look in the source very good, even though there isn't a function that directly does it, i could create one, if anyone wants it just ask me.
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Re: scripts.dll 3.0 [message #213103 is a reply to message #212967] |
Sun, 13 August 2006 19:11 |
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ok, from that list, here is what I will look at for 3.0:
reflect message with delay
a script such that when you die, if the thing that killed you has <gun> as their current gun, <object> is spawned.
a script that will spawn an object at a location. Will have 3 settings to specify the 3 difficulty levels (which ones to spawn on)
I have also fixed an issue with the TextureCount= hud.ini keyword and the textures you define with it.
Nothing else asked for so far will be in 3.0 as of this point (including the leave hook, that is NOT going to be in scripts.dll anytime soon)
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: Sun, 13 August 2006 20:30] Report message to a moderator
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Re: scripts.dll 3.0 [message #213135 is a reply to message #213103] |
Mon, 14 August 2006 03:29 |
nopol10
Messages: 1043 Registered: February 2005 Location: Singapore
Karma: 0
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General (1 Star) |
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Maybe a script that will start the game only when the max players has been reached? Or something like that.
nopol10=Nopol=nopol(GSA)
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Re: scripts.dll 3.0 [message #213165 is a reply to message #212967] |
Mon, 14 August 2006 06:55 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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How about purchase items at a pt with points? This would be very useful.
Parameters:
Purchase, skill points no remove
Purchase, subtract skill points
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Re: scripts.dll 3.0 [message #213170 is a reply to message #212967] |
Mon, 14 August 2006 07:21 |
dead6re
Messages: 602 Registered: September 2003
Karma: 0
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Colonel |
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Even if the leave hook didn't return a reason why, would still be nice to have one.
Let all your wishes be granted except one, so you will still have something to strieve for.
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Re: scripts.dll 3.0 [message #213178 is a reply to message #212967] |
Mon, 14 August 2006 08:43 |
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jnz
Messages: 3396 Registered: July 2006 Location: 30th century
Karma: 0
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General (3 Stars) |
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i think gdi should have a chrono miner and nod have a miner with a little turret on top like red alert.
i cannot wait, is there any vague times it may come out?
[Updated on: Mon, 14 August 2006 08:43] Report message to a moderator
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Re: scripts.dll 3.0 [message #214189 is a reply to message #212967] |
Sun, 20 August 2006 10:39 |
dead6re
Messages: 602 Registered: September 2003
Karma: 0
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Colonel |
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Isn't "MapName=" used in brenbot for !setnextmap?
Let all your wishes be granted except one, so you will still have something to strieve for.
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