Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » scripts.dll 3.0
scripts.dll 3.0 [message #212967] Sat, 12 August 2006 22:21 Go to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

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
Re: scripts.dll 3.0 [message #212977 is a reply to message #212967] Sun, 13 August 2006 00:49 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
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.
Re: scripts.dll 3.0 [message #212985 is a reply to message #212967] Sun, 13 August 2006 03:07 Go to previous messageGo to next message
Mad Ivan is currently offline  Mad Ivan
Messages: 513
Registered: February 2003
Location: United Kingdom
Karma: 0
Colonel
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




[Updated on: Fri, 07 October 2011 00:15] by Moderator

Report message to a moderator

Re: scripts.dll 3.0 [message #212989 is a reply to message #212967] Sun, 13 August 2006 04:34 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
Messages: 832
Registered: February 2003
Location: California
Karma: 1
Colonel
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 - )
Re: scripts.dll 3.0 [message #213041 is a reply to message #212967] Sun, 13 August 2006 11:49 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
Messages: 3468
Registered: June 2003
Location: Hendersonville, North Car...
Karma: 0
General (3 Stars)
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:

index.php?t=getfile&id=1515&private=0

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.
  • Attachment: score.jpg
    (Size: 3.90KB, Downloaded 855 times)


WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165

[Updated on: Sun, 13 August 2006 11:57]

Report message to a moderator

Re: scripts.dll 3.0 [message #213043 is a reply to message #213041] Sun, 13 August 2006 12:16 Go to previous messageGo to next message
Cat998
Messages: 1081
Registered: January 2004
Location: Austria, Vienna
Karma: 0
General (1 Star)
Moderator/Captain

Oblivion165 wrote on Sun, 13 August 2006 20:49



Paint information and images on the screen. Such as a image and your current kill count:

index.php?t=getfile&id=1515&private=0

Kill count, ammo count (current weapon) and deaths. Ammo count image based off of ammo type.




yeah, I want that too Thumbs Up


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: scripts.dll 3.0 [message #213048 is a reply to message #212967] Sun, 13 August 2006 13:25 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
so do i, but is that possible?
Re: scripts.dll 3.0 [message #213049 is a reply to message #212967] Sun, 13 August 2006 13:27 Go to previous messageGo to next message
Cat998
Messages: 1081
Registered: January 2004
Location: Austria, Vienna
Karma: 0
General (1 Star)
Moderator/Captain

sure, and if not with the engine, then maybe with

D3D overlaying.


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: scripts.dll 3.0 [message #213058 is a reply to message #212967] Sun, 13 August 2006 14:10 Go to previous messageGo to next message
Nightma12 is currently offline  Nightma12
Messages: 2593
Registered: August 2003
Karma: 0
General (2 Stars)
Category Moderator
jonwil, i have some more crashdumps + more servers that are having the crash

ill send ya them on MSN when ya on Smile im looking into information on those other servers now

[Updated on: Sun, 13 August 2006 15:05]

Report message to a moderator

Re: scripts.dll 3.0 [message #213059 is a reply to message #212967] Sun, 13 August 2006 14:13 Go to previous messageGo to next message
Cat998
Messages: 1081
Registered: January 2004
Location: Austria, Vienna
Karma: 0
General (1 Star)
Moderator/Captain

jonwil wrote on Sun, 13 August 2006 07:21




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...)





:/


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: scripts.dll 3.0 [message #213065 is a reply to message #212967] Sun, 13 August 2006 14:49 Go to previous messageGo to next message
=HT=T-Bird is currently offline  =HT=T-Bird
Messages: 712
Registered: June 2005
Karma: 0
Colonel
And we still haven't seen a leavehook... Whats That Look Round Confused

HTT-Bird (IRC)
HTTBird (WOL)
Proud HazTeam Lieutenant.
BlackIntel Coder & Moderator.

If you have trouble running BIATCH on your FDS, have some questions about a BIATCH message or log entry, or think that BIATCH spit out a false positive, PLEASE contact the BlackIntel coding team and avoid wasting the time of others.
Re: scripts.dll 3.0 [message #213070 is a reply to message #212977] Sun, 13 August 2006 15:30 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
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.




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.
Re: scripts.dll 3.0 [message #213103 is a reply to message #212967] Sun, 13 August 2006 19:11 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

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

Re: scripts.dll 3.0 [message #213135 is a reply to message #213103] Mon, 14 August 2006 03:29 Go to previous messageGo to next message
nopol10 is currently offline  nopol10
Messages: 1043
Registered: February 2005
Location: Singapore
Karma: 0
General (1 Star)
Maybe a script that will start the game only when the max players has been reached? Or something like that.

nopol10=Nopol=nopol(GSA)

http://i14.photobucket.com/albums/a330/napalmic/siggy.jpg
Re: scripts.dll 3.0 [message #213165 is a reply to message #212967] Mon, 14 August 2006 06:55 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
Messages: 3468
Registered: June 2003
Location: Hendersonville, North Car...
Karma: 0
General (3 Stars)
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
Re: scripts.dll 3.0 [message #213166 is a reply to message #212967] Mon, 14 August 2006 07:05 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
why not a leave hook?
Re: scripts.dll 3.0 [message #213170 is a reply to message #212967] Mon, 14 August 2006 07:21 Go to previous messageGo to next message
dead6re is currently offline  dead6re
Messages: 602
Registered: September 2003
Karma: 0
Colonel
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.
Re: scripts.dll 3.0 [message #213178 is a reply to message #212967] Mon, 14 August 2006 08:43 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
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

Re: scripts.dll 3.0 [message #213205 is a reply to message #212967] Mon, 14 August 2006 11:50 Go to previous messageGo to next message
Mad Ivan is currently offline  Mad Ivan
Messages: 513
Registered: February 2003
Location: United Kingdom
Karma: 0
Colonel
erm...wrong post? Dont Get It

Re: scripts.dll 3.0 [message #213221 is a reply to message #212967] Mon, 14 August 2006 13:34 Go to previous messageGo to next message
IronWarrior is currently offline  IronWarrior
Messages: 2460
Registered: November 2004
Location: England UK
Karma: 0
General (2 Stars)
I know this aint the topic to ask, but I use custom scripts made by zunnie so I cant use the scripts you make, so is there anything out there where I can combine them`?
Re: scripts.dll 3.0 [message #213225 is a reply to message #212967] Mon, 14 August 2006 13:48 Go to previous messageGo to next message
sycar is currently offline  sycar
Messages: 144
Registered: February 2006
Location: Reading, UK
Karma: 0
Recruit
do you have the source for the scripts which zunnie created, if so il take the ones zunnie created for you and add them to the latest scripts file if you want. otherwise no you cant. but ive made a lot of custom scripts myself, so i might have the script for some of them anyway.

let me know
buffymaniack
Re: scripts.dll 3.0 [message #213242 is a reply to message #212967] Mon, 14 August 2006 16:16 Go to previous messageGo to next message
PaRaDoX is currently offline  PaRaDoX
Messages: 288
Registered: October 2005
Karma: 0
Recruit
i think before 3.0 you should fix all the bugs in past scripts and not press on untill they are fixed.

http://renegadehelp.kinstry.co.uk/paradox/xfire.gif
Moee wrote on Wed, 31 May 2006 00:10

U 2 bumb as a pot

Re: scripts.dll 3.0 [message #213270 is a reply to message #213225] Mon, 14 August 2006 18:59 Go to previous messageGo to next message
IronWarrior is currently offline  IronWarrior
Messages: 2460
Registered: November 2004
Location: England UK
Karma: 0
General (2 Stars)
buffymaniack wrote on Mon, 14 August 2006 15:48

do you have the source for the scripts which zunnie created, if so il take the ones zunnie created for you and add them to the latest scripts file if you want. otherwise no you cant. but ive made a lot of custom scripts myself, so i might have the script for some of them anyway.

let me know
buffymaniack


Hmm, I think I do.
Re: scripts.dll 3.0 [message #214177 is a reply to message #212967] Sun, 20 August 2006 08:59 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

More stuff planned for 3.0:
Fix any bugs people want to report to me and that I am able to fix
Fix (if possible/necessary) any issues to do with fog color
Change/eliminate the limitations on the size of PT/purchase icon textures (the icons themselves would still be limited to 128 x 128 like they are now though)
Optional sounds for when stuff is purchased with the sidebar (one sound for refill, one for infantry and one for vehicles, set through hud.ini)
Several fixes from blackintel (used with permission):
turret turn fix
UDP short message fix
change so that you dont need to use -multi anymore if you are running a server and want to run the client as well
change to prevent the WFDS from writing to the registry startup entry
the other UDP fix from the black-cell server.dat
Disable the MapName= keyword so that its not required anymore
Also, I am going to look at a location that has been identified to see if it is suitable as a place to hook for the leave hook that so many people want (exactly WHY so many people want it I dont know Smile
Also, I am considering implementing resereved slots (something I was thinking about for 2.9 but wasnt able to implement in time)



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: scripts.dll 3.0 [message #214189 is a reply to message #212967] Sun, 20 August 2006 10:39 Go to previous messageGo to previous message
dead6re is currently offline  dead6re
Messages: 602
Registered: September 2003
Karma: 0
Colonel
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.
Previous Topic: Random spawns
Next Topic: And the big feature in scripts.dll 3.0 is...
Goto Forum:
  


Current Time: Tue Nov 05 15:34:54 MST 2024

Total time taken to generate the page: 0.01575 seconds