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Re: scripts.dll 3.0 WIP update [message #220030 is a reply to message #219659] Sun, 17 September 2006 05:57 Go to previous messageGo to next message
Zion is currently offline  Zion
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Saw these in apocrising forums, they're great peices of work. Thumbs Up
Re: scripts.dll 3.0 WIP update [message #220037 is a reply to message #220017] Sun, 17 September 2006 06:44 Go to previous messageGo to next message
Mad Ivan is currently offline  Mad Ivan
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BogdanV wrote on Sun, 17 September 2006 14:53

Shure. I'll post some videos right away. These are the recordings I've got at the moment. I had a video of the "pushable" boxes, but it seems that I've lost it. I'll re-make a recording of the boxes and attach it later on.


Yes, the buildings buildup is exceptional.
I was thinking of a simmilar build construction method, but more flexible. Hopefuly, with the new scripts.dll, my idea will be possible.


Re: scripts.dll 3.0 WIP update [message #220040 is a reply to message #219659] Sun, 17 September 2006 06:53 Go to previous messageGo to next message
futura83
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Viva la Resistance!
could someone please convert the building one to mpg for me?

i cant see WMVs in Linux Sad


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Re: scripts.dll 3.0 WIP update [message #220043 is a reply to message #219659] Sun, 17 September 2006 07:06 Go to previous messageGo to next message
BogdanV is currently offline  BogdanV
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I'd gladly convert it to mpg, but I'm affraid I don't have the software to do it.
Re: scripts.dll 3.0 WIP update [message #220045 is a reply to message #219659] Sun, 17 September 2006 07:07 Go to previous messageGo to next message
futura83
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Viva la Resistance!
ok.

what happens in the vid anyway?


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Re: scripts.dll 3.0 WIP update [message #220055 is a reply to message #219659] Sun, 17 September 2006 08:04 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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BogdanV, there is a script already in the scripts.dll called JFW_Set_Animation_On_Custom. Put this on an object and send it a custom. An animation will then play on whatever object its stuck to.
Use JFW_Poke_Send_Custom_2 to send the custom on poke.

Hope this helps.


Jonathan Wilson aka Jonwil
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Re: scripts.dll 3.0 WIP update [message #220087 is a reply to message #220037] Sun, 17 September 2006 10:08 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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Mad Ivan wrote on Sun, 17 September 2006 15:44

Yes, the buildings buildup is exceptional.
I was thinking of a simmilar build construction method, but more flexible. Hopefuly, with the new scripts.dll, my idea will be possible.

What method were you thinking of then?

Yes, those videos definitely look nice. What will they be used for though?


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Re: scripts.dll 3.0 WIP update [message #220513 is a reply to message #219659] Wed, 20 September 2006 11:03 Go to previous messageGo to next message
BogdanV is currently offline  BogdanV
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Damn, I'm sorry to say that I've got a problem with the "JFW_Set_Animation_On_Custom" script. I have some good experience on generating specific events through a custom, I've double-checked the readme.txt that comes with the script and I've done everything accordingly. I've allso checked to see if there isn't a problem from the presets in LE and not the scripts. Through elimination, I've came to the conclusion that the problem's from the scripts. The .pkg I'm using loads about 1/2 of it and then the game crashes. I've checked the scripts version from that in the mod package in LE and Renegade; they were the same. I allso checked the .pkg, maybe it got corrupted during the export operation. It was ok.
Can someone give me some guidance please if it's possible ?



If I get the script to work properly, I guarantee that it'll be a major breakthrough in Renegade. Just as a hint: heavy non-VTOL aircraft and ships will be boardable (you won't have to "poke" the vehicle to enter it) and accesible as if they were clasic terrain. In other words, for those who had played any Battlefield game, think of the Aircraft Carrier that the americans and japonese had. The same can be made in Renegade, or in other therms, think of the fact that you could drive from the helm, the Nod Cargo Ship from one of Renegade's missions and still have the possibility to walk in it.
Re: scripts.dll 3.0 WIP update [message #220534 is a reply to message #219659] Wed, 20 September 2006 18:05 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Can you post the crashdump.txt from your crash?


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Re: scripts.dll 3.0 WIP update [message #220608 is a reply to message #219659] Thu, 21 September 2006 09:16 Go to previous messageGo to next message
BogdanV is currently offline  BogdanV
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Shure. Thanks for the support.
Re: scripts.dll 3.0 WIP update [message #220610 is a reply to message #219659] Thu, 21 September 2006 09:30 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Reading the call stack, the most recently called recognizable item is a call to ::Created for some script (I have no way to tell what). Have you changed scripts.dll (and if so, how?) If not, what version are you using?



Jonathan Wilson aka Jonwil
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Re: scripts.dll 3.0 WIP update [message #220889 is a reply to message #219659] Thu, 21 September 2006 19:40 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Could you make a fix in bhs.dll that like in single player it would make you play the whole 3rd person fire animation in multi player. It would also be useful if there was a script that could change the texture of the sun, moon and clouds per level (once again so I would not have to separate my mod packages so that I could change the suns texture on one level, In a multi player coop with 21 levels it could start to get hard to find the next level if they are all in separate mod packages).

Re: scripts.dll 3.0 WIP update [message #221366 is a reply to message #219659] Sat, 23 September 2006 02:24 Go to previous messageGo to next message
BogdanV is currently offline  BogdanV
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Sorry for wasting your time, but I've solved the scripts crash problem by starting a new mod package from zero. The script works, but I'm afraid it won't help me. Why ? Simple. This is what I need to happen. Let's say for a Hovercraft: The object is placed at a certain location in the game. You tell him through a message to play a certain anim. After playing it, obviously it changes it's position. From the new position, I want the model to play the same anim, so that I can continuously move using that animation. I mean, every time I send a message, the model should play the same anim, but from the new position it has been left. Simpler, to do this:
O -> 1 -> 2 -> 3 ...

O = starting point for the model
-> = the anim
1, 2 and 3 = new starting points given by the continuous use of the same anim
In "JFW_Set_Animation_On_Custom" the following happens:
O -> 1 where this step is repeated every time I tell the model to do so.

I hope I was clear with my explanations.
To get a better view of what I want to do, I'll explain what I'm trying to obtain:

You have a model - dynamic anim phys that can be accesed like a tile or a normal piece of terrain.
You give it multiple anims that would represent the movement of the object (ie: move: forwards anim, backwards anim, left anim, right anim)
Then you tell the model to play any of these anims by sending to him a message that triggers one of the model's anims. That way, the model should move every time you send a message to him. This way, you can make ships, submarines, heavy bombers, all at a higher degree of realism than by poking the vehicle you want to drive. This combined with a attach_to_bone script, would give you limitless possibilities. Your imagination would be the only limit. This is why I urgently need a script that can do the job I've explaned above. It is a breakthrough (if I can call it like this) from which the entire Renegade comunity can benefit.
Re: scripts.dll 3.0 WIP update [message #221389 is a reply to message #219659] Sat, 23 September 2006 08:02 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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I dont know if I am following you but is there any reason why you couldnt have multiple copies of JFW_Set_Animation_On_Custom, one for left, one for right, one for forward, one for back etc and then send it the custom for the relavent animation.
If that wont work, you will need to tell me why it wont work and be more clear about exactly what you want.


Jonathan Wilson aka Jonwil
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Re: scripts.dll 3.0 WIP update [message #221780 is a reply to message #219659] Sun, 24 September 2006 04:52 Go to previous messageGo to next message
BogdanV is currently offline  BogdanV
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Here's a simple example of what I mean:
You have a model and a movement anim. You play that anim through a custom. The model plays it's anim. It changes it's position due to the animation. You want the model to play the same anim again, but from the new position of the model.

Let's say that whe have 3 points (0, 1, 2) at equal distances, one after another: consecutive.
Someone stands at point 0. It is ordered to move to point 1. It moves there. Now, he's ordered to move towards point 2. He moves there. If you make a anim, moving from 0 to 1 is like moving from 1 to 2, so, to go from 0 to 2, you just repeat the "move from 0 to 1" anim. Now, let's say whe have a infinite number of points while keeping the same rules: this is what I need a script to do.

Shorter: I want a model to have a anim so that if repeated continuously, it'll move and not loop between two points.

As for using multiple copies of FW_Set_Animation_On_Custom, that won't help because I can't move where ever I want. The model'll only reappear where it was placed in-game and play the anim from there, not from where it has been left after playing any of it's anims.


If none of the examples I've presented aren't understood, sorry, I'm not from a english-speaking country, I'm from East Europe, please understand.

[Updated on: Sun, 24 September 2006 04:58]

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Re: scripts.dll 3.0 WIP update [message #221813 is a reply to message #219659] Sun, 24 September 2006 07:53 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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thing is, even though the animation makes it look like its moved, the game still thinks its in the same place (if you call Commands->Get_Position on the object, it will still be the same position).

I think I might know of a solution to your problem though, what would really help is if you could show me some examples of the base model and animations that you are working with.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
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Official member of Tiberian Technologies
Re: scripts.dll 3.0 WIP update [message #221841 is a reply to message #219659] Sun, 24 September 2006 09:03 Go to previous messageGo to next message
BogdanV is currently offline  BogdanV
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Shure, but the model I'm working on is property of Apocalipse Rising. Due to the fact that I've got restrictions on this, I'll PM you the rest about this.
Re: scripts.dll 3.0 WIP update [message #221856 is a reply to message #219659] Sun, 24 September 2006 09:40 Go to previous messageGo to next message
BogdanV is currently offline  BogdanV
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Just forgot. Tell me if you don't recieve any message via PM. It's because of my internet speed (down to 2kb/s).
Re: scripts.dll 3.0 WIP update [message #221864 is a reply to message #219659] Sun, 24 September 2006 09:53 Go to previous messageGo to next message
BogdanV is currently offline  BogdanV
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Well, never mind. Here's a example that does the same thing as the original.
Re: scripts.dll 3.0 WIP update [message #221920 is a reply to message #219659] Sun, 24 September 2006 14:22 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
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I can convert those videos for you, but not right now (waiting for new PC parts, posting this from Mum's laptop)

.mpg comming up (by wednesday, if I remember)


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[Updated on: Sun, 24 September 2006 14:24]

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Re: scripts.dll 3.0 WIP update [message #221925 is a reply to message #221920] Sun, 24 September 2006 14:53 Go to previous messageGo to next message
futura83
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Viva la Resistance!
incidentally, i am now back on windows, and can view it.


they are great vids Thumbs Up


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[Updated on: Sun, 24 September 2006 14:53]

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Re: scripts.dll 3.0 WIP update [message #225472 is a reply to message #219659] Sun, 08 October 2006 07:59 Go to previous messageGo to next message
BogdanV is currently offline  BogdanV
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Well, maybe I'm asking this question a bit to early, but are there any news about the script I've requested ?
Re: scripts.dll 3.0 WIP update [message #225482 is a reply to message #219659] Sun, 08 October 2006 08:40 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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That script didnt make 3.0.


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Re: scripts.dll 3.0 WIP update [message #225515 is a reply to message #225482] Sun, 08 October 2006 11:18 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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there are a large amount of scripts being added already eh Smile

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Re: scripts.dll 3.0 WIP update [message #225901 is a reply to message #219659] Tue, 10 October 2006 11:17 Go to previous messageGo to previous message
BogdanV is currently offline  BogdanV
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So, I must understand that there is no way for me to gain acces to such a script. Well, I'll must inform Apocalypse Rising that the WorldBox-free ideea for huge units is dropped. But still, if it won't go in the next version, are there any chances for me to obtain it ? I don't want to be a pain in the a**, but if it's possible, please give me an answer.
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