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Spawn_Scriptzone? [message #254613] Wed, 18 April 2007 15:26 Go to next message
BlueThen is currently offline  BlueThen
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Is it possible to have a spawner that spawns a script zone? I want to spawn the spawner, which spawns a scriptzone, but the scriptzone disappears a second after the player spawns it (with beacon). Whenever I try to attempt this, ren crashes. Sad
Re: Spawn_Scriptzone? [message #254680 is a reply to message #254613] Thu, 19 April 2007 07:07 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Okay what you will have to do is use "JFW_Attach_Script_On_Custom" and "JFW_Remove_Script_On_Custom" on the script zone, when the player spawns send a custom to the script zone (which has the attach and remove scripts applied). When this custom is received the script will be attached, and once the beacon or what ever is place the script will be removed. Any questions just ask.

Re: Spawn_Scriptzone? [message #254721 is a reply to message #254613] Thu, 19 April 2007 12:12 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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Can you explain in more detail what you want to do ?
(Do what Jerad said btw, that will/should work too)


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Re: Spawn_Scriptzone? [message #254722 is a reply to message #254721] Thu, 19 April 2007 12:33 Go to previous messageGo to next message
BlueThen is currently offline  BlueThen
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I made a few beacon spawners, (Using the TFX_Replace_When_Repaire way, if any of you know) and I've been trying forever to figure out how to spawn a script. Whenever I do spawn a script, or a david's arrow, ren crashes. I usually want the script to send the player into the sky and other stuff of such.
Re: Spawn_Scriptzone? [message #254740 is a reply to message #254722] Thu, 19 April 2007 14:09 Go to previous messageGo to next message
Yrr is currently offline  Yrr
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bluethen wrote on Thu, 19 April 2007 21:33

I made a few beacon spawners, (Using the TFX_Replace_When_Repaire way, if any of you know) and I've been trying forever to figure out how to spawn a script. Whenever I do spawn a script, or a david's arrow, ren crashes. I usually want the script to send the player into the sky and other stuff of such.

Yeah I know the script - I wrote it Very Happy

You cannot use Create_Object to create anything without physics (e.g. spawners) - it will crash the game.

My mod allows creation of spawners with Create_Object btw Razz

Are you trying to create a dummy object for attaching scripts to it?


Re: Spawn_Scriptzone? [message #254741 is a reply to message #254740] Thu, 19 April 2007 14:14 Go to previous messageGo to next message
BlueThen is currently offline  BlueThen
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Neku wrote on Thu, 19 April 2007 16:09

bluethen wrote on Thu, 19 April 2007 21:33

I made a few beacon spawners, (Using the TFX_Replace_When_Repaire way, if any of you know) and I've been trying forever to figure out how to spawn a script. Whenever I do spawn a script, or a david's arrow, ren crashes. I usually want the script to send the player into the sky and other stuff of such.

Yeah I know the script - I wrote it Very Happy

You cannot use Create_Object to create anything without physics (e.g. spawners) - it will crash the game.

My mod allows creation of spawners with Create_Object btw Razz

Are you trying to create a dummy object for attaching scripts to it?

I just want to add a mere script zone spawner with beacons. Maybe I can have it spawn a ped that has the script zone attached. Is that possible? How?
Re: Spawn_Scriptzone? [message #254751 is a reply to message #254741] Thu, 19 April 2007 18:11 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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bluethen wrote on Thu, 19 April 2007 17:14

Neku wrote on Thu, 19 April 2007 16:09

bluethen wrote on Thu, 19 April 2007 21:33

I made a few beacon spawners, (Using the TFX_Replace_When_Repaire way, if any of you know) and I've been trying forever to figure out how to spawn a script. Whenever I do spawn a script, or a david's arrow, ren crashes. I usually want the script to send the player into the sky and other stuff of such.

Yeah I know the script - I wrote it Very Happy

You cannot use Create_Object to create anything without physics (e.g. spawners) - it will crash the game.

My mod allows creation of spawners with Create_Object btw Razz

Are you trying to create a dummy object for attaching scripts to it?

I just want to add a mere script zone spawner with beacons. Maybe I can have it spawn a ped that has the script zone attached. Is that possible? How?



So you want a scriptZONE that:

- Will create a beacon powerup at a specific location
- When that beacon powerup is picked up you want the beacon powerup to re-appear in x ammount of seconds?



*edit* NVM the below, i was edditing my post while you replied the one after this one. ignore this lol..

What you can do for example is:

Create a beaconspawner.
"Make" the beacon spawner on the map. Note this beaconspawnerID

"Make" a Dave_Arrow somewhere on the map, note the ID of this arrow.
Attach the script JFW_Enable_Spawner_Custom on this Dave Arrow.
Custom is the message to receive for enabling the spawner, for ex 777.
As the ID enter the ID of the beaconspawner.

Attach the script M00_Trigger_Zone_Entered_RMV to a scriptzone_star:
Start_Now = 1
Receive_Type = 3
Receive_Param_on = 1
Receive_Param_off = 0
Target_ID = ID of the Dave Arrow
Send_Type = 777
Send_Param = 1
Min_Delay = 1
Max_Delay = 1
Trigger_Count = (how much times you want to trigger it)
Trggerer = (team to trigger on 0=nod,1=gdi,2=any)


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[Updated on: Thu, 19 April 2007 18:21]

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Re: Spawn_Scriptzone? [message #254752 is a reply to message #254751] Thu, 19 April 2007 18:16 Go to previous messageGo to next message
BlueThen is currently offline  BlueThen
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zunnie wrote on Thu, 19 April 2007 20:11

bluethen wrote on Thu, 19 April 2007 17:14

Neku wrote on Thu, 19 April 2007 16:09

bluethen wrote on Thu, 19 April 2007 21:33

I made a few beacon spawners, (Using the TFX_Replace_When_Repaire way, if any of you know) and I've been trying forever to figure out how to spawn a script. Whenever I do spawn a script, or a david's arrow, ren crashes. I usually want the script to send the player into the sky and other stuff of such.

Yeah I know the script - I wrote it Very Happy

You cannot use Create_Object to create anything without physics (e.g. spawners) - it will crash the game.

My mod allows creation of spawners with Create_Object btw Razz

Are you trying to create a dummy object for attaching scripts to it?

I just want to add a mere script zone spawner with beacons. Maybe I can have it spawn a ped that has the script zone attached. Is that possible? How?



So you want a scriptZONE that:

- Will create a beacon powerup at a specific location
- When that beacon powerup is picked up you want the beacon powerup to re-appear in x ammount of seconds?


No. Just the opposite.
Edit:
holmes

Quite the contrary, my dear watson.
I want the beacon to spawn the script zone, and for the script zone to die down in maybe one second and never come back. I already know how to get a beacon to spawn simple objects like airplanes and stuff.

[Updated on: Thu, 19 April 2007 18:18]

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Re: Spawn_Scriptzone? [message #254753 is a reply to message #254613] Thu, 19 April 2007 18:30 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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		Vector3 newzonepos;
		newzonepos.X = 100.0f;
		newzonepos.Y = 200.0f;
		newzonepos.Z = 2.0f;
		Vector3 newzoneposSizes;
		newzoneposSizes.X = 5.0f;
		newzoneposSizes.Y = 5.0f;
		newzoneposSizes.Z = 4.0f;
		OBBoxClass newzoneposBox;
		newzoneposBox.Center = newzoneposPos;
		newzoneposBox.Extent = newzoneposSizes;
		GameObject *newzoneZone = Create_Zone("script_zone_star",newzoneposBox);
		Commands->Attach_Script(newzone,"script","blablaparameters,parambla,bla");


This should work then i think using scripts.dll to do it..


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Re: Spawn_Scriptzone? [message #254754 is a reply to message #254753] Thu, 19 April 2007 18:34 Go to previous message
BlueThen is currently offline  BlueThen
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I'm new with c++. What do I do with this code?
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