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Scripts Release Soon [message #299264] Mon, 26 November 2007 22:48 Go to next message
Jerad2142 is currently offline  Jerad2142
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Well I am getting ready to release some of my up to date scripts soon, if there are any script requests make them now and I will see what I can do.

Re: Scripts Release Soon [message #299318 is a reply to message #299264] Tue, 27 November 2007 02:01 Go to previous messageGo to next message
nopol10 is currently offline  nopol10
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Nice!

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Re: Scripts Release Soon [message #299343 is a reply to message #299264] Tue, 27 November 2007 06:49 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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renalpha wrote on Tue, 27 November 2007 02:35

make a timer sound script

example

Sound 1 triggered by zone 1

play sound 1
after 5seconds sound 2
after 15seconds sound 3

for the voice sounds for coop

Should it only run once or cancel if someone leaves the zone?


Re: Scripts Release Soon [message #299364 is a reply to message #299343] Tue, 27 November 2007 07:48 Go to previous messageGo to next message
IronWarrior is currently offline  IronWarrior
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Jerad Gray wrote on Tue, 27 November 2007 07:49

renalpha wrote on Tue, 27 November 2007 02:35

make a timer sound script

example

Sound 1 triggered by zone 1

play sound 1
after 5seconds sound 2
after 15seconds sound 3

for the voice sounds for coop

Should it only run once or cancel if someone leaves the zone?



He wants it to play the once when the mission starts, like zunnie's, but if you are able to make an option where it could play more then once, then that be cool.

Have a value added like repeat 0 for no, 1 for yes. Very Happy
Re: Scripts Release Soon [message #299378 is a reply to message #299264] Tue, 27 November 2007 08:37 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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Theres always Oblivion's kick ass time machine script.

Oblivion165 wrote on Sun, 15 July 2007 00:08

I always wanted to make a time travel script. One that records everything that has health to 10 slots.

Every minute it takes a snapshot of all the health/buildings/XYZ and put it in a slot of 10.

Slot1: 1:00 minutes in
Slot2: 2:00 minutes in
...
Slot10: 10:00 minutes in

Then when it goes past 10 minutes in it goes back to slot 1:
Slot1: 11:00 minutes in

Then when a time beacon is triggered it will got back 5 minutes or something and everything will be warped back to that slot's state.




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Re: Scripts Release Soon [message #299381 is a reply to message #299364] Tue, 27 November 2007 12:14 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Well now that I can finally get back on the site:
IronWarrior wrote on Tue, 27 November 2007 07:48

Jerad Gray wrote on Tue, 27 November 2007 07:49

renalpha wrote on Tue, 27 November 2007 02:35

make a timer sound script

example

Sound 1 triggered by zone 1

play sound 1
after 5seconds sound 2
after 15seconds sound 3

for the voice sounds for coop

Should it only run once or cancel if someone leaves the zone?



He wants it to play the once when the mission starts, like zunnie's, but if you are able to make an option where it could play more then once, then that be cool.

Have a value added like repeat 0 for no, 1 for yes. Very Happy

Would you like it to reset when a player enters the zone, or continue going until it has finished, and then it can be triggered again?

Oblivion165 wrote on Tue, 27 November 2007 08:37

Theres always Oblivion's kick ass time machine script.

Oblivion165 wrote on Sun, 15 July 2007 00:08

I always wanted to make a time travel script. One that records everything that has health to 10 slots.

Every minute it takes a snapshot of all the health/buildings/XYZ and put it in a slot of 10.

Slot1: 1:00 minutes in
Slot2: 2:00 minutes in
...
Slot10: 10:00 minutes in

Then when it goes past 10 minutes in it goes back to slot 1:
Slot1: 11:00 minutes in

Then when a time beacon is triggered it will got back 5 minutes or something and everything will be warped back to that slot's state.




This one actually seems easier then the swimming script I am currently working on, well at least until you get to the part where a person has quit the game or a building has been destroyed. Besides that it would be easy to reset the player credits, health position, ect. And recreate vehicle that were on the map at the time, and destroy ones that weren't. You would have to have a script attached to every unit and vehicle on the map but by modding some temp presets it would be easy to do. The only hard part would be the flippen building controllers.


[Updated on: Tue, 27 November 2007 12:22]

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Re: Scripts Release Soon [message #299386 is a reply to message #299381] Tue, 27 November 2007 12:31 Go to previous messageGo to next message
reborn is currently offline  reborn
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Jerad Gray wrote on Tue, 27 November 2007 14:14

Well now that I can finally get back on the site:
IronWarrior wrote on Tue, 27 November 2007 07:48

Jerad Gray wrote on Tue, 27 November 2007 07:49

renalpha wrote on Tue, 27 November 2007 02:35

make a timer sound script

example

Sound 1 triggered by zone 1

play sound 1
after 5seconds sound 2
after 15seconds sound 3

for the voice sounds for coop

Should it only run once or cancel if someone leaves the zone?



He wants it to play the once when the mission starts, like zunnie's, but if you are able to make an option where it could play more then once, then that be cool.

Have a value added like repeat 0 for no, 1 for yes. Very Happy

Would you like it to reset when a player enters the zone, or continue going until it has finished, and then it can be triggered again?

Oblivion165 wrote on Tue, 27 November 2007 08:37

Theres always Oblivion's kick ass time machine script.

Oblivion165 wrote on Sun, 15 July 2007 00:08

I always wanted to make a time travel script. One that records everything that has health to 10 slots.

Every minute it takes a snapshot of all the health/buildings/XYZ and put it in a slot of 10.

Slot1: 1:00 minutes in
Slot2: 2:00 minutes in
...
Slot10: 10:00 minutes in

Then when it goes past 10 minutes in it goes back to slot 1:
Slot1: 11:00 minutes in

Then when a time beacon is triggered it will got back 5 minutes or something and everything will be warped back to that slot's state.




This one actually seems easier then the swimming script I am currently working on, well at least until you get to the part where a person has quit the game or a building has been destroyed. Besides that it would be easy to reset the player credits, health position, ect. And recreate vehicle that were on the map at the time, and destroy ones that weren't. You would have to have a script attached to every unit and vehicle on the map but by modding some temp presets it would be easy to do. The only hard part would be the flippen building controllers.




Wouldn't it be possible to create on map load a spare set of controllers, and move them into position if and when neccessary? Then destroy them all at the end if they wasn't neccessary?

I've never tried that approach, but I remember thinking about it before.



Re: Scripts Release Soon [message #299388 is a reply to message #299386] Tue, 27 November 2007 12:35 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Dang it, hit the edit quote button instead of edit, the bottom one is up to date now.

[Updated on: Tue, 27 November 2007 12:37]

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Re: Scripts Release Soon [message #299389 is a reply to message #299388] Tue, 27 November 2007 12:36 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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reborn wrote on Tue, 27 November 2007 12:31

Jerad Gray wrote on Tue, 27 November 2007 12:35

Oblivion165 wrote on Tue, 27 November 2007 08:37

Theres always Oblivion's kick ass time machine script.

Oblivion165 wrote on Sun, 15 July 2007 00:08

I always wanted to make a time travel script. One that records everything that has health to 10 slots.

Every minute it takes a snapshot of all the health/buildings/XYZ and put it in a slot of 10.

Slot1: 1:00 minutes in
Slot2: 2:00 minutes in
...
Slot10: 10:00 minutes in

Then when it goes past 10 minutes in it goes back to slot 1:
Slot1: 11:00 minutes in

Then when a time beacon is triggered it will got back 5 minutes or something and everything will be warped back to that slot's state.




This one actually seems easier then the swimming script I am currently working on, well at least until you get to the part where a person has quit the game or a building has been destroyed. Besides that it would be easy to reset the player credits, health position, ect. And recreate vehicle that were on the map at the time, and destroy ones that weren't. You would have to have a script attached to every unit and vehicle on the map but by modding some temp presets it would be easy to do. The only hard part would be the flippen building controllers.




Wouldn't it be possible to create on map load a spare set of controllers, and move them into position if and when neccessary? Then destroy them all at the end if they wasn't neccessary?

I've never tried that approach, but I remember thinking about it before.

All I think that would do is make it so when they destroyed a building they would still be able to build. It would be easiest if you set the beacon to record all the stuff when it was placed, at set it all to that point once it is destroyed.


[Updated on: Tue, 27 November 2007 12:38]

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Re: Scripts Release Soon [message #299412 is a reply to message #299264] Tue, 27 November 2007 13:58 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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A script that I always wanted is something along the lines of a "Spawn object in presence of another object"

For example, lets say I have 2 AI bots with the script attached. One GDI, one Nod. Now I have an 2 objects that can be destroyed. Once one of the objects is destroyed it automatically spawns the other one (both ways, endlessly)

So lets say while the first object is on the map, the GDI bots would spawn. If the object was destroyed then the other object would spawn and while this object is on the map, the Nod AI bots would spawn instead.


Another example could be I that I have a weapon spawner, I want it to only spawn while a crate is on the map. However if this crate is destroyed, the weapon would stop spawning. If the crate where to respawn, than the weapon would start respawing again.



So to put it basically, a script that spawns an object while another object is presently occupying the map.




Also, I have a question. Are you adding on to the current scripts.dll, or are you making your own from scratch? Like will all the features of the scripts we have now still be available?

[Updated on: Tue, 27 November 2007 14:01]

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Re: Scripts Release Soon [message #299419 is a reply to message #299264] Tue, 27 November 2007 14:19 Go to previous messageGo to next message
cAmpa is currently offline  cAmpa
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Colonel
I need 2 scripts, one that checks if a gameobject is inside a Building, 2nd should check if the obj is in base. Tell Me

Bückstabü!
Re: Scripts Release Soon [message #299443 is a reply to message #299419] Tue, 27 November 2007 15:29 Go to previous messageGo to next message
BlueThen is currently offline  BlueThen
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Something like "TFX_Spawn_When_Killed", but XYZ coordinates in relation to the object that was killed.

I've been wanting that for some time now.
Re: Scripts Release Soon [message #299536 is a reply to message #299443] Tue, 27 November 2007 22:41 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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cAmpa wrote on Tue, 27 November 2007 14:19

I need 2 scripts, one that checks if a gameobject is inside a Building, 2nd should check if the obj is in base. Tell Me

Scripts zones?
BlueThen wrote on Tue, 27 November 2007 15:29

Something like "TFX_Spawn_When_Killed", but XYZ coordinates in relation to the object that was killed.

I've been wanting that for some time now.

Do you mean the object is created in the exact same position?


Re: Scripts Release Soon [message #299583 is a reply to message #299264] Wed, 28 November 2007 07:08 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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renalpha wrote on Wed, 28 November 2007 06:38

the a10 strike in mission 2, make it so it fires at the point where te daves arrow is.


for the sound voice

when u enter the zone it starts talking
even when u leave the zone!

its 3d so u cannot hear it after a while..

The air strike is a cinematic, and part to will be done.


Re: Scripts Release Soon [message #299595 is a reply to message #299264] Wed, 28 November 2007 07:49 Go to previous messageGo to next message
Di3HardNL is currently offline  Di3HardNL
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will those scripts handle hud.ini to? I hope so

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Re: Scripts Release Soon [message #299614 is a reply to message #299595] Wed, 28 November 2007 08:56 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Di3HardNL wrote on Wed, 28 November 2007 07:49

will those scripts handle hud.ini to? I hope so

Its just an expansion off of 3.4.4


Re: Scripts Release Soon [message #299675 is a reply to message #299264] Wed, 28 November 2007 12:21 Go to previous messageGo to next message
bisen11 is currently offline  bisen11
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I believe there's already a script that enables or disables spawners when a custom is sent to it. Also, a script that sends a custom when someone/something is killed/destroyed. So using both of those you could probably do that one idea.

http://i6.photobucket.com/albums/y206/bisen11/bisensubzerosig2.jpg
Re: Scripts Release Soon [message #299685 is a reply to message #299675] Wed, 28 November 2007 13:00 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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bisen11 wrote on Wed, 28 November 2007 12:21

I believe there's already a script that enables or disables spawners when a custom is sent to it. Also, a script that sends a custom when someone/something is killed/destroyed. So using both of those you could probably do that one idea.

I have tried for a very long time, and I have yet to actually get a spawner to disable.


Re: Scripts Release Soon [message #299688 is a reply to message #299675] Wed, 28 November 2007 13:24 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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bisen11 wrote on Wed, 28 November 2007 14:21

I believe there's already a script that enables or disables spawners when a custom is sent to it. Also, a script that sends a custom when someone/something is killed/destroyed. So using both of those you could probably do that one idea.

I have tried using scripts that I thought would work, however it just ended up crashing the level.

I was trying to make like a Conquest mode of game play (Battlefield, Star Wars Battlefront, ect)

Like when an object I made described as the command post for GDI was destroyed, the GDI spawns would halt and the Nod spawns would commence. (Because on the death of the GDI CP, the Nod CP would spawn with the spawners attached to it instead)
Re: Scripts Release Soon [message #299697 is a reply to message #299536] Wed, 28 November 2007 14:00 Go to previous messageGo to next message
BlueThen is currently offline  BlueThen
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Jerad Gray wrote on Tue, 27 November 2007 23:41


BlueThen wrote on Tue, 27 November 2007 15:29

Something like "TFX_Spawn_When_Killed", but XYZ coordinates in relation to the object that was killed.

I've been wanting that for some time now.

Do you mean the object is created in the exact same position?


No, when I mentioned XYZ coordinates, I wanted the options to set that in relation to the object. In TFX_Spawn_When_Killed, I can only edit where the object spawns Z Axis-wise

[Updated on: Wed, 28 November 2007 14:01]

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Re: Scripts Release Soon [message #299789 is a reply to message #299688] Wed, 28 November 2007 22:40 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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razorblade001 wrote on Wed, 28 November 2007 13:24

bisen11 wrote on Wed, 28 November 2007 14:21

I believe there's already a script that enables or disables spawners when a custom is sent to it. Also, a script that sends a custom when someone/something is killed/destroyed. So using both of those you could probably do that one idea.

I have tried using scripts that I thought would work, however it just ended up crashing the level.

I was trying to make like a Conquest mode of game play (Battlefield, Star Wars Battlefront, ect)

Like when an object I made described as the command post for GDI was destroyed, the GDI spawns would halt and the Nod spawns would commence. (Because on the death of the GDI CP, the Nod CP would spawn with the spawners attached to it instead)

That would be cool, use script zones instead.


Re: Scripts Release Soon [message #299798 is a reply to message #299789] Thu, 29 November 2007 02:01 Go to previous messageGo to next message
nopol10 is currently offline  nopol10
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jonwil has a few scripts for Conquest mode already (JFW_Domination_...) except that they don't work with the spawning thing, so new scripts would be cool.

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Re: Scripts Release Soon [message #299831 is a reply to message #299264] Thu, 29 November 2007 06:17 Go to previous messageGo to next message
=HT=T-Bird is currently offline  =HT=T-Bird
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Jerad or ANYONE, who is taking over maintenance of bhs.dll? (If you are an engine coder in addition to a scripter Jerad, feel free to talk to BHS about doing so...)

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Re: Scripts Release Soon [message #299833 is a reply to message #299264] Thu, 29 November 2007 06:24 Go to previous messageGo to next message
cnc95fan is currently offline  cnc95fan
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Erm, would it be possible for you to make a script that you can apply to a bot and he would follow the players name marked "value"...?
Re: Scripts Release Soon [message #299836 is a reply to message #299264] Thu, 29 November 2007 06:39 Go to previous messageGo to previous message
bisen11 is currently offline  bisen11
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Perhaps maybe you could use some sort of combo where a time sets off a cinematic and basically all that cinematic does is spawn a bot in a place. You can disable and reenable those (cinematics), right?

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[Updated on: Thu, 29 November 2007 06:40]

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