Add Scripts [message #300952] |
Tue, 04 December 2007 10:54 |
|
mrãçķz
Messages: 3069 Registered: August 2007
Karma: 0
|
General (3 Stars) Permabanned for trying and failing DDoS |
|
|
Hey guys how can i make scripts for Scripts.dll? i want to add some commands like !Help to get a message. What files do i need to create? Only a .cpp file? and how can i add a command to scripts.dll? im Using Visual C++ 2005 Express Edition.
|
|
|
Re: Add Scripts [message #300954 is a reply to message #300952] |
Tue, 04 December 2007 10:58 |
cnc95fan
Messages: 1260 Registered: July 2007
Karma: 0
|
General (1 Star) |
|
|
I don't think thats scripts,although i might be wrong, it think its server sided..
Cabal8616 wrote on Sun, 27 April 2008 15:50 | I say a personal fanning of the genitals would be awesome.
|
RA3 AUTOMATICLY SUCKS
www.battlefordune.co.uk
|
|
|
|
Re: Add Scripts [message #300964 is a reply to message #300952] |
Tue, 04 December 2007 11:15 |
cnc95fan
Messages: 1260 Registered: July 2007
Karma: 0
|
General (1 Star) |
|
|
Well, if you have the code.. just add it to a cpp file in scripts soruce, and compile... make sure you declare it by using void
Cabal8616 wrote on Sun, 27 April 2008 15:50 | I say a personal fanning of the genitals would be awesome.
|
RA3 AUTOMATICLY SUCKS
www.battlefordune.co.uk
|
|
|
|
Re: Add Scripts [message #300976 is a reply to message #300952] |
Tue, 04 December 2007 11:52 |
|
reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
|
General (3 Stars) |
|
|
Add this to gmmain.cpp and compile it, then when you type "!help" in team chat it will page you the string in the quote marks.
This is based on ssgm.
class helpChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
Console_Input(StrFormat("ppage %d available commands to use in this server are !rules !host !servername !version",ID).c_str());
}
};
ChatCommandRegistrant<helpChatCommand> helpChatCommandReg("!help",CHATTYPE_TEAM,0,GAMEMODE_ALL);
|
|
|
|
|
|
|
Re: Add Scripts [message #301240 is a reply to message #300952] |
Wed, 05 December 2007 13:15 |
cnc95fan
Messages: 1260 Registered: July 2007
Karma: 0
|
General (1 Star) |
|
|
lol,I don't think when you compile it it goes to your FDS folder, also, make a .h file aswell in scrips.vcproj
Cabal8616 wrote on Sun, 27 April 2008 15:50 | I say a personal fanning of the genitals would be awesome.
|
RA3 AUTOMATICLY SUCKS
www.battlefordune.co.uk
|
|
|
|
|
|
|
Re: Add Scripts [message #301491 is a reply to message #300952] |
Thu, 06 December 2007 14:51 |
Genesis2001
Messages: 1397 Registered: August 2006
Karma: 0
|
General (1 Star) |
|
|
You're probably referring to when it's linking to the libraries SSGM/Scripts.dll uses, no?
There's a post somewhere on these forums that explains how to set it up, but I'm too lazy to find the post. :\
~MathK1LL
|
|
|
|
|
|
Re: Add Scripts [message #301506 is a reply to message #300952] |
Thu, 06 December 2007 15:36 |
raven
Messages: 595 Registered: January 2007 Location: Toronto, Ontario
Karma: 0
|
Colonel |
|
|
The SSGM source doesnt need to be in the FDS folder..
When you download SSGM, there is a .zip file in it called SSGM Source.zip.. extract that and open SSGM.sln. MS VC++ will open up and you will able to edit the source. Make your edits and build the source. You will then notice scripts.dll inside the directory that SSGM.sln was in. Copy this to your FDS directory overwriting the old version.
-Jelly Administrator
-Exodus Administrator
|
|
|
Re: Add Scripts [message #301540 is a reply to message #301506] |
Thu, 06 December 2007 18:32 |
Genesis2001
Messages: 1397 Registered: August 2006
Karma: 0
|
General (1 Star) |
|
|
RFraven wrote on Thu, 06 December 2007 15:36 | The SSGM source doesnt need to be in the FDS folder..
When you download SSGM, there is a .zip file in it called SSGM Source.zip.. extract that and open SSGM.sln. MS VC++ will open up and you will able to edit the source. Make your edits and build the source. You will then notice scripts.dll inside the directory that SSGM.sln was in. Copy this to your FDS directory overwriting the old version.
|
I highly recommend you change the extension from ".dll" to ".bak" or similar. This way you can easily revert back incase you need to.
Also, to help you develop for Scripts.dll/SSGM, you'll want to attach the debugger of Visual Studio to server.dat (the process when the server is running). This'll detect any crashes from the server and pinpoint the location of the crash to the line number the crash occured..
~MathK1LL
|
|
|