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[script]AirStrike function [message #301136] |
Wed, 05 December 2007 05:34 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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I made an airstrike funtion. Again I called it via a chat hook but it can be called in a number of ways.
The function chooses a working enemy building at random (this part is thanks to WhiteDragon, you have no idea how long and how many attempts it took to actually get that part right). Then either Nod lear jets or a10 bombers start flying over. One of them drops off a small payload to the random building an causes it to lose 50% of it's health.
The sounds and the rest of the planes flying over make it really realistic to be honest, I think it's quite smooth.
I set the a10 and lear jet to un-teamed via the objects.gm file because they count towards the vehichle limit otherwise. There are other ways of getting around that, but this seemed easiest.
I think I remember a slight issue with it with regards to the cinematics looping after being called. I'm sure that's just changing a 1 to a 0 in the text file somewhere after the animation.
Here's a video of it, it's 21mb long, but you should get a half decent download speed. It's worth watching even if you arean't going to put it on your server, just to see it in-game. It's a bit long, and I sound half asleep (because I was), but it's fun to see if you havn't before:
http://www.mp-gaming.com/reborn/movies/air_strike2.wmv
Here's how I made it work:
/////////////////////////
/////////////////////////
//// GDI A10 strike /////
/////////////////////////
/////////////////////////
void reb_GDI_a10_strike::Created(GameObject *obj) {
Commands->Create_2D_WAV_Sound("m00evan_dsgn0073i1evan_snd.wav");
Console_Input("msg Warning!!!");
Console_Input("msg A-10 strike inbound at Nod's position");
GameObject *BuildingObj = Get_Random_Building(0);
BuildingID = Commands->Get_ID(BuildingObj);
A10ID = Commands->Get_ID(Commands->Create_Object("Invisible_Object",Commands->Get_Position(BuildingObj)));
Commands->Start_Timer(obj,this,3.0f,1);
Commands->Start_Timer(obj,this,6.0f,2);
Commands->Start_Timer(obj,this,9.0f,3);
Commands->Start_Timer(obj,this,10.0f,4);
Commands->Start_Timer(obj,this,17.5f,5);
Commands->Start_Timer(obj,this,25.5f,6);
}
void reb_GDI_a10_strike::Timer_Expired(GameObject *obj, int number) {
GameObject *thebuilding = Commands->Find_Object(BuildingID);
GameObject *a101 = Commands->Find_Object(A10ID);
Vector3 position = Commands->Get_Position(thebuilding);
if (number == 1){
Commands->Create_2D_WAV_Sound("m00evan_dsgn0014i1evan_snd.wav");
}
if (number == 2){
Commands->Create_2D_WAV_Sound("m00evan_dsgn0066i1evan_snd.wav");
}
if (number == 3){
Commands->Attach_Script(a101,"Test_Cinematic","a-10_1.txt");
Commands->Attach_Script(a101,"Test_Cinematic","a-10_2.txt");
Commands->Attach_Script(a101,"Test_Cinematic","a-10_3.txt");
Commands->Attach_Script(a101,"Test_Cinematic","a-10_4.txt");
Commands->Attach_Script(a101,"Test_Cinematic","a-10_5.txt");
Commands->Attach_Script(a101,"Test_Cinematic","a-10_6.txt");
}
if (number == 4){
Commands->Attach_Script(a101,"Test_Cinematic","A-10_bomb.txt");
}
if (number == 5){
Commands->Create_2D_WAV_Sound("mx0_a-10_166.wav");
Commands->Attach_Script(a101,"Test_Cinematic","a-10_1.txt");
Commands->Attach_Script(a101,"Test_Cinematic","a-10_4.txt");
Commands->Attach_Script(a101,"Test_Cinematic","a-10_5.txt");
Commands->Attach_Script(a101,"Test_Cinematic","a-10_6.txt");
}
if (number == 6){
Commands->Create_Explosion("Air_Explosion_Death",position,a101);
Commands->Attach_Script(a101,"Test_Cinematic","a-10_2.txt");
Commands->Attach_Script(a101,"Test_Cinematic","a-10_3.txt");
float buildinghealth = Commands->Get_Health(thebuilding);
Commands->Set_Health(thebuilding,(buildinghealth/2));
Commands->Destroy_Object(a101);
}
}
/////////////////////////
/////////////////////////
//// Nod Jet strike /////
/////////////////////////
/////////////////////////
void reb_Nod_Jet_strike::Created(GameObject *obj) {
Commands->Create_2D_WAV_Sound("m00evan_dsgn0073i1evan_snd.wav");
Console_Input("msg Warning!!!");
Console_Input("msg Lear Jet strike inbound at GDI's position");
GameObject *BuildingObj = Get_Random_Building(1);
BuildingID = Commands->Get_ID(BuildingObj);
A10ID = Commands->Get_ID(Commands->Create_Object("Invisible_Object",Commands->Get_Position(BuildingObj)));
Commands->Start_Timer(obj,this,3.0f,1);
Commands->Start_Timer(obj,this,6.0f,2);
Commands->Start_Timer(obj,this,9.0f,3);
Commands->Start_Timer(obj,this,10.0f,4);
Commands->Start_Timer(obj,this,23.5f,5);
Commands->Start_Timer(obj,this,25.5f,6);
}
void reb_Nod_Jet_strike::Timer_Expired(GameObject *obj, int number) {
GameObject *thebuilding = Commands->Find_Object(BuildingID);
GameObject *a101 = Commands->Find_Object(A10ID);
Vector3 position = Commands->Get_Position(thebuilding);
if(number == 1){
Commands->Create_2D_WAV_Sound("m00gnod_hesx0007r3nors_snd.wav");
}
if(number == 2){
Commands->Create_2D_WAV_Sound("m00evan_dsgn0014i1evan_snd.wav");
}
if(number == 3){
Commands->Attach_Script(a101,"Test_Cinematic","jet_1.txt");
Commands->Attach_Script(a101,"Test_Cinematic","jet_2.txt");
Commands->Attach_Script(a101,"Test_Cinematic","jet_3.txt");
Commands->Attach_Script(a101,"Test_Cinematic","jet_4.txt");
Commands->Attach_Script(a101,"Test_Cinematic","jet_5.txt");
Commands->Attach_Script(a101,"Test_Cinematic","jet_6.txt");
}
if(number == 4){
Commands->Attach_Script(a101,"Test_Cinematic","Jet_bomb.txt");
}
if(number == 5){
Commands->Create_2D_WAV_Sound("m00itoc_010in_ners_snd.wav");
Commands->Attach_Script(a101,"Test_Cinematic","jet_1.txt");
Commands->Attach_Script(a101,"Test_Cinematic","jet_2.txt");
Commands->Attach_Script(a101,"Test_Cinematic","jet_6.txt");
Commands->Attach_Script(a101,"Test_Cinematic","jet_3.txt");
Commands->Attach_Script(obj,"reb_Nod_Jet_strike7","");
}
if(number == 6){
Commands->Create_Explosion("Air_Explosion_Death",position,a101);
Commands->Attach_Script(a101,"Test_Cinematic","jet_6.txt");
Commands->Attach_Script(a101,"Test_Cinematic","jet_3.txt");
Commands->Attach_Script(a101,"Test_Cinematic","jet_4.txt");
Commands->Attach_Script(a101,"Test_Cinematic","jet_5.txt");
float buildinghealth = Commands->Get_Health(thebuilding);
Commands->Set_Health(thebuilding,(buildinghealth/2));
}
}
ScriptRegistrant<reb_GDI_a10_strike> reb_GDI_a10_strike_Registrant("reb_GDI_a10_strike","");
ScriptRegistrant<reb_Nod_Jet_strike> reb_Nod_Jet_strike_Registrant("reb_Nod_Jet_strike","");
class reb_GDI_a10_strike : public ScriptImpClass {
void Created(GameObject *obj);
void Timer_Expired(GameObject *obj,int number);
int BuildingID;
int A10ID;
};
class reb_Nod_Jet_strike : public ScriptImpClass {
void Created(GameObject *obj);
void Timer_Expired(GameObject *obj,int number);
int BuildingID;
int A10ID;
};
This goes in the engine_gm.cpp file, and is worth making a topic about all by itself. WhiteDragon made the final solution after some really good coders looked at the problem. The function returns a working building for the team specified at random:
GameObject * Get_Random_Building(int Team) {
std::vector<GameObject*> Buildings;
GenericSLNode *x = BuildingGameObjList->HeadNode;
while (x != 0) {
GameObject *obj = (GameObject *)x->NodeData;
if (obj && (Get_Object_Type(obj) == Team || Team == 2) && !Is_Building_Dead(obj)) {
Buildings.push_back(obj);
}
x = x->NodeNext;
}
if (!Buildings.empty()) {
int Rand = Commands->Get_Random_Int(0,Buildings.size());
return Buildings[Rand];
}
return 0;
}
GameObject * Get_Random_Building(int Team);
Here are the conematic files that are called:
Jet_bomb.txt
;_________________________________________
;
; Available Cinematic Script Commands
;
; time/frame Create_Object, id (slot), preset_name, x, y, z, facing, animation
; id can be -1 to mean do not store this object, and do not destroy
; 0 Create_Object, 0, .44 Magnum, 0, 0, 0, 180, "Human.jump"
;
; time/frame Destroy_Object, id (slot)
; 0 Destroy_Object, 0
;
; time/frame Play_Animation, id (slot), animation_name, looping, sub_obj_name
; 0 Play_Animation, 0, "Human.Jump", false
;
; time/frame Control_Camera, id ( slot )
; use id -1 for disabling control;
; note this will also disable star control and disbale the hud
; 0 Control_Camera, 0
;
;_________________________________________
;******************* CHEAT SHEET ******************************
;Start frame create_object slot number model x,y,z,facing animation name( model*hierarchy*.anim )
;Start frame Play_Animation slot number anim name ( model*hierarchy*.anim ) looping Sub Object
;Start frame Play_Audio wave filename slot number bone name
; * no slot # / bone name = 2D Audio
;0= NO LOOP ( kills object when finshed ) 1= LOOP
;************************* LEVEL 1: Solo A10 X1A_FP10_A0 ************************
; This is a solo A10.
;
;***************************************************************************************
; ****************************** Vehicle
-1 Create_Object, 7, "v_jet"
-1 Attach_Script, 7, "M01_Flyover_Generic_Script_JDG", "FUSELAGE"
-1 Play_Animation, 7, "VF_GDI A10.VF_GDI A10", 1
-470 Destroy_Object, 7
; ****************************** Flying Animation
-1 Create_Object, 8, "X1A_FP10_A0"
-1 Play_Animation, 8, "X1A_FP10_A0.X1A_FP10_A0", 1
-470 Destroy_Object, 8
-1 Attach_To_Bone, 7, 8, "BN_FP10_A0"
; ****************************** Nuke Cloud
; ****************************** Nuke Smoke
-495 Create_Object, 9, "ag_nuke_smoke"
-500 Destroy_Object, 9
; ****************************** Signal Flare
-1 Create_Real_Object, 10, "Refinery_Evac_Point"
-450 Destroy_Object, 10
;******************************* A-10 Bomb Drop
-380 Create_Object, 11, "X5D_PARACHUTE",
-380 Play_Animation, 11, "X5D_PARACHUTE.X5D_PARAC_2"
A-10_bomb.txt
;_________________________________________
;
; Available Cinematic Script Commands
;
; time/frame Create_Object, id (slot), preset_name, x, y, z, facing, animation
; id can be -1 to mean do not store this object, and do not destroy
; 0 Create_Object, 0, .44 Magnum, 0, 0, 0, 180, "Human.jump"
;
; time/frame Destroy_Object, id (slot)
; 0 Destroy_Object, 0
;
; time/frame Play_Animation, id (slot), animation_name, looping, sub_obj_name
; 0 Play_Animation, 0, "Human.Jump", false
;
; time/frame Control_Camera, id ( slot )
; use id -1 for disabling control;
; note this will also disable star control and disbale the hud
; 0 Control_Camera, 0
;
;_________________________________________
;******************* CHEAT SHEET ******************************
;Start frame create_object slot number model x,y,z,facing animation name( model*hierarchy*.anim )
;Start frame Play_Animation slot number anim name ( model*hierarchy*.anim ) looping Sub Object
;Start frame Play_Audio wave filename slot number bone name
; * no slot # / bone name = 2D Audio
;0= NO LOOP ( kills object when finshed ) 1= LOOP
;************************* LEVEL 1: Solo A10 X1A_FP10_A0 ************************
; This is a solo A10.
;
;***************************************************************************************
; ****************************** Vehicle
-1 Create_Object, 7, "VF_GDI A10"
-1 Attach_Script, 7, "M01_Flyover_Generic_Script_JDG", "FUSELAGE"
-1 Play_Animation, 7, "VF_GDI A10.VF_GDI A10", 1
-470 Destroy_Object, 7
; ****************************** Flying Animation
-1 Create_Object, 8, "X1A_FP10_A0"
-1 Play_Animation, 8, "X1A_FP10_A0.X1A_FP10_A0", 1
-470 Destroy_Object, 8
-1 Attach_To_Bone, 7, 8, "BN_FP10_A0"
; ****************************** Nuke Cloud
; ****************************** Nuke Smoke
-495 Create_Object, 9, "ag_nuke_smoke"
-500 Destroy_Object, 9
; ****************************** Signal Flare
-1 Create_Real_Object, 10, "Refinery_Evac_Point"
-450 Destroy_Object, 10
;******************************* A-10 Bomb Drop
-380 Create_Object, 11, "X5D_PARACHUTE",
-380 Play_Animation, 11, "X5D_PARACHUTE.X5D_PARAC_2"
jet_1.txt
;_________________________________________
;
; Available Cinematic Script Commands
;
; time/frame Create_Object, id (slot), preset_name, x, y, z, facing, animation
; id can be -1 to mean do not store this object, and do not destroy
; 0 Create_Object, 0, .44 Magnum, 0, 0, 0, 180, "Human.jump"
;
; time/frame Destroy_Object, id (slot)
; 0 Destroy_Object, 0
;
; time/frame Play_Animation, id (slot), animation_name, looping, sub_obj_name
; 0 Play_Animation, 0, "Human.Jump", false
;
; time/frame Control_Camera, id ( slot )
; use id -1 for disabling control;
; note this will also disable star control and disbale the hud
; 0 Control_Camera, 0
;
;_________________________________________
;******************* CHEAT SHEET ******************************
;Start frame create_object slot number model x,y,z,facing animation name( model*hierarchy*.anim )
;Start frame Play_Animation slot number anim name ( model*hierarchy*.anim ) looping Sub Object
;Start frame Play_Audio wave filename slot number bone name
; * no slot # / bone name = 2D Audio
;0= NO LOOP ( kills object when finshed ) 1= LOOP
;************************* LEVEL 3: HOVERCRAFT EXPLODE AT BEACH ************************
; ****************************** Character Bone
-1 Create_Real_Object, 1, "Nod_Jet"
-1 Play_Animation, 1, "vf_gdi a10.vf_gdi a10", 1
-600 destroy_object, 1
; ****************************** Path
-1 Create_Object, 2, "X3_a10_dep1", 0, 0, 0, 0
-1 Play_Animation, 2, "X3_a10_dep1.X3_a10_dep1", 1
-600 Destroy_Object, 2
-1 Attach_To_Bone, 1, 2, "BN_a-10_004"
Jet_2.txt
;_________________________________________
;
; Available Cinematic Script Commands
;
; time/frame Create_Object, id (slot), preset_name, x, y, z, facing, animation
; id can be -1 to mean do not store this object, and do not destroy
; 0 Create_Object, 0, .44 Magnum, 0, 0, 0, 180, "Human.jump"
;
; time/frame Destroy_Object, id (slot)
; 0 Destroy_Object, 0
;
; time/frame Play_Animation, id (slot), animation_name, looping, sub_obj_name
; 0 Play_Animation, 0, "Human.Jump", false
;
; time/frame Control_Camera, id ( slot )
; use id -1 for disabling control;
; note this will also disable star control and disbale the hud
; 0 Control_Camera, 0
;
;_________________________________________
;******************* CHEAT SHEET ******************************
;Start frame create_object slot number model x,y,z,facing animation name( model*hierarchy*.anim )
;Start frame Play_Animation slot number anim name ( model*hierarchy*.anim ) looping Sub Object
;Start frame Play_Audio wave filename slot number bone name
; * no slot # / bone name = 2D Audio
;0= NO LOOP ( kills object when finshed ) 1= LOOP
;************************* LEVEL 3: HOVERCRAFT EXPLODE AT BEACH ************************
; ****************************** Character Bone
-1 Create_Real_Object, 1, "Nod_Jet"
-1 Play_Animation, 1, "vf_gdi a10.vf_gdi a10", 1
-1200 destroy_object, 1
; ****************************** Path
-1 Create_Object, 2, "X3_a10_dep2", 0, 0, 0, 0
-1 Play_Animation, 2, "X3_a10_dep2.X3_a10_dep2", 1
-1200 Destroy_Object, 2
-1 Attach_To_Bone, 1, 2, "BN_a-10_005"
Jet_3.txt
;_________________________________________
;
; Available Cinematic Script Commands
;
; time/frame Create_Object, id (slot), preset_name, x, y, z, facing, animation
; id can be -1 to mean do not store this object, and do not destroy
; 0 Create_Object, 0, .44 Magnum, 0, 0, 0, 180, "Human.jump"
;
; time/frame Destroy_Object, id (slot)
; 0 Destroy_Object, 0
;
; time/frame Play_Animation, id (slot), animation_name, looping, sub_obj_name
; 0 Play_Animation, 0, "Human.Jump", false
;
; time/frame Control_Camera, id ( slot )
; use id -1 for disabling control;
; note this will also disable star control and disbale the hud
; 0 Control_Camera, 0
;
;_________________________________________
;******************* CHEAT SHEET ******************************
;Start frame create_object slot number model x,y,z,facing animation name( model*hierarchy*.anim )
;Start frame Play_Animation slot number anim name ( model*hierarchy*.anim ) looping Sub Object
;Start frame Play_Audio wave filename slot number bone name
; * no slot # / bone name = 2D Audio
;0= NO LOOP ( kills object when finshed ) 1= LOOP
;************************* LEVEL 3: HOVERCRAFT EXPLODE AT BEACH ************************
; ****************************** Character Bone
-1 Create_Real_Object, 1, "Nod_Jetr"
-1 Play_Animation, 1, "vf_gdi a10.vf_gdi a10", 1
-600 destroy_object, 1
; ****************************** Path
-1 Create_Object, 2, "X3_a10_strk1", 0, 0, 0, 0
-1 Play_Animation, 2, "X3_a10_strk1.X3_a10_strk1", 1
-600 Destroy_Object, 2
-1 Attach_To_Bone, 1, 2, "BN_a-10_000"
Jet_4.txt
;_________________________________________
;
; Available Cinematic Script Commands
;
; time/frame Create_Object, id (slot), preset_name, x, y, z, facing, animation
; id can be -1 to mean do not store this object, and do not destroy
; 0 Create_Object, 0, .44 Magnum, 0, 0, 0, 180, "Human.jump"
;
; time/frame Destroy_Object, id (slot)
; 0 Destroy_Object, 0
;
; time/frame Play_Animation, id (slot), animation_name, looping, sub_obj_name
; 0 Play_Animation, 0, "Human.Jump", false
;
; time/frame Control_Camera, id ( slot )
; use id -1 for disabling control;
; note this will also disable star control and disbale the hud
; 0 Control_Camera, 0
;
;_________________________________________
;******************* CHEAT SHEET ******************************
;Start frame create_object slot number model x,y,z,facing animation name( model*hierarchy*.anim )
;Start frame Play_Animation slot number anim name ( model*hierarchy*.anim ) looping Sub Object
;Start frame Play_Audio wave filename slot number bone name
; * no slot # / bone name = 2D Audio
;0= NO LOOP ( kills object when finshed ) 1= LOOP
;************************* LEVEL 3: HOVERCRAFT EXPLODE AT BEACH ************************
; ****************************** Character Bone
-1 Create_Real_Object, 1, "Nod_Jet"
-1 Play_Animation, 1, "vf_gdi a10.vf_gdi a10", 1
-600 destroy_object, 1
; ****************************** Path
-1 Create_Object, 2, "X3_a10_strk2", 0, 0, 0, 0
-1 Play_Animation, 2, "X3_a10_strk2.X3_a10_strk2", 1
-600 Destroy_Object, 2
-1 Attach_To_Bone, 1, 2, "BN_a-10_001"
Jet_5.txt
;_________________________________________
;
; Available Cinematic Script Commands
;
; time/frame Create_Object, id (slot), preset_name, x, y, z, facing, animation
; id can be -1 to mean do not store this object, and do not destroy
; 0 Create_Object, 0, .44 Magnum, 0, 0, 0, 180, "Human.jump"
;
; time/frame Destroy_Object, id (slot)
; 0 Destroy_Object, 0
;
; time/frame Play_Animation, id (slot), animation_name, looping, sub_obj_name
; 0 Play_Animation, 0, "Human.Jump", false
;
; time/frame Control_Camera, id ( slot )
; use id -1 for disabling control;
; note this will also disable star control and disbale the hud
; 0 Control_Camera, 0
;
;_________________________________________
;******************* CHEAT SHEET ******************************
;Start frame create_object slot number model x,y,z,facing animation name( model*hierarchy*.anim )
;Start frame Play_Animation slot number anim name ( model*hierarchy*.anim ) looping Sub Object
;Start frame Play_Audio wave filename slot number bone name
; * no slot # / bone name = 2D Audio
;0= NO LOOP ( kills object when finshed ) 1= LOOP
;************************* LEVEL 3: HOVERCRAFT EXPLODE AT BEACH ************************
; ****************************** Character Bone
-1 Create_Real_Object, 1, "Nod_Jet"
-1 Play_Animation, 1, "vf_gdi a10.vf_gdi a10", 1
-600 destroy_object, 1
; ****************************** Path
-1 Create_Object, 2, "X3_a10_strk3", 0, 0, 0, 0
-1 Play_Animation, 2, "X3_a10_strk3.X3_a10_strk3", 1
-600 Destroy_Object, 2
-1 Attach_To_Bone, 1, 2, "BN_a-10_002"
Jet_6.txt
;_________________________________________
;
; Available Cinematic Script Commands
;
; time/frame Create_Object, id (slot), preset_name, x, y, z, facing, animation
; id can be -1 to mean do not store this object, and do not destroy
; 0 Create_Object, 0, .44 Magnum, 0, 0, 0, 180, "Human.jump"
;
; time/frame Destroy_Object, id (slot)
; 0 Destroy_Object, 0
;
; time/frame Play_Animation, id (slot), animation_name, looping, sub_obj_name
; 0 Play_Animation, 0, "Human.Jump", false
;
; time/frame Control_Camera, id ( slot )
; use id -1 for disabling control;
; note this will also disable star control and disbale the hud
; 0 Control_Camera, 0
;
;_________________________________________
;******************* CHEAT SHEET ******************************
;Start frame create_object slot number model x,y,z,facing animation name( model*hierarchy*.anim )
;Start frame Play_Animation slot number anim name ( model*hierarchy*.anim ) looping Sub Object
;Start frame Play_Audio wave filename slot number bone name
; * no slot # / bone name = 2D Audio
;0= NO LOOP ( kills object when finshed ) 1= LOOP
;************************* LEVEL 3: HOVERCRAFT EXPLODE AT BEACH ************************
; ****************************** Character Bone
-1 Create_Real_Object, 1, "Nod_Jet"
-1 Play_Animation, 1, "vf_gdi a10.vf_gdi a10", 1
-600 destroy_object, 1
; ****************************** Path
-1 Create_Object, 2, "X3_a10_strk4", 0, 0, 0, 0
-1 Play_Animation, 2, "X3_a10_strk4.X3_a10_strk4", 1
-600 Destroy_Object, 2
-1 Attach_To_Bone, 1, 2, "BN_a-10_003"
The a-10_1(2,3,4,5,6) are the exact same as this, other then object created should be changed from "Nod_Jet" to "GDI_A10_Flyover".
I hope you like it, and if you want to reply, I suggest no quotng
[Updated on: Fri, 30 January 2009 14:16] by Moderator Report message to a moderator
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Re: AirStrike function [message #301141 is a reply to message #301136] |
Wed, 05 December 2007 05:54 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
|
General (3 Stars) |
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I made it specifically for SSGM, so your server would need to be running that.
You need to download the source code to SSGM that comes with the binaries anyway. You can find this on the www.black-cell.net downloads page here http://black-cell.net/downloads/index.php?act=category&id=6
(you will want the win32 version).
Then you open up the .sln file located in the source code folder with microsoft visual studio. If you do not have visual studio installed and set up, then you can see this post here created by JohnWill for exactly that purpose:
http://www.renegadeforums.com/index.php?t=msg&goto=296486&rid=3415&s rch=express#msg_296486
You add most of the code to the gm_main.cpp file, but there is some that goes in the gm_main.h file and the engine_gm.cpp and the engine_gm.h file.
Obviously you need to compile it aswell.
The cinematics need to be copy/pasted into there own .txt files and named what I have put just above the code tags and placed in your servers data folder.
You could call the function with a chat hook for testing, but ideally you will call the function some other way to add to gameplay.
chat hook example:
class GDIa10ChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
GameObject *obj = Get_GameObj(ID);
Commands->Attach_Script(obj,"reb_GDI_a10_strike","");
}
};
ChatCommandRegistrant<GDIa10ChatCommand> GDIa10ChatCommandReg("!a10g",CHATTYPE_TEAM,0,GAMEMODE_AOW);
class NodjetChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
GameObject *obj = Get_GameObj(ID);
Commands->Attach_Script(obj,"reb_Nod_Jet_strike","");
}
};
ChatCommandRegistrant<NodjetChatCommand> NodjetChatCommandReg("!a10n",CHATTYPE_TEAM,0,GAMEMODE_AOW);
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Re: AirStrike function [message #301143 is a reply to message #301136] |
Wed, 05 December 2007 06:39 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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This code is c++ not LUA, but the LUA plug-in will not harm it in any-way.
If you get visual studio and the code to the right places. compile it and put it on your server then yes, you will be able to use the script.
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Re: AirStrike function [message #301164 is a reply to message #301136] |
Wed, 05 December 2007 08:07 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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I'm not done with renegade. I am hoping to set a trend.
If someone uses this code and the people in there server are happy with it then that's cool.
If someone reads this and thinks of a way to adapt it to suit there needs then that's cool too.
If it encourages others to post stuff then I might learn something, or it might give me inspiration, that's awesome.
There are allot of reasons to release the code, I could go on for a long time talking about the pro's. I can't really see any cons. Sure I might have had a unique feature for my server. But I don't really think it matters how cool your server is, people only seem to join the a0 servers anyway.
Besides, then people would only get to experiance it in one server.
Plus, I am not the greatest programmer there is. Infact I am probably one of the most newbie programmers here. I really won't dispute that, there are allot better coders then me here. Allot better. So if I post this then there might be someone who see's it and makes it better. Whether they do it out of kindness, ego, boredom or whatever it doesn't really bother me. But they might make it more efficient, or have a better idea and make something more awesome.
I have seen this kind of sharing, helping and collaberation on other game forums. Granted, they had more people that actually knew how to code, but it was really impressive to see people helping eachother out. There's few people here that do that. I don't know why. If I can encourage others to do the same then I will be really really pleased with myself.
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Re: AirStrike function [message #301169 is a reply to message #301136] |
Wed, 05 December 2007 08:17 |
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mrãçķz
Messages: 3069 Registered: August 2007
Karma: 0
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General (3 Stars) Permabanned for trying and failing DDoS |
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cuz i dont wanted that all server have it, later all server´s will be the same. Then nobody get´s his 0wn Ideas... oh and its only for lua cuz i still cant add scripts to scripts.dll
[Updated on: Wed, 05 December 2007 08:18] Report message to a moderator
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Re: AirStrike function [message #301182 is a reply to message #301136] |
Wed, 05 December 2007 08:35 |
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jnz
Messages: 3396 Registered: July 2006 Location: 30th century
Karma: 0
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General (3 Stars) |
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What you should do is when you call a function which is supposed to return a pointer to something, check the pointer to make sure it isn't NULL.
GameObject *a101 = Commands->Find_Object(A10ID);
if(!a101)
{
//an error
}
[Updated on: Wed, 05 December 2007 08:36] Report message to a moderator
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Re: AirStrike function [message #301194 is a reply to message #301136] |
Wed, 05 December 2007 09:05 |
bisen11
Messages: 797 Registered: December 2004
Karma: 0
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Colonel |
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Haven't watched the video yet so I don't know if it already does this. But perhaps you can make a way so that it doesn't work when there are enemy sam sites or something. But other than that, great job.
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Re: AirStrike function [message #301196 is a reply to message #301136] |
Wed, 05 December 2007 09:08 |
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crazfulla
Messages: 667 Registered: September 2006 Location: Aotearoa
Karma: 0
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Colonel |
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This would be good incorperated with Hex's Vet scriptys.
IE
Once you get promoted to level 3 or whatever, you gain access to the Airstrike Command which can be used once every 5 mins or so.
The existing !veh and !weap etc are pretty lame tbh.
"GEoDLeto wrote:" | so what you are saying it is gonna take even longer before this thing is finished
So the topic title should be changed to: a sucky little "teaser" from C&C Reborn has been released
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"halo2pac wrote:" | Unless they are girls, I am not going to bone them.
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[Updated on: Wed, 05 December 2007 09:11] Report message to a moderator
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Re: AirStrike function [message #301233 is a reply to message #301196] |
Wed, 05 December 2007 12:40 |
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The Elite Officer
Messages: 602 Registered: September 2007 Location: Chapel Hill, North Caroli...
Karma: 0
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Colonel |
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Can this be used in MP ractiece, and if so (or if not) how would I get it to work on my renegade FDS, and lol would it work in demo or SS? Thanks...
The reason Uranus is tilted 90 degrees is because god got angry and kicked it over.....
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Re: AirStrike function [message #301319 is a reply to message #301136] |
Wed, 05 December 2007 17:29 |
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None of the scripts.dll code is compatible with the demo version of renegade.
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
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Re: AirStrike function [message #301321 is a reply to message #301136] |
Wed, 05 December 2007 17:47 |
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cAmpa
Messages: 597 Registered: March 2006
Karma: 0
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Colonel |
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mhmm, after the attack, all the a10 and jets are looping and looping and looping.
I think u forgot to kill the objects after attack?
Bückstabü!
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Re: AirStrike function [message #301324 is a reply to message #301321] |
Wed, 05 December 2007 17:58 |
raven
Messages: 595 Registered: January 2007 Location: Toronto, Ontario
Karma: 0
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Colonel |
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cAmpa wrote on Wed, 05 December 2007 18:47 | mhmm, after the attack, all the a10 and jets are looping and looping and looping.
I think u forgot to kill the objects after attack?
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I found the same thing..
and as a result of this the team in which the vehicles belong to are at their vehicle limit..lol
-Jelly Administrator
-Exodus Administrator
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