Re: Script Request [message #330772 is a reply to message #330103] |
Fri, 16 May 2008 12:06 |
_SSnipe_
Messages: 4121 Registered: May 2007 Location: Riverside Southern Califo...
Karma: 0
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General (4 Stars) |
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can u tell me why this wont work?
class greenChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
Commands->Set_Screen_Fade_Color(0.0f,255.0f,0.0f,3.5f);
}
};
ChatCommandRegistrant<greenChatCommand> greenChatCommandReg("!green",CHATTYPE_ALL,0,GAMEMODE_ALL);
heres how i try to learn from
typedef void (*_Set_Screen_Fade_Color_Player) (GameObject *obj,float red,float green,float blue,float transition);
im guessing it may make shit green like iv seen servers turn the sky green and red and blue
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Re: Script Request [message #330778 is a reply to message #330103] |
Fri, 16 May 2008 13:57 |
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danpaul88
Messages: 5795 Registered: June 2004 Location: England
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General (5 Stars) |
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Well GameObject* obj should be a valid game object, and your just giving it a float with the value 0.0, which will either be translated as NULL by the function and fail safely, or will cause Renegade to crash due to trying to access an invalid pointer.
Assuming Int ID refers to the player ID you should be able to use something like GetPlayerByID ( ID ) to get the GameObject* to pass to the function. The function name might be slightly different to that, this is just off the top of my head.
EDIT: Wait, nvm, you not even using that first parameter for some reason, so I don't think you have the right function definition there...
[Updated on: Fri, 16 May 2008 14:00] Report message to a moderator
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Re: Script Request [message #330780 is a reply to message #330778] |
Fri, 16 May 2008 14:07 |
_SSnipe_
Messages: 4121 Registered: May 2007 Location: Riverside Southern Califo...
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General (4 Stars) |
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danpaul88 wrote on Fri, 16 May 2008 13:57 |
EDIT: Wait, nvm, you not even using that first parameter for some reason, so I don't think you have the right function definition there...
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then how i fix it?
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Re: Script Request [message #330952 is a reply to message #330103] |
Sun, 18 May 2008 00:46 |
_SSnipe_
Messages: 4121 Registered: May 2007 Location: Riverside Southern Califo...
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General (4 Stars) |
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i have a new question i need an answer to please...
when i do a chat hook i can have an agt gun attached to my characters bone but i want to be able to make an object lets say a tank via chat hook and hook a object to it...the problem is a model or tnak does not have a bone to attach it to so how can i attach a gun or objects to somethign i created via chathook
[Updated on: Sun, 18 May 2008 01:14] Report message to a moderator
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Re: Script Request [message #330961 is a reply to message #330960] |
Sun, 18 May 2008 02:57 |
_SSnipe_
Messages: 4121 Registered: May 2007 Location: Riverside Southern Califo...
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General (4 Stars) |
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reborn wrote on Sun, 18 May 2008 02:48 | Tanks do have bones.
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where can i find the names of the bones in which tanks?
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Re: Script Request [message #330964 is a reply to message #330961] |
Sun, 18 May 2008 03:00 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
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General (3 Stars) |
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SSnipe wrote on Sun, 18 May 2008 05:57 |
reborn wrote on Sun, 18 May 2008 02:48 | Tanks do have bones.
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where can i find the names of the bones in which tanks?
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Open the .w3d file up in w3d viewer.
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Re: Script Request [message #330965 is a reply to message #330964] |
Sun, 18 May 2008 03:06 |
_SSnipe_
Messages: 4121 Registered: May 2007 Location: Riverside Southern Califo...
Karma: 0
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General (4 Stars) |
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reborn wrote on Sun, 18 May 2008 03:00 |
SSnipe wrote on Sun, 18 May 2008 05:57 |
reborn wrote on Sun, 18 May 2008 02:48 | Tanks do have bones.
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where can i find the names of the bones in which tanks?
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Open the .w3d file up in w3d viewer.
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does it also apply for models? like the agt model found inside buildings.ini?
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