Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Release Forum » [Plug-in] SSGM2.02 Commander BETA  () 1 Vote
Re: [Plug-in] SSGM2.02 Commander BETA [message #385351 is a reply to message #384845] Sun, 10 May 2009 01:21 Go to previous messageGo to next message
ExEric3 is currently offline  ExEric3
Messages: 746
Registered: February 2005
Location: Slovakia
Karma: 0
Colonel
LGdirk wrote on Thu, 07 May 2009 21:42

reborn wrote on Tue, 28 April 2009 13:23

Ah right, thanks.
That's pretty weird then, everyone else had no problems at all with it :-/
Zeiss, if you're around still in 4-5 hours from now catch me on msn fm_reborn@hotmail.com, I will try to resolve the problem.


hmm seems i got the same problem. server restart after using the tc cmd. so i install a new clear server and br 1.52. i add only the commander plug-in so it looks like this:

[Plugins]
01=BRenBot.dll
02=commander.dll

no other things added. what can i say? it crash again.
now the weired part. i test some maps and on non-flying maps, the server crash but on walls flying and city flying the commander plug-in works fine.



What version of server.dat are you using? Its not BlackIntel? Because when I use their version under x64 mode it crashing FDS when Im trying join.
Re: [Plug-in] SSGM2.02 Commander BETA [message #385361 is a reply to message #385314] Sun, 10 May 2009 02:30 Go to previous messageGo to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
Gen_Blacky wrote on Sat, 09 May 2009 22:17


Just noticed i sent u the wrong code lol


So you are fine now, you don't need help? I am confused. :-S



Re: [Plug-in] SSGM2.02 Commander BETA [message #385371 is a reply to message #383047] Sun, 10 May 2009 05:03 Go to previous messageGo to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
Here is a debug version. Please use this and report any crashes with the crashdump. I will then be able to pass on the crash dump and the source code to a friend who might be able to see what the problem is. The source code will follow with a proper release.
This version should also remove the weird messages when a building falls under 50% health.

http://game-maps.net/staff/reborn/debug.zip



Re: [Plug-in] SSGM2.02 Commander BETA [message #385398 is a reply to message #385361] Sun, 10 May 2009 09:55 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
Messages: 3250
Registered: September 2006
Karma: 1
General (3 Stars)
reborn wrote on Sun, 10 May 2009 04:30

Gen_Blacky wrote on Sat, 09 May 2009 22:17


Just noticed i sent u the wrong code lol


So you are fine now, you don't need help? I am confused. :-S



the code u said I should replace gets illegal else without matching if.


http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: [Plug-in] SSGM2.02 Commander BETA [message #385415 is a reply to message #383047] Sun, 10 May 2009 11:23 Go to previous messageGo to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
It's probably just some extra bracket somewhere. I didn't have access to the IDE when I typed it, nor do I now. This might work for you, but I cannot be sure, I'm at work...

class revive_vehiclefactoriesChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
		GameObject *obj = Get_GameObj(ID);
		int Team = Get_Object_Type(obj);
		int BuildingID = Commands->Get_ID(Find_Vehicle_Factory(Team));
		GameObject *thebuilding = Commands->Find_Object(BuildingID);
		if(Is_Building_Dead(Find_Vehicle_Factory(Team))) {
			if(GDICommander[ID] || NodCommander[ID]){
			if(GDICommander[ID]){
				if(GDITeamFund >= CSettings->vehiclefactoriescost){
					GDITeamFund = GDITeamFund - CSettings->vehiclefactoriescost;
					Console_Input(StrFormat("msg The GDI Commander just revived the Weapons Factory").c_str());
					Commands->Attach_Script(thebuilding, "RR_ReviveBuilding", "");
					Commands->Create_2D_WAV_Sound("pplant_powerup.wav");
				}
				else{
				Console_Input(StrFormat("ppage %d There is not enough credits in the team fund you need $%i. Use !tfdonate to add to the fund.",ID,CSettings->vehiclefactoriescost).c_str());
				}
			}
			else if(NodCommander[ID]){
				if(NodTeamFund >= CSettings->vehiclefactoriescost){
					NodTeamFund = NodTeamFund - CSettings->vehiclefactoriescost;
					Console_Input(StrFormat("msg The GDI Commander just revived the Airstrip").c_str());
					Commands->Attach_Script(thebuilding, "RR_ReviveBuilding", "");
					Commands->Create_2D_WAV_Sound("pplant_powerup.wav");
				}
				else{
				Console_Input(StrFormat("ppage %d There is not enough credits in the team fund you need $%i. Use !tfdonate to add to the fund.",ID,CSettings->vehiclefactoriescost).c_str());
				}
			}
					else {
			Console_Input(StrFormat("ppage %d You are not a team commander and cannot use this command.",ID).c_str());
		}
		}
		else{
			if(GDICommander[ID]){
			Console_Input(StrFormat("ppage %d The Weapons Factory is not dead.",ID).c_str());
			}
		}
		else{
			if(NodCommander[ID]){
			Console_Input(StrFormat("ppage %d The Airstrip is not dead.",ID).c_str());
			}
		}
	}
};
ChatCommandRegistrant<revive_vehiclefactoriesChatCommand> revive_vehiclefactoriesChatCommandReg("!revive_wf;!revive_air;!r wf;!r air",CHATTYPE_TEAM,0,GAMEMODE_ALL);


If it doesn't work, then give it a try man, you've got nothing to lose.



Re: [Plug-in] SSGM2.02 Commander BETA [message #386640 is a reply to message #385415] Sun, 17 May 2009 08:50 Go to previous messageGo to next message
LGdirk is currently offline  LGdirk
Messages: 16
Registered: July 2007
Location: Germany
Karma: 0
Recruit
any news?

@reborn: i send you 2 crash dumps by email, hope you saw that
Re: [Plug-in] SSGM2.02 Commander BETA [message #386642 is a reply to message #383047] Sun, 17 May 2009 08:57 Go to previous messageGo to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
I don't check my e-mail, I didn't see them. I thought you just went away, lol.


Re: [Plug-in] SSGM2.02 Commander BETA [message #386729 is a reply to message #383047] Mon, 18 May 2009 00:41 Go to previous messageGo to next message
LGdirk is currently offline  LGdirk
Messages: 16
Registered: July 2007
Location: Germany
Karma: 0
Recruit
lmao... ok i send you a pm and hope you check it Razz

so you know, i dont walk away, still waiting Very Happy
Re: [Plug-in] SSGM2.02 Commander BETA [message #386818 is a reply to message #383047] Mon, 18 May 2009 11:50 Go to previous messageGo to next message
Ma1kel is currently offline  Ma1kel
Messages: 956
Registered: July 2005
Location: Kingdom of the Netherland...
Karma: 0
Colonel
good job reborn

Re: [Plug-in] SSGM2.02 Commander BETA [message #387067 is a reply to message #383047] Tue, 19 May 2009 21:49 Go to previous messageGo to next message
TNaismith
Messages: 86
Registered: May 2006
Location: Canada
Karma: 0
Recruit
reborn,

Does the Ammo Drop feature drop 3 yellow ammo crates that stay infinitely for the rest of the game? (Like on St0rm's Extreme Co-op Server if you've ever been there)

To be more specific, if multiple players run across the yellow ammo box, does it disappear after the first player runs over? Or is it like, permanent?

(I believe the preset name for the yellow ammo box I'm talking about is CnC_POW_Ammo_ClipMax)

Thanks for the work you've done on this already. I was just at Black-Cell's forums earlier today, and saw this exact same topic on the Commander System coding they had there. In fact, here is one of their more recent topics on 'Team Commander':

http://forums.black-cell.net/index.php?topic=5760.0

The way the ammo drop is described there, it seems more of something that can be picked up by only one person or is a destructible, one-time object.

Would you happen to be able to give any clarification on this? Or would I be better off asking the Black-Cell members themselves?

Regards,
TNaismith


http://img33.imageshack.us/img33/7928/t2010021mcsig140.gif

[Updated on: Tue, 19 May 2009 21:50]

Report message to a moderator

Re: [Plug-in] SSGM2.02 Commander BETA [message #387070 is a reply to message #387067] Tue, 19 May 2009 23:41 Go to previous messageGo to next message
havoc9826 is currently offline  havoc9826
Messages: 562
Registered: April 2006
Location: California, USA
Karma: 0
Colonel
TNaismith wrote on Tue, 19 May 2009 21:49

http://forums.black-cell.net/index.php?topic=5760.0

The way the ammo drop is described there, it seems more of something that can be picked up by only one person or is a destructible, one-time object.

That's exactly how it was, except vehicles could pick up this crate as well. Only the enemy team could destroy it if they wanted to, though since they could just steal it, the only reason to destroy it would be if they couldn't reach it first. It was parachuted to the team commander's current position, provided he wasn't within a certain distance of the enemy base. I was able to find two screenshots among hundreds/thousands (I'm not gonna look through my videos) that actually had the crate in it:
http://img29.imageshack.us/img29/3167/supplycrate1.th.jpg http://img29.imageshack.us/img29/9194/supplycrate2.th.jpg

Unfortunately, the BC Wiki was never restored after the most recent website crash, so you'll have to make do with what's in that thread and an archive.org copy of the wiki here.
quick wiki description of supply crate

It's really nice that reborn's trying to recreate some of the features that used to make Black-Cell my favorite server until it lost too much of its playerbase for me to care to hang around anymore. I miss the good times :/


http://img82.imageshack.us/img82/8886/CommandoSig.jpg

[Updated on: Tue, 19 May 2009 23:47]

Report message to a moderator

Re: [Plug-in] SSGM2.02 Commander BETA [message #387090 is a reply to message #387070] Wed, 20 May 2009 02:24 Go to previous messageGo to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
TNaismith wrote on Wed, 20 May 2009 00:49

reborn,

Does the Ammo Drop feature drop 3 yellow ammo crates that stay infinitely for the rest of the game? (Like on St0rm's Extreme Co-op Server if you've ever been there)

To be more specific, if multiple players run across the yellow ammo box, does it disappear after the first player runs over? Or is it like, permanent?

(I believe the preset name for the yellow ammo box I'm talking about is CnC_POW_Ammo_ClipMax)

Thanks for the work you've done on this already. I was just at Black-Cell's forums earlier today, and saw this exact same topic on the Commander System coding they had there. In fact, here is one of their more recent topics on 'Team Commander':

http://forums.black-cell.net/index.php?topic=5760.0

The way the ammo drop is described there, it seems more of something that can be picked up by only one person or is a destructible, one-time object.

Would you happen to be able to give any clarification on this? Or would I be better off asking the Black-Cell members themselves?

Regards,
TNaismith


It's similar to black-cell's version, it's a one-off pick-up. It doesn't respawn constantly. A transport copter drops off a wooden pallet crate, either team can pick up the crate, including vehicles. It is not destructable though, I never thought it was needed really.

Here is a link to a movie I made whilst making the plug-in demonstrating the supply feature.
http://game-maps.net/staff/reborn/commander.wmv

It probably wouldn't be any use asking BC members about this particular plug-in, as it is not supported by them or there own release, rather it is my own attempt as a commander system, based on there version from memory and documention found on there site. As far as I know they never released there version, although I know that allot of there server-side mod ended up being too tied into the regulator to separate the the code and make it functional as a release.




havoc9826 wrote on Wed, 20 May 2009 02:41


That's exactly how it was, except vehicles could pick up this crate as well. Only the enemy team could destroy it if they wanted to, though since they could just steal it, the only reason to destroy it would be if they couldn't reach it first. It was parachuted to the team commander's current position, provided he wasn't within a certain distance of the enemy base. I was able to find two screenshots among hundreds/thousands (I'm not gonna look through my videos) that actually had the crate in it:
http://img29.imageshack.us/img29/3167/supplycrate1.th.jpg http://img29.imageshack.us/img29/9194/supplycrate2.th.jpg

Unfortunately, the BC Wiki was never restored after the most recent website crash, so you'll have to make do with what's in that thread and an archive.org copy of the wiki here.
quick wiki description of supply crate




This plug-in recreates most of that, apart from the commander can pick it up himself, and the wooden pallet crate is not destructable, and it can be called in anywhere...
The default settings are also 500 creds and a 3 min gap between the time you can call it in, but it's configurable to any cost and any time difference.

havoc9826 wrote on Wed, 20 May 2009 02:41


It's really nice that reborn's trying to recreate some of the features that used to make Black-Cell my favorite server until it lost too much of its playerbase for me to care to hang around anymore. I miss the good times :/


There's a bunch released now, I was hoping it might encourage others to do the same. I also miss playing in black-cell and the good times there. Sad



[Updated on: Wed, 20 May 2009 02:29]

Report message to a moderator

Re: [Plug-in] SSGM2.02 Commander BETA [message #387127 is a reply to message #383047] Wed, 20 May 2009 07:01 Go to previous messageGo to next message
TNaismith
Messages: 86
Registered: May 2006
Location: Canada
Karma: 0
Recruit
Ah, I see. Sounds like it can be a good addition to a server in any case. I appreciate the replies. I hope as well that other community leaders whom have extremely in-depth modded servers will also consider stepping forward to release their code, however the debate of whether that will make Renegade servers all look the same rather than unique and diverse will be brought up, and I can imagine that many people are against the idea of releasing code as it would 'hurt' the integrity of their own server/playing population.

I've seen this from some isolated servers I've been to, and I am pretty sure this mindset runs throughout a number of other Renegade-related communities.

Tiberium Technologies however is a great step in bringing together the skill and abilities of a lot of people, so that could be considered as compensating for the lack of will to release code for fun modifications to Renegade servers.

Anyhow, thanks again. Appreciate the work and motivation you put in to further develop this code for Team Commander.

Regards,
TNaismith


http://img33.imageshack.us/img33/7928/t2010021mcsig140.gif
Re: [Plug-in] SSGM2.02 Commander BETA [message #391805 is a reply to message #383047] Mon, 22 June 2009 09:56 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
Messages: 3069
Registered: August 2007
Karma: 0
General (3 Stars)
Permabanned for trying and failing DDoS
Small Suggy Razz

Give teh GDI Commander the "Locke" Skin for his Character Very Happy

and for the Nod Commander "Kane" Very Happy
Re: [Plug-in] SSGM2.02 Commander BETA [message #391889 is a reply to message #391805] Tue, 23 June 2009 01:23 Go to previous messageGo to next message
Omar007 is currently offline  Omar007
Messages: 1711
Registered: December 2007
Location: Amsterdam
Karma: 0
General (1 Star)
mrãçķz wrote on Mon, 22 June 2009 18:56

Small Suggy Razz

Give teh GDI Commander the "Locke" Skin for his Character Very Happy

and for the Nod Commander "Kane" Very Happy

Big Ups Thumbs Up


http://tiberiumredux.omarpakker.nl/Old Unused Parts/Plaatjes/PromoteBanner_Hades_small.jpg
Re: [Plug-in] SSGM2.02 Commander BETA [message #396479 is a reply to message #383047] Tue, 28 July 2009 23:29 Go to previous messageGo to next message
rhuarc is currently offline  rhuarc
Messages: 57
Registered: February 2007
Karma: 0
Recruit
heres my crash dump
Re: [Plug-in] SSGM2.02 Commander BETA [message #396496 is a reply to message #383047] Wed, 29 July 2009 04:28 Go to previous messageGo to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
I cannot read crash dumps, but it is probably due to the way the chat hook works for getting the play name, based on part of there name.
When and if I ever get the time to re-visit any plug-in that uses that functionality that I released, I will go bacl and fix them all, and re-release them as 1.1 or whatever...
However, I am extremely busy for a while. Sad



Re: [Plug-in] SSGM2.02 Commander BETA [message #396831 is a reply to message #383047] Sun, 02 August 2009 10:48 Go to previous messageGo to next message
Sniperhid is currently offline  Sniperhid
Messages: 6
Registered: February 2007
Karma: 0
Recruit
Found a bug

When you !Pollcommander an enemy player it would say "<lastsuccessfullypolledcommandername> isn't on your team", as potentialnodcommandername/potentialgdicommandername is kept as the last player.

Other than that good job.
Re: [Plug-in] SSGM2.02 Commander BETA [message #396881 is a reply to message #383047] Sun, 02 August 2009 21:14 Go to previous messageGo to next message
Knight is currently offline  Knight
Messages: 88
Registered: April 2007
Location: USA, SD
Karma: 0
Recruit
So where/when is then offical plugin going to be released/at? Link me! Or the latest beta version. Link me!

MyGlock aka Knight aka [CMPS.]Knight
MSN: toxicdro90@hotmail.com
Re: [Plug-in] SSGM2.02 Commander BETA [message #397084 is a reply to message #396881] Wed, 05 August 2009 06:44 Go to previous messageGo to next message
C C_guy
Messages: 133
Registered: January 2007
Location: Canada
Karma: 0
Recruit
Knight wrote on Sun, 02 August 2009 23:14

So where/when is then offical plugin going to be released/at? Link me! Or the latest beta version. Link me!



Open your eyes and perhaps read? Um like its right in front of you now....can you see it? hello?????. lol



http://www.renegadeforums.com/index.php?t=msg&th=33035&prevloaded=1& rid=22195&start=0

Re: [Plug-in] SSGM2.02 Commander BETA [message #397085 is a reply to message #385351] Wed, 05 August 2009 08:05 Go to previous messageGo to next message
Hex is currently offline  Hex
Messages: 858
Registered: March 2004
Karma: 0
Colonel
ExEric3 wrote on Sun, 10 May 2009 09:21


What version of server.dat are you using? Its not BlackIntel? Because when I use their version under x64 mode it crashing FDS when Im trying join.



Try disabling DEP


goztow wrote on Tue, 11 May 2010 08:00

If we had to ban all who ever cheated or ever created a cheat (obj3cts and such) then I don't think there would be many members left here (sad fact).


reborn wrote on Fri, 29 January 2010 23:37

std is for pro's. Razz

[Updated on: Wed, 05 August 2009 08:06]

Report message to a moderator

Re: [Plug-in] SSGM2.02 Commander BETA [message #397588 is a reply to message #383047] Tue, 11 August 2009 09:25 Go to previous messageGo to next message
Vaati19 is currently offline  Vaati19
Messages: 50
Registered: April 2009
Location: Sweden
Karma: 0
Recruit
is it possible to add only commander backup?
Re: [Plug-in] SSGM2.02 Commander BETA [message #397595 is a reply to message #383047] Tue, 11 August 2009 10:23 Go to previous messageGo to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
I do not understand what you mean, could you maybe try to explain what you mean a little more clearly? Smile


Re: [Plug-in] SSGM2.02 Commander BETA [message #397598 is a reply to message #383047] Tue, 11 August 2009 10:54 Go to previous messageGo to next message
Vaati19 is currently offline  Vaati19
Messages: 50
Registered: April 2009
Location: Sweden
Karma: 0
Recruit
The commander can call for special backup but not the others
Re: [Plug-in] SSGM2.02 Commander BETA [message #397613 is a reply to message #383047] Tue, 11 August 2009 13:49 Go to previous messageGo to previous message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
Yes, only the commander can call for the refill crate drop.


Previous Topic: Hot Snow [3rd Havoc Mode]
Next Topic: [SKIN] C&C 3 Medium Tank
Goto Forum:
  


Current Time: Tue Nov 19 01:45:06 MST 2024

Total time taken to generate the page: 0.01319 seconds