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Lua V5 (0.5.0) Released [message #398118] Sun, 16 August 2009 15:25 Go to previous message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
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General (3 Stars)
At long last, after countless hours. It is finally here.

First of all, for anyone who have not followed the LuaPlugin. This is a plugin for SSGM, built on scripts 3.4.4 to integrate a Lua interpreter. There are over 300 of the API functions bound to Lua and many many hooks.

If you are interested in learning Lua, I can provde some very good links.
http://www.lua.org/pil/ - a good tutorial detailing almost everything you need to know
http://lua-users.org/wiki/TutorialDirectory - a good reference

Now, on to what's new.
I have upgraded the functions calls. The LuaPlugin will no longer ignore function calls with incorrect parameters. It instead throws an error.
I have upgraded the code that handles sockets.

I have also changed the way Vector3 works. It is now a table instead. The details are in the changelog.

Full changelog: (Please read this for vital changes which will affect your old Lua code.)

11 July 2009
	Started changes log
	
	Added support for new hooks
		function Serial_Hook(PlayerId, Serial)
			Called when the player's client sends his serial hash (must be requested)
			
		function Loading_Hook(PlayerId, Loading)
			Called when a player is loading a map, and then when the player is ready.
			Not called whent the player first joins the game
			
		function Damage_Hook(PlayerId, Damager, Target, Damage, Warhead)
			Called when a player does damage, 
			works on everything except buildings
			
		function Ping_Hook(PlayerId, Ping)
			This is called whenever the client sends a "ping" to the server
			Ping is the unique number they have sent.
			
		function Suicide_Hook(PlayerId)
			This is called when a player pressed the "suicide" button.
			
		function Radio_Hook(Team, PlayerId, a, RadioId, b)
			This is called for radio commands players can send to their team.
	
	The OnChat function has been changed
		function OnChat(int PlayerId, int Type, Message, Target)
			The new parameter target is for private messaging.
			
	
	Some new hooks can also be blocked
		You simply add "return 0" to stop execution and block
		For example
			function OnChat(PlayerId, Type, Message, Target)
				if Muted[PlayerId] == 1 then --this player is not permitted to use chat
					return 0
				end
			end
			
		The full list of function avaliable to block are:
			Damage_Hook
			OnChat
			Suicide_Hook
			Radio_Hook
			
			
	Added a new function RequestSerial(PlayerId)
		This requests the player's client to send his serial
		When the serial is sent the Serial_Hook is called
		
	Updated ExamplePlugin.Lua to reflect changes to Hooks
	
12 July 2009
	Fixed small bug where the blockable hooks would always block.
	
	Added support for sqlite3
		Using it couldn't be any more simple
		Define a callback function:
			function sqlite_cb(userdata, argc, data, name)
				argc is the total amount of columns
				data contains the cell data for each column
				name contains the call name for each column
				data and name are both arrays so you can iterate through them with
				for k,v in pairs(data) do 
					io.write(v .. " - " .. name[k]) 
				end
				
				The callback function is called for each row of the result
		
		To open a database file, just load the class 'sqlite'
			local db = sqlite("mydb.db")
		To query the database, use db:Query("data", "callback", query)
			db:Query("userdata", "sqlite_cb", "SELECT * FROM mytable;")
			
	
	Fixed bug preventing OnCharacterPurchase, OnVehiclePurchase and OnPowerupPurchase being called
	Fixed a crash bug when Get_Translated_String was called with a valid preset. 
	Changed Get_Translated_String, it now needs 2 arguments.
		Get_Translated_String(Team, PresetId)
		
	Added Get_Health
	Added Get_Max_Health
	Added Get_Shield_Strength
	Added Get_Max_Shield_Strength
	
25 July 2009
	
	Fixed a bug where the server would crash when something other than a string was passed to a function expecting a string.
	Added LongToIP, this function takes a number and returns an IP address. For example: a1,a2,a3,a4 = LongToIP(1234567)
	Added IPToLong, this function takes 4 parameters and retrurns a string.
	Added Is_A_Star, this takes a gameobject and returns true or false.
	
27 July 2009
	
	Made a slight change to all the Lua function bindings, they no now longer ignore calls that are not made with the correct amount of arguments.
		Instead, they now throw an error.
		
29 July 2009
	
	Added Enable_Stealth(Object, Stealth)
		Object is the object to effect
		Stealth is either 1 or 0, 1 enables and 0 disables.
		
05 August 2009
	
	Added new hook OnError(Error)
		This hook is called whenever there is an unhandled error in Lua
		It is not called across all LuaPlugins loaded, only for the LuaPlugin with the error.
		This hook is also avaliable in LuaScripts.
		
	Updated example script and plugins with the new OnError call.
		
07 August 2009
	
	Added Get_Rotation()
		This gets all the maps in rotation
		Returns a table
	
	Removed SLNode and all associated classes.
	
	Added Get_All_Objects
		Returns a table with all objects in-game.
	
	Added Get_All_Players
		Returns a table with all players in-game.
		
	Added Get_All_Vehicles
		Returns a table with all vehicles in-game.
	
	Added Get_Buildings
		Returns a table with all buildings in-game.
	
08 August 2009
	
	Display_Nod_Player_Terminal_Player(GameObject)
		Displays a Nod purchase terminal for GameObject, must be a player
	
	Display_GDI_Player_Terminal_Player(GameObject)
		Displays a GDI purchase terminal for GameObject, must be a player
		
	Added Reload_All_Plugins()
		Reloads all plugins.
	
09 August 2009
	
	Added Set_Health(GameObject, Amount)
		Sets the object's health
		
	Added Set_Shield_Strength(GameObject, Amount)
		Sets the object's shield strength
		
	Changed the way a Vector3 works. It is now a simple Lua table.
		local pos = {X = 10, Y = 40, Z = 20}
		
		--OR
		
		local pos = {}
		pos.X = 10
		pos.Y = 40
		pos.Z = 20
		
	Added events Load and Unload
		Updated example plugin to reflect this.
		
	Major change to LuaScripts.
		I have now completely dropped the folder "LuaScripts".
		To create a lua script you now first create a table like so:
			myscript = {}
		Then add your callbacks like so:
			
			function myscript:Created(ID, o)
				print("CREATED")
				Start_Timer(ID, o, 10, 0)
			end
			
			function myscript:Timer_Expired(ID, o, num)
				print("TIMER_EXPIRED")
			end
		
		Simply register by using Register_Script
			Register_Script("myscript", "", myscript)
			
		Now you're ok to attach it:
			local o = Create_Object("Invisible_Object", {X = 0, Y = 0, Z = 0})
			Attach_Script_Once(o, "myscript", "")
			
	Updated Example plugin to reflect new changes.
			
13 August 2009
	
	Added basic remote server uploading capabilities.
		With 3 functions:
			Upload
				Starts an upload
				Consult the example code to see what parameters it needs.
			Check_Upload
				Returns 0 - 5
				Consult the example code to see what the numbers mean.
			Check_Upload_Error
				Gets the system error (if any) from the last upload attempt.
				
		Sample code:
		
			local t = {}
			t.Host			= "ftp.myhost.co.uk"
			t.Port			= 21
			t.Username		= "joebloggs"
			t.Password		= "amazingpassword"
			t.RemoteFile	= "/foo/bar/test.txt"
			t.LocalFile		= "C:\\test.txt"
			
			Upload(t)
			
			local check = Check_Upload()
			if check == 1 then
				--upload still in progress
			elseif check == 2 then
				--Failed, most likly the computer doesn't support uploading
				local error = Check_Upload_Error() -- for the system error code 
			elseif check == 3 then
				--Failed, most likely unable to connect
				local error = Check_Upload_Error() --for the system error code
			elseif check == 4 then
				--Failed, most likely the local file was not found, or the remote file could not be accessed
				local error = Check_Upload_Error() --for the system error code
			elseif check == 5 then
				--Upload complete
			end
			
14 August 2009
	
	Fixed Create_Script_Zone
		It now needs 3 arguments
		It no longer uses the BoxClass
		
		--This creates a script zone with preset "Script_Zone_All"
		--At (1 , 2, 5)
		--It is a 5x5x5 box 
		local Center = {X = 1, Y = 2, Z = 5}
		local Extent = {X = 5, Y = 5, Z = 5}
		Zone = Create_Script_Zone("Script_Zone_All", Center, Extent)
		
15 August 2009
	
	Added cPlayer(PlayerID)
		This builds a new table and returns it.
		The table holds:
			AlliesKilled
			ArmHit
			ArmShots
			BuildingDestroyed
			ClientUpdateFrequency
			CreationTime
			CreditGrant
			CrotchHit
			CrotchShots
			DamageScaleFactor
			Deaths
			EnemiesKilled
			FinalHealth
			Fps
			GameTime
			HeadHit
			HeadShots
			IpAddress
			IsActive
			IsHuman
			IsInGame
			IsWaitingForIntermission
			JoinTime
			Kills
			KillsFromVehicle
			LastDamaged
			LastDamager
			LegHit
			LegShots
			Money
			Ping
			PlayerId
			PlayerName
			PlayerType
			PowerupsCollected
			Rung
			Score
			SessionTime
			ShotsFired
			Squishes
			TorsoHit
			TorsoShots
			TotalTime
			VehiclesDestroyed
			VehicleTime
			
	Added The_Game
		This builds a new table and returns it.
		The table holds:
			IntermissionTimeLeft
			IsAutoRestart
			Port
			IsPassworded
			MapNumber
			TimeLimit_Minutes
			MinQualifyingTime_Minutes
			IsTeamChangingAllowed:
			Owner
			FrameCount
			Password
			TimeRemaining_Seconds
			WinnerID
			GameStartTime
			GameDuration_Seconds
			WinType
			UseLagReduction
			StringVersionsMatch
			SpawnWeapons
			INI
			IsQuickMatch
			RemixTeams
			RadarMode
			MVPName
			MaxWorldDistance
			MVPCount
			IsLaddered
			IntermissionTime_Seconds
			IsFriendlyFirePermitted
			IsDedicated
			GameplayPermitted
			DoMapsLoop
			MapCycleOver
			Motd
			ModName
			GameTitle
			CFGModTime
			DriverIsAlwaysGunner
			MaxPlayers
			CanRepairBuildings
			MapName
			CurrentPlayers
			IsClanGame
			GrantWeapons
			SettingsDescription
			IP
			
	Added Set_cPlayer(PlayerId, table)
		Using any combination of the returned keys from cPlayer,
		You can set a player's cPlayer infomation.
	
	Added Set_The_Game(table)
		Using any combination of the returned keys from The_Game,
		You can set the game infomation.
		
16 August 2009

	Added MemoryWrite(Address, Table)
		Do not using this function unless you know exactly what you are doing.
		This function writes code directly into Renegade's memory space
		The table is the op-codes to be written at Address
		Warning: This function can cause the server to crash
		
	Added MemoryRead(Address, Amount)
		Do not using this function unless you know exactly what you are doing.
		This function reads code directly from Renegade's memory space
		It returns a table with the op-codes read from Address
		Warning: This function can cause the server to crash
		
	Added Set_Shield_Type(Object, Type)
		Sets the shield type of Object.


EDIT: Please see the official release topic for any critical updates.
http://www.dcomproductions.com/forums/viewtopic.php?f=14&t=1594&p=12635

[Updated on: Mon, 17 August 2009 04:16]

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