Dragonade 1.1 [message #479779] |
Mon, 11 March 2013 15:54 |
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Whitedragon
Messages: 832 Registered: February 2003 Location: California
Karma: 1
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Colonel |
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Dragonade
Major feature version.
Version 1.1 | Additions:
- The Drop Weapons Game Feature is now the Loot Game Feature and includes support for dropping backpacks, DNA powerups, and generic powerups(health/armor/weapons).
The odds for what type of powerup will drop, and many other things, can be configured in the settings file.
- Backpacks, and the newly added DNA poweups, will now have an icon above them that shows what weapons or character they contain.
- The Parachutes Game Feature has been added. If enabled parachutes will automatically deploy when a player exits a flying vehicle above a certain height.
- Messages have been added for when players steal an enemy vehicle.
- Setting BlockFakeBeacons has been added and will prevent players from deploying beacons that would not damage an enemy building.
- Settings EnablePlayerKillMessages, EnableVehicleKillMessages, EnableBuildingKillMessages, and EnableBotKillMessages have been added to the Advanced Kill Messages Game Feature.
- Support for the vote keyboard shortcuts has been added.
- Keyboard shortcut "VehKick" has been added to trigger "!vkick all". Clients will need to add and bind this key in the extended options menu to use it.
- New console function "teammessage"/"thmsg" to send a host message to a specific team.
- Some new documentation and examples have been added to the example plugin.
- Added macros for simpler registering of global chat commands and key hooks.
- Added macro to register console functions.
- Events PowerUp_Grant, PowerUp_Grant_Request, Add_Weapon_Request, Add_Weapon, Remove_Weapon, and Clear_Weapons have been added to DAGameObjObserverClass.
- Chat commands that are triggered by key hooks will now be passed TEXT_MESSAGE_KEYHOOK as the chat type.
Changes:
- All player based events will now be passed the player's cPlayer instead of their SoldierGameObj.
- Vehicle shells will no longer spawn from AI controlled vehicles.
- The _VEHKILL log messages have been split into _VEHKILL(player controllable vehicles), _HARVKILL(harvesters), _BUILDINGKILL(turrets/guard towers), and _BOTKILL(any other AI controlled vehicle).
- The team messages generated by the Extra Radio Commands Game Feature and beacon deployments will no longer show up on IRC.
Bug Fixes:
- Fixed some memory leaks.
- CanRepairBuildings, IsFriendlyFirePermitted, and BeaconPlacementEndsGame now work correctly when used in da.ini or gamemode.ini.
- Fixed some color messages not working for players with scripts 2.6-3.4.
- Fixed DA not being able to compile in debug mode.
- Black Hand Rocket Soldiers in Domination mode will now work correctly with the Loot Game Feature.
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Any plugins created with 1.0 will need to be updated and recompiled.
http://black-cell.net/DA1.5.zip
Up next: Crates, and oh what crates they will be.
Black-Cell.net
Network Administrator (2003 - )
DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )
Dragonade, Renegade's first server side modification
Lead coder (2005 - )
[Updated on: Thu, 13 March 2014 22:16] Report message to a moderator
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Re: Dragonade 1.1 [message #479788 is a reply to message #479779] |
Tue, 12 March 2013 03:58 |
iRANian
Messages: 4308 Registered: April 2011
Karma: 0
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General (4 Stars) |
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How are you checking a beacon is fake or not? Are you checking building vertexes/meshes with the location a beacon is planted at? If you're checking the distance of the beacon location with the location of the building controller you'll get issues with people deploying beacons on the strip part of the Airstrip, they'll be regarded as fake beacons.
Long time and well respected Renegade community member, programmer, modder and tester.
Scripts 4.0 private beta tester since May 2011.
My Renegade server plugins releases
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Re: Dragonade 1.1 [message #479806 is a reply to message #479779] |
Tue, 12 March 2013 12:25 |
iRANian
Messages: 4308 Registered: April 2011
Karma: 0
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General (4 Stars) |
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Just checked it and it checks the damage radius to distance between closest poly and the beacon object, so it's good yeah.
void DAC4BeaconManager::Object_Created_Event(GameObject *obj) {
BeaconGameObj *Beacon = (BeaconGameObj*)obj;
if (Beacon->Get_Owner()) {
BuildingGameObj *Building = Get_Closest_Building(Beacon->Get_Position(),Beacon->Get_Player_Type()?0:1);
if (Building) {
ExplosionDefinitionClass *Explosion = (ExplosionDefinitionClass*)Find_Definition(Beacon->Get_Definition().ExplosionObjDef);
float DamageRadius = Explosion->DamageRadius*Explosion->DamageRadius;
float Distance = 0.0f;
Building->Find_Closest_Poly(Beacon->Get_Position(),&Distance);
if (Distance > DamageRadius) {
Set_Bullets(Beacon->Get_Owner(),Beacon->Get_WeaponDef()->Get_Name(),2);
Beacon->Set_Delete_Pending();
DA::Page_Player(Beacon->Get_Owner(),"Beacons may only be deployed where they would damage an enemy building.");
}
}
}
}
Long time and well respected Renegade community member, programmer, modder and tester.
Scripts 4.0 private beta tester since May 2011.
My Renegade server plugins releases
[Updated on: Tue, 12 March 2013 12:25] Report message to a moderator
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Re: Dragonade 1.1 [message #479812 is a reply to message #479788] |
Tue, 12 March 2013 15:21 |
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Whitedragon
Messages: 832 Registered: February 2003 Location: California
Karma: 1
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Colonel |
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iRANian wrote on Tue, 12 March 2013 03:58 | location of the building controller
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What do you think this is, 2006?
Black-Cell.net
Network Administrator (2003 - )
DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )
Dragonade, Renegade's first server side modification
Lead coder (2005 - )
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Re: Dragonade 1.1 [message #480234 is a reply to message #479779] |
Sun, 31 March 2013 18:52 |
BAGUETTE
Messages: 620 Registered: June 2010
Karma: 0
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Colonel |
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Ethernal install Dragonade on the jelly fw server, the bot is retarded that is on it at the moment!
Does this version of Dragonade include all the fun commands you could used when BC did community matches?
Quote: | Ramb8(to RamBonerUpAss) fuk u big ashole u a big jakass i stick my ramboner up u as
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Crush gives away med tanks like he gives away handjobs, everyday and as much as possible
[Updated on: Sun, 31 March 2013 18:53] Report message to a moderator
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Re: Dragonade 1.1 [message #480248 is a reply to message #479779] |
Mon, 01 April 2013 15:07 |
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Whitedragon
Messages: 832 Registered: February 2003 Location: California
Karma: 1
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Colonel |
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I haven't had a chance to port them from the old DA since they aren't very important. At some point I will add them, along with the build mode I have.
Black-Cell.net
Network Administrator (2003 - )
DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )
Dragonade, Renegade's first server side modification
Lead coder (2005 - )
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Re: Dragonade 1.1 [message #480264 is a reply to message #480260] |
Tue, 02 April 2013 08:41 |
ehhh
Messages: 2098 Registered: December 2010 Location: UK
Karma: 0
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General (2 Stars) |
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the bots fine, i like the fact it takes crush 345 times to change the next map, its quite amusing
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Re: Dragonade 1.1 [message #480270 is a reply to message #480269] |
Tue, 02 April 2013 12:35 |
ehhh
Messages: 2098 Registered: December 2010 Location: UK
Karma: 0
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General (2 Stars) |
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works after a while, so its usually fine
more bothered by it not been passworded some of the time, so when wol goes down, everyone joins and crush has to kick them all
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