Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Tiberian Technologies / Blackhand Studios » Tiberian Technologies Forum » Back working on scripts now
Back working on scripts now [message #491111] Sun, 13 September 2015 02:01 Go to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

After various things getting in the way (including a nasty cold that put me out of action for the best part of a week) I am now going to do some more scripts work. Can people here please advise me of (or link me to trello cards for if they have access to trello) the things I should be working on?


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
Re: Back working on scripts now [message #491112 is a reply to message #491111] Sun, 13 September 2015 14:12 Go to previous messageGo to next message
roszek is currently offline  roszek
Messages: 296
Registered: June 2010
Karma: 0
Recruit
LOD budget Smile
Re: Back working on scripts now [message #491127 is a reply to message #491112] Thu, 17 September 2015 12:13 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3809
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
roszek wrote on Sun, 13 September 2015 15:12

LOD budget Smile

I'm pretty sure I successfully knocked that up in the last release of 4.2, did you not see a change? Maybe it didn't make the last release, in which case its in the upcoming patch...


Re: Back working on scripts now [message #491128 is a reply to message #491111] Thu, 17 September 2015 15:43 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

Yep, the changes will be in the next update which will hopefully be available soon.



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

[Updated on: Thu, 17 September 2015 15:44]

Report message to a moderator

Re: Back working on scripts now [message #491174 is a reply to message #491111] Wed, 23 September 2015 02:51 Go to previous messageGo to next message
[-HOH-]szymek777 is currently offline  [-HOH-]szymek777
Messages: 45
Registered: June 2013
Location: Poland
Karma: 0
Recruit
Maybe you could bring back flames on vehicle when it's damaged.
Something like this: Look at 1:40 youtube.com/watch?v=-ymuc23kReU
Re: Back working on scripts now [message #491177 is a reply to message #491111] Wed, 23 September 2015 09:38 Go to previous messageGo to next message
YesNoMayb is currently offline  YesNoMayb
Messages: 176
Registered: February 2012
Karma: 0
Recruit
Could you implement an ignore function for non-XWIS users?
Re: Back working on scripts now [message #491210 is a reply to message #491111] Sat, 26 September 2015 11:53 Go to previous messageGo to next message
roszek is currently offline  roszek
Messages: 296
Registered: June 2010
Karma: 0
Recruit
Never mind.

[Updated on: Tue, 29 September 2015 13:59]

Report message to a moderator

Re: Back working on scripts now [message #491232 is a reply to message #491111] Mon, 28 September 2015 08:10 Go to previous messageGo to next message
Neijwiert is currently offline  Neijwiert
Messages: 124
Registered: October 2009
Karma: 0
Recruit
Could we get these things working properly on the fds:
Monitor_Sound
Stop_Sound

Cause currently theres no way to stop a looped sound other than rejoining game and also no way to know if a sound ended other than having a timer and manually entering sound length.

Also not sure if updating the object to clients works as a hacky way to stop the looping sound? (After you use Stop_Sound)
Re: Back working on scripts now [message #491233 is a reply to message #491111] Mon, 28 September 2015 11:11 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
Messages: 358
Registered: March 2014
Location: United States
Karma: 0
Commander
It doesn't currently work at the moment.
Re: Back working on scripts now [message #491235 is a reply to message #491111] Mon, 28 September 2015 14:03 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

There is no way to make Stop_Sound work over the network due to how the sound engine works.
Sounds in the sound engine dont have any kind of "ID" you could send to the clients so they know which sound object to look for.


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
Re: Back working on scripts now [message #491240 is a reply to message #491232] Wed, 30 September 2015 06:23 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3809
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
Neijwiert wrote on Mon, 28 September 2015 09:10

Could we get these things working properly on the fds:
Monitor_Sound
Stop_Sound

Cause currently theres no way to stop a looped sound other than rejoining game and also no way to know if a sound ended other than having a timer and manually entering sound length.

Also not sure if updating the object to clients works as a hacky way to stop the looping sound? (After you use Stop_Sound)

I usually make a w3d that creates sound and then just destroy it.


Re: Back working on scripts now [message #491241 is a reply to message #491240] Wed, 30 September 2015 08:44 Go to previous messageGo to next message
Neijwiert is currently offline  Neijwiert
Messages: 124
Registered: October 2009
Karma: 0
Recruit
Jerad Gray wrote on Wed, 30 September 2015 06:23

Neijwiert wrote on Mon, 28 September 2015 09:10

Could we get these things working properly on the fds:
Monitor_Sound
Stop_Sound

Cause currently theres no way to stop a looped sound other than rejoining game and also no way to know if a sound ended other than having a timer and manually entering sound length.

Also not sure if updating the object to clients works as a hacky way to stop the looping sound? (After you use Stop_Sound)

I usually make a w3d that creates sound and then just destroy it.

That still makes a looped sound continue unless you rejoin the game.

Jonwil couldnt this be a nice next project to do in the ren engine Smile? Implement ids with sounds?
Re: Back working on scripts now [message #491242 is a reply to message #491241] Wed, 30 September 2015 10:23 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3809
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
Neijwiert wrote on Wed, 30 September 2015 09:44

Jerad Gray wrote on Wed, 30 September 2015 06:23

Neijwiert wrote on Mon, 28 September 2015 09:10

Could we get these things working properly on the fds:
Monitor_Sound
Stop_Sound

Cause currently theres no way to stop a looped sound other than rejoining game and also no way to know if a sound ended other than having a timer and manually entering sound length.

Also not sure if updating the object to clients works as a hacky way to stop the looping sound? (After you use Stop_Sound)

I usually make a w3d that creates sound and then just destroy it.

That still makes a looped sound continue unless you rejoin the game.

Jonwil couldnt this be a nice next project to do in the ren engine Smile? Implement ids with sounds?

Only if you forget to check "Stops when hidden"
index.php?t=getfile&id=15212&private=0
  • Attachment: Untitled.png
    (Size: 90.19KB, Downloaded 480 times)


Re: Back working on scripts now [message #491243 is a reply to message #491111] Wed, 30 September 2015 14:23 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

The use of a w3d file that plays a sound and has the "stops when hidden" box ticked (and is then hidden via Commands->Set_Is_Rendered to stop the sound) is probably the only way to get sounds you can control over the network. It would even work such that if the sound is playing and someone joins the server, they hear the sound.

Making the kind of changes to the sound engine that would be necessary to have Stop_Sound work over the network would be too much work.


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
Re: Back working on scripts now [message #491247 is a reply to message #491242] Thu, 01 October 2015 10:28 Go to previous messageGo to next message
Neijwiert is currently offline  Neijwiert
Messages: 124
Registered: October 2009
Karma: 0
Recruit
Hmm too bad.

Jerad Gray wrote on Wed, 30 September 2015 10:23

Neijwiert wrote on Wed, 30 September 2015 09:44

Jerad Gray wrote on Wed, 30 September 2015 06:23

Neijwiert wrote on Mon, 28 September 2015 09:10

Could we get these things working properly on the fds:
Monitor_Sound
Stop_Sound

Cause currently theres no way to stop a looped sound other than rejoining game and also no way to know if a sound ended other than having a timer and manually entering sound length.

Also not sure if updating the object to clients works as a hacky way to stop the looping sound? (After you use Stop_Sound)

I usually make a w3d that creates sound and then just destroy it.

That still makes a looped sound continue unless you rejoin the game.

Jonwil couldnt this be a nice next project to do in the ren engine Smile? Implement ids with sounds?

Only if you forget to check "Stops when hidden"
index.php?t=getfile&id=15212&private=0

Holy ballz does that work server-side? Like you change that in your objects file and load that?
Re: Back working on scripts now [message #491248 is a reply to message #491111] Thu, 01 October 2015 13:16 Go to previous message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

Thats got nothing to do with an objects file. Its something you make in w3dviewer that lets you embed sound data in a w3d file and have it play.


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
Previous Topic: Projectile tracers invisible
Next Topic: Tiberian Technologies Releases TT Scripts 4.2 Update 1
Goto Forum:
  


Current Time: Fri Nov 08 17:47:15 MST 2024

Total time taken to generate the page: 0.01338 seconds