scripts.dll stuff [message #62015] |
Thu, 15 January 2004 00:46 |
|
I am back from my holiday and will look at scripts.dll stuff as and when I get the chance to do so.
Things:
1.the request to print strings on the screen cant be done. There is no way to do it from a script that would print for everybody.
2.I dont know just what the Reborn scripts do but there is no way to detect an object firing its weapon.
3.JFW_Toggle_Radar doesnt work in MP
4.the switchable building stuff, I will look at that for 1.4 at some point
5.there are some fixes for the reborn stuff that I will merge in and that will be available in whatever I end up calling 1.4
6.the scripts requested by boris_the_invincible@hotmail.com, they may go in if I have the time
7.new script ideas (things to go in 1.4), put em here
So, basicly, if I have the time, I will add various things and release 1.4
No promises though.
|
|
|
|
|
|
|
scripts.dll stuff [message #62040] |
Thu, 15 January 2004 09:39 |
|
General Havoc
Messages: 1564 Registered: February 2003 Location: Birmingham, England, Unit...
Karma: 0
|
General (1 Star) |
|
|
JFW_Custom_Damage_Object behaves wrong in game, causing the target object to get destroyed whenever a custom is sent to the object with the script on.
Visit my website at http://renhelp.laeubi-soft.de powered by laeubi.de
"SHUT UP AND MOD" - Dante
"ACK is the Simon Cowell of modding" - Ultron10
Scripts.dll Debugger, Map Scripter and Tutorial writer
Computer Science Bsc
Aston University in Birmingham, UK
|
|
|
Re: scripts.dll stuff [message #62048] |
Thu, 15 January 2004 11:23 |
|
NeoSaber
Messages: 336 Registered: February 2003
Karma: 0
|
Recruit |
|
|
jonwil | 2.I dont know just what the Reborn scripts do but there is no way to detect an object firing its weapon.
|
I did some checking into that. As I understand it, the script is designed to check if the player driving the vehicle has damaged their own vehicle. So in game when you right click, it fires a shot that explodes almost immediately. That damages the tank a bit and triggers the Damaged function in the script.
NeoSaber
Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
|
|
|
|
scripts.dll stuff [message #62057] |
Thu, 15 January 2004 12:11 |
[REHT]Spirit
Messages: 277 Registered: April 2003
Karma: 0
|
Recruit |
|
|
*comes in and smacks JonWil for the fun of it * (just kidding)
1. Reborn's deploy and burrow scripts don't actually detect when you fire. They essintally pray you set it up so that, as said in the read-me, you set secondary or primary fire to make a projectile that some how collides with the vehicle. You should be able to set the amount of damage actually done to 0, the bullet just needs to hit the vehicle or make an explosion.
Extra: For other futuristic mods, you can use this as an advantage for SFX (make a trasnparent chamber in the vehicle, and make it so that when the guy deploys, you can make a projectile with the model of something and make it apear in the chamber, so it should hit the vehicle by hitting some vehicle part inside....looks like it's actually doing something! *shrugs*).
2. You CAN print messages to the chat box! But with some limitedness. This is how I did it for Survival:
-Make a new string of the message you want to say (for me, one of them was something like "NHB: MUAHAHAHAHAHAHA!!!!").
-Make a new building, must be on GDI or Nod, and have it's destruction string set to your new string.
-When you want to trigger the message, kill the building.
This does have some faults, like you can't do something like "You have XXX vehicles" without making a string for each number. You also have to kill the building at the end of the game if it doesn't get killed before then, otherwise you can't win until the building is killed (well, the map would be one-sided based on the building's team).
Still, it works. For me it was enough. With a little tricky work-arounds, you can probally use the current Survival scripts to do this. SUR_NHB or SUR_Overmind, whichever it's called, can trigger it. You just need to fool it into thinking that it's time to "taunt" you.[/u]
|
|
|
scripts.dll stuff [message #62059] |
Thu, 15 January 2004 12:24 |
Deactivated
Messages: 1503 Registered: February 2003
Karma: 0
|
General (1 Star) |
|
|
[REHT | Spirit]
1. Reborn's deploy and burrow scripts don't actually detect when you fire. They essintally pray you set it up so that, as said in the read-me, you set secondary or primary fire to make a projectile that some how collides with the vehicle. You should be able to set the amount of damage actually done to 0, the bullet just needs to hit the vehicle or make an explosion.
Extra: For other futuristic mods, you can use this as an advantage for SFX (make a trasnparent chamber in the vehicle, and make it so that when the guy deploys, you can make a projectile with the model of something and make it apear in the chamber, so it should hit the vehicle by hitting some vehicle part inside....looks like it's actually doing something! *shrugs*).
[/u]
|
Sounds like it can't be used for a missile launcher platform.
|
|
|
|
|
|
|
|
|
scripts.dll stuff [message #62176] |
Fri, 16 January 2004 03:48 |
TimeFX
Messages: 25 Registered: January 2004 Location: Germany
Karma: 0
|
Recruit |
|
|
[REHT | Spirit]*comes in and smacks JonWil for the fun of it * (just kidding)
2. You CAN print messages to the chat box! But with some limitedness. This is how I did it for Survival:
-Make a new string of the message you want to say (for me, one of them was something like "NHB: MUAHAHAHAHAHAHA!!!!").
-Make a new building, must be on GDI or Nod, and have it's destruction string set to your new string.
-When you want to trigger the message, kill the building.
This does have some faults, like you can't do something like "You have XXX vehicles" without making a string for each number. You also have to kill the building at the end of the game if it doesn't get killed before then, otherwise you can't win until the building is killed (well, the map would be one-sided based on the building's team).
Still, it works. For me it was enough. With a little tricky work-arounds, you can probally use the current Survival scripts to do this. SUR_NHB or SUR_Overmind, whichever it's called, can trigger it. You just need to fool it into thinking that it's time to "taunt" you.[/u]
|
loool that's exactly my idea I wanted to test next
I'll try to dnamically generate and destroy a building for the message when I want to print it, so there souldn't be a problem at the end of the game.
Hope that works
-------
BTW:
I made a TFX_Replace_When_Repaired script, so you can replace destroyed vehicles the the usable ones (like in first SP mission where an engineer repairs a destroyed med tank)
Works very fine
And when the usable tank got destroyed again (i.e. buggy) there is a destroyed one spawning again.
|
|
|
|
|
|
ok, some answers [message #62430] |
Sat, 17 January 2004 22:21 |
|
1.no, its not possible to do the charge animation from MP
2.anyone got a download link for conquest island?
3.TheKGBspy, post details of all the scripts you want (including the other ones you said before) here in this thread.
4.as for JFW_Custom_Damage_Object, I see what the problem is but I need to figure out a fix...
5.TimeFX, can you send me this TFX_xxx scripts you wrote (look in the readme.txt of the scripts.dll for the email address)
6.Laeubi, as for your script, what would be sending the custom to the Daves Arrow?
7.the icon above the player thing, cant do that in a script.
Anyhow, right now, I am going to let this topic sit here for a while and get all the ideas/fixes/things to do for 1.4 sorted then I am going to see about getting a 1.4 out sometime before I go back to uni.
|
|
|
scripts.dll stuff [message #62443] |
Sun, 18 January 2004 02:38 |
|
Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
|
General (1 Star) |
|
|
I didnt search thru the list of scripts...but is there an death on enter zone script that doesnt use Tiberium death.
The preset in LE wont kill chem troopers or Mutants...Im almost positive theres one..but just incase there isn't...could you make a true Death on enter script
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
|
|
|
|
scripts.dll stuff [message #62446] |
Sun, 18 January 2004 03:05 |
|
Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
|
General (1 Star) |
|
|
Thanks Laeubi!
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
|
|
|