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scripts.dll 1.4 progress report [message #65648] Mon, 09 February 2004 01:00 Go to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
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General (3 Stars)

Firstly, there are still bugs in some scripts (specificly the Domination scripts) so I want to fix those before release.

Secondly, I am looking into a way to get custom scripts working on linux via a binary patch to the LFDS (basicly a program you run, one for each FDS, that modifies the FDS binary to talk to our code) to make it use the custom scripts in addition to the standard scripts (which would mean that mod maps that use custom scripts would work on the LFDS, including RenAlert I hope). This may be ready when 1.4 comes out or may not be, it depends on how long it takes to code up.

Also, I am going do add a couple more scripts that were requested:

JFW_Object_Draw_In_Order (draws a series of models in order)
Location (where to draw the model)
Custom (what custom will cause the next model to be shown)
BaseName (the base name of the models, numbers from 1 on up will be appended to this to generate the actual name)
Count (how many models to show)

So, for example, the first object might be abc1 then the next one is abc2 etc

JFW_Object_Draw_Random (same thing as JFW_Object_Draw_In_Order but random order)
Location (where to draw the model)
Custom (what custom will cause the next model to be shown)
BaseName (the base name of the models, numbers from 1 on up will be appended to this to generate the actual name)
Count (how many models to show)

Also, I am still trying to figure out if its possible to implement the stuff for this (plus the 3 objects used with JFW_Domination_Zone) using the equivelent of Create_Object in a *.txt script instead of using the equivelent of Create_Real_Object (the first method would mean you could just pass in a w3d file name and you wouldnt need to set up an entire preset for them)

JFW_3D_Sound_Custom (plays a 3d sound when it recieves a custom)
Message (which message to trigger on)
Preset (which sound to play)
Position (the position to play the sound at)

I am adding these few because now that I have figured out how to do them, they are dead simple to add.

Plus, I probobly wont release 1.4 untill <event I cant mention> has happened (which gives me time to add these scripts)

Although it depends on when <event I cant mention> is likely to happen... Smile
scripts.dll 1.4 progress report [message #65675] Mon, 09 February 2004 07:48 Go to previous messageGo to next message
General Havoc is currently offline  General Havoc
Messages: 1564
Registered: February 2003
Location: Birmingham, England, Unit...
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General (1 Star)
That's great. Better to release a new version that has workings scripts rather than to rush it and release it with buggy ones.

OT: Is there a list of the commands that are used in the C++ coding. Just interested in seeing what's availiable.


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scripts.dll 1.4 progress report [message #65702] Mon, 09 February 2004 14:58 Go to previous message
SomeRhino is currently offline  SomeRhino
Messages: 260
Registered: February 2003
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Recruit
Thanks for sticking those in for me, JonWil.

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