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scripts.dll 1.5 [message #67451] Thu, 19 February 2004 16:47 Go to previous messageGo to next message
tooncy is currently offline  tooncy
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How about a capture the mobius script? Make mobius follow you when you press 'e' near him, and bring him back to a zone for points.

http://www.n00bstories.com/image.fetch.php?id=1096263174
scripts.dll 1.5 [message #67453] Thu, 19 February 2004 17:09 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Capture The Mobius might be possible using the Action_Follow_Input script command.

If I had the complete definition of the ActionParamsStruct structure, it would make my life so much easier Smile
scripts.dll 1.5 [message #67460] Thu, 19 February 2004 18:21 Go to previous messageGo to next message
vloktboky is currently offline  vloktboky
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I've had Capture the Mobius sitting on my desktop for a month now. We hosted it for a day, the game play was horrible compared to the other game modes. Even when everyone knew how to play it, the fun was lacking. We quickly took it off and hosted CTF, since everyone preferred that over CTM.

The ActionParamStruct that I made the Mobius use was screwed up when it came to tunnels. It refused to move through tunnels, so certain maps like Canyon were almost unplayable.

If people really want it, I could spend a few days cleaning it up. CTM looks great on paper, but is horrible in game.
scripts.dll 1.5 [message #67465] Thu, 19 February 2004 18:55 Go to previous messageGo to next message
SuperFlyingEngi is currently offline  SuperFlyingEngi
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CHICKEN SKEET
The Ultimate Game Mode

Everyone would get in a bunker and shoot as chickens fly through the air. One chicken is worth 6/33 of a point. And then when people shoot a chicken, it morphs into a power ranger and follows the player around klling other power rangers. For every 10 points, the player gets the Batmobile for 30 seconds and trys to squish as many chickens as possible. But when a chicken is squished instead of shot, it turns into Cookie Monster, and proceeds to take potshots at Big Bird. The player with the most pies in the end wins.

Oh, and Mobius follows players around if you punch him in the face.

Think you could make that with scripts? It would be a lot more fun than Capture the Flag in my book...

Cool


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scripts.dll 1.5 [message #67475] Thu, 19 February 2004 19:58 Go to previous messageGo to next message
tooncy is currently offline  tooncy
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vloktboky

I've had Capture the Mobius sitting on my desktop for a month now. We hosted it for a day, the game play was horrible compared to the other game modes. Even when everyone knew how to play it, the fun was lacking. We quickly took it off and hosted CTF, since everyone preferred that over CTM.

The ActionParamStruct that I made the Mobius use was screwed up when it came to tunnels. It refused to move through tunnels, so certain maps like Canyon were almost unplayable.

If people really want it, I could spend a few days cleaning it up. CTM looks great on paper, but is horrible in game.


If you could clean it up that would be great! Smile
EDIT: Are their any other game modes that you have tried to recreate?


http://www.n00bstories.com/image.fetch.php?id=1096263174
scripts.dll 1.5 [message #67478] Thu, 19 February 2004 20:22 Go to previous messageGo to next message
Havoc 89 is currently offline  Havoc 89
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What about an animation play/pause script? it my be the key to get around mechs, example... when in a vehicle, and moving, the animation will play, but when not moving, it will pause.

can that be done?


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scripts.dll 1.5 [message #67507] Fri, 20 February 2004 02:09 Go to previous messageGo to next message
gibberish
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vloktboky

The ActionParamStruct that I made the Mobius use was screwed up when it came to tunnels. It refused to move through tunnels, so certain maps like Canyon were almost unplayable.


I suspect the problem is that the AI is setup for vehicles, hence it won't go into the tunnels, I am guessing theres a flag that will make it work for people.

However I have looked at that structure and I don't have a clue how you do that, so an alternative might be to:

Define your own AI to get mobius to move smoothly through the tunnels.
I am not sure if it would work but you could try to detect when mobius is at the tunnel mouth then have waypoints at all the tunnel junctions and tell mobius to move to the waypoints.

Note: I am using the term waypoints liberally basically it would just be an array of Vector3's

Gib
scripts.dll 1.5 [message #67530] Fri, 20 February 2004 08:29 Go to previous messageGo to next message
General Havoc is currently offline  General Havoc
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Yeah, remember what sort of things we can do with the scripts.dll. Most of the ideas in the first part of the thread are no things you normally do with scripts alone. Ideas like Domination and the random presets were good ideas for 1.4 and all perfectly do-able.

As for vloktbokys scripts, they are all very well but they would be nicer if you could write them as a "useable" script so people can program them into their maps also. In reality server-side dll scripts offer no advantage to modders making maps. It causes more problems if anything.


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scripts.dll 1.5 [message #67532] Fri, 20 February 2004 08:43 Go to previous messageGo to next message
Deactivated is currently offline  Deactivated
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jonwil

And no to the orca dust thing


If UnitX in zone
Then display EmitterName

?
scripts.dll 1.5 [message #67535] Fri, 20 February 2004 08:56 Go to previous messageGo to next message
[REHT]Spirit is currently offline  [REHT]Spirit
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Havoc 89

What about an animation play/pause script? it my be the key to get around mechs, example... when in a vehicle, and moving, the animation will play, but when not moving, it will pause.

can that be done?


Should be. Just need to use a timer to check if the mech's in the same position.
scripts.dll 1.5 [message #67540] Fri, 20 February 2004 09:20 Go to previous messageGo to next message
General Havoc is currently offline  General Havoc
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Only problem with that is like JW mentioned before. There is no way as of yet on how to play animations through a script. We can reference a W3D name via a script and manipulate it's position but not call different animation frames or tell it to play/pause/stop.

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scripts.dll 1.5 [message #67545] Fri, 20 February 2004 09:57 Go to previous messageGo to next message
[REHT]Spirit is currently offline  [REHT]Spirit
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General Havoc

Only problem with that is like JW mentioned before. There is no way as of yet on how to play animations through a script. We can reference a W3D name via a script and manipulate it's position but not call different animation frames or tell it to play/pause/stop.


You actually can play an animation and have it work in MP! And if the animation say takes 2 seconds, then just make a timer that happens every 2 seconds, checking to see if it needs to play the animation again (if looping and stopping can't work).

Only issue is I don't know how well playing an animation constantly online works. But checking it every 2 seconds shouldnt really slow things down (I did a map where there were LOTS of bots constantly checking their position, didn't seem to slow down).

And I think somewhere down in the first page there was someone saying that sensors to detect stealth units isn't possible, however it can be done! Just depends on how you want it to be set up (like if you want the sensor to scream "BZZT!!! STEALTHED UNIT DETECTED! ALERT! BZZT!...", or what).

Heck if you guys give me some more details i might take a shot at some of this stuff.
scripts.dll 1.5 [message #67563] Fri, 20 February 2004 12:59 Go to previous messageGo to next message
vloktboky is currently offline  vloktboky
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General Havoc

As for vloktbokys scripts, they are all very well but they would be nicer if you could write them as a "useable" script so people can program them into their maps also. In reality server-side dll scripts offer no advantage to modders making maps. It causes more problems if anything.


My scripts were not meant for fan maps, clients should not have my work. They were meant so servers could host modified games that everyone could play on. That's why it's "server side".

Adding support so fan maps could take advantage of the mode, that would make sense. But, converting the whole thing for fan maps alone defeats the entire purpose of the mod.

I don't see how they could cause problems. If you want to host a server for the purpose of sniping or for CTF games, use them. If you want to host fan maps or use other rules, don't use them.

I've got a few good ideas on some scripts that I could make this weekend. If you need any help with anything Jonathan, you know how to reach me. Smile
scripts.dll 1.5 [message #67593] Fri, 20 February 2004 15:50 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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How do you do animations in MP?
What command is it that makes things work and how do you use it?
scripts.dll 1.5 [message #67604] Fri, 20 February 2004 17:07 Go to previous messageGo to next message
[REHT]Spirit is currently offline  [REHT]Spirit
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Doesn't the animation stuff ActionParamsStruct work in MP? Either way, there has to be some command that plays animations, Test_Cinematic script is/should be proof of this.
scripts.dll 1.5 [message #67667] Fri, 20 February 2004 19:23 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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As far as animation-related script commands go:
Action_Play_Animation is untested in MP, I dont know if that will work or not
Set_Animation is confirmed to work since thats what the Test_Cinematic script uses but I dont know all the parameters so I cant use it yet. (help figuring out the parameters would be appreciated)
Set_Animation_Frame is tested and doesnt work (Its this one that does things like the obelisk powerup animation). BTW, the reason its busted is because somehow either renegade doesnt correctly send the network message to the client from the server or it doesnt correctly process it in the client (this is acording to one of the dev team a while back, it was going to be fixed but they ran out of time)
Static_Anim_Phys_Goto_Frame and Static_Anim_Phys_Goto_Last_Frame I dont know if they work im NP or not.

Now that I think about it, if I knew how to use Set_Animation, I may be able to do the walking animation for vechicles thingo.
But I dont know how to use it Sad

As for detecting stealth vechicles, how would you do that?
scripts.dll 1.5 [message #67669] Fri, 20 February 2004 19:34 Go to previous messageGo to next message
[REHT]Spirit is currently offline  [REHT]Spirit
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Simplest way is to set up a zone that acts like "If XXX object is alive and XXX object that entered is XXX preset then yell at the top of our virtual lungs "DANGER! ALERT! STEALTH UNIT DETECTED! DANGER! ALERT!"

If you have stealth powerups, you can use a system through the customs where the zone and the object entering communicate with eachother, and if xxx value in the object is 1, it tells the zone it's stealthed. That way stealth powerups and zones can send whatever value in a custom, thus flipping a value to 1 or 0 in the object.
scripts.dll 1.5 [message #67671] Fri, 20 February 2004 19:36 Go to previous messageGo to next message
vloktboky is currently offline  vloktboky
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jonwil

Set_Animation is confirmed to work since thats what the Test_Cinematic script uses but I dont know all the parameters so I cant use it yet. (help figuring out the parameters would be appreciated)


I could play with it tomorrow, the last 3 parameters are what looks to be confusing.

I've got some scripts made up that mainly relate to weather, such as Create_Rain_On_Enter, and stuff like that. I can also confirm that the Set_Clouds, Set_Lightning, Set_War_Blitz, Set_Wind, Set_Rain, Set_Snow, and Set_Ash work in MP, and what their parameters mean.

If you ever want to see my dynamic flowing weather, join BCServ3, 4, or 5 sometime. I see no problem in throwing that in as well for fan map use, if others want it.
scripts.dll 1.5 [message #67771] Sat, 21 February 2004 03:11 Go to previous messageGo to next message
--oo00o00oo-- is currently offline  --oo00o00oo--
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jonwil


As for "not able to buy stuff when building gets blown up".
Its not directly possible.
But there are some kludgy hacks that can make something similar happen.



any insite on how this is done?


http://www.gdi-brd-clan.de/home/bilders/banner_reborn2.jpg
http://modding.renstation.net/uploads/post-4-1077917964.jpg
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scripts.dll 1.5 [message #67788] Sat, 21 February 2004 04:17 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Lets say you want a helipad and orca.
When the helipad gets blown up, you should be no longer able to buy orcas.

How to:
1.make/modify the orca preset as usual, lets call it CnC_GDI_Orca
2.make it so the orca isnt purchasable from the PT
3.make the helipad in the map, with a regular building controller. Lets assume for this example, the helipad has ID 1
4.somewhere, place a small script zone (large enough to walk into but not so large its in the way). Lets assume this zone has ID 2
5.Then, place a marker (a sign perhaps or something on the wall if its inside) to indicate that this is where you buy orcas. (put it somehow so that people will know to walk into the zone to buy orcas). Its possible to make this object go away when the helipad is blown up, just do the same as for the zone (see below) but substitute the ID of this object.
6.Make a Daves Arrow somewhere, lets say it has ID 3.

Now for the scripts:
1.put JFW_Preset_Buy on the zone. Set Preset_Name to CnC_GDI_Orca. Set Cost to whatever. Set Location to where you want the orcas to appear. Then set Player_Type to whatever player type should be able to use this.
2.put JFW_Death_Send_Custom on the helipad controler. Set ID to the ID of the Daves Arrow. Set message to something e.g. 100 (doesnt matter as long as it matches). Then set Param to 0.
then finally 3.On the Daves Arrow, attatch one copy of JFW_Custom_Destroy_Object for everything that should disappear when the helipad goes. Set Message to the same thing as in step 2. Set ID to the ID of the object to use (e.g. 1 for the example). If you wish to make a building go away, you need JFW_Custom_Destroy_Building with the ID being the ID of the building controller.
scripts.dll 1.5 [message #67821] Sat, 21 February 2004 10:18 Go to previous messageGo to next message
Spike is currently offline  Spike
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Is there a script that makes ai vehicles move along a waypath, fire at enemys, chase them for a bit, then return to waypath and even if they kill and enemy it keeps on goin and shootn?

(If so how?)


scripts.dll 1.5 [message #67871] Sat, 21 February 2004 15:39 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Try JFW_Guard_Duty, thats pretty much what you asked for.
scripts.dll 1.5 [message #67901] Sat, 21 February 2004 18:34 Go to previous messageGo to next message
vloktboky is currently offline  vloktboky
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I've got some scripts relating to weather ready. A quick list and their descriptions:

KAK_Precipitation_Create - Creates precipitation when object script is attached to is created or destroyed.
KAK_Precipitation_Zone - Creates precipitation when object enters or leaves the zone script is attached to.
KAK_Wind_Create - Changes wind levels when object script is attached to is created or destroyed.
KAK_Wind_Zone - Changes wind levels when object enters or leaves the zone script is attached to.
KAK_Clouds_Create - Changes cloud settings when object script is attached to is created or destroyed.
KAK_Clouds_Zone - Changes cloud settings when object enters or leaves the zone script is attached to.
KAK_Lightning_Create - Creates lightning when object script is attached to is created or destroyed.
KAK_Lightning_Zone - Creates lightning when object enters or leaves the zone script is attached to.
KAK_Flowing_Weather - Creates dynamic weather on the map. Cloud level, wind, rain/snow/ash, and lightning are controlled to simulate real flowing weather.

If anyone has any ideas for other scripts on the basics of weather, post them.
scripts.dll 1.5 [message #67906] Sat, 21 February 2004 19:33 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Anything that changes the weather would be great for Renegade Alert.

I would love to have my levels utilize dynamic weather. Playing Camos Crossing with a thunderstorm building up would be really awesome.
scripts.dll 1.5 [message #67910] Sat, 21 February 2004 19:50 Go to previous messageGo to previous message
Cpo64 is currently offline  Cpo64
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Dissable Transitions while in zone script

You attach it to a zone, when a vehicle enters a zone, you can't get in or out of it. Soon as you leave the zone, Transtions are renabled.

Could have several uses,

Preventing people from jumping out of aircraft in certain areas.
Preventing people from abandining ship for naval combat.
Preventing people from entering a vehicle before it has left a warfactory etc


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[Updated on: Sat, 21 February 2004 19:53]

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