Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » scripts.dll 1.5
scripts.dll 1.5 [message #68295] Mon, 23 February 2004 12:50 Go to previous messageGo to next message
gibberish
Messages: 366
Registered: May 2003
Karma: 0
Commander
kirby651

poke open door.
poke unlock door.
poke elavators


jonwil

Poke doesnt work in multiplayer.
scripts.dll 1.5 [message #68318] Mon, 23 February 2004 14:28 Go to previous messageGo to next message
kirby651 is currently offline  kirby651
Messages: 48
Registered: August 2003
Karma: 0
Recruit

why not?

http://img.photobucket.com/albums/v299/kirby651/10c7a0ba.gif
scripts.dll 1.5 [message #68333] Mon, 23 February 2004 15:40 Go to previous messageGo to next message
gibberish
Messages: 366
Registered: May 2003
Karma: 0
Commander
kirby651

why not?
Please note that I haven't tested this myself, so I am relying on what other people have posted, however:

General Havoc

I don't think westwood "disabled" them, rather they hit a limitation in their net code that prevents them communicating with the clients properly.


Assuming Havoc is correct, it probably means there is no "Network Poke" as a result the client can hit the poke key (E) as many times as they like and the server will never receive the event.

However if a (server side) bot were to poke something it would probably work.

PS I was going to make a joke about poking other people,
but I decided against it Embarassed
scripts.dll 1.5 [message #68346] Mon, 23 February 2004 16:44 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

bounce pad (i.e. where jump velocity is modified), that wont work.
I can do a version of the current script that lets you modify x,y and z instead of just z though.

A "no damage" zone isnt really possible
Changing the preset of an object/player/whatever isnt possible.
Spawn Zone script, not possible.

kirby651, which command are you using for animation?

As for the KOTH idea, basicly, when something enters the zone, a timer is started if the team of the entering object is different from the last team to enter the zone.

Cant detect when weapons are fired
Also, poke doesnt work in MP (the poke event isnt transmitted)

Removing individual weapons from an object cant be done
Plant beacon from far away, cant do that
making the screen blur, cant be done in MP
Changing the side of a bot/player, I dont think that will work (at least for players) in MP.
Disable/Enable the targeting brackets = no
Changing the cost of units, cant be done.

As for animations, if someone can figure out Set_Animation, I could do a lot more with animations.
Knockback (i.e. when this object is hit, make it move backwards) is possible.
But it would happen for all weapons (since you cant tell what weapon hit the object)

Since you cant put a script on an ammo preset, you cant do a seeking missile.

Also, some scripts I will look into: (but no promises)
1.a CTF script that makes the flag drop on the ground where you die instead of appearing back at the enemies bace.
2.a script for Capture The Mobius.
Shoot Mobius (who is a bot and is invincible) and he follows you.
When he is lead into a certain zone, player gets points and a new mobius is spawned.
3.a script for CTF but with one flag in a central location with it respawning in the central location when it is returned.
4.same as 3 but instead of respawning in central location, it appears in base of player who last captured it.

Plus, some requests from Dante (added here to keep ideas in one place)
Chronosphere scripts x 2
Iron Cutrain scripts x 2
Chronotank script

No promises when any of this 1.5 stuff will be done, study comes first...
scripts.dll 1.5 [message #68351] Mon, 23 February 2004 16:55 Go to previous messageGo to next message
--oo00o00oo-- is currently offline  --oo00o00oo--
Messages: 180
Registered: June 2003
Karma: 0
Recruit

jonwil



Changing the cost of units, cant be done.




how is this outcome performed in the event of having your power plant destroyed?


http://www.gdi-brd-clan.de/home/bilders/banner_reborn2.jpg
http://modding.renstation.net/uploads/post-4-1077917964.jpg
http://laeubi.laeubi-soft.de/banner/opfb_500.jpg
scripts.dll 1.5 [message #68352] Mon, 23 February 2004 16:59 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

its internal to the renegade game engine.
scripts.dll 1.5 [message #68358] Mon, 23 February 2004 17:12 Go to previous messageGo to next message
General Havoc is currently offline  General Havoc
Messages: 1564
Registered: February 2003
Location: Birmingham, England, Unit...
Karma: 0
General (1 Star)
This is where if EA forked over the engines source (I'm sure Westwood would have released it if they could have) it would have been a great help to us. We could basically do what we want with the game. Relying on the Linux FDS has been the main option that JW and other people have had to use for hints at how the whole thing works.

The new CTF sounds good if you get around to doing it. I have a *working* sound system for Dante's CTF that plays the EVA on drop (aka return atm), capture and steal. That's where the 3D_Sound_Custom comes into play, setting the sound sphere to cover the entire map works almost like the EVA does except you hear the source of the sound, which is actually quite effective. Involves a awful lot of jiggery poker working with 12 sounds and their scripts, I was amazed it worked at all. I will think it through and see if there is a way of optimising it.


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
scripts.dll 1.5 [message #68369] Mon, 23 February 2004 17:49 Go to previous messageGo to next message
gibberish
Messages: 366
Registered: May 2003
Karma: 0
Commander
jonwil

1.a CTF script that makes the flag drop on the ground where you die instead of appearing back at the enemies bace.



Can be done just make sure you capture all the possible events.

Killed - The player gets Killed.
Destroyed - The player commits suicide.
Detached - The player changes character

Note: You may get more than one, but catching all of them makes the flag drop sooner.

jonwil



Plus, some requests from Dante (added here to keep ideas in one place)
Chronosphere scripts x 2
Iron Cutrain scripts x 2
Chronotank script

No promises when any of this 1.5 stuff will be done, study comes first...


Is this for multiplayer?
Any ideas on how to trigger the chrono effect in MP?

General Havoc

I have a *working* sound system for Dante's CTF that plays the EVA on drop (aka return atm), capture and steal.


Does this require any client side downloads or is it all server side?
I.e. Is there already a standard set of sound message for flags?
scripts.dll 1.5 [message #68370] Mon, 23 February 2004 17:56 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

Chrono will work in MP.
scripts.dll 1.5 [message #68378] Mon, 23 February 2004 18:42 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 1
General (5 Stars)
Everything planned for Renegade Alert, including the Iron Curtain, plus the Chronosphere and its offspring, will work in multiplayer.
scripts.dll 1.5 [message #68388] Mon, 23 February 2004 18:54 Go to previous messageGo to next message
--oo00o00oo-- is currently offline  --oo00o00oo--
Messages: 180
Registered: June 2003
Karma: 0
Recruit

^^ sounds spiffy. would like to see how these new abilities play out.

http://www.gdi-brd-clan.de/home/bilders/banner_reborn2.jpg
http://modding.renstation.net/uploads/post-4-1077917964.jpg
http://laeubi.laeubi-soft.de/banner/opfb_500.jpg
scripts.dll 1.5 [message #68416] Mon, 23 February 2004 20:09 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

ok, complete list of changes (its confirmed that I will code these up) for 1.5 so far:
1.make it so that the JFW_Preset_Buy script wont let you buy if you dont have enough cash
2.new script, JFW_Weapon_Buy
Weapon_Name (the name of the preset to create)
Cost (the cost, I think I fixed it, you use positive numbers to take amounts away now)
Player_Type (what player type to trigger on, 0 = Nod, 1 = GDI, 2 = any, 3 = havoc)
Also wont buy if you dont have the cash

3.new script, JFW_Heal_Zone, same as JFW_Repair_Zone but infantry only instead of vechicles only

4.the weather scripts, as follows:
KAK_Precipitation_Create
KAK_Precipitation_Zone
KAK_Wind_Create
KAK_Wind_Zone
KAK_Clouds_Create
KAK_Clouds_Zone
KAK_Lightning_Create
KAK_Lightning_Zone
KAK_Flowing_Weather

5.new script, Disable_Transitions_Zone
When a vechicle enters the zone, it will have Disable_Vechicle_Transitions.
When a vechicle exits the zone, it will have Enable_Vechicle_Transitions.

6.new script, JFW_Bounce_Zone_Entry_All_Directions
Player_Type (what player type to trigger on, 0 = Nod, 1 = GDI, 2 = any)
Amount (what to add to the position each time, it takes x,y,z)

7.JFW_KOTH_Zone.
On startup, set current_team to "no team"
When entered, set team to team of entering player and start timer unless team of entering player is same as current team
Then, when timer expires, grant points
Points & timer time will all be settable via scripts

8.new script, JFW_Death_Destroy_Object (will make an object disappear when the thing the script is attatched to dies)

9.new script, JFW_Chronotank. Basicly, when the chronotank is damaged itself (using the same logic as the reborn digging vechicle), it will move <distance> forward in the direction its currently facing and add <amount> to the Z position.

10.new script, JFW_Iron_Curtain_Zone.
When started, will trigger timer and zone is disabled
When timer expires, zone becomes enabled.
When object enters zone, invulnerability script is attatched to thing that tripped the zone, zone is disabled and timer resets

11.new script, JFW_Invulnerability_Timer.
Basicly, on startup, starts a timer.
While the timer is activated, the object its attatched to is rendered invulnerable.

12.new script, JFW_Chrono_Beacon. On startup,sets a timer
On timer expired, sends its current position to the chronosphere and deletes the object its attatched to.

13.new script, JFW_Chrono_Controler_Zone.
On startup, starts a timer
When timer expires spawn a preset at a location
When sent custom (with location) by the beacon, enable a different timer
if sonething of the correct team enters the zone during this timer period, makle it go to the location that was passed in.
When this second timer times out, start the first timer again

Also, stuff I may make if I have the time
1.a CTF script that makes the flag drop on the ground where you die instead of appearing back at the enemies bace.
2.a script for CTF but with one flag in a central location with it respawning in the central location when it is returned.
3.same as 3 but instead of respawning in central location, it appears in base of player who last captured it.

After reading the thread again, I decided not to do Capture The Mobius since it would suck (IMO)

Depending on if I can figure out the Set_Animation script command, I can also do:
1.animation effect for Chronosphere and Iron Curtain (basicly, when it triggrs, it will create an object at whatever location set by the mapmaker and
then play an animation on that object, much like how the animation command in the cinematics does it. (in fact, if I cant figure out Set_Animation, mabie I can add a command to make a cinematic for the animation effect)

2.this script: JFW_Walking_Animation.
in creation it starts a timer and records the current position of the vechicle.
When the timer expires, the timer will be reset. And, it will play the animation if the current position of the vechicle doesnt match the stored position. If the animation is played, the current position becomes the new stored position.
scripts.dll 1.5 [message #68425] Mon, 23 February 2004 20:33 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
Messages: 1086
Registered: February 2003
Karma: 0
General (1 Star)
jonwil



6.new script, JFW_Bounce_Zone_Entry_All_Directions
Player_Type (what player type to trigger on, 0 = Nod, 1 = GDI, 2 = any)
Amount (what to add to the position each time, it takes x,y,z)




is it at all possible to move the player in a straight line from point A to point B at a certain speed?

Location of the zone to a location specified....but moved in a direct line to that location...so you can actually see the player move across the screen to it's set location...instead of it basicly teleporting the player.

or a zone that triggers the players movement 1 meter per x seconds...this would have to be done in tenths of a second...but you could actually see him move from 0-Z to 1-Z to 2-Z and so forth.
Confused


"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx

scripts.dll 1.5 [message #68434] Mon, 23 February 2004 21:06 Go to previous messageGo to next message
Carl is currently offline  Carl
Messages: 165
Registered: March 2003
Location: Washington, US
Karma: 0
Recruit
just a reminder about what we spoke of earlier jonwil....


Single player vehicle drop/spawn drive to player script.


scripts.dll 1.5 [message #68439] Mon, 23 February 2004 21:13 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

JFW_Drive_To_Player.
Basicly, when this script starts up, it calls Get_The_Star (which returns the player).
Then calls Get_Position on that.
Then calls Action_Goto to make the thing the drive_to_player is attatched to go to the location of the player.
Renegade will do the rest Smile
scripts.dll 1.5 [message #68463] Tue, 24 February 2004 04:05 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

What I will do for the animations for the controllers is to allow it to be done via Cinematic Text Scripts (i.e. Test_Cinematic).
Basicly, you pass in the Cinematic Script file and the location to spawn the script (x,y,z & facing) and it plays the script. Also, it will use a feature of cinematic text scripts so that the controler building (ID to be passed into the controler script which remember is on a zone) is available as an object in the cinematic text script
Basicly, you will tell the script the ID of the building and the cinematic slot to load it into.
Then the takes the slot index and adds 10000 to it. Then, it sends it as a message to the object with Test_Cinematic attatched, with the ID as the param.

Basicly, this means that e,g, the cinematic could e.g. play an animation on the building (e.g. make the iron curtain glow)
scripts.dll 1.5 [message #68489] Tue, 24 February 2004 09:40 Go to previous messageGo to next message
kirby651 is currently offline  kirby651
Messages: 48
Registered: August 2003
Karma: 0
Recruit

i use M00_Screen_shot_poser_DAY. makes a bot loop a animation file Smile

used it in my sig


http://img.photobucket.com/albums/v299/kirby651/10c7a0ba.gif
scripts.dll 1.5 [message #68517] Tue, 24 February 2004 11:19 Go to previous messageGo to next message
gibberish
Messages: 366
Registered: May 2003
Karma: 0
Commander
Titan1x77

this would have to be done in tenths of a second

I wrote a script which moves an object every 1/10 of a second (via Set_Position) and it looked absolutely horrible.

Trust me you don't want that.

I was able to use the existing methods to make a vehicle drive from point A to point B but I couldn't find the correct arguments to do a simple linear interpolation.

Another solution would be to increase the number of updates per second (you probably need at least 30) however this will not help MP games as most servers only run with 10 net updates per seconds.

Gib
scripts.dll 1.5 [message #68531] Tue, 24 February 2004 12:13 Go to previous messageGo to next message
kirby651 is currently offline  kirby651
Messages: 48
Registered: August 2003
Karma: 0
Recruit

for jump pads can you use bones? like

player enters zone, make w3d, attach player to bone of w3d file, play animation on w3d file, wait, remove w3d.

somthing along the lines of that?


oh and what about a script that forces a bot\bot tank fire his weapon.


http://img.photobucket.com/albums/v299/kirby651/10c7a0ba.gif
scripts.dll 1.5 [message #68566] Tue, 24 February 2004 14:15 Go to previous messageGo to next message
vloktboky is currently offline  vloktboky
Messages: 290
Registered: February 2003
Location: Kentucky, USA
Karma: 0
Recruit

I'll rewrite the CTF scripts I made to what you listed up there tomorrow. I've gotten myself wrapped up in making this parachute thing work, which is actually starting to work for me.

In the mean time, I'll keep looking at that animation deal. I've sort of figured out what one of the mysterious parameters does, but those other two are looking tricky.
scripts.dll 1.5 [message #68657] Tue, 24 February 2004 17:59 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

The chronotank will have a timer, when its used, it will not be able to be used for a while (settable with a parameter)
Also, the timer triggers at startup so that you cant use the tank right away
scripts.dll 1.5 [message #68661] Tue, 24 February 2004 18:10 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 1
General (5 Stars)
It shouldn't, because the tank was able to be used the second it emerged from the War Factory.

Shouldn't it be tied to the munution, instead of a timer? The munution can have a set rate of fire so that it won't be able to Chronoshift itself until 30 seconds has passed.
scripts.dll 1.5 [message #68663] Tue, 24 February 2004 18:14 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

aah good point.
Just set the ROF on the weapon so that it cant fire too often Smile
scripts.dll 1.5 [message #68703] Tue, 24 February 2004 22:02 Go to previous messageGo to next message
kirby651 is currently offline  kirby651
Messages: 48
Registered: August 2003
Karma: 0
Recruit

ok full jump pad idea:

player enters jump zone.
triggers text script.
telaports player to "Box" off map.
puts player in letterbox mode\changes to cimatic camera.
bot playes animation.
remove bot, move player to end of jump zone, disable letterbox mode.
the bot has a script so if bot is killed player is killed.
player id is set by router script.

will this work?


http://img.photobucket.com/albums/v299/kirby651/10c7a0ba.gif
scripts.dll 1.5 [message #68705] Tue, 24 February 2004 22:08 Go to previous messageGo to previous message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

ok, vloktboky, that would be good. (the CTF stuff that is)

What parachute thing and how is it working?
Also, which parameters have you figured out for the animation one?

There is no way to do a proper "jump pad" (its possible to do fake ones though like the ideas given in this thread and the "move the player +x+y+z script" that I am going to do for 1.5
Previous Topic: New Building Tutorial
Next Topic: Various Gmax/Renegade Buildings Wanted
Goto Forum:
  


Current Time: Thu Dec 26 20:09:42 MST 2024

Total time taken to generate the page: 0.01310 seconds