scripts.dll 1.5 [message #68713] |
Tue, 24 February 2004 23:18 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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one last request...JFW_Gravity_Zone?
Kirby...that wouldnt solve anything anyways...I just dont want people teleporting stuck together from a jump pad...also shooting in mid air would be nice aswell.
I was going to do a series of CTF maps...with jump pads etc.
But I think im only going to make AOW maps and maybe a few more KOTH maps with the new scripts...I also have to work on maps for FOF mod.
So no time for silly jump pad CTF maps anyways.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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scripts.dll 1.5 [message #68732] |
Wed, 25 February 2004 02:52 |
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btw, to vloktboky (or anyone else working on Set_Animation), I have figured out that const char *unk1 is actually the subobject for that animation (i.e. the same thing as the sub_obj_name mentioned here http://renhelp.co.uk/?tut=21 for play_animation)
So that only leaves 2 parameters to identify.
To-do before I release:
1.Implement the Chronosphere script (about to do that, shouldnt take long
2.Grab any scripts vloktboky (or anyone else) wants to submit
3.Write JFW_Walking_Animation if I can figure out how.
4.Write and/or get someone else to write (e.g. vloktboky) the 3 CTF ideas
5.Test the scripts and/or get them tested
then 6.release 1.5
[/url]
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scripts.dll 1.5 [message #68735] |
Wed, 25 February 2004 04:32 |
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Regarding the cinematics for the iron curtain and chronosphere, there are 3:
Cinematic 1 (for powerup) plays when the Chronosphere beacon is deployed or when the Iron Curtain has charged up
Cinematic 2 (for activation) plays when something chronoshifts or when the iron curtain makes something invulnerable
and Cinematic 3 (for powerdown) plays as follows:
1.after cinematic 2 has finished (settable with a timer as to how soon after cinematic 2 cinematic 3 should play)
2.When the iron curtain or chronosphere is killed and its powered up (or when the power goes down, same thing as killing it)
or 3.When the chronosphere times out and becomes inactive again
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scripts.dll 1.5 [message #68739] |
Wed, 25 February 2004 05:51 |
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ok, I have implemented all the scripts and am now doing final cleanup and documentation, then comes:
Testing
Integrating any other scripts made by others (e.g. the 3 CTF ideas which I personally dont have time to code up)
Writing some animation scripts if I/we can figure out how
Also, I have had to abandon the JFW_KOTH_Zone script due to being unable to implement it in a workable way, mabie I will take another look for 1.6 (if there is a 1.6)
No ETA on release yet
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scripts.dll 1.5 [message #68776] |
Wed, 25 February 2004 12:12 |
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General Havoc
Messages: 1564 Registered: February 2003 Location: Birmingham, England, Unit...
Karma: 0
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General (1 Star) |
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So the sub object in an animation is something like MYFLAG.WINDANIM where the bit in bold is the sub object? Normally when calling an animation to play you have to name the subobject, well in Leveledit anyway that is true. The default animation is normally the same as the W3D file name like MYFLAG.MYFLAG for example.
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
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scripts.dll 1.5 [message #68813] |
Wed, 25 February 2004 15:37 |
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General Havoc
Messages: 1564 Registered: February 2003 Location: Birmingham, England, Unit...
Karma: 0
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General (1 Star) |
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Laser2150 | Just one last thing that I hope is possiable!
Attach a unique script with a number (like 00001)
Can you have it send a message to a controller when someone dies
Then it sends a message to the player to active a sound.
can that be done?
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Attach JFW_Death_Send_Custom to a player when they spawn by using a scriptzone with JFW_Attach_Script on it. COnfigure death send custom to send to a daves arrow. On the daves arrow attach JFW_3d_Sound_Custom with your sound set.
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
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scripts.dll 1.5 [message #68882] |
Wed, 25 February 2004 19:55 |
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I dont know exactly what the "sub object" refers to
I just know that the parameters passed to Set_Animation match with the parameters passed to the Play_Animation command in a Cinematic Text file.
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scripts.dll 1.5 [message #68886] |
Wed, 25 February 2004 20:46 |
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oh and BTW, if you come online and I am not online, please email me (at jonwil@tpgi.com.au) the CTF stuff and the animation stuff and so on.
Or post here or whatever.
Because I really need this last stuff from you ASAP so that I can finalize 1.5 and move on to testing
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scripts.dll 1.5 [message #68997] |
Thu, 26 February 2004 17:54 |
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ok, I added a script JFW_Looping_Cinematic that starts a cinematic when an object is created and stops it when the object is destroyed.
How often to play the cinematic is user-settable.
Also, I am looking at the AI engineers (if I can figure out they should work)
Still waiting for vloktboky to give me that stuff. (GRRR @ vloktboky )
If I can get Set_Animation working, I will try and add a few animation related scripts to 1.5.
Also, I am aiming to get to 200 new scripts in the custom scripts.dll for 1.5 so I will add various misc scripts (for example, clones of some WW scripts just to act as demonstation of how they work so other coders can see, plus they are easy way to bump up the count
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scripts.dll 1.5 [message #69001] |
Thu, 26 February 2004 18:04 |
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BTW, thats 200 total on top of all the WW script, not 200 new ones since 1.4
Currently, there are 181 in the current 1.5 WIP so getting to the magic 200 should be possible.
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scripts.dll 1.5 [message #69002] |
Thu, 26 February 2004 18:07 |
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As for the engineer scripts, because its too difficult to implement a sutable algorithim for determining which building to repair (i.e. one that doesnt have the engineer moving all over the map all the time and never actually repairing), I am implementing things so that each engineer can only repair one building (specified in the script)
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scripts.dll 1.5 [message #69004] |
Thu, 26 February 2004 18:29 |
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Actually, its still up in the air, I am still triyng to figure out what to do with these bots
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scripts.dll 1.5 [message #69007] |
Thu, 26 February 2004 19:18 |
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Final answer is that I cant figure out how to do engineer bots in any usefull way therefore I dont intend to do the scripts.
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scripts.dll 1.5 [message #69022] |
Thu, 26 February 2004 20:25 |
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Check these scripts for some scripts that might make "bot" engineers work:
DLS_Spawn_Engineer
DLS_Spawn_Engineer2
M03_Engineer_Repair
M03_Engineer_Target
MX0_Engineer1
MX0_Engineer2
MX0_Engineer_Goto
MX0_Engineer_Goto2
MX0_Engineer_Return
RMV_Building_Engineer_Controller
RMV_Engineer_Wander
RMV_Toggled_Engineer_Target
One or more of these, if used in the right way, should be usable for engineer bots. (no I dont know just how, just try playing with those)
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