my email is down [message #77034] |
Thu, 08 April 2004 11:15 |
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NeoSaber
Messages: 336 Registered: February 2003
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I don't have any scripts ready for release. A few are 'done' but I haven't tested them yet in real game conditions to know for sure that they work 100% of the time.
For the record though, these are the scripts I've been working on
RA_Helipad_Zone - Designed to reload helicopters that enter the zone. This one is basically done, but I haven't tested it enough to be absolutely sure it works all the time.
RA_ObjectDeath_OnCreate - Designed to create and destroy an object when another object is created (example: when a soldier is purchased). The idea being to use the 'KilledExplosion' setting on the object being destroyed to create effects (like sounds) on the map that would otherwise not work through scripts. This script is done, but I still want to do some testing.
RA_MineLayer - Script for MineLayers, checks when they fire (self damage) and send a custom to the MineManager. This script is done, but since it works in tandem with two other scripts I need to get the bugs worked out of all of them.
RA_MineManager - Script for keeping track of the number of mines, determining what kind of mines get placed by what team, and reloads a minelayer if it 'fires' and isn't allowed to place a mine. Written, and so far tested for its part in the mine laying process. I won't know if its really done until I work out all the mine scripts
RA_Mine - controls mines, making them AP and/or AT, and tells the MineManager when they explode. Although written, there's a bug somewhere I still need to work out. It's this script that's keeping me from saying the mine layer scripts are finished.
RA_Demolition_Truck - Just started this last night. It's supposed to control the detonation of Demo Trucks since I've run into some problems setting them up on their own. Early results weren't promising with this script though, so I may scrap it, or rewrite it, or something.
Future script plans involve writing some scripts for more superweapons, and probably a script to match models to presets for the visible players in vehicles unless that one is already written by the time I get around to needing it.
NeoSaber
Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
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