scripts.dll 1.5.1/1.6 [message #76367] |
Tue, 06 April 2004 04:47 |
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I may be working on either a 1.5.1 or 1 .6
I want all script ideas, you have untill this weekend to make suggestions.
I am giving highest priority to the things SomeRhino needs for his mod.
Folowing that are any scripts that the RenAlert team needs for their mod.
And then, any general scripts, with preference given based on ease of implementation and on what people want the scripts for.
Bug fixes (if any are required) get a higher priority than new scripts.
Also, if anyone has any code of their own to contribute, you must send it by this weekend also.
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scripts.dll 1.5.1/1.6 [message #76423] |
Tue, 06 April 2004 13:16 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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Theres already a random Teleport script...check 1.5
I'd like to see Vlokt's new CTF scripts
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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scripts.dll 1.5.1/1.6 [message #76432] |
Tue, 06 April 2004 13:45 |
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gibberish
Messages: 366 Registered: May 2003
Karma: 0
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Commander |
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Titan1x77 | I'd like to see Vlokt's new CTF scripts
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Vlokt's new CTF scripts use a hard coded Hex Address which means if you include that particular piece of code it will only work on a FDS it may even crash a non-FDS game.
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scripts.dll 1.5.1/1.6 [message #76440] |
Tue, 06 April 2004 14:25 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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gibberish |
Titan1x77 | I'd like to see Vlokt's new CTF scripts
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Vlokt's new CTF scripts use a hard coded Hex Address which means if you include that particular piece of code it will only work on a FDS it may even crash a non-FDS game.
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He was working on converting it for use with scripts1.5
It was then stated it might be worked on for 1.6
So maybe he's trying to get it right for use with Custom maps??
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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scripts.dll 1.5.1/1.6 [message #76450] |
Tue, 06 April 2004 15:37 |
Cebt
Messages: 167 Registered: February 2003 Location: Denmark
Karma: 0
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Recruit |
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how about a script for AI players so they only attack other AI players... i could use that
I Believe In Power, Wisdom And Courage
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scripts.dll 1.5.1/1.6 [message #76468] |
Tue, 06 April 2004 17:13 |
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SomeRhino
Messages: 260 Registered: February 2003
Karma: 0
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Recruit |
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Cebt | how about a script for AI players so they only attack other AI players... i could use that
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They do, as long as they are on different teams and use innate behavior.
I have another suggestion for a script in addition to the one I asked for earlier, Jon. Basically, it's a clone of JFW_Object_Draw_in_Order, except that there is an added variable that allows you to set what number to start from. So, if you wanted to start drawing from model34.w3d, your base name would be "model," and you would put "34" into the StartNumber or whatever you call the variable. My mod doesn't require this script, but it would make some things a lot easier to set-up if you had the time to write it.
Also, I would like a clone of JFW_Visible_People_in_Vehicle, but that identifies the model to draw by the preset that entered the vehicle. I have heard that NeoSaber is working on that one, but I'm unsure.
As usual, I'm available to test the new scripts when you are done.
Thanks.
Dri Reign
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scripts.dll 1.5.1/1.6 [message #76489] |
Tue, 06 April 2004 18:41 |
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SomeRhino, remind me again what the other script you wanted was...
As for identifying the model to draw based on the preset, its possible but would require a large table that maps preset names to models.
The clone of JFW_Object_Draw_In_Order is possible.
Also, what about those bugs you found, remind me again what they are...
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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scripts.dll 1.5.1/1.6 [message #76510] |
Tue, 06 April 2004 19:48 |
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SomeRhino
Messages: 260 Registered: February 2003
Karma: 0
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Recruit |
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JFW_X_Customs_Send_Custom
After recieving the same custom X amount of times, send a custom to another object.
Bug: JFW_Visible_Person_in_Vehicle
When the player enters the vehicle, the model is drawn correctly, but the vehicle gets aligned to the world axis and is stuck, not being able to move. I tried this with a model without a worldbox or the projectile collision boxes, but it didn't fix anything. It's not necessary to fix this if NeoSaber has a working version, because I think I'll need to use one that draws models based on the preset that entered.
Bug: JFW_Guard_Duty
This worked great in scripts 1.4, but in 1.5 the script somehow got messed up. Vehicles follow their waypaths at about 0.1 MPH now, and only when the player is in their sight I believe. I restored scripts 1.4 to confirm that I hadn't changed anything, and the script worked properly again.
Dri Reign
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scripts.dll 1.5.1/1.6 [message #76563] |
Wed, 07 April 2004 01:21 |
Alkaline
Messages: 1132 Registered: November 2003
Karma: 0
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General (1 Star) Deleted |
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Workind Stealth Generator Zones that work on FDS would be good.
e.g Hybrid_forest, the stealth generators do not work on a dedicated server, only on NON dedicated servers. Anyone know whats up with that?
http://www.UNRules.com
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scripts.dll 1.5.1/1.6 [message #76567] |
Wed, 07 April 2004 01:36 |
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Basicly stealth logic is brokwn and cant be fixed without the source code to renegadfe (which we dont have)
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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scripts.dll 1.5.1/1.6 [message #76576] |
Wed, 07 April 2004 03:41 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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Any news on vlokt's CTF?
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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scripts.dll 1.5.1/1.6 [message #76593] |
Wed, 07 April 2004 05:45 |
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If Vloktboky has the CTF ready in time, good, it goes in.
Basicly, whatever Vloktboky has thats ready will go in.
So, Vloktboky, I need to know what scripts are likely to be done in time for 1.6.
Whats happening with your CTF stuff?
Also, NeoSaber, I need to know from you, what scripts you are working on, what will be ready for 1.6, what you plan to implement etc etc etc.
Basicly, its likely that 1.6 will be the last release for a while (basicly, its some stuff SomeRhino wants for his mod, any stuff the RenAlert team needs for the new version of their mod plus a few other bits and pieces.
The deadline of "this weekend" still applies, if I havent heard from you by then (looking at you Vloktboky and NeoSaber), no dice
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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scripts.dll 1.5.1/1.6 [message #76600] |
Wed, 07 April 2004 06:52 |
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It seems there is a bug in the Teleporter
a) it seems not to work in MP
b) Quote: |
alertren(renagade1221@hotmail.com)
Hello Laeubi, I made a map where you get teleported up a hill, this works fine. the problem is when i make a teleporter for going down the soldier just dies, it is asif i am just falling from the hill, please help me on this problem, thank you
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www.laeubi.de Find Mods, Maps, Tool, Files and More!
< All Tutorials you ever searched for >
< contact me >
"Don't say it is imposible... just find a solution!"
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scripts.dll 1.5.1/1.6 [message #76700] |
Wed, 07 April 2004 15:24 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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Teleporters work fine in MP...
The lower distance spawn act's like a jump....you have to leave at most 3 meters above the ground for them not to die.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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scripts.dll 1.5.1/1.6 [message #76802] |
Wed, 07 April 2004 19:16 |
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SuperFlyingEngi
Messages: 1756 Registered: November 2003
Karma: 0
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General (1 Star) |
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I don't know if you've made this or not, but if you haven't:
The script would work like this:
A special weapon in the inventory would act like a targeting laser.
When you shoot the weapon, the place you aimed at gets a dropped on top of it by a C-130 in 20 seconds or whatever.
"To announce that there must be no criticism of the President, or that we are to stand by the President, right or wrong, is not only unpatriotic and servile, but is morally treasonable to the American public." -- Theodore Roosevelt (1918)
"The danger to political dissent is acute where the Government attempts to act under so vague a concept as the power to protect "domestic security." Given the difficulty of defining the domestic security interest, the danger of abuse in acting to protect that interest becomes apparent. --U.S. Supreme Court decision (407 U.S. 297 (1972)
The Liberal Media At Work
An objective look at media partisanship
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scripts.dll 1.5.1/1.6 [message #76808] |
Wed, 07 April 2004 19:47 |
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drunkill
Messages: 180 Registered: January 2004 Location: Melbourne, Victoria, Aus...
Karma: 0
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Recruit |
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i was wondering, a script, kinda like CTF but a little diffrent, i got the idea from Call of Duty, and i think alot of people would have a nice time trying it out.
basically, 1-5 objects, one team needs to protect them, the other needs to get them, (in CoD there radio parts) when the team that needs them, brings them back to the zone, they win that round, and the host could say, 10 rounds before changing maps, or somthing like that. so its kind of CTF but the objects need to go to the zone, and when they do, the enemy cant take them back. And, if you really want to, make a script so when lets say Nod steals the object, and dies. GDI can carry it back to there own Zone, and put them back into place.
for this to work, you will also need them to be on the radar, and a message saying 'Nuclear control rods taken" or what ever object, and if the other team returns them "nuclear rods returned"
i was just wondering if thats possible.
Promotional Artist for Red Alert: A Path Beyond
Vote for APB in the MOTY awards 2008!
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scripts.dll 1.5.1/1.6 [message #76950] |
Thu, 08 April 2004 07:47 |
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drunkill
Messages: 180 Registered: January 2004 Location: Melbourne, Victoria, Aus...
Karma: 0
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Recruit |
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oh well, thats alrihgt, i was not going to use it personally (coz i cant make maps hehe) i was just thinking of a new game type that would intrest the community, oh well. mabye in a while.
Promotional Artist for Red Alert: A Path Beyond
Vote for APB in the MOTY awards 2008!
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scripts.dll 1.5.1/1.6 [message #77280] |
Thu, 08 April 2004 17:13 |
Deth7
Messages: 24 Registered: April 2004 Location: Hell
Karma: 0
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Recruit |
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[REHT | Spirit]BTW JonWil, an issue's been found with the latest deploy script. Apperantly the offset thing for on deploy, to prevent people from getting stuck, does not work and instead crashes the game (oh boy).
In Reborn.cpp, inside the function "Reborn_Deployable_Vehicle::Killed", there's a line that says something like
if (pilotID != 0)
Commands->Set_Position(&pilotID,Get_Vector3_Parameter("LeaveOffset"));
Just take out those 2 lines and the script shouldn't crash anymore. Just figured I'd tell you this since your e-mail is down.
*walks off feeling reeeeeaalllly stupid*
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Omg, look its spirit.
http://img47.imageshack.us/img47/6131/delphiconvosq9.jpg
http://img47.imageshack.us/img47/9474/kholdconvopl8.jpg
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