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Sixty seven new screenshots of Glacier Flying [message #-995037] Mon, 23 September 2002 07:33 Go to previous messageGo to previous message
Anonymous
Hey Guys,

Greg Hjelstrom wanted me to pass along the information below to all you mod makers. They are new scripts added to the 1.034 Renegade Patch

/*
** GTH_Drop_Object_On_Death
** This script will create an object at the position of the object when it dies.
**
** Params:
** Drop_Object - name of the preset to create an instance of
** Drop_Height - float meters to add to the Z coord of the original object when creating the drop obj
** Probability - int between 1 and 100, chance that the object will be created
*/

/*
** GTH_Drop_Object_On_Death_Zone
** This script is just like the other drop object on death except that it must also
** be activated by a custom message from another script. Use the GTH_Zone_Send_Custom
** to enable and disable this script.
**
** Params:
** Custom_Message - message id that turns this script on or off, use message ID's greater than 10000!
** Drop_Object - name of the preset to create an instance of
** Drop_Height - float meters to add to the Z coord of the original object when creating the drop obj
** Probability - int between 1 and 100, chance that the object will be created
*/

/*
** GTH_Zone_Send_Custom
** This script lets you send a custom message to an object on enter and exit of a zone. To talk
** to the "drop in death zone" script, send the same custom message with 1 for Enter_Param and
** 0 for Exit_Param...
**
** Params:
** Enter_Message = message id to send when an object enters this zone
** Enter_Param = message parameter to send when an object enters
** Exit_Message = message id to send when an object exits
** Exit_Param = message id to send when and object exits
*/

/*
** GTH_Create_Object_On_Enter
** This script will create an object when a script zone is entered by a game object. Use it
** to fire off cinematics for example...
**
** Params:
** Create_Object - name of the preset to create an instance of
** Position - world space position to create the object at
** Min_Delay - amount of time to wait before re-enabling the script once it has fired
** Max_Creations - maximum number of times the script should create an object
** Probability - integer between 1 and 100, chance on any given "Enter" that the object will be created
** Player_Type - type of player that can trigger integer, 0 = Nod, 1 = GDI, 2 = any
*/

/*
** GTH_On_Enter_Mission_Complete
** When you enter a zone with this script on it, the mission is complete
**
** Parameters:
** Success - 0 = mission failed, 1 = missuion succeeded
** Player_Type - type of player allowed to trigger, 0=nod, 1=gdi, 2=any
*/

/*
** GTH_Create_Objective
** Adds an objective to the mission when the specified action (create, enter, poke, or kill)
** happens to the object with this script on it.
**
** params:
** Creation_Type - 0=Create, 1=Entered, 2=Poked, 3=Killed
** Objective_ID - id of the objective, match this with the "GTH_Objective_Complete" script
** Objective_Type - 0=PRIMARY, 1=SECONDARY
** Short_Desc_ID - string id for short description
** Long_Desc_ID - string id for long description
** Priority - priority of this objective
** Position - 3d position of the objective
** Pog_Texture - tga file for the objective pog
** Pog_Text_ID - string id for the pog text (usually something like IDS_POG_DESTROY)
**
*/

/*
** GTH_Objective_Complete_Enter_Kill_Poke
** Ends an objective with either success or failure. All of the following things
** cause the objective to complete: "Entered", "Killed", or "Poked"
**
** param
** Objective_ID - id of the objective
** Success - 0 or 1, success or failure
** Player_Type - player type allowed to trigger this. 0=nod, 1=gdi, 2=any
*/

[ September 23, 2002, 14:43: Message edited by: Delphi-WS ]
 
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