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scripts.dll 1.8 is being worked on (I need ideas people) [message #101849] Thu, 15 July 2004 23:07 Go to previous messageGo to previous message
jonwil is currently offline  jonwil
Messages: 3556
Registered: February 2003
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flyingfox, that idea cant be done.

But some other ideas I am consdiering that may get done:

JFW_Send_Ordered_Customs_On_Custom.

When this script is sent a certain message, it fires off a series of messages in a certain order to a specified object. Passing 0 for the object will mean "send to the thing that JFW_Send_Ordered_Customs_On_Custom is attatched to".

JFW_Set_Health_On_Custom. Will set the health of <the thing its attatched to> when it gets a custom.

JFW_Add_Health_On_Custom. Will add to the health of <the thing its attatched to> when it gets a custom. Negative numbers will subtract

JFW_Set_Max_Health_On_Custom. Will set the maximum health of <the thing its attatched to> when it gets a custom.

JFW_Add_Max_Health_On_Custom. Will add to the maximum health of <the thing its attatched to> when it gets a custom. Negative numbers will subtract

same as the 4 about except for shield strength.

I am also working on (no promises) new functionality for a Get_Animation_Frame function which would allow you to pass -1 for the FirstFrame of the animation scripts to mean "the current frame"

Also, logic for Get_Shield_Type that would mean JFW_Invulnerable_On_Custom_3 same as JFW_Invulnerable_On_Custom_2 but without needing to pass the NormalArmour as a parameter.

I am also looking into logic for a Get_Model command, a Get_Shield_Type command, a Set_Skin command, a Get_Skin command and (if I can pull it off) ways to do weapon related stuff (most notably giving a vehicle a different weapon)

However, Flying Infantry is still not going to be in 1.8 (because I dont want to rip SKs idea off)


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

[Updated on: Fri, 16 July 2004 00:04]

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