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scripts.dll 2.1 [message #133263] Thu, 20 January 2005 23:59 Go to previous messageGo to previous message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma:
General (3 Stars)

ok, the ObjectLibraryManager::Create_Object hook is in and working great.
The hook procedure is passed the GameObject corresponding to the object that has just been created.

New script I will add JFW_Remove_Script_Player_Created which will remove all copies of a given script from a player object when that object is created.
Also JFW_Remove_Script_Preset_Created and JFW_Remove_Script_Type_Created

One big use for these last 3 is to remove all copies of M00_GrantPowerup_Created from a player object so they dont have any guns.
You can then use JFW_Attach_Script_xxx_Created to attach copies of JFW_GrantPowerup_Created to the script (so they dont get removed by the remove script) to give them whatever guns you want.
This is great for those times you cant edit the soldier presets. (the copies of JFW_Attach_Script_xxx_Created and JFW_Remove_Script_xxx_Created can be either stuck on a map object if its for a specific map or can be loaded in a Post_Load_Level hook by creating e.g. a daves arrow and putting the script on it if you are doing a server-side mod)


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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