Re: scripts.dll 2.6 and beoynd [message #193271 is a reply to message #193175] |
Sat, 18 March 2006 22:45 |
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Written so far:
script for character that will repair vehicle anytime character is inside.
chrono harvester script (basicly a clone of KAK_Harvester_xxx but which teleports to a specified location before following the Waypath_Field2Dock waypaths)
construction yard script that repairs only buildings in limited radius
engine call to repair buildings only in limited radius
infantry unit that will self-destruct when a key is pressed (blow up with a specified explosion preset then die)
clones of the JFW_Base_Defence_xxx scripts that switch between primary and secondary when send a particular custom)
clones of JFW_Switch_Door & JFW_Toggle_Door that are team specific
a clone of the ICON command but which displays only for the enemies team
an Is_Scriptable engine call (like Is_C4 etc)
per-player/per-team set_obj_radar_blip_xxx commands
set_death_points engine call
set_damage_points engine call
engine call to get a translated string given its numeric ID
engine call to get the string matching the TranslatedNameID of a given GameObject
Changed the timer for JFW_Vehicle_Block_Preset to what should hopefully be a better number.
an engine call to display a texture (same texture size etc as for scopes) for a given user.
an engine call to remove the currently displayed texture
a script that you attach to a player to display the texture then it will disappear automatically
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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