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Re: [Plug-in] SSGM2.02 Commander BETA [message #385242 is a reply to message #383047] Sat, 09 May 2009 09:51 Go to previous messageGo to previous message
Gen_Blacky is currently offline  Gen_Blacky
Messages: 3250
Registered: September 2006
Karma:
General (3 Stars)
I made some Revivable buildings commands using reborns team fund function and commander function. The team all donate to team fund and if a building dies the commander can revive the building if there is enough money in the team fund. I made it ini configurable for the amount it cost for the buildings to be revived.

Requirements
-Renegade Resurrection
-Add to Reborns Commander plugin so it can uses its functions.

Under the SettingsStruct in the .h file

		powerplantcost = 20000;
		vehiclefactoriescost = 20000;
		soldierfactories = 20000;
		refcost = 20000;
		basedefensecost = 20000;



Under void Load(); in the .h file

	int	powerplantcost;
	int	vehiclefactoriescost;
	int	soldierfactories;
	int	refcost;
	int	basedefensecost;



Under the SettingsLoader;


	LoadInt(powerplantcost,"powerplantcost");
	printf("The cost for a Power Plant is %i credits\n",powerplantcost);
	LoadInt(vehiclefactoriescost,"vehiclefactoriescost");
	printf("The cost for a Vehicle Factory is %i credits\n",vehiclefactoriescost);
	LoadInt(soldierfactories,"soldierfactories");
	printf("The cost for a Charcter Factory is %i credits\n",soldierfactories);
	LoadInt(refcost,"refcost");
	printf("The cost for the Refinary is %i credits\n",refcost);
	LoadInt(basedefensecost,"basedefensecost");
	printf("The cost for Basedefences is %i credits\n",basedefensecost);



Add to the .ini file

powerplantcost=20000;

vehiclefactoriescost=20000;

soldierfactories=20000;

refcost=20000;

basedefensecost=20000;



Main Revive Commands


//////////////////////
///Revive Buildings///
//////////////////////

class revive_vehiclefactoriesChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
		GameObject *obj = Get_GameObj(ID);
		int Team = Get_Object_Type(obj);
		int BuildingID = Commands->Get_ID(Find_Vehicle_Factory(Team));
		GameObject *thebuilding = Commands->Find_Object(BuildingID);
		if(Is_Building_Dead(Find_Vehicle_Factory(Team))) {
			if(GDICommander[ID]){
				if(GDITeamFund >= CSettings->vehiclefactoriescost){
					GDITeamFund = GDITeamFund - CSettings->vehiclefactoriescost;
					Console_Input(StrFormat("msg The GDI Commander just revived the Weapons Factory",Get_Player_ID(obj)).c_str());
					Commands->Attach_Script(thebuilding, "RR_ReviveBuilding", "");
					Commands->Create_2D_WAV_Sound("pplant_powerup.wav");
				}
				else{
				Console_Input(StrFormat("ppage %d There is not enough credits in the team fund you need $%i. Use !tfdonate to add to the fund.",Get_Player_ID(obj),CSettings->vehiclefactoriescost).c_str());
				}
			}
			else if(NodCommander[ID]){
				if(NodTeamFund >= CSettings->vehiclefactoriescost){
					NodTeamFund = NodTeamFund - CSettings->vehiclefactoriescost;
					Console_Input(StrFormat("msg The GDI Commander just revived the Airstrip",Get_Player_ID(obj)).c_str());
					Commands->Attach_Script(thebuilding, "RR_ReviveBuilding", "");
					Commands->Create_2D_WAV_Sound("pplant_powerup.wav");
				}
				else{
				Console_Input(StrFormat("ppage %d There is not enough credits in the team fund you need $%i. Use !tfdonate to add to the fund.",Get_Player_ID(obj),CSettings->vehiclefactoriescost).c_str());
				}
			}
		}
		else if(GDICommander[ID]){
			Console_Input(StrFormat("ppage %d The Weapons Factory is not dead.",Get_Player_ID(obj)).c_str());	
		}
		else if(NodCommander[ID]){
			Console_Input(StrFormat("ppage %d The Airstrip is not dead.",Get_Player_ID(obj)).c_str());
		}
		else{
			Console_Input(StrFormat("ppage %d You are not a team commander and cannot use this command.",ID).c_str());
		}
	}
};
ChatCommandRegistrant<revive_vehiclefactoriesChatCommand> revive_vehiclefactoriesChatCommandReg("!revive_wf;!revive_air;!r wf;!r air",CHATTYPE_TEAM,0,GAMEMODE_ALL);

class revive_refineriesChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
		GameObject *obj = Get_GameObj(ID);
		int Team = Get_Object_Type(obj);
		int BuildingID = Commands->Get_ID(Find_Refinery(Team));
		GameObject *thebuilding = Commands->Find_Object(BuildingID);
		//if(CSettings->enablerevive){
		if(Is_Building_Dead(Find_Refinery(Team))) {
			if(GDICommander[ID]){
				if(GDITeamFund >= CSettings->refcost){
					GDITeamFund = GDITeamFund - CSettings->refcost;
					Console_Input(StrFormat("msg The GDI Commander just revived the GDI Refinary",Get_Player_ID(obj)).c_str());
					Commands->Attach_Script(thebuilding, "RR_ReviveBuilding", "");
					Commands->Create_2D_WAV_Sound("pplant_powerup.wav");
				}
				else{
				Console_Input(StrFormat("ppage %d There is not enough credits in the team fund you need $%i. Use !tfdonate to add to the fund.",Get_Player_ID(obj),CSettings->refcost).c_str());
				}
			}
			else if(NodCommander[ID]){
				if(NodTeamFund >= CSettings->refcost){
					NodTeamFund = NodTeamFund - CSettings->refcost;
					Console_Input(StrFormat("msg The Nod Commander just revived the Nod Refinary",Get_Player_ID(obj)).c_str());
					Commands->Attach_Script(thebuilding, "RR_ReviveBuilding", "");
					Commands->Create_2D_WAV_Sound("pplant_powerup.wav");
				}
				else{
				Console_Input(StrFormat("ppage %d There is not enough credits in the team fund you need $%i. Use !tfdonate to add to the fund.",Get_Player_ID(obj),CSettings->refcost).c_str());
				}
			}
		}
		else if(GDICommander[ID]){
			Console_Input(StrFormat("ppage %d The GDI Refinary is not dead.",Get_Player_ID(obj)).c_str());	
		}
		else if(NodCommander[ID]){
			Console_Input(StrFormat("ppage %d The Nod Refinary is not dead.",Get_Player_ID(obj)).c_str());
		}
		else{
			Console_Input(StrFormat("ppage %d You are not a team commander and cannot use this command.",ID).c_str());
		}
	}
};
ChatCommandRegistrant<revive_refineriesChatCommand> revive_refineriesChatCommandReg("!revive_ref;!r_ref",CHATTYPE_TEAM,0,GAMEMODE_AOW);


class revive_powerplantsChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
		GameObject *obj = Get_GameObj(ID);
		int Team = Get_Object_Type(obj);
		int BuildingID = Commands->Get_ID(Find_Power_Plant(Team));
		GameObject *thebuilding = Commands->Find_Object(BuildingID);
		if(Is_Building_Dead(Find_Power_Plant(Team))) {
			if(GDICommander[ID]){
				if(GDITeamFund >= CSettings->powerplantcost){
					GDITeamFund = GDITeamFund - CSettings->powerplantcost;
					Console_Input(StrFormat("msg The GDI Commander just revived the GDI PowerPlant",Get_Player_ID(obj)).c_str());
					Commands->Attach_Script(thebuilding, "RR_ReviveBuilding", "");
					Commands->Create_2D_WAV_Sound("pplant_powerup.wav");
				}
				else{
				Console_Input(StrFormat("ppage %d There is not enough credits in the team fund you need $%i. Use !tfdonate to add to the fund.",Get_Player_ID(obj),CSettings->powerplantcost).c_str());
				}
			}
			else if(NodCommander[ID]){
				if(NodTeamFund >= CSettings->powerplantcost){
					NodTeamFund = NodTeamFund - CSettings->powerplantcost;
					Console_Input(StrFormat("msg The Nod Commander just revived the Nod Powerplant",Get_Player_ID(obj)).c_str());
					Commands->Attach_Script(thebuilding, "RR_ReviveBuilding", "");
					Commands->Create_2D_WAV_Sound("pplant_powerup.wav");
				}
				else{
				Console_Input(StrFormat("ppage %d There is not enough credits in the team fund you need $%i. Use !tfdonate to add to the fund.",Get_Player_ID(obj),CSettings->powerplantcost).c_str());
				}
			}
		}
		else if(GDICommander[ID]){
			Console_Input(StrFormat("ppage %d The GDI Powerplant is not dead.",Get_Player_ID(obj)).c_str());	
		}
		else if(NodCommander[ID]){
			Console_Input(StrFormat("ppage %d The Nod Powerplant is not dead.",Get_Player_ID(obj)).c_str());
		}
		else{
			Console_Input(StrFormat("ppage %d You are not a team commander and cannot use this command.",ID).c_str());
		}
	}
};
ChatCommandRegistrant<revive_powerplantsChatCommand> revive_powerplantsChatCommandReg("!revive_pp;!r_pp",CHATTYPE_TEAM,0,GAMEMODE_AOW);


class revive_soldierfactoriesChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
		GameObject *obj = Get_GameObj(ID);
		int Team = Get_Object_Type(obj);
		int BuildingID = Commands->Get_ID(Find_Soldier_Factory(Team));
		GameObject *thebuilding = Commands->Find_Object(BuildingID);
		if(Is_Building_Dead(Find_Building(Team,SOLDIER_FACTORY))) {
			if(GDICommander[ID]){
				if(GDITeamFund >= CSettings->soldierfactories){
					GDITeamFund = GDITeamFund - CSettings->soldierfactories;
					Console_Input(StrFormat("msg The GDI Commander just revived the GDI Barracks",Get_Player_ID(obj)).c_str());
					Commands->Attach_Script(thebuilding, "RR_ReviveBuilding", "");
					Commands->Create_2D_WAV_Sound("pplant_powerup.wav");
				}
				else{
				Console_Input(StrFormat("ppage %d There is not enough credits in the team fund you need $%i. Use !tfdonate to add to the fund.",Get_Player_ID(obj),CSettings->soldierfactories).c_str());
				}
			}
			else if(NodCommander[ID]){
				if(NodTeamFund >= CSettings->soldierfactories){
					NodTeamFund = NodTeamFund - CSettings->soldierfactories;
					Console_Input(StrFormat("msg The Nod Commander just revived the Hand of Nod",Get_Player_ID(obj)).c_str());
					Commands->Attach_Script(thebuilding, "RR_ReviveBuilding", "");
					Commands->Create_2D_WAV_Sound("pplant_powerup.wav");
				}
				else{
				Console_Input(StrFormat("ppage %d There is not enough credits in the team fund you need $%i. Use !tfdonate to add to the fund.",Get_Player_ID(obj),CSettings->soldierfactories).c_str());
				}
			}
		}
		else if(GDICommander[ID]){
			Console_Input(StrFormat("ppage %d The GDI Barracks is not dead.",Get_Player_ID(obj)).c_str());	
		}
		else if(NodCommander[ID]){
			Console_Input(StrFormat("ppage %d The Hand of Nod is not dead.",Get_Player_ID(obj)).c_str());
		}
		else{
			Console_Input(StrFormat("ppage %d You are not a team commander and cannot use this command.",ID).c_str());
		}
	}
};
ChatCommandRegistrant<revive_soldierfactoriesChatCommand> revive_soldierfactoriesChatCommandReg("!revive_bar;!revive_hon;!r_hon;!r_bar",CHATTYPE_TEAM,0,GAMEMODE_AOW);


class revive_basedefenseChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
		GameObject *obj = Get_GameObj(ID);
		int Team = Get_Object_Type(obj);
		int BuildingID = Commands->Get_ID(Find_Base_Defense(Team));
		GameObject *thebuilding = Commands->Find_Object(BuildingID);
		if(Is_Building_Dead(Find_Building(Team,BASE_DEFENSE))) {
			if(GDICommander[ID]){
				if(GDITeamFund >= CSettings->basedefensecost){
					GDITeamFund = GDITeamFund - CSettings->basedefensecost;
					Console_Input(StrFormat("msg The GDI Commander just revived the GDI Advance Guard Tower",Get_Player_ID(obj)).c_str());
					Commands->Attach_Script(thebuilding, "RR_ReviveBuilding", "");
					Commands->Create_2D_WAV_Sound("pplant_powerup.wav");
				}
				else{
				Console_Input(StrFormat("ppage %d There is not enough credits in the team fund you need $%i. Use !tfdonate to add to the fund.",Get_Player_ID(obj),CSettings->basedefensecost).c_str());
				}
			}
			else if(NodCommander[ID]){
				if(NodTeamFund >= CSettings->basedefensecost){
					NodTeamFund = NodTeamFund - GDITeamFund - CSettings->basedefensecost;
					Console_Input(StrFormat("msg The Nod Commander just revived the Nod Obelisk",Get_Player_ID(obj)).c_str());
					Commands->Attach_Script(thebuilding, "RR_ReviveBuilding", "");
					Commands->Create_2D_WAV_Sound("pplant_powerup.wav");
				}
				else{
				Console_Input(StrFormat("ppage %d There is not enough credits in the team fund you need $%i. Use !tfdonate to add to the fund.",Get_Player_ID(obj),CSettings->basedefensecost).c_str());	
				}
			}
		}
		else if(GDICommander[ID]){
			Console_Input(StrFormat("ppage %d The GDI Advance Guard Tower is not dead.",Get_Player_ID(obj)).c_str());	
		}
		else if(NodCommander[ID]){
			Console_Input(StrFormat("ppage %d The Nod Obelisk is not dead.",Get_Player_ID(obj)).c_str());
		}
		else{
			Console_Input(StrFormat("ppage %d You are not a team commander and cannot use this command.",ID).c_str());
		}
	}
};
ChatCommandRegistrant<revive_basedefenseChatCommand> revive_basedefenseChatCommandReg("!revive_ob;!revive_agt;!r_agt;!r_ob",CHATTYPE_TEAM,0,GAMEMODE_AOW);




Commands used to kill buildings so its easier to test the revive commands.


/////////////////////
///Kill Buildings////
/////////////////////


class kill_vehiclefactoriesChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
		GameObject *obj = Get_GameObj(ID);
		int Team = Get_Object_Type(obj);
		int BuildingID = Commands->Get_ID(Find_Vehicle_Factory(Team));
		GameObject *thebuilding = Commands->Find_Object(BuildingID);
		Vector3 position = Commands->Get_Position(thebuilding);
		Commands->Apply_Damage(thebuilding,99999,"Death",false);
		if (Team == 1) {
			Console_Input(StrFormat("msg War Factory Destroyed",Get_Player_ID(obj)).c_str());
		}
		else {
			Console_Input(StrFormat("msg Airstrip Destroyed",Get_Player_ID(obj)).c_str());
		}
	}
};
ChatCommandRegistrant<kill_vehiclefactoriesChatCommand> kill_vehiclefactoriesChatCommandReg("!kill_wf;!kill_air",CHATTYPE_TEAM,0,GAMEMODE_ALL);


class kill_refineriesChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
		GameObject *obj = Get_GameObj(ID);
		int Team = Get_Object_Type(obj);
		int BuildingID = Commands->Get_ID(Find_Refinery(Team));
		GameObject *thebuilding = Commands->Find_Object(BuildingID);
		Vector3 position = Commands->Get_Position(thebuilding);
		Commands->Apply_Damage(thebuilding,99999,"Death",false);
		if (Team == 1) {
			Console_Input(StrFormat("msg GDI Refinary Destroyed",Get_Player_ID(obj)).c_str());
		}
		else {
			Console_Input(StrFormat("msg Nod Refinary Destroyed",Get_Player_ID(obj)).c_str());
		}
	}
};
ChatCommandRegistrant<kill_refineriesChatCommand> kill_refineriesChatCommandReg("!kill_ref",CHATTYPE_TEAM,0,GAMEMODE_ALL);


class kill_basedefenseChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
		GameObject *obj = Get_GameObj(ID);
		int Team = Get_Object_Type(obj);
		int BuildingID = Commands->Get_ID(Find_Base_Defense(Team));
		GameObject *thebuilding = Commands->Find_Object(BuildingID);
		Vector3 position = Commands->Get_Position(thebuilding);
		Commands->Apply_Damage(thebuilding,99999,"Death",false);
		if (Team == 1) {
			Console_Input(StrFormat("msg GDI AGT Destroyed",Get_Player_ID(obj)).c_str());
		}
		else {
			Console_Input(StrFormat("msg Nod Obelisk Destroyed",Get_Player_ID(obj)).c_str());
		}
	}
};
ChatCommandRegistrant<kill_basedefenseChatCommand> kill_basedefenseChatCommandReg("!kill_agt;!kill_ob",CHATTYPE_TEAM,0,GAMEMODE_ALL);


class kill_powerplantChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
		GameObject *obj = Get_GameObj(ID);
		int Team = Get_Object_Type(obj);
		int BuildingID = Commands->Get_ID(Find_Power_Plant(Team));
		GameObject *thebuilding = Commands->Find_Object(BuildingID);
		Vector3 position = Commands->Get_Position(thebuilding);
		Commands->Apply_Damage(thebuilding,99999,"Death",false);
		if (Team == 1) {
			Console_Input(StrFormat("msg GDI Power Plant Destroyed",Get_Player_ID(obj)).c_str());
		}
		else {
			Console_Input(StrFormat("msg Nod Power Plant Destroyed",Get_Player_ID(obj)).c_str());
		}
	}
};
ChatCommandRegistrant<kill_powerplantChatCommand> kill_powerplantChatCommandReg("!kill_pp;!kill_powerplant",CHATTYPE_TEAM,0,GAMEMODE_ALL);


class kill_soldierfactoriesChatCommand : public ChatCommandClass {
	void Triggered(int ID,const TokenClass &Text,int ChatType) {
		GameObject *obj = Get_GameObj(ID);
		int Team = Get_Object_Type(obj);
		int BuildingID = Commands->Get_ID(Find_Soldier_Factory(Team));
		GameObject *thebuilding = Commands->Find_Object(BuildingID);
		Vector3 position = Commands->Get_Position(thebuilding);
		Commands->Apply_Damage(thebuilding,99999,"Death",false);
		if (Team == 1) {
			Console_Input(StrFormat("msg GDI Barracks Destroyed",Get_Player_ID(obj)).c_str());
		}
		else {
			Console_Input(StrFormat("msg Nod Hand of Nod Destroyed",Get_Player_ID(obj)).c_str());
		}
	}
};
ChatCommandRegistrant<kill_soldierfactoriesChatCommand> kill_soldierfactoriesChatCommandReg("!kill_bar;!kill_hon",CHATTYPE_TEAM,0,GAMEMODE_ALL);




The the only problem I have seen so far is when the building is dead and a player that is not a commander uses the command. It wont tell the player hes not a commander. If the building is alive it will.


http://s18.postimage.org/jc6qbn4k9/bricks3.png

[Updated on: Sat, 09 May 2009 09:52]

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