Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Tiberian Technologies / Blackhand Studios » Tiberian Technologies Forum » Scripts 4.2 to enter private beta testing soon, here are some changes in it  () 2 Votes
Re: Scripts 4.2 to enter private beta testing soon, here are some changes in it [message #490128 is a reply to message #490083] Fri, 26 December 2014 06:53 Go to previous messageGo to previous message
Jerad2142 is currently offline  Jerad2142
Messages: 3809
Registered: July 2006
Location: USA
Karma:
General (3 Stars)
dblaney1 wrote on Sat, 20 December 2014 17:10


Great news. Glad to see a lot of the stuff I suggested and even provided code for made it in. Super glad that my suggestion about immovable objects and homing was implemented.


I still disagree with the change as it's probably going to break homing on things like visible drivers and other mod specific features but we'll see how it plays out.

jonwil wrote on Sat, 20 December 2014 08:34


New collision group DEFAULT_AND_SOLDIER_ONLY_COLLISION_GROUP which collides only with DEFAULT, SOLDIER and SOLDIER_GHOST.


We might want to consider adding a new collision group of SOLDIER_LADDER at some point. When I was fixing the ladder code (so soldiers no longer become collidable when climbing ladders) I noticed that the Ren code was simply checking if the soldier was set for SOLDIER_GHOST. If it was SOLDIER_GHOST the game would simply turn the collision back to normal at the end of a jump, so my fix simply makes sure you aren't on a ladder before it lets your collisions be flipped back. Obviously this still means that you have to keep setting a soldier to soldier ghost if you want them to stay as a spectator.

jonwil wrote on Sat, 20 December 2014 08:34


Fixes to sphere and ring primitives


Only fixed the ion cannons ring primitive, sphere primitives still do that thing where if you aren't looking at them they appear at your feet.

jonwil wrote on Sat, 20 December 2014 08:34


New EntryHelpMessage and EntryHelpMessageColor values on vehicles, if this is set then the message will be displayed in the center of the screen when the vehicle is entered. Intended for help messages like "press Q to deploy this vehicle".


If we're already doing that for vehicles why not make it so we can trigger the message on custom so we can make objective messages appear and so forth?

jonwil wrote on Sat, 20 December 2014 08:34


Jerad Grey

Gray


[Updated on: Fri, 26 December 2014 07:38]

Report message to a moderator

 
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Previous Topic: ArmedObjects having NULL weapons in their weapon list
Next Topic: New scripts 4.2 test build is now available
Goto Forum:
  


Current Time: Thu Oct 31 22:41:48 MST 2024

Total time taken to generate the page: 0.01341 seconds