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Re: scripts.dll 3.2 is in progress [message #242251 is a reply to message #242245] Tue, 30 January 2007 11:00 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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I was just thinking could you add in a event for when you fire a weapon, because Renegade must have some system for detecting if a weapon is fired, otherwise how would it know when to play fire animations (I do not count the system where it detects where a bone moves “RA2_Vehicle_Fire_Animation” its call or something like that anyway that’s what comes to mind). I mean an actual event like “Damaged” or “Poked”.
If not would it be possible to do it through an Engine Call?


Re: scripts.dll 3.2 is in progress [message #242253 is a reply to message #241108] Tue, 30 January 2007 11:10 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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I would also like a shotfired event or similar, it would make so many things easier...

http://steamsignature.com/card/1/76561197975867233.png
Re: scripts.dll 3.2 is in progress [message #242284 is a reply to message #242253] Tue, 30 January 2007 13:19 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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danpaul88 wrote on Tue, 30 January 2007 11:10

I would also like a shotfired event or similar, it would make so many things easier...


Especially for infantry (Well I guess it would make it possible).


Re: scripts.dll 3.2 is in progress [message #242489 is a reply to message #241306] Wed, 31 January 2007 08:43 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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jonwil wrote on Thu, 25 January 2007 23:16


Also, try disabling write zbuffer on all the meshes in the door and see what happens.


I disabled zbuffer and it went transparent like that all the time.
Enabled zbuffer on second pass, became completely transparent.


Re: scripts.dll 3.2 is in progress [message #242509 is a reply to message #242146] Wed, 31 January 2007 11:45 Go to previous message
Jerad2142 is currently offline  Jerad2142
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Jerad Gray wrote on Mon, 29 January 2007 20:28

Could you make two scripts: one that attaches a script when you enter a zone, and one that removes a script when you leave the zone. I tried making the script myself but nothing happened when I entered the zone, but the script that was being attached could have been flawed I suppose.

Never mind I got it to work.


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