Moving towards scripts.dll 2.9 [message #205692] |
Tue, 27 June 2006 05:47 |
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Now that 2.8 is out, I am moving towards a scripts.dll 2.9.
Not planning anything anywhere near as big as the huge release that was 2.8, just some nice bug fixes and a few features that missed the cutoff for 2.8 or have been requested since then after people get a look at 2.8 and its featureset.
So far, I plan to include the following:
1.A fix for an issue with HideBottomText hud.ini entry
2.A way to display an individual sub-pt page as an engine call
3.A script to enable an engineer to repair a building by targeting the MCT (or rather targeting an invisible target such as a daves arrow that is "embedded" in the MCT)
4.A way to change the crosshair/target through hud.ini keywords including the texture(s). Also, a way to disable the big "target box" (and just get the reticle)
5.A fix to a linux makefile issue (shouldnt affect anyone unless they make changes to certain header files and even then, I dont know if it will or not)
6.A fix to the reported RenLogMon bug (if there is one/if I can reproduce it)
7.More output from RenLogMon to make it easier to see the IP address & port it is trying to send to.
8.A way to send data from the client to the server where the client pulls the data from a config/ini file. This would be used to indicate if the client has certain updates installed (most notably if they have certain maps installed)
If you have any other requests for scripts.dll 2.9, fire away, I am opening the feature list for requests until this weekend.
EDIT:
2 more things to add to 2.9:
engine call to set money for a player ID
engine call to set score for a player ID
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
[Updated on: Tue, 27 June 2006 08:35] Report message to a moderator
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Re: Moving towards scripts.dll 2.9 [message #205788 is a reply to message #205692] |
Tue, 27 June 2006 16:46 |
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Reborn, what exactly do you want this script to do?
Do you want a script such that the object with it attached will go to the closest player soldier?
Should they just go there once or on a timer (i.e. every <time> seconds find the cloeset player soldier and go to them)
M03_Goto_Star has no direct relavence to multiplayer because it makes references to the player in single player where there is only one.
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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Re: Moving towards scripts.dll 2.9 [message #205848 is a reply to message #205692] |
Wed, 28 June 2006 08:28 |
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What do you mean set the time remaining of a player?
Do you mean "set the time remaining for the game"
Or what?
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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Re: Moving towards scripts.dll 2.9 [message #206003 is a reply to message #205692] |
Thu, 29 June 2006 06:51 |
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All things to do with time limit (e.g. changing the time remaining, getting the time remaining and time limit, ending the game by timing out and such) are on the list of "things I will put into 2.9 if I can figure out how".
Somehow, I think it will just be a case of sending the data over the network so that all the clients update properly (in which case clients would need bhs.dll too)
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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Re: Moving towards scripts.dll 2.9 [message #206009 is a reply to message #205692] |
Thu, 29 June 2006 07:36 |
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Cat998
Messages: 1081 Registered: January 2004 Location: Austria, Vienna
Karma: 0
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General (1 Star) Moderator/Captain |
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I don't know if you are able to do all, but it would be nice to have:
- Player leave hook (if you can't figure out all possibilities, just read the console output )
- Being able to spawn script-zones at runtime
- Consoleoutput-hook (same what rlmon does, just without udp)
- A Hook for jump complete (I tried the system message 1000000035,
but it does not work 100%)
- The current chathook does not show you who receives the private-messages (type 2)
- Something to print text on the players screen anywhere (x,y)
- An interface to add new console commands (not everyone knows how
to do it with assembler code )
- Ability to make death buildings alive again.
- Ability to set if an object is targetable (like the setting in LE)
- Ability to set if occupants of a vehicle are visible (like in LE)
- Ability to set the falling speed, crouching speed, falling speed of a unit (like in LE)
- Make bhs.dll open source
When people ask me "Plz" just because it's shorter than "Please" I feel perfectly justified to answer "No" because it's shorter then "Yes"
Programming is like sex: one mistake and you have to support it for the rest of your life
Want the best answers? Ask the best questions!
"So long, and thanks for all the fish."
[Updated on: Thu, 29 June 2006 15:22] Report message to a moderator
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Re: Moving towards scripts.dll 2.9 [message #206058 is a reply to message #205692] |
Thu, 29 June 2006 16:07 |
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Being able to spawn script zones at runtime I am going to look into.
Console output hook should be easy enough, I will do that
Player leave hook I wont do at this point.
A Hook for jump complete I cant do at this point.
The current chathook does not show you who receives the private-messages (thats by design IIRC)
Something to print text on the players screen anywhere I cant do at this point.
An interface to add new console commands I am not going to do.
Ability to make death buildings alive again I dont know how to bring back all the things that change when a building dies
Ability to set if an object is targetable, Ability to set if occupants of a vehicle are visible and Ability to set the falling speed, crouching speed, falling speed of a unit I cant do at this point.
Make bhs.dll open source I am definatly not going to do(!)
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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Re: Moving towards scripts.dll 2.9 [message #206063 is a reply to message #205692] |
Thu, 29 June 2006 17:09 |
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YSLMuffins
Messages: 1144 Registered: February 2003 Location: Moved a long time ago (it...
Karma: 0
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General (1 Star) Moderator - Mod Forum |
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Silent Kane, stop trolling this thread every time it's posted. Unless your actual intent is to encourage jonwil every time you say something is easy and possible.
-YSLMuffins
The goddess of all (bread products)
See me online as yslcheeze
[Updated on: Fri, 30 June 2006 15:29] Report message to a moderator
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Re: Moving towards scripts.dll 2.9 [message #206066 is a reply to message #205692] |
Thu, 29 June 2006 17:21 |
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IronWarrior
Messages: 2460 Registered: November 2004 Location: England UK
Karma: 0
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General (2 Stars) |
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Could you do a script that, that when the player walks upto a coop bot and press action it plays a sound that you can choose, and have it set that the sound cant be repeated to a set time you input, so stop people spamming the audio played.
At the moment, I can get a sound played, but only the once, the other way doesnt have a timer on it, so the sound plays as much as you press action :/
Also a script that can be put on a cnc_player vech that locks the vech in place, so it cant be moved, but still lets you use the weapon mount.
These two key things will help me alot in my coop map making.
Hope you understand what I said, lol
Thanks
[Updated on: Thu, 29 June 2006 17:24] Report message to a moderator
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