scripts.dll 1.5 [message #67451] |
Thu, 19 February 2004 16:47 |
tooncy
Messages: 407 Registered: February 2004
Karma: 0
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Commander |
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How about a capture the mobius script? Make mobius follow you when you press 'e' near him, and bring him back to a zone for points.
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scripts.dll 1.5 [message #67453] |
Thu, 19 February 2004 17:09 |
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Capture The Mobius might be possible using the Action_Follow_Input script command.
If I had the complete definition of the ActionParamsStruct structure, it would make my life so much easier
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scripts.dll 1.5 [message #67465] |
Thu, 19 February 2004 18:55 |
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SuperFlyingEngi
Messages: 1756 Registered: November 2003
Karma: 0
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General (1 Star) |
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CHICKEN SKEET
The Ultimate Game Mode
Everyone would get in a bunker and shoot as chickens fly through the air. One chicken is worth 6/33 of a point. And then when people shoot a chicken, it morphs into a power ranger and follows the player around klling other power rangers. For every 10 points, the player gets the Batmobile for 30 seconds and trys to squish as many chickens as possible. But when a chicken is squished instead of shot, it turns into Cookie Monster, and proceeds to take potshots at Big Bird. The player with the most pies in the end wins.
Oh, and Mobius follows players around if you punch him in the face.
Think you could make that with scripts? It would be a lot more fun than Capture the Flag in my book...
"To announce that there must be no criticism of the President, or that we are to stand by the President, right or wrong, is not only unpatriotic and servile, but is morally treasonable to the American public." -- Theodore Roosevelt (1918)
"The danger to political dissent is acute where the Government attempts to act under so vague a concept as the power to protect "domestic security." Given the difficulty of defining the domestic security interest, the danger of abuse in acting to protect that interest becomes apparent. --U.S. Supreme Court decision (407 U.S. 297 (1972)
The Liberal Media At Work
An objective look at media partisanship
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scripts.dll 1.5 [message #67507] |
Fri, 20 February 2004 02:09 |
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gibberish
Messages: 366 Registered: May 2003
Karma: 0
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Commander |
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vloktboky | The ActionParamStruct that I made the Mobius use was screwed up when it came to tunnels. It refused to move through tunnels, so certain maps like Canyon were almost unplayable.
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I suspect the problem is that the AI is setup for vehicles, hence it won't go into the tunnels, I am guessing theres a flag that will make it work for people.
However I have looked at that structure and I don't have a clue how you do that, so an alternative might be to:
Define your own AI to get mobius to move smoothly through the tunnels.
I am not sure if it would work but you could try to detect when mobius is at the tunnel mouth then have waypoints at all the tunnel junctions and tell mobius to move to the waypoints.
Note: I am using the term waypoints liberally basically it would just be an array of Vector3's
Gib
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scripts.dll 1.5 [message #67530] |
Fri, 20 February 2004 08:29 |
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General Havoc
Messages: 1564 Registered: February 2003 Location: Birmingham, England, Unit...
Karma: 0
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General (1 Star) |
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Yeah, remember what sort of things we can do with the scripts.dll. Most of the ideas in the first part of the thread are no things you normally do with scripts alone. Ideas like Domination and the random presets were good ideas for 1.4 and all perfectly do-able.
As for vloktbokys scripts, they are all very well but they would be nicer if you could write them as a "useable" script so people can program them into their maps also. In reality server-side dll scripts offer no advantage to modders making maps. It causes more problems if anything.
Visit my website at http://renhelp.laeubi-soft.de powered by laeubi.de
"SHUT UP AND MOD" - Dante
"ACK is the Simon Cowell of modding" - Ultron10
Scripts.dll Debugger, Map Scripter and Tutorial writer
Computer Science Bsc
Aston University in Birmingham, UK
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scripts.dll 1.5 [message #67532] |
Fri, 20 February 2004 08:43 |
Deactivated
Messages: 1503 Registered: February 2003
Karma: 0
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General (1 Star) |
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jonwil | And no to the orca dust thing
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If UnitX in zone
Then display EmitterName
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scripts.dll 1.5 [message #67540] |
Fri, 20 February 2004 09:20 |
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General Havoc
Messages: 1564 Registered: February 2003 Location: Birmingham, England, Unit...
Karma: 0
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General (1 Star) |
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Only problem with that is like JW mentioned before. There is no way as of yet on how to play animations through a script. We can reference a W3D name via a script and manipulate it's position but not call different animation frames or tell it to play/pause/stop.
Visit my website at http://renhelp.laeubi-soft.de powered by laeubi.de
"SHUT UP AND MOD" - Dante
"ACK is the Simon Cowell of modding" - Ultron10
Scripts.dll Debugger, Map Scripter and Tutorial writer
Computer Science Bsc
Aston University in Birmingham, UK
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scripts.dll 1.5 [message #67593] |
Fri, 20 February 2004 15:50 |
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How do you do animations in MP?
What command is it that makes things work and how do you use it?
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scripts.dll 1.5 [message #67667] |
Fri, 20 February 2004 19:23 |
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As far as animation-related script commands go:
Action_Play_Animation is untested in MP, I dont know if that will work or not
Set_Animation is confirmed to work since thats what the Test_Cinematic script uses but I dont know all the parameters so I cant use it yet. (help figuring out the parameters would be appreciated)
Set_Animation_Frame is tested and doesnt work (Its this one that does things like the obelisk powerup animation). BTW, the reason its busted is because somehow either renegade doesnt correctly send the network message to the client from the server or it doesnt correctly process it in the client (this is acording to one of the dev team a while back, it was going to be fixed but they ran out of time)
Static_Anim_Phys_Goto_Frame and Static_Anim_Phys_Goto_Last_Frame I dont know if they work im NP or not.
Now that I think about it, if I knew how to use Set_Animation, I may be able to do the walking animation for vechicles thingo.
But I dont know how to use it
As for detecting stealth vechicles, how would you do that?
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scripts.dll 1.5 [message #67671] |
Fri, 20 February 2004 19:36 |
vloktboky
Messages: 290 Registered: February 2003 Location: Kentucky, USA
Karma: 0
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Recruit |
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jonwil | Set_Animation is confirmed to work since thats what the Test_Cinematic script uses but I dont know all the parameters so I cant use it yet. (help figuring out the parameters would be appreciated)
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I could play with it tomorrow, the last 3 parameters are what looks to be confusing.
I've got some scripts made up that mainly relate to weather, such as Create_Rain_On_Enter, and stuff like that. I can also confirm that the Set_Clouds, Set_Lightning, Set_War_Blitz, Set_Wind, Set_Rain, Set_Snow, and Set_Ash work in MP, and what their parameters mean.
If you ever want to see my dynamic flowing weather, join BCServ3, 4, or 5 sometime. I see no problem in throwing that in as well for fan map use, if others want it.
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scripts.dll 1.5 [message #67788] |
Sat, 21 February 2004 04:17 |
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Lets say you want a helipad and orca.
When the helipad gets blown up, you should be no longer able to buy orcas.
How to:
1.make/modify the orca preset as usual, lets call it CnC_GDI_Orca
2.make it so the orca isnt purchasable from the PT
3.make the helipad in the map, with a regular building controller. Lets assume for this example, the helipad has ID 1
4.somewhere, place a small script zone (large enough to walk into but not so large its in the way). Lets assume this zone has ID 2
5.Then, place a marker (a sign perhaps or something on the wall if its inside) to indicate that this is where you buy orcas. (put it somehow so that people will know to walk into the zone to buy orcas). Its possible to make this object go away when the helipad is blown up, just do the same as for the zone (see below) but substitute the ID of this object.
6.Make a Daves Arrow somewhere, lets say it has ID 3.
Now for the scripts:
1.put JFW_Preset_Buy on the zone. Set Preset_Name to CnC_GDI_Orca. Set Cost to whatever. Set Location to where you want the orcas to appear. Then set Player_Type to whatever player type should be able to use this.
2.put JFW_Death_Send_Custom on the helipad controler. Set ID to the ID of the Daves Arrow. Set message to something e.g. 100 (doesnt matter as long as it matches). Then set Param to 0.
then finally 3.On the Daves Arrow, attatch one copy of JFW_Custom_Destroy_Object for everything that should disappear when the helipad goes. Set Message to the same thing as in step 2. Set ID to the ID of the object to use (e.g. 1 for the example). If you wish to make a building go away, you need JFW_Custom_Destroy_Building with the ID being the ID of the building controller.
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scripts.dll 1.5 [message #67910] |
Sat, 21 February 2004 19:50 |
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Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
Karma: 0
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General (1 Star) |
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Dissable Transitions while in zone script
You attach it to a zone, when a vehicle enters a zone, you can't get in or out of it. Soon as you leave the zone, Transtions are renabled.
Could have several uses,
Preventing people from jumping out of aircraft in certain areas.
Preventing people from abandining ship for naval combat.
Preventing people from entering a vehicle before it has left a warfactory etc
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[Updated on: Sat, 21 February 2004 19:53] Report message to a moderator
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