Home » Renegade Discussions » Mod Forum » scripts.dll 1.5
scripts.dll 1.5 [message #68295] |
Mon, 23 February 2004 12:50 |
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gibberish
Messages: 366 Registered: May 2003
Karma: 0
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Commander |
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kirby651 | poke open door.
poke unlock door.
poke elavators
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jonwil | Poke doesnt work in multiplayer.
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scripts.dll 1.5 [message #68346] |
Mon, 23 February 2004 16:44 |
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bounce pad (i.e. where jump velocity is modified), that wont work.
I can do a version of the current script that lets you modify x,y and z instead of just z though.
A "no damage" zone isnt really possible
Changing the preset of an object/player/whatever isnt possible.
Spawn Zone script, not possible.
kirby651, which command are you using for animation?
As for the KOTH idea, basicly, when something enters the zone, a timer is started if the team of the entering object is different from the last team to enter the zone.
Cant detect when weapons are fired
Also, poke doesnt work in MP (the poke event isnt transmitted)
Removing individual weapons from an object cant be done
Plant beacon from far away, cant do that
making the screen blur, cant be done in MP
Changing the side of a bot/player, I dont think that will work (at least for players) in MP.
Disable/Enable the targeting brackets = no
Changing the cost of units, cant be done.
As for animations, if someone can figure out Set_Animation, I could do a lot more with animations.
Knockback (i.e. when this object is hit, make it move backwards) is possible.
But it would happen for all weapons (since you cant tell what weapon hit the object)
Since you cant put a script on an ammo preset, you cant do a seeking missile.
Also, some scripts I will look into: (but no promises)
1.a CTF script that makes the flag drop on the ground where you die instead of appearing back at the enemies bace.
2.a script for Capture The Mobius.
Shoot Mobius (who is a bot and is invincible) and he follows you.
When he is lead into a certain zone, player gets points and a new mobius is spawned.
3.a script for CTF but with one flag in a central location with it respawning in the central location when it is returned.
4.same as 3 but instead of respawning in central location, it appears in base of player who last captured it.
Plus, some requests from Dante (added here to keep ideas in one place)
Chronosphere scripts x 2
Iron Cutrain scripts x 2
Chronotank script
No promises when any of this 1.5 stuff will be done, study comes first...
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scripts.dll 1.5 [message #68358] |
Mon, 23 February 2004 17:12 |
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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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This is where if EA forked over the engines source (I'm sure Westwood would have released it if they could have) it would have been a great help to us. We could basically do what we want with the game. Relying on the Linux FDS has been the main option that JW and other people have had to use for hints at how the whole thing works.
The new CTF sounds good if you get around to doing it. I have a *working* sound system for Dante's CTF that plays the EVA on drop (aka return atm), capture and steal. That's where the 3D_Sound_Custom comes into play, setting the sound sphere to cover the entire map works almost like the EVA does except you hear the source of the sound, which is actually quite effective. Involves a awful lot of jiggery poker working with 12 sounds and their scripts, I was amazed it worked at all. I will think it through and see if there is a way of optimising it.
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 #68369] |
Mon, 23 February 2004 17:49 |
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gibberish
Messages: 366 Registered: May 2003
Karma: 0
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Commander |
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jonwil | 1.a CTF script that makes the flag drop on the ground where you die instead of appearing back at the enemies bace.
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Can be done just make sure you capture all the possible events.
Killed - The player gets Killed.
Destroyed - The player commits suicide.
Detached - The player changes character
Note: You may get more than one, but catching all of them makes the flag drop sooner.
jonwil |
Plus, some requests from Dante (added here to keep ideas in one place)
Chronosphere scripts x 2
Iron Cutrain scripts x 2
Chronotank script
No promises when any of this 1.5 stuff will be done, study comes first...
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Is this for multiplayer?
Any ideas on how to trigger the chrono effect in MP?
General Havoc | I have a *working* sound system for Dante's CTF that plays the EVA on drop (aka return atm), capture and steal.
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Does this require any client side downloads or is it all server side?
I.e. Is there already a standard set of sound message for flags?
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scripts.dll 1.5 [message #68416] |
Mon, 23 February 2004 20:09 |
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ok, complete list of changes (its confirmed that I will code these up) for 1.5 so far:
1.make it so that the JFW_Preset_Buy script wont let you buy if you dont have enough cash
2.new script, JFW_Weapon_Buy
Weapon_Name (the name of the preset to create)
Cost (the cost, I think I fixed it, you use positive numbers to take amounts away now)
Player_Type (what player type to trigger on, 0 = Nod, 1 = GDI, 2 = any, 3 = havoc)
Also wont buy if you dont have the cash
3.new script, JFW_Heal_Zone, same as JFW_Repair_Zone but infantry only instead of vechicles only
4.the weather scripts, as follows:
KAK_Precipitation_Create
KAK_Precipitation_Zone
KAK_Wind_Create
KAK_Wind_Zone
KAK_Clouds_Create
KAK_Clouds_Zone
KAK_Lightning_Create
KAK_Lightning_Zone
KAK_Flowing_Weather
5.new script, Disable_Transitions_Zone
When a vechicle enters the zone, it will have Disable_Vechicle_Transitions.
When a vechicle exits the zone, it will have Enable_Vechicle_Transitions.
6.new script, JFW_Bounce_Zone_Entry_All_Directions
Player_Type (what player type to trigger on, 0 = Nod, 1 = GDI, 2 = any)
Amount (what to add to the position each time, it takes x,y,z)
7.JFW_KOTH_Zone.
On startup, set current_team to "no team"
When entered, set team to team of entering player and start timer unless team of entering player is same as current team
Then, when timer expires, grant points
Points & timer time will all be settable via scripts
8.new script, JFW_Death_Destroy_Object (will make an object disappear when the thing the script is attatched to dies)
9.new script, JFW_Chronotank. Basicly, when the chronotank is damaged itself (using the same logic as the reborn digging vechicle), it will move <distance> forward in the direction its currently facing and add <amount> to the Z position.
10.new script, JFW_Iron_Curtain_Zone.
When started, will trigger timer and zone is disabled
When timer expires, zone becomes enabled.
When object enters zone, invulnerability script is attatched to thing that tripped the zone, zone is disabled and timer resets
11.new script, JFW_Invulnerability_Timer.
Basicly, on startup, starts a timer.
While the timer is activated, the object its attatched to is rendered invulnerable.
12.new script, JFW_Chrono_Beacon. On startup,sets a timer
On timer expired, sends its current position to the chronosphere and deletes the object its attatched to.
13.new script, JFW_Chrono_Controler_Zone.
On startup, starts a timer
When timer expires spawn a preset at a location
When sent custom (with location) by the beacon, enable a different timer
if sonething of the correct team enters the zone during this timer period, makle it go to the location that was passed in.
When this second timer times out, start the first timer again
Also, stuff I may make if I have the time
1.a CTF script that makes the flag drop on the ground where you die instead of appearing back at the enemies bace.
2.a script for CTF but with one flag in a central location with it respawning in the central location when it is returned.
3.same as 3 but instead of respawning in central location, it appears in base of player who last captured it.
After reading the thread again, I decided not to do Capture The Mobius since it would suck (IMO)
Depending on if I can figure out the Set_Animation script command, I can also do:
1.animation effect for Chronosphere and Iron Curtain (basicly, when it triggrs, it will create an object at whatever location set by the mapmaker and
then play an animation on that object, much like how the animation command in the cinematics does it. (in fact, if I cant figure out Set_Animation, mabie I can add a command to make a cinematic for the animation effect)
2.this script: JFW_Walking_Animation.
in creation it starts a timer and records the current position of the vechicle.
When the timer expires, the timer will be reset. And, it will play the animation if the current position of the vechicle doesnt match the stored position. If the animation is played, the current position becomes the new stored position.
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scripts.dll 1.5 [message #68434] |
Mon, 23 February 2004 21:06 |
Carl
Messages: 165 Registered: March 2003 Location: Washington, US
Karma: 0
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Recruit |
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just a reminder about what we spoke of earlier jonwil....
Single player vehicle drop/spawn drive to player script.
y0
http://www.dead6.net
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scripts.dll 1.5 [message #68439] |
Mon, 23 February 2004 21:13 |
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JFW_Drive_To_Player.
Basicly, when this script starts up, it calls Get_The_Star (which returns the player).
Then calls Get_Position on that.
Then calls Action_Goto to make the thing the drive_to_player is attatched to go to the location of the player.
Renegade will do the rest
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scripts.dll 1.5 [message #68463] |
Tue, 24 February 2004 04:05 |
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What I will do for the animations for the controllers is to allow it to be done via Cinematic Text Scripts (i.e. Test_Cinematic).
Basicly, you pass in the Cinematic Script file and the location to spawn the script (x,y,z & facing) and it plays the script. Also, it will use a feature of cinematic text scripts so that the controler building (ID to be passed into the controler script which remember is on a zone) is available as an object in the cinematic text script
Basicly, you will tell the script the ID of the building and the cinematic slot to load it into.
Then the takes the slot index and adds 10000 to it. Then, it sends it as a message to the object with Test_Cinematic attatched, with the ID as the param.
Basicly, this means that e,g, the cinematic could e.g. play an animation on the building (e.g. make the iron curtain glow)
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scripts.dll 1.5 [message #68517] |
Tue, 24 February 2004 11:19 |
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gibberish
Messages: 366 Registered: May 2003
Karma: 0
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Commander |
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Titan1x77 | this would have to be done in tenths of a second
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I wrote a script which moves an object every 1/10 of a second (via Set_Position) and it looked absolutely horrible.
Trust me you don't want that.
I was able to use the existing methods to make a vehicle drive from point A to point B but I couldn't find the correct arguments to do a simple linear interpolation.
Another solution would be to increase the number of updates per second (you probably need at least 30) however this will not help MP games as most servers only run with 10 net updates per seconds.
Gib
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scripts.dll 1.5 [message #68657] |
Tue, 24 February 2004 17:59 |
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The chronotank will have a timer, when its used, it will not be able to be used for a while (settable with a parameter)
Also, the timer triggers at startup so that you cant use the tank right away
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scripts.dll 1.5 [message #68705] |
Tue, 24 February 2004 22:08 |
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ok, vloktboky, that would be good. (the CTF stuff that is)
What parachute thing and how is it working?
Also, which parameters have you figured out for the animation one?
There is no way to do a proper "jump pad" (its possible to do fake ones though like the ideas given in this thread and the "move the player +x+y+z script" that I am going to do for 1.5
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