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scripts.dll 1.6.1 [message #81567] Sun, 18 April 2004 20:56 Go to next message
jonwil is currently offline  jonwil
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Registered: February 2003
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General (3 Stars)

I will soon be releasing scripts.dll 1.6.1.
It contains some new research into the scripts.dll internals (if anyone wants to help me reverse engineer the remaining unknown stuff, please do let me know)

Plus it contains a small fix so that anytime the game asks for M00_Nod_Obelisk_CnC, it uses JFW_Nod_Obelisk_CnC instead.
JFW_Nod_Obelisk_CnC is 100% identical to M00_Nod_Obelisk_CnC except that it contais a fix to make the obelisk glow for all players.
So, if the host is running 1.6.1 and the map has an obelisk using either the M00_Nod_Obelisk_CnC or JFW_Nod_Obelisk_CnC scripts, all players in the game will get the obelisk glow.

No sound though Sad From my analysis, it doesnt appear as though sound events (including the collect sound for powerups and sounds played through script commands) get sent from the server to the clients. (i.e. its a design thing rather than a bug).
Sounds that do play play because they are triggered by a different client event (such as an event sent to the client to trigger an explosion)

Going to do some more research then get 1.6.1 out soon.


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
scripts.dll 1.6.1 [message #81571] Sun, 18 April 2004 21:13 Go to previous messageGo to next message
xptek_disabled is currently offline  xptek_disabled
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Can't wait for the glowing obelisk. Great work on these scripts. The community wouldn't have gotten this far without you.

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Jonwil > SK
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scripts.dll 1.6.1 [message #81615] Mon, 19 April 2004 08:19 Go to previous messageGo to next message
ericlaw02
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Recruit
You're fast.....
Good job!
scripts.dll 1.6.1 [message #81639] Mon, 19 April 2004 10:34 Go to previous messageGo to next message
kawolsky is currently offline  kawolsky
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theres only 1 thing i can say to something like this.... Very Happy

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Re: scripts.dll 1.6.1 [message #81662] Mon, 19 April 2004 12:56 Go to previous messageGo to next message
Slash0x is currently offline  Slash0x
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Commander
jonwil

No sound though Sad From my analysis, it doesnt appear as though sound events (including the collect sound for powerups and sounds played through script commands) get sent from the server to the clients. (i.e. its a design thing rather than a bug).



Is there a way just to active at sound preset (chosen by map maker or defaulted to the original) from that object position when activated? Maybe kinda combined the sound script with it?


L3T'5 4LL THR0W 3GG5 4T D4 N00B! Smile
scripts.dll 1.6.1 [message #81730] Mon, 19 April 2004 18:40 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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hmmm, that could be an idea.
If you place those little speakers on a map, you get a sound that plays, thats a sound preset.


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
scripts.dll 1.6.1 [message #81795] Mon, 19 April 2004 23:45 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
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General (3 Stars)

ok, I just added another script to 1.6.1
Its the same as JFW_Building_Gun except every shot it fires alternates between primary fire and secondary fire i.e. primary-secondary-primary-secondary and so on.
Usefull to do e.g. a true TD advanced guard tower (no guns and fires 2 powerfull missiles at once), then you would add regular Guard Towers like in TD.


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
scripts.dll 1.6.1 [message #81804] Tue, 20 April 2004 02:38 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
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General (3 Stars)

ok, 1.6.1 has now become 1.7
The main change in addition to what has already been announced is more scripts with the "pirmary and secondary" logic.
And also mabie a series of scripts like JFW_Building_Gun but with charge animations.


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
scripts.dll 1.6.1 [message #82322] Wed, 21 April 2004 22:57 Go to previous message
Dante
Messages: 1039
Registered: February 2003
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General (1 Star)
Nice work jonwil, should concentrate replacing all teh ren scripts for 2.0

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