[Scripts] Building Under Attack & Destroyed [message #368128] |
Tue, 20 January 2009 14:48 |
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mrãçķz
Messages: 3069 Registered: August 2007
Karma: 0
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General (3 Stars) Permabanned for trying and failing DDoS |
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This is a Level Editor Code, by attaching this code to a Object and filling in the Parameters you will have a "*** under Attack" and "*** Destroyed" Function for the Object, Sound Parameters also Included, an Updated version comes later:
Here a Compiled Scripts.dll with:
MR_Attack_Announce (Under Attack Message)
Parameters:
Health (Example 25, when the object has reached 0-25HP then it will Display the "Under Attack Message")
Red, Green, Blue: (These are the Message Colors)
Under_Attack_Sound: (Fill in the .wav sound of "Turret Under Attack").
Under_Attack_Sound: (Fill in the Message to Display ("Nod Turret Under Attack").
MR_Death_Announce (Death Message)
Parameters:
Destroyed_Sound: (Fill in the Sound of "Nod Turret Destroyed").
Red, Green, Blue: (These are the Message Colors)
Destroyed_Message: (Fill in the Message to Display ("Nod Turret Destroyed").
Download the Compiled Scripts.dll here: Download.
Source:
.CPP
void MR_Attack_Announce::Damaged(GameObject *obj,GameObject *damager,float damage)
{
if (Commands->Get_Health(obj) <= Get_Float_Parameter("Health"))
{
Commands->Create_2D_Sound(Get_Parameter("Under_Attack_Sound"));
Send_Message(Get_Int_Parameter("Red"),Get_Int_Parameter("Green"),Get_Int_Parameter("Blue"),Get_Parameter("Under_Attack_Message"));
Destroy_Script();
}
}
ScriptRegistrant<MR_Attack_Announce> MR_Attack_Announce_Registrant("MR_Attack_Announce","Red:int,Green:int,Blue:int,Health:float,Under_Attack_Sound:string,Under_Attack_Message:string");
void MR_Death_Announce::Killed(GameObject *obj,GameObject *shooter)
{
Commands->Create_2D_Sound(Get_Parameter("Destroyed_Sound"));
Send_Message(Get_Int_Parameter("Red"),Get_Int_Parameter("Green"),Get_Int_Parameter("Blue"),Get_Parameter("Destroyed_Message"));
}
ScriptRegistrant<MR_Death_Announce> MR_Death_Announce_Registrant("MR_Death_Announce","Destroyed_Sound:string,Red:int,Green:int,Blue:int,Destroyed_Message:string");
.H
class MR_Attack_Announce : public ScriptImpClass {
void Damaged(GameObject *obj,GameObject *damager,float damage);
};
class MR_Death_Announce : public ScriptImpClass {
void Killed(GameObject *obj,GameObject *shooter);
};
[Updated on: Tue, 20 January 2009 14:49] Report message to a moderator
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Re: [Scripts] Building Under Attack & Destroyed [message #368310 is a reply to message #368308] |
Wed, 21 January 2009 19:59 |
_SSnipe_
Messages: 4121 Registered: May 2007 Location: Riverside Southern Califo...
Karma: 0
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General (4 Stars) |
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rrutk wrote on Wed, 21 January 2009 17:49 |
SSnipe wrote on Wed, 21 January 2009 01:10 | Dont understand what it does, doesn't renegade already do this?
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For buildings it does.
For Mounted Vehicles it should, but it doesnt, even if the strings and links to the sound-presets are set correct.
Dunno why.
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So what does it do?, Still a little lost
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Re: [Scripts] Building Under Attack & Destroyed [message #368373 is a reply to message #368335] |
Thu, 22 January 2009 08:29 |
Genesis2001
Messages: 1397 Registered: August 2006
Karma: 0
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General (1 Star) |
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SSnipe wrote on Wed, 21 January 2009 19:59 |
rrutk wrote on Wed, 21 January 2009 17:49 |
SSnipe wrote on Wed, 21 January 2009 01:10 | Dont understand what it does, doesn't renegade already do this?
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For buildings it does.
For Mounted Vehicles it should, but it doesnt, even if the strings and links to the sound-presets are set correct.
Dunno why.
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So what does it do?, Still a little lost
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It announces "<blank> is under attack!" on an object other than a building.
mǻdrãçķz wrote on Thu, 22 January 2009 02:15 | Hmmm place the Object on the Map, then attach the Script to the placed Object, thats how it worked for me
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He asked what it does.. lol
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Re: [Scripts] Building Under Attack & Destroyed [message #371556 is a reply to message #368373] |
Wed, 11 February 2009 06:17 |
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rrutk
Messages: 617 Registered: June 2007
Karma: 0
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Colonel |
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Nearly all message_send_custom_xx scripts in 3.4.4 have the bug, that they display not the textstring but the numeric message!
Need a simple WORKING script: Display_Message_Custom_Team_Sound (to display a textmessage for seperated NOD/GDI teams on custom and play a sound).
And may be a bugfixed version of your Attack-Announcment-Scripts (friendly fire fixed).
[Updated on: Wed, 11 February 2009 06:52] Report message to a moderator
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