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Back working on scripts now [message #491111] Sun, 13 September 2015 02:01 Go to next message
jonwil is currently offline  jonwil
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After various things getting in the way (including a nasty cold that put me out of action for the best part of a week) I am now going to do some more scripts work. Can people here please advise me of (or link me to trello cards for if they have access to trello) the things I should be working on?


Jonathan Wilson aka Jonwil
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Re: Back working on scripts now [message #491112 is a reply to message #491111] Sun, 13 September 2015 14:12 Go to previous messageGo to next message
roszek is currently offline  roszek
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LOD budget Smile
Re: Back working on scripts now [message #491127 is a reply to message #491112] Thu, 17 September 2015 12:13 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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roszek wrote on Sun, 13 September 2015 15:12

LOD budget Smile

I'm pretty sure I successfully knocked that up in the last release of 4.2, did you not see a change? Maybe it didn't make the last release, in which case its in the upcoming patch...


Re: Back working on scripts now [message #491128 is a reply to message #491111] Thu, 17 September 2015 15:43 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Yep, the changes will be in the next update which will hopefully be available soon.



Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
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Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies

[Updated on: Thu, 17 September 2015 15:44]

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Re: Back working on scripts now [message #491174 is a reply to message #491111] Wed, 23 September 2015 02:51 Go to previous messageGo to next message
[-HOH-]szymek777 is currently offline  [-HOH-]szymek777
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Maybe you could bring back flames on vehicle when it's damaged.
Something like this: Look at 1:40 youtube.com/watch?v=-ymuc23kReU
Re: Back working on scripts now [message #491177 is a reply to message #491111] Wed, 23 September 2015 09:38 Go to previous messageGo to next message
YesNoMayb is currently offline  YesNoMayb
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Could you implement an ignore function for non-XWIS users?
Re: Back working on scripts now [message #491210 is a reply to message #491111] Sat, 26 September 2015 11:53 Go to previous messageGo to next message
roszek is currently offline  roszek
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Never mind.

[Updated on: Tue, 29 September 2015 13:59]

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Re: Back working on scripts now [message #491232 is a reply to message #491111] Mon, 28 September 2015 08:10 Go to previous messageGo to next message
Neijwiert is currently offline  Neijwiert
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Could we get these things working properly on the fds:
Monitor_Sound
Stop_Sound

Cause currently theres no way to stop a looped sound other than rejoining game and also no way to know if a sound ended other than having a timer and manually entering sound length.

Also not sure if updating the object to clients works as a hacky way to stop the looping sound? (After you use Stop_Sound)
Re: Back working on scripts now [message #491233 is a reply to message #491111] Mon, 28 September 2015 11:11 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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It doesn't currently work at the moment.
Re: Back working on scripts now [message #491235 is a reply to message #491111] Mon, 28 September 2015 14:03 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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There is no way to make Stop_Sound work over the network due to how the sound engine works.
Sounds in the sound engine dont have any kind of "ID" you could send to the clients so they know which sound object to look for.


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
Re: Back working on scripts now [message #491240 is a reply to message #491232] Wed, 30 September 2015 06:23 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Neijwiert wrote on Mon, 28 September 2015 09:10

Could we get these things working properly on the fds:
Monitor_Sound
Stop_Sound

Cause currently theres no way to stop a looped sound other than rejoining game and also no way to know if a sound ended other than having a timer and manually entering sound length.

Also not sure if updating the object to clients works as a hacky way to stop the looping sound? (After you use Stop_Sound)

I usually make a w3d that creates sound and then just destroy it.


Re: Back working on scripts now [message #491241 is a reply to message #491240] Wed, 30 September 2015 08:44 Go to previous messageGo to next message
Neijwiert is currently offline  Neijwiert
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Jerad Gray wrote on Wed, 30 September 2015 06:23

Neijwiert wrote on Mon, 28 September 2015 09:10

Could we get these things working properly on the fds:
Monitor_Sound
Stop_Sound

Cause currently theres no way to stop a looped sound other than rejoining game and also no way to know if a sound ended other than having a timer and manually entering sound length.

Also not sure if updating the object to clients works as a hacky way to stop the looping sound? (After you use Stop_Sound)

I usually make a w3d that creates sound and then just destroy it.

That still makes a looped sound continue unless you rejoin the game.

Jonwil couldnt this be a nice next project to do in the ren engine Smile? Implement ids with sounds?
Re: Back working on scripts now [message #491242 is a reply to message #491241] Wed, 30 September 2015 10:23 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Neijwiert wrote on Wed, 30 September 2015 09:44

Jerad Gray wrote on Wed, 30 September 2015 06:23

Neijwiert wrote on Mon, 28 September 2015 09:10

Could we get these things working properly on the fds:
Monitor_Sound
Stop_Sound

Cause currently theres no way to stop a looped sound other than rejoining game and also no way to know if a sound ended other than having a timer and manually entering sound length.

Also not sure if updating the object to clients works as a hacky way to stop the looping sound? (After you use Stop_Sound)

I usually make a w3d that creates sound and then just destroy it.

That still makes a looped sound continue unless you rejoin the game.

Jonwil couldnt this be a nice next project to do in the ren engine Smile? Implement ids with sounds?

Only if you forget to check "Stops when hidden"
index.php?t=getfile&id=15212&private=0
  • Attachment: Untitled.png
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Re: Back working on scripts now [message #491243 is a reply to message #491111] Wed, 30 September 2015 14:23 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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The use of a w3d file that plays a sound and has the "stops when hidden" box ticked (and is then hidden via Commands->Set_Is_Rendered to stop the sound) is probably the only way to get sounds you can control over the network. It would even work such that if the sound is playing and someone joins the server, they hear the sound.

Making the kind of changes to the sound engine that would be necessary to have Stop_Sound work over the network would be too much work.


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
Re: Back working on scripts now [message #491247 is a reply to message #491242] Thu, 01 October 2015 10:28 Go to previous messageGo to next message
Neijwiert is currently offline  Neijwiert
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Hmm too bad.

Jerad Gray wrote on Wed, 30 September 2015 10:23

Neijwiert wrote on Wed, 30 September 2015 09:44

Jerad Gray wrote on Wed, 30 September 2015 06:23

Neijwiert wrote on Mon, 28 September 2015 09:10

Could we get these things working properly on the fds:
Monitor_Sound
Stop_Sound

Cause currently theres no way to stop a looped sound other than rejoining game and also no way to know if a sound ended other than having a timer and manually entering sound length.

Also not sure if updating the object to clients works as a hacky way to stop the looping sound? (After you use Stop_Sound)

I usually make a w3d that creates sound and then just destroy it.

That still makes a looped sound continue unless you rejoin the game.

Jonwil couldnt this be a nice next project to do in the ren engine Smile? Implement ids with sounds?

Only if you forget to check "Stops when hidden"
index.php?t=getfile&id=15212&private=0

Holy ballz does that work server-side? Like you change that in your objects file and load that?
Re: Back working on scripts now [message #491248 is a reply to message #491111] Thu, 01 October 2015 13:16 Go to previous message
jonwil is currently offline  jonwil
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Thats got nothing to do with an objects file. Its something you make in w3dviewer that lets you embed sound data in a w3d file and have it play.


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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