scripts that will be in the new dll [message #-991239] |
Thu, 21 November 2002 07:50 |
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These are the scripts that will be in the new dll whenever it comes out (at least thats what greg said is in there) /* ** GTH_CTF_Object ** This script will make the object it is attached to behave kind of like a CTF "flag" by ** constantly warping to the opposing player who pokes it. If its position gets within a ** certain distance of the "enemy home" an internal counter is incremented. Once the counter ** reaches a desired number, an object in the level is destroyed. This object should be the ** only building owned by the flag's team so that they immediately lose. Unfortunately this ** flag will be very laggy due to the way its implemented... ** ** Params: ** Update_Delay - how many times per second to update (this will *always* be laggy though...) ** Enemy_Player_Type - type of player that wants to grab this flag (0=Nod,1=GDI) ** Enemy_Home_Position - when flag gets here, capture count increments! ** Home_Radius - how close to home position we need to get to count ** Captures_Needed_To_Win - after this many captures, we destroy the token "building" for the win ** Win_Object_To_Kill - object that we destroy when the capture count is reached ** Flag_Stolen_Wav - wav to play when the flag is stolen ** Flag_Lost_Wav - wav to play when enemy team gets flag back to Enemy_Home_Position ** Flag_Saved_Wav - someone killed the guy stealing the flag! ** Captures_Exceeded_Wav - flag has been captured "Captures_Needed_To_Win" times. ** */ This is the CTF script, everything should be self explatory, basicly you need to give it a dummy building of some kind for it to win (and you cant have any other building controllers on the map)
/* ** GTH_Credit_Trickle ** This script will give an amount money to its team at a regular interval. You can use it to ** create silos that give money as long as they're alive. ** NOTE: this won't work on buildings, only things like turrets, characters, or vehicles so make your ** "silos" as a weaponless vehcile set up like the nod-turret for example. ** ** Params: ** Credits - number of credits to give ** Delay - time between credit grants */ This one can be used for e.g. tiberium silos or something, if it gets blown up you loose the income from it.
/* ** GTH_Enable_Spawner_On_Enter ** This script will enable or disable a spawner when its zone is entered ** ** Params: ** SpawnerID - id of the spawner ** Player_Type - type of player that can trigger integer, 0 = Nod, 1 = GDI, 2 = any ** Enable - enable or disable the spawner (1=enable, 0=disable) */ This is for doing stuff with spawners /* ** GTH_Drop_Object_On_Death ** This script will create an object at the position of the object when it dies. ** ** Params: ** Drop_Object - name of the preset to create an instance of ** Drop_Height - float meters to add to the Z coord of the original object when creating the drop obj ** Probability - int between 1 and 100, chance that the object will be created */
/* ** GTH_Drop_Object_On_Death_Zone ** This script is just like the other drop object on death except that it must also ** be activated by a custom message from another script. Use the GTH_Zone_Send_Custom ** to enable and disable this script. ** ** Params: ** Custom_Message - message id that turns this script on or off, use message ID's greater than 10000! ** Drop_Object - name of the preset to create an instance of ** Drop_Height - float meters to add to the Z coord of the original object when creating the drop obj ** Probability - int between 1 and 100, chance that the object will be created */
/* ** GTH_Zone_Send_Custom ** This script lets you send a custom message to an object on enter and exit of a zone. To talk ** to the "drop in death zone" script, send the same custom message with 1 for Enter_Param and ** 0 for Exit_Param... ** ** Params: ** Enter_Message = message id to send when an object enters this zone ** Enter_Param = message parameter to send when an object enters ** Exit_Message = message id to send when an object exits ** Exit_Param = message id to send when and object exits */
If you combine GTH_Drop_Object_On_Death_Zone, GTH_Zone_Send_Custom and a script zone placed over a tiberium field, you can make a "player turns into a viceroind" effect (I think)
/* ** GTH_Create_Object_On_Enter ** This script will create an object when a script zone is entered by a game object. Use it ** to fire off cinematics for example... ** ** Params: ** Create_Object - name of the preset to create an instance of ** Position - world space position to create the object at ** Min_Delay - amount of time to wait before re-enabling the script once it has fired ** Max_Creations - maximum number of times the script should create an object ** Probability - integer between 1 and 100, chance on any given "Enter" that the object will be created ** Player_Type - type of player that can trigger integer, 0 = Nod, 1 = GDI, 2 = any */
/* ** GTH_User_Controllable_Base_Defense ** Just like M00_Base_Defense except that if a player enters, he can control the object ** ** params: ** MinAttackDistance - min range for auto attack ** MaxAttackDistance - max range for auto attack ** AttackTimer - amount of time to continue tracking after last "enemy seen" */ This one looks very usefull for modders.
Hopefully all these scripts will be available soon
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