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scripts.dll progress report [message #-985325] Tue, 21 January 2003 20:01 Go to previous message
Anonymous
work on 1.0 is progressing nicely, I still intend to have it out by the end of the month.
new scripts currently in the DLL:
JFW_Nod_Turret (basicly a clone of M00_Nod_Turret)
JFW_Base_Defence (basicly a clone of M00_Base_Defence)
JFW_User_Controllable_Base_Defence (basicly a clone of GTH_User_Controllable_Base_Defence)
JFW_Grant_Key_Zone_Entry, when something enters the zone it will give that thing a particular key. Key to give and team that can get it will be settable by mapmaker.
JFW_Bounce_Zone_Entry, adds a value (settable by mapmaker) to the Z position of anything that enters the zone.
JFW_Timer_Custom (sends a custom when a timer expires)
JFW_Custom_Play_Cinematic (plays a cinematic when it recieves a custom)
JFW_Power_Off, when this script recieves a message it will power off or power on the building its attatched to depending on the message parameter)
JFW_Assault_Powerplant_Controller, on startup, an internal flag is set. a message is set to a bunch of buildings (which will use JFW_Power_Off) to turn them off. Then, when the timer expires, if the flag is set, it will turn the buildings back on. On zone entry, the flag is cleared. On zone exit, the flag is set. Timer Length, team that can trigger the zone and other stuff will be configurable by the mapmaker.
JFW_Zone_Send_Custom_Preset, same as TDA_Zone_Send_Custom but will only send the custom if the object that entered the zone is a specific preset.
JFW_2D_Sound_Timer_Health, same as JFW_2D_Sound_Timer but only plays the sound if the health of whatever its attatched to is within a certain range.
JFW_2D_Sound_Timer_Random, same as JFW_2D_Sound_Timer but instead of using a fixed time, it will pick a random time between 2 fixed timer values.
JFW_3D_Sound_Timer_Random, same as above but plays a 3D sound at a mapmaker specified location
JFW_Blow_Up_On_Death, when whatever this is attatched to dies, it will do a Create_Explosion with a mapmaker specified explosion (for e.g. Demo Trucks etc)
JFW_Zone_Send_Custom_Enable, same as TDA_Zone_Send_Custom but needs to be sent another custom to enable it first.
JFW_Aircraft_Fuel, on startup, sets a timer
when the timer expires, the object its attatched to will be blown up. Sending it a message (from e.g. a zone entry) will reset the timer.
JFW_Debug_Text_File, basicly logs all events that happen to an object, usefull for making sure that e.g. messages are being passed around correctly and whatever else. It will be like M00_Debug_Text_File_RMV but better [Smile]
JFW_Nod_Obelisk_CnC, will be a clone of M00_Nod_Obelisk_CnC
JFW_Obelisk_Weapon_CnC, will be a clone of M00_Obelisk_Weapon_CnC
JFW_Advanced_Guard_Tower, will be a clone of M00_Advanced_Guard_Tower

Scripts definatly going in:
JFW_Advanced_Guard_Tower_Gun (clone of M00_Advanced_Guard_Tower_Gun)
JFW_Advanced_Guard_Tower_Missile (clone of M00_Advanced_Guard_Tower_Missile)
JFW_Building_Gun (basicly, generic script for base defence structures, does things like makes the defence stop working when the power goes down or when it gets blown up or whatever)
JFW_Building_Gun_Weapon (script to handle the weapon for these structures)
Not sure if using multiple copies of JFW_Building_Gun & JFW_Building_Gun_Weapon will work but if it does, they will operate independatly and not work together like the AGT does.

Basicly, the JFW_Building_Gun & JFW_Building_Gun_Weapon are going to be similar to the Obelisk but without the power up animation + sound (the animation doesnt play properly in MP anyway).

Scripts that I would like to write but that may not make it:
JFW_Guard_Duty (makes vechicle follow looping WP, attack anything that comes in range then resume following WP)
JFW_Hunt_Blow_Up (vechicle with this attatched sits there untill something comes within Enemy_Seen range then it goes to its location and blows up
JFW_Hunt_Attack (like JFW_Hunt_Blow_Up but attacks instead of exploding)

Scripts I would like to write but probobly wont because of the time and effort involved:
JFW_Crate crate script
JFW_Crate_Controller crate controller script

There were a few things that I came up with that didnt make it:
1.the engineer scripts arent being made because they already exist (look for scripts with engineer_repair and engineer_target in the name)
2.I did intend to make a SAM site script plus an obelisk that only shoots ground plus clones of JFW_Base_Defence for air only and ground only and clones of JFW_User_Controllable_Base_Defence for air only and ground only. However, there is no way to tell the difference between air units and ground units. In the SP missions, the air units always fly high enough such that the sam sites (which have angle limits so they only ever point up) get shot at. The ground units dont get shot at because they are low down enough not to be in range. This is why if you build a sam site in MP and use the sam site logic scripts from SP, its possible to fly low below the SAM. I initally thought these would be possible because I made an incorrect assumption based on inadequite testing.

JFW_CnC_Advanced_Guard_Tower is not going in (was going to be AGT with missile only) since JFW_Building_Gun & JFW_Building_Gun_Weapon can do the same thing only better & more genericly. (plus, modifying the AGT script so it only figres missiles appears to be a lot harder than I first thought it would be [Smile]

Plus, good work has been done and is continuing to be done behind the scenes with the script commands and stuff.
 
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