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arezey Joined: 16 June 2005 Posts: 1599 |
05 September 2005 19:42 (UK time)
Use this thread to suggest new scripting lines. I have some here: void SC_SetLightOnValue(int Light, int value); void SC_AddLight(PosX, PosY, int Breadth, int Width, int colour.r, int colour.g, int colour.b, int flashtype, int Shape); void SC_ObjectShoot(int ObjectId); void SC_SetObjectOverrideName(int ObjectId, char *OverrideName); void SC_CloseDoor(int Sector Id, char *TextureName); Edited: 05 September 2005 20:08 You need to login to create posts in this thread. |
mike323 Posts: 745 |
07 September 2005 00:11 (UK time)
Although I already dicussed it with james, he said in the next patch there would be: SC_OnObjectHurt(int ObjectID); You need to login to create posts in this thread. |
arezey Joined: 16 June 2005 Posts: 1599 |
07 September 2005 12:24 (UK time)
That's nice! Some more: void SC_KillObject(int ObjectId); // easier to use! void SC_ReloadObjectsWeapon(int ObjectId); // reloads all weapons or turrets this object has int SC_GetPlayerHealth(); Edited: 07 September 2005 20:30 You need to login to create posts in this thread. |
40oz Official Sponsor Joined: 03 January 2004 Posts: 1799 |
08 September 2005 02:31 (UK time)
well all objects reload theyre weapons by default after a few seconds when there is no one around to shoot. I use that as an addvantage against my enemies.
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shockdrop Joined: 01 March 2005 Posts: 236 |
08 September 2005 03:17 (UK time)
SC_BigBoom(int ObjectId, int ObjectId,int ObjectId, etc.); Blows up multiple things at once! SC_MagicSector(char *TextureName,char *TextureName); Changes every sector with that texture to the other texture. Edited: 08 September 2005 03:20 You need to login to create posts in this thread. |
mike323 Posts: 745 |
08 September 2005 03:35 (UK time)
Well, I don't think SC_KillObject() will be implemented because theres already a command for that: <i>SC_SetObjectHits(ObjectID,0);</i> You need to login to create posts in this thread. |
arezey Joined: 16 June 2005 Posts: 1599 |
08 September 2005 05:14 (UK time)
I know that! But still... OK, no SC_KillObject You need to login to create posts in this thread. |
mike323 Posts: 745 |
08 September 2005 06:03 (UK time)
Oh, ok. Well then I agree, ObjectKill would be easier to use You need to login to create posts in this thread. |
arezey Joined: 16 June 2005 Posts: 1599 |
09 November 2005 20:20 (UK time)
Hey, I would need a script to be implented. int SC_ResolvePlayerSittingSector(); This would return the value of the player be in. I would also need it that it would not include the map base sector (ID 0). void SC_BanSittingSectorRead(int SectorId); When SC_ResolvePlayerSittingSector() would be called, the comp would not include the sector under SC_BanSittingSectorRead(int SectorId). This would really help me on a complex scripting. Edited: 09 November 2005 20:27 You need to login to create posts in this thread. |
mike323 Posts: 745 |
09 November 2005 22:12 (UK time)
I had a little trouble understanding, but I think I got it. It would be best to word it like this: SC_GetActivatedSectorId() and SC_SetSectorActivateIgnore() These codes would call up the current sector being stood on, or activated. You need to login to create posts in this thread. |
arezey Joined: 16 June 2005 Posts: 1599 |
10 November 2005 11:24 (UK time)
Nononono. I mean that if you would use that code, and player would stand on sector id 3, the code would return 3. If the player was on both 3 and 4 but 3 is ignored by the 2nd command, it would return 4. You need to login to create posts in this thread. |
mike323 Posts: 745 |
10 November 2005 23:41 (UK time)
Try explaining again... You just repeated what I said. You need to login to create posts in this thread. |
arezey Joined: 16 June 2005 Posts: 1599 |
11 November 2005 11:16 (UK time)
Maybe my script would help... void CheckDoorTexture() { int texture; texture=SC_GetSectorTexture(<b>SC_ResolvePlayerSittingSector()</b> if(texture="CoolDoor_1.pcx" { SC_SetSectorTexture(<b>SC_ResolvePlayerSittingSector()</b>, CoolDoorUsed_1.pcx" } else { SC_SetSectorTexture(<b>SC_ResolvePlayerSittingSector()</b>, CoolDoorUsed_2.pcx" } } You need to login to create posts in this thread. |
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