You are not logged in.    Login    New User    Forum Home    Search

Location:
JBPLAY  \  Meteor 2  \  Suggestions  \  Script Box

Back to Threads

Viewing Thread: Script Box

 

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
Joined: 23 January 2005
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.
*Papercut
Pro-Murder.
Legalize Crime.


You need to login to create posts in this thread.

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
Joined: 23 January 2005
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
Joined: 23 January 2005
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
Joined: 23 January 2005
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
Joined: 23 January 2005
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.



Forums system (C) 1999-2023 by James Bunting.

Terms of Use