Author Topic: Scripting Engine Suggestions  (Read 25388 times)

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Offline DorkeyDear

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Re: Scripting Engine Suggestions
« Reply #80 on: September 23, 2007, 08:24:52 am »
That would be AWESOME if u could get where a spec is looking at! is it possible to set the player spec is following (or possition / speed)? i doubt this is server-side but worth asking...

Is there a way to modify a variable from a different script w/out creating my own function/procedure in it that modifies the variable in that script? Like... FolderName.Variable := something; so i could do something like Test.DisableScript := true; :)

Is there an easy way to detect if a function/procedure exists inside a script? That would be nice.

Is there a way to get the name of the files inside a folder?

Offline Avarax

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Re: Scripting Engine Suggestions
« Reply #81 on: September 23, 2007, 01:25:31 pm »
Oh and before you release, please add a Weapon parameter to DoDamageBy so we don't end up with "Existing function's parameters won't be changed due to incompability" ;-P
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Offline DorkeyDear

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Re: Scripting Engine Suggestions
« Reply #82 on: September 23, 2007, 02:35:32 pm »
Oh and before you release, please add a Weapon parameter to DoDamageBy so we don't end up with "Existing function's parameters won't be changed due to incompability" ;-P
I don't know if thats possible, sense even with CreateBullet, if, lets say m79s kills somebody; it still says its whatever the person's primary weapon was.
That should be modified on the server to make it capable to do that :)

Offline Kavukamari

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Re: Scripting Engine Suggestions
« Reply #83 on: September 23, 2007, 03:40:50 pm »
how about more ***to*** functions

like strtovariant() or strtoarray()

then you could make strings become functions etc

Date Posted: September 23, 2007, 03:58:25 pm
fix this:

Quote from: Scripting help page (GetPlayerStat)
VelX          X Velocity           Single
VelX          Y Velocity           Single

I've noticed this for a while ;)
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Offline DorkeyDear

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Re: Scripting Engine Suggestions
« Reply #84 on: September 23, 2007, 05:47:47 pm »
what about...

function DisableWeaponsMenu(ID:byte);

might be something useful to add
because SetWeaponActive for false on all weapons for a weapon doesn't take away the menu to choose a weapon
« Last Edit: September 23, 2007, 05:54:11 pm by DorkeyDear »

Offline chrisgbk

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Re: Scripting Engine Suggestions
« Reply #85 on: September 23, 2007, 06:46:41 pm »
what about...

function DisableWeaponsMenu(ID:byte);

might be something useful to add
because SetWeaponActive for false on all weapons for a weapon doesn't take away the menu to choose a weapon

The menu is client-side, can't be done from the server.

Offline DorkeyDear

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Re: Scripting Engine Suggestions
« Reply #86 on: September 25, 2007, 02:49:04 pm »
what about...

function DisableWeaponsMenu(ID:byte);

might be something useful to add
because SetWeaponActive for false on all weapons for a weapon doesn't take away the menu to choose a weapon

The menu is client-side, can't be done from the server.
i figured.. but the quote thingy linked to the topic related to it and i was hopeing ppl would post there :P

Date Posted: September 24, 2007, 04:26:55 pm
  • A global ticks variable so you can get the server's ticks count at any time... but sense it is exactly the same thing as the AppOnIdle ticks, then if you get rid of the variable local to AppOnIdle, and add a variable named "Ticks" (same as the apponidle one), then there shouldn't be any issues with broken scripts..


Is there a way to get the server's run time thats MORE accurate than one second?

Offline Avarax

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Re: Scripting Engine Suggestions
« Reply #87 on: September 25, 2007, 02:52:16 pm »
I figured that RayCast doesn't seem to be able to go out of map dimensions, could you fix that?
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Offline urraka

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Re: Scripting Engine Suggestions
« Reply #88 on: September 25, 2007, 11:11:40 pm »
Is there a way to get the server's run time thats MORE accurate than one second?

I think you can use FormatDate for that
urraka

Offline Aquarius

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Re: Scripting Engine Suggestions
« Reply #89 on: September 27, 2007, 02:32:31 am »
Maybe split OnMapChange into 2 events (for compatibility OnMapChange would stay, maybe marked as depreciated?):

- OnMapEnd(Winner:byte) (called when a round ends and a result is showed to players, but BEFORE the next map is loaded - so it's called when a team wins, or a map is restarted with /restart command etc  ). The Winner parameter could show the round winner number (player or team) or 0 if it's a tie / no winner.

- OnMapLoaded(NewMap:string) (called always AFTER a map is loaded - so even when a server is started up and the first map is loaded it would be called, currently it doesn't happpen with OnMapChange)


Or maybe it could be named  OnRoundEnd and OnRoundStart. That would be a more elegant/clean syntax.
« Last Edit: September 27, 2007, 06:10:40 am by Aquarius »

Offline DorkeyDear

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Re: Scripting Engine Suggestions
« Reply #90 on: September 27, 2007, 02:49:00 pm »
  • OnJoinGame (And also OnJoinTeam i also believe) are not called when a bot joins the game

Offline Kavukamari

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Re: Scripting Engine Suggestions
« Reply #91 on: September 27, 2007, 03:42:49 pm »
can we MovePlayer on bots yet?
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Offline EnEsCe

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Re: Scripting Engine Suggestions
« Reply #92 on: September 27, 2007, 08:22:58 pm »
can we MovePlayer on bots yet?
NO!

As mentioned before, it screws up the Bot's AI.

Offline Aquarius

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Re: Scripting Engine Suggestions
« Reply #93 on: September 28, 2007, 01:08:51 am »
How about a function to change weapon statistics (the statistics available in weapons.ini). If we could this for a specific player, it would be even better.
« Last Edit: September 28, 2007, 02:26:02 am by Aquarius »

Offline Avarax

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Re: Scripting Engine Suggestions
« Reply #94 on: September 28, 2007, 09:54:07 am »
That's not possible Aquarius.

What I'd really like to see is access to some more map data, like map width, length, number of polygons or getting a specific polygon's type.
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Offline Aquarius

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Re: Scripting Engine Suggestions
« Reply #95 on: September 28, 2007, 10:27:14 am »
I don't know how getting a number of polygons on a map could be usefull... but getting a number of the polygon a player is standing on could be used to create new poly types.
« Last Edit: September 28, 2007, 10:44:25 am by Aquarius »

Offline urraka

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Re: Scripting Engine Suggestions
« Reply #96 on: September 28, 2007, 04:33:03 pm »
It would be nice if the OnAdminMessage had the possibiliy of ignoring the data sent, to avoid it being echoed in the console or even a command being executed by a specific admin ip. I know it would requiere a return value or something like that, and that implies changing the function... but it would still be nice if it could be done somehow.
urraka

Offline SoNNy

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Re: Scripting Engine Suggestions
« Reply #97 on: September 30, 2007, 02:55:42 am »
is it posible to make a CreatePoly function ? thanks

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Offline spkka

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Re: Scripting Engine Suggestions
« Reply #99 on: September 30, 2007, 04:53:27 am »
onchangeteam?