Author Topic: Script Core Suggestions  (Read 85634 times)

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Offline croat1gamer

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Re: Script Core Suggestions
« Reply #160 on: July 15, 2009, 08:00:48 am »
Repeat is being done almost every tick untill Ammo gets higher than 0.
If there was a OnFire, now, 3 ppl firing 3 mp5 simultaneously would have the same offect, also being called evert 4th tick, and that 3 times.
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Offline NTxC

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Re: Script Core Suggestions
« Reply #161 on: July 19, 2009, 11:54:10 am »
Please remove the "(Script)" postfix in BanPlayerReason.... Who needs to know that he was banned by a script? It messes up the look of the reason.  ::)
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Offline Hacktank

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Re: Script Core Suggestions
« Reply #162 on: July 21, 2009, 05:40:17 am »
Code: [Select]
function GetWaypointStat(ID: byte; stat: string): varient;

Stats:
active: boolean
x: singe
y: single
team: byte
style: byte (like 0=right 1=left 2=up 3=down 5=jet and such, its the combined result of all)
links: array of byte (all the other waypoints ID is linked to)



getplayerstat(ID,'curwaypoint'): byte;

This would be usefull for some zombie mods and exotic gamemodes.


Offline Prodigyx

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Re: Script Core Suggestions
« Reply #163 on: July 27, 2009, 10:28:11 am »
OnPlayerSpeak like a function. Return true if you want disable the text typed.
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Offline DorkeyDear

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Re: Script Core Suggestions
« Reply #164 on: July 27, 2009, 03:03:59 pm »
Making OnPlayerSpeak not threaded.

Offline DorkeyDear

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Re: Script Core Suggestions
« Reply #165 on: July 27, 2009, 06:42:35 pm »
SoldatIniFile: string; / GetSoldatIniFile(): string;
same w/
weapons mod file
maps list file
and anything else missed

its kind of a waste of time to figure out and parse the commands used, and set it that way

Offline DorkeyDear

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Re: Script Core Suggestions
« Reply #166 on: July 27, 2009, 11:27:25 pm »
calling OnWeaponChange BEFORE the X and Y coordinates are changed to 0, 0 (or just don't change them, shouldn't be any harm) of the object (weapon) that was picked up. (It seems the X and Y coordinates are set to 0, 0, but Active is not yet set to false, which is odd; but whatever)

Offline DorkeyDear

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Re: Script Core Suggestions
« Reply #167 on: July 29, 2009, 07:16:45 pm »
This is more of a server suggestion, but it relates to the scripting core.
When doing /recompile [scriptname], if the script or scripts do not compile, disabling them instead of closing the server. (Possibly optional, server.ini)

Offline Prodigyx

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Re: Script Core Suggestions
« Reply #168 on: July 30, 2009, 05:00:20 pm »
Binary Read/Write file functions.
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Offline DorkeyDear

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Re: Script Core Suggestions
« Reply #169 on: August 03, 2009, 10:39:51 am »
OnScriptCrash event, and ability to specify the a handler function in what script
server.ini
OnScriptCrash=Invoke:CrashHandler.OnScriptCrash (or just Infoke:CrashHandle, to remove the specification of what event to call)

function OnScriptCrash(Script: string): boolean; // returns whether or not to disable the script

This setup allows for only one handler method, and no return value collisions.

Offline Serial K!ller

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Re: Script Core Suggestions
« Reply #170 on: August 04, 2009, 01:42:00 pm »
procedure DoHeal(ID: Byte; HealPoints: Integer)

Yes I know you can do negative damage with dodamage but I have one problem with it because it also 'heals' the bulletproof vest which makes the vest way to powerful when using a regeneration script.

an extra argument like armorpiercing : boolean on dodamage would be fine for me to
« Last Edit: August 04, 2009, 01:43:47 pm by Serial K!ller »

Offline rayanaga

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Re: Script Core Suggestions
« Reply #171 on: August 04, 2009, 05:58:54 pm »
procedure DoHeal(ID: Byte; HealPoints: Integer)

Yes I know you can do negative damage with dodamage but I have one problem with it because it also 'heals' the bulletproof vest which makes the vest way to powerful when using a regeneration script.

an extra argument like armorpiercing : boolean on dodamage would be fine for me to

Seconded. :D
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Offline Polifen

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Re: Script Core Suggestions
« Reply #172 on: August 07, 2009, 02:08:58 pm »
Add parameter(s) to RayCast that will allow to specify for what kind of polys should it check : 0 - normal, 1 - only player collide, 2 - only bullet collide. I don't really know how to explain it better...

Offline Zabijaka

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Re: Script Core Suggestions
« Reply #173 on: August 07, 2009, 04:15:00 pm »
Parameter Weapon:string in function OnPlayerDamage :)

Offline danmer

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Re: Script Core Suggestions
« Reply #174 on: August 07, 2009, 05:59:22 pm »
Parameter Weapon:string in function OnPlayerDamage :)
at least bulletstyle, pretty pleeeeeeeeeeeeeeeeeeease

Offline y0uRd34th

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Re: Script Core Suggestions
« Reply #175 on: August 14, 2009, 10:22:31 am »
Why bulletstyle? Hk, Minimi... have all plain bullet :D

Offline ~Niko~

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Re: Script Core Suggestions
« Reply #176 on: August 14, 2009, 10:48:25 am »
Why bulletstyle? Hk, Minimi... have all plain bullet :D
M79 is likely not to...

Offline DorkeyDear

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Re: Script Core Suggestions
« Reply #177 on: August 14, 2009, 10:59:54 am »
procedure AppendFile(File, Content: string);
The same thing as WriteLnFile except it does not write a line, and only appends text to the end.

Offline Serial K!ller

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Re: Script Core Suggestions
« Reply #178 on: August 14, 2009, 01:06:51 pm »
procedure OnWeaponChange(ID; PrimaryNum; SecondaryNum; By:??);

By says it's called by : Spawn, Forceweapon, weapon menu(choosing weapon after spawned), weapon switch, weapon pickup, ...

Offline Serial K!ller

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Re: Script Core Suggestions
« Reply #179 on: August 18, 2009, 12:10:20 pm »
Procedure OpenWeaponsMenu(ID) opens the weapons menu for that player even when in the middle of a map.
Like that secret command that used to be in the older soldat versions.