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View Thread: MP sync. script discussion
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MP sync. script discussion
Ando
This thread is for discussions related with MP synchronized scripts.

All scripts are located in: MP synchronized object/helper scripts
Edited by Ando on 21-04-2014 20:22
 
Chavez_US
Ando, or anyone...
These scripts (for whip trap, punji pits, etc..) are placed in your mapname/data/mapname/scripts folder?, and assigned to the helpers in the scene?

Also, do these need to be converted to .c files? Some of these downloads are in notepad format...

Thank you for any help.

Rich (Chavez_US)
Edited by Chavez_US on 22-10-2011 20:08
 
KostiCZ
Ofcourse, it must be .c, simply rename. Place them in your script folder and assign to objects in level.c script
Signature________________________________________________

2LT William Theolinus "KostiCZ" Boner Jr.
LRRP Squad Baker, Delta Team
cache.www.gametracker.com/player/KostiCZ/63.143.47.189:2302/b_560x95.png
 
Teamrespawn.cz
Chavez_US
KostiCZ wrote:
Ofcourse, it must be .c, simply rename. Place them in your script folder and assign to objects in level.c script


Thank You KostiCZ Wink
 
KostiCZ
Chavez_US wrote:
KostiCZ wrote:
Ofcourse, it must be .c, simply rename. Place them in your script folder and assign to objects in level.c script


Thank You KostiCZ Wink


Don't forget to use automatic global variable system in your coop script, without it these scripts cannot work.
Signature________________________________________________

2LT William Theolinus "KostiCZ" Boner Jr.
LRRP Squad Baker, Delta Team
cache.www.gametracker.com/player/KostiCZ/63.143.47.189:2302/b_560x95.png
 
Teamrespawn.cz
Chavez_US
Has anyone had success with the "trip flare" and synchronizing it will all clients? If so, please post. I would like to take an old map from 6 years ago that i had made, to release a night mission...

Chavez_US
 
KostiCZ
Chavez_US wrote:
Has anyone had success with the "trip flare" and synchronizing it will all clients? If so, please post. I would like to take an old map from 6 years ago that i had made, to release a night mission...

Chavez_US


Ask Ando, he made script for tripflare and we successfuly tested it. It works with no problems.
Signature________________________________________________

2LT William Theolinus "KostiCZ" Boner Jr.
LRRP Squad Baker, Delta Team
cache.www.gametracker.com/player/KostiCZ/63.143.47.189:2302/b_560x95.png
 
Teamrespawn.cz
Ando
Yes I have. But its not very user friendly now, because in editor must place trip flare object + light + glow for every trip flare.
Second version is under construction too but its with some problems now.
 
Chavez_US
Ok, so let me get this right. First i need to replace my Coop.c with this "COOP script with automatic global variable system" Then i need to add the other scripts in the data folder "Ie whiptrap". Then i need to place the whip trap out of view (outside the borders of my map). Then i use a dummy, script helper, or MP helper? This will go on the surface of the terrain. The script is assigned to that helper object. Then when i F8-F9 it will work in the editor, and when i finalize, it will work on all clients. Is this accurate? Also i need clarification on the dummy, script helper, or MP helper, which one is it?

Chavez_US
 
Ando
Chavez_US wrote:
Ok, so let me get this right. First i need to replace my Coop.c with this "COOP script with automatic global variable system"

correct

Chavez_US wrote:
Then i need to add the other scripts in the data folder "Ie whiptrap".

Yes, you must place that trap script to you map scripts folder

Chavez_US wrote:
Then i need to place the whip trap out of view (outside the borders of my map). Then i use a dummy, script helper, or MP helper? This will go on the surface of the terrain. The script is assigned to that helper object.


for "Whip trap script for random places" is 2 objects:
1. trap object
2. tree object

shortly: tree objects is defining random places for trap. When you start map then script will choose randomly one tree and add there a trap.

Trap script must be added to trap object.



I have also easier version on that trap but its not posted now.
Main difference is that there is only one object ( trap with tree as in official SP version) and trap will be always in same position.
And of course you can add more those traps.
So, if you are interested then I will watch it over and post it.



Chavez_US wrote:
Then when i F8-F9 it will work in the editor, and when i finalize, it will work on all clients. Is this accurate?


It will work correctly only with mode script. I normally test my staff with editor (Game > Game menu > Multiplayer > Lan Create ..)
 
Intruder
Ando; just a detail but...
For your ATGCoop script, I would change the ATGCOOP name to ATGCoop, to keep the same Vietcong/Pterodon's "typo chart"... Wink


Intruder
  x 1  x 1
 
Chavez_US
Thank you for clarification Intruder...i will add this feature and test it...
 
Intruder
About the curve sound...
Hmmm, I tested "this" years ago but now my brain is enable to find back the solution (it's a real mess inside! lol)...
- click and drag your pink camera to next position
...how to do that? I can't select my pink camera anymore... Frown lol

Thank you!


Intruder
 
Ando
Intruder wrote:
About the curve sound...
Hmmm, I tested "this" years ago but now my brain is enable to find back the solution (it's a real mess inside! lol)...
- click and drag your pink camera to next position
...how to do that? I can't select my pink camera anymore... Frown lol

Thank you!


Intruder


You cant select it visibly but click and drag somewhere on screen should move the camera ( if "move" button is turned on on camera editor, not toolbar move)


Edit:
- normal drag = move on X, Y plane
- shift + drag = move on X axis
- control + drag = move on Y axis
- shit + control + drag = move on Z axis
Edited by Ando on 28-10-2011 16:40
  x 1
 
Chavez_US
I Downloaded your Automated Global Variables Coop script, and just added basic respawn points for US Coop, and 1 single VC next to a hideout and behind some large rocks...I F8-F9-File save. Then i set my parameters for the game time. And selected custom script (AutomatedGlobalVariableCoop). When i went to finalize i got a preprocessing error:

line 7
message: symbol '\n' expected
after '#include' command

I am adding scripts one at a time to make sure they work first, and i cant get the first basic "AutomatedGlobalVariables" script to work...

I have the script opened, and i cannot see why it is giving me this error to begin with...

Rich (Chavez_US)
 
KostiCZ
Can you post here line 7 with include command? It means something missing there...
Signature________________________________________________

2LT William Theolinus "KostiCZ" Boner Jr.
LRRP Squad Baker, Delta Team
cache.www.gametracker.com/player/KostiCZ/63.143.47.189:2302/b_560x95.png
 
Teamrespawn.cz
Chavez_US
KostiCZ wrote:
Can you post here line 7 with include command? It means something missing there...


For some reason my text editor has to convert each C script to normal line endings, and its working properly.



But now after modifying the level.c script (by adding the whip_trap script to the level.c script), i am getting this single error:

[prim expr] symbol 'SC_P_GetHeadPos'
declaration expected.

The editor is having problems with these lines and throwing me the error:
for (j=0;j<i_items;j++) {
SC_P_GetHeadPos(list[j], &head_pos);



Rich (Chavez_US)
Edited by Chavez_US on 31-10-2011 00:28
 
KostiCZ
Chavez_US wrote:
KostiCZ wrote:
Can you post here line 7 with include command? It means something missing there...


For some reason my text editor has to convert each C script to normal line endings, and its working properly.



But now after modifying the level.c script (by adding the whip_trap script to the level.c script), i am getting this single error:

[prim expr] symbol 'SC_P_GetHeadPos'
declaration expected.

The editor is having problems with these lines and throwing me the error:
for (j=0;j<i_items;j++) {
SC_P_GetHeadPos(list[j], &head_pos);



Rich (Chavez_US)


Put line:

extern void SC_P_GetHeadPos(dword pl_id, c_Vector3 *pos);

somewhere in your header of script, with another definitions (outside of main and other functions). Or use new version of sc_global.h, there are all of these definitions done.
Edited by KostiCZ on 31-10-2011 07:36
Signature________________________________________________

2LT William Theolinus "KostiCZ" Boner Jr.
LRRP Squad Baker, Delta Team
cache.www.gametracker.com/player/KostiCZ/63.143.47.189:2302/b_560x95.png
 
Teamrespawn.cz
Ando
As KostiCZ said, use latest sc_global.h file. It should be with latest SDK.

And you can find it example on vietcong-coop.net
Edited by Ando on 31-10-2011 07:47
 
Chavez_US
Just downloaded the latest sdk from vietcong-coop.net, then I tried the newest scglobal.h Header file in the dev/compiler/inc and received a assembler error...

Ando, could you please send me a copy of your latest DauTien level.c file?

I am not sure if i put the lines of code (for the whiptraps) in the right places...i want to compare my code placements to yours so i can learn from my scripting mistakes...

Rich (Chavez_US)
Edited by Chavez_US on 01-11-2011 05:05
 
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