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Advance Script Writing Tutorials


SeekerII
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Ok, i'm sure it's been asked before, but if someone could point me in the right direction...

I am looking for some advanced scripting tutorials, i have been sifting thru several mods and have come across things used for mortor explosions like effect type "General_Type2" or "Explosion_Large_Type2", or "Tecal_Type3(5)(5)(1) ....

the standard part2 of Igor scripting only explains but is not really helpful for what i'm looking for

thanks in advance...

Seekerii

(aka.. Stormlord)

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Yea, I don't think the advanced guide helps too much in that area...I think all that is available is what you linked Tinker, its pretty much trial n error..have a look at CENTCOM for use of effects alot if you have that mod...I know I used em for a bunch of anti-personnel mines so you get a look at the effects list I used in missions 2&8 as well as random selection of which mines would be active for a given play of the missions...I use the standard napalm one from the escort the the tanks through the battlefield mission of Ghost Recon alot but not for mines..I think its explosion_large_type2 I use for mines...you are welcome to PM me as well for info...be careful with decals..they sometimes end up looking odd due to map characteristics..it may end up with a hard edge...and I've seen other anomolies I ended up blaming on them...fire can be finicky too...just keep pluggin at it though and usually you'll get close to what you are lookin for...

mig :ph34r:

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Yes, been pouring over scripts, and centcom had the mine examples i needed. Plus i found a bit more detail about effects that helped.

Is there a place or site where modders share some of their scripting? Coming from a programming background, lots of time they have places to store libraries of examples to help others.

Long time player, just now getting into the mod creation business.

SeekerII

(aka Stormlord)

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Is there a place or site where modders share some of their scripting? Coming from a programming background, lots of time they have places to store libraries of examples to help others.

There is volumes in the search database. Requires allot of time in some cases.

Using the search function for GR:

-Keyword or phrase: If one doesn't work try a different one.

-Search where: GR(pc) Modding. You can drill down more specifically to its subforums.

-Result Type: Two choiced as Topics or Posts. Sometimes it will not show results unless Posts are chosen.

Never be afraid to ask in the forums. :thumbsup:

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The one real problem/weakness of Igor is the lack of any support for import/export script fragments into a mission you are developing. As a result there are no libraries of script fragments to look at. Rather you need to pick through missions that have the functionality you want and then reproduce it (by hand) in your mission to test things out.

Of course one result of this "feature" is that you are constantly revisiting your script snippets and figuring out how to improve/simplify them. Take a look at the weather/view-distance features in the AlphaSquad mission from the 2006 Community Coop tourney for an example of that -- the piece of code in question probably got re-scripted 4-5 times in the process of working out details of the mission. The end result worked quite well with players never quite being sure exactly what the view-distance was when they were playing, but also never really noticing it change.

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thanks for all the good information .. I did get my mine field to work, and it turned out pretty good.

so..

do i dare ask about mp insertion by helicopter.. heehee, lots of posts about helio's not working right, but most are several years old. has there been any improvement and/or understanding of the code? Maybe point me toward a few custom mods to look at..

PS: Thanks for the tip about the weather, want to work that into my mission for sure...

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I have not seen a helicopter insertion in mp and I have played allot of mods in mp coop.

To do it would be a real challenge as I don't think it has been done successfully.

The only mod I haven't played online is HX5 so it is possible harntrox did it. Not sure.

To test missions for mp successsfully, I think two computers are needed so one can be a dedicated server that can be joined with the second computer. There are some scripting elements in sp that work fine while on a dedicated server will cause crashes.

The only examples I can think of are helicopter insertions, using cinematics and using "next player" in a script. Not having allot of mp modding experience I have the feeling that there are other issues related to dedicated servers.

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The only one i remember seeing was in HX5 mod were you travel across part of a map shooting outof the Helo at groud targest, But the helo does not land.You get a message to say its been hit, then you are on the floor standing next to a crashed Helo... From what i remember :unsure:

Edited by Hammer
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  • 2 weeks later...

Well... It works I guess. Thought I had something new to add but does not work.

It flys along at a set height only, problem is the exfill. I thought if I moved the eject positions up as high as the Heli, when eject you fall to ground and looks all cool while being invincible til you land. But does not work, regardless of how high you put the eject positions, it still puts you straight on the ground rarther than in the air.

For me, I`m not too fussed about using this anymore, but as soon as I figure out why the rotars have stopped rotating, I`ll upload it anyhow for anyone to try / use.

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I suppose you could "fix" the eject thing with a fair bit of mission scripting (analogous to a rappel insert). My approach would be that as soon as you eject the players, you loop over them to make them invincible and teleport them up to the real "eject point" (marked with a floating effect) and then just make them vulnerable an appropriate short time later. The problem I see is that everyone will be clumped up on to of one another. I guess you could have separate effects spaced vertically to get a bit of delay between players, or you could space them laterally to just avoid collisions, but it would be nice to actually have the players come out one by one.

I really do not recall the behavior/semantics of forcing players out of an insert vehicle, maybe there is something there that can be leveraged to get the timing correct.

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