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Looking for script & console functions to add into T4M

HOT
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Created 9 years ago
by DidUknowiPwn
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Just recently got custom GSC functions to work and am looking for "requests".

NOTE: It'll be extremely unlikely if you want huge complicated functions. Such as a function for getting key presses (maybe, still looking into it).

WARNING: I might not be able to add anything in related to paramertized functions or pretty much anything until I find all instances of Scr_AddXXX and GetNumParams functions.



Edit:
GetNumParams was identified and added.
BIG issues are that Scr_Add are "usercall" which means the secondary compiler WaW went through shit on the function and I have to write a wrapper to get it to work.

Edit 2:
Got console commands to work as well.


Suggestion Format
  • Type: Script or Console
  • Feature: Does XXXX
Last Edit: October 12, 2015, 08:49:22 pm by DidUknowiPwn
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

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Anything that would make debugging script easier would be very nice. Perhaps an easy way to track variable changes  when using developer and developer_script?
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Sounds interesting, can you do anything new on the viewmodel animation side of things? Even if it's just spawning another model it will be a game changer.
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I'm not sure exactly what you're looking for here, but checking buttons the player is hitting is a big one. If that was possible, like usebuttonpressed, but like buttonpressed, but for the client not just the host.
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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i beg for for distance2dsquared( arg, arg ) the same way they did it in bo2 ;)

all the different theorems i tried seemed t obe all wrong, im sure youll know better
Last Edit: October 12, 2015, 01:27:28 pm by Harry Bo21
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i beg for for distance2dsquared( arg, arg ) the same way they did it in bo2 ;)

all the different theorems i tried seemed t obe all wrong, im sure youll know better
Isn't it just
(x1-x2)^2 + (y1-y2)^2 ?
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Check me out here: www.steamcommunity.com/id/xSanchez78
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I have tried this too
I did this once:
Code Snippet
Plaintext
Distance2DSquared( origin1, origin2 )
{
dist = Distance2D( origin1, origin2 );
return dist * dist;
}
and that did not work
Isn't it just
(x1-x2)^2 + (y1-y2)^2 ?

distance doesn't work that way. u cannot just add the two differences, there is some complicated math problem u need to do to find it manually which is why we just prefer an engine func.

but I guess it's worth a try, anyone who wants to test it out:
Code Snippet
Plaintext
Distance2DSquared( origin1, origin2 )
{
difference_1 = abs( origin2[0] - origin1[0] );
difference_2 = abs( origin2[1] - origin1[1] );
return( ( difference_1 * difference_1 ) + ( difference_2 * difference_2 ) );
}
Last Edit: October 12, 2015, 04:06:42 pm by alaurenc9
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distance doesn't work that way. u cannot just add the two differences, there is some complicated math problem u need to do to find it manually which is why we just prefer an engine func.

but I guess it's worth a try, anyone who wants to test it out:
Code Snippet
Plaintext
Distance2DSquared( origin1, origin2 )
{
difference_1 = abs( origin2[0] - origin1[0] );
difference_2 = abs( origin2[1] - origin1[1] );
return( ( difference_1 * difference_1 ) + ( difference_2 * difference_2 ) );
}
The way I did it works exactly the same way as yours, no matter what numbers will be.
At least that's how we did it in math classes :please:
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(float)((float)(v1.y - v0.y) * (float)(v1.y - v0.y)) + (float)((float)(v1.x - v0.x) * (float)(v1.x - v0.x))

have fun with that
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(float)((float)(v1.y - v0.y) * (float)(v1.y - v0.y)) + (float)((float)(v1.x - v0.x) * (float)(v1.x - v0.x))

have fun with that
thatll do nicely indeed lol

As for everyone else, There are several ways to do it, but i needed the same algorithm ( theorem ) as bo2 uses ;)

sadly every one i tried was slightly off, this looks like its what i need tho :)
Last Edit: October 12, 2015, 07:37:07 pm by Harry Bo21
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Updated with console command support.

Still working on defining all the functionalities for script.
Got some of the important ones done but I need some more time to get clients and such.

Also @Ray1235 got the Distance2DSquared function right XD surprised you guys didn't attempt it.
Last Edit: October 12, 2015, 08:51:45 pm by DidUknowiPwn
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Updated with console command support.

Still working on defining all the functionalities for script.
Got some of the important ones done but I need some more time to get clients and such.

Also @Ray1235 got the Distance2DSquared function right XD surprised you guys didn't attempt it.
can you do client stuff?

like the setClientField?
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can you do client stuff?

like the setClientField?

client fields can actually be made in WaW's current state.
all you need to be able to do is define the zombie, ent, or player on the client side and give it information.

there is a callback that is called every time a zombie spawns, which you can then make a script that adds the zombie to an overall array and removes the zombie from the array when it dies or is undefined. GetEntArray also works in coop, along with GetPlayers being GetLocalPlayers in csc.

you just need to specify the entity number and type in the client system, and you can then define the entity. i found it most effective to send multiple sets of information with only one client system set using a delimiter, then i made a custom strtok in csc ( since strtok is unknown func in csc ) to split up all the information seperately.

so yeah with a bit of effort, client fields or client flags are very much possible in WaW using the resources provided by default.
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client fields can actually be made in WaW's current state.
all you need to be able to do is define the zombie, ent, or player on the client side and give it information.

there is a callback that is called every time a zombie spawns, which you can then make a script that adds the zombie to an overall array and removes the zombie from the array when it dies or is undefined. GetEntArray also works in coop, along with GetPlayers being GetLocalPlayers in csc.

you just need to specify the entity number and type in the client system, and you can then define the entity. i found it most effective to send multiple sets of information with only one client system set using a delimiter, then i made a custom strtok in csc ( since strtok is unknown func in csc ) to split up all the information seperately.

so yeah with a bit of effort, client fields or client flags are very much possible in WaW using the resources provided by default.
Im aware, however the question is

Quote
Looking for script & console functions to add into T4M
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Im aware, however the question is


o :P well i was just wondering if u knew or thought that adding an engine func would be the only way. but yea would be nice if he could do client stuff like that in WaW

 
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