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Scripting With The RPG

by William The Bloody on 02/21/2007 15:42, 9 messages, last message: 07/30/2007 21:53, 1319 views, last view: 05/04/2024 03:38

Howdy ^_^

Im thinking about modding for cube2 and I just wanted to ask some questions. At the moment, im just looking into the scripting, if I can get it to do what I want then i'll start looking into the mapping and model side of things.

Features I'd like to get down first are:

*Menu Weapon Select : Player can select what weapons to use from an ingame menu, so even if they pick up missile ammo, if they havent selected said gun, they cant use it.

*Reloading : Basic HL-esk reloading (tho im aiming for Infitration style mags of ammo where each one has, for exsample, 30 rounds. if you reload with 9 bullets left, you keep that mag with only 9 rounds in, almost like items)

*RPG Health : Insted of just 100, it'd be 100/100, to pave the way for diffent max HP later

*Events : More of a scripting thing (anyone who's used RPGMaker or its ilk will get what I mean). A simple on/off switch with a name, i.e if player1 kills orge, set event_kill from '0' to '1'.

Can I do these or am I just asking too much? Editing the source isnt a problem, I work with a really good programer, so I can piss him of with any questions on the hard coding, but I just want to know if it can be done?

Thanks for your time.

-Will

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#1: ..

by Drakas on 02/21/2007 16:54

Anything can be done ^_^
It is just the case of effort

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#2: Re: ..

by William The Bloody on 02/21/2007 17:10, refers to #1

lol, that doesnt help, motivtional as it may be ^_^. Effort isnt the problem

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#3: Re: ..

by duffolonious on 02/22/2007 00:17, refers to #2

Err... well - it's probably better if you have more specific questions.

To do what you are asking -AFAIK- would require adding scripting commands, and thus "editing the source".

rpgobjset.h - this file has all the current rpg commands. It's pretty limited - I'm looking at expanding them.

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#4: Re: ..

by William The Bloody on 02/22/2007 10:30, refers to #3

Im sure i'll have some real questions for you guys in the coming weeks, but this post is more "can it be done" rather than "tell me how!" ^_^

Thanks for the heads up on rpgobset.h, I know where to start at least.

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#5: re: ..

by minosdis on 07/27/2007 05:36

I\'m working on some scripting/coding that is similar to this. Specifically, I\'ve already done the following with the rpg system:

Implemented changable weapon models, selectable by the inventory menu. Had to do some small fixes to make the weapons usable when picked up off the ground. Still need to implement ammo.

A barebones quest system. This i\'m still working on. I made a new quest menu, that reads a variable created by a new script command. Eventually this variable will be a struct with quest name, description, etc. Player can start with quests, or NPCs can add them.

Modified AI code, so if the npc has a variable set in the script, it now longer roams. It just stands at its home pos, staring.

Made a script command to make items non-tradeable.

Also made a new script command, r_pay, to directly give the player money. For quests.

my main coding goals right now are to finish the quest system and fix weapons. I also need to figure out how to implement weapon effects in the rpg. i\'m sure its pretty easy, I just havn\'t had a chance yet to work with them much. If anyone has any ideas or suggestions, hit me up.

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#6: Scripting and FPS Cube2 stuff.

by TomCat39 on 07/30/2007 08:18

I was wondering if it would be in the cube scripting language to change capture from a domination type flag game to a standard run the flag home to your flag type of CTF game.

Or would that be more for the base source code.

I've been playing for a bit and have noticed that Cube2 capture is more like Unreal Tournament's Domination type game. I would like to see a standard capture the flag game type for cube2. I can think of many maps that would be fun to recreate in Cube2 but they are more designed for regular flag running than they are for point capture.

I figure since you are all working with both the source and the scripting aspects, you'd know best which area would need work to accomodate such a concept.

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#7: Code

by ConorKirkpatrickistheowangeroflmaop on 07/30/2007 15:44

That lies in the game code
:(

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#8: Re: Scripting and FPS Cube2 stuff.

by noerrorsfound! on 07/30/2007 17:40, refers to #6

Good job bumping a thread from February :P

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#9: ..

by TomCat39 on 07/30/2007 21:53

It's the only thread I saw concerning scripting. Wasn't after the bump, was after proper placement of post concerning scripting. :-p

Okay so source code is the answer, thanks Conor somehugenameaddonsomethingoranother. :D

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