I would love scripting if... :)


(Erik-Ftn) #1

I just got around and summarized my opinions on the “why is scripting evil” issue.

What I expect from a scripting/ entity system:

  1. Entities
    ===========

1.1 Basic

  • One set of keys appliceable to all entities. Every key can of course be disabled when irrelevant but still one basic set of keys.

  • A basic set of functions available to all entities.
    func_explosive doesn’t call death function, script_mover does
    script_movers lack of debris-spawning when blown should be optional

  • Consistency of language and meaning
    “Speed” sometimes means faster with higher value and sometimes slower with higher value
    Wait, time and delay seem arbitrarily used.

  • An activator-conditional entity
    I’d like one entity (like eg target_relay) with all conditional options in it: player class, team, carrying a flag/ key and preferably also health, ammo, rank, xp etc It should also distinguish between player-activator and last entity activator.

  • Logical entites
    AND, OR, larger than (number of input signals), lesser than (number of input signals), equal to (number of input signals)

1.2 Additional functions that would be very nice:

  • Function always travel with entity brush/ model
    If you move a func_door you can’t open it

  • at least 5 different keys as in red key for red door

  • ability or option for moving all entities after spaw with scripting
    eg smoke, shooter_rockets

  1. Scripting
    ============

2.1 Basic

  • The possibility of doing if-then-else and for-loops.

  • Variables

  • reading and changing all keyvalues in entities

  • normal distribution random function

2.2 Additional functions that would be very nice:

  • repeat until/ wait until

  • access to player class, team, health, ammo, rank, xp etc etc on activator of scripted event

  • moving and rotating entities ingame
    eg smoke, shooter_rockets

  1. Addition - Player actions
    =================

3.1 Basic

  • Dropping what you hold on the ground

(grizzlybear) #2
  • ability or option for moving all entities after spaw with scripting
    eg smoke, shooter_rockets

i have smoke moving using your 27_tag_beta.md3 (think it needed tagent)
not tried attaching the rockets yet :wink:

yes its atached to a plane :wink:


(Erik-Ftn) #3

Hi

Yes you’re right… it should be “moving and rotating”. I can’t rotate the angle of the smoke after spawn and I’ve been told its impossible.

Hmm planes… :slight_smile: Sounds nice, U’ve seen this I suppose: http://user.tninet.se/~fzo823r/videos.htm


(grizzlybear) #4

yep :wink:

mmm… rockets dont work with attach to tag :frowning:
smoke does cos it can be setstate invsible (gessing it was tweaked for use with the tank)
can u not rotate the angle by rotating the tagblock ??? (altho i gess it only uses gravity or dont)

altho this is getting away from your origional point


(ausman) #5

I would love it if CTF objs attached to mover, not just the model of them & were able to be resized. Also having ASE’s being scriptmovers would of also been nice (u peps with with 3dsMax can ignore). I guess u can’t expect everything to be perfect considering the product is free.


(grizzlybear) #6

target .ase at a script_mover and then use attachtotag to tag to ericks tagblock md3 :wink:

the script_mover 27_tag_beta (tagblock)( model2>path to md3) then becomes the main scriptmover with other scriptmovers tagged onto it with
attatchtotag 27_tag_beta tag_x0y0z0 (centerpoint)
:wink:


(ausman) #7

I wish I had of known that 5 months earlier :disgust: . Ah well, at least I know how to model now :drink: .