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Thread: Open Sauce Ideas thread

  1. #451
    Kid in the Hall Kornman00's Avatar
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by FireScythe View Post
    From what i've heard, using OS script functions on a non OS installation causes an exception
    It would exception anytime the engine ran into the script function/global that wasn't native.

    One thing you could do is set developer_mode to a specific value (ie, 88) and this would represent that OS is in fact running.

    I had put forth some code which checked the script imports in the loaded map and compared it with the script functions/globals in the current game state (the script exports). Pretty sure the final version of it wasn't in the RC though. Anyway, the hope was to use this to try and gracefully put the player back at the mainmenu when they didn't have the required scripting implementations in their OS that the map said it imported. Using this built in system plus a hard coded change of a known script global would be a sufficient setup considering this is just an external game extension and not a source modification.

    The only problem then lies within the scripter to actually have the brains to remember to encase their OS script usage inside a check of "(= developer_mode 88)" or what have you.


    Also, the skulls system shouldn't be handled by scripts at all. If anything, they should employ their own settings group like Fire was saying. Since this would be OS specific, you shouldn't put too much dependency in the map's design on OS specific data which doesn't have anything to do with its scenario (which is why the netcode enhancements aren't part of the scenario settings anymore, it's a setting for the user not the map maker). OS has its own mechanisms for editing settings while in-game.
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  2. #452
    Neanderthal Dwood's Avatar
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    Re: Open Sauce Ideas thread

    If I can get this together right then my goal will provide an excellent mod via OS.
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  3. #453
    i'd rep if i had any... MissingSpartan7's Avatar
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    Re: Open Sauce Ideas thread

    needs creative crit on my suggestion from a few pages back

    you know in vehicle tags how you set the vehicle type as "human jeep" "alien fighter" etc
    is it possible to combine these traits to create vehicles like the brute chopper

    so a "front" field and a "back" field but perhaps also a "movement control" field to allow things like the strafing ability in the ghost to other vehicles
    or just a "can strafe" flag
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  4. #454
    Neanderthal Dwood's Avatar
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    Re: Open Sauce Ideas thread

    I added 12 custom globals to Open Sauce. Half are booleans and the rest are Floats. Probably should add some ints but I don't feel like it right now lol.

    Trying to add Custom function where it'll save the value of those globals whenever you invoke it.
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  5. #455
    Project Sapphire Modder Rhydgaled's Avatar
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by Kornman00 View Post
    the skulls system shouldn't be handled by scripts at all. If anything, they should employ their own settings group like Fire was saying.
    So there is a way to save settings that will not be lost when the game is shut-down then? If there wasn't I was going to ask why you couldn't just put some code in to save a text file, elements of which could then be loaded into varibles by OS next time you play the game.
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  6. #456
    Neanderthal Dwood's Avatar
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    Re: Open Sauce Ideas thread

    I haven't tried this but is it possible to get the coords of a specific projectile when it is destroyed, and then move a (specific) command list point to that (now destroyed) projectile?
    Last edited by Dwood; December 13th, 2009 at 09:50 AM.
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  7. #457
    Neanderthal Dwood's Avatar
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    Re: Open Sauce Ideas thread

    I know this is a double post, but what if we had a way to define our own in-game hud so we don't have to depend on the map itself?
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  8. #458
    i'd rep if i had any... MissingSpartan7's Avatar
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    Re: Open Sauce Ideas thread

    something on the killcam, playing odst made me think: if the player could still rotate the camera after their dead it would make dying so much more interesting
    or even being able to activate a flying camera which is not attached to the players dead body
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  9. #459
    HA10 Limited's Avatar
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    Re: Open Sauce Ideas thread

    Quote Originally Posted by MissingSpartan7 View Post
    something on the killcam, playing odst made me think: if the player could still rotate the camera after their dead it would make dying so much more interesting
    or even being able to activate a flying camera which is not attached to the players dead body
    Both have been accomplished before by Skyline and I. The first one is working in 1.09 (non OS).
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  10. #460

    Re: Open Sauce Ideas thread

    Quote Originally Posted by Limited View Post
    Both have been accomplished before by Skyline and I. The first one is working in 1.09 (non OS).
    and I have it
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