(Angel/Java)Script dump

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Korban3
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Re: Angelscript dump

Post by Korban3 » Tue Nov 29, 2011 6:30 pm

Yay! Update. Thanks learn_more. I have to do a full reinstall since I think I updated wrong last week, but if I were going to script, I'd use this, just so you feel better. :D

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adwuga
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Re: Angelscript dump

Post by adwuga » Tue Nov 29, 2011 9:08 pm

I might try to learn some basic scripting to mess with parameters, and this will help. Anyone know a good place to start learning?(C++ would be a good thing to learn first, since it's similar and more common, right?)

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Korban3
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Re: Angelscript dump

Post by Korban3 » Tue Nov 29, 2011 10:24 pm

Yeah, C++ is really similar to Angel Script, so yeah. C is like C++, but before classes were added. There's a little bit less functionality, but generally if you can use beginner C++ then you can use beginner C and vice versa.

I can't wait to see parameters develop more. Gonna be exciting to see what comes out of them.

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learn_more
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Re: Angelscript dump

Post by learn_more » Mon Dec 05, 2011 12:36 pm

Code: Select all

Changes from a159 to a160.

VM shared {
  MovementObject {
    + Function: int WasHit(string, string, vec3, vec3, int, float, float)
    - Function: int WasHit(string type, string, vec3 dir, vec3 pos, int attacker_id)
  };
};
Attachments
a160.zip
(58.4 KiB) Downloaded 160 times

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Korban3
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Re: Angelscript dump

Post by Korban3 » Mon Dec 05, 2011 5:49 pm

Coolio. Thanks for the update learn_more. Now the question is will I mod this week?

EDIT: Yes. Yes I will. At least, once fresh OG install finishes downloading I will.

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learn_more
Posts: 158
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Re: Angelscript dump

Post by learn_more » Mon Dec 19, 2011 4:37 pm

no clue why the dumper decided to rename playercontrol to enemycontrol (guess it has to do with which file gets loaded first, but its been a while since i wrote it), and i had no time to look into it, so i edited the xml from last week (which the dumper internally uses to check for changes) so the changes in the playercontrol vm are still outputted :)

Code: Select all

Changes from a160 to a161.

VM enemycontrol {
  + GlobalProperty: uint8 _ANM_FROM_START
};
VM shared {
  + GlobalFunction: void PlaySoundGroup(string, vec3, int)
  + GlobalProperty: const int _sound_priority_max
  + GlobalProperty: const int _sound_priority_very_high
  + GlobalProperty: const int _sound_priority_high
  + GlobalProperty: const int _sound_priority_med
  + GlobalProperty: const int _sound_priority_low
  MovementObject {
    + Function: void SetAnimAndCharAnim(string, float, int8, string)
    - Function: void StartAnimation(string)
    - Function: void StartAnimation(string, float)
    - Function: void StartAnimation(string, float, int8)
    - Function: void StartCharAnimation(string, float, int8)
    - Function: void StartCharAnimation(string, float)
    - Function: void StartCharAnimation(string)
  };
};
Attachments
a161.zip
(51.28 KiB) Downloaded 153 times

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Silverfish
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Re: Angelscript dump

Post by Silverfish » Mon Dec 19, 2011 5:08 pm

Stickied topic for the incredible usefulness to all scripters! :)

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learn_more
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Re: Angelscript dump

Post by learn_more » Sun Dec 25, 2011 12:58 pm

after some patches to my dumper the bug from last update (mislabeled vm) is fixed, aswell as it recognizes added scripts in the changelog (was already showing in the graph)

Code: Select all

Changes from a161 to a162.

VM playercontrol {
  + Script file: situationawareness.as
};

ps: silverfish: the auto-updater did break, so it seems that you are unable to use the tool now,
i am working on a fix but that will take a while (didnt seem like you were using it anyway :P )
Attachments
a162.zip
(63.71 KiB) Downloaded 163 times

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Korban3
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Re: Angelscript dump

Post by Korban3 » Tue Dec 27, 2011 12:05 am

YAY!
I guess I'll have to keep my First Person Mod updated. Ugh :d

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learn_more
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Re: Angelscript dump

Post by learn_more » Sun Jan 08, 2012 10:20 am

Code: Select all

Changes from a162 to a163.

VM playercontrol {
  + GlobalFunction: void SendMessage(int, int, vec3, vec3)
  + GlobalProperty: int _plant_movement_msg
  CollisionPoint {
    + Property: int id
  };
  ASCollisions {
    + Function: void GetScaledSpherePlantCollision(vec3,float,vec3)
  };
};
VM cam {
  CollisionPoint {
    + Property: int id
  };
  ASCollisions {
    + Function: void GetScaledSpherePlantCollision(vec3,float,vec3)
  };
};
VM shared {
  + GlobalFunction: EnvObject@ ReadEnvObjectID(int)
  + Object: EnvObject
};
Attachments
a163.zip
(64.16 KiB) Downloaded 161 times

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learn_more
Posts: 158
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Re: Angelscript dump

Post by learn_more » Sat Jan 14, 2012 12:10 pm

Code: Select all

Changes from a163 to a164.

VM playercontrol {
  AttackScriptGetter {
    + Function: int GetAsLayer()
    + Function: string GetAlternate()
  };
};
VM shared {
  MovementObject {
    + Function: int GetWeapon()
  };
  ItemObject {
    + Function: float GetRangeMultiplier()
    + Function: float GetMass()
  };
};
Attachments
a164.zip
(64.27 KiB) Downloaded 166 times

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Anton
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Re: Angelscript dump

Post by Anton » Sat Jan 14, 2012 12:12 pm

learn_more wrote:

Code: Select all

Changes from a163 to a164.

VM playercontrol {
  AttackScriptGetter {
    + Function: int GetAsLayer()
    + Function: string GetAlternate()
  };
};
VM shared {
  MovementObject {
    + Function: int GetWeapon()
  };
  ItemObject {
    + Function: float GetRangeMultiplier()
    + Function: float GetMass()
  };
};
Yay! I know a lot of people have been looking through this information (even if they didn't post here...) These are always awesome! :)

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Korban3
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Re: Angelscript dump

Post by Korban3 » Sat Jan 14, 2012 4:25 pm

learn_more will getz creditz in gun mod. Cuz I will not be able to do it without this dump. It's amazing. Thanks again learn_more!

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adwuga
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Re: Angelscript dump

Post by adwuga » Sun Jan 15, 2012 1:29 am

I'm finally dabbling with coding, to make a hotspot, this will help. Thanks for your work!

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learn_more
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Re: Angelscript dump

Post by learn_more » Sun Jan 15, 2012 7:18 am

it's nice to see some people benefit from the work i did :)

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