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Thread: Global Scripts and Multiplayer

  1. #1

    Default Global Scripts and Multiplayer

    To plan the Coop mod I compiled a list with global scripts for AA+BT.
    The files and functions listed will make problems or are very likely to make problems.
    So I could use some input if you have expiriance with them.
    I will try to make a list of commands of which I suspect multiplayer incompatibility.

    Any input regarding that matter could be very valuable and could save some time to test them out.

    PHP Code:
    Functions to upgrade:
    ===========
    globals/MP_Boat_level_weather.scr
    playersoundorg
    :
    ===========
    globals/welder.scr
    checkWelder
    :
    weldinginterrupt:
    ===========
    globals/turret.scr
    gunner_think
    :
    turret_think local.type local.trigger local.aim local.bomb local.bombtrigger:
    nebel_owner:
    bombtrigger local.bomb local.bombtrigger:
    fire_turret local.aim:
    flak88_start local.type:
    ===========
    globals/throbtext.scr
    does it work in mp 
    , for all players?
    ===========
    globals/squad.scr
    join_squad local
    .whose_squad:
    ===========
    globals/MaintainCamera.scr
    StartMaintainCamera local
    .vehicle:
    ===========
    globals/lib_cinematics.scr
    DoAlliesWin
    :
    DoAxisWin:
    ===========
    globals/hoveringplane.scr
    PickRandomFlyPoint local
    .maxdist:
    PickRandomMidFlyPoint:
    HoveringPlaneFly local.startpath:
    ===========
    globals/vehicles_thinkers.scr
    player_tank_health
    :
    playertank_pain:
    PLAYER_JEEP_CONTROLLER local.trigger:
    truck_killed local.type:
    tank_guy_spawn local.type local.name:
    ===========
    globals/weather.scr
    thunder
    :
    playersoundorg:
    ===========
    globals/wrenching.scr.scr
    wrenchinginterupt
    :
    ===========
    globals/reanimator.scr
    ControllerOriginThread

    ===========
    globals/parade.scr
    deleteAI_far_frm_player local
    .name local.dist:
    ChooseRandomSpawnPoint:
    ===========
    globals/spotlight_old.scr
    spotlight local
    .num local.min local.max:
    aimspot:
    corona local.obj local.tag
    deadcorona local.obj local.tag
    ===========
    globals/spotlight.scr
    main
    :
    light_corona:
    aimspot
    corona local.obj local.tag
    deadcorona local.obj local.tag
    ===========
    globals/spawn_enemy.scr
    runto_player local
    .distance:
    ===========
    globals/scientist_standtable.scr
    walklook local
    .target:
    ===========
    globals/savenames.scr
    make it only work in singleplayer
    ===========globals/objMgr.scr
    priv_RefreshObjNum local
    .num:
    ===========
    globals/movecrate.scr
    dropthecrate
    :
    ===========
    globals/missioncomplete.scr
    main local
    .nextlevel local.bsp:
    ===========
    globals/minefield.scr
    minefield_single
    :
    ===========
    globals/music.scr
    PlaySong local
    .song local.volume:
    PlaySongLoop local.song local.volume:
    PlaySongLoop local.song local.volume:
    StopSong local.fade:
    SetVolume local.volume:
    ===========
    globals/MountGunOrPlantCharge.scr
    MountGunOrPlantCharge local
    .turret local.throbber local.gun_use_range local.throbber_use_range local.gun_name local.script_file_name local.get_on_gun_thread_name local.get_off_gun_thread_name local.place_explosives_thread_name local.usable_cannon:
    ===========
    globals/mg42init.scr
    gunner_think local
    .auto_reattach:
    ===========
    globals/mg42_active.scr
    enable
    :
    mg42_gunner_death:
    ===========
    globals/mg42.scr
    turret_second_trigger local
    .second_trigger:
    turret_second_trigger_loop local.second_trigger:
    ===========
    globals/message_print.scr
    message local
    .string local.hint local.time:
    ===========
    globals/loadout.scr
    main local
    .script:
    ===========
    globals/items.scr
    add_item local
    .passed_item local.nomessage:
    remove_item_remove:
    draw_items:
    reload_items:
    blank_items:
    ===========
    globals/hammer.scr
    hammerinterupt
    :
    ===========
    globals/friendly.scr
    main
    :
    will do this at the endthis is the most needed and most complex
    ***
    ===========
    globals/firedeath.scr
    firedeath_single
    :
    ===========
    globals/fakegunfire.scr
    gunShootPlayer local
    .burstMinTime local.burstMaxTime local.pauseMinTime local.pauseMaxTime local.damage local.accuracy:
    ===========
    globals/fadein.scr
    DOES IT WORK IN MP 
    ????
    ===========
    globals/EntityCleanup.scr
    EntityCleanup local
    .name local.dist:
    ===========
    globals/DistanceUse.scr
    main local
    .entity local.distance local.string:
    ===========
    globals/credits.scr
    credits_setup
    :
    credits_done:
    credits_skip:
    ===========
    globals/crate.scr
    explosive_crate_spawn local
    .index:
    ===========
    globals/chainspawner.scr
    init
    :
    skipsetup:
    ===========
    globals/cardgame.scr
    main
    :
    sitthink:
    cabinettrigger:
    checkresponse:
    ===========
    globals/cabinet.scr
    cabinetgo local
    .i:
    cabinettrigger:
    ===========
    globals/barrel.scr
    explosive_barrel_spawn local
    .index:
    ===========
    globals/autosave.scr
    main local
    .set:
    ===========
    globals/award_medal.scr
    main local
    .mission:
    ===========
    globals/autotruck.scr
    DeleteSmoke local
    .dist:
    truck_killed:
    ===========
    globals/autotank.scr
    init_autotanks
    :
    StartAutoTank:
    autotank_stop_if_close:
    tank_guy_spawn local.anim local.name local.type local.angles:
    ===========
    globals/auto.scr
    main local
    .script:
    ===========
    globals/alarm_system.scr
    ai_gofor_alarm
    :
    alarm_system_backup_dude:
    alarm_system_backup_dude_loop:
    ===========
    globals/alarmer.scr
    main
    :
    doalarm:
    alarm_player_reset:
    alarmsounder:
    alarmgenner:
    create_alarmguy:
    spawnerthink:
    alarmer:
    ===========
    globals/ai.scr
    foealarm
    :
    spawnfortfriend:
    alarmspawn local.set local.pause local.alarmthread local.alarmnode local.extra:
    enemyspawnertrigger:
    areaspawner:
    areathink:
    killtheplayer:
    origin_thread:
    3rd_person:
    medichunt:
    savetheplayer:
    playerwatchesmedic:
    seeplayer:
    playerdie:
    medichuntthink:
    timescalemover:
    checkspawns:
    medicdance:
    crumb:
    friendlyspawner:
    friendlythink:
    enemyspawned local.off:
    responder_think

  2. #2

    Default

    Should I post global scripts here that I made compatible to multiplayer?
    They will have dependency on the coop mod, but with some effort they could be separated from the coop mod.
    Renaming some variables and changing some calls might do the trick.

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