Talk:Left 4 Dead 2/Scripting/Expanded Mutation System: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Created page with "Super cool! Thanks for this awesome update! I want to be first in line for the Visual Studio extension haha. There are just a couple more things we need interfaced to create some...")
 
m (Got to read more carefully next time, ha.)
Line 5: Line 5:
* Get/set entity networked properties (e.g. m_fEffects, m_hOwnerEntity, etc) and datamap offsets
* Get/set entity networked properties (e.g. m_fEffects, m_hOwnerEntity, etc) and datamap offsets
* Ability to send usermessages
* Ability to send usermessages
* Ability to modify AI (e.g. Action<SomeClass>::OnCommandApproach())
* Ability to call AI functions (e.g. Action<SomeClass>::OnCommandApproach())
* Ability to dynamically change entity models
* Ability to dynamically change entity models
If we have those, we can mod practically anything! I started incorporating vehicles (a controllable boat actually), and it would really help if I had the above features for my map's scripts. I dream of virtual marketplaces in L4D2, a money system, new AI, and a lot more. :)
If we have those, we can mod practically anything! I started incorporating vehicles (a controllable boat actually), and it would really help if I had the above features for my map's scripts. I dream of virtual marketplaces in L4D2, a money system, direct AI behavior, etc. :)


- arao6
- arao6

Revision as of 16:37, 5 March 2013

Super cool! Thanks for this awesome update! I want to be first in line for the Visual Studio extension haha. There are just a couple more things we need interfaced to create some amazing mods:

  • Damage detection and modification (internally, a hook to CTerrorPlayer::OnTakeDamage())
  • Ability to block game events and/or modify game event params
  • Force player to animate in a certain fashion (something like CBaseCombatWeapon::SendViewModelAnim() or CBaseViewModel::SendViewModelMatchingSequence() for view models and the CBaseAnimating function for player animations)
  • Get/set entity networked properties (e.g. m_fEffects, m_hOwnerEntity, etc) and datamap offsets
  • Ability to send usermessages
  • Ability to call AI functions (e.g. Action<SomeClass>::OnCommandApproach())
  • Ability to dynamically change entity models

If we have those, we can mod practically anything! I started incorporating vehicles (a controllable boat actually), and it would really help if I had the above features for my map's scripts. I dream of virtual marketplaces in L4D2, a money system, direct AI behavior, etc. :)

- arao6