Talk:Left 4 Dead 2/Scripting/Expanded Mutation System: Difference between revisions
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(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.) |
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* 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 | * 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, | 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