New DLL callbacks - any requests?

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Re: New DLL callbacks - any requests?

Postby Red Devil » Sat Mar 15, 2014 10:44 pm

apologies if i have requested this already:

a callback to dynamically detect/increase/decrease water/lava level, please.
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Re: New DLL callbacks - any requests?

Postby Ded10c » Sat Mar 15, 2014 10:51 pm

Red Devil wrote:apologies if i have requested this already:

a callback to dynamically detect/increase/decrease water/lava level, please.


Seconded. That would be nice to see.
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Re: New DLL callbacks - any requests?

Postby Nielk1 » Sun Mar 16, 2014 9:22 pm

A method to call editor only commands from the DLL in a way that prevents them from being called in any other way (as per running in bzone.exe) would be a better way to say that. The issue of course is that these functions are probably currently entirely isolated into bz2edit.exe and making a separate set of accessible functions would be quite difficult.

I made a request, but 701, for a function badly needed to fix many old mod missions with a note on what is needed to actually implement it. I may end up with more over time that I need to fix things.

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Re: New DLL callbacks - any requests?

Postby General BlackDragon » Fri Mar 28, 2014 5:24 pm

A parallel to DLLEXPORT void DLLAPI SetLifespan(Handle h, float timeout);

float DLLAPI GetLifeSpan(Handle h);
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Re: New DLL callbacks - any requests?

Postby mase » Fri Mar 28, 2014 5:51 pm

Is there any way to get information about the geometry of objects?
Like collison box/sphere?

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Re: New DLL callbacks - any requests?

Postby DarkCobra262 » Fri Mar 28, 2014 6:04 pm

mase wrote:Is there any way to get information about the geometry of objects?
Like collison box/sphere?


collision for objects is based on their animations (Turret rotating included)... generally are a giant box unless there's a specific collision mesh (I believe that's how it works I believe.. GBD or various others might be of more help)
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Re: New DLL callbacks - any requests?

Postby Red Devil » Fri Mar 28, 2014 7:25 pm

place an object in the editor, toggle the console with Ctrl + ~ and type in debug.collisions, then toggle the console again.
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Re: New DLL callbacks - any requests?

Postby Zero Angel » Sat Mar 29, 2014 10:20 am

DarkCobra262 wrote:
mase wrote:Is there any way to get information about the geometry of objects?
Like collison box/sphere?


collision for objects is based on their animations (Turret rotating included)... generally are a giant box unless there's a specific collision mesh (I believe that's how it works I believe.. GBD or various others might be of more help)

Actually, BZ2 uses sphere-based collisions for everything except buildings, this includes object-object collisions and object-ordnance collisions. Think of the effect radius of the shields on scion units. This almost completely corresponds with their actual collision spheres -- it also explains why you can't 'ride the bomber'.

There are ways to override the object-ordnance collision in the ODF to use boxCollide=1 in the ODF. Scouts and tanks can be given boxcollide to make ordnance (like cannons, guns and missiles) to accord more with the 'unit selection box' when you select the unit, but it makes everything way too hard to hit, especially on thin units like the scouts and especially in multiplayer where the big hit spheres make up for the natural lag/warp that occurs.
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Re: New DLL callbacks - any requests?

Postby DarkCobra262 » Sun Mar 30, 2014 5:15 pm

Zero Angel wrote:
DarkCobra262 wrote:
mase wrote:Is there any way to get information about the geometry of objects?
Like collison box/sphere?


collision for objects is based on their animations (Turret rotating included)... generally are a giant box unless there's a specific collision mesh (I believe that's how it works I believe.. GBD or various others might be of more help)

Actually, BZ2 uses sphere-based collisions for everything except buildings, this includes object-object collisions and object-ordnance collisions. Think of the effect radius of the shields on scion units. This almost completely corresponds with their actual collision spheres -- it also explains why you can't 'ride the bomber'.

There are ways to override the object-ordnance collision in the ODF to use boxCollide=1 in the ODF. Scouts and tanks can be given boxcollide to make ordnance (like cannons, guns and missiles) to accord more with the 'unit selection box' when you select the unit, but it makes everything way too hard to hit, especially on thin units like the scouts and especially in multiplayer where the big hit spheres make up for the natural lag/warp that occurs.


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Re: New DLL callbacks - any requests?

Postby vlad_C0M » Mon Apr 14, 2014 4:34 pm

Maybe it will be sometime realized. I suggest to make "timed powerups."
With "backup.lastweapon".
And as with opportunity to specify, instead of "backup.lastweapon" any g*.odf

it will open great opportunities for modmaking. And not only.
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Re: New DLL callbacks - any requests?

Postby mase » Mon Apr 14, 2014 6:39 pm

Red Devil wrote:place an object in the editor, toggle the console with Ctrl + ~ and type in debug.collisions, then toggle the console again.


Interesting, I only just saw your post. But I don't think there is a way to read this information out by dll is there?

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Re: New DLL callbacks - any requests?

Postby Red Devil » Mon Apr 14, 2014 7:53 pm

no, it might be useful to do so, but it would be a *lot* of information ;)
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Re: New DLL callbacks - any requests?

Postby General BlackDragon » Mon Apr 14, 2014 8:26 pm

If there could be made a version of GiveWeapon(Handle h, char Weapon, int Slot); that took in a specific weapon slot to give it to, then the DLL could easily do that timed powerup thing.
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Re: New DLL callbacks - any requests?

Postby Nielk1 » Tue Apr 15, 2014 5:00 am

General BlackDragon wrote:If there could be made a version of GiveWeapon(Handle h, char Weapon, int Slot); that took in a specific weapon slot to give it to, then the DLL could easily do that timed powerup thing.

I think in general 2 features that would open up a lot of power is direct access to weapon slots by DLL and more direct access to the factories (what they are building and if they are busy for example). I do not believe you can easily do either.
I would say setting power states of buildings would be nice, but you can do that already by spawning and despawning and attaching and detaching taps via the DLL.

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Re: New DLL callbacks - any requests?

Postby General BlackDragon » Fri Apr 18, 2014 2:43 pm

You can easily read the files of each weapon slot, the only lacking thing is a giveweapon that specifies a slot number
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