Post by ADMIN on Mar 25, 2009 18:58:02 GMT -5
URL Box
Freezes the Starsiege screen and brings up a box to type a url address into
No more writing down url's!
Advanced Chat
Similar to the URL box. Brings up a box that you can type in but you can use less than and greater than symbols
Has a shorter message length though
Easy special vehicle enabler (Eliminates the guiload("recplayer.gui");
But prevents the mission editor from working in the server
Console Print Level
Ups the print level for the console. Provides the user with a lot more feedback from the console.
MapCheat.. er... what?
Enables the user to see all vehicles in the mapview and their radar range
Gui on close and on open function
Runs a script when a certain gui is opened or closed
Partially Download a map
Stores everything in the map to be loaded later
Then using map template that uses the same terrain-
Please note that droppoints, triggers and the maps script will not be downloaded
Could not load ted.vol or .ted.dtf
The multiplayer folder is currently not in the base path
Using the MissionEditor in other servers
No map editing required
First copy any map and name it something like "BlankMap". Next, in the map script files paste this in.
Now when you create a server and enter that map you will wont even see the waitroom. You will be directed to the server list and disconnected from your server. Anyone else who joins the server will be kicked and because it a is a instant kick on join it will appear to them as if they are waiting for the map to load..... forever.
Special Weapons
When creating a new weapon for Starsiege you can make it only usable by certain vehicles by setting its ID to a number lower 100. You then use the hardPointSpecial( WEAPONID); under each hardpoint to allow selection of that weapon in the weapon menu for that vehicle.
Patch Starsiege.exe to use more planet BMPs
Program(s) needed: Hex Workshop
BACKUP YOUR STARSIEGE.EXE
When modifying Starsiege.exe always overwrite data. NEVER ADD DATA.
1. Now, install Hex Workshop and open Starsiege.exe.
2. Search for IDBMP_SKY_*
3. Change IDBMP_SKY_* to IDBMP_*
IDBMP_SKY_* = 4944 424D 505F 534B 595F 2A
IDBMP_* = 4944 424D 505F 2A00 0000 00
First, use the text panel to change IDBMP_SKY_* to IDBMP_*.
Next, go to the hexadecimal panel and add eight zeros after 2A.
BEFORE
AFTER
4. Save. Run Starsiege. Load a map. Check the SimPlanet's Bmp Tag property for the expanded selection of bmps.
Edit AI Files
(Please note that the ai files must be extracted in order to open them)
First, you need this script to make life easier.
Next you will need to find the turret in your client tree. Then you need to right-click the turret and click "edit". Scroll to the bottom and click "Edit: Fire Weapons Network"
Now the Bayesian Network Editor should pop up.
(I loaded the hercFire.ai)
Freezes the Starsiege screen and brings up a box to type a url address into
No more writing down url's!
function EnterURL()
{
setmainwindow(simcanvas);
editbox("Open A Web Page","URL's MUST have http://", http);
if($DlgResult == "[ok]")
{
HTMLOpenAndGoWin(simCanvas, $http);
}
}
Advanced Chat
Similar to the URL box. Brings up a box that you can type in but you can use less than and greater than symbols
Has a shorter message length though
function AdvChat()
{
setmainwindow(simcanvas);
editbox("Send a Message","Send a message to everyone", message);
if($DlgResult == "[ok]")
{
say(Everybody, 1, $message);
}
}
Easy special vehicle enabler (Eliminates the guiload("recplayer.gui");
But prevents the mission editor from working in the server
function EnableSpecVehicles()
{
newserver();focusserver();
allowvehicle(all,true);
focusclient();
deleteserver();
}
Console Print Level
Ups the print level for the console. Provides the user with a lot more feedback from the console.
$Console::printLevel = "2";
MapCheat.. er... what?
Enables the user to see all vehicles in the mapview and their radar range
$Gui::MapCheat = true;
Gui on close and on open function
Runs a script when a certain gui is opened or closed
function [GuiName]Gui::onOpen()
{
[Args]
}
Partially Download a map
Stores everything in the map to be loaded later
Storeobject(GhostGroup, "StoredMap.map")
Then using map template that uses the same terrain-
Loadobject(StoredMap, "StoredMap.map");
Please note that droppoints, triggers and the maps script will not be downloaded
Could not load ted.vol or .ted.dtf
The multiplayer folder is currently not in the base path
$basePath += ";multiplayer";
$consoleWorld::defaultSearchPath = $basePath;
guiload("join.gui");
Using the MissionEditor in other servers
No map editing required
First copy any map and name it something like "BlankMap". Next, in the map script files paste this in.
function player::onAdd(%playerId)
{
if(getConnection(%playerId) == LOOPBACK)
{
function remoteLeave()
{
guiload("join.gui");
disconnect();
}
remoteeval(2049, Leave);
}
else
{
net::kick(%playerId, "");
}
}
Now when you create a server and enter that map you will wont even see the waitroom. You will be directed to the server list and disconnected from your server. Anyone else who joins the server will be kicked and because it a is a instant kick on join it will appear to them as if they are waiting for the map to load..... forever.
Special Weapons
When creating a new weapon for Starsiege you can make it only usable by certain vehicles by setting its ID to a number lower 100. You then use the hardPointSpecial( WEAPONID); under each hardpoint to allow selection of that weapon in the weapon menu for that vehicle.
Patch Starsiege.exe to use more planet BMPs
Program(s) needed: Hex Workshop
BACKUP YOUR STARSIEGE.EXE
When modifying Starsiege.exe always overwrite data. NEVER ADD DATA.
1. Now, install Hex Workshop and open Starsiege.exe.
2. Search for IDBMP_SKY_*
3. Change IDBMP_SKY_* to IDBMP_*
IDBMP_SKY_* = 4944 424D 505F 534B 595F 2A
IDBMP_* = 4944 424D 505F 2A00 0000 00
First, use the text panel to change IDBMP_SKY_* to IDBMP_*.
Next, go to the hexadecimal panel and add eight zeros after 2A.
BEFORE
AFTER
4. Save. Run Starsiege. Load a map. Check the SimPlanet's Bmp Tag property for the expanded selection of bmps.
Edit AI Files
(Please note that the ai files must be extracted in order to open them)
First, you need this script to make life easier.
newobject(Turret, Turret, 1);
clienttree();
Next you will need to find the turret in your client tree. Then you need to right-click the turret and click "edit". Scroll to the bottom and click "Edit: Fire Weapons Network"
Now the Bayesian Network Editor should pop up.
(I loaded the hercFire.ai)