I wouldn't worry about Vac so much if i were you, who uses that anyway?
Like i said before on IRC, Great work man, great great work.
Like i said before on IRC, Great work man, great great work.
#/id <PlayerName>
#Shows the ID of PlayerName.
(str_starts_with, s1, "@id"),
(str_store_substring, s3, s1, 2),
(str_store_trim, s2, s3),
(get_max_players, ":max"),
(try_for_range, ":player", 0, ":max"),
(player_is_active, ":player"),
(str_store_player_username, s3, ":player"),
(str_equals, s2, s3),
(assign, ":max", 0),
(assign, reg0, ":player"),
(str_store_string, s0, "@[Server] PlayerID of {s3} is {reg0}."),
(multiplayer_send_string_to_player, ":player_no", pa_server_message, s0),
(try_end),
(set_trigger_result, 1),
cmpxchg8b said:v1020
- Added case insensitive parameter to string comparison functions (str_equals, str_contains, str_starts_with, str_ends_with).
- Added register_get and register_set operations. Example usage: looping over registers in script_game_receive_url_response.
- Added store_wse_version operation. Self-explanatory.
- Fixed trial mode check (wrong check at wrong location - can't get any worse).
- Bundled msvcp100.dll and msvcr100.dll. There should be no need to install the Visual C++ 2010 Redistributable Package anymore.
What do you mean by this? Mappable to what?MadocComadrin said:Edit 3: If I could make a suggestion for a future version, could you add something in for making mappable keys? I think a lot of mods could benefit from having keys the client can set, even if they have to create their own menu for it.
I'll look into it.MadocComadrin said:Let me be more specific, currently, we have two ways to get input from the keyboard, game keys, which can be redefined to specific keys by the user, and direct access to the keys themselves. When modders want to implement a feature that involves the keyboard, they are forced to use the latter (since using a game key would add to or override it's hard-coded function); however, this forces the modder to pick a key to be specifically dedicated to this. If a person playing the mod has redefined their game keys to this key, there is a problem, eg. Modder Joe implements a shield-bash to occur when a user presses the v key, but player Jim has redefined his kick key to v.
What would be nice is if you could find some way to essentially create "unused" game keys and operations to map them to keyboard keys. Modders could create the menus to map them. I hope that clears it up a bit.
cmpxchg8b said:v1030
- Added key operations (wse_key_is_down, wse_key_clicked, wse_key_get, wse_key_set, wse_key_clear)
Couldn't it be done that if someone presses a key, whatever will be called unless his agent starts doing something else at that moment?MadocComadrin said:Let me be more specific, currently, we have two ways to get input from the keyboard, game keys, which can be redefined to specific keys by the user, and direct access to the keys themselves. When modders want to implement a feature that involves the keyboard, they are forced to use the latter (since using a game key would add to or override it's hard-coded function); however, this forces the modder to pick a key to be specifically dedicated to this. If a person playing the mod has redefined their game keys to this key, there is a problem, eg. Modder Joe implements a shield-bash to occur when a user presses the v key, but player Jim has redefined his kick key to v.
What would be nice is if you could find some way to essentially create "unused" game keys and operations to map them to keyboard keys. Modders could create the menus to map them. I hope that clears it up a bit.
cmpxchg8b said:v1040
- Added str_compare and str_store_reverse operations.
- Added wse_console_command_received game script that will be executed when a command is entered on the dedicated server console (after parsing standard commands). See example #2.
- Changed all string operations from using cstring functions (strlen, strstr, _strlwr_s...) to ATL::CStringW to allow for UTF8 compatibility.
- Removed <max_replacements> parameter from str_replace to simplify logic.
- Renamed str_get_ascii to str_get_char (not all characters returned are ASCII).