Scripting

Post your suggestions here
barrington314
Posts: 6614
Joined: Fri Feb 18, 2011 6:03 pm
Team: me
Location: Charleston, SC

Scripting

Post by barrington314 »

JLV, I'm not going to ask for a date when you think you'll be done but rather what kind of things will this allow us to do/have? What do players have to look forward to? Any long standing "suggestions" that this might open the door to? Tear offs? :lol:
sethiemeboi
Crushed Dissenter
Posts: 745
Joined: Fri Jul 03, 2015 5:17 pm
Team: VlastMX
Location: Right Behind You....
Contact:

Re: Scripting

Post by sethiemeboi »

I say we script in "shooting stars" by Bag Raiders a a replacement for the 250r sounds.
Image
Mr. Wiggles
Posts: 1038
Joined: Sun Feb 08, 2015 6:41 pm
Team: GSR/137 Kid
Location: Bottom Feeder at LCQ Studios
Contact:

Re: Scripting

Post by Mr. Wiggles »

sethiemeboi wrote:I say we script in "shooting stars" by Bag Raiders a a replacement for the 250r sounds.
Bottom feeder at LCQ Studios
Internet Nice Guy!
GHarlan
Crushed Dissenter
Posts: 176
Joined: Thu Jun 23, 2016 7:39 pm

Re: Scripting

Post by GHarlan »

sethiemeboi wrote:I say we script in "shooting stars" by Bag Raiders a a replacement for the 250r sounds.
+1
Image
wyster12
Posts: 43
Joined: Wed Jul 18, 2012 2:46 pm
Location: NorCal

Re: Scripting

Post by wyster12 »

sethiemeboi wrote:I say we script in "shooting stars" by Bag Raiders a a replacement for the 250r sounds.
AWood
Posts: 4657
Joined: Fri Mar 30, 2012 4:05 am
Team: Who Knows...
Location: Test Tracks and In N Out

Re: Scripting

Post by AWood »

I hope you can script cool shit for the nationals tracks that you dont want to make. :lol: :lol:
barrington314 wrote:awood is right
Leclair wrote:My name is barking
Leclair wrote:i fuck you
2014 rF GNC 22nd Overall - 2014 rF 450 SX 12th - 2014 rF 450 MX 11th Overall
2013 rF GNC 17th Overall - 2013 rF 450 SX 17th - 2013 rF 450 MX 8th - 2013 EMF French Cup Open World 6th
Mr. Wiggles
Posts: 1038
Joined: Sun Feb 08, 2015 6:41 pm
Team: GSR/137 Kid
Location: Bottom Feeder at LCQ Studios
Contact:

Re: Scripting

Post by Mr. Wiggles »

AWood wrote:I hope you can script cool shit for the nationals tracks that you dont want to make. :lol: :lol:
Why not script the whole track to
Bottom feeder at LCQ Studios
Internet Nice Guy!
jlv
Site Admin
Posts: 14910
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: Scripting

Post by jlv »

The first thing I want to add is movable track objects. Probably armatures too for flaggers and the like. Eventually I'd want to rewrite things like the HUD so it could be replaced with custom scripts. I'm sure there's lots of other stuff it'd be handy for that I'm not thinking of right now. Maybe custom scoring for stuff like enduros? It'd be useful in so many ways.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
barrington314
Posts: 6614
Joined: Fri Feb 18, 2011 6:03 pm
Team: me
Location: Charleston, SC

Re: Scripting

Post by barrington314 »

jlv wrote: Maybe custom scoring for stuff like enduros? It'd be useful in so many ways.
MEC joker lane. :twisted:

Are sounds, like from a crowd, part of scripting? Chainsaws at MXON.
jlv
Site Admin
Posts: 14910
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: Scripting

Post by jlv »

barrington314 wrote:
jlv wrote: Maybe custom scoring for stuff like enduros? It'd be useful in so many ways.
MEC joker lane. :twisted:

Are sounds, like from a crowd, part of scripting? Chainsaws at MXON.
I wouldn't describe it as part of scripting, but scripting would definitely be something you'd need if you wanted the sound to do anything more interesting than just loop. There are a million things like that where it'd be insane to hard code something like a Millville chainsaw guy but it'd be fine for a one off script for one track.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
sethiemeboi
Crushed Dissenter
Posts: 745
Joined: Fri Jul 03, 2015 5:17 pm
Team: VlastMX
Location: Right Behind You....
Contact:

Re: Scripting

Post by sethiemeboi »

jlv wrote:The first thing I want to add is movable track objects..
do you mean.. hitting a tough block makes it actually move instead of eating your tire???
Image
Wahlamt
Posts: 7933
Joined: Mon Sep 13, 2010 3:15 pm
Team: MLG Compton
Location: Sweden
Contact:

Re: Scripting

Post by Wahlamt »

sethiemeboi wrote:
jlv wrote:The first thing I want to add is movable track objects..
do you mean.. hitting a tough block makes it actually move instead of eating your tire???
How about maybe both? My guess if the system with the current shape files are still in place, it'd be both but the use of objects that you can't run through would be more like in real life/other games, where they're moved and you either crash or slow down. Just guessing.
motomaniak
Posts: 242
Joined: Mon Jan 21, 2008 5:38 pm
Team: ART
Location: The Netherlands

Re: Scripting

Post by motomaniak »

+1 for scripting
Tim Aarntzen | ART/MFG
GHarlan
Crushed Dissenter
Posts: 176
Joined: Thu Jun 23, 2016 7:39 pm

Re: Scripting

Post by GHarlan »

And before you know it we are gonna have random blocks on the downsides of jumps :lol:
Image
Wahlamt
Posts: 7933
Joined: Mon Sep 13, 2010 3:15 pm
Team: MLG Compton
Location: Sweden
Contact:

Re: Scripting

Post by Wahlamt »

GHarlan wrote:And before you know it we are gonna have random blocks on the downsides of jumps :lol:
You could probably set a reset timer on them ;)
Post Reply