Left 4 Dead 2

Left 4 Dead 2

Master Script Controller
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[FoRcE]army_guy3  [developer] Oct 10, 2020 @ 4:42pm
New changes coming to MSC system.
The new update added new functionality but it also complicates things.

I now have the ability to auto load scripts without using the MSC_ADDSCRIPT command.

Good.

New scopes are running before MSC is even initialized.

Not so good..


I'm attempting to work out how to have all of this run without breaking any functionality of the MSC.

I'm in the progress of testing multiple ideas so hopefully I'll have something concrete soon.

The new version won't be released until I get everything up and working.
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[FoRcE]army_guy3  [developer] Oct 11, 2020 @ 4:46am 
I've been working all night on the new MSC system.

I've linked system to allow auto loading scripts. This means no more MSC_ADDSCRIPT is required for scripts that support auto run.

I've also added Scripted Mode Hook functions. This was very difficult. I can easily hook them into the MSC system but I have set up the MSC as a sub script system that gives each script its own space to avoid conflicting data. This means that every script had to have multiple checks and callbacks.

Its all very complicated to explain but basically the following functions are being added into MSC scripts:

MSC_AllowTakeDamage(damageTable, origDamageTable, ATD_Flags)
MSC_InterceptChat(message, player, nakedMessage, IC_Flags)
MSC_CanPickupObject(entity, CPO_Flags)
MSC_UserConsoleCommand(player, arg)
MSC_BotQuery(queryflags, entity, defaultvalue, BQ_Flags)
MSC_AllowBash(basher, bashee, AB_Flags)

This system will automatically handle mutation scripts so they can also continue to use base functions along side MSC scripts without conflict.

I am also adding direct event control to sub script scopes. Sub scripts will no longer need to set up their own event callback.

I am still adding things and testing so the new version is not yet ready to be released.
Last edited by [FoRcE]army_guy3; Oct 11, 2020 @ 5:20am
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