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Messages - Reborn

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News / Re: Fifth Reunion Game - Saturday the 19th
« on: May 20, 2012, 07:34:30 AM »
I am gutted that I couldn't make it.

How did it go? What was the mode?

News / Re: Fifth Reunion Game - Saturday the 19th
« on: May 14, 2012, 06:54:31 AM »
I still get excited about announcements like this from black-cell.
There's people who make mods and stuff for renegade all the time, now, when it used to be just BC. However, BC always shows that it is superior, with things thought impossible and implemented in a very slick way that improves balanced gameplay, rather than detract from it.
If I can be there, then I will!

News / Re: Reunion
« on: March 20, 2012, 09:28:23 AM »
Count me the hell in!

C&C: Renegade / Re: So, I'm performing my weekly sacrifice to Hades
« on: July 08, 2011, 07:34:01 AM »
Holy flaming bump batman!

Yes, I really got the actor to do some voice acting. It is the "real" Havok, and this file will be included in the TT patch.

C&C: Renegade / So, I'm performing my weekly sacrifice to Hades
« on: October 15, 2010, 10:03:00 AM »
I had all the right pentagram's drawn, scented candles, a headless chicken still pumping out blood, everything was set. Then a rumbling happened and I heard a voice from beyond. I was like, this is surely it? This is what I've been waiting for...
But the strangest thing happened, instead of Hades I heard Havok's voice from renegade, and he simple said "Black-Cell.NET".

Don't believe me? Check out the attachment, I recorded it!

News / Re: BCServ4 is back online!
« on: August 29, 2010, 12:20:27 PM »
I enjoyed a few good games in the server, and plan to play more. It's still the most awesome Renegade server.

Scripting and Programming / Re: Commands->Get_Position(GameObject *);
« on: March 09, 2010, 07:58:39 AM »
I'm actually all set tbh, this was the only little niggly thing that didn't sit quite right with me, and that's sorted now. But if he needs help, then I don't mind... :-)

Scripting and Programming / Re: Commands->Get_Position(GameObject *);
« on: March 08, 2010, 03:34:27 PM »
Seriously, I am aware that this topic is now a bit dusty, but who cares, right?

I thought I'd bump this for Two reasons:

Check this out:
About half way through the video you see EA reveal that they've basically made Tiberium harvesting into a Capture the crystal type deal. Sound and look familiar?
Just further proof that BC was not only the first to produce some of the coolest stuff, but did it in a manor fitting to CnC and was already way ahead of the game devs themselves.
People make all kinda of things for renegade these days, but BC did it with thought and grace.

I do not believe that anyone actually solved the issue of placing the crystal by the side of the vehicle when you enter it without there being a chance of the crystal falling off the edge of the map (not unless they had a timer script attached to the soldier getting their position every few seconds, therefor a valid place to spawn the crystal if they got into a vehicle, which is pretty shitty really) .
That problem may now be solved that I can get the min and max Vector3 of the map, meaning that if I try to spawn the crystal in an out-of-bounds area, I can reselect the position programitically.
If anyone is interested, I will post that functions code.

General Discussion / Re: I SEE YOU HAVOC
« on: March 08, 2010, 12:25:20 PM »
I am trying to find the files released in the thread Havoc mentioned, here:

Anyone got them?

Apparently it's something to do with bhs.dll, because when you place a beacon, it crates an invisible object which in turn creates the beacon object.
No one has the source to bhs.dll anymore, so it's kinda fucked. :-(

Does anyone know how to fix the following problem?

void ObjectHookCall(void *data,GameObject *obj)  in the SSGM plugin example is kinda weird when a beacon is created.
Instead of listing the invisible_object that is created first, then the beacon gameobject, it lists the exact same invisible object with the exact same Object ID twice. Meaning you can't use that hook to catch beacons.

However, in SSGM, it does not have this problem. As far as I can see, they are identicle, too.

IRC / Re: The IRCs
« on: November 19, 2009, 09:56:12 PM »
I connected via, you guys could do the same till bc sorts it out. :-)

Scripting and Programming / Commands->Get_Position(GameObject *);
« on: May 28, 2009, 08:11:28 AM »
I am trying to create a version of the crystal system once used in Black-Cell. I have most of it done, but I am struggling with this part here:

because of the sheer size of the crystal, the person who picks it up will not be able to enter a vehicle.  There is simply not enough room in the tiny cockpits of the vehicles to put a large crystal.  Therefore, if you enter a vehicle while holding the crystal, you will set the crystal down beside the vehicle before entering it.  If it is not picked up again in 30 seconds, it will spoil

I cannot see how this would of worked. It has to spawn at the side of the vehicle, otherwise it would be destroyed if it was spawned at the players position (picking up the crystal with a vehicle causes a tiberian explosion, as if they're ramming it).
I managed to recreate this, by getting the players position when they enter the vehicle, then increasing the x and y coordinate by like 5.0f. Making it spawn at the side. But this is obviously a really crap way of doing it. If someone got in the vehicle near the edge of the map, it could potentially make the crystal spawn in an abyss. Or say they got in the vehicle near a rock, or building, or anywhere like that really, it would be pretty glitchy.

I was thinking of spawning the crystal at the players position (so it would be under the vehicle), then setting it to not be granted for a few seconds, allowing the vehicle to drive off. Or removing the whole principle of the crystal being destroyed when a vehicle runs over it, and just respawning it...

But I am really curious as to how it was possible to write it so that it spawned to the side of the vehicle without causing a glitch now and then.

I toyed with the idea of attaching a script to the crystal holder that recorded his position every second or so, then when he entered the vehicle, spawn the crystal where he was like two seconds ago. Because at least that way you know the crystal would be spawned at a position that was valid and not inside a rock or something. But I wince at that solution.

It's not a massive deal, if no one has a clue, then i'll probably just go with the idea of setting to to not grant the power-up for a few seconds when it is spawned from entering a vehicle. But I am just really interested now in how this was done.

Scripting and Programming / Re: Read Log's
« on: May 28, 2009, 07:47:49 AM »
I have never modified or written my own bot, but I know that most bots currently read the log files. Then they send a console command to the server to page the player the info they need.

If you only want to make simple help commands for your server, you would be better off making a Plug-in for SSGM to do it though, it means less input/output on the hard disk. Infact even if you're making a bot, I would suggest making it an SSGM plug-in too.

Editing and Mapping / [Plug-in] SSGM2.02 SurrenderSystem BETA
« on: May 09, 2009, 03:59:42 PM »
This was requested by Spooney for marathon and clan war servers where skipping the map is needed. Much more info explained in the readme.

This is a plug-in designed to work with SSGM2.02 for cnc_renegade.
It was written by reborn from MP-Gaming.COM (

This is a first release version and might have some bugs in it, please report these bugs and I will attempt to fix them.

This plug-in is designed so that a team can voluntarily give-up the map. A player initiates the surrender by typing "!Giveup".
Then teammates can either vote on this by typing !surrender yes or !surrender no. You can configure how long the vote lasts for in the surrender.ini file, and
also by how many votes it has to win by before the team surrenders.

!Giveup, !GIVEUP and !giveup are all valid commands to initiate the surrender vote. As are !Surrender, !SURRENDER and !surrender when voting.
These chat hooks where used because other systems and regulators use !vote.

There is some infomation in the surrender.ini file that will help you understand the configuration.

I don't run a renegade server, I have no real use for this plug-in and have made it for the sole reason to help other server owners.
If you use this plug-in and modify it, if you see a problem, either tell me, or preferably submit code. Don't be selfish, release the source code.
I believe it is only with this attitude that Renegade will continue to keep it's diminishing player base.
I really mean it, this thing took me quite a while to write, and if you're reading this, then I did it for you. So if you modify the source code
or add your own code, then release it.

To use this plug-in, refer to SSGM.ini in your SSGM2.02 server folder.
You'll need to add the .dll to the server folder, and make an entry in the [Plugins] section, mine looks like this:


You'll also need to add surrender.ini supplied to your SERVERs directory. This is where you can configure all the settings for the veteran system.

I urge you visit my forums and my site @ MP-Gaming.COM. I would also like to direct you to Black-Cell.NET. There is a history of this game there that
most people are oblivious to, and without Black-Cell, none of the feature rich servers we have today would be here. They also have a renegade server
back up and running. Be sure to find it in the WOL server listings and join. It's hella fun.


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