Author Topic: Outpost 2 DLL Programming  (Read 16016 times)

Offline PlayingOutpost0-24

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Outpost 2 DLL Programming
« Reply #75 on: January 07, 2005, 04:52:06 PM »
actually, Energy Cannon HAS TO BE the scorpion weapon, and if its not maybe its a hidden Ion Cannon easter egg.
Great news for OP2 fans... OP3 in progress.
Official Site
Outpost 3: A New Power progress
OP3:NP Discussion

Progress in OP3:NP[/size][/font]
PLANNING[|||||||||-]
GRAPHICS [||||------]
SOUNDS [|---------]
MAP DESIGNING [|||||-----]
CODING [----------]
Going slowly... Very slow.

Offline BlackBox

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Outpost 2 DLL Programming
« Reply #76 on: January 11, 2005, 02:53:57 PM »
How about, we put different names into a different namespace. (Very simple then, you could do this)

In header:
Code: [Select]
namespace newNames {
enum map_id {
// blah
}
}

In your source, to use the new names just do something like
Code: [Select]
using namespace newNames;

or you could go the long way by doing something like
Code: [Select]
... newNames::LYNX ...

Offline HaXtOr

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Outpost 2 DLL Programming
« Reply #77 on: January 18, 2005, 05:40:13 PM »
I figured something nifty out for all of you trying to enumerate a rare ore mine. If you used the map_Mine 0x15 then you will never get a rare ore mine only common mines.
the folowing can be added to the outpost2 headder file but is not the "official name"... yet
map_Mine_Rare = 0x16,
This should only be used for enumerateing rare mines, but I have not tryed useing this value for createing new mines.

I personaly think that map_mine 0x15 sould be named map_Mine_Common
and that the new value i found should be map_Mine_rare
 

Offline Eddy-B

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Outpost 2 DLL Programming
« Reply #78 on: January 18, 2005, 05:45:53 PM »
Old news..
Below is the complete list of all map_ids:
Code: [Select]
	map_None = 0,
map_Cargo_Truck,    // 01
map_ConVec,        // 02
map_Spider,        // 03
map_Scorpion,       // 04
map_Lynx,        // 05
map_Panther,       // 06
map_Tiger,        // 07
map_Robo_Surveyor,   // 08
map_Robo_Miner,    // 09
map_GeoCon,        // 0A
map_Scout,      // 0B
map_Robo_Dozer,    // 0C
map_Evacuation_Transport, // 0D
map_Repair_Vehicle,   // 0E
map_Earthworker,    // 0F
map_SmallCapacityAirTransport, // Crashes game when it moves (looks like a scout)

map_Tube = 0x11,
map_Wall,        // 12
map_Lava_Wall,       // 13
map_Microbe_Wall,      // 14
map_Mine,      // 15
map_Rare_Ore_Mine,   // 16
map_Guard_Post,    // 17
map_Light_Tower,      // 18
map_Common_Storage,   // 19
map_Rare_Storage,      // 1A
map_Forum,      // 1B
map_Command_Center,   // 1C
map_MHD_Generator,   // 1D
map_Residence,       // 1E
map_Robot_Command,   // 1F
map_Trade_Center,      // 20
map_Basic_Lab,     // 21
map_Medical_Center,   // 22
map_Nursery,     // 23
map_Solar_Power_Array,  // 24
map_Recreation_Facility, // 25
map_University,    // 26
map_Agridome,      // 27
map_DIRT,        // 28
map_Garage,        // 29
map_Magma_Well,    // 2A
map_Meteor_Defense,   // 2B
map_Geothermal_Plant,  // 2C
map_Arachnid_Factory,  // 2D
map_Consumer_Factory,  // 2E
map_Structure_Factory,  // 2F
map_Vehicle_Factory,     // 30
map_Standard_Lab,    // 31
map_Advanced_Lab,      // 32
map_Observatory,    // 33
map_Reinforced_Residence, // 34
map_Advanced_Residence,  // 35
map_Common_Ore_Smelter,  // 36
map_Spaceport,       // 37
map_Rare_Ore_Smelter,  // 38
map_GORF,        // 39
map_Tokamak,       // 3A

map_Acid_Cloud = 0x3B,  // 3B
map_EMP,       // 3C
map_Laser,        // 3D
map_Microwave,     // 3E
map_Rail_Gun,       // 3F
map_RPG,       // 40
map_Starflare,     // 41
map_Supernova,     // 42
map_Starflare2,    // 43  increased power
map_Supernova2,    // 44  increased power
map_Normal_Explosion = 0x45
map_ESG = 0x46,
map_Stickyfoam,    // 47
map_Thors_Hammer,    // 48
map_Energy_Cannon,   // 49

map_EMP_Missile_Damage = 0x4A
   map_Electrical_Storm = 0x4C
   map_Tornado = 0x4D
   map_EarthQuake = 0x4E
   map_Lava_Eruption = 0x4F
   map_Meteor = 0x50

map_Mining_Beacon = 0x51,
map_Magma_Vent,    // 52
map_Fumarole,     // 53
   map_Discovered,    // 54

map_Disasterous_Building_Explosion = 0x55,
map_Catastrophic_Building_Explosion, // 56
map_Athiest_Building_Explosion,   // 57

map_EDWARD_Satellite = 0x58, // Lynx (in Cargo Truck)
map_Solar_Satellite,    // Wreckage (in Cargo Truck)
map_Ion_Drive_Module,   // Gene Bank 5 (in Cargo Truck)
map_Fusion_Drive_Module, // 5B
map_Command_Module,   // 5C
map_Fueling_Systems,     // 5D
map_Habitat_Ring,      // 5E
map_Sensor_Package,   // 5F
map_Skydock,       // 60
map_Stasis_Systems,   // 61
map_Orbital_Package,     // 62
map_Pheonix_Module,   // 63

map_Rare_Metals_Cargo,  // 64
map_Common_Metals_Cargo, // 65
map_Food_Cargo,    // 66
map_Evacuation_Module,  // 67
map_Children_Module,     // 68

map_SULV,        // 69
map_RLV,       // 6A
map_EMP_Missile,      // 6B

map_Impulse_Items = 0x6C,
map_Wares,        // 6D
map_Luxury_Wares,      // 6E

map_Inter_Colony_Shuttle = 0x6F,
map_Spider_3_Pack,   // 70
map_Scorpion_3_Pack,     // 71

map_Pretty_Art = 0x72,

map_Any = -1

[EDIT]Pay special attention to the map_Any : it is NOT to be used in any definitions, but it should be used in things like enumerators or triggers. For example a countTrigger to count ALL cargo trucks (regardless of cargo).
« Last Edit: January 18, 2005, 05:48:23 PM by Eddy-B »
Rule #1:  Eddy is always right
Rule #2: If you think he's wrong, see rule #1
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Offline BlackBox

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Outpost 2 DLL Programming
« Reply #79 on: January 18, 2005, 06:06:58 PM »
We have that already.
Code: [Select]
#define plr_all -1

Thanks again (This was going to end up in the new SDK header anyway).

Offline Eddy-B

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Outpost 2 DLL Programming
« Reply #80 on: January 19, 2005, 10:59:22 AM »
So that's what plr_all is for huh ?  :P
...

plr_all is for sending messages to all players.
map_Any (as i defined it), is ti be used where the function requires a map_id.
I know both represent the same value (-1) but for me; it's much clearer when using the map_Any   :-)
Rule #1:  Eddy is always right
Rule #2: If you think he's wrong, see rule #1
--------------------

Outpost : Renegades - Eddy-B.com - Electronics Pit[/siz