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Found 6 results

  1. Version 1.0

    11 downloads

    This plugin plays the sound that every player choose when they joins. Players can adjust their join sound and their play delay (Sound plays after X,X seconds) You can see all command helps by typing "!<command alias> help" command. You have to add the following configuration to da.ini in order to make plugin work. This plugin is not tested properly. Please open an issue on GitHub or report the bugs on comment section. This plugin only works with RenSharp 1.3 with Dragonade 1.99! Features: - Plays sound when player joins. - Players can set their play delay. - Admins can change player's sound data. - Admins can set disabled sound files. - Admins can set min and max delay times. (Set both values same to lock delay amount.) - Values are being stored in a JSON file. - A gamelog is being logged when a join sound played. The source of this plugin can be found at http://github.com/TheUnstoppable/JoinSounds. RenForums Topic: http://www.renegadeforums.com/index.php?t=tree&goto=493147&#msg_493147 CONFIGURATION: (Add this into da.ini) [JoinSounds] ;Plugin made by MasterCan. ;This settings can be edited from game mode ini files as well. ;By default, these values will be used. ;This plugin only works with RenSharp 1.3 with DA 1.99 ;CommandTriggers: Type here the player commands aliases that you want to trigger when executed. (Delimeter: |) ; !alias set/change <sound.wav> - Changes player sound. ; !alias remove - Remove player's join sound. ; !alias delay <decimal> - Sets player play delay. CommandTriggers=!js|!joinsnd|!snd ;AdminCommandTriggers: Type here the admin commands aliases that you want to trigger when executed. (Delimeter: |) ; !alias set/change <player name> <sound.wav> - Changes player sound. ; !alias remove <player name> - Remove player's join sound. ; !alias delay <player name> <decimal> - Sets player play delay. ; !alias show <player name> - Show player's join sound data. ; !alias clear - Removes all player datas. ; !alias save - Attempts to save changes on players datas. This is automatically executed when something changes. AdminCommandTriggers=!jsa|!joinsndadmin|!asnd ;AdminLevel: The required access level number to execute admin commands. AdminLevel=4 ;ClearLevel: The required access level number to clear player datas. This is seperated from Admin Level because of some cases. ClearLevel=6 ;DatabaseFile: File name that you want to store player's join sound information. DatabaseFile=Users.json ;MaxDelay: Maximum delay that a player can set. (in seconds, use ",") MaxDelay=10,0 ;MinDelay: Minimum delay that a player can set. (in seconds, use ",") MinDelay=1,0 ;DisableList: Type here the sound filenames to prevent users selecting. (Delimeter: |) DisableList=amb_airraid.wav ;GameLog: Logs a line like "_JOINSND <PlayerName> <SoundName>" when a join sound played. (NOT WHEN PLAYER JOINED!) GameLog=true
  2. Version 1.0

    19 downloads

    This plugin sends a host message and/or game log message when detects a ingame or joining client lost connection with server. There are 5 different client variables to send with host message. You have to add the following configuration to da.ini in order to make plugin work. This plugin is not tested properly. Please open an issue on GitHub or report the bugs on comment section. This plugin only works with RenSharp 1.3 with Dragonade 1.99! Features: - Sends host message when player disconnects. - 5 client variables to send with host messages. - Game Log feature. The source of this plugin can be found at https://github.com/TheUnstoppable/ConnectionLostDetector. RenForums Topic: http://www.renegadeforums.com/index.php?t=tree&th=41253&start=0& CONFIGURATION: (Add this into da.ini) [ConnectionLostDetector] ;Plugin made by MasterCan. ;This settings can be edited from game mode ini files as well. ;By default, these values will be used. ;This plugin only workis with RenSharp 1.3 with DA 1.99 ;GameLog: Logs a line like "_CONNLOST <Name> <ID> <Serial> <IP> <Version>" when a player loses connection with server. GameLog=true ;Message: The message that will be sent to ingame as Host message. Leaving blank won't send any message. ;Message Variables: $_PNAME = Returns player name. ; $_PID = Returns player ID. ; $_PSERIAL = Returns player serial hash. ; $_PIP = Returns player IP address. ; $_PVER = Returns player game version. ; ; !!! ALL OF THE VARIABLES ARE CASE SENSITIVE !!! Message=$_PNAME has lost their connection with server. (ID:$_PID)
  3. Version 1.5

    77 downloads

    Are you struggling with your everyday development in C++? Do you suck with memory management or just the general hassle to get third party libraries for your custom Dragonade plugin? Well, no more! Introducing RenSharp for Dragonade This framework I created lets you make plugins for your FDS in .NET 4.7.2. You're probably wondering: will this need a heavily modified scripts.dll? I hear you and that's why I made sure it is bootstrapped by a regular Dragonade plugin. "Are there any other limitations?", is probably your next question. Very few, here they are: - You can only create custom classes (i.e. specialization of classes) for the classes I made support for. However the reach of this support is the same as you'd use in any normal Dragonade plugin (event classes, console functions, player observer, object observer, etc). - I only made support for the template classes that are used throughout scripts.dll. Any customizations on this are not supported. - Even though I added in some more safety nets to check for nulls etc. You can still fuck this up and make it crash horribly. Although the checks in place will also throw a managed exception and if not catched and handled will gracefully shutdown the FDS. - Some design choices removed some support. For example there is no 'const' concept. But these choices shouldn't really limit your imagination. - That's about it of what I can come up with on top of my head right now. With any plugin interface there are a few 'gotchas' and for RenSharp those are: - Inheritance is pretty much the same as you would in Dragonade. Except static initialization (using macros to register stuff) will not work in C#. Further explanation how this is handled is discussed in the example plugin. - All managed classes are basically handles to their C++ variants. You can bind the C++ pointer using the appropiate constructor which takes an IntPtr as an argument. These handle classes are not inheriting from IDisposable and assume they are not in charge of cleaning up that handle. If one of these handle classes is wrapped around an IUmanagedContainer<T> class that means that you MUST dispose them when you're done with them. As these containers indicate that you are indeed in charge of cleanup. - If you pass ownership of an unmanaged pointer to the C++ side (which does the memory management) you should make sure to release the pointer on the managed side. To make sure the garbage collector never disposes it. Likewise, when you keep ownership on the managed side, you should keep a reference to the object for as long as you want to keep it alive. - Don't call any methods or use properties of which you don't really know what they do. You can screw it up. Otherwise, if you consider yourself well versed in this stuff, go right ahead. - Any more gotchas or usage are pretty much discussed in the example plugin. How to get started? The only config this adds to da.ini is 'RenSharpPlugins'. You name managed plugin .dlls the same way as you would under 'Plugins'. To start RenSharp you also need to add 'da_RenSharp.dll' under 'Plugins'. Preferably on position 1. But that is up to you. Then follow one of the instructions below: The quickest way to get started is to just use any Visual Studio version that can handle .NET 4.7.2. (for VS2019 you can just use the Visual Studio Installer to install .NET 4.7.2.). Create a new .NET 4.7.2. C# class library and search for the NuGet package 'Neijwiert.RenSharp' (right-mouse click on your project and click Manage NuGet Packages...) and click Install. All Renegade stuff is placed under the RenSharp namespace. When the NuGet package is installed it shows a readme.txt on how to properly set your target platform. You then have to place YourPlugin.dll, da_RenSharp.dll, ManagedRenSharp.dll and ManagedScripts.dll in your FDS folder. You can find these .dlls in 'YourPlugin\packages\Neijwiert.RenSharp.1.0.0\content' and 'YourPlugin\packages\Neijwiert.RenSharp.1.0.0\lib'. The slow way is to compile it yourself. You can download the ZIP file with the source, or from GitHub. Compilation requires you to have C++/CLI build tools installed (use Visual Studio Installer) and .NET 4.7.2. (also use Visual Studio Installer). You can use a newer Visual Studio version as long as you have Visual Studio 2012 installed on your computer, with latest updates (whenever it prompts you to update the projects when you open the solution, you need to hit cancel). For the C++ stuff you need the same requirements as you would when you build Dragonade. Then you can just add a .NET 4.7.2. class library project and add a reference to 'ManagedScripts'. Make sure you configurate the class library to build as x86. Then you're ready to build and use everything. I pretty much made all this without drawing out a plan. I made some design mistakes and I also couldn't test everything due to the size of it. If you find anything broken/not working or stupidly designed message met and I see if I can get it fixed. This also applies for new feature requests. The best way to approach me would be via GitHub probably or a PM here. This cost me a lot of time and effort to make and I hope you guys are going to enjoy it and hopefully open up modding to some more less experienced coders. Everything is licensed under the Apache 2.0 license, which means you can do everything, but you must mention my name and include a copy of the license. I'm wide open to responses to this negative and positive, feel free to reply to this post. GitHub: https://github.com/Neijwiert/RenSharp NuGet: https://www.nuget.org/packages/Neijwiert.RenSharp
  4. Version 1.0

    32 downloads

    I have been working for this for weeks!! And now it is finally done. It is a basic web server runs along with FDS. It can get game definitions such as server name, map, etc. and can create a customizable embed as picture with cool features. It logs every event in a file you specify. Just put RenWeb.dll and Newtownsoft.Json.dll into your FDS and add ONLY RenWeb.dll under RenSharpPlugins section! Plugin is designed to work with only RenSharp 1.3! This plugin automatically extracts some HTML and Embedding files as a tutorial, if your HTTP Root Folder is empty. You can access to your web server with your IP or host and your port (if it is 80, port not needed). You can specify your custom error pages and MIME types! There are some special MIME types to work with RenWeb embeds, etc. You can contact to me and tell me the variable or leave the variable you want to see in comments! So I can add it for you. My hands and my brain get tired of thinking the features of this beautiful plugin. You have to install this to see it's cool features! For instance, the MaxRen Server is running part-time. If you are lucky, you can view it live! Main Page of Default RenWeb: http://mastercan.hopto.org:7550/ Example Embed of RenWeb Render: http://mastercan.hopto.org:7550/ExampleEmbed.embed NOTE: This plugin might require administrator priviliges to run. If it's not working, please try running server as administrator. Server has a config file to work with, I'll leave that here. But just know, plugin creates it too! You don't need to add it by hand. [RenWeb] ;Plugin made by MasterCan. ;This settings can be edited from game mode ini files as well. ;By default, these values will be used. ;This plugin only works with RenSharp 1.3 with DA 1.99 ;Basic documentation of RenWeb ;RenWeb is processing all of your HTML files before sending them to client. RenWeb checks all elements for it's tokens and it decides which is a server info and which is not. ;RenWeb replaces any text when it finds a match with it's prefix. If the variable is wrong, it returns nothing. ;Example: "<span class="MyServerName">$RenWebHTML_ServerName</span>". RenWeb processes and sends this to client as "<span class="MyServerName">Example Test Server</span>" ; ; ;All Variables of RenWeb: ;Here's the list of all variables usable. Server eturns nothing if it finds a invalid variable that starts with "$RenWebHTML_". ;These values are case sensitive. ;PLUGIN ONLY CHECKS HTML FILES FOR MATCH!!! CSS and JS files will not be checked. If you need these values in CSS and JS, please implement them in HTML file. ;=========================================================================================================================================== ;$RenWebHTML_Version : Returns RenWeb version. ;$RenWebHTML_ServerName : Returns server name. ;$RenWebHTML_CurrentMap : Returns current map. ;$RenWebHTML_NextMap : Returns next map. ;$RenWebHTML_TimeLeft : Returns time left as seconds. ;$RenWebHTML_TimeLeftF : Returns time left as HH:MM:SS formatted. ;$RenWebHTML_TimeElapsed : Returns time elapsed as seconds. ;$RenWebHTML_TimeElapsedF : Returns time elapsed as HH:MM:SS formatted. ;$RenWebHTML_TimeTotal : Returns total time as seconds. ;$RenWebHTML_TimeTotalF : Returns total time as HH:MM:SS formatted. ;$RenWebHTML_GameMode : Returns game mode name. ;$RenWebHTML_SGameMode : Returns short game mode name. ;$RenWebHTML_CurrentPlayerCount : Returns the ingame player count. ;$RenWebHTML_MaxPlayerCount : Returns the maximum player count. ;$RenWebHTML_GDIPoints : Returns GDI team total points. ;$RenWebHTML_GDIKills : Returns GDI team total kills. ;$RenWebHTML_GDIDeaths : Returns GDI team total deaths. ;$RenWebHTML_GDIName : Returns GDI team name. Useful for some mods. ;$RenWebHTML_NodPoints : Returns Nod team total points. ;$RenWebHTML_NodKills : Returns Nod team total kills. ;$RenWebHTML_NodDeaths : Returns Nod team total deaths. ;$RenWebHTML_NodName : Returns Nod team name. Useful for some mods. ;GameLog: Logs a line like "_RENWEB <IP> <Page>" when a player connects to server. GameLog=true ;Port: Determines the server port to host. Min: 1, Max: 65535 Port=7550 ;RootHTTPFolder: Root folder of your RenWeb HTML documents. RootHTTPFolder=RenWebHTTP ;MaxPendingConnections: Determines the maximum clients that connect at the same time. MaxPendingConnections=5 ;IndexFile: If no file name specified and client requests a folder name, this file will be loaded. If this file can't be located too, 404 will be sent. IndexFile=index.html ;LogFile: The file which will be written logs of RenWeb stuff. All events will be here. Default folder is root folder of FDS. LogFile=RenWeb.log [RenWeb_ErrorPages] ;You can specify your special error pages to send when a error occurs. ;If you supply error code in other different entries, first occurrence will be used. ;Usage: ErrorCodes=WebPage (You can seperate error codes with | delimeter) 404=404.html 500|502=ServerError.html [RenWeb_MimeTypes] ;You can specify your MIME types when client requests files. ;Most used MIME types are specified below. ;When client requests a file that does not exist in MIME list, will be returned 404. ;If you supply extension more than once, first occurrence will be used. ;Use lowercase to prevent bugs. ;================================ RenWeb MIME Types ================================ ;renweb/embed-file-png: A JSON content which is convertible to embed picture. This MIME processes file and returns picture to client as "image/png". ;renweb/embed-file-jpeg: A JSON content which is convertible to embed picture. This MIME processes file and returns picture to client as "image/jpeg". ;renweb/embed-file-gif: A JSON content which is convertible to embed picture. This MIME processes file and returns picture to client as "image/gif". ;=================================================================================== ;Usage: Extension=MIMEType .html=text/html .css=text/css .js=application/x-javascript .htm=text/html .mp4=video/mpeg .png=image/png .jpg=image/jpeg .exe=application/octet-stream .embed=renweb/embed-file-png GitHub Link: https://github.com/TheUnstoppable01/RenWeb
  5. Version 1.0

    55 downloads

    Requires RenSharp v1.3 This plugin will embed a TTFS server inside your Renegade FDS. Pretty much the only thing you need to do is add the .DLL to your FDS and the config file. This plugin does NOT require administrator privileges, however for it to work for external people you would probably need to forward the specified port in your router/network. You may set other settings in the config file, but the only settings required in the config file are the port and the external IP checking websites. All others can have defaults and are probably better than what you would configure them to. PackageServer.ini: ; This settings file is for the Package Server [General] ; IPFetchSecondsInterval defines the interval in seconds when to check for the external IP of the Server ; Default is 5 ;IPFetchSecondsInterval = 5 ; TTFSPath override the TTFS path where the package server gets its packages from ; Default is 'Engine.AppDataPath/ttfs' ;TTFSPath = MyPath ; MaxClientConnections specifies the max clients can connect from a single IP address ; <= 0 means no limit, this is discouraged ; Default is 10 ;MaxClientConnections = 10 ; ClientTimeout specifies how long a client may take to download everything in whole minutes ; <= 0 means no limit, this is discouraged ; Default is 60 ;ClientTimeout = 60 ; LocalIPAddress specifies the local IP to bind the package server to ; Default is any network interface ;LocalIPAddress = 192.168.0.1 ; Port specifies the local port to bind the package server to ; There is no default, this must be defined Port = 23445 ; This section is dedicated to the servers that will provide the 'raw' extneral IP address ; These servers MUST return an IPv4 address, since the Renegade client can't handle IPv6 [IPFetchURLs] 0=http://ipv4.icanhazip.com/ 1=http://ipv4bot.whatismyipaddress.com
  6. Version 1.0

    16 downloads

    Add this plugin to your RenSharp enabled server and it will enable you to put funding (credits) towards restoring dead buildings. For functionality, see the INI spoiler below. To enable: Add the DLL and INI file to your server directory. RenSharpBuildingRestoreFunding.ini: ; This plugin adds the following chat commands: ; - !fund <acronym> [<amount>] ; Funds a building <amount> credits with <acronym>. If <amount> is not specified it takes all the player's money. ; - !totalfund <acronym> ; Outputs the current total funds for a given building with <acronym>. Also displays how many credits you have put towards the funding ; - !refund [<acronym>] ; Refunds your credits that have been put towards building with <acronym>. If no <acronym> is specified it will refund funds on all dead buildings ; Global settings for the plugin ; All these global settings can be overridden on a per-map basis [RenSharpBuildingRestoreFunding] ; BRFEnabled ; Boolean value to specify if building funding is enabled. BRFEnabled = 1 ; BRFScaleWithPlayerCount ; Boolean value to specify if the cost of the building restore should go up based on the team's player count ; It uses the following formula: BRFRestoreCost * team player count * BRFScale BRFScaleWithPlayerCount = 1 ; BRFScale ; Float value for the scale to multiply the team player count by BRFScale = 1.0 ; BRFMaxRestoreCount ; Integer value to specify the maximum restore count for buildings, this is the default if none is specified for that particular building ; Declare a value < 0 for infinite restores BRFMaxRestoreCount = 2 ; BRFRestoreCost ; Integer value to specify the base restore costs for restoring a building. When BRFEnabled is enabled it uses the formula declared above. ; When disabled the absolute costs for the building is the same as BRFRestoreCost BRFRestoreCost = 2000 ; BRFAllowRefund ; Boolean value to allow refunds on funding of dead buildings BRFAllowRefund = 1 ; Example per map basis settings for the map C&C_Field.mix [C&C_Field.mix_RenSharpBuildingRestoreFunding] ; All below settings do the same as in the global settings, but they are only applied to the building presets that correspond with the acronym 'agt' ; The acroynms per building presets are declared below BRFMaxRestoreCount_agt = 1 BRFRestoreCost_agt = 1500 BRFScaleWithPlayerCount_agt = 1 BRFScale_agt = 0.9 ; Declare your building presets -> acronyms mappings ; Separate them by a '|'. Building preset names are case-sensitive. Acronym's are not. [RenSharpBuildingRestoreFundingDefs] SP_Comm_Center_Nod|mp_GDI_Com_Center|mp_Nod_Com_Center = com|comm|commcenter|comcenter|communicationcenter SP_Hand_Of_Nod_Nod|mp_Hand_of_Nod = hon|hand|handofnod Tut_Infantry_Barracks_GDI|mp_GDI_Barracks = bar|barracks|infantrybarracks|inf SP_Refinery_Nod|Tut_Tiberium_Refinery_GDI|Test_nod_refinery|mp_GDI_Refinery|mp_N od_Refinery = ref|refinery|refine SP_Power_Plant_Nod|SP_Power_Plant_GDI|Tut_Power_Plant_GDI|mp_GDI_Power_Plant|mp_ Nod_Power_Plant = pp|powerplant|power|plant SP_Con_Yard_GDI|SP_Con_Yard_Nod = cyard|conyard|constructionyard|cy SP_Obelisk_Nod|mp_Nod_Obelisk = ob|obby|obelisk|obl|obi Tut_Advanced_Guard_Tower_GDI|mp_GDI_Advanced_Guard_Tower = agt|gt|advanced|advancedguardtower SP_Weapons_Factory_GDI|Tut_Weapons_Factory_GDI|mp_GDI_War_Factory = wf|factory|weapons|weaponsfactory|weps|wepfac SP_Nod_Air_Tower|test_nod_airtower|mp_Nod_Airstrip = air|strip|airstrip|airtower SP_Silo_Nod = silo|tibsilo|tiberiumsilo mp_GDI_Helipad|mp_Nod_Helipad|SP_Helipad_Nod = helipad|heli|pad mp_Mutant_Lab = lab|mutantlab|mutant mp_GDI_Repair_Bay|mp_Nod_Repair_Bay = rep|repairbay|bay|repbay Source code: https://github.com/Neijwiert/RenSharpBuildingRestoreFunding
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