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JJ2+ v5.12 (last updated 20 August, 2023)

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Dec 8, 2013, 11:49 AM
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I'm not really sure what you're asking, since you left out the subject of "is using." The global arrays jjPlayers and jjLocalPlayers, plus the jjPLAYER property playerID, would presumably be a large part of what you're looking for. Remember to add 1 to any playerID value, since JJ2 (as opposed to AngelScript) thinks the player list should be 1-indexed.
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Dec 8, 2013, 11:50 AM
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Code:
jjPlayers[playernumber].playerID
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Dec 9, 2013, 05:39 AM
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Quote:
Originally Posted by Violet CLM View Post
I'm not really sure what you're asking, since you left out the subject of "is using." The global arrays jjPlayers and jjLocalPlayers, plus the jjPLAYER property playerID, would presumably be a large part of what you're looking for. Remember to add 1 to any playerID value, since JJ2 (as opposed to AngelScript) thinks the player list should be 1-indexed.
I tried how you said and it said Invalid Player Number.
Here's what i used:

jjChat ("/ptrigger " + jjLocalPlayers[0].playerID + " 1 1 on");
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Dec 9, 2013, 09:49 AM
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Code:
jjChat ("/ptrigger " + (jjLocalPlayers[0].playerID + 1) + " 1 on");
Although if you're setting your own trigger, it feels like jjTriggers[1] = true; would be simpler.
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Quote:
Originally Posted by Violet CLM View Post
Code:
jjChat ("/ptrigger " + (jjLocalPlayers[0].playerID + 1) + " 1 on");
Although if you're setting your own trigger, it feels like jjTriggers[1] = true; would be simpler.
But... how do I make it work on server? Because if someone isn't allowed to use ptrigger they won't be able to open the trigger. Does jjTrigger can make the trigger only for players (ptrigger)?
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Dec 9, 2013, 11:13 PM
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I still don't know what you're trying to do.

If the player running the script and the player that you want the trigger to change for are the same player, use jjTriggers.
If they're two different players, but the player running the script is the host, use ptrigger.
Otherwise, you should probably find a different way to effect what you want to have happen.
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Dec 14, 2013, 03:52 AM
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Idea:

What if toaster and fireball not only does normal damage, but also 'sets you on fire after getting hit' ? It'd do an x amount of damage within a certain time unless you go into water or take a carrot or something?
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Dec 14, 2013, 03:25 PM
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Quote:
Originally Posted by Vegito View Post
Idea:

What if toaster and fireball not only does normal damage, but also 'sets you on fire after getting hit' ? It'd do an x amount of damage within a certain time unless you go into water or take a carrot or something?
I disapprove of this. If you were set on fire to lose health, that would require hit points to even make sense from my perspective.

Idea:

What if JJ2+ had voice/video chat and voice recognition? It'd lag less than Skype or Raidcall and allow better integration between those who have or don't have microphones.
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How would voice chat allow better integration with users without microphones?

And, no, it wouldn't lag less, quite the opposite.
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Dec 14, 2013, 05:34 PM
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Quote:
Originally Posted by cooba View Post
How would voice chat allow better integration with users without microphones?

And, no, it wouldn't lag less, quite the opposite.
Because if I said "toaster taken" and it automatically showed up on screen as "toaster taken" then if someone can't use voice chat during the game then it would be faster for than to read than if I had to say it and type it.
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Dec 14, 2013, 05:35 PM
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The fire thing is an interesting idea--I wonder whether it came from Torchlight et al., or JJA, or OEM, or what--but I think it's better off as something that people can do themselves for individual levels in AngelScript, rather than us substantially changing how a rather common weapon works.

we're not doing voice recognition
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Dec 15, 2013, 10:02 AM
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From Awesomenauts. I wanted to post the idea for anyone to see it. I thought of it as a better idea for individual levels with AngelScript too.
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Dec 15, 2013, 04:48 PM
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If you meant for it to be an AngelScript thing, there is a thread for that.

Also, Plus feature suggestion: Allow mapping specific buttons to specific weapons(Like the number keys), so for example, someone like me who primarily uses a controller could map a specific button(Such as pressing the Right Stick or something) to switch the weapon to the Blaster like pressing the 1 key on the keyboard does.
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Dec 16, 2013, 06:51 PM
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This didn't seem quite sufficient for a J2O news post, but I thought I'd take this time to mention that the latest JJ2+ release has surpassed 1000 downloads on ModDB! The February release has a few more, but it was also out for a much longer time, so our download rate is increasing. Awesome!

(The example levels only have one tenth that many downloads, though, so we may not put them in a separate zip next time around. )
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Dec 17, 2013, 01:54 AM
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Quote:
Originally Posted by Robo4900 View Post
If you meant for it to be an AngelScript thing, there is a thread for that.
I meant to post it here to give the JJ2+ team a chance to see the idea first.
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Dec 17, 2013, 05:00 AM
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So, either 1000 different people have downloaded Plus on ModDB, or one guy has downloaded it once, had a technical issue, re-downloaded it, had another, etc, etc, until they've finally downloaded it 1000 times.
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Dec 18, 2013, 12:15 PM
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I'd say it's worth a short-and-simple newspost (like the 'Downloads should work again' message there is now). In some way it's a landmark, why not celebrate it?
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Dec 18, 2013, 05:32 PM
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Agreed.
Of course, you could probably pad it out a little bit with some additional numbers if you wanted to make a full newspost, but I think Jerrythabest's suggestion is the best(If you'll excuse the... Pun?).
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Dec 19, 2013, 11:48 AM
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It's typically Dutch, but it works =) Doing nothing is too little, a full newspost is maybe a bit overkill. So just do something in the middle.
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Dec 20, 2013, 12:54 PM
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Suggestion: /spec off instead of /spectate off
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Return of the seekhole!

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Quote:
Originally Posted by Vivando View Post
Receiving 10000 baud ;p xd
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Dec 20, 2013, 05:17 PM
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Yeah, we've been trying to figure out what causes that. (The hole, not the baud.)
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Dec 25, 2013, 12:19 AM
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Just a weapon idea- Nuclear bomb, this would work like JJ1 TNT, destroying everything on the screen instantly.
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Quote:
Originally Posted by KRSplatinum View Post
Just a weapon idea- Nuclear bomb, this would work like JJ1 TNT, destroying everything on the screen instantly.
I remember someone in this thread already suggested it, and that someone else (Cooba/Violet?) said to having it scripted but thought of it as being way too destructive.
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MERRY CHRISTMAS SPLAT
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Why is this so much fun?

I'm tempted to create an entire actionscripted campaign around nukes, where normal weapons are too weak to shatter certain blocks.
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Dec 26, 2013, 01:11 AM
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Quote:
Originally Posted by cooba View Post
Thank you Cooba, merry Christmas to you too!

Here's another idea for plus, why not include the new language files for JJ2? :>

Last edited by KRSplatinum; Dec 26, 2013 at 01:49 AM.
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Dec 26, 2013, 06:14 PM
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If external language files become a feature, I will create and release a Pirate language file in September(Just in time for Talk Like a Pirate Day).
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Abandon ship!
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I have already created a Hungarian language file, though it would need a bit polishing. It's a pity that JJ2 doesn't support ű and ő in language files. Perhaps this could be an improvement in the next release. Also, some AS features could have a "public" argument, like jjTileSet.
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Dec 30, 2013, 04:03 PM
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There would need to be someone who could draw those additional letters into the JJ2 font.
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Dec 30, 2013, 07:58 PM
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*Volunteers self for this task*

Seriously, it wouldn't be that hard. All I'd need are the U and O characters, and then the ' and " characters so I can get an idea of what they would look like combined, and then I'd do it. It just takes a little GIMP knowhow.

The really hard work would most likely be for the Plus devs having to add an extra two characters to the text that can be displayed. Then again, perhaps the JJ2 engine is flexible in this sense. *Shrugs*
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Dec 30, 2013, 08:48 PM
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There are really a handful of characters not supported by Jazz Jackrabbit. The first ones that come to mind are these - {~}
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Well, if the Plus devs wanted to add them, I would be willing to help. Some of the characters would be slightly harder than others, but -- again -- I'd still be willing to help.
The main thing I'd need is a list of characters that I'd need to make.
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Dec 31, 2013, 12:51 AM
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One can pretty easily see which characters are currently missing at which sizes by running Jazz Sprite Dynamite. (I make no comment at this time about whether this is something that will matter come next release.)

Quote:
Here's another idea for plus, why not include the new language files for JJ2?
You could ask basically the same question for anything people have made in the last fifteen years, which is kind of a weaselly answer, but there you go. (Heck, since all that's really important is plus.dll and one .exe or another, you could make your own compressed archive if you wanted to.) If there comes a time that the normal Plus distribution includes language files, it'll be because Plus itself supports them, i.e. Domination would sometimes be called Domination and sometimes, I dunno, Beherrschung?
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Quote:
Originally Posted by KRSplatinum View Post
There are really a handful of characters not supported by Jazz Jackrabbit. The first ones that come to mind are these - {~}
This is not entirely true, you see.
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The problem with me opening up JSD is that I do not possess a working installation of JJ2. Perhaps I'll expand on that at some point, perhaps not.

In any case, if extra language files are not going to be an official Plus feature, then this is kind of a moot point.

EDIT: Also, Sir Ementaler, is that actually from JJ2?
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Straight from it.
Code:
bool onDrawAmmo(jjPLAYER@,jjCANVAS@ canvas){
  canvas.drawString(0x8000,120,"~",STRING::MEDIUM);
  return false;
}
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Now that I think about it, isn't it about time this gets fixed?



It happens by starting plussified JJ2 in fullscreen mode (thus by exiting it in fullscreen last time you played), and doesn't ever happen in vanilla JJ2.

I think this bug was already there since one of Blur's releases, and has been pestering the (almost) always fullscreen player that I am.
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