View Full Version : Scripting command request
toadlife
Dec 3 2002, 03:34
I small request for the BIS guys - The following command would be nice to have (to return handguns):
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
tertiaryWeapon vehicle
Operand types:
vehicle: Object
Compatibility:
Version 1.?? required.
Type of returned value:
String
Description:
Returns name of vehicle's tertiary weapon (empty string if none).
Example:
tertiaryWeapon player[/QUOTE]<span id='postcolor'>
Thanks!
Spitfire
Dec 4 2002, 14:31
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GAMEER_77 @<hidden> Dec. 03 2002,11:57)</td></tr><tr><td id="QUOTE">Another could be getheaddir and setheaddir http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/tounge.gif[/QUOTE]<span id='postcolor'>
Hmm, howzabout "obj setDir heading" and "getDir obj"?
But what I truly wish for are the commands for setting pitch and bank of objects. That's the one major thing missing.
Skumball
Dec 4 2002, 15:23
what we REALLY need is to be able to name a unit which has been created by createUnit and that it doesn't need a group:
_bob = "soldierWMedic" createUnit [(getMarkerPos "spawn")]
Prospero
Dec 4 2002, 18:49
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Spitfire @<hidden> Dec. 04 2002,16:31)</td></tr><tr><td id="QUOTE">But what I truly wish for are the commands for setting pitch and bank of objects. That's the one major thing missing.[/QUOTE]<span id='postcolor'>
Seconded.
Prospero.
vektorboson
Dec 4 2002, 19:25
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Spitfire @<hidden> Dec. 04 2002,16:31)</td></tr><tr><td id="QUOTE">But what I truly wish for are the commands for setting pitch and bank of objects. That's the one major thing missing.[/QUOTE]<span id='postcolor'>
I agree on this one, but in a different manner:
getNormal object
returns the normal vector of an object
getNormal [X, Y]
returns the normal vector of terrain at [X, Y]
object setNormal [X, Y, Z]
sets the normal vector of an object
whisperFFW06
Dec 5 2002, 09:54
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Skumball @<hidden> Dec. 04 2002,17:23)</td></tr><tr><td id="QUOTE">what we REALLY need is to be able to name a unit which has been created by createUnit and that it doesn't need a group:
_bob = "soldierWMedic" createUnit [(getMarkerPos "spawn")][/QUOTE]<span id='postcolor'>
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">"SoldierWB" createUnit [getMarkerPos marker1, groupAlpha, "bob=this"][/QUOTE]<span id='postcolor'>
Works fine for naming a unit (little pbs for local variables, but can be sorted out).
About the group, it would definatively make things easier.
But this 2 points can ben sorted out currently :
What I do is create a dummy unit f the desired side, let's say dummyEast.
When I create a unit, I put it in dummyEast's group, then immediatly remove dummyEast from the group (dummyEast join grpNull)
It's like creating a unit in its own group.
And for the name, I use a generic name in the init field in the createUnit command (newEast=this), and then associate a local variable (_b=newEast) so that other instance of the script do not interfere.
Whis'
Prospero
Dec 10 2002, 00:34
Prospero <--------------- punk.
whisperFFW06
Dec 10 2002, 09:26
For the answer, see :
http://www.flashpoint1985.com/cgi-bin....t=24809 (http://www.flashpoint1985.com/cgi-bin/ikonboard301/ikonboard.cgi?act=ST;f=7;t=24809)
http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
Someone gave the answer before me http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/tounge.gif
I stop hijacking NOW
http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wow.gif
Whis'
Holy Smoke
Dec 10 2002, 11:07
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (toadlife @<hidden> Dec. 03 2002,05:34)</td></tr><tr><td id="QUOTE">I small request for the BIS guys - The following command would be nice to have (to return handguns):
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
tertiaryWeapon vehicle
Operand types:
vehicle: Object
Compatibility:
Version 1.?? required.
Type of returned value:
String
Description:
Returns name of vehicle's tertiary weapon (empty string if none).
Example:
tertiaryWeapon player[/QUOTE]<span id='postcolor'>
Thanks![/QUOTE]<span id='postcolor'>
I was going to post something about handguns when I saw your thread. What is exactely this supposed to do? Sorry but I fail to understand this script. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/sad.gif
What I miss is the following:
Having your main gun on your back makes your behaviour mode to be "SAFE" and when you grab it in your hands, player's behaviour is automatically set in "AWARE" mode. That's cool because with a simple script line, AI units are able to identify this movement as a menace and can give proper reaction. Then if a policeman sees you walking by with an M16 he won't care about this fact http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wow.gif , but if you addopt combat position he will try to shoot you.
Unfortunately this is not true for handguns. It makes no difference either having them on your back or in your hand. It would be very useful for covert mission design if having the pistol on hand sets unit behaviour in "AWARE" instead of leaving it in "SAFE"
Regards
toadlife
Dec 11 2002, 22:37
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Holy Smoke @<hidden> Dec. 10 2002,05:07)</td></tr><tr><td id="QUOTE">I was going to post something about handguns when I saw your thread. What is exactely this supposed to do? Sorry but I fail to understand this script. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/sad.gif
What I miss is the following:
Having your main gun on your back makes your behaviour mode to be "SAFE" and when you grab it in your hands, player's behaviour is automatically set in "AWARE" mode. That's cool because with a simple script line, AI units are able to identify this movement as a menace and can give proper reaction. Then if a policeman sees you walking by with an M16 he won't care about this fact http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wow.gif , but if you addopt combat position he will try to shoot you.
Unfortunately this is not true for handguns. It makes no difference either having them on your back or in your hand. It would be very useful for covert mission design if having the pistol on hand sets unit behaviour in "AWARE" instead of leaving it in "SAFE"
Regards[/QUOTE]<span id='postcolor'>
It has nothing to do with behavor or detecting weather or not a unit has his weapon drawn.
In 1.75 the great folks at BIS added two very usefull commands, "primaryweapon", and "Secondaryweapon".
primaryweapon will return the weapons a vehicle has in its primary weapons slot, and secondayweapon will return weapons in the secondary weapons slot like.
For example If a soldier named "dude" has and m16 and a law launcher, the command primaryweapon dude will return "m16"
the command secondaryweapon dude will return "LAWLauncher"
If dude has a beretta there is no command that will return that weapon.
Hence my asking for a tertiaryweapon command.
For now I can extract the handgun a unit is carrying by doing this workaround:
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
_tertiaryweapon = (weapons dude - [Secondaryweapon dude,Primaryweapon dude]) select 0[/QUOTE]<span id='postcolor'>
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (toadlife @<hidden> Dec. 11 2002,18:37)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">
_tertiaryweapon = (weapons dude - [Secondaryweapon dude,Primaryweapon dude]) select 0[/QUOTE]<span id='postcolor'>[/QUOTE]<span id='postcolor'>
Doesn't look like it is very painful to add that line for a mission designer. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/confused.gif NOrmally people ask for features when the workaround is difficult or impossible. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif
But of course it would be logical to have a proper command for it... http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
toadlife
Dec 11 2002, 23:50
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bn880 @<hidden> Dec. 11 2002,17:06)</td></tr><tr><td id="QUOTE">Doesn't look like it is very painful to add that line for a mission designer. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/confused.gif NOrmally people ask for features when the workaround is difficult or impossible. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif
But of course it would be logical to have a proper command for it... http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif[/QUOTE]<span id='postcolor'>
Actually I has just thought of the workaround, and tested it 5 minutes before I posted it. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/tounge.gif I probably should have thought of it before, but still - having the command wouldnt hurt.
SSG Plazmoid
Jan 3 2003, 03:25
I'd like a continuation of the create commands. We've got createvehicle and createunit now I'd like a createobject command or for more objects to be supported by createvehicle. I'd like to see a way to place trees, bushes, and walls without resorting to an addon.
thanks,
Plaz
Dschulle
Jan 3 2003, 13:09
I'd love to see the following commands:
MagazinesInCargo <ammo-crate>
WeaponsInCargo <truck>
WeaponsInCargo <Weaponholder>
...
or has anybody found a workaround to get information about weapons/ammo in Cargo?
I'll even tried the weaponpool, but this only seem to work in campains http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/confused.gif
LightBringer
Jan 3 2003, 13:27
oops. wrong answer... http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif i delete it before someone see it. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
CU.
Dschulle
Jan 7 2003, 13:17
Another lovely thing would be ingame-dialogs, by this I mean dialogs which don't disable the movement keys. They are espescially useful to display information, which are permanent on the screen, but can be changed like Aktive Text through scripts.
I would like to see something like "disableUnit" and "enableUnit". Disabling an unit disable everything related to it (make it disappear, disable all AI code, etc.) and enabling it would bring it back to life.
This would make it alot easier to make huge battles that wouldnt run 1fps, creating units with createUnit is very rather slow and alot of work. Instead, I could just put all the units, waypoints, etc. in the mission editor and put "disableUnit this" in the initlines of those which are very far away from players. Then, put a trigger around the area, which would enable the units when the player is nearby.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">This would make it alot easier to make huge battles that wouldnt run 1fps, creating units with createUnit is very rather slow and alot of work[/QUOTE]<span id='postcolor'>
This not solve the loading problem, try to put 1000 units on a map and look at the loading time.
But the idea is good, or do the "asleep" in the editor so the unit or group is not load...
We need something like that, it's sure.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Another lovely thing would be ingame-dialogs[/QUOTE]<span id='postcolor'>
How know where you are in the game or the dialog? With the mouse position, but the mouse command direction of the dude..
Or a control or alt key, when you press it you are in the dialog, else in the game, possible and not a lot of scripting (for us http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif )
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Dschulle @<hidden> Jan. 03 2003,09:09)</td></tr><tr><td id="QUOTE">I'd love to see the following commands:
MagazinesInCargo <ammo-crate>
WeaponsInCargo <truck>
WeaponsInCargo <Weaponholder>
...
or has anybody found a workaround to get information about weapons/ammo in Cargo?
I'll even tried the weaponpool, but this only seem to work in campains http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/confused.gif[/QUOTE]<span id='postcolor'>
Hi,
I had suggested a different approach to this some time ago, never got any feedback on it, but maybe it is still in Sumas head somewhere. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif
What I had in mind is for the group commander to have a kind of vehicle information tab. With all vehicles occupied by his men, appropriate vehicle specs like carry capacity, cargo load capacity, towing weight-(j/k), and how full the cargo load is, possibly with what equipment. Oh and fuel, damamage status would be ok also. (I know that cargo equipment list is actually realistic, not most of the rest)
I did not think of scripting functions, but I think it would be good to have parallel script access to everything available in such an informational tab.
Voicing my suggestion that's all.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @<hidden> Jan. 07 2003,10:46)</td></tr><tr><td id="QUOTE">This would make it alot easier to make huge battles that wouldnt run 1fps, creating units with createUnit is very rather slow and alot of work.[/QUOTE]<span id='postcolor'>
Let EnemyStack do the work for you. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif Actually that is a good idea, but how to implement it is beyond me. The conditions... not every unit that is far should be treated like this, actually which ones should be? There are more problems to this than meets the eye for sure. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/confused.gif
EDIT: Ah, you want to control this manually... probably enableUnit will be as painful/slow as createUnit. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bn880 @<hidden> Jan. 07 2003,21:05)</td></tr><tr><td id="QUOTE">EDIT: Ah, you want to control this manually... probably enableUnit will be as painful/slow as createUnit. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif[/QUOTE]<span id='postcolor'>
Well, at least for me its alot easier to use the mission editor to place units in different places, give waypoints to them and so on... doing all this from scripts is alot more work
But how do you chose when to re-activate and re-deactivate them. You will have to do some substantial trigger or distance work.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bn880 @<hidden> Jan. 07 2003,21:53)</td></tr><tr><td id="QUOTE">But how do you chose when to re-activate and re-deactivate them. You will have to do some substantial trigger or distance work.[/QUOTE]<span id='postcolor'>
That kindof depends on the mission, but for example one simple way would be to make a loop, which checks for player distance to to all the disabled unit groups and sets a variable if the player is close to a group. Then a trigger would get launched which would enable those units.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @<hidden> Jan. 07 2003,15:13)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bn880 @<hidden> Jan. 07 2003,21:53)</td></tr><tr><td id="QUOTE">But how do you chose when to re-activate and re-deactivate them. You will have to do some substantial trigger or distance work.[/QUOTE]<span id='postcolor'>
That kindof depends on the mission, but for example one simple way would be to make a loop, which checks for player distance to to all the disabled unit groups and sets a variable if the player is close to a group. Then a trigger would get launched which would enable those units.[/QUOTE]<span id='postcolor'>
Well, that's not so bad... and there is a use for the command depending on the type of mission/goal you are looking for.
For instance, I would not be satisfied with the command, as the forces I want to deal with, I would not even want to place on the map. (up to thousands of possible troops for an ongoing battle or a whole campaign)
I'm sure if it's reasonably easy to implement then it will be looked at as usual. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
TypeOf variable
For intercept errors
Associate a script to a dialog.
_ok = createDialog ["RscDisplayGame","RscDisplayGame.sqs"]
For the moment I can't use CT_OK, cause sometime the dialog is close before the script and controls returns -1. So I need to use simple button and manage it.
More
_Before = _This select 0
_During = _this select 1
_After = _this select 2
Or
_ok = createDialog ["RscDisplayGame","ScriptDuring.sqs","ScriptBefore.sqs","ScriptAfter.sqs" ]
The same for controls
A script when you are in and a second out
Or
? ControlInUse 100 : goto "100"
Liquid_Silence
Jan 8 2003, 13:39
I definitely agree with the typeOf variable request...
Um, as to further requests... ( http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif maybe I should change that to wishes)
- dynamically createable markers...
- strings convertable to arrays of characters, or at least more manipulation of strings possible (subtract...)
- unitClass unit : returns a string containing the units class name...
- magazine setAmmo amount : useful for those times when you need to attach a silencer to your weapon http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif ...
- implement pointers for arrays. e.g. normal array works as usual, but have a "pointer" function where: pointer array returns a pointer to the array instead of the array itself...
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Liquid_Silence @<hidden> Jan. 08 2003,09:39)</td></tr><tr><td id="QUOTE">- unitClass unit : returns a string containing the units class name...[/QUOTE]<span id='postcolor'>
If you are going to have a unit class then let's get the whole branch of the unit in an array, how about just rewriting the typeOf function to return the array with element 0 being the actual vehicle type.
["TOYOTA","CAR","LAND","VEHICLE"]
(not precise but example)
Kegetys
Jan 10 2003, 00:55
Also what would be a nice addition would be an "attach" command, which would attach a vehicle to another vehicle using certain offset position, for example "chopper attach [jeep,0,0,-0.3]" would attach unit "jeep" into "chopper", 0.3 meters below its center point, and keep it there until deattached with another command... I dont know how hard this would be, really what would be needed is move the attached unit with the other unit, according to its position, rotation, pitch, roll, etc. and disable collision detection between these two units to avoid problems....
Bullz_eye_on_my_back
Feb 16 2003, 04:18
I would like to see...
getTurretDir
SetTurretDir
getTurretAngle (well gun angle on the turret)
SetTurretAngle
Just an idea and I think it could come in handy! http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
bangcraher
Feb 16 2003, 05:14
The possibility of passing variables through the addaction command would be also nice.
I'd love to see the ability to write a variable/string/whatever to a file. (i.e. a working debugLog command.)
Axek.
The Rocket
Mar 4 2003, 14:50
hmm....
I want countmagazine unit
or countammo
for soldiers...
toadeater
Mar 5 2003, 17:28
I would like to be able to specify the interval in which a trigger set to "repeadly" will check for a condition to be true. This would be so that you can create triggers that go off repeatedly without the target unit having to move in and out of the trigger area to activate it. In other words, something like the </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">while[/QUOTE]<span id='postcolor'> command used in scripts, except for triggers.
how about a way to tell your entire squad to rearm at the same time?
instead of telling each unit to grab 1 mag at a time, you could tell them all to rearm and they would max out the mags for whatever weapon they are carrying provided that the mags are in the ammo box.
that would save precious time during a heated battle when your guys run out of ammo.
benreeper
Mar 6 2003, 19:22
I like all of these, ESPECIALLY K's attach command. Along with that how about the functionality of permanently attaching units to each other (gunships, etc.).
Ben
I'd like the ability to script specialized WP's like guard and S&D. Currently the only way I have found to do this is creating yer own script, run a loop and then hope yer guy will eventually find someone.
Hoz
What about a command to check wether an unit is ai or controlled by a player, without having to delete it? Something like isAI (T/F). Would be usefull if you have to script some actions that the ai couldn't handle otherwise, but want to avoid conflicts if a player is in control...
I also like that idea with the Attach function - would help adding additional weapons to vehicles and make other things (like chopper transport scripts for multiplayer) much less problematic.
Pennywise
Mar 16 2003, 17:07
I would like to see a command you can specify to return all Units of a certain side. Ex:
Wlist = []
Elist = []
Rlist = []
Wlist = allUnits west; Elist = allUnits east; Rlist = allUnits resistance
You can do that with the thislist command in a trigger, though the way you suggested would be good.
RED
toadlife
Mar 16 2003, 18:52
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (joltan @<hidden> Mar. 06 2003,15:39)</td></tr><tr><td id="QUOTE">What about a command to check wether an unit is ai or controlled by a player, without having to delete it? Something like isAI (T/F). Would be usefull if you have to script some actions that the ai couldn't handle otherwise, but want to avoid conflicts if a player is in control...[/QUOTE]<span id='postcolor'>
This can allready be done very easily.
eg.
?soldier1 == player <---tells you if the soliers if AI or not.
OR...
in mp
?(local soldier1) and !(soldier1 == player) <--tells the server if soldier1 is AI or not.
toadlife
Mar 16 2003, 18:55
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Bullz_eye_on_my_back @<hidden> Feb. 15 2003,22:18)</td></tr><tr><td id="QUOTE">I would like to see...
getTurretDir
SetTurretDir
getTurretAngle (well gun angle on the turret)
SetTurretAngle[/QUOTE]<span id='postcolor'>
I agree with this excpet it should not be specific to turrets. it should return the direction a player is looking - Not which way his body is facing.
A command like this coulkd tell you exactly where any unit is looking/aiming, including a tank gunner.
MintyBoy
Mar 17 2003, 10:45
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (hoz @<hidden> Mar. 06 2003,21:58)</td></tr><tr><td id="QUOTE">I'd like the ability to script specialized WP's like guard and S&D. Currently the only way I have found to do this is creating yer own script, run a loop and then hope yer guy will eventually find someone.[/QUOTE]<span id='postcolor'>
I absolutely agree with this one. I mean, you can do about 10x the amount of scripting commands with Markers than you can with WPs for God's sake!
The ability to dynamically (sp?) monkey around with WPs in scripts would make my life a whole lot easier..
toadlife
Mar 17 2003, 19:16
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (MintyBoy @<hidden> Mar. 17 2003,04:45)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (hoz @<hidden> Mar. 06 2003,21:58)</td></tr><tr><td id="QUOTE">I'd like the ability to script specialized WP's like guard and S&D. Currently the only way I have found to do this is creating yer own script, run a loop and then hope yer guy will eventually find someone.[/QUOTE]<span id='postcolor'>
I absolutely agree with this one. I mean, you can do about 10x the amount of scripting commands with Markers than you can with WPs for God's sake!
The ability to dynamically (sp?) monkey around with WPs in scripts would make my life a whole lot easier..[/QUOTE]<span id='postcolor'>
I second that.
All those in favor?
EYYYYYYYYY!
All those in opposed?
....
Motion passed.
toadlife
Mar 18 2003, 01:44
OK one more thing...until I think of another thing.
I would like the disableradio command, to have the option of working for only certain units...This would make it so custom radio messages can play, and your squadmembers cant talk over them,
Like this perhaps
[soldier1,soldier2,soldier3] disableradio true
and to go along with it, a command to tell if a soldier's radio is disabled.
radioenabled soldier1 (returns true/false)
Doolittle
Mar 18 2003, 18:22
How about a way to tell who is the admin.
Doolittle
Pennywise
Mar 23 2003, 23:13
So, since 1.91 was the last patch for this version. Can we still request script commands for the next release or is this thread now void?
Bullz_eye_on_my_back
Mar 24 2003, 01:36
There is a thread in the general section of the forum...
it should be up at the top called "what would you like to see in ofp2" http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
Lets get some good ideas in there for them!!
MintyBoy
Mar 24 2003, 06:18
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Pennywise @<hidden> Mar. 24 2003,00:13)</td></tr><tr><td id="QUOTE">So, since 1.91 was the last patch for this version. Can we still request script commands for the next release or is this thread now void?[/QUOTE]<span id='postcolor'>
Yep, unfortunately this thread does seem to be void. Bit of a bugger, because there were some really useful ideas. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/confused.gif
_ArrayPlayers = Players
_ArrayPlayers --> ["Server","uiox","dude"]
_ArrayPlayers select 0 is always the server. This array is update when a player join or quit.
[] exec ["OneScript.sqs",Players]
[] exec ["OneScript.sqs",[_ArrayPlayers select 0]]
Script start only server side.
Or execOnserver "EndGame.sqs"
CloseSlot [west,true]
_WestPlayers = west Slots
Events:
Onassign
Onbriefing
endgame or exit
GetIn Getout for AIs or InVehicle,Outvehicle
Fired select 5 return ammos velocity
Position up,crouch,prone
Reveal
Locked
respawn
Should this be in the OFP2 section now?
RED
Yes. Moving, pinning and renaming http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
On the otherhand, it's better with a new topic on the subject since this one has a lot of unnecessary stuff in it http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
http://www.flashpoint1985.com/cgi-bin....t=29689 (http://www.flashpoint1985.com/cgi-bin/ikonboard301/ikonboard.cgi?act=ST;f=57;t=29689)
Schoeler
Apr 25 2003, 22:44
createWaypoint ...................Script new waypoints
deleteWaypoint ..................Delete scripted waypoints
setWaypoint ...................Locate scripted waypoint
getWaypoint ...................Get waypoint position
changeWaypoint[]...................Change scripted waypoint
You get the drift
http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif
SSG Plazmoid
Jun 23 2003, 09:11
I would like to see...
getTurretDir
SetTurretDir
getTurretAngle (well gun angle on the turret)
SetTurretAngle
I agree with this excpet it should not be specific to turrets. it should return the direction a player is looking - Not which way his body is facing.
A command like this coulkd tell you exactly where any unit is looking/aiming, including a tank gunner.
something to consider is if there is no gunner but we'd still like to know the turret direction. If a driver has manual fire so there's no gunner and fires it would be nice to know turret direction in this case. Currently I'm trying to do custom gun barrel smoke and am stumped since I don't know exactly where the barrel is in relation to the "center" of the vehicle.
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