View Full Version : new scripting abilitys?
Jul 19 2005, 13:33
New options for scripters?
like access to the config of addons to change units values in game. http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
something like that already in AA?
im not the best scripter but i hope you will release some more information especially for us scripters. http://forums.bistudio.com/oldsmileys/wink_o.gif
Jul 19 2005, 13:54
Im not sure the ability to change vaules of addon configs ingame via scripts would be wise, as i can see cheaters taking advantage of it. Same thing happend back in the CWC days of OFP where we had the ability to delete objects from the map that wernt placed in the editor (as in already on the island before hand) but BIS removed it because of cheaters taking advantage of it in MP or somthing. (I Wasnt involved much in OFP comunity in thous days)
Although i do hope in ArAs they some how make MP scripting a bit easyer. At the moment i find it very confusing with some commands being local and others global and such. And this time round i hope they release i bit more of a informative ComRef. that explains how commands work in MP and also other things.
Jul 19 2005, 14:01
yep more information like comref would be nice
to the problem with the cheaters
lets enable it only in custom addons so that the AA standard addons are someting like write protected or so
Jul 19 2005, 17:25
i wish, the scripting engine in AA would be more object-friendly (in terms of object programming). But i doubt it http://forums.bistudio.com/oldsmileys/sad_o.gif
Also more commands - for example, just now i would be grateful for some command which could be able, for a particular unit, to return an array of units known by it (like the knowsAbout command, except that the 'new' command would return an array of all known units).
Is there any new commands in VBS1 compared to OFP?
Does anybody know about such command reference?
...because as far as is "known", the ArmA should contain some of the VBS1 goodies.
Jul 19 2005, 22:47
names for Waypoints and triggers so they can be moved. That would be very useful. AND the ability to create waypoints. Example of what i'm thinking of:
Alpha createwaypoint [uberwaypoint, (getpos enemytank1),Destroy,true,
(Leader Alpha sidechat "Damn.ogg"),(10,30,20),50)
variables : nameofwaypoint(for further movement if need be), position of waypoint, typeofwaypoint, condition of waypoint, onactivation of waypoint, min, max and mid values, the radious of waypoint
Alot of variables i know, but what the hell. It would be useful as hell, rather than doing another tiny script and crashing your ofp while alt-tabing in the process again.
Oh and a simple setheight command would be useful for lazty people like me. Rather than this setpos (getpos this select 1, getpos this selct 2, 20.... ).
Oh and also, ability to enableai again afater a disableai command?
Jul 19 2005, 23:50
You can name triggers and move them around, but you are correct on the waypoints though.
Jul 31 2005, 10:07
I wish there was some kind of preload feature for a mission designer, so OpF loads the resources of an object at missionstart. That would get us rid of the things like that bloody spawn lag. (Happens when you spawn an object which doesn't exist in the mission at that time)
Jul 31 2005, 15:26
Same thing happend back in the CWC days of OFP where we had the ability to delete objects from the map that wernt placed in the editor (as in already on the island before hand) but BIS removed it because of cheaters taking advantage of it in MP or somthing.
The problem was, that if you had deleted the object, it stayed deleted after you had loaded another mission on the same isle (as the island is loaded only for first time).
I would quite like to have the option to delete map objects back (some engine flag should be set that the static object were edited, so the island would be loaded again).
names for Waypoints and triggers so they can be moved. That would be very useful. AND the ability to create waypoints.
I do think dynamic waypoints/markers/triggers are in VBS, so we'll hopefully get it.
The other things I would like to see the most are in-mission-pbo-embeded addons (useful for simple disposable addons, like faces etc), better AI script manipulation, Get/Set pitch and addon config limitations removed: multiple gunners, characteristics of ammo specified not only by magazine but also by weapon (like AK mags in RPK, also with model changes for different warheads for RPGs and such) etc., you all know what we've been whining about for years. <- this not exactly scripting/editing, but it is close to it.
Edith: I forgot about extended inventory manipulation commands: like counting and setting ammo in magazines that are in inventory. New dialog options (dialogs without cursor, dialogs that doesn't stop normal player input). New versions of Damage/SetDamage commands, where you can get or set damage on different vehicle parts. Animation related commands to determine if soldier is standing/crouching/lying, hatch control etc. Better string manipulation.
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