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Thread: Scripting commands you want in a future patch

  1. #11
    Quote Originally Posted by [GLT]Myke View Post
    hasLOS

    Checks if Object A has free line of sight to Object B or if it's hidden behind obstacles of any sort (trees, other objects, terrain). Basically like a radar.
    ditto x 100. I've needed a hasLOS command in every mission i've ever done and have always had to make do with ugly brute force checks such as firing a bullet etc, that are not pretty or anywhere near as effective.

  2. #12
    setWeaponDirection!

    also something with LOS like Myke suggested. Right now its a pain in the ass to get LOS.

  3. #13
    Ive been wanting a LOS check for ages, thanks for making the request Myke.


    My latest attempt to get good LOS check is to try a hidden soldier (hideobject) aiming a laser designator at a position with a spawned trigger at the spot. If the trigger shows a laser target object in the list then LOS = TRUE. If no laser in the trigger then an object blocked the laser so no LOS. Its getting ridiculous. This method is untested.

    islocked - check if a vehicle is laser locked and by whom

    firelocked - force AI to fire its guided weapon once locked onto target. Stay locked onto target untill missle dead or scripter tells the AI to do different

    switchlocked - get an array of known lockable targets to ai vehicle and allow scripter to switch lock to another target if desired

    fix dofire - unreliable command, should be absolute like fire/useweapon

    fix domove - unreliable command , does not work over long distances (like unoptimized pathfinding code) or if Ai is FSM'ed to do something else the command is often forgotten. Spamming the command with loops is an ugly workaround for this that also works about as bad.

    isaimedat - check if a unit is aiming at something (actuall barrel angle not if internally targeted)

    fix fire command for infantry as Celery described above...

    disableAI "rotate" so we get back rotation for disableAI move and can lock rotation as WE wish. I cant understand the regression in flexibility that was done here....

    disableAI "overwatch" - .....
    disableAi = "behaviourchange" - ....
    disableai = "combatmodechange" - .....
    disableAI "FSMcontroll" -.....

    more controll over default AI behavior is a MUST!

    reinstate deletecollection:

    hideobject is turning out to be no good for many things I wanted it for....

    hideobject should not prevent units from targeting (aiming straight at) hidden objects. For about a year or so we had scriptable working invisible targets method (no addon dependancy) with deletecollection then bis took the command away and replaced it with an inferior command. Now to get invisible targets back we have to wait for Mapfact to never release them for Arma2 (because they quit) or install a large mod like ACE which should not require


    BTW: BIS did really well to add the projectile to the fired EH array. THANK YOU!

  4. #14
    DisableUnitPos

    Prevent the AI from taking a particular stance but allow the other two.
    hackers come in my server, make people dance

    Click to see my Rig!
    Spoiler:

  5. #15
    Second Lieutenant Celery's Avatar
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    Author of the Thread
    Fix setMimic
    We were able to show emotion on people's faces in OFP and Arma 1 with this command but it doesn't work in Arma 2. Everyone is srs bsns or unintentionally smiling.

  6. #16
    Quote Originally Posted by Evil_Echo View Post
    biggest request - ability to explicitly kill a running FSM.
    While I agree, you may quite easily design your fsm quitable. Just have some variable in your fsm, say _quitFSM, and incorporate a simple check in the "main-loop" of the fsm. Once _quitFSM is true, the fsm quits.
    Now you can simply setFSMVariable _quitFSM to true from anywhere and the fsm will quit the next loop. Sure, maybe you want to
    Code:
    waitUntil{(completedFSM _fsm)};
    or something prior to starting a new fsm or whatever...

    Works pretty nice, aslong as you do it the same way for all your fsm. Also this way you may incorporate something like a clean-up routine in your fsm before it really quits. I doubt you could do something like this, if you'd simply kill the fsm. But ok...

    Code:
    killFSM handle
    Why not.

  7. #17
    Warrant Officer Laqueesha's Avatar
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    this addallmagazines;

    A scripting command so that when you add a weapon for a unit, the default ammunition is automatically allotted, rather than having to do ten addmagazine scripting commands. And, a bug fix that fixes the bug where Czech characters appear instead of English ones.
    ("The itsy bitsy spoider clicked down the spoider spout.")
    Spoiler:
    ("Down came the spoider and washed the spoider out.")
    ---------------------------------------------------------------------------------------------

    (Looking for a voice actor for your mission or campaign? Just send a quick PM!)
    ---------------------------------------------------------------------------------------------
    My specs:
    Spoiler:

  8. #18
    Second Lieutenant Celery's Avatar
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    I'd like SQF scripts to be able to use the goto command. If they did, it would be the ultimate scripting format. Getting to return or skip to any part of a script would save tons of effort by not having to write a single huge wall of code that has to take every possible situation into account multiple times.

  9. #19
    Sergeant Major Defunkt's Avatar
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    position collisionTrace vector;
    position collisionTrace [vector, [ignore1, ignore2...]];

  10. #20
    I still would like to have setHeight which basicly should be a shortcut for "this setPos [(getpos this select 0), (getpos this select 1), height_variable]";

    I don't know how often I wrote that line, but I guess it was several thousand times in the past 10 years.

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