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Thread: ARMA 2: OA beta build 93296 (1.60 MP compatible build, post 1.60 release)

  1. #81
    CWR² Developer SaOk's Avatar
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    Ah, sure. I understand, Xeno. Didnt mean that. The coop missions I have just created, have nearly 100 triggers waiting for publicvariables to launch chats/task update/cutscenes/other stuff for clients. Simple system, but quite slow to create needing much extra scripts for clients. A way around that would make coop mission creating much more fun/fluent.

  2. #82
    Quote Originally Posted by Suma View Post
    Eye direction will be added in 93619.

    Any more "useless scripting commands" someone needs while I am in the mood for it?
    Not sure if its worthwhile but a command that returns the last emitted sound from a unit/vehicle might be useful (if possible) for stealth missions or the distance from which the last sound (emitted from a unit/vehicle) could be heard from in-game. This may or may not be useful for scripting enemy audio perception etc.

    I am sure however there are probably other commands that require more priority then my suggested one.

  3. #83
    Quote Originally Posted by Suma View Post
    Eye direction will be added in 93619.

    Any more "useless scripting commands" someone needs while I am in the mood for it?
    Brilliant, more new commands, thank you!

    Please consider:

    AddMagazineBackpack & RemoveMagazineBackpack (to / from backpacks attached to a unit)

    removeMagazineCargo (complementary to removeAllMagazinesCargo)

    OTOH if you have anymore really splendid ideas up your sleeve like LineIntersect, etc., please concentrate on those to surprise & delight us some more

  4. #84
    Second Lieutenant Kremator's Avatar
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    Quote Originally Posted by Suma View Post
    Any more "useless scripting commands" someone needs while I am in the mood for it?
    Can i has the ez mode /jk

    Seriously good work Suma. More commands for us the better (even if 'some' people think they are useless to start off with!)

  5. #85
    Gunnery Sergeant
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    a way to kill the reaction fsm atleast on civs so we can write our own.

    a way to stop animations instantly

    jip markes is a good idea - shouldnt be hard - as all i have to do with server made markers for JIP is setmarkerpos to itself onplayerconnect and it shows up on the client - but all my markers are in arrays.

    maybe a move command or movefast or moveslow that overrides combat reaction fsms

    a command like SAY3D that can access the sounds in dubbing.pbo and/or dubbingradio_e.pbo

  6. #86
    Things I have recalled from reviewing the scripting command requests on CIT:

    camera param get commands https://dev-heaven.net/issues/30458
    visiblePositionATL and visiblePositionASL https://dev-heaven.net/issues/29553 & ASL variants of several useful commands https://dev-heaven.net/issues/24468


    Spoiler:

  7. #87
    setWeaponDirection and disableGunnerInput. Those two functions would do soooooo much in moving towards better armor simulation.

  8. #88
    I know there are workarounds, but...

    Knowing night from day and viceversa (is the sunset/risen?)

    lightIsOn could return the actual light status, instead of what it is set to by script. If set to "auto" it returns "AUTO" where it could return the value it dinamicaly is being set to at runtime (ON/OFF). Don't know how this change could impact previous scripts dependent on the current return.

    Anyway a easy/fast way to get daylight conditions independently of hourtime would be swell.

  9. #89
    Fixing the hitPart EH is probably one of the most important fixes though, because it will enable so much more detailed damage simulations in both vehicles and humans.

  10. #90
    First Lieutenant Tonci87's Avatar
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    Quote Originally Posted by Suma View Post
    Eye direction will be added in 93619.

    Any more "useless scripting commands" someone needs while I am in the mood for it?
    I think you opened Pandoras box with that^^

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