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Thread: Scripting

  1. #11
    Dynamic Waypoint scripting. eg. CreateWP, setWPType, SetWP#, SetWPRadius, etc
    ---------------------------------------

    \"Prepare to F**k Main Generator!\"

  2. #12
    CaseOf CtrlInUse 100

    {

    *** *** ***(TypeOf (CharToReal (CtrlText 100))) != "Float": ctrlSetText [100,""] ; hint "Bad number"
    *** *** ***CtrlText 100 == "uiox sucks" : endcase; closedialog 0
    *** *** ***endcase*** *** ***

    }




  3. #13
    I like to see:

    The ability to set specialized WP's like the in editor such as S&D.
    I'd like a better debug interface maybe a popup box to watch in the editor. Sometimes big command errors are lost or fly by. Better yet an error.log would be great.

    I'd also like the createmarker on the fly idea along with setmarkertext.

    Hoz
    Editing/Modding/Scripting question? Head on over to OFPEC

  4. #14
    Master Gunnery Sergeant
    Join Date
    Oct 17 2001
    Location
    Tucson, Arizona
    Posts
    1,287
    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bn880 @ 28 April 2003,18:27)</td></tr><tr><td id="QUOTE">Almost forgot about this completely, [*]ability to getMarker text and setMarker text. ***Why not? ***And createVehicle marker... lol ***you know what I mean
    [*]Also full control of triggers from scripts. ***(Ability to create a trigger, resize it, set all attributes, main enable/disable)

    On a side note, how about drawing of markers like with paint etc, so that you can make all shaped outlines of areas etc, fill them in or not. *** ***[/QUOTE]<span id='postcolor'>
    Absolutely, that&#39;s why I want to be able to parse strings.

    We should be able to dynamically reset waypoints and trigger functions through scripting. Its just way more efficient.
    \"My guard stood hard when abstract threats too noble to neglect, decieved me into thinking I had something to protect. ***Good and bad I define these terms quite clear, no doubt, somehow. ***Ahh, but I was so much older then, I&#39;m younger than that now.\" ***-The Byrds &#39;My Back Pages.&#39;



    In Memory of David Albert Schoeler, 1974 - 2003.

    Third World Explosion Team

  5. #15
    jacobaby
    Guest
    A means to get the current environment status would be good.

    Also wind factors affecting vehicles/trajectories......

    And vehicles that dont make dust in the rain or after rain, maybe replace it with spray.

    Init eventhandlers from CPP&#39;s to run correctly on all clients (make that ALL the eventhandlers)

    Ability to identify unit who has you as target.

    But more importantly as far as addon making goes....even if the game is set in history, to make the ability available for us to simulate modern weapons better, with their capabilities.

    In built script editor into the editor itself.

    More than anything GetPitch/roll/bank etc of an object.

    Command "switchside" to enable units to change sides.

    Ability to change player camera to another unit mid game, to make possible multirole missions.

    Error.log text dump for those messages which fill the screen and cant be read.

    deployable light sources eg torches, TACs and better management of projected lighting.

    A range of built in fire/ explosion/ damage /smoke/ lighting features mission makers can use, similar to what BAS have done with the recent addons.

    Ability to command more than 12, or to command other groups.

    Netcode that plays like BHD.............

    and so on.....

    TJ

  6. #16
    Master Gunnery Sergeant
    Join Date
    Oct 17 2001
    Location
    Tucson, Arizona
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    1,287
    There should be some simple way of seeing if an enemy knows about the player&#39;s location. This would be of tremendous help in writing scripts that enable enemy AI units to call in artillery and airstrikes on the player and player&#39;s units.

  7. #17
    jacobaby
    Guest
    Hmm, Schoeler,

    Have you tried using KNOWSABOUT?

    Here is a line you can use to see how the "knowledge" of the enemy increases the more they know about you.

    It would now be very easy to use this variable to determine if enemy should be able to call arty strike etc.

    Code:
    hint format ["q1 knows %1", q1 knowsAbout player]
    You will need an enemy unit called Q1 and yourself.

    TJ
    Last edited by W0lle; Apr 13 2009 at 15:41.

  8. #18
    I want forcemap, shownmap and showmap commands that

    1) Control the map with a boolean, set to on or off

    2) Force the map to be displayed independant of pressing the m key (not the normal forcemap overlay)

    3) Detect if the map is displayed or not.


    These commands would be INCREDIBLY useful for sripting functions that require the map to be turned on or off. For example, dialogs that come up when you go into the map screen, close the map when you exit them, or scripts that keep the map on screen until the player takes some action, like clicking.

    This would streamline custom insterfaces considerably...
    AI Grenadier Aiming Fix
    Close Assault: Company level team vs. team game mode for 32 players.

  9. #19
    Quote Originally Posted by The_Captain @ 03 May 2003,13:16
    These commands would be INCREDIBLY useful for sripting functions that require the map to be turned on or off. For example, dialogs that come up when you go into the map screen, close the map when you exit them, or scripts that keep the map on screen until the player takes some action, like clicking.

    This would streamline custom insterfaces considerably...
    And during a dialog can move the map or zoom in it, if we don't have during game dialogs, have during map dialogs, very usefull for design a C&H the island missions...


    About strings:
    Scripters have to debate about this.

    My point of view:
    Create a limitation of 256 characters, so we have string, not text.
    Don't care about minusc and majusc, (not case sensitive in English?)
    No idea for the moment for ascii characters...

    Commands:

    PosString
    _Pos = PosString ["ca","abcabc"]
    _pos == 3, return always first find

    Length
    _Length = length "OFP2 2004"
    _Lenght == 9

    Substring
    _Result = SubString ["abcde",2,3]
    _result == "bcd"
    Last edited by W0lle; Apr 13 2009 at 15:42.

  10. #20
    Simplify MP scripting.

    It shouldn&#39;t depend where you use commands if they are working or not. The need for some commands to be executed where an object is local is making MP scripting verry complicated, especially with the actual system how and where actions and eventhandlers can be used.

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