faguss 65 Posted June 23, 2011 I'm working on the new Fwatch version and I'm currently halfway through. Now I'm looking forward to your scipting command requests. Reasonable ideas will be implemented. Share this post Link to post Share on other sites
rellikki 7 Posted June 23, 2011 I'd probably have some ideas, but what can be requested? What are the possibilities? Share this post Link to post Share on other sites
faguss 65 Posted June 23, 2011 Basically what is missing in OFP scripting and what can be done with C++. Share this post Link to post Share on other sites
rellikki 7 Posted June 23, 2011 Well, if anything is possible, I'd just request all the new scripting commands from ArmA to OFP, but here's what I'd most like to see: - (set/get)vectorDir and vectorUp commands. - A function to return the position character is aiming at. - nearestObjects command, with the same functionality as the ArmA's command. - attachTo command, with the same functionality as the Arma 2's command. I'm not really into this stuff nor am I familiar with C++, so I don't know if those are possible at all, but meh. Share this post Link to post Share on other sites
faguss 65 Posted June 23, 2011 (edited) As for the first one: Getting unit information (health, ammo, dir) is perfectly possible but I would need help of someone experienced in memory hacking because I'm not an expert of it. For the others: That's a different level of programming. It has to be done in OFP scripting. Edited June 26, 2011 by Faguss Share this post Link to post Share on other sites
Icarus 12 Posted June 25, 2011 Hello Faguss, thank you for your awesome work in OFP. I really enjoyed watching your videos about Fwatch capabilities. Is it possible to either attach an extra camera to player or change the position of first person view (or third person view) camera so player could use 3D weapon model for aiming? Share this post Link to post Share on other sites
faguss 65 Posted June 26, 2011 Again, that's OFP scripting. getPitch and setPitch would be necessary but for now I don't know how to do them. Share this post Link to post Share on other sites
ww2weasel 10 Posted June 30, 2011 Faguss, How about the ability to change skies - to simulate diff planets. Share this post Link to post Share on other sites
faguss 65 Posted July 1, 2011 Replacing a texture? Currently no idea how to achieve it. Share this post Link to post Share on other sites
rellikki 7 Posted July 18, 2011 Would it be possible to return what surface is at the given position (ground texture) like the surfaceType command for ArmA? Share this post Link to post Share on other sites
faguss 65 Posted August 3, 2011 If you find location of the map cells in the memory... I'm keeping your advanced requests in mind. Fact that I'm not able to pull them off now doesn't mean that I won't be able to do them in the future. Share this post Link to post Share on other sites
rellikki 7 Posted March 6, 2013 Would it be possible to add a command to return the player ID, or is it already possible? Share this post Link to post Share on other sites
faguss 65 Posted March 8, 2013 Would it be possible to add a command to return the player ID, or is it already possible? The answer is no. The number you see in "Profile edit" screen is nowhere to be found in the memory (encoded obviously). The address to dialog text that contains this number is dynamic and is written only once so I have no idea how to track the origin in disassembler (not mentioning that I'm not good with hacking). Alternative would be to read cd-key from the registry but the path may vary depending on game edition. Poweruser said that reg reading is unreliable and in 1.11 I dropped taking user name from it. But even if I would implement this method then I'm left with a large number (30 bytes) and sending it in MP might be problematic. A command like that would be useful in multiplayer to maintain somekind of player profiles in different sessions. That's something I've thought about when I worked on ServerStats/MissionTracker. All those unique numbers: MAC, IP, GUID, CDKEY can be changed so I prefer login+password as the method of authorization. It could be done without Fwatch on client side. Ultimately in my scripts I only check if the nickname is the same. It's more convenient for coder and user but makes impersonation easier. Share this post Link to post Share on other sites
Icarus 12 Posted March 12, 2013 I bet this would be impossible, but is there any chance of creating a mouse acceleration using Fwatch? :confused: Share this post Link to post Share on other sites
faguss 65 Posted March 14, 2013 I bet this would be impossible, but is there any chance of creating a mouse acceleration using Fwatch?A delayed reaction of cursor to your mouse movement. In Arma 1 and Arma 2 mouse acceleration takes effect while aiming a rifle. Negative. I'm not even sure what's the practical purpose of such feature. Share this post Link to post Share on other sites
faguss 65 Posted August 23, 2013 A function to return the position character is aiming at. Well, at least request was met.This time I have request for you. I want to remove :file list for safety reasons. I plan for fwatch/mdb to be a more secure storage and fwatch/idb less secure and more flexible. If anyone has found usage for :file list that I don't know about and really need it then speak up. Share this post Link to post Share on other sites
rellikki 7 Posted December 26, 2013 Would there be a way to rise the water level beyond what's possible by simply changing the in-game date, even as far as to flood the whole island? Share this post Link to post Share on other sites
faguss 65 Posted December 31, 2013 Doesn't work by date. I found the value which I believe is responsible for the position of the moon so by changing it I was able to raise sea level. Here's how it looks: __ Water isn't rendered on the island and down there it's invisible. Second value I found was the current sea level. After overriding game code I was able to modify it. Raising - same effect. Lowering - uncovers bottom thus increasing the land mass. I will not implement these solutions to Fwatch (first I consider useless, second - too invasive) so you won't able to practice global warming. At least I got some nice screenshots out of it. Share this post Link to post Share on other sites
vran. 13 Posted October 2, 2014 Hello. I'm assuming this thread is still or relevance so here's a few questions I want to ask: - would it be possible to "dive" the camera below sea surface level with FW? - it is possible to make the water surface "moving" sideways (it now only goes up and down) ? - is there a way to "break" the 13-15 km invisible air limit? Thanks in advance. :) Share this post Link to post Share on other sites
faguss 65 Posted October 5, 2014 Theoretically nothing is impossible so it's a question of whether I can do it and the answer is "no". I don't know what's "invisible air limit" so please explain that one. If I don't respond back then assume 'no'. Share this post Link to post Share on other sites
vran. 13 Posted October 10, 2014 With "invisible air limit" I ment the invisible wall you hit at a certain altitude (c.a. 13-15 km) which prevents the aircraft from going further or destroys it if it flys at a high speed. Thanks for reply. Share this post Link to post Share on other sites
wiineri 12 Posted October 31, 2014 Hello, Could you make a command that finds current values for rain, overcast and fog from the memory? Being able to determine these would be useful with dynamic weather scripts and effects depending on weather, etc. And thanks for your work on upgrading Fwatch. It has been of great help on scripting. Share this post Link to post Share on other sites
faguss 65 Posted January 23, 2015 There are no static pointers to the weather values in the memory. Workaround would be to do what SoldierEPilot did: read initial weather from the sqm then use a custom script for changing weather (that keeps track of the values) instead of standard commands. Share this post Link to post Share on other sites
wiineri 12 Posted January 24, 2015 Yeah, that works fine when creating single missions. I was hoping to find a way for a mod to be able to recognize the weather, so some mod scripts could take the weather into account. Reading the sqm doesn't work if the mission is packed into a pbo-file or when it is not known if the mission is in the missions-folder or in the 'users\username\missions', right? Share this post Link to post Share on other sites
tanguswulff 10 Posted January 25, 2015 Hi faguss, first i wanna give you congratulations for this great work, i personally enjoy this project. Ok, i want to know if you can make in any way a 3d sound comunications, cause if i not be bad, OFP in before versions have enable 3d comunications, like arma 1/3. Share this post Link to post Share on other sites