Jump to content
progamer

Looking at VBS2 for scripting commands for Arma 3

Recommended Posts

This is just a heads up for those who do not know that when creating Feedback Tracker tickets for new scripting commands, you can look at the VBS2 scripting wiki and then provide a link in the ticket to the wiki page with the VBS2 command you want in the game. This includes new VBS3 scripting commands.

VBS2 scripting commands ordered by date and name: http://resources.bisimulations.com/wiki/Category:VBS2:_Scripting_Commands_by_Version

This is from Moricky:

"We don't want to simply port everything from VBS, as many functions wouldn't make sense in Arma. If you have any specific requests, please create a request for every each of them with explaining why you want them."

Source to Moricky's comment: http://feedback.arma3.com/print_bug_page.php?bug_id=4573

Please post link to your VBS scripting command requests here: http://feedback.arma3.com/view.php?id=16310

Edited by ProGamer

Share this post


Link to post
Share on other sites

Seeing as I was recently working on a mission with divers, I would like to see:

getDivingDepth

setDivingDepth

I assume the latter works like flyInHeight, except for divers.

Edited by Iceman77

Share this post


Link to post
Share on other sites

We will find more Scriptcommands of VBS2 i think ;-) let us punish bohemia with every ticket ^^

Share this post


Link to post
Share on other sites
We will find more Scriptcommands of VBS2 i think ;-) let us punish bohemia with every ticket ^^

Then you can start with six tickets I have already made: :)

setWaterLevel

http://feedback.arma3.com/view.php?id=16156

isTouchingWater and isTouchingObject

http://feedback.arma3.com/view.php?id=16137

getObjectTexture and getObjectMaterial

http://feedback.arma3.com/view.php?id=16101

getMass tank1

http://feedback.arma3.com/view.php?id=12250

_com = getCenterOfMass ship1; // might return [0,-2,-.2]

http://feedback.arma3.com/view.php?id=15466

Another command called setWaterOpacity:

10 setWaterOpacity 3

http://feedback.arma3.com/view.php?id=16252

Share this post


Link to post
Share on other sites

I definitelly can point some, but no tickets, only suggestions, currently no time to learn, how to navigate in the tracker & create tickets.

1. Fire (it's about alternate syntax + making it working properly, as in VBS. For reliable, universal scripted AI unit fire.);

2. Explosions EH (working like in VBS, to detect occured explosions, for AI scripting);

3. AmmoHit/AmmoExplode EHs (for scripting AI danger reactions);

4. Danger EH (as above);

5. processEvent (artificial EH trigger, very useful during tests);

6. in_String (another "in" command variation, to simplify some operations on strings);

7. createShot (shots from nowhere. Could be useful eg in cutscenes);

8. allShots (can be useful in many ways, for stats, or event triggering);

9. getEngagements (to determine current engagements - useful for some AI script solutions or for event triggering);

10. ignoreRoads (to better/enhanced control over AI drivers);

11. FiringSolution (many possible uses);

12. recordUserInput (not sure, how it works in fact, but sounds promising);

13. forceRefreshTargets (not sure, but possibly could help with immediate recognition of captive status change on the fly, or for setSide change?);

Share this post


Link to post
Share on other sites
I definitelly can point some, but no tickets, only suggestions, currently no time to learn, how to navigate in the tracker & create tickets.

1. Fire (it's about alternate syntax + making it working properly, as in VBS. For reliable, universal scripted AI unit fire.);

2. Explosions EH (working like in VBS, to detect occured explosions, for AI scripting);

3. AmmoHit/AmmoExplode EHs (for scripting AI danger reactions);

4. Danger EH (as above);

5. processEvent (artificial EH trigger, very useful during tests);

6. in_String (another "in" command variation, to simplify some operations on strings);

7. createShot (shots from nowhere. Could be useful eg in cutscenes);

8. allShots (can be useful in many ways, for stats, or event triggering);

9. getEngagements (to determine current engagements - useful for some AI script solutions or for event triggering);

10. ignoreRoads (to better/enhanced control over AI drivers);

11. FiringSolution (many possible uses);

12. recordUserInput (not sure, how it works in fact, but sounds promising);

13. forceRefreshTargets (not sure, but possibly could help with immediate recognition of captive status change on the fly, or for setSide change?);

If an make them into tickets when I get the time.

ignoreRoads

http://feedback.arma3.com/view.php?id=16285

Edited by ProGamer

Share this post


Link to post
Share on other sites

Everything :P

Was any of the VBS2 stuff added on Arma already? I don't much hope, everytime I ask about getting VBS2 stuff into Arma I am told that BIStudio and BISimulation are two completely different companies. And looking at how much VBS2 cost I can understand why they wont want to add stuff from there it into a game that cost a tiny fraction of that price.

Share this post


Link to post
Share on other sites
Everything :P

Was any of the VBS2 stuff added on Arma already? I don't much hope, everytime I ask about getting VBS2 stuff into Arma I am told that BIStudio and BISimulation are two completely different companies. And looking at how much VBS2 cost I can understand why they wont want to add stuff from there it into a game that cost a tiny fraction of that price.

This is different from scripting commands, which from Moricky you can see is fine.

allShots

http://feedback.arma3.com/view.php?id=16286

Share this post


Link to post
Share on other sites
Awesome, ill start creating tickets tomorrow :D

Link them here, explain why you want the command in the ticket. Most importantly make sure Arma 3 doesn't have the scripting command or one that does the same thing.

---------- Post added at 03:16 ---------- Previous post was at 02:23 ----------

Wonder if VBS has a traction scripting command. So that we could make rain more realistic and possible mods involving snow or ice.

Share this post


Link to post
Share on other sites

First request for a Virtual Battle space 3 scripting command:

setInscatteringIntensity and getInscatteringIntensity

http://feedback.arma3.com/view.php?id=16289

setWaterColor and getWaterColor

http://feedback.arma3.com/view.php?id=16290

Edit: Plagued by down votes with no reason? At least say if the command already has a version of it rather than just down voting.

It's does not ever negatively affect anyone to have additional scripting commands added!

Edited by ProGamer

Share this post


Link to post
Share on other sites

I will setup a proper list of all the tickets when we have a considerable amount.

New VBS3 commands are added every week on their wiki.

Share this post


Link to post
Share on other sites

ctrlAngle

ctrlSetAngle

Both would be extremely handy for doing direction arrows in displays, rather than having to make multiple pictures.

Or for pointing at objects from displays rather than having to rely on hidden map rsc or dodgy 3D Icons

Share this post


Link to post
Share on other sites
6. in_String (another "in" command variation, to simplify some operations on strings);

You can use BIS_fnc_inString command:

["two","onetwothree"] call BIS_fnc_inString;

Share this post


Link to post
Share on other sites

I just updated a current ticket with reference to the VBS command addforce

car addForce [[0,100,0],[0,0,0]]

http://feedback.arma3.com/view.php?id=16287

also along with ignoreroads you may want to look at VBS disableAI as it has some interesting extra options.

Edited by F2k Sel

Share this post


Link to post
Share on other sites
On 11/27/2013 at 8:31 AM, f2k sel said:

11/27/2013

 

Was it really necessary though? 

Share this post


Link to post
Share on other sites

Booyah! I agree with Moricky as there are some different things that are in VBS that wouldnt make sense at all. But this is good initiative.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×