Azz 0 Posted July 1, 2002 I have noticed when doing stuff in the editor there is some commands that arent in the reference you released such as AddWeaponPool and addMagazinePool Will there be a updated command reference with all the new cooly commands you added ? Im guessing there are cooly commands like to see what weapon your player has... ? Share this post Link to post Share on other sites
Peekee 0 Posted July 1, 2002 hmmm, yup there is never enough information about editing no matter where you look you have to do a good search (else spend a while just trying things out randomly) to have a chance to find what you want. Couple of things I wish that had been released on an official web site. 1) Names of all weapons, ammo types, units, buildings, trees, etc. 2) List of animations for characters. I'm sure there have been other things that annoyed me at the time when I could not find any information on them but nothing else springs to mind... Share this post Link to post Share on other sites
kegetys 2 Posted July 1, 2002 Yes, update to the command reference would be nice... There seems to be a load of new commands... "setRain" "SetObjectTexture" "Drop" "buttonSetAction" "buttonAction" all seem interesting The "drop" command is used in one of the campaign cutscenes to make fire with smoke, it seems to take a load of parameters... Share this post Link to post Share on other sites
kevbaz 0 Posted July 1, 2002 unitname switchmove "FXtoKneel" make them crouch like they r havin a dump lmao but its the only one ive found Share this post Link to post Share on other sites
RED 0 Posted July 1, 2002 I am just doing a tutorial on how to keep vehicles from mission to mission in a campaign. I should have it done by tonight with a example. Also a updated command reference would be nice, guess we will have to wait for SUMA to get back from holiday RED Share this post Link to post Share on other sites
kegetys 2 Posted July 1, 2002 Here's some classnames from the configs if they are useful... Vehicles T72Res T80Res BMPRes JeepPolice Bus OfficerWHG SoldierWSaboteurPipeHG OfficerEHG SoldierESaboteurPipeHG OfficerGHG Jawa Kamov Theres also some "cheated" UAZ's and soldiers which have more armor... they are used in cutscenes apparently. Weapons: HellfireLauncherKamov Rocket57x40Kamov UZI UZImag CZ75 CZ75Mag Skorpion SkorpionMag HKG3 HKG3Mag FAL FALMag Tokarev TokarevMag Beretta BerettaMag Glock GlockMag And the Actions: FXBase0 FXexecution FXexecutionDead FXdismay FXToKneel FXInKneel FXFromKneel FXshow1 FXshow2 FXshow3 FXshow4 FXshow5 FXCivilLookaround FXCivilLookaround2 FXCivilLookback FXCivilHandMouth FXCivilFoldOnesArms FXCivilArmsAkimboR FXCivilArmsAkimboL FXFromTable FXToTable FXSitLeftHandDown FXSitRightHandDown FXSitHandsOnTable FXToHand FXInHand FXInHandStat FXFromHand FXNewcivil FXWomanSur Share this post Link to post Share on other sites
KaRRiLLioN 0 Posted July 2, 2002 I'm having issues with NearestObject. First I tried _building=NearestObject Getpos _unit And it selected the _unit as the nearest object. So I got a bit more complex: _unitpos=Getpos _unit _unitdir=Getdir _unit _dir=GetDir _actionunit _buildingpos=[(_unitpos select 0) + ((sin _unitDir) * 15), (_unitpos select 1) + ((cos _unitDir) * 15),(_unitpos select 2)] _building=NearestObject _buildingpos _i = 0 #Loop ? (_i > (Count _list1)) : Goto "Skip" _Buildingtype = _list1 Select _i _typename = _list2 Select _i _VehicleTypeDoesMatch = ((_Buildingtype CountType _this) == 1) _msg=Format["%1,%2,%3,%4",_buildingtype,_typename,_building,_VehicleTypeDoesMatch]; Hint _msg ~1 ? _VehicleTypeDoesMatch : _type = _Buildingtype ? _VehicleTypeDoesMatch : Goto "Found" _i = _i + 3 Goto "Loop" Now, for example I'll get next to a Truckv3SCivil (or whatever the type is exactly) and the debug will display a NOID V3S but it won't match it with the _type even though in the debug it shows up as the correct type. Is there some new method of determining vehicle type now? Using the CountType method just keeps coming up false. Share this post Link to post Share on other sites