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Resistance command reference ?

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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... smile.gif ?

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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...

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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 wink.gif The "drop" command is used in one of the campaign cutscenes to make fire with smoke, it seems to take a load of parameters...

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unitname switchmove "FXtoKneel"

make them crouch like they r havin a dump lmao but its the only one ive found

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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 smile.gif

RED

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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

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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.

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