bn880 5 Posted January 7, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Dschulle @ Jan. 03 2003,09:09)</td></tr><tr><td id="QUOTE">I'd love to see the following commands: MagazinesInCargo <ammo-crate> WeaponsInCargo <truck> WeaponsInCargo <Weaponholder> ... or has anybody found a workaround to get information about weapons/ammo in Cargo? I'll even tried the weaponpool, but this only seem to work in campains <span id='postcolor'> Hi, I had suggested a different approach to this some time ago, never got any feedback on it, but maybe it is still in Sumas head somewhere. What I had in mind is for the group commander to have a kind of vehicle information tab. With all vehicles occupied by his men, appropriate vehicle specs like carry capacity, cargo load capacity, towing weight-(j/k), and how full the cargo load is, possibly with what equipment. Oh and fuel, damamage status would be ok also. (I know that cargo equipment list is actually realistic, not most of the rest) I did not think of scripting functions, but I think it would be good to have parallel script access to everything available in such an informational tab. Voicing my suggestion that's all. Share this post Link to post Share on other sites
bn880 5 Posted January 7, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Jan. 07 2003,10:46)</td></tr><tr><td id="QUOTE">This would make it alot easier to make huge battles that wouldnt run 1fps, creating units with createUnit is very rather slow and alot of work.<span id='postcolor'> Let EnemyStack do the work for you. Actually that is a good idea, but how to implement it is beyond me. The conditions... not every unit that is far should be treated like this, actually which ones should be? There are more problems to this than meets the eye for sure. EDIT: Ah, you want to control this manually... probably enableUnit will be as painful/slow as createUnit. Share this post Link to post Share on other sites
kegetys 2 Posted January 7, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bn880 @ Jan. 07 2003,21:05)</td></tr><tr><td id="QUOTE">EDIT: Ah, you want to control this manually... probably enableUnit will be as painful/slow as createUnit. Â <span id='postcolor'> Well, at least for me its alot easier to use the mission editor to place units in different places, give waypoints to them and so on... doing all this from scripts is alot more work Share this post Link to post Share on other sites
bn880 5 Posted January 7, 2003 But how do you chose when to re-activate and re-deactivate them. You will have to do some substantial trigger or distance work. Share this post Link to post Share on other sites
kegetys 2 Posted January 7, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bn880 @ Jan. 07 2003,21:53)</td></tr><tr><td id="QUOTE">But how do you chose when to re-activate and re-deactivate them. Â You will have to do some substantial trigger or distance work.<span id='postcolor'> That kindof depends on the mission, but for example one simple way would be to make a loop, which checks for player distance to to all the disabled unit groups and sets a variable if the player is close to a group. Then a trigger would get launched which would enable those units. Share this post Link to post Share on other sites
bn880 5 Posted January 7, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Jan. 07 2003,15:13)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bn880 @ Jan. 07 2003,21:53)</td></tr><tr><td id="QUOTE">But how do you chose when to re-activate and re-deactivate them. You will have to do some substantial trigger or distance work.<span id='postcolor'> That kindof depends on the mission, but for example one simple way would be to make a loop, which checks for player distance to to all the disabled unit groups and sets a variable if the player is close to a group. Then a trigger would get launched which would enable those units.<span id='postcolor'> Well, that's not so bad... and there is a use for the command depending on the type of mission/goal you are looking for. For instance, I would not be satisfied with the command, as the forces I want to deal with, I would not even want to place on the map. (up to thousands of possible troops for an ongoing battle or a whole campaign) I'm sure if it's reasonably easy to implement then it will be looked at as usual. Share this post Link to post Share on other sites
uiox 0 Posted January 8, 2003 TypeOf variable For intercept errors Associate a script to a dialog. _ok = createDialog ["RscDisplayGame","RscDisplayGame.sqs"] For the moment I can't use CT_OK, cause sometime the dialog is close before the script and controls returns -1. So I need to use simple button and manage it. More _Before = _This select 0 _During = _this select 1 _After = _this select 2 Or _ok = createDialog ["RscDisplayGame","ScriptDuring.sqs","ScriptBefore.sqs","ScriptAfter.sqs" ] The same for controls A script when you are in and a second out Or ? ControlInUse 100 : goto "100" Share this post Link to post Share on other sites
Liquid_Silence 0 Posted January 8, 2003 I definitely agree with the typeOf variable request... Um, as to further requests... ( maybe I should change that to wishes) - dynamically createable markers... - strings convertable to arrays of characters, or at least more manipulation of strings possible (subtract...) - unitClass unit : returns a string containing the units class name... - magazine setAmmo amount : useful for those times when you need to attach a silencer to your weapon ... - implement pointers for arrays. e.g. normal array works as usual, but have a "pointer" function where: pointer array returns a pointer to the array instead of the array itself... Share this post Link to post Share on other sites
bn880 5 Posted January 8, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Liquid_Silence @ Jan. 08 2003,09:39)</td></tr><tr><td id="QUOTE">- unitClass unit : returns a string containing the units class name...<span id='postcolor'> If you are going to have a unit class then let's get the whole branch of the unit in an array, how about just rewriting the typeOf function to return the array with element 0 being the actual vehicle type. ["TOYOTA","CAR","LAND","VEHICLE"] (not precise but example) Share this post Link to post Share on other sites
kegetys 2 Posted January 10, 2003 Also what would be a nice addition would be an "attach" command, which would attach a vehicle to another vehicle using certain offset position, for example "chopper attach [jeep,0,0,-0.3]" would attach unit "jeep" into "chopper", 0.3 meters below its center point, and keep it there until deattached with another command... I dont know how hard this would be, really what would be needed is move the attached unit with the other unit, according to its position, rotation, pitch, roll, etc. and disable collision detection between these two units to avoid problems.... Share this post Link to post Share on other sites
Bullz_eye_on_my_back 0 Posted February 16, 2003 I would like to see... getTurretDir SetTurretDir getTurretAngle (well gun angle on the turret) SetTurretAngle Just an idea and I think it could come in handy! Share this post Link to post Share on other sites
bangcraher 0 Posted February 16, 2003 The possibility of passing variables through the addaction command would be also nice. Share this post Link to post Share on other sites
Axek/Axyl 2 Posted March 4, 2003 I'd love to see the ability to write a variable/string/whatever to a file. (i.e. a working debugLog command.) Axek. Share this post Link to post Share on other sites
The Rocket 0 Posted March 4, 2003 hmm.... I want countmagazine unit or countammo for soldiers... Share this post Link to post Share on other sites
toadeater 0 Posted March 5, 2003 I would like to be able to specify the interval in which a trigger set to "repeadly" will check for a condition to be true. This would be so that you can create triggers that go off repeatedly without the target unit having to move in and out of the trigger area to activate it. In other words, something like the </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">while<span id='postcolor'> command used in scripts, except for triggers. Share this post Link to post Share on other sites
Winters 1 Posted March 6, 2003 how about a way to tell your entire squad to rearm at the same time? instead of telling each unit to grab 1 mag at a time, you could tell them all to rearm and they would max out the mags for whatever weapon they are carrying provided that the mags are in the ammo box. that would save precious time during a heated battle when your guys run out of ammo. Share this post Link to post Share on other sites
benreeper 0 Posted March 6, 2003 I like all of these, ESPECIALLY K's attach command. Along with that how about the functionality of permanently attaching units to each other (gunships, etc.). Ben Share this post Link to post Share on other sites
hoz 0 Posted March 6, 2003 I'd like the ability to script specialized WP's like guard and S&D. Currently the only way I have found to do this is creating yer own script, run a loop and then hope yer guy will eventually find someone. Hoz Share this post Link to post Share on other sites
joltan 0 Posted March 6, 2003 What about a command to check wether an unit is ai or controlled by a player, without having to delete it? Something like isAI (T/F). Would be usefull if you have to script some actions that the ai couldn't handle otherwise, but want to avoid conflicts if a player is in control... I also like that idea with the Attach function - would help adding additional weapons to vehicles and make other things (like chopper transport scripts for multiplayer) much less problematic. Share this post Link to post Share on other sites
Pennywise 0 Posted March 16, 2003 I would like to see a command you can specify to return all Units of a certain side. Ex: Wlist = [] Elist = [] Rlist = [] Wlist = allUnits west; Elist = allUnits east; Rlist = allUnits resistance Share this post Link to post Share on other sites
RED 0 Posted March 16, 2003 You can do that with the thislist command in a trigger, though the way you suggested would be good. RED Share this post Link to post Share on other sites
toadlife 3 Posted March 16, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (joltan @ Mar. 06 2003,15:39)</td></tr><tr><td id="QUOTE">What about a command to check wether an unit is ai or controlled by a player, without having to delete it? Something like isAI (T/F). Would be usefull if you have to script some actions that the ai couldn't handle otherwise, but want to avoid conflicts if a player is in control...<span id='postcolor'> This can allready be done very easily. eg. ?soldier1 == player <---tells you if the soliers if AI or not. OR... in mp ?(local soldier1) and !(soldier1 == player) <--tells the server if soldier1 is AI or not. Share this post Link to post Share on other sites
toadlife 3 Posted March 16, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Bullz_eye_on_my_back @ Feb. 15 2003,22:18)</td></tr><tr><td id="QUOTE">I would like to see... getTurretDir SetTurretDir getTurretAngle (well gun angle on the turret) SetTurretAngle<span id='postcolor'> I agree with this excpet it should not be specific to turrets. it should return the direction a player is looking - Not which way his body is facing. A command like this coulkd tell you exactly where any unit is looking/aiming, including a tank gunner. Share this post Link to post Share on other sites
MintyBoy 0 Posted March 17, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (hoz @ Mar. 06 2003,21:58)</td></tr><tr><td id="QUOTE">I'd like the ability to script specialized WP's like guard and S&D. Currently the only way I have found to do this is creating yer own script, run a loop and then hope yer guy will eventually find someone.<span id='postcolor'> I absolutely agree with this one. I mean, you can do about 10x the amount of scripting commands with Markers than you can with WPs for God's sake! The ability to dynamically (sp?) monkey around with WPs in scripts would make my life a whole lot easier.. Share this post Link to post Share on other sites
toadlife 3 Posted March 17, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (MintyBoy @ Mar. 17 2003,04:45)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (hoz @ Mar. 06 2003,21:58)</td></tr><tr><td id="QUOTE">I'd like the ability to script specialized WP's like guard and S&D. Currently the only way I have found to do this is creating yer own script, run a loop and then hope yer guy will eventually find someone.<span id='postcolor'> I absolutely agree with this one. I mean, you can do about 10x the amount of scripting commands with Markers than you can with WPs for God's sake! The ability to dynamically (sp?) monkey around with WPs in scripts would make my life a whole lot easier..<span id='postcolor'> I second that. All those in favor? EYYYYYYYYY! All those in opposed? .... Motion passed. Share this post Link to post Share on other sites