rufusmac 0 Posted February 12, 2003 This is only a prelim idea, and I have little knowledge of how addon making works, but I got a good idea from the 1.85 patch that lets scripts be packaged with addons. For example, concerning Rotorwash script by TJ, wouldn't it be great if you could just "enable" it by placing an "inert" unit (addon) in your mission instead of having to put the .sqm file in every folder you want to use it in? Now all your helis will have the rotorwash effect. This is just an idea for script writers to make "distribution" of their scripts within a players folders easier.  Instead of copying the file from mission to mission, the mission maker just places the addon in the mission. Drawbacks?  You have to bundle your script pbo with the mission. But after a while, players could enable and disable tons of cool features (from different scripts) by just inserting these "script addons" into their missions. I wonder if anyone thought of this before? Feel free to critique as i'm not a addon maker or anything, so my knowledge on these things is... well... limited.  ...and how would you set the parameters? Share this post Link to post Share on other sites
The_Watcher 0 Posted February 12, 2003 I think it's a very good idea. I downloaded the rotorwash script from BAS the other day, and since I was distracted, I put it in the addons folder. I then realized my mistake and switched it to the mission folder I was using, but I remember thinking it would be easier if you could just put it in the addons folder and be able to use it with any mission. Share this post Link to post Share on other sites
Kegetys 2 Posted February 12, 2003 Unless packed with some addon (Like i did with my AGS-17) something like this is imo. not a very good idea since the addon is then required to play the mission. Much easier for people to play the mission when the scripts are included in the mission pbo Share this post Link to post Share on other sites
rufusmac 0 Posted February 12, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Much easier for people to play the mission when the scripts are included in the mission pbo<span id='postcolor'> I see your point, but I meant this as more of a help to mission makers who release their missions in the sqm format or for those who just love to play around in the editor. For instance, if I was making a mission, and i wanted to include a variety of scripts (lets say rotorwash, grouplink, and a HALO jump) I could put them in without quitting the program. Â If i decided that the halo jump was not neccesary, i could just stick in a para jump script... It does seem to be alot of work for script writers for minimal gain, but I would certainly use it. Â I mean, there are obvious advantages and disadvantages to this. Share this post Link to post Share on other sites