The_Captain 0 Posted July 12, 2003 Just curious if new scripting commands are to be implemented in 1.92... Two humble requests: 1) A target eventhandler or group of target commands that would allow for detecting who the target of a current unit is, or the targetter of a unit, and perhaps whether or not there is a 'lock'. This would allow perhaps for scripted ai behaviour exceeding current ofp limitations. Evasive behaviour and countermeasures/counter attacks could be implemented in conjunction with eventhandlers. For example, units could check who's targetting them, and target and fire on the nearest one, or planes/helicopters/tanks could enable jamming if they were being targetted/locked, or truck drivers could eject if they were being targetted... The two commands would probably end up being: *unit* istarget *unit* and target *unit*, or alternatively, an event handler which would return an array. 2) A 'showmap' command which would display the actual clickable map and a 'shownmap' boolean to check if the map is displayed or not. These commands would be a very very large help in integrating dialog systems with onmapsingleclick. Right now there is no easy way to integrate the two without the user toggling the map on and off to click. With such comands, a dialog interface could allow for input with a single click. Right now such operations are cumbersome for the end user. The only two 'easy' workarounds for player/map interaction involve either getting grid square input through 4 dropdowns (letter, letter, number,number), or by the possible creation of a series of invisible dialog butons that would overlay over a forcemap screen, and somehow (only god knows) determine the location of the player's click on which box and translate that into coordinates. The latter may work, btu I have not tried it yet. As far as I know, Chain of Comand is going a route similar to this for their next version so it can be an all dialog interface, as opposed to a radio based one. If one uses onmapsingleclick by itself, it is impossible to control the state of the map screen and thus the command is not viable for all dialog interfaces. Thank you, The Captain Share this post Link to post Share on other sites
PsyWarrior 0 Posted July 17, 2003 I concur. The map commands would be rediculously useful to me as dialog/map integration is, as the_captain said, monumentally difficult. Just think... *click "launch cruise mssl"* "select target" *map appears* *click once on map* *launch...boom!* or *click "command screen"* *map appears* *click autoselect* *click units near...* *click on map* *all units within 500m of mouse click selected* *click on enemy unit -> attack order given* (the above is an idea I intend to use in Psychic Productions' upcoming RTS mod - COPYRIGHT!) I guess that we just leave it to BIS now and hope that they think it's a worthy idea. -The office of the Psychic Productions Supreme Commander ============================================= -Supr. Cmdr. PsyWarrior Share this post Link to post Share on other sites
PsyWarrior 0 Posted July 17, 2003 Quote[/b] ]The patch is being developed only to address the serious issues mentioned above. There will be no other featues and fixes implemented in this patch. Whoops. Missed that. At least 1.92 fixes the memory-map problem. Share this post Link to post Share on other sites