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zyklone

Flashpoint Elite Scripting

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I've dug out a list of possible script methods in Flashpoint Elite.

This might be useful for someone who is trying to make more complex missions for the console.

We'll have to experiment on how to use them though until BIS provides a better comref.

This is no doubt an incomplete list with some mistakes. But it might be interesting anyway. smile_o.gif

dialog

cheatsEnabled

clearMagazinePool

clearWeaponPool

lineBreak

clearRadio

finishMissionInit

runInitScript

processInitCommands

missionStart

missionName

mapAnimDone

mapAnimCommit

mapAnimClear

radioVolume

musicVolume

forceEnd

enableEndDialog

saveGame

sideFriendly

sideEnemy

sideLogic

shownGps

shownWarrant

shownPad

shownRadio

shownCompass

shownWatch

shownMap

accTime

benchmark

dayTime

grpNull

objNull

playerSide

deleteIdentity

deleteStatus

secondaryWeapon

primaryWeapon

fillWeaponsFromPool

onPlayerDisconnected

onPlayerConnected

onMapSingleClick

onBriefingGroup

onBriefingGear

onBriefingNotes

onBriefingPlan

queryMagazinePool

queryWeaponPool

pickWeaponPool

putWeaponPool

addMagazinePool

addWeaponPool

sliderSetSpeed

sliderSpeed

sliderSetRange

sliderRange

sliderSetPosition

sliderPosition

lbSetColor

lbColor

lbSetPicture

lbPicture

lbSetValue

lbValue

lbSetData

lbData

lbText

lbDelete

lbClear

lbSetCurSel

lbCurSel

lbSize

buttonSetAction

buttonAction

ctrlSetText

ctrlText

ctrlEnable

ctrlShow

ctrlEnabled

ctrlVisible

closeDialog

createDialog

playMission

camUseNVG

moveToCompleted

vectorDir

vectorUp

preprocessFileLineNumbers

lightDetachObject

surfaceType

surfaceIsWater

selectPlayer

createVehicle

createSoundSource

createMine

activateAddons

terminate

scriptDone

preloadCamera

preloadSound

isMarkedForCollection

isKeyActive

activateKey

dissolveTeam

unassignTeam

formatText

parseText

composeText

actionKeysImages

actionKeysNames

actionKeys

keyImage

keyName

typeOf

deleteWaypoint

createGuardedPoint

createTrigger

deleteMarker

createMarker

deleteGroup

createGroup

deleteCenter

createCenter

setDate

doGetOut

commandGetOut

doStop

commandStop

isEngineOn

playersNumber

preprocessFile

loadFile

estimatedTimeLeft

mapAnimAdd

forceMap

setAccTime

saveVar

unitReady

camCommitted

camDestroy

debugLog

textLog

setTerrainGrid

setViewDistance

skipTime

localize

hintCadet

publicVariable

disableUserInput

showCinemaBorder

showGps

showWarrant

showPad

showRadio

deleteVehicle

clearMagazineCargo

clearWeaponCargo

removeAllWeapons

unassignVehicle

captive

stopped

playMusic

playSound

preloadTitleObj

preloadTitleRsc

titleObj

titleRsc

titleText

cutObj

cutRsc

cutText

titleCut

speedMode

behaviour

lightIsOn

inflamed

formLeader

someAmmo

fleeing

handsHit

canStand

canFire

canMove

nearestObject

nearestBuilding

waypointPosition

getWPPos

markerColor

getMarkerColor

markerSize

getMarkerSize

getMarkerType

markerPos

getMarkerPos

getDammage

getDir

getPosASL

getPos

requiredVersion

isNull

setObjectTexture

setSkill

animate

loadIdentity

saveIdentity

loadStatus

saveStatus

lookAt

glanceAt

isKindOf

moveTo

weaponDirection

setVectorDir

setVectorUp

lightAttachObject

setLightBrightness

setLightAmbient

setLightColor

setCameraInterest

setDropInterval

setParticleCircle

setParticleRandom

setParticleParams

createVehicleLocal

intersect

respawnVehicle

setVehicleInit

setVehicleLock

selectLeader

setUnitAbility

setUnitRank

setVehicleId

setVehicleAmmo

setVehicleArmor

setVehicleVarName

setTargetAge

setVehiclePosition

sendSimpleCommand

assignTeam

setAttributes

showWaypoint

setWaypointTimeout

setWaypointScript

setWaypointStatements

setWaypointDescription

setWaypointBehaviour

setWaypointSpeed

setWaypointFormation

setWaypointCombatMode

setWaypointHousePosition

waypointAttachObject

waypointAttachVehicle

setWaypointType

setWaypointPosition

addWaypoint

synchronizeWaypoint

setTitleEffect

setMusicEffect

setSoundEffect

setCameraEffect

setEffectCondition

triggerAttachVehicle

triggerAttachObject

setTriggerStatements

setTriggerText

setTriggerTimeout

setTriggerType

setTriggerActivation

setTriggerArea

setMarkerDir

setMarkerBrush

setMarkerShape

setMarkerText

setFriend

engineOn

removeAllEventHandlers

removeEventHandler

addEventHandler

reveal

removeAction

addAction

doFire

commandFire

doFollow

commandFollow

doTarget

commandTarget

doWatch

commandWatch

doMove

commandMove

switchCamera

camCommand

camSetTarget

camCommit

camSetDir

camSetBank

camSetDive

camSetFovRange

camSetFocus

camSetFov

camSetRelPos

camSetPos

camCreate

fadeRadio

fadeSound

fadeMusic

preloadObject

createUnit

addMagazineCargo

addWeaponCargo

setAmmoCargo

setRepairCargo

setFuelCargo

setFuel

setRain

setFog

setOvercast

objStatus

allowFleeing

moveInCargo

moveInGunner

moveInDriver

moveInCommander

leaveVehicle

assignAsCargo

assignAsGunner

assignAsDriver

assignAsCommander

enableAI

disableAI

lockWp

setUnitPos

setSpeedMode

setFormation

setCombatMode

setBehaviour

setGroupid

orderGetIn

allowGetIn

countSide

countType

countUnknown

countFriendly

countEnemy

setRadioMsg

switchMove

playMove

vehicleChat

groupChat

sideChat

globalChat

vehicleRadio

groupRadio

sideRadio

globalRadio

knowsAbout

selectWeapon

removeMagazines

removeMagazine

addMagazine

removeWeapon

addWeapon

hasWeapon

setWPPos

setMarkerColor

setMarkerSize

setMarkerType

setMarkerPos

flyInHeight

allowDammage

setDamage

setDammage

setFormDir

setVelocity

setDir

setPosASL

setPos

distance

addLiveStats

addScore

addRating

inflame

switchLight

buildingPos

setFlagOwner

setFlagSide

setFlagTexture

setMimic

setFace

setFaceanimation

setIdentity

setCaptive

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thanks a lot. i hope the new functions are also avail in AA.

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I hope (and think) so too smile_o.gif

Looks like almost everything available in the editor

can be changed/created during the mission now also.

Just take a look about the setwaypoint stuff or triggers, etc.

~S~ CD

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Yeah, quite a few interesting ones in there.

Quote[/b] ]

vectorDir

vectorUp

setVectorDir

setVectorUp

esp these  whistle.gif

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Woah, it this list has anything common with ArmA, then that will include a lot of new and awaited functions!

buttonAction

buttonSetAction

lightDetachObject

surfaceType

surfaceIsWater

createMine

createGuardedPoint

createTrigger

glanceAt

isKindOf

weaponDirection

lightAttachObject

setUnitAbility

setVehiclePosition

waypointAttachObject

waypointAttachVehicle

triggerAttachVehicle

triggerAttachObject

setTriggerStatements

setTriggerText

setTriggerTimeout

setTriggerType

setTriggerActivation

setTriggerArea

enableAI (!!! )

Btw, how the hell could you write a script on XBox? Can you attach a keyboard or what?

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Quote[/b] ]enableAI

ARRRHHHAAARRRRRRRR !!!!!  biggrin_o.gif   finally ..... the opposite of Disable AI

But whats with the isKindOf ....  wink_o.gif

Like as in;

Quote[/b] ]SoldierA1 isKindOf not alive
? rofl.gif

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Quote[/b] ]isKindOf

I assume that's some sort of array comparison to check,for example, if loon1 isKindOf "LAWSoldier". wink_o.gif

Though your example would be pretty funny:

Two gets his left leg blown off

"Oh no! Two is kind of down!"

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Or if that Russian guy misses you with his AK then "ruskie1(very)KindOf him=true" muahahaha how funny I am  tounge2.gif

Hey, still no "getTarget"?!?! Brrrrrrrrr

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Hey, still no "getTarget"?!?! Brrrrrrrrr

There might well be.

The way this list was dug out it's very likely I missed some possible functions. It's also possible some of these are not actually made available in the script language.

But they're in the engine atleast. smile_o.gif

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Quote[/b] ]I assume that's some sort of array comparison to check,for example, if loon1 isKindOf "LAWSoldier"
 

It might be something to help with variable type comparison?

Quote[/b] ]Hey, still no "getTarget"?!?! Brrrrrrrrr

Perhaps these two might help?

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">weaponDirection

intersect

Quote[/b] ]The way this list was dug out it's very likely I missed some possible functions. It's also possible some of these are not actually made available in the script language.

But even if we get half the new commands, I would be happy smile_o.gif Thanks for digging out the list so far, gives us something to work with.

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huh....

Awesome!

Wonder what this is:

preprocessFileLineNumbers

or this:

setFriend

I must really be an OFP script junkie because I think I just wet myself. Oh wait.. ... ... yeah.. I did.

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I have also put together a list of object names since some of the objects have changed.

I've also came across these commands

Spawn

onPlayerConnected "Al exec ""handler2.sqs""";

onPlayerDisconnected "Al exec ""handler2.sqs""";

respawnVehicleDelay = 10

Land_benzina

Land_brana

Land_Panelak

Land_KBud

Land_Tovarna1

Land_Hlidac_budka

Land_Domek_sedy

Land_Posed

Land_domek_zluty

Land_zluty_statek_in

Land_domek_radnice

Land_Panelak2

Land_Panelak3

Land_leseni4x

Land_vysilac_FM

Land_vysilac_FM2

Land_radar

Land_Javor01Posed

Land_invisible_house

TableMapRes

Fountain

Land_kasna_new

Land_domek01

Land_domek02

Land_domek03

Land_domek04

Land_domek05

Land_dum_podloubi

Land_dum_podloubi02

Land_dum_podloubi03

Land_dum_podloubi03klaster

Land_stodola

Land_stodola2

Land_stodola3

Land_kostelin

Land_zluty_statek

Land_domek_kovarna

Land_domek_rosa

Land_domek_hospoda

Land_domek_sedy_bez

Land_domek_zluty_bez

Land_domek_vilka

Land_domek_ruina

Land_domek_podhradi_1

Land_dum_patr_nizky_prujezd

Land_dum_patrovy01prujezd

Land_dum_patrovy01

Land_dum_patrovy01c

Land_dum_patrovy01d

Land_dum_patrovy02

Land_dum_patrovy03

Land_dum_patrovy04

Land_dum_patrovy05

Land_dum_patrovy06

Land_skola

Land_ruiny_obvod_2

Land_ruiny_obvod_3

Land_ruiny_obvod_kompl

Land_ruiny_3_roh

Land_ruiny_3_prasklina

Land_ruiny_3_dvere

Land_hangar_2

Land_Chata6

Land_OrlHot

Land_ZalChata

Land_hasic_zbroj

Land_brana02

Land_brana02nodoor

Land_leseni2x

Land_pumpa

Land_bouda_plech

Land_aut_zast

People might find this useful.

hoz

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SurfaceType & surfaceIsWater : a detector to check the surfacetype??

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Quote[/b] ]allowDammage

A new command, an old mistake ...

BIS? crazy_o.gif

This is not a new command... whistle.gif

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This is not a new command... whistle.gif

1%20(11).gif

Well ok, so it's not really new but at least disabled in what we know now as OFP. It's still damage with one m. huh.gif

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This is not a new command... whistle.gif

1%20(11).gif

Well ok, so it's not really new but at least disabled in what we know now as OFP. It's still damage with one n. huh.gif

No, zero n's, but one m... biggrin_o.gifnener.gif

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Oh my god, they're all with 2 m's. crazy_o.gif

Y'know what I always found funny? The note in the comref for setDamage:

Quote[/b] ]Note: this function is identical to setDammage. It was introduced to fix spelling error in original function name.

And yet none of the others were fixed. tounge2.gif

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The only command not fixed in OFP1 is the EH "dammaged". setDamage, getDamage and damage are working afaik.

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Odd. I could've sworn I was getting errors using getDamage. Or maybe it was the eventHandler. Of course, it's entirely possible I've been an idiot the whole time. tounge2.gif

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Yeah, quite a few interesting ones in there.
Quote[/b] ]

vectorDir

vectorUp

setVectorDir

setVectorUp

esp these whistle.gif

would it use this to spin an object?

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It's a funny one, if it was to alter the pitch of an object, then what about bank? Hard to say without any knowing the parameters.

Perhaps it's for controlling a turret or weapon? Or even something to control wind direction crazy_o.gif Yes, I think I am script junkie to smile_o.gif

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