NeMeSiS 11 Posted July 18, 2006 With the release of the wiki we can now see what kind of new commands there are, lets find them and speculate what they to/their possibilites for enw scripts  ArmA scripting section hideBehindScripted, When set to true it disables the default engine hiding behavior. unit hideBehindScripted true So units will know how to properly hide/fond cover this time?  enableAI, This one is probably going to be popular aswell Share this post Link to post Share on other sites
Garcia 0 Posted July 18, 2006 weeeeeeeee...now we can prepare for the posibilities of ArmA Â Â Â <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Operand types: [side, position, idStatic, vehicle]: Array Type of returned value: Nothing Compatibility: Version 1.86 required. Description: Adds a point guarded by the given side. If idStatic is not negative, the position of a static object with the given id is guarded. If the given vehicle is valid, the starting position of the vehicle is guarded, otherwise the given position is guarded. Example: point = createGuardedPoint [ east, [0, 0], -1, vehicle player ] Now that is sweet Share this post Link to post Share on other sites
AfrographX 0 Posted July 18, 2006 In Model Config it lists the Observer/Commander Gun and Turret and the Main Gun and Turret. Does it mean weapons on vehicles will be limited to two? And it lists the Observer/Commander Gun and Turret only for Tanks. What does that all mean? ------------------------------------------------------------- Nice now we have a slide animation, called translation Share this post Link to post Share on other sites
Ukraineboy 0 Posted July 18, 2006 This is amazingly interesting but I am not coder so could someone here explain to me what some of these new innovative scripts will do in laymens terms? Like give me a situation please Share this post Link to post Share on other sites
NeMeSiS 11 Posted July 18, 2006 This is amazingly interesting but I am not coder so could someone here explain to me what some of these new innovative scripts will do in laymens terms? Like give me a situation please Well, they are not all new, the old ones from OFP/OFPE are included aswell.. If you click on them they give a short description, i couldnt figure them all out, but most of them are pretty straight forward: createGroup I am still wondering what the difference between setSkill and setUnitAbility is Share this post Link to post Share on other sites
deanosbeano 0 Posted July 18, 2006 hmm so far the ones posted are from version 1.75 plus. lol . we need to discuss the 2.90 and above surely ? Share this post Link to post Share on other sites
lwlooz 0 Posted July 18, 2006 Hi, I have to say that this is very very very very nice . Good work. I really like many new script commands I see. But : - Where are the functions for analyzing and modyifing strings - I can't seem to see a getTarget(gets units target) and a getWhatUnitisLookingAt. - There is not getMarkerText in the wiki,which seems odd since you can setMarkerText now - There are no MP-related functions like one gets by Bn880's COC Network Services 2. Are they going to be some or do I have to rely on bn880 in the future as well Thats all I could think of right now as this is obviously quite an amount of information,very nice new script commands by the way(I repeat myself ). I especially like all the UI ones Share this post Link to post Share on other sites
kronzky 5 Posted July 18, 2006 I find the concept of "AI Centers" very interesting: createCenter, deleteCenter I assume that means some sort of "main point of interest" for the AI, which would open up much more flexible AI behaviour! Share this post Link to post Share on other sites
NeMeSiS 11 Posted July 18, 2006 And we are finally able to create different types of waypoints including all their parameters! Woohoo! Share this post Link to post Share on other sites
lecholas 2 Posted July 18, 2006 Some nice new commands. Some of them look mysterious setFormationTask isHideBehindScripted (hiding behind vehicles for AI?) But I can't see commands for: - returning unit's stance - returning nearest weapons, magazines etc for rearming (maybe it can be done with nearObjects ?) Share this post Link to post Share on other sites
kronzky 5 Posted July 18, 2006 And we are finally able to create different types of waypoints including all their parameters! Woohoo! As well as dynamic triggers: • createTrigger • setTriggerActivation • setTriggerArea • setTriggerStatements • setTriggerText • setTriggerTimeout • setTriggerType Share this post Link to post Share on other sites
Eda Mrcoch 0 Posted July 18, 2006 I find the concept of "AI Centers" very interesting: createCenter, deleteCenterI assume that means some sort of "main point of interest" for the AI, which would open up much more flexible AI behaviour! Well, it might be that, but if you open current OFp game saves (with CoC BinViewer or something), you can see that AI centers are in fact instances of a class containing all the current AI information (what is the AI doing, position, known targets, waypoints, etc.). I'm guessing that this will allow something like a complete restart of whole AI during mission for long MP. BTW: We can probably make new commands, like "move" or "no target" : http://community.bistudio.com/wiki/commandFSM http://community.bistudio.com/wiki/doFSM Now to discover FSM files format. Share this post Link to post Share on other sites
kronzky 5 Posted July 18, 2006 Well, it might be that, but if you open current OFp game saves (with CoC BinViewer or something), you can see that AI centers are in fact instances of a class containing all the current AI information (what is the AI doing, position, known targets, waypoints, etc.). Don't burst my bubble! But then again, if you look at the setTargetAge command - they are talking about "how the target is known to the other centers". Which led me to believe that this might be a new type of "AI Center"... Share this post Link to post Share on other sites
Guest Ti0n3r Posted July 18, 2006 edit: Ah nevermind Share this post Link to post Share on other sites
Lou Montana 101 Posted July 18, 2006 I'm currently watching at TeamSwitch, EnableTeamSwitch, RemoveSwitchableUnit, SwitchableUnits, SetPlayable... I'd like SwitchTo instead of SelectPlayer, but it's MHO edit: wrong commands! Share this post Link to post Share on other sites
Eda Mrcoch 0 Posted July 18, 2006 Well, it might be that, but if you open current OFp game saves (with CoC BinViewer or something), you can see that AI centers are in fact instances of a class containing all the current AI information (what is the AI doing, position, known targets, waypoints, etc.). Don't burst my bubble! But then again, if you look at the setTargetAge command - they are talking about "how the target is known to the other centers". Which led me to believe that this might be a new type of "AI Center"... That supports my interpretatation. It is like InfoAge in Editor, which sets when was unit last detected by someone from that side (in OFp this influence only enemy icons on map IIRC). Of course, I'm not sure, maybe some expert who fiddled with AI long enough can make it clear. These commands may also indicate that you can create & destroy sides dynamically. You can at least change who is friendly to whom: http://community.bistudio.com/wiki/setFriend Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 18, 2006 But I can't see commands for:- returning unit's stance animationState? Share this post Link to post Share on other sites
lwlooz 0 Posted July 18, 2006 Well,seems the Script-Command reference is somewhat WIP indeed. Question: http://community.bistudio.com/wiki/setPlayable So it isnt "unit setPlayable bool" in order for one to turn off units that are currently unoccupied and playable onPlayerDisconnected/Connected <- I sure hope that isnt a thing like onMapSingleClick that can be overwritten and you can't even check what it currently is Btw,does publicVariable send all Types now? Oh boy,I figure Ill wait 1-2 months and then check out this wiki again and wait for now or there are too many questions Share this post Link to post Share on other sites
Eda Mrcoch 0 Posted July 18, 2006 I am still wondering what the difference between setSkill and setUnitAbility is Also, there is second version of skill command. Roleplaying anyone? Share this post Link to post Share on other sites
lecholas 2 Posted July 18, 2006 But I can't see commands for:- returning unit's stance animationState? Yeah, I noticed that later but didn't want to edit my post for the 3rd time Share this post Link to post Share on other sites
deanosbeano 0 Posted July 18, 2006 Operand types: unit(s): Object or Array [fsm name, position, target]: Array Type of returned value: Nothing Compatibility: Version 2.53 required. Description: Orders a unit to process command defined by FSM file (silently). Example: soldierOne doFSM' ["move.fsm", position player, player] sounds v interesting . a bit of this and initambience we onto a winner already Share this post Link to post Share on other sites
TeRp 1 Posted July 18, 2006 Not really a scripting command, but config values and interesting: Quote[/b] ]transportVehiclesMassInteger: Default 0 transportVehiclesMass = 0; // not used by any model Quote[/b] ]transportVehiclesCountInteger : default 0 transportVehiclesCount = 15; // a Carrier (big ship) There's so much nice stuff inside, but I also got some things I'm not confident with Share this post Link to post Share on other sites
Sertorius 0 Posted July 18, 2006 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> initAmbientLife Operand types: None Type of returned value: Nothing Compatibility: Version 2.90 required. Description: Initialize the ambient life. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> vectorDir obj Operand types: obj: Object Type of returned value: Array Compatibility: Version 2.61 required. Description: Return object's direction vector in world coordinates as [x, z, y]. I've wanted this one for a long time. Share this post Link to post Share on other sites
ryankaplan 1 Posted July 18, 2006 WIND Operand types: None Type of returned value: Array Compatibility: Version 2.92 required. Description: Returns the current wind vector. So if wind is simulated, than this means weapon projectiles will be affected by wind? Share this post Link to post Share on other sites