HuBBa 1 Posted April 10, 2002 Hey all, Here are some thoughts and dreams i have of new commands. BIS if you read this, it would be great to here comments on wether this is good or bad. For the rest of you, again, this is just MY wishlist. First of all... a getTarget unit would be great. To find out what unit is targetted by another unit (or nullobj if none) would be extremely usefull in some situations. (Doing a Ai range spotter for example). Then we have a findElevation [x,y] which could return the elevation at that point (y or z depending on what type of coordinate system you use). Why is this useful? At some points you may want to find the elevation where there are no objects to calculate it. Of course you can use say a game logic object and move it all around, but im thinking that will cost a bit more cpu compared to a specified command. I was working on a stalk&seek ai script where that would have been very usefull. But also for say mortar or artillery scripts where they actually fire shells. Which brings me to the next issue. Evaluation of conditions in scripts. is there ANY way we can get a if () { } else { } notation in the future instead of the ? <condition> : effect or at least a way to nestle the ? condition. Similar to say: ? <condition> : <effect when true> | <effect when false> This would make it possible to create pretty advanced Ai scripting without hogging down the cpu totally. Oh.. and for my final issue... Is there ANY way/chance of getting the possibility to adjust elevation on a bullet trajectory inside the game. What im looking for is to add the way to adjust sights from inside the game. This i understand may be to big of an adjustment on the weapons class code but it would be very very very cool This way, you could actually zero your rifle for different ranges. and adjust a fixed zoom scope sight for different ranges. (And for your VBS, that would mean that snipers in training could actually learn range adjustment from inside VBS Well, thats about it. Feedback are appreciated =) Flames are not. [FILO]HuBBa Share this post Link to post Share on other sites
Bart.Jan 0 Posted April 10, 2002 I think ? condition:action is sufficient. Your way ? <condition> : <effect when true> | <effect when false> is only other syntax. getTarget unit is a good idea. findElevation [x,y] is command not so usefull. I don't think moving some unit over map beacuse of finding elevation cost much cpu time. Share this post Link to post Share on other sites
Scorpio 0 Posted April 10, 2002 i think some new playmove or switchmove commands would be great, nice if you want to create a player movement Share this post Link to post Share on other sites
ALDEGA 0 Posted April 10, 2002 If you want the create new "movements", then you need to make new animations (of the 3d models) (which you can only do with Oxygen). The switch/playmove commands are commands which "play" these animations. Share this post Link to post Share on other sites
Rastavovich 0 Posted April 10, 2002 a "gettype"-command would be nice. ie: a Su-25 called "plane1" gettype plane1 returns "Su25" Share this post Link to post Share on other sites
russin 0 Posted April 11, 2002 would be nice to have WAVTOLIP to work with XP too Share this post Link to post Share on other sites
KingN 251 Posted April 11, 2002 It would be great to get the WAVTOLIP work with win98 Â . I mean that the game won't play the files because they are somehow in a bit wrong kind. And it is 16-bit mono like the manual said that it must be but it won't play it. Same thing with the other sounds. I suggest that BIS would fix these things and the game would play all kinds of ogg, wav and lip files. Share this post Link to post Share on other sites