jaynus 10 Posted April 22, 2010 (edited) Hello Everyone. So - I guess its about that time. I've spent the past month or so working on a "Arma2Lib", operating under the same assumptions as armalib. I am now at a point where it is 100% stable and operational. So far, I have completed implementing the named pipe's features which were avialable with armalib. That is, the "ScriptLink" feature. Currently it operates exactly as armalib did, and works on both steam and non-steam versions of the game. Before I actually perform an official release, I would like input for features for me to add over the next week in order to properly get functionality that the community wants for the initial release (besides pipe access). EDIT: A big thing to note on this, of course: It is not BE compatible. So, the discussion you ask? What new scripting "features" would everyone like to see for this first initial release. Thanks :) -jaynus Edited April 22, 2010 by jaynus Share this post Link to post Share on other sites
CriminalMinds 10 Posted April 23, 2010 (edited) Ok, ok! :D My suggestions, I hope you know what I mean: "Setting TrackIR X,Y,Z and roll axis freedom for "6DOF" support" like in Kegetys' ArmAlib v1.03 and something like the "scriptlinkGPS" from the ArmAlib samples package. That's it! I am out! :cool: Edit: Am I right? Is the code injected via the dsound.dll lib? Edited April 23, 2010 by CriminalMinds Share this post Link to post Share on other sites
jaynus 10 Posted April 24, 2010 im currently using a different method, but its the same principle :) Share this post Link to post Share on other sites
madrussian 347 Posted April 24, 2010 Good to see this happening, with the "pipe" intact to boot! Much appreciated! :D The biggest one for me is probably DirectInput mouse coordinates (and button states). Also joystick coordinates/button states would be nice. Another "must-have" is the ability to read/write to a simple ini file, as in "variable = value" format. That one would be HUGE for mission makers designing complicated dynamic missions (streamlined saving, etc) and web-based interface applications (for an interface that's as easy-as-it-gets). All of those were in place in ArmaLib, well iirc anyhow. Good luck! :) Share this post Link to post Share on other sites
jaynus 10 Posted April 26, 2010 Thanks for the input there MadRussian. All of these are extremely simple features to implement; I will have a beta here in the forums by the end of the week. Everything but the TrackIR anyways - I don't have one, and not going to buy one :P Share this post Link to post Share on other sites
node_runner 0 Posted April 27, 2010 Excellent news jaynus! I'm hoping I might be able to use arma2lib to make some cool TouchBuddy plugins. Would be nice to be able to use TouchBuddy for the map, especially with high command. Someone has already made a basic TB panel for A2, but with ArmA2Lib, these could be much more useful. Touch Buddy: http://www.touch-buddy.com/forums/faq/18-master-faq.html Share this post Link to post Share on other sites
jaynus 10 Posted April 30, 2010 Quick update - i am working with the a2ts3 team (from ace) for features and requirements, since they have far more experience doing addons than i do and know what is needed. here is the feature list so far: // STRING FUNCTIONS // BOOL ret = [string, StringToFind] call jay_string_contains; jay_string_contains = compile preProcessFileLineNumbers "jay_string_contains.sqf"; // BOOL ret = [string, StringToFind] call jay_string_icontains; jay_string_icontains = compile preProcessFileLineNumbers "jay_string_icontains.sqf"; // INT position = [string, StringToFind] call jay_string_indexof; jay_string_indexof = compile preProcessFileLineNumbers "jay_string_indexof.sqf"; //STRING ret = [string, INT StartPosition, INT Length] call jay_string_substr; jay_string_substr = compile preProcessFileLineNumbers "jay_string_substr.sqf"; // STRING ret = [string] call jay_string_trim; jay_string_trim = compile preProcessFileLineNumbers "jay_string_trim.sqf"; // PIPE FUNCTIONS // HANDLE pipeHandle = [PipePath] call jay_openpipe; jay_openpipe = compile preProcessFileLineNumbers "jay_openpipe.sqf"; // [HANDLE] call jay_closepipe; jay_closepipe = compile preProcessFileLineNumbers "jay_closepipe.sqf"; // STRING ret = [HANDLE] call jay_ReadPipe; jay_readpipe = compile preProcessFileLineNumbers "jay_readpipe.sqf"; // [HANDLE, StringToSend] call jay_WritePipe; jay_writepipe = compile preProcessFileLineNumbers "jay_writepipe.sqf"; // HASHMAP FUNCTIONS // BOOL ret = [stringHashmapName] call jay_hashmap_create; jay_hashmap_create = compile preProcessFileLineNumbers "jay_hashmap_create.sqf"; // BOOL ret = [stringHashmapName] call jay_hashmap_delete; jay_hashmap_delete = compile preProcessFileLineNumbers "jay_hashmap_delete.sqf"; // BOOL ret = [stringHashmapName, StringKey] call jay_hashmap_deletevalue; jay_hashmap_deletevalue = compile preProcessFileLineNumbers "jay_hashmap_deletevalue.sqf"; // BOOL ret = [stringHashmapName, StringKey, StringValue] call jay_hashmap_addvalue; jay_hashmap_addvalue = compile preProcessFileLineNumbers "jay_hashmap_addvalue.sqf"; // STRING ret = [stringHashmapName, StringKey] call jay_hashmap_getvalue; jay_hashmap_getvalue = compile preProcessFileLineNumbers "jay_hashmap_getvalue.sqf"; // MISC FUNCTIONS // [stringToLog] call jay_writelog; jay_writelog = compile preProcessFileLineNumbers "jay_writelog.sqf"; // NOT USED jay_testfunc = compile preProcessFileLineNumbers "jay_testfunc.sqf"; TODO: - getSystemTime - parse ini functions - mouse coord/buttonstate/etc need more ideas! otherwise, release will be ready pending this weekend! i'll have all those todo's done by tonight. Share this post Link to post Share on other sites
jaynus 10 Posted May 4, 2010 http://dev-heaven.net/projects/jayarma2lib Version 0.9.5 BETA 1 for initial peer review. See included README.txt for features :) Share this post Link to post Share on other sites