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Oct 23rd, 2020
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  1. trigger.action.outTextToUnit()
  2. trigger.action.outSoundToUnit()
  3.  
  4. missionCommands.addCommandForUnit()
  5. missionCommands.addSubmenuForUnit()
  6. missionCommands.removeItemForUnit()
  7.  
  8. Shape Class
  9. Move the undocumented but totally live functions for line, ciricle, etc to a new shape class because the trigger class has become saturated.
  10. Shape.lineToAll()
  11. Shape.circleToCoalition()
  12. Shape.quadToAll()
  13. Shape.arrowToAll()
  14. ... toCoalition
  15. ... toCountry
  16. ... toGroup
  17. ... toUnit
  18. ... or you know a smarter way of having it just be a fucking input value.
  19.  
  20. trigger.action.smoke() -- make RGB, duration, and value for size of smoke becuase current size is stupid big
  21. trigger.action.explodeWarhead() point, velocity, and warhead name to creat an explosion of a given type at a point with a set velocity
  22.  
  23. Object.getOutline() -- returns a table of points making up the approx shape of the object. Would mostly be used for static objects to know where the building actually is.
  24. Object.setDestroyed() -- Sets the object to be in a destroyed state
  25. Object.respawn() -- respawns an object, automatically removes is wreck
  26. Object.isWarehouse() returns if object is a warehouse or not.
  27.  
  28. Wreckage Class -- Access to destroyed wrecks
  29. Wreckage.destroy() -- removes a wreckage
  30. Wreckage.getAll() -- returns all wrecks
  31. Wreckage.respawn() -- turns a given wreckage back into a normal object. Only for ground/world objects. In this process the wreckage model is removed.
  32.  
  33. Unit.getSkill() -- Returns skill of unit
  34. Unit.getPylons() -- Returns table of pylons {wepName, wepNum, clsid}
  35. Unit.getById()
  36. Unit.getSeats() -- Returns table of seats and any player names in said sead. {[1] = {role = "Pilot", name = "Maverick",}, [2] = {role = 'rio', name = "Goose"}}}
  37. Unit.getSPI() -- returns a table {point = vec3, object = object} of whatever teh radar or TGP is focused on
  38. Unit.addAmmo() -- Adds ammo to a unit
  39. Unit.removeAmmo() -- removes amunition from a unit
  40. Unit.setAmmo() -- sets the units ammo to given values
  41. Unit.getInitialAmmo() -- returns a table of the initial ammo for the unit.
  42. Unit.rearmNow() --- forces the unit to rearm
  43. Unit.stopRearm() -- force stops the rearming process, because in CA you can do it, we should be able to force it for the player.
  44. Unit.getRearmTime() -- returns when a unit will be rearmed. If currently rearming returns when it would be rearmed, if not rearming how long it would take if started now.
  45. Unit.sendMsg() -- sends message over datalink channel. Mostly for A-10C.
  46. Unit.getRadio() -- returns a list of radios and tuned frequencies. Like SRS but in the mission env.
  47.  
  48. Group.getById()
  49. Group.setSpawnable(true/false) -- for client slots to enable/disable the player to join the slot in an MP enviornment.
  50.  
  51. land class
  52. land.getHeight() to return negative values when on the sea so you know how deep a submarine can go
  53. land.getNearestTown() returns the nearest town to a given point
  54. land.getTownShape
  55. land.getNearestForest()
  56. land.getNearestForestShape()
  57. land.removeForeset()
  58. land.getNearestClearArea() -- returns the nearest area with no objects in it to a point
  59. land.getFlatArea() -- returns an area with minimal vertical deviation of a given size to a point
  60.  
  61. Warehouse class
  62. Warehouse.getInventory() -- returns a list of all objects in the warehouse
  63. Warehouse.addLink() --- links one warehouse to another with set properties
  64. Warehouse.removeLink() --- removes warehouse from linakge
  65. Warehouse.setLinkProperty() -- modifies warehouse link properties.
  66. Warehouse.addItem() --- Adds object to a warehouse in X quantity
  67. Warehouse.removeItem() -- removes X of item type from warehouse
  68. Warehouse.setItem() -- sets item type to have X number available.
  69. Warehouse.getByName()
  70. Warehouse.getObject() -- returns unit, static, or airbase object
  71.  
  72. atmosphere.setWeather() -- sets static weather
  73. atmosphere.getWeather() -- gets static weather
  74. atmosphere.getDynWeather() -- gets current position of weather fronts
  75. atmosphere.addDynWeather() -- adds a weather front at a given point and values whatever they are
  76. atmoshphere.removeDynWeather() -- removes a weather front.
  77. atmosphere.setTime() -- sets the mission time to a given date and time. (Must decouple the time with triggers, if a AI flight spawns 1 hour after mission start make it relative to mission start and not the world time that would be modified here)
  78.  
  79. Events:
  80. S_EVENT_WEAPON_IMPACT (vec3 of where weapon was destroyed at, contains weapon name and initiator)
  81. S_EVENT_LAND (add LSO score and wire number to table)
  82. S_EVENT_PLAYER_ENTER_UNIT (modify to actually become usable, for CA whenever a player takes control. For multicrew when a player enters the airicraft) Returns the unit and seat info
  83. S_EVENT_PLAYER_LEAVE_UNIT (modify to actually become usable, opposite actions of player from above)
  84. S_EVENT_CARGO_LIFTOFF cargo object has gone airborne. place = aircraft lifting the cargo
  85. S_EVENT_CARGO_LANDED cargo has been dropped unharmed by place.
  86. S_EVENT_UNIT_REARM_START rearming process of a unit has started. Will execute for ground units or players on request rearming. {initiator, weapons, time, estTimeToEnd}
  87. S_EVENT_UNIT_REARM_END whenever said rearming process ends.
  88. S_EVENT_TARGET_ADDED Assumes ED creates a mission planner that works in MP. Would correlate to a point that a user has assigned for a PP JDAM target.
  89.  
  90. Controller add control over units and not the whole group for ground and ship AI.
  91. Controller.forgetTarget()
  92. Controller.neverAttack() -- given an object ID that the unit will never attack
  93. Controller.setEmitter()
  94. Controller.priortyTarget()
  95. Controller.pointTurret() -- points the turrets toward a vec3.
  96.  
  97. Weapon.spawnWeapon() -- weapon type, coalition, targetPoint/targetObject, velocity, heading. Mostly would be used to spawn cruise missiles that are already in flight so they aren't 100% simulated.
  98. Weapon.getDescByName() -- make it actually work
  99. Weapon.destroy() work for client thermonuclear weapons and anything else.
  100.  
  101. Options:
  102. Restrict Jettison, change to have multiple values rather than being on/off
  103. --False: Disabled
  104. --Ext tanks: Aircraft will jettison external fuel tanks but not other weapons because why the fuck would a SEAD flight jetison their HARMS
  105. --Weapons Dumb: Aircraft can jestison non-guided/smart weapons
  106. --Any: Current True value, it jetisons anything it can.
  107.  
  108. ROE on a per weapon status so that a fucking Tico can't spam Harpoons and main gun while it defends itself or fires tomahawks
  109.  
  110. UI Class:
  111. UI.addF10Button() -- Adds buttons to the info bar.
  112. UI.addF10ButtonForCoalition()
  113. UI.addF10ButtonForCountry()
  114. UI.addF10ButtonForGroup()
  115. UI.addF10ButtonForUnit()
  116. UI.removeF10Button()
  117. UI.addElement() -- adds a button at coords of F10 map, size, type, to run a function.
  118. UI.addElevelFor...()
  119. UI.removeElement()
  120. ... Probably more to actually create a useful UI.
  121.  
  122. planner class (Assumes mission planner added to the game. Can add target points of interest for players)
  123. planner.addPOI
  124. planner.addPOIForCoalition
  125. ... etc
  126. planner.removePOI
  127.  
  128. Planner Notes: Could interface with UI to assign a target at coords and then associate that point on the map with a hyperlink of sorts. See ARMA briefings and clicking on stuff for the map
  129. to automatically focus on a given point.
  130.  
  131. Coalition class
  132. coalition.addAlliance (assumes n coalitions)
  133. coalition.removeAlliance
  134. coalition.setROE(coaId, ROE)
  135. coalition.removeRefPoint()
  136.  
  137. Airbase.getRunways() returns a list of runways at a base. {id = {length, validHeadings, active = boolean}}
  138. Airbase.getActiveRunways() returns the data as above entry but only for the active runways
  139. Airbase.setActiveRunways() sets the runways by a given Id to be active
  140. Airbase.getWarehouse()
  141. Airbase.setTaxiLights(true/false) - true for on, false for off
  142. Airbase.setRunwayLights(runwayId, true/false)
  143.  
  144. FOB Class -- See my jira on linking FARP objects so each one doesnt need its own frequency, warehouse, and callsign
  145. FOB.create
  146. FOB.addObject() -- adds a farp to a FOB
  147. FOB.removeObject()
  148.  
  149. AI Tasks that apply to the editor and scripting engine:
  150. IgnoreUnit
  151. IgnoreGroup
  152. AttackUnit (for ground and ships)
  153. AttackGroup (for ground and ships)
  154. SearchAndEngageUnit (for ground and ships)
  155. SearchAndEngageGroup (for ground and ships)
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