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- trigger.action.outTextToUnit()
- trigger.action.outSoundToUnit()
- missionCommands.addCommandForUnit()
- missionCommands.addSubmenuForUnit()
- missionCommands.removeItemForUnit()
- Shape Class
- Move the undocumented but totally live functions for line, ciricle, etc to a new shape class because the trigger class has become saturated.
- Shape.lineToAll()
- Shape.circleToCoalition()
- Shape.quadToAll()
- Shape.arrowToAll()
- ... toCoalition
- ... toCountry
- ... toGroup
- ... toUnit
- ... or you know a smarter way of having it just be a fucking input value.
- trigger.action.smoke() -- make RGB, duration, and value for size of smoke becuase current size is stupid big
- trigger.action.explodeWarhead() point, velocity, and warhead name to creat an explosion of a given type at a point with a set velocity
- 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.
- Object.setDestroyed() -- Sets the object to be in a destroyed state
- Object.respawn() -- respawns an object, automatically removes is wreck
- Object.isWarehouse() returns if object is a warehouse or not.
- Wreckage Class -- Access to destroyed wrecks
- Wreckage.destroy() -- removes a wreckage
- Wreckage.getAll() -- returns all wrecks
- Wreckage.respawn() -- turns a given wreckage back into a normal object. Only for ground/world objects. In this process the wreckage model is removed.
- Unit.getSkill() -- Returns skill of unit
- Unit.getPylons() -- Returns table of pylons {wepName, wepNum, clsid}
- Unit.getById()
- Unit.getSeats() -- Returns table of seats and any player names in said sead. {[1] = {role = "Pilot", name = "Maverick",}, [2] = {role = 'rio', name = "Goose"}}}
- Unit.getSPI() -- returns a table {point = vec3, object = object} of whatever teh radar or TGP is focused on
- Unit.addAmmo() -- Adds ammo to a unit
- Unit.removeAmmo() -- removes amunition from a unit
- Unit.setAmmo() -- sets the units ammo to given values
- Unit.getInitialAmmo() -- returns a table of the initial ammo for the unit.
- Unit.rearmNow() --- forces the unit to rearm
- Unit.stopRearm() -- force stops the rearming process, because in CA you can do it, we should be able to force it for the player.
- 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.
- Unit.sendMsg() -- sends message over datalink channel. Mostly for A-10C.
- Unit.getRadio() -- returns a list of radios and tuned frequencies. Like SRS but in the mission env.
- Group.getById()
- Group.setSpawnable(true/false) -- for client slots to enable/disable the player to join the slot in an MP enviornment.
- land class
- land.getHeight() to return negative values when on the sea so you know how deep a submarine can go
- land.getNearestTown() returns the nearest town to a given point
- land.getTownShape
- land.getNearestForest()
- land.getNearestForestShape()
- land.removeForeset()
- land.getNearestClearArea() -- returns the nearest area with no objects in it to a point
- land.getFlatArea() -- returns an area with minimal vertical deviation of a given size to a point
- Warehouse class
- Warehouse.getInventory() -- returns a list of all objects in the warehouse
- Warehouse.addLink() --- links one warehouse to another with set properties
- Warehouse.removeLink() --- removes warehouse from linakge
- Warehouse.setLinkProperty() -- modifies warehouse link properties.
- Warehouse.addItem() --- Adds object to a warehouse in X quantity
- Warehouse.removeItem() -- removes X of item type from warehouse
- Warehouse.setItem() -- sets item type to have X number available.
- Warehouse.getByName()
- Warehouse.getObject() -- returns unit, static, or airbase object
- atmosphere.setWeather() -- sets static weather
- atmosphere.getWeather() -- gets static weather
- atmosphere.getDynWeather() -- gets current position of weather fronts
- atmosphere.addDynWeather() -- adds a weather front at a given point and values whatever they are
- atmoshphere.removeDynWeather() -- removes a weather front.
- 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)
- Events:
- S_EVENT_WEAPON_IMPACT (vec3 of where weapon was destroyed at, contains weapon name and initiator)
- S_EVENT_LAND (add LSO score and wire number to table)
- 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
- S_EVENT_PLAYER_LEAVE_UNIT (modify to actually become usable, opposite actions of player from above)
- S_EVENT_CARGO_LIFTOFF cargo object has gone airborne. place = aircraft lifting the cargo
- S_EVENT_CARGO_LANDED cargo has been dropped unharmed by place.
- 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}
- S_EVENT_UNIT_REARM_END whenever said rearming process ends.
- 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.
- Controller add control over units and not the whole group for ground and ship AI.
- Controller.forgetTarget()
- Controller.neverAttack() -- given an object ID that the unit will never attack
- Controller.setEmitter()
- Controller.priortyTarget()
- Controller.pointTurret() -- points the turrets toward a vec3.
- 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.
- Weapon.getDescByName() -- make it actually work
- Weapon.destroy() work for client thermonuclear weapons and anything else.
- Options:
- Restrict Jettison, change to have multiple values rather than being on/off
- --False: Disabled
- --Ext tanks: Aircraft will jettison external fuel tanks but not other weapons because why the fuck would a SEAD flight jetison their HARMS
- --Weapons Dumb: Aircraft can jestison non-guided/smart weapons
- --Any: Current True value, it jetisons anything it can.
- 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
- UI Class:
- UI.addF10Button() -- Adds buttons to the info bar.
- UI.addF10ButtonForCoalition()
- UI.addF10ButtonForCountry()
- UI.addF10ButtonForGroup()
- UI.addF10ButtonForUnit()
- UI.removeF10Button()
- UI.addElement() -- adds a button at coords of F10 map, size, type, to run a function.
- UI.addElevelFor...()
- UI.removeElement()
- ... Probably more to actually create a useful UI.
- planner class (Assumes mission planner added to the game. Can add target points of interest for players)
- planner.addPOI
- planner.addPOIForCoalition
- ... etc
- planner.removePOI
- 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
- to automatically focus on a given point.
- Coalition class
- coalition.addAlliance (assumes n coalitions)
- coalition.removeAlliance
- coalition.setROE(coaId, ROE)
- coalition.removeRefPoint()
- Airbase.getRunways() returns a list of runways at a base. {id = {length, validHeadings, active = boolean}}
- Airbase.getActiveRunways() returns the data as above entry but only for the active runways
- Airbase.setActiveRunways() sets the runways by a given Id to be active
- Airbase.getWarehouse()
- Airbase.setTaxiLights(true/false) - true for on, false for off
- Airbase.setRunwayLights(runwayId, true/false)
- FOB Class -- See my jira on linking FARP objects so each one doesnt need its own frequency, warehouse, and callsign
- FOB.create
- FOB.addObject() -- adds a farp to a FOB
- FOB.removeObject()
- AI Tasks that apply to the editor and scripting engine:
- IgnoreUnit
- IgnoreGroup
- AttackUnit (for ground and ships)
- AttackGroup (for ground and ships)
- SearchAndEngageUnit (for ground and ships)
- SearchAndEngageGroup (for ground and ships)
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