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BRS

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Reply with quote  #1 
I would like to use a units-custom-menu while editing a mission.
What I mean is, that while I'm placing a unit inside the editor,
I would like to be able to set some variables to set it's later-on-game-behavior.
Small example:
Place the same type of unit several times, but each single one should use a different max firing distance.

Usually I set this inside the iniline as a parameter for the script I call. But if there are many different parameters it's a little hard to remember all and their possibilities.
That's why I'm thinking over to place them into a menu to easy select each single one and their values.

Is this possible at all? Anyone seen this?
And if, is there a tutorial, an example available to see how this could be done?
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Foxsch

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Colonel
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Reply with quote  #2 
Hi BS ~ It's an interesting proposition. From what I understand from what you've written you' d like to be able to set out parameters for individual units for when you place them, or rather as you place them. Building some framework into the editor is way beyond what I could consider as an option, but maybe someone who is familiar with writing code for Mods might be able to suggest a way of introducing iniline options as  configurable (for all units available - ie BLUEFOR - OPFOR etc), and you'd be able to set those units in a way you are now able to set a Units Rank, Skill, General Mode (Flying, In Cargo and so forth). A bit too advanced for me. The other way around it might be a whole set of scripts, tailored to what you want in these units, and the corresponding list of .sqf's. So for instance you want a firing distance of... or a combat mode of.. and so on, so that rather than have to think about each unit, you can choose from a pre-given set of unit's behaviour and call that/those from one/some script(s). Still quite a lot of preparation to put into practice! As I do not use any 'wizard' type Mission creators or Editors I wouldn't be able to comment as to whether this is already possible using any of them. If your not familiar with these: 'F2' might be a good place to start. You might find exactly what you need in the build of its framework! 
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BRS

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Reply with quote  #3 
Ok, that would be a one possibility to set these things while a mission starts.
As you said, it would be necessary to have a complex plan what you would like to do, hold a list of 'names' with the wanted behavior anywhere (init).
Sure this could be done this way, but this will make it complicated again.
If I would have a script which runs the moment I'm inserting a unit,
and this script would offer me a dialog to set my parameters this would be much easier.
For example, have a look to my mortar script which will give you all these possibilities inside the ini-line:
// Some examples for the usage:
// nul=[this, "Rnd", 1400, 4, 5, 10 ] execVM "BSIF44AIMortar\IF44_Mortar_AI_2_fire.sqf";
// nul=[this, "Pos", 1500, 5,  5, 10, ["Testmarker","Testmarker2","Testmarker3"] ] execVM "BSIF44AIMortar\IF44_Mortar_AI_2_fire.sqf";
// nul=[this, "Pos", 0, 3,  5, 10, ["Testmarker"] ] execVM "BSIF44AIMortar\IF44_Mortar_AI_2_fire.sqf";
// nul=[this, "Men", 500, 3, 5, 10 ] execVM "BSIF44AIMortar\IF44_Mortar_AI_2_fire.sqf";
// nul=[this, "Gun", 1321, 3, 5, 10 ] execVM "BSIF44AIMortar\IF44_Mortar_AI_2_fire.sqf";
// nul=[this, "Counter", 2500, 5, 5, 10 ] execVM "BSIF44AIMortar\IF44_Mortar_AI_2_fire.sqf";
// nul=[this, "Flare", 400, 10, 5, 10 ] execVM "BSIF44AIMortar\IF44_Mortar_AI_2_fire.sqf";
// nul=[this, "Smoke", 0, 3, 5, 10, ["Testmarker","Testmarker2","Testmarker3"]] execVM "BSIF44AIMortar\IF44_Mortar_AI_2_fire.sqf";
It is a pain to look into the script itself to see what's possible and the how to, every single time again.
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Foxsch

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Colonel
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Reply with quote  #4 
Quote:
If I would have a script which runs the moment I'm inserting a unit, and this script would offer me a dialog to set my parameters this would be much easier.
 

That does sound useful but I've found that there are enough variables within the editor to make life simple enough. Often it is just a case of putting in the man-hours and making sure everything is as it should be. I'm not familiar with that script, did you write it yourself?

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BRS

Captain
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Posts: 197
Reply with quote  #5 
Quote:
but I've found that there are enough variables within the editor to make life simple enough.

Again, I don't think about any 'normal' stuff. If you 'll use your custom script, the editor will not know anything about it.

Quote:
I'm not familiar with that script, did you write it yourself?

Makes no difference if it is mine, but yes I made this one, beside some other scripts.

So, if it is not possible to use my idea while inserting a unit,
the next workaround-idea is to call something while clicking onto a unit in the editor.
I hope this could be done. Otherwise it's time to drop the idea(for now).
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Foxsch

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Colonel
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Reply with quote  #6 
I think clicking on a unit in the editor to bring up a dialogue would bring us back to where we started ~ adding a new interface and set of logic for the editor itself... not my field at all.
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