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Kanny  



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#1 Posted at 2016-05-10 18:02        
     
I am requesting an Add-on to allow Zeus to run scripts as Zeus Modules.

There are many scripts that are only usable if applied before a mission begins (during the mission editor process). These scripts are therefore not easily available to a player acting as Zeus, hoping to create their missions on the fly. While it is often possible for Zeus to paste these commands into the debug menu of the chosen target, this is not a simple solution.

What I’m seeking are blank Zeus modules that can be customised by the sandbox mission maker to allow a Zeus player the ability to activate scripts on the targets they designate, without that player needing to enter any actual scripting themselves. The modules would derive their script from some form of customisable file which the mission maker would associate with a given script. For example aliascartoons fire script:


nul = [this,_day_time,_life_time,_radius,_damage_inflicted_surround,_kill_vehicle_in_fire,_human] spawn compile preprocessFile "Scripts\fire.sqf";


For more about this specific script go here

This would then allow the Zeus player to select the associated module and click it on top of their target, initiating its effects in much the same way as other zeus modules (remote control).

Using this system the mission editor could offer zeus a number of prebuilt modules, each of which allow them to essentially activate customised scripts.

There would probably need to be a way for the mission editor to set a name for the module as well, “Large Fire” for example.

Basically this is a request for an add-on which generates blank/stock Zeus Modules that a mission editor can customise and offer to Zeus, giving them even more tools for their tool box. This would be a fantastic way to increase the level of freedom offered by the sandbox nature of Zeus.

This post was edited by Foxhound (2016-06-13 08:12, ago)


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#2 Posted at 2016-05-10 18:42        
     
The really blank script is.. the debug console. But you can copy/paste your scripts form any notepad. Alt tab for shifting from Arma to notepad and return.
The big question is: how parameter the script?
If you don't know all parameters in advance, you need to define them "on the fly" and the debug console is a simple way. Cpy/paste your script, change params, execute.
If you want a script working on aimed targets, use cursorTarget as parameter.
if you know all your params, just addAction to Zeus.

PLEASE CONTACT ME ON BI FORUMS FOR ANY SCRIPT / MOD QUESTION. TKS

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Kanny  



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#3 Posted at 2016-05-10 23:23        
     
Hiya thank you so much for your reply!

The really blank script is.. the debug console. But you can copy/paste your scripts form any notepad. Alt tab for shifting from Arma to notepad and return.

Yeah, this is what I do at the moment, but its just not very practical when your Zeus. It would be much better to have scripts as modules that you can drop on the map.

The big question is: how parameter the script?
If you don't know all parameters in advance, you need to define them "on the fly" and the debug console is a simple way. Cpy/paste your script, change params, execute.

I'm assuming that the mission maker basically offers a bunch of versions of the script with different parameters "Large Fire", "Small Fire" and so on

If you want a script working on aimed targets, use cursorTarget as parameter.
if you know all your params, just addAction to Zeus.

How would this be done and what form would it take? Also how would the Zeus player use them? Using the mouse wheel?

I think it would be much more user friendly to have modules that the Zeus player can drop onto their target to generate its given result.

Being able to higherachically represent all the various implimentations of the various scripts/modules would be great as well

Modules > Custom > Fire > Large Fire

For example.

This post was edited by Kanny (2016-05-10 23:32, ago)