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Thread: What new game ON-events would you like to see?

  1. #1
    Team Fusion Salmo's Avatar
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    What new game ON-events would you like to see?

    With TFS getting access to the game code, there is the possibility (no guarentees) that additional game events (the "On" events) could be added to the scripting code. What game events would mission scripters like to see that add more functionality to your missions?

    My suggestions here:

    OnParked()
    Trigger: fires when aircraft has landed & has taxied to a spawnpoint & is stopped with engines off.
    Passed variables: int missionNumber, string shortName, AiAircraft aircraft

    OnGroupTookoff()
    Trigger: fires when all aircraft in a group are airborne. ie when last aircraft in the group fires it's OnTookoff event.
    Passed variables: int missionNumber, string shortName, AiAirgroup airgroup

    OnOutOfAmmo()
    Trigger: fires when an aircraft is out of bullets.
    Passed variables: int missionNumber, string shortName, AiAircraft aircraft

    OnBombReleased()
    Trigger: fires when a bomb is released from the aircraft
    Passed variables: string title, double mass, AiAircraft aircraft, int eventArgInt

    OnActorBailed()
    Trigger: fires when an AiActor bails from an aircraft
    Passed variables: Player player, AiActor actor, AiArcraft aircraft, int placeIndex

    OnEngineFire()
    Trigger: fires when an AiAircraft has an engine fire
    Passed variables: int missionNumber, string shortName, AiAircraft aircraft, int enginenumber

    OnLandingGearDown()
    Trigger: fires when an AiAircraft has its landing gear down
    Passed variables: int missionNumber, string shortName, AiAircraft aircraft

    OnActorDamaged
    Trigger: When an AiActor is damaged
    Passed variables: int missionNumber, string shortName, AiActor actor, AiDamageInitiator initiator

    OnActorBlackout
    Trigger: When an AiActor has blacked/red out
    Passed variables: int missionNumber, string shortName, AiActor actor

    OnSteamDown
    Trigger: Returns true when steam crashes
    Passed variables: None

    OnBombInZone()
    Trigger: fires when a bomb is explode in zone

    OnLastBombReleased()
    Trigger: fires when all bombs released from the aircraft

    OnActorCrash
    Trigger: When an AiActor is crash

    OnActorSpotEnemy
    Trigger: When an AiActor is spotting enemy

    OnActorSpotFriendly
    Trigger: When an AiActor is spotting friendly

    OnAircraftCrossesFrontline()
    Pass the aircraft (or actor if it can be made more general to include vehicles), the army value of the new territory that the aircraft is now in, the x and y positions, altitude maybe?

    OnAircraftActivatesTrigger()
    Pass the trigger shortname, the aircraft x y position, the aircraft name (again, could be made general to any actor?), aircraft army
    (might be more useful as a GetTriggerActivatingUnit type function

    OnAircraftWeaponJam()
    Pass the aircraft, the weapon identification, maybe the aircraft or actor that caused the damage?

    OnCrewPositionSwitch()
    Pass the player name, the aircraft (or actor), the crew position switched into

    OnAircraftObservered()
    If an aircraft comes within a X distance of any other unit on the map, pass the aircraft name, the aircraft army, the closest observing unit, the closest observing unit's army, the x and y positions of both units

    OnPlayerLeftAircraft ()
    Currently we have OnPlaceLeave() but with that you must go through a whole rigamarole to determine whether that means the player is just (say) switching to a different position within the same aircraft or actually switching to a completely different aircraft or leaving the came or whatever

    OnAircraftPlayerControlEnded ()
    Ok, maybe it needs a better name but the idea is that say you start with an aircraft under player control. If it is say a bomber there are lots of different positions and you could have various players coming in & taking different positions, switching from one position to another, maybe the player who initial spawned the aircraft leaves but other players are still in the aircraft so someone else jumps in the pilot position and continues flying etc. So all sorts of complex onPlaceLeave() situations have happened but the a/c is still under player control by some player(s) or other. But at some point, the last player leaves & AI assumes control of the aircraft. That is the point where this route should trigger.

    OnAircraftLandedButItWasntReallyAtAnAirportButJust ()
    I don't know what to call this, but when an aircraft lands at an airport, we get onAircraftLanded(), some other situations we get OnAircraftCrashLanded(). But there are other situations where the aircraft lands and we don't get EITHER of those triggering. So we either need a new OnAircraftLandedButItWasntReallyAtAnAirportButJust SomeOtherNiceLocationThePilotThoughtWouldBeOKAndTh eAircraftReallyIsn'tDestroyedButCouldStillTakeOffA gainIfItWantedTo() or maybe we call all landings away from an airport a "crash landing" and they trigger OnAicraftCrashLanded() or whatever. But regardless of the details, it would be very helpful to have one routine or another called whenever an aircraft lands, whether the landing is a good one or not, and also some way to tell the condition of the aircraft at the time of the landing (is it still usable/could take off again or is it damaged & can't fly, etc).
    Last edited by Salmo; Apr-16-2017 at 00:46.

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  3. #2
    ATAG Member ATAG_Lolsav's Avatar
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    Re: What new game ON-events would you like to see?

    Suggestions

    RemoveAllItems - A "Bin" event for removing all scattered leftovers from crashes and pieces left in the middle of the sky

    OnPilotBleeding - Seems usefull command

    OnPilotAbleToBreathe - Specially in the future, since the density bug seems to be squashed - Altitude effects! Oxygen limits

    OnflyInHeightASL - This one because of the previous one, since we do need to know how high the pilot is, isnt it?

    **I will add more if these make sense at all

  4. #3
    Team Fusion Salmo's Avatar
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    Re: What new game ON-events would you like to see?

    Quote Originally Posted by ATAG_Lolsav View Post
    Suggestions

    RemoveAllItems - A "Bin" event for removing all scattered leftovers from crashes and pieces left in the middle of the sky

    OnPilotBleeding - Seems usefull command

    OnPilotAbleToBreathe - Specially in the future, since the density bug seems to be squashed - Altitude effects! Oxygen limits

    OnflyInHeightASL - This one because of the previous one, since we do need to know how high the pilot is, isnt it?

    **I will add more if these make sense at all
    The items you've detailed are more like methods than game-events. You can already get the health (whether an actor is bleeding) from the person.Health method. Think like, if I'm a mission scripted, then what game events to I want to be notified about? I added the following to the 1st post ...

    OnActorDamaged -
    OnActorBlackout -

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    ATAG Member ATAG_Lolsav's Avatar
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    Re: What new game ON-events would you like to see?

    I know i just can give ideas, im script talking, im worthless. I was throwing out ideas. Like this one:

    OnWeatherChange If its overcast, for instance, the chance of a engine catch fire is higher?

    OnLigthningStrike - It really catches fire?

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    ATAG Member ATAG_Freya's Avatar
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    Re: What new game ON-events would you like to see?

    Onoutoffuel?

    Does menu use qualify - Onmenuused? (ie tab 7-1, tab 4-#)

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    ATAG_Colander's Avatar
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    Re: What new game ON-events would you like to see?

    Two useful ones:
    OnSteamDown
    and
    OnPlayerComplaining


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    Ace Mysticpuma's Avatar
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    Re: What new game ON-events would you like to see?

    OnLandingPilotCanJumpFromAircraftAndRunAwayAndDive FirCoverLikeTheOriginalIL2AndThenPlanExplodes

    OnShootingAtVehiclesCharactersJumpFromVehiclesAndR unAway

    Crosses Fingers
    "The needs of the Flight Sim Community outweigh the needs of the one or the few"

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    ATAG Member ATAG_Lolsav's Avatar
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    Re: What new game ON-events would you like to see?

    Quote Originally Posted by ATAG_Colander View Post
    Two useful ones:
    OnSteamDown
    and
    OnPlayerComplaining

    You just gave me a idea there: Is it possible to get a STEAM id from ingame? I mean, a graphic interface for Server admins to "kick-this-guy-out-with-mouse click-because-profanity-abuse"?

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    Supporting Member Boosterdog's Avatar
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    Re: What new game ON-events would you like to see?

    onJohnWayningItCauses"DoNotFlyLikeATool"MessageToA ppear

    onDetectionOfExtraniousNoiseCauses"UsePTTAndSetItU pRightAndStopBeingAnnoying"MessageToAppear

    onDetectionOfExcessiveAircraftChasingOneTargetCaus es"WeightOfInboundLeadExceedsAllUpWeightOfTargetAi rcraft_BreakOffAndStopGloryHunting"MessageToAppear

  12. #10
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    Re: What new game ON-events would you like to see?

    I have not much needs apart from this:

    Fix Pleas:

    OnBuildingKilled(string title, maddox.GP.Point3d pos, maddox.game.world.AiDamageInitiator initiator, int eventArgInt)

    And

    Sometimes when player crash land into ground, usually near coast line but not in the water, server can`t react with OnAircraftCrashLanded until OnPlaceLeave is being called.
    I have simple work around for this but it would be nice to see it working properly.

    Thanks

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  14. #11
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    Re: What new game ON-events would you like to see?

    Quote Originally Posted by Mysticpuma View Post
    OnLandingPilotCanJumpFromAircraftAndRunAwayAndDive FirCoverLikeTheOriginalIL2AndThenPlanExplodes

    OnShootingAtVehiclesCharactersJumpFromVehiclesAndR unAway

    Crosses Fingers
    How cool would that be to see.. that's the life in this sim that's been missing! My fingers and toes crossed as well.

    Maybe something like..
    On aircraft crash landed.. for possible pilot rescue missions in the future. Hopefully ( water and land)
    Last edited by ATAG_Ribbs; Apr-14-2017 at 10:24.
    Cheers
    Ribbs


    By ATAG_Lewis

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    Re: What new game ON-events would you like to see?

    Three I can think of:

    #1. OnPlayerLeftAircraft ()

    Currently we have OnPlaceLeave() but with that you must go through a whole rigamarole to determine whether that means the player is just (say) switching to a different position within the same aircraft or actually switching to a completely different aircraft or leaving the came or whatever

    #2. OnAircraftPlayerControlEnded ()

    Ok, maybe it needs a better name but the idea is that say you start with an aircraft under player control. If it is say a bomber there are lots of different positions and you could have various players coming in & taking different positions, switching from one position to another, maybe the player who initial spawned the aircraft leaves but other players are still in the aircraft so someone else jumps in the pilot position and continues flying etc. So all sorts of complex onPlaceLeave() situations have happened but the a/c is still under player control by some player(s) or other.

    But at some point, the last player leaves & AI assumes control of the aircraft. That is the point where this route should trigger.

    #3. I don't know what to call this, but when an aircraft lands at an airport, we get onAircraftLanded(), some other situations we get OnAircraftCrashLanded(). But there are other situations where the aircraft lands and we don't get EITHER of those triggering. So we either need a new OnAircraftLandedButItWasntReallyAtAnAirportButJust SomeOtherNiceLocationThePilotThoughtWouldBeOKAndTh eAircraftReallyIsn'tDestroyedButCouldStillTakeOffA gainIfItWantedTo() or maybe we call all landings away from an airport a "crash landing" and they trigger OnAicraftCrashLanded() or whatever. But regardless of the details, it would be very helpful to have one routine or another called whenever an aircraft lands, whether the landing is a good one or not, and also some way to tell the condition of the aircraft at the time of the landing (is it still usable/could take off again or is it damaged & can't fly, etc).

  16. #13
    Ace No.401_Wolverine's Avatar
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    Re: What new game ON-events would you like to see?

    Quote Originally Posted by flug View Post
    #3. I don't know what to call this, but when an aircraft lands at an airport, we get onAircraftLanded(), some other situations we get OnAircraftCrashLanded(). But there are other situations where the aircraft lands and we don't get EITHER of those triggering. So we either need a new OnAircraftLandedButItWasntReallyAtAnAirportButJust SomeOtherNiceLocationThePilotThoughtWouldBeOKAndTh eAircraftReallyIsn'tDestroyedButCouldStillTakeOffA gainIfItWantedTo() or maybe we call all landings away from an airport a "crash landing" and they trigger OnAicraftCrashLanded() or whatever. But regardless of the details, it would be very helpful to have one routine or another called whenever an aircraft lands, whether the landing is a good one or not, and also some way to tell the condition of the aircraft at the time of the landing (is it still usable/could take off again or is it damaged & can't fly, etc).
    I think this one is just errors with the OnAircraftCrashLanded() and OnAircraftLanded() code that could be fixed. Evidence for this is that when crash landing a Hurricane, I don't get the code for crash landing unless I unlock the gear. Don't have to fully extend the gear, just unlock it so that the UP light is off. After that, the crash landing code works fine.

    So that one would probably go under the list of code that needs repair, not new code.

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    Re: What new game ON-events would you like to see?

    Quote Originally Posted by No.401_Wolverine View Post
    I think this one is just errors with the OnAircraftCrashLanded() and OnAircraftLanded() code that could be fixed. Evidence for this is that when crash landing a Hurricane, I don't get the code for crash landing unless I unlock the gear. Don't have to fully extend the gear, just unlock it so that the UP light is off. After that, the crash landing code works fine.

    So that one would probably go under the list of code that needs repair, not new code.
    Yes, I think that is at least part of the problem--there are just some bugs. If OnAircraftCrashLanded() worked for every crash-land situation that is at least part of the solution.

    However . . . there is a different situation that is not necessarily a crash land per se. This if you land successfully at a location that is not an airfield. It is possible to land safely and then take off again--in fact, doing that is necessary (and useful) in certain missions, such as when you need to pick up the spy.

    But it would be nice/helpful to have notification of this type of landing as well--it is a safe and successful landing, but away from an airport.
    Last edited by flug; Apr-27-2017 at 09:48.

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