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).
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