Scripting improvements

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EUBanana
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Scripting improvements

Post by EUBanana »

The event system is pretty poor as it stands - it seems to me some really key stuff is missing, making it hard to script stuff for the computer side in a scenario. Either that, or I'm a doofus. Either way, help me out here, either with new stuff coded in or some help. [:D]

For example, I want a carrier to defend itself. I would like it to scramble more CAP if enemy contacts are detected. That's not actually possible AFAIK, there is no trigger for a "enemy detected" event. I can script stuff like "when a unit enters an area" but that's not helpful because a lot of naval combat is about stealth, and that's essentially giving the AI omniscience when responding to a threat. "Mission happens when enemy detected in this area" would seem to be quite vital though.

Some variables to save state might be nice too. You can mock up variables by having neutral units in or not in defined zones, but that's a bit of a pain, and a hack.

I can't get the AI to use a given altitude profile in an attack. Either I have aircraft at a manually fixed altitude throughout the whole scenario or I am at the mercy of the mission generator. I can't have a/c come in low and then gain altitude only for the attack, for example. Given how important radar is I figured that sort of thing is pretty key.

I can't destroy a unit by an event, which might be necessary, especially if you're mocking up land combat with events, for example. I can teleport them to the North Pole as a hack, but that's kinda messy too. [:'(] I can't even seem to be able to put a unit on the map in an already damaged state? that might be my UI fail though.
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Rudd
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RE: Scripting improvements

Post by Rudd »

I would like it to scramble more CAP if enemy contacts are detected.
Make an "Air Intercept" mission
Mission Class "Strike (incl. Air Intercept), Mission Type "Air Intercept", add your ac
They will sit on the tarmac until a contact is detected, then launch
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Primarchx
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RE: Scripting improvements

Post by Primarchx »

The Event Engine has a spartan but effective operations set. There's been a lot of talk on expanding the triggers and actions, though. Stay tuned!
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EUBanana
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RE: Scripting improvements

Post by EUBanana »

ORIGINAL: Rudd
I would like it to scramble more CAP if enemy contacts are detected.
Make an "Air Intercept" mission
Mission Class "Strike (incl. Air Intercept), Mission Type "Air Intercept", add your ac
They will sit on the tarmac until a contact is detected, then launch

Cool, that'll do for now at least!

Though I think being able to fire all manner of stuff if enemies are detected via scripting would be good too.
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