ORIGINAL: **budd**
can a link for that info somehow be put under the help menu in game for us nato idiots[:)]
+1[:)]
Moderator: Jason Petho
ORIGINAL: **budd**
can a link for that info somehow be put under the help menu in game for us nato idiots[:)]
ORIGINAL: berto
Credit goes to Crossroads, leader of the UI Improvement Project, and principal designer of the revamped UI. He does the design and graphics, I do the coding.
Not soon, but not too far off either. Sorry we can't commit to anything more specific.ORIGINAL: phoenix
Nice! Great, clean, clear style. Is this still a long way off?
ORIGINAL: berto
Here are the EE Lua functions implemented thus far:
adaptive_ai(side, nation, index)
advantage()
aggressiveness(side)
ai(side)
ai_index(parm)
ai_parameter(index)
air_support(side)
ammo_level(side)
arty_ammo_level(side)
current_side()
current_turn()
event_points(side)
fow(side)
hexcoor(x, y)
isai(side)
isfow(side)
major_defeat()
major_victory()
message(string)
minor_defeat()
minor_victory()
objective_owner(x, y)
objective_value(x, y)
on_air_attack(x, y, pid, name, side, nation, points, strength)
on_next_phase(turn, side)
on_next_turn(turn)
on_objective_capture(x, y, value, side)
on_unit_kill(x, y, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_reinforce(x, y, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_release(pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_remove(x, y, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
other_side(side)
random(x)
reinforcement_count(id)
reinforcement_flags(id)
reinforcement_hexcoor(id)
reinforcement_prob(id)
reinforcement_scatter(id)
reinforcement_turn(id)
reinforcement_x(id)
reinforcement_y(id)
release_prob(id)
release_track(id)
release_turn(id)
set_adaptive_ai(side, nation, index, value)
set_advantage(value)
set_aggressiveness(side, value)
set_air_support(side, value)
set_ammo_level(side, value)
set_arty_ammo_level(side, value)
set_event_points(side, value)
set_major_defeat(value)
set_major_victory(value)
set_minor_defeat(value)
set_minor_victory(value)
set_objective(x, y, value, side)
set_objective_owner(x, y, side)
set_objective_value(x, y, value)
set_reinforcement(id, x, y, turn, prob, count, flags, scatter)
set_reinforcement_count(id, count)
set_reinforcement_flags(id, flags)
set_reinforcement_hexcoor(id, hexcoor)
set_reinforcement_prob(id, prob)
set_reinforcement_scatter(id, scatter)
set_reinforcement_turn(id, turn)
set_reinforcement_x(id, x)
set_reinforcement_y(id, y)
set_release(id, turn, prob, track)
set_release_prob(id, prob)
set_release_track(id, track)
set_release_turn(id, turn)
set_smoke_ammo(side, value)
set_star_shells(side, value)
set_victory(majorfeat, minordefeat, minorvictory, majorvictory)
smoke_ammo(side)
star_shells(side)
That's 76 functions. More to follow of course.