OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: miggie250988 on 30 Jul 2006, 12:35:20

Title: New Ofp Commands discovered !
Post by: miggie250988 on 30 Jul 2006, 12:35:20
linker split was doing some hexing
and openen flahspointresistance.exe

after a while of searching he found out some new
commands . we don't know yet how to use them but are working on it

Quote
playerrole
PlayerSide
AskforChangePosition
AskforGetOut
RadioChatWave
SetSpeaker
ClientInfoObject
curSegment
totSegment
MagazineCreator
MagazineID
InfantryAmmoCargo
isDestroyed
canSmoke
TargetSide
ObjectDestructed
PrecisionPos

Code: [Select]
http://ofp.gamepark.cz/forum/index.php?showtopic=25792
Title: Re: New Ofp Commands discovered !
Post by: Ding on 30 Jul 2006, 15:47:02
any idea what any of those do  ???
Title: Re: New Ofp Commands discovered !
Post by: Planck on 30 Jul 2006, 20:07:30
Sorry boys, these are not scripting commands.

They look to me like values and parameters the game .exe uses on certain objects.

With the possible exception of 'ObjectDestructed'.

This is used in the main config.bin
It is a class defined under CfgNonAIVehicles......class ObjectDestructed

Code: [Select]
class ObjectDestructed
{
model="";
simulation="ObjectDestructed";
};


Planck
Title: Re: New Ofp Commands discovered !
Post by: ceeeb on 31 Jul 2006, 14:41:35
hey,
firstly, i'm no coder : )

 i too got excited when i found these strings last year (there are hundreds), but now believe there are no additional usable commands/values available. i found that inside flashpointresistance.exe, all the familiar commands are together in a consecutive bunch, with rather different looking code and strings either side.
 also, if lower level ai values/functions were available to the script engine, most of the existing commands would be totally redundant. to me it seems safe to assume that bis coded the script commands into the engine for a reason.