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Author Topic: extra commands, reference in flashpointresistance.exe???  (Read 1657 times)

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Offline ceeb

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hi all,
 i'm kind of new to ofp scripting, and started wondering about extra usable commands and actions, not listed in the command reference. to do this i looked at the string references found in flashpointresistance.exe
 there are ~7000 strings in there, so i'm sure some of them can be used. for example, isEngineOn can be used to check if a vehicle has its engine running (eg, "isEngineOn vehicle player" returns true/false). google tells me that some people have used this command, although it's not listed in the any command reference i've seen seen. has anybody created a list of extra usable commands/actions??

failing that, what is the best command reference available?

cheers!
« Last Edit: 20 Dec 2005, 03:11:46 by ceeb »

yankme

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Re:extra commands, reference in flashpointresistance.exe???
« Reply #1 on: 20 Dec 2005, 04:20:04 »
there is the unoffical camand ref in Ed Depot  
i know some guys have found some just by trying different thing.
i dont know if youve seen these so i'll just post them,,,,,,,

         some player playmove or switchmove commands.

ei=    player swithchmove "FXangel2"  this makes the man look like he's got to go the the john really badly   :)
 
EDIT :            MESS REMOVED
                                                  :-[
« Last Edit: 20 Dec 2005, 07:33:45 by yankme »

Offline Planck

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Re:extra commands, reference in flashpointresistance.exe???
« Reply #2 on: 20 Dec 2005, 05:29:10 »
There wasn't really any need to post the whole list in here, a simple link to the resource in the Editors Depot would have been better.   :P

I don't really think that ceeb meant switchmoves/playmoves.....I think he meant a command reference.

The online command reference here is very up-to-date


Planck
« Last Edit: 20 Dec 2005, 05:31:57 by Planck »
I know a little about a lot, and a lot about a little.

Offline The-Architect

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Re:extra commands, reference in flashpointresistance.exe???
« Reply #3 on: 20 Dec 2005, 05:52:02 »
Second time I've posted this link today.

http://www.ofpec.com/editors/resource_view.php?id=587

You can see what does what with that there sample mission.
Very useful.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

yankme

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Re:extra commands, reference in flashpointresistance.exe???
« Reply #4 on: 20 Dec 2005, 07:25:30 »
in trouble again  :'(  sorry  Planck i did a bit of a mess
thanks Architect i was looking for that. i didnt have the link with all the goodies, just the mess i made above there.
« Last Edit: 20 Dec 2005, 07:31:00 by yankme »

Offline macguba

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Re:extra commands, reference in flashpointresistance.exe???
« Reply #5 on: 20 Dec 2005, 11:24:54 »
Your "comref suite" should consist of the unofficial comref, which is old and out of date now but still useful; the online comref, which has many helpful comments; and an offline version if you want.

This Action list is the best we've got for Actions ... it is still not complete.

The commands engineOn and isEngineOn were added in v1.90 and BIS have not released a comref since then:  the last version was 1.85 which is why these commands tend not to appear.   I've nudged the relevant people to see if we can get the online version updated.

Complete listing AFAIK of stuff that is not in the online comref but should be:-

(1.91  - New: New scripting function typeOf <object> ) - Already included.
1.90  - New: MP: Added #debug checkfile command
1.90  - Added: functions isEngineOn, engineOn
1.88  - Added: Dedicated server command #debug (userInfo)
1.87  - Added: Dedicated server command #debug (console, totalSent, userSent)
1.86  - Added: function sideLogic


Oh and

Welcome to the forum!
« Last Edit: 20 Dec 2005, 11:25:19 by macguba »
Plenty of reviewed ArmA missions for you to play

Offline ceeb

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Re:extra commands, reference in flashpointresistance.exe???
« Reply #6 on: 21 Dec 2005, 08:58:47 »
thanks for your replies : )

getting back to the strings found inside flashpointresistance.exe, i only chose isEngineOn because it is the only one i managed to get to work. other useful sounding strings, chosen at random are :

lightIsOn  (i can only get a return of ERROR)
isDead
isBicycle
isAway
isStopped
isMan (could replace countType??)
landingAoa
lastSeen
lastShot
comFireMode
attemptPlan
pilotHeight
forceLeader
getoutTime
hideBodyWanted
objectContact
pilotAvoidLow
precisionPos
spotability
whenScreamed
combatModeMajor
fireState
steerAheadPlan
waitWithPlan
...

 again, i have no idea if these are commands, actions, variable names, class definitions or just bits of junk inside the executable. of course the familiar commands (but not actions?) are all in there too.
 but i think some of them sound like they might be used to control the ai at a lower level??  

 does anybody recognise these or know if anybody has investigated this before??
« Last Edit: 21 Dec 2005, 09:08:24 by ceeb »

Offline macguba

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Re:extra commands, reference in flashpointresistance.exe???
« Reply #7 on: 21 Dec 2005, 11:17:07 »
Doesn't ring any bells.
Plenty of reviewed ArmA missions for you to play

Offline Planck

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Re:extra commands, reference in flashpointresistance.exe???
« Reply #8 on: 21 Dec 2005, 13:26:58 »
lightIsOn is a command.

It is listed in the online command reference.

For example:

lightIsOn object 12345

Possible return values are "ON", "OFF", "AUTO".

Have a look at the online command reference.

Some of your list above are config.cpp related properties.


Planck
« Last Edit: 21 Dec 2005, 13:27:27 by Planck »
I know a little about a lot, and a lot about a little.

Offline hardrock

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Re:extra commands, reference in flashpointresistance.exe???
« Reply #9 on: 21 Dec 2005, 13:30:37 »
Not every string inside the flashpointresistance.exe is a command ;)

Some of them are interally used values or variables, some are the actions, some are config properties etc.

You can trust, that all of the usable commands are known to the community. There would be no use for BIS if they'd hide anything from us. You can find all commands up to Version 1.85 in the official Command Reference (ComRef) 1.85

All newer commands were listed in the patch readmes:
Quote
1.91  - New: New scripting function typeOf <object>.
1.90  - Added: functions isEngineOn, engineOn
1.86  - Added: function sideLogic
« Last Edit: 21 Dec 2005, 13:31:50 by hardrock »