ok heres the first of many wish lists for the freespace rts mod, some we need, some we might need and some we could do without (probably because were doing it wrong):
getVectorFromScreenCoords(x,y,depth)
calculates a world vector based on screen coords and a depth value (we scripted a function to do this but its still off by quite abit).
//Implemented (gr.getVectorFromCoords()) --WMC
ship:warpTo(Position, Orientation, Delay)
warps out a ship, waits till delay, then warps it in at position with orientation.
alternatives are: a way to make ships enter a sort of limbo state, where they are not in the level but can be warped back in as needed. or just make them invisible to the ai, so they can be moved behind the camera and ignored until i warp em in where they need to go. or we need a way to create an almost copy of a ship, so we can move the real one somewhere and warp it out. then we can move the original back and call warpIn() to show the animation.
ship:setOrders("ordertype", object, ect...)
sets a ships orders. mainly we need to be able to set waypoint orders for script generated ships, but if we can set any order that would be good. we mainly need this because the rts will use mainly dynamic orders that have to be set up at run time. should have the same params as the initial orders box. were mainly dependent on the ai to do everything the rts needs to do.
//Implemented (ship:giveOrder()) --WMC
Model.BoundingBoxMin
Model.BoundingBoxMax
self explanatory, needed for drawing targeting brackets
//Implemented (model.BoundingBox*) --WMC
thats it for now.