Hard Light Productions Forums
Hosted Projects - Non-FreeSpace => MechCommander OmniTech => Topic started by: Drewbs on March 24, 2018, 05:50:15 pm
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Hey guys, I have been tweaking the game a bit and I wanted to buff airstrikes, but I can't find them. What files control them?
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And as a more important question, can I script airstrikes?
I figure if the Aerospotter can call them in, there must be a way to do it with a script.
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I am assuming one of the many people who have viewed this has some knowledge of the core coding in the game.
So I have this snippet from aerospotter brain code that I think sends the airstrike:
CallStrikeEx(508,-1,AttackPoint[0],AttackPoint[1],-1.0,TRUE,6.0);
BUT, when I try to plug it in to mission script it does not work. Any advice?
Any idea what 508 is for? or any of those other numbers besides the attack coords?
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The numbers are coordinates - when IT works like MC1 - i think it does - airstrikes are to find in mission.abl Files, so they ARE Part of Script/scripted.
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Drewbs;
here are the definition details for this scripting command in MC2X; maybe that helps you.
callstrikeEx(striketype, -1, xpos, ypos, -1.0, true, time);
calls a strike to a specific location
integer striketype: 0 = demolitioncharge, 1= airstrike, 2 = sensorstrike
integer -1 (do not change !)
real xpos: x coordinate for strike
real ypos: y coordinate for strike
real -1.0 (do not change !)
bool true (do not change !)
real time 15.0 for demolition charge, 0.0 for airstrike snd sensorstrike
Example: callstrikeEx(1, -1, bombspot[0], bombspot[1], -1.0, true, 0.0);
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Thanks for the breakdown!
Unfortunately, it is not working when I try to implement it. Here is the simple version of what I have:
static boolean LopAAA;
function init;
code
LopAAA = TRUE;
endfunction;
// Main Code
code
if (LopAAA) then
CallStrikeEx(1, -1, 235, -1600, -1.0, true, 0.0); //This is the line# ref. in error message
LopAAA = False;
endif;
I get an error saying:
STOP : SYNTAX ERROR data\missions\a_aaa_test.abl [line 82] - (type 16) Incompatible types "callstrikeex"
Do I need to define a strike up top as a boolean or an integer?
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I am not into MC1..., thus I can not really help.
Try command callstrike instead of CallStrikeEx. Both commands exist in the MC2 code.
Beside this the striketype originally refers to a package number inside object2.pak defining the striketype.
This is similar but different in MC2 then in other MC versions.
Striketype may be 508 in your case.
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I understood Hes doing it for MC2. :eek:
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Yes, MC2 or well, MCO. I will dig in to that .pak and see what I can figure out.
(I got that original 508 number from the brain file for an aerospotter on the Baxter's Gambit mission of the Carver V campaign)
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I won't inspire object.pak that much. Better analyze all mission files of missions with automated airstrikes... find the lines and compare them... this mostly gives me the answers I need.
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Drewbs,
your little script works perfectly in MC2X if you you just modify the location input data format.
CallStrikeEx(1, -1, 235.0, -1600.0, -1.0, true, 0.0);
I do not see, why that should not work in MCO as well; code is same regarding this.
My prior definitions are correct for both beside there is no demolition charge in MCO.
I tested it under MCO as well, works as expected. Demolition charge for MCO calls airstrike.
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Hey Wolfman-X, i bet one beer that this was his last post :D
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Sorry for the slow response, I was working on different levels. I will try again, but if having decimal points if the difference I am gonna slap myself. And no Rizzen, I will be posting more, I am making a campaign and I am sure I will have other questions.
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Son
of
a
*****.
Yep that worked! Now I know I need the .0 on things and yall aren't just putting it there just because. You rock Wolfman!
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It´s a bit ago since i worked last time on mission scripts im sry i didn´t pointed it out. Welcome back, i gues i owe Wolfman-X a cold one ^^ - im excited for your Campaign!
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Let the airstrikes hail down now. :nod: