<waypoint> distance/distance2D <waypoint>
- expand 'distance' to accept waypoints in addition to the current params it accepts.
- (waypointPosition ((waypoints group) select (currentWaypoint group))) distance (waypointPosition ((waypoints group) select ((currentWaypoint group)+1))) is a _tad_ cumbersome...
terminate <FSM>
- expand 'terminate' to allow terminating execFSM'd FSM as well as scripts
<objA/posA> getDir/direction <objA/posB>
- expand direction command family with alternative syntax to do what BIS_fnc_dirTo does (direction from positionA/objectA to positionB/objectB)..
<unit> doStop <bool>
- expand doStop to use alternative syntax for the possibility of un-doStopping given unit (currently you need to issue some sort of move command for the unit to snap out of doStop).
- Example: loon1 doStop true; // loon stopped
- Example: loon1 doStop false; // loon moving again
<side/group/vehicle> or [<side/group/vehicle>, <channel>] enableSentences <bool>
- expand enableSentences to use alternative syntax for side and [side/group/vehicle, channel]..
- Currently 'enableSentences false' makes everybody radio-mute which a bit sucky when you for example want just your own group of AI subordinates to maintain radio silence..
- "SIDE","GLOBAL","GROUP","VEHICLE" for all the game default channels.
- Example: [blufor,"GROUP"] enableSentences false; // all blufor group radios silent
- Example: (group player) enableSentences false; // player's group radios silent
- Example: [(vehicle player),"VEHICLE"] enableSentences false; //player's vehicle vehicleradio silent
<vehicle> do/commandMove [<position/object>, <bool>]
- expand do- and commandMove with alternative syntax to accept position or object as destination, and a boolean switch for whether the unit should stop after reaching the destination or not.
- Example: loon1 doMove [helper_1,true]; //loon1 moves to helper_1 and stops
<task> setSimpleTaskDescription [<description>, <descriptionShort>, <descriptionHUD>, <showOnMap>, <showOnHUD>]
- expand 'setSimpleTaskDescription' with a boolean switches controlling whether the task icon should be visible on the map and/or the task should be shown on the HUD
- Because sometimes you just don't want those icons showing up on the map (for example when the waypoint destination already has a map marker (like radio tower, etc))..
- Example: my_task setSimpleTaskDecsription ["this is a task","a task","task is here",false,true];
Not a alternative syntax, but:
playSound3D should return the soundsource it creates..
<group> in <vehicle>
- Expand 'in' to allow checking for groups in addition to single units
- Would return true if the whole group is in, obviously..
- Example: loongrp in loonveh; // instead of having to do {_x in loonveh} count units loongrp == count loongrp or something..
allUnits <side/faction>
- Expand allUnits to accept side/faction as parameter
- Example: _eastUnits = allUnits east;
Not exactly a alternative syntax, but:
canMove should return false if unit has been 'disableAI "MOVE"'d because, well, it can not move...
<vehicle> setPilotLight <forceOn/forceOff>
<vehicle> setCollisionLight <forceOn/forceOff>
- neither one of these commands are useful in any way currently, using either on a vehicle in careless or safe mode does absolutely nothing, on aware (and the rest) the lights will blink on for a frame and the go off
- add alternative syntax' "forceOn"/"forceOff" in addition to the current true/false
- Example: choppa1 setCollisionLight "forceOff"; //chopper collision lights won't light up even if careless or safe
configProperties
configClasses
- both of these utilize the magic variable _x so would be nice to have a _forEachIndex type of magic variable to get the current iteration of _x like with forEach