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OFP: Commands etc…

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OFP: Commands etc… Empty OFP: Commands etc…

Post by oANIMUSo Sat 09 Aug 2014, 21:26

This thread will be finished soon. The Gold letters will link you down to a description for each.
A
OFP:activateEntitySet
OFP:activateRVChain
OFP:addLog
OFP:addLogColoured
OFP:addTimer
OFP:addToGroup
OFP:allowPlayerFire
OFP:allowPlayerMovement
OFP:allowSoldierSpeaker
OFP:assault
OFP:assaultBuilding
OFP:assert
OFP:attach
 
B
OFP:blockCommandAndReportFeedback
OFP:breakMorale
 
C
OFP:callAirStrike
OFP:callArtilleryStrike
OFP:cancelCheckpoints()
OFP:checkpoint()
OFP:clearCommandQueue
OFP:clearLog
OFP:convertTimeToHMS
OFP:convertTimeToMilliSeconds
OFP:createParticleEffect

D
OFP:damage
OFP:damageBuilding
OFP:damageVehicle
OFP:defendBuilding
OFP:defendDirByPosition
OFP:defendLocation
OFP:defendPerimeter
OFP:defendPos
OFP:defendUnit
OFP:despawnEntity
OFP:despawnEntity
OFP:destroyEntitySet
OFP:destroyParticleEffect
OFP:destroyVehicle
OFP:detach
OFP:disableCheckpoint
OFP:disableEvent
OFP:dismountVehicle
OFP:displaySystemMessage
OFP:doParticleEffect

E
OFP:enableAirStrike
OFP:enableArtilleryStrike
OFP:enableCheckpoint
OFP:enableEvent
OFP:engage
OFP:escortLeft
OFP:escortRight
OFP:escortWithOffset

F
OFP:follow
OFP:forceDismountVehicle
OFP:forceRegroup
OFP:forceSetROE

G 
OFP:getAirStrikeCount
OFP:getAirStrikeCountBySize
OFP:getAmmoCount
OFP:getArmiesRelationship
OFP:getArtilleryStrikeCount
OFP:getArtilleryStrikeCountBySize
OFP:getBroadUnitCategory
OFP:getBuildingGuid
OFP:getCurrentRVPoint
OFP:getDistance
OFP:getDoctrine
OFP:getEchelonFullSize
OFP:getEchelonMember
OFP:getEchelonSize
OFP:getFormation
OFP:getGroupMember
OFP:getGroupSize
OFP:getHeight
OFP:getHoldFire
OFP:getLeader
OFP:getLeaderOfEchelon
OFP:getMissionQuota
OFP:getMissionTime
OFP:getMood
OFP:getMorale
OFP:getMountedVehicle
OFP:getNearestDeadEnemy
OFP:getNearestDeadFriend
OFP:getNearestDeadNeutralUnit
OFP:getNearestEnemy
OFP:getNearestFriend
OFP:getNearestGroupMemberIndex
OFP:getNearestNeutralUnit
OFP:getNearestPath
OFP:getNearestWaypoint
OFP:getNextRVPoint
OFP:getNextWaypoint
OFP:getObjectiveState
OFP:getParentEchelon
OFP:getPosition
OFP:getROE
OFP:getRVChainName
OFP:getSide
OFP:getSpeed
OFP:getStance
OFP:getTerrainHeight
OFP:getTimer
OFP:getUnitCategory
OFP:getVehicleLeaderSoldier
OFP:getVehicleMountableStatus

I
OFP:isAlive
OFP:isAllInTrigger
OFP:isAllMounted
OFP:isAnyMounted
OFP:isBuildingDestroyed
OFP:isBuildingPartDestroyed
OFP:isCatastrophicallyDestroyed
OFP:isCombatEffective
OFP:isControlledByParent
OFP:isDestroyed
OFP:isEchelon
OFP:isFirepowerKill
OFP:isGroup
OFP:isInEchelon
OFP:isInGroup
OFP:isInTrigger
OFP:isInvulnerable
OFP:isMainRotorDestroyed
OFP:isMobilityKill
OFP:isObjectiveVisible
OFP:isPlaceableDestroyed
OFP:isPlayer
OFP:isPrimaryPlayer
OFP:isSecondaryPlayer
OFP:isTailRotorDestroyed
OFP:isUnit
OFP:isVehicleIgnoredByAI
OFP:isVehicleMountable

L
OFP:land
OFP:loadAudioProject
OFP:lookAt
OFP:lookAtDefault
OFP:lookAtEntity

M
OFP:manEmplacementWeapon
OFP:missionCompleted
OFP:missionFailed
OFP:missionFailedKIA
OFP:missionFailedMIA
OFP:mountVehicle
OFP:move

P
OFP:particleEffect
OFP:patrol
OFP:playNPCSpeech
OFP:playPlayerSpeech
OFP:playSpeech
OFP:playSpeech3
OFP:popFrontCommand

R
OFP:rapidMove
OFP:registerOnReconFunction
OFP:regroup
OFP:removeFromGroup
OFP:removeTimer

S
OFP:scriptedCheckpoint
OFP:searchAndDestroy
OFP:setAIConfigPropertyValue
OFP:setAIDispersionSystemAimOffset
OFP:setAIDispersionSystemDRBlock
OFP:setAIDispersionSystemPropertyValue
OFP:setAIInaccuracy
OFP:setAirStrikeCount
OFP:setAIWeaponUsageBurstLength
OFP:setAIWeaponUsageDispersionRadius
OFP:setAIWeaponUsageFireRate
OFP:setAmmoCount
OFP:setArmiesRelationship
OFP:setArmy
OFP:setArtilleryStrikeCount
OFP:setDoctrine
OFP:setFogCurrent
OFP:setFogTarget
OFP:setFormation
OFP:setHoldFire
OFP:setInvulnerable
OFP:setIsControlledByParent
OFP:setLights
OFP:setMaxSpeed
OFP:setMissionTime
OFP:setMood
OFP:setNonRevivable
OFP:setObjectiveMarkerVisibility
OFP:setObjectiveState
OFP:setObjectiveVisibility
OFP:setParticleSystemEffect
OFP:setRallyPoint
OFP:setROE
OFP:setRVChainVisibility
OFP:setStance
OFP:setTimeOfDay
OFP:setTimer
OFP:setVehicleIgnoredByAI
OFP:setVehicleIsMountable
OFP:setVehicleMood
OFP:setVehicleMountableStatus
OFP:setWeatherCurrent
OFP:setWeatherTarget
OFP:showLetterBoxOsd
OFP:showPopup
OFP:spawnEntitySetAtLocation
OFP:startParticleSystem
OFP:stop
OFP:stopForTime
OFP:stopInfinite
OFP:stopParticleSystem
OFP:suppress

T
OFP:takeoff
OFP:teleport
OFP:throwGrenade

U/W
OFP:unregisterOnReconFunction
OFP:wasInGroup
 
----------------------------------------------------
----------------------------------------------------

connectToWaypoint
disconnectFromWaypoint
 
onAllPlayersDead
onArriveAtWaypoint
 
onButtonPressed
 
onCmdCompleted
onCreate
 
onDeath
onDespawnEntity
onDespawnEntitySet
onDismount
 
onEnter
onEnterRVPoint
 
onFirepowerKill
onFiring onHit
 
onIdentified
onIncap
 
onLand
onLeave
 
onMissionStart
onMobilityKill
onMount
onMultiplayerMissionLoaded
 
onNoAmmo
onNoAmmoAll
 
onObjectDamage
onObjectiveCompleted
onObjectiveFailed
onObjectiveVisible
onOffboardSupp
 
onPinned
onPlaceableKill
onPlayDone
onPlayEnter
onPlayFailed
onPlayInvalid
onPvPMissionEnd
 
onRespawn
 
onSpawnedReady
onSpeechEnd
onSuppressed
onSuspected
 
onUnderfire
onUnsuppressed
 
 
 
cancelSequence()
canSee()
clearLog()
 
getCrewPointName()
getCurrentFireMode()
getCurrentTarget()
getCurrentVehicleWeaponName()
getCurrentWeaponIndex()
getFireModeName()
getNumberOfCrewPoints()
getNumberOfFireModes()
getNumberOfWeaponSlots()
getSoldierInCrewPoint()
getTemplateName()
getWeaponName()
 
isSmokeTestEnabled()
 
setDebugLevel()
setGroupStatus()
setInfluenceMapArmyDebug()
 
teleportToEntity()
teleportToLocation()
teleportToPosition()
triggerSequence()
triggerSequenceOverrideListener()
 
woundAbdomen()
woundLeg()


Last edited by oANIMUSo on Fri 15 Aug 2014, 16:46; edited 12 times in total
oANIMUSo
oANIMUSo

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OFP: Commands etc… Empty A

Post by oANIMUSo Sat 09 Aug 2014, 21:34

OFP:activateEntitySet
Creates the Entity Set exactly where you placed it in the mission editor. All the unit properties including the entity’s name are kept the same.
**setName ** : The name of the entity set already set up in the mission editor.
 
OFP:activateRVChain
Activates the named chain. Only 1 chain can ever be active at any time.
**chainName ** : The name of the RVchain.
 
OFP:addLog 
Shows the given text on-screen, via ingame debug logging.
**Message** : The text to log.
 
OFP:addLogColoured 
Shows the given text on-screen, via ingame debug logging, in the specified colour.
**Message** : The integer specifying the colour to log in.
**Message** : The text to log.
 
OFP:addTimer 
Adds (and starts) a new timer with the given name and interval.
**timerName** : A unique name for the timer to add.
**time** : The amount of time to wait before triggering. The minimum is 100.
 
OFP:addToGroup                                          
Finds the group and adds everyone in unitOrGroupName to that group. The group must exist before you call this function.
**UnitOrGroupName** : The unit or group which we want to assign into a group.
**GroupName** : The group to assign the unit or group to.
 
OFP:allowPlayerFire 
Enables / disables players firing ability.
**allow** : Whether or not to allow the player to fire (true or false).
 
OFP:allowPlayerMovement 
Enables / disables player movement.
**allow** : Whether or not to allow the player to move (true or false).
 
OFP:allowSoldierSpeaker 
Call with false to stop this entity speaking non-scripted speech, for cutscenes. Call with true to unblock at the end of a cutscene. Lua conversations will do this automatically.
**Speaker** : The name of the entity to block/unblock - (player) special-case will use player's current entity.
**canSpeak** : true allows this entity to speak, false blocks it. Reference counted.
 
OFP:assault 
Issues a command to the specified unit(s), telling them to assault the given enitiy.
**echelonName** : The name of echelon.
**targetEntityName ** : Target entity name - this can be any entity.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:assaultBuilding 
Issues a command to the specified unit(s), telling them to assault the given building.
**echelonName** : The name of echelon.
**buildingName** : The name of the building to assault.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:assert 
AF 27/4/09: if condition is false, message is displayed in a red assert box
**condition** :
**message** :
 
OFP:attach 
Attach the specified unit to the given echelon. You can only attach a FireTeam to a Squad - or an Unit to a FireTeam.
**echelonName** : The name of the echelon to attach the unit/echelon to.
**UnitorEchelonName** : The unit or echelon to attach to the first echelon. This should be a single unit or echelon.


Last edited by oANIMUSo on Wed 13 Aug 2014, 00:43; edited 1 time in total
oANIMUSo
oANIMUSo

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OFP: Commands etc… Empty B

Post by oANIMUSo Sat 09 Aug 2014, 22:22

OFP:blockCommandAndReportFeedback
**blockFlag** : passing true or false will stop or allow command and report feedback, such as target reports and orders. Scripted speech will still be allowed.
 
OFP:breakMorale 
Sets the morale status of the specified unit(s) to ‘broken’.
**EntityGroupOrEchelonName** : The unit(s) to break the morale of.


Last edited by oANIMUSo on Wed 13 Aug 2014, 01:01; edited 2 times in total
oANIMUSo
oANIMUSo

Location : Florida, U.S.
Points : 94
Reputation : 1
Join date : 2012-12-22
Age : 52

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OFP: Commands etc… Empty C

Post by oANIMUSo Sat 09 Aug 2014, 22:51

OFP:callAirStrike 
The specified unit calls in an airstrike on the target.
**Army** : Army: 0 US, 1 PLA
**Target** : The target for the strike to attack (This can be anything (vehicles, people, buildings, etc.).
**ammoType** : The type of the ammunition: Small, Large, JDAM.
 
OFP:callArtilleryStrike 
The specified unit calls in an artillery strike on the target.
**Army** : Army: 0 US, 1 PLA
**Target** : The target for the strike to attack (This can be anything (vehicles, people, buildings, etc.).
**ammoSize** : The size of the ammunition: Mortar, HeavyMortar or Howitzer.
**ammoType** : The type of the ammunition: Smoke or HE.
**formationType** : The formation of the strike: Barrage, Scattered, Tight, Harassing or Single.
**HitTime** : The time of delay before the artillery are released.
  
OFP:cancelCheckpoints() 
When called this will cancel any pending checkpoint saves.
 
OFP:checkpoint() 
Saves the mission instantly.
 
OFP:clearCommandQueue 
Clears the current command queue of the unit, group or echelon.
**EntityGroupOrEchelonName** : The Name of the unit, group or echelon to clear the command queue for.
 
OFP:clearLog 
Clears all the log messages from the screen.
 
OFP:convertTimeToHMS 
Returns the time (milliseconds) in (hours, minutes, seconds).
**timeInMilliSeconds** : The time in milliseconds you want to convert.
 
OFP:convertTimeToMilliSeconds 
Returns the given number of hours, minutes and seconds into a single value in milliseconds.
**Hours** : The number of hours you wish to represent.
**Minutes** : The number of minutes you wish to represent.
**Seconds** : The number of seconds you wish to represent.
 
OFP:createParticleEffect 
This will create (a looping) particle effect at position, the difference is it will loop forever until a call to destroyParticleEffect
**effectName** : The name of the particle effect to trigger.
**entityName** : The x coordinate of the location of the particle effect.


Last edited by oANIMUSo on Wed 13 Aug 2014, 01:03; edited 1 time in total
oANIMUSo
oANIMUSo

Location : Florida, U.S.
Points : 94
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Age : 52

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OFP: Commands etc… Empty D

Post by oANIMUSo Sat 09 Aug 2014, 22:52

OFP:damage 
Inflicts the stated amount of damage to the given zone of the specified unit. The unit should be always a single unit (even if groupname given!).
**EntityOrGroupName** : The name of the unit or group to damage.
**Location** : The name of the zone to do the damage it can be (headzone,chestzone,abdomenzone,larmzone,rarmzone,llegzone,rlegzone).
**damageHP** : The amount of damage to inflict.
 
OFP:damageBuilding 
Destroys the building with the name given from the mission editor.
**BuildingName** : The name of the buildign to damage.
 
OFP:damageVehicle 
Damages the specified unit in the stated way.  
Catastrophic damage will not destroy a vehicle, just cosmetic. This is preferably used
for start of mission entities that need to be destroyed without blowing them up on start up.
**vehicleName** : The unit to damage. This should be always a single vehicle.
**damageType** : Can be: mobility, firepower, mainrotor, tailrotor or catastrophic.
 
 OFP:defendBuilding 
Issues a command to the specified unit(s), telling them to defend the given building.
**echelonName** : The name of echelon.
**buildingName** : The name of the building to defend.
**radius** : In meters. It specifies area where units will actively start fighting. Outside this area enemies will not start firing at the enemy until they are shot at
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:defendDirByPosition 
Issues a ‘defendDir’ command to the specified unit(s), who will proceed to defend the given area.
**EntityGroupOrEchelonName** : The name of the unit group or echelon to issue the command to.
**locationName** : The name of the location to defend.
**directionByPosition** : The name of an entity that will be used to work out the direction; the direction is vector from entity specified by locationName to entity specified by directionByPosition.
**angleInDeg** : The angle to defend in degree.
**radius** : in meters. It specifies area where units will actively start fighting. Outside this area enemies will not start firing at the enemy until they are shot at.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:defendLocation 
Issues a ‘defend’ command to the specified unit(s), who will proceed to defend the given location.
**EntityOrEchelonName** : The name of the unit or echelon to issue the command to.
**locationName** : The name of the position to defend.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:defendPerimeter 
Issues a ‘defend’ command to the specified unit(s), who will proceed to defend their current position.
**EntityGroupOrEchelonName** : The name of the unit group or echelon to issue the command to.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:defendPos 
Issues a ‘defend’ command to the specified unit(s), who will proceed to defend the given location without straying further than the supplied distance.
**EntityOrEchelonName** : The name of the unit or echelon to issue the command to.
**locationName** : The name of the position to defend.
**radius** : in meters: It specifies area where units will actively start fighting. Outside this area enemies will not start firing at enemy unitl they are shot at.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:defendUnit 
Issues a ‘defend’ command to the specified unit(s), who will proceed to defend the other given unit(s).
**EntityGroupOrEchelonName** : The name of the unit group or echelon to issue the command to.
**unitName** : The name of the unit(s) to defend.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:DespawnEntity 
De-spawns the entity entityName. You can despawn any entity.
 
OFP:despawnEntity 
Despawns a single Entity with the given name IF AND ONLY IF the entity is a vehicle or character
**setID** : The name entity to despawn.
 
OFP:destroyEntitySet 
Despawns the Entity Set with the given ID.
**setID** : The set ID of the entity to despawn. This ID is always unique and created when the entityset has been spawned.
 
OFP:destroyParticleEffect 
This will create (a looping) particle effect at position, the difference is it will loop forever until a call to destroyParticleEffect
**particleEffect** : Destroys a previously created (looping) particle effect
 
OFP:destroyVehicle 
This will destroy a vehicle, with associated explosions and onDeath callback.
**vehicleName** : The unit to destroy. This should be a single vehicle.
 
 OFP:detach 
Detach the specified unit or echelon from the given echelon.
**echelonName** : The name of the echelon to detach the unit/echelon from.
**UnitorEchelonName** : The unit or echelon to detach from the first echelon. This should be a single unit or echelon.
 
OFP:disableCheckpoint 
Disables the checkpoint.
**CheckpointName** : The name of the checkpoint you want to disable
 
 OFP:disableEvent 
Disable the given event-function, so it won’t be invoked until you enable it again.
**eventFunctionName** : The event to disable.
 
OFP:dismountVehicle 
The soldier, group or echelon will dismount from their current vehicle.
**EntityGroupOrEchelonName** : The name of the unit group or echelon unit(s) to issue the command to dismount.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
 OFP:displaySystemMessage
This will allows to send a message to the chat buffer to be displayed on screen.
**Message** : This will allows to send a message to the chat buffer to be displayed on screen.  
 
OFP:doParticleEffect 
This will play the given particle effect at the given position. Once the particle effect has played once it will be destroyed automatically
**effectName** : The name of the particle effect to trigger.
**entityName** : The x coordinate of the location of the particle effect.


Last edited by oANIMUSo on Wed 13 Aug 2014, 02:02; edited 1 time in total
oANIMUSo
oANIMUSo

Location : Florida, U.S.
Points : 94
Reputation : 1
Join date : 2012-12-22
Age : 52

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OFP: Commands etc… Empty E

Post by oANIMUSo Sat 09 Aug 2014, 22:52

OFP:enableAirStrike 
Enables or disables Air Strikes.
**Army** : Army: 0 US, 1 PLA, 2 Neutral
**Size** : Small, Large, JDAM
**Enable** : Whether or not the AIR Strike should be enabled: true or false.
 
OFP:enableArtilleryStrike 
Enables or disables Artillery Strikes
**Army** : Army: 0 US, 1 PLA, 2 Neutral
**Size** : Mortar, HeavyMortar, Howitzer
**Type** : HE or Smoke
**Enable** : Whether or not the Artillery Strike should be enabled: true or false.
 
OFP:enableCheckpoint 
Enables the checkpoint, so if the player gets closer to it can trigger the save function.
**CheckpointName** : The name of the checkpoint you want to enable.
 
OFP:enableEvent 
Enable the given event-function.
**eventFunctionName** : The event to enable.
 
OFP:engage 
Issues a command to the specified unit(s) to engage(attack) the target unit.
**EntityGroupOrEchelonName** : The name of either an entity a group or echelon.
**targetName** : The name of the target to engage. This should be a single unit/entity.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:escortLeft 
Issues an ‘escort’ command to the specified unit(s).  
The escort is performed two metres to the left, facing the direction of the escorted.
**EntityGroupOrEchelonName** : The name of either an entity a group or echelon.
**targetName** : name of the object or army element the unit(s) should escort
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:escortRight 
Issues an ‘escort’ command to the specified unit(s).  
The escort is performed two metres to the right, facing the direction of the escorted.
**EntityGroupOrEchelonName** : The name of either an entity a group or echelon.
**targetName** : name of the object or army element the unit(s) should escort
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:escortWithOffset 
Issue an escort command to the entity to escort the desired entity,
intX sets left & right, intZ sets front and behind.
**EntityGroupOrEchelonName** : The unit(s) to issue the command to
**targetName** : The name of the object or army element the unit(s) should escort
**xOffsetMetres** : The distance to maintain along the x axis
**zOffsetMetres** : The distance to maintain along the z axis
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)


Last edited by oANIMUSo on Wed 13 Aug 2014, 02:41; edited 1 time in total
oANIMUSo
oANIMUSo

Location : Florida, U.S.
Points : 94
Reputation : 1
Join date : 2012-12-22
Age : 52

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OFP: Commands etc… Empty F

Post by oANIMUSo Sat 09 Aug 2014, 22:53

OFP:follow 
Issue a follow command to the specified target, with the specified maximum distance.
**EntityGroupOrEchelonName** : The name of either an entity a group or echelon.
**targetName** : The name of the object or army element the unit(s) should follow
**maxDistance** : The furthest distance to stray from the follow target
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:forceDismountVehicle 
Issues a dismount order to the player’s fire team including the player.
**EntityGroupOrEchelonName** : The name of the unit group or echelon unit(s) to issue the command to dismount.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:forceRegroup 
Issues a regroup order to the player’s fireteam.
**echelonName** : The name of echelon.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:forceSetROE 
Issues a ROE order for the player’s FT.
**EntityGroupOrEchelonName** : The name of the unit group or echelon to issue the command to setROE.
**Rules** : Can be EHOLDFIRE, ERETURNFIRE, EFIREONMYLEAD, ESUPPRESSEDWEAPONSFIREATWILL or EFIREATWILL. If the rule is set to eFireOnMyLead then you must provide the name of the unit that will trigger the entity or group to start firing.
**fireOnMyLeadEntityName** : The name of the unit to take the lead from (applies to EFIREONMYLEAD rule)
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)


Last edited by oANIMUSo on Wed 13 Aug 2014, 02:42; edited 1 time in total
oANIMUSo
oANIMUSo

Location : Florida, U.S.
Points : 94
Reputation : 1
Join date : 2012-12-22
Age : 52

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OFP: Commands etc… Empty G

Post by oANIMUSo Sat 09 Aug 2014, 22:59

OFP:getAirStrikeCount 
Funtion gets back the number of the amount of the airstikes of the spcified army.
**Army** : 0 US, 1 PLA, 2 Neutral
 
OFP:getAirStrikeCountBySize 
Funtion gets back the number of the amount of the airstikes of the spcified army.
**Army** : 0 US, 1 PLA, 2 Neutral
**Size** : Small, Large, JDAM
 
OFP:getAmmoCount 
Returns the number of bullets of the specified units actual weapon. In case of groups the result is the sum of these ammos. (Works only for infantry units!)
**EntityGroupOrEchelonName** : The unit group or echelon to get the ammo count of.
 
OFP:getArmiesRelationship 
Funtion gets relationship between 2 armies. Returns: ENEMY, NEUTRAL or FRIENDLY
**armyIndex1** : 0 US, 1 PLA, 2 Neutral
**armyIndex1** : 0 US, 1 PLA, 2 Neutral
 
OFP:getArtilleryStrikeCount 
Funtion gives back the number of the amount of the Artillery Strike of the spcified army.
**Army** : 0 US, 1 PLA, 2 Neutral
 
OFP:getArtilleryStrikeCountBySize 
Funtion gives back the number of the amount of the Artillery Strike of the spcified army.
**Army** : 0 US, 1 PLA, 2 Neutral
**Size** : Mortar, HeavyMortar, Howitzer
 
OFP:getBroadUnitCategory 
Returns the broad category of the unit
**entityName** : The unit to get the broad category of.
 
OFP:getBuildingGuid 
Returns the guid for a building when given its name from the mission editor
**BuildingName** : The name of the BuildingName.
 
OFP:getCurrentRVPoint 
Returns the current RV point. This will be the one the OSD is pointing towards
 
OFP:getDistance 
Returns the distance in metres between the two units groups or echelons.
**EntityGroupOrEchelonName** : The first unit/group/echelon.
**EntityGroupOrEchelonNameto** : The second unit/group/echelon.
 
OFP:getDoctrine 
Returns the current doctrine of the unit: EAI, ECombat, EAware, Enormal or EAtEase.
**entityName** : The unit to get the doctrine of. This should be a single unit.
 
OFP:getEchelonFullSize 
Returns the total number (full size) of the given echelon and the number of all the contained units at the bottom level.
**echelonName** : The echelon to get the full size of.
 
OFP:getEchelonMember 
Returns the entity ID (name) of the echelon-member at index in the given echelon.
**echelonName** : The echelon to get the member from.
**index** : The indexnumber of the member in the group.
 
OFP:getEchelonSize 
Returns the size of the given echelon and the number of it’s sub-armyelements (which can be either echelons or units).
**echelonName** : The echelon to get the size of.
 
OFP:getFormation 
Returns the current formation of the given echelon. It can be: F_LINE, F_COLUMN, F_DIAMOND, F_ECHELON_LEFT, F_ECHELON_RIGHT, F_WEDGE, F_VEE, F_CUSTOM or F_AI.
**echelonName** : The echelon to get the formation of.
 
OFP:getGroupMember 
Returns the entity ID (name) of the group-member at index in the given group.
**groupName** : The group to get the member from.
**Index** : The indexnumber of the member in the specified group.
 
OFP:getGroupSize 
Returns the size of the requested group.
**groupName** : The group to get the number of units within.
 
OFP:getHeight
 Returns the height above ground in metres for a helicopter unit.
**helicopterName** : The unit to get the height of. This should be a single helicopter unit.
 
 OFP:getHoldFire 
Returns true if the specified unit group or echelon is currently holding fire and false if not.
**EntityGroupOrEchelonName** : The unit group or echelon to check the firing state of.
 
OFP:getLeader 
Returns the entity ID of the echelon leader.
**entityName** : The unit to get the leader of. This should be a single unit.
 
OFP:getLeaderOfEchelon 
Returns the name of the current leader of the echelon.
**echelonName** : The echelon to get the leader from.
 
OFP:getMissionQuota 
Returnes the unit limits of the mission pool.
 
OFP:getMissionTime
Returns the current mission-time in milliseconds.
 
OFP:getMood 
Returns returns the current mood of the echelon: eMoodPassive, eMoodNormal or eMoodAggressive.
**echelonName** : The echelon to get the mood of. This should be an echelon.
 
OFP:getMorale 
Returns returns the current morale of the specified unit: EBroken, EBreaking, EFailing, ELowering or EFull.
**entityName** : The unit to get the morale of. This should be a single unit.
 
OFP:getMountedVehicle 
If soldier is mounted in a vehicle then this function returns name of that vehicle.
**soldierName** : The unit to get the vehicle of. This should be a single unit.
 
OFP:getNearestDeadEnemy 
Returns the entity ID of the nearest dead enemy unit (related to the specified army) from the given entitys position.
**EntityGroupOrEchelonName** : The unit group or echelon to get the nearest dead enemy to.
**armyIndex** : Friendly army index (0: USA, 1: PLA)
**onlyDetected** : Passing true means that only units that have been detected will be available to return.
 
OFP:getNearestDeadFriend 
Returns the entity ID of the nearest friendly unit (related to the specified army) from the given entitys position.
**EntityGroupOrEchelonName** : The unit group or echelon to get the nearest dead friend to.
**armyIndex** : Friendly army index (0: USA, 1: PLA)
 
OFP:getNearestDeadNeutralUnit 
Returns the entity ID of the nearest neutral unit (related to the specified army) from the given entitys position.
**EntityGroupOrEchelonName** : The unit group or echelon to get the nearest dead neutral to.
**armyIndex** : Friendly army index (0: USA, 1: PLA)
 
 OFP:getNearestEnemy 
Returns the nearest enemy found to the specified unit, under the given parameters.
**EntityGroupOrEchelonName** : The unit group or echelon to get the nearest enemy to.
**armyIndex** : Friendly army index (0: USA, 1: PLA)
**onlyDetected** : Passing true means that only units that have been detected will be available to return.
 
OFP:getNearestFriend 
Returns the nearest friendly unit to the specified unit, under the given parameters.
**EntityGroupOrEchelonName** : The unit group or echelon to get the nearest friend to.
**armyIndex** : Friendly army index (0: USA, 1: PLA)
 
OFP:getNearestGroupMemberIndex 
Returns the index of the nearest member of the specified group from the given entity.(Between 1 and group-size / 0 in case of error.)
**entityName** : The unit within the group to get the index of nearest member to.
**groupName** : The name of the group to find a member within.
 
OFP:getNearestNeutralUnit 
Returns the nearest neutral unit to the specified unit, under the given parameters.
**EntityGroupOrEchelonName** : The unit group or echelon to get the nearest neutral to.
**armyIndex** : Friendly army index (0: USA, 1: PLA)
 
OFP:getNearestPath 
Returns path-name of the nearest waypoint path from the given unit, group or echelon. So it is not necessarily the nearest path!
**EntityGroupOrEchelonName** : The unit, group or echelon to get the nearest waypoint path to.
 
OFP:getNearestWaypoint 
Returns the entity ID (name) of the nearest waypoint from the given unit, group or echelon.
**EntityGroupOrEchelonName** : The unit, group or echelon to get the nearest waypoint to.
 
OFP:getNextRVPoint 
Returns the next RV point
 
OFP:getNextWaypoint
 Returns the entity ID (name) of the next waypoint for the given unit, group or echelon.
**EntityGroupOrEchelonName** : The unit, group or echelon to get the next waypoint to.
 
OFP:getObjectiveState 
Returns the current state of the specified objective: IN_PROGRESS, COMPLETED or FAILED.
**objectiveID** : The ID (name) of the objective to query the state of.
 
OFP:getParentEchelon 
Returns the entity ID of the topmost parent echelon of the given armyelement.
**entityName** : The unit to get the parent echelon of. This should be a single unit.
 
 OFP:getPosition 
: Will return the position of an entity.
**EntityOrGroupName** : The unit or group to get the position from.
 
OFP:getROE 
Returns the current rules of engagement for the specified unit / echelon: eHoldFire, eReturnFire, eFireOnMyLead, eSuppressedWeaponsFireAtWill or eFireAtWill.
**EntityOrEchelonName** : The name of the unit /echelon to get the rules of engagement of. This should be a single unit / echelon.
 
OFP:getRVChainName 
Returns the active chain name as passed in the function above.
 
OFP:getSide 
Returns 0 for US or 1 for PLA.
**EntityGroupOrEchelonName** : The unit, group or echelon to get the side of.
 
OFP:getSpeed 
Returns the current speed of a vehicle in Kph.
**entityName** : The unit to get the speed of. This should be a single unit.
 
OFP:getStance 
Returns the current stance of the unit: EStanding, ECrouching or EProne.
**EntityGroupOrEchelonName** : The unit, group or echelon to get the stance of. This should be a single unit.
 
OFP:getTerrainHeight
 
OFP:getTimer 
Returns with the remaining time until the timers activation (in milliseconds).
**timerName** : The timer to get the remaining time of.
 
OFP:getUnitCategory 
Returns the units category.
**entityName** : The unit to get the category of. Should be a single unit.
 
OFP:getVehicleLeaderSoldier 
Returns the name of the soldier that’s the leader of the echelon that is mounted as crew of the vehicle, returns empty string if there is now crew.
**entityName** : The name of the vehicle to get the leader of.
 
OFP:getVehicleMountableStatus 
Returns status of vehicle mountable flag if the vehicle (or all vehicles within the group) are restricted in any way
**VehicleName** : •    If any vehicle is scripted as not mountable then it returns 0.•    If any vehicle is scripted as mountable in passenger seats only (and NONE are set to not mountable) then it returns 1.•    If all are mountable in all seats (ie none are restricted) then it returns 2.


Last edited by oANIMUSo on Wed 13 Aug 2014, 03:43; edited 1 time in total
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OFP: Commands etc… Empty I

Post by oANIMUSo Thu 14 Aug 2014, 17:12

OFP:isAlive 
The bool returns true if the specified object is an echelon and false if not.In case of groups and echelons: one alive unit is enough to be alive.
**EntityGroupOrEchelonName** : The unit group or echelon to check the life of.
 
OFP:isAllInTrigger 
Checks that all are in the zone before returning true.
**EntityGroupOrEchelonName** : The unit group or echelon to check the status of.
**triggerName** : The trigger zone area potentially containing the unit(s).
 
OFP:isAllMounted 
Returns true if all soldier in the specified group, echelon or soldier name are mounted in a vehicle and false if not. This does not mean that it has to be the same vehicle!
**EntityGroupOrEchelonName** : The unit group or echelon to check the mount status of.
 
OFP:isAnyMounted 
Returns true if any soldier in the specified group, echelon or soldier name is mounted in a vehicle and false if not. This does not mean that it has to be the same vehicle!
**EntityGroupOrEchelonName** : The unit group or echelon to check the mount status of.
 
OFP:isBuildingDestroyed 
Returns true if the building is completely destroyed.
**BuildingName** : The ID of the building.
 
OFP:isBuildingPartDestroyed 
Returns true if 1 section of a building is destroyed, returns false if the building is completely destroyed or is undamaged.
**BuildingName** : The ID of the building.
 
OFP:isCatastrophicallyDestroyed 
Returns true if a vehicle is Catastrophically destroyed and false if not, the crew will all be killed.
**vehicleName** : The vehicle name to check the catastrophic destruction state of. This should be a single vehicle unit.
 
OFP:isCombatEffective 
The bool returns true if the specified object is an echelon and false if not.In case of groups and echelons: one alive unit is enough to be alive.
**EntityGroupOrEchelonName** : return true if any units defined by the name which are capable of firing back.
 
OFP:isControlledByParent 
Function returns true whether an entity is controlled by parent echelon and false if not.
**entityName** : The name of the unit to check if it is being controlled by its parent.
 
OFP:isDestroyed 
Returns true if a vehicle is destroyed and false if not, crew may survive with injuries.
**vehicleName** : The vehicle name to check the destruction state of. This should be a single vehicle unit.
 
OFP:isEchelon 
The bool returns true if the specified object is an echelon and false if not.
**name** : The name of the object to check the echelon status of.
 
OFP:isFirepowerKill 
Returns true if a vehicle has a firepower kill, so all the weapon systems are destroyed and false if not.
**vehicleName** : The vehicle to check the firepower of. This should be a single vehicle unit.
 
OFP:isGroup 
The bool returns true if the specified object is a group and false if not.
**name** : The name of the object to check the group status of.
 
OFP:isInEchelon 
Checks whether an entity or echelon is inside an echelon. The bool returns true if the specified unit or echelon belongs to the given echelon and false if not.
**EntityorEchelonName** : The unit or echelon to get the echelon status of.
**echelonName** : The echelon potentially containing the unit or echelon.
 
 OFP:isInGroup 
Checks whether an entity is inside a group (named by the second parameter). Returns true if the specified unit belongs to the given group and false if not.
**entityName** : The unit to get the group status of.
**groupName** : The group potentially containing the unit.
 
OFP:isInTrigger 
Checks whether an entity a group or echelon is inside a trigger-zone (given by the second parameter).
**EntityGroupOrEchelonName** : The unit group or echelon to check the status of.
**triggerName** : The trigger zone area potentially containing the unit(s).
 
OFP:isInvulnerable 
Requiring the invulnerable flag of characters when multiple units are given, if there is any character with false flag, the result will be false.
**EntityGroupOrEchelonName** : The unit group or echelon to check the invulnerability of.
 
OFP:isMainRotorDestroyed 
Returns true if the main rotor is destroyed and false if not.
**helicopterName** : The unit to check the main rotor state of. This should be a single helicopter unit.
 
OFP:isMobilityKill 
Returns true if a vehicle has a mobility kill (immboilised), so can not be driven/flown and false if not.
**vehicleName** : The vehicle to check the mobility kill status of. This should be a single vehicle unit.
 
OFP:isObjectiveVisible
Returns true, when the objective is set to be visible and false if not.
**objectiveID** : The ID of the objective to query the visibility of.
 
OFP:isPlaceableDestroyed 
Returns true if the named placeable object has been destroyed and false if not.
**placeableName** : The editor-placed object to query the destruction state of.
 
OFP:isPlayer 
The bool returns true if the soldier identified by entityName is controlled by player and false if not.
**entityName** : The name of the unit to check .
 
OFP:isPrimaryPlayer 
Returns true if the string passed is the same as the name of an entity that is the primary player – defined as set as (player) control mode in the mission editor.
**EntityName** : The unit to check if it's the primary player
 
OFP:isSecondaryPlayer 
Returns true if the string passed is the same as the name of an entity that is the secondary player – defined as currently controlled by a human and set as “multiplayer playable” in the mission editor.
**EntityName** : The unit to check if it's the secondary player
 
OFP:isTailRotorDestroyed 
Returns true if the tail rotor is destroyed and false if not.
**helicopterName** : The unit to check the tail rotor state of. This should be a single helicopter unit.
 
OFP:isUnit 
The bool returns true if the specified object is a unit and false if not.
**name** : The name of the object to check the unit status of.
 
OFP:isVehicleIgnoredByAI 
Returns true if the AI is set to ignore the defined vehicle/ vehicle group.
**vehicleOrGroupName** : The Vehicle or groups or vehicles to check.
 
OFP:isVehicleMountable 
Returns true if the player can’t mount the vehicle.
**vehicleName** : The Vehicle to check.
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OFP: Commands etc… Empty L

Post by oANIMUSo Thu 14 Aug 2014, 17:23

OFP:land 
Checks if helicopter is above ground, then will slow and land near to current position.
**helicopterName/echelonName** : The helicopterunit or echelonName to issue the command to land .
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:loadAudioProject
 
OFP:lookAt 
Will make the given entity look at the given target, the speed is how long it will take to reach its destination, time is the length of time the entity will look at the target for.
**unitName** : The unit to make look at the target.
**targetName** : Where to make the unit look.
**speed** : How long it will take to turn to look at the target.
**time** : How long to look at the target for.
 
OFP:lookAtDefault 
Will restore the default look at game behaviour.
**Entityname** : The unit to set the look status to default for.
 
OFP:lookAtEntity 
Will make the soldier or collection of soldiers look at a particular entity. They will turn their heads until they have the entity in their field of view, and look at it for lookAtTimer milliseconds.
**EntityGroupOrEchelonName** : The name of the unit group or echelon to issue the command to.
**entityName** : Can be the name of any entity that supports the transform component – waypoints, zones, vehicles, soldiers, place-able sandbags, etc.
**LifetimeTimer** : Whether they can or cannot get the entity in their field of view, the look-at will cancel itself after lifetimeTimer milliseconds.
**lookAtTimer** : Defines how long the unit should look at the defined entity.
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OFP: Commands etc… Empty M

Post by oANIMUSo Thu 14 Aug 2014, 17:28

OFP:manEmplacementWeapon 
This script command will send a manWeapon command to the soldier specified. The soldier will mount the weapon and use it until he receives another command from script. At this point the soldier will dismount and undertake his new command.
**EntityGroupOrEchelonName** : The name of the unit group or echelon to issue the command to mount (man).
**GunName** : The name of the gun to mount (man).
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:missionCompleted 
Set the mission to Completed state.
 
OFP:missionFailed 
Set the mission to Failed state.
 
OFP:missionFailedKIA 
Set the mission to Failed state with the string description “All players were killed in action”.
 
OFP:missionFailedMIA 
Set the mission to Failed state with the string description “Missing in action”.
 
OFP:mountVehicle 
The soldier, group or echelon will mount the given vehicle as the given role.
**EntityGroupOrEchelonName** : The name of the unit group or echelon to issue the command to mount.
**vehicleName** : The name of the vehicle to mount.
**role** : Crew, Passengers or Any for multiple units. Driver, Commander, Gunner, Troop or Any for a single unit.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:move 
Issue a move command to the specified target. 
(It doesn’t mean following moving units, just moving to the target’s position at the command issuing time.)
The target can be an entity name (unit/waypoint/triggerzone) or a path (group of waypoints)
**EntityGroupOrEchelonName** : The name of either an entity a group or echelon.
**targetName** : The name of a target.

**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
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OFP: Commands etc… Empty P

Post by oANIMUSo Thu 14 Aug 2014, 17:33

OFP:particleEffect 
Will play the named particle effect at the given position.
**effectName** : The name of the particle effect to trigger.
**x** : The x coordinate of the location of the particle effect.
**y** : The y coordinate of the location of the particle effect.
**z** : The z coordinate of the location of the particle effect.
 
 OFP:patrol 
Issues a ‘patrol’ command to the specified unit(s).  
The unit(s) will patrol along the waypoints in the group, in the manner stated by pathType.
**EntityGroupOrEchelonName** : The name of either an entity a group or echelon.
**pathName** : The name of the waypoint group to patrol
**pathType** : The manner in which to patrol: ESINGLE, ECYCLIC or EBACKANDFORTH.
**startWaypoint** : The index of the waypoint within the group at which to begin patrolling. (between 1 and the number of waypoints in the path.)
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:playNPCSpeech 
The set of speech for the player’s character to say. New sentences must be exported from the editor before use in game.
**unitName** : The name of the unit who should speak.
**speech** : The set of speech for the unit to say.
 
OFP:playPlayerSpeech 
Makes the player’s character say the given speech. Returns a handle to this playback, use in onSpeechEnd() event.
**Speech** : The set of speech for the player's character to say.
 
OFP:playSpeech 
 
OFP:playSpeech3 
 
OFP:popFrontCommand 
Release the stopinfinite command.
**EntityGroupOrEchelonName** : The name or group of the vehicle to issue the command release.
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OFP: Commands etc… Empty R

Post by oANIMUSo Thu 14 Aug 2014, 17:40

OFP:rapidMove 
Issue a rapid move command to the specified target.  
(It doesn’t mean following moving units, just moving to the target’s position at the command issuing time.)
The target can be an entity name (unit/waypoint/triggerzone) or a path (group of waypoints)
**EntityGroupOrEchelonName** : The name of either an entity a group or echelon.
**targetName** : The name of a target.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:registerOnReconFunction
Allows a unit of fireteam to perform recon. When the specified unit(s) see the given point for the stated amount of time, the provided function will be called, passing the name of the unit that reconned the point.
**functionName** : The function to call when the point has been seen by the unit(s).
**pointName** : The name of the position to report having seen.
**unitName** : The name of the unit to monitor the recon of.
**Time** : The amount of time the point must be visible for before calling the function.
**viewCone** : How centrally the unit must view the point.
**Distance** : How close the unit must be to the point for it to be valid recon.
 
OFP:regroup 
Regroup the given echelon.
**echelonName** : The name of echelon.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:removeFromGroup
finds the group and removes everyone in unitOrGroupName that was in that group. Will error if the unit you try to remove was not already in that group.
**UnitOrGroupName** : The unit or group which we want to remove from a group.
**GroupName** : The group to remove the unit or group from.
 
OFP:removeTimer 
Removes (and stops) the timer with the given name.
**timerName** : The unique name of the timer to remove.


Last edited by oANIMUSo on Fri 15 Aug 2014, 16:47; edited 1 time in total
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OFP: Commands etc… Empty S

Post by oANIMUSo Fri 15 Aug 2014, 16:29

OFP:scriptedCheckpoint
 
OFP:searchAndDestroy 
Issues a ‘search and destroy’ command to the specified unit(s).  
The unit(s) will search around the given location within the stated radius, engaging anything they find.
**echelonName** : The name of echelon.
**locationName** : The name of the location to search and destroy.
**radius** : The furthest distance from the target to perform the search.
**stickTogether** : whether or not the units should stick together. Options are true or false.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:setAIConfigPropertyValue
 
OFP:setAIDispersionSystemAimOffset
 
OFP:setAIDispersionSystemDRBlock
 
OFP:setAIDispersionSystemPropertyValue
 
OFP:setAIInaccuracy 
Set the AI inaccuracy for a given entity. The state is saved and restored for saved games. When enabled the min dispersion code and ballistic inaccuracy aim adjustments are used.
**entityOrGroupName** : The unit or group to set inaccuracy.
**Value** : OFF, NORMAL or FORCED
 
OFP:setAirStrikeCount 
Sets the type and amount of the Air Strikes
**Army** : Army: 0 US, 1 PLA, 2 Neutral
**Size** : Can be Small, Large, JDAM .
**Amount** : The number of the specified Air strikes.
 
OFP:setAIWeaponUsageBurstLength
 
OFP:setAIWeaponUsageDispersionRadius
 
OFP:setAIWeaponUsageFireRate
 
OFP:setAmmoCount
Sets the number of bullets of the specified units (or groups) actual weapon. (Works only for infantry units!)
**EntityGroupOrEchelonName** : The name of the unit group or echelon to set the ammo count for.
**ammoCount** : The amount of ammo to set the unit to have.
 
OFP:setArmiesRelationship 
Funtion sets relationship between 2 armies.
**armyIndex1** : 0 US, 1 PLA, 2 Neutral
**armyIndex1** : 0 US, 1 PLA, 2 Neutral
**armyIndex1** : ENEMY, NEUTRAL, FRIENDLY
 
OFP:setArmy 
Function sets army index to a unit or all units from a specified group.
**entityOrGroupName** : The unit or group we want to set.
**armyIndex1** : 0 US, 1 PLA, 2 Neutral
 
OFP:setArtilleryStrikeCount 
Sets the type and amount of the Artillery Strikes.
**Army** : Army: 0 US, 1 PLA, 2 Neutral
**Size** : Can be Mortar, HeavyMortar, Howitzer
**Amount** : The number of the specified Artillery strikes
 
OFP:setDoctrine 
Sets the doctrine of the specified unit(s) to the stated doctrine.
**EntityGroupOrEchelonName** : The name of the unit group or echelon to issue the command to setDoctrine.
**stance** : The the doctrine to adhere to: ECOMBAT, EAWARE, ENORMAL or EATEASE.
 
OFP:setFogCurrent 
Sets the current fog level percentage. This affects general visibility, and is not exclusive to the foggy weatherType.
**fog** : The current amount of fog (0 - 100).
 
OFP:setFogTarget 
Sets the fog to begin blending from the current fog level to the target fog level. The time of day specified is absolute, not relative.
**fog** : The target amount of fog (0 - 100).
**Hours** : The hour of the day in which the target fog level should be in full effect.
**Minutes** : The minute,in which the target fog level should be in full effect.
**Seconds** : The second , in which the target fog level should be in full effect.
 
OFP:setFormation 
Sets the formation of the specified echelon to the given formation.
**EntityGroupOrEchelonName** : The name echelon to issue the command to setFormation.
**formation** : The formation can be: F_LINE, F_COLUMN, F_DIAMOND, F_ECHELON_LEFT, F_ECHELON_RIGHT, F_WEDGE, F_VEE, F_CUSTOM or F_AI.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:setHoldFire 
Tells the specified unit(s) whether they should hold fire.
**EntityGroupOrEchelonName** : The name of the unit group or echelon to issue the command to setHoldFire.
**holdFire** : Whether or not the unit(s) should hold their fire: true or false.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:setInvulnerable 
Sets the specified unit(s) to be invulnerable or not.
**EntityGroupOrEchelonName** : The name of the unit group or echelon to issue the command to setInvulnerable.
**invulnerable** : Whether or not the unit(s) should be invulnerable: true or false.
 
OFP:setIsControlledByParent 
Function returns true when an entity is controlled by a parent echelon and false if not”
**EchelonName** : The name of the Echelon to issue the command to.
**isControlledByParent** : Whether or not the unit(s) are controlled by their parent: true or false
 
OFP:setLights 
Switches the lights of vehicles on or off.
**EntityName ** : The name of the vehicle.
**Value** : true to set lights on, false to set lights off
 
OFP:setMaxSpeed 
Sets a maximum speed for a land vehicle in Kph. A value of 0 will disable this check in AI steering. Works just for vehicles!
**EntityorGroupName** : The unit or group to set the maximum speed of.
**Speed** : maximum speed
 
OFP:setMissionTime 
Sets the mission-time (in milliseconds).
**timeInMilliSeconds** : The value to set the mission time to.
 
OFP:setMood 
Sets the mood of the specified units to the stated mood.
**entityOrEchelonName** : The name of the unit or echelon to issue the command.
**mood** : The Mood can be: EMoodPassive, EMoodCautious, EMoodNormal, EMoodAggressive.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:setNonRevivable 
Loop all soldiers defined by the name, and flag them to be either non-revivable (true) or revivable (false). This means when they become incapacitated, they will not call for a medic.
**EntityGroupOrEchelonName** : The unit(s) to set Non Revivable.
**nonRevivable** : True or False
 
OFP:setObjectiveMarkerVisibility 
Sets the objectivemarker ( just and only) to invisible or visible. Default is visible. Note this does not affect the visibility or state of the objective itself.
**objectiveID** : ID(name) of the objective marker to set the visibility of.
**Visible** : Whether the objective marker is visible: true or false.
 
OFP:setObjectiveState 
Sets the state of the specified objective to the given state.
**objectiveID** : ID(name) of the objective to set the state of.
**State** : Can be IN_PROGRESS, COMPLETED or FAILED.
 
OFP:setObjectiveVisibility 
Sets the visibility of the specified objective to the given state.
**objectiveID** : ID(name) of the objective to set the visibility of.
**Visible** : Whether the objective is visible: true or false.
 
OFP:setParticleSystemEffect
Use this to change the particle effect specified on the current particle effect component, this will take effect next time the effect is started or loops again.
**name** : Name is the name of the particle system component.
**effectName ** : Name of the effect.
 
OFP:setRallyPoint 
Sets the rally point of the specified unit.
**entityOrGroupName** : The unit(s) to issue the command to.
**targetName** : The name of the unit / location to use as a rally point.
 
OFP:setROE 
Sets the Rules of engagement for the specified unit(s).
**EntityGroupOrEchelonName** : The name of the unit group or echelon to issue the command to setROE.
**Rules** : Can be EHOLDFIRE, ERETURNFIRE, EFIREONMYLEAD, ESUPPRESSEDWEAPONSFIREATWILL or EFIREATWILL. If the rule is set to eFireOnMyLead then you must provide the name of the unit that will trigger the entity or group to start firing.
**fireOnMyLeadEntityName** : The name of the unit to take the lead from (applies to EFIREONMYLEAD rule)
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
 OFP:setRVChainVisibility 
Sets the visibility of the RV system. This is independent to the active chain.
**state ** : Can true or false
 
 OFP:setStance 
Sets the stance of the specified unit(s) to the stated stance.
**EntityGroupOrEchelonName** : The name of the unit group or echelon to issue the command to setStance.
**stance** : The stance to change to: EAI, ESTANDING, ECROUCHING or EPRONE.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:setTimeOfDay 
Sets the actual current time of day, in hours, minutes and seconds (24 hour clock).
**Hours** : The hour of the day.
**Minutes** : The minute.
**Seconds** : The second .
 
OFP:setTimer 
Sets the remaining time until the timers activation.
**timerName** : The name of the (pre-existing) timer to manipulate.
**timeInMilliSeconds** : The amount of time remaining on the timer.
 
OFP:setVehicleIgnoredByAI 
Sets the defined vehicle or groups of vehicles to be ignored by the AI. ( not mounts in)
**vehicleOrGroupName** : The Vehicle or groups or vehicles to check.
**vehicleIgnoredByAI** : true or false
 
OFP:setVehicleIsMountable 
Restrict the player mounting vehicles
**VehicleName** : The vehicle which we want the player not to mount in.
**Value** : True or False
 
OFP:setVehicleMood 
Sets the mood of the specified vehicle to the stated mood.
**vehicleName** : The name of the vehicle to issue the command to setMood.
**mood** : The Mood can be: EMoodPassive, EMoodCautious, EMoodNormal, EMoodAggressive.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:setVehicleMountableStatus 
Marks the vehicle (or all vehicles in the group) as not mountable, mountable in passenger seats only, or mountable in all seats.
**VehicleName** : The vehicle which we want the player not to mount in.
**vehicleMountableFlag** : 0 = not mountable, 1 = mountable in passenger seats only,2 = mountable in all seats (ie unrestricted)
 
OFP:setWeatherCurrent 
Sets the current weather type based on the five main types of weather.
**weatherType** : The current weather type (0=clear, 1=foggy, 2=cloudy, 3=overcast, 4=stormy)
 
OFP:setWeatherTarget 
Sets the weather system to begin blending from the current weather type to the target weather type.
**weatherType** : Sets the weather system to begin blending from the current weather type to the target weather type. The time of day specified is absolute, not relative.
**Hours** : The hour of the day in which the target weather type should be in full effect.
**Minutes** : The minute, in which the target weather type should be in full effect.
**Seconds** : The second, in which the target weather type should be in full effect.
 
OFP:showLetterBoxOsd 
Opens & closes the letterbox osd.
**Visible** : Whether to show the letterbox or not ( true opens it, false closes it ).
 
OFP:showPopup 
Brings up a popup window with the relevant text on.
**titleID** : The localisation key of the title of the popup.
**detailed** : The localisation key of the detail of the popup.
 
OFP:spawnEntitySetAtLocation 
Creates the entity set and moves it to the location specified. All the unit properties are kept the same except the entity names which are assigned by the engine.
**setName ** : The name of the entity set already set up in the mission editor.
**location ** : The name of the location, where to spawn the units.
 **entityName** : The name of the entity to be despawned.
 
OFP:startParticleSystem 
Use this to start a particle system component that has been placed in the mission editor.. Calling this on an already started effect is equivalent to calling stopParticleSystem() followed by startParticleSystem.
**name** : Name is the name of the particle system component.
**loopCount ** : If loop count is 0 (or less) it will loop forever. A value of 1 or higher will dictate the number of times the particle effect will loop.
 
OFP:stop 
Issues a stop command to the specified target.
**EntityGroupOrEchelonName** : The name of either an entity a group or echelon.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:stopForTime 
Issues a ‘stop’ command to the specified target which will stand still as long it has been defined, it can be a unit a group or echelon, making them stop what they are currently doing.
**EntityGroupOrEchelonName** : The name of either an entity a group or echelon.
**Time** : How long you want the unit group or echelon to stop for.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:stopInfinite 
Stops a vehicle for infinite amount of time.
**EntityGroupOrEchelonName** : The entity,unit or group to issue the command stop.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:stopParticleSystem 
. A started particle effect with non-infinite loop count value is not required to be stopped with this function, but can be terminated early using this function.
**name** : Name is the name entered in the entity editor.
 
OFP:suppress 
Sets the stance of the specified units to the stated stance.
**EntityGroupOrEchelonName** : The name of either an entity a group or echelon.
**targetName** : The name of the unit / echelon / group to suppress.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
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Post by oANIMUSo Fri 15 Aug 2014, 16:31

OFP:takeoff 
Checks if a helicopter is on the ground, then will vertically take off into the air.
**helicopterName/echelonName** : The helicopterunit or echelonName to issue the command to take off .
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:teleport 
Instant teleport of the given entity (or group) to the specified destination (in case of groups the members keep their original).
**EntityGroupOrEchelonName** : The name of the unit group or echelon unit(s) to issue the command to teleport.
**targetName** : The name of the entity where the unit(s) should be teleported to.
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
 
OFP:throwGrenade 
Tells the specified unit to throw a grenade of the given type at the supplied target.
**unitName** : The name of the unit to issue the command to. This should be a single soldier.
**targetName** : The name of the unit / location to throw a grenade at.
**grenadeType** : The type of the grenade, FragGrenage or SmokeGrenade
**issueCommandOption** : Where to put the command in the command queue (ADDTOFRONT, ADDTOEND, or OVERRIDE)
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Post by oANIMUSo Fri 15 Aug 2014, 16:33

OFP:unregisterOnReconFunction 
Cancels any registered recon for the specified unit(s).
**UnitorEchelonName** : The unit(s) to cancel recon for.
 
 
 
OFP:wasInGroup
Checks whether an entity was inside a group (given by the second parameter).
**entityName** : The unit(s) to get the group status of.
**groupName** : The group that potentially used to contain the unit(s).
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