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Clickable Link Display Strings =
You can now show a different display string to the clickable link URL when setting up clickable link strings. So rather than
can a different to . . :.
you could use
<nowiki><html>http: //www.slitherine. com|Click this link</html></nowiki>
You can define a new callback in the campaign script to tell the system that the user has won the campaign, by returning a non-zero value.
callback in .
<nowiki>FUNCTION CAMPAIGN_VICTORY_CALLBACK( winner) </nowiki>
The winner value is 0 for the player and 1 for the AI as the result of the last battle (the callback is only called after a battle completes). Note that this should only be used by campaigns with custom campaign UI.
is 1 the is a . .
Documented Tutorial Popup Functionality =
Additional MapView Script Commands =
New commands to return additional data from the map. The user string is defined by the author of the data.
nowiki> //places the ID string for the area into the first work string.
the the the .
//places the connections data into the first work array. The first array item is the count, followed by the IDs of the connected regions.
. the .
/returns the areaIndex when passed an ID. Returns -1 if invalid.
Sort Script Command Update =
You can now sort by strings (char arrays) when using the Sort script command
<nowiki>//sort the array by the elementName entry (which must be an integer or a char array). If direction included, 0 is ascending (the default), 1 is descending.
Sort(elementName, array, count, [direction])</nowiki>
= MODULATE Blend Mode for UI Images =
for to to .
You can now add a MODULATE tag to a UI control of type IMAGE which causes it to use a modulate (multiply) blend when rendering. Note that any alpha values passed in ( e.g. via a FADE UI animation) will work as expected, with smaller alpha values reducing the visibility of the image.
= Campaign Screen List Changes =
The main campaign listbox has changed slightly. It no longer defaults to right-aligned text (it will obey RIGHT and CENTER tags in the UI object definition). You can also disable the vertical centering of the items in the object bounds by setting user value 0 to non-zero, e. g:
. in the .
This allows for easier customisation of the look of the screen.
Smallcaps Support =
You now enable Smallcaps support by enclosing the text with a <c> </c> pair. Smallcaps renders all lowercase letters using smaller versions of their uppercase versions. See this image for an example [http://www.micropress-inc.com/texdocs/smallc1. gif Smallcaps]
now the with . . .
AddVizWaitOnTurnAll Script command =
delay viz queue processing until all the men in a unit have turned to their desired facings. This would generally be used after turning a unit, or after setting a formation. Note that depending upon the internal logic, it may be necessary to delay for a tick or so to allow formation facings to propogate to the units before waiting for the turn to happen, so be aware that this may be necessary.
You can the in . be the for to , .
<nowiki>//wait until all the men in the denoted unit are at or reach their desired facing
Tile. New script command for controlling how the unit icons are shown/faded/etc.
..//. for the , . .
<nowiki>// determine how/if unit icons are shown. 1 for on all the time, 0 for off all the time, -1 for default behaviour. Defaults to -1.
Sets the shader style for a unit, allowing different visuals for a unit (beyond conditionals from SetShaderValue).
Tile. the .the the the the .
<nowiki>//set the shader style for the rendering on a unit. Use -1 to use the style defined in the model.
More UI Strings =
The number of available UI Strings (StartString, etc.) is being increased from 4 to 16.
UI Screen Edge Attachment =
The ATTACH tag can now be used to have a UI object attach to a screen edge. The data for ATTACH is in the form of a string, with valid values being L, R, T, B for left, right, top, and bottom edges respectively. So, e.g:
can now a to . in the , for , , . , or .
would position a control at the top left of the screen in all resolutions. ATTACH can be used (for example with SQUAREASPECT or the DX/DY tags) on a parent object to build a control panel which is in a given position onscreen irrespective of it's actual size and positioning.
UI Square Aspect =
You can now denote controls to maintain their aspect, along with all their children. This differs from the KEEPSQUARE logic in that the actual positioning of child objects will retain a constant aspect ( rather than just their control dimensions, as with KEEPSQUARE). Effectively, setting SQUAREASPECT on a control will cause it to be centered around it's usual position, with all its children positions as they would have been in their 1024x768 defined coordinates. So a popup (for example) will have the same look and layout all screen resolutions, but will scale uniformly to the appropriate size. Note that while it is possible to turn off SQUAREASPECT on child objects of SQUAREASPECT parents, the results will likely be undesired.
. the () . , to be , .
the , . is .
= Script Command Update: GetUnitAssetFilename =
//the for , ).
Can now be used without requiring an existing unit, by setting bit 16 in the id value.
<nowiki>// puts the base asset filename for the unit in the workString requested, default 0. If bit 16 is set (+65536) then id is assumed to be the type index of the unit type, allowing this to be used when no unit exists.
GetUnitAssetFilename( id, [workString])</nowiki>
Multiple Variable Definitions Per Line =
You can now declare multiple variable definitions per line, e. g.
<nowiki>int x,y,z ;</ nowiki>
Note that you cannot have multiple variables per line in structure definitions, nor if you are setting up static data in a global variable.
= Updated Unit Texture Functions =
of the the first . is ,
Tile. Updated SetUnitTexture and added CheckUnitTextureFile. You can now set a texture in any of the 4 texture paths on a model, or reset back to the model default. Note that (as before) when looking for a texture in either function it first checks the campaign, and then the main data folder, and if no path is set it uses DATA/BATTLE/UNITTEXTURES.
<nowiki>//set the unit to use a new texture. A unit can only have a single texture on all its men. If path is omitted or empty uses DATA/BATTLE/UNITTEXTURES (either local or main). index [0, 3]. Empty filename means reset.
SetUnitTexture(me , filename [,path][,index])
//return 1 if the given texture exists, 0 otherwise. The type on the filename is optional and success is returned if any valid texture file type exists.
the . the .
Skirmish Map Size Scripting =
The function RandomMap_MapSize can now take a 7th parameter, which is the skirmish type index. As before the parameters for this function need to be in order in the definition.
Tile. the skirmish to the .
FUNCTION RandomMap_MapSize( mapSize, width, height, mapType, points0, points1, scenarioType) </nowiki>
<nowiki>(, , ,
= User Data for MP Games =
, and .
Tile. You can now add user data to MP games which can then by parsed by your game setup, and shown as tooltips. To do this you need two functions inside the UI script for the lobby ( lobby.txt) :
<nowiki> FUNCTION MULTIPLAYER_USERDATA_CALLBACK()
// this should fill the work array with up to 16 values
// generally this would be driven by custom UI
. can and . scripts for . NOTE: the .
// this is called with the user data in the work array, and should fill the UI string with the appropriate tooltip
// only adds a tooltip if it returns != 0
return 1 ;
The user data is available in the work array at the start of the battle (e.g. in the initial StartTurn calls etc). Note that this data can be overwritten by user code and should thus be extracted and stored as soon as possible. Also note that because the logic for the userdata is part of the UI script it cannot be customised on a per-campaign basis (this is because loading custom scripts for all campaigns (including possibly ones that the user does not have installed) would be prohibitive.
<b>NOTE: The current limit for the number of user data integers is 16. </b>
A new option ConfirmEndTurn pops up a confirmation when you try and end the turn. This requires a new string IDS_ENDTURN_CONF. The confirmation only occurs when ConfirmEndTurn has the value 1. The default value is 2, and zero is also a valid value. This allows games to tell whether the option is in default or has been set by the user (so a game could turn it to 1 if it wished at start if the default is set).
Tile. the the value . is to by the gamethe default .
ClearUIListbox Update =
This script command now allows for an optional value which sets the size of the listbox. This aids performance with adding large numbers of items to a list. Note that the list can still grow beyond this size as needed.
. to a . the can
clear a listbox UI object and reset its selection. numberOfItems pre-allocates space for that many items, speeding up large list filling.
ClearUIListbox( objectName, [numberOfItems])</nowiki>
Clickable Links =
It is now possible to include clickable links in text controls by using correct markup. See [[UI #Strings|Here]] for details. Note that if you include DATA/UI/MOUSE/LINK.TGA (or DDS of course) cursor image then it will be used when over a clickable link.
UI if (or )a .
= ShaderValue Attrib =
. If then the value is . and .
Tile. If an attrib exists named ShaderValue then the value for a given unit is passed in as the . w component of c30 (which is usually filled with pseudo-random values when rendering units) to the vertex and pixel shaders. This can allow for conditional shader code to be executed based on either static ( from the squads file) or dynamic values in the attrib.
New UI Animation Commands =
New commands SCALE and ROTATE. Format is:
<nowiki>ANIM SCALE <object> <frame> <startScaleX> <startScaleY> <endScaleX> <endScaleY> <ticks>
ANIM ROTATE <object> <frame> <startRot> <endRot> <ticks> <loop></nowiki>
Antialias Support =
Tile. You can enable AA support in the options panel by providing a listbox ( OptionsAAList) and the appropriate strings (IDS_AA_NONE and IDS_AA_SAMPLES). Note that IDS_AA_SAMPLES expects to be a formatted string which takes the number of samples to be used.
the () the .
<nowiki>IDS_AA_SAMPLES, "%d samples", </nowiki>
to which the
Per-Man Status Display =
Tile. You can display status information over the selected and moused-over units. This is in the form of a bar over each man. To use it you need a callback of the form
the , the for the be , in the of the as .
<nowiki>FUNCTION STATUS_BAR_CALLBACK(me, man)</nowiki>
Which returns the percentage value for the bar. Returning -1 hides the bar for that man. The positioning and appearance can be controlled by optional per-unit attributes
<nowiki>StatusOffset // the percentage of the IconHeight attribute to position the bar at (in 100ths), defaults to 80
StatusSize // height of the bar in 100ths, defaults to 50
StatusWidth // multiple of the height for the width of the bar, in 16ths. Cannot be larger than 255.</nowiki>
The default shader uses the center 50% of the texture (DECALBAR0 and 1 in UI/DATA/TEXTURES) for the area around the percentage position, and repeats the outer 25% on each side along the remaining bar. The decalbar.txt shader can be customised as desired.
ShowConfirm Script Command =
You can show a confirm popup using the new command
<nowiki>//show a confirm popup using UI string 0, and callback the given function with the result ( see wiki for details) empty string for no callback. flags denote the buttons to show, zero for off, 1 for on, for OK and Cancel buttons for bits 0 and 1 respectively
(, , )
ShowConfirm(callbackFunction, [flags]) </nowiki>
The callback function should be of the form
Where ok will be 1 or 0 depending upon the choice the user makes. Note that you cannot use Get/SetGlobal calls in this callback function.
Reaction Display =
Tile. The reaction display was failing to display. This has now been fixed, but there is also a new tweak DISPLAYREACTION which allows it to be disabled as desired. This defaults to 1, but a value of zero disables display of the reaction ring.
to now to .
Tile. You can intercept and change requests by the game to change the animation. The format of the function is
You can to , of .
<nowiki>FUNCTION CUSTOM_UNIT_ANIM_CALLBACK(me, man, flags, currentRand, currentIndex)</nowiki>
Where me is the unit, man is the index in the unit of the specific man, flags is various helper flags (see below), currentRand is the random animation value, and currentIndex is the animation variation of the currently playing animation. The string tags for the upcoming and current animations are in work strings 0 and 1 respectively.
If you wish to change the animation that gets played, put the new tag into work string 0, and return the new random index value ( or the incoming currentRand if you wish to leave it as is).
the that the new
the new (the to ).
Note that this function can be called almost every frame with the same animation, depending on the internal unit state, not just when animations finish or are triggered.
It of the of the SetMusicFile
Additionally, you can now add a FLAGS byte to animation definitions. If you wish for an animation to act like a MOVE or DIE animation, you need to set bits 0 and 1 respectively in a FLAGS value. E.g.
flags bit values:
1 - attempting to change from a move animation to wait after movement finishes
= Zoom Speed Option =
Allows zoom speed to be altered between 25% and 500%. Requires options screen controls OptionsZoomSpeedLabel and OptionsZoomSpeedButton (works in the same way as scroll speed). Also IDS_ZOOMSPEED string for descriptor.
= Key Mapping =
You can map keys in the options. It requires a listbox named OptionsKeyList. This gets a list of the remappable keys (these are defined in code). The user can then remap them and the remapping is saved in the options file. Note that ESC cannot be used as a remapped key.
You need to define strings for each of the remappable keys in the form IDS_KEYDESC_<keyname>, so examples would be IDS_KEYDESC_W and IDS_KEYDESC_LEFT.
Please speak to us if you desire other keys to be remappable.
= SetMusicFile =
Allows you to point to a music file which is used.
<nowiki>//set a music file to be loaded and used. Looks in local then core files. A ? as filename means leave the existing music entry.
<nowiki>//set a music file to be loaded and used. Looks in local then core files. A ? as filename means leave the existing music entry.
Hexadecimal Values and Colour Strings =
= New : & =
You can now use hex values in script as integer literals. So
<nowiki>var = 0xFF8800FF ;</nowiki>
<nowiki>//the map string into the first string.
is now a valid script line.
As part of this change, most script functions which take a colour string can now also take integer values. So these are both valid and equivalent
<nowiki>SetUITooltipColour( "FFFF00FF" ) ;
SetUITooltipColour( 0xFFFF00FF ) ;</nowiki>
NOTE: one caveat is that due to the fact you can pass strings around as integers (for historical reasons) you should note that passing a string into a user function that takes a parameter can strip the type information from the value, meaning you get an incorrect result.
SetUITooltipColour( colourString ) ;
SetTT( "FFFF00FF" ) ;</nowiki>
This will set the colour incorrectly (SetUITooltipColour will treat colourString as an integer value and set the colour to whatever the internal string pointer value happens to be). To prevent this, type your functions appropriately:
<nowiki>FUNCTION SetTT(char colourString)
SetUITooltipColour( colourString ) ;
SetTT( "FFFF00FF" ) ;</nowiki>
= SetShowAIMoves =
Tile. New script command.
<nowiki>//if state is 0 then automatic viewing of AI moves is disabled, otherwise it is enabled (default). Note this resets at the start of each turn.
= PlayUIAnimation =
Tile. New script command.
<nowiki>//play the animation on the denoted UI screen (the objectName must be the root object of the screen).
= LoadVariableFromParserFile =
This command loads data from a parser file into a variable. The chunks should be named , , etc for each element in the array.
<nowiki>//read a parser file to the named var (must be an array of structs). Only int values currently supported. Numbered chunks (base 0) are read to the corresponding array element in the named array. Each value is read to corresponding item in the structure. See wiki for details.
An example input file might be of the form:
And would be used as such:
int side ;
int data ;
TLoad gLoad ;
LoadVariableFromParserFile("gLoad", "MapData") ;</nowiki>
= SetCameraPositionPrecise & StopSFX =
Tile. New script commands.
<nowiki>//set the camera to instantly point to the given point (defined in 100ths), centering it on the screen
//stop a playing sample using a playback ID. Has no effect if the sample is over, or has been stopped by the system.
Note that the playbackID is newly returned from SFX playback functions.
= Object Terrain Priority =
Tile. You can add a tag to an object PRIORITY. The default value is 0. Of the objects on a tile, the object with the highest priority value will denote the terrain (assuming it has a terrain override set). PRIORITY value must be [0,255].
= Unit Scaling =
You can add an attrib UnitScaling which allows for scaling of unit sizes. The value is in 1000ths, a value of zero is ignored.
= Textbox Rescale and Scrolling =
You can now have rescaling text boxes which will convert to scrolling if they exceed a given height, set using the RESCALEMAX tag. So an object can have the RESCALE and SCROLLING tags both set, and will rescale up to the height set by RESCALEMAX, and then stay at that size and use scrolling to allow access to the full text.
= Force Selection Script Additions =
Tile. Additional script commands to allow for custom force controls.
<nowiki>//set the selected state of a given unit on tile x,y on the deployment map. If select is 0 then the unit is unselected, otherwise selected. Note can fail if unit is fixed or not enough points.
SetForceControlSelected(objectName, x, y, select)
//returns 0 if the unit on x,y is unselected, 1 if selected, 2 if fixed, (-1 if no unit is on the tile)
GetForceControlSelected(objectName, x, y)
//set the zoom level for the camera in battle
There is now an additional tag for ForceSelection UI objects. HIDEBUTTONS will entirely hide the display of the normal force control buttons.
= OBJ_UI_RENDER/HANDLE Change =
The UI script callback functions UI_OBJ_RENDER and UI_OBJ_HANDLE now also has a name parameter containing the name of the rendering object.
<nowiki>FUNCTION UI_OBJ_RENDER(x,y,width,height,pass, name)
FUNCTION UI_OBJ_HANDLE(data, event, id, name)</nowiki>
= Water =
1st pass water implemented. You can now add a SKYDOME <name> line to a lighting file. The name should not include the type extension. Note that only the skydome texture from the daytime lighting file is used by the system when loading the skydome. This texture should be in the DATA/BATTLE/TEXTURES folder (either main or campaign local). It is available in the shaders in sampler 7.
= Flying Units =
Tile. You now tag objects with FLYHEIGHT values. These are used to generate a per-tile max height. Then, if your squads file has a FlyingFollow attrib, then any unit with a non-zero value will remain above the ground by a value made up of the per-tile max height plus the value of the FlyingFollow attribute for the unit.
= GetPositionDistance Script Command =
Takes two positions (in 100ths) and returns the distance between them.
<nowiki>//return the distance in 100ths between two points that are also in 100ths
= Terrain Following Objects =
You can use the TERRAINFOLLOW tag to allow objects to align themselves to the terrain.
= New Script Functions =
You can now use the Sort function to sort a generic array, and the FindStringInArray function to search for an array entry based on a string element.
<nowiki>//sort the array by the elementName entry (which must be an integer). If direction included, 0 is ascending (the default), 1 is descending.
Sort(elementName, array, count, [direction])
//returns the index of the first array item containing and element called elementName which is the search string. elementName is a string entry, array is the variable array itself
FindStringInArray(string, elementName, array)</nowiki>
An example would be
char name ;
int value ;
TTest array ;
Sort("value", array, 32) ;</nowiki>
= AddVizUnitFormation Command =
This command allows to you trigger and wait for a formation change.
do a call to the unit placement function (potentially calling the FORMATION_CALLBACK) and wait until all the men are in position and facing the correct way.
=Formation Facing Control =
Use the new command SetFormationFacing in the FORMATION_CALLBACK function to set the facing of the nth man in the unit. Use -1 to just have the man face in the default direction of the unit as a whole, as was the previous behaviour. Note that the facing is specified relative to the facing of the unit, not in terms of absolute facing. So to make a man face 45 degrees anticlockwise from the facing of the unit, the facing would be 45.
<nowiki>//set the facing of the nth man in the unit. Use -1 to just have the man face in the default direction of the unit as a whole. Only relevant in FORMATION_CALLBACK
= Scrollable Text Controls =
Text controls can now be made scrollable. Add
<nowiki>SCROLLING <control texture> </nowiki>
to the control definition and the control will (if the text is too large to fit in the control) add a scrollbar to allow for scrolling to view the ful text. Note that this will not work correctly when combined with rescaling text boxes. You can also use BARSIZE to control the size of the scrollbar.
= String Manipulation and Creation =
You can allow the user to create string entries (expected in the editor) via script. The new functions are:
<nowiki>//places the contents of the edit box into the first UI string.
//creates a string of the form IDS_<tagBody>_<number> finding the first empty slot in the string table, and fills it with the contents of the first UI string
//remove the denoted user string from the temporary store. Has no effect if the string has already been written out to the file.
//flush out any user strings to the TEXT9.TXT file. NOTE: this is done automatically at map save and editor exit.
//returns the highest N for which a string exists with the form IDS_<tagBody>_<N>, up to a max of 100000. Returns -1 if none exist.
//return 1 if the string exists, 0 otherwise
//get the denoted string into the first UI string if it exists. Empty otherwise
GetString( tag) </nowiki>
So users can type in strings which are then added to the list of strings available to use ingame.
= Script Updates =
1 - the break directive to trigger the debugger has changed to DebugBreak ; to prevent confusion with the C break statement.
2 - while loops are now supported. Note that the test cannot be an operation, so
will not work, as the scripting does not treat the left hand of an expression as a value in the same way as C.
= Custom UI Object Rendering (inc Listbox Items) =
Individual UI objects can now have their own scripts attached, including their own rendering callbacks. As before the rendering callback is of the form
Where pass is 0/1 for pre/post normal control rendering.
Listboxes can also include
<code>FUNCTION UI_OBJ_RENDER_ITEM(x,y,width,height,pass,flags, item, name)</code>
which operates in the same way but for each listbox item. The flags param has bits set for selection (bit 0) and mouseover (bit 1), item is the index of the item in the listbox, name is the UI object name.
= Listboxes: Multiple Selection =
You can enable multiple selection for listboxes with the MULTISELECT tag in their UI definition. Then use
<nowiki>//return 1 if the specified item is selected, zero otherwise
//returns the number of items in a listbox
to interrogate the listbox.
<i>Note: This means that it is possible to get UI script triggers from listboxes which are actually a CTRL+ event which unselects the item.</i>
= Scripting: GetWorkString =
You can now use GetWorkString on the RHS of an assignment expression, e.g.
<code>char myString ;
myString = GetWorkString() ;</code>
The contents will be safely truncated to the source string's size.
= 3DVIEW UI Control =
Creates a 3D viewport into which you can load 3D models for viewing. The COLOUR tag for this control sets the background clear colour ( use zero for a transparent background, FF000000 for black) .
a . The the
Script commands to control this are :
filename starts with # then defaults to standard unit loading paths.
UIObject3DLoad( objectName, filename, [texturePath])
//automatically set the zoom and camera origin to the size of the currently loaded object
//set the origin position and vertical angle of the camera.
SetUIObject3DCamera( objectName, x,y,z,angle,[zoom])
the and of the
//set the options for the view. 0 for off, nonzero for on.
SetUIObject3DOptions(objectName, allowZoom, allowHorizontalRotate, allowVerticalRotate)
4:3 Ratio UI overrides
In the rare case where a UI file needs special formatting for 4:3 ratio screens, you can define a different UI file to be loaded where appropriate. Simply create a folder called 43 in the same folder as the UI files. Any file in the 43 folder, which has the same name as a file in the parent folder, will be loaded instead, when running at a resolution with a 4:3 aspect ratio or lower.
Tile. Use the following HELPERS.BSF callback to control picking/selection in battle.
Where blocking is set to 1 when the mouse is over any UI block set with BlockUIArea during a render call. Return 0 to pick normally, 1 to prevent picking/selection.
Custom Mouse Handling
Tile. Callbacks exist for custom mouse handling. These are
MOUSE_CLICK_HANDLER(action, tilex, tiley) // in HELPERS.BSF
DEBUG_MOUSE_CLICK_HANDLER(action, tilex, tiley) // in DEBUG_HELPERS.BSF when enabled
They are triggered on mouse up. action is 0 for LMB, 1 for RMB. Return non-zero in MOUSE_CLICK_HANDLER to prevent normal mouse handling.
User Folder Redirection
If the user places a REDIRECT.TXT file in their local folder (e.g. Documents/My Games/<game>) which contains the line
Then the game will treat the provided folder as the user folder for this game.
You can now enable automatic hotkey tooltips. See the UI button documentation.
Can now have UI control hotkeys with SHIFT and/or CTRL modifiers. See the UI documentation.
New Tile Callbacks
Tile. New callbacks
// Allows for additional text to be added to skirmish descriptions in the MP creation screen.
// Place any string to be added in the first UI string
// Called immediately after loading the userdata when a game is loaded
// skirmish param is zero or one. Userdata is in the first work array.
StartCampaign & ReplaceUnit Script Commands
Tile. StartCampaign can now take no params at which point it loads the ||SKIRMISH campaign as per skirmish battles. ReplaceUnit replaces one unit with another. In order to handle any custom setup (esp anything which is used in animation callbacks) there is a REPLACE_CALLBACK(me) callback where any required data can be set up after the new replacement unit has been initialized but before we try and sync up animations etc. So you will need to save out any specific attribs from the unit that you care about and then reset then in the callback (if needed) or after the ReplaceUnit call returns.
Updates: there is now an onscreen flash when capturing a screenshot. You can also place entries for SCREENSHOTSFX and MOVIESFX into the UIDefaults.txt file in System. These should be numeric index values into the sfx list for sounds to be played when screenshotting, and when beginning a movie capture respectively.
You can now pass an empty string into Load/SaveVariableData and it will load and save from a GLOBAL_DATA.TXT file in (e.g.) My Documents/My Games/FieldOfGlory2. This can be used to set up a global structure for persistent data across the game, e.g. hi scores or battles won.
Load Sequence Function
Tile. If the script CORE/LOADINIT.BSF exists then the function LoadInit from within it will be called at the very start of the main loading sequence, immediately after the first loadbar frame is shown.
Progress Bars Accept KEEPSQUARE
You can now use a KEEPSQUARE tag for progress bars if desired.
Tile. You can now include global orders which do not require a unit to be selected. These are defined in the CORE.BSF script, and should follow the template for standard unit orders (i.e. CHECK_, UIBUTTON_, etc functions must exist). These orders use a CORE_ prefix, rather than TILE_, UNIT_, or ALL_.
Two new commands allow for adjusting the gamma values when in fullscreen. To allow for saving of the gamma value (or others) there are 3 additional Custom* options values available. Custom1, Custom2, Custom3. All default to zero. Suggested values for gamma would be 0.5 to 2.0 or so, depending on the variation you wish to allow.
//set the gamma value, if possible. gamma is in 1000ths.
//returns 1 if the current setup allows for gamma adjustment (e.g. driver support, or because gamma requires fullscreen).
Get/SetUnitString Script Commands
Tile. New commands to allow a custom unicode string to be attached to a unit.
//place the contents of the first UI string as a custom string for the unit.
//place the contents of the unit custom string into the first UI string. Returns 0 if there is no custom string, 1 otherwise
User Content Debugging
Tile. When in DEBUGMODE is set to 2, the system will additionally load list_debug.txt into the user content list from the server. This is to allow for simpler testing of user content from the server without polluting the release list.
GetSkirmishPoints & GetCurrentMod
Tile. New script commands to fetch the currently set skirmish points, and to query the current mod.
//sets the first 4 values in the first work array with the current skirmish points values (fixed0, fixed1, select0, select1)
//if a mod is selected, place the name of the current mod into the first UI string and return its index, otherwise return -1. Always returns -1 in multiplayer.
Tile. Mods can now override S4F and their animation files for units. They can also override scripts for AI, unit, HELPERS, and CORE BSF files. NOTE: to package global mods, you need a ModsPackage named button on the mod UI panel.
Lobby Colouring Tweak
Tile. You can now use the VALUE5 entry for the accept games list to define the RGB value for disabled games (where you do not have the necessary campaign etc). Alpha is set to 0xFF by the game. Zero uses the default colouring.
Tile. You can have up to 8 read-only strings attached to a squad template. These must be defined in the squads file using tags ##0 to ##7. The string data for each element must have 27 characters or less, and spaces are not permitted. You can then retrieve these using the new command
//place the given attrib string into the first work string. typeIndex is the index of the unit type. index is currently [0,7].
Note that the string returned will have been converted into upper case.
UpdateUserStringFromUI and GetUIEditboxToInt Script Commands
//take the UI string from an editbox object and update it if it has changed (or is new). Return 1 if a change has been made, zero otherwise.
//takes the contents of the UI editbox and converts them to a string. If there are any non-numeric characters in the string, then the return value is invalidValue. Skips leading and trailing whitespace.
Review Battlefield After Battle
Tile. You can now set up the UI to allow the user to review the battlefield after a battle ends. To do this you should:
- Add a button the the EndBattle control called EndBattleReview
- Create a new UI screen to allow the user to exit after they have finished reviewing. This screen should be called EndReview, and should include a button named EndReviewOK. EndReview should not be modal, but should have the same HANDLER as EndBattle (DeployHandler).
This should allow the player to review the battlefield, with all units shown.
New script command which moves the viewable area (if needed) to show the given item.
//move the UI listbox to show the given item index. Scrolls unless immediate is non-zero, in which case it instantly changes the view
ShowUIListboxItem(objectName, index, [immediate])
GetString Control Change
If the UI object GetStringTitle exists, then the title text for the system GetString control will be placed there, rather than in the title of the GetString object window as per default.
Tile. Unit script function that is called each time a unit is moved by dragging when in deployment.
FUNCTION DEPLOY_DRAG_CALLBACK(me, tilex, tiley)
Multiline for UI Edit Controls
Adding a CHATMODE tag to edit controls will now allow them to contain more than one line.
Further INCLUDE Functionality for UI Files
You can now use a prefix to rename included UI file components, allowing reuse of UI fragments. See here:UI
User Music Control
Tile. You can alter the music that is playing using the new script command
//switch to the denoted music track. Must be [0,5] currently as per the MUSIC.TXT file order.
Can be combined with the new tweak DisableDefaultMusic, which stops all hardcoded changes of music (NOTE: other than the initial playing of the main menu music, and some other changes back to the main menu music when internal code takes the UI back to the main menu).
It is also worth reminding of the existence of the SetMusicFile command
//set a music file to be loaded and used. Looks in local then core files. A ? as filename means leave the existing music entry.
New Script Commands: GetMapStyle & DeleteUserCampaign
//place the current map style string into the first work string.
//delete a user campaign. The filename is expected to include the CAMPAIGNS or MULTIPLAYER path element depending upon where the campaign is. E.g. MULTIPLAYER/MYCAMPAIGN. NOTE: it is good practice to prompt the user to confirm deletion.
Including Templates in UI Files
You can now include other files in UI files. Note this should be used with care as objects with the same names are still prohibited. All includes must be the first thing in the UI file. Lines must be of the form
The template files must be in DATA/UI/TEMPLATES
AreNewDownloads Script Command
//returns 1 if there are new user content downloads available, 0 otherwise
Button Text Colour Updates
You can now define different colours for buttons to use when they are being actioned. These colours can be set globally in the UIDEFAULTS.TXT file using
You can also over-ride these values on a per-button basis in the UI text file using
Tile. There is now a callback when the editor starts. This can be located in either or both the CORE.BSF and scenario scripts. The function is of the same form as PRESTARTBATTLE: