Anyway, I was excited about the progress I made and I have to vent it somewhere. I should release a new version within a 1-2 weeks. Barring unforeseen complications, the following new functions will be included (plus a few others perhaps):
mapobj_destroyed_in_zone()- just like it's named, it detects if a map object has been destroyed within a zone. The zone will be placed just like any other using the mission editor. Once the function is called with a unit's triggered action, then if the requisite number of map objects are destroyed within that zone (default is 1, but the user will able to optionally specify a number higher than this), then a flag is set.
Anyway, the older, mapobj_destroyed function that requires an id will persist, as I've made the promise to keep supporting all old functions going back to chatIOlibv1, but I expect that except in a few rare cases, the mapobj_destroyed_in_zone function will be preferable.
units_LOS: Sets a flag based on whether or not a unit or set of units is line of sight to another unit or set of units. Great for "surprise" missions when you want to simulate radar detection by early warning radars.
units_hitting: A really powerful function I have been having some fun with. This function will set a flag if a unit(s) hit another unit(s) with a weapon. Additionally, if additional input variables are specified, the function can even output a text, chat, or both text and chat message that includes the name of the unit doing the shooting, and/or the name of the unit getting shot (such as "KNOCK IT OFF 16th Speed!!! YOU'RE SHOOTING AT FRIENDLIES!!!). Anyway,I used this function to make a funny little target recognition mission. Friendly and enemy units are mixed together with their AI off. The mission briefing includes images of all the unit types, friendly and enemy. If you hit three friendly units, your aircraft gets blown up!!!
Another example might be this: say you have a helo coming in to drop off troops. If the helo starts getting hit by small arms fire coming from a group of AK-47s on a roof of some building, then you could make the helo say: "We're taking small arms fire from a group of enemy personnel on top of the large building to the east!!". Or if the helo starts taking fire from a Zu-23, then you could make it say "We're taking heavy AAA fire!!!" and then, because the function also sets a flag, you could make the helo break off its approach and return to an orbit somewhere else, make it RTB, trigger an Apache to come kill the Zu-23, etc. The possibilities are exciting!
Anyway, I also hope to include a units_firing() function that allows you to detect when units start shooting weapons (even specific weapon types). So you could have a trigger that plays the sound "FOX 3!" every time one of the F-15s doing CAP shoots an AMRAAM.
But most importantly, starting this weekend, I am going to start making the youtube video guides and all the example missions on how to use the mod. It's going to be a chore... building is a lot more fun that explaining. Additionally, I am finally going to bite the bullet and fully test the Servman version.