Stonehouse Posted October 3, 2015 Posted October 3, 2015 As the title suggests while trying to figure out issues in GCICAP, I've noticed that in a mission editor generated mission now all waypoints have a name by default eg DictKey_WptName_16 The numbering scheme seems unpredictable to me at the moment with waypoints starting from DictKey_WptName_7 for the first group placed. Anyway what I wanted to ask - most likely Grimes I guess at this point - is are waypoint names now required and do we have to include this when building the table of points in a script. If so how does the numbering work? Thanks, Stonehouse
Grimes Posted October 3, 2015 Posted October 3, 2015 Number scheme is incremental based on a single value that is increased by 1 for any localized string value. All waypoint names are localized strings since it may be important to the mission in an aircraft like the A-10C. Waypoints don't need to be named anything thus they aren't required. However they still have a dictionary entry as a result the dictionary file has a bunch of waypoint definitions that are simply an empty string. Before it was waypointName (or wahtever the value is called) = '' Now it is waypointName = 'DictKey_WptName_16' and in the dictionary file: ['DictKey_WptName_16'] = '' Stuff added with the scripting engine don't really effect the dictionary stuff. Any time you do get a dictKey value you can convert it with the env.getValueDictByKey() function. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Stonehouse Posted October 3, 2015 Author Posted October 3, 2015 Thanks Grimes. I'm guessing from your reply that all is ok but also noticed a maxDictId (in my case this was 33 which seems quite low and possibly related to just the units I placed) - where we are spawning aircraft into a mission via a script do we need to worry about what the value is? if the base mission is built via the mission editor with various units doing their thing and we have something like GCICAP spawning in units is there any issues around this number? ie the spawned units + mission editor placed units exceed it. Cheers, Stonehouse
Grimes Posted October 3, 2015 Posted October 3, 2015 No issues with the dictionary keys nor the maxDictId number for spawning units. It is only relevant to groupNames, unitNames, briefings, waypointNames, etc made in the mission editor. As such mist converts all used dictkey values to what they actually are. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
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