Author Topic: Big list of missing script properties  (Read 3243 times)

Cassiebsg

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Re: Big list of missing script properties
« Reply #20 on: 26 May 2017, 21:38 »
No way to change the settings of a Text Window GUI... like TextColor. This one seems to be missed often, as there are multiple threads on the forum asking about how to change it.
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Dave Gilbert

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Re: Big list of missing script properties
« Reply #21 on: 29 May 2017, 13:27 »
Just saw this thread. One property I've always wanted is the ability to do FRAME/LOOP FLIPPING! You can check IF a frame is flipped, but you can't actually SET the frame as flipped.

It would also be useful to flip an entire loop!

I'd also like a pony.

Crimson Wizard

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Re: Big list of missing script properties
« Reply #22 on: 29 May 2017, 14:49 »
Just saw this thread. One property I've always wanted is the ability to do FRAME/LOOP FLIPPING! You can check IF a frame is flipped, but you can't actually SET the frame as flipped.

It would also be useful to flip an entire loop!

You mean, during the game?
BTW, I think that's possible to do now by replacing frames with DynamicSprites, which you create from original and flip, then assign to the view frame.

Dave Gilbert

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Re: Big list of missing script properties
« Reply #23 on: 30 May 2017, 15:57 »
True! But the advantage of being able to change the property via script is that you can use it to determine IF the frame is already flipped.

Currently you can use: "if (frame.Flipped == true)" to determine if the frame was flipped via the editor, but if you change the frame with a DynamicSprite you won't be able to do that. Ideally, I'd like to be able to do this:

if (frame.Flipped == false)
{
    frame.Flipped=true;
}

Meaning I can check if the frame is already flipped, and if not - flip it!
« Last Edit: 30 May 2017, 16:14 by Dave Gilbert »

Radiant

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Re: Big list of missing script properties
« Reply #24 on: 28 Sep 2017, 07:27 »
Oddly, the baseline of a walkbehind can be written to in script, but not read.

Monsieur OUXX

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Re: Big list of missing script properties
« Reply #25 on: 29 Sep 2017, 13:09 »
PropertyTypeCommentStatus
File
f.NameString, readonlyThe name of the file
File.GetFolder(String path)static String, readonly"Renders" a path containing $APPDATADIR$ to its actual value (is there another way?)
AudioClip
ID or Nameint, readonly or String, readonlysome way to identify what AudioClip this is when iterating on AudioClips
AudioChannel
PreferredTypeAudioType, readonlyThe Audiotype it will play in priority, or some way to predict what will play what, in regards to the discussion here
 

Crimson Wizard

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Re: Big list of missing script properties
« Reply #26 on: 29 Sep 2017, 13:28 »
@Monsieur OUXX, File.GetFolder may be a useful addition, but that's rather not a "missing property" in the sense this thread was created for.

Regarding AudioChannel.PreferredType - frankly I'd rather suggest redesigning of how channels work, because now it looks like you are trying to find a way to "hack the system".

Monsieur OUXX

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Re: Big list of missing script properties
« Reply #27 on: 29 Sep 2017, 16:58 »
frankly I'd rather suggest redesigning of how channels work, because now it looks like you are trying to find a way to "hack the system".

Well I was just trying to suggest a property that would be easily read straight out of the engine, with "not too much" additional work. I'm totally in favor of getting rid of those hidden priority rules indeed.
Indeed I misunderstood the thread -- apologies for posting.
 

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Re: Big list of missing script properties
« Reply #28 on: 17 Oct 2017, 03:13 »
The ability to get and set the inventory x & y hotspot via the script would be handy!