Author Topic: Big list of missing script properties  (Read 12703 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 »

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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.
 

Dave Gilbert

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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!

Gurok

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Re: Big list of missing script properties
« Reply #29 on: 12 May 2018, 07:08 »
"UseRoomAreaLighting" is settable on an object in the editor, but there is no matching property at runtime.

"UseRoomAreaScaling" has Object.IgnoreScaling at runtime. Not ideal, but it might be an idea to make the new property match this convention.

Re: Big list of missing script properties
« Reply #30 on: 12 May 2018, 12:39 »
PropertyTypeCommentStatus
AudioClip
ID or Nameint, readonly or String, readonlysome way to identify what AudioClip this is when iterating on AudioClips

The missing name and non-visible ID does make it pretty difficult to randomly select an AudioClip. I thought that I could workaround this by checking the hex value that is used as the filename for the audio cache, but it seems this number doesn't match the ID value.

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Re: Big list of missing script properties
« Reply #31 on: 12 May 2018, 15:25 »
The missing name and non-visible ID does make it pretty difficult to randomly select an AudioClip. I thought that I could workaround this by checking the hex value that is used as the filename for the audio cache, but it seems this number doesn't match the ID value.

True, and as many other object IDs it cannot be set by user. Unreliable AudioClip.ID situation was discussed in another thread, regarding new audio system.

The only solution currently is to create custom arrays of AudioClip pointers in script, fill them in proper order and random pick from them.

Re: Big list of missing script properties
« Reply #32 on: 12 May 2018, 15:33 »
I wasn't sure what the overhead of creating the array was (I was looking to run this entirely in a script module, and so have no state to permanently store an array), so in the end I've defined case statements in a macro (all on one line), where each case returns an AudioClip. This seems to workaround it (when I import another AudioClip, I also add a case that returns it, and I just generate a random number to randomly get one).

Crimson Wizard

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Re: Big list of missing script properties
« Reply #33 on: 12 May 2018, 15:36 »
I wasn't sure what the overhead of creating the array was (I was looking to run this entirely in a script module, and so have no state to permanently store an array)

Hmm... imho unless you have an array of many thousands entries, there should not be an overhead. Besides, you can create dynamic array.
But then, maybe I do not understand your case well enough.

Anyway, this does not deny the fact that script API is imperfect.
« Last Edit: 12 May 2018, 15:38 by Crimson Wizard »

Snarky

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Re: Big list of missing script properties
« Reply #34 on: 21 May 2018, 16:31 »
+AudioType crossfade setting

Re: Big list of missing script properties
« Reply #35 on: 10 Mar 2019, 15:28 »
Object.Scaling

Slasher

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Re: Big list of missing script properties
« Reply #36 on: 10 Mar 2019, 21:54 »
I would just like to say this:

Anything we can change in script that avoids us having to play through the whole game from the start is a big plus from me  (nod)

Re: Big list of missing script properties
« Reply #37 on: 10 Aug 2019, 23:41 »
I noticed there is no way to invoke a ListBox.OnSelectionChanged event. Also it appears changing selection of a list box by code doesn't invoke ListBox.OnSelectionChanged.

I also noticed it's not possible to figure out if a Slider is vertical or horizontal. Apparently If Slider.Height < Slider.Width, it's horizontal. Sliders are also missing a way to check if sliderChanged
« Last Edit: 11 Aug 2019, 02:34 by eri0o »

cat

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Re: Big list of missing script properties
« Reply #38 on: 11 Aug 2019, 11:06 »
Object.Scaling

This. Also setting manual scaling for objects would VERY useful.

Slasher

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Re: Big list of missing script properties
« Reply #39 on: 11 Aug 2019, 12:22 »
Object.Scaling

This. Also setting manual scaling for objects would VERY useful.

Actually WYSIWYG would be positively fantabulosa  (laugh)