I am not finding an Objects.bsf file in any of my BA folders (or custom campaigns). Is this a new file for 2.06?
I am finding plenty of Objects.txt files.
Question: based on the example in the documentation for the Object reaction does that mean that we just create this new file? Or has it been used before?
New Objects Reaction Script
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Old_Warrior
- Major - Jagdpanther

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pipfromslitherine
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Re: New Objects Reaction Script
You need to create one for any object sets that you wish to use reaction scripts on.
Cheers
Pip
Cheers
Pip
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Old_Warrior
- Major - Jagdpanther

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Re: New Objects Reaction Script
Thanks, Pip! I will check this out to see how we can add in mines and booby traps.
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Old_Warrior
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Re: New Objects Reaction Script
Checking to see if I understand this correctly:
In the Objects.txt file you enable the new Objects function.
In the Objects.bsf file you define the function.
Is it safe to say then that in the <MISSION_NAME>.BSF file you would then USE that function for the mission?
Otherwise I am at a loss how the individual mission would call on the function to happen.
Maybe additional text showing how your example function is called on in a mission would help?
Thus if you had enabled the function in the Normandy campaign in the Objects.txt file, then defined it in the Objects.bsf file, would you then enter in a CALL to the function in one of the mission script files like Normandy2.bsf?
I hope I am understanding this correctly as otherwise it sounds like the script would apply to ALL of the missions.
In the Objects.txt file you enable the new Objects function.
In the Objects.bsf file you define the function.
Is it safe to say then that in the <MISSION_NAME>.BSF file you would then USE that function for the mission?
Otherwise I am at a loss how the individual mission would call on the function to happen.
Maybe additional text showing how your example function is called on in a mission would help?
Thus if you had enabled the function in the Normandy campaign in the Objects.txt file, then defined it in the Objects.bsf file, would you then enter in a CALL to the function in one of the mission script files like Normandy2.bsf?
I hope I am understanding this correctly as otherwise it sounds like the script would apply to ALL of the missions.
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pipfromslitherine
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Re: New Objects Reaction Script
The script is attached to the object. When you place an object which has script reaction defined on the map, it will do whatever the script tells it. The mission file doesn't come into it at all.
The script is triggered whenever there is an event that would cause a reaction (e.g. movement) and it tests whether it should react, and then does so (based on the check parameter).
Cheers
Pip
The script is triggered whenever there is an event that would cause a reaction (e.g. movement) and it tests whether it should react, and then does so (based on the check parameter).
Cheers
Pip
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Old_Warrior
- Major - Jagdpanther

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Re: New Objects Reaction Script
Sigh - too bad. That means that you have to use that object sparingly in missions and frankly that means that certain buildings are going to become "set aside" types and limit the number of them (French set for instance needs more buildings) that you can use on the map. Also it will tell the players to look for certain buildings too. If they see that building they will know it contains a Booby Trap. Hoping you can come up with some way to call the script from the mission file.
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Old_Warrior
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Re: New Objects Reaction Script
Ok - if we can COPY the objects to the Campaign objects folder tree, rename them, then use the COPY in the script that will work.
For instance: copy ALL of the buildings in the French tile set and then rename them with BBYTRP_<default name> - this way the player will not know the difference. Then when we use the buildings in a mission BAM file where we want to use a Booby Trap we can choose to place as many of them as possible so that the player will never know which building contains the BT.
These copies would go in the Campaign folder for the missions we build.
Set the percentage low, make it a one time use munition and go with that.
The same for ground objects. Rubble could contain BTs as well.
For instance: copy ALL of the buildings in the French tile set and then rename them with BBYTRP_<default name> - this way the player will not know the difference. Then when we use the buildings in a mission BAM file where we want to use a Booby Trap we can choose to place as many of them as possible so that the player will never know which building contains the BT.
These copies would go in the Campaign folder for the missions we build.
Set the percentage low, make it a one time use munition and go with that.
The same for ground objects. Rubble could contain BTs as well.