local retval1,refpt = pcall(ScenEdit_GetReferencePoint,{side="red",name="someNonexistingRP"});
if (retval1) and refpt ~=nil then
-- call succeeded use refpt as refpt
else
print(refpt); --call failed print error msg and handle case for unable to obtain refpt.
end
local retval1,refpt = pcall(ScenEdit_GetReferencePoint,{side="red",name="someNonexistingRP"});
if (retval1) and refpt ~=nil then
-- call succeeded use refpt as refpt
else
print(refpt); --call failed print error msg and handle case for unable to obtain refpt.
end
In the Mission Editor > Mission Settings > Assigned Cargo
Include Heliports in the Assigned Cargo list.
I have heliports included in my created Naval Bases in order to transport cargo from an Airport to a Naval Base.
After helicopters transport cargo from the Airport to the Naval Base, I would then like to be able to load cargo from the heliports onto ships docked at the Naval Base.
It would be great if there was a method that could extract information from an html "message", that is, like when the special actions window opens and the button executes a predefined action, to have the opportunity to create custom windows in html to display information to the user in a more enjoyable way than the special actions window, and that the user can choose between options, choose items from a list, etc. Each button would have an assigned function (as is already the case with the special actions) and the user could also choose items from a list (which is somehow implemented in the quick battle games). I guess the special actions menu is already created with html and links the buttons with actions, so I think that allowing a method to display this type of window would be trivial.
This would greatly improve the interaction between user and scenario, and it would give a lot of options to scenario designers to create more immersive, replayable and player-specific experiences.