InfinityScript basically has mapped most, if not all GSC functions which we can make use of.
It really shouldn't be that hard to make MW3 something akin to MW2 in terms of development.
Just take a look at all the available functions:
Code: Select all
AddFieldMapping("code_classname", 0);
AddFieldMapping("classname", 1);
AddFieldMapping("origin", 2);
AddFieldMapping("model", 3);
AddFieldMapping("spawnflags", 4);
AddFieldMapping("target", 5);
AddFieldMapping("targetname", 6);
AddFieldMapping("count", 7);
AddFieldMapping("health", 8);
AddFieldMapping("dmg", 9);
AddFieldMapping("angles", 10);
AddFieldMapping("birthtime", 11);
AddFieldMapping("script_linkname", 12);
AddFieldMapping("slidevelocity", 13);
AddFieldMapping("name", 24576);
AddFieldMapping("sessionteam", 24577);
AddFieldMapping("sessionstate", 24578);
AddFieldMapping("maxhealth", 24579);
AddFieldMapping("score", 24580);
AddFieldMapping("deaths", 24581);
AddFieldMapping("statusicon", 24582);
AddFieldMapping("headicon", 24583);
AddFieldMapping("headiconteam", 24584);
AddFieldMapping("kills", 24585);
AddFieldMapping("assists", 24586);
AddFieldMapping("hasradar", 24587);
AddFieldMapping("isradarblocked", 24588);
AddFieldMapping("radarstrength", 24589);
AddFieldMapping("radarshowenemydirection", 24590);
AddFieldMapping("radarmode", 24591);
AddFieldMapping("forcespectatorclient", 24592);
AddFieldMapping("killcamentity", 24593);
AddFieldMapping("killcamentitylookat", 24594);
AddFieldMapping("archivetime", 24595);
AddFieldMapping("psoffsettime", 24596);
AddFieldMapping("pers", 24597);
AddFieldMapping("veh_speed", 32768);
AddFieldMapping("veh_pathspeed", 32769);
AddFieldMapping("veh_transmission", 32770);
AddFieldMapping("veh_pathdir", 32771);
AddFieldMapping("veh_pathtype", 32772);
AddFieldMapping("veh_topspeed", 32773);
AddFieldMapping("veh_brake", 32774);
AddFieldMapping("veh_throttle", 32775);
AddFieldMapping("x", 0);
AddFieldMapping("y", 1);
AddFieldMapping("z", 2);
AddFieldMapping("fontscale", 3);
AddFieldMapping("font", 4);
AddFieldMapping("alignx", 5);
AddFieldMapping("aligny", 6);
AddFieldMapping("horzalign", 7);
AddFieldMapping("vertalign", 8);
AddFieldMapping("color", 9);
AddFieldMapping("alpha", 10);
AddFieldMapping("label", 11);
AddFieldMapping("sort", 12);
AddFieldMapping("foreground", 13);
AddFieldMapping("lowresbackground", 14);
AddFieldMapping("hidewhendead", 15);
AddFieldMapping("hidewheninmenu", 16);
AddFieldMapping("glowcolor", 17);
AddFieldMapping("glowalpha", 18);
AddFieldMapping("archived", 19);
AddFieldMapping("hidein3rdperson", 20);
//AddFieldMapping("targetname", 0);
//AddFieldMapping("target", 1);
AddFieldMapping("script_linkname", 2);
AddFieldMapping("script_noteworthy", 3);
//AddFieldMapping("origin", 4);
//AddFieldMapping("angles", 5);
AddFieldMapping("speed", 6);
AddFieldMapping("lookahead", 7);
Those are just for ENTITIES.
There's three times that amount for general GSC functions.
Many of you older members would remember back when TeknoMW3 was purely dependant on the MW3 server addon by zxz0O0 and Nukem.
I went over the source of that and turns out it's quite do-able and able to be implemented easily into InfinityScript.
One recommendation would be to:
- Add a Menu class ( Ability to create and edit Client-Sided menus on-the-fly using a combination of ActionKeys and HudElements )
- Implement w/ proper documentation, the total available MW3 GSC functions mapped via AddFieldMapping/AddFunctionMapping.
That way, we'd easily be able to develop proper mods.