I am not sure I get the technique you describe in the fullest. Does this offer more fine grained control than throwing a spawning grenade/having an AI throw them/placing them via MapScripts?Can't wait to see your efforts come to life
No, this is more workaround, you place item that can spawn item on explosion, and you can alter fuse of this grenade to alter final result.
The scripts must not be complicated to begin with. Even a "void func()" would help as long as we had more hooks to get into and especially a generic USE hook. I believe the correct stuff to go in there can only be found by experimentation and the first use cases.
Problem is that its hard to make first simple version and then expand it without risk of breaking changes.
If we choose wrong it could hinder further development of script hook capabilities.
Another thing I would like know beforehand what script hook should have limitations and interaction with rest of engine.
This slow whole process down but make script more secure (its very hard to crash game using them) and stable (lot of mods already relay on them).
Simply crating new hook is creation of new contract between game and modders that they can do.
Would allow for stuff like built-in items / weapons on a soldier type base. Skills/Cybernetic Enhancements/Genetic Augmentations.
For now you can use soldier specific armors from same item, as it more ruleset change I think I could push decision on Meridan.
Again, I think a simple solution would be far better than no one. And it can always be expanded upon.
What about the red flashing messages? Could they be used as flash messages with a timer?
This could be done as it reuse most of functionality already present.
I will also add my latest ones here
# - A script hook allowing for on thy fly changing of action TU costs
# - A dialogue system for interaction with factions in the geoscape
# - Statstrings depending on tags
# - A script hook allowing for on thy fly changing of action TU costs
Scripts should not be able to alter TU cost on fly, to many logic is liked to that and will make mess with code if you would want correctly implemented this.
Any way it could be only done is add to battle unit (or item) filed with multiplier for actions costs. This will have limitation but will be stable and hard to break.
AI would easy plan ahead correctly and if script would change it could kill unit too.
# - A dialogue system for interaction with factions in the geoscape
This is not scripts but full separate game mechanic that is probably outside scope of OXCE at least for me.
# - Statstrings depending on tags
you already doing this, answering it is pointless now :>