I think the boundary script needs a "set boundary offset to player" function, to ease setup.
I usually build my TDMs/dogfights far away from the center of the map, and I'd rather not spend large amounts of time fine-tuning the position of the boundary. :/
There's a
/setBoundaryCenter command that sets the Boundary center to your player's location.
Also, I just added a bunch more variable replacers. Here's the complete list (so far):
<var:pl:rHealth> Player's rounded health
<var:pl:rEnergy> Player's rounded energy
<var:pl:yaw> Player's yaw/rotation/azimuth (Left-Right)
<var:pl:pitch> Player's pitch (Up-Down)
<var:pl:pos> Player's position
<var:pl:posx> Player's position on the x axis
<var:pl:posy> Player's position on the y axis
<var:pl:posz> Player's position on the z axis
<var:pl:state> Player's state
<var:pl:isPassenger> boolean for if the player is mounted
<var:pl:isDriver> boolean for if the player is driving
<var:pl:altFire> boolean for if the player is using alternative fire
<var:pl:veHealth> Player's vehicle's health
<var:pl:veDamage> Player's vehicle's damage
<var:pl:veMaxHealth> Player's vehicle's max health
<var:pl:veDatablock> Player's vehicle's datablock (UI Name; like "Jeep")
<var:pl:weDamage> Player's weapon's direct damage
<var:pl:weRadiusDamage> Player's weapon's radius damage
<var:pl:weDamageRadius> Player's weapon's damage radius
<var:pl:weSpeed> Player's weapon's bullet speed
<var:pl:weArc> Player's weapon's bullet arc
<var:br:pos> Brick's position
<var:br:posx> Brick's position on the x axis
<var:br:posy> Brick's position on the y axis
<var:br:posz> Brick's position on the z axis
<var:br:type> Brick's type (Flat, Special, Basplate, etc)
<var:ve:speed> Vehicle's speed
<var:ve:velx> Vehicle speed in the x direction
<var:ve:vely> Vehicle speed in the y direction
<var:ve:velz> Vehicle speed in the z direction
<var:ve:pos> Vehicle's position
<var:ve:posx> Vehicle's position on the x axis
<var:ve:posy> Vehicle's position on the y axis
<var:ve:posz> Vehicle's position on the z axis
<var:ve:yaw> Vehicle's yaw/rotation/azimuth (Left-Right)
<var:ve:pitch> Vehicle's pitch (Up-Down)
<var:ve:trigger> Boolean for if the vehicle is being triggered (E-Break)
<var:gl:pi> PI. Nuff said
<var:gl:simSecond> Simtime in seconds
<var:gl:simMinute> Simtime in minutes
<var:gl:simHour> Simtime in hours
And I'm STILL adding more. All I need is the idea for it.
If Destiny ever puts some of these in the main VCE, then I'll remove them from mine.