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hpl1:documentation:script_reference [2012/08/29 14:43] ganjalf TeleportPlayer(ToArea) doestn works, i deletet ToArea and it works. |
hpl1:documentation:script_reference [2018/05/06 17:05] abion47 [Physics] |
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==== Audio ==== | ==== Audio ==== | ||
- | + | <code c++> | |
- | <code c++>void CreateSoundEntity(std::string asName, std::string asFile, std::string asArea) | + | void CreateSoundEntity(std::string asName, std::string asFile, std::string asArea) |
</code> | </code> | ||
+ | Creates a sound entity at the postion of an area.\\ | ||
+ | asName Name of the created sound entity.\\ | ||
+ | asFile The snt file to load.\\ | ||
+ | asArea The area to create at. | ||
- | Creates a sound entity at the postion of an area.\\ | + | <code c++> |
- | asName Name of the created sound entity.\\ | + | void CreateSoundEntityAt(std::string asType,std::string asDestName, |
- | asFile The snt file to load.\\ | + | |
- | asArea The area to create at.\\ | + | |
- | <code c++>void CreateSoundEntityAt(std::string asType,std::string asDestName, | + | |
std::string asSoundName,std::string asSoundFile); | std::string asSoundName,std::string asSoundFile); | ||
</code> | </code> | ||
+ | Creates a sound entity at the position of an entity.\\ | ||
+ | asType The type of entity. This can be: "Joint","Body" or "Entity".\\ | ||
+ | asDestName The entity/body/joint name\\ | ||
+ | asSoundName The name of created sound entity.\\ | ||
+ | asSoundFile The name of the snt file. | ||
- | Creates a sound entity at the position of an entity.\\ | + | <code c++> |
- | asType The type of entity. This can be: "Joint","Body" or "Entity".\\ | + | void PlaySoundEntity(std::string asName, bool abPlayStart) |
- | asDestName The entity/body/joint name\\ | + | |
- | asSoundName The name of created sound entity.\\ | + | |
- | asSoundFile The name of the snt file.\\ | + | |
- | <code c++>void PlaySoundEntity(std::string asName, bool abPlayStart) | + | |
</code> | </code> | ||
+ | Play a sound entity\\ | ||
+ | asName The entity name\\ | ||
+ | abPlayStart If the start sound should be played. | ||
- | Play a sound entity\\ | + | <code c++> |
- | asName The entity name\\ | + | void StopSoundEntity(std::string asName, bool abPlayEnd) |
- | abPlayStart If the start sound should be played.\\ | + | |
- | <code c++>void StopSoundEntity(std::string asName, bool abPlayEnd) | + | |
</code> | </code> | ||
+ | Stop a sound entity\\ | ||
+ | asName The entity name\\ | ||
+ | abPlayEnd If the end sound should be played. | ||
- | Stop a sound entity\\ | + | <code c++> |
- | asName The entity name\\ | + | void FadeInSoundEntity(std::string asName, float afSpeed) |
- | abPlayEnd If the end sound should be played.\\ | + | |
- | <code c++>void FadeInSoundEntity(std::string asName, float afSpeed) | + | |
</code> | </code> | ||
+ | Play a sound entity fading it\\ | ||
+ | asName The entity name\\ | ||
+ | afSpeed Volume increase per second. | ||
- | Play a sound entity fading it\\ | + | <code c++> |
- | asName The entity name\\ | + | void FadeOutSoundEntity(std::string asName, float afSpeed) |
- | afSpeed Volume increase per second.\\ | + | |
- | <code c++>void FadeOutSoundEntity(std::string asName, float afSpeed) | + | |
</code> | </code> | ||
+ | Stop a sound entity fading it\\ | ||
+ | asName The entity name\\ | ||
+ | afSpeed Volume decrease per second. | ||
- | Stop a sound entity fading it\\ | + | <code c++> |
- | asName The entity name\\ | + | void PlayMusic(std::string asName, float afVol, float afStepSize, bool abLoop) |
- | afSpeed Volume decrease per second.\\ | + | |
- | <code c++>void PlayMusic(std::string asName, float afVol, float afStepSize, bool abLoop) | + | |
</code> | </code> | ||
+ | Play music track.\\ | ||
+ | asName Name of the music file.\\ | ||
+ | afVol Volume of the music\\ | ||
+ | afStepSize The increase in volume per second when fading in. | ||
- | Play music track.\\ | + | <code c++> |
- | asName Name of the music file.\\ | + | void StopMusic(float afStepSize) |
- | afVol Volume of the music\\ | + | |
- | afStepSize The increase in volume per second when fading in.\\ | + | |
- | <code c++>void StopMusic(float afStepSize) | + | |
</code> | </code> | ||
+ | Stop music track.\\ | ||
+ | afStepSize The decrease in volume per second when fading out. | ||
- | Stop music track.\\ | ||
- | afStepSize The decrease in volume per second when fading out.\\ | ||
<code c++> | <code c++> | ||
PlayGameMusic(string asFile, float afVolume,float afFadeStep,bool abLoop, int alPrio); | PlayGameMusic(string asFile, float afVolume,float afFadeStep,bool abLoop, int alPrio); | ||
</code> | </code> | ||
+ | Play music track with prio, added to episode 1 to be able to play different tracks that mix in and out depending on prio.\\ | ||
+ | asFile The name of the music file.\\ | ||
+ | afVolume The volume to play the music at 0 to 1.\\ | ||
+ | afFadeStep The decrease in volume per second when fading out.\\ | ||
+ | abLoop If the music should loop.\\ | ||
+ | alPrio The priority of the track, 0 to 10. A higher numbers fades a lower number out, if you have an ambient music track using prio 0 it will fade out if you add a music track to an enemy entity with prio 1 and the enemy attacks the player. When the attack is over the ambient track will fade back in. | ||
- | Play music track with prio, added to episode 1 to be able to play different tracks that mix in and out depending on prio.\\ | ||
- | asFile The name of the music file.\\ | ||
- | afVolume The volume to play the music at 0 to 1.\\ | ||
- | afFadeStep The decrease in volume per second when fading out.\\ | ||
- | abLoop If the music should loop.\\ | ||
- | alPrio The priority of the track, 0 to 10. A higher numbers fades a lower number out, if you have an ambient music track using prio 0 it will fade out if you add a music track to an enemy entity with prio 1 and the enemy attacks the player. When the attack is over the ambient track will fade back in.\\ | ||
<code c++> | <code c++> | ||
StopGameMusic(float afFadeStep, int alPrio); | StopGameMusic(float afFadeStep, int alPrio); | ||
</code> | </code> | ||
+ | Stop game music track with prio.\\ | ||
+ | afFadeStepThe decrease in volume per second when fading out.\\ | ||
+ | alPrio priority of the music track. | ||
- | Stop game music track with prio.\\ | + | <code c++> |
- | afFadeStepThe decrease in volume per second when fading out.\\ | + | void PlayGuiSound(std::string asName, float afVol) |
- | alPrio priority of the music track.\\ | + | |
- | <code c++>void PlayGuiSound(std::string asName, float afVol) | + | |
</code> | </code> | ||
+ | Play a sound gui sound, with out any position.\\ | ||
+ | asName The sound name\\ | ||
+ | afVol Volume of the sound\\ | ||
- | Play a sound gui sound, with out any position.\\ | ||
- | asName The sound name\\ | ||
- | afVol Volume of the sound\\ | ||
- | \\ | ||
==== Physics ==== | ==== Physics ==== | ||
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asJointName The joint name\\ | asJointName The joint name\\ | ||
asType The type, can be: "OnMax" or "OnMin".\\ | asType The type, can be: "OnMax" or "OnMin".\\ | ||
- | asFunc The script function to be called. Must be in the current script file. _fckg_QUOT__fckg_QUOT_ = disabled.\\ | + | asFunc The script function to be called. Must be in the current script file. %%_fckg_QUOT__fckg_QUOT_ = disabled.%%\\ |
\\ | \\ | ||
''void BreakJoint(std::string asJointName)'' | ''void BreakJoint(std::string asJointName)'' | ||
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\\ | \\ | ||
\\ | \\ | ||
- | ==== Local Variables ==== ''void CreateLocalVar(std::string asName, int alVal)'' | + | |
+ | ==== Local Variables ==== | ||
+ | |||
+ | ''void CreateLocalVar(std::string asName, int alVal)'' | ||
''void SetLocalVar(std::string asName, int alVal)'' | ''void SetLocalVar(std::string asName, int alVal)'' | ||
''void AddLocalVar(std::string asName, int alVal)'' | ''void AddLocalVar(std::string asName, int alVal)'' | ||
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\\ | \\ | ||
\\ | \\ | ||
- | ==== Global Variables ==== ''void CreateGlobalVar(std::string asName, int alVal)'' | + | |
+ | ==== Global Variables ==== | ||
+ | |||
+ | ''void CreateGlobalVar(std::string asName, int alVal)'' | ||
''void SetGlobalVar(std::string asName, int alVal)'' | ''void SetGlobalVar(std::string asName, int alVal)'' | ||
''void AddGlobalVar(std::string asName, int alVal)'' | ''void AddGlobalVar(std::string asName, int alVal)'' | ||
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\\ | \\ | ||
\\ | \\ | ||
- | ===== Game scripts ===== ==== General ==== ''void ResetGame();'' | + | |
+ | ===== Game scripts ===== | ||
+ | |||
+ | ==== General ==== | ||
+ | |||
+ | ''void ResetGame();'' | ||
Resets the game and returns to main menu\\ | Resets the game and returns to main menu\\ | ||
\\ | \\ | ||
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abX enable or disabled the function.\\ | abX enable or disabled the function.\\ | ||
\\ | \\ | ||
- | ''void AddRadioMessage( std::string asTransCat,std::string asTransName, std::string asSound);'' | + | ''void AddRadioMessage( std::string asTransCat,std::string asTransName, std::string asSound);'' |
Plays an audio file and displays subtitles for it.\\ | Plays an audio file and displays subtitles for it.\\ | ||
asTransCat the Category in the translations file\\ | asTransCat the Category in the translations file\\ | ||
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\\ | \\ | ||
\\ | \\ | ||
- | ==== Attacks ==== ''void CreateSplashDamage(std::string asAreaName, float afRadius, float afMinDamage, float afMaxDamge, float afMinForce, float afMaxForce, float afMaxImpulse, int alStrength);'' | + | |
+ | ==== Attacks ==== | ||
+ | |||
+ | ''void CreateSplashDamage(std::string asAreaName, float afRadius, float afMinDamage, float afMaxDamge, float afMinForce, float afMaxForce, float afMaxImpulse, int alStrength);'' | ||
Creates a ball shaped splash damage at the center of an area.\\ | Creates a ball shaped splash damage at the center of an area.\\ | ||
asAreaName Name of the area.\\ | asAreaName Name of the area.\\ | ||
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\\ | \\ | ||
\\ | \\ | ||
- | ==== Game Timer ==== ''void CreateTimer(std::string asName, float afTime, std::string asCallback, bool abGlobal);'' | + | |
+ | ==== Game Timer ==== | ||
+ | |||
+ | ''void CreateTimer(std::string asName, float afTime, std::string asCallback, bool abGlobal);'' | ||
Creates a new timer which calls a callback function when the time is out.\\ | Creates a new timer which calls a callback function when the time is out.\\ | ||
Syntax: **MyCallback(string asTimerName)**, the prefix "@" (ie "@Func()") shows that the function is in the global script\\ | Syntax: **MyCallback(string asTimerName)**, the prefix "@" (ie "@Func()") shows that the function is in the global script\\ | ||
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\\ | \\ | ||
\\ | \\ | ||
- | ==== Player ==== ''static void GivePlayerDamage(float afAmount, std::string asType);'' | + | |
+ | ==== Player ==== | ||
+ | |||
+ | ''static void GivePlayerDamage(float afAmount, std::string asType);'' | ||
Gives the player a hit + damage\\ | Gives the player a hit + damage\\ | ||
afAmount The amount of health taken.\\ | afAmount The amount of health taken.\\ | ||
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\\ | \\ | ||
\\ | \\ | ||
- | ==== Inventory ==== ''void AddPickupCallback(std::string asItem, std::string asFunction);'' | + | |
+ | ==== Inventory ==== | ||
+ | |||
+ | ''void AddPickupCallback(std::string asItem, std::string asFunction);'' | ||
Add a callback that is called when the player picks up an item.\\ | Add a callback that is called when the player picks up an item.\\ | ||
The syntax for the callback function is:\\ | The syntax for the callback function is:\\ | ||
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asTransName The name of the entry in the lang file.\\ | asTransName The name of the entry in the lang file.\\ | ||
\\ | \\ | ||
- | \\ | + | \\ |
- | ==== Map / Level Properties ==== ''SetAmbientColor(float r, float g, float b);'' | + | |
+ | ==== Map / Level Properties ==== | ||
+ | |||
+ | ''SetAmbientColor(float r, float g, float b);'' | ||
Sets the ambient color of the level, this should always be part of a level as it gives it a bit of light otherwise shadows will be pitch black.\\ | Sets the ambient color of the level, this should always be part of a level as it gives it a bit of light otherwise shadows will be pitch black.\\ | ||
\\ | \\ | ||
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\\ | \\ | ||
\\ | \\ | ||
- | ==== Game Entity Properties ==== ''void SetGameEntityActive(std::string asName, bool abX);'' | + | |
+ | ==== Game Entity Properties ==== | ||
+ | |||
+ | ''void SetGameEntityActive(std::string asName, bool abX);'' | ||
Set if a game entity is active.\\ | Set if a game entity is active.\\ | ||
asName The name of the game entity\\ | asName The name of the game entity\\ | ||
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\\ | \\ | ||
\\ | \\ | ||
- | ==== Game Entity Callbacks ==== ''void AddEntityCollideCallback(std::string asType, std::string asDestName, std::string asEntityName, std::string asFuncName);'' | + | |
+ | ==== Game Entity Callbacks ==== | ||
+ | |||
+ | ''void AddEntityCollideCallback(std::string asType, std::string asDestName, std::string asEntityName, std::string asFuncName);'' | ||
Add a collide callback to an entity.\\ | Add a collide callback to an entity.\\ | ||
The syntax for the callback function is:\\ | The syntax for the callback function is:\\ |