Commands - List them and what they do
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Bjarne BZR
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OK... I've now added an explanation of classes, combined with a complete class inheritance tree for MOH:AA.
And I've also updated the command explanation structure to incorporate the classes they can be sent to.
All in Appendix A ( Classes and their commands )
Keep your favorite commands ( A.K.A. messages, methods, procedures... ) coming!
And I've also updated the command explanation structure to incorporate the classes they can be sent to.
All in Appendix A ( Classes and their commands )
Keep your favorite commands ( A.K.A. messages, methods, procedures... ) coming!
Last edited by Bjarne BZR on Mon May 01, 2006 8:19 pm, edited 1 time in total.
This becomes better every day
What I' missing in Object Manipulation is 'move'. Unfortunatelly, I'm far from knowing how to explain it, I just had some bad probs, because the other movement/rotation commands did nothingbecause they needed a 'move' command to - let's say - execute them. This might therefore be one of the rather important commands.
What I' missing in Object Manipulation is 'move'. Unfortunatelly, I'm far from knowing how to explain it, I just had some bad probs, because the other movement/rotation commands did nothingbecause they needed a 'move' command to - let's say - execute them. This might therefore be one of the rather important commands.
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Bjarne BZR
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Last edited by Bjarne BZR on Mon May 01, 2006 8:20 pm, edited 1 time in total.
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Bjarne BZR
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A section on soundadded, with a listing and explanation of all channels.
Last edited by Bjarne BZR on Mon May 01, 2006 8:21 pm, edited 1 time in total.
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Bjarne BZR
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TheShiznaeSpe
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Bjarne BZR
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Bjarne BZR
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Rox, you have a point... but as often you dont explain it very well.
What rox is saying ( i think
) is that the Animate class does not support the movement commands. They are defined lower down in the class hierarchy chain in the class ScriptSlave. All script objects and script origins and other script stuff are inheriting these commands from the ScriptSlave class, so what you need is probably a script_object ( if you want to move it around ).
What rox is saying ( i think
Last edited by Bjarne BZR on Mon May 01, 2006 8:22 pm, edited 1 time in total.
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TheShiznaeSpe
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more text printing ....
Command: centerprint
Syntax: centerprint <text>
Example: centerprint "hello"
Description: Prints the text desired into the center of the screen, On all resolutions.
Command: locationprint
Syntax: locationprint <x> <y> <text>
Example: locationprint 100 200 "Hello!"
Description: Prints the text where you choose on screen.. handy!
Also, Written by scorpiomidget, Controlling doors through scripts..
Functions:
==========
"close" Closes the door.
"doActivate" ( Entity activatingEntity ) General trigger event for all entities
"doBlocked" ( Entity obstacle ) sent to entity when blocked.
"doclose" Closes the door (special doors).
"doopen" ( Entity other ) Opens the door (special doors).
"doorclosed" Called when the door finishes closing.
"dooropened" Called when the door finishes opening.
"door_triggerfield" ( Entity other ) Is called when a doors trigger field is touched.
"doinit" Sets up the script door.
"doUse" ( Entity activatingEntity ) sent to entity when it is used by another entity
"killed" ( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
"open" ( Entity other ) Opens the door.
"toggledoor" ( Entity other ) Toggles the state of the door (open/close).
"triggereffect" ( Entity triggering_entity ) Send event to owner of trigger.
"tryToOpen" ( Entity other ) Tries to open the door.
Command: centerprint
Syntax: centerprint <text>
Example: centerprint "hello"
Description: Prints the text desired into the center of the screen, On all resolutions.
Command: locationprint
Syntax: locationprint <x> <y> <text>
Example: locationprint 100 200 "Hello!"
Description: Prints the text where you choose on screen.. handy!
Also, Written by scorpiomidget, Controlling doors through scripts..
Functions:
==========
"close" Closes the door.
"doActivate" ( Entity activatingEntity ) General trigger event for all entities
"doBlocked" ( Entity obstacle ) sent to entity when blocked.
"doclose" Closes the door (special doors).
"doopen" ( Entity other ) Opens the door (special doors).
"doorclosed" Called when the door finishes closing.
"dooropened" Called when the door finishes opening.
"door_triggerfield" ( Entity other ) Is called when a doors trigger field is touched.
"doinit" Sets up the script door.
"doUse" ( Entity activatingEntity ) sent to entity when it is used by another entity
"killed" ( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
"open" ( Entity other ) Opens the door.
"toggledoor" ( Entity other ) Toggles the state of the door (open/close).
"triggereffect" ( Entity triggering_entity ) Send event to owner of trigger.
"tryToOpen" ( Entity other ) Tries to open the door.
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Bjarne BZR
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That was my thought at the beginning with my scripting tutorial combined with this thread. Havent done it in a while however...small_sumo wrote:Perhaps redoing the g_allclasses.html would be good. Like g_allclasses.html for dummys with aditional information squeesed in after each, maybe even in a different color. It would help me thats for sure.
Thanks


