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Posted: Thu May 08, 2003 11:58 pm
by Bjarne BZR
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!

Posted: Fri May 09, 2003 12:13 am
by wacko
This becomes better every day :D

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.

Posted: Fri May 09, 2003 12:01 pm
by Bjarne BZR

Posted: Fri May 09, 2003 12:49 pm
by Bjarne BZR
A section on soundadded, with a listing and explanation of all channels.

Posted: Fri May 09, 2003 1:17 pm
by jv_map
It's getting much better :D

Posted: Fri May 09, 2003 3:21 pm
by Bjarne BZR
Yeah... I have this ambition of at least not making it worse.. :wink:

Posted: Wed May 14, 2003 11:23 pm
by TheShiznaeSpe
i need some help on how to make an animate class move or at least seem to move

i realize that the moveSouth, moveNorth, etc... commands don't work-is there another way?

Posted: Thu May 15, 2003 9:37 am
by Bjarne BZR
Have you used the move, or waitmove commands after specifying what move to make?

The move & waitmove commands work like saying "OK, execute the movements I told you to earlier".

Posted: Thu May 15, 2003 10:53 am
by mohaa_rox
u need a script object or model.

Posted: Thu May 15, 2003 11:21 am
by Bjarne BZR
Rox, you have a point... but as often you dont explain it very well.

What rox is saying ( i think :shock: ) 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 ).

Posted: Thu May 15, 2003 12:00 pm
by TheShiznaeSpe
ok thanks both of you :D

Posted: Sun Jul 13, 2003 5:24 am
by Alcoholic
Hey what happened to this thread? Did you guys give up on it or what?

Posted: Wed Oct 01, 2003 3:21 am
by Virus
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.

Posted: Wed Oct 01, 2003 5:29 am
by small_sumo
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

Posted: Wed Oct 01, 2003 1:38 pm
by Bjarne BZR
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
That was my thought at the beginning with my scripting tutorial combined with this thread. Havent done it in a while however...