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| Below is a list of common and useful Script Events in a little user-friendlier format than the Doom3 list here [http://www.modwiki.net/wiki/Script_events_%28Doom_3%29]. However it doesn't list all events and all details, so refer to the Doom3 list.
| | #REDIRECT [[TDM_Script_Reference]] |
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| Note: <this> means to put the name or number you want in this slot; things in parentheses mean the event wants arguments to run; X is an arbitrary variable with the datatype in front of it.
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| Some useful system commands are:
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| "'''sys.FadeIn(<color>, <time>)'''" and "'''sys.FadeOut(<color>, <time>)'''" (fade screen in/out to/from RGB color. '0 0 0' is black),
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| "'''string X = sys.getCvar(<cvar>);'''" (gives the script a cvar value),
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| "'''entity X = sys.getEntity("<entity-id>");'''" (returns the name of the entity & now
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| you can act on X as if it's the entity itself, which it is.)
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| "'''float X = sys.getTime();'''" (returns the game-time at that moment. Useful for timing events.)
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| "'''sys.setCamera($<camera>);'''" (switch view to custom camera, for cinematic or periscope, etc),
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| "'''sys.setCvar(<cvar>,<value>);'''" (to set a Cvar by hand),
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| "'''sys.trigger($<item>);'''" (triggers an item)
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| "'''sys.wait(<time>);'''" (pauses the script before continuing, useful for timing events)
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| "'''sys.print ("Message " + variable + "\n");'''" or '''sys.println("msg");''' (Prints console msg, for debugging.)
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| "'''entity X = sys.spawn("atdm:<item>");'''" (spawn a thing called X, place it with '''X.setOrigin(<vector>);''')
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| "'''thread <scriptobject>();'''" (calls a new script thread to start up)
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| "'''sys.threadname( "killme" );'''" and "'''sys.killthread( "killme" );'''"
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| (kills the thread if it's not otherwise ending; don't let them run forever if possible. Scripts sap processing).
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| Useful entity commands are:
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| "'''$<item>.activate($player1);'''", (activate an item)
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| "'''frob_item($<item>);'''", (frob an item)
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| "'''<datatype> X = $<item>.Get<datatype>Key("<property>");'''" (returns the value of a spawnarg,
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| Watch that the data-types match: vector, float, int, entity.),
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| "'''string X = $<item>.getKey("<property>");'''. (The generic getKey that returns the value as a string),
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| "'''string X = $<item>.getName();'''",
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| "'''vector X = $<item>.getOrigin();'''",
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| "'''entity X = $<item>.getTarget(n);'''" (n=the target number),
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| "'''vector X = $<item>.getAngles();'''" (returns the angle a thing is facing)
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| "'''vector X = $<item>.getAngularVelocity();'''" (returns its spin)
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| "'''vector X = $<item>.getLinearVelocity();'''" (returns its velocity)
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| "'''$<item>.remove();'''", (removes entity from game)
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| "'''$<item>.setKey("<property>",<value>);'''" (sets the value of a spawnarg property.
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| Note that many spawnargs only activate at spawntime, not when they're changed.)
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| "'''$<item>.setModel("models/Model.lwo");'''" (gives the entity a new model)
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| "'''$<item>.setSkin("skins/SkinName");'''" (gives it a new skin)
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| "'''$<item>.setAngles('<vector>');'''" (positions the thing at the angle you want)
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| "'''$<item>.setAngularVelocity('<vector>');'''" (gives the thing a spin)
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| "'''$<item>.setLinearVelocity('<vector>');'''" (gives the thing a shove)
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| "'''$<item>.setOrigin('<vector>');'''" (places or teleports entity to 'X Y Z').
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| "'''$<item>.setName("yoMamma");'''" (renames the entity).
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| "'''$<item>.setFrobable(n);'''" (n=0 makes it unfrobable, n=1 makes it frobable)
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| "'''$<item>.becomeNonSolid();'''" (make an object non-solid)
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| Commands on specific objects (doors, lights, inventory)
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| '''$<Door1>.Lock();''' and '''$<Door1>.Unlock();'''.
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| '''$<item>.Open();''' and '''$<item>.Close();''' (Used for doors & buttons)
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| '''float X = $<door>.isLocked();''' and '''float X = $<door>.isOpen();''' (returns true if so)
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| '''$<light>.Off();''' and '''$<light>.On();''' (turn a light on or off)
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| '''$<light>.FadeInLight(<time>);''' and '''$<light>.FadeOutLight(<time>);''' (fade the light in/out)
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| '''$player1.addInvItem(inv_item);''' and '''$player1.replaceInvItem(oldItem, newItem);''' (For inventory.)
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| (note: If <newItem> is the $null_entity, <oldItem> is just removed from inventory.)
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| For example, to remove a key from inventory: '''$player1.replaceInvItem ($key1, $null_entity);'''
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| Functions for moving objects around
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| '''$<item>.move (<direction>, <units>);''' (moves the thing, like an elevator.
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| see: http://www.modwiki.net/wiki/Move_%28script_event%29 for details.
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| Set sounds, speed or time, accel, and decel in advance, see below.
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| Also see moveSound, moveTo, moveToPos, stopMoving, isMoving)
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| '''$<item>.rotate ('<vector rotate-axis>');''' (makes the thing continuously spin on axis,
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| Also see: rotateDownTo, rotateOnce, rotateTo, rotateUpTo, stopRotating, isRotating for variations)
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| '''$<item>.speed (<float speed>);''' (sets the speed the thing moves, also see:
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| accelSound, accelTime, accelTo, decelSound, decelTime, decelTo, time for more control)
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| Common and useful AI commands are (I don't know if TDM AI respect all these. Expert opinion please?):
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| "'''float X = $<AIname/player1>.getHealth();'''" (returns AI/player health)
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| "'''$<AI/player1>.setHealth(<health>);'''" (set AI/player health)
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| "'''$<AI>.disableClip();'''" (disable clip so he can go through stuff like a ghost(?). enableClip puts it back)
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| (There's also enableGravity/disableGravity and enableAFPush/disableAFPush where AF is articulated figure.)
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| "'''$<AI>.kill();'''" (kill the bastard)
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| "'''$<AI>.lookAt(<entity>);'''" (make the AI look at a thing)
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| "'''$<AI>.turnTo('<vector>');'''" (turn the AI to a direction)
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| "'''$<AI>.turnToEntity(<entity>);'''" (turn AI to a thing, there's also "FaceEnemy" and "FaceEntity")
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| "'''$<AI>.moveTo<X>(<entity or vector>);'''" (where X is "enemy", "entity", or "position")
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| "'''$<AI>.setEnemy(<entity>);'''" (Sets the enemy. There's also getEnemy.)
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| "'''$<AI>.stopThinking();'''" (stops the AI's thinking and puts him in wait mode; not sure how to start it again).
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