Script Events User-Friendly List: Difference between revisions

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  (note: If <newItem> is the $null_entity, <oldItem> is just removed from inventory.)  
  (note: If <newItem> is the $null_entity, <oldItem> is just removed from inventory.)  
  For example, to remove a key from inventory: '''$player1.replaceInvItem ($key1, $null_entity);'''
  For example, to remove a key from inventory: '''$player1.replaceInvItem ($key1, $null_entity);'''
Functions for moving objects around
Functions for moving objects around (this section should be expanded)
  '''$<item>.move (<direction>, <units>);''' (moves the thing, like an elevator.  
  '''$<item>.move (<direction>, <units>);''' (moves the thing, like an elevator.  
  see: [http://www.modwiki.net/wiki/Move_%28script_event%29] for details.  
  see: [http://www.modwiki.net/wiki/Move_%28script_event%29] for details.  

Revision as of 17:15, 11 February 2012

Below is a list of common and useful Script Events for editing, in a little user-friendlier format than the Doom3 list here [1]. However it doesn't list all events and all details, so refer to the Doom3 list for more details. (This list is only for the most common & useful events for map editing IMO, with the syntax & a little description of its editing value all in one place.)

Note: Arrow-brackets like <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.

Some useful system commands are:

"sys.FadeIn(<color>, " and "sys.FadeOut(<color>, " (fade screen in/out to/from RGB color. '0 0 0' is black), 
"string X = sys.getCvar(<cvar>);" (gives the script a cvar value),
"entity X = sys.getEntity("<entity-id>");" (returns the name of the entity & now 
you can act on X as if it's the entity itself, which it is.)
"float X = sys.getTime();" (returns the game-time at that moment. Useful for timing events.) 
"sys.setCamera($<camera>);" (switch view to custom camera, for cinematic or periscope, etc), 
"sys.setCvar(<cvar>,<value>);" (to set a Cvar by hand), 
"sys.trigger($<item>);" (triggers an item)
"sys.wait(" (pauses the script before continuing, useful for timing events)
"sys.print ("Message " + variable + "\n");" or sys.println("msg"); (Prints console msg, for debugging.)
"entity X = sys.spawn("atdm:<item>");" (spawn a thing called X, place it with X.setOrigin(<vector>);)
"thread <scriptobject>();" (calls a new script thread to start up)
"sys.threadname( "killme" );" and "sys.killthread( "killme" );" 
(kills the thread if it's not otherwise ending; don't let them run forever if possible. Scripts sap processing).

Useful entity commands are:

"$<item>.activate($player1);", (activate an item)
"frob_item($<item>);", (frob an item)
"<datatype> X = $<item>.Get<datatype>Key("<property>");" (returns the value of a spawnarg,
Watch that the data-types match: vector, float, int, entity.),
"string X = $<item>.getKey("<property>");. (The generic getKey that returns the value as a string), 
"string X = $<item>.getName();", 
"vector X = $<item>.getOrigin();", 
"entity X = $<item>.getTarget(n);" (n=the target number),
"vector X = $<item>.getAngles();" (returns the angle a thing is facing)
"vector X = $<item>.getAngularVelocity();" (returns its spin)
"vector X = $<item>.getLinearVelocity();" (returns its velocity)
"$<item>.remove();", (removes entity from game)
"$<item>.setKey("<property>",<value>);" (sets the value of a spawnarg property.
Note that many spawnargs only activate at spawntime, not when they're changed.)
"$<item>.setModel("models/Model.lwo");" (gives the entity a new model)
"$<item>.setSkin("skins/SkinName");" (gives it a new skin) 
"$<item>.setAngles('<vector>');" (positions the thing at the angle you want)
"$<item>.setAngularVelocity('<vector>');" (gives the thing a spin)
"$<item>.setLinearVelocity('<vector>');" (gives the thing a shove)
"$<item>.setOrigin('<vector>');" (places or teleports entity to 'X Y Z'). 
"$<item>.setName("yoMamma");" (renames the entity). 
"$<item>.setFrobable(n);" (n=0 makes it unfrobable, n=1 makes it frobable. isFrobable returns true/false.)
"$<item>.becomeNonSolid();" (make an object non-solid) 

Commands on specific objects (doors, lights, forcefield, inventory)

$<Door1>.Lock(); and $<Door1>.Unlock();.  
$<item>.Open(); and $<item>.Close(); (Used for doors & buttons)
float X = $<door>.isLocked(); and float X = $<door>.isOpen(); (returns true if so)
$<light>.Off(); and $<light>.On(); (turn a light on or off)
$<light>.FadeInLight( and $<light>.FadeOutLight( (fade the light in/out)
$<forcefield>.Toggle(); (toggles a forcefield on and off.)
$player1.addInvItem(inv_item); and $player1.replaceInvItem(oldItem, newItem); (For inventory.)
(note: If <newItem> is the $null_entity, <oldItem> is just removed from inventory.) 
For example, to remove a key from inventory: $player1.replaceInvItem ($key1, $null_entity);

Functions for moving objects around (this section should be expanded)

$<item>.move (<direction>, <units>); (moves the thing, like an elevator. 
see: [2] for details. 
Set sounds, speed or time, accel, and decel in advance, see below.
Also see moveSound, moveTo, moveToPos, stopMoving, isMoving)
$<item>.rotate ('<vector rotate-axis>'); (makes the thing continuously spin on axis, 
Also see: rotateDownTo, rotateOnce, rotateTo, rotateUpTo, stopRotating, isRotating for variations)
$<item>.speed (<float speed>); (sets the speed the thing moves, also see:
accelSound, accelTime, accelTo, decelSound, decelTime, decelTo, time for more control) 

Common and useful AI commands are (I don't know if TDM AI respect all these. Expert opinion please?):

"float X = $<AIname/player1>.getHealth();" (returns AI/player health) 
"$<AI/player1>.setHealth(<health>);" (set AI/player health)
"$<AI>.disableClip();" (disable clip so he can go through stuff like a ghost(?). enableClip puts it back)
(There's also enableGravity/disableGravity and enableAFPush/disableAFPush where AF is articulated figure.)
"$<AI>.kill();" (kill the bastard)
"$<AI>.lookAt(<entity>);" (make the AI look at a thing)
"$<AI>.turnTo('<vector>');" (turn the AI to a direction)
"$<AI>.turnToEntity(<entity>);" (turn AI to a thing, there's also "FaceEnemy" and "FaceEntity")
"$<AI>.moveTo<X>(<entity or vector>);" (where X is "enemy", "entity", or "position")
"$<AI>.setEnemy(<entity>);" (Sets the enemy. There's also getEnemy.)
"$<AI>.stopThinking();" (stops the AI's thinking and puts him in wait mode; not sure how to start it again).

I haven't put in script commands for animations. If you want to see those, refer to the Doom3 list.