A to Z Scripting: Scripting with...
Scripting with:
Time
wait() events
The game engine runs by default at 60 frames (or tics) per second, which is independent of the number of visual frames rendered per second. The most accurate expression for the duration of a frame is therefore 1/60 of a second. This is roughly 0.0167 seconds. The most reliable way to wait for only one frame is waitFrame().
When you run a wait() event, the engine performs a check every frame (every ~0.0167s) to see whether the total time elapsed has surpassed the time it was instructed to wait. This means that if you use wait() with very small durations, the engine will probably overshoot that duration due to a lack of precision. So i.e. sys.wait(0.02) would only complete after 2 frames, or 0.0333s.
Timekeeping
There are a couple options for keeping track of time:
- sys.getTime() will get the current game time. Example:
void move_mover() //move a mover and keep track of how much time it needed { float time_starting = sys.getTime(); //read the game clock to see what time the mover started $func_mover_1.speed(50); $func_mover_1.moveToPos('150 0 0'); sys.waitFor($func_mover_1); float time_elapsed = sys.getTime() - time_starting; //read the game clock again and subtract the starting time to get time_elapsed }
- in a looping script, increment a float variable representing time elapsed with every cycle of the script. Prefer waitFrame() and fractions over wait() and small values due to the aforementioned advantage in precision. Example:
void time_keeping() { float time_elapsed = 0; //make sure time_elapsed is always set to 0 when this script starts sys.waitFrame(); //wait the first frame now while(1) //insert a condition of your liking here, i.e. whether a mover isMoving() { time_elapsed = time_elapsed + 1/60; //increase time_elapsed immediately, then wait. This way around keeps the timer a little more up to date. sys.waitFrame(); } }
AIs
AI flags
AI flags are pre-made variables contained in the "ai" scriptobject. They contain useful information about an AI, such as how alerted it is, whether it has been knocked out, whether it can see an enemy and so on. Some of these flags are also used by the "player" scriptobject", such as AI_CROUCHING.
In order to access the AI flags of an entity, you first need to define the entity as an "ai" or "player". Examples:
ai guard = $guard_warehouse_1; player player_self = $player1; //recommended not to use only "self" as the name, since "self" is used in various other ways as well
Then you can use the flags like this:
if ((!guard.AI_KNOCKEDOUT) && (!guard.AI_DEAD)) guard.bark("snd_conversation"); //if the ai is neither KO nor dead, make him bark a line for a (monologue) conversation if(player_self.AI_CROUCHING) //check if the player is crouching
Here's a selection of useful AI flags. You can find an exhaustive listing of all AI_flags in the ai scriptobject, which is defined in tdm_base01.pk4 > script/tdm_ai.script > jump to "object ai".
boolean AI_TALK; //AI is talking boolean AI_DEAD; //AI is dead boolean AI_KNOCKEDOUT; //AI is knocked out boolean AI_ENEMY_VISIBLE; //enemy is visible boolean AI_ENEMY_IN_FOV; //enemy is in field of view boolean AI_CROUCH; //AI is inspecting a corpse, or the player is crouched boolean AI_RUN; //AI is running float AI_AlertLevel; //0-5, where 0 is completely idle and 5 is combat float AI_AlertIndex; //corresponds to AlertLevel, as far as I'm aware
Sounds
Script events for sounds are slightly atypical and counter-intuitive to use, which is why they have their own section.
Ways of starting a sound
First of all, there are two similar-looking script events for starting a sound on an entity:
startSound(string sound, float channel, float netSync); startSoundShader(string shaderName, float channel);
startSound() is the preferred method. This is because it can only play soundshaders that are defined on the entity in spawnargs beginning with snd_. What this spawnarg does is that it precaches (preloads) the sound at map start. If a sound is not precached, it might pop when it's played for the first time, as a result of not loading fast enough (a "cache miss").
The downside of startSound() is that the soundshaders must be defined in advance as spawnargs. You can use startSoundShader instead, but should use an earlier script event to precache the soundshader on that entity.
Another difference is that startSound() requires you to input a "netSync" float variable. I believe this has to do with multiplayer, making sure the sound is synchronised for all players. In any case, it's always set to false.
Thus, here are 2 correct ways to start a sound on an entity, shown as examples:
$torch_1.startSound("snd_extinguish", SND_CHANNEL_ANY, false); //snd_extinguish is a spawnarg on the torch containing the name of the soundshader, it's not the name of the soundshader itself
//the spawnarg is set in DR or in the entity def of the torch
$torch_1.cacheSoundShader("torch_extinguished"); //makes sure this soundshader won't pop when it's played for the first time sys.waitFrame(); //give time for the cache to occur; probably even better would be to cache the sound at map start $torch_1.startSoundShader("torch_extinguished", SND_CHANNEL_ANY); //"torch_extinguished" would be the name of a soundshader in the TDM assets
Sound channels
You can play multiple sounds simultaneously on the same entity by playing them on different channels. Some channels are reserved for important game sounds (i.e. ambient music, objective completions) and shouldn't be used for scripted sounds.
Instead of typing out the name in full, you may instead use the channel's ID number (i.e. 9 instead of SND_CHANNEL_UNUSED) in sound script events.
Channels suited for scripted sounds:
As a string | As a float |
---|---|
SND_CHANNEL_ANY | |
SND_CHANNEL_UNUSED | 9 |
SND_CHANNEL_UNUSED_2 | 11 |
Other channels:
SND_CHANNEL_VOICE |
SND_CHANNEL_VOICE2 |
SND_CHANNEL_BODY |
SND_CHANNEL_BODY2 |
SND_CHANNEL_BODY3 |
SND_CHANNEL_WEAPON |
SND_CHANNEL_ITEM |
SND_CHANNEL_HEART |
SND_CHANNEL_DEMONIC |
SND_CHANNEL_AMBIENT |
SND_CHANNEL_DAMAGE |
Sound properties
When a sound is initiated via script, its properties (looping, min/max distances etc.) will be primarily controlled through settings in the soundshader.
Stopping sound
The script event for stopping a sound on an entity is stopSound(), with the channel as input. If you want all sounds on all channels to stop, use SND_CHANNEL_ANY as input for stopSound().
AI barks
The correct term for a soundshader spoken by an AI is "bark", thus the script event bark() would be used to make an AI speak via script. Compared to i.e. startSound(), this has the advantage that lipsync is enabled and that the AI wouldn't randomly say something else at the same time. It does still work on dead or unconscious AIs, so you may want to check the AI_DEAD and AI_KNOCKEDOUT flags first (see "AI flags").
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