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CLIENT
FUNCTIONS |
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Updated
04/01/99
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Client::setDataFinished(Client) |
Client: The Client
Id. Example: 2049.
USED IN: Server.cs
RETURN: True if succeed and "" if failed. |
Used to tell
the server that the Client has finished receiving all the data block
information. That must be finished before ghosting can start. |
Client::limitCommandBandwidth(Client,
Bool) |
Client:
The Client Id. Example: 2049
Bool: True if
want to limit command band width or False if don't.
USED IN: Observer.cs
RETURN: True if succeed or False if failed.
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Used
when a Player is in the command map. This is used to reduce the amount
of data sent to the commander. The reason for the reduction is to
increase other options like player camera follow. |
Client::setMenuScoreVis(Client,
Bool) |
Client: The
Client Id. Example: 2049.
Bool: True if want to show screen or False want to hide screen.
USED IN: Menu.cs
RETURN: 1 if succeed or 0 if failed.
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Used to display
the score screen. The score screen is the screen accessed by
pressing the TAB key. |
Client::getOwnedObject(Client) |
Client: The
Client Id. Example: 2049.
Bool: True if want to show screen or False want to hide screen.
USED
IN: Admin.cs, Ai.cs, Item.cs, Player.cs, Station.cs, ...
RETURN: Object Id. Example: 8361. If failed then -1.
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Used to get the
Object Id from the Client Id. |
Client::getControlObject(Client) |
Client: The
Client Id. Example: 2049.
Bool: True if want to show screen or False want to hide screen.
USED
IN: Observer.cs, Player.cs
RETURN: Object Id. Example: 8361. If failed then -1.
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Used to find
out what object the Client is currently controling. |
Client::setOwnedObject(Client,
Object) |
Client: The
Client Id. Example: 2049.
Object: The object Id. Example: 8361.
USED
IN: Game.cs, Observer.cs, Player.cs
RETURN: True if succeed or False if failed.
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Sets the Clients
owned object to the Object. |
Client::setControlObject(Client,
Object) |
Client: The
Client Id. Example: 2049.
Object: The object Id. Example: 8361..
USED
IN: Vehicle.cs, Game.cs, Observer.cs, Player.cs, ...
RETURN: True if succeed or False if failed.
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Sets what object
the client is to control. Is used when controling a turret, camera,
vehicle, etc.. |
Client::setSkin(Client,Skin) |
Client: The
Client Id. Example: 2049.
Skin:
Name of the skin to be set. Example:purple, blue.
USED
IN: Dm.cs, Game.cs
RETURN: Client Id. Example: 2049. If failed then -1.
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It will look
in the base\skins directory |
Client::getTransportAddress(Client) |
Client: The
Client Id. Example: 2049.
USED IN:
Admin.cs, Server.cs
RETURN: IP address. Example: IP:198.74.33.77:1652.
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IP address. Example:
IP:198.74.33.77:1652. |
USED
IN: Admin.cs, Comchat.cs, Game.cs, Server.cs, ...
RETURN: Client Id. The first client in the client list. If failed
then -1.
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Used to get the
first client in the client list. Most commonly used with the Client::getNext()
function. Those two functions will allow you to iterate through
all the clients on the server. |
Client:
The Client Id. Example: 2049.
USED IN: Admin.cs, Comchat.cs, Game.cs, Item.cs, Server.cs, ...
RETURN: Client Id. The next client in the list. If failed or no
more clients in the list then -1.
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Used to get the
next client in the client list. It will us the Client Id passed in
and return you the next client in the list. |
Client::setItemShopping(Client,
<Type or Item, ...>) |
Client:
The Client Id. Example: 2049.
Type: Each item has an associated integer called a Type. The Item
associated with the ItemData block first encountered when loading
will receive the integer 0. The next will receive integer 1 and
so on. Look in Item.cs for examples of ItemData blocks like flag,
ScoutVehicle, and Weapon.
Item: The data block name of the item. Example: Chaingun USED IN:
Station.cs
RETURN: True if succeed or False if failed.
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Used to setup
what Items are available to buy from a station. It keeps adding Items
to the current shopping list for that Client. |
Client::clearItemShopping(Client,
<Type or Item, ...>) |
Client:
The Client Id. Example: 2049.
Type: Each item has an associated integer called a Type.
The Item associated with the ItemData block first encountered when
loading will receive the integer 0. The next will receive integer
1 and so on. Look in Item.cs for examples of ItemData
blocks like flag, ScoutVehicle, and Weapon.
Item: The data block name of the item. Example: Chaingun USED
IN: Admin.cs, Game.cs, Observer.cs, Station.cs
RETURN: True if succeed or False if failed.
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Clears the Clients
shopping list. Shopping list is created by calling the Client::setItemShopping()
function. |
Client::isItemShoppingOn(Client,
Type or Item) |
Client:
The Client Id. Example: 2049.
Type: Each item has an associated integer called a Type.
The Item associated with the ItemData block first encountered when
loading will receive the integer 0. The next will receive integer
1 and so on. Look in Item.cs for examples of ItemData
blocks like flag, ScoutVehicle, and Weapon.
Item: The data block name of the item. Example: Chaingun
USED IN: Admin.cs, Game.cs, Observer.cs, Station.cs
RETURN: True if succeed or False if failed.
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Clears the Clients
shopping list. Shopping list is created by calling the Client::setItemShopping()
function. |
Client::setItemBuying(Client,
<Type or Item, ...>) |
Client:
The Client Id. Example: 2049.
Type: Each item has an associated integer called a Type. The Item
associated with the ItemData block first encountered when loading
will receive the integer 0. The next will receive
integer 1 and so on. Look in Item.cs for examples of ItemData
blocks like flag, ScoutVehicle, and Weapon.
Item: The data block name of the item. Example: Chaingun
USED IN: Station.cs
RETURN: True if succeed or False if failed.
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Used to add items
to the Buying list. The items on the shopping list that are not on
the buy list will show up grayed out. |
Client::clearItemBuying(Client,
<Type or Item, ...>) |
Client:
The Client Id. Example: 2049.
Type: Each item has an associated integer called a Type. The Item
associated with the ItemData block first encountered when loading
will receive the integer 0. The next will receive
integer 1 and so on. Look in Item.cs for examples of ItemData blocks
like flag, ScoutVehicle, and Weapon.
Item: The data block name of the item. Example: Chaingun
USED IN: Station.cs
RETURN: True if succeed or False if failed.
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Clears the Clients
buying list. Buying list is created by calling the Client::setItemBuying()
function. You also can remove specific items from the list by passing
in a Type or Item. |
Client::isItemBuyingOn(Client,
Type or Item) |
Client:
The Client Id. Example: 2049.
Type: Each item has an associated integer called a Type.
The Item associated with the ItemData block first encountered
when loading will receive the integer 0. The next will receive
integer 1 and so on. Look in Item.cs for examples of ItemData
blocks like flag, ScoutVehicle, and Weapon.
USED IN: Currently not used in any script files.
RETURN: True if on the list or False if not on the list.
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Used to see if
the desired Item is on the Clients buying list. |
Client::setInitialTeam(Client,
TeamNum) |
Client:
The Client Id. Example: 2049.
TeamNum: Team number. Each team is associated with a number
range from -1 to 7. Where -1 is the observer team.
USED IN: Currently not used in any script files.
RETURN: True if succeed or False if failed.
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Used to assign
the Client(player) to the TeamNum(Team). |
Client:
The Client Id. Example: 2049.
USED IN: Admin.cs, Client.cs, Game.cs, Dm.cs, Objectives.cs, ...
RETURN: String. Then name of the client. Example: "Sne/|keR". If
failed then "" is returned.
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Used to get the
name of the client. |
Client:
The Client Id. Example: 2049.
USED IN:
Admin.cs, Ai.cs, Comchat.cs, Dm.cs, Game.cs, Item.cs, ...
RETURN: Number. The team the client is assigned to. If failed then
-1.
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Used to find
what team the client is a member of. |
Client::sendMessage(Client,StrType,String) |
Client:
The Client Id. Example: 2049.
StrType: There are 5 different message types 0, 1, 2, 3, and 4.
0: Is used for all System messages.
1: Is used for all Game messages.
2: Is used for all Chat messages.
3: Is used for all Team Chat
messages.
4: Is used for all Command
messages.
String: The message to be sent.
USED IN:
Admin.cs, Ai.cs, Item.cs, Objective.cs, Player.cs, ...
RETURN: True if succeed or False if failed.
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Used to send
a message to a specific client. The messages show up in the message
dialog box on the hud. |
Client::sendMessage(Client,StrType,String) |
Client:
The Client Id. Example: 2049.
ScoreString: The string that will be displayed.
SortValue: The value ScoreStrings will be sorted by.
USED IN:
Dm.cs, Objectives.cs
RETURN: True if succeed or False if failed.
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Used to set
the clients score value on the TAB screen. I'll explain this function
call below:
Client::setScore(%cl,
"%t\t " @ %cl.Score @ "\t%p\t%l",
%cl.Score);
%cl is the Client Id. The "%t\t ": %t will print the clients
name and the \t will tab over to the next column (which is defined
in the setClientScoreHeading function call). The %cl.Score is
the Clients score. The "\t%p\t%l": \t will tab over to the next column.
%p will display the Clients ping. \t will tab over to the next column.
%l will display the Clients packet loss. The last argument %cl.Score
will sort the list by the Score. Sorts high to low. |
setClientScoreHeading(HString) |
HString: The
heading for the client scores on the tab screen.
USED IN:
Dm.cs, Objectives.cs
RETURN: True if succeed or False if failed.
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Sets the heading
for the client score section of the tab screen. For Example:
setTeamScoreHeading("Player
Name\t\x6FTeam\t\xA6Score
\t\xCFPing\t\xEFPL");
It will print Player Name and then move 6Fhex units to the right and
print Team. After Team it will move over to the A6hex unit and
display Score. Ping and PL will be displayed in the same manner.
The 6F, A6, CF, FF are all hex values from 0 to FF. |
setClientScoreHeading(HString) |
HString: The
heading for the client scores on the tab screen.
USED IN:
Dm.cs, Objectives.cs
RETURN: True if succeed or False if failed.
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Sets the heading
for the client score section of the tab screen. For Example:
setTeamScoreHeading("Player
Name\t\x6FTeam\t\xA6Score
\t\xCFPing\t\xEFPL");
It will print Player Name and then move 6Fhex units to the right and
print Team. After Team it will move over to the A6hex unit and
display Score. Ping and PL will be displayed in the same manner.
The 6F, A6, CF, FF are all hex values from 0 to FF. |
Client::setGuiMode(Client,
GUIMode) |
Client: The
Client Id. Example: 2049.
GUIMode: There are 6 predefined Modes.
1: $GuiModePlay = 1. Regular
play mode.
2: $GuiModeCommand = 2. Command
Screen.
3: $GuiModeVictory = 3. Objective
Screen.
4: $GuiModeInventory = 4. Inventory
Screen.
5: $GuiModeObjectives = 5.
Objective Screen.
6: $GuiModeLobby = 6. Modify
hud mode.
USED IN:
Admin.cs, Game.cs, Player.cs, Server.cs, Station.cs, ...
RETURN: True if succeed or False if failed. USED
IN: Dm.cs, Objectives.cs
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Used to set
the GUI in its different mode/screens. To set the GUI in command
map mode you would call the function and pass in $GuiModeCommand for
the GuiMode argument. |
Client::getGuiMode(Client) |
Client: The
Client Id. Example: 2049.
GUIMode: There are 6 predefined Modes.
USED IN:
Admin.cs, Game.cs, Observer.cs, Station.cs
RETURN: GUIMode. GUIMode will be a value between 1 and 6. If failed
then -1.
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Used to get
what GUIMode the client is currently in. If the Client is in
the Command map screen then 2 will be returned. |
USED
IN: GUI.cs
RETURN: True.
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Used to bring
you back to the game after pressing the ESC key. Pressing the ESC
key will bring you to a screen with the following options Disconnect,
Return To Game, Options, Play, and IRC/Chat. |
Client::getVoiceBase(Client) |
Client:
The Client Id. Example: 2049.
USED IN: Ai.cs
RETURN: String. The voice base. Example: Male1, Male2, Female1,
... If failed then "".
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String. The
voice base. Example: Male1, Male2, Female1, ... If failed then "".
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Client::getSkinBase(Client) |
Client:
The Client Id. Example: 2049.
USED IN: Currently not used in any script files.
RETURN: String. Name of the skin. Current names: beagle, dsword,
cphoenix, swolf, and base.
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Used to get
the what skin the Client(player) is currently wearing. |
Client::getGender(Client) |
Client:
The Client Id. Example: 2049.
USED IN: Game.cs, Item.cs
RETURN: String. "Male" or "Female". If failed then "".
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Used to get
the Clients gender. |
Client::centerPrint(String,
Position) |
String:
Message to be displayed.
Position: There are 3 predefined positions.
0: Displays the String in the center
of the screen.
1: Displays the String on the bottom
of the screen.
2: Displays the String on the top
of the screen.
USED IN:
Admin.cs, Client.cs, Game.cs, Server.cs
RETURN: True if succeed or False if failed.
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Will display
the String at the specified Position. To remove the the centerPrint
simply pass in a blank string Example: "". |
Client::getMouseSensitivity(ActionMap) |
ActionMap:
Is dependent on what mode the player is in. Different key
inputs are definded for diffent modes. Example: Playing the game
will use playMap.sae as its ActionMap. For this function actionMap
should equal "playMap.sae".
USED IN: Options.cs
RETURN: Float. Value between 0 and 100.
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Used to find
what sensitivity your mouse is set at. |
Client::getMouseXAxisFlip(ActionMap) |
ActionMap:
Is dependent on what mode the player is in. Different key
inputs are definded for diffent modes. Example: Playing the game
will use playMap.sae as its ActionMap. For this function actionMap
should equal "playMap.sae".
USED IN: Options.cs
RETURN: True if succeed or False if failed.
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Used to reverse
the mouse X axis. |
Client::getMouseYAxisFlip(ActionMap) |
ActionMap:
Is dependent on what mode the player is in. Different key
inputs are definded for diffent modes. Example: Playing the game
will use playMap.sae as its ActionMap. For this function actionMap
should equal "playMap.sae".
USED IN:
Options.cs
RETURN: True if succeed or False if failed.
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Used to reverse
the mouse Y axis. |
Name: The name
of the player. Example: Sne/|keR.
USED IN:
Client.cs
RETURN: Client Id. The clients Id number. Example: 2049
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Used to find
what the players Client Id is by using the players name. |
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