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Object
- File Functions
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Updated
04/14/99
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FileName: The
full path name and file name.
USED IN: GUI.cs, Menu.cs, Registervolume.cs
RETURN: True if it does exist. False if failed or doesnt exist. |
Used to see if
the FileName exists. |
Script: Name
of a script file. Example: "Item.cs", "Game.cs".
USED IN: Currently not used in any script files.
RETURN: Path. The directory path that the Script is being ran from.
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Used to find
out what directory the Script is currently being ran from. |
Object: The
object Id. Example: 8361.
USED IN: Player.cs, Staticshape.cs
RETURN: String "X Y Z" coordinates. If failed then "0 0 0". |
Used to find
the center point of an object.
For example:
Object = 8489; (8489 is the Id of a turret)
answer = getBoxCenter(Object);
answer is equal to "100 230 50". Which is the X Y Z value
of the center point of the Object. |
Object: The
object Id. Example: 8361
USED IN: Player.cs, Item.cs, Mine.cs, Moveable.cs, Objectives.cs...
RETURN: Type. Returns the name of the class the object was derived
from. Example: Player or Flier.. etc. |
Is used to find
the type of the Object.
For Example:
Type = getObjectType(Object);
Type is equal to "Player" because the Object Id passed
in was created from the player class. |
getObjectByTargetIndex(ObjectIdx)
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ObjectIdx: Index
into a visible object array.
USED IN: Player.cs
RETURN: Object Id. The Id of the object at that index location.
If failed then -1. |
Used to return
the visible object at the index. All objects that are visible because
of sensor or player LOS gets added to a visable object array. |
Name: Name to
be assigned to the object.
Object: The object and it full path name to be loaded.
USED IN: Client.cs
RETURN: Object Id of the new loaded object. If failed then 0. |
Used to load
the Object and assign it the Name. |
storeObject(Object,
Name)
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Object: The
object to be stored.
Name: The full path name and file name to be store under.
USED IN: GUI.cs
RETURN: True if succeed or False if failed. |
Used to store
the Object and all child objects that are associated with that object.
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Object: The
object Id. Example: 8361.
USED IN: Game.cs, Item.cs, Menu.cs, Station.cs, Server.cs, ...
RETURN: True if succeed or False if failed. |
Used to delete
the specified Object from the managers object list. |
Object: The
object Id. Example: 8361.
USED IN: Client.cs, Editor.cs, GUI.cs, Menu.cs, ...
RETURN: True if it is a valid object. False if failed or not. |
Used to see if
the Object Id passed in is a valid object. |
USED IN: Most
common use is in the Console screen.
RETURN: Objects. All objects in the mission. |
Used to list
all the objects currently used in the mission. |
newObject(ObjName,
Class, <ExtraArg>)
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Object: The
name of the object.
Class: Type of object to create.
ExtraArg: Some Classes require extra arguments.
USED IN: Chatmenu.cs, Editor.cs, Game.cs, GUI.cs, Item.cs, ...
RETURN: True if succeed or False if failed. |
Used to create
an object. Different types of class take different extra arguments.
The list below is the most common Classes used.
Item:
dataFile: Object to be created. Example: "Chaingun"
count: Number of items associated with that object. Example:
a pack of disc ammo has 5 disc so the count would be 5.
pop: Not used.
<rotate>: Optional. If True is passed in then the object will
rotate on its Z axis.
<collide>: Optional. If True is passed in then the collison mask
information is setup.
StaticBase:
dataFile: Object to be created.
<DOD>: Optional. If True is passed in then the object will be
deleted if it is destroyed.
Flier:
Uses the StaticBase class.
ChatMenu:
Heading: Will set the heading of the menu.
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