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Gamebase
Functions
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Updated
04/01/99
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GameBase::playSound(Object,
Sound, Channel) |
Object: The object
Id. Example: 8361.
Sound: The name of the sound to play. Look in Nsound.cs for
an example of setting up a SoundData block.
Channel: The channel to play the sound on. The number of avaiable
channels for one Object is four the range is 0 through 3.
USED IN: Moveable.cs
RETURN: True if succeed or False if failed. |
Used to play the Sound at the location that the Object is currently
at. |
GameBase::generatePower(Object,
Bool) |
Object: The object
Id. Example: 8361.
Bool: True then Object is generating power. False then Object has
stoped generating power.
USED IN: Staticshape.cs
RETURN: True if succeed or False if failed. |
Used to set the generator status either working or not. This is
used to inform all objects that depend on that generator for power.
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GameBase::isPowerGenerator(Object) |
Object: The object
Id. Example: 8361.
USED IN: Currently not used in any script files.
RETURN: True if it is a Generator, False if not, or False if failed.
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Used to see if the Object is a generator. |
GameBase::getPowerCount(Object) |
Object: The
object Id. Example: 8361.
USED IN: Currently not used in any script files.
RETURN: Number. The number of generators power count. If failed then
0. |
Used to get the
number of generators powering the Object. If two generators are powering
an object and one gets destroyed then the function would return one.
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GameBase::isPowered(Object) |
Object: The
object Id. Example: 8361.
USED IN: Moveable.cs, Sensor.cs, Station.cs, Turret.cs, ...
RETURN: True if the object has a working power source or False on
all other accounts. |
Used to check
if the Object currently has a functioning power source. |
GameBase::getTeam(Object
or Client) |
Object: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
USED IN: Admin.cs, Ai.cs, Game.cs, Item.cs, Objectives.cs, ...
RETURN: Team number in the range 0-7. If failed then -1. |
Used to get what
team the Object or Client is currently assigned to. |
GameBase::setTeam(Object
or Client, TeamNum) |
Object: The
object Id. Example: 8361.
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: Ai.cs, Game.cs, Item.cs, Observer.cs, Server.cs, ...
RETURN: True if succeed or -1 if failed. |
Used to assign
an Object or Client to a particular team defined by the TeamNum value.
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GameBase::getPosition(Object
or Client) |
Object: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
USED IN: Ai.cs, Game.cs, Item.cs, Objectives.cs, Player.cs, ...
RETURN: If succeed "X Y Z" position of the Object or Client. Example:
"351 -234 33". If failed then "0 0 0". |
Used to find
the current (X Y Z) position of the Object or Client. The X and Y
positions are found from the center of the map at 0,0. The Z
is the height of the Object or Client. |
GameBase::getRotation(Object
or Client) |
Object: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
USED IN: Ai.cs, Game.cs, Item.cs, Station.cs, Vehicle.cs
RETURN: If succeed "X Y Z" rotation of the Object or Client. Example:
"0 0 1.45". If failed then "0 0 0". |
Used to find
the current (X Y Z) rotation of the Object or Client. X value is the
rotation around the X axis, Y value is the rotation around the Y axis,
and Z is the rotation around the Z axis. In most cases X and Y will
be 0 and Z will be between 3.14 and -3.14. X and Y will be none zero
if for example you are in a flyer making a turn or flying up or down.
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GameBase::setPosition(Object
or Client, Position) |
Object: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
Position: The "X Y Z" value used to set the position on the map. For
Example: Position = "100 -200 40" This will move the Object or Client
100 in the positive X direction(EAST), -200 in the negative Y direction
(SOUTH), and 40 in the positive Z direction(UP). The new position
is offset from the "0 0 0" location on the map.
USED IN: Item.cs, Objectives.cs, Station.cs, Player.cs, Vehicle.cs
RETURN: True if succeed or False if failed. |
Used to set the
Object or Client to the location specified by the Position argument.
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GameBase::setRotation(Object
or Client, Rotation) |
Object: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
Rotation: The "X Y Z" value used to set the position on the map. For
Example: Position = "1.3 -3.0 0" This will rotate the Object or Client
1.3 in the positive X direction, -3.0 in the negative Y direction,
and 0 in the positive Z direction.
USED IN: Item.cs, Station.cs, Vehicle.cs
RETURN: True if succeed or False if failed. |
Used to set the
Object or Client to the rotation specified by the Rotation argument.
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GameBase::getTransform(Object
or Client) |
Object: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
USED IN: Currently not used in any script files.
RETURN: Transform. Combining the Position and Rotation is called the
Transform. Example:"234 -122 43 0 0 2.3". The Position is equal to
"234 -122 43". The Rotation is equal to "0 0 2.3". If failed then
"0 0 0 0 0 0". |
Used to get the
Position and Rotation of an Object or Client. The position and
rotation will be combined together in with the position before the
rotation. |
GameBase::getDataName(Object) |
Object: The
object Id. Example: 8361.
USED IN: BaseProjData.cs, Item.cs, Mine.cs, Moveable.cs, Player.cs,
...
RETURN: Data block name. Example: "Chaingun". If failed then "". |
Used to get the
data block name of the object. Look in the file Item.cs for the name
ItemData. This is defining an item data block. Examples of Data Names
are: Flag or Chaingun. Look in Station.cs file for the name StaticShapeData.
This is defining a Static Shape data block. Examples of Data Names
are: DeployableAmmoStation or DeployableIncStation. |
GameBase::isAtRest(Object) |
Object: The
object Id. Example: 8361.
USED IN: Mine.cs
RETURN: True if it is at rest or False if still moving. |
Used to see if
an object is still moving. |
GameBase::testPosition(Object,
Position) |
Object: The
object Id. Example: 8361.
Position: The "X Y Z" value used to set the position on the map. For
Example: Position = "100 -200 40" This will move the Object or Client
100 in the positive X direction(EAST), -200 in the negative Y direction
(SOUTH), and 40 in the positive Z direction(UP). The new position
is offset from the "0 0 0" location on the map.
USED IN: Vehicle.cs
RETURN: True if the Object can move to the Position. False if a collision
occurs with another object |
Used to see if
the Object can move to the desired Position. |
ShapeBase object functions. Called GameBase::
to simply out public script interface a little. Functions should
behave gracefully if object is not derived from ShapeBase |
GameBase::setSequenceDirection(Object,
Thread, Forward) |
Object: The
object Id. Example: 8361.
Thread: Each object can be assigned up to 4 sequences to be played
0-3.
Forward: If a non zero value is passed in then the sequence will go
forward. If zero then it will go backwards.
USED IN: Station.cs
RETURN: True if succeed or False if failed. |
Used to set the
direction of the animation to be played by the object. |
GameBase::playSequence(Object,
Thread, <Sequence>) |
Object: The
object Id. Example: 8361.
Thread: Each object can be assigned up to 4 sequences to be played
0-3.
Sequence: The Objects animation to be played. If the Sequence argument
is passed in then that Sequence will be assigned to that Thread.
USED IN: Mine.cs, Sensor.cs, Staticshape.cs, Station.cs, Turret.cs
RETURN: True if succeed or False if failed. |
Used to start
playing a sequence. If no Sequence argument is passed in then it will
play the Sequence that Thread is defined to. |
GameBase::pauseSequence(Object,
Thread) |
Object: The
object Id. Example: 8361.
Thread: Each object can be assigned up to 4 sequences to be played
0-3.
USED IN: Sensor.cs, Station.cs
RETURN: True if succeed or False if failed. |
Used to pause
the sequence that defined by the thread. |
GameBase::setRechargeRate(Object,
Rate) |
Object: The
object Id. Example: 8361.
Rate: Amount to increase energy every second.
USED IN: Player.cs, Sensor.cs, Turret.cs, Vehicle.cs
RETURN: True if succeed or False if failed. |
Used to set the
Rate at which the Objects energy will recharge every second. |
GameBase::getRechargeRate(Object) |
Object: The
object Id. Example: 8361.
USED IN: Currently not used in any script files.
RETURN: Rate. The value at which the Objects energy recharges at.
If failed then "0". |
Used to get the
current rate at which the Objects energy recharges at. |
GameBase::setAutoRepairRate(Object,
Rate) |
Object: The
object Id. Example: 8361.
Rate: Amount to increase health every second.
USED IN: BaseProjData.cs
RETURN: True if succeed or False if failed. |
Used to set the
Rate at which the Objects health will increase every second. |
GameBase::getAutoRepairRate(Object) |
Object: The
object Id. Example: 8361.
USED IN: BaseProjData.cs
RETURN: Rate. The value at which the Objects energy recharges at.
If failed then "0". |
Used to get the
rate that the Object is getting repaired at. |
GameBase::repairDamage(Object,
Rate) |
Object: The
object Id. Example: 8361.
Rate: Amount to increase health every second.
USED IN: Item.cs, Station.cs
RETURN: True if succeed or False if failed. |
Used to set the
Rate at which the Objects health will increase every second. |
GameBase::throw(Item,
Object, Vel, Random) |
Item: The data
block name of the item. Example: Chaingun
Object: The object Id. Example: 8361.
Vel: Velocity the Item will be thrown at.
Random: If True then it will be thrown in a random direction. If False
then it will be thrown in the direction the object is facing.
USED IN: Item.cs, Objectives.cs
RETURN: True if succeed or False if failed. |
Used to throw
an object. Example: When you die your pack and weapon is thrown
random directions. |
GameBase::setEnergy(Object,
Value) |
Object: The
object Id. Example: 8361.
Value: The amount of energy to set.
USED IN: BaseProjData.cs, Player.cs, Staticshape.cs
RETURN: True if succeed or False if failed. |
Set the Objects
energy level. Example: When they have a shield on and get hit then
the damage value is subtracted from the Objects energy. |
GameBase::getEnergy(Object) |
Object: The
object Id. Example: 8361.
USED IN: BaseProjData.cs, Player.cs, Staticshape.cs
RETURN: Value. The current energy level of the Object. If failed then
"0". |
Used to get the
current energy level of the Object. |
GameBase::getDamageLevel(Object) |
Object: The
object Id. Example: 8361.
USED IN: BaseProjData.cs, Dm.cs, Item.cs, Mine.cs, ...
RETURN: Value. The current health level of the Object. If failed then
"0". |
Used to get the
Objects current health amount. |
GameBase::setDamageLevel(Object,
Value) |
Object: The
object Id. Example: 8361.
Value: The amount of health left.
USED IN: Dm.cs, Mine.cs, Moveable.cs, Player.cs, Staticshape.cs
RETURN: True if succeed or False if failed. |
Used to set the
health level of an object. |
GameBase::getDamageState(Object) |
Object: The
object Id. Example: 8361.
USED IN: Player.cs, Station.cs
RETURN: State. There are three predefined states:
Enabled: If Object
is fully functional.
Disabled: If Object
is damaged so it cant function.
Destroyed: If Object
is destroyed.
If failed then "0".
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Used to find
what state the Object is in. |
GameBase::applyDamage(Object,
Type, Value, Pos, Vec, Mom, SourceObj
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Object: The
object Id of the object getting damaged. Example: 8361.
Type: Type of damage:
$ImpactDamageType
= -1;
$LandingDamageType
= 0;
$BulletDamageType
= 1;
$EnergyDamageType
= 2;
$PlasmaDamageType
= 3;
$ExplosionDamageType
= 4;
$ShrapnelDamageType
= 5;
$LaserDamageType
= 6;
$MortarDamageType
= 7;
$BlasterDamageType
= 8;
$ElectricityDamageType =
9;
$CrushDamageType
= 10;
$DebrisDamageType
= 11;
$MissileDamageType
= 12;
$MineDamageType
= 13;
Value: Damage value.
Pos: The position where the projectile hit the Object.
Vec: The projectiles vector.
Mom: Momentum of the projectile.
SourceObj: What object is applying the damage or shot the projectile.
USED IN: BaseProjData.cs, Moveable.cs
RETURN: True if succeed or False if failed. |
Used to apply
damage to an Object. Example of use: getting hit by a projectile,
a flier hitting an object, ect. |
GameBase::activateShield(Object, Vector, <OffSetZ>) |
Object: The
object Id. Example: 8361.
Vector: A vector from the center of the object to the location where
the projectile hit the shield.
OffsetZ: Allows you to adjust the height of the shield if needed.
USED IN: Player.cs, Staticshape.cs
RETURN: True if succeed or False if failed. |
Used to display
the shield effect on shielded objects |
GameBase::getLOSInfo(Object,Dist,<Rot>) |
Object: The
object Id. Example: 8361.
Dist: The max distance this function will look for an object. In meters.
Rot: Rotation argument optional. If no rotation is passed in then
it will use the objects current line of site. Look in Station.cs for
an example of the rotation. Example: "0 0 3.14" this will do the LOS
directly behind the Object.
USED IN: Ai.cs, Item.cs, Station.cs
RETURN: True if succeed or False if failed. |
Does a line of
site projection Dist meters away and returns what object was found.
It sets the following global variables:
$los::position: Position the LOS hit the object "X Y Z".
$los::normal: LOS vector Normalized.
$los::object: The Id of the object that was hit by the LOS |
GameBase::setMapName(Object,
Name) |
Object: The
object Id. Example: 8361.
Name: The Objects name to be displayed on the command map.
USED IN: Item.cs, Station.cs, Turret.cs, Vehicle.cs
RETURN: True if succeed or False if failed. |
Used to give
Objects a name that will appear on the command map. Also gives a name
when LOS is used |
GameBase::getMapName(Object) |
Object: The
object Id. Example: 8361.
USED IN: BaseProjData.cs, Station.cs, Turret.cs
RETURN: Name. The name used on the command map. If failed then "".
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Used to get the
Objects map name. The object map name is the name that is displayed
on the command map. |
GameBase::virtual(Object,
Function, <Arg1, Arg2, ...>) |
Object: The
object Id. Example: 8361.
Function: The name of the function to be called.
Arg1: Arguments that need to be passed to the Function.
USED IN: BaseProjData.cs, Objectives.cs, Trigger.cs, Turret.cs
RETURN: What value Function returns. If failed then "". |
Used to call
the Function on the Object . Example: If the object is the Blood
Eagle flag that you where carrying. You step out of the mission area
and the GameBase::virtual(%obj," playerLeaveMissionArea",%player);
is called. %obj is the Blood Eagle flag so Flag::playerLeaveMissionArea
is called. |
GameBase::setActive(Object,
Bool) |
Object: The
object Id. Example: 8361.
Bool: True if Object is active. False if Object is not active.
USED IN: Mine.cs, Moveable.cs, Sensor.cs, Staticsshape.cs, ...
RETURN: True if succeed or False if failed. |
Used to set if
the Object is active or not. Used along with the GameBase::isActive()
function. |
GameBase::isActive(Object) |
Object: The
object Id. Example: 8361.
USED IN: Mine.cs, Moveable.cs, Station.cs
RETURN: True if active or False if not active. |
Used to see if
the Object is active. |
GameBase::getMuzzleTransform(Player
or Client) |
Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
USED IN: Currently not used in any script files.
RETURN: Transform of the Players weapon. If failed then
"1 0 0 0 1 0 0 0 1 0 0 0". |
Used to get the
Transform of the Players weapon. The transform returned is base on
world coordinates. |
GameBase::startFadeOut(Object) |
Object: The
object Id. Example: 8361.
USED IN: Item.cs, Station.cs, Objectives.cs, Player.cs, ...
RETURN: True if succeed or False if failed. |
This will fade
out the object. Example: When a player dies after X amount of time
the player will slowly fade away. It takes 2.5 seconds to fade out
an object. Keep in mind that even though you have faded out the object
it is still there until you delete it. |
GameBase::startFadeIn(Object) |
Object: The
object Id. Example: 8361.
USED IN: Item.cs, Objectives.cs, Station.cs, Staticshape.cs, ...
RETURN: True if succeed or False if failed. |
This will fade
in the Object. Example: When a flag gets returned back to a base it
fades in. |
GameBase::applyRadiusDamage(Type,
Center, Radius, DValue, Force, Object) |
Type: Type of
damage:
$ImpactDamageType
= -1;
$LandingDamageType
= 0;
$BulletDamageType
= 1;
$EnergyDamageType
= 2;
$PlasmaDamageType
= 3;
$ExplosionDamageType
= 4;
$ShrapnelDamageType
= 5;
$LaserDamageType
= 6;
$MortarDamageType
= 7;
$BlasterDamageType
= 8;
$ElectricityDamageType =
9;
$CrushDamageType
= 10;
$DebrisDamageType
= 11;
$MissileDamageType
= 12;
$MineDamageType
= 13;
Center: The center of the Object that is causing the Radius Damage.
Radius: The radius is a predefined value that was set when the object
was created. Use GameBase::getRadius() to find object radius.
DValue: The damage value to apply.
Force: The max force to apply to surrounding objects.
Object: The Id of the object causing the Radius Damage. Example: 8361.
USED IN: Staticshape.cs
RETURN: True if succeed or False if failed. |
Used to apply
damage to Objects when an Objects explodes. If an object was at the
center of the explosion then that object would be damaged by a value
of DValue and a force would be applied to it defined by Force. The
further away from the center of the explosion the less DValue and
Force will be applied the those objects. |
GameBase::getRadius(Object) |
Object: The
object Id. Example: 8361.
USED IN: Staticshape.cs
RETURN: Float. The radius of the Object. If failed then "False" |
Used to get the
radius of the Object. The radius is a predefined value that was set
when the object was created. |
GameBase::getDisabledDamage(Object) |
Object: The
object Id. Example: 8361.
USED IN: Staticshape.cs
RETURN: Float. The disable level. |
Used to get the
level at which the Object becomes disabled |
StaticBase object functions, called GameBase:: |
GameBase::setIsTarget(Object,
Bool) |
Object: The
object Id. Example: 8361.
Bool: True then set it up to be a target. False no target info.
USED IN: Beacon.cs
RETURN: True if succeed or False if failed. |
Used to set the
Object up with target information. The beacon is an example of target
information. It has the Triangle and meters away information. |
GameBase::getOwnerClient(Object) |
Object: The
object Id. Example: 8361.
USED IN: Player.cs
RETURN: Client Id. Example: 2049. If failed then -1. |
Used to get the
Client Id from the Object Id. |
GameBase::getControlClient(Object) |
Object: The
object Id. Example: 8361.
USED IN: Turret.cs, Player.cs, Station.cs, Vehicle.cs, ...
RETURN: Client Id. Example: 2049. If failed then -1. |
Used to get the
Client Id from the Object Id. |
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