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Miscellaneous
Functions
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Updated
04/09/99
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schedule(Statement,
Time, <Object>) |
Statement: Action
to perform. Could be a function call or a simple
x=y statement.
Time: In seconds.
Object: If object is deleted then cancel the schedule.
USED IN: Client.cs, Dm.cs, Game.cs, Item.cs, Moveable.cs, Server.cs,
...
RETURN: Time. The time when the statement will get called. False if
failed. |
Used to perform
the Statement Time seconds in the future. |
remoteEval(Client,
Function, <Arg>) |
Client: The Id
of the Client to run the function.
Function: The function name.
Arg: Any arguments that need to be passed to the function.
USED IN: Admin.cs, Client.cs, Game.cs, GUI.cs, Menu.cs, Server.cs
RETURN: True. |
Used to call
a function on a specific client. The function must be defined like
so: function remoteNextWeapon();. When you the function you will pass
in only NextWeapon for the name not remoteNextWeapon. |
WaypointToWorld(Waypoint) |
Waypoint: Is
an (x,y) location on the map.
USED IN: Ai.cs
RETURN: World location. Example: "342 345 0". The Z is always 0. If
failed then "0 0 0". |
Converts a waypoint
location into a world location. World locations are given in
the range (0-1023, 0-1023); |
Canvas: The desired
canvas to render. Example: MainWindow
USED IN: Client.cs, GUI.cs, Server.cs
RETURN: 0 |
Used to force
a redraw of the entire canvas. |
USED IN: Client.cs
RETURN: True if succeed or False if failed |
Used to take
a picture of the mission area for the command map and then retile
the command map. |
Projectile::spawnProjectile(Object,
Trans, ShootId, ShootVel, <TargetObj>) |
Object: The projectile
data block name to be spawned. Look in
BaseProjData.cs for projectile names.
Trans: The transform of the shooters weapon.
ShootId: The Id of the shooter. Example: 8361.
ShootVel: The velocity of the shooter.
TargetObj: An object for the projectile lock-on and target.
USED IN: Currently not used in any script files.
RETURN: True if succeed or -1 if failed. |
Used to spawn
a projectile.
For Example:
Trans = GameBase::getMuzzleTransform(Player Id);
ShootVel = Item::getVelocity(Player Id);
Projectile::spawnProjectile("DiscShell", Trans, ShootId,
ShootVel); |
USED IN: Options.cs
RETURN: True if it is in 8 bit mode. False if not 8 bit or if it failed |
Used to check
if windows is in 8 bit mode. |
USED IN: Options.cs
RETURN: True. |
Used to send
a warning to the user that the game can't be run in 256 color mode.
The warning
message:
"Your display is in 8-Bit (256 color) Mode. Tribes
may not display correctly in Windowed mode unless
the display resolution is changed to 16-bit (65536
color) mode or above. Fullscreen display will display
properly however." |
GUI::issueInternetWarning() |
USED IN: Currently
not used in any script files.
RETURN: True. |
Used to warn
the user of possible problems because an active internet connection
could not be detected.
The warning
message:
"Starsiege TRIBES requires an active internet connection
to function properly. If you are not connected to your
Internet Service Provider, you may experience pauses when
Windows attempts to automatically connect your computer to
the Internet." |
postAction(Object,
Action, Value) |
Object: Object
to have the Action performed on.
Action: The action.
Value: Value of the Action.
USED IN: EditMission.cs, Editor.cs
RETURN: True if succeed or False if failed. |
Used to push
an Action on to the stack. |
Object: Object
that will receive a message that it has gained focus.
USED IN: EditMission.cs, Editor.cs, NewMission.cs
RETURN: True if succeed or False if failed. |
Used to set that
Object to receive all input from devices. Example of devices are mouse
and keyboard. |
Object: Object
that will receive a message that it has lost focus.
USED IN: EditMission.cs, Editor.cs
RETURN: True if succeed or False if failed. |
Used to stop
sending input data to the object and clear any remaining input information
for that object. |
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