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Player
Functions
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Updated
04/16/99
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Player::getClient(PlayerId)
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PlayerId: The
players object Id. Example: 8361
USED IN: BaseProjData.cs, Game.cs, Item.cs, Objectives.cs, ...
RETURN: Client Id. Example: 2049. If failed then -1. |
Used to get the
Clients Id from the Players Id. |
Player::setDetectParameters(Player,
MinSize, HazeFac)
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Player: The
object Id. Example: 8361.
MinSize: The minimum size that the enemy object must appear before
there will
be a direct LOS on that object.
HazeFac: Haze factor.
USED IN: Currently not used in any script files.
RETURN: True if succeed or False if failed. |
Used to set what
the size and haze factor must be before a sensor or player can have
a direct LOS on the enemy object. |
Player::setAnimation(Player
or Client, AnimIndx)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
AnimIndx: The index of the animation number to play. Players Animations
are setup in the Players data block (PlayerData). Look in the
ArmorData.cs file for examples of the PlayerData blocks.
USED IN: Player.cs
RETURN: True if succeed or False if failed. |
Used to play
an animation on a Player. |
Player::getArmor(Player
or Client)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
USED IN: Item.cs, Player.cs, Station.cs, Vehicle.cs
RETURN: Armor Type. There are five armor types: larmor, marmor, harmor,
lfemale, mfemale. |
Used to get what
armor type the Player or Client is using. |
Player::incItemCount(Player
or Client, Item, <Amount>)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
Item: The data block name of the item. Example: Chaingun
Amount: Amount to increment the Item count by.
USED IN: Item.cs, Station.cs
RETURN: New Item total. If failed then 0. |
Used to increment
the players Item count by Amount. If no Amount argument is passed
in then the Item count is incremented by one. |
Player::decItemCount(Player
or Client, Item, <Amount>)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
Item: The data block name of the item. Example: Chaingun
Amount: Amount to decrement the Item count by.
USED IN: Item.cs, Player.cs
RETURN: New Item total. If failed then 0. |
Used to decrement
the players Item count by Amount. If no Amount argument is passed
in then the Item count is decremented by one. |
Player::setItemCount(Player
or Client, Item, Amount)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
Item: The data block name of the item. Example: Chaingun
Amount: Amount to set the Item count to.
USED IN: Ai.cs, Dm.cs, Item.cs, Objectives.cs
RETURN: New Item total. If failed then 0. |
Used to set the
players Item count to Amount. |
Player::getItemClassCount(Player
or Client, ClassName)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
ClassName: The name of the class. Example: Weapon
USED IN: Item.cs, Station.cs
RETURN: Number. The number of Items of type ClassName found. If failed
then 0 |
Used to find
the number of Items of that ClassName the Player or Client currently
has. |
Player::mountItem(Player
or Client, Item, ImageSlot)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
Item: The data block name of the item. Example: Chaingun
ImageSlot: There are four slots: $WeaponSlot==0, $BackpackSlot==1,
$FlagSlot==2, $DefaultSlot==3.
USED IN: Item.cs, Objectives.cs
RETURN: True if succeed or False if failed. |
Used to mount
an Item to the defined slot. Example: When you press a number key
to switch weapons you are mounting that new weapon in the WeaponSlo.
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Player::unmountItem(Player
or Client, ImageSlott)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
ImageSlot: There are four slots: $WeaponSlot==0, $BackpackSlot==1,
$FlagSlot==2, $DefaultSlot==3.
USED IN: Item.cs, Vehicle.cs
RETURN: True if succeed or False if failed. |
Used to unmount
an Item from the ImageSlot. Example: When you pilot a vehicle your
weapon is unmounted. |
Player::getMountedItem(Player
or Client, ImageSlot)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
ImageSlot: There are four slots: $WeaponSlot==0, $BackpackSlot==1,
$FlagSlot==2, $DefaultSlot==3.
USED IN: BaseProjData.cs, Item.cs, Objectives.cs, Player.cs, ...
RETURN: Item. The data block name of the item. Example: Chaingun.
If failed then -1. |
Used to find
out what Item is mounted in the ImageSlot. |
Player::getNextMountedItem(Player
or Client, ImageSlot)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
ImageSlot: There are four slots: $WeaponSlot==0, $BackpackSlot==1,
$FlagSlot==2, $DefaultSlot==3.
USED IN: Item.cs
RETURN: Item. The data block name of the item. Example: Chaingun.
If failed then -1. |
Used to get the
next available Item to be mounted in the ImageSlot. The Items are
only once that the Player has in there inventory. |
Player::useItem(Player
or Client, Item)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
Item: The data block name of the item. Example: Chaingun
USED IN: Dm.cs, Game.cs, Item.cs, Vehicle.cs
RETURN: True if succeed or False if failed. |
Used to mount
the Item in it proper ImageSlot. |
Player::dropItem(Player
or Client, Item)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
Item: The data block name of the item. Example: Chaingun
USED IN: Item.cs, Objectives.cs, Player.cs
RETURN: True if succeed or False if failed. |
Used to drop
the Player or Clients Item. |
Player::deployItem(Player
or Client, Item)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
Item: The data block name of the item. Example: Chaingun
USED IN: Item.cs
RETURN: True if succeed or False if failed |
Used to deploy
the Player or Clients Item. |
Player::setMountObject(Player
or Client, Object, MPoint)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
Object: The object Id. Example: 8643.
MPoint: Mount Point. Where on the object to mount.
USED IN: Player.cs, Turret.cs, Vehicle.cs
RETURN: True if succeed or False if failed. |
Used to mount
a Player on an Object at the MPoint.
Example: Mounting
Players to vehicles. The 0 MPoint on
a vehicle is
the pilot mount point. The HPC and LPC
have additional
MPoints for each passenger. |
Player::getMountObject(Player
or Client)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
USED IN: Player.cs
RETURN: Object. The object id that the Player is mounted to. If failed
then -1 or False. |
Used to get the
Object that the Player or Client is mounted to. |
Player::trigger(Player
or Client, ImageSlot, <Bool>)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
ImageSlot: There are four slots: $WeaponSlot==0, $BackpackSlot==1,
$FlagSlot==2, $DefaultSlot==3.
Bool: True if it is triggered. False if not. If no Bool is passed
in then it is set to triggered.
USED IN: BaseProjData.cs, Item.cs,
RETURN: True if succeed or False if failed. |
Used to set Items
as triggered. This will allow you to call the function isTriggered()
to see if the Item is triggered. |
Player::isTriggered(Player
or Client, ImageSlot)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
ImageSlot: There are four slots: $WeaponSlot==0, $BackpackSlot==1,
$FlagSlot==2, $DefaultSlot==3.
USED IN: BaseProjData.cs, Player.cs
RETURN: True if the Item is triggered or False if failed or not triggered. |
Used to see if
the Item in the ImageSlot is triggered. Firing a weapon is one way
to trigger an Item or in the case of the energy pack when mounted
is always triggered. |
Player::setSensorSupression(Player
or Client, Value)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
Value: The radius to suppress in meters.
USED IN: Item.cs
RETURN: True if succeed or False if failed. |
Used to associate
a radius with an Player so that nothing with in that radius will appear
on an enemies sensor network. |
Player::getSensorSupression(Player
or Client)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
USED IN: Item.cs
RETURN: Number. The radius. If failed then 0. |
Used to get the
radius previously defined by
Player::setSensorSupression.
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Player::isDead(Player
or Client)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
USED IN: Admin.cs, Dm.cs, Moveable.cs, Player.cs, Item.cs, ...
RETURN: True if player is dead else False. |
Used to determine
if the Player or Client is dead. |
Player::applyImpulse(Player
or Client, Vector)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
Vector: The direction and force.
USED IN: Player.cs, Vehicle.cs
RETURN: False. |
Used to apply
the Vector to the Player object. This will cause the player to be
forced in the direction defined by Vector. |
Player::kill(Player
or Client)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
USED IN: Admin.cs, Player.cs, Observer.cs
RETURN: True if succeed or False if failed. |
Used to set the
player as killed and will also call the
Player::onKilled
function. |
Player::getDamageFlash(Player
or Client)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
USED IN: Player.cs
RETURN: Flash. The flash is a value in the range 0-1. If failed then
0. |
Used to get the
current degree of flash. The flash is used to give the screen
a reddish tint when a Player or Client is harmed. |
Player::setDamageFlash(Player
or Client, Value)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
Value: The value of the flash in the range 0-1.
USED IN: Dm.cs, Player.cs
RETURN: True if succeed or False if failed |
Used to set the
current degree of flash. The flash is used to give the screen
a reddish tint when a Player or Client is harmed. |
Player::setArmor(Player
or Client, Armor)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
Armor: Type of armor. There are five armor types: larmor, marmor,
harmor, lfemale, mfemale.
USED IN: Game.cs, Item.cs
RETURN: True if succeed or False if failed. |
Used to set the
Player or Clients armor type. |
Player::isExposed(Player
or Client)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049
USED IN: Player.cs
RETURN: True if Exposed otherwise False if not Exposed or failed.
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Used to see if
a player can be damaged by a projectile. Was written for vehicles
that once a Player was inside they where protected and couldn't
be harmed. This is not supported and will always return True. |
Player::isJetting(Player
or Client)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
USED IN: Ai.cs
RETURN: True if jetting otherwise False if not jetting or failed.
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Used to see if
a Player or Client is jetting. |
Player::lastJetTime(Player
or Client)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
USED IN: Player.cs
RETURN: Ticks. The Current number of ticks. These Ticks are incremented
1024 times per second until you exit Tribes. So shifting your value
to the right 10 times will give you seconds. If failed then 0. |
Used to get what
time the player jetted last. |
Player::blowUp(Player
or Client)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
USED IN: Player.cs
RETURN: True. |
Used to blowUp
the Player or Client when he dies. Blowing up animation will only
be played when the player dies. |
Player::getLastContactCount(Player
or Client)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
USED IN: Player.cs
RETURN: Number. Ticks the player was in the air. |
Used to find
out the number of ticks the Player or Client has been in the air.
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Player::isCrouching(Player
or Client)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
USED IN: Player.cs
RETURN: True if Crouching, False if not Crouching, or -1 if failed.
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Used to see if
the Player or Client is crouching. |
Player::isAiControlled(Player
or Client)
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Player: The
object Id. Example: 8361.
Client: The Client Id. Example: 2049.
USED IN: Objectives.cs, Station.cs, Vehicle.cs
RETURN: True if succeed or False if failed. |
Used to find
out if a Player or Client is an AI. |
USED IN: Console
screen command.
RETURN: Displays it to the console screen. |
Will list all
players name and Id currently on the server. |
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