537 lines
15 KiB
Text
537 lines
15 KiB
Text
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/*
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BehavEd Command List
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(Note that anything involving floats must be (eg) "1.0", not just "1")
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*/
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//=== TYPES ================================================================
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//header file type includes
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// SOF2SPECIFIC: this typeset now MUST be present for BehavEd to present GET-helper combos!
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<%s="SET_TYPES">
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{
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#include "IGInterface.h" setType_e
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}
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<%s="BOOL_TYPES">
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{
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"OFF"
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"ON"
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}
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<%s="BOOL_TYPES_REL">
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{
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"OFF"
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"ON"
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"NULL"
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}
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<%s="GOAL_REL">
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{
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"STOP"
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"PAUSE"
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"GO"
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}
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<%s="LOOK_TYPES">
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{
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"HEAD"
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"EYES"
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"FULL"
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"NULL"
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}
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<%s="HITLOC">
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{
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"Head"
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"Right Leg"
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"Neck"
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"Left Leg"
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"Chest"
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"Right Foot"
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"Left Shoulder"
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"Left Arm"
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"Left Hand"
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"Right Shoulder"
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"Right Arm"
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"Right Hand"
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"Gut"
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"Groin"
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"Left Thigh"
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"Left Foot"
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"Right Thigh"
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"NULL"
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}
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<%s="SPEED">
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{
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"1 - None"
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"2 - Slow"
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"3 - TakeYourTime"
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"4 - Jog"
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"5 - NoRush"
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"6 - FastJog"
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"7 - HurryUp"
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"8 - Run"
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"9 - FastRun"
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"10 - Emergency"
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}
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<%s="TASK_TYPES">
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{
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"WALK"//# uses finite state for walking
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"RUN"//# uses finite state for running
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"Path"//# plans path to navpoint using Lich
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"PathCrouch"//# plans path to navpoint using Lich, once there- goes to crouch spot
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"Move"//# moves to a specific point on map (NOT finite state driven)
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"MoveToEnt"//# moves to a specific entity on map
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"MoveToDeadEnt"//# movesto dead entity without stepping on it (do NOT use me if your name is not FOWLOR)
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"Teleport"//# teleports to point (NOT finite state driven)
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"Attack"//# fires weapon (might need to set Focus first)
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"Focus"//# focus on target (use SET_ENEMY to specify one, default is closest member of enemy team)
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"Use"//# Walk to this entity, then use it (use entgoal for name of entity)
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"Pickup"//# Walk to the closest pickup, and pick it up
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"Inventory"//# For inventory actions
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}
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<%s="GOAL_TYPES">
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{
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"HoldArea"//# SQUAD: Move to this area using leapfrog and hold it (use areagoal)
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"FastAdvance"//# SQUAD: Move to this area quickly and hold it (use areagoal)_
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"Surround"//# SQUAD: Surround this opponent (use entgoal)
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"TakePosition"//# FIRETEAM/INDIVIDUAL: leap frog to this position (use vecgoal)
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"Recon"// # FIRETEAM/INDIVIDUAL: Proceed to this area then recon/explore it (use areagoal)
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"Guard"// # FIRETEAM/INDIVIDUAL: Patrol in this area (use areagoal)
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"Wander"// # FIRETEAM/INDIVIDUAL: Wander this area (use areagoal)
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"Follow"// # FIRETEAM/INDIVIDUAL: Follow this entity (use entgoal)
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}
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<%s="GOAL_MODES">
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{
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"Stealth"//# Execute your teams goals all stealth-like (send out scouts first)
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"Rambo"//# Disregard stealth
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"Flank"//# Send 1/2 of the team to flank area. (use areagoal2)
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}
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<%s="INVENTORY_ACTION">
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{
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"Draw"
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"Hold" //# Will also draw if not currently drawn, then hold
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"Examine" //# Will also draw if not currently drawn, then examine
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"Use"//# Will also draw if not currently drawn, then use
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"Throw"//# Will also draw if not currently drawn, then throw
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"Holster"
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"Toss"//# Only for gun, tosses it out
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}
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<%i="DECLARE_TYPE">
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{
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FLOAT//## %s="" # A number
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STRING//## %s="" # A string
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VECTOR//## %s="" # A vector
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}
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<%i="CHANNELS">
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{
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#include "channels.h" soundChannel_e
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}
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<%s="SKEL">
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{
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"Arms" // # set animation arms
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"Torso" // # set animation torso
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"Body" // # set animation body
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"Left Arm" // # set animation left arm
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"Eyes" // # set eye animations
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}
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<%s="PRIM">
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{
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"Attack" // # use Attack primitive
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"Damage" // # use Damage primitive
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"HMove" // # use HMOVE primitive
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"VMove" // # use VMOVE primitive
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"Stationary" // # use Stationary primitive
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"Inventory" // # use Inventory primitive
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"Interaction" // # use Interaction primitive
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"Communication" // # use Communication primitive
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}
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<%s="HEALTH">
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{
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"Dead" // # use Dead Animations
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"Low" // # use Low HP Animations
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"Medium" // # use Med HP Animations
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"Full" // # use Full HP Animations
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}
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<%s="MOOD">
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{
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"Bored"
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"Happy"
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"Sad"
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"Alert"
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"Afraid"
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"Stealth"
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"Soldier"
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"Normal"
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"AfraidFace"
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"NULL"
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}
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<%s="ITEM">
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{
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"Hold Rifle"
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"None" // # not holding anything
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"Hold Pistol"
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}
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<%s="STANCE">
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{
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"Stand"
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"Crouch"
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"Prone"
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"Sit"
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"Jump"
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"Swim"
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"NULL"
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}
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<%s="HANDSIGNAL">
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{
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"Advance"
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"Danger"
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"Disperse"
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"Follow"
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"Halt"
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"Point"
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"Rush"
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"Sight"
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"Slow"
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"Terrorist Point"
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}
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<%s="TEAM_TYPES">
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{
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"Team_None"
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"Team_TheShop"
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"Team_Prometheus"
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"Team_ColombianRebels"
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"Team_Finca"
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"Team_Czech"
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"Team_HongKongGang"
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}
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<%s="ANIMNAME">
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{
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"Fire M4" // # name of Animation to use
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"Breathe"
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"Jog"
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"Jog Back"
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"Run"
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"Run Back"
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"Walk"
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"Swim"
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"Walk Back"
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"Walk030"
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"Walk060"
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"Walk090"
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"Walk150"
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"Walk210"
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"Walk240"
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"Walk270"
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"Walk300"
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"Walk330"
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"Crouch Fast Walk"
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"Crouch Run"
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"Crouch Slow Walk"
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"Crouch Walk"
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"Crouch Walk Back"
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"Advance"
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"Danger"
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"Disperse"
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"Follow"
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"Halt"
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"Point"
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"Rush"
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"Sight"
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"Slow"
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"Heli Piloting"
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"Heli Turning"
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"Fire"
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"ShootM60"
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"Hold"
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"Hold Death"
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"Neck Death"
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"Pain"
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"Left Leg Death"
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"Left Shoulder Death"
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"R Shoulder"
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"Right Thigh Death"
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"Left Thigh Death"
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"Groin Death"
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"Foot Death"
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"Front Death"
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"HeadPain"
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"Front Pain"
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}
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<%i="AFFECT_TYPE">
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{
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FLUSH//# clears out affected entity's prior commands first
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INSERT//# inserts command into affected entity's current list
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}
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<%i="CAMERA_COMMANDS">
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{
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ENABLE//## %% # Puts game in camera mode // no more parms
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DISABLE//## %% # Takes game out of camera mode //no more parms
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ZOOM//## %f="0.0" %d="0" # Normal is 80, 10 is zoomed in, max is 120. Second value is time in ms to take to zoom to the new FOV
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MOVE//## %v="0.0 0.0 0.0" %d="0" # Move to a absolute vector origin or TAG("targetname", ORIGIN) over time over number of milliseconds
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PAN//## %v="0.0 0.0 0.0" %v="0.0 0.0 0.0" %d="0" # Pan to absolute angle from current angle in dir (no dir will use shortest) over number of milliseconds
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ROLL//## %f="0.0" %d="0" # Roll to relative angle offsets of current angle over number of milliseconds
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TRACK//## %s="trackName" %f="0.0" %d="0" # Get on track and move at speed, last number is whether or not to lerp to the start pos
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FOLLOW//## %s="cameraGroup" %f="0.0" %d="0" # Follow ents with matching cameraGroup at angleSpeed, last number is whether or not to lerp to the start angle
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DISTANCE//## %f="0.0" %d="0" # Keep this distance from cameraGroup (if any), last number is whether or not to lerp to the start angle
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FADE//## %v="0.0 0.0 0.0" %f="0.0" %v="0.0 0.0 0.0" %f="0.0" %d="0" # Fade from [start Red Green Blue], [Opacity] to [end Red Green Blue], [Opacity] (all fields valid ranges are 0 to 1) over [number of milliseconds]
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SHAKE//## %f="0.0" %d="0" # Intensity (0-16) and duration, in milliseconds
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PATH//## %s="filename" !!"S:\base\!!scripts\*.rof" # Play a ROFF on a camera
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}
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<%i="TAG_TYPE">
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{
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ORIGIN
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ANGLES
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}
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<%s="PLAY_TYPES">
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{
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#include "IGInterface.h" playType_e
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}
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// these must be left in this order, since they mirror the order of icons in res/bitmap1.bmp
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//
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<%i="ICON_OVERRIDES">
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{
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I_BRACE
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I_EVENT
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I_MACRO
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I_SPACE
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//
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I_SOUND
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I_CAMERA
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I_ROTATE
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I_REMOVE
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I_SET
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I_MOVE
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I_IF
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I_LOOP
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I_DO
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I_WAIT
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I_DOWAIT
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I_SIGNAL
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I_WAITSIGNAL
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I_FLUSH
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I_WAITCLOCK
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}
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//#=== Flow control commands ============================================
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[I_FLUSH] flush();//# clear all previous script commands on ent
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[I_IF] if ( $test expression =,<,>,! xxx$ ) {} //# if condition true, execute block of commands
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[I_IF] else () {} //# must immediately follow and else, will execute if the if condition is false
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[I_LOOP] loop ( %d=-1 ) {} //# execute block of commands any number of times (-1 = forever)
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affect( %s="DEFAULT", %t="AFFECT_TYPE" ) {}//# switch script affect to ent with specified name, flush old commands or insert the new block of commands into current commands
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run ( %s="DEFAULT" ); //# ent runs specified script
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//#=== Standard commands ================================================
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[I_WAITCLOCK] wait( %f=1000.0 );//# script will wait specified number of milliseconds
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[I_WAITSIGNAL] waitsignal( %s="signalname" );//# wait until a signal() command is given with the name name - only one ent can wait for a particular signal
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[I_SIGNAL] signal( %s="signalname" );//# The ent waiting for this signal will continue with it's script
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//action( %s="DEFAULT", %s="DEFAULT" );//# no longer valid, but I'll leave it in for the moment for testing
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[I_SOUND] sound( %t="CHANNELS", %s="DEFAULT" );//# play sound on specified channel of ent
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[I_MOVE] move ( %v=<0.0 0.0 0.0>, %f=1000.0 );//# Move ent from current location to <x,y,z> over time in milliseconds #Moves absolute to location
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[I_MOVE] "moveBy"
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{
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set( %s="SET_MOVE_BY" %s="0.0 0.0 0.0 1000.0"); //# Move ent from current location by <x,y,z> over time in milliseconds #Moves relative to location
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}
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[I_MOVE] "moveDir"
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{
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set( %s="SET_MOVE" %s="0.0 0.0 0.0 500.0 1000.0"); //# Move ent from current location in direction of <x,y,z> with distance d over time in milliseconds #Moves relative to location
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}
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//[I_MOVE] move ( %v=<0.0 0.0 0.0>, %v=<0.0 0.0 0.0>, %f=1000.0 );//move ent from point to point at speed
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//move ( $default$, $default$, %f=1000.0 );//move ent from point to point at speed
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//[I_MOVE] move ( $default$, %f=1000.0 );//move ent from point to point at speed
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[I_ROTATE] rotate( %v=<0.0 0.0 0.0>, %f=1000.0 );//# rotate ent to target angles at speed
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use ( %s="DEFAULT" );//# uses specified ent
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//use ( $get(STRING,"targetname")$ );//# uses specified ent from a get(STRING) command
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//kill ( %s="DEFAULT" );//# kills ent with specified name
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[I_REMOVE] remove ( %s="DEFAULT" ); //# removes ent with specified name from game
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print( %s="DEFAULT" );//# Prints text to center of screen
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rem(%s="comment");//# Just a comment for script, no actual effect in-game
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//#=== Variable Handling ===============================================
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declare( %t="DECLARE_TYPE", %s="variablename" ); //# declare a global variable here, limit of 16 per map
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free( %s="variablename" ); //# free a global variable so you can make more
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//get( %t="DECLARE_TYPE", %s="variablename" ); //# OF NO USE BY ITSELF - this will be removed soon, but is still usable inside other commands
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random( %f=0.0, %f=0.0 );//# use a random float between 2 specified values. OF NO USE BY ITSELF - this will be removed soon, but is still usable inside other commands
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//#=== Set commands =====================================================
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//# standard strings
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[I_SET] set( %t="SET_TYPES", %s="DEFAULT" );//# standard set commands
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[I_SET] set( %s="variablename", %s="value" );//# set for variables
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//[I_SET] set_anim_arms( %t="PRIM", %t="HEALTH", %t="ITEM", %t="MOOD", %t="STANCE", %t="ANIMNAME"); # set animation arms
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//[I_SET] set_anim_torso( %t="PRIM", %t="HEALTH", %t="MOOD", %t="STANCE", %t="ANIMNAME"); # set animation torso
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//[I_SET] set_anim_body( %t="PRIM", %t="HEALTH", %t="MOOD", %t="STANCE", %t="ANIMNAME"); # set animation body
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//#Camera functions
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[I_CAMERA] camera( %t="CAMERA_COMMANDS" );
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//#Task functions
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task( %s="DEFAULT" ) {}
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[I_DO] do( %s="DEFAULT" )
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[I_WAIT] wait( %s="DEFAULT" ) //# wait until task "taskname" is complete
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wait( $random( 0, 1 )$ ) //# wait a specified amount of time
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[I_DOWAIT] dowait( %s="DEFAULT" ); //# shorthand form of: do("taskname"); wait("taskname")
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play (%t="PLAY_TYPES", %s="default");
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//#=== Macros ===========================================================
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"WalkTo"
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{
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set( %s="SET_TASK", %s="WALK" );
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set( %s="SET_NAVGOAL", %s="DEFAULT" );
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}
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"RunTo"
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{
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||
|
set( %s="SET_TASK", %s="RUN" );
|
||
|
set( %s="SET_NAVGOAL", %s="DEFAULT" );
|
||
|
}
|
||
|
|
||
|
"Path"
|
||
|
{
|
||
|
set( %s="SET_TASK", %s="Path" ); //# Use Path for getting around corners
|
||
|
set( %s="SET_NAVGOAL", %s="DEFAULT" );
|
||
|
}
|
||
|
|
||
|
"Crouch"
|
||
|
{
|
||
|
set ( %s="SET_MOOD", %s="Stealth" );
|
||
|
set ( %s="SET_STANCE", %s="Crouch" );
|
||
|
|
||
|
}
|
||
|
|
||
|
"Halt Hand Signal"
|
||
|
{
|
||
|
set ( %s="SET_HAND_SIGNAL", %s="Halt" );
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
// Old 1st parm locked set commands, not needed any more:
|
||
|
/*
|
||
|
//# vectors
|
||
|
set( %r%s="SET_ORIGIN", %v=<0.0 0.0 0.0>);
|
||
|
set( %r%s="SET_ANGLES", %v=<0.0 0.0 0.0>);
|
||
|
set( %r%s="SET_COPY_ORIGIN", %v=<0.0 0.0 0.0>);
|
||
|
|
||
|
//# floats
|
||
|
set( %r%s="SET_VELOCITY",%f=0.0);
|
||
|
set( %r%s="SET_XVELOCITY",%f=0.0);
|
||
|
set( %r%s="SET_YVELOCITY",%f=0.0);
|
||
|
set( %r%s="SET_ZVELOCITY",%f=0.0);
|
||
|
set( %r%s="SET_AVELOCITY",%f=0.0);
|
||
|
set( %r%s="SET_DPITCH",%f=0.0);
|
||
|
set( %r%s="SET_DYAW",%f=0.0);
|
||
|
set( %r%s="SET_TIMESCALE",%f=0.0);
|
||
|
set( %r%s="SET_VISRANGE",%f=0.0);
|
||
|
set( %r%s="SET_EARSHOT",%f=0.0);
|
||
|
set( %r%s="SET_VIGILANCE",%f=0.0);
|
||
|
|
||
|
//# ints
|
||
|
set( %r%s="SET_ANIM_HOLDTIME_LOWER",%d=0);
|
||
|
set( %r%s="SET_ANIM_HOLDTIME_UPPER",%d=0);
|
||
|
set( %r%s="SET_HEALTH",%d=0);
|
||
|
set( %r%s="SET_WALKSPEED",%d=0);
|
||
|
set( %r%s="SET_RUNSPEED",%d=0);
|
||
|
set( %r%s="SET_YAWSPEED",%d=0);
|
||
|
set( %r%s="SET_FRICTION",%d=0);
|
||
|
set( %r%s="SET_SHOOTDIST",%d=0);
|
||
|
set( %r%s="SET_HFOV",%d=0);
|
||
|
set( %r%s="SET_VFOV",%d=0);
|
||
|
set( %r%s="SET_DELAYSCRIPTTIME",%d=0);
|
||
|
set( %r%s="SET_FORWARDMOVE",%d=0);
|
||
|
set( %r%s="SET_RIGHTMOVE",%d=0);
|
||
|
set( %r%s="SET_AGGRESSION",%d=0);//# 1 - 5
|
||
|
set( %r%s="SET_AIM",%d=0);//# 1 - 5
|
||
|
|
||
|
//# booleans and simple calls
|
||
|
set( %r%s="SET_SCRIPTED",%t="BOOL_TYPES");
|
||
|
set( %r%s="SET_HIDING",%t="BOOL_TYPES");
|
||
|
set( %r%s="SET_IGNOREPAIN",%t="BOOL_TYPES");
|
||
|
set( %r%s="SET_IGNOREENEMIES",%t="BOOL_TYPES");
|
||
|
set( %r%s="SET_STRAIGHTTOGOAL",%t="BOOL_TYPES");
|
||
|
set( %r%s="SET_DONTSHOOT",%t="BOOL_TYPES");
|
||
|
set( %r%s="SET_NOTARGET",%t="BOOL_TYPES");
|
||
|
set( %r%s="SET_CROUCHED",%t="BOOL_TYPES");
|
||
|
set( %r%s="SET_WALKING",%t="BOOL_TYPES");
|
||
|
set( %r%s="SET_CAREFUL",%t="BOOL_TYPES");
|
||
|
set( %r%s="SET_UNDYING",%t="BOOL_TYPES");
|
||
|
set( %r%s="SET_NOAVOID",%t="BOOL_TYPES");
|
||
|
set( %r%s="SET_BEAM",%t="BOOL_TYPES");
|
||
|
set( %r%s="SET_CREATEFORMATION",%t="BOOL_TYPES");
|
||
|
|
||
|
//# Behavior state settings
|
||
|
set( %r%s="BSTATE", %t="BSTATE_STRINGS" );
|
||
|
set( %r%s="defaultBState", %t="BSTATE_STRINGS" );
|
||
|
set( %r%s="tempBehavior", %t="BSTATE_STRINGS" );
|
||
|
|
||
|
//# Animation settings
|
||
|
set( %r%s="anim_upper", %t="ANIM_NAMES" );
|
||
|
set( %r%s="anim_lower", %t="ANIM_NAMES" );
|
||
|
set( %r%s="anim_both", %t="ANIM_NAMES" );
|
||
|
|
||
|
//#Enemy team table
|
||
|
set( %r%s="playerTeam", %t="TEAM_NAMES" );
|
||
|
set( %r%s="enemyTeam", %t="TEAM_NAMES" );
|
||
|
|
||
|
//#Weapon table
|
||
|
set( %r%s="weapon", %t="WEAPON_NAMES" );
|
||
|
|
||
|
//#Lean side table
|
||
|
set( %r%s="LEAN", %t="LEAN_TYPES" );//# left, right, or none
|
||
|
|
||
|
//#Event/effect table
|
||
|
set( %r%s="event", %s="default" );//# not implemented
|
||
|
|
||
|
//Old hardcoded camera commands
|
||
|
camera( %r%s="ORIGIN", %v=<0.0 0.0 0.0> );
|
||
|
camera( %r%s="ANGLES", %v=<0.0 0.0 0.0> );
|
||
|
camera( %r%s="FOV", %f=0.0 );
|
||
|
camera( %r%s="MOVE", %v=<0.0 0.0 0.0>, %f=0.0 );
|
||
|
camera( %r%s="PAN", %v=<0.0 0.0 0.0>, %f=0.0 );
|
||
|
camera( %r%s="ZOOM", %f=0.0, %f=0.0 );
|
||
|
camera( %r%s="FADE", %v=<0.0 0.0 0.0>, %f=0.0, %v=<0.0 0.0 0.0>, %f=0.0, %f=0.0 );
|
||
|
camera( %r%s="ENABLE" );
|
||
|
camera( %r%s="DISABLE" );
|
||
|
*/
|
||
|
|