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UberTools GDK
<div class="menutitle" onclick="SwitchMenu('sub0')">&raquo; Introduction &amp; Contents</div>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="../start.html">Introduction</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="../start.html#2">Utilities</a><br>
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<br>Level Design<br>
<div class="menutitle" onclick="SwitchMenu('sub1')">&raquo; Setting Up UberRadiant</div>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_setup.html">That Scary Error Msg</a><br>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
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<div class="menutitle" onclick="SwitchMenu('sub3')">&raquo; Constructing Terrain</div>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_terrain.html">Setting up the Tools</a><br>
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<div class="menutitle" onclick="SwitchMenu('sub7')">&raquo; Classes Reference</div>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="allclasses_g.html">Game Module</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="allclasses_cl.html">Client Module</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="allclasses_cg.html">Client Game Module</a><br>
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<td valign="top" width="533"><p class="header"><br>
Client Game Module Classes</p>
<h2><a name="Script">Script</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>immediateremove</B></tt><BR>
<ul>
Removes this listener immediately.
</ul>
<P><tt><B>remove</B></tt><BR>
<ul>
Removes this listener the next time events are processed.
</ul>
</BLOCKQUOTE>
<h2> <a name="Event">Event</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="EmitterLoader">EmitterLoader</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>emitter</B>( <i>String emittername </i>)</tt><BR>
<ul>
Create a new emitter
</ul>
</BLOCKQUOTE>
<h2> <a name="ClientGameCommandManager">ClientGameCommandManager</a> ->
<a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>(</B></tt><BR>
<ul>
Signals the beginning of a block of commands
</ul>
<P><tt><B>)</B></tt><BR>
<ul>
Signals the end of a block of commands
</ul>
<P><tt><B>accel</B>( <i>Float xAccFloat yAccFloat zAcc[ Float delay ]
</i>)</tt><BR>
<ul>
Set the acceleration of the spawned tempmodel.<BR>
This acceleration is applied using the world axis
</ul>
<P><tt><B>addsoundeffect</B>( <i>String surfacetypeString name </i>)</tt><BR>
<ul>
The surface type and name of the effect
</ul>
<P><tt><B>addspawneffect</B>( <i>String surfacetypeString name </i>)</tt><BR>
<ul>
The surface type and name of the effect
</ul>
<P><tt><B>alias</B>( <i>String aliasString realPath[ String arg1 ][ String
arg2 ][ String arg3 ][ String arg4 ][ String arg5 ][ String arg6 ] </i>)</tt><BR>
<ul>
Create an alias to the specified path
</ul>
<P><tt><B>aliascache</B>( <i>String aliasString realPath[ String arg1
][ String arg2 ][ String arg3 ][ String arg4 ][ String arg5 ][ String
arg6 ] </i>)</tt><BR>
<ul>
Create an alias to the specified path and cache the resource
</ul>
<P><tt><B>align</B></tt><BR>
<ul>
Align the tempmodels to the direction they are traveling
</ul>
<P><tt><B>alignonce</B></tt><BR>
<ul>
Align the tempmodels to the direction they are traveling at the time
they are initialized
</ul>
<P><tt><B>alpha</B>( <i>Float alpha </i>)</tt><BR>
<ul>
Set the alpha of the spawned tempmodel
</ul>
<P><tt><B>alwayscreate</B></tt><BR>
<ul>
Always creates a new beam instead of replacing odd one.
</ul>
<P><tt><B>angles</B>( <i>[ String [randomtype] ]Float pitch[ String [randomtype]
]Float yaw[ String [randomtype] ]Float roll </i>)</tt><BR>
<ul>
The angles of the object.If random type is not specified, then the component
will be just set<BR>
without randomness.
</ul>
<P><tt><B>anim</B>( <i>String animation </i>)</tt><BR>
<ul>
Set a tempmodel the the specified animation
</ul>
<P><tt><B>animateonce</B></tt><BR>
<ul>
Set a tempmodel to animate once and then get removed
</ul>
<P><tt><B>autocache</B>( <i>String resourceName </i>)</tt><BR>
<ul>
Cache the specified resource
</ul>
<P><tt><B>avelocity</B>( <i>[ String [randomtype] ]Float yawVel[ String
[randomtype] ]Float pitchVel[ String [randomtype] ]Float rollVel </i>)</tt><BR>
<ul>
Set the angular velocity of the spawned tempmodel
</ul>
<P><tt><B>beam_offset_endpoints</B></tt><BR>
<ul>
Make the beams endpoints offset to reduce the bunching up effect
</ul>
<P><tt><B>beamdelay</B>( <i>[ String [randomtype] ][ Float delay ] </i>)</tt><BR>
<ul>
Set the delay time between creating new beams.<BR>
If the keyword randomtype is specified, the delay between beams will
be random
</ul>
<P><tt><B>beamlength</B>( <i>Float length </i>)</tt><BR>
<ul>
Set the length of the beam or trace length (for decals)
</ul>
<P><tt><B>beampersist</B></tt><BR>
<ul>
Make the beams persist instead of blinking out
</ul>
<P><tt><B>beamshader</B>( <i>String shadername </i>)</tt><BR>
<ul>
Set the shader to use for the beam
</ul>
<P><tt><B>beamsphere</B>( <i>Integer count </i>)</tt><BR>
<ul>
Create a sphere shaped beam effect from the origin. Count is the number
of beams
</ul>
<P><tt><B>beamtoggledelay</B>( <i>[ String [randomtype] ][ Float delay
] </i>)</tt><BR>
<ul>
Set a delay between toggling the beams on and off.<BR>
If the keyword randomtype is specified, the delay between toggling will
occur randomly
</ul>
<P><tt><B>beamwave</B></tt><BR>
<ul>
Makes the beam behave as a wave.
</ul>
<P><tt><B>bouncedecal</B>( <i>[ Integer maxamount ][ Integer temporary
] </i>)</tt><BR>
<ul>
Put a mark when the tempmodel bounces and hits a surface<BR>
maxamount = Max amount of decals to make when bouncing<BR>
temporary = specify 1 for a temporary mark that only appears for a short
time, 0 for a decal that stays aroung longer (default is 0)<BR>
A decal shader must be specified using decalshader<BR>
</ul>
<P><tt><B>bouncefactor</B>( <i>Float factor </i>)</tt><BR>
<ul>
Set the bounciness of a tempmodel when it hits a solid.<BR>
A factor > 1 will make the model bounce higher and higher on each hit
</ul>
<P><tt><B>bouncesound</B>( <i>String sound[ Float [delay] ] </i>)</tt><BR>
<ul>
When bouncing, what sound to play on impact and an option delay (default
is 1 second) between playing this sound
</ul>
<P><tt><B>bouncesoundonce</B>( <i>String sound </i>)</tt><BR>
<ul>
When bouncing, what sound to play on impact one time
</ul>
<P><tt><B>cache</B>( <i>String resourceName </i>)</tt><BR>
<ul>
Cache the specified resource
</ul>
<P><tt><B>canendearly</B></tt><BR>
<ul>
Makes it so the beam can end early if it hits something.
</ul>
<P><tt><B>chancetoemitatcamera</B>( <i>Float chance </i>)</tt><BR>
<ul>
sets the percent chance that particles will be emitted towards camera
</ul>
<P><tt><B>circle</B></tt><BR>
<ul>
Set the tempmodels to be spawned in a circle around the origin<BR>
This circle will be generated in the X/Y axis of the model
</ul>
<P><tt><B>client</B>( <i>[ String arg1 ][ String arg2 ][ String arg3 ][
String arg4 ][ String arg5 ][ String arg6 ] </i>)</tt><BR>
<ul>
Execute the specified command arg string
</ul>
<P><tt><B>collision</B>( <i>[ String water ] </i>)</tt><BR>
<ul>
Turn on collision for the tempmodel.<BR>
If the keyword water is specified, then the tempmodel will collide with
water
</ul>
<P><tt><B>color</B>( <i>Float color_redFloat color_greenFloat color_blue[
Float alpha ] </i>)</tt><BR>
<ul>
Set the color (modulate) of the spawned tempmodel.
</ul>
<P><tt><B>colorrange</B>( <i>Float color_red_startFloat color_green_startFloat
color_blue_startFloat color_red_endFloat color_green_endFloat color_blue_end[
Float time ] </i>)</tt><BR>
<ul>
Sets the color range of the spawned tempmodel.
</ul>
<P><tt><B>commanddelay</B>( <i>Float timeInteger commandnumber[ String
[arg1] ][ String [arg2] ][ String [arg3] ][ String [arg4] ][ String
[arg5] ][ String [arg6] ] </i>)</tt><BR>
<ul>
Set the time delay between this command getting executed. This requires
a command number to be assigned here.<BR>
This is internally used to keep track of the commands this entity executes
and will resolve naming conflicts.
</ul>
<P><tt><B>count</B>( <i>Integer count </i>)</tt><BR>
<ul>
Set the number of tempmodels that are spawned<BR>
This is only used for the originspawn and tagspawn commands,<BR>
and not for emitters, use spawnrate instead
</ul>
<P><tt><B>decalradius</B>( <i>Float radius </i>)</tt><BR>
<ul>
Set the radius of the decal
</ul>
<P><tt><B>decalshader</B>( <i>String shadername </i>)</tt><BR>
<ul>
Set the shader to use for the impact decal.<BR>
Use bouncedecal to turn on bounce decals.<BR>
</ul>
<P><tt><B>definesoundeffect</B>( <i>String effectnameString mapnameString
soundname </i>)</tt><BR>
<ul>
Defines the sound effect
</ul>
<P><tt><B>definespawneffect</B>( <i>String effectnameString mapname </i>)</tt><BR>
<ul>
Defines the spawn effect
</ul>
<P><tt><B>detail</B></tt><BR>
<ul>
Set emitter/tempmodel to be detail. Which can be turned off by detail
</ul>
<P><tt><B>dietouch</B></tt><BR>
<ul>
Set the spawned tempmodels to die when they touch a solid
</ul>
<P><tt><B>direction</B>( <i>[ String [randomtype] ]Float yawDir[ String
[randomtype] ]Float pitchDir[ String [randomtype] ]Float rollDir </i>)</tt><BR>
<ul>
Add a random component to the regular velocity.<BR>
If random type is not specified, then the component will just be added<BR>
without randomness.<BR>
</ul>
<P><tt><B>dlight</B>( <i>Float color_redFloat color_greenFloat color_blueFloat
intensity[ String type1 ][ String type2 ] </i>)</tt><BR>
<ul>
This makes the emitter itself a dynamic lightThe red,green,blue parms
are the color of the light<BR>
The intensity is the radius of the light<BR>
type is the type of light to create (lensflare,viewlensflare,additive)
</ul>
<P><tt><B>dofade</B>( <i>Float fade_delayFloat fadein_timeBoolean alpha_only
</i>)</tt><BR>
<ul>
Fades the model with the parameters outlined above
</ul>
<P><tt><B>drag</B>( <i>Float drag[ Float dragDelay ] </i>)</tt><BR>
<ul>
Set the drag coeffcient. Example, 0.5 drag is half the speed every frame.
dragDelay is the time the particle waits before the drag is applied.
</ul>
<P><tt><B>duplicatecount</B>( <i>Integer num </i>)</tt><BR>
<ul>
Set a duplication number for the tempmodels
</ul>
<P><tt><B>effectmap</B>( <i>String name </i>)</tt><BR>
<ul>
Declaration for the effect map
</ul>
<P><tt><B>emitteroff</B>( <i>String emitterName </i>)</tt><BR>
<ul>
Turn the specified emitter off
</ul>
<P><tt><B>emitteron</B>( <i>String emitterName </i>)</tt><BR>
<ul>
Turn the specified emitter on
</ul>
<P><tt><B>emitterspin</B></tt><BR>
<ul>
sets particles to spin based on emitter origin
</ul>
<P><tt><B>endalpha</B>( <i>Float alpha </i>)</tt><BR>
<ul>
Set the alpha of the beam's endpoint
</ul>
<P><tt><B>entcolor</B>( <i>Float color_redFloat color_greenFloat color_blue[
Float alpha ] </i>)</tt><BR>
<ul>
Set the color(modulate) of this entity
</ul>
<P><tt><B>exclusivelight</B>( <i>String exclusiveName </i>)</tt><BR>
<ul>
Set the exclusive entity lighting tag name for a tiki
</ul>
<P><tt><B>fade</B>( <i>[ Boolean Alpha_Only ] </i>)</tt><BR>
<ul>
Set the tempmodel to fade out over it's life -- Set to 1 to fade Alpha
only
</ul>
<P><tt><B>fadedelay</B>( <i>Float time </i>)</tt><BR>
<ul>
Set the amount of time to delay a fade
</ul>
<P><tt><B>fadein</B>( <i>[ Float time ] </i>)</tt><BR>
<ul>
Set the tempmodel to fade in over the specified time
</ul>
<P><tt><B>flicker</B></tt><BR>
<ul>
Set the tempmodel to change it's alpha every frame. Creates a flickering
effect
</ul>
<P><tt><B>footstep</B>( <i>String tagname[ String creaturetype ] </i>)</tt><BR>
<ul>
Place a footprint that is appropriate to the surface we are currently
stepping on
</ul>
<P><tt><B>footstepsound</B>( <i>[ Integer channel ][ Float volume ][ Float
min_dist ] </i>)</tt><BR>
<ul>
Places an appropriate footstep sound based on the surface we are currently
stepping on
</ul>
<P><tt><B>freq</B>( <i>Float frequency </i>)</tt><BR>
<ul>
Modifies the frequency of a wavy beam (default is 10).
</ul>
<P><tt><B>fullbeamwave</B></tt><BR>
<ul>
Makes the beam behave as one big wave.
</ul>
<P><tt><B>globalfade</B>( <i>[ String [in|out] ] </i>)</tt><BR>
<ul>
Set the tempmodels to globally fade in or out together
</ul>
<P><tt><B>hardlink</B></tt><BR>
<ul>
Set the tempmodels linked to the model they are spawned from, so they
move with it
</ul>
<P><tt><B>hide</B></tt><BR>
<ul>
hides the entity
</ul>
<P><tt><B>hitEntities</B>( <i>Boolean hit_entities_bool </i>)</tt><BR>
<ul>
Whether or not entities can be hit with this effect
</ul>
<P><tt><B>hitWorld</B>( <i>Boolean hit_world_bool </i>)</tt><BR>
<ul>
Whether or not world can be hit with this effect
</ul>
<P><tt><B>inwardsphere</B>( <i>Float radius </i>)</tt><BR>
<ul>
Create the tempmodels in a sphere around the origin, and adjust their<BR>
angle so they point toward the center of the sphere. This is best used
with a<BR>
spehere radius and some velocity so the models look like they're heading
toward the<BR>
center of the sphere.
</ul>
<P><tt><B>itemringshader</B>( <i>String shader_name </i>)</tt><BR>
<ul>
Makes this item use a different item shader.
</ul>
<P><tt><B>lensflare</B>( <i>String lensflare_nameFloat color_redFloat
color_greenFloat color_blue[ Float scale ][ String replacement_shader_name
] </i>)</tt><BR>
<ul>
This makes the emitter itself a lensflare
</ul>
<P><tt><B>life</B>( <i>Float life </i>)</tt><BR>
<ul>
Set the life (in seconds) of the spawned tempmodel
</ul>
<P><tt><B>lightstyle</B>( <i>String nameOfImage </i>)</tt><BR>
<ul>
Set a lightstyle to determine the color of this tempmodel, the image<BR>
specified is used to determine the look of the light style
</ul>
<P><tt><B>loopsound</B>( <i>String soundName[ Float volume ][ Float min_distance
] </i>)</tt><BR>
<ul>
Play the specifed sound as a looping sound
</ul>
<P><tt><B>lscalerate</B>( <i>Float rate </i>)</tt><BR>
<ul>
Sets the linear scaling rate of the spawned tempmodel<BR>
If a negative rate is used, the model will shrink
</ul>
<P><tt><B>maxoffset</B>( <i>Float maxoffset </i>)</tt><BR>
<ul>
Set the maximum offset from center in a beam
</ul>
<P><tt><B>minoffset</B>( <i>Float minoffset </i>)</tt><BR>
<ul>
Set the minimum offset from center in a beam
</ul>
<P><tt><B>model</B>( <i>String modelname1[ String modelname2 ][ String
modelname3 ][ String modelname4 ][ String modelname5 ][ String modelname6
] </i>)</tt><BR>
<ul>
Set the modelname of the tempmodel. If more than 1 model is specified,
it will<BR>
be randomly chosen when spawned
</ul>
<P><tt><B>note</B>( <i>String note </i>)</tt><BR>
<ul>
This is a comment
</ul>
<P><tt><B>numsegments</B>( <i>Integer numsegments </i>)</tt><BR>
<ul>
Set the number of segments in a beam
</ul>
<P><tt><B>offset</B>( <i>[ String [randomtype] ]Float offsetX[ String
[randomtype] ]Float offsetY[ String [randomtype] ]Float offsetZ </i>)</tt><BR>
<ul>
If random type is not specified, then the component will just be added<BR>
without randomness.<BR>
This offset is applied using the world axis.
</ul>
<P><tt><B>offsetalongaxis</B>( <i>[ String [randomtype] ]Float offsetx[
String [randomtype] ]Float offsety[ String [randomtype] ]Float offsetz
</i>)</tt><BR>
<ul>
If random type is not specified, then the component will just be added<BR>
without randomness.<BR>
This offset is applied using the model's local axis
</ul>
<P><tt><B>oneFrameOnly</B></tt><BR>
<ul>
Makes the emitter only last one frame
</ul>
<P><tt><B>orientation</B>( <i>Float degrees </i>)</tt><BR>
<ul>
Set the degrees to orient the decal. Specify 'random' to use a random
orientation
</ul>
<P><tt><B>originbeamemitter</B>( <i>String name </i>)</tt><BR>
<ul>
Spawn beams from the origin.<BR>
This command is followed by a ( to specify a block of commands that
modify the beam
</ul>
<P><tt><B>originbeamspawn</B>( <i>String emitterName </i>)</tt><BR>
<ul>
Spawn a beam from the origin.<BR>
This command is followed by a ( to specify a block of commands that
modify the beam
</ul>
<P><tt><B>origindlight</B>( <i>Float color_redFloat color_greenFloat color_blueFloat
intensityFloat life[ String type1 ][ String type2 ] </i>)</tt><BR>
<ul>
Spawn a dynamic light from the origin of the model<BR>
The red,green,blue parms are the color of the light<BR>
The intensity is the radius of the light<BR>
type is the type of light to create (lensflare,viewlensflare,additive)
</ul>
<P><tt><B>originemitter</B>( <i>String emitterName[ String tikiName ][
Boolean startoff ] </i>)</tt><BR>
<ul>
Create an emitter that spawns tempmodels from the origin.<BR>
This command is followed by a ( to specify a block of commands that
modify the tempmodels
</ul>
<P><tt><B>originspawn</B></tt><BR>
<ul>
Spawn tempmodels from the origin.<BR>
This command is followed by a ( to specify a block of commands that
modify the tempmodels
</ul>
<P><tt><B>parallel</B></tt><BR>
<ul>
Set tempmodel to be parallel to the viewer
</ul>
<P><tt><B>parentangles</B></tt><BR>
<ul>
Set the tempmodels angles to that of its parent
</ul>
<P><tt><B>parentlink</B></tt><BR>
<ul>
Set the tempmodels linked to the parent, so they move with the parent
model
</ul>
<P><tt><B>particlespin</B></tt><BR>
<ul>
sets particles to spin based on own origin
</ul>
<P><tt><B>physicsrate</B>( <i>String rate </i>)</tt><BR>
<ul>
Set the rate (in updates per second) for the tempmodel's physics to
be updated
</ul>
<P><tt><B>print</B>( <i>String string </i>)</tt><BR>
<ul>
Prints a string.
</ul>
<P><tt><B>radius</B>( <i>Float radius </i>)</tt><BR>
<ul>
Set the radius of the sphere for the inwardsphere amd sphere settings
</ul>
<P><tt><B>randomchance</B>( <i>Float percentage[ String [arg1] ][ String
[arg2] ][ String [arg3] ][ String [arg4] ][ String [arg5] ][ String
[arg6] ] </i>)</tt><BR>
<ul>
Set the percentage chance that command will occur
</ul>
<P><tt><B>randomroll</B></tt><BR>
<ul>
Set the tempmodels so they pick a random roll value every frame
</ul>
<P><tt><B>randvel</B>( <i>[ String [randomtype] ]Float xVel[ String [randomtype]
]Float yVel[ String [randomtype] ]Float zVel </i>)</tt><BR>
<ul>
Add a random component to the regular velocity.<BR>
If a random type is not specified, then the component will just be added<BR>
without randomness.<BR>
This velocity is applied using the world axis
</ul>
<P><tt><B>randvelaxis</B>( <i>[ String [randomtype] ]Float forwardVel[
String [randomtype] ]Float rightVel[ String [randomtype] ]Float upVel
</i>)</tt><BR>
<ul>
Add a random component to the regular velocity.<BR>
If random type is not specified, then the component will just be added<BR>
without randomness.<BR>
This velocity is applied using the parent axis
</ul>
<P><tt><B>scale</B>( <i>Float scale </i>)</tt><BR>
<ul>
Set the scale of a spawned tempmodel
</ul>
<P><tt><B>scaledelay</B>( <i>Float scale_delay </i>)</tt><BR>
<ul>
Sets the Delay before the model scales
</ul>
<P><tt><B>scalemax</B>( <i>Float scalemax </i>)</tt><BR>
<ul>
Set the maximum scale of a spawned tempmodel
</ul>
<P><tt><B>scalemin</B>( <i>Float scalemin </i>)</tt><BR>
<ul>
Set the minimum scale of a spawned tempmodel
</ul>
<P><tt><B>scalerate</B>( <i>Float rate </i>)</tt><BR>
<ul>
Set the scaling rate of the spawned tempmodel<BR>
If a negative rate is used, the model will shrink
</ul>
<P><tt><B>scaleupdown</B></tt><BR>
<ul>
Set the tempmodel to scale up to scale value and then down.
</ul>
<P><tt><B>setspinrate</B>( <i>Float spin_PitchFloat spin_YawFloat spin_Roll
</i>)</tt><BR>
<ul>
sets spin on particles
</ul>
<P><tt><B>setwindeffect</B>( <i>Float windeffect </i>)</tt><BR>
<ul>
sets the amount that emitted objects are affected by wind
</ul>
<P><tt><B>sound</B>( <i>String soundName[ Integer channel ][ Float volume
][ Float min_distance ][ Float max_pitch_difference ][ Float min_pitch_difference
] </i>)</tt><BR>
<ul>
Play the specified sound
</ul>
<P><tt><B>spawneffect</B>( <i>String name </i>)</tt><BR>
<ul>
Name of the effect
</ul>
<P><tt><B>spawnrate</B>( <i>Float rate </i>)</tt><BR>
<ul>
Set the spawnrate of the emitter (models per second).<BR>
This is only used for emitters and not for the originspawn and tagspawn
commands
</ul>
<P><tt><B>sphere</B></tt><BR>
<ul>
Set the tempmodels to spawn in a sphere around the origin.<BR>
If sphereradius is set, the tempmodels will spawn at the radius distance
from<BR>
the origin
</ul>
<P><tt><B>spread</B>( <i>Float spreadxFloat spready[ Float endspreadx
][ Float endspready ][ Float spreadtimedelta ] </i>)</tt><BR>
<ul>
Add a random variance in the spawned beam in the forward direction by
the amound specified in spreadx and spready, optionally with an end
spread/time
</ul>
<P><tt><B>startoff</B></tt><BR>
<ul>
Signals an emitter to start in the off state (no tempmodels are emitted)
</ul>
<P><tt><B>stopsound</B>( <i>Integer channel </i>)</tt><BR>
<ul>
Stops the sound on the specified channel.
</ul>
<P><tt><B>surfaceSound</B>( <i>String baseSurfaceSound[ Integer channel
][ Float volume ][ Float min_dist ] </i>)</tt><BR>
<ul>
Places an appropriate sound based on the surface we are currently stepping
on
</ul>
<P><tt><B>swarm</B>( <i>Integer frequencyFloat maxspeedFloat delta </i>)</tt><BR>
<ul>
Create a swarm like effect that the tempmodels follow when they are
spawned<BR>
frequency is how often they change direction<BR>
maxspeed is how fast the tempmodel will move (it's randomly generated
every<BR>
time the frequency is hit<BR>
delta is how much the tempmodel moves toward the origin every frame
</ul>
<P><tt><B>swipe</B>( <i>[ Vector origin ] </i>)</tt><BR>
<ul>
Do a swipe and add it on to the swipe rendering list.
</ul>
<P><tt><B>swipeoff</B></tt><BR>
<ul>
Signal the end of a swipe
</ul>
<P><tt><B>swipeon</B>( <i>String shaderString startTagNameFloat endTagNamelifeFloat
life </i>)</tt><BR>
<ul>
Signal the start of a swipe from the current tag
</ul>
<P><tt><B>tagbeamemitter</B>( <i>String tagstartString name[ String tagend
] </i>)</tt><BR>
<ul>
Create a beam emitter that uses 2 tags to determine it's start and end
position
</ul>
<P><tt><B>tagbeamspawn</B>( <i>String tagstart </i>)</tt><BR>
<ul>
Spawn a beam that uses the tag to determine it's starting position.
</ul>
<P><tt><B>tagdlight</B>( <i>String tagNameFloat color_redFloat color_greenFloat
color_blueFloat intensityFloat life[ String type1 ][ String type2 ]
</i>)</tt><BR>
<ul>
Spawn a dynamic light from the specified tag<BR>
The red,green,blue parms are the color of the light<BR>
The intensity is the radius of the light<BR>
type is the type of light to create (lensflare,viewlensflare,additive)
</ul>
<P><tt><B>tagemitter</B>( <i>String tagNameString emitterName[ String
tikiName ][ Boolean startoff ] </i>)</tt><BR>
<ul>
Create an emitter that spawns tempmodels from the specified tag.<BR>
This command is followed by a ( to specify a block of commands that
modify the tempmodels
</ul>
<P><tt><B>taglist</B>( <i>String arg1String arg2[ String arg3 ][ String
arg4 ][ String arg5 ][ String arg6 ][ String arg7 ][ String arg8 ] </i>)</tt><BR>
<ul>
Set the tag list to create a beam that travels between all the tags
</ul>
<P><tt><B>tagspawn</B>( <i>String tagName </i>)</tt><BR>
<ul>
Spawn tempmodels from the specified tag.<BR>
This command is followed by a ( to specify a block of commands that
modify the tempmodels
</ul>
<P><tt><B>tagtraceimpactmark</B>( <i>String tagname[ Integer temporary
] </i>)</tt><BR>
<ul>
Perform a trace from the specified tag to the maxlength and put the
shader as a decal on the surface it hits<BR>
temporary = specify 1 for a temporary mark that only appears for a short
time, 0 for a decal that stays aroung longer (default is 0)<BR>
</ul>
<P><tt><B>tagtraceimpactsound</B>( <i>String tagnameInteger maxlengthString
sound[ Boolean isalias ] </i>)</tt><BR>
<ul>
Perform a trace from the specified tag to the maxlength and play a sound
at that position
</ul>
<P><tt><B>tagtraceimpactspawn</B>( <i>String tagname </i>)</tt><BR>
<ul>
Perform a trace from the specified tag to the maxlength and spawn the
specified model there.
</ul>
<P><tt><B>tbc_direction</B>( <i>[ String [randomtype] ]Float yawDir[ String
[randomtype] ]Float pitchDir[ String [randomtype] ]Float rollDirFloat
endTimeBoolean lerp </i>)</tt><BR>
<ul>
Add a random component to the regular velocity.<BR>
If random type is not specified, then the component will just be added<BR>
without randomness.<BR>
</ul>
<P><tt><B>tbc_particlespin</B>( <i>Float spinrate_xFloat spinrate_yFloat
spinrate_zBoolean spinoutFloat start_timeFloat end_timeBoolean lerp
</i>)</tt><BR>
<ul>
TimeBased Spin Command
</ul>
<P><tt><B>tbc_spawnrate</B>( <i>Float speedFloat start_timeFloat end_timeBoolean
lerp </i>)</tt><BR>
<ul>
TimeBased SpawnRate Command
</ul>
<P><tt><B>tbc_speed</B>( <i>Float speedFloat start_timeFloat end_timeBoolean
lerp </i>)</tt><BR>
<ul>
TimeBased Speed Command
</ul>
<P><tt><B>todo</B>( <i>String todo </i>)</tt><BR>
<ul>
This is an item that needs to be done
</ul>
<P><tt><B>tracecount</B>( <i>Integer count </i>)</tt><BR>
<ul>
Set the number of traces that are done<BR>
</ul>
<P><tt><B>tracelength</B>( <i>Float length </i>)</tt><BR>
<ul>
Set the length of the trace for the decal
</ul>
<P><tt><B>trail</B>( <i>String shaderString startTagString endTagFloat
life </i>)</tt><BR>
<ul>
Set the tempmodel to have a swipe that follows it
</ul>
<P><tt><B>twinkle</B>( <i>Float mintimeoffFloat maxtimeoffFloat mintimeonFloat
maxtimeon </i>)</tt><BR>
<ul>
Set the tempmodel to twinkle with the specified settings
</ul>
<P><tt><B>useLastTrace</B></tt><BR>
<ul>
Makes this trace command use the results from the last trace command
</ul>
<P><tt><B>uselasttraceend</B></tt><BR>
<ul>
Makes this trace command use the end results of the last trace command
</ul>
<P><tt><B>velocity</B>( <i>Float forwardVelocity </i>)</tt><BR>
<ul>
Set the forward velocity of the spawned tempmodel
</ul>
<P><tt><B>wavy</B>( <i>[ String [randomtype] ]Float distance </i>)</tt><BR>
<ul>
Set the tempmodel to move in a wavy path to a maxmimun of the distance
specified<BR>
</ul>
</BLOCKQUOTE>
<H2> 6 Client Game Module Classes.<BR>
113 Events. </H2>
<p class="subheader">&nbsp;</p>
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UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
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