585 lines
30 KiB
HTML
585 lines
30 KiB
HTML
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<html>
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<head>
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<title><EFBFBD>berTools Game Development Kit</title>
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<link rel="stylesheet" href="style.css">
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<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
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<tr>
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<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
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<tr>
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<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
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<tr>
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UberTools GDK
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<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
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<span class="submenu" id="sub0">
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<a href="../start.html">Introduction</a><br>
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<a href="../start.html#2">Utilities</a><br>
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<a href="../start.html#3">Source Files</a><br>
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</span>
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<br>Level Design<br>
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<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
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<span class="submenu" id="sub1">
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<a href="radiant_setup.html">That Scary Error Msg</a><br>
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<a href="radiant_setup.html#2">General Tab</a><br>
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<a href="radiant_setup.html#3">Display Tab</a><br>
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<a href="radiant_setup.html#4">User Interface Tab</a><br>
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<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
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<a href="radiant_setup.html#6">Colors Tab</a><br>
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<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
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</span>
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<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
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<span class="submenu" id="sub2">
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<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
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<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
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<a href="radiant_firstroom.html#3">Building The Room</a><br>
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<a href="radiant_firstroom.html#4">Adding a Light</a><br>
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<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
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<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
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<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
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<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
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<span class="submenu" id="sub3">
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<a href="radiant_terrain.html">Setting up the Tools</a><br>
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<a href="radiant_terrain.html#2">Creating Terrain</a><br>
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<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
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<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
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<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
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<span class="submenu" id="sub4">
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<a href="ldesign_lighting.html">Lighting System</a><br>
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<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
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</span>
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<br>Scripting<br>
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<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
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<span class="submenu" id="sub5">
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<a href="scripting_syntax.html">Scripting Syntax</a><br>
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<a href="scripting_waves.html">Spawning Waves</a><br>
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<a href="scripting_flying.html">Creating Flying Creatures</a><br>
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<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
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</span>
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<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
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<span class="submenu" id="sub6">
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<a href="scripting_globalscripts.html">Introduction</a><br>
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<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
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<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
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<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
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<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
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<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
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<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
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<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
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<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
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<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
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<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
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<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
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<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
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<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
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<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
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</span>
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<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
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<span class="submenu" id="sub7">
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<a href="allclasses_g.html">Game Module</a><br>
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<a href="allclasses_cl.html">Client Module</a><br>
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<a href="allclasses_cg.html">Client Game Module</a><br>
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</span>
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<br>Older Documentation<br>
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<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
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<span class="submenu" id="sub8">
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<a href="fakk2_camera.html">Camera Documentation</a><br>
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<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
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<a href="fakk2_gui.html">GUI Documentation</a><br>
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<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
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<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
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<a href="fakk2_shadermanual.html">Shader Manual</a><br>
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<a href="fakk2_soundsystem.html">Sound System</a><br>
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<a href="fakk2_tiki.html">TIKI Model System</a><br>
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</span>
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<br>Other<br>
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<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
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<span class="submenu" id="sub9">
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<a href="other_links.html">Web Links</a><br>
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<a href="other_credits.html">Credits</a><br>
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</span>
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</div>
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</td>
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</tr>
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</table></td>
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<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
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<td valign="top" width="533"><p class="header"><br>
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Client Commands Reference Guide</p>
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<p class="subheader"> Overview</p>
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<p> Client side commands refer to any commands that are used in the client
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game DLL (cgame DLL). These commands are placed and executed on frames
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of animation. When a TIKI model’s animation is played back on the
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client, the commands associated with those frames are executed. This document
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also contains a list of client INIT commands. These are commands that
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are ony executed on the client when the model is initialized. These commands
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deal with setting up emitters. </p>
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<p class="subheader"> Example</p>
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<p> This is a list of client commands and parameters for the client. These
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commands can be placed in a TIKI file for execution. Here is an example
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to get started:</p>
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<blockquote>
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<p class="menu">Animations<br>
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{<br>
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power power.tan<br>
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{<br>
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client<br>
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{<br>
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first
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tagspawn tag_hand<br>
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(<br>
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count
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50<br>
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model
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models/flameball.tik<br>
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velocity
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50<br>
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randvel
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0 0 200<br>
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avelocity
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random 360 random 360 random 360<br>
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life
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1<br>
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accel
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0 0 -100<br>
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scale
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0.1<br>
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fade<br>
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bouncefactor
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0.8<br>
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offset
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crandom 3 crandom 3 crandom 3<br>
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)<br>
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}<br>
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}<br>
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}</p>
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</blockquote>
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<p>Here is an explantion of what is going to happen when the first frame
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of the “power” animation is executed.</p>
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<p>After the definition of the animation “power power.tan” You
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can list client and server side commands that will be executed on the
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specified frames. In this case there is a client command on the first
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frame of the power animation. Notice that the command is called “tagspawn”
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and it has one parameter on the same line called “hand”. This
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command allows you to spawn things ( particles, models, sprites ) from
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the tag that is built into the model ( in this case it’s the hand
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tag ). </p>
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<p>The “(“ on the next line starts a block of modifiers and
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parameters that will affect the spawning properties of the command. There
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are 11 lines of parameters after the “(“ and then there is
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a closing “)”. The “)” signifies the end of the
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parameters/modifiers and finishes off the command. Each one of the modifiers
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is explained below, along with the commands like “tagspawn”.</p>
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<p class="subheader">Client Animation Commands </p>
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<p>These commands can be executed on any frame of any animation on the client.
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These are placed in the client frame commands of the TIKI file.</p>
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<ul type="square">
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<li><b>alias <path> <alias></b><br>
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Creates an alias to to the specified path.<br>
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<br>
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</li>
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<li> <b>aliascache <aliasname> <resourcename></b><br>
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Caches in the specified resource name and creates the creates the alias
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specified to reference it.<br>
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<br>
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</li>
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<li> <b>cache <resourcename></b><br>
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Caches in the specified resource name<br>
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<br>
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</li>
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<li> <b>client <arg1> <arg2>… </b><br>
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Execute the specified arguments on the client. This is for use in global
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scripts.<br>
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<br>
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</li>
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<li> <b>commanddelay <time> <commandnum> <command> [arg1]…[argN]</b><br>
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Delays the <command> by the <time> specified. There wll
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be a delay between the execution of the command. The <commandnum>
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must be provided by the user, It is used to keep track of the different
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commands and the times they are executed.<br>
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<br>
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</li>
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<li> <b>dlight <red> <green> <blue> <intensity>
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<life> <type></b><br>
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Spawn a dlight from the origin of the model. The <type> of the
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light can be normal, lensflare, or viewlensflare<br>
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<br>
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</li>
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<li> <b>emitteroff <emittername></b><br>
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Turns “off” the specified emitter<br>
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<br>
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</li>
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<li> <b>emitteron <emittername></b><br>
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Turns “on” the specified emitter<br>
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<br>
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</li>
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<li> <b>entcolor</b><br>
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Set the color(modulate) of the model.<br>
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<br>
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</li>
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<li><b> loopsound <soundfile> [volume] [mindistance]</b><br>
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Plays the specified sound in a loop.<br>
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<br>
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</li>
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<li> <b>originspawn([parameter list]…)</b><br>
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Spawn “things” from the origin of the model. The parameter
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list after the command specify modifiers on the command.<br>
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<br>
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</li>
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<li><b> randomchance <amount> <command> [arg1]…[argN]</b><br>
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This will randomly execute the specified command. The amount ranges
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from 0 to 1 and is the percentage chance that the command will execute.<br>
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<br>
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</li>
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<li> <b>sound <soundfile> [channel number] [volume] [mindistance]</b><br>
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Plays the specified sound. Channel, volume, and mindistance are optional<br>
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<br>
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</li>
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<li> <b>swipe</b><br>
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Add a segment to the swipe.<br>
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<br>
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</li>
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<li> <b>swipeoff</b><br>
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Signal the end of a swipe<br>
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<br>
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</li>
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<li> <b>swipeon <tagname> <size> <life></b><br>
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Signal the start of a swipe.<br>
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<br>
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</li>
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<li> <b>tagdlight <tagname> <red> <green> <blue>
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<intensity> <life> <type></b><br>
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Spawn a dlight from the specified tag of the model. The <type>
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of the light can be normal, lensflare, or viewlensflare.<br>
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<br>
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</li>
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<li><b> tagspawn <tagname>([parameter list]…)</b><br>
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Spawn “things” from the tag specified on the model. The
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parameter list after the command specify modifiers on the command.<br>
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<br>
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</li>
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<li><b> tagbeamspawn <tagname_start> <length></b><br>
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Spawns a beam from <tagname_start> of the specified <length>.
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The direction is derived from the tag.</li>
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</ul>
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<p class="subheader">Client Initialization Commands </p>
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<p>These commands set up client side effects that are not associated with
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animations These are placed in the client init section of the TIKI file.</p>
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<ul type="square">
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<li><b>tagemitter <tagname> <emittername>(<parameter list>…)</b><br>
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Creates a tag emitter named <emittername> that spawns out models
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from <tagname>. This is not associated with animation frames,
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so it can be used for static things that emit models without animating.
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<br>
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<br>
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</li>
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<li><b> tagbeamemitter <tagname_start> <tagname_end> <emittername>{<parameter
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list>}</b><br>
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Creates a beam emitter named <emittername> that spawns beams from
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tagname_start to tagname_end. This is not associated with animation
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frames, so it can be used for static things that have beam effects on
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them.</li>
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</ul>
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<p class="subheader">Parameters for Spawning stuff</p>
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<p>These are used in the above commands to modify the “things”(
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tempmodels ) that are spawned from the emitters/spawn points.</p>
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<ul type="square">
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<li><b>accel <accelx> <accely> <accelz></b><br>
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Sets the acceleration for the tempmodel. You can simulate gravity by
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setting the accelz component to a negative value (E.g. accel 0 0 –200)<br>
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<br>
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</li>
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<li> <b>align</b><br>
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Aligns the tempmodel in the direction it is traveling<br>
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<br>
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</li>
|
|||
|
<li> <b>alpha <alpha_value></b><br>
|
|||
|
Sets the alpha value of the tempmodel<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li><b> angles (crandom|random) <yaw> (crandom|random) <pitch>
|
|||
|
(crandom|random) <roll></b><br>
|
|||
|
Sets the angular velocity of the tempmodel. Use the keywords random
|
|||
|
or crandom as stated in the randvel command.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>anim <anim_name></b><br>
|
|||
|
Set the anim of the spawned tempmodel.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>animateonce</b><br>
|
|||
|
Animate the tempmodel once before killing it<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>avelocity (crandom|random) <yaw> (crandom|random) <pitch>
|
|||
|
(crandom|random) <roll></b><br>
|
|||
|
Sets the angular velocity of the tempmodel. Use the keywords random
|
|||
|
or crandom as stated in the randvel command.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>bouncefactor <bounce_value></b><br>
|
|||
|
Sets the bounciness of the tempmodel. Values greater than 1 will make
|
|||
|
the model gain speed when it bounces.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>circle</b><br>
|
|||
|
Spawns the tempmodels in a circlular pattern on the XY plane<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>collision [‘water’]</b><br>
|
|||
|
Turns on collision for the tempmodels (saves CPU if you don’t
|
|||
|
need collision ). Add the water keyword if you want the particles to
|
|||
|
collide with water.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>color <red> <green> <blue> <alpha></b><br>
|
|||
|
Sets the color of the tempmodel. This color is modulated with the tempmodel
|
|||
|
when it is drawn.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>colorrange <startRed> <startGreen> <startBlue>
|
|||
|
<endRed> <endGreen> <endBlue></b><br>
|
|||
|
Set the color range to be interpolated over the life of the tempmodel.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>count <number></b><br>
|
|||
|
The number of tempmodels to be spawned.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>dietouch</b><br>
|
|||
|
Kills the tempmodel when it touches a solid surface.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>dlight <r> <g> <b> <intensity></b><br>
|
|||
|
Makes the emitter a dynamic light source of color (r,g,b) and the specified
|
|||
|
intensity ( radius ).<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>fade</b><br>
|
|||
|
Fades the tempmodel to complete translucency over the life.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>fadein <time></b><br>
|
|||
|
Fades the tempmodel in over the amount of time specified.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>flicker</b><br>
|
|||
|
Causes the tempmodel to flicker randomly<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li><b> globalfade <”in” | “out></b><br>
|
|||
|
Makes the spawned tempmodels fade in or out at the same rate based on
|
|||
|
the number of frames in the animation of the parent animation.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li><b> inwardsphere <radius></b><br>
|
|||
|
Spawns the tempmodel at radius distance from the origin and moves them
|
|||
|
inward towards it.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>life <seconds></b><br>
|
|||
|
The life of the spawned tempmodel.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>model <modelname1> [modelname2] [modelname3] …</b>
|
|||
|
<br>
|
|||
|
The name of the model you want to spawn. If more than one model is specified
|
|||
|
then the model is chosen randomly from the list<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>offset (crandom|random) <offsetx> (crandom|random) <offsety>
|
|||
|
(crandom|random) <offsetz></b><br>
|
|||
|
Sets an offset of the tempmodel. Use the keywords random or crandom
|
|||
|
as stated in the randvel command.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>offsetalongaxis (crandom|random) <offsetx> (crandom|random)
|
|||
|
<offsety> (crandom|random) <offsetz></b><br>
|
|||
|
Sets an offset of the tempmodel. Use the keywords random or crandom
|
|||
|
as stated in the randvel command. The offset is applied in the coordinate
|
|||
|
system of the parent.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>parentlink</b><br>
|
|||
|
Links the spawned tempmodel to the parent. If the parent moves, so does
|
|||
|
the spawned tempmodel.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>randvel (crandom|random) <speedx> (crandom|random) <speedy>
|
|||
|
(crandom|random) <speedz></b><br>
|
|||
|
Adds a random velocity to the tempmodel in the x, y, and z axis. Use
|
|||
|
the keyword random to make the value between 0 and speed. Use the keyword
|
|||
|
crandom to make the value between –speed and speed. If you don’t
|
|||
|
use the random or crandom keywords, then the added velocity will be
|
|||
|
constant.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li><b> scale <scale_value></b><br>
|
|||
|
Sets the scale of the tempmodel to value.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li><b> scalemax <scale_value></b><br>
|
|||
|
Sets the maximum scale of the tempmodel to value.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>scalemin <scale_value></b><br>
|
|||
|
Sets the minimum scale of the temp model to value. By setting this,
|
|||
|
the spawned model will be randomly scaled to a value between scalemin
|
|||
|
and scalemax.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li><b> scalerate <scale_value></b><br>
|
|||
|
Animates the tempmodel by scaling it in size according to the specified
|
|||
|
scalerate value.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>spawnrate <rate_value></b><br>
|
|||
|
Sets the rate of spawning for an emitter. This parameter is only valid
|
|||
|
for emitters that have been defined for the model.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>sphere</b><br>
|
|||
|
Spawns the tempmodels traveling in in an outward sphere pattern from
|
|||
|
the origin.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>startoff</b><br>
|
|||
|
Starts an emitter in the “off” state.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>swarm <freq> <maxspeed> <delta></b><br>
|
|||
|
Causes a swarming effect on the tempmodels. freq is the frequency at
|
|||
|
which the tempmodel changes direction. maxspeed is the maximum speed
|
|||
|
of the tempmodel. delta is the amount the tempmodel moves toward the
|
|||
|
origin to get the swarming effect.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>texanimtime <time></b><br>
|
|||
|
If you are spawning animated texture sprites, this sets the animation
|
|||
|
time for that sprite.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li><b> trailcolor <red> <green> <blue> <alpha></b><br>
|
|||
|
Sets the color of the trail for the tempmodel.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>trailradius <radius></b><br>
|
|||
|
Sets the width of the trail<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li><b> trailtime <seconds></b><br>
|
|||
|
Sets the life of the trail in seconds<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>velocity <speed></b><br>
|
|||
|
The speed of the tempmodel. It will travel in the direction based on
|
|||
|
the orientation of the parent.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>wavy <amount></b><br>
|
|||
|
Causes the tempmodel to move in a wavy effect. amount sets the amount
|
|||
|
of the wavieness.</li>
|
|||
|
</ul>
|
|||
|
<p class="subheader">Beam Specific Parameters</p>
|
|||
|
<p>These parameters are only applicable to beamemitters and tagbeamspawn.</p>
|
|||
|
<ul type="square">
|
|||
|
<li> <b>numsegments <num></b><br>
|
|||
|
Set the number of segments in the beam.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>minoffset <offset></b><br>
|
|||
|
Set the minimum offset from center that the beam will move.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>maxoffset <offset></b><br>
|
|||
|
Set the maximum offset from center that the beam will move.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>beamshader <shader_name></b><br>
|
|||
|
Set the shader that the beam will use.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>beamdelay <delay></b><br>
|
|||
|
Set the delay (in seconds) between the drawing of beams.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li><b> beamtoggledelay [random] <delay></b><br>
|
|||
|
Set the delay (in seconds) that is used to toggle the beams off and
|
|||
|
on. If random is used, then the delay will be between 0 and delay.<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>beampersist</b><br>
|
|||
|
Effect that makes the beams persist and fade out over time<br>
|
|||
|
<br>
|
|||
|
</li>
|
|||
|
<li> <b>beamsphere <count></b><br>
|
|||
|
Shoot the beams out in a sphere pattern. If the radius (see above) is
|
|||
|
set, beams will be drawn at this distance from center. </li>
|
|||
|
</ul>
|
|||
|
<p> </p>
|
|||
|
</td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
|||
|
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
|||
|
</tr>
|
|||
|
<tr>
|
|||
|
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
|||
|
<tr>
|
|||
|
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
|||
|
Please do not email Ritual Entertainment with questions about the
|
|||
|
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
|||
|
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
|||
|
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
|||
|
</tr>
|
|||
|
</table>
|
|||
|
<p align="center"> </p></td>
|
|||
|
</tr>
|
|||
|
</table>
|
|||
|
<map name="Map">
|
|||
|
<area shape="rect" coords="601,10,693,28" href="#top">
|
|||
|
</map>
|
|||
|
</body>
|
|||
|
</html>
|