304 lines
17 KiB
HTML
304 lines
17 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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<title><EFBFBD>berTools Game Development Kit</title>
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<link rel="stylesheet" href="style.css">
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* Switch Menu script- by Martial B of http://getElementById.com/
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* Modified by Dynamic Drive for format & NS4/IE4 compatibility
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* Visit http://www.dynamicdrive.com/ for full source code
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***********************************************/
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<body>
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<a name="top"></a>
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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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<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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<td valign="top" class="menu">
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<!-- Keep all menus within masterdiv-->
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<div id="masterdiv">
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<img src="../images/navigation.jpg" width="158" height="27"><br>
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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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</span>
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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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</span>
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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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global_cinematicFX.scr</p>
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<p class="subheader">Dependencies</p>
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<p> #include "maps/global_scripts/global_common.scr"<br>
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#include "maps/global_scripts/global_math.scr"</p>
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<p class="subheader">Purpose</p>
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<p> Commands used mainly for cinematic stuff</p>
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<p class="subheader"> How To Use</p>
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<p> These are a set of functions that effect camera FOVs, and camera path
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and object positioning.</p>
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<p class="subheader">External Functions</p>
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<p> <strong>globalCineFX_CameraFOVLerp( entCamera, fltFOVStart, fltFOVEnd,
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fltTime, strCurve )</strong></p>
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<blockquote>
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<p><strong>Purpose:</strong><br>
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Smoothly changes a camera's FOV with acceleration for a Zoom effect.</p>
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</blockquote>
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<ul type="square">
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<strong>Parms:</strong>
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<li> <strong>entCamera</strong> (entity)<br>
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The camera to zoom.<br>
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<br>
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</li>
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<li> <strong>fltFOVStart</strong> (float)<br>
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Starting FOV for the zoom.</li>
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<li> <strong>fltFOVEnd</strong> (float)<br>
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The ending FOV for the zoom.</li>
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<li> <strong>fltTime</strong> (float)<br>
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The time to take for the zoom.</li>
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<li> <strong>strCurve</strong> (string)<br>
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The acceleration curve to use, there are 3 options:<br>
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<br>
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<ul>
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<li><strong>rampup</strong><br>
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This will make the object start from still and ramp up to it's maximum
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velocity.
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<li><strong>rampdown</strong><br>
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This will make the object start at maximum velocity and slow down
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to still.
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<li><strong>rampupdown</strong><br>
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This will make the object start from still, ramp up to it's maximum
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velocity, the slow down to still again.
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</ul>
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</ul>
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<p><strong>globalCineFX_CameraPathRemove( entCamPath ) </strong></p>
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<blockquote>
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<p> <strong>Purpose:</strong><br>
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Removes an entire camera path. This was created so camera paths created
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with the in-game path creator could be removed.</li> </ul> </p>
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</blockquote>
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<ul type="square">
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<strong>Parms:</strong>
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<li> <strong>entCamPath</strong> (entity)<br>
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The lead node in the path. If the camera path was created with the in-game
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path creator, this is the name of the path </li>
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</ul>
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<p> <strong>globalCineFX_CameraPathRotate( entCamPath, fltDegrees, vecPivotCoordinate,
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vecDestinationCoordinate )</strong></p>
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<blockquote>
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<p> <strong>Purpose:</strong><br>
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Takes a path and rotates the entire path around a desired pivot point.
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This will also rotate the facing on all of the nodes in the path accordingly.</p>
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</blockquote>
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<ul type="square">
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<strong>Parms:</strong>
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<li> <strong>entCamPath</strong> (entity)<br>
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The lead node in the path. If the camera path was created with the in-game
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path creator, this is the name of the path.<br>
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<br>
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</li>
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<li> <strong>fltDegrees</strong> (float)<br>
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How far to rotate the path around in degrees. Positive is counterclockwise
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and negative is clockwise.<br>
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<br>
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</li>
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<li> <strong>vecPivotCoordinate</strong> (vector)<br>
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The origin of the point to pivot the path around.<br>
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<br>
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</li>
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<li> <strong>vecDestinationCoordinate</strong> (vector)<br>
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The origin of the final position for the entire path based off of the
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pivot point. What this means is that it will rotate the entire path
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around the pivot point, and then re-position the entire path by moving
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the pivot point with the new rotational orientation locked to the pivot
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point as it moves.<br>
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So if you want to just rotate the path without re- positioning it, just
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enter the pivot point coordinate as the destination coordinate</li>
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</ul>
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<p> <strong>globalCineFX_TimeLerp( fltTimeScaleStart, fltTimeScaleEnd, fltTime,
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strCurve )</strong> </p>
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<blockquote>
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<p> <strong>Purpose:</strong><br>
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The goal of this function was to create cool slow motion transitions
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as it would ramp time up or down. But the timescale command didn't work
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very well with this technique, so hence this function doesn't really
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work all too well. Try at yer own risk suchah's :).</p>
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</blockquote>
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<ul type="square">
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<strong>Parms:</strong>
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<li> <strong>fltTimeScaleStart</strong> (float)<br>
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The starting timescale value based on a normalized scale. Meaning 1
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is in normal time, .5 would be half-time, and 2 would be double time<br>
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<br>
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</li>
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<li> <strong>fltTimeScaleEnd</strong> (float)<br>
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The ending timescale value based on a normalized scale. Since I know
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you just read the previous description, I'm not going to repeat the
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whole, 'what does normalized' mean schpeal. :)<br>
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<br>
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</li>
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<li> <strong>fltTime</strong> (float)<br>
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The time for the whole lerp to take. This starts getting tricky because
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this wouldn't be the actual time. As you start to timescale the game,
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the actual time of the game will be effected, thus effecting the timers
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in the engine that count time. There were no time commands written 'outside'
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of normal time to account for this and the timescale command. Wow, there's
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a lot of time in this description, I think it's time to move on. </li>
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</ul>
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<p> <strong>globalCineFX_PositionObject( entObject, entDestination )</strong></p>
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<p><strong>Purpose:</strong><br>
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Takes an object and moves it to be at the same position and orientation
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of another object.</p>
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<p><strong>Parms:</strong></p>
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<ul type="square">
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<li> <strong>entObject</strong> (entity), <br>
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The object to re-position and re-orient<br>
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<br>
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</li>
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<li> <strong>entDestination</strong> (entity)<br>
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The destination entity. This function will take the entObject and set
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it's origin and angles to this entities origin and angles</li>
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</ul>
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<p> </p></td>
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</tr>
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<tr>
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<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
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<img src="../images/hor_line.jpg" width="702" height="1"></td>
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</tr>
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<tr>
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<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
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<tr>
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<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
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Please do not email Ritual Entertainment with questions about the
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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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<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>
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<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>
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</tr>
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</table>
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<p align="center"> </p></td>
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</tr>
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</table>
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<map name="Map">
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<area shape="rect" coords="601,10,693,28" href="#top">
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</map>
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</body>
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</html>
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