none
This script contains basic functions for use on all levels, along with
definitions for
constansts that are used on all level
See the description for each function
Constant variables that have been assigned:
FALSE = 0
TRUE = 1
NULL = -1
So as long as you include this global script, you can use these variables
in place of their assigned counterparts. One warning, and this is a problem
with the scripting language, when you initially declare your variable,
you can not set it equale to another variable. So for example this will
not work:
float newVariable = TRUE;
You have to assign it to an actual number value for the initialization,
and then anytime after that you can use the constants.
globalCommon_AssertEntity( entPassedEntity, strMessage )
Purpose:
Checks the passed in entity to see if it is valid. If it's not, the
game will stop and display the passed in message.
Parms:
- entPassedEntity (entity)
This is the entity to perform the check on.
- strMessage (string)
This is the message to print on the screen before stopping the game.
globalCommon_Autosave()
Purpose:
Used to help simplify autosaving so people don't have to write as much
script. It performs an autosave when called.
Parms:
None
globalCommon_OnUse( entOnUseTargetname , strOnUseThread )
Purpose:
To simplify setting up of an onuse function by automating the pause
and thread assignment
Parms:
- entOnUseTargetname (entity)
T his is the entity to wait for the 'onuse' action to occur.
- strOnUseThread (string)
T his is thread to execute when the object is used.
globalCommon_OnDamage( entOnDamageTargetname, strOnDamageThread
)
Purpose:
To simplify setting up of an ondamage function by automating the pause
and thread assignment
Parms:
- entOnDamageTargetname (entity)
This is the entity to wait for the 'ondamage' action to occur.
- strOnDamageThread (string)
T his is thread to execute when the object is damaged.
globalCommon_OnTouch( entOnTouchTargetname, strOnTouchThread
)
Purpose:
To simplify setting up of an ontouch function by automating the pause
and thread assignment
Parms:
- entOnTouchTargetname (entity)
This is the entity to wait for the 'ontouch' action to occur.
- strOnTouchThread (string)
This is thread to execute when the object is touched.
globalCommon_OnTrigger( entOnTriggerTargetname, strOnTriggerThread
)
Purpose:
To simplify setting up of an ontrigger function by automating the pause
and thread assignment
Parms:
- entOnTriggerTargetname (entity)
This is the entity to wait for the 'ontrigger' action to occur.
- strOnTriggerThread (string)
This is thread to execute when the object is triggered.
globalCommon_OnBlock( entOnBlockTargetname, strOnBlockThread
)
Purpose:
To simplify setting up of an onblock function by automating the pause
and thread assignment
Parms:
- entOnBlockTargetname (entity)
This is the entity to wait for the 'onblock' action to occur.
- strOnBlockThread (string)
This is thread to execute when the object is blocked.
globalCommon_AiDummyHide( entAiDummyToHide )
Purpose:
Takes the passed in AI character, turns their AI off, hides them, and
makes them notsolid.
Parms:
- entAiDummyToHide (entity)
This is the AI character to turn off, hide, and make notsolid.
globalCommon_AiDummyShow( entAiDummyToShow )
Purpose:
Takes the passed in AI character, shows them, makes them solid, and
puts them in the 'idle' animation.
Parms:
- entAiDummyToShow (entity)
This is the AI character to show, make solid, and set the 'idle' pose
on.
globalCommon_AiActor( entAiActor )
Purpose:
Takes the passed in AI character, turns on their AI, makes them pushable,
shows them, and makes them solid.
Parms:
- entAiActor (entity)
This is the AI character to effect.
globalCommon_AiDummy ( entAiDummy , strAiDummyAnim )
Purpose:
Takes the passed in AI character, turns off their AI, makes them not
pushable, shows them, and sets the passed in animation.
Parms:
- entAiDummy (entity)
This is the AI character to effect.
- strAiDummyAnim (string)
This is the animation to set the character to. If "" is passed,
then it won't attempt to set any animation.
globalCommon_AiActorUseWeapon( currentActor, weaponToUse )
Purpose:
Takes the passed in AI character and makes them use the passed in weapon.
Parms:
- currentActor (entity)
This is the AI character to affect.
- weaponToUse (string)
This is the weapon to make the actor use. If set to 'current', it will
use the weapon the player is using.
globalCommon_SpawnScriptModel( spawnedTikiName, spawnedTargetName,
spawedOrigin, spawnedAngle )
Purpose:
Spawns a script model at the passed in origin, facing the passed in
angle.
Parms:
- spawnedTikiName (string)
This is the tiki to use.
- spawnedTargetName (string)
This is the targetname to give the script model.
- spawedOrigin (vector)
This is the origin to spawn it at.
- spawnedAngle (float)
This is the angle to face it after it's spawned.
globalCommon_SpawnActor( spawnedTikiName, spawnedTargetName,
spawedOrigin, spawnedAngle )
Purpose:
Spawns an AI charcter at the passed in origin, facing the passed in
angle.
Parms:
- spawnedTikiName (string)
Tthis is the tiki to use.
- spawnedTargetName (string)
This is the targetname to give the AI character.
- spawedOrigin (vector)
This is the origin to spawn it at.
- spawnedAngle (float)
This is the angle to face it after it's spawned.
globalCommon_ActorRandomNodePatrolWork( currentActor, nodePatrolWork,
animationToPlayPerNode, totalNumberOfNodes )
Purpose:
Used for characters who's AI will be off. Lets them constantly pick
amongst several pre- defined work nodes, walks them over to one, and
plays a passed in animation. Then loops to perform the same tasks.
Parms:
- currentActor (entity)
This is the AI character entity to perform this function on.
- nodePatrolWork (string)
This is the identifier for all nodes this charcater can pick from.
- animationToPlayPerNode (string)
This is the animation to play once the character reaches a node.
- totalNumberOfNodes (float)
This is the total number of nodes in the group.
globalCommon_ActorRandomNodeWork( currentActor, nodePatrolWork,
animationToPlayPerNode, totalNumberOfNodes )
Purpose:
Used for characters who's AI will be off. Lets them pick amongst several
pre- defined work nodes, walks them over to one, and plays a passed
in animation. This function does not loop.
Parms:
- currentActor (entity)
This is the AI character entity to perform this function on.
- nodePatrolWork (string)
This is the identifier for all nodes this charcater can pick from.
- animationToPlayPerNode (string)
This is the animation to play once the character reaches a node.
- totalNumberOfNodes (float)
This is the total number of nodes in the group.
globalCommon_ActorNodeWork( currentActor, nodePatrolWork, animationToPlayPerNode,
nodeToWorkAt )
Purpose:
Used for characters who's AI will be off. Takes the passed in specific
node of a defined group of work nodes, walks them over to it, and plays
a passed in animation. This function does not loop.
Parms:
- currentActor (entity)
This is the AI character entity to perform this function on.
- nodePatrolWork (string)
This is the identifier for all nodes this charcater can pick from.
- animationToPlayPerNode (string)
This is the animation to play once the character reaches a node.
- nodeToWorkAt (float)
This is the number of the node in the group of nodes to work at.
globalCommon_SetupContextDialog( currentActor, theActorName
)
Purpose:
Loads all the +use and context sensitive dialog on the passed in teammate,
provided there is dialog recorded for that teammate.
Parms:
- currentActor (entity)
This is the AI character entity to perform this function on.
- theActorName (string)
This is the string used to concactinate the .mp3 file names for all
the context dialog. The only possible choices are:
- "telsia"
- "jurot"
- "chell"
- "chang"
- "korban"
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