475 lines
23 KiB
HTML
475 lines
23 KiB
HTML
<!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>ÜberTools Game Development Kit</title>
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<link rel="stylesheet" href="style.css">
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<script type="text/javascript">
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/***********************************************
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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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if (document.getElementById){ //DynamicDrive.com change
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document.write('<style type="text/css">\n')
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document.write('.submenu{display: none;}\n')
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document.write('</style>\n')
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}
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function SwitchMenu(obj){
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if(document.getElementById){
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var el = document.getElementById(obj);
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var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
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if (ar[i].className=="submenu") //DynamicDrive.com change
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</script>
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<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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</head>
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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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Camera Documentation</p>
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<p> The camera can be interfaced through either the in game camera system
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(activated by typing "pushmenu camera" in the console) as well
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as from the scripting language.</p>
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<p class="subheader">Spawning a Camera</p>
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<p> To spawn a camera from script use the following command:</p>
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<blockquote>
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<p class="menu"> spawn Camera targetname MyCamera</p>
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</blockquote>
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<p class="subheader">Switching Between Cameras</p>
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<p>Switching between cameras is accomplished with these commands: </p>
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<ul type="square">
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<li> <b>cuecamera cameraName [switchTime]</b><br>
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Switch to the specified camera. If switch time is specified and you
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are not already in camera view, the camera will smoothly transition
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from the third person camera to this camera.<br>
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<br>
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</li>
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<li> <b>cueplayer [switchTime]</b><br>
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Switch back to third person mode. If switchtime is specified, than camera
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will switch over that period of time.</li>
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</ul>
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<p class="subheader">Other Useful Scripting Commands</p>
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<ul type="square">
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<li> <b>freezeplayer</b><br>
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Freezes the player wherever he is standing.<br>
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<br>
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</li>
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<li> <b>releaseplayer</b><br>
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Release the player after he has been frozen.<br>
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<br>
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</li>
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<li> <b>fakeplayer</b><br>
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Create a fake version of the player, hide the real one. The fake player
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has a targetname of “fakeplayer”.<br>
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<br>
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</li>
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<li> <b>removefakeplayer</b><br>
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Remove the fake player and unhide the real one.</li>
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</ul>
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<p class="subheader">In-game Camera System Commands:</p>
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<ul type="square">
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<li> <b>cam new</b><br>
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Start a new camera path.<br>
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<br>
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</li>
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<li> <b>cam load [filename]</b><br>
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Loads the camera path from cams/[filename].cam. If no filename is set,
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filename is taken from the cam_filename CVAR.<br>
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<br>
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</li>
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<li> <b>cam save [filename]</b><br>
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Saves the current path to cams/[filename].cam. If the targetname of
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the path has not been set, then it is set the same as [filename]. If
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no filename is set, filename is taken from the cam_filename CVAR.<br>
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<br>
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</li>
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<li> <b>cam savemap [filename]</b><br>
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Saves the current path to cams/[filename].map. This is a special format
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for integration into existing map files.<br>
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<br>
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</li>
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<li> <b>cam setpath targetname</b><br>
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Changes the current path to the path with the specified targetname.<br>
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<br>
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</li>
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<li> <b>cam settargetname targetname</b><br>
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Sets the targetname of the current path point [targetname].<br>
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<br>
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</li>
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<li> <b>cam settarget target</b><br>
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Sets the target of the current path point to [target]. Doing this will
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cause the entity with the targetname of [target] to be triggered when
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the camera reaches this path point.<br>
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<br>
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</li>
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<li> <b>cam setthread threadname</b><br>
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Sets the thread of the current path point to [threadname]. Doing this
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will cause the thread [threadname] to be executed when the camera reaches
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this point.<br>
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<br>
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</li>
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<li> <b>cam setspeed [speed]</b><br>
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Sets the speed of the camera at this path node. Speed is displayed above
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the currently selected path point when the path is being drawn. Speed
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is the number of path points the camera will go through per second,
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so a speed of 2 makes the camera take ½ a second per path point.
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Speed defaults to 1. SetSpeed sets the speed on the current node and
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any nodes added in the future.<br>
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<br>
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</li>
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<li> <b>cam add</b><br>
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Creates a new path point at the current player location and angle using
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the current speed.<br>
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<br>
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</li>
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<li> <b>cam delete</b><br>
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Deletes the currently selected path point. The current node then becomes
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the path point that was immediately after the path point.<br>
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<br>
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</li>
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<li> <b>cam replace</b><br>
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Changes the position, angle, and speed of the currently selected path
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point to that of the player and current speed.<br>
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<br>
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</li>
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<li> <b>cam moveplayer</b><br>
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Places the player at the position of the current path point. The player’s
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view remains the same, however.<br>
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<br>
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</li>
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<li> <b>cam next</b><br>
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Selects the next point in the path.<br>
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<br>
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</li>
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<li><b>cam prev</b><br>
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Selects the previous point in the path.<br>
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<br>
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</li>
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<li><b>cam show</b><br>
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Displays the current path. The Current path point is draw in yellow
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with the speed drawn above it. At each node, a coordinate system is
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drawn to show the orientation. Red is forward, green is right, blue
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is up. The lines draw between path points to indicate the direction
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the camera will take.<br>
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<br>
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</li>
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<li> <b>cam hide</b><br>
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Stops drawing the current path.<br>
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<br>
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</li>
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<li><b>cam play</b><br>
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Makes the camera play the path once.<br>
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<br>
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</li>
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<li><b>cam play [targetname]</b><br>
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Causes the camera to play the path specified by targetname once.<br>
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<br>
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</li>
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<li><b> cam loop</b><br>
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Makes the camera play the path and continuously loop.<br>
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<br>
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</li>
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<li> <b>cam loop [targetname]</b><br>
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Makes the camera play the path specified by targetname and continuously
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loop.<br>
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<br>
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</li>
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<li> <b>cam stop</b><br>
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Stops the camera and switches the view back to the player.<br>
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<br>
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</li>
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<li> <b>cam watch [targetname]</b><br>
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Mark the node to tell the camera to watch the specified target when
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the camera gets to that control point. [targetname] can be one of the
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reserved keywords path, node or none or it can just be a targetname
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for a specific entity:<br>
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<br>
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<ul>
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<li> <b>path</b><br>
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Watch the path as we move, in other words look in the direction
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that we are moving</li>
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<li> <b>node</b><br>
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Orient ourselves based off of the orientation in each node, in other
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words use the stored orientations at each node to determine our
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view.</li>
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<li> <b>none</b><br>
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Do not make any orientations whatsoever, This means that the camera
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will not change it’s orientation at all.<br>
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<br>
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</li>
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</ul>
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</li>
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<li><b>cam nowatch</b><br>
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Mark the node to tell the camera to stop watching any entities when
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the camera gets to that control point. Equivalent to “cam watch
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none”.<br>
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<br>
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</li>
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<li> <b>cam setfov</b><br>
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Set the fov of the current path node.<br>
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<br>
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</li>
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<li> <b>cam setfadetime</b><br>
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Set the fadetime of the current path node.</li>
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</ul>
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<p class="subheader">Script commands:</li></p>
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<p> All commands must have the targetname of the camera pre-pended.</p>
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<ul type="square">
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<li> <b>start</b><br>
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Start the camera moving or watching.<br>
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<br>
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</li>
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<li> <b>pause</b><br>
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Pause the camera along its path.<br>
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<br>
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</li>
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<li> <b>continue</b><br>
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Resume the camera’s movement.<br>
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<br>
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</li>
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<li> <b>stop</b><br>
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Stop the camera from moving and watching.<br>
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<br>
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</li>
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<li> <b>speed newSpeed</b><br>
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Set the speed of the camera.<br>
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<br>
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</li>
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<li> <b>fov newFov [fadeTime]</b><br>
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Set the fov of the camera and optionally the time over which the fov
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should transition, default is whatever the camera’s fadetime is
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set to.<br>
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<br>
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</li>
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<li> <b>follow targetEntity [targetWatchEntity]</b><br>
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Start following an entity, if that entity is a splinepath then the path
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will be followed. If targetWatchEntity is specified than that entity
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will be watched while following targetEntity. By default targetEntity
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will be watched as well.<br>
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<br>
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</li>
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<li> <b>follow_distance followDistance</b><br>
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Distance at which the camera should follow an entity, also used for
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orbit radius.<br>
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<br>
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</li>
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<li> <b>follow_yaw yawOffset</b><br>
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Yaw offset of the camera following an entity.<br>
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<br>
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</li>
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<li> <b>follow_yaw_absolute</b><br>
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Make the follow yaw absolute rather than relative to the follow entity’s
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angles<br>
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</li>
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<li> <b>follow_yaw_relative</b><br>
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Make the follow yaw relative to the follow entitiy’s angles<br>
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</li>
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<li> <b>orbit targetEntity [targetWatchEntity]</b><br>
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Start orbiting an entity, if that entity is a splinepath then the path
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will be followed and looped. If targetWatchEntity is specified than
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that entity will be watched while following targetEntity. By default
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targetEntity will be watched as well.<br>
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<br>
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</li>
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<li> <b>orbit_height newHeight</b><br>
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Height offset for orbiting an entity.<br>
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<br>
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</li>
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<li> <b>watch watchEntity [fadeTime]</b><br>
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Start watching an entity, and optionally the time over which the transition
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should occur. The default transition time is the camera’s fadetime.<br>
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<br>
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</li>
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<li> <b>watchpath [fadeTime]</b><br>
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Start looking along the direction of movement and optionally the time
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over which the transition should occur. The default transition time
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is the camera’s fadetime.<br>
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<br>
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</li>
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<li> <b>watchnode [fadeTime]</b><br>
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Start basing the camera’s orientation off of what is stored in
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the camera path nodes and optionally the time over which the transition
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should occur. The default transition time is the camera’s fadetime.<br>
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<br>
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</li>
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<li> <b>nowatch [fadeTime]</b><br>
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Stop watching an entity, looking along a path or anything else. The
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camera’s orientation is now static. Optionally transition overt
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the time specified. The default transition time is the camera’s
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fadetime.<br>
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<br>
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</li>
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|
<li><b> lookat targetEntity</b><br>
|
|
Immediately make the camera look at the given entity<br>
|
|
</li>
|
|
<li> <b>turnto newAngles</b><br>
|
|
Immediately turn the camera to the desired angles. NewAngles is a vector<br>
|
|
</li>
|
|
<li> <b>moveto targetEntity</b><br>
|
|
Immediately move the camera to the targetEntity’s origin<br>
|
|
</li>
|
|
<li> <b>movetopos newPosition</b><br>
|
|
Immediately move to the specified world space position<br>
|
|
</li>
|
|
<li><b> fadetime newFadetime</b><br>
|
|
Specifiy a new fadetime for this camera, this fadetime will be used
|
|
for any of the watch or follow commands if no explicit fadetime is specified.<br>
|
|
<br>
|
|
</li>
|
|
<li> <b>cut</b><br>
|
|
Switch cameras immediately, don’t transition over time.<br>
|
|
<br>
|
|
</li>
|
|
<li> <b>nextcamera cameraName</b><br>
|
|
Next camera to use in a security camera system arrangement.<br>
|
|
<br>
|
|
</li>
|
|
<li> <b>setthread threadName</b><br>
|
|
Sets the thread of the camera which is accessed from a trigger_camerause.</li>
|
|
</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>
|
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</html>
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