299 lines
18 KiB
HTML
299 lines
18 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<title>ÜberTools Game Development Kit</title>
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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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creating flying creatures</p>
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<p>Also see the documentation for "<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a>".</p>
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<p class="subheader"> To Set Up Crash Version</p>
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<p> To set this version up in the editor, you'll need:</p>
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<ul type="square">
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<li> spline path for the creature to follow</li>
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<li> script model using the creature you want to fly in</li>
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<li> an impact mark that's either a decal, or made of brushes</li>
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<li> a trigger brush</li>
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</ul>
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<p>These four things HAVE to be there, it won't work right unless all four
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elements exist.</p>
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<p>You use an info_splinepath to make the path the creature will follow.
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You CTRL+K them together so they're all linked in a chain. The only values
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you'll want to play with per node are the speed values. The speed value
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is a percentage. 1 is the default, and that's 100% (normal speed). If
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you want it to go faster, you increase the number (so 2 would make the
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object go 200% of normal speed, or twice as fast). If you want it to go
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slower you decrease the number towards 0, but not below (so .5 would tell
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the object to go 50% of normal speed, or half as fast). This is from a
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node-to-node basis mind you, so you can have the objects go fast between
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two nodes, and then slow down between two different nodes, etc.</p>
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<p>Place a script model in the level, and set the model keyvalue towards
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the creature .tik you want to use (there's a nifty little model button
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you can use on the entity dialog).</p>
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<p>Make an impact crater that sits on top of the ground. If you look in
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the example map, you'll see it's just a simple set of brushes that can
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go ontop of the ground. A decal FX would work really nice as well.</p>
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<p>Make a trigger brush. THIS IS THE IMPORTANT PART. You have to place the
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trigger brush on top of the crater, where the creature will intersect
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it. Also, and again check out the example map, you don't want to make
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the trigger brush too tall or to big as right when the creature touches
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it, will it consider its self to have impacted. The IMPORTANT PART, is
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that you have to make sure you check the SCRIPTSLAVE flag on the trigger
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brush for this to work, if you don't, nothing will happen when the script
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model passes through it. Give the triggerbrush a unique targetname</p>
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<p>Once you have all of that setup, here's the next IMPORTANT step. First,
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highlight the trigger. Now control+K the trigger to the impact crater.
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Then control+K the impact crater to the script model. Then control+K the
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script model to the first point in the spline path. IT IS VERY IMPORTANT
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THAT YOU LINK THESE OBJECTS TOGETHER IN THIS ORDER! The script derives
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the objects targetnames based on the order you link them together, so
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if you do not link them, or link them in the improper order, it won't
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work.</p>
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<p class="subheader"> To Set Up Land Version</p>
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<p> To set this version up in the editor, you'll need:</p>
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<ul type="square">
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<li> spline path for the creature to follow</li>
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<li> script model using the creature you want to fly in</li>
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<li> a trigger brush</li>
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</ul>
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<p>These 3 things HAVE to be there, it won't work right unless all 3 elements
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exist.</p>
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<p>The spline path is setup in the same manner as in the crash verison.</p>
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<p>The script model is setup in the same manner as in the crash version.</p>
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<p>The trigger brush is setup a little differently. You still need the trigger
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brush to intersect the path the creature will follow, but you'll want
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it to intersect it in the air. The goal of this version of the script
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is to have an alien fly in and then 'hop' off of his path and attack just
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above the ground. Look at the example to see what I'm talking about. Give
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the triggerbrush a unique targetname.</p>
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<p>As in the crash example you'll have to control+K link all these objects
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together. Only this time here's the order:</p>
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<ul type="square">
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<li>trigger brush to script model</li>
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<li> script model to first node in spline path</li>
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</ul>
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<p> This concludes the radiant setup portion. </p>
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<p class="subheader">Script Setup and Threads to Launch</p>
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<p> Here's what you need to do in your level's script file to get this to
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work. You'll want to include this line just after where you declare all
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your threads at the top of your script file (you can also check the global
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script synopsis document):</p>
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<p>Dependancies:</p>
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<blockquote>
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<p class="menu"> #include "maps/global_scripts/global_common.scr<br>
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#include "maps/global_scripts/global_debugUtils.scr</p>
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</blockquote>
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<p>Actual script file:</p>
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<blockquote>
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<p class="menu"> #include "maps/global_scripts/global_flyin.scr"</p>
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</blockquote>
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<p><br>
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There's a setup thread you have to run for each flyin creature you've
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setup. So at the start of the level you'll want to run this thread:</p>
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<blockquote>
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<p class="menu">globalFlyin_setup( "string value of the targetname
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of the trigger", "type of variation" );</p>
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</blockquote>
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<p>The string value of the targetname of the trigger, is the trigger's targetname
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WITHOUT the '$'. The type of variation should be either the word 'crash'
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or 'land' without the quotes of course, and all lower case. So for example,
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I've setup a crash version, and the trigger brush has a targetname of
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crash_example, here's what the thread I would run would look like:</p>
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<blockquote>
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<p class="menu">globalFlyin_setup( "crash_example", "crash"
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);</p>
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</blockquote>
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<p> When in your script you're ready to activate the creature, you use this
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thread, again with the string value of the targetname of the trigger.
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Using the previous example with a trigger brush targetname of crash_example:</p>
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<blockquote>
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<p class="menu">globalFlyin_Launch( "crash_example" );</p>
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</blockquote>
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<p> this will cause the creature to flyin on the path and activate. They
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can get shot out of the air as well and will explode when you do this
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(pretty cool to watch actually :).</p>
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<p class="subheader"> Optional Parameters</p>
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<p> There is a default effect to play for when the creature crashes into
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the ground, and gets shot out of the air. But you can override either
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of these by entering the following keyvalues on the trigger brush in radiant(please
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note, that entering a crash FX for the land version of the creature will
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have no effect :)</p>
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<ul type="square">
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<li>uservar1 - will replace the crash effect</li>
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<li> uservar2 - will replace the shot out of the air effect</li>
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</ul>
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<p>The Land example in the example map uses the uservar2 to set a different
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shot out of the air effect if you'd like to see an example. You just enter
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these as a standard keyvalue, and then the fx/fx-name-here.tik as the
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actual data.</p>
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<p>There is also grouping options:</p>
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<ul type="square">
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<li>uservar3 - Group on-death thread to launch</li>
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<li>uservar4 - Group number to assign to this creature</li>
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</ul>
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<p>This way you can assign these guys to a group and use the onDeath thread
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funcitonality</p>
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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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