453 lines
24 KiB
HTML
453 lines
24 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
|
|
<html>
|
|
<head>
|
|
<title>ÜberTools Game Development Kit</title>
|
|
<link rel="stylesheet" href="style.css">
|
|
<script type="text/javascript">
|
|
|
|
/***********************************************
|
|
* Switch Menu script- by Martial B of http://getElementById.com/
|
|
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
|
|
* Visit http://www.dynamicdrive.com/ for full source code
|
|
***********************************************/
|
|
|
|
if (document.getElementById){ //DynamicDrive.com change
|
|
document.write('<style type="text/css">\n')
|
|
document.write('.submenu{display: none;}\n')
|
|
document.write('</style>\n')
|
|
}
|
|
|
|
function SwitchMenu(obj){
|
|
if(document.getElementById){
|
|
var el = document.getElementById(obj);
|
|
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
|
|
if(el.style.display != "block"){ //DynamicDrive.com change
|
|
for (var i=0; i<ar.length; i++){
|
|
if (ar[i].className=="submenu") //DynamicDrive.com change
|
|
ar[i].style.display = "none";
|
|
}
|
|
el.style.display = "block";
|
|
}else{
|
|
el.style.display = "none";
|
|
}
|
|
}
|
|
}
|
|
|
|
</script>
|
|
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
|
</head>
|
|
<body>
|
|
<a name="top"></a>
|
|
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
|
|
<tr>
|
|
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
|
|
</tr>
|
|
<tr>
|
|
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
|
|
<tr>
|
|
<td valign="top" class="menu">
|
|
<!-- Keep all menus within masterdiv-->
|
|
<div id="masterdiv">
|
|
<img src="../images/navigation.jpg" width="158" height="27"><br>
|
|
UberTools GDK
|
|
<div class="menutitle" onclick="SwitchMenu('sub0')">» Introduction & Contents</div>
|
|
<span class="submenu" id="sub0">
|
|
<a href="../start.html">Introduction</a><br>
|
|
<a href="../start.html#2">Utilities</a><br>
|
|
<a href="../start.html#3">Source Files</a><br>
|
|
</span>
|
|
<br>Level Design<br>
|
|
<div class="menutitle" onclick="SwitchMenu('sub1')">» Setting Up UberRadiant</div>
|
|
<span class="submenu" id="sub1">
|
|
<a href="radiant_setup.html">That Scary Error Msg</a><br>
|
|
<a href="radiant_setup.html#2">General Tab</a><br>
|
|
<a href="radiant_setup.html#3">Display Tab</a><br>
|
|
<a href="radiant_setup.html#4">User Interface Tab</a><br>
|
|
<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
|
|
<a href="radiant_setup.html#6">Colors Tab</a><br>
|
|
<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
|
|
</span>
|
|
<div class="menutitle" onclick="SwitchMenu('sub2')">» Building Your First Room</div>
|
|
<span class="submenu" id="sub2">
|
|
<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
|
|
<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
|
|
<a href="radiant_firstroom.html#3">Building The Room</a><br>
|
|
<a href="radiant_firstroom.html#4">Adding a Light</a><br>
|
|
<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
|
|
<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
|
|
<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
|
|
</span>
|
|
<div class="menutitle" onclick="SwitchMenu('sub3')">» Constructing Terrain</div>
|
|
<span class="submenu" id="sub3">
|
|
<a href="radiant_terrain.html">Setting up the Tools</a><br>
|
|
<a href="radiant_terrain.html#2">Creating Terrain</a><br>
|
|
<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
|
|
<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
|
|
</span>
|
|
<div class="menutitle" onclick="SwitchMenu('sub4')">» Additional Reference</div>
|
|
<span class="submenu" id="sub4">
|
|
<a href="ldesign_lighting.html">Lighting System</a><br>
|
|
<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
|
|
</span>
|
|
<br>Scripting<br>
|
|
<div class="menutitle" onclick="SwitchMenu('sub5')">» Scripting Tutorials</div>
|
|
<span class="submenu" id="sub5">
|
|
<a href="scripting_syntax.html">Scripting Syntax</a><br>
|
|
<a href="scripting_waves.html">Spawning Waves</a><br>
|
|
<a href="scripting_flying.html">Creating Flying Creatures</a><br>
|
|
<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
|
|
</span>
|
|
<div class="menutitle" onclick="SwitchMenu('sub6')">» Global Script Synopsis</div>
|
|
<span class="submenu" id="sub6">
|
|
<a href="scripting_globalscripts.html">Introduction</a><br>
|
|
<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
|
|
<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
|
|
<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
|
|
<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
|
|
<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
|
|
<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
|
|
<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
|
|
<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
|
|
<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
|
|
<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
|
|
<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
|
|
<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
|
|
<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
|
|
<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
|
|
</span>
|
|
<div class="menutitle" onclick="SwitchMenu('sub7')">» Classes Reference</div>
|
|
<span class="submenu" id="sub7">
|
|
<a href="allclasses_g.html">Game Module</a><br>
|
|
<a href="allclasses_cl.html">Client Module</a><br>
|
|
<a href="allclasses_cg.html">Client Game Module</a><br>
|
|
</span>
|
|
<br>Older Documentation<br>
|
|
<div class="menutitle" onclick="SwitchMenu('sub8')">» Heavy Metal FAKK2</div>
|
|
<span class="submenu" id="sub8">
|
|
<a href="fakk2_camera.html">Camera Documentation</a><br>
|
|
<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
|
|
<a href="fakk2_gui.html">GUI Documentation</a><br>
|
|
<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
|
|
<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
|
|
<a href="fakk2_shadermanual.html">Shader Manual</a><br>
|
|
<a href="fakk2_soundsystem.html">Sound System</a><br>
|
|
<a href="fakk2_tiki.html">TIKI Model System</a><br>
|
|
</span>
|
|
<br>Other<br>
|
|
<div class="menutitle" onclick="SwitchMenu('sub9')">» Web Links & Credits</div>
|
|
<span class="submenu" id="sub9">
|
|
<a href="other_links.html">Web Links</a><br>
|
|
<a href="other_credits.html">Credits</a><br>
|
|
</span>
|
|
</div>
|
|
</td>
|
|
</tr>
|
|
</table></td>
|
|
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
|
|
<td valign="top" width="533"><p class="header"><br>
|
|
global_acceleratedMovement.scr</p>
|
|
<p class="subheader">Dependencies</p>
|
|
<p> #include "maps/global_scripts/global_common.scr"<br>
|
|
#include "maps/global_scripts/global_math.scr"</p>
|
|
<p class="subheader">Purpose</p>
|
|
<p> Commands that move objects in accelerated ways</p>
|
|
<p class="subheader"> How To Use</p>
|
|
<p> Call these functions on a script object or script model in your level
|
|
passing the desired parameters.</p>
|
|
<p class="subheader">External Functions</p>
|
|
<p><strong>globalAccelMove_AxisAligned( entityName, totalTime, totalDistance,
|
|
moveDirection )</strong> </p>
|
|
<blockquote>
|
|
<p> <strong>Purpose:</strong><br>
|
|
Moves a script object with acceleration along an axial path (up, down,
|
|
north, south, east, west) ADDENDUM - This is the older method, you should
|
|
use the new acceleration commands listed below</p>
|
|
</blockquote>
|
|
<ul type="square">
|
|
<strong>Parms:</strong>
|
|
<li> <strong>entityName</strong> (string)<br>
|
|
The targetname of the script object to accelerate with no '$' in the
|
|
name.<br>
|
|
<br>
|
|
</li>
|
|
<li> <strong>totalTime</strong> (float)<br>
|
|
The total time it should take to move its distance.<br>
|
|
<br>
|
|
</li>
|
|
<li> <strong>totalDistance</strong> (float)<br>
|
|
Tthe distance it should move on it's choosen axis.<br>
|
|
<br>
|
|
</li>
|
|
<li> <strong>moveDirection</strong> (string)<br>
|
|
The axial direction to move .
|
|
<ul>
|
|
<li>up - moves the object up
|
|
<li>down - moves the object down
|
|
<li>north - moves the object north
|
|
<li>south - moves the object south
|
|
<li>east - moves the object east
|
|
<li>west - moves the object west
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
<p> <strong>globalAccelMove( entObject, vecMove, fltTime, strCurve, strSound
|
|
)<br>
|
|
globalAccelMoveX( entObject, fltDistance, fltTime, strCurve, strSound
|
|
)<br>
|
|
globalAccelMoveY( entObject, fltDistance, fltTime, strCurve, strSound
|
|
)<br>
|
|
globalAccelMoveZ( entObject, fltDistance, fltTime, strCurve, strSound
|
|
)<br>
|
|
</strong> </p>
|
|
<blockquote>
|
|
<p> <strong>Purpose:</strong><br>
|
|
Move an object using one of 3 acceleration curve types in absolute directions.
|
|
This means using North, South, East, West movement commands rather than
|
|
relative movement commands.</p>
|
|
<p><strong>How to setup:</strong><br>
|
|
Make a script model or object that you wish to use. Call one of these
|
|
functions on it. If you want to wait until the move is finished before
|
|
proceeding in your script, call this function in-line. If you would
|
|
like your script to progress and not wait, then call this function with
|
|
the 'thread' command.</p>
|
|
</blockquote>
|
|
<ul type="square">
|
|
<strong>Parms:</strong>
|
|
<li><strong>entObject</strong> (entity)<br>
|
|
The script object to move with acceleration.<br>
|
|
<br>
|
|
</li>
|
|
<li><strong>vecMove</strong> (vector)<br>
|
|
The distance to move for X, Y, and Z axis. You enter the distance you
|
|
want the object to move on all 3 axis from it's current position. So
|
|
X handles the East/West motion, Y handles the North/South motion, and
|
|
Z handles the Up/Down motion.<br>
|
|
<br>
|
|
Positive X is East, negative X is West, positive Y is North, negative
|
|
Y is South, positive Z is Up, negative Z is Down. Syntax for vectors
|
|
are 'x y z' with the apostraphe's. So as an example, a value of '512
|
|
-256 64' will make the object move East 512 units, South 256 units,
|
|
and Up 64 units.<br>
|
|
<br>
|
|
OR<br>
|
|
<br>
|
|
<strong>fltDistance</strong> (float)<br>
|
|
ONLY when using one of the single axis commands, just pass the distance
|
|
for that axis only.<br>
|
|
<br>
|
|
</li>
|
|
<li><strong>fltTime</strong> (float)<br>
|
|
The time to take for the move, just like the .time parameter on an object.<br>
|
|
<br>
|
|
</li>
|
|
<li> <strong>strCurve</strong> (string)<br>
|
|
The acceleration curve to use, there are 3 options: <br>
|
|
<ul>
|
|
<br>
|
|
<li>rampup - this will make the object start from still and ramp up
|
|
to it's maximum velocity
|
|
<li>rampdown - this will make the object start at maximum velocity
|
|
and slow down to still
|
|
<li>rampupdown - this will make the object start from still, ramp
|
|
up to it's maximum velocity, the slow down to still again
|
|
<li>"none" - this will make the object move linearly (with
|
|
no acceleration) <br>
|
|
<br>
|
|
</ul>
|
|
<li>strSound - string, a path to the sound to play on this object as it
|
|
moves. The sound will start playing the moment it moves. Entering ""
|
|
will play no sound.</li>
|
|
</ul>
|
|
<p> <strong>globalAccelMove_Relative(entObject, vecMove, fltTime, strCurve,
|
|
strSound)<br>
|
|
globalAccelMove_RelativeX(entObject, fltDistance, fltTime, strCurve, strSound)<br>
|
|
globalAccelMove_RelativeY(entObject, fltDistance, fltTime, strCurve, strSound)<br>
|
|
globalAccelMove_RelativeZ(entObject, fltDistance, fltTime, strCurve, strSound)
|
|
</strong></p>
|
|
<blockquote>
|
|
<p> <strong>Purpose:<br>
|
|
</strong>Move an object using one of 3 acceleration curve types in a
|
|
relative movement. This means using Right, Left, Forward, Backward movement
|
|
commands. The forward direction is determined by the 'angle' keyvalue
|
|
set on the object. ADDENDUM: Relative movement commands only work on
|
|
an objects horizontal axis, or straight up / down. This means that you
|
|
can not face an object South and Down and expect it to move Forward
|
|
in that direction. It would only move forward on it's horizontal axis,
|
|
but not Down.</p>
|
|
<p><strong>How to setup:</strong><br>
|
|
Make a script model or object that you wish to use. Call on of these
|
|
functions on it. If you want to wait until the move is finished before
|
|
proceeding in your script, call this function in-line. If you would
|
|
like your script to progress and no wait, then call this function with
|
|
the 'thread' command.</p>
|
|
</blockquote>
|
|
<ul type="square">
|
|
<strong>Parms:</strong>
|
|
<li> <strong>entObject</strong> (entity)<br>
|
|
The script object to move with acceleration.<br>
|
|
<br>
|
|
</li>
|
|
<li><strong>vecMove</strong> (vector)<br>
|
|
The distance to move for X, Y, and Z axis. You enter the distance you
|
|
want the object to move on all 3 axis from it's current position. So
|
|
X handles the Right/Left motion, Y handles the Forward/Backward motion,
|
|
and Z handles the Up/Down motion.<br>
|
|
<br>
|
|
Positive X is Right, negative X is Left, positive Y is Forward, negative
|
|
Y is Backward, positive Z is Up, negative Z is Down. Syntax for vectors
|
|
are 'x y z' with the apostraphe's. So as an example, a value of '512
|
|
-256 64' will make the object move Right 512 units, Backward 256 units,
|
|
and Up 64 units.<br>
|
|
<br>
|
|
OR<br>
|
|
<br>
|
|
<strong>fltDistance</strong> (float)<br>
|
|
ONLY when using one of the single axis commands, just pass the distance
|
|
for that axis only.<br>
|
|
<br>
|
|
</li>
|
|
<li><strong>fltTime</strong> (float)<br>
|
|
The time to take for the move, just like the .time parameter on an object.<br>
|
|
<br>
|
|
</li>
|
|
<li> <strong>strCurve</strong> (string)<br>
|
|
The acceleration curve to use, there are 3 options:<br>
|
|
<br>
|
|
<ul>
|
|
<li>"rampup" - this will make the object start from still
|
|
and ramp up to it's maximum velocity.
|
|
<li>"rampdown" - this will make the object start at maximum
|
|
velocity and slow down to still.
|
|
<li>"rampupdown" - this will make the object start from
|
|
still, ramp up to it's maximum velocity, the slow down to still
|
|
again.
|
|
<li>"none" - this will make the object move linearly (with
|
|
no acceleration)<br>
|
|
<br>
|
|
</ul>
|
|
</li>
|
|
<li> <strong>strSound</strong> (string)<br>
|
|
A path to the sound to play on this object as it moves. The sound will
|
|
start playing the moment it moves. Entering "" will play no
|
|
sound.
|
|
</ul>
|
|
<p> <strong>globalAccelMove_Rotate( entObject, vecMove, fltTime, strCurve,
|
|
strSound )<br>
|
|
globalAccelMove_RotateX( entObject, fltDistance, fltTime, strCurve, strSound
|
|
)<br>
|
|
globalAccelMove_RotateY( entObject, fltDistance, fltTime, strCurve, strSound
|
|
)<br>
|
|
globalAccelMove_RotateZ( entObject, fltDistance, fltTime, strCurve, strSound
|
|
)</strong>
|
|
<blockquote>
|
|
<p> <strong>Purpose:</strong><br>
|
|
Rotate an object using one of 3 acceleration curve types.</li> </ul>
|
|
</p>
|
|
<p><strong>How to setup:</strong><br>
|
|
Make a script model or object that you wish to use. Call this function
|
|
on it. If you want to wait until the move is finished before proceeding
|
|
in your script, call this function in-line. If you would like your script
|
|
to progress and no wait, then call this function with the 'thread' command.</p>
|
|
</blockquote>
|
|
<ul type="square">
|
|
<strong>Parms:</strong>
|
|
<li> <strong>entObject</strong> (entity)<br>
|
|
The script object to rotate with acceleration.<br>
|
|
<br>
|
|
</li>
|
|
<li><strong>vecMove</strong> (vector)<br>
|
|
The rotational distance in degrees on X, Y, and Z axis. Positive or
|
|
negative controls the direction (positive is counterclockwise, negative
|
|
is clockwise). Syntax for vectors is 'x y z' (with the apostrophes).<br>
|
|
<br>
|
|
OR<br>
|
|
<br>
|
|
<strong>fltDistance</strong> (float)<br>
|
|
ONLY when using one of the single axis commands, just pass the distance
|
|
for that axis only.<br>
|
|
<br>
|
|
</li>
|
|
<li><strong>fltTime</strong> (float)<br>
|
|
The time to take for the move, just like the .time parameter on an object.<br>
|
|
<br>
|
|
</li>
|
|
<li> <strong>strCurve</strong> (string), <br>
|
|
The acceleration curve to use, there are 3 options:<br>
|
|
<br>
|
|
<ul>
|
|
<li>"rampup" - this will make the object start from still
|
|
and ramp up to it's maximum velocity
|
|
<li>"rampdown" - this will make the object start at maximum
|
|
velocity and slow down to still
|
|
<li>"rampupdown" - this will make the object start from
|
|
still, ramp up to it's maximum velocity, the slow down to still
|
|
again
|
|
<li>"none" - this will make the object move linearly (with
|
|
no acceleration).<br>
|
|
<br>
|
|
</ul>
|
|
</li>
|
|
<li> strSound - string, a path to the sound to play on this object as
|
|
it moves. The sound will be start playing the moment it moves. Entering
|
|
"" will play no sound.</li>
|
|
</ul>
|
|
<p> <strong>globalAccelMove_Pendulum( entObject, vecMove, fltTime, fltFriction,
|
|
strSound )</strong></p>
|
|
<blockquote>
|
|
<p> <strong>Purpose:</strong><br>
|
|
Swings an object back and forth on the desired axis in a pendulum motion.</p>
|
|
<p><strong>How to setup:</strong><br>
|
|
Position and orient your script object in what would be the dead center
|
|
position (the bottom of the swing). Don't forget to have an origin brush
|
|
on the object if it's a script object. For a script model, bind it to
|
|
a script origin, then pass the script origin into this function)</p>
|
|
</blockquote>
|
|
<ul type="square">
|
|
<strong>Parms:</strong>
|
|
<li> <strong>entObject</strong> (entity)<br>
|
|
The script object to perform the pendulum motion on vecMove - vector,
|
|
this is the amplitude of the pendulum swing per axis (half the total
|
|
arc) in degrees. So if you enter a value of 15 degrees on one axis,
|
|
the full swing will be 30 degrees on that axis. Syntax for vectors is
|
|
'x y z' (with the apostrophes).</li>
|
|
<li> <strong>fltTime</strong> (float)<br>
|
|
The total time it takes to perform one full swing (from one extreme,
|
|
to the other extreme, and then back to the first extreme again).<br>
|
|
<br>
|
|
</li>
|
|
<li> <strong>fltFriction</strong> (float)<br>
|
|
This is a percentage value between 0 and 1. This is the percentage of
|
|
the amplitude that will be subtracted from the swing each time the object
|
|
passes through it's starting position. Enter a value of 0 for infinite
|
|
(frictionless).<br>
|
|
<br>
|
|
</li>
|
|
<li> <strong>strSound</strong> (string)<br>
|
|
A path to the sound to play on this object as it swings. The sound will
|
|
be played each time the object is at it's maximum outer extents and
|
|
swings on down to center.</li>
|
|
</ul>
|
|
<p> </p></td>
|
|
</tr>
|
|
<tr>
|
|
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
|
|
<img src="../images/hor_line.jpg" width="702" height="1"></td>
|
|
</tr>
|
|
<tr>
|
|
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
|
|
<tr>
|
|
<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
|
|
Please do not email Ritual Entertainment with questions about the
|
|
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
|
|
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
|
|
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
|
|
</tr>
|
|
</table>
|
|
<p align="center"> </p></td>
|
|
</tr>
|
|
</table>
|
|
<map name="Map">
|
|
<area shape="rect" coords="601,10,693,28" href="#top">
|
|
</map>
|
|
</body>
|
|
</html>
|