281 lines
15 KiB
HTML
281 lines
15 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(el.style.display != "block"){ //DynamicDrive.com change
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for (var i=0; i<ar.length; i++){
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if (ar[i].className=="submenu") //DynamicDrive.com change
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ar[i].style.display = "none";
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}
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el.style.display = "block";
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}else{
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el.style.display = "none";
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}
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}
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}
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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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global_flyin.scr</p>
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<p class="subheader">Dependencies</p>
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<p> #include "maps/global_scripts/global_common.scr"<br>
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#include "maps/global_scripts/global_debugUtils.scr" </p>
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<p class="subheader"> Purpose</p>
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<p> Implements a few different ways to have monsters fly in along a spline
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path and land in a specific place. Will work with any tiki that has the
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"inflight", "land", and in some cases "crash"
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animations.</p>
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<p>The different types are:</p>
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<ol>
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<li> Spawn a model, fly it in, make it land (each individual spawner/path
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can be reused as much as you want)</li>
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<li> Take a model from the map, fly it in, make it land (can only be used
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once per monster)</li>
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<li> Take a model from the map, fly it in, make it crash into the world
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and show damage to the world (only one use) </li>
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</ol>
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<p class="subheader"> How To Use</p>
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<p> For types 2 and 3, there is too much to list here. See "<a href="scripting_flying.html">Creating
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Flying Creatures</a>".</p>
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<p> For type 1:<br>
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Create a func_spawn with a good targetname, then make the spline path
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you want the flying creature to follow. Connect (via Control+K) the func_spawn
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to the first node of the splinepath, link the splinepath together, and
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wherever it ends is where the entity will "go live" and start
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doing its AI routines. Here are the parameters for reference:</p>
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<ul type="square">
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<li> <strong>spawner</strong><br>
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The func_spawn that will create entities; is targeted to the first node
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of the splinepath.<br>
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<br>
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</li>
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<li> <strong>spawnModelName</strong><br>
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The tiki of what to spawn.<br>
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<br>
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</li>
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<li> <strong>spawnGroup</strong><br>
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AI group to put the spawned entity in.<br>
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<br>
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</li>
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<li> <strong>spawnMasterState</strong><br>
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Masterstate to initialize the new entity with.<br>
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<br>
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</li>
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<li> <strong>touchThread<br>
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</strong>Thread to ontouch for the flying entity.<br>
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<br>
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</li>
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<li> <strong>setTouchTriggers</strong><br>
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Should the flying script_model touch triggers?</li>
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</ul>
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<p> Flying monsters will explode when shot by default, but you can set a
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custom "ontouch" thread if you want. </p>
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<p class="subheader">External Functions</p>
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<p> <strong>globalFlyin_Setup( strMasterName, strFlyinType ) </strong></p>
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<blockquote>
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<p> <strong>Purpose:</strong><br>
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Sets up a type 2 or 3 flyin unit (refer to "<a href="scripting_flying.html">Creating
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Flying Creatures</a>").</p>
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</blockquote>
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<ul type="square">
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<strong>Parms:</strong>
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<li> <strong>strMasterName</strong> (string)<br>
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The targetname of the creature without the $.<br>
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<br>
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</li>
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<li> <strong>strFlyinType</strong> (string)<br>
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The flyin type to setup.</li>
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</ul>
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<p> <strong>globalFlyin_Launch( strMasterName ) </strong></p>
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<blockquote>
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<p> <strong>Purpose:</strong><br>
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Launches a type 2 or 3 flyin creature that's been setup (refer to "<a href="scripting_flying.html">Creating
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Flying Creatures</a>").</p>
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</blockquote>
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<ul type="square">
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<strong>Parms:</strong>
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<li> <strong>strMasterName</strong> (string)<br>
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The targetname of the creature without the $.</li>
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</ul>
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<p> <strong>entity globalFlyin_SpawnLaunch( spawner, spawnModelName, spawnGroup,
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spawnMasterState, touchThread, setTouchTriggers );</strong></p>
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<blockquote>
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<p> <strong>Purpose:</strong><br>
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Launches a multi-spawn capable type 1 version of the flyin creature.</p>
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<p><strong>Returns:</strong><br>
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Entity. The entity that was spawned as the creature "goes live"</p>
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</blockquote>
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<ul type="square"><strong>Parms:</strong>
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<li> <strong>spawner</strong> (entity)<br>
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The func_spawn that will create entities; is targeted to the first node
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of the splinepath.<br>
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<br>
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<li> <strong>spawnModelName</strong> (string)<br>
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The tiki of what to spawn.<br>
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<br>
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<li> <strong>spawnGroup</strong> (float)<br>
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AI group to put the spawned entity in.<br>
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<br>
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<li> <strong>spawnMasterState</strong> (string)<br>
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Masterstate to initialize the new entity with.<br>
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<br>
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<li> <strong>touchThread</strong> (string)<br>
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Thread to ontouch for the flying entity.<br>
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<br>
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<li> <strong>setTouchTriggers</strong> (float)<br>
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Should the flying script_model touch triggers?
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</ul>
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<p> </p></td>
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</tr>
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<tr>
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<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
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<img src="../images/hor_line.jpg" width="702" height="1"></td>
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</tr>
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<tr>
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<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
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<tr>
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<td class="legal"> Copyright ©2003 Ritual Entertainment, Inc. All rights reserved.<br>
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Please do not email Ritual Entertainment with questions about the
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UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
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<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
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<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
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</tr>
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</table>
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<p align="center"> </p></td>
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</tr>
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</table>
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<map name="Map">
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<area shape="rect" coords="601,10,693,28" href="#top">
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</map>
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</body>
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</html>
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