932 lines
42 KiB
HTML
932 lines
42 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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* 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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</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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Client Game Module Classes</p>
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<h2><a name="Script">Script</a> -> <a href="#Class">Class</a></h2>
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<BLOCKQUOTE> </BLOCKQUOTE>
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<h2> <a name="Listener">Listener</a> -> <a href="#Class">Class</a></h2>
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<BLOCKQUOTE>
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<P><tt><B>immediateremove</B></tt><BR>
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<ul>
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Removes this listener immediately.
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</ul>
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<P><tt><B>remove</B></tt><BR>
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<ul>
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Removes this listener the next time events are processed.
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</ul>
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</BLOCKQUOTE>
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<h2> <a name="Event">Event</a> -> <a href="#Class">Class</a></h2>
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<BLOCKQUOTE> </BLOCKQUOTE>
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<h2> <a name="Class">Class</a></h2>
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<BLOCKQUOTE> </BLOCKQUOTE>
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<h2> <a name="EmitterLoader">EmitterLoader</a> -> <a href="#Listener">Listener</a>
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-> <a href="#Class">Class</a></h2>
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<BLOCKQUOTE>
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<P><tt><B>emitter</B>( <i>String emittername </i>)</tt><BR>
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<ul>
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Create a new emitter
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</ul>
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</BLOCKQUOTE>
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<h2> <a name="ClientGameCommandManager">ClientGameCommandManager</a> ->
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<a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
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<BLOCKQUOTE>
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<P><tt><B>(</B></tt><BR>
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<ul>
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Signals the beginning of a block of commands
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</ul>
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<P><tt><B>)</B></tt><BR>
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<ul>
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Signals the end of a block of commands
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</ul>
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<P><tt><B>accel</B>( <i>Float xAccFloat yAccFloat zAcc[ Float delay ]
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</i>)</tt><BR>
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<ul>
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Set the acceleration of the spawned tempmodel.<BR>
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This acceleration is applied using the world axis
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</ul>
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<P><tt><B>addsoundeffect</B>( <i>String surfacetypeString name </i>)</tt><BR>
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<ul>
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The surface type and name of the effect
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</ul>
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<P><tt><B>addspawneffect</B>( <i>String surfacetypeString name </i>)</tt><BR>
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<ul>
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The surface type and name of the effect
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</ul>
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<P><tt><B>alias</B>( <i>String aliasString realPath[ String arg1 ][ String
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arg2 ][ String arg3 ][ String arg4 ][ String arg5 ][ String arg6 ] </i>)</tt><BR>
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<ul>
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Create an alias to the specified path
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</ul>
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<P><tt><B>aliascache</B>( <i>String aliasString realPath[ String arg1
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][ String arg2 ][ String arg3 ][ String arg4 ][ String arg5 ][ String
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arg6 ] </i>)</tt><BR>
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<ul>
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Create an alias to the specified path and cache the resource
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</ul>
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<P><tt><B>align</B></tt><BR>
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<ul>
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Align the tempmodels to the direction they are traveling
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</ul>
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<P><tt><B>alignonce</B></tt><BR>
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<ul>
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Align the tempmodels to the direction they are traveling at the time
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they are initialized
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</ul>
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<P><tt><B>alpha</B>( <i>Float alpha </i>)</tt><BR>
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<ul>
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Set the alpha of the spawned tempmodel
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</ul>
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<P><tt><B>alwayscreate</B></tt><BR>
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<ul>
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Always creates a new beam instead of replacing odd one.
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</ul>
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<P><tt><B>angles</B>( <i>[ String [randomtype] ]Float pitch[ String [randomtype]
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]Float yaw[ String [randomtype] ]Float roll </i>)</tt><BR>
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<ul>
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The angles of the object.If random type is not specified, then the component
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will be just set<BR>
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without randomness.
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</ul>
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<P><tt><B>anim</B>( <i>String animation </i>)</tt><BR>
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<ul>
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Set a tempmodel the the specified animation
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</ul>
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<P><tt><B>animateonce</B></tt><BR>
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<ul>
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Set a tempmodel to animate once and then get removed
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</ul>
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<P><tt><B>autocache</B>( <i>String resourceName </i>)</tt><BR>
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<ul>
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Cache the specified resource
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</ul>
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<P><tt><B>avelocity</B>( <i>[ String [randomtype] ]Float yawVel[ String
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[randomtype] ]Float pitchVel[ String [randomtype] ]Float rollVel </i>)</tt><BR>
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<ul>
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Set the angular velocity of the spawned tempmodel
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</ul>
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<P><tt><B>beam_offset_endpoints</B></tt><BR>
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<ul>
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Make the beams endpoints offset to reduce the bunching up effect
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</ul>
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<P><tt><B>beamdelay</B>( <i>[ String [randomtype] ][ Float delay ] </i>)</tt><BR>
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<ul>
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Set the delay time between creating new beams.<BR>
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If the keyword randomtype is specified, the delay between beams will
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be random
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</ul>
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<P><tt><B>beamlength</B>( <i>Float length </i>)</tt><BR>
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<ul>
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Set the length of the beam or trace length (for decals)
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</ul>
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<P><tt><B>beampersist</B></tt><BR>
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<ul>
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Make the beams persist instead of blinking out
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</ul>
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<P><tt><B>beamshader</B>( <i>String shadername </i>)</tt><BR>
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<ul>
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Set the shader to use for the beam
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</ul>
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<P><tt><B>beamsphere</B>( <i>Integer count </i>)</tt><BR>
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<ul>
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Create a sphere shaped beam effect from the origin. Count is the number
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of beams
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</ul>
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<P><tt><B>beamtoggledelay</B>( <i>[ String [randomtype] ][ Float delay
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] </i>)</tt><BR>
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<ul>
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Set a delay between toggling the beams on and off.<BR>
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If the keyword randomtype is specified, the delay between toggling will
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occur randomly
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</ul>
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<P><tt><B>beamwave</B></tt><BR>
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<ul>
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Makes the beam behave as a wave.
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</ul>
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<P><tt><B>bouncedecal</B>( <i>[ Integer maxamount ][ Integer temporary
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] </i>)</tt><BR>
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<ul>
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Put a mark when the tempmodel bounces and hits a surface<BR>
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maxamount = Max amount of decals to make when bouncing<BR>
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temporary = specify 1 for a temporary mark that only appears for a short
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time, 0 for a decal that stays aroung longer (default is 0)<BR>
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A decal shader must be specified using decalshader<BR>
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</ul>
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<P><tt><B>bouncefactor</B>( <i>Float factor </i>)</tt><BR>
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<ul>
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Set the bounciness of a tempmodel when it hits a solid.<BR>
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A factor > 1 will make the model bounce higher and higher on each hit
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</ul>
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<P><tt><B>bouncesound</B>( <i>String sound[ Float [delay] ] </i>)</tt><BR>
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<ul>
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When bouncing, what sound to play on impact and an option delay (default
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is 1 second) between playing this sound
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</ul>
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<P><tt><B>bouncesoundonce</B>( <i>String sound </i>)</tt><BR>
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<ul>
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When bouncing, what sound to play on impact one time
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</ul>
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<P><tt><B>cache</B>( <i>String resourceName </i>)</tt><BR>
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<ul>
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Cache the specified resource
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</ul>
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<P><tt><B>canendearly</B></tt><BR>
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<ul>
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Makes it so the beam can end early if it hits something.
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</ul>
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<P><tt><B>chancetoemitatcamera</B>( <i>Float chance </i>)</tt><BR>
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<ul>
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sets the percent chance that particles will be emitted towards camera
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</ul>
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<P><tt><B>circle</B></tt><BR>
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<ul>
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Set the tempmodels to be spawned in a circle around the origin<BR>
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This circle will be generated in the X/Y axis of the model
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</ul>
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<P><tt><B>client</B>( <i>[ String arg1 ][ String arg2 ][ String arg3 ][
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String arg4 ][ String arg5 ][ String arg6 ] </i>)</tt><BR>
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<ul>
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Execute the specified command arg string
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</ul>
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<P><tt><B>collision</B>( <i>[ String water ] </i>)</tt><BR>
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<ul>
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Turn on collision for the tempmodel.<BR>
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If the keyword water is specified, then the tempmodel will collide with
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water
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</ul>
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<P><tt><B>color</B>( <i>Float color_redFloat color_greenFloat color_blue[
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Float alpha ] </i>)</tt><BR>
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<ul>
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Set the color (modulate) of the spawned tempmodel.
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</ul>
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<P><tt><B>colorrange</B>( <i>Float color_red_startFloat color_green_startFloat
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color_blue_startFloat color_red_endFloat color_green_endFloat color_blue_end[
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Float time ] </i>)</tt><BR>
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<ul>
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Sets the color range of the spawned tempmodel.
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</ul>
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<P><tt><B>commanddelay</B>( <i>Float timeInteger commandnumber[ String
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[arg1] ][ String [arg2] ][ String [arg3] ][ String [arg4] ][ String
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[arg5] ][ String [arg6] ] </i>)</tt><BR>
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<ul>
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Set the time delay between this command getting executed. This requires
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a command number to be assigned here.<BR>
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This is internally used to keep track of the commands this entity executes
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and will resolve naming conflicts.
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</ul>
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<P><tt><B>count</B>( <i>Integer count </i>)</tt><BR>
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<ul>
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Set the number of tempmodels that are spawned<BR>
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This is only used for the originspawn and tagspawn commands,<BR>
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and not for emitters, use spawnrate instead
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</ul>
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<P><tt><B>decalradius</B>( <i>Float radius </i>)</tt><BR>
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<ul>
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Set the radius of the decal
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</ul>
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<P><tt><B>decalshader</B>( <i>String shadername </i>)</tt><BR>
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<ul>
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Set the shader to use for the impact decal.<BR>
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Use bouncedecal to turn on bounce decals.<BR>
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</ul>
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<P><tt><B>definesoundeffect</B>( <i>String effectnameString mapnameString
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soundname </i>)</tt><BR>
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<ul>
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Defines the sound effect
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</ul>
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<P><tt><B>definespawneffect</B>( <i>String effectnameString mapname </i>)</tt><BR>
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<ul>
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Defines the spawn effect
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</ul>
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<P><tt><B>detail</B></tt><BR>
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<ul>
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Set emitter/tempmodel to be detail. Which can be turned off by detail
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</ul>
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<P><tt><B>dietouch</B></tt><BR>
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<ul>
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Set the spawned tempmodels to die when they touch a solid
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</ul>
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<P><tt><B>direction</B>( <i>[ String [randomtype] ]Float yawDir[ String
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[randomtype] ]Float pitchDir[ String [randomtype] ]Float rollDir </i>)</tt><BR>
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<ul>
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Add a random component to the regular velocity.<BR>
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If random type is not specified, then the component will just be added<BR>
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without randomness.<BR>
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</ul>
|
|
<P><tt><B>dlight</B>( <i>Float color_redFloat color_greenFloat color_blueFloat
|
|
intensity[ String type1 ][ String type2 ] </i>)</tt><BR>
|
|
<ul>
|
|
This makes the emitter itself a dynamic lightThe red,green,blue parms
|
|
are the color of the light<BR>
|
|
The intensity is the radius of the light<BR>
|
|
type is the type of light to create (lensflare,viewlensflare,additive)
|
|
</ul>
|
|
<P><tt><B>dofade</B>( <i>Float fade_delayFloat fadein_timeBoolean alpha_only
|
|
</i>)</tt><BR>
|
|
<ul>
|
|
Fades the model with the parameters outlined above
|
|
</ul>
|
|
<P><tt><B>drag</B>( <i>Float drag[ Float dragDelay ] </i>)</tt><BR>
|
|
<ul>
|
|
Set the drag coeffcient. Example, 0.5 drag is half the speed every frame.
|
|
dragDelay is the time the particle waits before the drag is applied.
|
|
</ul>
|
|
<P><tt><B>duplicatecount</B>( <i>Integer num </i>)</tt><BR>
|
|
<ul>
|
|
Set a duplication number for the tempmodels
|
|
</ul>
|
|
<P><tt><B>effectmap</B>( <i>String name </i>)</tt><BR>
|
|
<ul>
|
|
Declaration for the effect map
|
|
</ul>
|
|
<P><tt><B>emitteroff</B>( <i>String emitterName </i>)</tt><BR>
|
|
<ul>
|
|
Turn the specified emitter off
|
|
</ul>
|
|
<P><tt><B>emitteron</B>( <i>String emitterName </i>)</tt><BR>
|
|
<ul>
|
|
Turn the specified emitter on
|
|
</ul>
|
|
<P><tt><B>emitterspin</B></tt><BR>
|
|
<ul>
|
|
sets particles to spin based on emitter origin
|
|
</ul>
|
|
<P><tt><B>endalpha</B>( <i>Float alpha </i>)</tt><BR>
|
|
<ul>
|
|
Set the alpha of the beam's endpoint
|
|
</ul>
|
|
<P><tt><B>entcolor</B>( <i>Float color_redFloat color_greenFloat color_blue[
|
|
Float alpha ] </i>)</tt><BR>
|
|
<ul>
|
|
Set the color(modulate) of this entity
|
|
</ul>
|
|
<P><tt><B>exclusivelight</B>( <i>String exclusiveName </i>)</tt><BR>
|
|
<ul>
|
|
Set the exclusive entity lighting tag name for a tiki
|
|
</ul>
|
|
<P><tt><B>fade</B>( <i>[ Boolean Alpha_Only ] </i>)</tt><BR>
|
|
<ul>
|
|
Set the tempmodel to fade out over it's life -- Set to 1 to fade Alpha
|
|
only
|
|
</ul>
|
|
<P><tt><B>fadedelay</B>( <i>Float time </i>)</tt><BR>
|
|
<ul>
|
|
Set the amount of time to delay a fade
|
|
</ul>
|
|
<P><tt><B>fadein</B>( <i>[ Float time ] </i>)</tt><BR>
|
|
<ul>
|
|
Set the tempmodel to fade in over the specified time
|
|
</ul>
|
|
<P><tt><B>flicker</B></tt><BR>
|
|
<ul>
|
|
Set the tempmodel to change it's alpha every frame. Creates a flickering
|
|
effect
|
|
</ul>
|
|
<P><tt><B>footstep</B>( <i>String tagname[ String creaturetype ] </i>)</tt><BR>
|
|
<ul>
|
|
Place a footprint that is appropriate to the surface we are currently
|
|
stepping on
|
|
</ul>
|
|
<P><tt><B>footstepsound</B>( <i>[ Integer channel ][ Float volume ][ Float
|
|
min_dist ] </i>)</tt><BR>
|
|
<ul>
|
|
Places an appropriate footstep sound based on the surface we are currently
|
|
stepping on
|
|
</ul>
|
|
<P><tt><B>freq</B>( <i>Float frequency </i>)</tt><BR>
|
|
<ul>
|
|
Modifies the frequency of a wavy beam (default is 10).
|
|
</ul>
|
|
<P><tt><B>fullbeamwave</B></tt><BR>
|
|
<ul>
|
|
Makes the beam behave as one big wave.
|
|
</ul>
|
|
<P><tt><B>globalfade</B>( <i>[ String [in|out] ] </i>)</tt><BR>
|
|
<ul>
|
|
Set the tempmodels to globally fade in or out together
|
|
</ul>
|
|
<P><tt><B>hardlink</B></tt><BR>
|
|
<ul>
|
|
Set the tempmodels linked to the model they are spawned from, so they
|
|
move with it
|
|
</ul>
|
|
<P><tt><B>hide</B></tt><BR>
|
|
<ul>
|
|
hides the entity
|
|
</ul>
|
|
<P><tt><B>hitEntities</B>( <i>Boolean hit_entities_bool </i>)</tt><BR>
|
|
<ul>
|
|
Whether or not entities can be hit with this effect
|
|
</ul>
|
|
<P><tt><B>hitWorld</B>( <i>Boolean hit_world_bool </i>)</tt><BR>
|
|
<ul>
|
|
Whether or not world can be hit with this effect
|
|
</ul>
|
|
<P><tt><B>inwardsphere</B>( <i>Float radius </i>)</tt><BR>
|
|
<ul>
|
|
Create the tempmodels in a sphere around the origin, and adjust their<BR>
|
|
angle so they point toward the center of the sphere. This is best used
|
|
with a<BR>
|
|
spehere radius and some velocity so the models look like they're heading
|
|
toward the<BR>
|
|
center of the sphere.
|
|
</ul>
|
|
<P><tt><B>itemringshader</B>( <i>String shader_name </i>)</tt><BR>
|
|
<ul>
|
|
Makes this item use a different item shader.
|
|
</ul>
|
|
<P><tt><B>lensflare</B>( <i>String lensflare_nameFloat color_redFloat
|
|
color_greenFloat color_blue[ Float scale ][ String replacement_shader_name
|
|
] </i>)</tt><BR>
|
|
<ul>
|
|
This makes the emitter itself a lensflare
|
|
</ul>
|
|
<P><tt><B>life</B>( <i>Float life </i>)</tt><BR>
|
|
<ul>
|
|
Set the life (in seconds) of the spawned tempmodel
|
|
</ul>
|
|
<P><tt><B>lightstyle</B>( <i>String nameOfImage </i>)</tt><BR>
|
|
<ul>
|
|
Set a lightstyle to determine the color of this tempmodel, the image<BR>
|
|
specified is used to determine the look of the light style
|
|
</ul>
|
|
<P><tt><B>loopsound</B>( <i>String soundName[ Float volume ][ Float min_distance
|
|
] </i>)</tt><BR>
|
|
<ul>
|
|
Play the specifed sound as a looping sound
|
|
</ul>
|
|
<P><tt><B>lscalerate</B>( <i>Float rate </i>)</tt><BR>
|
|
<ul>
|
|
Sets the linear scaling rate of the spawned tempmodel<BR>
|
|
If a negative rate is used, the model will shrink
|
|
</ul>
|
|
<P><tt><B>maxoffset</B>( <i>Float maxoffset </i>)</tt><BR>
|
|
<ul>
|
|
Set the maximum offset from center in a beam
|
|
</ul>
|
|
<P><tt><B>minoffset</B>( <i>Float minoffset </i>)</tt><BR>
|
|
<ul>
|
|
Set the minimum offset from center in a beam
|
|
</ul>
|
|
<P><tt><B>model</B>( <i>String modelname1[ String modelname2 ][ String
|
|
modelname3 ][ String modelname4 ][ String modelname5 ][ String modelname6
|
|
] </i>)</tt><BR>
|
|
<ul>
|
|
Set the modelname of the tempmodel. If more than 1 model is specified,
|
|
it will<BR>
|
|
be randomly chosen when spawned
|
|
</ul>
|
|
<P><tt><B>note</B>( <i>String note </i>)</tt><BR>
|
|
<ul>
|
|
This is a comment
|
|
</ul>
|
|
<P><tt><B>numsegments</B>( <i>Integer numsegments </i>)</tt><BR>
|
|
<ul>
|
|
Set the number of segments in a beam
|
|
</ul>
|
|
<P><tt><B>offset</B>( <i>[ String [randomtype] ]Float offsetX[ String
|
|
[randomtype] ]Float offsetY[ String [randomtype] ]Float offsetZ </i>)</tt><BR>
|
|
<ul>
|
|
If random type is not specified, then the component will just be added<BR>
|
|
without randomness.<BR>
|
|
This offset is applied using the world axis.
|
|
</ul>
|
|
<P><tt><B>offsetalongaxis</B>( <i>[ String [randomtype] ]Float offsetx[
|
|
String [randomtype] ]Float offsety[ String [randomtype] ]Float offsetz
|
|
</i>)</tt><BR>
|
|
<ul>
|
|
If random type is not specified, then the component will just be added<BR>
|
|
without randomness.<BR>
|
|
This offset is applied using the model's local axis
|
|
</ul>
|
|
<P><tt><B>oneFrameOnly</B></tt><BR>
|
|
<ul>
|
|
Makes the emitter only last one frame
|
|
</ul>
|
|
<P><tt><B>orientation</B>( <i>Float degrees </i>)</tt><BR>
|
|
<ul>
|
|
Set the degrees to orient the decal. Specify 'random' to use a random
|
|
orientation
|
|
</ul>
|
|
<P><tt><B>originbeamemitter</B>( <i>String name </i>)</tt><BR>
|
|
<ul>
|
|
Spawn beams from the origin.<BR>
|
|
This command is followed by a ( to specify a block of commands that
|
|
modify the beam
|
|
</ul>
|
|
<P><tt><B>originbeamspawn</B>( <i>String emitterName </i>)</tt><BR>
|
|
<ul>
|
|
Spawn a beam from the origin.<BR>
|
|
This command is followed by a ( to specify a block of commands that
|
|
modify the beam
|
|
</ul>
|
|
<P><tt><B>origindlight</B>( <i>Float color_redFloat color_greenFloat color_blueFloat
|
|
intensityFloat life[ String type1 ][ String type2 ] </i>)</tt><BR>
|
|
<ul>
|
|
Spawn a dynamic light from the origin of the model<BR>
|
|
The red,green,blue parms are the color of the light<BR>
|
|
The intensity is the radius of the light<BR>
|
|
type is the type of light to create (lensflare,viewlensflare,additive)
|
|
</ul>
|
|
<P><tt><B>originemitter</B>( <i>String emitterName[ String tikiName ][
|
|
Boolean startoff ] </i>)</tt><BR>
|
|
<ul>
|
|
Create an emitter that spawns tempmodels from the origin.<BR>
|
|
This command is followed by a ( to specify a block of commands that
|
|
modify the tempmodels
|
|
</ul>
|
|
<P><tt><B>originspawn</B></tt><BR>
|
|
<ul>
|
|
Spawn tempmodels from the origin.<BR>
|
|
This command is followed by a ( to specify a block of commands that
|
|
modify the tempmodels
|
|
</ul>
|
|
<P><tt><B>parallel</B></tt><BR>
|
|
<ul>
|
|
Set tempmodel to be parallel to the viewer
|
|
</ul>
|
|
<P><tt><B>parentangles</B></tt><BR>
|
|
<ul>
|
|
Set the tempmodels angles to that of its parent
|
|
</ul>
|
|
<P><tt><B>parentlink</B></tt><BR>
|
|
<ul>
|
|
Set the tempmodels linked to the parent, so they move with the parent
|
|
model
|
|
</ul>
|
|
<P><tt><B>particlespin</B></tt><BR>
|
|
<ul>
|
|
sets particles to spin based on own origin
|
|
</ul>
|
|
<P><tt><B>physicsrate</B>( <i>String rate </i>)</tt><BR>
|
|
<ul>
|
|
Set the rate (in updates per second) for the tempmodel's physics to
|
|
be updated
|
|
</ul>
|
|
<P><tt><B>print</B>( <i>String string </i>)</tt><BR>
|
|
<ul>
|
|
Prints a string.
|
|
</ul>
|
|
<P><tt><B>radius</B>( <i>Float radius </i>)</tt><BR>
|
|
<ul>
|
|
Set the radius of the sphere for the inwardsphere amd sphere settings
|
|
</ul>
|
|
<P><tt><B>randomchance</B>( <i>Float percentage[ String [arg1] ][ String
|
|
[arg2] ][ String [arg3] ][ String [arg4] ][ String [arg5] ][ String
|
|
[arg6] ] </i>)</tt><BR>
|
|
<ul>
|
|
Set the percentage chance that command will occur
|
|
</ul>
|
|
<P><tt><B>randomroll</B></tt><BR>
|
|
<ul>
|
|
Set the tempmodels so they pick a random roll value every frame
|
|
</ul>
|
|
<P><tt><B>randvel</B>( <i>[ String [randomtype] ]Float xVel[ String [randomtype]
|
|
]Float yVel[ String [randomtype] ]Float zVel </i>)</tt><BR>
|
|
<ul>
|
|
Add a random component to the regular velocity.<BR>
|
|
If a random type is not specified, then the component will just be added<BR>
|
|
without randomness.<BR>
|
|
This velocity is applied using the world axis
|
|
</ul>
|
|
<P><tt><B>randvelaxis</B>( <i>[ String [randomtype] ]Float forwardVel[
|
|
String [randomtype] ]Float rightVel[ String [randomtype] ]Float upVel
|
|
</i>)</tt><BR>
|
|
<ul>
|
|
Add a random component to the regular velocity.<BR>
|
|
If random type is not specified, then the component will just be added<BR>
|
|
without randomness.<BR>
|
|
This velocity is applied using the parent axis
|
|
</ul>
|
|
<P><tt><B>scale</B>( <i>Float scale </i>)</tt><BR>
|
|
<ul>
|
|
Set the scale of a spawned tempmodel
|
|
</ul>
|
|
<P><tt><B>scaledelay</B>( <i>Float scale_delay </i>)</tt><BR>
|
|
<ul>
|
|
Sets the Delay before the model scales
|
|
</ul>
|
|
<P><tt><B>scalemax</B>( <i>Float scalemax </i>)</tt><BR>
|
|
<ul>
|
|
Set the maximum scale of a spawned tempmodel
|
|
</ul>
|
|
<P><tt><B>scalemin</B>( <i>Float scalemin </i>)</tt><BR>
|
|
<ul>
|
|
Set the minimum scale of a spawned tempmodel
|
|
</ul>
|
|
<P><tt><B>scalerate</B>( <i>Float rate </i>)</tt><BR>
|
|
<ul>
|
|
Set the scaling rate of the spawned tempmodel<BR>
|
|
If a negative rate is used, the model will shrink
|
|
</ul>
|
|
<P><tt><B>scaleupdown</B></tt><BR>
|
|
<ul>
|
|
Set the tempmodel to scale up to scale value and then down.
|
|
</ul>
|
|
<P><tt><B>setspinrate</B>( <i>Float spin_PitchFloat spin_YawFloat spin_Roll
|
|
</i>)</tt><BR>
|
|
<ul>
|
|
sets spin on particles
|
|
</ul>
|
|
<P><tt><B>setwindeffect</B>( <i>Float windeffect </i>)</tt><BR>
|
|
<ul>
|
|
sets the amount that emitted objects are affected by wind
|
|
</ul>
|
|
<P><tt><B>sound</B>( <i>String soundName[ Integer channel ][ Float volume
|
|
][ Float min_distance ][ Float max_pitch_difference ][ Float min_pitch_difference
|
|
] </i>)</tt><BR>
|
|
<ul>
|
|
Play the specified sound
|
|
</ul>
|
|
<P><tt><B>spawneffect</B>( <i>String name </i>)</tt><BR>
|
|
<ul>
|
|
Name of the effect
|
|
</ul>
|
|
<P><tt><B>spawnrate</B>( <i>Float rate </i>)</tt><BR>
|
|
<ul>
|
|
Set the spawnrate of the emitter (models per second).<BR>
|
|
This is only used for emitters and not for the originspawn and tagspawn
|
|
commands
|
|
</ul>
|
|
<P><tt><B>sphere</B></tt><BR>
|
|
<ul>
|
|
Set the tempmodels to spawn in a sphere around the origin.<BR>
|
|
If sphereradius is set, the tempmodels will spawn at the radius distance
|
|
from<BR>
|
|
the origin
|
|
</ul>
|
|
<P><tt><B>spread</B>( <i>Float spreadxFloat spready[ Float endspreadx
|
|
][ Float endspready ][ Float spreadtimedelta ] </i>)</tt><BR>
|
|
<ul>
|
|
Add a random variance in the spawned beam in the forward direction by
|
|
the amound specified in spreadx and spready, optionally with an end
|
|
spread/time
|
|
</ul>
|
|
<P><tt><B>startoff</B></tt><BR>
|
|
<ul>
|
|
Signals an emitter to start in the off state (no tempmodels are emitted)
|
|
</ul>
|
|
<P><tt><B>stopsound</B>( <i>Integer channel </i>)</tt><BR>
|
|
<ul>
|
|
Stops the sound on the specified channel.
|
|
</ul>
|
|
<P><tt><B>surfaceSound</B>( <i>String baseSurfaceSound[ Integer channel
|
|
][ Float volume ][ Float min_dist ] </i>)</tt><BR>
|
|
<ul>
|
|
Places an appropriate sound based on the surface we are currently stepping
|
|
on
|
|
</ul>
|
|
<P><tt><B>swarm</B>( <i>Integer frequencyFloat maxspeedFloat delta </i>)</tt><BR>
|
|
<ul>
|
|
Create a swarm like effect that the tempmodels follow when they are
|
|
spawned<BR>
|
|
frequency is how often they change direction<BR>
|
|
maxspeed is how fast the tempmodel will move (it's randomly generated
|
|
every<BR>
|
|
time the frequency is hit<BR>
|
|
delta is how much the tempmodel moves toward the origin every frame
|
|
</ul>
|
|
<P><tt><B>swipe</B>( <i>[ Vector origin ] </i>)</tt><BR>
|
|
<ul>
|
|
Do a swipe and add it on to the swipe rendering list.
|
|
</ul>
|
|
<P><tt><B>swipeoff</B></tt><BR>
|
|
<ul>
|
|
Signal the end of a swipe
|
|
</ul>
|
|
<P><tt><B>swipeon</B>( <i>String shaderString startTagNameFloat endTagNamelifeFloat
|
|
life </i>)</tt><BR>
|
|
<ul>
|
|
Signal the start of a swipe from the current tag
|
|
</ul>
|
|
<P><tt><B>tagbeamemitter</B>( <i>String tagstartString name[ String tagend
|
|
] </i>)</tt><BR>
|
|
<ul>
|
|
Create a beam emitter that uses 2 tags to determine it's start and end
|
|
position
|
|
</ul>
|
|
<P><tt><B>tagbeamspawn</B>( <i>String tagstart </i>)</tt><BR>
|
|
<ul>
|
|
Spawn a beam that uses the tag to determine it's starting position.
|
|
</ul>
|
|
<P><tt><B>tagdlight</B>( <i>String tagNameFloat color_redFloat color_greenFloat
|
|
color_blueFloat intensityFloat life[ String type1 ][ String type2 ]
|
|
</i>)</tt><BR>
|
|
<ul>
|
|
Spawn a dynamic light from the specified tag<BR>
|
|
The red,green,blue parms are the color of the light<BR>
|
|
The intensity is the radius of the light<BR>
|
|
type is the type of light to create (lensflare,viewlensflare,additive)
|
|
</ul>
|
|
<P><tt><B>tagemitter</B>( <i>String tagNameString emitterName[ String
|
|
tikiName ][ Boolean startoff ] </i>)</tt><BR>
|
|
<ul>
|
|
Create an emitter that spawns tempmodels from the specified tag.<BR>
|
|
This command is followed by a ( to specify a block of commands that
|
|
modify the tempmodels
|
|
</ul>
|
|
<P><tt><B>taglist</B>( <i>String arg1String arg2[ String arg3 ][ String
|
|
arg4 ][ String arg5 ][ String arg6 ][ String arg7 ][ String arg8 ] </i>)</tt><BR>
|
|
<ul>
|
|
Set the tag list to create a beam that travels between all the tags
|
|
</ul>
|
|
<P><tt><B>tagspawn</B>( <i>String tagName </i>)</tt><BR>
|
|
<ul>
|
|
Spawn tempmodels from the specified tag.<BR>
|
|
This command is followed by a ( to specify a block of commands that
|
|
modify the tempmodels
|
|
</ul>
|
|
<P><tt><B>tagtraceimpactmark</B>( <i>String tagname[ Integer temporary
|
|
] </i>)</tt><BR>
|
|
<ul>
|
|
Perform a trace from the specified tag to the maxlength and put the
|
|
shader as a decal on the surface it hits<BR>
|
|
temporary = specify 1 for a temporary mark that only appears for a short
|
|
time, 0 for a decal that stays aroung longer (default is 0)<BR>
|
|
</ul>
|
|
<P><tt><B>tagtraceimpactsound</B>( <i>String tagnameInteger maxlengthString
|
|
sound[ Boolean isalias ] </i>)</tt><BR>
|
|
<ul>
|
|
Perform a trace from the specified tag to the maxlength and play a sound
|
|
at that position
|
|
</ul>
|
|
<P><tt><B>tagtraceimpactspawn</B>( <i>String tagname </i>)</tt><BR>
|
|
<ul>
|
|
Perform a trace from the specified tag to the maxlength and spawn the
|
|
specified model there.
|
|
</ul>
|
|
<P><tt><B>tbc_direction</B>( <i>[ String [randomtype] ]Float yawDir[ String
|
|
[randomtype] ]Float pitchDir[ String [randomtype] ]Float rollDirFloat
|
|
endTimeBoolean lerp </i>)</tt><BR>
|
|
<ul>
|
|
Add a random component to the regular velocity.<BR>
|
|
If random type is not specified, then the component will just be added<BR>
|
|
without randomness.<BR>
|
|
</ul>
|
|
<P><tt><B>tbc_particlespin</B>( <i>Float spinrate_xFloat spinrate_yFloat
|
|
spinrate_zBoolean spinoutFloat start_timeFloat end_timeBoolean lerp
|
|
</i>)</tt><BR>
|
|
<ul>
|
|
TimeBased Spin Command
|
|
</ul>
|
|
<P><tt><B>tbc_spawnrate</B>( <i>Float speedFloat start_timeFloat end_timeBoolean
|
|
lerp </i>)</tt><BR>
|
|
<ul>
|
|
TimeBased SpawnRate Command
|
|
</ul>
|
|
<P><tt><B>tbc_speed</B>( <i>Float speedFloat start_timeFloat end_timeBoolean
|
|
lerp </i>)</tt><BR>
|
|
<ul>
|
|
TimeBased Speed Command
|
|
</ul>
|
|
<P><tt><B>todo</B>( <i>String todo </i>)</tt><BR>
|
|
<ul>
|
|
This is an item that needs to be done
|
|
</ul>
|
|
<P><tt><B>tracecount</B>( <i>Integer count </i>)</tt><BR>
|
|
<ul>
|
|
Set the number of traces that are done<BR>
|
|
</ul>
|
|
<P><tt><B>tracelength</B>( <i>Float length </i>)</tt><BR>
|
|
<ul>
|
|
Set the length of the trace for the decal
|
|
</ul>
|
|
<P><tt><B>trail</B>( <i>String shaderString startTagString endTagFloat
|
|
life </i>)</tt><BR>
|
|
<ul>
|
|
Set the tempmodel to have a swipe that follows it
|
|
</ul>
|
|
<P><tt><B>twinkle</B>( <i>Float mintimeoffFloat maxtimeoffFloat mintimeonFloat
|
|
maxtimeon </i>)</tt><BR>
|
|
<ul>
|
|
Set the tempmodel to twinkle with the specified settings
|
|
</ul>
|
|
<P><tt><B>useLastTrace</B></tt><BR>
|
|
<ul>
|
|
Makes this trace command use the results from the last trace command
|
|
</ul>
|
|
<P><tt><B>uselasttraceend</B></tt><BR>
|
|
<ul>
|
|
Makes this trace command use the end results of the last trace command
|
|
</ul>
|
|
<P><tt><B>velocity</B>( <i>Float forwardVelocity </i>)</tt><BR>
|
|
<ul>
|
|
Set the forward velocity of the spawned tempmodel
|
|
</ul>
|
|
<P><tt><B>wavy</B>( <i>[ String [randomtype] ]Float distance </i>)</tt><BR>
|
|
<ul>
|
|
Set the tempmodel to move in a wavy path to a maxmimun of the distance
|
|
specified<BR>
|
|
</ul>
|
|
</BLOCKQUOTE>
|
|
<H2> 6 Client Game Module Classes.<BR>
|
|
113 Events. </H2>
|
|
<p class="subheader"> </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>
|
|
lease 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>
|
|
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