ef2-ubertools-gdk/Documentation/content/scripting_globalscripts_transport.html
2003-08-18 00:00:00 +00:00

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UberTools GDK
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<br>Level Design<br>
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<div class="menutitle" onclick="SwitchMenu('sub6')">&raquo; Global Script Synopsis</div>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts.html">Introduction</a><br>
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global_Transport.scr</p>
<p class="subheader">Dependencies</p>
<p> None.</p>
<p class="subheader">Purpose</p>
<p> This is a wrapper for transporting AI in various ways.</p>
<p class="subheader"> How To Use</p>
<p> Refer to each functions description.</p>
<p class="subheader">External Functions</p>
<p> <strong>entity globalTransport_In( theActor, spawnAtEntity, newTargetname,
groupid, newGroupDeathThread, effectType ) </strong></p>
<blockquote>
<p> <strong>Purpose:</strong><br>
Takes an existing AI, relocates and orients him to the spawnAtEntity's
origin and angles, then performs the transporting beam in effects on
him.</p>
<p><strong>Returns:</strong><br>
Entity. The AI that is transported. </p>
</blockquote>
<ul type="square">
<strong>Parms:</strong>
<li> <strong>theActor</strong> (entity)<br>
The entity to relocate and transport in.<br>
<br>
</li>
<li> <strong>spawnAtEntity</strong> (entity)<br>
Takes this entites origin and angles, and applies them to the passed
in actor.<br>
<br>
</li>
<li> <strong>newTargetname</strong> (string)<br>
This will become the actors new targetname after being transported.
Use &quot;&quot; to not have it change the targetname.<br>
<br>
</li>
<li> <strong>groupid</strong> (float)<br>
This will set the actors groupid after being transported. Use -1 to
not have it change the groupid.<br>
<br>
</li>
<li> <strong>newGroupDeathThread</strong> (string)<br>
This will set the actors groupd death thread after being transported.
Use &quot;&quot; to not have it change the group death thread.<br>
<br>
</li>
<li> <strong>effectType</strong> (string)<br>
This is the beam in effect to use. Legal values are:<br>
<br>
<ul>
<li>&quot;Federation&quot;
<li>&quot;Borg&quot;
<li>&quot;Idryll&quot;
<li>&quot;Romulan&quot;
<li>&quot;Simple&quot;</li>
</ul>
</ul>
<p> <strong>entity globalTransport_InAIOff( theActor, spawnAtEntity, newTargetname,
groupid, newGroupDeathThread, effectType )</strong></p>
<blockquote>
<p> <strong>Purpose:</strong><br>
Takes an existing AI, relocates and orients him to the spawnAtEntity's
origin and angles, then performs the transporting beam in effects on
him. The AI of the actor will remain off.</p>
<p><strong>Returns:</strong><br>
Entity. The AI that is transported.</p>
</blockquote>
<ul type="square">
<strong>Parms:</strong>
<li> <strong>theActor</strong> (entity)<br>
The entity to relocate and transport in.<br>
<br>
</li>
<li> <strong>spawnAtEntity</strong> (entity)<br>
Takes this entites origin and angles, and applies them to the passed
in actor.<br>
<br>
</li>
<li> <strong>newTargetname</strong> (string)<br>
This will become the actors new targetname after being transported.
Use &quot;&quot; to not have it change the targetname.<br>
<br>
</li>
<li> <strong>groupid</strong> (float)<br>
This will set the actors groupid after being transported. Use -1 to
not have it change the groupid.<br>
<br>
</li>
<li> <strong>newGroupDeathThread</strong> (string)<br>
This will set the actors groupd death thread after being transported.
Use &quot;&quot; to not have it change the group death thread.<br>
<br>
</li>
<li> <strong>effectType</strong> (string)this is the beam in effect to
use. Legal values are: <br>
<br>
<ul>
<li>&quot;Federation&quot;
<li>&quot;Borg&quot;
<li>&quot;Idryll&quot;
<li>&quot;Romulan&quot;
<li>&quot;Simple&quot;
</ul>
</ul>
<p><strong>globalTransport_Out( theActor, effectType )</strong></p>
<blockquote>
<p> <strong>Purpose:</strong><br>
Takes an existing AI and transports them out. Removes the actor in the
process.</li> </ul> </p>
</blockquote>
<ul type="square">
<strong>Parms:</strong>
<li> <strong>theActor</strong> (entity)<br>
The actor to transport out.<br>
<br>
</li>
<li> <strong>effectType</strong> (string)<br>
This is the beam out effect to use. Legal values are:<br>
<br>
<ul>
<li>&quot;Federation&quot;
<li>&quot;Borg&quot;
<li>&quot;Idryll&quot;
<li>&quot;Romulan&quot;
<li>&quot;Simple&quot;</li>
</ul>
</ul>
<p> <strong>entity globalTransport_InAndSpawn( theActorType, spawnAtEntity,
newTargetname, groupid, newGroupDeathThread, effectType )</strong></p>
<blockquote>
<p> <strong>Purpose:</strong><br>
Spawns the passed in tiki, relocates and orients him to the spawnAtEntity's
origin and angles, then performs the transporting beam in effects on
him.</p>
<p><strong>Returns:</strong><br>
Entity. The AI that is transported.</p>
</blockquote>
<ul type="square">
<strong>Parms:</strong>
<li> <strong>theActorType</strong> (string)<br>
The TIKI file to spawn in and transport.<br>
<br>
</li>
<li> <strong>spawnAtEntity</strong> (entity)<br>
Takes this entity's origin and angles, and applies them to the passed
in actor.<br>
<br>
</li>
<li> <strong>newTargetname</strong> (string)<br>
This will become the actors new targetname after being transported.
Use &quot;&quot; to not have it change the targetname.<br>
<br>
</li>
<li> <strong>groupid</strong> (float)<br>
This will set the actors groupid after being transported. Use -1 to
not have it change the groupid.<br>
<br>
</li>
<li> <strong>newGroupDeathThread</strong> (string)<br>
This will set the actors groupd death thread after being transported.
Use &quot;&quot; to not have it change the group death thread.<br>
<br>
</li>
<li> <strong>effectType</strong> (string)<br>
This is the beam in effect to use. Legal values are:<br>
<br>
<ul>
<li>&quot;Federation&quot;
<li>&quot;Borg&quot;
<li>&quot;Idryll&quot;
<li>&quot;Romulan&quot;
<li>&quot;Simple&quot;</li>
</ul>
</ul>
<p> <strong>entity globalTransport_InAiOffAndSpawn( theActorType, spawnAtEntity,
newTargetname, groupid, newGroupDeathThread, effectType )</strong></p>
<blockquote>
<p> <strong>Purpose:</strong><br>
Spawns the passed in tiki, relocates and orients him to the spawnAtEntity's
origin and angles, then performs the transporting beam in effects on
him. The AI of the actor will remain off.</p>
<p><strong>Returns:</strong><br>
Entity. The AI that is transported </p>
</blockquote>
<ul type="square"><strong>Parms:</strong>
<li><strong>theActorType</strong> (string)<br>
The TIKI file to spawn in and transport.<br>
<br>
</li>
<li> <strong>spawnAtEntity</strong> (entity)<br>
Takes this entity's origin and angles, and applies them to the passed
in actor.<br>
<br>
</li>
<li> <strong>newTargetname</strong> (string)<br>
This will become the actors new targetname after being transported.
Use &quot;&quot; to not have it change the targetname.<br>
<br>
</li>
<li> <strong>groupid</strong> (float)<br>
This will set the actors groupid after being transporterd. Use -1 to
not have it change the groupid.<br>
<br>
</li>
<li> <strong>newGroupDeathThread</strong> (string)<br>
This will set the actors groupd death thread after being transported.
Use &quot;&quot; to not have it change the group death thread.<br>
<br>
</li>
<li> <strong>effectType</strong> (string)<br>
This is the beam in effect to use. Legal values are:<br>
<br>
<ul>
<li>&quot;Federation&quot;
<li>&quot;Borg&quot;
<li>&quot;Idryll&quot;
<li>&quot;Romulan&quot;
<li>&quot;Simple&quot;</li>
</ul>
</ul>
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<td class="legal"> Copyright &copy;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>
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