390 lines
19 KiB
HTML
390 lines
19 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<html>
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<title>ÜberTools Game Development Kit</title>
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* Modified by Dynamic Drive for format & NS4/IE4 compatibility
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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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<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_Transport.scr</p>
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<p class="subheader">Dependencies</p>
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<p> None.</p>
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<p class="subheader">Purpose</p>
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<p> This is a wrapper for transporting AI in various ways.</p>
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<p class="subheader"> How To Use</p>
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<p> Refer to each functions description.</p>
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<p class="subheader">External Functions</p>
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<p> <strong>entity globalTransport_In( theActor, spawnAtEntity, newTargetname,
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groupid, newGroupDeathThread, effectType ) </strong></p>
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<blockquote>
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<p> <strong>Purpose:</strong><br>
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Takes an existing AI, relocates and orients him to the spawnAtEntity's
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origin and angles, then performs the transporting beam in effects on
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him.</p>
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<p><strong>Returns:</strong><br>
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Entity. The AI that is transported. </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>theActor</strong> (entity)<br>
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The entity to relocate and transport in.<br>
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<br>
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</li>
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<li> <strong>spawnAtEntity</strong> (entity)<br>
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Takes this entites origin and angles, and applies them to the passed
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in actor.<br>
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<br>
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</li>
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<li> <strong>newTargetname</strong> (string)<br>
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This will become the actors new targetname after being transported.
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Use "" to not have it change the targetname.<br>
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<br>
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</li>
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<li> <strong>groupid</strong> (float)<br>
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This will set the actors groupid after being transported. Use -1 to
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not have it change the groupid.<br>
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<br>
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</li>
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<li> <strong>newGroupDeathThread</strong> (string)<br>
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This will set the actors groupd death thread after being transported.
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Use "" to not have it change the group death thread.<br>
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<br>
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</li>
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<li> <strong>effectType</strong> (string)<br>
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This is the beam in effect to use. Legal values are:<br>
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<br>
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<ul>
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<li>"Federation"
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<li>"Borg"
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<li>"Idryll"
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<li>"Romulan"
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<li>"Simple"</li>
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</ul>
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</ul>
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<p> <strong>entity globalTransport_InAIOff( theActor, spawnAtEntity, newTargetname,
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groupid, newGroupDeathThread, effectType )</strong></p>
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<blockquote>
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<p> <strong>Purpose:</strong><br>
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Takes an existing AI, relocates and orients him to the spawnAtEntity's
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origin and angles, then performs the transporting beam in effects on
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him. The AI of the actor will remain off.</p>
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<p><strong>Returns:</strong><br>
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Entity. The AI that is transported.</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>theActor</strong> (entity)<br>
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The entity to relocate and transport in.<br>
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<br>
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</li>
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<li> <strong>spawnAtEntity</strong> (entity)<br>
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Takes this entites origin and angles, and applies them to the passed
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in actor.<br>
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<br>
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</li>
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<li> <strong>newTargetname</strong> (string)<br>
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This will become the actors new targetname after being transported.
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Use "" to not have it change the targetname.<br>
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<br>
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</li>
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<li> <strong>groupid</strong> (float)<br>
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This will set the actors groupid after being transported. Use -1 to
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not have it change the groupid.<br>
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<br>
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</li>
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<li> <strong>newGroupDeathThread</strong> (string)<br>
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This will set the actors groupd death thread after being transported.
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Use "" to not have it change the group death thread.<br>
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<br>
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</li>
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<li> <strong>effectType</strong> (string)this is the beam in effect to
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use. Legal values are: <br>
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<br>
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<ul>
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<li>"Federation"
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<li>"Borg"
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<li>"Idryll"
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<li>"Romulan"
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<li>"Simple"
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</ul>
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</ul>
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<p><strong>globalTransport_Out( theActor, effectType )</strong></p>
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<blockquote>
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<p> <strong>Purpose:</strong><br>
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Takes an existing AI and transports them out. Removes the actor in the
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process.</li> </ul> </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>theActor</strong> (entity)<br>
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The actor to transport out.<br>
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<br>
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</li>
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<li> <strong>effectType</strong> (string)<br>
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This is the beam out effect to use. Legal values are:<br>
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<br>
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<ul>
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<li>"Federation"
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<li>"Borg"
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<li>"Idryll"
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<li>"Romulan"
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<li>"Simple"</li>
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</ul>
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</ul>
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<p> <strong>entity globalTransport_InAndSpawn( theActorType, spawnAtEntity,
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newTargetname, groupid, newGroupDeathThread, effectType )</strong></p>
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<blockquote>
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<p> <strong>Purpose:</strong><br>
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Spawns the passed in tiki, relocates and orients him to the spawnAtEntity's
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origin and angles, then performs the transporting beam in effects on
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him.</p>
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<p><strong>Returns:</strong><br>
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Entity. The AI that is transported.</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>theActorType</strong> (string)<br>
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The TIKI file to spawn in and transport.<br>
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<br>
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</li>
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<li> <strong>spawnAtEntity</strong> (entity)<br>
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Takes this entity's origin and angles, and applies them to the passed
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in actor.<br>
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<br>
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</li>
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<li> <strong>newTargetname</strong> (string)<br>
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This will become the actors new targetname after being transported.
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Use "" to not have it change the targetname.<br>
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<br>
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</li>
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<li> <strong>groupid</strong> (float)<br>
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This will set the actors groupid after being transported. Use -1 to
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not have it change the groupid.<br>
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<br>
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</li>
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<li> <strong>newGroupDeathThread</strong> (string)<br>
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This will set the actors groupd death thread after being transported.
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Use "" to not have it change the group death thread.<br>
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<br>
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</li>
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<li> <strong>effectType</strong> (string)<br>
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This is the beam in effect to use. Legal values are:<br>
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<br>
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<ul>
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<li>"Federation"
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<li>"Borg"
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<li>"Idryll"
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<li>"Romulan"
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<li>"Simple"</li>
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</ul>
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</ul>
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<p> <strong>entity globalTransport_InAiOffAndSpawn( theActorType, spawnAtEntity,
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newTargetname, groupid, newGroupDeathThread, effectType )</strong></p>
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<blockquote>
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<p> <strong>Purpose:</strong><br>
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Spawns the passed in tiki, relocates and orients him to the spawnAtEntity's
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origin and angles, then performs the transporting beam in effects on
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him. The AI of the actor will remain off.</p>
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<p><strong>Returns:</strong><br>
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Entity. The AI that is transported </p>
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</blockquote>
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<ul type="square"><strong>Parms:</strong>
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<li><strong>theActorType</strong> (string)<br>
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The TIKI file to spawn in and transport.<br>
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<br>
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</li>
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<li> <strong>spawnAtEntity</strong> (entity)<br>
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Takes this entity's origin and angles, and applies them to the passed
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in actor.<br>
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<br>
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</li>
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<li> <strong>newTargetname</strong> (string)<br>
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This will become the actors new targetname after being transported.
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Use "" to not have it change the targetname.<br>
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<br>
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</li>
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<li> <strong>groupid</strong> (float)<br>
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This will set the actors groupid after being transporterd. Use -1 to
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not have it change the groupid.<br>
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<br>
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</li>
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<li> <strong>newGroupDeathThread</strong> (string)<br>
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This will set the actors groupd death thread after being transported.
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Use "" to not have it change the group death thread.<br>
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<br>
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</li>
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<li> <strong>effectType</strong> (string)<br>
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This is the beam in effect to use. Legal values are:<br>
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<br>
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<ul>
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<li>"Federation"
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<li>"Borg"
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<li>"Idryll"
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<li>"Romulan"
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<li>"Simple"</li>
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</ul>
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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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