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Author Topic: GR:AW SP Scripting 4 - v1.35  (Read 1132 times)
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Wolfsong
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« on: November 29, 2006, 08:48:13 AM »

Ok. Updated this today for patch v1.35

Quote
Event Element Types


General Info About Events

[color="RoyalBlue"]

[/color]- name => give it any name you want to use when calling it
- once => if this event can be run only once (only needed in special cases)
Note: Remember to close the event tag with



General Info About Start_Time

All elements can be used with or without the start_time variable.
start_time => delay in running element after the event containing it is executed, in seconds
Note: If start_time is not included in an element, default "0.0" will be used


Quick list
- DebugString => show text when debugging
- TriggerEvent => runs another event from within an event
- TriggerRandomEvent => Randomly triggers 1 of up to 4 events
- BreakEvent => stop another event from within an event
- UnitInArea => activates/deactivates a trigger zone
- ActivateGroup => show group and start set behaviour
- ActivateRandomGroup => Randomly activates 1 of up to 4 groups
- RemoveGroup => hide group
- ActivateVehicle => show vehicle and start set behavior
- RemoveVehicle => hide vehicle
- ExplodeVehicle => destroy vehicle
- ActivateCypher => turn Cypher over to player control
- SetVipTarget => make group a target of interest for Cypher
- Backdrop => show/hide backdrop
- SaveGame => saves current game
- Objective => add/remove/update/abort and objective and/or marker
- MissionCommand => activate/deactivate a mission command area
- ChangeMission => end mission in success and setup for next mission in campaign
- GameOver => end mission in failure
- ShowInventory => show inventory selection menu
- GiveAmmo => resupply ammo
- Actor => run NarCom sequence
- ShowMessage => display message to player
- EnableHud => turns on Hud
- ScrambleHud => add interference to Hud
- Music => select music to play
- SetMusicMood => adjust music settings
- SetIndestructable => make dynamic prop indestructable
- OrderTank => setup to order a tank around
- OrderCar => setup to order a car around
- SimulateDriving => simulate that a vehicle is moving (when inside)
- OrderHeli => setup to order a helicopter around
- SetHeliStand => display "press x" message when on ground, open doors when with ropes
- SetHeliDropRope => make helicopter lower ropes
- SetHeliDrop => let you exit helicopter when with ropes
- SetHeliCloseDoors => make helicopter close doors
- SetTransportType => specify what the team transport is for
- SetToSupply => set supply capability of a vehicle
- SupportDone => "special command for original mission"
- UnitVisibility => hide/show props
- AnimateUnit => run animations inside unit
- UnitSequence => run animated sequence inbedded in unit
- EnableUnit => turn on unit, like demolition objective prop
- DisableUnit => turn off unit, like demolition objective prop
- EnableHuman => "special command for original mission"
- SetCanTakeOrders => toggle player control over a vehicle
- SetAiGetUp => tell AI to get up and draw weapon
- GroupJoinTeam => have group join player team
- SetPlayerControlled => toggle player control over a group
- Composition => run composition
- SetSlot => change which slot the unit is in
- Outro => end mission and run outro sequence
- OgrSetGameOver => end OGR match
- OgrEnableExtraction => turns on/off extraction zone in OGR-Recon
- UseVar => creates or manipulates mission variables
- ActivateEventIfVar => may trigger event depending on variable value or string contents and set conditions

Other found elements never used in the original game         
- SetGlobal
- SetPostEffect

----------------------------------------------------


[color="RoyalBlue"]

[/color]
- type => DebugString => show text when debugging
- msg => text to show
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]

[/color]

- type => TriggerEvent => runs another event from within an event
- event => name of event to run
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]




[/color]

- type => TriggerRandomEvent => Randomly triggers 1 of up to 4 events
- event1 => Name of first event that can get triggered
- event2 => Name of second event that can get triggered
- event3 => Name of third event that can get triggered
- event4 => Name of fourth event that can get triggered
- chance1 => Number between 1 and 100
- chance2 => Number between chance1 and 100
- chance3 => Number between chance2 and 100
- chance4 => Number between chance3 and 100
- start_time => (see first part of tutorial)

Note: You only need to use one event and one chance to this element to work.
Note: The chance number set indicates to upper limit for that event to get triggered on a D100 (RPG people will understand this very well Tongue).

Example:
if chance1=40, chance2=55, chance3=74, chance4=90 then
- event1 will trigger if => 0 < "random number" < 40
- event2 will trigger if => 40 < "random number" < 55
- event3 will trigger if => 55 < "random number" < 74
- event4 will trigger if => 74 < "random number" < 90
- and no event at all will trigger if => 90 < "random number"

----------------------------------------------------


[color="RoyalBlue"]
[/color]

- type => BreakEvent => stop another event from within an event
- event => name of event to stop
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]



[/color]

- type => UnitInArea => activates/deactivates a trigger zone
- area => name of area_group
- state => what to do? "activate" or "deactivate"
- start_time => (see first part of tutorial)

----------------------------------------------------

[color="RoyalBlue"]

[/color]

- type => ActivateGroup => show group and start set behaviour
- group_id => name of group to show
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]




[/color]

- type => ActivateRandomGroup => Randomly activates 1 of up to 4 groups
- group1 => Name of first group that can get triggered
- group2 => Name of second group that can get triggered
- group3 => Name of third group that can get triggered
- group4 => Name of fourth group that can get triggered
- chance1 => Number between 1 and 100
- chance2 => Number between chance1 and 100
- chance3 => Number between chance2 and 100
- chance4 => Number between chance3 and 100
- start_time => (see first part of tutorial)

Note: You only need to use one group and one chance to this element to work.
Note: The chance number set indicates to upper limit for that group to get activated on a D100 (RPG people will understand this very well Tongue).

Example: if chance1=40, chance2=55, chance3=74, chance4=90 then
- group1 will activate if => 0 < "random number" < 40
- group2 will activate if => 40 < "random number" < 55
- group3 will activate if => 55 < "random number" < 74
- group4 will activate if => 74 < "random number" < 90
- and no group at all will activate if => 90 < "random number"

----------------------------------------------------


[color="RoyalBlue"]

[/color]

- type => RemoveGroup => hide group (all groups are hidden at start of mission by default)
- group_id => name of group to hide
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]
[/color]

- type => ActivateVehicle => show vehicle
- vehicle_id => name of vehicle to show
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]
[/color]

- type => RemoveVehicle => hide vehicle (all vehicles are hidden at start of mission by default)
- vehicle_id => name of vehicle to hide
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]
[/color]

- type => ExplodeVehicle => destroy vehicle
- vehicle_id => name of vehicle to destory
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]
[/color]

- type => ActivateCypher => turn Cypher over to player control
- vehicle_id => name of cypher to show
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]
[/color]

- type => SetVipTarget => make group a target of interest for Cypher
- vehicle_id => name of cypher
- target_name => name of target group
- event => event to run
- start_time => (see first part of tutorial)

----------------------------------------------------

[color="RoyalBlue"]




[/color]

- type => Backdrop => show/hide backdrop
- action => what to do? "show" or "hide"
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]
[/color]

- type => SaveGame => saves current game
- name => name of savegame
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]










[/color]

- type => Objective => add/remove/update and objective and/or marker
- id => your internal name of objective or objective marker to work on
- headline_id => which string entry to show as headline for objective, found in /strings/mission*.xml
- headline => headline to show, instead of using string entry
- txt_id => which string entry to show as description for objective, found in /strings/mission*.xml
- txt => description to show, instead of using string entry
- waypoint_id => which string entry to show as marker label, found in /strings/mission*.xml
- waypoint => "x y z" coordinates for objective marker
- state => what to do with it? "add", "update", "remove" or "aborted"
- mode => "1" or "2" for primary and secondary objective
- start_time => (see first part of tutorial)

Note: For more info see SP Scripting 2 - Mission Objectives And The GUI

----------------------------------------------------


[color="RoyalBlue"]
[/color]

- type => MissionCommand => activate/deactivate a mission command area
- name => name of mission command area
- action => what to do? "start" or "stop"
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]
[/color]

- type => ChangeMission => end mission in success and setup for next mission in campaign
- path => define path to next mission
- level_number => which mission in the campaign it is
- start_time => (see first part of tutorial)

----------------------------------------------------

[color="RoyalBlue"]

[/color]

- type => GameOver => end mission in failure
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]

[/color]

- type => ShowInventory => show inventory selection menu
- tutorial => use tutorial mode with "true"
- disable_weapon => remove weapon from inventory
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]
[/color]

- type => GiveAmmo => resupply ammo
- start_time => (see first part of tutorial)

----------------------------------------------------

[color="RoyalBlue"]

[/color]

- type => Actor => run NarCom sequence
- actor => name or actor to run, found in /lib/managers/xml/actor_manager_*.xml
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]


[/color]

- type => ShowMessage => display message to player
- msg_id => which string entry to show, found in /strings/mission*.xml
- msg => message to show, instead of using string entry
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]
[/color]

- type => EnableHud => turns on Hud
- start_time => (see first part of tutorial)

Note: Mission specific element for mission01.

----------------------------------------------------

[color="RoyalBlue"]




[/color]

- type => ScrambleHud => add interference to Hud
- id => your internal name or jamming
- mode => turn on/off by using "add" or "remove"
- position => "x y z" coordinates for the source of the interference
- range => how far from the source interference occurs, in centimeters
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]
[/color]

- type => Music => select music to play
- cue => which piece of music?
- start_time => (see first part of tutorial)

----------------------------------------------------
         

[color="RoyalBlue"]      


[/color]

- type => SetMusicMood => adjust music settings
- tempo => adjust tempo of music
- mood => adjust mood of music
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]
[/color]

- type => SetIndestructable => make dynamic prop indestructable
- name_id => name of dynamic "cover" to be indestructable (dynamic is called cover in world.xml)
- start_time => (see first part of tutorial)

----------------------------------------------------

[color="RoyalBlue"]









   
   
[/color]

- type => OrderTank => setup to order a tank around
- vehicle_id => name of tank
- ai => turn ai on/off, "ture" or "false"
- order => what should the tank do? "set_fire_ready", "move" or "patrol"
- value => sets "set_fire_ready" status, "true" or "false"
- world_x => x coordinate of "move" destination
- world_y => y coordinate of "move" destination
- start_time => (see first part of tutorial)
- waypoint position => "x y z" coordinates for a waypoint in "patrol"

----------------------------------------------------


[color="RoyalBlue"]
[/color]

- type => OrderCar => setup to order a car around
- vehicle_id => name of car
- order => what should the car do? "move"
- position => "x y z" coordinates of "move" destination
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]




[/color]

- type => SimulateDriving => simulate that a vehicle is moving (when inside)
- vehicle_id => name of vehicle
- action => turn on/off driving simulation, "start" or "stop"
- mute => "true" or "false"
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]











[/color]

- type => OrderHeli => setup to order a helicopter around
- vehicle_id => name of helicopter
- order => what should the helicopter do? "start", "move", "land" or "target"
- up => gives high to rise to during "start"
- forward => gives forward movement while rising during "start"
- target_rot => "x y z" rotation coordinates (z value is angle counter clockwise)
- position => "x y z" coordinates for "move", "land" or "target" destination
- target => does it have a target for "move" or "land"?
- speed => how fast should it move?
- start_time => (see first part of tutorial)

----------------------------------------------------

[color="RoyalBlue"]

[/color]

- type => SetHeliStand => display "press x" message when on ground, open doors when with ropes
- vehicle_id => name of helicopter
- start_time => (see first part of tutorial)

----------------------------------------------------

[color="RoyalBlue"]

[/color]

- type => SetHeliDropRope => make helicopter lower ropes
- vehicle_id => name of helicopter
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]
[/color]

- type => SetHeliDrop => let you exit helicopter when with ropes
- vehicle_id => name of helicopter
- start_time => (see first part of tutorial)

----------------------------------------------------

[color="RoyalBlue"]

[/color]

- type => SetHeliCloseDoors => make helicopter close doors
- vehicle_id => name of helicopter
- start_time => (see first part of tutorial)

----------------------------------------------------

[color="RoyalBlue"]







[/color]

- type => SetTransportType => specify what the team transport is for
- vehilce_id => name of transport
- transport_type => "insertion" or "extraction"
- group_id => name of group to set transport for?
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]





[/color]

- type => SetToSupply => set supply capability of a vehicle
- vehicle_id => name of vehicle
- event => event to run when supply is done
- slot_name => where to supply? (for players use "backpack")
- mode => capability to supply? "true" or "false" (default is "true" when using element)
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]
[/color]

- type => SupportDone => "special command for original mission"
- vehicle_id => name of vehicle
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]



[/color]

- type => UnitVisibility => hide/show props
- name_id => name of prop
- action => select status, "show" or "hide"
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]
                  


[/color]

- type => AnimateUnit => run animations inside unit
- name_id => name of unit
- animation_group => which animation to run?
- play_to => stop when? "length" is the end and "0" is the beginning
- speed => how fast and which direction should it run, negative is backwards
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]



[/color]

- type => UnitSequence => run animated sequence inbedded in unit
- name_id => name of unit
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]
[/color]

- type => EnableUnit => turn on unit, like demolition objective prop
- name_id => name of unit
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]
[/color]

- type => DisableUnit => turn off unit, like demolition objective prop
- name_id => name of unit
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]

[/color]

- type => EnableHuman => "special command for original mission"
- group_id => name of group to enable
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]



[/color]

- type => SetCanTakeOrders => toggle player control over a vehicle
- vehicle_id => name of vehicle
- value => can it? "true" or "false"
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]


[/color]

- type => SetAiGetUp => tell AI to get up and draw weapon
- group_id => name of group
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]
[/color]

- type => GroupJoinTeam => have group join player team
- group_id => name of group to have join
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]





                  
      [/color]            

- type => SetPlayerControlled => toggle player control over a group
- group_id => name or group
- vehicle_id => name of vehicle
- pub_name => which string entry to show for group in control list, found in /strings/ghost_members.xml
- target_is_tank => "true" or "false", special command for the mission it's used in
- dont_change_slot => "true" or "false", special command for the mission it's used in
- value => turn it on/off, "true" or "false"
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]










[/color]

- type => Composition => run composition
- id => name of composition_testbox if defined in map editor, defined in world.xml
- vehicle_id => name of vehicle to use composition on (if needed)
- composition => name of composition to run if not defined in world.xml, found in /lib/managers/xml/composition_manager.xml
- mode => turn on/off, "activate" or "deactivate" ("activate" is default when running element)
- start_time => (see first part of tutorial)

Note: There are two main types of compositions, those that are defined by a composition_testbox in the mapeditor (founf in world.xml) and those that don't have a set location and are run directly from the composition_manager.xml.

Note:
Only compositions that loop need to be deactivated.

----------------------------------------------------

[color="RoyalBlue"]

[/color]

- type => SetSlot => change which slot the unit is in (affects how it is used in the game)
- name_id => name of item to slot
- slot => number of slot to place it in
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"][/color]

- type => Outro => end mission and run outro sequence
- vehicle_id => name of vehicle
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]
[/color]

- type => OgrSetGameOver => end OGR match
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]


[/color]

- type => OgrEnableExtractionCheck => turns on/off extraction zone in OGR-Recon
- enable => turn it on or off, "true" or "false"
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]







[/color]
- type => UseVar => creates or manipulates mission variables
- id => name or variable to apply on
- set => sets "id" variable to given value or string
- add => adds given value to value in "id" variable and stores result
- mul => multiplies given value with vaule in "id" variable and stores result
- set_var => copies this variable into "id" variable
- add_var => adds value of this variable to value in "id" variable and stores result in "id"
- mul_var => multiplies value of this variable with value in "id" variable and stores result in "id"
- set_random => stores a random value between 0 and given value into "id" variable
- set_time => stores the current gametime, in seconds, since start_game was executed, into "id"
- start_time => (see first part of tutorial)

----------------------------------------------------


[color="RoyalBlue"]


[/color]
- type => ActivateEventIfVar => may trigger event depending on variable value or string contents and set conditions
- id => name of variable to check against
- equal => runs event if "id" variable is equal to given value or string
- less_than => runs event if "id" variable less then given value
- greater_than => runs event if "id" variable greater then given value
- equals_var => runs event if "id" variable equals this variable
- less_than_var => runs event if "id" variable is smaller than this variable
- greater_than_var => runs event if "id" variable is larger than this variable
- event => event to run if check is true
- start_time => (see first part of tutorial)


Ok. That's it for the command lists. Next I'll show some examples.
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« Reply #1 on: December 01, 2006, 08:17:04 AM »

Added two new elements that was hinted at from a GRiN employee last night in a GR.net topic. He wasn't sure exactly how their syntax was or if they where even completed in time for the patch, but would give more info later on today.

So far I've posted what he wrote without having the actual code at hand.
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Current Projects:
- Bionic Commando (PC/PS3/360)
- Bionic Commando - Rearmed (PC/PSN/XBL)
- Wanted (PC/PS3/360)
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« Reply #2 on: December 01, 2006, 02:12:48 PM »

Ok. Got the final version of those two commands confirmed from Grin_GeckoGore now. So final update on those posted.
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Current Projects:
- Bionic Commando (PC/PS3/360)
- Bionic Commando - Rearmed (PC/PSN/XBL)
- Wanted (PC/PS3/360)
- "Secret Project"
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« Reply #3 on: December 05, 2006, 02:52:16 PM »

Added "DisableUnit" to list, thanx again to Grin_GeckGore.

It was never used in the original game, but apparently it's in there and should work.
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---===[ STAFF ]===---
Technical Artist at Grin Inc.
Current Projects:
- Bionic Commando (PC/PS3/360)
- Bionic Commando - Rearmed (PC/PSN/XBL)
- Wanted (PC/PS3/360)
- "Secret Project"
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