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Wolfsong
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« on: November 29, 2006, 08:48:13 AM » |
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Ok. Updated this today for patch v1.35 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 ----------------------------------------------------
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[/color] - type => DebugString => show text when debugging - msg => text to show - start_time => (see first part of tutorial)
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- type => TriggerEvent => runs another event from within an event - event => name of event to run - start_time => (see first part of tutorial)
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- 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 ).
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"
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- type => BreakEvent => stop another event from within an event - event => name of event to stop - start_time => (see first part of tutorial)
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- 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)
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- type => ActivateGroup => show group and start set behaviour - group_id => name of group to show - start_time => (see first part of tutorial)
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- 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 ).
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"
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- 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)
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- type => ActivateVehicle => show vehicle - vehicle_id => name of vehicle to show - start_time => (see first part of tutorial)
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- 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)
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- type => ExplodeVehicle => destroy vehicle - vehicle_id => name of vehicle to destory - start_time => (see first part of tutorial)
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- type => ActivateCypher => turn Cypher over to player control - vehicle_id => name of cypher to show - start_time => (see first part of tutorial)
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- 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)
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- type => Backdrop => show/hide backdrop - action => what to do? "show" or "hide" - start_time => (see first part of tutorial)
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- type => SaveGame => saves current game - name => name of savegame - start_time => (see first part of tutorial)
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- 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
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- 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)
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- 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)
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- type => GameOver => end mission in failure - start_time => (see first part of tutorial)
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- 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)
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- type => GiveAmmo => resupply ammo - start_time => (see first part of tutorial)
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- 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)
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- 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)
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- type => EnableHud => turns on Hud - start_time => (see first part of tutorial)
Note: Mission specific element for mission01.
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- 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)
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- type => Music => select music to play - cue => which piece of music? - start_time => (see first part of tutorial)
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- type => SetMusicMood => adjust music settings - tempo => adjust tempo of music - mood => adjust mood of music - start_time => (see first part of tutorial)
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- 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)
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- 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"
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- 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)
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- 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)
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- 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)
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- 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)
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- type => SetHeliDropRope => make helicopter lower ropes - vehicle_id => name of helicopter - start_time => (see first part of tutorial)
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- type => SetHeliDrop => let you exit helicopter when with ropes - vehicle_id => name of helicopter - start_time => (see first part of tutorial)
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- type => SetHeliCloseDoors => make helicopter close doors - vehicle_id => name of helicopter - start_time => (see first part of tutorial)
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- 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)
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- 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)
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- type => SupportDone => "special command for original mission" - vehicle_id => name of vehicle - start_time => (see first part of tutorial)
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- type => UnitVisibility => hide/show props - name_id => name of prop - action => select status, "show" or "hide" - start_time => (see first part of tutorial)
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- 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)
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- type => UnitSequence => run animated sequence inbedded in unit - name_id => name of unit - start_time => (see first part of tutorial)
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- type => EnableUnit => turn on unit, like demolition objective prop - name_id => name of unit - start_time => (see first part of tutorial)
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- type => DisableUnit => turn off unit, like demolition objective prop - name_id => name of unit - start_time => (see first part of tutorial)
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- type => EnableHuman => "special command for original mission" - group_id => name of group to enable - start_time => (see first part of tutorial)
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- 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)
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- type => SetAiGetUp => tell AI to get up and draw weapon - group_id => name of group - start_time => (see first part of tutorial)
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- type => GroupJoinTeam => have group join player team - group_id => name of group to have join - start_time => (see first part of tutorial)
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- 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)
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- 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.
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- 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)
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- type => Outro => end mission and run outro sequence - vehicle_id => name of vehicle - start_time => (see first part of tutorial)
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- type => OgrSetGameOver => end OGR match - start_time => (see first part of tutorial)
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- 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)
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[/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)
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[/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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