Starsiege: Tribes Community Archive

Original Scripting Document

by Sierra/Dynamix
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Scripting document provided by Sierra/Dynamix.
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scripting%20doc.zip
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Sierra/Dynamix
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May 26, 2009 - 03:07
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Readme — scripting doc/ITEM.TXT (from the archive itself)
Item Functions 
 Updated 04/09/99 


Item::getItemData(ItemObj) 
ItemObj: The object Id of the Item. Example: 8361.
USED IN: Item.cs, Objectives.cs 
RETURN: Items data block name.  
Used to get the ItemObj data block name. Example: If you pickup a spinning repairpack that repairpack is an object. That object is an Item object.  So to get the Items data block name you call this function. 



Item::setVelocity(ItemObj, Vec) 
ItemObj: The object Id of the Item. Example: 8361. 
Vec: The velocity vector. Example: "0 45 44". 
USED IN: Objectives.cs 
RETURN: True if succeed or False if failed.  
Used to set the velocity of an ItemObj. 



Item::getVelocity(ItemObj) 
ItemObj: The object Id of the Item. Example: 8361. 
USED IN: Currently not used in any script files. 
RETURN: Velocity Vector. Example: "33 2 8". If failed then "0 0 0".  
Used to get the velocity of an ItemObj. 



Item::getCount(ItemObj) 
ItemObj: The object Id of the Item. Example: 8361. 
USED IN: Item.cs 
RETURN: Number. The number of Items associated with the ItemObj.  
Used to get the number of Items associated with that ItemObj. Example: Player picks up a box of chaingun ammo, then the function would return 25(which is the number of bullets in the box). 



Item::isRotating(ItemObj) 
ItemObj: The object Id of the Item. Example: 8361. 
USED IN: Item.cs 
RETURN: True if rotating and False if not rotating or failed.  
Used to see if the ItemObj is Rotating or is set to rotate. 



Item::hide(ItemObj, Bool) 
ItemObj: The object Id of the Item. Example: 8361. 
Bool: If True then hide ItemObj if False then unhide ItemObj.
USED IN: Item.cs, Objectives.cs 
RETURN: True if succeed or False if failed.  
Used to make on ItemObj hidden if True is passed in or visible if False is passed in.
Readme — scripting doc/MISC.TXT (from the archive itself)
Miscellaneous Functions 
 Updated 04/09/99 

schedule(Statement, Time, <Object>) 
Statement: Action to perform. Could be a function call or a simple 
               x=y statement. 
Time: In seconds. 
Object: If object is deleted then cancel the schedule. 
USED IN: Client.cs, Dm.cs, Game.cs, Item.cs, Moveable.cs, Server.cs, ... 
RETURN: Time. The time when the statement will get called. False if failed.  
Used to perform the Statement Time seconds in the future. 

remoteEval(Client, Function, <Arg>) 
Client: The Id of the Client to run the function. 
Function: The function name. 
Arg: Any arguments that need to be passed to the function. 
USED IN: Admin.cs, Client.cs, Game.cs, GUI.cs, Menu.cs, Server.cs 
RETURN: True.  
Used to call a function on a specific client. The function must be defined like so: function remoteNextWeapon();. When you the function you will pass in only NextWeapon for the name not remoteNextWeapon. 

WaypointToWorld(Waypoint) 
Waypoint: Is an (x,y) location on the map. 
USED IN: Ai.cs 
RETURN: World location. Example: "342 345 0". The Z is always 0. If failed then "0 0 0".  
Converts a waypoint location into a world location.  World locations are given in the range (0-1023, 0-1023);  

RenderCanvas(Canvas) 
Canvas: The desired canvas to render. Example: MainWindow 
USED IN: Client.cs, GUI.cs, Server.cs 
RETURN: 0  
Used to force a redraw of the entire canvas.  

rebuildCommandMap() 
USED IN: Client.cs 
RETURN: True if succeed or False if failed 
Used to take a picture of the mission area for the command map and then retile the command map.  

Projectile::spawnProjectile(Object, Trans, ShootId, ShootVel, <TargetObj>) 
Object: The projectile data block name to be spawned. Look in 
            BaseProjData.cs for projectile names. 
Trans: The transform of the shooters weapon. 
ShootId: The Id of the shooter. Example: 8361. 
ShootVel: The velocity of the shooter. 
TargetObj: An object for the projectile lock-on and target. 
USED IN: Currently not used in any script files. 
RETURN: True if succeed or -1 if failed.  
Used to spawn a projectile. 
       For Example: 
             Trans = GameBase::getMuzzleTransform(Player Id); 
             ShootVel = Item::getVelocity(Player Id); 
             Projectile::spawnProjectile("DiscShell", Trans, ShootId, 
                                          ShootVel);  

GUI::isIn8BitMode() 
USED IN: Options.cs 
RETURN: True if it is in 8 bit mode. False if not 8 bit or if it failed 
Used to check if windows is in 8 bit mode.  

GUI::issue8BitWarning() 
USED IN: Options.cs 
RETURN: True. 
Used to send a warning to the user that the game can't be run in 256 color mode. 
          The warning message: 
             "Your display is in 8-Bit (256 color) Mode. Tribes 
              may not display correctly in Windowed mode unless 
              the display resolution is changed to 16-bit (65536 
              color) mode or above.  Fullscreen display will display 
              properly however."  

GUI::issueInternetWarning() 
USED IN: Currently not used in any script files. 
RETURN: True.  
Used to warn the user of possible problems because an active internet connection could not be detected. 
          The warning message: 
             "Starsiege TRIBES requires an active internet connection 
              to function properly.  If you are not connected to your 
              Internet Service Provider, you may experience pauses when 
              Windows attempts to automatically connect your computer to 
              the Internet." 

postAction(Object, Action, Value) 
Object: Object to have the Action performed on. 
Action: The action. 
Value: Value of the Action.
USED IN: EditMission.cs, Editor.cs 
RETURN: True if succeed or False if failed. 
Used to push an Action on to the stack.  

focus(Object) 
Object: Object that will receive a message that it has gained focus.
USED IN: EditMission.cs, Editor.cs, NewMission.cs 
RETURN: True if succeed or False if failed.  
Used to set that Object to receive all input from devices. Example of devices are mouse and keyboard.  

unfocus(Object) 
Object: Object that will receive a message that it has lost focus.
USED IN: EditMission.cs, Editor.cs 
RETURN: True if succeed or False if failed.  
Used to stop sending input data to the object and clear any remaining input information for that object.
Contents — 20 files (inside the archive)
Source: The Exiled — Tribes Repository
Original page: https://library.theexiled.pwnageservers.com/file.php?id=407
Archived source HTML: _source/file/407.html