void Print(std::string asText)
Prints a string to the
log.
std::string FloatToString(float afX)
Converts a float to string
std::string IntToString(int alX)
Converts an integer to string,
float RandFloat(float afMin, float afMax)
Generates a random float.
int RandInt(int alMin, int alMax)
Generates a random int.
static std::string __stdcall Translate(std::string asCat, std::string asName)
Gets a string in the
current language.
asCat The translation category
asName The name of the category entry.
static void __stdcall PreloadSound(std::string asFile)
Preloads the data for a
sound.
asFile This can be a wav, ogg, mp3 or snt file.
void SetParticleSystemActive(std::string asName, bool abActive)
Set if a particle system should be active
or not.
asName The name of the particle system.
abActive If it should be active or not.
void CreateParticleSystem(std::string asName, std::string asType,
std::string asArea,
float afX, float afY, float afZ)
Create a particle system at the position of
an area
asName The name of the particle system.
asType The type of aprticle system
asArea The name of the area
X Y and Z the variables
of the particle system.
void KillParticleSystem(std::string asName)
Kill a particle system
asName The name of the particle system.
void FadeLight3D(std::string asName, float afR,float afG, float afB,
float afA, float afRadius, float afTime)
Fades a sound to a color and a radius
asName The name of the light
afR The red channel to fade to.
afG The green channel to fade to.
afB The blue channel to fade to.
afA The alpha channel to fade to.
afRadius The radius to fade to.
afTime The amount of seconds the fade should last.
void AttachBillboardToLight3D(std::string asBillboardName, std::string
asLightName,bool abX)
Attaches a billboard to a light
asBillboardName The billbaord name
asLightName The light name
abX True if it should be attached, false if you want to remove.
void SetLight3DVisible(std::string asName, bool abX)
Sets on/off a light
asName The light name
abX if the light should be on or off.
void SetLight3DFlickerActive(std::string asName, bool abX)
Sets flickering on/off a light
asName The light name
abX if the light flicker should be on or off.
void SetLight3DFlicker(std::string asName,
float afR,float afG, float afB,
float afA,
float afRadius,
float afOnMinLength, float
afOnMaxLength,
std::string asOnSound,std::string
asOnPS,
float afOffMinLength, float
afOffMaxLength,
std::string asOffSound,std::string
asOffPS,
bool abFade,
float afOnFadeLength, float
afOffFadeLength)
Sets flickering parameters
asName The light name
abR, afG, afB, afA The color of the light when off
afRadius The radius of the light when off.
afOnMinLength Minimum time before going from off to on.
afOnMaxLength Maximum time before going from off to on.
asOnSound Name of the sound played when going from off to on. "" means no sound.
asOnPS Name of the particle system played when going from off to on.
"" means none.
afOffMinLength Minimum time before going from on to off.
afOffMaxLength Maximum time before going from on to off.
asOffSound Name of the sound played when going from on to off. "" means no sound.
asOffPS Name of the particle system played when going from on to off.
"" means none.
abFade If there should be a fade between off and on.
afOnFadeLength Fade length from off to on.
afOffFadeLength Fade length from on to off.
void CreateSoundEntity(std::string asName, std::string asFile, std::string
asArea)
Creates a sound entity at
the postion of an area.
asName Name of the sound area
asFile The snt file to load.
asArea The area to create at.
void PlaySoundEntity(std::string asName, bool abPlayStart)
Play a sound entity
asName The entity name
abPlayStart If the start sound should be played.
void StopSoundEntity(std::string asName, bool abPlayEnd)
Stop a sound entity
asName The entity name
abPlayEnd If the end sound should be played.
void FadeInSoundEntity(std::string asName, float afSpeed)
Play a sound entity fading it
asName The entity name
afSpeed Volume increase per second.
void FadeOutSoundEntity(std::string asName, float afSpeed)
Stop a sound entity fading it
asName The entity name
afSpeed Volume decrease per second.
void PlayMusic(std::string asName, float afVol, float afStepSize, bool
abLoop)
Play music track.
asName Name of the music file.
afVol Volume of the music
afStepSize The increase in volume per second when fading in.
void StopMusic(float afStepSize)
Play music track.
afStepSize The decrease in volume per second when fading out.
void PlayGuiSound(std::string asName, float afVol)
Play a sound gui
sound, with out any position.
asName The sound name
afVol Volume of the sound
void SetJointCallback(std::string asJointName, std::string asType,std::string
asFunc)
Sets a callback for a
joint.
The syntax for the function is: void MyFunction(string asJointName)
asJointName The joint name
asType The type, can be: "OnMax" or "OnMin".
asFunc The script function to be called. Must be in the
current script file. "" = disabled.
void BreakJoint(std::string asJointName)
Breaks a joint.
asJointName The joint name
void SetJointControllerActive(std::string asJointName,std::string
asCtrlName, bool abActive)
Sets if a joint
controller is active or not.
asJointName The joint name
asCtrlName The controller name
abActive If the controller is to be active or not.
void ChangeJointController(std::string asJointName,std::string
asCtrlName)
Change the active controller. All other
controllers are set to false.
asJointName The joint name
asCtrlName The controller name
float GetJointProperty(std::string asJointName, std::string asProp)
Gets a property from the
joint.
Valid properties are:
"Angle" The angle between the
bodies (in degrees) (Not working for ball joint)
"Distance" The distance between
the bodies (in meter)
"LinearSpeed" The relative linear
speed between the bodies (in m/s)
"AngularSpeed" The relative
angular speed between the bodies (in m/s)
"Force" The size of the force (in
newton, kg*m/s^2).
asJointName The joint name
asProp The property to get
float GetBodyProperty(std::string asBodyName, std::string asProp)
Gets a property from the
body.
Valid properties are:
"Mass" The mass of the body (in
kg)
"LinearSpeed" The linear speed
the body has (in m/s)
"AngularSpeed" The angular speed
the body has (in m/s)
asBodyName The body name
asProp The property to get
void SetBodyProperty(std::string asBodyName, std::string asProp, float
afVal)
Gets a property from the
body.
Valid properties are:
"Mass" The mass of the body (in
kg)
asBodyName The body name
asProp The property to get
afVal The new value of the property
void AddBodyForce(std::string asBodyName, std::string asCoordType, float
afX, float afY, float afZ)
Adds a force to the body. This can either be in the bodies local coord system or the world's.
asBodyName The body name
asCoordType The coordinate system type. "World" or
"Local".
afX force in the x direction. (in newton,
kg*m/s^2)
afY force in the y direction. (in newton,
kg*m/s^2)
afZ force in the z direction. (in newton,
kg*m/s^2)
void AddBodyImpulse(std::string asBodyName, std::string asCoordType,
float afX, float afY, float afZ)
Adds an impule (a change
in velocity) to the body. This can either be in
the bodies local coord system or the world's.
asBodyName The body name
asCoordType The coordinate system type. "World" or
"Local".
afX velocity in the x direction. (in m/s)
afY velocity in the y direction. (in m/s)
afZ velocity in the z direction. (in m/s)
void CreateLocalVar(std::string asName, int alVal)
void SetLocalVar(std::string asName, int alVal)
void AddLocalVar(std::string asName, int alVal)
int GetLocalVar(std::string asName)
void CreateGlobalVar(std::string asName, int
alVal)
void SetGlobalVar(std::string asName, int alVal)
void AddGlobalVar(std::string asName, int alVal)
int GetGlobalVar(std::string asName)
void ResetGame();
Resets the game and returns to main menu
string GetActionKeyString(std::string asAction);
Gets the key for a certain action
asAction The name of the action
void AddMessageTrans(std::string asTransCat, std::string asTransName);
Adds on on screen game message.
TransCat The translation category
TransName The translation name
void AddMessage(std::string asMessage);
Adds on on screen game message.
asMessage The text to be shown.
void SetMessagesOverCallback(std::string asFunction)
Sets a callback that is called (and removed) when the last message as been shown.
asFunction The function to be called, syntax "MyFunc()"
void ChangeMap(std::string asMapFile, std::string asMapPos,
std::string
asStartSound, std::string asStopSound,
float
afFadeOutTime, float afFadeInTime);
Changes the map.
asMapFile The file to be loaded
asMapPos The position on the map to be spawned on.
asStartSound The sound that is played when the change starts.
asStopsSound The sound that is played when the new map is loaded
afFadeOutTime Time in seconds it takes for the fade out.
afFadeInTime Time in seconds it takes for the fade in.
void AddNotebookTask(std::string asName, std::string asTransCat,
std::string asTransEntry);
Adds a new task note in the notebook
asName Name of the task
asTransCat Translation category of text.
asTransEntry Translation entry of text.
void AddNotebookNote(std::string asNameCat, std::string asNameEntry,
std::string asTextCat, std::string
asTextEntry);
Adds a note to the note book
asNameCat
asNameEntry Name of the note
asTextCat
asTextEntry The note text.
void RemoveNotebookTask(std::string asName);
Removes a task note in the notebook.
asName Name of the task
void StartNumericalPanel(std::string asName,int alCode1,int alCode2,int
alCode3,
int alCode4, float afDifficulty, std::string asCallback);
Starts the numerical panel
asName Name of the panel
alCode1 1st code digit.
alCode2 2nd code digit.
alCode3 3rd code digit.
alCode4 4th code digit.
afDifficulty How difficult it is to hack.
asCallback Called when the code as been entered. Syntax: MyCallback(string asName, bool abCodeWasCorrect)
void SetInventoryActive(bool abX);
Set if the inventory should be active.
abX If it is active or not.
void FadeIn(float afTime);
Fades the screen to full color.
afTime Time the fade will take in seconds.
void FadeOut(float afTime);
Fades the screen to black.
afTime Time the fade will take in seconds.
bool IsFading();
Check if a fade is going on.
void SetWideScreenActive(bool abActive);
Sets wide screen mode on or off.
void AutoSave();
Save the game to the auto save.
void StartFlash(float afFadeIn, float afWhite, float afFadeOut);
Creates a white flash on screen.
afFadeIn The time the fade in takes.
afWhite The time it stays white.
afFadeOut The time the fade out takes.
void CreateSplashDamage(std::string asAreaName, float afRadius, float afMinDamage,
float afMaxDamge,
float afMinForce, float
afMaxForce, float afMaxImpulse);
Creates a ball shaped splash damage at the center of an area.
asAreaName Name of the area.
afRadius Radius of the slash damage in meters.
afMinDamage The minimum damage if in side radius
afMaxDamge The maximum damage, this is when you are at center.
afMinForce The minimum force if you are inside the radius.
afMaxForce The maximum force, this is when you are at center.
afMaxImpulse Impulse is ForceSize / Mass and this is the max value for that. This is useful to insure that samll objects to no gain very high speed.
void CreateTimer(std::string asName, float afTime, std::string
asCallback, bool abGlobal);
Creates a new timer which calls a callback function when the time is out.
Syntax: MyCallback(string asTimerName), the prefix "@" (ie "@Func()") shows that the function is in the global script
asName Name of the timer
afTime The time til time out in seconds.
asCallback The callback fucntion
abGlobal If the timer is global. Global timers are not deleted at map change.
void DestroyTimer(std::string asName);
void SetTimerPaused(std::string asName, bool abPaused);
void SetTimerTime(std::string asName, float afTime);
void AddTimerTime(std::string asName, float afTime);
float GetTimerTime(std::string asName);
static void GivePlayerDamage(float afAmount);
Gives the player a hit + damage
afAmount The amount of health taken.
void SetPlayerPose(std::string asPose);
Sets the pose of the player.
asPose The pose, can be "Stand" or "Crouch"
void SetPlayerActive(bool abActive);
Sets if player can be moved or not.
abActive If the player is active or not.
void StartPlayerLookAt(std::string asEntityName, float afSpeedMul, float
afMaxSpeed);
This turns the players head towards a specific entity.
asEntityName The entity name
afSpeedMul The speed of the head movement is determined by the angle length multiplied by this.
afMaxSpeed The maximum speed the head will turn.
void StopPlayerLookAt();
Stops the look at motion.
void StartPlayerFearFilter(float afStrength);
Starts a fear effect filter.
afStrength strength of the filter.
void StopPlayerFearFilter();
Stops the fear filter.
void AddPickupCallback(std::string asItem, std::string asFunction);
Add a callback that is called when the player picks up an item.
The syntax for the callback function is:
void MyFunction(string asItem), the prefix "@" (ie "@Func()") shows that the function is in the global script
asItem The name of the item.
asFuntion The name of the function called.
void AddUseCallback(std::string asItem, std::string asEntity,
std::string asFunction);
Add a callback that is called when the player uses the item on en entity
The syntax for the callback function is:
void MyFunction(string asItem, string asEntity), the prefix "@" (ie "@Func()") shows that the function is in the global script
asItem The name of the item.
asEntity The name of the entity.
asFuntion The name of the function called.
void AddCombineCallback(std::string asItem1,std::string asItem2,
std::string asFunction);
Add a callback that is called when the player combines two items
The syntax for the callback function is (alSlotIndex = slot at which combination occurd):
void MyFunction(string asItem1, string asItem2, int alSlotIndex), the prefix "@" (ie "@Func()") shows that the function is in the global script
asItem1 The name of the first item.
asItem2 The name of the second item.
asFuntion The name of the function called.
void RemovePickupCallback(std::string asFunction);
void RemoveUseCallback(std::string asFunction);
void RemoveCombineCallback(std::string asFunction);
Removes the callback.
asFuntion The name of the function used by the callback.
bool HasItem(std::string asName);
Checks if the player has a certain item.
asName The name of the item.
void RemoveItem(std::string asName);
Removes an item from the inventory.
asName The name of the item.
void GiveItem(std::string asName,std::string asEntityFile, int
alSlotIndex);
Give an item to the player.
asName The name of the entity
asEntityFile The file to load it from.
lSlotIndex The index of the slot to put the item in. -1 = first empty slot
void SetGameEntityActive(std::string asName, bool abX);
Set if a game entity is active.
asName The name of the game entity
abX If active or not.
bool GetGameEntityActive(std::string asName);
Get if a game entity is active.
asName The name of the game entity
return if active or not.
void CreateGameEntityVar(std::string asEntName, std::string asVarName,
int alVal);
void SetGameEntityVar(std::string asEntName, std::string asVarName, int
alVal);
void AddGameEntityVar(std::string asEntName, std::string asVarName, int
alVal);
int GetGameEntityVar(std::string asEntName, std::string asVarName);
Create a variable for a game entity. Nothing happens if it is allready created.
asEntName The name of the game entity
asVarName The name of variable
alVal value to set the variable to.
void SetGameEntityMaxExamineDist(std::string asName,float afDist);
Set the maximum distance at which a game entity can be examined.
asName The name of the game entity
afDist The distance in meters
void SetGameEntityMaxInteractDist(std::string asName,float afDist);
Set the maximum distance at which a game entity can be interacted with.
asName The name of the game entity
afDist The distance in meters
void SetGameEntityDescriptionTrans(std::string asName,std::string
asTransCat, std::string asTransName);
Set a description on a game entity.
asName The name of the game entity
asTransCat The translation category
asTransName The translation name
void SetGameEntityDescription(std::string asName, std::string
asMessage);
Set a description on a game entity.
asName The name of the game entity
asMessage The message
void SetGameEntityGameNameTrans(std::string asName, std::string
asTransCat,std::string asTransName);
Set a game name on a game entity.
asName The name of the game entity
asTransCat The translation category
asTransName The translation name
void SetDoorState(std::string asName,std::string asState);
Set a description on a game entity.
asName The name of the game entity
asState The state to set, thís can be "Open","Closed", "Opening" or "Closing".
void SetObjectInteractMode(std::string asName,std::string asMode);
Sets the interact mode of an game object.
asName The name of the game object
asState The mode to set, valid modes are "Static", "Grab", "Move" and "Push".
static void __stdcall
SetupLink(std::string asName, std::string asMapFile, std::string asMapPos,
std::string asStartSound, std::string
asStopSound,
float afFadeOutTime, float
afFadeInTime);
Sets up the properties for a link.
asName The name of the link
asMapFile The file to be loaded
asMapPos The position on the map to be spawned on.
asStartSound The sound that is played when the change starts.
asStopsSound The sound that is played when the new map is loaded
afFadeOutTime Time in seconds it takes for the fade out.
afFadeInTime Time in seconds it takes for the fade in.
void SetAreaCustomIcon(std::string asName, std::string asIcon);
Makes the area show a custom icon on player focus.
asName The name of the area
asIcon The icon, can be: "Inactive", "Active", "Invalid", "Grab", "Examine", "Pointer", "Item", "DoorLink" or "None".
void AddEnemyPatrolNode(std::string asEnemy,std::string asNode,float
afTime,std::string asAnimation);
Adds node that the enemy will have on his patrol path.
asEnemy Name of the enemy
asNode The Node to walk to.
afTime The time to stay at the node when reached.
asAnimation The animation to be played when at the node. "" = idle.
void ClearEnemyPatrolNodes(std::string asEnemy);
Clears all the patrol nodes for the enemy
asEnemy The Name of the enemy.
void SetEnemyDeathCallback(std::string asEnemy,std::string asFunction);
Sets the function that is called when the enemy dies.
asEnemyName Name of the enemy
asFunction The function, syntax: MyFunc(string asEnemyName)
float GetEnemyHealth(std::string asEnemy);
Gets the health of an enemy
asEnemyName Name of the enemy
return the health.
void ShowEnemyPlayer(std::string asEnemy);
Show the enemy the position of the player and sets the enemy into hunt mode.
asEnemy The name of the Enemy.
void AddEntityCollideCallback(std::string asType, std::string asDestName,
std::string asEntityName, std::string asFuncName);
Add a collide callback to an entity.
The syntax for the callback function is:
void MyFunction(string asParent, string asChild), the prefix "@" (ie "@Func()") shows that the function is in the global script
asParent is the entity the function is attached to and asChild is the other entity in the collision.
asType The type of callback, this can be "Enter", "During" or "Leave"
asDestName The entity that should have the callback. "Player" will add it to the player.
asEntityName The entity to check for collision with.
asFuncName The name of the script function to add. This must be in the level's script file and not the global.
void RemoveEntityCollideCallback(std::string asType, std::string
asDestName, std::string asEntityName);
Removes a collide callback on an entity.
asType The type of callback, this can be "Enter", "During" or "Leave"
asDestName The entity that has the callback
asEntityName The entity to check for collision with.
void AddEntityCallback(std::string asType, std::string asDestName, std::string
asFuncName);
Add a callback to an entity.
The syntax for the callback function is:
void MyFunction(), the prefix "@" (ie "@Func()") shows that the function is in the global script
The different types are the following
"PlayerInteract" The player interacts with the entity.
"PlayerExamine" The player examines the entity.
"PlayerLook" The player is looking at the entity (it is in "focus").
"OnUpdate" When the entity is updated.
asType The type of callback
asDestName The entity that should have the callback
asFuncName The name of the script function to add. This must be in the level's script file and not the global.
void RemoveEntityCallback(std::string asType, std::string asDestName);
Removes a callback on an entity.
asType The type of callback. The same types as for AddEntityCallback applies.
asDestName The entity that has the callback
void CreateSoundEntityAt(std::string asType,std::string asDestName, std::string
asSoundName,std::string asSoundFile);
Creates a sound entity at the position of an entity.
asType The type of entity. This can be: "Joint","Body" or "Entity".
asDestName The entity/body/joint name
asSoundName The name of created sound entity.
asSoundFile The name of the snt file.