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hpl3:game:scripting:function_reference:helper_props

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hpl3:game:scripting:function_reference:helper_props [2015/10/29 09:34]
luis
hpl3:game:scripting:function_reference:helper_props [2015/10/29 09:35] (current)
luis
Line 1: Line 1:
-====== ​helper_sequences.hps ======+====== ​helper_props.hps ======
  
 ---- ----
  
-== Sequence_Begin ​==+== SwingDoor_PushOpen ​==
 <code c++> <code c++>
-void Sequence_Begin(const tString &​in ​asFunction+void SwingDoor_PushOpen(const tString &​in ​asName
-                    ​cSequenceStatesData &aData)+                        float afImpulseAmount,​ 
 +                        int alNumOfTimes=1,​ 
 +                        float afTimeBetweenPushes=0.1)
 </​code>​ </​code>​
-Begins to define ​sequence ​of eventsNote that the entire specified function ​will be run once for every sequence step+Pushes ​door open using one or many impulses 
-  * **asFunction**: the name of the function that Sequence_Begin is called fromSyntax: void Func(const tString &in asSequence) +  * **asName**: name of the door. 
-  * **aData**: object containing the state of the sequence.+  * **afImpulseAmount**:​ Amount of impulse ​that will be applied to the door
 +  * **alNumOfTimes**: Number ​of times the impulse will be applied
 +  * **afTimeBetweenPushes**: Pause interval between two impulses.
  
 ---- ----
  
  
-== Sequence_End ​==+== _Timer_HelperPushOpen_Impulse ​==
 <code c++> <code c++>
-void Sequence_End()+void _Timer_HelperPushOpen_Impulse(const tString &in asTimer)
 </​code>​ </​code>​
-Ends the definition of a sequence. 
  
----- 
- 
- 
-== Sequence_Stop == 
-<code c++> 
-void Sequence_Stop() 
-</​code>​ 
-Stops the current sequence immediately. 
  
 ---- ----
  
  
-== Sequence_DoStepAndWait ​==+== _Timer_HelperPushOpen_AutoClose ​==
 <code c++> <code c++>
-bool Sequence_DoStepAndWait(float afTime) +void _Timer_HelperPushOpen_AutoClose(const tString &in asTimer)
-</​code>​ +
-Use as an if statement condition to define a single step in a sequence. A step will only be run once per sequence, and delays execution of the next step by a specified time. +
-  * **afTime**: the time before the next step is called. +
- +
----- +
- +
- +
-== Sequence_DoStepWaitAndRepeat == +
-<code c++> +
-bool Sequence_DoStepWaitAndRepeat(int alNumOfRepetitions,​ +
-                                  float afWaitTime)+
 </​code>​ </​code>​
  
Line 53: Line 37:
  
  
-== Sequence_DoStepAndContinue ​==+== Grab_GetGrabbedProp ​==
 <code c++> <code c++>
-bool Sequence_DoStepAndContinue()+cLuxProp Grab_GetGrabbedProp()
 </​code>​ </​code>​
-Use as an if statement condition to define a single step in a sequenceA step will only be run once per sequence. This one does not wait and just jumps to the next step+Returns the currently grabbed prop, or null if there isn't one.
  
----- + **Returns**: a pointer to the currently grabbed prop
- +
- +
-== Sequence_DoStepAndPause == +
-<code c++> +
-bool Sequence_DoStepAndPause(float afTime=0) +
-</​code>​ +
-Use as an if statement condition to define a single step in a sequence. Works similar to Sequence_DoStepAndWait,​ but pauses the sequence when the step has been executed. To resume, use SequenceStates_Resume("​FunctionName"​) +
-  * **afTime**: the time before the next step is called after the sequence has been resumed, 0 by default.+
  
 ---- ----
  
  
-== Sequence_Wait ​==+== Entity_SetCustomInteractIcon ​==
 <code c++> <code c++>
-void Sequence_Wait(float afTime)+void Entity_SetCustomInteractIcon(const tString &in asName, 
 +                                  eCrossHairState aIcon)
 </​code>​ </​code>​
-This is just like an if statement with DoStepAndWait ​only it does nothingie if(Sequence_DoStepAndWait(x)){} Add it to just get a wait before the next step is run +Sets the interaction icon for an entity. Currently ​only works for MoveBodyMoveableButton,​ Lever, Rigid and Triggers. 
-  * **afTime**: the time before the next step is called after the sequence has been resumed, 0 by default. +  * **asName**: name of the entity
- +  * **aIcon**: The interaction icon.
----- +
- +
- +
-== Sequence_Pause == +
-<code c++> +
-void Sequence_Pause() +
-</​code>​ +
-This is just like an if statement with Sequence_DoStepAndPause only it does nothing, ie if(Sequence_DoStepAndPause(x)){} Add it to just get a pause +
- +
----- +
- +
- +
-== Sequence_SkipNextSteps == +
-<code c++> +
-void Sequence_SkipNextSteps(int alStepsToSkip) +
-</​code>​ +
-Skips a number of steps of the sequence+
-  * **alStepsToSkip**: the number of steps to skip. +
- +
----- +
- +
- +
-== Sequence_SkipNextStep == +
-<code c++> +
-void Sequence_SkipNextStep() +
-</​code>​ +
-Skips the next step of the sequence. +
- +
----- +
- +
- +
-== SequenceStates_Pause == +
-<code c++> +
-void SequenceStates_Pause(tString &in asName) +
-</​code>​ +
- +
- +
----- +
- +
- +
-== SequenceStates_Resume == +
-<code c++> +
-void SequenceStates_Resume(tString &in asName) +
-</​code>​ +
- +
- +
----- +
- +
- +
-== SequenceStates_Stop == +
-<code c++> +
-void SequenceStates_Stop(tString &in asName) +
-</​code>​ +
- +
- +
----- +
- +
- +
-== SequenceStates_IsActive == +
-<code c++> +
-bool SequenceStates_IsActive(tString &in asName) +
-</​code>​ +
  
 ---- ----
  
  
hpl3/game/scripting/function_reference/helper_props.txt · Last modified: 2015/10/29 09:35 by luis