Hpl3:Game:scripting:function reference:helper sequences
Contents
- 1 helper_sequences.hps
- 1.1 Sequence_Begin
- 1.2 Sequence_End
- 1.3 Sequence_Stop
- 1.4 Sequence_DoStepAndWait
- 1.5 Sequence_DoStepWaitAndRepeat
- 1.6 Sequence_DoStepAndContinue
- 1.7 Sequence_DoStepAndPause
- 1.8 Sequence_Wait
- 1.9 Sequence_Pause
- 1.10 Sequence_SkipNextSteps
- 1.11 Sequence_SkipNextStep
- 1.12 SequenceStates_Pause
- 1.13 SequenceStates_Resume
- 1.14 SequenceStates_Stop
- 1.15 SequenceStates_IsActive
helper_sequences.hps
Helper functions for creating sequences of events
Sequence_Begin
void Sequence_Begin(const tString &in asFunction,
cSequenceStatesData &aData)
Begins to define a sequence of events. Note that the entire specified function will be run once for every sequence step.
- asFunction: the name of the function that Sequence_Begin is called from. Syntax: void Func(const tString &in asSequence)
- aData: object containing the state of the sequence.
Sequence_End
void Sequence_End()
Ends the definition of a sequence.
Sequence_Stop
void Sequence_Stop()
Stops the current sequence immediately.
Sequence_DoStepAndWait
bool Sequence_DoStepAndWait(float afTime)
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
bool Sequence_DoStepWaitAndRepeat(int alNumOfRepetitions,
float afWaitTime)
Sequence_DoStepAndContinue
bool Sequence_DoStepAndContinue()
Use as an if statement condition to define a single step in a sequence. A step will only be run once per sequence. This one does not wait and just jumps to the next step
Sequence_DoStepAndPause
bool Sequence_DoStepAndPause(float afTime=0)
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
void Sequence_Wait(float afTime)
This is just like an if statement with DoStepAndWait only it does nothing, ie if(Sequence_DoStepAndWait(x)){} Add it to just get a wait before the next step is run
- afTime: the time before the next step is called after the sequence has been resumed, 0 by default.
Sequence_Pause
void Sequence_Pause()
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
void Sequence_SkipNextSteps(int alStepsToSkip)
Skips a number of steps of the sequence.
- alStepsToSkip: the number of steps to skip.
Sequence_SkipNextStep
void Sequence_SkipNextStep()
Skips the next step of the sequence.
SequenceStates_Pause
void SequenceStates_Pause(tString &in asName)
SequenceStates_Resume
void SequenceStates_Resume(tString &in asName)
SequenceStates_Stop
void SequenceStates_Stop(tString &in asName)
SequenceStates_IsActive
bool SequenceStates_IsActive(tString &in asName)