Hpl3:Game:scripting:function reference:helper sequences

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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)