Difference between revisions of "HPL3/SOMA/Scripting/Scripting Api/Prop"

From Frictional Wiki
< HPL3‎ | SOMA‎ | Scripting‎ | Scripting Api
Jump to navigation Jump to search
(Created page with "{{ScriptingStub}} Have some helpful descriptions to add to this class? Edit this page and add your insight to the Wiki! ==Summary== {{CodeDocSummaryTop}} {{CodeDocSummaryIte...")
 
(No difference)

Latest revision as of 22:58, 24 August 2020

Have some helpful descriptions to add to this class? Edit this page and add your insight to the Wiki!

Summary

Return Type Function and Description
void Prop_AddAttachedProp(tString &in asPropName, tString &in asAttachName, tString &in asAttachFile, cVector3f &in avPosOffset, cVector3f &in avRotOffset)
Attaches a prop mesh (any other data is skipped) to a Prop
void Prop_AddHealth(const tString &in asPropName, float afHealth)
Adds health to a prop
void Prop_AlignRotation(const tString &in asName, const tString &in asTargetEntity, float afAcceleration, float afMaxSpeed, float afSlowDownDist, bool abResetSpeed, const tString &in asCallback = "")
Aligns the rotation of the specified prop to the current rotation of the target entity
void Prop_ClearVelocity(const tString &in asPropName)
Clear out all velocity on a prop
void Prop_DisableCollisionUntilOutsidePlayer(const tString &in asPropName)
float Prop_GetHealth(const tString &in asPropName)
Gets the health of a prop
void Prop_MoveLinearTo(const tString &in asName, const tString &in asTargetEntity, float afAcceleration, float afMaxSpeed, float afSlowDownDist, bool abResetSpeed, const tString &in asCallback = "")
Moves the specified prop to the current position of the target entity
void Prop_RemoveAttachedProp(tString &in asPropName, tString &in asAttachName)
Removes an attached prop from a prop
void Prop_RotateToSpeed(const tString &in asPropName, float afAcc, float afGoalSpeed, const cVector3f &in avAxis, bool abResetSpeed, const tString &in asOffsetEntity)
Rotates a prop to a target speed
void Prop_RotateToSpeed(const tString &in asPropName, float afAcc, float afGoalSpeed, bool abResetSpeed, const tString &in asOffsetEntity)
Rotates a prop to a target speed
void Prop_SetActiveAndFade(const tString &in asPropName, bool abActive, float afFadeTime)
Activates or deactivates a entity and fades the mesh in or out
void Prop_SetAllowMapTransfer(const tString &in asPropName, bool abX)
Sets if a prop should be transfered
void Prop_SetHealth(const tString &in asPropName, float afHealth)
Sets the health of a prop
void Prop_SetStaticPhysics(const tString &in asPropName, bool abX)
Sets the physics of the object to static or dynamic
void Prop_StopMovement(const tString &in asPropName)
Stops the static movement of a prop

Function Detail

Prop_AddAttachedProp

void Prop_AddAttachedProp(tString &in asPropName,
                          tString &in asAttachName,
                          tString &in asAttachFile,
                          cVector3f &in avPosOffset,
                          cVector3f &in avRotOffset)

Attaches a prop mesh (any other data is skipped) to a Prop

Parameters

  • asPropName (tString) — name of the prop. Wildcard(s) * are supported.
  • asAttachName (tString) — the internal name of the attached prop
  • asAttachFile (tString) — the entity file of the prop to attach
  • avPosOffset (cVector3f) — the postion offset for the attached prop
  • avRotOffset (cVector3f) — the rotational offset for the attached prop

Returns:

  • void

Prop_AddHealth

void Prop_AddHealth(const tString &in asPropName,
                    float afHealth)

Adds health to a prop.

Parameters

  • asPropName (tString) — name of the prop. Wildcard(s) * supported.
  • afHealth (float) — health to add, can be negative to reduce health.

Returns:

  • void

Prop_AlignRotation

void Prop_AlignRotation(const tString &in asName,
                        const tString &in asTargetEntity,
                        float afAcceleration,
                        float afMaxSpeed,
                        float afSlowDownDist,
                        bool abResetSpeed,
                        const tString &in asCallback = "")

Aligns the rotation of the specified prop to the current rotation of the target entity.

Parameters

  • asName (tString) — name of prop to move.
  • asTargetEntity (tString) — name of the entity to align with.
  • afAcceleration (float) — acceleration of rotation.
  • afMaxSpeed (float) — the maximum speed of movement.
  • afSlowDownDist (float) — the distance at which movement slows down.
  • abResetSpeed (bool) — if all static movement for the prop should be stopped before starting this movement.
  • asCallback (tString) — callback when movement is done: void (const tString& in asPropName)

Returns:

  • void

Prop_ClearVelocity

void Prop_ClearVelocity(const tString &in asPropName)

Clear out all velocity on a prop.

Parameters

  • asPropName (tString) — name of the prop. Wildcard(s) * are supported.

Returns:

  • void

Prop_DisableCollisionUntilOutsidePlayer

void Prop_DisableCollisionUntilOutsidePlayer(const tString &in asPropName)


Parameters

Returns:

  • void

Prop_GetHealth

float Prop_GetHealth(const tString &in asPropName)

Gets the health of a prop.

Parameters

  • asPropName (tString) — name of the prop.

Returns:

  • float—the health of the specified prop.

Prop_MoveLinearTo

void Prop_MoveLinearTo(const tString &in asName,
                       const tString &in asTargetEntity,
                       float afAcceleration,
                       float afMaxSpeed,
                       float afSlowDownDist,
                       bool abResetSpeed,
                       const tString &in asCallback = "")

Moves the specified prop to the current position of the target entity.

Parameters

  • asName (tString) — name of prop to move.
  • asTargetEntity (tString) — name of the entity to move the prop to.
  • afAcceleration (float) — acceleration in m/s^2
  • afMaxSpeed (float) — the maximum speed of movement.
  • afSlowDownDist (float) — the distance at which movement slows down.
  • abResetSpeed (bool) — if all static movement for the prop should be stopped before starting this movement.
  • asCallback (tString) — callback when movement is done: void (const tString& in asPropName)

Returns:

  • void

Prop_RemoveAttachedProp

void Prop_RemoveAttachedProp(tString &in asPropName,
                             tString &in asAttachName)

Removes an attached prop from a prop

Parameters

  • asPropName (tString) — name of the prop. Wildcard(s) * are supported.
  • asAttachName (tString) — the internal name of the attached prop

Returns:

  • void

Prop_RotateToSpeed

void Prop_RotateToSpeed(const tString &in asPropName,
                        float afAcc,
                        float afGoalSpeed,
                        const cVector3f &in avAxis,
                        bool abResetSpeed,
                        const tString &in asOffsetEntity)

Rotates a prop to a target speed.
the prop will rotate around its own axis.

Parameters

  • asPropName (tString) — name of the prop. Wildcard(s) * are supported.
  • afAcc (float) — acceleration to target speed
  • afGoalSpeed (float) — target speed
  • avAxis (cVector3f) — axis to rotate around
  • abResetSpeed (bool) — if the speed should be reset before beginning rotation.
  • asOffsetEntity (tString) — name of entity to rotate around. If left as "",

Returns:

  • void

Prop_RotateToSpeed

void Prop_RotateToSpeed(const tString &in asPropName,
                        float afAcc,
                        float afGoalSpeed,
                        bool abResetSpeed,
                        const tString &in asOffsetEntity)

Rotates a prop to a target speed. Using the up vector of offset entity as axis.
If left as , the prop will rotate around its own up axis.

Parameters

  • asPropName (tString) — name of the prop. Wildcard(s) * are supported.
  • afAcc (float) — acceleration to target speed
  • afGoalSpeed (float) — target speed
  • abResetSpeed (bool) — if the speed should be reset before beginning rotation.
  • asOffsetEntity (tString) — name of entity to rotate around along the entity up axis.

Returns:

  • void

Prop_SetActiveAndFade

void Prop_SetActiveAndFade(const tString &in asPropName,
                           bool abActive,
                           float afFadeTime)

Activates or deactivates a entity and fades the mesh in or out.

Parameters

  • asPropName (tString) — name of the prop. Wildcard(s) * are supported.
  • abActive (bool) — true = activates prop - false = deactivates prop.
  • afFadeTime (float) — time to fade over.

Returns:

  • void

Prop_SetAllowMapTransfer

void Prop_SetAllowMapTransfer(const tString &in asPropName,
                              bool abX)

Sets if a prop should be transfered

Parameters

  • asPropName (tString) — name of the prop. Wildcard(s) * supported.
  • abX (bool) — should transfer be allowed

Returns:

  • void

Prop_SetHealth

void Prop_SetHealth(const tString &in asPropName,
                    float afHealth)

Sets the health of a prop

Parameters

  • asPropName (tString) — name of the prop. Wildcard(s) * supported.
  • afHealth (float) — health to set.

Returns:

  • void

Prop_SetStaticPhysics

void Prop_SetStaticPhysics(const tString &in asPropName,
                           bool abX)

Sets the physics of the object to static or dynamic

Parameters

  • asPropName (tString) — name of the prop. Wildcard(s) * are supported.
  • abX (bool) — true = static physics - false = dynamic physics

Returns:

  • void

Prop_StopMovement

void Prop_StopMovement(const tString &in asPropName)

Stops the static movement of a prop.

Parameters

  • asPropName (tString) — name of the prop. Wildcard(s) * are supported.

Returns:

  • void