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Contents
class LevelBase
Class Methods
Normal print Functions
print functions. Please use these accordingly.
void | printCheat ( string _stgDebug ) |
Used to print our notes to the debug console. Use this for pure cheat functions. | |
void | printNote ( string _stgDebug ) |
Used to print our notes to the debug console. Use this for all the normal prints. | |
void | printArticy ( string _stgDebug ) |
Used to print our notes to the debug console. Use this for functions, that are called via Dialogues from Articy. | |
void | printCutscene ( string _stgDebug ) |
Used to print our notes to the debug console. Used for cutscenes and cutscene functions. | |
void | printImportant ( string _stgDebug ) |
Used to print our notes to the debug console. Dont use these, they are used from the Level Base to give out basic version informations. |
PvP Functions
void | PrepareSkirmishPvP ( ) |
This function is called at the beginning of each Skirmish PvP map. It adds a handful of items to each player, and also registers the OnPvPFirstHero event. | |
void | OnPvPFirstHero ( Building&in _Building, Creature[]&in _Creatures ) |
This event function is called in the skirmish PvP maps, when the first hero was recruited. It equips the teleport stone to the first consumable slot. |
General Functions
Spawns
void | RTSRessourcesToSector ( string_stgSector, dictionary_dictRes ) |
Adds the resources that are in the given dictionary to the sector. For this a main building needs to be present, or else simply nothing happens. The dictionary needs to be filled with entries, where the resource as a string is the key, and the value is the number as an int. Example: dictionary = {{'Planks', 100}, {'Brick', 50}}. The names of the resources can be found here: EResource. |
bool | OnDespawnCreature ( Creature& in _Creature ) |
Standard event, when a creature should despawn. Nothing special here, but is needed quite often. | |
bool | OnDespawnCreatureGroup ( Creature& in _Creature ) |
Standard event, when a creature from a group should despawn. Nothing special here, but is needed quite often. |
void | SpawnRevive ( uint _arrSpawnIDs ) |
Revives creatures whose ID's are in the array given. Sadly this can't work via spawn name, as dead creatures cannot be accessed via their spawn. | |
void | SpawnDespawn ( string _stgSpawnName ) |
Gets all creatures from the given spawn and disables them. | |
void | SpawnKill ( string _stgSpawnName ) |
Gets all creatures from the given spawn and kills them all. | |
void | SpawnPreserve ( string _stgSpawnName ) |
Gets all creatures from the given spawn and sets them all to be preserved after their death. | |
void | SpawnKillAndPreserve ( string _stgSpawnName ) |
Gets all creatures from the given spawn, kills and preserves them all. | |
void | SpawnAttackable ( string _stgSpawn, bool _bEnable ) |
Gets all creatures from the given spawn and sets the attackable to the given bool value. | |
bool | IsSpawnAlive ( string _stgSpawn, bool _bEnable ) |
Checks if any creature of the given spawn is alive. | |
void | Teleport ( string _stgCreatureName, string _stgEntityPositionName ) |
Teleports the creature to the given position. The position needs to be a logic object, recommended is to use Map/Spots. |
void | MarkerDialogueForCreatures ( string _stgDescription, bool _bEnable, int _iFaction ) |
Adds the marker for available dialogues to all creatures of the given description from the given faction. | |
void | Banner_Humans ( int _iID ) |
Plays the banner for entering a special town, also plays the sound that comes with it. The ID is the XML ID for the town name. |
Creature Functions
void | CreatureUnequipWeapons ( string _stgCreature ) |
Unequipps the weapons of the given creature. The information of the weapons is saved, so it can be equpped later again. Should be used in combination with CreatureEquipWeapons. | |
void | CreatureEquipWeapons ( string _stgCreature ) |
Equipps the weapons of the creature again. If the creature wasn't unequipped before, nothing happsn. Should be used in combination with CreatureUnequipWeapons. | |
void | EnablePOIVisitingBehaviorSpawn ( string _stgSpawn, bool _bEnable ) |
Gets the creatures from the given spawn, and sets the POI behavior to the given bool. So its either on or off, denpending on what you give here. | |
void | SetPOICategoriesSpawn ( string _stgSpawn, string[] _CategoryNames ) |
This is used to set the POI categories of the given spawn to the given string array. | |
void | SetSpawnImmovable ( string _stgSpawn, bool _bTrueFalse ) |
Sets the immovable flag of all creatures from the given spawn to the given bool, so either on/off. | |
void | SetSpawnImmortal ( string _stgSpawn, bool _bTrueFalse ) |
Sets the immortal flag of all creatures from the given spawn to the given bool, so either on/off. | |
void | SetFactionSpawn ( string _stgSpawn, int _iFaction ) |
Gets all creatures from the given spawn and changes their faction to the given ID. | |
void | EnemyAI_Start ( uint _iFaction ) |
Activates the RTS AI of the given faction. |
Hero Functions
void | PlayerHeroControlEnable ( ) |
Gives the player the full controls of his Hero Party back. | |
void | PlayerHeroControlDisable ( ) |
Takes the full controls of Hero Party away. | |
void | DialogShoutout ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName, bool _bStopHeroParty ) |
Used to start a dialogue directly. The names of the parameters are kinda self-explanatory, so I'm not going to explain this function further. | |
void | DialogShoutoutReveal ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName ) |
Does the same as the DialogShoutout, only that it also reveals the speaker. (doesn't work currently, but this is known and soon going to be fixed) | |
void | DialogBantern ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName, bool _bStopHeroParty ) |
Starts a dialogue as a bantern. These dialogues are special in that kind, that they can be interrupted by a fight that starts or another dialogue that starts. The dialogue is safed and started again later, after the situation is right again. If two bantern where interrupted, the first one that was commissioned is played first, then the next one and so on. | |
void | DialogTalkTo ( string _stgCreatureName01, string _stgCreatureName02, string _stgArticyContainerName, string _stgArticyTopicName ) |
Lets the creature 1 walk to creature 2 and then start the dialogue. Important note: we never let the Avatar of the player walk to another character, but always lets the other one come to the avatar. So keep this in mind. | |
void | DialogTalkToQueued ( string _stgCreatureName01, string _stgCreatureName02, string _stgArticyContainerName, string _stgArticyTopicName ) |
Lets the creature 1 also walk to creature 2 and then start the dialogue, only that the action is queued in this function. Important note: we never let the Avatar of the player walk to another character, but always lets the other one come to the avatar. So keep this in mind. |
void | HeroBanterEnable ( uint _iLevel ) |
Coming soon ... | |
void | HeroBanterDisable ( uint _iLevel ) |
Coming soon ... | |
void | SetHeroParty ( uint _iLevel ) |
Coming soon ... | |
void | HeroPartyIsAlive ( ) |
Coming soon ... | |
void | HeroPartyIsMemberDead ( ) |
Coming soon ... | |
void | HeroPartyReviveMembers ( ) |
Coming soon ... | |
void | HeroPartyGorTransform ( bool _bTransform ) |
Coming soon ... | |
void | HeroPartyGorTransformToAnimal ( ) |
Coming soon ... | |
void | HeroPartyGorTransformToOrc ( ) |
Coming soon ... | |
void | HeroPartyTeleport ( string _stgPos ) |
Coming soon ... | |
void | HeroPartyUnequip ( ) |
Coming soon ... | |
void | HeroPartyReequip ( ) |
Coming soon ... | |
void | HeroPartyJoin ( string _stgCreatureName ) |
Coming soon ... | |
void | HeroPartyLeave ( string _stgCreatureName, int _iFaction ) |
Coming soon ... | |
void | HeroPartyCheckIfMember ( string _stgCreatureName, int _iFaction ) |
Coming soon ... | |
void | HeroClearEquippment ( string _stgCreatureName, bool _bDestroyOrNot ) |
Coming soon ... | |
void | HeroPartyJoinFaction ( string _stgCreatureName, int _iFaction ) |
Coming soon ... | |
void | HeroPartyAttackable ( bool _bEnable ) |
Coming soon ... | |
void | HeroPartyCastCondition ( int _iConditionId, int _iTime ) |
Coming soon ... | |
void | HeroPartyClearCondition ( int _iConditionId ) |
Coming soon ... | |
void | HeroPartyGatherAtAvatar ( ) |
Coming soon ... | |
void | HeroPartyGatherAtCreature ( string _stgCrtName ) |
Coming soon ... | |
void | HeroPartyImmortal ( bool _bEnable ) |
Coming soon ... | |
void | HeroPartyResetToNormal ( ) |
Coming soon ... | |
void | HeroPickUpObject ( string _stgObject, string _stgItem ) |
Coming soon ... | |
void | HeroPickUpPaper ( string _stgObject, string _stgItem ) |
Coming soon ... | |
void | HeroPartyReadyForDialogue ( ) |
Coming soon ... |
Sound & Music Functions
To play a specific sound at the position of the given object.
void | PlaySound_ItemReceived ( string _stgObject ) |
Play's the specific sound for receiving an item | |
void | PlaySound_GenericStone ( string _stgObject ) |
Playing a generic stone sound | |
void | PlaySound_GenericWater ( string _stgObject ) |
Playing a generic water sound |
These functions are used to start a specific track for a hero or character.
void | PlayTrack_HeroGor ( ) |
Play's the theme of the Hero Gor the Changeling | |
void | PlayTrack_HeroIanna ( ) |
Play's the theme of the Hero Ianna the Singer | |
void | PlayTrack_HeroIsgrimm ( ) |
Play's the theme of the Hero Isgrimm the Smith | |
void | PlayTrack_HeroRohen ( ) |
Play's the theme of the Hero Rohen Tahir | |
void | PlayTrack_HeroUndergast ( ) |
Play's the theme of the Hero Undergast the Weaver | |
void | PlayTrack_HeroUram ( ) |
Play's the theme of the Hero Uram the Red | |
void | PlayTrack_HeroYria ( ) |
Play's the theme of the Hero Yria of the Light | |
void | PlayTrack_CharSentenza ( ) |
Play's the theme of the character Sentenza Noria | |
void | PlayTrack_CharAngar ( ) |
Play's the theme of the Angar Arandir | |
void | PlayTrack_CharRondar_1 ( ) |
Play's the theme of the Rondar Lacaine (Theme 1) | |
void | PlayTrack_CharRondar_2 ( ) |
Play's the theme of the Rondar Lacaine (Theme 2) | |
void | PlayTrack_CharRondar_combat ( ) |
Play's the combat theme of the Rondar Lacaine | |
void | PlayTrack_CharAndrasSong_1 ( ) |
Play's the song from Andra, Version 1 | |
void | PlayTrack_CharAndrasSong_2 ( ) |
Play's the song from Andra, Version 2 | |
void | PlayTrack_CharAndrasSong_3 ( ) |
Play's the song from Andra, Version 3 |
These functions are more special, as they change the global soundtrack of the map. The '_low', '_med' and '_high' functions stop the intensity calculation and start the combat track.
The functions without these only call the setting track and reset the intensity calculation.
IMPORTANT: Please don't use the tracks as you see fit - please, ALWAY'S talk with Basti (Sound Designer) before using one of them.
void | PlaySetting_ashlands ( ) |
Changes the global music setting so ashlands. Also resets combat music to normal | |
void | PlaySetting_ashlands_low ( ) |
Changes the global music setting so ashlands. Also changes the combat music to low | |
void | PlaySetting_ashlands_med ( ) |
Changes the global music setting so ashlands. Also changes the combat music to med | |
void | PlaySetting_ashlands_high ( ) |
Changes the global music setting so ashlands. Also changes the combat music to high | |
void | PlaySetting_desert ( ) |
Changes the global music setting so desert. Also resets combat music to normal | |
void | PlaySetting_desert_low ( ) |
Changes the global music setting so desert. Also changes the combat music to low | |
void | PlaySetting_desert_med ( ) |
Changes the global music setting so desert. Also changes the combat music to med | |
void | PlaySetting_desert_high ( ) |
Changes the global music setting so desert. Also changes the combat music to high | |
void | PlaySetting_grassland ( ) |
Changes the global music setting so grassland. Also resets combat music to normal | |
void | PlaySetting_grassland_low ( ) |
Changes the global music setting so grassland. Also changes the combat music to low | |
void | PlaySetting_grassland_med ( ) |
Changes the global music setting so grassland. Also changes the combat music to med | |
void | PlaySetting_grassland_high ( ) |
Changes the global music setting so grassland. Also changes the combat music to high | |
void | PlaySetting_jungle ( ) |
Changes the global music setting so jungle. Also resets combat music to normal | |
void | PlaySetting_jungle_low ( ) |
Changes the global music setting so jungle. Also changes the combat music to low | |
void | PlaySetting_jungle_med ( ) |
Changes the global music setting so jungle. Also changes the combat music to med | |
void | PlaySetting_jungle_high ( ) |
Changes the global music setting so jungle. Also changes the combat music to high | |
void | PlaySetting_mountains ( ) |
Changes the global music setting so mountains. Also resets combat music to normal | |
void | PlaySetting_mountains_low ( ) |
Changes the global music setting so mountains. Also changes the combat music to low | |
void | PlaySetting_mountains_med ( ) |
Changes the global music setting so mountains. Also changes the combat music to med | |
void | PlaySetting_mountains_high ( ) |
Changes the global music setting so mountains. Also changes the combat music to high | |
void | PlaySetting_swamp ( ) |
Changes the global music setting so swamp. Also resets combat music to normal | |
void | PlaySetting_swamp_low ( ) |
Changes the global music setting so swamp. Also changes the combat music to low | |
void | PlaySetting_swamp_med ( ) |
Changes the global music setting so swamp. Also changes the combat music to med | |
void | PlaySetting_swamp_high ( ) |
Changes the global music setting so swamp. Also changes the combat music to high | |
void | PlaySetting_dungeon ( ) |
Changes the global music setting so dungeon. Also resets combat music to normal |
Weather Functions
The following functions are ONLY for testing the weather profiles, as it breaks the weather algorythm!
void | Weather_sunshine ( ) |
Calls upon the weather gods and brings sunshine | |
void | Weather_sunshineFoggy ( ) |
Calls upon the weather gods and brings sunshine with fog | |
void | Weather_overcastLight ( ) |
Calls upon the weather gods and brings lighty overcast | |
void | Weather_overcast ( ) |
Calls upon the weather gods and brings overcast | |
void | Weather_overcastHeavy ( ) |
Calls upon the weather gods and brings heavy ocercast | |
void | Weather_overcastThunder ( ) |
Calls upon the weather gods and brings overcast with a flavour of thunder | |
void | Weather_overcastRainLight ( ) |
Calls upon the weather gods and brings overcast with light rain | |
void | Weather_overcastStormyLight ( ) |
Calls upon the weather gods and brings overcast with rain and thunder | |
void | Weather_cloudyLight ( ) |
Calls upon the weather gods and brings light clouds | |
void | Weather_cloudyLightFoggy ( ) |
Calls upon the weather gods and brings light clouds with fog | |
void | Weather_cloudyLightWindy ( ) |
Calls upon the weather gods and brings light, windy clouds | |
void | Weather_cloudy ( ) |
Calls upon the weather gods and brings normal clouds | |
void | Weather_cloudyFoggy ( ) |
Calls upon the weather gods and brings clouds with fog | |
void | Weather_cloudyWindy ( ) |
Calls upon the weather gods and brings windy clouds | |
void | Weather_cloudyHeavy ( ) |
Calls upon the weather gods and brings heavy clouds | |
void | Weather_cloudyHeavyFoggy ( ) |
Calls upon the weather gods and brings heavy clouds with fog | |
void | Weather_cloudyHeavyWindy ( ) |
Calls upon the weather gods and brings heavy, windy clouds | |
void | Weather_rainLight ( ) |
Calls upon the weather gods and brings light rain | |
void | Weather_rain ( ) |
Calls upon the weather gods and brings normal rain | |
void | Weather_rainHeavy ( ) |
Calls upon the weather gods and brings heavy rain | |
void | Weather_stormLight ( ) |
Calls upon the weather gods and brings light storm | |
void | Weather_storm ( ) |
Calls upon the weather gods and brings normal storm | |
void | Weather_stormHeavy ( ) |
Calls upon the weather gods and brings heavy storm | |
void | Weather_interior ( ) |
Calls upon the weather gods and remvoes all clouds | |
void | Weather_interiorFoggyLight ( ) |
Calls upon the weather gods and remvoes all clouds and adds a little fog. | |
void | Weather_interiorFoggy ( ) |
Calls upon the weather gods and remvoes all clouds and adds fog. | |
void | Weather_interiorFoggyHeavy ( ) |
Calls upon the weather gods and remvoes all clouds and adds a lot of fog. |