View source for Script/LevelBase
You do not have permission to edit this page, for the following reason:
The action you have requested is limited to users in the group: Users.
You can view and copy the source of this page.
Return to Script/LevelBase.
Contents
class LevelBase
Class Methods
Normal print Functions
print functions. Please use these accordingly.
void | printCheat ( string _stgDebug ) |
Used to print out messages to the debug console. Use this for pure cheat functions. | |
void | printNote ( string _stgDebug ) |
Used to print out messages to the debug console. Use this for all the normal prints. | |
void | printArticy ( string _stgDebug ) |
Used to print out messages to the debug console. Use this for functions, that are called via Dialogues from Articy. | |
void | printCutscene ( string _stgDebug ) |
Used to print out messages to the debug console. Used for cutscenes and cutscene functions. | |
void | printImportant ( string _stgDebug ) |
Used to print out messages to the debug console. Dont use these, they are used from the Level Base to give out basic version informations. | |
void | printGameplay ( string _stgDebug ) |
Used to print out messages to the debug console. Primarely used for the LevelBase_Gameplay.as. | |
void | printDialog ( string _stgDebug ) |
Used to print out messages to from specific dialog functions. Don't use it in normal content scripting, it's reserved for these dialog functions. |
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
string | GetCurrentMapInformation ( ) |
Gives back the map string of the current map. It consists of the map acnronym and the setting number, examples: LC1, FH2, and so on. It is primarily used by the big dictionary configurations in the Script/LevelBase_Gameplay. | |
void | Travel_UnlockAllMaps ( ) |
Unlocks all maps, so that one can travel to all. This is primarily used for testing, and should not be used later. |
void | RTSRessourcesToSector ( string_stgSector, dictionary_dictRes ) |
Adds the resources that are in the given dictionary to the main building of the given sector. For this a main building needs to be present, or else simply nothing happens. This function simply gets the main building and then forwards the information of the resources to the function RTSRessourcesToBuilding. 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. | |
void | RTSRessourcesToBuilding ( Script/Building_bldgTmp, dictionary_dictRes ) |
Adds the resources that are in the given dictionary to the given building. 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. | |
void | RTSUnlockBlueprints ( string[] _arrBlueprints ) |
Unlocks the given blueprints from the array. |
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 flag to the given bool value. It menas that the creatures can either be attacked by enemies or not. | |
void | SpawnAllowAttacks ( string _stgSpawn, bool _bEnable ) |
Gets all creatures from the given spawn and sets their attack flag to the given bool. It means it lets the creature either not attack enemy targets or not. | |
void | SpawnReveal ( string _stgSpawn ) |
Gets all creatures from the given spawn and reveals them for the Player faction for a couple of seconds. | |
bool | IsSpawnAlive ( string _stgSpawn ) |
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.
}
Sound & Music FunctionsTo play a specific sound at the position of the given object.
These functions are used to start a specific track for a hero or character.
Weather FunctionsThe following functions are ONLY for testing the weather profiles, as it breaks the weather algorythm!
|