class LevelBase
Class Methods
Normal print Functions
print functions. Please use these accordingly.
void
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printCheat ( string _stgDebug )
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Used to print our notes to the debug console. Use this for pure cheat functions.
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void
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printNote ( string _stgDebug )
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Used to print our notes to the debug console. Use this for all the normal prints.
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void
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printArticy ( string _stgDebug )
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Used to print our notes to the debug console. Use this for functions, that are called via Dialogues from Articy.
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void
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printCutscene ( string _stgDebug )
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Used to print our notes to the debug console. Used for cutscenes and cutscene functions.
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void
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printImportant ( string _stgDebug )
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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.
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PvP Functions
void
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PrepareSkirmishPvP ( )
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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.
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void
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OnPvPFirstHero ( Building&in _Building, Creature[]&in _Creatures )
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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.
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General Functions
Spawns
void
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RTSRessourcesToSector ( string_stgSector, dictionary_dictRes )
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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.
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bool
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OnDespawnCreature ( Creature& in _Creature )
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Standard event, when a creature should despawn. Nothing special here, but is needed quite often.
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bool
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OnDespawnCreatureGroup ( Creature& in _Creature )
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Standard event, when a creature from a group should despawn. Nothing special here, but is needed quite often.
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void
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SpawnRevive ( uint _arrSpawnIDs )
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Revives the array of ID's given. Sadly this can't work via a spawn name or so, as dead creatures cannot be accessed via their spawn.
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void
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SpawnDespawn ( string _stgSpawnName )
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Coming soon ...
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void
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SpawnKill ( string _stgSpawnName )
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Coming soon ...
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void
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SpawnPreserve ( string _stgSpawnName )
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Coming soon ...
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void
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SpawnKillAndPreserve ( string _stgSpawnName )
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Coming soon ...
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void
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SpawnAttackable ( string _stgSpawn, bool _bEnable )
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Coming soon ...
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void
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IsSpawnAlive ( string _stgSpawn, bool _bEnable )
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Coming soon ...
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void
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Teleport ( string _stgCreatureName, string _stgEntityPositionName )
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Coming soon ...
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void
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MarkerDialogueForCreatures ( string _stgDescription, bool _bEnable, int _iFaction )
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Coming soon ...
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void
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Banner_Humans ( int _iID )
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Coming soon ...
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Creature Functions
void
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CreatureUnequipWeapons ( string _stgCreature )
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Coming soon ...
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void
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CreatureEquipWeapons ( string _stgCreature )
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Coming soon ...
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void
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EnablePOIVisitingBehaviorSpawn ( string _stgSpawn, bool _bEnable )
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Coming soon ...
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void
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SetPOICategoriesSpawn ( string _stgSpawn, string[] _CategoryNames )
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Coming soon ...
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void
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SetSpawnImmovable ( string _stgSpawn, bool _bTrueFalse )
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Coming soon ...
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void
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SetSpawnImmortal ( string _stgSpawn, bool _bTrueFalse )
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Coming soon ...
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void
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SetFactionSpawn ( string _stgSpawn, int _iFaction )
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Coming soon ...
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void
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EnemyAI_Start ( uint _iFaction )
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Coming soon ...
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Hero Functions
void
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PlayerHeroControlEnable ( )
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Gives the player the full controls of his Hero Party back.
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void
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PlayerHeroControlDisable ( )
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Takes the full controls of Hero Party away.
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void
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DialogShoutout ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName, bool _bStopHeroParty )
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Coming soon ...
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void
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DialogShoutoutReveal ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName )
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Coming soon ...
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void
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DialogBantern ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName, bool _bStopHeroParty )
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Coming soon ...
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void
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DialogTalkTo ( string _stgCreatureName01, string _stgCreatureName02, string _stgArticyContainerName, string _stgArticyTopicName )
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Coming soon ...
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void
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DialogTalkToQueued ( string _stgCreatureName01, string _stgCreatureName02, string _stgArticyContainerName, string _stgArticyTopicName )
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Coming soon ...
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void
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HeroBanterEnable ( uint _iLevel )
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Coming soon ...
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void
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HeroBanterDisable ( uint _iLevel )
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Coming soon ...
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void
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SetHeroParty ( uint _iLevel )
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Coming soon ...
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void
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HeroPartyIsAlive ( )
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Coming soon ...
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void
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HeroPartyIsMemberDead ( )
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Coming soon ...
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void
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HeroPartyReviveMembers ( )
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Coming soon ...
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void
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HeroPartyGorTransform ( bool _bTransform )
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Coming soon ...
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void
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HeroPartyGorTransformToAnimal ( )
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Coming soon ...
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void
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HeroPartyGorTransformToOrc ( )
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Coming soon ...
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void
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HeroPartyTeleport ( string _stgPos )
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Coming soon ...
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void
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HeroPartyUnequip ( )
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Coming soon ...
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void
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HeroPartyReequip ( )
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Coming soon ...
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void
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HeroPartyJoin ( string _stgCreatureName )
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Coming soon ...
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void
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HeroPartyLeave ( string _stgCreatureName, int _iFaction )
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Coming soon ...
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void
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HeroPartyCheckIfMember ( string _stgCreatureName, int _iFaction )
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Coming soon ...
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void
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HeroClearEquippment ( string _stgCreatureName, bool _bDestroyOrNot )
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Coming soon ...
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void
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HeroPartyJoinFaction ( string _stgCreatureName, int _iFaction )
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Coming soon ...
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void
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HeroPartyAttackable ( bool _bEnable )
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Coming soon ...
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void
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HeroPartyCastCondition ( int _iConditionId, int _iTime )
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Coming soon ...
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void
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HeroPartyClearCondition ( int _iConditionId )
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Coming soon ...
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void
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HeroPartyGatherAtAvatar ( )
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Coming soon ...
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void
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HeroPartyGatherAtCreature ( string _stgCrtName )
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Coming soon ...
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void
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HeroPartyImmortal ( bool _bEnable )
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Coming soon ...
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void
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HeroPartyResetToNormal ( )
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Coming soon ...
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void
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HeroPickUpObject ( string _stgObject, string _stgItem )
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Coming soon ...
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void
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HeroPickUpPaper ( string _stgObject, string _stgItem )
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Coming soon ...
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void
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HeroPartyReadyForDialogue ( )
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Coming soon ...
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Sound & Music Functions
To play a specific sound at the position of the given object.
void
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PlaySound_ItemReceived ( string _stgObject )
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Play's the specific sound for receiving an item
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void
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PlaySound_GenericStone ( string _stgObject )
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Playing a generic stone sound
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void
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PlaySound_GenericWater ( string _stgObject )
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Playing a generic water sound
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These functions are used to start a specific track for a hero or character.
void
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PlayTrack_HeroGor ( )
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Play's the theme of the Hero Gor the Changeling
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void
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PlayTrack_HeroIanna ( )
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Play's the theme of the Hero Ianna the Singer
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void
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PlayTrack_HeroIsgrimm ( )
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Play's the theme of the Hero Isgrimm the Smith
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void
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PlayTrack_HeroRohen ( )
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Play's the theme of the Hero Rohen Tahir
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void
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PlayTrack_HeroUndergast ( )
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Play's the theme of the Hero Undergast the Weaver
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void
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PlayTrack_HeroUram ( )
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Play's the theme of the Hero Uram the Red
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void
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PlayTrack_HeroYria ( )
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Play's the theme of the Hero Yria of the Light
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void
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PlayTrack_CharSentenza ( )
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Play's the theme of the character Sentenza Noria
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void
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PlayTrack_CharAngar ( )
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Play's the theme of the Angar Arandir
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void
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PlayTrack_CharRondar_1 ( )
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Play's the theme of the Rondar Lacaine (Theme 1)
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void
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PlayTrack_CharRondar_2 ( )
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Play's the theme of the Rondar Lacaine (Theme 2)
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void
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PlayTrack_CharRondar_combat ( )
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Play's the combat theme of the Rondar Lacaine
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void
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PlayTrack_CharAndrasSong_1 ( )
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Play's the song from Andra, Version 1
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void
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PlayTrack_CharAndrasSong_2 ( )
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Play's the song from Andra, Version 2
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void
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PlayTrack_CharAndrasSong_3 ( )
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Play's the song from Andra, Version 3
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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
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PlaySetting_ashlands ( )
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Changes the global music setting so ashlands. Also resets combat music to normal
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void
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PlaySetting_ashlands_low ( )
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Changes the global music setting so ashlands. Also changes the combat music to low
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void
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PlaySetting_ashlands_med ( )
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Changes the global music setting so ashlands. Also changes the combat music to med
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void
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PlaySetting_ashlands_high ( )
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Changes the global music setting so ashlands. Also changes the combat music to high
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void
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PlaySetting_desert ( )
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Changes the global music setting so desert. Also resets combat music to normal
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void
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PlaySetting_desert_low ( )
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Changes the global music setting so desert. Also changes the combat music to low
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void
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PlaySetting_desert_med ( )
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Changes the global music setting so desert. Also changes the combat music to med
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void
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PlaySetting_desert_high ( )
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Changes the global music setting so desert. Also changes the combat music to high
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void
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PlaySetting_grassland ( )
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Changes the global music setting so grassland. Also resets combat music to normal
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void
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PlaySetting_grassland_low ( )
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Changes the global music setting so grassland. Also changes the combat music to low
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void
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PlaySetting_grassland_med ( )
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Changes the global music setting so grassland. Also changes the combat music to med
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void
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PlaySetting_grassland_high ( )
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Changes the global music setting so grassland. Also changes the combat music to high
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void
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PlaySetting_jungle ( )
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Changes the global music setting so jungle. Also resets combat music to normal
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void
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PlaySetting_jungle_low ( )
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Changes the global music setting so jungle. Also changes the combat music to low
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void
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PlaySetting_jungle_med ( )
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Changes the global music setting so jungle. Also changes the combat music to med
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void
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PlaySetting_jungle_high ( )
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Changes the global music setting so jungle. Also changes the combat music to high
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void
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PlaySetting_mountains ( )
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Changes the global music setting so mountains. Also resets combat music to normal
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void
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PlaySetting_mountains_low ( )
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Changes the global music setting so mountains. Also changes the combat music to low
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void
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PlaySetting_mountains_med ( )
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Changes the global music setting so mountains. Also changes the combat music to med
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void
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PlaySetting_mountains_high ( )
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Changes the global music setting so mountains. Also changes the combat music to high
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void
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PlaySetting_swamp ( )
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Changes the global music setting so swamp. Also resets combat music to normal
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void
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PlaySetting_swamp_low ( )
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Changes the global music setting so swamp. Also changes the combat music to low
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void
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PlaySetting_swamp_med ( )
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Changes the global music setting so swamp. Also changes the combat music to med
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void
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PlaySetting_swamp_high ( )
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Changes the global music setting so swamp. Also changes the combat music to high
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void
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PlaySetting_dungeon ( )
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Changes the global music setting so dungeon. Also resets combat music to normal
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Weather Functions
The following functions are ONLY for testing the weather profiles, as it breaks the weather algorythm!
void
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Weather_sunshine ( )
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Calls upon the weather gods and brings sunshine
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void
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Weather_sunshineFoggy ( )
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Calls upon the weather gods and brings sunshine with fog
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void
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Weather_overcastLight ( )
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Calls upon the weather gods and brings lighty overcast
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void
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Weather_overcast ( )
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Calls upon the weather gods and brings overcast
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void
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Weather_overcastHeavy ( )
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Calls upon the weather gods and brings heavy ocercast
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void
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Weather_overcastThunder ( )
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Calls upon the weather gods and brings overcast with a flavour of thunder
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void
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Weather_overcastRainLight ( )
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Calls upon the weather gods and brings overcast with light rain
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void
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Weather_overcastStormyLight ( )
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Calls upon the weather gods and brings overcast with rain and thunder
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void
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Weather_cloudyLight ( )
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Calls upon the weather gods and brings light clouds
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void
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Weather_cloudyLightFoggy ( )
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Calls upon the weather gods and brings light clouds with fog
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void
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Weather_cloudyLightWindy ( )
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Calls upon the weather gods and brings light, windy clouds
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void
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Weather_cloudy ( )
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Calls upon the weather gods and brings normal clouds
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void
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Weather_cloudyFoggy ( )
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Calls upon the weather gods and brings clouds with fog
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void
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Weather_cloudyWindy ( )
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Calls upon the weather gods and brings windy clouds
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void
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Weather_cloudyHeavy ( )
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Calls upon the weather gods and brings heavy clouds
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void
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Weather_cloudyHeavyFoggy ( )
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Calls upon the weather gods and brings heavy clouds with fog
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void
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Weather_cloudyHeavyWindy ( )
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Calls upon the weather gods and brings heavy, windy clouds
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void
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Weather_rainLight ( )
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Calls upon the weather gods and brings light rain
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void
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Weather_rain ( )
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Calls upon the weather gods and brings normal rain
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void
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Weather_rainHeavy ( )
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Calls upon the weather gods and brings heavy rain
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void
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Weather_stormLight ( )
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Calls upon the weather gods and brings light storm
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void
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Weather_storm ( )
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Calls upon the weather gods and brings normal storm
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void
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Weather_stormHeavy ( )
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Calls upon the weather gods and brings heavy storm
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void
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Weather_interior ( )
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Calls upon the weather gods and remvoes all clouds
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void
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Weather_interiorFoggyLight ( )
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Calls upon the weather gods and remvoes all clouds and adds a little fog.
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void
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Weather_interiorFoggy ( )
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Calls upon the weather gods and remvoes all clouds and adds fog.
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void
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Weather_interiorFoggyHeavy ( )
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Calls upon the weather gods and remvoes all clouds and adds a lot of fog.
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