Script/LevelBase
From SF3
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 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. | |
void | SpawnDespawn ( string _stgSpawnName ) |
Coming soon ... | |
void | SpawnKill ( string _stgSpawnName ) |
Coming soon ... | |
void | SpawnPreserve ( string _stgSpawnName ) |
Coming soon ... | |
void | SpawnKillAndPreserve ( string _stgSpawnName ) |
Coming soon ... | |
void | SpawnAttackable ( string _stgSpawn, bool _bEnable ) |
Coming soon ... | |
void | IsSpawnAlive ( string _stgSpawn, bool _bEnable ) |
Coming soon ... | |
void | Teleport ( string _stgCreatureName, string _stgEntityPositionName ) |
Coming soon ... |
void | MarkerDialogueForCreatures ( string _stgDescription, bool _bEnable, int _iFaction ) |
Coming soon ... | |
void | Banner_Humans ( int _iID ) |
Coming soon ... |
Creature Functions
void | CreatureUnequipWeapons ( string _stgCreature ) |
Coming soon ... | |
void | CreatureEquipWeapons ( string _stgCreature ) |
Coming soon ... | |
void | EnablePOIVisitingBehaviorSpawn ( string _stgSpawn, bool _bEnable ) |
Coming soon ... | |
void | SetPOICategoriesSpawn ( string _stgSpawn, string[] _CategoryNames ) |
Coming soon ... | |
void | SetSpawnImmovable ( string _stgSpawn, bool _bTrueFalse ) |
Coming soon ... | |
void | SetSpawnImmortal ( string _stgSpawn, bool _bTrueFalse ) |
Coming soon ... | |
void | SetFactionSpawn ( string _stgSpawn, int _iFaction ) |
Coming soon ... | |
void | EnemyAI_Start ( uint _iFaction ) |
Coming soon ... |
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 ) |
Coming soon ... | |
void | DialogShoutoutReveal ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName ) |
Coming soon ... | |
void | DialogBantern ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName, bool _bStopHeroParty ) |
Coming soon ... | |
void | DialogTalkTo ( string _stgCreatureName01, string _stgCreatureName02, string _stgArticyContainerName, string _stgArticyTopicName ) |
Coming soon ... | |
void | DialogTalkToQueued ( string _stgCreatureName01, string _stgCreatureName02, string _stgArticyContainerName, string _stgArticyTopicName ) |
Coming soon ... |
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. |