Last updated: 8/15/99
Home
Functions
multiplayerStdLib.cs

Functions defined:

  • antiTeamKill(%offender)
  • bigExplosion(%this)
  • blast(%exploder, %range, %damage, %exclude)
  • BlueAmmo::trigger::onContact(%this, %object)
  • BlueAmmo::structure::onDestroyed(%this, %vehicleId)
  • BlueAmmo::trigger::onEnter(%this, %object)
  • BlueAmmo::trigger::onLeave(%this, %object)
  • BlueHeal::trigger::onContact(%this, %object)
  • BlueHeal::structure::onDestroyed(%this, %vehicleId)
  • BlueHeal::trigger::onEnter(%this, %object)
  • BlueZen::trigger::onContact(%this, %object)
  • BlueZen::structure::onDestroyed(%this, %vehicleId)
  • BlueZen::trigger::onEnter(%this, %object)
  • countdownOffenses(%offender)
  • displayPercentage(%this, %percentage)
  • dropMeteor(%type, %rate, %count, %xHigh1, %yHigh1, %xHigh2, %yHigh2, %xLow1, %yLow1, %xLow2, %yLow2)
  • getFullPath(%object)
  • getNumberOfPlayersOnTeam(%bits)
  • player::onRemove(%this)
  • PurpleHeal::structure::onDestroyed(%this, %vehicleId)
  • PurpleHeal::trigger::onContact(%this, %object)
  • PurpleHeal::trigger::onEnter(%this, %object)
  • PurpleAmmo::structure::onDestroyed(%this, %vehicleId)
  • PurpleAmmo::trigger::onContact(%this, %object)
  • PurpleAmmo::trigger::onEnter(%this, %object)
  • PurpleAmmo::trigger::onLeave(%this, %object)
  • PurpleZen::structure::onDestroyed(%this, %vehicleId)
  • PurpleZen::trigger::onContact(%this, %object)
  • PurpleZen::trigger::onEnter(%this, %object)
  • randomTransport( %object, %x1, %y1, %x2, %y2)
  • RedHeal::structure::onDestroyed(%this, %vehicleId)
  • RedHeal::trigger::onContact(%this, %object)
  • RedHeal::trigger::onEnter(%this, %object)
  • RedAmmo::structure::onDestroyed(%this, %vehicleId)
  • RedAmmo::trigger::onContact(%this, %object)
  • RedAmmo::trigger::onEnter(%this, %object)
  • RedAmmo::trigger::onLeave(%this, %object)
  • RedZen::structure::onDestroyed(%this, %vehicleId)
  • RedZen::trigger::onContact(%this, %object)
  • RedZen::trigger::onEnter(%this, %object)
  • setDefaultMissionItems()
  • timeDifference(%t1, %t2)

    Purpose: calculates the time difference t1-t2 and returns it as a string such as "1 minute, 32 seconds."

    Example:
    Set "%player.time = getCurrentTime();" at the beginning of a mission. At the end of the mission, "timeDifference(getCurrentTime(), %player.time);" will be the time from the beginning to the end of the mission, returned as a string (e.g., "14 minutes, 35 seconds").

  • vehicle::onAttacked(%this, %attacker)
  • vehicle::onDestroyed(%destroyed, %destroyer)
  • warp( %obj1, %obj2 )
  • withinDistance( %obj1, %obj2, %distance)
  • YellowAmmo::structure::onDestroyed(%this, %vehicleId)
  • YellowAmmo::trigger::onContact(%this, %object)
  • YellowAmmo::trigger::onEnter(%this, %object)
  • YellowAmmo::trigger::onLeave(%this, %object)
  • YellowHeal::structure::onDestroyed(%this, %vehicleId)
  • YellowHeal::trigger::onContact(%this, %object)
  • YellowHeal::trigger::onEnter(%this, %object)
  • YellowZen::structure::onDestroyed(%this, %vehicleId)
  • YellowZen::trigger::onContact(%this, %object)
  • YellowZen::trigger::onEnter(%this, %object)
  • Zen::depleted(%trigger)
  • Zen::onEnter(%trigger, %object, %message, %isReady, %countdown)
  • Zen::onLeave(%trigger, %object)
  • Zen::recharged(%trigger)
  • Zen::work(%trigger, %object, %healRate, %ammoRate, %reset, %shutdown)
  • ZenAll::trigger::onContact(%this, %object)
  • ZenAll::trigger::onEnter(%this, %object)
  • ZenAll::trigger::onLeave(%this, %object)
  • ZenAmmo::trigger::onContact(%this, %object)
  • ZenAmmo::trigger::onEnter(%this, %object)
  • ZenAmmo::trigger::onLeave(%this, %object)
  • ZenHeal::trigger::onContact(%this, %object)
  • ZenHeal::trigger::onEnter(%this, %object)
  • ZenHeal::trigger::onLeave(%this, %object)

    ------------

    Functions used:

  • allowComponent("all", true);
  • allowWeapon("all", true);
  • damageObject(%offender, 1000000);
  • dataRetrieve(%attacker, "onProbation");
  • dataStore(%attacker, "onProbation", True);
  • dropPod(%startX, %startY, %ceiling, %endX, %endY, %endZ, "MissionGroup\\meteorite");
  • exec("defaultVehicles");
  • fadeEvent(%playerNum, out, 1.0, 1.0, 1.0, 1.0);
  • getConnectedClient();
  • getCurrentTime();
  • getDistance( %obj1, %obj2 );
  • getGroup(%object);
  • getObjectId( %obj1 );
  • getPosition( %obj2, "x" );
  • getTeam(%destroyed);
  • getTeamNameFromTeamId(%bits);
  • getTerrainHeight(%x, %y)
  • healObject(%object, %healRate);
  • kick(%player, *IDMULT_CHAT_TEAM_KILL_KICK);
  • messageBox(%player, *IDMULT_CHAT_TEAM_KILL_WARN);
  • playerManager::getPlayerCount();
  • playerManager::getPlayerNum(%p);
  • playerManager::playerNumToVehicleId(%this);
  • playSound(0, IDSFX_TELEPORTER, IDPRF_NEAR, %object);
  • playSound(0, IDSFX_TELEPORTER, IDPRF_NEAR, %x, %y, %z);
  • randomFloat(0, %when);
  • randomInt(%x1, %x2);
  • reloadObject(%object, %ammoRate);
  • resetLastHitBy(%offender);
  • say(%player, 0, "Test");
  • schedule("foo();", 1.2);
  • setPosition( %obj1, %obj2X, %obj2Y, %obj2Z );
  • strcat(%nextMeteorite, %type, ", ");
  • violate(%attacker);



    missionStdLib.cs

    Functions defined:

  • addSquadmateOrders()
  • addToAmbientSoundSource(%source, %soundFile, %soundProfile)
  • alarmSoundsOff(%center)
  • alarmSoundsOn(%center, %sound)
  • avalancheSounds()
  • checkBoundary( %dir, %obj1, %obj2, %distance, %callback, %time )
  • checkDistance( %obj1, %obj2, %distance, %callback, %time )
  • clearGeneralOrders()
  • createAmbientSoundSource(%source, %range, %minTime, %maxTime)
  • cybridBaseSounds(%center, %radius)
  • cycleNavPoint( %playerId, %navToCycle, %nextNavPoint )
  • deselectNavMarker(%marker)
  • desertSounds()
  • disableNavMarker(%marker)
  • earthquakeSounds()
  • enableNavMarker(%marker, %who)
  • europaSounds()
  • heal::trigger::onContact(%this, %object)
  • heal::trigger::onEnter(%this, %object)
  • humanBaseSounds(%center, %radius)
  • iceSounds()
  • logStandardMissionStart()
  • marsSounds()
  • mercurySounds()
  • meteorSounds()
  • missionLog(%_1, %_2, %_3, %_4, %_5, %_6, %_7, %_8, %_9, %_10)
  • missionMsg(%_1, %_2, %_3, %_4, %_5, %_6, %_7, %_8, %_9, %_10)
  • moonSounds()
  • onCinematicStart()
  • onAttackMyTarget()
  • onDefendMyTarget()
  • onFireAtWill()
  • onGoToNavPoint()
  • onHalt()
  • onHoldFire()
  • onJoinOnMe()
  • onMissionEnd()
  • onMissionLoad()
  • onMissionPreLoad()
  • onMissionStart()
  • player::onAddLog(%this)
  • player::onRemove(%this)
  • player::onRemoveLog(%this)
  • playRandomAmbientSound(%source)
  • plutoSounds()
  • reload::trigger::onContact(%this, %object)
  • reload::trigger::onEnter(%this, %object)
  • removeSquadmateOrders()
  • repeatGeneralOrder(%playerId, %order)
  • selectNavMarker(%marker)
  • shutup(%bool)
  • startAmbientSoundSource(%source)
  • stopAmbientSoundSource(%source)
  • stormSounds()
  • structure::onAdd(%this)
  • structure::onAttacked(%this, %object)
  • structure::onDestroyed(%this)
  • structure::onDisabled(%this)
  • structure::onScan(%this, %object, %string)
  • targetDamage()
  • temperateSounds()
  • titanSounds()
  • trigger::onEnter(%this, %object)
  • trigger::onLeave(%this, %object)
  • turret::onAdd(%this)
  • updatePlanetInventory(%key)
  • vehicle::onAdd(%this)
  • vehicle::onAttacked(%this, %attacker)
  • vehicle::onDestroyedLog(%destroyed, %destroyer)
  • vehicle::onMessage(%this, %message, %_1, %_2, %_3, %_4, %_5, %_6, %_7, %_8, %_9)
  • vehicle::onScan(%this, %object, %string)
  • vehicle::onTargeted(%targeted, %targeter)
  • vehicle::salvage(%this)
  • venusSounds()
  • windSounds()

    ------------

    Functions used:

  • addComponentToStashSalvage(%id, 1);
  • addSquadOrder(*IDSTR_SQORDER_1, "onAttackMyTarget();");
  • dbEcho( 5, "DEBUG: Distance difference: ", %var, "m" );
  • dumpDamage(%targetId);
  • echo("onMissionStart");
  • fileWrite($missionLogFile, append, %_1, %_2, %_3, %_4, %_5, %_6, %_7, %_8, %_9, %_10);
  • flushChannel(%source);
  • focusClient();
  • forceCommandPopup();
  • getComponentCount(%this);
  • getConnection(%this)
  • getNextObject(getObjectId("PLAYERSQUAD"),%cm);
  • getPlanet()
  • InventoryComponentAdjust( mars, 104, 1 );
  • InventoryPilotSet(mercury, 3, TRUE );
  • InventoryVehicleAdjust( mars, 52, 1 );
  • InventoryweaponAdjust( -1, 107, 2 );
  • orderSquadMate($Order::Recipient, Attack, $Order::Target);
  • playSound(%object, IDCV_POWER_ON);
  • removeGeneralOrder( *IDSTR_ORDER_HC3_1 );
  • removeSquadOrder(*IDSTR_SQORDER_1);
  • say3D(0, %source, "", %source.soundFile[%soundIndex], %source.soundProfile[%soundIndex], %x, %y, %z);
  • $ScoreBoard::PlayerColumnHeader[%column])
  • squawkEnabled(%cm,%bool);
  • strAlign(%widths[%column]







    1