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Controls the fog of war mode. In multiplayer, it affects all the players globally.
Syntax:
ChangeFogOfWar ( <Mode>
<Mode> - "ENABLE" || "DISABLE"
Example:
[Trigger]
ChangeFogOfWar ( ENABLE )
Halt
Controls the pause mode
Syntax:
GamePause ( <Mode>
<Mode> - "ON" || "OFF"
Example:
[Trigger]
GamePause ( ON )
Halt
Activates the unit setup phase. If the intro video mode was active it is first switched off before moving to the setup mode
Syntax:
ActivateDispositionMode ( <RECT>
<RECT> - list of the named rectangulars (string constants or names of string variables)
Example:
[Trigger]
ActivateDispositionMode ( 'ArmyRect' , 'ArmyRect_01' )
// Activates the unit setup mode in the 2 named areas
Halt
[Trigger]
SET @rect1 = "ArmyRect"
SET @rect2 = "ArmyRect_01"
ActivateDispositionMode ( @rect1 , @rect2 )
// Activates the unit disposition mode in the 2 named areas
Halt
Sets the level of damage inflicted on the statics within the specified area.
Syntax:
StaticDamage ( RECT , <rectID> , <usagePercent> , <minDamageLevel> , <maxDamageLevel> )
<rectID> - name of the RECT, in which damage is inflicted on the statics (a variable or constant)
<usagePercent> - probability of inflicting damage on the static (an integer constant from 0 to 100)
<minDamageLevel> - the minimum value of Damage set to the Static (an integer constant from 0 to 100)
<maxDamageLevel> - the maximum value of Damage set to the Static (an integer constant from 0 to 100 more than or equal to the <minDamageLevel>)
Description:
Each static located within the RECT <rectID> is set to a random damage level from <minDamageLevel> to <maxDamageLevel> with a probability of <usagePercent>. In this case if the static has suffered higher damage its state does not change; if the static has suffered lesser damage its state increases up to the value transferred from StaticDamage.
Example:
SET @varrect1 = Rect1
StaticDamage ( RECT , @varrect1 , 40 , 60 , 70 )
Toggles the fire effects for the damaged statics within the specified area.
Syntax:
StaticFire ( RECT , <rectID> , <usagePercent> , RANDOM | <effectType> )
<rectID> - name of the RECT, in which the fire effect is launched for the statics (a variable or constant)
<usagePercent> - probability with which the fire effect is launched for the static (an integer constant from 0 to 100)
RANDOM fire effect is launched for the static at random (from the list of effects supported by this static)
< effectType > - only the value House_Flame is currently supported (but not for all the statics).
Attention! Do not use this trigger too often for the same statics. Otherwise, the fire effects will accumulate, the memory will get overloaded, and the game will be slow.
Note: if after launching the effects the static is damaged again, all the fire effects are toggled off automatically (this is done to prevent the effects of the broken parts of the statics from hanging in the air).
Example:
SET @varrect1 = Rect1
StaticFire ( RECT , @varrect1 , 100 , RANDOM )
StaticFire ( RECT , 'Rect3' , 100 , HouseFlame1 )
Creates the given number of shell-holes within the rect at random. The shell-holes range from 2 to 4 meters in diameter.
Syntax:
CreateDeformations RECT , <rectID> , <countDeformations> )
<rectID> - name of the RECT, in which shell-holes are created
<countDeformations> - number of the shell-holes created.
Example:
[Trigger]
SET @varrect1 = Rect1
CreateDeformations ( RECT , @varrect1 , 20 )
Halt
All the players of the specified alliance win.
Syntax:
MP_AllianceWin ( <clientID> )
<alliance_index> - number of the alliance beginning with 0 (a constant or variable).
Description:
All the players of the specified alliance win the mission, while all the other players lose. The mission ends and everyone goes to the statistics screen. The disconnected clients are taken into account, too.
Example:
SET @alliance = 2
MP_AllianceWin ( @ alliance )
Enables/disables the fog of war for the specified player.
Syntax:
MP_ClientChangeFogOfWar ( <clientID> , <Mode> )
<clientID> - number of the player beginning with 0 (a constant or variable).
<Mode> - "ENABLE" || "DISABLE"
Description:
Enables or disables the fog of war for the specified player. This player can move the camera and watch the battle. If he has any units, he can control them properly. The disconnected clients are taken into account, too.
Example:
SET @player = 2
MP_ClientChangeFogOfWar ( @player )
Fails the mission (temporary) for the specified player.
Syntax:
MP_ClientFail ( <clientID> )
<clientID> - number of the player beginning with 0 (a constant or variable).
Description:
The player with the specified number is temporarily considered to have lost. "Temporarily" means that he will be able to win the mission in the future through the triggers MP_ClientWin / MP_AllianceWin. If this trigger is used the relevant player's icon will change to read "lost." The disconnected clients are taken into account, too.
Example:
SET @player = 2
MP_ClientFail ( @player )
Wins the mission for the specified player.
Syntax:
MP_ClientWin ( <clientID> )
<clientID> - number of the player beginning with 0 (a constant or variable).
Description:
The player with the specified number wins the mission, while the others lose it. The mission ends and everyone gets to the statistics screen. The disconnected clients are taken into account, too.
Example:
SET @player = 2
MP_ClientWin ( @player )
Returns the number of alliances. The disconnected clients are included, too.
Syntax:
MP_GetAllianceNum ( )
Example:
SET @number_of_alliances = MP_GetAllianceNum ( )
Returns the number of the alliance for the given client. Those disconnected are included, too. If the client is not in any alliance then -1 is returned.
Syntax:
MP_GetClientAlliance ( <clientID> )
<clientID> - number of the player beginning with 0 (a constant or variable).
Example:
SET @alliance = MP_GetClientAlliance ( @i )
Returns the number of the army for the given client. Those disconnected are included, too.
Syntax:
MP_GetClientArmy ( <clientID> )
<clientID> - number of the player beginning with 0 (a constant or variable).
Example:
SET @army = MP_GetClientArmy ( @i )
Returns clientID - using the specified alliance and the client number in the alliance - which can later be used in the triggers MP_GetClientArmy, MP_IsClientValid, MP_ClientWin, MP_ClientChangeFogOfWar.
Syntax:
MP_GetClientFromAlliance ( <alliance_index> , <client_index> )
<alliance_index> - number of the alliance beginning with 0 (a constant or variable).
<client_index> - number of the client in the alliance beginning with 0 (a constant or variable).
Example:
SET @alliance = 3
SET @player = 0
SET @is_valid = MP_GetClientFromAlliance ( @alliance , @player )
Returns the total number of clients in the game. Those disconnected are included, too.
Syntax:
MP_GetClientNum ( )
Example:
SET @num_of_players = MP_GetClientNum ( )
Returns the number of clients in the specified alliance. Those disconnected are included, too.
Syntax:
MP_GetClientNumInAlliance ( <alliance_index> )
<alliance_index> - number of the alliance beginning with 0 (a constant or variable).
Example:
SET @alliance = 3
SET @num_of_players = MP_GetClientNumInAlliance ( @alliance )
Returns the total number of active clients. Those disconnected are not included.
Syntax:
MP_GetClientValidNum ( )
Example:
SET @num_of_valid_players = MP_GetClientValidNum ( )
Returns "TRUE" if the specified client has not disconnected and "FALSE" otherwise.
Syntax:
MP_IsClientValid ( <clientID> )
<clientID> - number of the player beginning with 0 (a constant or variable).
Example:
SET @client_alive = MP_IsClientValid ( @client )
Ends the multiplayer mission as per the server settings.
Syntax:
MP_MissionEnd ( )
Description:
The winner/winners in the mission is/are determined in accordance with type of the game set on the server when selecting the mission (on the connection screen). The winners-to-losers ratio can be of any value. In particular, there can be situations when everyone wins or everyone loses. The disconnected clients are taken into account, too.
Example:
MP_MissionEnd ( )
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