Scrigroup - Documente si articole

     

HomeDocumenteUploadResurseAlte limbi doc
AccessAdobe photoshopAlgoritmiAutocadBaze de dateCC sharp
CalculatoareCorel drawDot netExcelFox proFrontpageHardware
HtmlInternetJavaLinuxMatlabMs dosPascal
PhpPower pointRetele calculatoareSqlTutorialsWebdesignWindows
WordXml


Controlling the Supports: ArtSupportCall, ArtSupportChangeState

c



+ Font mai mare | - Font mai mic



Controlling the Supports

ArtSupportCall

Calls the artillery support for the specified army



Syntax:

ArtSupportCall ( <ArmyID> <ObjectType> , <ObjectID>

<ArmyID> - identifier of the army (an integer constant or variable).

<ObjectType> - "UNIT" || "GROUP" || "POINT" || "RECT"

<ObjectID> - identifier of an object of the specified type (a constant or variable)

Example:

[Trigger]

ArtSupportCall ( 1 , RECT , "Rect" )

Halt

[Trigger]

SET @@GlobalRect = "Rect"

ArtSupportCall ( 2 , RECT , @@GlobalRect )

Halt

[Trigger]

SET @ArtSupportArmy = 2

ArtSupportCall (@ArtSupportArmy , RECT , 'Rect3' )

Halt

ArtSupportChangeState

Enables or disables the given artillery support for the specified army; all the artillery support types are disabled by default

Syntax:

ArtSupportChangeState ( <ArmyID> <State>

<ArmyID> - identifier of the army (an integer constant or variable)

<State> - "ENABLE" || "DISABLE"

Example:

[Trigger]

ArtSupportChangeState ( 1 , ENABLE )

// The artillery support is enabled for army 1

Halt

[Trigger]

SET @@GlobalArmyPlayer = 1

ArtSupportChangeState (@@GlobalArmyPlayer , DISABLE )

// The artillery support is disabled for army 1

Halt

ArtSupportIsCalled

Returns the string "TRUE" if the artillery support is currently called by the specified army and "FALSE" otherwise.

Syntax:

ArtSupportIsCalled ( <ArmyID>

<ArmyID> - identifier of the army (an integer constant or variable)

Example:

[Trigger]

SET @flag = ArtSupportIsCalled )

// The local variable num is set to the value TRUE or FALSE depending upon whether the artillery support is called or is not called by army 1

If ( @flag = "TRUE" ) then

Delay )

endif

Halt

[Trigger]

SET @@GlobalArmyPlayer = 1

SET @flag = ArtSupportIsCalled (@@GlobalArmyPlayer )

// The local variable num is set to the value TRUE or FALSE depending upon whether the artillery support is called or is not called by army 1

If ( @flag = "FALSE" ) then

Delay )

endif

Halt

AviaSupportChangeState

Enables or disables the given air support for the specified army; all the air support types are disabled by default

Syntax:

AviaSupportChangeState ( <ArmyID> <AviaSupportType> <State>

<ArmyID> - identifier of the army

<AviaSupportType> - "ALL" || "BATTLEPLANE" || "FIGHTER" || "RECON". Air support type

<State> - "ENABLE" || "DISABLE"

Example:

[Trigger]

AviaSupportChangeState ( 1 , BATTLEPLANE , ENABLE )

// The battleplane is enabled for army 1

Halt

[Trigger]

SET @ArmyPlayer = 2

AviaSupportChangeState ( @ArmyPlayer , BATTLEPLANE , DISABLE )

// The battleplane is disabled for army 2

Halt

AviaSupportCall

Calls the air support for the specified army

Syntax:

AviaSupportCall ( <ArmyID> <AviaSupportType> <ObjectType> , <ObjectID>

<ArmyID> - identifier of the army (an integer constant or variable).

<AviaSupportType> - "BATTLEPLANE" || "FIGHTER" || "RECON" air support type

<ObjectType> - "UNIT" || "GROUP" || "POINT" || "RECT"

<ObjectID> - identifier of an object of the specified type (a constant or variable)

Example:

[Trigger]

AviaSupportCall ( 1 , BATTLEPLANE , RECT, "Rect" )

// Army 1 calls ground attack planes to the named rectangular

Halt

[Trigger]

SET @Rect = "RectToDestroy"

AviaSupportCall ( 1 , BATTLEPLANE , RECT , @Rect )

// Army 1 calls ground attack planes to the named rectangular "RectToDestroy"

Halt

AviaSupportGetCurrentType

Returns the type of the latest air support called for the specified army

Syntax:

AviaSupportGetCurrentType ( <ArmyID>

<ArmyID> - identifier of the army (an integer constant or variable).

The returned value:

Air support type:

"BATTLEPLANE" || "FIGHTER" || "RECON" || "NONE"

Example:

[Trigger]

SET @flag = AviaSupportGetCurrentType )

// The local variable num is set to the value of the air support called by army 1

If ( @flag = "BATTLEPLANE" ) then

// If the type of the air support called by army 1 is ground attack planes then army 2 calls fighters to the given point

AviaSupportCall ( 2 , FIGHTER , POINT , "Point" )

endif

Halt

[Trigger]

SET @ArmyIndex = 1

SET @flag = AviaSupportGetCurrentType ( @ArmyIndex )

// The local variable num is set to the value of the air support called by army 1

If ( @flag = "BATTLEPLANE" ) then

// If the type of the air support called by army 1 is a ground attack plane then army 2 calls fighters to the given point

AviaSupportCall ( 2 , FIGHTER , POINT , "Point" )

endif

Halt

AviaSupportIsAvailable

Checks if there is any alive unit the called avia support has.

Syntax

AviaSupportIsAvailable ( <ArmyID>

<ArmyID> - identifier of the army (an integer constant or variable).

The return value

TRUE FALSE

MortarSupportCall

Syntax:

MortarSupportCall ( <ArmyID> <ObjectType> , <ObjectID>

The procedure is similar to ArtSupportCall, but is used for the mortar support.

MortarSupportChangeState

Syntax:

MortarSupportChangeState ( <ArmyID> <State>

The procedure is similar to ArtSupportChangeState, but is used for the mortar support.

MortarSupportIsCalled

Syntax:

MortarSupportIsCalled ( <ArmyID>

The function is similar to MortarSupportIsCalled, but is used for the mortar support.

ReinforcementLand

Places a unit, group, or army into the mission; in this case only the units that were in SLEEP state are deployed

Syntax:

ReinforcementLand ( <ObjectType> <ObjectID> )

<ObjectType> - "UNIT" || "GROUP" || "ARMY"

<ObjectID> - identifier of an object of the specified type (a constant or variable)

This function/procedure uses the army identifier set with the help of the procedure SetWorkArmy with no influence exerted upon ObjectType - "ARMY"

Example:

[Trigger]

ReinforcementLand ( GROUP , 'Group' )

// The sleeping group named Group is added to the mission; it changes its sleeping state to active

Halt

[Trigger]

SET @sleepingUnit = 12

ReinforcementLand ( UNIT , @sleepingUnit )

// The sleeping unit 12 is added to the mission and it changes its sleeping state to active

Halt

ReinforcementDestroy

Removes a unit, group, or army from the mission

Syntax:

ReinforcementDestroy (<ObjectType> , <ObjectID>

<ObjectType> - "UNIT" || "GROUP" || "ARMY"

<ObjectID> - identifier of an object of the specified type (a constant or variable)

This function/procedure uses the army identifier set with the help of the procedure SetWorkArmy with no influence exerted upon ObjectType - "ARMY"

Example:

[Trigger]

ReinforcementDestroy ( 1 , GROUP , 'Group' )

// The group named Group is removed from the mission

Halt

[Trigger]

SET @unitToDestroy = 17

ReinforcementDestroy ( 1 , UNIT , @unitToDestroy )

// Removes unit 17 from the mission

Halt



Politica de confidentialitate | Termeni si conditii de utilizare



DISTRIBUIE DOCUMENTUL

Comentarii


Vizualizari: 799
Importanta: rank

Comenteaza documentul:

Te rugam sa te autentifici sau sa iti faci cont pentru a putea comenta

Creaza cont nou

Termeni si conditii de utilizare | Contact
© SCRIGROUP 2024 . All rights reserved