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Wins the mission
Syntax:
MissionWin ( )
Example:
[Trigger]
MissionWin ( )
Halt
Hides displays the "End Mission" button in the Escape Menu
Syntax:
MissionWinButton ( ACTIVATE | HIDE )
"ACTIVATE" - displays the "End Mission" button
"HIDE" - hides the "End Mission" button
Example:
[TriggerForWin]
// Activates
the "End
// (now the user can end the battle manually at any moment).
MissionWinButton ( ACTIVATE )
// Waits 2 minutes, then ends the mission automatically
// (if the user has not ended it himself).
Delay ( 120000 )
MissionWin ( )
Halt
Fails the mission
Syntax:
MissionFail ( )
Example:
[Trigger]
MissionFail ( )
Halt
Displays a ping object on the mini-map
Syntax:
PingShow ( <Name> , <Number> , <ObjectType> , <ObjectID>
<Name> - string identifier of the indicator
<Number> - integer from 1 to 9 to be shown on the mini-map in the specified place.
<ObjectType> - "UNIT" || "POINT"
<ObjectID> - identifier of an object of the specified type (a constant or variable)
<WaitTime> - optional parameter. The ping's operation time in milliseconds. If the parameter is not specified it keeps operating until PingHide is called
Example:
[Trigger]
PingShow ( "
// Displays the ping object named
Halt
[Trigger]
SET @unitID = 23
PingShow ( '
// Displays the ping object named
Halt
Hides a ping object on the mini-map
Syntax:
PingHide (<Name> )
<Name> - string identifier of the indicator
Example:
[Trigger]
PingShow ( "
// Displays the ping object in the point Point
Delay ( 10000 )
PingHide ( "Ping" )
// Hides the ping object named
Halt
Gives the player a task. A message icon and a message about the received task are displayed in the game interface
Syntax:
QuestActivate ( <SID> [, timeout ]
<SID> - string identifier of the task.
<timeout> - time in milliseconds, during which the message is displayed (60000 by default)
Example:
[Trigger]
QuestActivate ( "SubMission" )
// Activates the submission named SubMission
Halt
Marks the task as failed. A message icon and a message about the failed task are displayed in the game interface
Syntax:
QuestFail ( <SID> [, timeout ]
<SID> - string identifier of the task.
<timeout> - see QuestActivate
Example:
[Trigger]
QuestFail ( "SubMission" )
// The submission named SubMission failed
Halt
Returns the state of a task
Syntax:
QuestGetState ( <SID>
<SID> - string identifier of the task.
Returns the string: "ACTIVE" || "FAIL" || "HIDE" || "WIN"
Example:
[Trigger]
SET @QuestState = QuestGetState ( "SubMission" )
// Checks the submission named SubMission
If (@QuestState = "FAIL" ) then
MissionFail ( )
Halt
endif
Marks the task as accomplished. A message icon and a message about the accomplished task are displayed in the game interface
Syntax:
QuestWin ( <SID> [, timeout ]
<SID> - string identifier of thetask.
<timeout> - see QuestActivate
Example:
[Trigger]
QuestWin ( "SubMission" )
// The submission named SubMission is won
Halt
Hides the task from the mission briefing and removes it from the console.
Syntax:
QuestHide ( <SID>
<SID> - string identifier of the task.
Example:
[Trigger]
QuestActivate ( "SubMission" )
Delay ( 1000 )
QuestHide ( "SubMission" )
// Activates the task and hides it after a second
Halt
A message icon and a text message are displayed in the game interface.
Syntax:
SendMessage ( <SID> [, <WaitTime>]
<SID> - string identifier of the message from the StringTable.
<WaitTime> - The time in milliseconds, during which the message is displayed on the screen.
Example:
[Trigger]
SendMessage ( "Message" , 10000 )
// The message with the identifier StringTable.Message will be displayed in the game interface and hidden after 10 seconds.
Halt
Clears the message displayed from the console using the procedure SendMessage.
Syntax:
ClearMessage ( <SID>
<SID> - string identifier of the message from StringTable.
Example:
[Trigger]
SendMessage ( "Message" , 10000 )
Delay ( 1000 )
ClearMessage ( "Message" )
// The message with the identifier StringTable.Message
// will be displayed in the game interface and hidden after 1 second.
[Halt]
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