Miscellaneous Functions

Updated 04/09/99

schedule(Statement, Time, <Object>)
Statement: Action to perform. Could be a function call or a simple
               x=y statement.
Time: In seconds.
Object: If object is deleted then cancel the schedule.
USED IN: Client.cs, Dm.cs, Game.cs, Item.cs, Moveable.cs, Server.cs, ...
RETURN: Time. The time when the statement will get called. False if failed.
Used to perform the Statement Time seconds in the future.

remoteEval(Client, Function, <Arg>)
Client: The Id of the Client to run the function.
Function: The function name.
Arg: Any arguments that need to be passed to the function.
USED IN: Admin.cs, Client.cs, Game.cs, GUI.cs, Menu.cs, Server.cs
RETURN: True.
Used to call a function on a specific client. The function must be defined like so: function remoteNextWeapon();. When you the function you will pass in only NextWeapon for the name not remoteNextWeapon.

WaypointToWorld(Waypoint)
Waypoint: Is an (x,y) location on the map.
USED IN: Ai.cs
RETURN: World location. Example: "342 345 0". The Z is always 0. If failed then "0 0 0".
Converts a waypoint location into a world location.  World locations are given in the range (0-1023, 0-1023);

RenderCanvas(Canvas)
Canvas: The desired canvas to render. Example: MainWindow
USED IN: Client.cs, GUI.cs, Server.cs
RETURN: 0
Used to force a redraw of the entire canvas.

rebuildCommandMap()
USED IN: Client.cs
RETURN: True if succeed or False if failed
Used to take a picture of the mission area for the command map and then retile the command map.

Projectile::spawnProjectile(Object, Trans, ShootId, ShootVel, <TargetObj>)
Object: The projectile data block name to be spawned. Look in
            BaseProjData.cs for projectile names.
Trans: The transform of the shooters weapon.
ShootId: The Id of the shooter. Example: 8361.
ShootVel: The velocity of the shooter.
TargetObj: An object for the projectile lock-on and target.
USED IN: Currently not used in any script files.
RETURN: True if succeed or -1 if failed.
Used to spawn a projectile.
       For Example:
             Trans = GameBase::getMuzzleTransform(Player Id);
             ShootVel = Item::getVelocity(Player Id);
             Projectile::spawnProjectile("DiscShell", Trans, ShootId,
                                          ShootVel);

GUI::isIn8BitMode()
USED IN: Options.cs
RETURN: True if it is in 8 bit mode. False if not 8 bit or if it failed
Used to check if windows is in 8 bit mode.

GUI::issue8BitWarning()
USED IN: Options.cs
RETURN: True.
Used to send a warning to the user that the game can't be run in 256 color mode.
          The warning message:
             "Your display is in 8-Bit (256 color) Mode. Tribes
              may not display correctly in Windowed mode unless
              the display resolution is changed to 16-bit (65536
              color) mode or above.  Fullscreen display will display
              properly however."

GUI::issueInternetWarning()
USED IN: Currently not used in any script files.
RETURN: True.
Used to warn the user of possible problems because an active internet connection could not be detected.
          The warning message:
             "Starsiege TRIBES requires an active internet connection
              to function properly.  If you are not connected to your
              Internet Service Provider, you may experience pauses when
              Windows attempts to automatically connect your computer to
              the Internet."

postAction(Object, Action, Value)
Object: Object to have the Action performed on.
Action: The action.
Value: Value of the Action.
USED IN: EditMission.cs, Editor.cs
RETURN: True if succeed or False if failed.
Used to push an Action on to the stack.

focus(Object)
Object: Object that will receive a message that it has gained focus.
USED IN: EditMission.cs, Editor.cs, NewMission.cs
RETURN: True if succeed or False if failed.
Used to set that Object to receive all input from devices. Example of devices are mouse and keyboard.

unfocus(Object)
Object: Object that will receive a message that it has lost focus.
USED IN: EditMission.cs, Editor.cs
RETURN: True if succeed or False if failed.
Used to stop sending input data to the object and clear any remaining input information for that object.