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Moveable Functions |
Updated 04/09/99 |
<Example taken from
the Broadside.MIS file.> instant SimGroup "LowerElevator"
{ // Sim Group. instant SimPath "Path1"
{ // Sim Path.
Markers go inside. instant Marker "Marker1"
{ // Marker 0.
dataBlock = "PathMarker"; };
instant Marker "Marker1"
{ // Marker 1
dataBlock = "PathMarker"; }; }; instant
Moveable "elevator_8x41" { // Object to move. MoveObj. }; };
If MoveObj is an
elevator then the MoveObj will be set to Marker0 position. The
elevator Starts at Marker0 and moves to Marker1 then Marker2 and so on
till hit its the top. After hitting the top it moves back to
Marker0 passing through all other Markers. There are Flags you can set
in the instant Moveable data block area. If power is lost then the
elevator will return to Marker0. Must set the following to 1 for it
work: loop The elevator will move without being triggered.
stopWayUp - Will stop at all Markers on the way up. stopWayDown -
Will stop at all Markers on the way down. noTeam - Any team can
trigger the elevator. triggerHit - Elevator must be triggered by an
external object.
If MoveObj is a Door
then the door will be set to the center Marker. Example: You have
Rdoor and Ldoor. In the SimPath you have Marker0, Marker1, and
Marker2. The doors will start at Marker1. When opened the Ldoor will
move to Marker0 and Rdoor will move to Marker2.
Moveable::moveToWaypoint(MoveObj,
Waypoint) |
MoveObj:
Moveable object Id defined by the Moveable data block. Waypoint:
Waypoints define what path the object will follow. USED IN:
Moveable.cs RETURN: True if succeed or False if failed.
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Used to move
the MoveObj to the desired Waypoint. NOTE: If MoveObj is at
Waypoint four and you want it to go to Waypoint zero. To get
to zero it will go to Waypoint three, two, one, and then to zero.
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Moveable::moveForward(MoveObj) |
MoveObj:
Moveable object Id defined by the Moveable data block. USED IN:
Currently not used in any script files. RETURN: True if succeed
or False if failed. d. |
Used to move
the MoveObj to the next Waypoint. |
Moveable::moveBackward(MoveObj) |
MoveObj:
Moveable object Id defined by the Moveable data block. USED IN:
Currently not used in any script files. RETURN: True if succeed
or False if failed. |
Used to move
the MoveObj back one Waypoint. |
MoveObj:
Moveable object Id defined by the Moveable data block.. USED IN:
Moveable.cs RETURN: True if succeed or False if
failed. |
Used to stop
the MoveObj. |
Moveable::getState(MoveObj)
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MoveObj:
Moveable object Id defined by the Moveable data block. USED IN:
Currently not used in any script files. RETURN: State. String
defining the state of the object. |
Used to get the
current state of the MoveObj. There are four states: Undefined,
MoveForward, MoveBackward, and Stop. |
Moveable::getWaypointCount(MoveObj)
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MoveObj:
Moveable object Id defined by the Moveable data block. USED IN:
Moveable.cs RETURN: Number. The total number of waypoints
associated with the Moveobj. If failed then 0. |
Used to get the
total number of waypoints associated with the MoveObj.
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Moveable::getPosition(MoveObj)
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MoveObj:
Moveable object Id defined by the Moveable data block. USED IN:
Moveable.cs RETURN: Number. The waypoint. If failed then
0. |
Used to get the
waypoint the MoveObj is currently at or going to.
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Moveable::setWaypoint(MoveObj,
Waypoint) |
MoveObj:
Moveable object Id defined by the Moveable data block. Waypoint:
Waypoints define what path the object will follow.. USED IN:
Moveable.cs RETURN: True if succeed or False if
failed. |
Used to set
what Waypoint the MoveObj is currently at.
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