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Player Functions |
Updated 04/16/99 |
Player::getClient(PlayerId)
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PlayerId: The
players object Id. Example: 8361 USED IN: BaseProjData.cs,
Game.cs, Item.cs, Objectives.cs, ... RETURN: Client Id. Example:
2049. If failed then -1. |
Used to get the
Clients Id from the Players Id. |
Player::setDetectParameters(Player,
MinSize, HazeFac) |
Player: The
object Id. Example: 8361. MinSize: The minimum size that the
enemy object must appear before there will
be a direct LOS on that object. HazeFac: Haze factor. USED
IN: Currently not used in any script files. RETURN: True if
succeed or False if failed. |
Used to set
what the size and haze factor must be before a sensor or player can
have a direct LOS on the enemy object.
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Player::setAnimation(Player or
Client, AnimIndx) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
AnimIndx: The index of the animation number to play. Players
Animations
are setup in the Players data block (PlayerData). Look in the
ArmorData.cs file for examples of the PlayerData blocks. USED IN:
Player.cs RETURN: True if succeed or False if failed.
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Used to play an
animation on a Player. |
Player::getArmor(Player or
Client) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example:
2049. USED IN: Item.cs, Player.cs, Station.cs, Vehicle.cs
RETURN: Armor Type. There are five armor types: larmor, marmor,
harmor, lfemale, mfemale. |
Used to get
what armor type the Player or Client is using.
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Player::incItemCount(Player or
Client, Item, <Amount>) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
Item: The data block name of the item. Example: Chaingun
Amount: Amount to increment the Item count by. USED IN:
Item.cs, Station.cs RETURN: New Item total. If failed then
0. |
Used to
increment the players Item count by Amount. If no Amount argument is
passed in then the Item count is incremented by one.
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Player::decItemCount(Player or
Client, Item, <Amount>) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
Item: The data block name of the item. Example: Chaingun
Amount: Amount to decrement the Item count by. USED IN:
Item.cs, Player.cs RETURN: New Item total. If failed then
0. |
Used to
decrement the players Item count by Amount. If no Amount argument is
passed in then the Item count is decremented by one.
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Player::setItemCount(Player or
Client, Item, Amount) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
Item: The data block name of the item. Example: Chaingun
Amount: Amount to set the Item count to. USED IN: Ai.cs,
Dm.cs, Item.cs, Objectives.cs RETURN: New Item total. If failed
then 0. |
Used to set the
players Item count to Amount. |
Player::getItemClassCount(Player
or Client, ClassName) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
ClassName: The name of the class. Example: Weapon USED IN:
Item.cs, Station.cs RETURN: Number. The number of Items of type
ClassName found. If failed then 0 |
Used to find
the number of Items of that ClassName the Player or Client currently
has. |
Player::mountItem(Player or
Client, Item, ImageSlot) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
Item: The data block name of the item. Example: Chaingun
ImageSlot: There are four slots: $WeaponSlot==0,
$BackpackSlot==1,
$FlagSlot==2, $DefaultSlot==3. USED IN: Item.cs, Objectives.cs
RETURN: True if succeed or False if failed. |
Used to mount
an Item to the defined slot. Example: When you press a number key to
switch weapons you are mounting that new weapon in the WeaponSlo.
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Player::unmountItem(Player or
Client, ImageSlott) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
ImageSlot: There are four slots: $WeaponSlot==0,
$BackpackSlot==1,
$FlagSlot==2, $DefaultSlot==3. USED IN: Item.cs, Vehicle.cs
RETURN: True if succeed or False if failed. |
Used to unmount
an Item from the ImageSlot. Example: When you pilot a vehicle your
weapon is unmounted. |
Player::getMountedItem(Player or
Client, ImageSlot) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
ImageSlot: There are four slots: $WeaponSlot==0,
$BackpackSlot==1,
$FlagSlot==2, $DefaultSlot==3. USED IN: BaseProjData.cs,
Item.cs, Objectives.cs, Player.cs, ... RETURN: Item. The data
block name of the item. Example: Chaingun. If failed then
-1. |
Used to find
out what Item is mounted in the ImageSlot.
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Player::getNextMountedItem(Player
or Client, ImageSlot) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
ImageSlot: There are four slots: $WeaponSlot==0,
$BackpackSlot==1,
$FlagSlot==2, $DefaultSlot==3. USED IN: Item.cs RETURN:
Item. The data block name of the item. Example: Chaingun. If failed
then -1. |
Used to get the
next available Item to be mounted in the ImageSlot. The Items are
only once that the Player has in there inventory.
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Player::useItem(Player or
Client, Item) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
Item: The data block name of the item. Example: Chaingun
USED IN: Dm.cs, Game.cs, Item.cs, Vehicle.cs RETURN: True if
succeed or False if failed. |
Used to mount
the Item in it proper ImageSlot. |
Player::dropItem(Player or
Client, Item) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
Item: The data block name of the item. Example: Chaingun USED
IN: Item.cs, Objectives.cs, Player.cs RETURN: True if succeed or
False if failed. |
Used to drop
the Player or Clients Item. |
Player::deployItem(Player or
Client, Item) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
Item: The data block name of the item. Example: Chaingun
USED IN: Item.cs RETURN: True if succeed or False if
failed |
Used to deploy
the Player or Clients Item. |
Player::setMountObject(Player or
Client, Object, MPoint) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
Object: The object Id. Example: 8643. MPoint: Mount Point.
Where on the object to mount. USED IN: Player.cs, Turret.cs,
Vehicle.cs RETURN: True if succeed or False if
failed. |
Used to mount a
Player on an Object at the MPoint.
Example:
Mounting Players to vehicles. The 0 MPoint on
a vehicle
is the pilot mount point. The HPC and LPC
have
additional MPoints for each passenger.
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Player::getMountObject(Player or
Client) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
USED IN: Player.cs RETURN: Object. The object id that the
Player is mounted to. If failed then -1 or False. |
Used to get the
Object that the Player or Client is mounted to.
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Player::trigger(Player or
Client, ImageSlot, <Bool>) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
ImageSlot: There are four slots: $WeaponSlot==0,
$BackpackSlot==1,
$FlagSlot==2, $DefaultSlot==3. Bool: True if it is triggered.
False if not. If no Bool is passed in then it is set to triggered.
USED IN: BaseProjData.cs, Item.cs, RETURN: True if succeed
or False if failed. |
Used to set
Items as triggered. This will allow you to call the function
isTriggered() to see if the Item is triggered.
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Player::isTriggered(Player or
Client, ImageSlot) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
ImageSlot: There are four slots: $WeaponSlot==0,
$BackpackSlot==1,
$FlagSlot==2, $DefaultSlot==3. USED IN: BaseProjData.cs,
Player.cs RETURN: True if the Item is triggered or False if
failed or not triggered. |
Used to see if
the Item in the ImageSlot is triggered. Firing a weapon is one way
to trigger an Item or in the case of the energy pack when mounted is
always triggered. |
Player::setSensorSupression(Player
or Client, Value) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
Value: The radius to suppress in meters. USED IN: Item.cs
RETURN: True if succeed or False if failed. |
Used to
associate a radius with an Player so that nothing with in that
radius will appear on an enemies sensor network.
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Player::getSensorSupression(Player
or Client) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
USED IN: Item.cs RETURN: Number. The radius. If failed then
0. |
Used to get the
radius previously defined by
Player::setSensorSupression. |
Player::isDead(Player or
Client) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
USED IN: Admin.cs, Dm.cs, Moveable.cs, Player.cs, Item.cs, ...
RETURN: True if player is dead else False. |
Used to
determine if the Player or Client is dead.
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Player::applyImpulse(Player or
Client, Vector) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
Vector: The direction and force. USED IN: Player.cs,
Vehicle.cs RETURN: False. |
Used to apply
the Vector to the Player object. This will cause the player to be
forced in the direction defined by Vector.
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Player::kill(Player
or Client) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
USED IN: Admin.cs, Player.cs, Observer.cs RETURN: True if
succeed or False if failed. |
Used to set the
player as killed and will also call the
Player::onKilled function. |
Player::getDamageFlash(Player or
Client) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
USED IN: Player.cs RETURN: Flash. The flash is a value in
the range 0-1. If failed then 0. |
Used to get the
current degree of flash. The flash is used to give the screen
a reddish tint when a Player or Client is harmed.
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Player::setDamageFlash(Player or
Client, Value) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
Value: The value of the flash in the range 0-1. USED IN:
Dm.cs, Player.cs RETURN: True if succeed or False if
failed |
Used to set the
current degree of flash. The flash is used to give the screen
a reddish tint when a Player or Client is harmed.
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Player::setArmor(Player or
Client, Armor) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
Armor: Type of armor. There are five armor types: larmor,
marmor, harmor, lfemale, mfemale. USED IN: Game.cs, Item.cs
RETURN: True if succeed or False if failed. |
Used to set the
Player or Clients armor type. |
Player::isExposed(Player or
Client) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example:
2049 USED IN: Player.cs RETURN: True if Exposed otherwise
False if not Exposed or failed. |
Used to see if
a player can be damaged by a projectile. Was written for vehicles
that once a Player was inside they where protected and
couldn't be harmed. This is not supported and will always return
True. |
Player::isJetting(Player or
Client) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example:
2049. USED IN: Ai.cs RETURN: True if jetting otherwise False
if not jetting or failed. |
Used to see if
a Player or Client is jetting. |
Player::lastJetTime(Player or
Client) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
USED IN: Player.cs RETURN: Ticks. The Current number of
ticks. These Ticks are incremented 1024 times per second until you
exit Tribes. So shifting your value to the right 10 times will give
you seconds. If failed then 0. |
Used to get
what time the player jetted last. |
Player::blowUp(Player or
Client) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
USED IN: Player.cs RETURN: True. |
Used to blowUp
the Player or Client when he dies. Blowing up animation will only be
played when the player dies. |
Player::getLastContactCount(Player
or Client) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
USED IN: Player.cs RETURN: Number. Ticks the player was in
the air. |
Used to find
out the number of ticks the Player or Client has been in the air.
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Player::isCrouching(Player or
Client) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example:
2049. USED IN: Player.cs RETURN: True if Crouching, False if
not Crouching, or -1 if failed. |
Used to see if
the Player or Client is crouching. |
Player::isAiControlled(Player or
Client) |
Player: The
object Id. Example: 8361. Client: The Client Id. Example: 2049.
USED IN: Objectives.cs, Station.cs, Vehicle.cs RETURN: True
if succeed or False if failed. |
Used to find
out if a Player or Client is an AI. |
USED IN:
Console screen command. RETURN: Displays it to the console
screen. |
Will list all
players name and Id currently on the server.
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