Thing COG Functions
Function List
- WaitForStop
- WaitForAnimStop
- StopThing
- DestroyThing
- GetThingHealth
- GetThingMaxHealth
- GetHealth
- HealThing
- GetThingLight
- SetThingLight
- ThingLight
- ThingLightAnim
- ThingFadeAnim
- CreateThing
- CreateThingAtPos
- CaptureThing
- ReleaseThing
- SetThingVel
- AddThingVel
- ApplyForce
- DetachThing
- GetAttachFlags
- GetThingAttachFlags
- AttachThingToSurf
- AttachThingToThing
- SetArmedMode
- SetThingFlags
- ClearThingFlags
- TeleportThing
- SetThingType
- SetCollideType
- SetHeadLightIntensity
- GetThingCurLightMode
- SetThingCurLightMode
- SetActorExtraSpeed
- SetThingPosEx
- SetThingMaxVel
- SetThingMaxAngVel
- SetThingJointAngle
- SetThingMaxHeadPitch
- SetThingMinHeadPitch
- GetThingMaxHeadPitch
- GetThingMinHeadPitch
- SetThingMaxHeadYaw
- GetThingMaxHeadYaw
- SetThingLVecPYR
- SetActorHeadPYR
- SetThingAirDrag
- SetThingMaxRotVel
- SetThingMaxHeadVel
- ResetThing
- MoveThing
- MoveThingToPos
- GetThingType
- IsThingMoving
- IsMoving
- GetCurFrame
- GetGoalFrame
- GetThingParent
- GetThingSector
- GetThingPos
- SetThingPos
- GetThingVel
- GetThingUVec
- GetThingLVec
- GetThingRVec
- GetThingFlags
- GetCollideType
- GetHeadLightIntensity
- IsThingVisible
- GetThingGuid
- GetGuidThing
- GetThingMaxVel
- GetThingMaxAngVel
- GetThingJointAngle
- InterpolatePYR
- GetThingLVecPYR
- GetActorHeadPYR
- GetThingJointPos
- IsThingModelName
- GetThingMaxRotVel
- GetThingMaxHeadVel
- CopyOrient
- CopyOrientAndPos
- GetThingInsertOffset
- SetThingInsertOffset
- GetThingEyeOffset
- SetThingPulse
- SetThingTimer
- GetInv
- SetInv
- ChangeInv
- GetInvCog
- GetInvMin
- GetInvMax
- PlayKey
- PlayKeyEx
- StopKey
- PauseKey
- ResumeKey
- SetThingModel
- GetThingModel
- PlayMode
- StopMode
- SynchMode
- IsModePlaying
- PauseMode
- ResumeMode
- TrackToMode
- WaitMode
- GetMajorMode
- FirstThingInSector
- NextThingInSector
- PrevThingInSector
- MoveToFrame
- SkipToFrame
- JumpToFrame
- PathMovePause
- PathMoveResume
- Rotate
- RotatePivot
- RotateToPYR
- GetThingTemplate
- DamageThing
- SetLifeLeft
- GetLifeLeft
- SetThingThrust
- GetThingThrust
- SetThingHealth
- SetHealth
- AmputateJoint
- SetActorWeapon
- GetActorWeapon
- GetPhysicsFlags
- SetPhysicsFlags
- ClearPhysicsFlags
- ParseArg
- GetThingRotVel
- SetThingRotVel
- GetThingRotThrust
- SetThingRotThrust
- SetThingLook
- SetThingHeadLookPos
- SetThingHeadLookThing
- IsThingCrouching
- IsCrouching
- GetThingClassCog
- SetThingClassCog
- GetThingCaptureCog
- SetThingCaptureCog
- GetThingRespawn
- GetThingSignature
- SetThingAttachFlags
- ClearThingAttachFlags
- GetParticleSize
- SetParticleSize
- GetParticleGrowthSpeed
- SetParticleGrowthSpeed
- GetParticleTimeoutRate
- SetParticleTimeoutRate
- GetTypeFlags
- SetTypeFlags
- ClearTypeFlags
- GetActorFlags
- SetActorFlags
- ClearActorFlags
- GetWeaponFlags
- SetWeaponFlags
- ClearWeaponFlags
- GetExplosionFlags
- SetExplosionFlags
- ClearExplosionFlags
- GetItemFlags
- SetItemFlags
- ClearItemFlags
- GetParticleFlags
- SetParticleFlags
- ClearParticleFlags
- TakeItem
- HasLOS
- GetThingFireOffset
- SetThingFireOffset
- GetThingUserData
- SetThingUserData
- GetThingCollideSize
- SetThingCollideSize
- GetThingMoveSize
- SetThingMoveSize
- GetThingMass
- SetThingMass
- SyncThingPos
- SyncThingAttachment
- SyncThingState
- AttachThingToThingEx
- GetThingAttachedThing
- GetMeshByName
- GetNodeByName
- AttachThingToThingMesh
- DetachThingMesh
- SetThingMesh
- RestoreThingMesh
- GetThingAlpha
- SetThingAlpha
- GetCameraFOV
- SetCameraFOV
- ResetCameraFOV
- SetCameraLookInterp
- SetCameraPosInterp
- SetCameraInterpSpeed
- SetCameraPosition
- AnimateSpriteSize
- GetCameraPosition
- SetCameraFadeThing
- SetExtCamOffset
- SetExtCamOffsetToThing
- SetExtCamLookOffsetToThing
- SetExtCamLookOffset
- RestoreExtCam
- PlayForceMoveMode
- IsThingAutoAiming
- GetMoveStatus
- CreateLaser
- CreateLightning
- MakeFairyDust
- MakeFairyDustDeluxe
- SetPuppetModeFPS
- SetMoveMode
- CheckFloorDistance
- CheckPathToPoint
- SetThingStateChange
- CreatePolylineThing
- StartQuetzAnim
- BoardVehicle
- FadeInTrack
- IsGhostVisible
- MakeCamera2LikeCamera1
WaitForStop
WaitForStop(Thing thing)
WaitForAnimStop
WaitForAnimStop(int animID)
StopThing
StopThing(Thing thing)
DestroyThing
DestroyThing(Thing thing)
GetThingHealth
GetThingHealth(Thing thing) -> float
GetThingMaxHealth
GetThingMaxHealth(Thing thing) -> float
GetHealth
GetHealth(Thing thing) -> float
HealThing
HealThing(Thing thing, float health)
GetThingLight
GetThingLight(Thing thing) -> Vector
SetThingLight
SetThingLight(Thing thing, Vector value, float maxRadius, float timeDelta)
ThingLight
ThingLight(Thing thing, Vector value, float maxRadius, float timeDelta)
ThingLightAnim
ThingLightAnim(Thing thing, Vector startColor, float startRadius, Vector value, float endRadius, float speed) -> int
ThingFadeAnim
ThingFadeAnim(Thing thing, float startAlpha, float endAlpha, float timeDelta, int bLoop) -> int
CreateThing
CreateThing(Template template, Thing refThing) -> int
CreateThingAtPos
CreateThingAtPos(Template template, Sector sector, Vector pos, Vector pyr) -> int
CaptureThing
CaptureThing(Thing thing)
ReleaseThing
ReleaseThing(Thing thing)
SetThingVel
SetThingVel(Thing thing, Vector vel)
AddThingVel
AddThingVel(Thing thing, Vector vel)
ApplyForce
ApplyForce(Thing thing, Vector vec)
DetachThing
DetachThing(Thing thing)
GetAttachFlags
GetAttachFlags(Thing thing) -> int
GetThingAttachFlags
GetThingAttachFlags(Thing thing) -> int
AttachThingToSurf
AttachThingToSurf(Thing thing, Surface surf)
AttachThingToThing
AttachThingToThing(Thing thing, Thing attachThing)
SetArmedMode
SetArmedMode(Thing thing, int armedMode)
armed mode
for thing
object.The object needs to have both a model and puppet object assigned.
Parameters:
* thing
- The game object to set new armed mode.
* armedMode - The puppet armed mode
number (0-7).
SetThingFlags
SetThingFlags(Thing thing, int flags)
ClearThingFlags
ClearThingFlags(Thing thing, int flags)
TeleportThing
TeleportThing(Thing destThing, Thing srcThing)
SetThingType
SetThingType(Thing thing, int type)
SetCollideType
SetCollideType(Thing thing, int type)
SetHeadLightIntensity
SetHeadLightIntensity(Thing thing, Vector color) -> Vector
GetThingCurLightMode
GetThingCurLightMode(Thing thing) -> int
SetThingCurLightMode
SetThingCurLightMode(Thing thing, int mode)
SetActorExtraSpeed
SetActorExtraSpeed(Thing thing, float speed)
SetThingPosEx
SetThingPosEx(Thing thing, Vector vecPos, Sector sector) -> int
SetThingMaxVel
SetThingMaxVel(Thing thing, float maxSpeed)
SetThingMaxAngVel
SetThingMaxAngVel(Thing thing, float maxRotSpeed)
SetThingJointAngle
SetThingJointAngle(Thing thing, int jointNum, float angle)
SetThingMaxHeadPitch
SetThingMaxHeadPitch(Thing thing, float maxPitch) -> float
SetThingMinHeadPitch
SetThingMinHeadPitch(Thing thing, float minPitch) -> float
GetThingMaxHeadPitch
GetThingMaxHeadPitch(Thing thing) -> float
GetThingMinHeadPitch
GetThingMinHeadPitch(Thing thing) -> float
SetThingMaxHeadYaw
SetThingMaxHeadYaw(Thing thing, float maxYaw) -> float
GetThingMaxHeadYaw
GetThingMaxHeadYaw(Thing thing) -> float
SetThingLVecPYR
SetThingLVecPYR(Thing thing, Vector lvec)
SetActorHeadPYR
SetActorHeadPYR(Thing thing, Vector pyr)
SetThingAirDrag
SetThingAirDrag(Thing thing, float drag)
SetThingMaxRotVel
SetThingMaxRotVel(Thing thing, float vel)
SetThingMaxHeadVel
SetThingMaxHeadVel(Thing thing, float vel)
ResetThing
ResetThing(Thing thing)
MoveThing
MoveThing(Thing thing, Vector vecDirection, float moveDist, float timeDelta) -> int
MoveThingToPos
MoveThingToPos(Thing thing, Vector pos, float time) -> int
GetThingType
GetThingType(Thing thing) -> int
IsThingMoving
IsThingMoving(Thing thing) -> int
IsMoving
IsMoving(Thing thing) -> int
GetCurFrame
GetCurFrame(Thing thing) -> int
GetGoalFrame
GetGoalFrame(Thing thing) -> int
GetThingParent
GetThingParent(Thing thing) -> int
GetThingSector
GetThingSector(Thing thing) -> int
GetThingPos
GetThingPos(Thing thing) -> Vector
SetThingPos
SetThingPos(Thing thing, Vector newPos) -> int
GetThingVel
GetThingVel(Thing thing) -> Vector
GetThingUVec
GetThingUVec(Thing thing) -> Vector
GetThingLVec
GetThingLVec(Thing thing) -> Vector
GetThingRVec
GetThingRVec(Thing thing) -> Vector
GetThingFlags
GetThingFlags(Thing thing) -> int
GetCollideType
GetCollideType(Thing thing) -> int
GetHeadLightIntensity
GetHeadLightIntensity(Thing thing, Vector color) -> Vector
IsThingVisible
IsThingVisible(Thing thing) -> int
GetThingGuid
GetThingGuid(Thing thing) -> int
GetGuidThing
GetGuidThing(int guid) -> int
GetThingMaxVel
GetThingMaxVel(Thing thing) -> float
GetThingMaxAngVel
GetThingMaxAngVel(Thing thing) -> float
GetThingJointAngle
GetThingJointAngle(Thing thing, int jointNum) -> float
InterpolatePYR
InterpolatePYR(Vector axisX, Vector axisY, Vector axisZ, float angle) -> Vector
GetThingLVecPYR
GetThingLVecPYR(Thing thing) -> Vector
GetActorHeadPYR
GetActorHeadPYR(Thing thing) -> Vector
GetThingJointPos
GetThingJointPos(Thing thing, int jointNum) -> Vector
IsThingModelName
IsThingModelName(Thing thing, string modelName) -> int
GetThingMaxRotVel
GetThingMaxRotVel(Thing thing) -> float
GetThingMaxHeadVel
GetThingMaxHeadVel(Thing thing) -> float
CopyOrient
CopyOrient(Thing srcThing, Thing destThing)
CopyOrientAndPos
CopyOrientAndPos(Thing srcThing, Thing dstThing)
GetThingInsertOffset
GetThingInsertOffset(Thing thing) -> Vector
SetThingInsertOffset
SetThingInsertOffset(Thing thing, Vector offset) -> Vector
GetThingEyeOffset
GetThingEyeOffset(Thing thing) -> Vector
SetThingPulse
SetThingPulse(Thing thing, float secPulse)
SetThingTimer
SetThingTimer(Thing thing, float secTimer)
GetInv
GetInv(Thing thing, int typeId) -> float
SetInv
SetInv(Thing thing, int typeId, float amount)
ChangeInv
ChangeInv(Thing thing, int typeId, float amount) -> float
GetInvCog
GetInvCog(Thing thing, int typeId) -> int
GetInvMin
GetInvMin(Thing thing, int bin) -> float
GetInvMax
GetInvMax(Thing thing, int bin) -> float
PlayKey
PlayKey(Thing thing, Keyframe key, int lowPriority, int playFlags, int bWait) -> int
key
animation for thing
object.The object needs to have both a model and puppet object assigned.
Parameters:
* thing
- The game object to play the key
animation. The object has to have model and puppet set.
* key
- The keyframe animation to play.
* lowPriority
- The low-priority value of puppet animated joints with low priority.
The high priority is set to lowPriority
+ 2.
* playFlags
- The puppet track flags.
* bWait
- If 1 - True wait for the animation to finish playing.
Return
Returns the track number where the key
is being played.
PlayKeyEx
PlayKeyEx(Thing thing, Keyframe key, int lowPriority, int highPriority, int playFlags, int bWait) -> int
key
animation for thing
object.The object needs to have both a model and puppet object assigned.
Parameters:
* thing
- The game object to play the key
animation.
* key
- The keyframe animation to play.
* lowPriority
- The low-priority value of puppet animated joints with low priority.
* highPriority
- The heigh-priority value of puppet animated joints with high priority.
* playFlags
- The puppet track flags.
* bWait
- If 1 - True wait for the animation to finish playing.
Return
Returns the track number where the key
is being played.
StopKey
StopKey(Thing thing, int trackNum, float fadeTime)
thing
object.
Parameters:
* thing
- The game object to stop the track
animation. The object has to have model and puppet set.
* trackNum
- Puppet track number to stop playing.
* fadeTime
- Animation stop fade-out time in seconds. Must be greater than or equal to 0.
PauseKey
PauseKey(Thing thing, int trackNum) -> int
thing
's puppet track animation.
Parameters:
* thing
- The game object to pause the track
animation.
* trackNum
- Puppet track number to pause playing.
Return
On success 1 is returned, otherwise -1.
ResumeKey
ResumeKey(Thing thing, int trackNum) -> int
thing
puppet track
animation.
Parameters:
* thing
- The game object to resume the track
animation.
* trackNum
- Puppet track number to resume playing.
Return
On success 1 is returned, otherwise -1.
SetThingModel
SetThingModel(Thing thing, Model model) -> int
GetThingModel
GetThingModel(Thing thing) -> int
PlayMode
PlayMode(Thing thing, int submode, int bWait) -> int
thing
object.The object needs to have both a model and puppet object assigned.
Parameters:
* thing
- The game object to play the submode
track.
* submode
- The puppet submode number to play.
* bWait
- If 1 - True wait for the submode animation to finish playing.
Return
Returns the track number where the submode
animation is being played.
StopMode
StopMode(Thing thing, int submode, float fadeTime)
puppet submode
track for thing
object.
Parameters:
* thing
- The game object to stop the submode
track.
* submode
- The puppet submode number to stop playing.
* fadeTime
- Animation stop fade-out time in seconds. Must be greater than or equal to 0.
SynchMode
SynchMode(Thing thing, int oldMode, int newMode, float unknown/unused, int bReverse)
thing
object.That is, stops playing
old
submode track and starts playing the new
submode track at the same animation frame where the old
was stopped.
Synchronizes the puppet submode
track track from the old mode to the new mode for the thing
object. This stops playing the old submode
track track and starts playing the new submode
track track from the same animation frame where the old track was stopped.
Parameters:
* thing
- The game object to play the submode
track.
* oldMode
- The puppet submode number to sync from.
* newMode
- The puppet submode number to sync to.
* unused
- Not used
* bReversed
IsModePlaying
IsModePlaying(Thing thing, int submode) -> int
puppet submode
track is playing at the moment for the thing
.
Parameters:
* thing
- The game object to check the submode
track. The object has to have model and puppet set.
* submode
- The puppet submode number to check.
Return
Returns 0 if submode track is not playing, 1 if submode track is playing and 2 if submode track is paused. On error -1 is returned.
PauseMode
PauseMode(Thing thing, int submode) -> int
puppet submode
track for thing
.
Parameters:
* thing
- The game object to pause the submode
track. The object has to have model and puppet set.
* submode
- The puppet submode number to pause playing.
Return
Returns 0 if submode track is not playing, 1 if submode track was paused and 2 if submode track is already paused. On error -1 is returned.
ResumeMode
ResumeMode(Thing thing, int submode) -> int
puppet submode
track animation for thing
object.
Parameters:
* thing
- The game object to resume playing the submode
track.
* submode
- The puppet submode number to resume playing.
Return - 0 if submode track is not playing - 1 if submode track is resumed to play - 2 if submode track is not paused
On error -1 is returned.
TrackToMode
TrackToMode(Thing thing, int trackNum) -> int
puppet submode
number of the thing
object for the specified track number.
Parameters:
* thing
- Playing track number to retrieve submode
.
* trackNum
- Track number of the playing track from which to retrieve the submode
.
Return
On success puppet submode
number is returned.
On error -1 is returned e.g. invalid track
number.
WaitMode
WaitMode(Thing thing, int submode) -> int
puppet submode
track to finish playing.
Parameters:
* thing
- The game object for which to wait until the track has finished playing.
* submode
- The puppet submode number.
Return
If submode
is playing 1 is returned, otherwise 0.
On error -1 is returned.
GetMajorMode
GetMajorMode(Thing thing) -> int
major mode
for the object
's puppet.
Parameters:
* thing
- The game object to retrieve the current major mode. The object has to have model and puppet set.
Return
On success current major mode number is returned. On error -1 is returned.
FirstThingInSector
FirstThingInSector(Sector thing) -> int
NextThingInSector
NextThingInSector(Thing thing) -> int
PrevThingInSector
PrevThingInSector(Thing thing) -> int
MoveToFrame
MoveToFrame(Thing thing, int frame, float speed)
SkipToFrame
SkipToFrame(Thing thing, int frame, float speed)
JumpToFrame
JumpToFrame(Thing thing, int frame, Sector sector)
PathMovePause
PathMovePause(Thing thing) -> int
PathMoveResume
PathMoveResume(Thing thing) -> int
Rotate
Rotate(Thing thing, float degrees, int axis, float rotTime)
RotatePivot
RotatePivot(Thing thing, int frame, float v7)
RotateToPYR
RotateToPYR(Thing thing, Vector pyr, float time)
GetThingTemplate
GetThingTemplate(Thing thing) -> int
DamageThing
DamageThing(Thing victim, float damage, int damageclass, Thing source) -> float
victim
game object.
Parameters:
* victim
- The game object to damage.
* damage
- The amount of damage to apply to victim
.
* damageclass
- The damage class type to use for damage.
* source
- The game object that inflicted the damage.
Return
Returns the amount of actual damage applied to victim
.
SetLifeLeft
SetLifeLeft(Thing thing, float secLeft)
Parameters:
* thing
- The game object whose life left is being set.
* secLeft
- The number of seconds the object will live for.
GetLifeLeft
GetLifeLeft(Thing thing) -> float
Parameters:
* thing
- The game object whose remaining life time is being retrieved.
Return
The number of seconds the object has left to live.
SetThingThrust
SetThingThrust(Thing thing, Vector thrust) -> Vector
GetThingThrust
GetThingThrust(Thing thing) -> Vector
SetThingHealth
SetThingHealth(Thing thing, float health)
SetHealth
SetHealth(Thing thing, float health)
AmputateJoint
AmputateJoint(Thing thing, int joint)
SetActorWeapon
SetActorWeapon(Thing actor, Template weapon)
GetActorWeapon
GetActorWeapon(Thing actor) -> int
GetPhysicsFlags
GetPhysicsFlags(Thing thing) -> int
SetPhysicsFlags
SetPhysicsFlags(Thing thing, int physflags)
ClearPhysicsFlags
ClearPhysicsFlags(Thing thing, int physflags)
ParseArg
ParseArg(Thing thing, string args)
GetThingRotVel
GetThingRotVel(Thing thing) -> Vector
SetThingRotVel
SetThingRotVel(Thing thing, Vector vel)
GetThingRotThrust
GetThingRotThrust(Thing thing) -> Vector
SetThingRotThrust
SetThingRotThrust(Thing thing, Vector vec)
SetThingLook
SetThingLook(Thing thing, Vector look)
SetThingHeadLookPos
SetThingHeadLookPos(Thing thing, Vector look)
SetThingHeadLookThing
SetThingHeadLookThing(Thing thing, Thing lookThing)
IsThingCrouching
IsThingCrouching(Thing thing) -> int
IsCrouching
IsCrouching(Thing thing) -> int
GetThingClassCog
GetThingClassCog(Thing thing) -> int
SetThingClassCog
SetThingClassCog(Thing thing, cog thingCog)
GetThingCaptureCog
GetThingCaptureCog(Thing thing) -> int
SetThingCaptureCog
SetThingCaptureCog(Thing thing, cog captureCog)
GetThingRespawn
GetThingRespawn(Thing thing) -> float
GetThingSignature
GetThingSignature(Thing thing) -> int
SetThingAttachFlags
SetThingAttachFlags(Thing thing, int attflags)
ClearThingAttachFlags
ClearThingAttachFlags(Thing thing, int attflags)
GetParticleSize
GetParticleSize(Thing thing) -> float
SetParticleSize
SetParticleSize(Thing thing, float size)
GetParticleGrowthSpeed
GetParticleGrowthSpeed(Thing thing) -> float
SetParticleGrowthSpeed
SetParticleGrowthSpeed(Thing thing, float speed)
GetParticleTimeoutRate
GetParticleTimeoutRate(Thing thing) -> float
SetParticleTimeoutRate
SetParticleTimeoutRate(Thing thing, float timeoutRate)
GetTypeFlags
GetTypeFlags(Thing thing) -> int
SetTypeFlags
SetTypeFlags(Thing thing, int flags)
ClearTypeFlags
ClearTypeFlags(Thing thing, int flags)
GetActorFlags
GetActorFlags(Thing thing) -> int
SetActorFlags
SetActorFlags(Thing thing, int flags)
ClearActorFlags
ClearActorFlags(Thing thing, int flags)
GetWeaponFlags
GetWeaponFlags(Thing thing) -> int
SetWeaponFlags
SetWeaponFlags(Thing thing, int flags)
ClearWeaponFlags
ClearWeaponFlags(Thing thing, int flags)
GetExplosionFlags
GetExplosionFlags(Thing thing) -> int
SetExplosionFlags
SetExplosionFlags(Thing thing, int flags)
ClearExplosionFlags
ClearExplosionFlags(Thing thing, int flags)
GetItemFlags
GetItemFlags(Thing thing) -> int
SetItemFlags
SetItemFlags(Thing thing, int flags)
ClearItemFlags
ClearItemFlags(Thing thing, int flags)
GetParticleFlags
GetParticleFlags(Thing thing) -> int
SetParticleFlags
SetParticleFlags(Thing thing, int flags)
ClearParticleFlags
ClearParticleFlags(Thing thing, int flags)
TakeItem
TakeItem(Thing item, Thing thing)
HasLOS
HasLOS(Thing viewer, Thing target) -> int
GetThingFireOffset
GetThingFireOffset(Thing thing) -> Vector
SetThingFireOffset
SetThingFireOffset(Thing thing, Vector offset)
GetThingUserData
GetThingUserData(Thing thing) -> float
SetThingUserData
SetThingUserData(Thing thing, float userval)
GetThingCollideSize
GetThingCollideSize(Thing thing) -> float
SetThingCollideSize
SetThingCollideSize(Thing thing, float size)
GetThingMoveSize
GetThingMoveSize(Thing thing) -> float
SetThingMoveSize
SetThingMoveSize(Thing thing, float movesize)
GetThingMass
GetThingMass(Thing thing) -> float
SetThingMass
SetThingMass(Thing thing, float mass)
SyncThingPos
SyncThingPos(Thing thing)
SyncThingAttachment
SyncThingAttachment(Thing thing)
SyncThingState
SyncThingState(Thing thing)
AttachThingToThingEx
AttachThingToThingEx(Thing thing, Thing attachThing, int attflags)
GetThingAttachedThing
GetThingAttachedThing(Thing thing, int attype) -> int
GetMeshByName
GetMeshByName(Thing thing, string meshName) -> int
GetNodeByName
GetNodeByName(Thing thing, string nodeName) -> int
AttachThingToThingMesh
AttachThingToThingMesh(Thing attachThing, Template template, int meshNum) -> int
DetachThingMesh
DetachThingMesh(Thing thing)
SetThingMesh
SetThingMesh(Thing thing, int meshNum, Model model, int meshNumSrc) -> int
RestoreThingMesh
RestoreThingMesh(Thing thing, int refnum)
GetThingAlpha
GetThingAlpha(Thing thing) -> float
SetThingAlpha
SetThingAlpha(Thing thing, float alpha) -> float
GetCameraFOV
GetCameraFOV() -> float
SetCameraFOV
SetCameraFOV(float fov, int bInterp, float timeDelta)
ResetCameraFOV
ResetCameraFOV(int bInterp, float time)
SetCameraLookInterp
SetCameraLookInterp(int camNum, int bEnable)
SetCameraPosInterp
SetCameraPosInterp(int camNum, int bDollyMode)
SetCameraInterpSpeed
SetCameraInterpSpeed(int camNum, float speed)
SetCameraPosition
SetCameraPosition(int camNum, Vector vec)
AnimateSpriteSize
AnimateSpriteSize(Thing sprite, Vector vecStart, Vector vecEnd, float deltaTime) -> int
GetCameraPosition
GetCameraPosition(int camNum) -> Vector
SetCameraFadeThing
SetCameraFadeThing(int camNum, Thing fadeThing, Thing camPosThing, int bWhiteFade)
camNum
.
Parameters:
- camNum
- The camera number for which to set the fade thing for.
- fadeThing
- The fade plate thing
- camPosThing
- The thing to be used as camera postition thing (primary thing).The thing position and orientation will be changed to the camera pose. Can be daynamic thinf created in script. -
bWhiteFade
- If true the white side of the fade plate will face the camera.
SetExtCamOffset
SetExtCamOffset(Vector vec)
SetExtCamOffsetToThing
SetExtCamOffsetToThing(Thing thing)
SetExtCamLookOffsetToThing
SetExtCamLookOffsetToThing(Thing thing)
SetExtCamLookOffset
SetExtCamLookOffset(Vector vec)
RestoreExtCam
RestoreExtCam()
PlayForceMoveMode
PlayForceMoveMode(Thing thing, int submode) -> int
IsThingAutoAiming
IsThingAutoAiming()
GetMoveStatus
GetMoveStatus(Thing thing) -> int
CreateLaser
CreateLaser(Thing srcThing, Vector offset, Vector endPos, float baseRadius, float tipRadius, float duration) -> int
CreateLightning
CreateLightning(Thing sourceThing, Vector offset, Vector endPos, float baseRadius, float tipRadius, float duration) -> int
MakeFairyDust
MakeFairyDust(Thing thing, Vector pos)
MakeFairyDustDeluxe
MakeFairyDustDeluxe(Thing thing, Vector pos)
SetPuppetModeFPS
SetPuppetModeFPS(Thing thing, int mode, int submode, float fps) -> float
thing
object.
Parameters:
* thing
- The game object to set the keyframe FPS.
* mode
- The puppet mode
number.
* submode
- The puppet submode number.
* fps
- The new keyframe FPS
Return
Returns previous track FPS.
SetMoveMode
SetMoveMode(Thing thing, int newMode) -> int
puppet move mode
for thing
object.The object needs to have both a model and puppet object assigned.
Parameters:
* thing
- The game object to set new move mode.
* moveMode
- The puppet move mode
number (0-2).
Return
On success 0 is returned, otherwise -1.
CheckFloorDistance
CheckFloorDistance(Thing thing) -> float
CheckPathToPoint
CheckPathToPoint(Thing viewer, Vector vecTarget, int bDetectThings, int bSkipFloor) -> float
SetThingStateChange
SetThingStateChange(Thing thing, int state, int armModeState)
CreatePolylineThing
CreatePolylineThing(Thing srcThing, Optional[Thing] destThing, Vector endPos, Material material, float baseRadius, float tipRadius, float duration) -> int
StartQuetzAnim
StartQuetzAnim(Thing thing, int mode) -> int
BoardVehicle
BoardVehicle(Thing thing) -> int
FadeInTrack
FadeInTrack(Thing thing, int trackNum, float speed) -> int
The object needs to have both a model and puppet object assigned.
Parameters:
* thing
- The game object to fade-in puppet track
animation.
* trackNum
- Puppet track number to play fade-in mode.
* fadeTime
- Track fade-in speed. Should be greater than 0, else 1 is set.
Return
On success 1 is returned, otherwise -1.
IsGhostVisible
IsGhostVisible(Thing thing, Thing ghostThing, float angle) -> int
MakeCamera2LikeCamera1
MakeCamera2LikeCamera1(Thing cam1Pos, Thing cam1Look) -> int
cam1Pos
and can1Look
objects.
Parameters:
* cam1Pos
- The game object to which camera 1's position is assigned. Must be a valid, non-free object.
* cam1Look
- The game object to which camera 1's focus is assigned. Must be a valid, non-free object.
Return
On success 1 is returned, otherwise -1.