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  1. Emergency Hub
  2. Lexikon
  3. EMERGENCY 4
  4. SDK

Game

  • Antiphon
  • 12. November 2023 um 15:38
  • 2.145 mal gelesen
Derzeit kommt es vermehrt zu automatisierten Registrierungen und Spam-Beiträgen. Dadurch kann es vereinzelt zu unerwünschten Inhalten kommen. Wir arbeiten bereits an technischen Maßnahmen, um dies zu unterbinden. Übergangsweise werden neu registrierte Nutzer einer eingeschränkten Benutzergruppe zugewiesen, mit der keine neuen Themen erstellt werden können. Nach dem Hochladen eines Avatars wird die Einschränkung nach rund 10 Minuten automatisch aufgehoben. Danke für euer Verständnis und eure Geduld.
  • Code
    namespace Game
    {
    	ActorList GetActors();
    	ActorList GetActors(const char *Name_);
    	ActorList GetActors(ActorType type_);
    	Actor GetActor(int ID_);
    	int GetNumActors(ActorType type_);
    	int GetNumInjuredPersonNotOnTransport();
    	
    	GameObjectList GetGameObjects();
    	GameObjectList GetGameObjects(GameObjectType type_);
    	GameObjectList GetGameObjects(const char *Name_);
    	GameObjectList GetGameObjectsWithPrefix(const char* Prefix_);
    	GameObjectList GetSelectedGameObjects();
    	int GetNumSelectedGameObjects();
    	bool IsParamedicWithInjuredInSelection(GameObject *Caller_);
    
    	PersonList GetParamedics();
    	PersonList GetDoctors();
    	PersonList GetFirefighters();
    	
    	GameObject CreateObject(const char* Prototype_, const char *Name_);
    	Person CreatePerson(const char *Prototype_, const char *Name_);
    	Vehicle CreateVehicle(const char* Prototype_, const char *Name_);
    
    	void RemoveGameObject(GameObject *obj_);
    	
    	bool ExecuteCommand(const char *Command_, GameObject *Caller_);
    	bool ExecuteCommand(const char *Command_, GameObject *Caller_, Actor *Target_);
    	
    	float MetersToUnits(float Meters_);
    	float UnitsToMeters(float Units_);
    	void PrintObjectText(Actor &Obj_, const char *Text_);
    	
    	bool LoadMap(const char* MapName_);	
    	void ScheduleMissionStart(int Mission_, bool isNewMission_ = false);
    
    	void PlayEmitter(const char *File_, const Vector &Pos_);
    	float GetGameSpeed();
    	void SetGameSpeed(float Speed_);
    	float GetLastTickDuration();
    
    	float GetRealTime();
    	float GetTime();
    
    	void SetDefaultMessageGroup(const char* Default_);
    	void ShowHelpText(const char *Text_, float Duration_ = -1.0f);
    	void ShowHelpTextWindow(const char *Text_, float Duration = -1.0f);
    	void CloseHelpTextWindow();
    
    	bool CollectObstaclesOnPath(const char* path, GameObjectList &list);
    	bool CollectObstaclesOnTrigger(const char* trigger, GameObjectList &list, unsigned int typefilter_ = ACTOR_VEHICLE|ACTOR_PERSON|ACTOR_OBJECT);
    	bool CollectObstaclesOnVirtualObject(const char* vobj, GameObjectList &list, unsigned int typefilter_ = ACTOR_VEHICLE|ACTOR_PERSON|ACTOR_OBJECT);
    	bool IsSquadInTrigger(const char* trigger, unsigned int typefilter_ = ACTOR_PERSON|ACTOR_VEHICLE);
    	bool IsCivilianInTrigger(const char* trigger, unsigned int typefilter_ = ACTOR_PERSON, bool isInjured_=false);
    	bool IsSquadInVirtualObject(const char* vobj);
    	bool IsCivilianInVirtualObject(const char* vobj);
    	bool IsBurningObjectInVirtualObject(const char* vobj);
    	void HideObjects(const GameObjectList &list);
    	void ShowObjects(const GameObjectList &list);
    	int GetNrObjectsWithFlagSet(int flag_);
    
    	bool ExistsObjectWithFlagSet(int flag_);
    	bool ExistsNormalObjectWithFlagSet(int flag_); //checks only objects with status != FULLBURNED, which arent hidden
    	bool ExistsFreeLandingStage(bool tfmb_);	//
    	bool ExistsFreeBridgeInstallPoint();		//
    	bool ExistsFreeTFMB();
    	bool ExistsFreeFMB();
    	bool ExistsFreeDLKInstallPosition();		//
    	bool ExistsEmptyFGRR_TRL();
    	bool ExistsEmptyFGRR_RL();
    	bool ExistsCoolableobject();
    	bool ExistsExtinguishableObject();
    	bool ExistsDrowningPerson();				//
    	bool ExistsInjuredPerson();					//
    	bool ExistsNonInjuredPerson();				//
    	bool ExistsWoundedSquad();
    	bool ExistsAccessibleHouse();
    	bool ExistsFreeRescueDog();
    	bool ExistsDiveArea();						//
    	bool ExistsCarWithEnclosedPerson();			
    	bool ExistsCutableObject();
    	bool ExistsLockedHouse();
    	bool ExistsFreeHoseConnection();
    	bool ExistsAskablePerson();
    	bool ExistsFreeDLK();
    	bool ExistsRepairableCar();
    	bool ExistsHouseForJumpad();
    	bool ExistsInstalledJumppad();
    	bool ExistsInstalledRoadblock();
    	bool ExistsFreeVehicle(VehicleType type_, int minFreePassengers, int minFreeTransports);
    	bool ExistsFreeVehicle(VehicleType type_, VehicleType type2_, int minFreePassengers, int minFreeTransports);
    	bool ExistsFreeVehicle(VehicleType type_, VehicleType type2_, VehicleType type3_, int minFreePassengers, int minFreeTransports);
    	bool ExistsFreeVehicle(VehicleType type_, VehicleType type2_, VehicleType type3_, VehicleType type4_, int minFreePassengers, int minFreeTransports);
    	bool ExistsFreeSquadVehicle(VehicleType type_, int minFreePassengers, int minFreeTransports);
    	bool ExistsFreeSquadVehicle(VehicleType type_, VehicleType type2_, int minFreePassengers, int minFreeTransports);
    	bool ExistsFreeSquadVehicle(VehicleType type_, VehicleType type2_, VehicleType type3_, int minFreePassengers, int minFreeTransports);
    	bool ExistsFreeSquadVehicle(VehicleType type_, VehicleType type2_, VehicleType type3_, VehicleType type4_, int minFreePassengers, int minFreeTransports);
    
    	bool ActivateTrigger(const char *name);
    	bool DeactivateTrigger(const char *name);
    	bool ActivateWaitingPoint(const char *name_);
    	bool DeactivateWaitingPoint(const char *name_);
    	bool IsInTrigger(const char *name, const Vector &Pos_);
    	void CreateAreaLightsAroundTrigger(const char *name_, const char *nameForLights_, float gap_);
    
    	bool ActivateLiquid(const char *name);
    	bool DeactivateLiquid(const char *name);
    
    	bool IsWater(const Vector &Pos_, bool ignoreHeight_ = true);
    	bool IsSubmergible(const Vector &Pos_);
    
    	int GetPhysicsStep();
    	int GetTick();
    
    	bool FindFreePosition(GameObject *obj_, Vector &Pos_, float radius_ = 100.0f);
    	bool FindAvailablePosition(GameObject *obj_, Vector &Pos_, float radius_ = 50.0f, bool allowHouses_ = true);
    	bool GetPotentialCollisions(Actor *obj_, ActorList &list_, float radius_, unsigned int typefilter_);
    
    	void ExtinguishAllFires();
    	
    	void ActivateSceneLens(bool active_);
    
    	void StopAmbientSound(const char* name_);
    	void SetAmbientSoundVolumeByName(const char *name_, float volume_);
    	void SetAmbientSoundVolumeBySound(const char *sound_, float volume_);
    
    	void SetObjectsSelectable(bool enable_);
    	void SetMapBoundsBlockCamera(bool enable_);
    	void ForceShowContextMenu(bool enable_);
    	void EnableMultiSelection(bool enable_);
    
    	void GetTime(int &hour_, int &minute_, int &second_);
    	void SetTime(int hour_, int minute_, int second_);
    	int GetTimeSpeed();
    	void SetTimeSpeed(int speed_);
    	float GetGroundHeight(float posx_, float posy_);
    	float GetFloorHeight(float posx_, float posy_);
    
    	void DrawPermanentLine(Vector &start, Vector &end, int R, int G, int B);
    
     	Vector GetCommandPos();
    	GameMode GetGameMode();
    
    	bool HasNamePrefix(const char* Name_, const char *Prefix_);
     	void EnableUpdateMissionOnPause(bool enable_);
    
    	bool IsFreeplay();
    	bool IsMultiplayer();
    	bool IsCampaign();
    	bool IsMission();
    
    	void AddToGroup(GameObject *object_, int group_);
    	bool RemoveFromGroup(GameObject *object_, int group_);
    	bool IsInGroup(GameObject *object_, int group_);
    	
    	int GetNumInjuredPersonNotOnTransport(bool ignoreDead_ = false);
    	void SetNavigatorCounter(const char* counter_);
    	const char* GetNavigatorCounter();
    	bool ExistsPickableAnimal();
    	bool GetGameString(const char *name_, char *buffer_, int maxcount_);
    	bool IsHomicideEventRunning();
    	int GetMaxParkingSpace();
    	void SetMaxParkingSpace(int space_);
    	float GetGlobalEventFrequencyFactor();
    	void SetGlobalEventFrequencyFactor(float factor_);
    	float GetTimeActivePlayerSwitchMP();
    	void SetTimeActivePlayerSwitchMP(float time_);
    	int ShowEvent(const char* Text_, Vector Position_); // returns ID of the event
    	bool SetEventFinished(int eventID_, bool succesful_, int reward_);
    	bool IsPositionAcceptable(Vector Position_);	
    };
    Alles anzeigen
    • Emergency4
  • Vorheriger Eintrag FireObject
  • Nächster Eintrag GameObject
  • PDF

Kategorien

  1. EMERGENCY 5 / 2016 / 2017 / 20 11
    1. Allgemeines 6
    2. Assets 1
    3. Mapping 1
    4. Prefabs 3
    5. Scripting 0
  2. EMERGENCY 4 47
    1. Allgemeines 10
    2. Assets 6
    3. Mapping 4
    4. Prototypes 1
    5. Scripting 0
    6. SDK 26
  3. EMERGENCY 8
    1. Hilfestellungen 7
    2. Problemlösungen 1
  4. Emergency Hub 0
    1. Features 3
      1. Modding Teams 3

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