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

Game

  • Antiphon
  • 12. November 2023 um 15:38
  • 1.558 mal gelesen
  • 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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