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  1. Emergency Hub
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Mission

  • Antiphon
  • 12. November 2023 um 15:47
  • 1.686 mal gelesen
  • Code
    enum MissionState
    {
    	MISSION_RUNNING,	// läuft
    	MISSION_SUCCEEDED,	// gewonnen
    	MISSION_FAILED		// verloren
    };
    Code
    enum ActionCallbackResult
    {
    	ACTION_CONTINUE,
    	ACTION_SKIP,
    	ACTION_CLEAR
    };
    Code
    enum PathFinishedAction
    {
    	PATH_DEFAULT,
    	PATH_DELETE,
    	PATH_RESTART,
    	PATH_STOP
    };
    Code
    enum MoveCollCheck
    {
    	MCC_HALT_CONTINUE,			// default: on collision stop moving the object, but don't stop action
    	MCC_IGNORE_CONTINUE,		// ignore collision (move on) and continue action
    	MCC_HALT_DONE,				// stop moving and remove action
    	MCC_IGNORE_DONE,			// continue moving (for this step) and remove action 
    	MCC_HALT_CLEARLIST,			// stop moving and clear action list
    	MCC_IGNORE_CLEARLIST		// continue moving (for this step) and clear action list
    };
    Code
    namespace Mission
    {
    	struct MissionScoring
    	{
    		float PersonResult;
    		float ThingsResult;
    		float BudgetResult;
    		float TimeResult;
    		float Efficiency;
    	};
    
    	void AddObjective(const char *Name_, const char *OpenComment_ = NULL, const char *AccomplishedComment_ = NULL);
    	void AddObjectivePlayComment(const char *Name_, const char *OpenComment_ = NULL, const char *AccomplishedComment_ = NULL);
    	void RemoveObjective(const char *Name_);
    	void RemoveAllObjectives();
    	bool HasObjective(const char *Name_);
    	void SetObjectiveAccomplished(const char *Name_, bool State_);
    	bool IsObjectiveAccomplished(const char *Name_);
    	bool AllObjectivesAccomplished();
    	int GetNumObjectivesAccomplished();
    	int GetNumObjectivesNotAccomplished();	
    	
    	bool IsDefaultLogicPositive();
    	bool IsDefaultLogicNegative();
    	
    	bool StartSingleTimer(const char *Name_, float TimeOut_, bool usePhysicsTicks_ = false);
    	bool StartIntervalTimer(const char *Name_, float TimeOut_, bool usePhysicsTicks_ = false);
    	bool StopTimer(const char *Name_);
    	bool PauseTimer(const char *Name_);
    	bool ResumeTimer(const char *Name_);
    	float ModifyTimeOut(const char *TimerName_, float TimeDifference_);
    	bool TimerIsStarted(const char* name);
    	
    	int GetCounter(const char *Counter_);
    	int IncCounter(const char *Counter_, int Amount_=1);
    	int DecCounter(const char *Counter_, int Amount_=1);
    	int SetCounter(const char *Counter_, int Value_);
    	void ResetCounters();
    
    	void StartCutScene(bool useCamLimitsForTransition_ = true);
    	void EndCutScene(bool restoreOldCamLocation_ = false, float restoreTransitionDuration_ = 0.0f);
    	bool IsCutSceneRunning();
    	void ShowBlackBars(float duration_ = 0.0f);
    	void HideBlackBars(float duration_ = 0.0f);
    	void CloseBlackBars(float duration_ = 0.0f, float blackDuration_ = 3.0f);
    	 		
    	void PlayHint(const char *HintText, const char *SoundFile = NULL);
    	void ShowMessageTickerText(const char *Text_, float Red_=1.0f, float Green_=1.0f, float Blue_=1.0f);
    	void PlayComment(const char *commentFile_);
    	bool IsCommentPlaying();
    	int GetMissionTime();
    	int GetMoneyLeft();
    	void SetMoney(int Amount_);
    	const char *GetDefaultCommentForEfficiency(float efficiency_);
    
    	void StartCountDown(int Seconds_);
    	void PauseCountDown();
    	void ResumeCountDown();
    	void StopCountDown();
    	int GetCountDownSeconds();
    	void SetCountDownColor(float red_, float green_, float blue_);
    };
    Alles anzeigen
    Code
    class MissionScript
    {
    		MissionScript(const char *Class_, const char *Object_);
    		virtual ~MissionScript();
    };
    • Emergency4
    • Zitieren
  • Vorheriger Eintrag Math
  • Nächster Eintrag OpenHouse
  • 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 46
    1. Allgemeines 10
    2. Assets 6
    3. Mapping 3
    4. Prototypes 1
    5. Scripting 0
    6. SDK 26
  3. EMERGENCY 6
    1. Hilfestellungen 5
    2. Problemlösungen 1
  4. Emergency Hub 0
    1. Features 3
      1. Modding Teams 3

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