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Working with Missions: MissionWin, MissionWinButton

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Working with Missions

MissionWin

Wins the mission



Syntax:

MissionWin ( )

Example:

[Trigger]

MissionWin ( )

Halt

MissionWinButton

Hides displays the "End Mission" button in the Escape Menu

Syntax:

MissionWinButton ( ACTIVATE | HIDE )

"ACTIVATE" - displays the "End Mission" button

"HIDE" - hides the "End Mission" button

Example:

[TriggerForWin]

// Activates the "End Mission" button

// (now the user can end the battle manually at any moment).

MissionWinButton ( ACTIVATE )

// Waits 2 minutes, then ends the mission automatically

// (if the user has not ended it himself).

Delay ( 120000 )

MissionWin ( )

Halt

MissionFail

Fails the mission

Syntax:

MissionFail ( )

Example:

[Trigger]

MissionFail ( )

Halt

PingShow

Displays a ping object on the mini-map

Syntax:

PingShow ( <Name> , <Number> , <ObjectType> , <ObjectID>

<Name> - string identifier of the indicator

<Number> - integer from 1 to 9 to be shown on the mini-map in the specified place.

<ObjectType> - "UNIT" || "POINT"

<ObjectID> - identifier of an object of the specified type (a constant or variable)

<WaitTime> - optional parameter. The ping's operation time in milliseconds. If the parameter is not specified it keeps operating until PingHide is called

Example:

[Trigger]

PingShow ( "Ping" , 1 , POINT , "Point" , 10000 )

// Displays the ping object named Ping in the point Point for 10 seconds

Halt

[Trigger]

SET @unitID = 23

PingShow ( 'Ping' , 1 , UNIT , @unitID )

// Displays the ping object named Ping on unit 23 until PingHide ("Ping") is called

Halt

PingHide

Hides a ping object on the mini-map

Syntax:

PingHide (<Name> )

<Name> - string identifier of the indicator

Example:

[Trigger]

PingShow ( "Ping" , 1 , POINT , "Point" )

// Displays the ping object in the point Point

Delay ( 10000 )

PingHide ( "Ping" )

// Hides the ping object named Ping in the point Point

Halt

QuestActivate

Gives the player a task. A message icon and a message about the received task are displayed in the game interface

Syntax:

QuestActivate ( <SID> [, timeout ]

<SID> - string identifier of the task.

<timeout> - time in milliseconds, during which the message is displayed (60000 by default)

Example:

[Trigger]

QuestActivate ( "SubMission" )

// Activates the submission named SubMission

Halt

QuestFail

Marks the task as failed. A message icon and a message about the failed task are displayed in the game interface

Syntax:

QuestFail ( <SID> [, timeout ]

<SID> - string identifier of the task.

<timeout> - see QuestActivate

Example:

[Trigger]

QuestFail ( "SubMission" )

// The submission named SubMission failed

Halt

QuestGetState

Returns the state of a task

Syntax:

QuestGetState ( <SID>

<SID> - string identifier of the task.

Returns the string: "ACTIVE" || "FAIL" || "HIDE" || "WIN"

Example:

[Trigger]

SET @QuestState = QuestGetState ( "SubMission" )

// Checks the submission named SubMission

If (@QuestState = "FAIL" ) then

MissionFail ( )

Halt

endif

QuestWin

Marks the task as accomplished. A message icon and a message about the accomplished task are displayed in the game interface

Syntax:

QuestWin ( <SID> [, timeout ]

<SID> - string identifier of thetask.

<timeout> - see QuestActivate

Example:

[Trigger]

QuestWin ( "SubMission" )

// The submission named SubMission is won

Halt

QuestHide

Hides the task from the mission briefing and removes it from the console.

Syntax:

QuestHide ( <SID>

<SID> - string identifier of the task.

Example:

[Trigger]

QuestActivate ( "SubMission" )

Delay ( 1000 )

QuestHide ( "SubMission" )

// Activates the task and hides it after a second

Halt

SendMessage

A message icon and a text message are displayed in the game interface.

Syntax:

SendMessage ( <SID> [, <WaitTime>]

<SID> - string identifier of the message from the StringTable.

<WaitTime> - The time in milliseconds, during which the message is displayed on the screen.

Example:

[Trigger]

SendMessage ( "Message" , 10000 )

// The message with the identifier StringTable.Message will be displayed in the game interface and hidden after 10 seconds.

Halt

ClearMessage

Clears the message displayed from the console using the procedure SendMessage.

Syntax:

ClearMessage ( <SID>

<SID> - string identifier of the message from StringTable.

Example:

[Trigger]

SendMessage ( "Message" , 10000 )

Delay ( 1000 )

ClearMessage ( "Message" )

// The message with the identifier StringTable.Message
// will be displayed in the game interface and hidden after 1 second.

[Halt]



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