Toolkit_Objects.cpp =================== * Category: ``toolkit`` * Active scripts: ``13`` * Source: ``Code/Scripts/Toolkit_Objects.cpp`` M00_Create_Anim_Effect_DAY -------------------------- One Time Special Effect Player Used with M00_PowerUp_Create_When_Killed_JDG * Source line: ``334`` * Event hooks: ``Created``, ``Action_Complete`` * Persistence hooks: none detected * Key engine calls: ``Action_Play_Animation``, ``Destroy_Object`` * Summary source: ``source comment`` Parameter Description:: Effect_Model:string Source Notes:: One Time Special Effect Player Used with M00_PowerUp_Create_When_Killed_JDG - Attach this script to an object that is created through script to play a W3d animation - (Effect_Model:string) is the name of the animation of the object. M00_Disable_Transition ---------------------- M00_Disable_Transition in Toolkit_Objects.cpp initializes behavior when the object is created. * Source line: ``445`` * Event hooks: ``Created`` * Persistence hooks: none detected * Key engine calls: ``Enable_Vehicle_Transitions`` * Summary source: ``heuristic`` M00_Fire_Gas_Elec_Death_DAK --------------------------- Death Script for Fire, Gas and Electric troops. - new script for default Fire, Gas and Electric troop deaths. * Source line: ``463`` * Event hooks: ``Created``, ``Killed``, ``Damaged``, ``Action_Complete`` * Persistence hooks: none detected * Key engine calls: ``Get_Health``, ``Get_Max_Health``, ``Action_Play_Animation``, ``Apply_Damage`` * Summary source: ``source comment`` Parameter Description:: DeathType=1:int,HealthThreshhold=0.25:float Source Notes:: Death Script for Fire, Gas and Electric troops. - new script for default Fire, Gas and Electric troop deaths. - Takes preset DeathType:string ("Fire", "Gas", "Electric") and plays appropriate animation and weapon FX. (1 = flailing and smoke. 2 = Elec Twiching and smoke? 3 = choking and green smoke. ) M00_No_Falling_Damage_DME ------------------------- One Time Damage Modifier - Attach this script to an object that you do not want to recieve falling damage. * Source line: ``364`` * Event hooks: ``Created``, ``Damaged``, ``Custom`` * Persistence hooks: none detected * Key engine calls: ``Get_Health``, ``Set_Health`` * Summary source: ``source comment`` Source Notes:: One Time Damage Modifier - Attach this script to an object that you do not want to recieve falling damage. Such as from a paradrop. M00_Object_Create_Attach_Script_RMV ----------------------------------- M00_Object_Create_Attach_Script_RMV in Toolkit_Objects.cpp initializes behavior when the object is created; responds to custom events; creates or destroys objects. * Source line: ``136`` * Event hooks: ``Created``, ``Custom`` * Persistence hooks: none detected * Key engine calls: ``Debug_Message``, ``Create_Object``, ``Set_Facing``, ``Attach_Script`` * Summary source: ``heuristic`` Parameter Description:: Start_Now=0:int, Receive_Type:int, Receive_Param_On=1:int, Object_To_Create:string, Location:vector3, Facing=0.00:float, Debug_Mode=0:int, Script_To_Attach:string, Script_Params:string M00_Object_Create_RMV --------------------- Creates a configured object immediately or after receiving a matching custom event. * Source line: ``51`` * Event hooks: ``Created``, ``Custom`` * Persistence hooks: none detected * Key engine calls: ``Create_Object``, ``Set_Facing`` * Summary source: ``manual`` Parameter Description:: Start_Now=0:int, Receive_Type:int, Receive_Param_On=1:int, Object_To_Create:string, Location:vector3, Facing=0.00:float, Debug_Mode=0:int Source Notes:: M00_Object_Create_RMV This script creates an object upon activation. Parameters: Object_To_Create = The object to create. Location = Where to create the object. Facing = What facing to place the object at. M00_Object_Destroy_RMV ---------------------- M00_Object_Destroy_RMV in Toolkit_Objects.cpp initializes behavior when the object is created; responds to custom events; creates or destroys objects. * Source line: ``99`` * Event hooks: ``Created``, ``Custom`` * Persistence hooks: none detected * Key engine calls: ``Debug_Message``, ``Find_Object``, ``Destroy_Object`` * Summary source: ``heuristic`` Parameter Description:: Receive_Type_Activate:int, Debug_Mode=0:int M00_Object_Destroy_Self_RMV --------------------------- M00_Object_Destroy_Self_RMV in Toolkit_Objects.cpp initializes behavior when the object is created; responds to custom events; creates or destroys objects. * Source line: ``207`` * Event hooks: ``Created``, ``Custom`` * Persistence hooks: none detected * Key engine calls: ``Debug_Message``, ``Get_ID``, ``Destroy_Object`` * Summary source: ``heuristic`` Parameter Description:: Start_Now=1:int, Receive_Type=3:int, Receive_Param_On=1:int, Receive_Param_Off=0:int, Receive_Param_Activate:int, Debug_Mode=0:int M00_PCT_Pokable_DAK ------------------- M00_PCT_Pokable_DAK in Toolkit_Objects.cpp initializes behavior when the object is created. * Source line: ``569`` * Event hooks: ``Created`` * Persistence hooks: none detected * Key engine calls: ``Enable_HUD_Pokable_Indicator``, ``Display_Health_Bar`` * Summary source: ``heuristic`` M00_Permanent_No_Falling_Damage_IML ----------------------------------- Permanent Damage Modifier - Attach this script to an object that you do not want to recieve falling damage. * Source line: ``412`` * Event hooks: ``Created``, ``Damaged``, ``Custom`` * Persistence hooks: none detected * Key engine calls: ``Get_Health``, ``Set_Health`` * Summary source: ``source comment`` Source Notes:: Permanent Damage Modifier - Attach this script to an object that you do not want to recieve falling damage. M00_PowerUp_Create_When_Killed_JDG ---------------------------------- PowerUp Creation - Includes ability to create any preset in the asset database by preset name * Source line: ``272`` * Event hooks: ``Killed`` * Persistence hooks: none detected * Key engine calls: ``Get_Random``, ``Get_Position``, ``Create_Object``, ``Attach_Script`` * Summary source: ``source comment`` Parameter Description:: rcentage=100:float,Create_At_Death_Pos=1:int,Position:vector3,Z_Offset=0.75:float,Spawn_Effect=0:int Source Notes:: PowerUp Creation - Includes ability to create any preset in the asset database by preset name - Includes ability to check a random to drop item (Drop_Percentage) - Arbitrary Create Position (Create_At_Death_Pos) & (Position) - Provision to Play a "Spawning" Special Effect with Create_Anim_Effect_DAY Script M00_Send_Object_ID ------------------ M00_Send_Object_ID in Toolkit_Objects.cpp initializes behavior when the object is created; sends custom events. * Source line: ``578`` * Event hooks: ``Created`` * Persistence hooks: none detected * Key engine calls: ``Find_Object``, ``Send_Custom_Event``, ``Debug_Message``, ``Get_ID`` * Summary source: ``heuristic`` Parameter Description:: Receiver_ID:int, Param=0:int, Delay=1.0f:int M00_Vehicle_Regen_DAK --------------------- Vehicle Health Regeneration Script for GDI Mammoth Tanks and Tiberium Harvesters. - continually checks vehicle's health to see if it needs to be regenerated. * Source line: ``547`` * Event hooks: ``Created``, ``Custom`` * Persistence hooks: none detected * Key engine calls: ``Send_Custom_Event``, ``Get_Health``, ``Get_Max_Health``, ``Apply_Damage`` * Summary source: ``source comment`` Source Notes:: Vehicle Health Regeneration Script for GDI Mammoth Tanks and Tiberium Harvesters. - continually checks vehicle's health to see if it needs to be regenerated. - regenerates vehicle to 50% max health