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sock
2nd June 2002, 23:07
Here is a list of all wolf script commands.

Events
======

Spawn
Trigger
Pain
Death
Activate
Stopcam

Commands
========

GotoMarker( gentity_t *ent, char *params )
Wait( gentity_t *ent, char *params )
Trigger( gentity_t *ent, char *params )
PlaySound( gentity_t *ent, char *params )
PlayAnim( gentity_t *ent, char *params )
AlertEntity( gentity_t *ent, char *params )
Accum( gentity_t *ent, char *params )
Print( gentity_t *ent, char *params )
FaceAngles( gentity_t *ent, char *params )
ResetScript( gentity_t *ent, char *params )
TagConnect( gentity_t *ent, char *params )
Halt( gentity_t *ent, char *params )
StopSound( gentity_t *ent, char *params )
EntityScriptName( gentity_t *ent, char *params)
AIScriptName( gentity_t *ent, char *params)

Not in MP
=========

MissionFailed( gentity_t *ent, char *params )
MissionSuccess( gentity_t *ent, char *params )
StartCam( gentity_t *ent, char *params )

MP ONLY
=======

MapDescription( gentity_t *ent, char *params )
AxisRespawntime( gentity_t *ent, char *params )
AlliedRespawntime( gentity_t *ent, char *params )
NumberofObjectives( gentity_t *ent, char *params )
ObjectiveAxisDesc( gentity_t *ent, char *params )
ObjectiveShortAxisDesc( gentity_t *ent, char *params )
ObjectiveAlliedDesc( gentity_t *ent, char *params )
ObjectiveShortAlliedDesc( gentity_t *ent, char *params )
ObjectiveImage( gentity_t *ent, char *params )
SetWinner( gentity_t *ent, char *params )
SetObjectiveStatus( gentity_t *ent, char *params )
SetDefendingTeam( gentity_t *ent, char *params )
Announce( gentity_t *ent, char *params )
EndRound( gentity_t *ent, char *params )
SetRoundTimelimit( gentity_t *ent, char *params )
OverviewImage( gentity_t *ent, char *params )
RemoveEntity( gentity_t *ent, char *params )

Special Entities
================

QUAKED script_mover (0.5 0.25 1.0) ? TRIGGERSPAWN SOLID EXPLOSIVEDAMAGEONLY
QUAKED script_model_med (0.5 0.25 1.0) (-16 -16 -24) (16 16 64) TriggerSpawn Solid
QUAKED script_camera (1.0 0.25 1.0) (-8 -8 -8) (8 8 8) TriggerSpawn
QUAKED script_multiplayer (1.0 0.25 1.0) (-8 -8 -8) (8 8 8)

If you have any questions on the above commands then please post here.

Sock


<font size=-1>[ This Message was edited by: sock on 2002-06-03 00:09 ]</font>

Boltman
7th June 2002, 00:04
Well, discarding the MP only commands, Mission Sucess/Fail and the wait command i don't know a thing about all the other commands (although some are self-explanatory) what do they do and when should i use then?

sock
7th June 2002, 15:09
Boltman: The scripting system is a way of extending and adding more detail to a map. It can be used in a simple form to operate a lift to doing a in-game script sequence.

If you have just started looking at RTCW editing then open up the existing script files and have a look.

If you have any specific questions about the script language then ask.

Codey
23rd July 2002, 01:07
RemoveEntity( gentity_t *ent, char *params )

I'm assuming I can use this in the script like:

RemoveEntity targetname

from my script at spawn to setup for multiple game types or scenarios where I don't want some enities to exist???



<font size=-1>[ This Message was edited by: Codey on 2002-07-23 02:08 ]</font>

sock
23rd July 2002, 11:11
On 2002-07-23 02:07, Codey wrote:
RemoveEntity( gentity_t *ent, char *params )
I'm assuming I can use this in the script like:
RemoveEntity targetname

from my script at spawn to setup for multiple game types or scenarios where I don't want some enities to exist???


If you want to adapt the level depending on gameplay like Checkpoint etc then make the objects/structures in game func_static. (But remember func_static does not block vis) Give the func_static entities a targetname and scriptname.

In the CHECKPOINT script define under the "spawn" function a "remove" command. This will make sure the entity is cleanly removed from the game type.

If you are still unsure then check out the "mp_base" map/script file which have good examples. The gates operated via 2 levers in the first tunnel have func_static brushes around the levers on the wall. So when you play the map in checkpoint the gate/levers and all detail brushes are removed.

Sock
3D Brush Monkey

demonspawn
23rd July 2002, 17:28
Very cool, thanks

Map on

Codey
24th July 2002, 01:21
wow, that's great, thanks for the info, I'll give it a try

Update: Ok, I've had a look at the mp_base script and I'm a little confused.

Under the script it has checkpoint entries like:

checkpoint01
{
spawn
{
remove
}
}


Is this the scriptname of a func_static entity?
Does the func_static entity romove everything that it is touching in the map or something?


<font size=-1>[ This Message was edited by: Codey on 2002-07-24 02:48 ]</font>

sock
24th July 2002, 10:52
On 2002-07-24 02:21, Codey wrote:

checkpoint01
{
spawn
{
remove
}
}


Is this the scriptname of a func_static entity?


No this is a "team_WOLF_checkpoint" entity but works the same way. "Func_static" is useful for brushwork you want to remove.

The brush bases for the checkpoint flags are "func_static" entities which are removed via the script. The reason I used "mp_base" as an example is that you have the original map file with the RTCW game. Check mp_pak0.pk3 ... :wink:

Sock
3d brush Monkey

Pokec
4th September 2002, 08:06
Hi there, Sock!

I've written wordfile for UltraEdit, which allows user to use syntax highlighting when writing rtcw scripts. After reading your post where you provided list of some rtcw scripting commands/events, I came across certain commands, "AIScriptName" and "EntityScriptName" to be more specific, that aren't mentioned in "Return to Castle Wolfenstein Scripting Definitions" document (one that came with SDK tools), nor used in any of the official scripts - these were my main source when writing wordfile. Therefore, I wonder, if these commands refer to "ainame" and "scriptname", or are they omitted in official maps.