Nuclide
Software Development Kit for id Technology
scripted_sequence Class Reference

About this class

Server-Entity: Scripted Sequence Controller.

QUAKED scripted_sequence (1 0 0) (-8 -8 -8) (8 8 8) x x SSFL_REPEATABLE SSFL_LEAVECORPSE x SSFL_NOINTERRUPT SSFL_OVERRIDEAI SSFL_NOSCRIPTMOVE

OVERVIEW

Allow an actor to be selected and given an action to perform. This is done in the form of playing an animation.

KEYS

  • "targetname" : Name
  • "target" : Target when triggered.
  • "killtarget" : Target to kill when triggered.
  • "m_iszEntity" : Entity targetname OR classname description to target
  • "m_iszPlay" : After the monster has moved to the action point, play this animation
  • "m_iszIdle" : Animation to play until the scripted_sequence is triggered
  • "m_flRadius" : Search radius for m_targetMonster if a classname is specified
  • "m_flRepeat" : Loop? Unused.
  • "m_fMoveTo" : How we move to perform m_iActionAnim

SPAWNFLAGS

  • SSFL_REPEATABLE (4) : Can trigger the sequence more than once.
  • SSFL_LEAVECORPSE (8) : When the actor is done, they'll be frozen.
  • SSFL_NOINTERRUPT (32) : Don't allow any interruption of the actor when in-sequence.
  • SSFL_OVERRIDEAI (64) : Don't allow the actor to call think/sound functions while playing.

NOTES

f_fMoveTo values:

TRIVIA

This entity was introduced in Half-Life (1998).

Inheritance diagram for scripted_sequence:
NSPointTrigger

Public Member Functions

void scripted_sequence (void)
 
virtual void Save (float)
 Handles saving a copy of this entity to a given filehandle. More...
 
virtual void Restore (string, string)
 Similar to NSIO::SpawnKey but for save-game fields. More...
 
virtual void Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function. More...
 
virtual void Respawn (void)
 Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state. More...
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
virtual void Touch (entity)
 Called whenever we're touching another entity. More...
 
virtual void DebugDraw (void)
 
nonvirtual void RunOnEntity (entity)
 
nonvirtual void InitIdle (void)
 

Constructor & Destructor Documentation

◆ scripted_sequence()

void scripted_sequence::scripted_sequence ( void  )

Member Function Documentation

◆ DebugDraw()

void scripted_sequence::DebugDraw ( void  )
virtual

Reimplemented from NSPointTrigger.

◆ InitIdle()

void scripted_sequence::InitIdle ( void  )

◆ Respawn()

void scripted_sequence::Respawn ( void  )
virtual

Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.

Reimplemented from NSPointTrigger.

◆ Restore()

void scripted_sequence::Restore ( string  strKey,
string  strValue 
)
virtual

Similar to NSIO::SpawnKey but for save-game fields.

Whatever you write into file handles within your NSIO::Save() method needs to be read back in here.

Reimplemented from NSPointTrigger.

◆ RunOnEntity()

void scripted_sequence::RunOnEntity ( entity  targ)

◆ Save()

void scripted_sequence::Save ( float  handle)
virtual

Handles saving a copy of this entity to a given filehandle.

Within you want to use the NSIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.

Reimplemented from NSPointTrigger.

◆ SpawnKey()

void scripted_sequence::SpawnKey ( string  strKey,
string  strValue 
)
virtual

This method handles entity key/value pairs on map load.

You can easily convert the strValue parameter using the ReadFloat etc. methods that are part of NSIO.

Reimplemented from NSPointTrigger.

◆ Touch()

void scripted_sequence::Touch ( entity  eToucher)
virtual

Called whenever we're touching another entity.

Reimplemented from NSTrigger.

◆ Trigger()

void scripted_sequence::Trigger ( entity  act,
triggermode_t  state 
)
virtual

Called whenever we're legacy triggered by another object or function.

Reimplemented from NSTrigger.


The documentation for this class was generated from the following file: