Nuclide
Software Development Kit for id Tech
scripted_sequence Class Reference
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 ::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)
 

Detailed Description

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).

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 ::SpawnKey but for save-game fields.

Whatever you write into file handles within your ::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 ::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: