Дата: Воскресенье, 08.01.2012, 13.37.50 | Сообщение # 1
FPS_UA
Группа: Гл.Админ
Сообщений: 37
Статус: Offline
playfullvideo=x – X=1, plays the full version of the next video called by video=x, preventing the player interrupting the playback. plrwobble=x – sets the amount of 'wobble' affecting the player as they move around. plrdeath=x –where X equal the direction of fall for the player
X=1 Fall left X=2 Fall right X=3 Fall forward X=4 Fall backwards X=5 Fall randomly
plrdeathspeed=x where x is the speed of the players fall.
plrdeathbounce=x where x is the amount of 'shake' when the player hits the floor.
plraction=X – Forces a one off player action X=1 Fires current weapon X=2 Zooms current weapon X=3 Reloads current weapon X=4 Crouches player X=5 Jumps player X=6 Peeks player left X=7 Peeks player right X=8 Forces “use” key X=9 Forces left mouse click X=10 Forces right mouse click
plrforcemove=X – if positive, turns on auto move forward for player, a negative value forces an auto move backwards as if the appropriate movement key had been pressed. A setting of 0 (the default) disables auto move
Emitforce=x emits X amount of force from the current entity as a pulse. In a range of 0.0+ (default 1.0) Forcedamageon=x 1=allows force damage (the default) any other number prevents damage
mousesclick=x (condition) – Returns the current mousestate.
X=1 returns true if left button is depressed X=2 returns true if right button is depressed X=3 returns true if both left and right buttons are depressed
WASP - Official V2 additions
crosshair=x, where 1 displays a crosshair if available and x=0 disables them. The default is on weapontoslot=x where X is the next weapon slot to be used, X=0, use next free slot. Armon = x 1=Turn on body armour, 0=No body armour, damage is deducted from armour before health. SetArmx=x, X cord of the armour display SetArmy=x, Y cord of the armour display SetArm=x, Sets body armour value to X ArmInc=X, add X to your current body armour ArmDec=X, subtract X from your current armour. Airon=X - X=0 is off, X=1 acts like an aqualung. X=2 acts like lungs, restoring air to the amount set by SetAirMax when you surface. Addair=X - Add x to air Setair=X - Sets air to X Setairx=X - Sets air display X cord to X Setairy=X – Sets air display Y cord to X Setairmax=X – sets the maximum air allowed. Setair=X - Sets air to X Setairtime=X – Where X is the number of milliseconds underwater before air is reduced Setdrowntime=X - Where X is the number of milliseconds underwater before drowning damage occurs. Instantdrown=x – If X=1 (default) running out of air results ininstant death, otherwise x=0 reduces heath. AirGreater=x (condition) - returns true if air is greater than X. AirLesser=x (condition) - returns true if air is less than X. AirEqual=x (condition) - returns true if air equals X. Samefloorasplr(condition) - returns true if the entity is on the same floor as the player. Entityfloorequal=x - returns true if the entity is on floor X plrfloorequal=x - returns true if the player is on floor X plrsetimmune=x, when set the anything other than 0, player is immune from all damage! plrisimmune (condition)– returns true if the player is immune from damage.
Automated feature -Some characters, most notable Bond1's excellent models often include hard modelled melee weapons. The code automatically detects if you want the model to use another weapon and hides the melee weapon. Models must however use the default FPSC limb naming convention: MELEE-WEAPON-LEFT or MELEE-WEAPON-RIGHT.
WASP - official V3 additions
Arrowkeys=X - toggles use of the arrow keys for movement Peekkey= X - toggles use of the the peek keys Crouchkey= X - toggles use of the crouch key Jumpkey= X - toggles use of the jump key Walkkey=X - toggles use of the walk key for movement Runkey=x - toggles use of the walk key for movement Setforcedamage – Sets the amount of damage the next force burst will cause. Compasson = Turns on the compass Compassoff= Turns off the compass CompassX = Compass x coordinate on screen CompassY = Compass y coordinate on screen Compassspin = Sets the compass to spin rather than the needle Needlespin = Sets the needle to spin rather than the compass. radaron=x, where 1 turns on the dark radar feature, using blip1.png,blip2.png, etc, stored in databank to represent teams (1-10) non Dark AI's blips show as enemy (blip2) radarx=x the radar x cord of the radar centre radary=x the radar y cord of the radar centre rotateblip=x, 1= enables radar blip to show entity facing radarrange=x the range that entities show on the radar in segments plrspeedmod=x where x adjusts the player speed by X%
WASP - official V4 additions.
AddRawText = String, Adds the string to the current RawText text. Setisobjective, the object is set as the objective. A pointer, using the same format as the radar and the compass will point in the direction of the objective. Entities and Characters can all be set as objectives. This is NOT the same as the isobjective in an objects settings. setobjectivex=x. Where x= the x coordinate of the centre of the objective pointer setobjectivey=x. Where x= the y coordinate of the centre of the objective pointer setobjectivemode=x where x=0 hide objective set objective, x=1 always show, x=2 show on same floor only. setvarrnd=x or setvarrnd=var x. sets system variable or named var to a random value between 0 and x Randomize - resets the rnd seed to the timer Emptyreloadonly (gunspec) - Won't allow reload until weapon is empty. E.g. M1 Garand, flintlock, etc. setmaxweapons=x - sets the maximum number of weapons allowed in the players inventory. Exceeding X prevents pick up. plrweaponsgreater=x (condition) - returns true if weapons in inventory is greater than X plrweaponslesser=x (condition) - returns true if weapons in inventory is less than X plrweaponsequal=x (condition) - returns true if weapons in inventory is equal to X $ARM = system variable armour $AIR = system variable air $FPS = system variable FPS $WAT = system variable water height $MAX = system variable maximum weapons slots
Moved all new data to save/load routine.
WASP - official V5 additions.
Assigned variables to radar/compass objects for ease of use. entitydamagemult=x multiplies the entities damage by x%
WASP - Official V6 additions
weaponinslot=x (condition) - returns true if slot X contains a weapon playerstrength=x - multiplies the players strength by X% currentweapon=x (condition) - returns true if the currently held weapon is in slot X
WASP Official - Cull additions
Added performance increases Added 'average' timer based movement,for smoother movement. Increase max FPS to 80 to account for additional improvements, cap required as FPS 80+ corrupting animations, will look into this.
cullmode=X - 0=Legacy culling, 1=Legacy+dynamic entity cull based on entity size- default, x=1 and system calculated cull range cullrange=X - when cullmode=1 sets the range the entity will be culled at, overriding system defaults hide - hides the current entity show - shows the current entity cullmod=x - where x is the multiplier for the new culling - x=default 400, while entity size dependant 100=approximately 1 segment. $DIS - returns the current entities distance from the player.
WASP official - V7 - for use after V1.19 beta
Increased maximum radar blips to 20 to bring in line with maximum AI teams. Changes to cull system to improve performance and added entity fade for smoother appearence.
plrisrunning (condition) returns true if the player is running, plriszoomed (condition) - returns true if player weapon currently zoomed, plrisusingreload=X (condition) - X=1 returns true if reload pressed, X=0, returns true if reload not pressed. plriscrouching (condition) - returns true if player crouched plrisonground=x (condition) - X=1 and player is on ground returns true, X=0 and player is not on ground returns true. plrisjumping (condition) returns true if player is jumping
swaptoalt - swaps to alt fire on the current weapon firemode=x (condition) - returns true if current firemode=x, 0=normal, 1=alt fire mode
plrrotatex=x - rotate camera angle x to X plrrotatey=x - rotate camera angle y to X
entrotatex=x - rotate entity angle x to x entrotatey=x - rotate entity angle y to x entrotatez=x - rotate entity angle z to x
WASP official - V8
Fixed 'leavecorpse' bug, leave corpse now leaves corpse as it should do. Fixed limited spawn bug moveplrx=x - adds a one off X to players X velocity moveplry=x - adds a one off X to players Y velocity moveplrz=x - adds a one off X to players Z velocity $DIF - returns the current entities real world distance in feet from the player. $DIM - returns the current entities real world distance in metres from the player.
WASP official - V9
Prevented culling for multiplayer Added png & jpg to splash screen options. Only 1 type allowed. Note, Jpg will not fade. Fixed objective to scale to screen res. Fixed non-spawned characters appearing on radar onradar=x (condition) returns true if character on radar and x=1, else returns true if x=0 and character not on the radar.
WASP official - V10
scale=x or scale=x y - scales characters to scale X or scale X+ a value between 0-Y
V11
plrlastfired=x (condition) returns true if weapon path X is the last player weapon fired or x=the slot the weapon is carried in. radargreater=x y (condition) returns true is an entites range on the radar is greater (in segment size) than x and Y=1, else returns true if range less than x and Y=0 radarequal=x y (condition) returns true is an entites range on the radar is equal (in segment size) to x and Y=1, else returns true if range does not equal x and Y=0 Fixed aiheardsound bug. holster=x where x=1, player can swap/holster weapons as normal, x=0, player cannot holster or swap weapons.
V12
Fixed invisible spawn issue. Fixed addhealth issue Fixed AI footfall issue Added Splash.avi video option. globalnoair=x where X=1 set a global zero air, and x=0 sets air on. uses standard air settings otherwise. setnoairdamage=x where x is the about of health lost when player has no air left. fixed indirect death issue tweaked vWEAP physics
V13
gravitygun=x (gunspec) - turns weapon into gravity gun, allow plr to pick up an object with right click within range X, right click again, drops, left click throws magnet=x (gunspec) - turns gravity gun into magnet, left click hurls held object towards player gravitystrength=x (gunspec) - sets the psyhics weight the gravity gun will handle magnetstrength=x (gunspec) - sets the psyhics weight the magnet will handle
V14
entityishigher=x (condition) - returns true if the entity is X units higher than the player entityislower=x (condition) - returns true if the entity is X units lower than the player entityfloorhigher=x (condition) - returns true if the entity is X floors higher than the player entityfloorlower=x (condition) - returns true if the entity is X floors lower than the player plrpickon=x, x=1 then allow player pick up with right click plrpickrange=x, sets the range at which the player can pick up an entity with right click
V15
emitflash - Emits a flash from an entity setflashred=x - sets the next flashes red element setflashgreen=x - sets the next flashes green element setflashblue=x - sets the next flashes blue element setflashrange=x - sets the flash range of the next flash emitted, default=600 flashing=x (condition) returns true if a spotflash is in process and x=1 or returns true if no spotflash is in process and x=0 logicburst - give entity temporary logic burst, effectively setting to always active for a few moments. spawnsleft=x y (condition) returns true if spawnsleft=x and y=1 or returns true if spawnsleft<>x and y=0 spawnsgreater=x y (condition) returns true if spawns are greater than x and y=1 or returns true if spawns are less than x and y=0 damageby=X (condition) where X is either a weapon path (e.g. ww2/colt45) or the string "collision", "melee", "indirect", "flak" or "falling". or X= the slot number the weapon is carried in. plrdamagemult=x where x is a multiplier for the current damage caused by the player. plrnotzoomed (condition) - returns true if player is not zoomed plrnotrunning (condition) - returns true if player is not running plrnotjumping (condition) - returns true if player is not jumping plrnotcrouched (condition) - returns true if player is not crouched
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