Tiberian Technologies Scripts Reference Revision: 9000
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JMG_Utility_Swimming_Infantry_Advanced Class Reference

This script allows a soldier to swim when in a swimming zone. \ If using my swimming animations make sure there is a plane for infantry \ to stand on 1.466 meters below the water surface. The underwater[playerId] can be accessed from anywhere, allowing you to disable
\ screen fading when underwater from other scripts. \WeaponsGroupID - ID to use to look up weapons specified by the weapons group controller \WeaponPreset - Weapon to lock the player to while swimming, make sure its type launcher to make use of my animations, only used if ForceDefinedWeapons is on \ForceDefinedWeapons - If 1 the player won't be able to select weapons that haven't been defined for the weapons group. \DefaultHoldStyle - Default animation set used for weapons that haven't been defined. 0 = A, 1 = A, 2 = C, 3 = D, 4 = E, 5 = F, 6 = A, 7 = A, 8 = B, 9 = A, 10 = J, 11 = K, 12 = L, 13 = M \DefaultSwimSpeed - Default swim speed for weapons that haven't overridden the swim speed. \DrownTime - Time it takes before you start taking damage when crouched under water for long periods of time \StarDrownSequence - How long before you start taking damage to start fading the screen red and the heart beat sound \GaspForBreath - This sound is played when you surface from under water after long periods of time \PantingSoundEmitterModel - This 3d object is attached to the player and should be a looped sound effect, it exists while getting close to drowning \HeartBeatSoundEmitterModel - This 3d object is attached to the player and should be a looped sound effect, it exists while catching your breath \DrownDamageRate - Damage applied 10 times a second while drowning \CatchBreathRate - Rate at which a character catches its breath when out of the water, 0.1 would recover 1 second of air every second \WaterDamageAmount - Amount of damage to apply to the character while swimming, is applied 10 tiems a second, default is 0 \WaterDamageWarhead - Warhead to use when in the water, default is None \WaterDamageDelayTime - Amount of time in tenths of a second before the infantry will start taking damage \WaterDamageDelayTimeRecover - Amount of time that is recovered while out of the water (added 10 times a second) \EnterWaterMessageStringId - ID of the string in strings.tbl to display when a player enters the water, the message only displays once every 10 seconds \WaterEnterMessageColor[R|G|B] - Color of the HUD message when entering the water, 0.0-1.0 RGB \SwimmingSkin - Skin to use while swimming, blank means ignore \SwimmingArmor - Armor to use while swimming, blank means ignore \SwimmingModel - Model to use while swimming, blank means ignore \SwimmingHeightScale - Scale to adjust the infantry with when they enter the water (999.99 disables) \SwimmingWidthScale - Scale to adjust the infantry with when they enter the water (999.99 disables) More...

#include <jmgUtility.h>

Detailed Description

Author
jgray