Tiberian Technologies Scripts Reference Revision: 9000
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JMG_Utility_Toggle_Door Class Reference

Just like JFW_Toggle_Door except you can't toggle during transition, and the switch object can also be animated \DoorID - ID of the simple object that is the 'door' \Animation - Animation for the door (Hint: Dump a comma delimited string in here to populate all the parameters besides DoorID) \SwitchAnimation - Animation for the switch object \LastFrame - Last frame for the door to goto. \SwitchLastFrame - Last frame to use for the switch \Key - Key needed to open door, 0 for no key \PlayerType - Playertype needed to open door, 2 for anyone \DisableSwitchWhenNoShield - Whether or not the switch can be disabled by being damaged to the point of having 0 shield, can be reenabled by repairing back to full health again \SwitchDisabledModel - Model the switch switches to when destroyed (uses first frame of model's animation) \DoorSound - Sound the door makes when opening/closing, null for no sound \SwitchSound - Sound the switch makes when poked, null for no sound \SwitchBlockedSound - Sound the switch makes when poked and cannot accept command, null for no sound \SwitchDamagedPokeSound - Sound the switch makes when poked while damaged, null for no sound \WrongKeySound - Sound that is played if the person pressing the switch doesn't have the key, null means no sound \WrongPlayerTypeSound - Sound that is played if the palyer type isn't a match for the switch \TextColor[Red|Green|Blue] - Color of the messages that will be displayed when toggling the switch, values are from 0-1.0. \GotoLastFrameMessage - Message displayed when the door goes to the last frame, null for no message \GotoFirstFrameMessage - Message displayed when door goes to the first frame, null for no message \ActionBlockedMessage - Message displayed when door can't be toggled, null for no message \NoDoorMessage - Text message that is displayed if the door id cannot be found (useful if the door can be destroyed) \SwitchDamagedPokeMessage - Message that is displayed if the switch is damaged and cannot operate \WrongKeyMessage - Message that is displayed if the person pressing the switch doesn't have the key, null means no message \WrongPlayerTypeMessage - Message that is displayed if the palyer type isn't a match for the switch \DoorControlCustom - Send this message to the switch to open or close the door, switch must not be damaged, param of 1 goes to last frame 0 to first \SendCustomId - Sends a message to this id when user pokes the switch \SendCustom - Sends this message to the above id, param 0 = close, 1 = open, 2 = blocked, 3 = wrong player type, 4 = wrong key, 5 = damaged, 6 = door destroyed. More...

#include <jmgUtility.h>

Detailed Description

Author
jgray