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- ________________________
-
- Virtual Reality Studio
- Part 10
- ________________________
-
- FREESCAPE Command Language (FCL) Reference
-
-
-
- The FREESCAPE system contains a simple language definition allowing
- functions to be performed when certain conditions occur within the
- FREESCAPE environment. These commands can be used in any of 3
- places:
-
- OBJECT CONDITIONS: These commands are executed when some sort of
- interaction with the specified object takes place. The interaction
- options are:
-
- SHOT? - the object is pointed to by the mouse cursor and the left
- mouse button pressed, a series of lines will be seen from the
- corners of the screen to the object being shot, these lines depict
- a weapon (laser).
-
- ACTIVATED? - the object is activated in a similar way to shooting
- an object except that the right mouse button is used and there is
- no visible effect. ( The object has to be within the Activate
- distance as defined in the Defaults).
-
- COLLIDED? - the object is collided with by either the player or an
- animated object.
-
- AREA CONDITIONS: These commands are executed each frame while the
- viewpoint is within the confines of the specified area.
-
- GENERAL CONDITIONS: These commands are executed every frame
- regardless of the viewpoint position.
-
- In the following list, P1, P2 and P3 refer to parameters 1, 2, and
- 3 respectively. These can be either a literal number or a variable.
- Variables are specified as followed by a variable number 0..255
- (e.g. V23 for variable 23). In this case the contents of the
- variable will be used as the parameter value. e.g. LOOP (P1) can
- be, for example, LOOP (6) (or any other number) or LOOP (V23) which
- uses the value stored in variable 23.
-
- Parameters which must be variables are referred to as V1, V2, V3 :
-
- SETVAR (P1,V2)
-
- shows that the second parameter must be a variable.
- Optional parameters or commands are surrounded by square
- brackets[]. A list of the available commands follows along
- with
- a description of the required parameters and their functions.
-
-
- ----------
- CONDITIONS
- ----------
-
- -------------------------------------------------------------------
- ACTIVATED? (ACT?) Class - Trigger Interrogator
- -------------------------------------------------------------------
-
- Format: IF ACTIVATED?
- THEN commands...
- ELSE commands...
- ENDIF
-
- Functions:
- This command checks whether the selected object has been activated.
- This happens when the cursor is over the selected object and the
- right mouse button is pressed.
-
- Note:
- The selected object must be within the default activate range to be
- affected. This is set in the GENERAL menu, DEFAULT function.
-
- Example: IF ACTIVATED?
- THEN INVIS (4)
- ENDIF
-
- This condition simply informs the system that if the object is
- ACTIVATED then make object 4 invisible..
-
- See Also IF, THEN, ELSE, SHOT?, COLLIDED?
-
-
- -------------------------------------------------------------------
- ADVAR (ADD) Class - Variable Command
- -------------------------------------------------------------------
-
- Format: ADDVAR (P1,P2)
-
- Function:
- This command performs an addition on the two supplied values, the
- P1 is added to the value P2, if P2 is a variable specifier then the
- result of the addition is stored in the variable otherwise the
- result is lost but the CCR flags are still altered according to the
- result of the addition. Meaning that if an ADDVAR command is
- preceded by an IF and followed by a THEN/ELSE ENDIF combination,
- conditions may be executed depending on whether the result was zero
- or not without altering the value of any variables.
-
- See also SUBVAR
-
-
- -------------------------------------------------------------------
- AGAIN Class - Loop Command
- -------------------------------------------------------------------
-
- Format: LOOP (P1)
- commands...
- AGAIN
-
- Function:
- This command serves to terminate a LOOP section. Upon reaching an
- AGAIN command the command processor will decrement the relevant
- LOOP counter and if the result is greater than zero, jump to the
- relevant LOOP address (the command immediately following the
- associated LOOP command).
-
- Example: INCLUDE(1)
- START
- LOOP (20)
- MOVE (40,0,0)
- AGAIN
- RESTART
-
- This is a simple example of using the LOOP command in animation.
- The rest of the commands will be explained fully later but for now
- the commands simply say: Include object 1 in the animation, Start
- the sequence when triggered, LOOP 20, move the object to the
- coordinates, AGAIN and restart.
-
- See also LOOP.
-
-
- -------------------------------------------------------------------
- AND Class - Condition Command
- -------------------------------------------------------------------
-
- Format: IF condition
- AND condition
- THEN commands...
- [ ELSE Commands...]
- ENDIF
-
- Function:
- This command combines the result of two or more condition checking
- commands and returns TRUE only if all of the specified checks are
- TRUE otherwise a FALSE result is returned.
-
- See also IF, THEN, ELSE, ENDIF, OR
-
-
- -------------------------------------------------------------------
- ANDV Class - Variable Command
- -------------------------------------------------------------------
-
- Format: ANDV (P1, P2)
-
- Function:
- This command performs a logical AND on the two values specified,
- the value P1 is ANDed with the value P2 and if P2 is a variable
- specifier the result is stored in the specified variable, CCR flags
- are set accordingly.
-
- See also ORV, NOTV
-
-
- -------------------------------------------------------------------
- COLLIDED? (COL?) Class - Trigger Interrogator
- -------------------------------------------------------------------
-
- Format: IF COLLIDED?
- THEN commands...
- [ ELSE command...]
- ENDIF
-
- Function:
- This command checks the COLLIDED flag in the status byte of the
- current object, a TRUE result is returned if a collision has
- occurred with this object since the last check, otherwise a FALSE
- result is returned. The COLLIDED flag on the current object is
- cleared upon executing this command.
-
- Example: IF COLLIDED?
- THEN INVIS (4)
- VIS (5)
- ENDIF
-
- In this condition the system checks if the object has been collided
- with. If it has then object 4 becomes invisible and object 5
- becomes visible. This could be used to remove a door (object 4) and
- replace it with an open doorway (object 5).
-
- See also IF, THEN, ELSE, ENDIF, ACTIVATED?, SHOT>
-
-
- -------------------------------------------------------------------
- DELAY Class - Time Command
- -------------------------------------------------------------------
-
- Format: DELAY (P1)
-
- Function:
- This command halts all FREESCAPE functions for the specified time.
- The specified time (P1) is in 60ths of a second.
-
- Example: DELAY (60) would halt execution for 1 second.
-
- See also WAIT.
-
-
- -------------------------------------------------------------------
- DESTROY Class - Object Command
- -------------------------------------------------------------------
-
- Format: DESTROY (P1 [,P2]) { object[,area] }
-
- Function:
- This command sets the DESTROYED flag on the specified object (P1)
- in the specified area (P2). If no area is specified the command
- processor presumes that the specified object is in the current
- area. Note - Once an object has been destroyed it is then
- impossible to get the object back short of resetting.
-
- Example: IF SHOT?
- THEN DESTROY (4,2)
- ENDIF
-
- This simply asks if the current object has been shot and if so
- destroy object 4 in area 2.
-
- See also DESTROYED?
-
-
- -------------------------------------------------------------------
- DESTROYED? Class - Object Interrogator
- -------------------------------------------------------------------
-
- Format: IF DESTROYED? (P1 [,P2]) {object [,area]}
- THEN Commands...
- [ ELSE Commands...]
- ENDIF
-
- Function:
- This command checks the status of the specified object and returns
- a TRUE result if the object has been DESTROYED.
-
- See also IF, THEN, ELSE, ENDIF, DESTROY
-
-
- -------------------------------------------------------------------
- ELSE Class - Conditional Statement
- -------------------------------------------------------------------
-
- Format: IF condition
- THEN commands...
- ELSE Commands...
- ENDIF
-
- Function:
- This command exists only as part of an IF/THEN/ELSE/ENDIF
- combination. It marks the start of commands to execute only if the
- result of a previous condition was FALSE. The effectiveness of the
- command relies on the correct usage of the IF and THEN commands.
- For any Condition checking to work it is essential that the
- Condition be preceded by an IF command and followed by a THEN and
- (if required) an ELSE statement.
-
- See also IF, THEN, ENDIF
-
-
- -------------------------------------------------------------------
- END Class - Condition Command
- -------------------------------------------------------------------
-
- Format: IF condition
- THEN Commands...
- END
- [ELSE Commands]
- ENDIF
- Commands............
-
- Functions:
- This command exits command processing before the end of the command
- list is reached, it allow the user to cut short the command
- execution on a particular condition being TRUE or FALSE. Used in
- the above format, if the result of the Condition is true only the
- commands following the THEN statement will be executed and upon
- reaching the END command the processor would stop processing
- commands from this list. Were there no END command the processor
- would continue executing from the command following the ENDIF
- statement.
-
- Note:
- If END is used within an animator the execution of the current
- animation frame is ENDed and execution continues on the next frame
- beginning with the command following the END command.
-
- See also IF, THEN, ELSE, ENDIF
-
-
- -------------------------------------------------------------------
- ENDGAME Class - Player Command
- -------------------------------------------------------------------
-
- Format: ENDGAME
-
- Function:
- This command serves to reset the environment. This can be executed
- on a particular condition being TRUE or FALSE, i.e. if a counter
- being used to store game time reaches zero then the game finishes.
-
- Example: IF COLLIDED?
- THEN ENDGAME
- ENDIF
-
- This condition simply states that if the player or another animated
- object collides with the selected object then end the game and
- reset all the flags etc.
-
-
- -------------------------------------------------------------------
- ENDIF Class - Condition Statement
- -------------------------------------------------------------------
-
- Format: IF Condition
- THEN commands...
- [ ELSE Commands...]
- ENDIF
-
- Function:
- This command terminates a conditional section. Upon reaching an
- ENDIF command, execution continues as normal before the
- IF/THEN/ELSE combination. If the result of a Condition is TRUE the
- commands after the THEN statement are executed and those between
- the ELSE statement and the ENDIF are ignored. If the result is
- FALSE the commands between the THEN and the ELSE are ignored and
- those between the ELSE and the ENDIF are executed. In either case
- unless an END command has been issued, command processing will
- continue after the ENDIF statement.
-
- See IF, THEN, ELSE
-
-
- -------------------------------------------------------------------
- EXECUTE (EX) Class - Branch Command
- -------------------------------------------------------------------
-
- Format: EXECUTE (P1) { object }
-
- Function:
- This command terminates command execution on the current object and
- continues with the command list on object (P1). The status flags
- and the position of the original object are still used for Object
- Interrogator commands.
-
-
- -------------------------------------------------------------------
- GOTO Class - Player Command
- -------------------------------------------------------------------
-
- Format: GOTO (P1 [,P2] ) (entrance [,area] )
-
- Function:
- This command is used to allow player movement between the various
- defined area. Upon reaching this command the player will be moved
- to the ENTRANCE P1 in the AREA P2. If no area is specified the
- entrance is presumed to be in the current area. If a new area is
- specified, command processing will cease at this point otherwise
- normal command processing will continue.
-
- Example: IF COLLIDED?
- THEN GOTO (1,2)
- ENDIF
-
- The above example would be quite useful is it was desired that the
- player, upon colliding with a doorway (the object selected) would
- then be transported to Entrance 1 in Area 2
-
-
- -------------------------------------------------------------------
- IF Class - Condition Statement
- -------------------------------------------------------------------
-
- Format: IF Condition
- THEN commands...
- [ ELSE Commands...]
- ENDIF
-
- Function:
- This command marks the start of a condition section. Immediately
- following the IF statement should be one or more condition commands
- separated by either AND or OR statements. The IF command simply
- serves to clear the CCR flags and prepare for the following
- condition. To have any effect at all the Condition should be
- followed by a THEN/ELSE combination otherwise execution will
- continue after the condition regardless of the result.
-
- See Also THEN, ELSE, ENDIF, AND, OR
-
-
- -------------------------------------------------------------------
- INCLUDE Class - Animation Command
- -------------------------------------------------------------------
-
- Format: INCLUDE (P1) {object}
-
- Function:
- This command is animation specific. Any attempt to execute it on an
- OBJECT or in LOCAL/GLOBAL conditions will have no effect. The
- command includes the specified object (if it is not already
- animated) into the animation list for the current animator. This
- command should be used at the very beginning of an animation before
- the START command so that is only called once at the start of the
- animation and never again until the environment is restarted.
-
- See also MOVE, START, RESTART
-
-
- -------------------------------------------------------------------
- INVIS (IV) Class - Object Command
- -------------------------------------------------------------------
-
- Format: INVIS (P1 [,P2) { object {,area] }
-
- Function:
- This command sets the INVISIBLE flag on object P1 in the specified
- area P2. if no area is specified the object is presumed to be the
- current area.
-
- Example: IF SHOT?
- THEN INVIS (9)
- ENDIF
-
- A simple condition which states that if the specified object is
- shot then object 9 will become invisible.
-
- See also INVIS? VIS? VIS
-
-
- -------------------------------------------------------------------
- INVIS? Class - Object Interrogator
- -------------------------------------------------------------------
-
- Format: IF INVIS? (P1 [,P2]) {object [, area] }
- THEN Command...
- [ ELSE Commands...]
- ENDIF
-
- Function:
- This command checks the INVISIBLE flag in the status byte of OBJECT
- P1 in AREA P2. If no area is specified then the object is presumed
- to be in the current area. The command returns a TRUE result if the
- specified object is INVISIBLE, otherwise a FALSE result is
- returned.
-
- See also INVIS, VIS, VIS?
-
-
- -------------------------------------------------------------------
- LOOP Class - Loop Command
- -------------------------------------------------------------------
-
- Format: LOOP (P1) {loop count}
-
- Function:
- This command marks the start of LOOP section. The commands between
- the LOOP and the corresponding AGAIN command will be executed P1
- times.
-
- See also AGAIN
-
-
- -------------------------------------------------------------------
- MODE Class - Player Command
- -------------------------------------------------------------------
-
- Format: MODE (P1) { movement mode}
-
- Function:
- This command alters the current movement mode the player. In the
- game the player is restricted to WALK, FLY1 and FLY 2. The CAMERA
- modes and LOCK modes are only available in the EDITOR, therefore
- the value of the new mode P1 must be in the range 1-3. Any value
- above this will be interpreted as 3 and any less than 1 will be
- interpreted as 1.
-
- See also GOTO
-
-
- -------------------------------------------------------------------
- MOVE Class - Animation Command
- -------------------------------------------------------------------
-
- Format: MOVE (P1,P2,P3) {x,y,z coordinates}
-
- Function:
- This command is animation specific, any attempt to execute this
- command on an OBJECT or LOCAL/GLOBAL conditions will have no
- effect. The command MOVEs the members of the current animation
- (specified at the beginning using the INCLUDE command) by the
- specified amount in the X, Y and Z axis.
-
- See also INCLUDE, MOVETO
-
-
- -------------------------------------------------------------------
- MOVETO Class - Animation Command
- -------------------------------------------------------------------
-
- Format: MOVETO (P1, P2, P3) {x,y,z, coordinates}
-
- Function:
- This command is animation specific, any attempt to execute this
- command on an OBJECT or LOCAL/GLOBAL conditions will have no
- effect. The command MOVEs the members of the current animation
- (specified at the beginning using he INCLUDE command) to the
- specified position in the X, Y and Z area.
-
- Example: INCLUDE (3)
- START
- MOVETO (2900,0260,4760)
- RESTART
-
- This condition, when triggered will move object 3 to the
- coordinates specified in the brackets following the command MOVETO.
-
- See also INCLUDE, MOVE
-
-
- -------------------------------------------------------------------
- NOTV Class - Variable Command
- -------------------------------------------------------------------
-
- Format: NOTV (P1)
-
- Function:
- This command performs a logical NOT on the value specified, the
- value P1 and the result is stored in the specified variable. CCR
- flags are set accordingly.
-
- See also ANDV, ORV
-
-
- -------------------------------------------------------------------
- OR Class - Condition Command
- -------------------------------------------------------------------
-
- Format: IF Condition
- OR Condition
- THEN Commands...
- [ELSE Commands...]
- ENDIF
-
- Function:
- This command combines the result of two or more condition checking
- command and returns TRUE if any of the specified checks are TRUE
- otherwise a FALSE result is returned
-
- See also IF, THEN, ELSE, ENDIF, AND
-
-
- -------------------------------------------------------------------
- ORV Class - Variable Command
- -------------------------------------------------------------------
-
- Format: ORV (P1, P2)
-
- Function:
- This command performs a logical OR on the two values specified, the
- value P1 is ORed with the value P2 and if P2 is a variable
- specifier the result is stored in the specified variable. CCR flags
- are set accordingly.
-
- Example: IF SHOT?
- THEN ORV (2,V21)
- ENDIF
-
- This uses Bit 2 of Variable V21 as a flag to say that an object has
- been shot. Using this method it is possible to use a Variable to
- store a number of ON/OFF flags can be checked using the ANDV
- command.
-
- Example: IF ANDV (V21,2)
- THEN Commands....
- [ ELSE Commands...]
- ENDIF
-
- By "ANDing" V21 with 2 and not the other way round the AND is
- executed without storing the result, therefore it is possible to
- check the state of the flags without affecting them.
-
- See also ANDV, NOTV
-
-
- -------------------------------------------------------------------
- GETXPOS,GETYPOS,GETZPOS Class - Object Interrogator
- -------------------------------------------------------------------
-
- Format: GETXPOS(V1,P2[,P3]) {variable, object[,area]}
- GETYPOS(V1,P2[,P3])
- GETYPOS (V1,P2[,P3])
-
- Function:
- These command stores the position of the specified object P2, in
- area P3 along the X, Y or Z axis in the specified variable V1. If
- no area is specified, the current area is assumed.
-
- Example: GETXPOS(V21,2)
- IF VAR=?(V21,1000)
- THEN SOUND (2)
- ENDIF
-
- This will get Object 2's X position and will perform a sound only
- if Object 2 is at position 1000 in the X axis.
-
-
- -------------------------------------------------------------------
- PRINT Class - Instrument Command
- -------------------------------------------------------------------
-
- Format: PRINT ("message..."P1) (Message, instrument)
-
- Function:
- This command allows the user to print a message to a defined TEXT
- WINDOW type instrument (see INSTRUMENTS). The message between the
- quotation marks is printed to the instrument number P1 if the
- instrument exists and if it is a TEXT WINDOW type. The message can
- be split into several lines (if the TEXT WINDOW is big enough) by
- using /N to begin a new line.
-
-
- -------------------------------------------------------------------
- RESTART Class - Animation Command
- -------------------------------------------------------------------
-
- Format: RESTART
-
- Function:
- The command is animation specific, any attempt to execute it on an
- OBJECT or in LOCAL or GLOBAL conditions will have no effect. After
- executing this command execution of the animation will continue at
- the position set by the START command. If no START command has
- been executed the RESTART command will set execution to continue
- from the start of the animation.
-
- See also START
-
-
- -------------------------------------------------------------------
- REDRAW Class- Instrument Command
- -------------------------------------------------------------------
-
- Format: REDRAW
-
- Function:
- This command will force an immediate redraw of the FREESCAPE view
- window. Any objects whose status have changed since the last frame
- update will be displayed in their new state.
-
- Example: LOOP (10)
- TOGVIS (2)
- REDRAW
- AGAIN
-
- This will toggle the visibility of Object 2 ten times and REDRAW
- the FREESCAPE view each frame.
-
-
- -------------------------------------------------------------------
- REMOVE Class-Animation Command
- -------------------------------------------------------------------
-
- Format: REMOVE (P1) (Object)
-
- Function:
- This command works in the opposite way to INCLUDE. The object
- specified P1 will be removed from the animation. This command can
- be incorporated into the animation controller, e.g. to remove
- objects from the animation one at a time during animation. This
- command may only be used in animation.
-
-
- -------------------------------------------------------------------
- SOUND Class - Sound Command
- -------------------------------------------------------------------
-
- Format: SOUND (P1) { sound number }
-
- Function:
- This command will immediately perform the sound P1.
-
- See also SYNCSND
-
-
- -------------------------------------------------------------------
- SETVAR (SET) Class - Variable Command
- -------------------------------------------------------------------
-
- Format: SETVAR (P1,V2)
-
- Function:
- This command sets the variable V2 to the value P1. If V2 is not a
- variable specified then the command has no effect.
-
-
- -------------------------------------------------------------------
- SHOT? Class - Trigger Interrogator
- -------------------------------------------------------------------
-
- Format: IF SHOT?
- THEN Commands...
- {ELSE Commands...}
- ENDIF
-
- Function:
- This command checks the SHOT flag in the status byte of the current
- object. If the object has been shot since the last time checked
- then the command returns a TRUE result otherwise a FALSE result is
- returned. Execution of this command also clears the SHOT flag on
- the current object.
-
- See also ACTIVATED?, COLLIDED?
-
-
- -------------------------------------------------------------------
- START Class - Animation Command
- -------------------------------------------------------------------
-
- Format: START
-
- Function:
- This command is animation specific, any attempt to execute it on an
- OBJECT or LOCAL or GLOBAL conditions will have no effect. The
- command marks the start of the animation command list. The
- instruction after the START command will be the point at which the
- RESTART command will continue execution from. The START command
- should be placed after any INCLUDE command as INCLUDEs after the
- START will be executed each time through the animation loop, this
- wastes time and has no useful effect.
-
- See also INCLUDE, RESTART
-
-
- -------------------------------------------------------------------
- STARTANIM Class- Animation Command
- -------------------------------------------------------------------
-
- Format: STARTANIM (P1[,P2}) { animator [,area]}
-
- Function:
- This command will start an animation controller going. At the
- beginning of a game all animation controllers are marked as
- STOPPED. To begin the animation a STARTANIM command must be
- executed. The STARTANIM command will also re-enable an animation
- controller which has been stopped using the STOPANIM command.
-
- Example: IF COLLIDED?
- THEN STARTANIM (2)
-
- This condition was placed on a selected object. If the object is
- collided by the player then start the second animation controller
- (2).
-
- See also STOPANIM, TRIGANIM, WAITTRIG
-
-
- -------------------------------------------------------------------
- STOPANIM Class - Animation Command
- -------------------------------------------------------------------
-
- Format: STOPANIM (P1[,P2]) { animator [,area]}
-
- Function:
- This command will stop an animation controller, no commands will be
- executed on the controller until it is started using the STARTANIM
- command. Upon receiving a STARTANIM command the animation
- controller will continue execution from the point at which the
- STOPANIM command was received.
-
- See also STARTANIM, TRIGANIM, WAITTRIG
-
-
- -------------------------------------------------------------------
- SUBVAR (SUB) Class-Variable Command
- -------------------------------------------------------------------
-
- Format: SUBVAR (P1, P2)
-
- Function:
- This command performs a subtraction on the two supplied values, the
- value P1 is subtracted from the value P2. If P2 is a Variable
- specifier then the result of the subtraction is stored in the
- variable otherwise the result is lost but the CCR flags are still
- altered according to the result of the subtraction. Therefore if a
- SUBVAR command is preceded by an IF and followed by a THEN/ELSE
- ENDIF combination, conditions may be executed depending on whether
- the result was zero or not without altering the value of any
- variables.
-
- See also ADDVAR, SETVAR
-
-
- -------------------------------------------------------------------
- SYNCSND Class - Sound Command
- -------------------------------------------------------------------
-
- Format: SYNCSND (P1) {sound number }
-
- Function:
- This command will execute the specified sound P1 in sync with the
- next complete frame update. Note the REDRAW command will also
- perform a synchronized sound.
-
- See also SOUND
-
-
- -------------------------------------------------------------------
- THEN Class - Condition Statement
- -------------------------------------------------------------------
-
- Format: IF Condition
- THEN Commands...
- [ELSE Commands... ]
- ENDIF
-
- Function:
- This command checks the status of the ZERO flag in the CCR. If the
- contents are TRUE then the commands following the THEN statement
- are executed until either an ELSE of ENDIF statement is found. If
- an ELSE is found the command s following it are ignored up until an
- ENDIF or the end of the command list. If an ENDIF is found then
- normal command execution will continue with the following command.
- The THEN command is the only command which examines the result of a
- condition, so an IF ELSE ENDIF combination without a THEN command
- will product incorrect results.
-
- See also IF, ELSE, ENDIF, AND, OR
-
-
- -------------------------------------------------------------------
- TIMER? Class - Trigger Interrogator
- -------------------------------------------------------------------
-
- Format: IF TIMER?
- THEN Commands...
- [ELSE Commands...]
- ENDIF
-
- Function:
- This command checks the Timer flag, the command returns a TRUE
- result if a timelapse of the amount specified in the defaults setup
- section has passed, otherwise a FALSE result is returned. This
- command is only really useful in LOCAL and GLOBAL conditions as
- these are the only conditions which are executed each frame, any
- TIME commands on OBJECTS will only be checked when some form of
- interruption takes place with the object.
-
-
- -------------------------------------------------------------------
- TOGVIS (TOG) Class - Object Command
- -------------------------------------------------------------------
-
- Format: TOGVIS (P1 [,P2]) { object [,area]}
-
- Function:
- This command toggles the status of the VISIBLE flag in the status
- byte of object P1 in area P2. If no area is specified the object
- is presumed to be in the current area.
-
- See also VIS, INVIS, VIS?, INVIS?
-
-
- -------------------------------------------------------------------
- TRIGANIM Class - Animation Command
- -------------------------------------------------------------------
-
- Format: TRIGANIM (P1) { animator }
-
- Function:
- This command sets the TRIGGER flag in the status byte of animation
- controller P1. A WAITTRIG command within the animation controller
- will register this trigger. If no WAITTRIG commands exist in the
- animation controller a TRIGANIM command will have no effect on this
- animator.
-
- See also STARTANIM, STOPANIM, WAITTRIG
-
-
- -------------------------------------------------------------------
- UPDATE Class- Instrument Command
- -------------------------------------------------------------------
-
- Format: UPDATE (P1) { instrument }
-
- Function:
- To Update Instrument (P1) in the Test Screen.
-
-
- -------------------------------------------------------------------
- VAR=? (V=?) Class - Variable Command
- -------------------------------------------------------------------
-
- Format: IF VAR=?(P1,P2)
- THEN Commands...
- [ELSE Commands...]
- ENDIF
-
- Function:
- This command will compare the values of P1 and P2 and return a TRUE
- result if the value of P1 is greater than that of P2, otherwise a
- FALSE value is returned.
-
- See also SETVAR, ADDVAR, SUBVAR, VAR>?, VAR<?
-
-
- -------------------------------------------------------------------
- IF VAR>? (V>?) Class - Variable Command
- -------------------------------------------------------------------
-
- Format: IF VAR>? (P1,P2)
- THEN Commands...
- [ELSE Commands...]
- ENDIF
-
- Function:
- This command will compare the values of P1 and P2 and returns a
- TRUE result if the value of P1 is greater than that of P2,
- otherwise a FALSE result is returned.
-
- See also SETVAR, ADDVAR, SUBVAR, VAR>?, VAR=?
-
-
- -------------------------------------------------------------------
- IF VAR<? (V<?) Class - Variable Command
- -------------------------------------------------------------------
-
- Format: IF VAR<? (P1,P2)
- THEN Commands...
- [ELSE Commands...]
- ENDIF
-
- Function:
- This command will compare the values of P1 and P2 and returns a
- TRUE result if the value of P1 is less than that of P2, otherwise a
- FALSE result is returned.
-
- See also SETVAR, ADDVAR, SUBVAR, VAR>?, VAR=?
-
-
- -------------------------------------------------------------------
- VIS (V) Class - Object Command
- -------------------------------------------------------------------
-
- Format: VIS (P1 [,P2]) { object [,area] }
-
- Function:
- This command clears the INVISIBLE flag on OBJECT P1 in the
- specified AREA P2, making it visible. If no area is specified the
- object is presumed to be in the current area.
-
- See also INVIS?, VIS?, INVIS, TOGVIS
-
-
- -------------------------------------------------------------------
- VIS? Class - Object Interrogator
- -------------------------------------------------------------------
-
- Format: VIS? (P1 [P2]) { object [area] }
-
- Function:
- This command checks the INVISIBLE flag in the status byte of OBJECT
- P1 in AREA P2. If no area is specified then the object is presumed
- to be in the current area. The command returns a TRUE result if
- the specified object is VISIBLE, otherwise a FALSE result is
- returned.
-
- See also VIS, INVIS, TOGVIS, INVIS?
-
-
- -------------------------------------------------------------------
- WAIT Class - Time Command
- -------------------------------------------------------------------
-
- Format: WAIT
-
- Function:
- This command halts processing of the current command list and
- stores information about the current command list on an internal
- stack. The FREESCAPE processing is then allowed to continue,
- processing any more required conditions, animations and player
- movements, when the next frame comes round execution of the command
- list will continue from the command following the WAIT command.
-
- See also DELAY
-
-
- -------------------------------------------------------------------
- WAITTRIG Class - Animation Command
- -------------------------------------------------------------------
-
- Format: WAITTRIG
-
- Function:
- This command is animation specific, any attempt to execute it on an
- 0BJECT or in LOCAL or GLOBAL conditions will have no effect. The
- command will check the TRIGGER flag in the status byte of the
- animation controller. If the flag has been set by use of the
- TRIGANIM command, the flag will be cleared and execution will
- continue as normal, otherwise execution will be stopped at the
- WAITTRIG command and the execution of the animation command list
- will be stopped. Upon reaching the current animation controller
- the next frame the WAITTRIG command is the first to be of the
- WAITTRIG command until a TRIGANIM command sets the TRIGGER flag.
-
- See also TRIGANIM, STARTANIM, STOPANIM
-
-
-
- *** END ***
-
-