Function |
Parameters |
Description |
Usage |
CreatePlayerShip() |
sShipClass
- class of ship (a ship file) pSet
- the set to use pcName
- name for the player sWaypoint
- placement at which to place the player bUnloadShip
- unload all torps? defaults to zero |
Creates
the player's ship in the specified set, at the specified placement. |
pPlayer
= MissionLib.CreatePlayerShip("Galaxy", pSet, "player",
"Player Start") |
SetupSpaceSet() |
pcSetName
- module name for set to create |
Creates
and initializes the set. |
pSet
= MissionLib.SetupSpaceSet("Systems.Starbase12.Starbase12") |
SetupBridgeSet() |
pcSetName
- module name for set to create pcModelName
- name of model for the bridge fX,
fY, fZ - translate for the camera fMX,
fMY, fMZ - translate for the model |
Creates
and initializes a set for another ship's bridge. (not the player) |
pCardSet
= MissionLib.SetupBridgeSet("CardSet",
"data/Models/Sets/Cardassian/cardbridge.nif", -30, 65, -1.55) |
SetupCharacter() |
pcCharacterPath
- path of the character pcSetName
- name of the set |
Creates
and sets up a character on a bridge set. |
pLiu
= MissionLib.SetupCharacter("Bridge.Characters.Admiral_Liu",
"StarbaseSet", 0, 0, 5) |
CreateTimer() |
eType
- event type sFunctionHandler
- function to run fStart
- start time for timer fDelay
- delay between firings fDuration
- how long timer fires bEpisode
- attach to episode instead of mission. default 0 bRealTime
- use real time instead of game time. default 0 |
This
is a simplified interface for creating a mission timer. You specify an event
type, the function to run, and timer parameters, and it will create a handler
for the mission to deal with that timer. |
MissionLib.CreateTimer(ET_MY_EVENT_TYPE,
__name__ + ".TimerHandler", App.g_kUtopiaModule.GetGameTime() +
5.0, 5.0, 5.0) |
DeleteAllMissionTimers() |
none |
Deletes
all mission-level timers created by CreateTimer() |
MissionLib.DeleteAllMissionTimers() |
DeleteAllEpisodeTimers() |
none |
Deletes
all episode-level timers created by CreateTimer() |
MissionLib.DeleteAllEpisodeTimers() |
GetShip() |
pcShipName
- name of the ship pSet
- set to search bAnySet
- search all sets? defaults to zero |
Returns
the ship with the specified name. |
pShip
= MissionLib.GetShip("Galor 1", None, 1) |
IsInSameSet() |
pcShip
- name of ship to check |
Checks
if the ship is in the same set as the player. |
if
MissionLib.IsInSameSet("Galor 1"): |
ProximityCheck() |
pMainObj
- object the check is centered around fRadius
- radius to check. Negative to check if inside, positive to check if outside pObjList
- Python list of objects that can trigger the proximity pSet
- the set eEventType
- event type for proximity |
Creates
a proximity check for the specified object. If an object crosses the
specified boundary, an event with the specified type will be sent. |
MissionLib.ProximityCheck(pPlayer,
500.0, [pGalor1, pGalor2], pPlayer.GetContainingSet(), ET_GALOR_ATTACK) |
IgnoreEvent() |
pObject
- object for event pEvent
- the event |
This
is useful to attach as an instance handler on an object to make it ignore a
certain event type. |
pObject.AddPythonFuncHandlerForInstance(ET_WHATEVER,
"MissionLib.IgnoreEvent") |
IgnoreEventOnce() |
pObject
- object for event pEvent
- the event |
Like
IgnoreEvent(), but only ignores once. |
pObject.AddPythonFuncHandlerForInstance(ET_WHATEVER,
"MissionLib.IgnoreEventOnce") |
CallWaiting() |
bOn
- turn on and off |
This
function turns on and off "Call Waiting", which disables menu items
associated with contacting other ships |
#
Turn on call waiting in a sequence pAction
= App.TGScriptAction_Create("MissionLib", "CallWaiting",
1) #
Turn off call waiting MissionLib.CallWaiting(None,
0) |
ViewscreenOn() |
pAction
- for TGScriptActions pcLookAtSet
- the set to view pcName
- who to look at fMinStatic
- minimum static value fMaxStatic
- maximum static value bDropMenus
- do we drop menus? |
This
function turns on the viewscreen to look at another set. You can turn static on if desired, and
also drop character menus and have the camera look forward. If you specify None as pcName, it will
keep the visibility of the characters as-is, not hiding anyone, and not
unhiding anyone. |
#
Turn the viewscreen on in a sequence pAction
= App.TGScriptAction_Create("MissionLib", "ViewscreenOn",
"Starbase", "Liu") #
Turn it on directly MissionLib.ViewscreenOn(None,
"EBridgeSet", "Picard", 0.1, 0.5, 0) #
Show everyone on the set MissionLib.ViewscreenOn(None,
"WillisSet", None, 0.1, 0.5, 0) |
ViewscreenOff() |
pAction
- for TGScriptActions iPlaySound
- whether or not to play the ViewOff sound. Defaults to 1. |
Changes
the viewscreen so it's looking at the player's set. |
#
Called in a sequence. pAction
= App.TGScriptAction_Create("MissionLib",
"ViewscreenOff") #
Called directly. MissionLib.ViewscreenOff(None) |
SetupExtra() |
pcBridge
- name of the set to add to pcName
- name of the extra pcLocation
- where to place them pcHeadNIF,
pcBodyNIF - models pcHeadTexture
- texture of head pcBodyTexture
- texture of body |
This
function creates a character to place on a bridge, to make it look more
lifelike |
#
Add a Kessok as a guest to our D Bridge MissionLib.SetupExtra("bridge",
"Kessok", "DBGuest", "HeadKessok/kessok_head.nif",
"BodyKessok/BodyKessok.nif",
"HeadKessok/kessok_head.tga",
"BodyKessok/kessok_body.tga") |
SetSpeakingVolume() |
pAction
- for TGScriptActions iType
- type of line to set volume on fVolume
- 0 = mute, 1 = normal |
This
function tells the characters to soften certain line types, if needed CSP_SPONTANEOUS CSP_NORMAL CSP_MISSION_CRITICAL |
#
Mute "spontaneous noises" MissionLib.SetSpeakingVolume(None,
App.CSP_SPONTANEOUS, 0.0) #
Soften "normal noises" like "Yes, Sir" lines pAction
= App.TGScriptAction_Create("MissionLib",
"SetSpeakingVolume", App.CSP_NORMAL, 0.5) |
PreloadSequenceLines() |
None |
This
searches through the sequence that contains it and preloads any voice lines
into memory, so they don’t hitch the framerate when that line starts. |
#
Create a sequence that will contain some dialogue. pSequence
= App.TGSequence_Create() # First thing in the sequence, setup an action to preload the
voice lines. pSequence.AddAction(
App.TGScriptAction_Create("MissionLib",
"PreloadSequenceLines") ) #
Add some voice lines… pSequence.AddAction(App.CharacterAction_Create(g_pFelix, App.CharacterAction.AT_SPEAK_LINE_NO_FLAP_LIPS, "E6Intro1", None, 0, g_pMissionDatabase) pSequence.AppendAction(App.CharacterAction_Create(g_pFelix,
App.CharacterAction.AT_SPEAK_LINE_NO_FLAP_LIPS, "E6Intro2", None,
0, g_pMissionDatabase) #
Play the sequence. pSequence.Play() |
FadeOut |
pAction
– For TGScriptActions fFadeTime
– Time (in seconds) over which to fade to black. Defaults to 1.5 seconds |
Fade
to black |
#
Add a fade out to a sequence, using the default fade-out time. pSequence.AppendAction(
App.TGScriptAction_Create(“MissionLib”, “FadeOut”) ) |
FadeIn |
pAction
– For TGScriptActions fFadeTime
– Time (in seconds) over which to fade back up to normal. Defaults to 1.5 seconds. |
Fade
from black back to normal |
#
Add a fade in after the fade out…
Take 5 seconds to fade in, though. pSequence.AppendAction(
App.TGScriptAction_Create(“MissionLib”, “FadeIn”, 5.0) ) |
StartCutscene |
pAction
- For TGScriptActions fTimeToComeIn
- Time (in seconds) to bring cutscene bars in, defaults to 1 sec. fCoveredArea
- How much of the screen is covered by cutscene bars defaults to 0.125. bHideReticle
- Do we want to hide the target reticle, defaults to true bSilenceCallOuts
- Do we want the crew call outs silenced, defaults to true. |
Brings
down the cutscene bars and takes control away from the player. |
Normally
called as a script action in a TGSequence. #
Start a standard cutscene in a sequence pSequence.AppendAction(
App.TGScriptAction_Create(“MissionLib”, “StartCutscene”) ) |
EndCutscene |
pAction
- For TGScriptActions. fTimeToLeave
- Time (in seconds) to bring the cutscene bars up, defaults to 1.0 sec. |
Brings
up the cutscene bars and returns control to the player. Also returns the volume of the crew
call-outs to the default level. |
Normally
called as script action in a TGSequence. #
End a cutscene in a TGSequence. pSequence.AppendAction(
App.TGScriptAction_Create(“MissionLib”, “EndCutscene”) ) |
TextBanner |
pAction
- For TGScriptActions. kTextString
- String to display. fX,
fY - position of the banner fDuration
- Time (in seconds) the banner remains up, defaults to . iSize
- Font size to use, defaults to 16. bHCentered
- To center banner horizontally or no, defaults to true. bVCentered
- To center banner vertically or not, defaults to false.. |
Displays
a passed in string as a text banner on the screen. Normally called as a script action. |
#
Put a text banner across the top of the screen after getting #
the string to display from a localized TGL with a 10 sec duration. kSting
= pTGLDatabase.GetString("BannerText") pSequence.AppendAction(
App.TGScriptAction_Create(“MissionLib”, “TextBanner”, kString, 0, 0.05, 10) ) |
AddNavPoints() |
sSet
- name of set *lsNavPointNames
- list of names of placements to make nav points |
Changes
the specified placements to be nav points, which will then show up in the
helm menu. |
MissionLib.AddNavPoints("Biranu2",
["Placement 1", "Placement 2"]) |
RemoveNavPoints() |
same
as AddNavPoints() |
Changes
the specified placements to not be nav points. Removes them from the
helm menu. |
MissionLib.RemoveNavPoints("Biranu2",
["Placement 1", "Placement 2"]) |
AddCommandableShip() |
sShipName
- name of ship lsCommands
- list of commands. optional -- if not included, will enable all commands |
Makes
a ship commandable by the player (using the hail menu). Enables the specified
orders (or all of them, if none were specified). Orders are
"AttackTarget", "DisableTarget",
"DefendTarget", "HelpMe". |
#
Only one order MissionLib.AddCommandableShip("Geronimo",
"HelpMe") #
All orders MissionLib.AddCommandableShip("Enterprise") |
RemoveCommandableShip() |
sShipName
- name of ship |
Makes
the ship no longer commandable by the player. |
MissionLib.RemoveCommandableShip("Enterprise") |
RemoveAllCommandableShips() |
|
Removes
all ships from the list that can be commanded by the player. |
MissionLib.RemoveAllCommandableShips() |
AddGoal() |
pcGoalStringID
- list of goal string IDs to add to first officer's menu |
Used
to add objectives to the first officer's menu. |
MissionLib.AddGoal("Goal1",
"Goal2", "Goal3") |
AddGoalAction() |
pAction
- for TGScriptActions pcGoalStringID
- goal to add |
Like
AddGoal(), but called as a script action. |
pAction
= App.TGScriptAction_Create("MissionLib",
"AddGoalAction", "Goal1") |
RemoveGoal() |
pcGoalStringID
- goal to disable |
Disables
the goal in the first officer's menu. |
MissionLib.RemoveGoal("Goal1") |
RemoveGoalAction() |
pAction
- for TGScriptActions pcGoalStringID
- goal to disable |
Like
RemoveGoal(), but called as a script action. |
pAction
= App.TGScriptAction_Create("MissionLib", "RemoveGoalAction",
"Goal1") |
DeleteGoal() |
pcGoalStringID
- goal to delete |
Deletes
the goal from the first officer's menu. |
MissionLib.DeleteGoal("Goal2") |
DeleteAllGoals() |
|
Deletes
all goals from the first officer's menu. |
MissionLib.DeleteAllGoals() |
GameOver() |
pAction
- for TGScriptActions pSequence
- alternate "you lose" sequence to use |
Does
a "game over" -- tells the player they failed, fades to black,
brings up game over screen. Can use provided sequence instead of default
"you failed" message. |
pAction
= App.TGScriptAction_Create("MissionLib", "GameOver") |
LookForward() |
pAction
- for TGScriptActions bWaitForSweep
- wait for sweep to complete before completing action |
Makes
the player's bridge camera look forward, at the viewscreen. |
pAction
= App.TGScriptAction_Create("MissionLib", "LookForward",
1) |
GetDistance() |
pObj1,
pObj2 - objects to compare |
Returns
the straight-line distance between the two objects. |
fDist
= MissionLib.GetDistance(pObj1, pObj2) |
CreateCompletionEvent |
pAction
- For TGScriptActions. |
Creates
and returns a ET_ACTION_COMPLETED TGObjPtr Event for given action. |
def
WhatuSay(pAction): #
Delay main sequence until action has been completed. pSeq
= App.TGSequence_Create() pAction
= App.CharacterAction_Create(pFelix, App.CharacterAction.AT_MOVE,
"L1") pSeq.AppendAction(pAction) pSeq.AddCompletedEvent(MissionLib.CreateCompletionEvent(pAction)) pSeq.Play() #
Function returns 1 return
1 |