@ Flatlander Just in-case you might have missed these, here is a list of some "new" commands S4Real
hard coded into BlackIce mod. Some are very useful, like the top two "setsyncrate=X: X= the amount of framerate you like.
works like a charm, and also reflection=X: for a mirror like reflection-an example map is included with BIM"
I know you like RPG so some of these might come in handy, like being able to attach a light to an entity/character...
setsyncrate=X: X= the amount of framerate you like.
reflection=X: X=1 is on and 0 is off
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New HUB commands
action:
hudglobalx :- sets the image to the width of the screen
hudglobaly :- sets the image to the height of the screen
Improved AI tracking.
enemywithin
=x y - X is the team whose enemies you want to
find, Y is the distance
enemyfurther
=x y - X is the team whose enemies you want to
find, Y is the distance
allywithin
=x y - X is the team whose allies you want to find, Y
is the distance
allywithin
=x y - X is the team whose allies you want to find, Y
is the distance
teammemberwithin
=x y - X is the team you want to find, Y is
the distance
teammemberfurther
=x y - X is the team you want to find, Y is
the distance
entitywithin
=x y - X is the name of the entity, Y is the distance
within
entityfurther
=x y - X is the name of the entity, Y is the distance
further
entityinzone
=x y - X is the name of the entity, Y is 0 or 1, 0 is
not in zone, 1 is in zone
Havetarget
(condition) returns true if the current entity has a target.
Moveable Lights
Black Ice mod now allows for the inclusion of moving lights, most
graphics cards will support up to 8 dynamic lights on screen at any
one time.
Moving Lights Commands
uselightnumber
=X Sets current light number
movelighttype
=X Sets light type (1=point, 2=spot)
movelightx
=X Sets light X position
movelighty
=X Sets light Y position
movelightz
=X Sets light Z position
movelightred
=X Sets light colour red element
movelightgreen
=X Sets light colour green element
movelightblue
=X Sets light colour blue element
movelighton
Turns light on
movelightoff
Turns light off
movelight
Move light to its new position
movelightfollowplr
Make light follow player (use instead of
movelight)
movelightrange
=X Sets the light range
movelightrotx
=X Sets the X rotation value
movelightroty
=X Sets the Y rotation value
movelightrotz
=X Sets the Z rotation value
movelightspot1
=X Sets the first cone angle (spot only)
movelightspot2
=X Sets the second cone angle (spot only)
Movelighttoentity,
sets the current moving light to the entity's
position.
Setlighttoentityrot,
sets the current moving lights rotation to
that of the current entity.
Moveable lights are used instead of the default FPSC lights however
you can still use the normal lights
//mini map commands
maptminzoom=x
maptmaxzoom=x
minimaptx=x
minimapty=x
mapsizeth=x
mapsizetw=x
maptbkred=x
maptbkgreen=x
maptbkblue=x
enablemapt=x
disablemapt=x
maptzoomin
maptzoomout
maptsetzoom=x
rotatemapt=x
(conditions)
- plrusingrun=X
--- TRUE if player is holding the configured RUN key and X=1
TRUE if player is not holding the configured RUN key and X=0
- varnotequal=X Y
--- TRUE if user variable named X is not equal to Y
- camwithinzone=X Y
--- TRUE if the camera whose name is X is within the zone and Y=1.
TRUE is the camera whose name is X is NOT within the zone and Y=0.
(Used for triggerzones)
- anycamwithinzone=X
--- TRUE if any user defined camera (Not the player camera) is within the zone and X=1
TRUE is no user defined camera (Not the player camera) is within the zone and X=0
Haveweap=X
--- TRUE if either hand is holding a weapon and X = 1
--- TRUE is neither hand is holding a weapon and X = 0
--- TRUE if either hand is holding the weapon that X is equal to. (See note below)
Haveweapleft=X
--- Same as above but only applies to left hand
Haveweapright=X
--- Same as above but only applies to right hand
Havetwoweaps=X
--- TRUE if both hands are holding a weapon and X = 1
--- TRUE if either hand is empty and X = 0
WeapInInv=X Y
--- TRUE if weapon X is in the player’s inventory and Y = 1
--- TRUE if weapon X is NOT in the player’s inventory and Y = 0
--- Example: weapininv=modernday\law 1
New Scripting Conditions:
-
( actions)
- makecamera=X
--- Defines a new user camera and names it X
- cameraposx=X Y
--- Positions the camera named X to the real x-coordinate specified by Y
- cameraposy=X Y
--- Positions the camera named X to the real y-coordinate specified by Y
- cameraposz=X Y
--- Positions the camera named X to the real z-coordinate specified by Y
- inccameraposx=X Y
--- Increments the real x-coord of the camera named X by Y
- inccameraposy=X Y
--- Increments the real y-coord of the camera named X by Y
- inccameraposz=X Y
--- Increments the real z-coord of the camera named X by Y
- cameraangx=X Y
--- Sets the real x-angle of the camera named X to Y
- cameraangy=X Y
--- Sets the real y-angle of the camera named X to Y
- cameraangz=X Y
--- Sets the real z-angle of the camera named X to Y
- inccameraangx=X Y
--- Increments the real x-angle of the camera named X by Y
- inccameraangy=X Y
--- Increments the real y-angle of the camera named X by Y
- inccameraangz=X Y
--- Increments the real z-angle of the camera named X by Y
- movecam=X Y
--- Moves the camera named X forward by Y units.
- bindentitytocam=X (NONFUNCTIONAL for user defined cameras. WILL DISABLE ENTITY'S
PHYSICS!!!)
--- Binds the current entity to the camera named X.
- bindcamtoentity=X
--- Binds the camera named X to the current entity.
- offsetcamx=X Y
--- Offsets the camera named X by Y units on the x-axis.
- offsetcamy=X Y
--- Offsets the camera named X by Y units on the y-axis.
- offsetcamz=X Y
--- Offsets the camera named X by Y units on the z-axis.
- offsetcamxang=X Y
--- Offsets the x-angle of the camera named X by Y degrees.
- offsetcamyang=X Y
--- Offsets the y-angle of the camera named X by Y degrees.
- offsetcamzang=X Y
--- Offsets the z-angle of the camera named X by Y degrees.
- offsetcamfore=X Y
--- Offsets the camera named X forward by Y units.
- offsetentx=X (Used with BINDENTITYTOCAM)
--- Offsets the current entity by X units on the x-axis.
- offsetenty=X (Used with BINDENTITYTOCAM)
--- Offsets the current entity by X units on the y-axis.
- offsetentz=X (Used with BINDENTITYTOCAM)
--- Offsets the current entity by X units on the z-axis.
- offsetentxang=X (Used with BINDENTITYTOCAM)
--- Offsets the x-angle of the current entity by X degrees.
- offsetentyang=X (Used with BINDENTITYTOCAM)
--- Offsets the y-angle of the current entity by X degrees.
- offsetentzang=X (Used with BINDENTITYTOCAM)
--- Offsets the z-angle of the current entity by X degrees.
- offsetentfore=X (Used with BINDENTITYTOCAM)
--- Offsets the current entity forward by X units.
- hideentity
--- Makes the current entity invisible.
- showentity
--- Makes the current entity visible.
- listentocam=X (NONFUNCTIONAL... May be depricated)
--- Sets the listener (for 3d sounds) to the camera named X.
- plrcoloff (SEMI FUNCTIONAL! Will prevent physics damage)
--- Turns off collision for the player.
- plrcolon
--- Removes effects of "plrcoloff".
- plrspeed=X
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"skyboxmask"
My games never have bugs. They just develop random features..
Lots and lots of random features...