CATEGORY NAME: CLIENT FUNCTIONS Client::setDataFinished(Client); ARG: Client: The Client Id. Example: 2049. EXPLAIN: Used to tell the server that the Client has finished receiving all the data block information. That must be finished before ghosting can start. USED IN: Server.cs RETURN: True if succeed and "" if failed. Client::limitCommandBandwidth(Client, Bool); ARG: Client: The Client Id. Example: 2049. Bool: True if want to limit command band width or False if don't. EXPLAIN: Used when a Player is in the command map. This is used to reduce the amount of data sent to the commander. The reason for the reduction is to increase other options like player camera follow. USED IN: Observer.cs RETURN: True if succeed or False if failed. Client::setMenuScoreVis(Client, Bool); ARG: Client: The Client Id. Example: 2049. Bool: True if want to show screen or False want to hide screen. EXPLAIN: Used to display the score screen. The score screen is the screen accessed by pressing the TAB key. USED IN: Menu.cs RETURN: 1 if succeed or 0 if failed. Client::getOwnedObject(Client); ARG: Client: The Client Id. Example: 2049. EXPLAIN: Used to get the Object Id from the Client Id. USED IN: Admin.cs, Ai.cs, Item.cs, Player.cs, Station.cs, ... RETURN: Object Id. Example: 8361. If failed then -1. Client::getControlObject(Client); ARG: Client: The Client Id. Example: 2049. EXPLAIN: Used to find out what object the Client is currently controling. USED IN: Observer.cs, Player.cs RETURN: Object Id. Example: 8361. If failed then -1. Client::setOwnedObject(Client, Object); ARG: Client: The Client Id. Example: 2049. Object: The object Id. Example: 8361. EXPLAIN: Sets the Clients owned object to the Object. USED IN: Game.cs, Observer.cs, Player.cs RETURN: True if succeed or False if failed. Client::setControlObject(Client, Object); ARG: Client: The Client Id. Example: 2049. Object: The object Id. Example: 8361. EXPLAIN: Sets what object the client is to control. Is used when controling a turret, camera, vehicle, etc.. USED IN: Vehicle.cs, Game.cs, Observer.cs, Player.cs, ... RETURN: True if succeed or False if failed. Client::setSkin(Client,Skin); ARG: Client: The Client Id. Example: 2049. Skin: Name of the skin to be set. Example:purple, blue. EXPLAIN: It will look in the base\skins directory USED IN: Dm.cs, Game.cs RETURN: Client Id. Example: 2049. If failed then -1. Client::getTransportAddress(Client); ARG: Client: The Client Id. Example: 2049. EXPLAIN: Used to get the Clients IP address. USED IN: Admin.cs, Server.cs RETURN: IP address. Example: IP:198.74.33.77:1652. Client::getFirst(); ARG: None. EXPLAIN: Used to get the first client in the client list. Most commonly used with the Client::getNext() function. Those two functions will allow you to iterate through all the clients on the server. USED IN: Admin.cs, Comchat.cs, Game.cs, Server.cs, ... RETURN: Client Id. The first client in the client list. If failed then -1. Client::getNext(Client); ARG: Client: The Client Id. Example: 2049. EXPLAIN: Used to get the next client in the client list. It will us the Client Id passed in and return you the next client in the list. USED IN: Admin.cs, Comchat.cs, Game.cs, Item.cs, Server.cs, ... RETURN: Client Id. The next client in the list. If failed or no more clients in the list then -1. Client::setItemShopping(Client, ); ARG: Client: The Client Id. Example: 2049. Type: Each item has an associated integer called a Type. The Item associated with the ItemData block first encountered when loading will receive the integer 0. The next will receive integer 1 and so on. Look in Item.cs for examples of ItemData blocks like flag, ScoutVehicle, and Weapon. Item: The data block name of the item. Example: Chaingun EXPLAIN: Used to setup what Items are available to buy from a station. It keeps adding Items to the current shopping list for that Client. USED IN: Station.cs RETURN: True if succeed or False if failed. Client::clearItemShopping(Client, ); ARG: Client: The Client Id. Example: 2049. Type: Each item has an associated integer called a Type. The Item associated with the ItemData block first encountered when loading will receive the integer 0. The next will receive integer 1 and so on. Look in Item.cs for examples of ItemData blocks like flag, ScoutVehicle, and Weapon. Item: The data block name of the item. Example: Chaingun EXPLAIN: Clears the Clients shopping list. Shopping list is created by calling the Client::setItemShopping() function. USED IN: Admin.cs, Game.cs, Observer.cs, Station.cs RETURN: True if succeed or False if failed. Client::isItemShoppingOn(Client, Type or Item); ARG: Client: The Client Id. Example: 2049. Type: Each item has an associated integer called a Type. The Item associated with the ItemData block first encountered when loading will receive the integer 0. The next will receive integer 1 and so on. Look in Item.cs for examples of ItemData blocks like flag, ScoutVehicle, and Weapon. Item: The data block name of the item. Example: Chaingun EXPLAIN: Used to see if the desired Item is on the Clients shopping list. USED IN: Item.cs, Station.cs, RETURN: True if on the list or False if not on the list. Client::setItemBuying(Client, ); ARG: Client: The Client Id. Example: 2049. Type: Each item has an associated integer called a Type. The Item associated with the ItemData block first encountered when loading will receive the integer 0. The next will receive integer 1 and so on. Look in Item.cs for examples of ItemData blocks like flag, ScoutVehicle, and Weapon. Item: The data block name of the item. Example: Chaingun EXPLAIN: Used to add items to the Buying list. The items on the shopping list that are not on the buy list will show up grayed out. USED IN: Station.cs RETURN: True if succeed or False if failed. Client::clearItemBuying(Client, ); ARG: Client: The Client Id. Example: 2049. Type: Each item has an associated integer called a Type. The Item associated with the ItemData block first encountered when loading will receive the integer 0. The next will receive integer 1 and so on. Look in Item.cs for examples of ItemData blocks like flag, ScoutVehicle, and Weapon. Item: The data block name of the item. Example: Chaingun EXPLAIN: Clears the Clients buying list. Buying list is created by calling the Client::setItemBuying() function. You also can remove specific items from the list by passing in a Type or Item. USED IN: Station.cs RETURN: True if succeed or False if failed. Client::isItemBuyingOn(Client, Type or Item); ARG: Client: The Client Id. Example: 2049. Type: Each item has an associated integer called a Type. The Item associated with the ItemData block first encountered when loading will receive the integer 0. The next will receive integer 1 and so on. Look in Item.cs for examples of ItemData blocks like flag, ScoutVehicle, and Weapon. Item: The data block name of the item. Example: Chaingun EXPLAIN: Used to see if the desired Item is on the Clients buying list. USED IN: Currently not used in any script files. RETURN: True if on the list or False if not on the list. Client::setInitialTeam(Client, TeamNum); ARG: Client: The Client Id. Example: 2049. TeamNum: Team number. Each team is associated with a number range from -1 to 7. Where -1 is the observer team. EXPLAIN: Used to assign the Client(player) to the TeamNum(Team). USED IN: Currently not used in any script files. RETURN: True if succeed or False if failed. Client::getName(Client); ARG: Client: The Client Id. Example: 2049. EXPLAIN: Used to get the name of the client. USED IN: Admin.cs, Client.cs, Game.cs, Dm.cs, Objectives.cs, ... RETURN: String. Then name of the client. Example: "Sne/|keR". If failed then "" is returned. Client::getTeam(Client); ARG: Client: The Client Id. Example: 2049. EXPLAIN: Used to find what team the client is a member of. USED IN: Admin.cs, Ai.cs, Comchat.cs, Dm.cs, Game.cs, Item.cs, ... RETURN: Number. The team the client is assigned to. If failed then -1. Client::sendMessage(Client,StrType,String); ARG: Client: The Client Id. Example: 2049. StrType: There are 5 different message types 0, 1, 2, 3, and 4. 0: Is used for all System messages. 1: Is used for all Game messages. 2: Is used for all Chat messages. 3: Is used for all Team Chat messages. 4: Is used for all Command messages. String: The message to be sent. EXPLAIN: Used to send a message to a specific client. The messages show up in the message dialog box on the hud. USED IN: Admin.cs, Ai.cs, Item.cs, Objective.cs, Player.cs, ... RETURN: True if succeed or False if failed. Client::setScore(Client, ScoreString, SortValue); ARG: Client: The Client Id. Example: 2049. ScoreString: The string that will be displayed. SortValue: The value ScoreStrings will be sorted by. EXPLAIN: Used to set the clients score value on the TAB screen. I'll explain this function call below: Client::setScore(%cl, "%t\t " @ %cl.Score @ "\t%p\t%l", %cl.Score); %cl is the Client Id. The "%t\t ": %t will print the clients name and the \t will tab over to the next column (which is defined in the setClientScoreHeading function call). The %cl.Score is the Clients score. The "\t%p\t%l": \t will tab over to the next column. %p will display the Clients ping. \t will tab over to the next column. %l will display the Clients packet loss. The last argument %cl.Score will sort the list by the Score. Sorts high to low. USED IN: Dm.cs, Objectives.cs RETURN: True if succeed or False if failed. setClientScoreHeading(HString); ARG: HString: The heading for the client scores on the tab screen. EXPLAIN: Sets the heading for the client score section of the tab screen. For Example: setTeamScoreHeading("Player Name\t\x6FTeam\t\xA6Score \t\xCFPing\t\xEFPL"); It will print Player Name and then move 6Fhex units to the right and print Team. After Team it will move over to the A6hex unit and display Score. Ping and PL will be displayed in the same manner. The 6F, A6, CF, FF are all hex values from 0 to FF. USED IN: Dm.cs, Objectives.cs RETURN: True if succeed or False if failed. Client::setGuiMode(Client, GUIMode); ARG: Client: The Client Id. Example: 2049. GUIMode: There are 6 predefined Modes. 1: $GuiModePlay = 1. Regular play mode. 2: $GuiModeCommand = 2. Command Screen. 3: $GuiModeVictory = 3. Objective Screen. 4: $GuiModeInventory = 4. Inventory Screen. 5: $GuiModeObjectives = 5. Objective Screen. 6: $GuiModeLobby = 6. Modify hud mode. EXPLAIN: Used to set the GUI in its different mode/screens. To set the GUI in command map mode you would call the function and pass in $GuiModeCommand for the GuiMode argument. USED IN: Admin.cs, Game.cs, Player.cs, Server.cs, Station.cs, ... RETURN: True if succeed or False if failed. Client::getGuiMode(Client); ARG: Client: The Client Id. Example: 2049. EXPLAIN: Used to get what GUIMode the client is currently in. If the Client is in the Command map screen then 2 will be returned. USED IN: Admin.cs, Game.cs, Observer.cs, Station.cs RETURN: GUIMode. GUIMode will be a value between 1 and 6. If failed then -1. Client::ExitLobbyMode(); ARG: None. EXPLAIN: Used to bring you back to the game after pressing the ESC key. Pressing the ESC key will bring you to a screen with the following options Disconnect, Return To Game, Options, Play, and IRC/Chat. USED IN: GUI.cs RETURN: True. Client::getVoiceBase(Client); ARG: Client: The Client Id. Example: 2049. EXPLAIN: Used to get what voice set the Client selected when creating his player. USED IN: Ai.cs RETURN: String. The voice base. Example: Male1, Male2, Female1, ... If failed then "". Client::getSkinBase(Client); ARG: Client: The Client Id. Example: 2049. EXPLAIN: Used to get the what skin the Client(player) is currently wearing. USED IN: Currently not used in any script files. RETURN: String. Name of the skin. Current names: beagle, dsword, cphoenix, swolf, and base. Client::getGender(Client); ARG: Client: The Client Id. Example: 2049. EXPLAIN: Used to get the Clients gender. USED IN: Game.cs, Item.cs RETURN: String. "Male" or "Female". If failed then "". Client::centerPrint(String, Position); ARG: String: Message to be displayed. Position: There are 3 predefined positions. 0: Displays the String in the center of the screen. 1: Displays the String on the bottom of the screen. 2: Displays the String on the top of the screen. EXPLAIN: Will display the String at the specified Position. To remove the the centerPrint simply pass in a blank string Example: "". USED IN: Admin.cs, Client.cs, Game.cs, Server.cs RETURN: True if succeed or False if failed. Client::getMouseSensitivity(ActionMap); ARG: ActionMap: Is dependent on what mode the player is in. Different key inputs are definded for diffent modes. Example: Playing the game will use playMap.sae as its ActionMap. For this function actionMap should equal "playMap.sae". EXPLAIN: Used to find what sensitivity your mouse is set at. USED IN: Options.cs RETURN: Float. Value between 0 and 100. Client::getMouseXAxisFlip(ActionMap); ARG: ActionMap: Is dependent on what mode the player is in. Different key inputs are definded for diffent modes. Example: Playing the game will use playMap.sae as its ActionMap. For this function actionMap should equal "playMap.sae". EXPLAIN: Used to reverse the mouse X axis. USED IN: Options.cs RETURN: True if succeed or False if failed. Client::getMouseYAxisFlip(ActionMap); ARG: ActionMap: Is dependent on what mode the player is in. Different key inputs are definded for diffent modes. Example: Playing the game will use playMap.sae as its ActionMap. For this function actionMap should equal "playMap.sae". EXPLAIN: Used to reverse the mouse Y axis. USED IN: Options.cs RETURN: True if succeed or False if failed. getClientByName(Name); ARG: Name: The name of the player. Example: Sne/|keR. EXPLAIN: Used to find what the players Client Id is by using the players name. USED IN: Client.cs RETURN: Client Id. The clients Id number. Example: 2049