CATEGORY NAME: MISCELLANEOUS FUNCTIONS schedule(Statement, Time, ); ARG: Statement: Action to perform. Could be a function call or a simple x=y statement. Time: In seconds. Object: If object is deleted then cancel the schedule. EXPLAIN: Used to perform the Statement Time seconds in the future. USED IN: Client.cs, Dm.cs, Game.cs, Item.cs, Moveable.cs, Server.cs, ... RETURN: Time. The time when the statement will get called. False if failed. remoteEval(Client, Function, ); ARG: Client: The Id of the Client to run the function. Function: The function name. Arg: Any arguments that need to be passed to the function. EXPLAIN: Used to call a function on a specific client. The function must be defined like so: function remoteNextWeapon();. When you the function you will pass in only NextWeapon for the name not remoteNextWeapon. USED IN: Admin.cs, Client.cs, Game.cs, GUI.cs, Menu.cs, Server.cs RETURN: True. WaypointToWorld(Waypoint); ARG: Waypoint: Is an (x,y) location on the map. EXPLAIN: Converts a waypoint location into a world location. World locations are given in the range (0-1023, 0-1023); USED IN: Ai.cs RETURN: World location. Example: "342 345 0". The Z is always 0. If failed then "0 0 0". RenderCanvas(Canvas); ARG: Canvas: The desired canvas to render. Example: MainWindow EXPLAIN: Used to force a redraw of the entire canvas. USED IN: Client.cs, GUI.cs, Server.cs RETURN: 0 rebuildCommandMap(); ARG: None EXPLAIN: Used to take a picture of the mission area for the command map and then retile the command map. USED IN: Client.cs RETURN: True if succeed or False if failed. Projectile::spawnProjectile(Object, Trans, ShootId, ShootVel, ); ARG: Object: The projectile data block name to be spawned. Look in BaseProjData.cs for projectile names. Trans: The transform of the shooters weapon. ShootId: The Id of the shooter. Example: 8361. ShootVel: The velocity of the shooter. TargetObj: An object for the projectile lock-on and target. EXPLAIN: Used to spawn a projectile. For Example: Trans = GameBase::getMuzzleTransform(Player Id); ShootVel = Item::getVelocity(Player Id); Projectile::spawnProjectile("DiscShell", Trans, ShootId, ShootVel); USED IN: Currently not used in any script files. RETURN: True if succeed or -1 if failed. GUI::isIn8BitMode(); ARG: None EXPLAIN: Used to check if windows is in 8 bit mode. USED IN: Options.cs RETURN: True if it is in 8 bit mode. False if not 8 bit or if it failed. GUI::issue8BitWarning(); ARG: None. EXPLAIN: Used to send a warning to the user that the game can't be run in 256 color mode. The warning message: "Your display is in 8-Bit (256 color) Mode. Tribes may not display correctly in Windowed mode unless the display resolution is changed to 16-bit (65536 color) mode or above. Fullscreen display will display properly however." USED IN: Options.cs RETURN: True. GUI::issueInternetWarning(); ARG: None. EXPLAIN: Used to warn the user of possible problems because an active internet connection could not be detected. The warning message: "Starsiege TRIBES requires an active internet connection to function properly. If you are not connected to your Internet Service Provider, you may experience pauses when Windows attempts to automatically connect your computer to the Internet." USED IN: Currently not used in any script files. RETURN: True. postAction(Object, Action, Value); ARG: Object: Object to have the Action performed on. Action: The action. Value: Value of the Action. EXPLAIN: Used to push an Action on to the stack. USED IN: EditMission.cs, Editor.cs RETURN: True if succeed or False if failed. focus(Object); ARG: Object: Object that will receive a message that it has gained focus. EXPLAIN: Used to set that Object to receive all input from devices. Example of devices are mouse and keyboard. USED IN: EditMission.cs, Editor.cs, NewMission.cs RETURN: True if succeed or False if failed. unfocus(Object); ARG: Object: Object that will receive a message that it has lost focus. EXPLAIN: Used to stop sending input data to the object and clear any remaining input information for that object. USED IN: EditMission.cs, Editor.cs RETURN: True if succeed or False if failed.