CATEGORY NAME: OBJECT - FILE FUNCTIONS isFile(FileName); ARG: FileName: The full path name and file name. EXPLAIN: Used to see if the FileName exists. USED IN: GUI.cs, Menu.cs, Registervolume.cs RETURN: True if it does exist. False if failed or doesnt exist. which(Script); ARG: Script: Name of a script file. Example: "Item.cs", "Game.cs" EXPLAIN: Used to find out what directory the Script is currently being ran from. USED IN: Currently not used in any script files. RETURN: Path. The directory path that the Script is being ran from. getBoxCenter(Object); ARG: Object: The object Id. Example: 8361. EXPLAIN: Used to find the center point of an object. For example: Object = 8489; (8489 is the Id of a turret) answer = getBoxCenter(Object); answer is equal to "100 230 50". Which is the X Y Z value of the center point of the Object. USED IN: Player.cs, Staticshape.cs RETURN: String "X Y Z" coordinates. If failed then "0 0 0". getObjectType(Object); ARG: Object: The object Id. Example: 8361 EXPLAIN: Is used to find the type of the Object. For Example: Type = getObjectType(Object); Type is equal to "Player" because the Object Id passed in was created from the player class. USED IN: Player.cs, Item.cs, Mine.cs, Moveable.cs, Objectives.cs... RETURN: Type. Returns the name of the class the object was derived from. Example: Player or Flier.. etc. getObjectByTargetIndex(ObjectIdx); ARG: ObjectIdx: Index into a visible object array. EXPLAIN: Used to return the visible object at the index. All objects that are visible because of sensor or player LOS gets added to a visable object array. USED IN: Player.cs RETURN: Object Id. The Id of the object at that index location. If failed then -1. loadObject(Name, Object); ARG: Name: Name to be assigned to the object. Object: The object and it full path name to be loaded. EXPLAIN: Used to load the Object and assign it the Name. USED IN: Client.cs RETURN: Object Id of the new loaded object. If failed then 0. storeObject(Object, Name); ARG: Object: The object to be stored. Name: The full path name and file name to be store under. EXPLAIN: Used to store the Object and all child objects that are associated with that object. USED IN: GUI.cs RETURN: True if succeed or False if failed. deleteObject(Object); ARG: Object: The object Id. Example: 8361. EXPLAIN: Used to delete the specified Object from the managers object list. USED IN: Game.cs, Item.cs, Menu.cs, Station.cs, Server.cs, ... RETURN: True if succeed or False if failed. isObject(Object); ARG: Object: The object Id. Example: 8361. EXPLAIN: Used to see if the Object Id passed in is a valid object. USED IN: Client.cs, Editor.cs, GUI.cs, Menu.cs, ... RETURN: True if it is a valid object. False if failed or not. listObjects(); ARG: None. EXPLAIN: Used to list all the objects currently used in the mission. USED IN: Most common use is in the Console screen. RETURN: Objects. All objects in the mission. newObject(ObjName, Class, ); ARG: Object: The name of the object. Class: Type of object to create. ExtraArg: Some Classes require extra arguments. EXPLAIN: Used to create an object. Different types of class take different extra arguments. The list below is the most common Classes used. Item: dataFile: Object to be created. Example: "Chaingun" count: Number of items associated with that object. Example: a pack of disc ammo has 5 disc so the count would be 5. pop: Not used. : Optional. If True is passed in then the object will rotate on its Z axis. : Optional. If True is passed in then the collison mask information is setup. StaticBase: dataFile: Object to be created. : Optional. If True is passed in then the object will be deleted if it is destroyed. Flier: Uses the StaticBase class. ChatMenu: Heading: Will set the heading of the menu. USED IN: Chatmenu.cs, Editor.cs, Game.cs, GUI.cs, Item.cs, ... RETURN: True if succeed or False if failed.