Wiggles Tcl Commands



all

//  
action   adaptive_sound   add_attrib   add_expattrib   add_owner_attrib   ai   ai_getintrudergnomes   ai_getintruderprods   ai_getownerid   ai_getpossibleinventions   ai_getprodlocations   ai_gnomepop_getcount   ai_gnomepop_getlist   ai_gnomepop_getobj   ai_gnomepop_getpos   ai_gnomepopscount   ai_log   ai_nextgnomepop   ai_nextprodpop   ai_npring   ai_prodpop_getcount   ai_prodpop_getlist   ai_prodpop_getobj   ai_prodpop_getpos   ai_prodpopscount   ai_setbuildup   ai_setpack   ai_tickhandler   ai_validlocation   auto_choose_gender   auto_choose_workingtime   autoloadlevel  
blow_particlesource  
calc_text_time   call   call_method   call_method_static   callnc   camctrlmapping   camera_set   cancel_fade   cave_skin   chack_weapon_exp   change_light   change_particlesource   check_energy   check_ghost_coll   check_method   class_collosion   class_defaultanim   class_defaultmaterial   class_defaulttxtanim   class_disablescripting   class_fightdist   class_flagoffset   class_light   class_objsnapclass   class_physcategory   class_physic   class_snaptowall   class_viewinfog  
ClassID   ClassInfo   ClassList   ClassName  
clone_event   create_doorlogic   create_elevatorlogic   create_ladderlogic   create_particlesource   cwd  
db_animlength   db_findanim   db_load   db_search   def_attrib   def_class   def_event   def_hp_ratio   def_idiobjclass   def_texture   del   delete_laserbeams   delete_lightning   delete_transportlogic   destruct   dig_apply   dig_mark   dig_next   dig_resetid   dist_between  
elf   event_generator   event_get   evtgen_attrib   exec_deferred  
fairy_move   fight_action   fight_map_class2db   fight_setactions   fight_setactions_ballistic   fight_setactions_strikeback   fight_setactions_training   fight_weapon   fight_weapon_kombi   fincr   find_free_place   find_free_place_self   flush_all_textures   free_particlesource  
gamedelayannounce   gameisloading   gameload   gamesave   gamestats   gametime   generate_color_variation   get_activegameplay   get_alternateanimdb   get_angle_num4   get_anglexz   get_attack_pos   get_attackinprogress   get_attrib   get_attrib_display_name   get_attrib_names   get_autolight   get_ballisticresult   get_best_weapon   get_bestexp   get_boxed   get_brightness   get_buildupstate   get_camerafollowdist   get_cameramoving   get_class_category   get_class_era   get_class_flags   get_class_name   get_class_type   get_classaniminfo   get_climbability   get_cloaked   get_collision   get_contrast   get_diedinfight   get_digedge   get_diplomacy   get_energy   get_energysourceload   get_energystore   get_escape_pos   get_escape_value   get_eventenabled   get_expattrib   get_fill   get_forceipol   get_framevel   get_fsource   get_ftype   get_gnomeposition   get_hmap   get_hoverable   get_ingame_loading   get_instore   get_invulnerable   get_light   get_linked_to   get_linkpos   get_linkrot   get_lmap_blue   get_lmap_green   get_lmap_light   get_lmap_red   get_local_player   get_lock   get_logactions   get_map_height   get_map_width   get_mapedit   get_material   get_max_fow   get_maxprodera   get_mpstartpos   get_next_relocobj   get_obj_logicfogskip   get_obj_logicskip   get_objclass   get_objectcollision   get_objgender   get_objinfo   get_objname   get_objownertype   get_objrace   get_objtype   get_owner   get_owner_attrib   get_owner_attrib_list   get_ownerrace   get_pathlength   get_pathrandflags   get_physic   get_place   get_place_info   get_place_long   get_placesnapmode   get_player_color   get_pos   get_posbottom   get_posx   get_posy   get_posz   get_processactions   get_prod_buildup   get_prod_directevents   get_prod_enabled   get_prod_exclusivemode   get_prod_materialneed   get_prod_ownerstrength   get_prod_pack   get_prod_schedule   get_prod_slot_buildable   get_prod_slot_cnt   get_prod_slot_inventable   get_prod_slot_invented   get_prod_slot_list   get_prod_switchmode   get_prod_task_list   get_prod_toolneed   get_prod_total_task_cnt   get_prod_unpack   get_prodalloclock   get_prodautoschedule   get_ref   get_rel_pos   get_remaining_sparetime   get_rendermaterial   get_rot   get_rotx   get_roty   get_rotz   get_selectable   get_selectedobject   get_sequenceactive   get_sequencebreaked   get_shield_class   get_snaptowall   get_storable   get_system_name   get_undeletable   get_user_groups   get_vectorxz   get_vel   get_velcomp   get_view   get_viewinfog   get_visibility   get_walkresult   get_waterheight   get_weapon_class   get_weapon_id   get_weapon_pose   get_weapon_range   get_worktime   gethours   gettime   global_inv_rem   gnome_announce_dig   gnome_failed_work   gnome_idle   gnome_stopped_work   ground_fix   ground_pos   gui_new_game  
handle_event   has_cmap   hceil   hf2i   hfloor   hi2f   hide_obj_ghost   hmax   hmax    hmin   hmin    horizon_clear   horizon_rem   horizon_set  
in_class_def   inc_playerdigmarkid   info_end_prod   info_progress_prod   info_start_prod   inherit   init_techtree   inputmode   inv_add   inv_check   inv_cnt   inv_cnt_raw   inv_find   inv_find_obj   inv_find_raw   inv_get   inv_get_raw   inv_getsize   inv_list   inv_rem   irandom   is_contained   is_dig_marked   is_selected   is_wearing_pannier   isunderwater  
keybind  
land   laser   laserbeam   layout   lcount   lg_add_preset   lg_addfilterclass   lg_dec_templatecount   lg_get_level   lg_get_objcount   lg_get_temp_size   lg_mark_area   lg_set_area   lg_set_callback   lg_set_leveltype   lg_set_objcount   lg_set_starttemplate   lg_set_starttemplatepro   lg_set_templategroup   lg_set_templategroupprops   lg_set_templategroupvalue   lg_set_templateprops   lg_set_templateratio   lg_set_templatevalue   lg_sort_level   lg_start   lg_tp_addtemplates   lg_tp_addtemplatesets   lg_tp_clear   lg_tp_log   lg_tp_mapfilter   lg_tp_objfilter   lg_tp_setfilter   lightning   link_obj   lnand   load_all_textures   load_done   load_file   load_info   load_scape_texture   loading_objdetail   locale   log   log_mask   logdebug   logmod   lor   lrem   lrep  
map   map_setlayer2  
Material  
member   meminfo   method   method_const   method_static   minimalrun  
net   new   newsticker   notifyflare  
obj_clear   obj_eval   obj_exit   obj_find   obj_find_list   obj_find_nearest   obj_find_nearest_storable   obj_find_nearest_storable_cb   obj_find_nearest_type   obj_find_own   obj_find_own_list   obj_find_var   obj_init   obj_list   obj_next_visible   obj_query   obj_to_particle   obj_valid   option   output_3ddbstats  
park_obj_actions   particle_processing   partner_info   path   peek   perfoptions   perfwin   placelock_log   playerinfo   poke   print   prod_assignworker   prod_get_task_active_places   prod_get_task_all_places   prod_get_task_total_cnt   prod_gnome_get_last_workplace   prod_gnome_get_preferred_workplace   prod_gnome_last_workplace   prod_gnome_preferred_workplace   prod_gnome_state   prod_gnomeidle   prod_guest   prod_valid   proddump   prodslot_override  
qnew   quit  
random   reconnect   ref2path   ref_checkvar   ref_get   ref_set   release_energy   rem_fsource   rem_fstopper   remove_black_fog   remove_parked_obj   render_enable   render_gray   reset_anim   reset_map   reset_owner_attribs   restore_obj_actions   rjreusecheck  
save_map   save_scene   screen2world   screen3world   screen_mode   scroller   scrollrange   sel   selection   seq_audiostream   set_activegameplay   set_alternateanimdb   set_anim   set_attackinprogress   set_attrib   set_autolight   set_boxed   set_brightness   set_buildupstate   set_camerafollow   set_class_anim   set_class_animset   set_climbability   set_cloaked   set_collision   set_contrast   set_diplomacy   set_doorproperties   set_elevatorproperties   set_energyclass   set_energyconsumption   set_energymaxstore   set_energyrange   set_energystore   set_event   set_eventenabled   set_fogofwar   set_forceipol   set_fov   set_fow_begin   set_fsource   set_fstopper   set_ground_begin   set_hoverable   set_icon   set_ingame_loading   set_instore   set_inventoryslotuse   set_invulnerable   set_ladderrange   set_level   set_light   set_light_begin   set_lock   set_logactions   set_maxprodera   set_obj_logicfogskip   set_obj_logicskip   set_objectcollision   set_objgender   set_objicon   set_objiconoffset   set_objinfo   set_objname   set_objvariation   set_objworkicons   set_owner   set_owner_attrib   set_ownerrace   set_particlesource   set_pf_influence   set_physic   set_placesnapmode   set_pos   set_posbottom   set_posx   set_posy   set_posz   set_processactions   set_prod_buildup   set_prod_directevents   set_prod_enabled   set_prod_exclusivemode   set_prod_materialneed   set_prod_ownerstrength   set_prod_pack   set_prod_schedule   set_prod_slot_cnt   set_prod_switchmode   set_prod_toolneed   set_prod_unpack   set_prodalloclock   set_prodautoschedule   set_renderlast   set_rendermaterial   set_rot   set_rotx   set_roty   set_rotz   set_run_info   set_selectable   set_selectedobject   set_sequence   set_sequenceactive   set_shield_class   set_snaptowall   set_speechout   set_split_load   set_storable   set_textureanimation   set_texturevariation   set_undeletable   set_user_groups   set_vel   set_view   set_view_begin   set_viewinfog   set_viewpos   set_visibility   set_water   set_weapon_class   set_worktime   shader   show_fogofwar   show_loading   show_maped   sleep   sm_add_event   sm_add_temp   sm_add_zone   sm_create_map   sm_def_temp_group   sm_dig_message   sm_draw_stone   sm_force_zone   sm_get_event   sm_get_level_info   sm_get_resolution   sm_get_temppos   sm_get_zone   sm_log   sm_map_get   sm_map_move   sm_map_set   sm_mark_temparea   sm_music_theme   sm_register   sm_reset   sm_scan   sm_send_message   sm_set_digcount   sm_set_event   sm_set_temp   sm_set_zone   smalltalk   snap   sound   sparetime   speechicon   start_fade   startcache   state   state_disable   state_enable   state_enter   state_get   state_getenablecnt   state_leave   state_reset   state_trigger   state_triggerfresh  
talkissue   tasklist_add   tasklist_addfront   tasklist_clear   tasklist_cnt   tasklist_find   tasklist_get   tasklist_list   tasklist_rem   tclhelp   template_set   textstage   textwin   time_line_log   time_schedule   timer_event   timer_unset   toggle_wf   transfer_attribs   trigger  
uncapturemouse   update_objdetail  
vector_abs   vector_add   vector_angle   vector_dist   vector_dist3d   vector_fix   vector_fixdig   vector_inbox   vector_mul   vector_normalize   vector_pack   vector_random   vector_rotx   vector_roty   vector_rotz   vector_setx   vector_sety   vector_setz   vector_sub   vector_unpackx   vector_unpacky   vector_unpackz   viewlock   vtune  
waterdbg  

3db

output_3ddbstats  


get_framevel  
set_particlesource  

ai


ai   ai_getintrudergnomes   ai_getintruderprods   ai_getownerid   ai_getpossibleinventions   ai_getprodlocations   ai_gnomepop_getcount   ai_gnomepop_getlist   ai_gnomepop_getobj   ai_gnomepop_getpos   ai_gnomepopscount   ai_log   ai_nextgnomepop   ai_nextprodpop   ai_npring   ai_prodpop_getcount   ai_prodpop_getlist   ai_prodpop_getobj   ai_prodpop_getpos   ai_prodpopscount   ai_setbuildup   ai_setpack   ai_tickhandler   ai_validlocation  

attrib

add_attrib   add_expattrib   add_owner_attrib  
blow_particlesource  
change_particlesource  
def_attrib  
free_particlesource  
get_attrib   get_attrib_display_name   get_attrib_names   get_bestexp   get_expattrib   get_owner_attrib   get_owner_attrib_list  
set_attrib   set_owner_attrib  
transfer_attribs  

class


call_method   call_method_static   check_method   class_collosion   class_defaultanim   class_defaultmaterial   class_defaulttxtanim   class_disablescripting   class_fightdist   class_flagoffset   class_light   class_objsnapclass   class_physcategory   class_physic   class_snaptowall   class_viewinfog  
def_class   def_idiobjclass  
get_class_category   get_class_era   get_class_flags   get_class_name   get_class_type  
in_class_def   inherit  
member   method   method_const   method_static  
obj_exit   obj_init  
set_class_anim   set_class_animset  

elf


elf  

event


clone_event  
def_event  
event_generator   event_get   evtgen_attrib  
get_eventenabled  
handle_event  
set_event   set_eventenabled  
timer_event   timer_unset  

fight


def_hp_ratio  
fight_action   fight_weapon  
get_best_weapon   get_escape_value  

graphics


db_animlength   db_findanim   db_load   db_search  
reset_anim  
set_anim  

info


ClassID   ClassInfo   ClassList   ClassName  

map


cave_skin  
dig_apply   dig_mark   dig_next  
generate_color_variation   get_hmap   get_lmap_blue   get_lmap_green   get_lmap_light   get_lmap_red   get_map_height   get_map_width   get_material   get_place   get_place_long   ground_fix  
lg_add_preset   lg_addfilterclass   lg_dec_templatecount   lg_get_level   lg_get_objcount   lg_get_temp_size   lg_mark_area   lg_set_area   lg_set_callback   lg_set_leveltype   lg_set_objcount   lg_set_starttemplate   lg_set_starttemplatepro   lg_set_templategroup   lg_set_templategroupprops   lg_set_templategroupvalue   lg_set_templateprops   lg_set_templateratio   lg_set_templatevalue   lg_sort_level   lg_start   lg_tp_addtemplates   lg_tp_addtemplatesets   lg_tp_clear   lg_tp_log   lg_tp_mapfilter   lg_tp_objfilter   lg_tp_setfilter  
map   map_setlayer2  
placelock_log  
remove_black_fog   reset_map  
sm_mark_temparea  

misc


//  
autoloadlevel  
calc_text_time   call   callnc   camctrlmapping   camera_set   cancel_fade   create_particlesource  
def_texture   delete_laserbeams   delete_lightning  
exec_deferred  
fincr   find_free_place   find_free_place_self   flush_all_textures  
gamedelayannounce   gameisloading   gameload   gamesave   gamestats   gametime   get_anglexz   get_brightness   get_camerafollowdist   get_cameramoving   get_contrast   get_digedge   get_diplomacy   get_fill   get_fsource   get_ftype   get_ingame_loading   get_local_player   get_mapedit   get_maxprodera   get_mpstartpos   get_next_relocobj   get_place_info   get_player_color   get_selectedobject   get_sequencebreaked   get_system_name   get_vectorxz   get_view   get_waterheight   get_weapon_pose   gethours   gettime   global_inv_rem   ground_pos   gui_new_game  
has_cmap   hceil   hf2i   hfloor   hi2f   hmax   hmax    hmin   hmin    horizon_clear   horizon_rem   horizon_set  
inc_playerdigmarkid   init_techtree   inputmode   irandom   is_dig_marked   isunderwater  
keybind  
land   laser   laserbeam   lcount   lightning   lnand   load_all_textures   load_done   load_file   load_info   load_scape_texture   loading_objdetail   locale   log   log_mask   logdebug   logmod   lor   lrem   lrep  
meminfo   minimalrun  
newsticker   notifyflare  
obj_clear   obj_eval   option  
park_obj_actions   particle_processing   peek   perfoptions   perfwin   playerinfo   poke   print   prod_valid   prodslot_override  
quit  
random   reconnect   release_energy   rem_fsource   rem_fstopper   remove_parked_obj   render_enable   render_gray   reset_owner_attribs   restore_obj_actions   rjreusecheck  
save_map   save_scene   screen2world   screen3world   screen_mode   scroller   scrollrange   selection   seq_audiostream   set_brightness   set_contrast   set_diplomacy   set_fov   set_fow_begin   set_fsource   set_fstopper   set_ground_begin   set_ingame_loading   set_level   set_light_begin   set_maxprodera   set_objvariation   set_run_info   set_selectedobject   set_sequence   set_speechout   set_split_load   set_view   set_view_begin   set_viewpos   set_water   show_fogofwar   show_loading   show_maped   sleep   sm_add_event   sm_add_temp   sm_add_zone   sm_create_map   sm_def_temp_group   sm_dig_message   sm_draw_stone   sm_force_zone   sm_get_event   sm_get_level_info   sm_get_resolution   sm_get_temppos   sm_get_zone   sm_log   sm_map_get   sm_map_move   sm_map_set   sm_music_theme   sm_reset   sm_scan   sm_set_digcount   sm_set_event   sm_set_temp   sm_set_zone   smalltalk   sparetime   speechicon   start_fade   startcache  
talkissue   tclhelp   template_set   textwin   time_line_log   time_schedule   toggle_wf  
uncapturemouse   update_objdetail  
vector_abs   vector_add   vector_angle   vector_dist   vector_dist3d   vector_fix   vector_fixdig   vector_inbox   vector_mul   vector_normalize   vector_pack   vector_random   vector_rotx   vector_roty   vector_rotz   vector_setx   vector_sety   vector_setz   vector_sub   vector_unpackx   vector_unpacky   vector_unpackz   viewlock   vtune  
waterdbg  

network


net  

obj


auto_choose_gender   auto_choose_workingtime  
check_energy   check_ghost_coll   create_doorlogic   create_elevatorlogic   create_ladderlogic  
delete_transportlogic  
fairy_move   fight_setactions   fight_setactions_ballistic   fight_setactions_strikeback   fight_setactions_training  
get_ballisticresult   get_energy   get_energysourceload   get_energystore   get_max_fow   get_prod_buildup   get_prod_directevents   get_prod_enabled   get_prod_exclusivemode   get_prod_materialneed   get_prod_ownerstrength   get_prod_pack   get_prod_schedule   get_prod_slot_buildable   get_prod_slot_cnt   get_prod_slot_inventable   get_prod_slot_invented   get_prod_slot_list   get_prod_switchmode   get_prod_task_list   get_prod_toolneed   get_prod_total_task_cnt   get_prod_unpack   get_remaining_sparetime   get_rendermaterial   get_walkresult   gnome_announce_dig   gnome_failed_work   gnome_idle   gnome_stopped_work  
info_end_prod   info_progress_prod   info_start_prod   inv_check   inv_cnt_raw   inv_find_raw   inv_get_raw  
prod_assignworker   prod_gnome_get_last_workplace   prod_gnome_get_preferred_workplace   prod_gnome_last_workplace   prod_gnome_preferred_workplace   prod_gnome_state   prod_gnomeidle   prod_guest  
set_doorproperties   set_elevatorproperties   set_energyclass   set_energyconsumption   set_energymaxstore   set_energyrange   set_energystore   set_inventoryslotuse   set_ladderrange   set_prod_buildup   set_prod_directevents   set_prod_enabled   set_prod_exclusivemode   set_prod_materialneed   set_prod_ownerstrength   set_prod_pack   set_prod_schedule   set_prod_slot_cnt   set_prod_switchmode   set_prod_toolneed   set_prod_unpack   set_rendermaterial   set_texturevariation   snap  

object


action  
chack_weapon_exp   change_light   cwd  
del   destruct   dig_resetid   dist_between  
fight_map_class2db   fight_weapon_kombi  
get_activegameplay   get_alternateanimdb   get_angle_num4   get_attack_pos   get_attackinprogress   get_autolight   get_boxed   get_buildupstate   get_classaniminfo   get_climbability   get_cloaked   get_collision   get_diedinfight   get_escape_pos   get_forceipol   get_gnomeposition   get_hoverable   get_instore   get_invulnerable   get_light   get_linked_to   get_linkpos   get_linkrot   get_lock   get_logactions   get_obj_logicfogskip   get_obj_logicskip   get_objclass   get_objectcollision   get_objgender   get_objinfo   get_objname   get_objownertype   get_objrace   get_objtype   get_owner   get_ownerrace   get_pathlength   get_pathrandflags   get_physic   get_placesnapmode   get_pos   get_posbottom   get_posx   get_posy   get_posz   get_processactions   get_prodalloclock   get_prodautoschedule   get_ref   get_rel_pos   get_rot   get_rotx   get_roty   get_rotz   get_selectable   get_sequenceactive   get_shield_class   get_snaptowall   get_storable   get_undeletable   get_user_groups   get_vel   get_velcomp   get_viewinfog   get_visibility   get_weapon_class   get_weapon_id   get_weapon_range   get_worktime  
hide_obj_ghost  
inv_add   inv_cnt   inv_find   inv_find_obj   inv_get   inv_getsize   inv_list   inv_rem   is_contained   is_selected   is_wearing_pannier  
link_obj  
new  
obj_find   obj_find_list   obj_find_nearest   obj_find_nearest_storable   obj_find_nearest_storable_cb   obj_find_nearest_type   obj_find_own   obj_find_own_list   obj_find_var   obj_list   obj_next_visible   obj_query   obj_to_particle   obj_valid  
partner_info   path   proddump  
qnew  
ref2path   ref_checkvar   ref_get   ref_set  
sel   set_activegameplay   set_alternateanimdb   set_attackinprogress   set_autolight   set_boxed   set_buildupstate   set_camerafollow   set_climbability   set_cloaked   set_collision   set_fogofwar   set_forceipol   set_hoverable   set_icon   set_instore   set_invulnerable   set_light   set_lock   set_logactions   set_obj_logicfogskip   set_obj_logicskip   set_objectcollision   set_objgender   set_objicon   set_objiconoffset   set_objinfo   set_objname   set_objworkicons   set_owner   set_ownerrace   set_pf_influence   set_physic   set_placesnapmode   set_pos   set_posbottom   set_posx   set_posy   set_posz   set_processactions   set_prodalloclock   set_prodautoschedule   set_renderlast   set_rot   set_rotx   set_roty   set_rotz   set_selectable   set_sequenceactive   set_shield_class   set_snaptowall   set_storable   set_textureanimation   set_undeletable   set_user_groups   set_vel   set_viewinfog   set_visibility   set_weapon_class   set_worktime   sm_register   sm_send_message  
tasklist_add   tasklist_addfront   tasklist_clear   tasklist_cnt   tasklist_find   tasklist_get   tasklist_list   tasklist_rem  

prod


prod_get_task_active_places   prod_get_task_all_places   prod_get_task_total_cnt  

shaders


Material  
shader  
textstage  

sound


adaptive_sound  
sound  

states

state   state_disable   state_enable   state_enter   state_get   state_getenablecnt   state_leave   state_reset   state_trigger   state_triggerfresh  

trigger


trigger  

ui


layout  


Top

// (misc)

//

comment with working braces

Top

action (object)

action ‹objref› ‹name› ‹param› (‹fini-code›) (‹break-code›)

start action with specific param(string),
on completion, execute , on break, call if given

Top

adaptive_sound (sound)

adaptive_sound addtheme ‹themename›

add theme with given file name

adaptive_sound setfightstream ‹themename› ‹streamfile›

define fight stream for theme

adaptive_sound setintrostream ‹themename› ‹streamfile›

define intro stream for theme

adaptive_sound addstandardstream ‹themename› ‹streamfile›

append standard stream to theme

adaptive_sound start

adaptive_sound stop

adaptive_sound fight ‹theme›

adaptive_sound primary ‹theme›

adaptive_sound normal

adaptive_sound changemode ‹mode›

adaptive_sound changetheme ‹theme›

adaptive_sound changethemenow ‹theme›

adaptive_sound marker ‹theme› ‹position›

adaptive_sound markerobj ‹theme› ‹objref›

adaptive_sound delmarker ‹position›

adaptive_sound delmarkerobj ‹objref›

adaptive_sound basevol [‹volume›]

get/set base volume 0..100

adaptive_sound volfact [‹volume›]

get/set volume factor 0..100

adaptive_sound markerenable

adaptive_sound markerdisable

adaptive_sound markerfind ‹pos›


Top

add_attrib (attrib)

add_attrib ‹objref› ‹attribname› ‹changeval›

add changeval to current attrib value, returns new value

Top

add_expattrib (attrib)

add_expattrib ‹objref› ‹attribname› ‹changeval›

add changeval to current attrib value, returns new value
keeps the sum level of all exp_* attributes at a maximum of [atr_ExpMax]

Top

add_owner_attrib (attrib)

add_owner_attrib ‹owner-id› ‹attrib› ‹add-val›

increment owner attribute, returns new value

Top

ai (ai)

ai init ‹player› ‹scriptname›

init ai for player

ai enable ‹player›

enable ai for player

ai disable ‹player›

disable ai for player

ai exec ‹player› ‹script›

execute script in player ai, returns result

Top

ai_getintrudergnomes (ai)

ai_getintrudergnomes

get list of intruding gnomes

Top

ai_getintruderprods (ai)

ai_getintruderprods

get list of intruding production sites

Top

ai_getownerid (ai)

ai_getownerid

return owner of this ai

Top

ai_getpossibleinventions (ai)

ai_getpossibleinventions

get list of all open inventions and possible places

Top

ai_getprodlocations (ai)

ai_getprodlocations ‹class› ‹nearpos› ‹range›

find position for prodplace

Top

ai_gnomepop_getcount (ai)

ai_gnomepop_getcount ‹popindex›

get number of gnomes in indexed population

Top

ai_gnomepop_getlist (ai)

ai_gnomepop_getlist ‹popindex›

get list of gnomes in indexed population

Top

ai_gnomepop_getobj (ai)

ai_gnomepop_getobj ‹popindex› ‹objidx›

get single object from indexed population

Top

ai_gnomepop_getpos (ai)

ai_gnomepop_getpos ‹popindex›

get position of indexed population

Top

ai_gnomepopscount (ai)

ai_gnomepopscount

get number of current gnome populations

Top

ai_log (ai)

ai_log

logger with AI log mask

Top

ai_nextgnomepop (ai)

ai_nextgnomepop ‹pos›

get nearest gnome population

Top

ai_nextprodpop (ai)

ai_nextprodpop ‹pos›

get nearest prodplace population

Top

ai_npring (ai)

ai_npring

print to newsticker

Top

ai_prodpop_getcount (ai)

ai_prodpop_getcount ‹popindex›

get number of prodplaces in indexed population

Top

ai_prodpop_getlist (ai)

ai_prodpop_getlist ‹popindex›

get list of prodplaces in indexed population

Top

ai_prodpop_getobj (ai)

ai_prodpop_getobj ‹popindex› ‹objidx›

get single object from indexed population

Top

ai_prodpop_getpos (ai)

ai_prodpop_getpos ‹popindex›

get position of indexed population

Top

ai_prodpopscount (ai)

ai_prodpopscount

get number of current prodplace populations

Top

ai_setbuildup (ai)

ai_setbuildup ‹objref› ‹pos›

issue buildup command

Top

ai_setpack (ai)

ai_setpack ‹objref›

issue pack command

Top

ai_tickhandler (ai)

ai_tickhandler ‹code›

define tick handler for this ai entity

Top

ai_validlocation (ai)

ai_validlocation ‹class› ‹pos›

check location validity for class

Top

auto_choose_gender (obj)

auto_choose_gender ‹objref›

choose gender for this object automatically, returns new gender

Top

auto_choose_workingtime (obj)

auto_choose_workingtime ‹objref›

choose working time for this object automatically

Top

autoloadlevel (misc)

autoloadlevel levelfile

make the game autoload a level. no name disables

Top

blow_particlesource (attrib)

blow_particlesource ‹objref› ‹srcidx› ‹dir›

sets activity mode of particlesources

Top

calc_text_time (misc)

calc_text_time ‹text›

returns length of text in seconds

Top

call (misc)

call ‹script name›

call external script

Top

call_method (class)

call_method ‹objref› ‹method-name› ‹arg› ...

call class specific method

Top

call_method_static (class)

call_method_static ‹classname› ‹method-name› ‹arg› ...

call class specific method without instance

Top

callnc (misc)

callnc ‹script name›

call external script skipping Tcl cache

Top

camctrlmapping (misc)

camctrlmapping [‹newval›]

get/set camera control mapping

Top

camera_set (misc)

camera_set ‹startspeed› ‹waypointlist›

defines cameraset (waypointlist: {{s 0 0.4} {t 1.0 3} ...})

Top

cancel_fade (misc)

cancel_fade

cancel fade

Top

cave_skin (map)

cave_skin add ‹iSize› ‹xn› ‹yn› ‹xp› ‹yp›

add caveskin

cave_skin rem ‹x› ‹y›

add caveskin

Top

chack_weapon_exp (object)

chack_weapon_exp ‹object› ‹weaponid›

returns true/false if weapon is possible

Top

change_light (object)

change_light ‹object› ‹vector› ‹size› ‹color› [‹glowsize›]

sets the light parameters

Top

change_particlesource (attrib)

change_particlesource ‹objref› ‹srcidx› ‹type› ‹relpos› ‹direction› ‹max_particles› ‹num_per_frame› ‹is_vis_in_fog› (‹link_id›) (‹max_rng›) (‹objverts›) (‹submesh›)

allocates/changes particle source parameters

Top

check_energy (obj)

check_energy ‹objref›

check if there is enough energy for production

Top

check_ghost_coll (obj)

check_ghost_coll ‹param› ‹objref› ‹prodref›

check collision with ghost object
params: - objects : returns true if ghost collides with any unremovable object
- gnomes : returns list of colliding gnomes, returns false if nothing found
- bbox : return bbox of ghost

Top

check_method (class)

check_method ‹classname› ‹method-name›

check if class defined method, returns true or false

Top

class_collosion (class)

class_collosion ‹true/false›

set collosion (for Dummy Obj creation)

Top

class_defaultanim (class)

class_defaultanim ‹animname› [‹animmode›]

set default animations for class instances

Top

class_defaultmaterial (class)

class_defaultmaterial ‹material›

set default material for class instances

Top

class_defaulttxtanim (class)

class_defaulttxtanim ‹submesh› ‹framelist› [‹frame=0› ‹animtype=2›]

set default texture animation for class

Top

class_disablescripting (class)

class_disablescripting

disable scripting for this class

Top

class_fightdist (class)

class_fightdist ‹dist›

set fight distance for this class

Top

class_flagoffset (class)

class_flagoffset ‹x› ‹z›

set prod flag offset

Top

class_light (class)

class_light ‹vector› ‹size› ‹color› [‹glowsize›]

sets the light parameters

Top

class_objsnapclass (class)

class_objsnapclass ‹class› ‹range›

set obj-snappingclass and range

Top

class_physcategory (class)

class_physcategory ‹category›

set category of objphysic (-1=auto, 0=falling, 1=destruction when touched, 2=destruction on crash, 3=destruction on invalidate, 4=frontfalling)

Top

class_physic (class)

class_physic ‹true/false›

set physic (for Dummy Obj creation)

Top

class_snaptowall (class)

class_snaptowall ‹true/false›

set snaptowall (for Dummy Obj creation)

Top

class_viewinfog (class)

class_viewinfog ‹true/false›

set viewinfog (for Dummy Obj creation)

Top

ClassID (info)

ClassID ‹class name›

get id of a class

Top

ClassInfo (info)

ClassInfo ‹class name›

get info on class

Top

ClassList (info)

ClassList

get list of defined classes

Top

ClassName (info)

ClassName ‹class id›

get name of a class

Top

clone_event (event)

clone_event ‹srcobjref› ‹eventtype› params...

clone current event, params: -target(obj), -subject1(obj), -subject2(obj)
-subject3(obj), -text1(string), -text2(string), -num1(num), -num2(num), -num3(num)
-pos1(packed vector), -pos2(packed vector), -pos3(packed vector), -delay(seconds)

Top

create_doorlogic (obj)

create_doorlogic ‹objref›

create door logic for a door

Top

create_elevatorlogic (obj)

create_elevatorlogic ‹objref› ‹cabine› ‹brope›

create elevator logic for an Elevator

Top

create_ladderlogic (obj)

create_ladderlogic ‹objref›

create ladder logic for a ladder

Top

create_particlesource (misc)

create_particlesource ‹type› ‹pos› ‹dir› ‹num› ‹time›

creates temporary particle source

Top

cwd (object)

cwd ‹objref›

get current object's path

Top

db_animlength (graphics)

db_animlength ‹anim name›

get anim frame length

Top

db_findanim (graphics)

db_findanim ‹db id› ‹object name› ‹anim name›

find anim in database

Top

db_load (graphics)

db_load ‹filename›

load new database

Top

db_search (graphics)

db_search ‹filename›

find loaded database, returns id or -1

Top

def_attrib (attrib)

def_attrib ‹attrib name› ‹lower bound› ‹upper bound› ‹initial› ‹GUI-name›

define new named attrib

Top

def_class (class)

def_class ‹class name› ‹category› ‹type› ‹era› ‹flaglist› ‹def block›

define new object class
categories: none food stone metal energy service
types: none dummy gnome monster material tool production energy box blueprint store
flags: reproduces moves lives

Top

def_event (event)

def_event ‹event name›

define new event type

Top

def_hp_ratio (fight)

def_hp_ratio ‹name› ‹owner› ‹HP Ratio› [‹HP escape›]

define values

Top

def_idiobjclass (class)

def_idiobjclass ‹class name› ‹def block›

define new idiobject class

Top

def_texture (misc)

def_texture ‹texturename› ‹filename0› .. ‹filename15›

set the texture variations

Top

del (object)

del (‹objref›)

delete specified object or current if no path

Top

delete_laserbeams (misc)

delete_laserbeams

deletes all ballistic particle sources of type "laserbeam"

Top

delete_lightning (misc)

delete_lightning

deletes all ballistic particle sources of type "laserbeam"

Top

delete_transportlogic (obj)

delete_transportlogic ‹objref›

deletes transport logic

Top

destruct (object)

destruct ‹object›

delete and destruct object

Top

dig_apply (map)

dig_apply ‹vector› ‹object›

dig a hole

Top

dig_mark (map)

dig_mark ‹player› ‹x› ‹y› ‹cave=0/tunnel=1/undo=2› [‹depth›]

mark for dig

Top

dig_next (map)

dig_next ‹vector› ‹object› [‹bestidx›] [‹OnlyLastDigID›]

get next best dig position

Top

dig_resetid (object)

dig_resetid ‹object›

reset dig id of an object

Top

dist_between (object)

dist_between ‹objref› ‹objref›

get the distance between 2 objects

Top

elf (elf)

elf action ‹action›

do action. can be any one of the animations

elf sleep

change to sleep mode

elf idle

change to idle mode

elf standard

change to standard mode

elf move ‹pos›

move to position

elf path ‹srcpos› ‹dstpos› ‹speed›

moves from srcpos to dstpos with speed

elf crash ‹pos›

crash to position

elf movescreen

move to screen center

elf stop

stop

elf hide

hide elf

elf lockview

lock view to elf position

elf unlockview

unlock view

elf followview ‹offset›

follow view with offset

elf unfollowview

stop following view

elf get_pos

get current position

elf set_pos ‹pos›

set current position

elf say ‹text›

print out text

elf finishcode ‹objref› ‹code›

set move finish code

elf lookat [‹objref›]

set/unset lookat-object

elf drawoverui ‹state›

change rendering order

elf texvar [‹varidx›]

change texture variation

Top

event_generator (event)

event_generator {objparam-name subparam-name posparam-name textparam-name} ‹code›

define event generator callback

Top

event_get (event)

event_get ‹objref› ‹item›

get data item from current event. items are:
-timestamp(seconds), -origin (obj), -subject1(obj), -subject2(obj), -subject3(obj),
-text1(string), -text2(string), -num1(num), -num2(num), -num3(num),
-pos1(vector), -pos2(vector), -pos3(vector)

Top

evtgen_attrib (event)

evtgen_attrib params...

set new event generation, params: -evtid(event id) -object(sourceobj),
-target(obj), -subject1(obj), -subject2(obj),-subject3(obj), -text1(string), -text2(string),
-num1(num), -num2(num), -num3(num), -pos1(packed vector), -pos2(packed vector), -pos3(packed vector),
-delay(seconds), -desc(description), -cursor(cursorspec)

Top

exec_deferred (misc)

exec_deferred ‹script›

schedule execution of script for next shell tick

Top

fairy_move (obj)

fairy_move ‹objref› ‹targetpos› ‹targrad› ‹targetxrot› ‹targetzrot› ‹dir›


Top

fight_action (fight)

fight_action ‹name› ‹usr› ‹pose› ‹typ› ‹vdir› ‹hdir› ‹ddir› ‹anm› ‹atk› [‹minexp›]

define fight action
name - name of action
usr - user class id or -1 for gnome
typ - action type: beat,stab,throw,ward,dodge,hit,idle
vdir - direction: u,s,d
hdir - direction: f,r,l,b
ddir - direction: f,r,l,b
anm - anim id or name: [db_findanim ...] or 'kungfu_faust_oben'
atk - attack/defense value: 0..1 or more with bonus
pos - pose: normal,kungfu,sword,twohand,shield
minexp - minimal exp

Top

fight_map_class2db (object)

fight_map_class2db ‹class› ‹dbname›

maps classname to databasename

Top

fight_setactions (obj)

fight_setactions ‹attacker› ‹defender› ‹finish-codeAtk› ‹finish-codeDef› (‹panic›)

set actions for current fight

Top

fight_setactions_ballistic (obj)

fight_setactions_ballistic ‹attacker› ‹defender› ‹finish-code›

set actions for current fight

Top

fight_setactions_strikeback (obj)

fight_setactions_strikeback ‹attacker› (‹radius›) (‹forcehit›) (‹scanpos›)

set actions for current fight

Top

fight_setactions_training (obj)

fight_setactions_training ‹attacker› ‹attack› ‹finish-code›

set actions for training

Top

fight_weapon (fight)

fight_weapon ‹classname› ‹atk› ‹def› ‹rng› ‹pos› ‹exp_attrib› ‹attrib-val› ‹minexp› (‹anim-identifier›) (‹framelist›)

define weapons
classname - name of weapon
atk - attack value: 0..1 or more with bonus
def - defense value: 0..1 or more with bonus
pos - pose: normal,kungfu,sword,twohand

Top

fight_weapon_kombi (object)

fight_weapon_kombi ‹classlist› ‹raisevallist›

defines special Weapon Kombinations

Top

fincr (misc)

fincr ‹var-name›‹ num›

do [incr] with floats

Top

find_free_place (misc)

find_free_place ‹pos-vector› ‹-x› ‹-z› ‹+x› ‹+z› ‹dxmin› ‹dzmin› (‹objradius›)

find unoccupied place near pos-vector, returns {0,0,0} if not found
tested rect is given by <-x> <-z> <+x> <+z>. returned position is a minimum distance of
from original position vector, objradius default=2

Top

find_free_place_self (misc)

find_free_place_self ‹objref› ‹pos-vector› ‹-x› ‹-z› ‹+x› ‹+z› ‹dxmin› ‹dzmin› (‹objradius›)

find unoccupied place near pos-vector, returns {0,0,0} if not found
tested rect is given by <-x> <-z> <+x> <+z>. returned position is a minimum distance of
from original position vector, objradius default=1

Top

flush_all_textures (misc)

flush_all_textures


Top

free_particlesource (attrib)

free_particlesource ‹objref› ‹srcidx›

frees a particlesource

Top

gamedelayannounce (misc)

gamedelayannounce [‹amount›]

announcs delay in gameplay. amount=0..100 default=100

Top

gameisloading (misc)

gameisloading

check if there is currently a game loading

Top

gameload (misc)

gameload ‹filename›

load game from file

Top

gamesave (misc)

gamesave ‹filename›

save current game to file

Top

gamestats (misc)

gamestats numgnomes ‹owner›

get number of gnomes for player

gamestats numbabies ‹owner›

get number of babies for player

gamestats nummale ‹owner›

get number of male gnomes and babies for player

gamestats numfemale ‹owner›

get number of female gnomes and babies for player

gamestats numpregnant ‹owner›

get number of pregnant gnomes for player

gamestats avgchildren ‹owner›

get average number of children per gnome for player

gamestats numprods ‹owner›

get number of production sites for player

gamestats numbuiltprodclasses ‹owner›

get number of built production classes for player

gamestats numitems ‹owner› ‹class›

get number of class instances for player

gamestats attribmax ‹owner› ‹attribname›

get maximum attribute for player. objects with attrib = 0 are ignored
attribname 'expsum' denotes the sum of all experiences of the object

gamestats attribmin ‹owner› ‹attribname›

get minimum attribute for player. objects with attrib = 0 are ignored
attribname 'expsum' denotes the sum of all experiences of the object

gamestats attribsum ‹owner› ‹attribname›

get sub of attribute over all objects for player. objects with attrib = 0 are ignored
attribname 'expsum' denotes the sum of all experiences of the object

gamestats attribset ‹owner› ‹attribname›

get number of objects with this attribute != 0
attribname 'expsum' denotes the sum of all experiences of the object

gamestats attribavg ‹owner› ‹attribname›

get average attribute for player. objects with attrib = 0 are ignored
attribname 'expsum' denotes the sum of all experiences of the object

Top

gametime (misc)

gametime ‹command› [‹value›]

handle game time
gametime start - (re)start clock
gametime stop - halt clock
gametime reset - reset clock to 0 seconds
gametime factor [] - set clock factor, returns current/new factor

Top

generate_color_variation (map)

generate_color_variation ‹left› ‹top› ‹right› ‹bottom› ‹type›

generate variations for 1st texture-layer of the scape

Top

get_activegameplay (object)

get_activegameplay ‹objref›

get activegameplay flag (object event and state handling)

Top

get_alternateanimdb (object)

get_alternateanimdb ‹objref›

get object alternate anim state

Top

get_angle_num4 (object)

get_angle_num4 ‹pos1› ‹pos2›

returns 0 for pos2 is over pos1, 1 for right ...

Top

get_anglexz (misc)

get_anglexz ‹vector› ‹vector›

get xz-angle

Top

get_attack_pos (object)

get_attack_pos ‹objref-Atk› ‹objref-Def› (‹dist›)

get position for fight

Top

get_attackinprogress (object)

get_attackinprogress ‹objref›

get attackinprogress

Top

get_attrib (attrib)

get_attrib ‹objref› ‹attribname›

get current attribute value

Top

get_attrib_display_name (attrib)

get_attrib_display_name ‹attrib›

get attribute display name

Top

get_attrib_names (attrib)

get_attrib_names

get list of defined attribute names

Top

get_autolight (object)

get_autolight ‹objref›

get object autolight

Top

get_ballisticresult (obj)

get_ballisticresult ‹objref›

gets the result of the last ballistic-action on the object (0=FALED,1=HIT)

Top

get_best_weapon (fight)

get_best_weapon ‹obj› (‹ballistic›)

returns list of best weapon and shield in inventory

Top

get_bestexp (attrib)

get_bestexp ‹objref›

returns best attrib

Top

get_boxed (object)

get_boxed ‹objref›

get object boxed state

Top

get_brightness (misc)

get_brightness

get brightness value (0..2)

Top

get_buildupstate (object)

get_buildupstate ‹objref›

get object boxed state

Top

get_camerafollowdist (misc)

get_camerafollowdist

returns distance between camera-follow-object and viewport-center

Top

get_cameramoving (misc)

get_cameramoving

returns if camera is moving

Top

get_class_category (class)

get_class_category ‹classname›

get class category

Top

get_class_era (class)

get_class_era ‹classname›

get class era

Top

get_class_flags (class)

get_class_flags ‹classname›

get class flags

Top

get_class_name (class)

get_class_name

get name of class in current definition context

Top

get_class_type (class)

get_class_type ‹classname›

get class type

Top

get_classaniminfo (object)

get_classaniminfo (‹classname›) ‹anim›

get anim info

Top

get_climbability (object)

get_climbability ‹objref›

get the ability to climb

Top

get_cloaked (object)

get_cloaked ‹objref›

find out if object (gnome) is cloaked

Top

get_collision (object)

get_collision ‹objref›

get collision flag

Top

get_contrast (misc)

get_contrast

get contrast value (0..2)

Top

get_diedinfight (object)

get_diedinfight ‹objref›

get diedinfight

Top

get_digedge (misc)

get_digedge ‹topos› ‹obj›

gets a point at the edge of a zone marked for dig

Top

get_diplomacy (misc)

get_diplomacy ‹owner› ‹owner›

sets owner diplomacy state

Top

get_energy (obj)

get_energy ‹objref›

get energy for production

Top

get_energysourceload (obj)

get_energysourceload ‹objref›

get the activity of the energysource (%)

Top

get_energystore (obj)

get_energystore ‹objref›

get the energy store of an energysource

Top

get_escape_pos (object)

get_escape_pos ‹objref› ‹scandist› ‹walkdist›

get position for escaping, returns: -1 if nothing found , 0 if no gnome is near

Top

get_escape_value (fight)

get_escape_value ‹name› ‹owner›

returns escape value

Top

get_eventenabled (event)

get_eventenabled ‹event name› ‹player-id›

check if event is enabled

Top

get_expattrib (attrib)

get_expattrib [‹fight›]

returns exp_attrib list
fight - default : returns all exp_ , 0 : returns not fight attribs, 1 : returns exp_F_

Top

get_fill (misc)

get_fill ‹x› ‹y›

returns fill of water

Top

get_forceipol (object)

get_forceipol ‹objref›

get forceipol flag

Top

get_framevel ()

get_framevel ‹objref›

gets the velocity of the object during the last frame

Top

get_fsource (misc)

get_fsource ‹object› ‹param›

get fsource-property

Top

get_ftype (misc)

get_ftype ‹pos›

return ftype- 0=none, 1=water, 2=sulfur, 3=lava, 4=lavawater

Top

get_gnomeposition (object)

get_gnomeposition ‹objref›

stets a walking object to still anim, returns 0 if standing, 1 if hanging

Top

get_hmap (map)

get_hmap ‹x› ‹y›

returns the height at a point in the map

Top

get_hoverable (object)

get_hoverable ‹objref›

get object hoverability

Top

get_ingame_loading (misc)

get_ingame_loading

returns true if all objects from buffer are loaded

Top

get_instore (object)

get_instore ‹objref›

find out if object is in a store

Top

get_invulnerable (object)

get_invulnerable ‹objref›

find out if object (creature) is invulnerable

Top

get_light (object)

get_light ‹object›

returns the state of light

Top

get_linked_to (object)

get_linked_to ‹objref›

gets the object that this object is linked to (-1 if none)

Top

get_linkpos (object)

get_linkpos ‹objref› ‹link-id›

get position of link in current frame

Top

get_linkrot (object)

get_linkrot ‹objref› ‹link-id›

get rotation of link in current frame

Top

get_lmap_blue (map)

get_lmap_blue ‹x› ‹y›

returns the blue color at a point in the map

Top

get_lmap_green (map)

get_lmap_green ‹x› ‹y›

returns the green color at a point in the map

Top

get_lmap_light (map)

get_lmap_light ‹x› ‹y›

returns the brightness at a point in the map

Top

get_lmap_red (map)

get_lmap_red ‹x› ‹y›

returns the red color at a point in the map

Top

get_local_player (misc)

get_local_player

get local player id

Top

get_lock (object)

get_lock ‹objref›

get object lock

Top

get_logactions (object)

get_logactions ‹objref›

get object action logging

Top

get_map_height (map)

get_map_height

returns the height of the map

Top

get_map_width (map)

get_map_width

returns the width of the map

Top

get_mapedit (misc)

get_mapedit

1 if mapeditor-mode, 0 if ingame

Top

get_material (map)

get_material ‹vector›

get type of material: 0-stone 1/2-sand/earth 3-scapehole

Top

get_max_fow (obj)

get_max_fow ‹objref› [‹owner›]

returns max fow for that owner (for all owners if none specified)

Top

get_maxprodera (misc)

get_maxprodera ‹player›

get maximum displayed production era

Top

get_mpstartpos (misc)

get_mpstartpos ‹mapsizex› ‹mapsizey› ‹teamlist›

calculates the best startpositions for multiplayers

Top

get_next_relocobj (misc)

get_next_relocobj

returns next object from relocation buffer, returns -1 for empty buffer (object is removed from this buffer)

Top

get_obj_logicfogskip (object)

get_obj_logicfogskip ‹objref›

get object logic fog skip count

Top

get_obj_logicskip (object)

get_obj_logicskip ‹objref›

get object logic skip count

Top

get_objclass (object)

get_objclass ‹objref›

get object class name of referenced or current object

Top

get_objectcollision (object)

get_objectcollision ‹objref›

get objectcollision flag

Top

get_objgender (object)

get_objgender ‹objref›

get object gender. male, female, neutral

Top

get_objinfo (object)

get_objinfo ‹objref›

get object info text

Top

get_objname (object)

get_objname ‹objref›

get object name of referenced or current object

Top

get_objownertype (object)

get_objownertype ‹object›

returns the owner type of an object (0=none 1=human 2=ai)

Top

get_objrace (object)

get_objrace ‹object›

returns race of an object

Top

get_objtype (object)

get_objtype ‹objref›

get object type (none,dummy,gnome,monster,material,tool,production,energy,box,blueprint,store)

Top

get_owner (object)

get_owner ‹object›

returns the owner of an object

Top

get_owner_attrib (attrib)

get_owner_attrib ‹owner-id› ‹attrib›

get attribute for specified owner

Top

get_owner_attrib_list (attrib)

get_owner_attrib_list ‹owner-id›

get list of attribute values for specified owner

Top

get_ownerrace (object)

get_ownerrace ‹owner›

returns race of an owner

Top

get_pathlength (object)

get_pathlength ‹objref›

returns the Length of the Current Path (in Blocks)

Top

get_pathrandflags (object)

get_pathrandflags ‹objref› ‹objref›

gives a flag combination, that lets path_rand generate a path away from object 2

Top

get_physic (object)

get_physic ‹objref›

get object physic

Top

get_place (map)

get_place ‹params›

find a free place

Top

get_place_info (misc)

get_place_info

returns placing info {placing placeok placebox}

Top

get_place_long (map)

get_place_long ‹center› ‹range› [‹fixwalkable=f›] [‹walkable=f›]

find a passable point (no collision-map-check !)

Top

get_placesnapmode (object)

get_placesnapmode ‹objref›

get object snap to wall while placing

Top

get_player_color (misc)

get_player_color

returns color assigned to this player

Top

get_pos (object)

get_pos ‹objref›

get current object's position as packed vector

Top

get_posbottom (object)

get_posbottom ‹objref›

get current object's bottom's position as packed vector

Top

get_posx (object)

get_posx ‹objref›

get current object's x position

Top

get_posy (object)

get_posy ‹objref›

get current object's y position

Top

get_posz (object)

get_posz ‹objref›

get current object's z position

Top

get_processactions (object)

get_processactions ‹objref›

get collision flag

Top

get_prod_buildup (obj)

get_prod_buildup ‹object›

get object unpack task state

Top

get_prod_directevents (obj)

get_prod_directevents ‹objref›

set switch production mode

Top

get_prod_enabled (obj)

get_prod_enabled ‹objref›

get true if energy source is on

Top

get_prod_exclusivemode (obj)

get_prod_exclusivemode ‹objref›

set exclusive production mode

Top

get_prod_materialneed (obj)

get_prod_materialneed ‹objref›

set the need of materials

Top

get_prod_ownerstrength (obj)

get_prod_ownerstrength ‹object›

get object owner strength

Top

get_prod_pack (obj)

get_prod_pack ‹object›

get object pack task state

Top

get_prod_schedule (obj)

get_prod_schedule ‹objref›

set switch production mode

Top

get_prod_slot_buildable (obj)

get_prod_slot_buildable ‹object› ‹class›

check if slot is buildable

Top

get_prod_slot_cnt (obj)

get_prod_slot_cnt ‹object› ‹itemclass›

get task count for production slot

Top

get_prod_slot_inventable (obj)

get_prod_slot_inventable ‹object› ‹class›

check if slot is inventable

Top

get_prod_slot_invented (obj)

get_prod_slot_invented ‹object› ‹class›

check if slot is invented

Top

get_prod_slot_list (obj)

get_prod_slot_list ‹object›

get list of all slots

Top

get_prod_switchmode (obj)

get_prod_switchmode ‹objref›

set switch production mode

Top

get_prod_task_list (obj)

get_prod_task_list ‹object›

get list of open tasks

Top

get_prod_toolneed (obj)

get_prod_toolneed ‹objref›

set the need of tools

Top

get_prod_total_task_cnt (obj)

get_prod_total_task_cnt ‹object›

get total number of open tasks

Top

get_prod_unpack (obj)

get_prod_unpack ‹object›

get object unpack task state

Top

get_prodalloclock (object)

get_prodalloclock ‹objref›

get production alloc state

Top

get_prodautoschedule (object)

get_prodautoschedule ‹objref›

get production auto schedule

Top

get_ref (object)

get_ref ‹objref›

get reference to current object or specified object

Top

get_rel_pos (object)

get_rel_pos ‹objref› ‹objref›

get current object's position as packed vector

Top

get_remaining_sparetime (obj)

get_remaining_sparetime ‹objref›

get hours of sparetime left

Top

get_rendermaterial (obj)

get_rendermaterial ‹objref›

get object rendering material

Top

get_rot (object)

get_rot ‹objref›

get current object's rotation as packed vector

Top

get_rotx (object)

get_rotx ‹objref›

get current object's x rotation

Top

get_roty (object)

get_roty ‹objref›

get current object's y rotation

Top

get_rotz (object)

get_rotz ‹objref›

get current object's z rotation

Top

get_selectable (object)

get_selectable ‹objref›

get object selectability

Top

get_selectedobject (misc)

get_selectedobject

get selection

Top

get_sequenceactive (object)

get_sequenceactive ‹objref› ‹newstate›

set object selectability

Top

get_sequencebreaked (misc)

get_sequencebreaked

returns distance between camera-follow-object and viewport-center

Top

get_shield_class (object)

get_shield_class ‹object›

gets the Shield ID

Top

get_snaptowall (object)

get_snaptowall ‹objref›

get object snap to wall

Top

get_storable (object)

get_storable ‹objref›

get object lock

Top

get_system_name (misc)

get_system_name (computer|user)

get name of computer or local user

Top

get_undeletable (object)

get_undeletable ‹objref›

find out if object is undeletable

Top

get_user_groups (object)

get_user_groups ‹objref›

get list of user group assignments

Top

get_vectorxz (misc)

get_vectorxz ‹angle› ‹length›

get xz-vector

Top

get_vel (object)

get_vel ‹objref›

get current object's velocity as packed vector

Top

get_velcomp (object)

get_velcomp ‹objref›

get current object's velocity as packed vector

Top

get_view (misc)

get_view (‹newview›)

set view pos, zoom and optionally rotation, if is true get_view returns target camera position

Top

get_viewinfog (object)

get_viewinfog ‹objref›

get object visibility in fog of war

Top

get_visibility (object)

get_visibility ‹objref›

get visibility

Top

get_walkresult (obj)

get_walkresult ‹objref›

gets the result of the last walk-action on the object (0=WS_ERROR, 1=WS_WALKABORTED, 2=WS_NOTFINISHED, 3=WS_NOPASSAGE, 4=WS_TARGETREACHED)

Top

get_waterheight (misc)

get_waterheight ‹pos›

get height of water

Top

get_weapon_class (object)

get_weapon_class ‹object›

gets the Weapon ID

Top

get_weapon_id (object)

get_weapon_id ‹object› ‹atdef›

returns weaponid if obj is a registered weapon
atdef -- true finds attack-weapons, false finds defense-weapons

Top

get_weapon_pose (misc)

get_weapon_pose ‹id›

returns pose of weapon

Top

get_weapon_range (object)

get_weapon_range ‹weaponid›

returns range of weapon

Top

get_worktime (object)

get_worktime ‹object›

get worktime start and duration as list

get_worktime ‹object› start

get worktime start

get_worktime ‹object› nextstart

get next worktime start timestamp

get_worktime ‹object› laststart

get last worktime start timestamp

get_worktime ‹object› duration

get worktime duration

get_worktime ‹object› end

get worktime end

get_worktime ‹object› nextend

get next worktime end timestamp

get_worktime ‹object› lastend

get last worktime end timestamp

Top

gethours (misc)

gethours

get current timestamp in total logic hours

Top

gettime (misc)

gettime

get current timestamp in seconds

Top

global_inv_rem (misc)

global_inv_rem ‹objlist›

remove objects from any inventory

Top

gnome_announce_dig (obj)

gnome_announce_dig ‹objref› ‹pos›

announce dig action

Top

gnome_failed_work (obj)

gnome_failed_work ‹objref›

notify gnome work break

Top

gnome_idle (obj)

gnome_idle ‹objref› [true|false]

notify gnome is idle

Top

gnome_stopped_work (obj)

gnome_stopped_work ‹objref›

notify gnome work break

Top

ground_fix (map)

ground_fix

fix a vector to ground

Top

ground_pos (misc)

ground_pos ‹vector›

get valid ground vector from given vector

Top

gui_new_game (misc)

gui_new_game (‹permanently›)

show "New Game" window

Top

handle_event (event)

handle_event ‹event name› ‹code›

set event handler for class

Top

has_cmap (misc)

has_cmap ‹animname› [‹frame›]


Top

hceil (misc)

hceil ‹num›

calc ceil value

Top

hf2i (misc)

hf2i ‹num›

convert float to int

Top

hfloor (misc)

hfloor ‹num›

calc floor value

Top

hi2f (misc)

hi2f ‹num›

convert int to float

Top

hide_obj_ghost (object)

hide_obj_ghost ‹objref›

hide object ghost if present

Top

hmax (misc)

hmax ‹num› [‹num› ...]

returns highest value

Top

hmax (misc)

hmax ‹numlist›

returns highest value

Top

hmin (misc)

hmin ‹num› [‹num› ...]

returns highest value

Top

hmin (misc)

hmin ‹numlist›

returns highest value

Top

horizon_clear (misc)

horizon_clear

remove all horizons

Top

horizon_rem (misc)

horizon_rem ‹pos›

remove horizon

Top

horizon_set (misc)

horizon_set ‹pos› ‹red› ‹green› ‹blue› ‹depth› ‹size›

set horizon

Top

in_class_def (class)

in_class_def

check if this is in class definition or executuion

Top

inc_playerdigmarkid (misc)

inc_playerdigmarkid ‹player›

increment current player-dig-mark-ID

Top

info_end_prod (obj)

info_end_prod ‹objref›

notify production end

Top

info_progress_prod (obj)

info_progress_prod ‹objref› ‹currentstep› ‹maxstep›

notify production start

Top

info_start_prod (obj)

info_start_prod ‹objref›

notify production start

Top

inherit (class)

inherit ‹classname› ...

inherit all methods, event handlers, member vars

Top

init_techtree (misc)

init_techtree ‹filename›

initialize techtree

Top

inputmode (misc)

inputmode [‹pc|console›]

get/set current input mode

Top

inv_add (object)

inv_add ‹objref› ‹objreftoadd›

add object to inventory, make it invisible, returns index

Top

inv_check (obj)

inv_check ‹objref› ‹object›

check, if object can packed to inventory

Top

inv_cnt (object)

inv_cnt ‹objref›

get length of inventory list

Top

inv_cnt_raw (obj)

inv_cnt_raw ‹objref›

get number of packed objects

Top

inv_find (object)

inv_find ‹objref› ‹classname›

find index of inventory item of given class, -1 if not found

Top

inv_find_obj (object)

inv_find_obj ‹objref› ‹searchobjref›

find index of inventory item, -1 if not found

Top

inv_find_raw (obj)

inv_find_raw ‹objref› ‹object›

get index of packed óbject

Top

inv_get (object)

inv_get ‹objref› ‹index›

get reference to indexed inventory object

Top

inv_get_raw (obj)

inv_get_raw ‹objref› ‹object›

get packed object

Top

inv_getsize (object)

inv_getsize ‹objref›

get size of inventory

Top

inv_list (object)

inv_list ‹objref›

get (ref)list of inventory objects

Top

inv_rem (object)

inv_rem ‹objref› ‹index-or-ref› (‹position›)

remove object from inventory,
makes it visible and sets it position (default=container's pos)

Top

irandom (misc)

irandom ‹upper bound›

get random number 0..upper bound

irandom ‹lower bound› ‹upper bound›

get random number lower bound..upper bound

Top

is_contained (object)

is_contained ‹obj-ref›

checks if object is part of some other objects inventory

Top

is_dig_marked (misc)

is_dig_marked ‹xn› ‹yn› ‹xp› ‹yp›

checks area for digmark

Top

is_selected (object)

is_selected ‹objref›

check if objref = selected

Top

is_wearing_pannier (object)

is_wearing_pannier ‹objref›

check if obj is wearing a pannier

Top

isunderwater (misc)

isunderwater ‹pos›

find out, if vertex is under water

Top

keybind (misc)

keybind set ‹keyname› ?shift? ?alt? ?ctrl? ?down? ‹command›

set a new key binding

keybind get ‹keyname› ?shift? ?alt? ?ctrl? ?down?

get a key binding

keybind clr ‹keyname› ?shift? ?alt? ?ctrl? ?down?

remove key binding

keybind keynames

get list of key names

keybind current

get list current bindings

Top

land (misc)

land ‹list1› ‹list2›

list1 & list2

Top

laser (misc)

laser ‹vStart› ‹vDest› ‹vDir› ‹fDuration›

laser ‹obj› ‹link› ‹vDest› ‹fDuration›


Top

laserbeam (misc)

laserbeam ‹vStart› ‹vDest› ‹vDir› ‹fDuration› ‹color red› ‹green› ‹blue›

laserbeam ‹obj› ‹link› ‹vDest› ‹fDuration› ‹color red› ‹green› ‹blue›


Top

layout (ui)

layout present

check for presence of layout window

layout log ‹args›

gui log

layout clear

clear layout window

layout print ‹args›

print to layout window

layout addlink ‹target›

add link to layout window, return id

layout autolink ‹target› ‹text› [‹rmbtarget›]

add link, return linked text

layout addxlink ‹target›

add execute link to layout window, return id

layout autoxlink ‹target› ‹text› [‹rmbtarget›]

add execute link, return linked text

layout reload

re-eval last run script

Top

lcount (misc)

lcount ‹list› ‹element›

returns the number of in list

Top

lg_add_preset (map)

lg_add_preset ‹template› ‹x› ‹y›

add preset template for levelgeneration

Top

lg_addfilterclass (map)

lg_addfilterclass {‹classname› ‹classname› ...}

adds a class as filter for a template for levelgenerating

Top

lg_dec_templatecount (map)

lg_dec_templatecount ‹tclmapfile›

returns the last generated level

Top

lg_get_level (map)

lg_get_level

returns the last generated level

Top

lg_get_objcount (map)

lg_get_objcount ‹classname›

get numer of objects in the last generated level

Top

lg_get_temp_size (map)

lg_get_temp_size ‹tempname›

returns size of template {w h}

Top

lg_mark_area (map)

lg_mark_area ‹left› ‹top› ‹right› ‹bottom›

mark an area as filled with templates

Top

lg_set_area (map)

lg_set_area ‹left› ‹top› ‹right› ‹bottom›

set area for levelgeneration

Top

lg_set_callback (map)

lg_set_callback ‹object› ‹procname›

set callback for levelgeneration

Top

lg_set_leveltype (map)

lg_set_leveltype base|resource

set leveltype for levelgeneration

Top

lg_set_objcount (map)

lg_set_objcount ‹classname› ‹minimum› ‹optimum› ‹maximum›

set object count for levelgeneration

Top

lg_set_starttemplate (map)

lg_set_starttemplate ‹tclmapfile›

set first template for levelgeneration

Top

lg_set_starttemplatepro (map)

lg_set_starttemplatepro [‹digmarkalign›] [‹setunique›]

set first templates for levelgeneration

Top

lg_set_templategroup (map)

lg_set_templategroup ‹setname› {‹tclmapfile› ‹tclmapfile› ...}

defines a templategroup

Top

lg_set_templategroupprops (map)

lg_set_templategroupprops ‹tempgroup› [-gamecount ‹num›] [-levelcount ‹num›] [-tunnel ‹float›]

sets template group properties

Top

lg_set_templategroupvalue (map)

lg_set_templategroupvalue ‹setname› ‹val›

set weighing value for templategroup

Top

lg_set_templateprops (map)

lg_set_templateprops ‹tclmapfile› [-gamecount ‹num›] [-levelcount ‹num›] [-tunnel ‹float›]

sets template properties

Top

lg_set_templateratio (map)

lg_set_templateratio ‹minimum› ‹optimum› ‹maximum›

set ratio of templates for levelgeneration

Top

lg_set_templatevalue (map)

lg_set_templatevalue ‹tempname› ‹val›

set weighing value for template

Top

lg_sort_level (map)

lg_sort_level ‹x› ‹y› ‹level›

sorts the level

Top

lg_start (map)

lg_start

starts levelgeneration

Top

lg_tp_addtemplates (map)

lg_tp_addtemplates {‹tclmapfile› ‹tclmapfile› ...}

adds templates to templatepool

Top

lg_tp_addtemplatesets (map)

lg_tp_addtemplatesets {‹setname› ‹setname› ...}

adds templates to templatepool

Top

lg_tp_clear (map)

lg_tp_clear

flushes the template pool for levelgeneration

Top

lg_tp_log (map)

lg_tp_log

log template pool to logger

Top

lg_tp_mapfilter (map)

lg_tp_mapfilter {‹tclmapfile› ‹tclmapfile› ...}

filter map files from templatepool

Top

lg_tp_objfilter (map)

lg_tp_objfilter {‹classname› ‹classname› ...}

filter templates from templatepool with these classes

Top

lg_tp_setfilter (map)

lg_tp_setfilter {‹setname› ‹setname› ...}

filter sets from templatepool

Top

lightning (misc)

lightning ‹vStart› ‹vDest› ‹vDir› ‹fDuration› ‹color red› ‹green› ‹blue›

lightning ‹obj› ‹link› ‹vDest› ‹fDuration› ‹color red› ‹green› ‹blue›


Top

link_obj (object)

link_obj ‹objref› (‹link-target› (‹link-id›))

link current object to another objects link-dummy

Top

lnand (misc)

lnand ‹list1› ‹list2›

!list1 & list2

Top

load_all_textures (misc)

load_all_textures

circumvent lazy texture loading

Top

load_done (misc)

load_done

loading done

Top

load_file (misc)

load_file ‹filename› (‹cached›)

returns content of file as string

Top

load_info (misc)

load_info info-text

set current load info

Top

load_scape_texture (misc)

load_scape_texture ‹set› ‹level› {{tile0000variation0 ... tile0000variationN} ... {tile1111variation0 ... tile1111variationN}}

load scape textures ... kann mir die Erklärung eigentlich auch sparen, die Grafiker verstehns eh nicht ...

Top

loading_objdetail (misc)

loading_objdetail

returns object detail level

Top

locale (misc)

locale [‹locale›]

set/get locale

Top

log (misc)

log args...

print to logger

Top

log_mask (misc)

log_mask [+-?]option ...

change log mask, usage: log_mask +system -actions +objects
valid options are: system tclmsg tclerror dxerror dx3d dxdraw dxsound dxplay
dxinput 3ddb network objects ai actions map graphics gui init shut dbgc dbgd dbgj

Top

logdebug (misc)

logdebug ‹text›

log tcl debug info

Top

logmod (misc)

logmod (‹module›)

set log module, if no module given, log all

Top

lor (misc)

lor ‹list1› ‹list2› [...]

list1 | list2 | ...

Top

lrem (misc)

lrem ‹listvarname› ‹elementindex›

removes one list element

Top

lrep (misc)

lrep ‹listvarname› ‹elementindex› ‹newelement›

replaces one list element

Top

map (map)

map create ‹width› ‹height› (‹xoffset›) (‹yoffset›) (‹completion-code›)

create new map

map move ‹xmove› ‹ymove›

move the map

map save

save map to d:\mappack.bin

map send

send map to clients

map shut

shutdown map

map getoffset

returns offset of map

Top

map_setlayer2 (map)

map_setlayer2 ‹x› ‹y› ‹file›

set 2nd texturelayer

Top

Material (shaders)

Material define ‹Materialname› ‹def-list›

define Material

Top

member (class)

member ‹varname› ...

declare var(s) as class member(s)

Top

meminfo (misc)

meminfo

dump memory info

Top

method (class)

method ‹proc-name› ‹arg› ‹code›

define class-specific proc

Top

method_const (class)

method_const ‹proc-name› ‹arg› ‹code›

define class-specific proc

Top

method_static (class)

method_static ‹proc-name› ‹arg› ‹code›

define class-specific proc

Top

minimalrun (misc)

minimalrun

returns if this is a minimal run

Top

net (network)

net version

local version

Top

new (object)

new ‹class-name› [‹creation-param› [‹pos› [‹rot›]]]

create new object, returns reference

Top

newsticker (misc)

newsticker new ‹owner-id› [-text ‹text›] [-category ‹category›] [-color ‹color›] [-priority ‹priority›] [-time ‹time›] [-history ‹true|false›]

add new message, returns id

newsticker change ‹id› [-text ‹text›] [-color ‹color›] [-priority ‹priority›] [-time ‹time›] [-click ‹clickhandler›] [-history ‹true|false›]

change old message
id - id of message, giving -1 creates new message
text - text of message, default is 'msg'
category - fight, progress, gnomecritical, gnomeinfo, material, mood
color - color of text, default is {255 255 255} (white)
priority - priority, default is 1.0
time - timeout, default is 60 seconds
clickhandler - tcl script to execute when message is clicked
history - wether this entry should appear in the history

newsticker delete ‹id›

delete message

newsticker mask ‹(+|-|?category› ...


Top

notifyflare (misc)

notifyflare ‹x-prc› ‹y-prc›

show notification flare

Top

obj_clear (misc)

obj_clear

remove all objects

Top

obj_eval (misc)

obj_eval ‹objref› ‹script›

run skript in foreign object's context

Top

obj_exit (class)

obj_exit ‹code›

set exit code for class

Top

obj_find (object)

obj_find ‹objref› ‹class-name› (‹max-dist›)

find next object of given class,
returns reference to object
returns 0 if nothing found

Top

obj_find_list (object)

obj_find_list ‹objref› ‹class-name› (‹max-dist›)

get list of object references for given class
list is sorted by distance. nearest first. max-dist default is infinite

Top

obj_find_nearest (object)

obj_find_nearest ‹objref› ‹class-name-list› (‹max-dist›)

find next object of given class,
returns Reference to object, and Class name of object
returns 0 if nothing found

Top

obj_find_nearest_storable (object)

obj_find_nearest_storable ‹objref›

find next storable object
returns reference to object
returns 0 if nothing found

Top

obj_find_nearest_storable_cb (object)

obj_find_nearest_storable_cb ‹objref› ‹check-code›

find next storable object,
shall return true if object matches condition or false if not
returns reference to object
returns 0 if nothing found

Top

obj_find_nearest_type (object)

obj_find_nearest_type ‹objref› ‹type› (‹max-dist›)

find next object of given type, {production energy protection tool store transport etc.}
returns Reference to object, and Class name of object
returns 0 if nothing found

Top

obj_find_own (object)

obj_find_own ‹objref› ‹class-name› (‹max-dist›)

find next object of given class,
returns reference to object with same owner
returns 0 if nothing found

Top

obj_find_own_list (object)

obj_find_own_list ‹objref› ‹class-name› (‹max-dist›)

find next object of given class,
returns list of object with same owner
returns 0 if nothing found

Top

obj_find_var (object)

obj_find_var ‹objref› ‹class-name› ‹refvarname›

find next object of given class,
returns true if object was found, false if not
refvarname holds object reference

Top

obj_init (class)

obj_init ‹code›

set init code for class

Top

obj_list (object)

obj_list ‹objref›

get list of objects in current node

Top

obj_next_visible (object)

obj_next_visible ‹objref› ‹class-name› ‹maxdistance›

get the nearest visible object

Top

obj_query (object)

obj_query ‹objref› ‹params›

get list of objects
params are : -class : single class to find
-type : gnome, monster, production, energy, protection, store, transport, elevator, baby, info, tool, marerial
-range : maximum distance from objref
-boundingbox : object must be in bbox, bbox is relative to position of objref
bbox can be a list of 2 vectors (negative and positive)
or {-x -y -z +x +y +z}
-owner : 0..7, own(same as objref) , world, player, allplayers, enemy, any, other
-visibility : 0..7, own(same as objref) , playervislible, playerinvislible, enemyvisible, enemyinvisible, any
-flagpos : boxed, visible, locked, storable, male, female, contained, hoveable, selectable, build, instore (must be set)
-flagneg : boxed, visible, locked, storable, male, female, contained, hoveable, selectable, build, instore (mustn't be set)
-limit : maximal nr of results
-pos : ObjQuery takes instead of s pos (warning: this parameter must be speciefied before -range and -boundingbox)
-sorting : asc = best match first(default),desc = best match last,none = don't sort
-alloc : none ,any (default) , 0..7 Filter objects allocated for production
-cloaked <0 / 1> : return cloaked (invisible) objects, default is 0

Top

obj_to_particle (object)

obj_to_particle ‹object› ‹type›

creates particle at object's vertices

Top

obj_valid (object)

obj_valid ‹objref›

check if object ref is valid

Top

option (misc)

option get ‹option-name›

get option value

option getname ‹option-name›

get option value as name

option set ‹option-name› ‹value›

set option valuew

option setname ‹option-name› ‹valuename›

set option value as name

option getdesc ‹option-name›

get option description

option getinfo ‹option-name›

get list of possible values

option list

get list of options

Top

output_3ddbstats (3db)

output_3ddbstats

output current 3DB statistics

Top

park_obj_actions (misc)

park_obj_actions ‹Classlist›

parks action of all objets of speciefies classes

Top

particle_processing (misc)

particle_processing ‹bool›

enable/disable ParticleProcessing

Top

partner_info (object)

partner_info setpartner ‹objref› ‹partner›

sets partner showed in tooltip

partner_info getpartner ‹objref›

gets partner showed in tooltip

partner_info setpregnancy ‹objref› ‹pregnancy›

sets pregnancy showed in tooltip

partner_info getpregnancy ‹objref›

gets pregnancy showed in tooltip

partner_info addchild ‹objref› ‹baby›

sets baby showed in tooltip

partner_info setfather ‹objref› ‹father›

sets father showed in tooltip

partner_info getfather ‹objref›

gets father showed in tooltip

partner_info setmother ‹objref› ‹mother›

sets father showed in tooltip

partner_info getmother ‹objref›

gets father showed in tooltip

partner_info transfer ‹baby› ‹gnome›

transfers partner infos from baby to gnome

partner_info getchildren ‹objref›

get list of children

Top

path (object)

path ‹objref› ‹from› ‹to› [‹maxflood›]

set object path, returns success

Top

peek (misc)

peek ‹address›

peek

Top

perfoptions (misc)

perfoptions ‹setting›

get current setting

perfoptions ‹setting› ‹value›

change setting

Top

perfwin (misc)

perfwin 0/1

hide/show performance-window

Top

placelock_log (map)

placelock_log [‹id›]

dump placelocks to logger

Top

playerinfo (misc)

playerinfo ‹ownerid›


Top

poke (misc)

poke ‹address› ‹value›

poke

Top

print (misc)

print args...

print to console

Top

prod_assignworker (obj)

prod_assignworker ‹objref› ‹prodplace›

announce worker assignment

Top

prod_get_task_active_places (prod)

prod_get_task_active_places ‹owner› ‹class›

get list of prodplaces with active slots for this class

Top

prod_get_task_all_places (prod)

prod_get_task_all_places ‹owner› ‹class›

get list of prodplaces that can build this class

Top

prod_get_task_total_cnt (prod)

prod_get_task_total_cnt ‹owner› ‹class›

get total number of production tasks for this class

Top

prod_gnome_get_last_workplace (obj)

prod_gnome_get_last_workplace ‹objref›

get last work place

Top

prod_gnome_get_preferred_workplace (obj)

prod_gnome_get_preferred_workplace ‹objref›

get preferred work place

Top

prod_gnome_last_workplace (obj)

prod_gnome_last_workplace ‹objref› [‹work-place›]

announce current work place

Top

prod_gnome_preferred_workplace (obj)

prod_gnome_preferred_workplace ‹objref› [‹work-place›]

announce preferred work place

Top

prod_gnome_state (obj)

prod_gnome_state ‹objref› unknown

set current gnome state

prod_gnome_state ‹objref› idle

set current gnome state

prod_gnome_state ‹objref› sparetime

set current gnome state

prod_gnome_state ‹objref› walk [‹from›] ‹to›

set current gnome state

prod_gnome_state ‹objref› guard ‹pos›

set current gnome state

prod_gnome_state ‹objref› fight ‹enemyref›

set current gnome state

prod_gnome_state ‹objref› build ‹prodref› ‹class›

set current gnome state

prod_gnome_state ‹objref› invent ‹prodref› ‹class›

set current gnome state

prod_gnome_state ‹objref› pickup ‹prodref›

set current gnome state

prod_gnome_state ‹objref› putdown ‹prodref›

set current gnome state

prod_gnome_state ‹objref› pack ‹prodref›

set current gnome state

prod_gnome_state ‹objref› unpack ‹prodref› ‹destpos›

set current gnome state

prod_gnome_state ‹objref› transport ‹itemref› ‹destpos›

set current gnome state

prod_gnome_state ‹objref› harvest ‹itemref›

set current gnome state

prod_gnome_state ‹objref› dig ‹destpos›

set current gnome state

prod_gnome_state ‹objref› explore ‹destpos›

set current gnome state

Top

prod_gnomeidle (obj)

prod_gnomeidle ‹objref› [true|false]

announce worker is idle

Top

prod_guest (obj)

prod_guest addlink ‹objref› ‹linkid›

add link to guest places, returns new index

prod_guest setlink ‹objref› ‹index› ‹linkid›

set link for guest places, returns index

prod_guest getlink ‹objref› ‹index›

get link id for guest place

prod_guest guestset ‹objref› ‹index› ‹guestref›

set guest occupying place

prod_guest guestget ‹objref› ‹index›

get guest occupying place

prod_guest guestfree ‹objref›

find free guest index

prod_guest guestremove ‹objref› ‹guestref›

remove guest from place and returns index

prod_guest addorder ‹objref› ‹index›

increment order count for index

prod_guest getorder ‹objref› ‹index›

get order count for index

prod_guest remorder ‹objref› ‹index›

decrement order count for index

prod_guest resetorder ‹objref› ‹index›

reset order count for index

prod_guest nextorder ‹objref›

get order index with highest ordercount

Top

prod_valid (misc)

prod_valid ‹obj› ‹prod›

checks if is a non boxed, non contained , build and valid object with the same owner like

Top

proddump (object)

proddump ‹player›

dump prodplanner state

Top

prodslot_override (misc)

prodslot_override reset

reset all prodslot overrides

prodslot_override normal ‹index›

remove prodslot override

prodslot_override disable ‹index›

remove prodslot override

prodslot_override hide ‹index›

remove prodslot override

prodslot_override query ‹index›

get prodslot override state

Top

qnew (object)

qnew ‹class-name› [‹creation-param›]

create new object, returns reference

Top

quit (misc)

quit

quit game

Top

random (misc)

random

get random number 0..1

random ‹upper bound›

get random number 0..upper bound

random ‹lower bound› ‹upper bound›

get random number lower bound..upper bound

Top

reconnect (misc)

reconnect (‹log›) (‹stat›) (‹news›)

Logger NewsAgent and StatusMonitor

Top

ref2path (object)

ref2path ‹objref›

get path from reference

Top

ref_checkvar (object)

ref_checkvar ‹objref› ‹varname›

check for variable in any object

Top

ref_get (object)

ref_get ‹objref› ‹varname›

get variable in any object

Top

ref_set (object)

ref_set ‹objref› ‹varname› ‹value›

set variable in any object

Top

release_energy (misc)

release_energy ‹obj›

releases energy on an energysource

Top

rem_fsource (misc)

rem_fsource ‹object›

remove fsource of this object

Top

rem_fstopper (misc)

rem_fstopper ‹object›

remove influence to water of an object

Top

remove_black_fog (map)

remove_black_fog ‹player› ‹left› ‹top› ‹right› ‹bottom›

reset maparea

Top

remove_parked_obj (misc)

remove_parked_obj ‹obj›

removes object action from "parking lot"

Top

render_enable (misc)

render_enable ‹newstate›

loading done

Top

render_gray (misc)

render_gray [‹newstate›]

get/set gray rendering

Top

reset_anim (graphics)

reset_anim ‹objref›

reset anim on current object

Top

reset_map (map)

reset_map ‹left› ‹top› ‹right› ‹bottom›

reset maparea

Top

reset_owner_attribs (misc)

reset_owner_attribs


Top

restore_obj_actions (misc)

restore_obj_actions

restores previously parked actions

Top

rjreusecheck (misc)

rjreusecheck ‹bool›

enable/disable rj-reusecheck

Top

save_map (misc)

save_map {‹rect›} ‹name›

saves map to disk

Top

save_scene (misc)

save_scene ‹name›

saves map to disk

Top

screen2world (misc)

screen2world

transform vertex from world to screen (z-value is z in scape)

Top

screen3world (misc)

screen3world

transform vertex from world to screen

Top

screen_mode (misc)

screen_mode ‹x› ‹y› ‹fullscreen›


Top

scroller (misc)

scroller running

check if scroller is running

scroller stop

stop scroller

scroller start ‹filename›

start scroller

Top

scrollrange (misc)

scrollrange [‹newrange›]

set/get scrollrange range is 4-ele-list {left top right bottom}

Top

sel (object)

sel ‹objref›

select object

Top

selection (misc)

selection check ‹objref›

selection include ‹objref›

selection exclude ‹objref›

selection caninclude ‹objref›

selection clear


Top

seq_audiostream (misc)

seq_audiostream open ‹filename›

seq_audiostream play (‹start› ‹stop›)

seq_audiostream stop

seq_audiostream close


Top

set_activegameplay (object)

set_activegameplay ‹objref› ‹newstate›

enable/disable object gameplay (event & state handling)

Top

set_alternateanimdb (object)

set_alternateanimdb ‹objref› ‹bool›

set object alternate anim

Top

set_anim (graphics)

set_anim ‹objref› ‹anim-name› ‹start frame› ‹play mode› ‹continue›

set anim on current object

Top

set_attackinprogress (object)

set_attackinprogress ‹objref› ‹bPrg›

set attackinprogress

Top

set_attrib (attrib)

set_attrib ‹objref› ‹attribname› ‹value›

set new attribute value, returns new value

Top

set_autolight (object)

set_autolight ‹objref› ‹newstate›

set object autolight

Top

set_boxed (object)

set_boxed ‹objref› ‹newstate›

set object boxed / unpacked

Top

set_brightness (misc)

set_brightness ‹brighness›

set brightness (0..2)

Top

set_buildupstate (object)

set_buildupstate ‹objref› ‹newstate›

set object boxed / unpacked

Top

set_camerafollow (object)

set_camerafollow ‹objref› (‹zoom›)(

camera follows object, -1 disables follow-mode, zoom 1.0 - 2.5

Top

set_class_anim (class)

set_class_anim ‹animname› ‹animname› (‹info›)

set animations for class

Top

set_class_animset (class)

set_class_animset id {...}

set animset for class

Top

set_climbability (object)

set_climbability ‹objref› ‹newstate›

sets the ability to climb (for pathfinding)

Top

set_cloaked (object)

set_cloaked ‹objref› ‹newstate›

set if object (gnome) is cloaked

Top

set_collision (object)

set_collision ‹objref› ‹newstate›

enable/disable object collision

Top

set_contrast (misc)

set_contrast ‹contrast›

set contrast (0..2)

Top

set_diplomacy (misc)

set_diplomacy ‹owner› ‹owner› ‹ally/friend/neutral/enemy›

sets owner diplomacy state

Top

set_doorproperties (obj)

set_doorproperties ‹objref› ‹mode› [‹classlist›]

set properties for door
mode: open,
closed,
openforplayer,
openforfriends,
openforclasses,
openforall,

Top

set_elevatorproperties (obj)

set_elevatorproperties ‹objref› ‹maxrange› ‹accelerationtype› ‹acceleration/speed› ‹brakeacceleration› ‹maxusers›

set elevator properties

Top

set_energyclass (obj)

set_energyclass ‹objref› ‹energyclass›

set energy value the of object

Top

set_energyconsumption (obj)

set_energyconsumption ‹objref› ‹value›

set need of energy during production

Top

set_energymaxstore (obj)

set_energymaxstore ‹objref› ‹value›

set the energy store of an energysource

Top

set_energyrange (obj)

set_energyrange ‹objref› ‹range›

set energy range the of object

Top

set_energystore (obj)

set_energystore ‹objref› ‹value›

set the energy store of an energysource

Top

set_event (event)

set_event ‹srcobjref› ‹eventtype› params...

set new event, params: -target(obj), -subject1(obj), -subject2(obj)
-subject3(obj), -text1(string), -text2(string), -num1(num), -num2(num), -num3(num)
-pos1(packed vector), -pos2(packed vector), -pos3(packed vector), -delay(seconds)

Top

set_eventenabled (event)

set_eventenabled ‹event name› ‹player-id› ‹newstate›

enable or disable event

Top

set_fogofwar (object)

set_fogofwar ‹object› ‹sizex› ‹sizey›

sets size of Fog of War

Top

set_forceipol (object)

set_forceipol ‹objref› ‹newstate›

enable/disable object forceipol

Top

set_fov (misc)

set_fov ‹fov›

set fov. default=0.8

Top

set_fow_begin (misc)

set_fow_begin ‹num› ‹player›

sets the Y-beginning of fog of war

Top

set_fsource (misc)

set_fsource ‹object› ‹params›

set fsource properties
-pos -relative position of watersource to object
-type -set type of source
-volume -set volume of the source
-height -set height of water over the source
-vpf -set volume output per frame

Top

set_fstopper (misc)

set_fstopper ‹object› {x0 y0} {x1 y1} ‹factor›

set influence to water of an object

Top

set_ground_begin (misc)

set_ground_begin ‹num›

sets the Y-beginning of the ground

Top

set_hoverable (object)

set_hoverable ‹objref› ‹newstate›

set object hoverability

Top

set_icon (object)

set_icon ‹objref› ‹iconname›

set object icon

Top

set_ingame_loading (misc)

set_ingame_loading ‹true/false›

activate/deactivate ingame levelloading

Top

set_instore (object)

set_instore ‹objref› ‹newstate›

set if object is in a stores inventory

Top

set_inventoryslotuse (obj)

set_inventoryslotuse ‹objref› ‹value›

set of inventory slots

Top

set_invulnerable (object)

set_invulnerable ‹objref› ‹newstate›

set if object (creature) is invulnerable

Top

set_ladderrange (obj)

set_ladderrange ‹objref› ‹maxrange›

set range of a ladder

Top

set_level (misc)

set_level ‹x› ‹y› ‹iType›

autogenerate level

Top

set_light (object)

set_light ‹object› ‹on/off›

switches the light of the object on/off

Top

set_light_begin (misc)

set_light_begin ‹num›

sets the Y-beginning of light and ground

Top

set_lock (object)

set_lock ‹objref› ‹newstate›

set object lock

Top

set_logactions (object)

set_logactions ‹objref› ‹newstate›

set object action logging

Top

set_maxprodera (misc)

set_maxprodera ‹player› ‹era›

set maximum displayed production era

Top

set_obj_logicfogskip (object)

set_obj_logicfogskip ‹objref› ‹skipcount›

set object logic fog skip count

Top

set_obj_logicskip (object)

set_obj_logicskip ‹objref› ‹skipcount›

set object logic skip count

Top

set_objectcollision (object)

set_objectcollision ‹objref› ‹newstate›

enable/disable object objectcollision

Top

set_objgender (object)

set_objgender ‹objref› ‹male|female|neutral›

set object gender

Top

set_objicon (object)

set_objicon ‹objref› ‹idx› ‹type› ‹value› ‹duration›

set object info icon

Top

set_objiconoffset (object)

set_objiconoffset ‹objref› ‹yoffset›

set object info icon offset

Top

set_objinfo (object)

set_objinfo ‹objref› ‹text›

set object info text

Top

set_objname (object)

set_objname ‹objref› ‹name›

set object name

set_objname ‹objref› auto male|female

set object name

Top

set_objvariation (misc)

set_objvariation ‹object› ‹variation›

set variation for object
set variation for object

Top

set_objworkicons (object)

set_objworkicons ‹objref› [‹iconname›...]

set object info icon

Top

set_owner (object)

set_owner ‹object› ‹num› [‹collisionhandler›] [‹successhandler›]

sets the owner of an object

Top

set_owner_attrib (attrib)

set_owner_attrib ‹owner-id› ‹attrib› ‹value›

set attribute for specified owner, returns new value

Top

set_ownerrace (object)

set_ownerrace ‹owner› ‹race›

sets race of an owner

Top

set_particlesource ()

set_particlesource ‹objref› ‹srcidx› ‹activity›

sets activity mode of particlesources

Top

set_pf_influence (object)

set_pf_influence ‹objref› ‹left› ‹top› ‹right› ‹bottom› ‹costs› ‹flags›

sets the pathfinding influence rectangle for the object (block-coordinates,int)

Top

set_physic (object)

set_physic ‹objref› ‹newstate›

set object physic

Top

set_placesnapmode (object)

set_placesnapmode ‹objref› ‹newstate›

set object snap to wall while placing

Top

set_pos (object)

set_pos ‹objref› ‹x› ‹y› ‹z›

set current object's position

set_pos ‹objref› ‹vector›

set current object's position

Top

set_posbottom (object)

set_posbottom ‹objref› ‹x› ‹y› ‹z›

set current object's bottom's position

set_posbottom ‹objref› ‹vector›

set current object's bottom's position

Top

set_posx (object)

set_posx ‹objref› ‹x›

set current object's x position

Top

set_posy (object)

set_posy ‹objref› ‹y›

set current object's y position

Top

set_posz (object)

set_posz ‹objref› ‹z›

set current object's z position

Top

set_processactions (object)

set_processactions ‹objref› ‹newstate›

enable/disable object collision

Top

set_prod_buildup (obj)

set_prod_buildup ‹object› ‹newstate›

set object unpack task state

Top

set_prod_directevents (obj)

set_prod_directevents ‹objref› ‹true/false›

set switched production mode

Top

set_prod_enabled (obj)

set_prod_enabled ‹objref› ‹newstate›

enable or disable production

Top

set_prod_exclusivemode (obj)

set_prod_exclusivemode ‹objref› ‹true/false›

set exclusive production mode

Top

set_prod_materialneed (obj)

set_prod_materialneed ‹objref› ‹true/false›

set the need of materials

Top

set_prod_ownerstrength (obj)

set_prod_ownerstrength ‹object› ‹newstrength›

set object owner strength

Top

set_prod_pack (obj)

set_prod_pack ‹object› ‹newstate›

set object pack task state

Top

set_prod_schedule (obj)

set_prod_schedule ‹objref› ‹true/false›

set switched production mode

Top

set_prod_slot_cnt (obj)

set_prod_slot_cnt ‹object› ‹itemclass› ‹newcount›

set task count for production slot

Top

set_prod_switchmode (obj)

set_prod_switchmode ‹objref› ‹true/false›

set switched production mode

Top

set_prod_toolneed (obj)

set_prod_toolneed ‹objref› ‹true/false›

set the need of tools

Top

set_prod_unpack (obj)

set_prod_unpack ‹object› ‹newstate›

set object unpack task state

Top

set_prodalloclock (object)

set_prodalloclock ‹objref› ‹newstate›

set production alloc state

Top

set_prodautoschedule (object)

set_prodautoschedule ‹objref› ‹newstate›

set production auto schedule

Top

set_renderlast (object)

set_renderlast ‹objref› ‹newstate›

set object selectability

Top

set_rendermaterial (obj)

set_rendermaterial ‹objref› ‹materialname›

set object rendering material

Top

set_rot (object)

set_rot ‹objref› ‹x› ‹y› ‹z›

set current object's rotation

set_rot ‹objref› ‹vector›

set current object's rotation

Top

set_rotx (object)

set_rotx ‹objref› ‹x›

set current object's x rotation

Top

set_roty (object)

set_roty ‹objref› ‹y›

set current object's y rotation

Top

set_rotz (object)

set_rotz ‹objref› ‹z›

set current object's z rotation

Top

set_run_info (misc)

set_run_info info-text

set current load info

Top

set_selectable (object)

set_selectable ‹objref› ‹newstate›

set object selectability

Top

set_selectedobject (misc)

set_selectedobject [‹objref›]

change selection

Top

set_sequence (misc)

set_sequence ‹enabled›

enables or disables sequence playing

Top

set_sequenceactive (object)

set_sequenceactive ‹objref› ‹newstate›

set object selectability

Top

set_shield_class (object)

set_shield_class ‹object› ‹num›

sets the Shield ID

Top

set_snaptowall (object)

set_snaptowall ‹objref› ‹newstate›

set object snap to wall

Top

set_speechout (misc)

set_speechout ‹duration› ‹coltextlist› (‹ForceShow›)

speech while sequence playing

Top

set_split_load (misc)

set_split_load ‹true/false›

de/activates split_load mode

Top

set_storable (object)

set_storable ‹objref› ‹newstate›

set object lock

Top

set_textureanimation (object)

set_textureanimation ‹objref› ‹submesh› ‹framelist› [‹frame=0› ‹animtype=2›]

set texture animation

Top

set_texturevariation (obj)

set_texturevariation ‹objref› ‹num0› .. ‹num15›

sets the texturevariation of the object

Top

set_undeletable (object)

set_undeletable ‹objref› ‹newstate›

set if object is undeletable

Top

set_user_groups (object)

set_user_groups ‹objref› ‹list›

set list of user group assignments

Top

set_vel (object)

set_vel ‹objref› ‹x› ‹y› ‹z›

set current object's velocity

set_vel ‹objref› ‹vector›

set current object's velocity

Top

set_view (misc)

set_view ‹x› ‹y› ‹zoom› [‹dx› ‹dy› [‹move›] [‹freeze›] [‹speed›] [‹set›]]

set view pos, zoom and optionally rotation

Top

set_view_begin (misc)

set_view_begin ‹num›

sets the Y-beginning of the view

Top

set_viewinfog (object)

set_viewinfog ‹objref› ‹newstate›

set object visibility in fog of war

Top

set_viewpos (misc)

set_viewpos ‹x› ‹y› ‹z› ‹zoom› ‹dx› ‹dy› [‹move›] [‹freeze›] [‹speed›] [‹cameraset›]

set view pos, zoom and optionally rotation

Top

set_visibility (object)

set_visibility ‹objref› ‹newstate›

set visibility

Top

set_water (misc)

set_water ‹bool›

enable/disable water

Top

set_weapon_class (object)

set_weapon_class ‹object› ‹num›

sets the Weapon ID

Top

set_worktime (object)

set_worktime ‹object› ‹start› ‹duration›

set worktime start and duration

set_worktime ‹object› start ‹start›

set worktime start

set_worktime ‹object› duration ‹duration›

set worktime duration

Top

shader (shaders)

shader define ‹shadername› ‹def-list›

define shader

Top

show_fogofwar (misc)

show_fogofwar ‹newstate›

show or hide fog of war

Top

show_loading (misc)

show_loading ‹newstate› (‹progress›)

show or hide load screen

Top

show_maped (misc)

show_maped

show map editor

Top

sleep (misc)

sleep ‹milliseconds›

pause execution

Top

sm_add_event (misc)

sm_add_event ‹name› [‹triggerclass›] [‹triggermsg›]

Add Story Event
event will be setted as fulfilled if trigger of sends to StoryMgr
default is "activate"

Top

sm_add_temp (misc)

sm_add_temp ‹name› [‹miny›] [‹maxy›] [‹params› ...]

Add Unique Template
miny - minimum depth for unique template
maxy - maximum depth for unique template
params are : -events required events
-mindist minimal distance from template
-digconnect connect unique template with linkidx (default=0)
-connect { { } ... }
-exclusive (default=false)
-zoneborder
-nonrelevant nonrelevant Template(group)
-middist
-stoneidx template index (in templategroup) for stoneborder

Top

sm_add_zone (misc)

sm_add_zone ‹zone›

adds a new zone

Top

sm_create_map (misc)

sm_create_map ‹w› ‹h›

defines the map

Top

sm_def_temp_group (misc)

sm_def_temp_group ‹name› ‹templist›

Defines Unique Template Group (copy'n paste from LevelEditor output)
- {{ } { } ...{mat {type x y w h} ... }}

Top

sm_dig_message (misc)

sm_dig_message ‹true/false›

Activates callback dig messages

Top

sm_draw_stone (misc)

sm_draw_stone [‹params› ...]

Sets map material to Stone
params are : -border Map Border
-rect
-exlimit Limitation of exclisive Unique Templates
-utmat Draws Materials defined in Unique Template Group
-matlist Draws Materials (LevelEditor Output)

Top

sm_force_zone (misc)

sm_force_zone ‹zone›

forces minimal zone for levelgenerating

Top

sm_get_event (misc)

sm_get_event ‹name›

Check if Story Event is fulfilled

Top

sm_get_level_info (misc)

sm_get_level_info ‹x› ‹y›

get info for level generation

Top

sm_get_resolution (misc)

sm_get_resolution

returns map resolution

Top

sm_get_temppos (misc)

sm_get_temppos ‹templatename›

returns unique templates pos

Top

sm_get_zone (misc)

sm_get_zone ‹y›

returns zone at y

Top

sm_log (misc)

sm_log

Log

Top

sm_map_get (misc)

sm_map_get ‹x› ‹y›

get map area status

Top

sm_map_move (misc)

sm_map_move ‹x› ‹y›

moves map

Top

sm_map_set (misc)

sm_map_set ‹x› ‹y› [‹w› ‹h›]

set map area as setted

Top

sm_mark_temparea (map)

sm_mark_temparea ‹x› ‹y› ‹template›

marks area of template

Top

sm_music_theme (misc)

sm_music_theme ‹theme› ‹triggerclass› [‹mode›]

binds music themes to triggers
- sets marker at trigger position when trigger is created
- changes music theme on trigger activation
- (default) maker and instant

Top

sm_register (object)

sm_register ‹object› ‹callback›

Register Story Manager with callback

Top

sm_reset (misc)

sm_reset

Reset Story Manager

Top

sm_scan (misc)

sm_scan

returns position of DigMark

Top

sm_send_message (object)

sm_send_message ‹object› ‹message›

Send Message for Story Event

Top

sm_set_digcount (misc)

sm_set_digcount ‹maxdigcount›

Set digcount

Top

sm_set_event (misc)

sm_set_event ‹name› (‹bool›)

Set Story Event as fulfilled

Top

sm_set_temp (misc)

sm_set_temp ‹level›

set unique templates as setted

Top

sm_set_zone (misc)

sm_set_zone ‹id› ‹y›

Set Story Event as fulfilled

Top

smalltalk (misc)

smalltalk add ‹key› ‹text›

adds smalltalk (theme) text

smalltalk get ‹key›

returns all texts of the key theme

Top

snap (obj)

snap ‹objref2› ‹objref1›

snaps obj1 to obj2, assumes same rotation vector

Top

sound (sound)

sound volume [‹new-volume›]

set/get effect volume

sound bind ‹logic-name› ‹file-name›

map a logic sample-name to a wav-file

sound anim ‹anim-name› ‹frame› ‹sound-name› [‹material› [‹room› [‹volume› [‹pitch› [‹vol-variance› [‹pitch-variance›]]]]]

add anim sound event
- anim id (get from [db_find_anim ])
- frame index
- optional material associated with sound. default=any
- room where sound is played. default=any
- optional base volume (0 .. n) default= 1.0 = original
- optional base pitch (0 .. n) default= 1.0 = original
- optional volume variance (0 .. n) default= 0.0
- optional pitch variance (0 .. n) default= 0.0
Materials are: any, sand, soil, stone, wood, metal, water, lava
Rooms are: any, tunnel, small, medium, big
Variance values are multiplied with a random value (0..1) and ADDED to the base value.
Example: volume=0.5 vol-var=0.2 -> range of possible volumes: 0.5-0.7
Example:
sound anim $DB_GNOME_M [db_findanim $DB_GNOME_M mann gehen_loop] 5 snd_step02
play "snd_step02" on frame 5 of anim "gehen_loop" in object "mann" from database id DB_GNOME_M (maps to "mann.3db")

sound animnoseq ‹anim-name› ‹frame› ‹sound-name› [‹material› [‹room› [‹volume› [‹pitch› [‹vol-variance› [‹pitch-variance›]]]]]

add anim sound event

sound play ‹sound-name› ‹volume› [‹position›]

play sound at current view or given position

sound playglobal ‹sound-name› ‹volume›

play global

sound animsound [‹new-state›]

enable/disable anim sounds

Top

sparetime (misc)

sparetime ‹obj› announce ‹category›

adds sparetimeplace to list

sparetime ‹obj› disannounce

removes sparetimeplace from list

sparetime ‹obj› queryrange ‹category› ‹rng›

queries sparetimeplaces

sparetime ‹obj› queryrect ‹category› ‹xn› ‹yn› ‹xp› ‹yp›

queries sparetimeplaces

Top

speechicon (misc)

speechicon ‹objref› add ‹text› ‹timeout› (‹lipsync=0›) (‹visibility=1›)

add text

speechicon ‹objref› clear

remove all text

speechicon ‹objref› lock ‹x› ‹y›

lock text to screen pos (%)

speechicon ‹objref› unlock

unlock text

Top

start_fade (misc)

start_fade ‹seconds› ‹in/out›

start fade. in/out=true -> fadein false -> fadeout

Top

startcache (misc)

startcache enabled

startcache present

startcache load

startcache write


Top

state (states)

state ‹state-name› ‹code›

define class-specific state

Top

state_disable (states)

state_disable ‹objref›

decrease state enable count

Top

state_enable (states)

state_enable ‹objref›

increase state enable count

Top

state_enter (states)

state_enter ‹state-name› ‹code›

define class-specific state

Top

state_get (states)

state_get ‹objref›

get current state

Top

state_getenablecnt (states)

state_getenablecnt ‹objref›

get current state enable count

Top

state_leave (states)

state_leave ‹state-name› ‹code›

define class-specific state finish code

Top

state_reset (states)

state_reset ‹objref›

reset state enable count

Top

state_trigger (states)

state_trigger ‹objref› (‹new_state›)

trigger new state, if no param, leave state machine

Top

state_triggerfresh (states)

state_triggerfresh ‹objref› (‹new_state›)

trigger new state, reset, enable, if no param, leave state machine

Top

talkissue (misc)

talkissue ‹obj› add ‹key› ‹val›

adds talkissue value

talkissue ‹obj› set ‹key› ‹val›

sets talkissue value

talkissue ‹obj› get ‹key›

gets talkissue value

talkissue ‹obj› delete ‹key›

dels talkissue entry

talkissue ‹obj› reduce ‹key› ‹fac›

reduces all talkissue values by

talkissue ‹obj› sum

adds talkissue value

talkissue ‹obj› list

adds talkissue value

Top

tasklist_add (object)

tasklist_add ‹objref› ‹taskname›

add new entry to task list (at end)

Top

tasklist_addfront (object)

tasklist_addfront ‹objref› ‹taskname›

add new entry to task list (at start)

Top

tasklist_clear (object)

tasklist_clear ‹objref›

clear task list

Top

tasklist_cnt (object)

tasklist_cnt ‹objref›

get number of entries in task list

Top

tasklist_find (object)

tasklist_find ‹objref› ‹entry›

find index of entry or -1

Top

tasklist_get (object)

tasklist_get ‹objref› ‹index›

get entry from task list

Top

tasklist_list (object)

tasklist_list ‹objref›

get task list

Top

tasklist_rem (object)

tasklist_rem ‹objref› ‹index›

remove entry from task list, returns removed text

Top

tclhelp (misc)

tclhelp ‹command›

show help for command

Top

template_set (misc)

template_set ‹name› ‹templatelist›

set templatesets

Top

textstage (shaders)

textstage define ‹stagename› ‹def-list›

define texture stage

Top

textwin (misc)

textwin show

textwin hide

textwin run ‹scriptname›

textwin deflink ‹id› ‹scriptname›

textwin print ‹text›

textwin clear

textwin info [mode]


Top

time_line_log (misc)

time_line_log ‹msg›

add log entry

Top

time_schedule (misc)

time_schedule ‹curtime› ‹starttime› ‹endtime› [‹timespec›...]

time scheduler
Each specifier is a list with the first element being the action name
and the rest

Top

timer_event (event)

timer_event ‹objref› ‹eventtype› params...

set timer event, params: -subject1(obj), -subject2(obj)
-subject3(obj), -text1(string), -text2(string), -num1(num), -num2(num), -num3(num)
-userid(num), -attime(num), -repeat(num), -interval(num)
-pos1(vector), -pos2(vector), -pos3(vector)

Top

timer_unset (event)

timer_unset ‹objref› ‹user-id›

kill timer with given id

Top

toggle_wf (misc)

toggle_wf

toggle wireframe

Top

transfer_attribs (attrib)

transfer_attribs ‹objrefsrc› ‹objrefdest›

transfers all attribs to another object

Top

trigger (trigger)

trigger create ‹objref› ‹type› ‹code›

create new trigger on object
type can be single_timer, repeat_timer, any_object, unique_object or callback
single_timer goes active after a specified time
repeat_timer goes active for one update after a specified time, then goes inactive and repeats
any_object goes active when the given number of matching objects is in range
unique_object goes active when the exact specified object is in range
callback goes active if the callback returns true

trigger delete ‹objref›

remove trigger from object

trigger set_execution ‹objref› ‹executiontype›

set execution type
never - code does not execute
always - code does execute on every update regardless of result
on_activate - code does execute when condition changes from false to true
on_inactivate - code does execute when condition changes from true to false
when_active - code does execute when condition is true
when_inactive - code does execute when condition is true

trigger set_timer ‹objref› ‹seconds›

set timer start time / interval

trigger set_checktimer ‹objref› ‹seconds›

set trigger check interval. default is 5 seconds

trigger set_target_range ‹objref› ‹range›

set object scan range

trigger set_target_ref ‹objref› ‹targetref›

set unique target object ref

trigger set_target_type ‹objref› ‹targettype›

set object scan type (none dummy gnome baby monster material tool production energy box blueprint store elevator)
objects of this type match the trigger condition for any_object

trigger set_target_class ‹objref› ‹targetclass›

set object scan class name
objects of this class match the trigger condition for any_object. Setting
an object class disables type matching

trigger set_target_owner ‹objref› ‹owner›

set object scan class owner

trigger set_target_count ‹objref› ‹objectcount›

set number of matching objects to fire

trigger set_callback ‹objref› ‹tclcode›

set callback. if this returns true, the trigger fires.

trigger set_active ‹objref›

set trigger active. may change on next update

trigger set_inactive ‹objref›

set trigger inactive. may change on next update

trigger get_actuators ‹objref›

returns list of actuators

Top

uncapturemouse (misc)

uncapturemouse

uncapture mouse

Top

update_objdetail (misc)

update_objdetail

updates object detail level

Top

vector_abs (misc)

vector_abs ‹vector›

get length of vector

Top

vector_add (misc)

vector_add ‹vector› ‹vector›

get sum of vertices

Top

vector_angle (misc)

vector_angle ‹vector› ‹vector›

get XZ angle of difference vector

Top

vector_dist (misc)

vector_dist ‹vector› ‹vector›

get distance of vertices (2d)

Top

vector_dist3d (misc)

vector_dist3d ‹vector› ‹vector›

get distance of vertices (3d)

Top

vector_fix (misc)

vector_fix ‹vector›

get next reachable position

Top

vector_fixdig (misc)

vector_fixdig ‹vector› ‹vector›

get next reachable position in destination of the 2nd Parameter

Top

vector_inbox (misc)

vector_inbox ‹vector› ‹boxneg› ‹boxpos›

checks if vector is in box

Top

vector_mul (misc)

vector_mul ‹vector› ‹factor›

multiplicates vector with factor

Top

vector_normalize (misc)

vector_normalize ‹vector›

normalize vector

Top

vector_pack (misc)

vector_pack ‹x› ‹y› ‹z›

pack vector to list

Top

vector_random (misc)

vector_random ‹x› ‹y› ‹z›

create random vector with given bounds

Top

vector_rotx (misc)

vector_rotx ‹vector› ‹xrot›

rotates vector

Top

vector_roty (misc)

vector_roty ‹vector› ‹yrot›

rotates vector

Top

vector_rotz (misc)

vector_rotz ‹vector› ‹zrot›

rotates vector

Top

vector_setx (misc)

vector_setx ‹vector› ‹new_x›

copy vector, use different x value

Top

vector_sety (misc)

vector_sety ‹vector› ‹new_y›

copy vector, use different y value

Top

vector_setz (misc)

vector_setz ‹vector› ‹new_z›

copy vector, use different z value

Top

vector_sub (misc)

vector_sub ‹vector› ‹vector›

get difference of vertices

Top

vector_unpackx (misc)

vector_unpackx ‹vector›

unpack vector x component

Top

vector_unpacky (misc)

vector_unpacky ‹vector›

unpack vector y component

Top

vector_unpackz (misc)

vector_unpackz ‹vector›

unpack vector z component

Top

viewlock (misc)

viewlock [‹newstate›]

viewlock []@lock view, disable camera control

Top

vtune (misc)

vtune (start|stop)

start/stop vtune sampling

Top

waterdbg (misc)

waterdbg ‹bool›

enable/disable water-debug-view