<text>For object activity the engine offers various standard procedures which perform typical physical behaviour. In procedure WALK, for instance, the activity automatically changes to "Jump" if the ground under the feet is lost.</text>
<col>According to current <emlinkhref="script/fn/SetComDir.html">ComDir</emlink>. With <emlinkhref="script/fn/SetActionData.html">Data</emlink>=1 material chunks are dug free.</col>
<col>According to <emlinkhref="script/fn/SetComDir.html">ComDir</emlink>. Bridge material is a material number in <emlinkhref="script/fn/SetActionData.html">Data</emlink>.</col>
<col>Pushes the <emlinkhref="script/fn/SetAction.html">target object </emlink> according to <emlinkhref="script/fn/SetComDir.html">ComDir</emlink>.</col>
<col>Lifts the <emlinkhref="script/fn/SetAction.html">target object</emlink> according to <emlinkhref="script/fn/SetComDir.html">ComDir</emlink>.</col>
<col>Adjusts object position at vertex a to the position of vertex b of the <emlinkhref="script/fn/SetAction.html">target object</emlink>. a and b are the two low bytes of <emlinkhref="script/fn/SetActionData.html">ActionData</emlink> (see <emlinkhref="script/fn/SetActionData.html">SetActionData</emlink> for an example).</col>
<col>Pulls the <emlinkhref="script/fn/SetAction.html">target object</emlink> according to <emlinkhref="script/fn/SetComDir.html">ComDir</emlink>.</col>
<text>Procedures are hardcoded in the engine and are from older times in which is was not yet possible to implement the same functionality in script. Most procedures represent highly complex behaviour which is useful only for clonks.</text>