docs: Updates for Physical and Category changes

Günther Brammer 2011-10-20 00:26:22 +02:00
parent 3439704dc0
commit 8af0bb03be
8 changed files with 46 additions and 65 deletions

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@ -15,15 +15,15 @@
</rowh>
<row>
<col>C4D_StaticBack</col>
<col>Immovable background object.</col>
<col>Immovable object.</col>
</row>
<row>
<col>C4D_Structure</col>
<col>Building.</col>
<col>Unused.</col>
</row>
<row>
<col>C4D_Vehicle</col>
<col>Vehicle.</col>
<col>Unused.</col>
</row>
<row>
<col>C4D_Living</col>
@ -31,7 +31,7 @@
</row>
<row>
<col>C4D_Object</col>
<col>A smaller item.</col>
<col>An item that can hit alive objects.</col>
</row>
<row>
<col>C4D_Goal</col>
@ -82,5 +82,6 @@
</text>
</part>
<author>Sven2</author><date>2006-05</date>
<author>Newton &amp; Günther</author><date>2005-01</date>
<author>Newton</author><date>2005-01</date>
<author>Günther</author><date>2005, 2011</date>
</doc>

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@ -5,7 +5,7 @@
<doc>
<title>Procedures</title>
<h>Procedures</h>
<text>For object activity the engine offers various standard procedures which perform typical physcial behaviour. In procedure WALK, for instance, the activity automatically changes to "Jump" if the ground under the feet is lost.</text>
<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>
<text>
<table>
<rowh>
@ -18,96 +18,96 @@
<col>nil</col>
<col>No procedure</col>
<col>Only gravitational effects or attachment as specified in the <emlink href="definition/actmap.html">activity</emlink>.</col>
<col>[Action] Attach</col>
<col>Action.Attach</col>
</row>
<row>
<row id="WALK">
<col>WALK</col>
<col>Walking</col>
<col>According to <emlink href="definition/defcore.html#SektionPhysical">physical</emlink> Walk and current <emlink href="script/fn/SetComDir.html">ComDir</emlink>.</col>
<col>According to current <emlink href="script/fn/SetComDir.html">ComDir</emlink>.</col>
<col>CNAT_Bottom</col>
</row>
<row>
<row id="FLIGHT">
<col>FLIGHT</col>
<col>Free fall</col>
<col>Only gravitational effects</col>
<col>CNAT_None</col>
</row>
<row>
<row id="KNEEL">
<col>KNEEL</col>
<col>Getting up</col>
<col>Behaviour according to <emlink href="definition/actmap.html">activity</emlink>.</col>
<col>CNAT_Bottom</col>
</row>
<row>
<row iD="SCALE">
<col>SCALE</col>
<col>Scaling a wall</col>
<col>According to <emlink href="definition/defcore.html#SektionPhysical">physical</emlink> Scale and current <emlink href="script/fn/SetComDir.html">ComDir</emlink>.</col>
<col>According to current <emlink href="script/fn/SetComDir.html">ComDir</emlink>.</col>
<col>CNAT_Left/Right</col>
</row>
<row>
<row id="HANGLE">
<col>HANGLE</col>
<col>Climbing on the ceiling</col>
<col>According to <emlink href="definition/defcore.html#SektionPhysical">physical</emlink> Hangle and current <emlink href="script/fn/SetComDir.html">ComDir</emlink>.</col>
<col>According to current <emlink href="script/fn/SetComDir.html">ComDir</emlink>.</col>
<col>CNAT_Top</col>
</row>
<row>
<row id="DIG">
<col>DIG</col>
<col>Dig</col>
<col>According to <emlink href="definition/defcore.html#SektionPhysical">physical</emlink> Dig and current <emlink href="script/fn/SetComDir.html">ComDir</emlink>. With <emlink href="script/fn/SetActionData.html">Data</emlink>=1 material chunks are dug free.</col>
<col>According to current <emlink href="script/fn/SetComDir.html">ComDir</emlink>. With <emlink href="script/fn/SetActionData.html">Data</emlink>=1 material chunks are dug free.</col>
<col>CNAT_None</col>
</row>
<row>
<row id="SWIM">
<col>SWIM</col>
<col>Swimming</col>
<col>According to <emlink href="definition/defcore.html#SektionPhysical">physical</emlink> Swim and current <emlink href="script/fn/SetComDir.html">ComDir</emlink>.</col>
<col>According to current <emlink href="script/fn/SetComDir.html">ComDir</emlink>.</col>
<col>CNAT_None</col>
</row>
<row>
<row id="THROW">
<col>THROW</col>
<col>Throw</col>
<col>Behaviour according to <emlink href="definition/actmap.html">activity</emlink>.</col>
<col>CNAT_Bottom</col>
</row>
<row>
<row id="BRIDGE">
<col>BRIDGE</col>
<col>Bridge building</col>
<col>According to <emlink href="script/fn/SetComDir.html">ComDir</emlink>. Bridge material is a material number in <emlink href="script/fn/SetActionData.html">Data</emlink>.</col>
<col>CNAT_Bottom</col>
</row>
<row>
<row id="PUSH">
<col>PUSH</col>
<col>Pushing</col>
<col>Pushes the <emlink href="script/fn/SetAction.html">target object </emlink> according to <emlink href="definition/defcore.html#SektionPhysical">physical</emlink> Push and <emlink href="script/fn/SetComDir.html">ComDir</emlink>.</col>
<col>Pushes the <emlink href="script/fn/SetAction.html">target object </emlink> according to <emlink href="script/fn/SetComDir.html">ComDir</emlink>.</col>
<col>CNAT_Bottom</col>
</row>
<row>
<row id="LIFT">
<col>LIFT</col>
<col>Lifting</col>
<col>Lifts the <emlink href="script/fn/SetAction.html">target object</emlink> according to <emlink href="script/fn/SetComDir.html">ComDir</emlink>.</col>
<col>CNAT_None</col>
</row>
<row>
<row id="FLOAT">
<col>FLOAT</col>
<col>Floating in mid-air</col>
<col>According to <emlink href="definition/defcore.html#SektionPhysical">physical</emlink> Float and current <emlink href="script/fn/SetComDir.html">ComDir</emlink>.</col>
<col>According to current <emlink href="script/fn/SetComDir.html">ComDir</emlink>.</col>
<col>CNAT_None</col>
</row>
<row>
<row id="ATTACH">
<col>ATTACH</col>
<col>Attachment to another object</col>
<col>Adjusts object position at vertex a to the position of vertex b of the <emlink href="script/fn/SetAction.html">target object</emlink>. a and b are the two low bytes of <emlink href="script/fn/SetActionData.html">ActionData</emlink> (see <emlink href="script/fn/SetActionData.html">SetActionData</emlink> for an example).</col>
<col>CNAT_None</col>
</row>
<row>
<row id="CONNECT">
<col>CONNECT</col>
<col>Line connections</col>
<col>Only <emlink href="definition/lineconnect.html">line objects</emlink>. Connects <emlink href="script/fn/SetAction.html">target object 1</emlink> and <emlink href="script/fn/SetAction.html">target object 2</emlink>.</col>
<col>CNAT_None</col>
</row>
<row>
<row id="PULL">
<col>PULL</col>
<col>Pulling</col>
<col>Pulls the <emlink href="script/fn/SetAction.html">target object</emlink> according to <emlink href="definition/defcore.html#SektionPhysical">physical</emlink> Push and <emlink href="script/fn/SetComDir.html">ComDir</emlink>.</col>
<col>Pulls the <emlink href="script/fn/SetAction.html">target object</emlink> according to <emlink href="script/fn/SetComDir.html">ComDir</emlink>.</col>
<col>CNAT_Bottom</col>
</row>
</table>

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@ -123,7 +123,7 @@ Stand = {
<row id="Plane">
<col><code>Plane</code></col>
<col>int</col>
<col>The Object's minor Z-Position. Negative values are behind the landscape, positive values before it.</col>
<col>The Object's minor Z-Position. Negative values are behind the landscape, positive values before it. Use 1-399 for stuff behind Clonks, 401-999 for stuff before Clonks, and 1000+ for GUI objects.</col>
</row>
</table>
</text>

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@ -9,7 +9,7 @@
<subcat>Category</subcat>
<version>5.1 OC</version>
<syntax><rtype>int </rtype></syntax>
<desc>Object category: living being.</desc>
<desc>Objects with this category are alive when created.</desc>
<examples>
<example>
<code><funclink>GetPlrKnowledge</funclink>(0, nil, 0, C4D_Living);</code>
@ -19,10 +19,9 @@
<related>
<funclink>GetCategory</funclink>
<funclink>SetCategory</funclink>
<funclink>GetHomebaseMaterial</funclink>
<funclink>GetPlrKnowledge</funclink>
<funclink>GetAlive</funclink>
<funclink>GetDefinition</funclink>
</related>
</const>
<author>Günther</author><date>2002-02</date>
<author>Günther</author><date>2002, 2011</date>
</funcs>

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@ -9,20 +9,18 @@
<subcat>Category</subcat>
<version>5.1 OC</version>
<syntax><rtype>int </rtype></syntax>
<desc>Object category: small item.</desc>
<desc>Object category: Item that can hit alive objects.</desc>
<examples>
<example>
<code><funclink>GetDefinition</funclink>(0, C4D_Object);</code>
<text>Returns the id of the first loaded definition. Similar scripting is used in the research lab to list researchable object.</text>
<text>Returns the id of the first loaded definition with C4D_Object. Similar scripting is used in the research lab to list researchable objects.</text>
</example>
</examples>
<related>
<funclink>GetCategory</funclink>
<funclink>SetCategory</funclink>
<funclink>GetHomebaseMaterial</funclink>
<funclink>GetPlrKnowledge</funclink>
<funclink>GetDefinition</funclink>
<funclink>GetAlive</funclink>
</related>
</const>
<author>Günther</author><date>2002-02</date>
<author>Günther</author><date>2002, 2011</date>
</funcs>

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@ -9,17 +9,12 @@
<subcat>Category</subcat>
<version>5.1 OC</version>
<syntax><rtype>int </rtype></syntax>
<desc>Object category: immovable background object.</desc>
<examples>
<example>
<code><funclink>SetCategory</funclink>(C4D_StaticBack);</code>
<text>Makes the object into a background object. This is used with castle parts so after completion other objects can be built in front.</text>
</example>
</examples>
<desc>Objects with this category do not move. This is useful for all kinds of stuff, like making sure rule objects don't fall out of the landscape.</desc>
<related>
<funclink>GetCategory</funclink>
<funclink>SetCategory</funclink>
<emlink href="definition/procedures.html#FLOAT">Procedure FLOAT</emlink>
</related>
</const>
<author>jwk</author><date>2002-04</date>
<author>Günther</author><date>2011</date>
</funcs>

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@ -9,17 +9,11 @@
<subcat>Category</subcat>
<version>5.1 OC</version>
<syntax><rtype>int </rtype></syntax>
<desc>Object category: building.</desc>
<examples>
<example>
<code><funclink>GetPlrKnowledge</funclink>(0, nil, 0, C4D_Structure);</code>
<text>Returns the first building type that the first player can build.</text>
</example>
</examples>
<desc>Unused Object category.</desc>
<related>
<funclink>GetCategory</funclink>
<funclink>SetCategory</funclink>
</related>
</const>
<author>jwk</author><date>2002-04</date>
<author>Günther</author><date>2011</date>
</funcs>

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@ -9,17 +9,11 @@
<subcat>Category</subcat>
<version>5.1 OC</version>
<syntax><rtype>int </rtype></syntax>
<desc>Object category: vehicle.</desc>
<examples>
<example>
<code><funclink>GetPlrKnowledge</funclink>(0, nil, 0, C4D_Vehicle);</code>
<text>Returns the first vehicle type that the first player can build.</text>
</example>
</examples>
<desc>Unused Object category.</desc>
<related>
<funclink>GetCategory</funclink>
<funclink>SetCategory</funclink>
</related>
</const>
<author>jwk</author><date>2002-04</date>
<author>Günther</author><date>2011</date>
</funcs>