openclonk/docs/sdk/script/fn/OCF_CrewMember.xml

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XML

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<!DOCTYPE funcs
SYSTEM '../../../clonk.dtd'>
<?xml-stylesheet type="text/xsl" href="../../../clonk.xsl"?>
<funcs>
<const>
<title>OCF_CrewMember</title>
<category>Objects</category>
<subcat>OCF</subcat>
<version>5.1 OC</version>
<syntax><rtype>int</rtype></syntax>
<desc>Object character flag: the object can be made a crew member or already is a crew member, meaning the corresponding DefCore flag is set and the object is alive.</desc>
<remark>
For more information and examples on the use of these constants see <emlink href="definition/ocf.html">object character flags</emlink>.<br/> Objects with the OCF_CrewMember are handled specially in various ways:<br/>
<ul>
<li>Will use pathfinding even if the PathFinder value in DefCore is not set.</li>
<li>Uses internal pathfinding optimizations adjusted for the size of a clonk.</li>
<li>Will use modified jumping (also short jumps) even if the PathFinder value in DefCore is not set.</li>
<li>Can be attacked via the Attack command.</li>
<li>Failed commands will produce failure messages and xFailed calls in the command target.</li>
<li>Right mouse clicks will show Context* script functions as menu entries if the controller is the owner.</li>
<li>The object name is displayed if seen by another allied player and enabled in the options.</li>
<li>The object can not be sold.</li>
</ul>
</remark>
<related>
<funclink>GetOCF</funclink>
<funclink>FindObject</funclink>
<emlink href="definition/ocf.html">Object character flags</emlink>
</related>
</const>
<author>Sven2</author><date>2002-05</date>
</funcs>