Да - вот еще вспомнил - в мануале указаны BITS2 - не забудь это изучить, но только имей ввиду - что там есть ошибки и неверные соответствия этим битам.
Спасибо,учту.
А вад "Doom Do Christmas" ,мод который скачал перейдя по твоей ссылке очень удивил,раньше ничего подобного не видел,хоть я и не любитель такого стиля...Особенно текст как выводится супер и двигающиеся полы, жаль что в легаси этого не сделать
Особенно текст как выводится супер и двигающиеся полы, жаль что в легаси этого не сделать
Как это не сделать ??? Это вад Легацерный ! Читай суппортность (рекомендуемые порты) - там где качал - в правом верхнем углу значки - значок LE (зеленый) означает полную поддержку Легаци... Я же тебе специально отсеял только Легацерные...
Я лично запускал этот вад в Легаци - правда надолго меня не хватило
Я лично запускал этот вад в Легаци - правда надолго меня не хватило
У меня легаси как то ругатся стал,вот и подумал что под GZDoom,щас попробую в легаси,а меня также на долго не хватило,это 1 игра которая так мне вынесла мозг при этом понравилась из-за фичь
Но у тебя точно легаси запустил этот вад?И в нем отображался текст во время игры?
И что это за _DEUTEX_ (Нашел внутри вада)? может в нем как то прописан текст который отображается ?)
Как я понял,нужно создать ламп "MAP01" сразу под картой "MAP01"?) В котором прописать к примеру:
Нет, прям в него писать надо. В XWE это делается так: правой кнопкой по MAP01, выбираешь "change type", и пишешь туда 0. Теперь там можно писать текст.
111 процентов ! ТОлько я запускал Легаци и этот вад на компе, а не на смарте...
alekv :
И что это за _DEUTEX_ может в нем как то прописан текст который отображается
Это утилита для работы с WAD - очень старая, и я думаю что внутри нее подобного текста нету...
Народ - может мне кто нибудь сможет помочь. Нужен тот кто зарегистрирован на форуме, где описываются баги GZDOOM. Благодоря Nil-у один баг разработчики услышали и исправили. Кто поможет довести инфу до разрабов и исправить еще один ? Я бы и сам, но инглиш оччень храмает... Большая просьба откликнутся.
Archi
Спасибо,твои советы очеень помогли) уже научился выводить текст где и когда мне нужно,ну и управлять камерой) очень красиво с камерой выходит)
конечно многое в FraggleScript для меня загадка из-за незнания англ. Поэтому спрошу,быть может тут найдется человек который хорошо знает англ. и которому не лень перевести это:
Скрытый текст:
Notation for those unfamiliar with C:
[return-type] [function-name]([parameter list])
[return-type] := The type of data returned by this function. This may by int for integers, fixed for fixed-point numbers, string for strings, mobj for a mapthing reference, array for an array reference, ''''a for an arbitrary type, label for the literal name of a label, or void for nothing. If a function returns void, it cannot be meaningfully used in an assignment statement or as a parameter to another function because it does not evaluate to any meaningful value. Also notice that void is not actually a keyword in FraggleScript, and you cannot declare variables of type void.
[function-name] := The name of the function. Use this to call it in your program.
Example:
script 0
{
print("Hello World!n");
}
[parameter-list] := If this is empty, then the function does not accept any parameters. When items appear in the list as [type] [name] constructs, then [type] indicates the type of variable you can pass in this position, and [name] is simply being used to refer to the value being passed in. If an item appears inside brackets -- {} -- then it is an optional parameter. "..." indicates that the function takes a variable number of parameters up to 128, minus the number of any parameters that occur before the ellipsis.
Basic Control Flow
void break()
Used to exit the loop statements while() and for(). break() will exit only out of the inner-most loop in which it lies.
void continue()
Used to advance the loop statements while() and for() to the next iteration.
void return()
Causes the current script to stop executing and destroys its local context (ie. local variables will become invalid). return() does not accept a return value as it does in C. If this script was called by another, control will return to the calling script.
void goto(label lblname)
Causes execution to jump to the label with name lblname.
Note that labels are not strings, and that constructs such as goto("lblname") or goto(stringvar) where stringvar is of type string are not valid statements.
void include(string lumpname)
Brings in variables and statements from the lump named lumpname as if they were defined in the current module. Note that included lumps cannot contain scripts or block statements involving braces.
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Core Functions
void print(...)
Prints a line of text to the console. Accepts up to 128 parameters of any printable type (int, fixed, string, or mobj) and prints them consecutively. See the player messaging tutorial for more information on formatting and supported escape characters.
int rnd()
Returns a random integer between 0 and 255 inclusive.
int rnd()
Returns a random integer between 0 and 255 inclusive (using the doom random table).
void beep()
Plays an implementation-defined sound for the console player. (same as the one you hear with ''''say'''' command).
int clock()
Returns the relative game time since startup with a conversion factor of 100 clocks to 1 second.
void wait(int time)
Causes the current script to delay further execution for time number of clocks (1 clock = 1/100 of a second).
void tagwait(int tag)
Causes the current script to delay further execution until all activity associated with the tag number passed to it has stopped. Beware of calling this function on perpetually moving or specially lighted sectors as the script may never be able to finish execution.
void scriptwait(int scriptnum)
Causes the current script to delay further execution until all instances of the script with number scriptnum have finished execution. If no instances of the script are waiting at time of call, the script will not wait.
void scriptwaitpre(int scriptnum)
NOT YET IMPLEMENTED INSIDE DOOM LEGACY
Causes the current script to delay further execution until at least one instance of the script with number scriptnum has started execution. Note that the target script itself must consequently call a wait function in order to give the waiting script time to notice it, otherwise the waiting script will never awaken.
void startscript(int scriptnum)
Starts a new instance of the script with scriptnum. Note that multiple instances of a script can be running at any time. This function is particularily useful in the outer context to start scripts when the map is loaded the first time.
int scriptrunning(int scriptnum)
Returns a non-zero result if any instances of the script with scriptnum are currently waiting, and zero otherwise.
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Level Transfer and Game State
void startskill(int level)
Starts a new game on skill level. level can be a value between 1 and 5 inclusive, 1 being "I''''m Too Young To Die" and 5 being "Nightmare." This function should only be used in limited contexts as it would be rude to restart the player''''s game unexpectedly.
void exitlevel()
Exits the current map as if the player had pressed a switch or crossed a line to cause this to happen. Game play will proceed normally to the next level or to an intermission sequence.
void exitsecret()
NOT YET IMPLEMENTED INSIDE DOOM LEGACY
Exits the current map as if the player had activated a secret exit. If the "nextsecret" MapInfo field for the current map is set, the player will proceed to that map, otherwise the default exit behavior will occur (which in Ultimate DOOM could cause you to replay a level).
int gameskill()
NOT YET IMPLEMENTED INSIDE DOOM LEGACY
Returns a value from 1 to 5 representing the skill level of the current game, with 1 being "I''''m Too Young To Die" and 5 being "Nightmare!"
int gamemode()
Returns an integer value representing the current mode of gameplay as follows:
Prints a centered message to all players. Accepts up to 128 printable parameters.
void timedtip(int clocks, ...)
Prints a centered message to all players that lasts clocks/100 number of seconds. Accepts up to 127 printable parameters.
void playertip(int playernum, ...)
Prints a centered message to a particular player. playernum must be in the range 0 to 3.
void playertimedtip(int playernum, int clocks, ...)
NOT YET IMPLEMENTED INSIDE DOOM LEGACY
Prints a centered message to a particular player that lasts clocks/100 number of seconds. playernum must be in the range 0 to 3.
void message(...)
Prints a normal message to all players.
void playermsg(int playernum, ...)
Prints a normal message to a particular player. playernum must be in the range 0 to 3.
int playeringame(int playernum)
Returns non-zero if player playernum is in the game. If not, returns zero. playernum must be in the range 0 to 3.
string playername({int playernum})
If passed nothing, this function tries to retrieve the player name of the object that started the current script. If this object was not a player, an error will occur.
If passed a player number in the range 0 to 3, it will retrieve that particular player''''s name if they are in the game.
mobj playerobj({int playernum})
If passed nothing, this function tries to retrieve a reference to the mapthing belonging to the player that triggered the current script. If the current script was not started by a player, an error will occur.
If passed a player number in the range 0 to 3, it will retrieve a reference to that particular player''''s mapthing if they are in the game.
int player({mobj mo})
Passed nothing, this function returns the player number of the trigger object. Passed either a mapthing number or an mobj reference, it will do likewise for the specified object.
string playerskin({int playernum})
NOT YET IMPLEMENTED INSIDE DOOM LEGACY
This function returns the name of the skin the player is currently using. If no parameter is given, it will attempt to retrieve the skin of the trigger object. If the trigger object was not a player, an error will occur.
int isplayerobj({mobj mo})
Returns 1 if the trigger object or specified object, if any, is a player avatar, and 0 otherwise.
int playerkeys(int plnum, int keynum, {int givetake})
If passed a player number (0-3) and a key number (0-5), this function will return 1 if the player possesses that key or 0 if he does not.
If additionally passed the givetake parameter, it will give the key to the player if givetake is non-zero, or will take the key away from the player if givetake is zero. In this case, the function always returns zero regardless.
int playerammo(int plnum, int ammonum, {int amount})
If passed a player number (0-3) and an ammo type number (0-), this function will return the amount of that type of ammo the player has.
If additionally passed the amount parameter, it will set the player''''s ammo of that type to this amount, clipping it into the range of zero to the maximum amount the player can carry for that type.
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Mapthing Interaction
mobj spawn(int type, int x, int y, {int angle}, {int z})
Spawns a new mapthing with various parameters. Constants for type are defined in the header THINGS.H in doom3.wad, and can be included into any script for convenience.
Note that if the z coordinate is provided, the angle coordinate must also be provided (this is the way that all optional parameters work, and will not be addressed any further in this reference).
z is absolute here rather than relative to the floor height. If z is not provided, the thing will spawn on either the floor or ceiling as it would normally.
void kill({mobj mo})
Passed nothing, this function kills the thing that triggered the current script.
Passed a mapthing number or mobj reference, this function will kill the mapthing to which it refers.
void removeobj(mobj mo)
Passed a mapthing number or mobj reference, this function will remove the mapthing to which it refers.
fixed objx({mobj mo})
Passed nothing, this function retrieves the high-precision x coordinate of the mapthing that triggered the current script.
Passed a mapthing number or mobj reference, this function returns the x coordinate of the object to which it refers.
fixed objy({mobj mo})
Passed nothing, this function retrieves the high-precision y coordinate of the mapthing that triggered the current script.
Passed a mapthing number or mobj reference, this function returns the y coordinate of the object to which it refers.
fixed objz({mobj mo})
Passed nothing, this function retrieves the high-precision z coordinate of the mapthing that triggered the current script.
Passed a mapthing number or mobj reference, this function returns the z coordinate of the object to which it refers.
void teleport(int sectortag),
void teleport(mobj mo, int sectortag)
Passed one parameter, this function attempts to teleport the trigger object to a teleport destination in the sector with tag number sectortag.
Passed a mapthing number or an mobj reference, this function attempts to teleport the specified mapthing. This function automatically spawns fog objects and plays sounds in the appropriate locations.
void silentteleport(int sectortag),
void silentteleport(mobj mo, int sectortag)
This function works identically to teleport() except that no fog is spawned and no sounds are played.
void damageobj(int damage),
void damageobj(mobj mo, int damage)
Passed one parameter, this function attempts to do damage in the specified amount to the trigger object.
Passed a mapthing number or mobj reference, this function attempts to do damage to the specified object.
int objsector({mobj mo})
Passed nothing, this function returns the tag number of the sector which the trigger object is currently in.
Passed a mapthing number or mobj reference, this function attempts to do likewise for the specified object.
int objflag()
This function has been unofficially deprecated due to research into a better method of access to flag fields. It is still internally supported, but further use in new scripts is not recommended.
int objflag2()
This function has been unofficially deprecated due to research into a better method of access to flag fields. It is still internally supported, but further use in new scripts is not recommended.
void pushthing(mobj mo, fixed angle, fixed force)
Given a mapthing number or mobj reference, this function pushes the specified thing along a line from its location in the direction of angle for a distance and speed affected by the force applied and its mass. External forces such as friction, wind, or explosions are vector-additive and will still affect the object while it is moving.
fixed objangle({mobj mo})
Passed nothing, this function returns the high-precision angle of the trigger object.
Passed a mapthing number or mobj reference, this function does likewise for the specified mapthing.
int objhealth({mobj mo})
Passed nothing, this function returns the current health value of the trigger object.
Passed an integer or mobj reference, this function does likewise for the specified mapthing.
mobj spawnshot(int type, mobj source, mobj target, int face)
NOT YET IMPLEMENTED INSIDE DOOM LEGACY
This function can be used to cause one object to fire a projectile at another object. type constants are provided in THINGS.H as with spawn(). The source and target parameters may be either integer mapthing numbers or mobj references, and can be set to -1 to cause these parameters to default with the following effects:
source set, target = -1: specified object fires at its current target
source = -1, target set: trigger object fires at specified object
source set, target set: specified object 1 fires at specified object 2
source = -1, target = -1: trigger object fires at its current target
The face parameter, if non-zero, will cause the source object to face the target object before firing, possibly incurring inaccuracy if the target object is partially or totally invisible. If face is zero, the projectile will be fired toward the target from whatever side of the source that currently faces it, which may be appropriate for certain effects.
This function is primarily designed for use with the StartScript code pointer via DeHackEd.
DO *NOT* attempt to spawn objects which do not have the MISSILE and NOBLOCKMAP flags with this function. This can cause run-time memory errors. Flag information for objects is available in the DeHackEd documentation.
int checklife({mobj mo})
NOT YET IMPLEMENTED INSIDE DOOM LEGACY
This is a utility function that returns non-zero if the trigger object or specified object, if any, is alive, and zero if its health is less than or equal to zero or it does not exist on the map. This function is not necessary but has been left intact to support maps that used it before addition of >= and <= operators to FraggleScript.
int reactiontime(mobj mo, {int val})
Passed one value, a mapthing number or mobj reference, this function will return the specified object''''s reaction time, or the amount of time it must sit without being able to move. Given the val parameter, it will first set the object''''s reaction time to the specified value, and then return this new value.
mobj objtarget(mobj mo, {mobj target})
Passed one value, a mapthing number or mobj reference, this function will return a reference to that object''''s current target, which for enemies is the last thing to hurt them and get their attention. If the second parameter is passed, which may also be either a mapthing number or mobj reference, the target will be set to this object.
fixed objmomx(mobj mo, {fixed momx})
This function, as others similar to it, either returns or sets the x momentum of the specified object.
fixed objmomy(mobj mo, {fixed momy})
This function, as others similar to it, either returns or sets the y momentum of the specified object.
fixed objmomz(mobj mo, {fixed momz})
This function, as others similar to it, either returns or sets the z momentum of the specified object.
void objawaken({mobj mo})
NOT YET IMPLEMENTED INSIDE DOOM LEGACY
This function awakens an object which was spawned on the map at startup with the DORMANT mapthing flag. If passed no argument, it will function on the trigger object. This function has no effect on normal objects.
This function causes the map object spot to emit an explosion with radius of 128 units, causing ''''damage'''' amount of damage at the epicenter of the explosion. If the source parameter is supplied, the source object will be identified as the cause of the explosion for purposes of frags or enemy targetting, otherwise the current script''''s trigger object will be used. This function will not emit any sound nor will it change the state of the spot object (unless it itself can be killed by the explosion, but this is a side-effect). These actions must be handled separately by the user.
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Sector Interaction
int floorheight(int tagnum, {int dest})
Passed one parameter, this function returns the current floor height of the first sector with tag number tagnum. Given two parameters, it first instantly sets the floor height of all sectors with this tag and then returns the new height.
Passed one parameter, this function returns the current flat displayed on the floor of the first sector with tag number tagnum. Given two parameters, it will set the flats of all tagged floors to flatname, and then return the new flat name. If flatname does not exist in some currently loaded wad, an R_FlatNumForName error will occur and the game will exit.
void movefloor(int tagnum, int destheight, {int speed})
Passed two parameters, this function gradually moves all sectors'''' floors tagged tagnum to destheight at the default floor movement speed. If given the speed parameter, the speed of the floors will be as specified multiplied by the basic floor movement factor.
int ceilingheight(int tagnum, {int dest})
alias: ceilheight
Passed one parameter, this function returns the current ceiling height of the first sector with tag number tagnum. Given two parameters, it first instantly sets the ceiling height of all sectors with this tag and then returns the new height.
void moveceiling(int tagnum, int destheight, {int speed})
alias: moveceil
Passed two parameters, this function gradually moves all sectors'''' ceilings tagged tagnum to destheight at the default ceiling movement speed. If given the speed parameter, the speed of the ceilings will be as specified multiplied by the basic ceiling movement factor.
Passed one parameter, this function returns the current flat displayed on the ceiling of the first sector with tag number tagnum. Given two parameters, it will set the flats of all tagged ceilings to flatname, and then return the new flat name. If flatname does not exist in some currently loaded wad, an R_FlatNumForName error will occur and the game will exit.
int lightlevel(int tagnum, {int level})
Passed one parameter, this function returns the current light level of the first sector with tag number tagnum. Given two parameters, it first instantly sets the light level of all sectors with this tag and then returns the new level.
void fadelight(int tagnum, int destlevel, {int speed})
Passed two parameters, this function gradually changes the light level of all sectors tagged tagnum to destlevel at the default light fade speed. If given the speed parameter, the speed of the fade will be as specified multiplied by the basic light fade factor.
string colormap(int tagnum, {string cmap})
Passed one parameter, this function returns the current colormap of the first sector with tag number tagnum. Given two parameters, it first sets the colormap of all sectors with this tag and then returns the name of the new colormap. If the colormap specified does not exist between C_START and C_END in some currently loaded wad, an error will occur and the game will exit.
This function opens all sectors tagged tagnum like doors. If no waittime or speed are specified, the door will open at normal speed and will not close on its own. If waittime is specified, the door will wait that number of clocks (100 clocks per second). If waittime is present but is 0, the door will not close on its own. speed may be set to alter the opening and closing speed of the door.
void closedoor(int tagnum, {int speed})
Similar to opendoor(), this function closes all sectors tagged tagnum like doors.
void setfriction(int tagnum, int friction)
NOT YET IMPLEMENTED INSIDE DOOM LEGACY
This function sets the friction values of all sectors tagged tagnum to a value represented by the friction parameter. This friction parameter takes the same value used on a BOOM friction transfer linedef, with 100 being normal friction, values less than 100 being greater friction (mud), and values greater than 100 being less friction (ice). It also sets the friction flags of the sectors in question.
int getfriction(int tagnum)
NOT YET IMPLEMENTED INSIDE DOOM LEGACY
This function will return the friction value as per above for the first sector with tag number tagnum.
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Linedef Interaction
void linetrigger(int special, {int tag})
This function can activate linedef effects that can occur via crossing or using linedefs. Special is the special value as per map editing, and optional parameter tag specifies a set of sectors to affect if needed.
void setlineblocking(int tagnum, int block)
NOT YET IMPLEMENTED INSIDE DOOM LEGACY, use setlineflag instead
This function toggles the blocking flag for all lines tagged tagnum.
Set block to 1 to cause the line to block all objects, and set it to 0 to cause the line to not block objects. Note that 1-sided lines will always block clipped objects even if the blocking flag is cleared.
void setlinemnblock(int tagnum, int block)
NOT YET IMPLEMENTED INSIDE DOOM LEGACY, use setlineflag instead
This function toggles the monster blocking flag for all lines tagged tagnum.
Set block to 1 to cause the line to block monsters, and set it to 0 to cause the line to not block monsters. Note that 1-sided lines will always block clipped monsters regardless of this flag.
void setlinetexture(int tagnum, int side, int position, string name)
NOT YET IMPLEMENTED INSIDE DOOM LEGACY
This function sets a specific lower, middle, or upper texture on the specified side of all lines with tag tagnum.
The following constants are defined in ETC.H for convenience:
Side selection:
side 1: SIDE_FRONT
side 2: SIDE_BACK
"name" must be a valid texture (NOT patch) name, otherwise an R_TextureNumForName error will occur and the game will exit.
Note that unlike Hexen ACS''''s setlinetexture function, if the second or back side of a line does not exist, Legacy will not crash. It will check to make sure said side exists before trying to edit it.
This function instantiates a camera viewpoint at the object specified by either a mapthing number or an mobj reference with the given optional parameters. Pitch may be a value between -50 and 50, with 0 being straight ahead.
void clearcamera()
This function turns off any currently active cameras and returns the viewpoint to the console player.
This function is used to move a camera object toward the target object and to targetheight z coordinate at ''''movespeed'''' speed, while independently turning it to face targetangle from its current angle, turning at ''''anglespeed'''' speed.
This function returns the integer value 1 if the camera moved, and 0 if it did not. This function is best used in a loop that tests its return value, calling it repeatedly until it returns 0, and then waiting for the next gametic. This could be accomplished as in the following example:
This example would move the camera toward the first camera node on the map at 5 units per tic, with zero change in angle. Notice that the camera''''s linear and angular movements are independent, and that either may be zero if only one type of movement is desired.
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Math and Geometry
fixed pointtoangle(int x1, int y1, int x2, int y2)
This function returns the high-precision angle between the two points (x1, y1) and (x2, y2) relative to the coordinate axes.
fixed pointtodist(int x1, int y1, int x2, int y2)
This function returns the high-precision distance between the two points (x1, y1) and (x2, y2).
fixed max(fixed x, fixed y)
Returns the maximum of two fixed-precision numbers.
fixed min(fixed x, fixed y)
Returns the minimum of two fixed-precision numbers.
fixed abs(fixed x)
Returns the absolute value of a fixed-precision number.
fixed sin(fixed x)
Returns the sinus, in radiant, of a fixed-precision angle.
fixed asin(fixed x)
Returns the arc sinus, in radiant, of a fixed-precision angle.
fixed cos(fixed x)
Returns the cosinus, in radiant, of a fixed-precision angle.
fixed acos(fixed x)
Returns the arc cosinus, in radiant, of a fixed-precision angle.
fixed tan(fixed x)
Returns the tangeant, in radiant, of a fixed-precision angle.
fixed atan(fixed x)
Returns the arc tangeant, in radiant, of a fixed-precision angle.
fixed exp(fixed x)
Returns the exponential of a fixed-precision number.
fixed log(fixed x)
Returns the logarithm of a fixed-precision number.
fixed sqrt(fixed x)
Returns the square root of a fixed-precision number.
fixed floor(fixed x)
Returns the floor of a fixed-precision number.
fixed pow(fixed x, fixed y)
Returns the power of a fixed-precision number by another fixed-precision number.
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Sound and Music
void startsound(mobj mo, string soundname)
This function plays a sound from lump "soundname" at the location of the mapthing specified. soundname can be any sound whether normally in the game or not (new sounds will be hashed in dynamically), but the sound must exist and must start with "DS".
This function plays a sound from lump "soundname" at the sound origin of the first sector with tag number tagnum. soundname can be any sound whether normally in the game or not (new sounds will be hashed in dynamically), but the sound must exist and must start with "DS".
void ambientsound(string soundname)
This function plays a sound from lump "soundname" at full-volume on the global sound channel. This is suitable for global ambience that needs no general source. soundname can be any sound whether normally in the game or not (new sounds will be hashed in dynamically), but the sound must exist and must start with "DS".
void changemusic(string musname)
This function changes the currently playing music to the music lump "musname." As with sounds, this may be a new lump, but it must exist and must start with "D_". Passing the string "-" to this function will cause the music to stop without any new song starting.
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Heads-Up Graphics
int createpic(string lumpname, int x, int y, int draw, int trans, fixed priority)
Creates a new heads-up pic using the lump ''''lumpname'''', which must be a standard DOOM-format screen graphic, at unscaled screen coordinates (x, y), which may range from 0 to 319 and from 0 to 199 respectively. If draw is non-zero, the pic will be drawn to the screen, and if trans is non-zero, the pic will be drawn translucent. priority determines how the pic will draw in relation to any other existing heads-up pics spawned by FraggleScript -- it will draw over any pics with a lower priority number, and under any pics with a higher priority number. Note that FraggleScript heads-up pics always have lower priority than any native heads-up graphics, such as the player HUD.
Heads-up pics are valid for the duration of the level in which they were created, and will be saved in savegames. This function returns an integer value which can be used as a handle to track and later manipulate this particular heads-up pic. You should always capture the handle unless you never intend to change or hide the pic after creating it. There is not currently any method for creating different heads-up pics on a particular player''''s screen.
Modifies attributes of the FS heads-up pic with this handle. lumpname must be set, but it can be set to its current value if it is not desired to change it. x or y can be optionally changed as well, and x may be set to -1 if no change in x coordinate is desired.
void setpicvisible(int handle, int visible)
Modifies the visibility of the FS heads-up pic with this handle. Set visible to a non-zero value to have the pic drawn, and set it to zero to hide it.
void setpictrans(int handle, int trans)
NOT YET IMPLEMENTED INSIDE DOOM LEGACY
Modifies the translucency of the FS heads-up pic with this handle. Set trans to a non-zero value to make the pic translucent, and set it to zero to make it solid.
int getpichandle(string lumpname, int x, int y)
NOT YET IMPLEMENTED INSIDE DOOM LEGACY
Attempts to get a handle for a pic matching all three provided attributes. This function is not one-to-one. If multiple identical pics are created, it will always retrieve a handle to the one that either has lower priority, or was created last if the priorities are equal. This function is provided for instances where a handle was not saved for some reason (it is recommended that the handle returned by createpic always be saved in a levelscript variable). Returns -1 if no such pic exists.
int getpicattr(int handle, string selector)
NOT YET IMPLEMENTED INSIDE DOOM LEGACY
Retrieves an attribute from the FS heads-up pic with this handle. Valid values for selector are "lumpnum", "x", "y", "draw", and "trans". The appropriate attribute will be returned, or -1 will be returned if either there is no such pic, or an invalid selector string is passed.
fixed getpiclp()
NOT YET IMPLEMENTED INSIDE DOOM LEGACY
Returns the lowest priority number currently in use by a FS heads-up pic.
fixed getpichp()
NOT YET IMPLEMENTED INSIDE DOOM LEGACY
Returns the highest priority number currently in use by a FS heads-up pic.
fixed getpicpriority(int handle)
NOT YET IMPLEMENTED INSIDE DOOM LEGACY
Returns the priority number of the FS heads-up pic with this handle. Returns -FRACUNIT if no such pic exists.
void setpicpriority(int handle, fixed priority)
NOT YET IMPLEMENTED INSIDE DOOM LEGACY
Sets the priority number of the FS heads-up pic with this handle.
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Array Functions
array newArray(...)
NOT YET IMPLEMENTED INSIDE DOOM LEGACY
Instantiates a new array containing any elements passed, in passing order, preserving the current type of any variable, or the default type of any literal (no coercions will occur).
Arrays may contain int, fixed, and mobj values in any combination, but cannot contain strings or other arrays. Additionally, arrays cannot be created in the hubscript, and they cannot be coerced into any other type of value.
Up to 128 elements can be passed into a new array using this function, but FS arrays are not limited to 128 elements. A function for adding elements to the end of an array will be added soon.
void copyInto(array source, array target)
NOT YET IMPLEMENTED INSIDE DOOM LEGACY
Copies all values from the array ''''source'''' to the array ''''target''''. Both source and target must be pre-instantiated arrays of equal length.
Remember that the syntax source.copyInto(target) is valid.
''''a elementAt(array source, int index)
NOT YET IMPLEMENTED INSIDE DOOM LEGACY
Returns the value stored at ''''index'''' in the array ''''source''''. Return-type is dependent on the type of the value at that index. An error will occur if index is out of range.
Remember that the syntax source.elementAt(index) is valid.
void setElementAt(array target, int index, ''''a element)
NOT YET IMPLEMENTED INSIDE DOOM LEGACY
Copies the value of ''''element'''' into the array ''''target'''' at ''''index''''; no coercions will occur. An error will occur if index is out of range.
Remember that the syntax target.setElementAt(index, element) is valid.
int length(array target)
NOT YET IMPLEMENTED INSIDE DOOM LEGACY
Returns the current length of array ''''target''''. Like in C, an array''''s length is always one greater than the greatest valid index into that array. This function is appropriate for use in the conditional of a for loop as well as for general bounds-checking.
Remember that the syntax target.length() is valid.[/hide]
Конечно понимаю что много прошу,но все же
Даже часть из этого перевести,уже хорошо было бы.
Через гугл пере... пытался разобратся,очень старался,но увы,если так и дальше то в дурку точно заберут