Difference between revisions of "AlcScript"
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softvolume ''#A volume to confine objects'' | softvolume ''#A volume to confine objects'' | ||
lamp ''#A lamp'' | lamp ''#A lamp'' | ||
− | + | camera ''#A camera'' | |
== visual == | == visual == |
Revision as of 18:45, 12 February 2008
AlcScript is a simple way to use a limited form of programming in your Ages.
Contents
AlcScript Tutorials
List of Properties
This list describes current AlcScript properties. If you add to it, be sure to add it under the correct code. Use heading levels to reflect the AlcScript indentation level. Follow the example given to describe the functionality of the field. Please note that not all properties listed on this page are fully implemented at the time of writing! However, the documentation exists so that future implementations can follow existing standards. Properties marked "NIE" are not implemented.
type
type type:string
Can be used to set the type of an object. Valid values include:
object #Default setting, drawable and other settings collider #Acts as a collision mesh, no drawable region #Acts as a region soundemit #A point from which sound is emitted oneshotmod #A seek point for an avatar animation softvolume #A volume to confine objects lamp #A lamp camera #A camera
visual
visregion
visual.visregion type: string
The name of a soft volume which will be used to confine drawing of objects. Objects with this property set will only be drawn when the avatar is within the confines of the soft volume. You can combine soft volumes using methods such as U for union, I for intersection, and ! for inverse.
lamp
softvolume
lamp.softvolume type: string
Confine the light to the soft volume. You can combine soft volumes using methods such as U for union, I for intersection, and ! for inverse.
flags
lamp.flags type:string
Manually set the flag properties of the lamp.
physical
friction
physical.friction type: float
Sets friction of object. If not set, or if set to a value lower than 0.0, friction will be disabled. (This means full friction)
elasticity
physical.elasticity type: float
Sets elasticity of object. Only useful on kickables.
campassthrough
physical.campassthrough type: boolean string ('true' or 'false')
If set to 'true', the camera will pass through the object. If omitted or not set to 'true' the object will block the camera.
physlogic
physical.physlogic type:string
Force the object's physical logic settings
logic
This "logic" is not at all logical... so don't expect anything until Trylon has time to document the changes
camera
brain
Contains camera brain settings:
type
camera.brain.type type:string range:[fixed, circle, firstperson, avatar] default: fixed
Sets the type of camera brain to use. Further camera.brain keys depend on brain type used.
region
type
region.type type:string range:[logic, footstep, swim, climbing, swimdetect, panic, camera] default:logic
oneshot
animation
oneshot.animation type:string
The name of the avatar animation to play. Do not include the avatar gender!
seektime
oneshot.seektime type:float default:1.0
A bit confusing, this is the length of time that the avatar will try to move to the seek point. After this time has elapsed, if the avatar has not reached the seek point, it will warp to the point and start the animation.
reversable
oneshot.reversable type:boolean
Whether the animation can be played backwards(?). Default is true.
smartseek
oneshot.smartseek type:boolean
Whether smart seeking in enabled. Default is true.
drivable
oneshot.drivable type:boolean
Unknown at this point. Default is true.
noseek
oneshot.noseek type:boolean
Disable seeking(?). Default is true.
sound
flags
sound.flags type:string range:[loop, 3d, start, local] default:null
This controls the sound properties. These can be combined! To combine the properties, separate them with the pipe character (|).
- loop: causes the sound file to loop indefinitely
- 3d: causes the sound to occur from a 3D emission point
- start: causes the sound to start immediately upon linking in
- local: causes the sound to play only for the local avatar (other avatars will not hear it in a multiplayer environment)
file
sound.file type:string
This is the name of the Blender Sound block that will be exported as a sound file.
type
sound.type type:string range:[SoundFX, Ambience, BackgroundMusic, GUISound, NPCVoices] default:Ambience
This controls which type of sound it is. Remember that the volume can be adjusted for each type, so be sure to set the type correctly.
volume
sound.volume type:float
A value between 0.0 and 1.0 that determines the maximum volume of the sound.
softvolume
sound.softvolume type:string
The name of a soft volume object in the Age to which the sound will be confined. You can combine soft volumes using the same method as for lights (U for union, I for intersection, ! for inverse). This will make your sound not work. Do not use it at this point.
channel
sound.channel type:string range:[left, right] default:null
The channel to which the sound is bound. If no channel is specified, then the sound will be heard through both channels.
maxfdist
sound.fmaxdist type:float
The maximum distance that the sound can be heard. This is only relevant to 3D sounds.
minfdist
sound.minfdist type:float
The minimum distance before the sound begins to fade. This is only relevant to 3D sounds.
buffer
sound.buffer type:string range:[static, stream] default:stream
The type of sound object. Streaming sounds are best for longer pieces of background music; whereas static sounds are best for short sound effects.