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arma2:editor_modules:coin [2009-05-31 16:55]
snakeman created coin initial page.
arma2:editor_modules:coin [2009-06-01 00:40] (current)
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 Set variables to BIS_coin_# with desired values Set variables to BIS_coin_# with desired values
  
-  * name = <​string>;​ - Name of construction (displayed in action menu and GUI) +  * BIS_COIN_name ​= <​string>;​ - Name of construction (displayed in action menu and GUI) 
  
-Example: BIS_coin_0 setvariable ["name","​Base"​];​\\+Example: BIS_coin_0 setvariable ["BIS_COIN_name","​Base"​];​\\
 Default value: ""​ (no name)  Default value: ""​ (no name) 
  
-  * rules = <​array>​ or <​side>;​ - Rules which defines which units have access to construction. Can be either list of specific units or whole side. +  * BIS_COIN_rules ​= <​array>​ or <​side>;​ - Rules which defines which units have access to construction. Can be either list of specific units or whole side. 
  
-Example: BIS_coin_0 setvariable ["rules",​[west,​guer_commander]];​\\ +Example: BIS_coin_0 setvariable ["BIS_COIN_rules",​[west,​guer_commander]];​\\ 
-Default value: [] +Default value: []
  
-  * categories ​= <​array>;​ - List of categories ​+  * BIS_COIN_categories ​= <​array>;​ - List of categories ​
  
-Example: BIS_coin_0 setvariable ["categories",​["​Base","​Defence"​]];​\\+Example: BIS_coin_0 setvariable ["BIS_COIN_categories",​["​Base","​Defence"​]];​\\
 Default value: []  Default value: [] 
  
-  * items = <​array>;​ - List of items to buy. Preview class (green transparent building) have to be named buildingclass_preview.+  * BIS_COIN_items ​= <​array>;​ - List of items to buy. Preview class (green transparent building) have to be named buildingclass_preview.
  
 Array cointains building class, it' price in array (first element is funds' ID - see below, second is actual price; if only price is set, funds' ID will be 0) and display name Array cointains building class, it' price in array (first element is funds' ID - see below, second is actual price; if only price is set, funds' ID will be 0) and display name
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 Example: ​ Example: ​
 <code cpp> <code cpp>
-bis_coin_0 setvariable ["items",+bis_coin_0 setvariable ["BIS_COIN_items",
  [  [
  //--- Class, Category, Cost or [fundsID,​Cost],​ (display name)  //--- Class, Category, Cost or [fundsID,​Cost],​ (display name)
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 Default value: []  Default value: [] 
  
-  * funds = <​string>​ or <​array>;​ - Variable(s) which stores amount of funds. ​+  * BIS_COIN_funds ​= <​string>​ or <​array>;​ - Variable(s) which stores amount of funds. ​
  
-Example 1: BIS_coin_0 setvariable ["funds","​money_account"​];​\\ +Example 1: BIS_coin_0 setvariable ["BIS_COIN_funds","​money_account"​];​\\ 
-Example 2: BIS_coin_0 setvariable ["funds",​["​supply_account","​money_account"​]];​\\+Example 2: BIS_coin_0 setvariable ["BIS_COIN_funds",​["​supply_account","​money_account"​]];​\\
 Default value: 0  Default value: 0 
  
-  * fundsDescription ​= <​string>​ or <​array>;​ - Variable(s) which stores description of funds types. ​+  * BIS_COIN_fundsDescription ​= <​string>​ or <​array>;​ - Variable(s) which stores description of funds types. ​
  
-Example 1: BIS_coin_0 setvariable ["fundsDescription","​CZK"​];​\\ +Example 1: BIS_coin_0 setvariable ["BIS_COIN_fundsDescription","​CZK"​];​\\ 
-Example 2: BIS_coin_0 setvariable ["fundsDescription",​["​€","​$"​]];​\\+Example 2: BIS_coin_0 setvariable ["BIS_COIN_fundsDescription",​["​€","​$"​]];​\\
 Default value: "​$" ​ Default value: "​$" ​
  
-  * areasize ​= <​array>;​ - Size of construction area (camera can't move outside of this circle and no building can be build there). Format of array is [radius,​height] ​+  * BIS_COIN_areasize ​= <​array>;​ - Size of construction area (camera can't move outside of this circle and no building can be build there). Format of array is [radius,​height] ​
  
-Example: BIS_coin_0 setvariable ["areasize",​[50,​20]];​\\ +Example: BIS_coin_0 setvariable ["BIS_COIN_areasize",​[50,​20]];​\\ 
-Default value: [150,50]+Default value: [150,​50] ​
  
-  * actionCondition ​= <​string>;​ - String - condition for showing CoIn "​Construction"​ action. If false, action never apperars. Can be changed on fly. Passed arguments: _this, _target. ​+  * BIS_COIN_actionCondition ​= <​string>;​ - String - condition for showing CoIn "​Construction"​ action. If false, action never apperars. Can be changed on fly. Passed arguments: _this, _target. ​ 
 + 
 +Example: BIS_coin_0 setvariable ["​BIS_COIN_actionCondition","​(time < 30) && ((damage _this) < 0.5)"​];​ - construction actions will be visible only till T 30 and to players not damaged too much\\ 
 +Default value: true
  
-Example: BIS_coin_0 setvariable ["​actionCondition","​(time < 30) && ((damage _this) < 0.5)"​];​ - construction actions will be visible only till T 30 and to players not damaged too much\\ 
-Default value: true\\ 
 Note: Use with caution, because action is calculated every frame and complex condition on multiple construction sites can take large amount of reserved scripting time.  Note: Use with caution, because action is calculated every frame and complex condition on multiple construction sites can take large amount of reserved scripting time. 
  
-  * onStart ​[code]; - Code which is executed when CoIn interface is started. Can be used to update CoIn variables just in time. Passed arguments is [logic] ​+  * BIS_COIN_onStart ​<code>; - Code which is executed when CoIn interface is started. Can be used to update CoIn variables just in time. Passed arguments is [logic] ​ 
 + 
 +Example: BIS_coin_0 setvariable ["​BIS_COIN_onstart",​{player globalchat "​Starting CoIn view.}];​\\ 
 +Default value: {} 
  
-Example: BIS_coin_0 setvariable ["​onstart",​{player globalchat "​Starting CoIn view.}];\\ 
-Default value: {} 
 Note: Warning! System starts only after code is finished. ​ Note: Warning! System starts only after code is finished. ​
  
-  * onSelect ​[code]; - Code which is executed when some building type is selected from menu. Passed arguments are [logic, class, preview building] ​+  * BIS_COIN_onSelect ​<code>; - Code which is executed when some building type is selected from menu. Passed arguments are [logic, class, preview building] ​
  
-Example: BIS_coin_0 setvariable ["onselect",​{globalClass = _this select 0}];\\+Example: BIS_coin_0 setvariable ["BIS_COIN_onselect",​{globalClass = _this select 0}];\\
 Default value: {}  Default value: {} 
  
-  * onPurchase ​[code]; - Code which is executed when some building is purchased. Once code is completed, building is constructed. Passed argument is array in format [class,​position,​direction]. ​+  * BIS_COIN_onPurchase ​<code>; - Code which is executed when some building is purchased. Once code is completed, building is constructed. Passed argument is array in format [class,​position,​direction]. ​ 
 + 
 +Example: BIS_coin_0 setvariable ["​BIS_COIN_onPurchase",​{sleep 2}]; - building appears after two seconds\\ 
 +Default value: {} 
  
-Example: BIS_coin_0 setvariable ["​onPurchase",​{sleep 2}]; - building appears after two seconds\\ 
-Default value: {}\\ 
 Note: Warning! System continues only after code is finished. ​ Note: Warning! System continues only after code is finished. ​
  
-  * onConstruct ​[code]; - Code which is executed when some building is created in the world. Passed argument is array in format [logic, object, class,​position,​direction]. ​+  * BIS_COIN_onConstruct ​<code>; - Code which is executed when some building is created in the world. Passed argument is array in format [logic, object, class,​position,​direction]. ​
  
-Example: BIS_coin_0 setvariable ["onconstruct",​{sleep 2; deleteVehicle (_this select 1);}]; - building appears and is deleted after two seconds\\+Example: BIS_coin_0 setvariable ["BIS_COIN_onconstruct",​{sleep 2; deleteVehicle (_this select 1);}]; - building appears and is deleted after two seconds\\
 Default value: {}  Default value: {} 
  
-  * onRepair ​[code]; - Code which is executed when some building is repaired. Once code is completed, building is repaired. Passed arguments are [logic, object]. ​+  * BIS_COIN_onRepair ​<code>; - Code which is executed when some building is repaired. Once code is completed, building is repaired. Passed arguments are [logic, object]. ​ 
 + 
 +Example: BIS_coin_0 setvariable ["​BIS_COIN_onrepair",​{sleep 2}]; - building is repaired after 2 seconds\\ 
 +Default value: {} (Building is immediately repaired) ​
  
-Example: BIS_coin_0 setvariable ["​onrepair",​{sleep 2}]; - building is repaired after 2 seconds\\ 
-Default value: {} (Building is immediately repaired)\\ 
 Note: Warning! System continues only after code is finished. ​ Note: Warning! System continues only after code is finished. ​
  
-  * onSell ​[code]; - Code which is executed when some building is sold. Once code is completed, building is deleted. Passed argument is [logic, object] ​+  * BIS_COIN_onSell ​<code>; - Code which is executed when some building is sold. Once code is completed, building is deleted. Passed argument is [logic, object] ​
  
-Example: BIS_coin_0 setvariable ["onsell",​{sleep 2}]; - building is deleted after 2 seconds\\ +Example: BIS_coin_0 setvariable ["BIS_COIN_onsell",​{sleep 2}]; - building is deleted after 2 seconds\\ 
-Default value: {} (Building is immediately sold)\\ +Default value: {} (Building is immediately sold) 
-Note: Warning! System continues only after code is finished.+
  
 +Note: Warning! System continues only after code is finished.
arma2/editor_modules/coin.1243788932.txt.gz · Last modified: 2009-05-31 16:55 by snakeman