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#1 |
![]() Join Date: Nov 2010
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Posts: 10
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Wac Files in Comanche 4
I remember seeing a sample of a wac file for comanche 4. and can't seem to find it. Does any one know of any or a list of the wac commands for Comanche 4
Thanks Iceman11a |
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#2 |
![]() Join Date: Aug 2008
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Posts: 43
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Most of them would be the same as the wac commands used in the Delta Force series
using mostly (ssn)/(Group) area trigger and waypoint statements. The AI may or may not have full access from the wac but you could get a good idea by making a few events in the MEd and printing them to a text file for examination. wac file - nestable IF/THEN/ELSE/ENDIF boolean logic ; ;WAC post directory w:\vp\program\wac - commands listed in GAME.WAC ;WAC debug screen under shift-F12, numlock arrows to select and scroll ; ;GLOBAL WAC is GAME.WAC (executed first) ; ;MISSION WAC is misname.WAC (executed second) ; ;Left to Right order of operations ; ;---WAC LANGUAGE COMMANDS ;nestable flow control ; IF THEN ELSE ENDIF ;boolean logic ; AND OR XOR ;function modifier ; NOT ;comments ; ; / ; ;Syntax - parens optional, line returns and tabbing optional ; ; if trigger1(params) and trigger2(params) then ; event1(params) ; event2(params) ; endif ; ;Example ; ; I want to open doors in group 12 the first time I enter area 1501 ; ; if location(1501) and never() then ; opendoors(12) ; endif ; ;---VARIABLES & IMMEDIATES (a variable can always be used as an immediate) ;"STRING" immediate string value ;# immediate decimal number ;anim_move immediate equate from ADM file ;ammo_name immediate ammo name (ex. ammo2tgt ammo_rocket 1) ;fx_fxname immediate effect name (ex. fxrain fx_effect_lightning) ;effect_name immediate effect name (ex. fxrain effect_lightning) ;SS_SoundSet immediate soundset name ;sSoundSet immediate soundset name (alternate syntax) ;V# V0 to v511 game variables, cleared at start of mission ;G# G0 to vG11 global variables, not cleared during link ;M# Music Script Variable ;result current return/accumulator value (mostly for debug) ;ticks number of seconds into game ;wind used by SWING, FLICKER, and particle wind2 ;health player's health/hp value ;mana player's mana ;neartype the type of the nearest enemy (from items.def dialog) ;neardist the distance to the nearest organic ;nearmove the anim move of the nearest organic (setable) ;nearid the unique dcb/id of the nearest organic ;neartid the id of the organic's target or 0 if no target ;nearblind ;nearflying ;nearguard ;nearSSN ;nearWP ;nearHP ;---TRIGGERS (# param can be number or variable) ;random(#) randomly true 1 in # times ;elapse(#) true if # seconds have past since last activated ;chain(#) true if previous IF fired # seconds ago ;link(#1,#2) true if IF #1 away from current IF fired #2 seconds ago ; link(-1,10) is same as chain(10) ;past(#) true if past # seconds into game ;never() true if event has never fired ;location(#) true if you are at that location ;outside() true if you are not in a blink box ;waveready() true if no talking going on ;groupdead(#) true if entire group is dead ;groupalive(#) true if anyone in group is alive ;ssndead(#) true if ssn is dead ;ssnalive(#) true if ssn is alive ;ssnride(#) true if organic is standing on SSN ;ssnloc(#,#) true if vehical or person is in location ;dooropen(#) true if group # has door open ; ;---VARIABLE COMPARE ;eq(#,#) true if #==# ;ne(#,#) true if #!=# ;lt(#,#) true if #<# ;gt(#,#) true if #># ;le(#,#) true if #<=# ;ge(#,#) true if #>=# ;true(#) true if #!=0 ;false(#) true if #==0 ; ;---VARIABLE MODIFY ;set(var,#) set var to # ;add(var,#) add # to var ;sub(var,#) subtract # from var, clamp at 0 ;inc(var) add 1 to var ;dec(var) subtract 1 from var, clamp at 0 ;---EVENTS (# param can be number or variable) ;forceanim(anim) forces all organics into anim slot (debug only) ;report("text") pop-up debug report window ;report#("text",#) pop-up debug report window with number ;text("text") output text to chat - right side ;text#("text",#) output text to chat w/# - right side ;consol("text") output text to consol - left side ;consol#("text",#) output text to consol w/# - left side ; ;flash produce a flash of lightning & thunder ;farflash produce a far away flash of lightning & thunder ;quake(#) earthquake for # 10th of a seconds ; ;sun(#,#,#) sets sun rgb ENV override ;sky(#,#,#) sets sky rgb ;ground(#,#,#) sets ground rgb ;ceiling(#,#,#) sets ceiling rgb ;floor(#,#,#) sets floor rgb (inside ground) ;lightning(#,#,#) sets the color of the lightning ;cloud(#,#,#) sets the cloud color ;gain(#,#,#) sets the brightness of the whole scene ; ;fogcolor(#,#,#) set fogcolor to R,G,B, changes in 1 second ;fog(#,#,#) set fogcolor to R,G,B (same as fogcolor) ;fogtype(#) set fog type 0=fog, 1=haze, 2=haze wall, 3=fog wall ;fogdist(#) sets fogdist to # meters (same as set(fog,#) ; ;sound(sSSNAME, dist, head) plays soundset at distance(meters) and heading(bangle) ; ;nearwave("wave.wav", dist) plays wave file from the mouth of the nearest enemy with max dist to be heard ;nearanim(anim_move) sets the nearest enemy to ADM move slot ;SSNwave(ssn, "wave.wav", dist) plays wave file from the mouth of the ssn with max dist to be heard ;SSNanim(ssn, anim_move) sets the ssn to ADM move slot ; ;SSNmax(ssn, maxengage) set max engage ;SSNmin(ssn, minengage) set min engage ;SSNatt(ssn, maxattack) set max engage ;GroupMax(group, maxengage) set max engage ;GroupMin(group, minengage) set min engage ;GroupAtt(group, maxattack) set max engage ;remove(grp) remove group # without a trace ;kill(grp) kill group # ;removeSSN(ssn) remove SSN # without a trace ;killSSN(ssn) kill SSN # ;teleport(grp,tgt) teleport group # to target # ;telessn(ssn, tgt) teleport SSN # to target # ;targetfx(tgt) create med particle fx at target # ;sound2tgt(ss,tgt) create ssoundset # at target # (ex. sound2tgt sSoundSet 1) ;ammo2tgt(ammo,tgt) create ammo # at target # (ex. ammo2tgt ammo_rocket 1) ;fx2tgt(fx,tgt) create fx # at target # (ex. fx2tgt effect_lightning 1) ;opendoors(group) open doors in group # ;closedoors(group) close doors in group # ;SSNtoWP(ssn, wp) redirect SSN to WP list ;GtoWP(group, wp) redirect Group to WP list ;ammorain(ammo) rain down ammo # somewhere near player ;fxrain(fx) rain down effect # somewhere near player ;ssncspd(ssn,speed) set ssn to combat speed of # ;ssnpspd(ssn,speed) set ssn to patrol speed of # Last edited by Stompem1960: 12-19-2011 at 09:31 AM. |
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