Verb (Number of comments) | Description | ||||||||||||
ActivateBin | Activates a bin BINS Ref Use: ActivateBin(thing,flex delay,bin); | ||||||||||||
ActivateWeapon | Activates a weapon. Use: ActivateWeapon(player,flex firerate,mode); mode is retrieved with GetSenderRef(); ,in the activated: message handler of the weapon cog. | ||||||||||||
AddDynamicAdd | This adds a tint (RGB value) to the screen. Use: AddDynamicAdd(player, red int, green int, blue int); ints are 0.. 255 | ||||||||||||
AddDynamicTint | Adds a flash of tint , used for weapon/powerup pickups in JK. Use: AddDynamicTint(player, flex r, flex g, flex b); flex 0.. 1.0 | ||||||||||||
AddScoreToTeamMembers | Adds a score to all team members. Use: AddScoreToTeamMembers(int,team int); | ||||||||||||
AddThingVel | Adds a velocity to a thing. Use : AddThingVel(thing, vector); ie: AddThingVel(thing, VectorScale(GetThingLVec(thing), flex)); to add more velocity to facing direction. | ||||||||||||
AiClearMode | Clears the Ai mode flags Ai Mode Flags Use: AiClearMode(thingref,flags int); | ||||||||||||
AiFlee | Tells ai to flee from a specific location Use: AiFlee(thing ref,vector position); | ||||||||||||
AiGetMode | Gets the current ai mode flags for a thing Ai Mode Flags Use: Int=AiGetMode(thing ref); returns int | ||||||||||||
AiGetMovePos | Gets the current move position from thing Use: vector=AiGetMovePos(thing ref); returns vector | ||||||||||||
AiJump | Makes ai jump, but without jump key in its pup, it does nothing. Use : AiJump(JumpingThing, TowardThisThing, flexSpeed); Found in 11_endlevel.cog. | ||||||||||||
AiSetClass | Sets a thing's AI file Use: AiSetClass(ThingRef, AIref); | ||||||||||||
AiSetFireTarget | Sets the firing target for an ai Use: AiSetFireTarget(thingref,Target thingref); | ||||||||||||
AiSetLookFrame | Sets the look target frame for a thing Use: AiSetLookFrame(thing ref,frame int); | ||||||||||||
AiSetLookPos | Sets look target position for a thing Use: AiSetLookPos(thing ref,vector); | ||||||||||||
AiSetMode | Set ai mode flags Ai Mode Flags Use: AiSetMode(thing ref,int); | ||||||||||||
AiSetMoveFrame | Sets the thing move frame Use: AiSetMoveFrame(thing ref,frame int); | ||||||||||||
AiSetMovePos | Sets thing move position Use: AiSetMovePos(thing ref,vector); | ||||||||||||
AiSetMoveSpeed | Sets thing move speed Use: AiSetMoveSpeed(thing ref,flex); 1.5,2.0 = run , 1.0 = walk | ||||||||||||
AiSetMoveThing | Sets the ai move to a thing Use: AiSetMoveThing(thing ref, chase thing); | ||||||||||||
AmputateJoint | Literally amputates an enemy's joint and creates an arm thing. Used in SP usually with a random command to keep it from happening every time. Use: AmputateJoint(victim, 5); Number is the joint number. 5 is an arm To create a new arm : newThing =CreateThingAtPos(limb, GetThingSector(victim), GetThingPos(victim), '0 0 0'); The limb's template for a stormtrooper is: +stormlimb See PUP files for Joint numbers | ||||||||||||
ApplyForce | Applies a vector for a weapon (conc rifle or raildet) or a force power (force throw, force pull). Use: ApplyForce(thing, direction vector); or ApplyForce(thing, vectorscale(getthingvec(player), -80)); for kickback | ||||||||||||
AssignWeapon | Gives a weapon to player . Bins Ref Use: AssignWeapon(player,bin); | ||||||||||||
AttachThingToSurf | Does nothing. Does a weird move once and that's it, never attaches to a surface. Use : AttachThingToSurf(thing, surface); Not sure. | ||||||||||||
AttachThingtoThing | Attaches a thing to a thing. Use: AttachThingtoThing(thing1,thing2); | ||||||||||||
AttachThingtoThingEx | Attaches thing to thing with an optional flag. Attach Flags Use: AttachThingtoThingEx(thing1,thing2,flag); | ||||||||||||
AutoSaveGame | Autosaves the game Use: AutoSaveGame(); | ||||||||||||
AutoSelectWeapon | Selects a weapon automatically. Used in JK when ammo runs out. Use: AutoSelectWeapon(player,weaponint); Weaponint: 1=bryer, 2=ST rifle, etc etc... | ||||||||||||
BitClear | Clears a bit within a bit array (flag value). BitClear(Flag_value, Flag_to_clear); | ||||||||||||
BitSet | Sets a bit within a bit array (flag value). In other words, it adds a flag to an existing array of them. BitSet(Flag_value, Flag_to_add); | ||||||||||||
BitTest | Tests two values against each other for equality. Use: BitTest(flag_a, flag_b); Example of use: If(BitTest(16, type)) The code would continue if type equaled 16. | ||||||||||||
CaptureThing | Redirects created thing messages to calling cog. Use: CaptureThing(thing); Used in conjunction with ReleaseThing | ||||||||||||
ChangeFireRate | Changes the fire rate of weapon. Use: ChangeFireRate(player,flex rate); | ||||||||||||
ChangeInv | Changes the value of specified inventory bin. BINS Ref Use: BinValue = ChangeInv(player, bin, flex); returns the bin flex value (won`t exceed bin min/max).Value can be positive or negative. | ||||||||||||
ChangeSoundPitch | Changes a sound's pitch over time. Use: ChangeSoundPitch(int channel, flex NewPitch, flex ChangeTime); | ||||||||||||
ChangeSoundVol | Changes the sound volume. Use: ChangeSoundVol(int ref , flex volume, flex FadeInTime); | ||||||||||||
ClearActorFlags | Clears the specified actor flags of a thing. Actor Flags Use: ClearActorFlags(thing,flag); Does not modify flags not specified. | ||||||||||||
ClearAdjoinFlags | Clears the specified Adjoin flags. Surface Adjoin Flags Use: ClearAdjoinFlags(surface,flags); | ||||||||||||
ClearDebugModeFlags | unknown | ||||||||||||
ClearExplosionFlags | Clears an explosion flag off from an explosion. Use : ClearExplosionFlags(explosion, flagToClear); | ||||||||||||
ClearFaceType | Clears specified Face Type flags. Face Type Flags Use: ClearFaceType(face,flag); not used in cog, not sure. | ||||||||||||
ClearGoalFlags | Clear one or more goal flags for one of the goals. Used for single player objectives Use: ClearGoalFlags(player, goalNumber, flagsToClear); goalNumber starts at zero. The first goal (i.e. goal 0) description corresponds to the cogString whose value is in bin 99. flagsToClear are the Goal Flags. See Goal Flags | ||||||||||||
ClearItemFlags | Clears the specified item Flags. Item Flags Use: ClearItemFlags(flag); not used ,not sure | ||||||||||||
ClearMapModeFlags | Clears the Flags set by force seeing. Use: ClearMapModeFlags(0xffff); | ||||||||||||
ClearMultiModeFlags | Clears the specified flags . Multiplayer Mode flags Use: ClearMultiModeFlags(flags); | ||||||||||||
ClearParticleFlags | Clears a particle flag off from particles. Use : ClearParticleFlags(particle, flagToClear); | ||||||||||||
ClearPhysicsFlags | Clears specified physics flags. Physics Flags Use: ClearPhysicsFlags(thing,flags); | ||||||||||||
ClearSectorFlags | Clears the specified flags. Sector Flags Use: ClearSectorFlags(sector,flags); | ||||||||||||
ClearSubModeFlags | unknown | ||||||||||||
ClearSurfaceFlags | Clears the specified surface flags. Surface Flags Use: ClearSurfaceFlags(surface,flag); | ||||||||||||
ClearThingAttachFlags | Clears specified attach flags. Attach Flags Use: ClearThingAttachFlags(thing,flags); | ||||||||||||
ClearThingFlags | Clears specified Thing Flags Thing Flags Use: ClearThingFlags(thing,flags); | ||||||||||||
ClearTypeFlags | Gets the type of a thing and then clears its flag. ie : Using this on player will be same as using ClearActorFlags(). Use : ClearTypeFlags(thing); | ||||||||||||
ClearWeaponFlags | Clears specified weapon flags. Weapon Flags Use: ClearWeaponFlags(thing,flag); | ||||||||||||
CreateBackpack | Creates a backpack with weapons of dead player. Use: CreateBackPack(player); | ||||||||||||
CreateThing | Creates a thing at the place of another thing. Use : CreateThing(ThingTemplateToCreate, AnotherThing); | ||||||||||||
CreateThingAtPosNr | These 2 NR verbs will create the thing in multi player as well, while without it, it will not be created on other's display. The parenthesis are the same as the ones without NR. | ||||||||||||
CreateThingNr | Explained above. | ||||||||||||
CreateThingatPos | Create a thing at specified position Use: CreateThingatPos(thing template,sector,thing position,pyr); pyr = pitch ,roll,yaw (vector) | ||||||||||||
CycleCamera | Cycles Cameras in DarkJedi Cutscenes and when the saber is pulled. Use: CycleCamera(); | ||||||||||||
DamageThing | Damages a thing. Use: damage = DamageThing(thing,flex damage,flag,damage causething); returns amount of damage taken | ||||||||||||
DeactivateBin | Deactivates a bin . BINS Ref Use: Time = DeactivateBin(thing,Bin); Returns the time bin has been activated | ||||||||||||
DeactivateWeapon | Deactivates a weapon. Use: DeactivateWeapon(player,mode); mode is retrieved with GetSenderRef(); | ||||||||||||
DestroyThing | Removes a thing from game. Use: DestroyThing(thing); | ||||||||||||
DetachThing | Detach a thing from a surface or another thing. Use: DetachThing(Thing); | ||||||||||||
DisableIrMode | Shuts off the colors from IR goggles and Force Seeing Use: DisableIrMode(); | ||||||||||||
EnableIrMode | Sets the mode for colors in IR and Force Seeing. Use: EnableIrMode(flex, int); | ||||||||||||
FireProjectile | Fires a projectile. Use: FireProjectile(1,2,3,4,5,6,7,8,9,10); = thing ( thing shooting ) = projectile template ( shot ) = fire sound ( firing sound ) = mode int (is the mode to play when firing (same values as PlayMode())) = fireoffset vector = aiming error vector = unknown flex = flags unknown int = auto aiming field of view flex = auto aiming field of view max dist flex | ||||||||||||
FirstThingInSector | Gets the first thing in sector. Also see NextThingInSector and PrevThingInSector. Use: First = NextThingInSector(sector); | ||||||||||||
FirstThingInView | Gets a thing in the specified view from a thing. Use : FirstThingInView(ThingThatFinds, FOV(in angle), Distance(jku), WhatToLookForFlag); Flag is the thing type value. Returns the thing found. | ||||||||||||
FreeColorEffect | Sets the view color. (IR goggles, force seeing, blinded, etc) Use: FreeColorEffect(int); | ||||||||||||
GetAbsoluteMaxPlayers | Gets the number of players JK can handle. | ||||||||||||
GetActorFlags | Retrieves the actor flags of a thing. Actor Flags Use: Flags = GetActorFlags(thing); Returns an Integer representing the flag(s) | ||||||||||||
GetActorWeapon | Retrieves the actors weapon . Use: HasWeapon = GetActorWeapon(thing,bin); Returns "-1" if actor has no weapon. | ||||||||||||
GetAdjoinFlags | Gets the surface Adjoin flags. Surface Adjoin Flags Use: Flags = GetAdjoinFlags(surface); returns set flags. | ||||||||||||
GetAttachFlags | Gets the attach flag of a thing. Use : GetAttachFlags(thing); returns the flag value. | ||||||||||||
GetAutoPickup | Gets the status of the auto pickup setting in the graphic interface . Use: Value = GetAutoPickup(); | ||||||||||||
GetAutoReload | Gets the status of the autoreload setting in the graphic interface Use: GetAutoReload(); | ||||||||||||
GetAutoSwitch | Gets the status of the auto switch setting in the graphic interface Use: GetAutoSwitch(); | ||||||||||||
GetCameraStateFlags | unknown | ||||||||||||
GetCeilingSkyOffset | Gets the world CeilingSky offset Use: (flex u,flex v ,0.0) = GetCeilingSkyOffset(); returns u,v offsets in vector form | ||||||||||||
GetCollideType | Gets the Collide type flags . Collide Type Flags Use: type = GetCollideType(thing); returns int ,not used in cogs | ||||||||||||
GetColormap | Gets a color map int of a sector. Use : GetColorMap(sector); Probably from 0 in order. | ||||||||||||
GetCurFrame | Gets the current Frame of a moving thing. Use: frame = GetCurFrame(thing); returns int | ||||||||||||
GetCurInvWeapon | Gets the current weapon held. Don't know what it's for while GetCurWeapon() is used. Use : GetCurInvWeapon(thing); returns the weapon int. | ||||||||||||
GetCurWeapon | Gets the current weapon held by the player. Use: (GetCurWeapon(player); Worked best with If statement: If(GetCurWeapon(player) == weapon_int) | ||||||||||||
GetCurWeaponMode | Used for weapons that charge, such as the TD and Crossbow Use: GetCurWeaponMode; Used most often in If Statement: If(GetCurWeaponMode() != 1) | ||||||||||||
GetCurrentCamera | Gets the current camera in use. Stored as a thing . Use: GetCurrentCamera(store_as_value); | ||||||||||||
GetDebugModeFlags | unknown | ||||||||||||
GetDifficulty | Gets difficulty setting for SP. 0 = easy 1 = medium 2 = hard Use: GetDifficulty() | ||||||||||||
GetExplosionFlags | Gets the explosion flag of an explosion. Use : GetExplosionFlags(explosion); returns int. Explosions mostly should be retrieved in the created message of the explosion itself. | ||||||||||||
GetFaceGeoMode | Gets the geometry mode of surface. Geomerty Mode Flags Use: Modeflag = GetFaceGeoMode(surface); returns geomode flags | ||||||||||||
GetFaceLightMode | Gets the lighting mode of the surface. Surface Light Mode Flags Use: Mode = GetFaceLightMode(surface); returns light mode flag , not sure ,not used in cog | ||||||||||||
GetFaceTexMode | Gets the texture mode of a surface set in a level. Use : GetFaceTexMode(surface); returns the texture mode used on that surface. | ||||||||||||
GetFaceType | Gets Face Type flags. Face Type Flags Use: Type = GetFaceType(face); not used in cog, not sure. | ||||||||||||
GetFlexGameTime | Gets the flex time elapsed from the start of a level. Do not continue on to the next level for both sp and mp. Use: GetFlexGameTime(); Returns the flex value. | ||||||||||||
GetGameTime | Gets the int time elapsed in a level in milli second. Resets on next level either in sp or mp. Use: GetGameTime(); Returns an integer value. | ||||||||||||
GetGoalFlags | Returns the Goal Flags of the selected goal. Used for single player objectives Use: GetGoalFlags(player, goalNumber); goalNumber starts at zero. The first goal (i.e. goal 0) description corresponds to the cogString whose value is in bin 99. This verb returns the Goal Flags of the selected goal. See Goal Flags | ||||||||||||
GetGoalFrame | Gets the frame a thing is heading to. Use : GetGoalFrame(thing); returns the frame number. | ||||||||||||
GetGravity | Gets the world Gravity Use: gravity = GetGravity(); returns a flex | ||||||||||||
GetHeadLightIntensity | Retrieves the Fieldlight intensity Use: Light = GetHeadLightIntensity(Thing); Returns an Integer representing Light Intensity | ||||||||||||
GetHealth | Same as GetThingHealth() | ||||||||||||
GetHorizonSkyOffset | Gets the world HorizonSky offset Use: (flex u,flex v ,0.0) = GetHorizonSkyOffset(); returns u,v offsets in vector form | ||||||||||||
GetInv | Retrives the value of specified inventory bin. BINS Ref Use: BinValue = GetInv(thing,bin); Returns value of bin content. | ||||||||||||
GetInvCog | Retrives the cog reference of a bin. BINS Ref Use: Cog = GetInvCog(thing,bin); Returns the reference of the cog of the bin passed. passed. | ||||||||||||
GetInvMax | Retrives the max value for specified bin. BINS Ref Use: MaxValue = GetInvMax(thing,bin); Returns the max value of bin. | ||||||||||||
GetInvMin | Retrives the min value for specified bin. BINS Ref Use: MinValue = GetInvMin(thing,bin); Returns the min value of bin. | ||||||||||||
GetItemFlags | Gets the item Flags. Item Flags Use: GetItemFlags(thing); | ||||||||||||
GetKeyLen | Gets the Time to run a .Key file. Use: Time = GetKeyLen(Keyfile); returns the flex time to run frame | ||||||||||||
GetLevelTime | Same as GetFlexGameTime(). | ||||||||||||
GetLifeLeft | Gets the remaining life of a thing set by timer in template or by SetLifeLeft(). Use : GetLifeLeft(thing); | ||||||||||||
GetLocalPlayerThing | Gets the player thing. Use : GetLocalPlayerThing(). Returns a thing reference of the local player. | ||||||||||||
GetMajorMode | Gets the player's current condition. Use : GetMajorMode(thing); Returns the value stated below. Armed conditions will differ by the SetArmedMode in the selected message in weapon cogs.
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GetMapModeFlags | Gets the current flags set for the overlay map. Used in force_seeing.cog. Use: flags = GetMapModeFlags(); | ||||||||||||
GetMasterCog | Returns the cogRef of the current Master cog. Use: GetMasterCog() This value can then be passed to cog verbs expecting a cog reference (like SendMessage for instance). | ||||||||||||
GetMaterialCel | Gets a reference to a material cel Use: cell = GetMaterialCel(material); Returns int of the cel material is set to. | ||||||||||||
GetMaxPlayers | Same as GetAbsoluteMaxPlayers(). | ||||||||||||
GetMultiModeFlags | Retrives the Multiplayer game mode flags. Multiplayer Mode flags Use: Mode = GetMultiModeFlags( | ||||||||||||
GetNumPlayers | Gets the number of players in game. Use: NumPlayers = GetNumPlayers(); Not used in cogs, not sure | ||||||||||||
GetNumPlayersInTeam | Gets the number of players in Team. Use: NumPlayers = GetNumPlayersInTeam(team); returns the number of players in team | ||||||||||||
GetNumSectorSurfaces | Gets the Number of surfaces in sector. Use: Numof = GetNumSectorSurfaces(sector); Not used in cogs. Not sure. | ||||||||||||
GetNumSectorVertices | Gets the Number of sector Vertices. Use: NumOf = GetNumSectorVertices(sector); Returns the number of vertices in sector | ||||||||||||
GetNumSurfaceVertices | Gets the number of vertices a face has. Use : NumVertices = GetNumSurfaceVertices(face); | ||||||||||||
GetParam | Gets one parameter of a cog message. Each cog message has 4 parameters, but generally only some of them contain useful values. Use: GetParam(paramNumber); Where paramNumber can be 0, 1, 2 or 3. Examples of verbs setting parameters are SendMessageEx, SetTimerEx, SetParam, ... Note that the engine itself sometimes set parameters when calling a message handler. For instance in the damaged: message param0 is the amount of damage, and param1 is the type of damage. See Damage Flags | ||||||||||||
GetParticleFlags | Gets the thing particle flags Use: Int = GetParticleFlags(thing); returns int ,Not used in cogs | ||||||||||||
GetParticleGrowthSpeed | Gets the particle thing growth speed. Use: flex = GetParticleGrowthSpeed(thing); returns flex ,not used in cogs , not sure | ||||||||||||
GetParticleSize | Gets the particle size "elementsize" set in template of particles. Use : GetParticleSize(particles); returns flex size. | ||||||||||||
GetParticleTimeOutRate | Gets the fade away time "rate" set in template of particles. Use : GetParticleTimeoutRate(particles); returns flex rate value. | ||||||||||||
GetPhysicsFlags | Gets thing physics flags. Physics Flags Use: flag = GetPhysicsFlags(thing); returns int | ||||||||||||
GetPlayerKilled | Gets how many times the player has been killed. Use: Killed = GetPlayerKilled(Player); not sure , not used in cog. | ||||||||||||
GetPlayerKills | Get how many kills the player has . Use: Kills = GetPlayerKills(player); not sure not used in cogs. | ||||||||||||
GetPlayerNum | Gets the player number ID. Use : GetPlayerNum(playerThing); returns the number of player. | ||||||||||||
GetPlayerScore | Gets the players score. Use: Score = GetPlayerScore(player); returns players score | ||||||||||||
GetPlayerSuicides | Gets the number of times player killed self. Use: SelfDestructed = GetPlayerSuicides(player); returns Number of self kills. | ||||||||||||
GetPlayerTeam | Gets the team player is on. Use: Team = GetPlayerTeam(player); returns the team int. | ||||||||||||
GetPlayerThing | Gets the player thing ref. Use : GetPlayerThing(playerThing); returns the thing ref for the player. | ||||||||||||
GetPrimaryFocus | Gets where the internal camera view is at for a thing set by SetCameraFocus(0, thing);. Use : GetPrimaryFocus(thing); returns the thing the view is set at. | ||||||||||||
GetRespawnMask | Gets a respawn mask for player.Respawn CTF Flags Use: Mask = GetRespawnMask(Player); Not used in cogs, so not sure of this. | ||||||||||||
GetScoreLimit | Gets the score limit of game. Use: Limit = GetScoreLimit(); returns the score limit | ||||||||||||
GetSecondaryFocus | Same with GetPrimaryFocus except it's for external view. Use : GetSecondaryFocus(thing); | ||||||||||||
GetSectorCenter | Gets the center position of a sector. Use : GetSectorCenter(sector); returns a vector position. | ||||||||||||
GetSectorColormap | Gets the current color map for the sector. CMP Files Use: ColorMapNum = GetsectorColorMap(sector); returns the index to the colormap in use. | ||||||||||||
GetSectorCount | Get the world sector count Use: count = GetSectorCount(); returns int | ||||||||||||
GetSectorFlags | Gets the sector flags. Sector Flags Use: Flags = GetSectorFlags(sector); returns the sector flags | ||||||||||||
GetSectorLight | Gets the extra light value for sector. Use: lightval = GetSectorLight(sector);returns the extralight value | ||||||||||||
GetSectorPlayerCount | Gets the number of players in sector. Use: GetSectorPlayerCount(sector); ,Not sure , not used in cogs. | ||||||||||||
GetSectorSurfaceRef | Gets the surface reference on a designated sector. Use: GetSectorSurfaceRef(sector, surface), returns the surface number of the sector. | ||||||||||||
GetSectorThingCount | Gets the thing count set in jkl not in the current situation in a sector. Use : SectorThingCount(sector); | ||||||||||||
GetSectorThrust | Gets the sector thrust (velocity). Use: speed = GetSectorThrust(sector); returns a vector. | ||||||||||||
GetSectorTint | Gets the rgb tint of a sector. Use: rgb = GetSectorTint(sector); ,Not actualy used, suspect rgb is expressed like a vector. | ||||||||||||
GetSectorVertexPos | Gets the position of a vertex. Use: pos = GetSectorVertexPos(sector,vertex); returns a vector | ||||||||||||
GetSelfCog | Returns the cogRef of the current cog. Use: GetSelfCog() This value can then be passed to cog verbs expecting a cog reference (like SendMessage, SendMessageEx, or SetMasterCog for instance). | ||||||||||||
GetSenderID | Returns the ID of the current message's sender. The ID can be set in various ways: via a cog verb like SetTimerEx or SendTrigger, but also via the linkid= setting in the symbols section of a cog. SEE Symbol Uses Use : GetSenderId() | ||||||||||||
GetSenderRef | Returns what sent a message to the cog. This is the direct originator of the message, for instance a surface that is being activated:, or an actor that is being damaged: The Sender should not be confused with the Source (see GetSourceRef) Use: GetSenderRef() | ||||||||||||
GetSenderType | Gets the type of the sender reference. Same as GetThingType(GetSenderRef()). Use : GetSenderType(). Returns the thing type integer. | ||||||||||||
GetSithMode | unknown | ||||||||||||
GetSoundLen | Returns the length of a sound. Helps keep dialouges in order within the game. Use: GetSoundLen(wav); Example: Sleep(GetSoundLen(wav)); This will sleep the cog until the sound is finished playing. | ||||||||||||
GetSourceRef | Returns what caused a message to be sent to the cog. This is the indirect originator of the message, for instance the player activating a surface, or that is damaging an actor. The Source should not be confused with the Sender (see GetSenderRef) Use: GetSourceRef() | ||||||||||||
GetSourceType | Gets the type of the source reference. Same as GetThingType(GetSourceRef()). Use : GetSourceType(). Returns the thing type integer. | ||||||||||||
GetSubModeFlags | unknown | ||||||||||||
GetSurfaceAdjoin | Gets the current adjoin of 2 surfaces' connection. Use : GetSurfaceAdjoin(surface, surface); Returns 0 if unadjoined, 1 if adjoined. | ||||||||||||
GetSurfaceAnim | Gets the surface animation id. Surface Animation Flags Use: Id = GetSurfaceAnim(surface); returns the id number of animation | ||||||||||||
GetSurfaceCel | Same as GetWallCel(). | ||||||||||||
GetSurfaceCenter | Gets the center of a surface. Use: center = GetSurfaceCenter(surface); returns a vector representaion of the center of surface. | ||||||||||||
GetSurfaceCount | Get the world surface count. Use: count = GetSurfaceCount(); returns int | ||||||||||||
GetSurfaceFlags | Gets the surface flags. Surface Flags Use: flag = GetSurfaceFlags(surface); returns the set flags , not used in cog. | ||||||||||||
GetSurfaceLight | Gets the light of a surface set by SetSurfaceLight(). Use : GetSurfaceLight(surface); returns the flex light value. | ||||||||||||
GetSurfaceMat | Gets the surface material Use: mat = GetSurfaceMat(surface); returns surface mat ,not used in cog , not sure | ||||||||||||
GetSurfaceNormal | Gets the normal of the surface. Use: normal = GetSurfaceNormal(surface); returns a vector. | ||||||||||||
GetSurfaceSector | Gets the sector surface is in. Use: sector = GetSurfaceSector(surface); returns sector reference. | ||||||||||||
GetSurfaceVertexPos | Get the position of a vertex in a face Use : vertex = GetSurfaceVertexPos(face, vertexindex); where vertexindex is from 0 to NumVertices - 1 (as returned by GetNumSurfaceVertices()) | ||||||||||||
GetTeamScore | Gets the team score. Use: Score = GetTeamScore(team);returns the team score, Not used in cogs, so not sure of this. | ||||||||||||
GetThingAttachFlags | Gets thing attach flags. Attach Flags Use: flag = GetThingAttachFlags(thing); returns int | ||||||||||||
GetThingCaptureCog | Gets the cog that captured the thing. Use : GetThingCaptureCog(thing); returns the cog the used CaptureThing() on it. | ||||||||||||
GetThingClassCog | Gets the cog of thing Use: cog = GetThingClassCog(thing); | ||||||||||||
GetThingCollideSize | Gets the size of a thing set in template. Use : GetThingCollideSize(thing); | ||||||||||||
GetThingCount | Get world thing count Use: count = GetThingCount(); returns int | ||||||||||||
GetThingCurGeoMode | Gets the thing current geometry mode . Geomerty Mode Flags Use: Flags = GetThingCurGeoMode(thing); returns int | ||||||||||||
GetThingCurLightMode | Gets the light mode in the current situation. Use : GetThingCurLightMode(thing); returns the mode integer. | ||||||||||||
GetThingCurTexMode | Gets the texture mode in the current situation. Use : GetThingTexMode(thing); returns the mode integer. | ||||||||||||
GetThingFireOffset | Gets the fire offset of a thing "fireoffset" set in template. Will return zero vector if not set. Use : GetThingFireOffset(thing); returns vector. | ||||||||||||
GetThingFlags | Gets Thing Flags Thing Flags Use: flag = GetThingFlags(thing); returns int representing flags | ||||||||||||
GetThingGeoMode | Gets the thing geometry mode . Geomerty Mode Flags Use: Flags = GetThingCurGeoMode(thing); returns int | ||||||||||||
GetThingHealth | Retrieves the thing health. Use: Health = GetThingHealth(Thing); Returns a flex representing thing health | ||||||||||||
GetThingLVec | Gets the vector thing is looking at. Use: vector = GetThingLVec(thing); returns vector | ||||||||||||
GetThingLightMode | Gets the light mode of a thing set by default. Use : GetThingLightMode(thing); returns mode integer. | ||||||||||||
GetThingMass | Gets the Mass of a thing. Use: mass = GetThingMass(thing); returns flex | ||||||||||||
GetThingModel | Gets the thing 3do. Use: Looks = GetThingModel(thing); returns a model | ||||||||||||
GetThingMoveSize | Gets the "movesize" of a thing set in template. Use : GetThingMoveSize(thing); | ||||||||||||
GetThingParent | Gets the parent thing of a thing Use: thing = GetThingParent(thing);returns a thing | ||||||||||||
GetThingPos | Gets the Position of a thing Use: vector = GetThingPos(thing); returns a vector | ||||||||||||
GetThingRVec | Gets the looking vector of a thing but not considering the pitching, so only X and Y values are valid(Z is always 0). Use : GetThingRVec(thing); returns the look vector without pitching. | ||||||||||||
GetThingRespawn | Gets the time the thing respawns "respawn" in template after being taken. Not how many seconds left to respawn. Use : GetThingRespawn(thing); returns flex value. | ||||||||||||
GetThingRotVel | Gets the rotating speed of a thing. Use : GetThingRotVel(thing); returns a vector. (Only Y vector is valid because the player will never summer sault to rotate himself or something =).) | ||||||||||||
GetThingSector | Gets the thing sector. Use: sector = GetThingSector(thing); returns sector reference | ||||||||||||
GetThingSignature | Gets the signature of thing (unique thing number) Use: Int = GetThingSignature(thing); returns an int | ||||||||||||
GetThingTemplate | Gets the thing template. JKL Section: TEMPLATES Use: template = GetThingTemplate(thing); returns a template | ||||||||||||
GetThingTemplateCount | Gets the number of things used with the specified template in a level. Use : GetThingTemplateCount(template); returns integer. | ||||||||||||
GetThingTexMode | Gets the texture mode of a thing set by default. Use : GetThingTexMode(thing); returns mode integer. | ||||||||||||
GetThingThrust | Gets the thrust of a thing. Use : GetThingThrust(thing); returns the thrust in vector. (Used in saber cog for different move attacks) | ||||||||||||
GetThingType | Gets the thing type. Thing Types Use: int = GetThingType(thing); returns int | ||||||||||||
GetThingUVec | unknown | ||||||||||||
GetThingUserData | Gets the value set by SetThingUserData(). Use : GetThingUserData(thing); returns the value. | ||||||||||||
GetThingVel | Gets the thing velocity. Use: vector = GetThingVel(thing); returns a vector | ||||||||||||
GetThinglight | Gets the thing light value. Use: light = GetThinglight(thing); | ||||||||||||
GetTimeLimit | Gets time limit of game. Use: TimeLimit = GetTimeLimit(); returns the time limit of game. | ||||||||||||
GetTypeFlags | Gets the type of a thing and then gets its flag. Use : GetTypeFlags(thing); returns the int flags. | ||||||||||||
GetWallCel | Gets the Mat cel number of the surface. Use: cellnum = GetWallCel(surface); returns the cell num (starts at 0 for multicell mats) | ||||||||||||
GetWeaponFlags | Get thing weapon flags. weapon Flags Use: flag = GetWeaponFlags(thing); returns int | ||||||||||||
GetWeaponPriority | Determines if the weapon picked up has a better priority than the one currently in hand, found in the POW &Weapon cogs. Use: GetWeaponPriority(player,int_weapon-index,int_select-mode); | ||||||||||||
HasLOS | Checks if a thing has a visibility on another thing or not. Returns 1 if has visibility, 0 if not. Use HasLOS(LookingThing, TargetThing); | ||||||||||||
HealThing | Heals a thing health. Use: HealThing(thing,flex); | ||||||||||||
HeapFree | Frees the allocated heap array for a certain cog. HeapFree(); Note: The heap verbs allocate memory to a system, making it possible to accomplish complex tasks via cog. The heap verbs may not be retained in singleplayer saved game files. | ||||||||||||
HeapGet | Returns the allocation of a heap. int = HeapGet(int_heap); | ||||||||||||
HeapNew | Allocates memory elements of any size (the largest size being a vector) to a cog. HeapSet(Int_Size); | ||||||||||||
HeapSet | Sets a heap size to a certain heap. HeapSet(int_heap, int_value); | ||||||||||||
IsAiTargetInSight | Checks to see if an ai thing is in sight or not. Use : IsAiTargetInSight(LookThing, TargetThing); returns 1 if in sight(doesn't have to be looking at it), 0 if not. | ||||||||||||
IsCrouching | Same as IsThingCrouching(); | ||||||||||||
IsInvActivated | Checks bin to see if it is activated. BINS Ref Use: IsActive = IsInvActivated(thing,bin); returns 1 if bin active,0 if inactive. | ||||||||||||
IsInvAvailable | Checks bin to see if it is available. BINS Ref Use: IsAvailable = IsInvAvailable(thing,bin); returns 1 if bin available,0 if notavailable. | ||||||||||||
IsMoving | Same as IsThingMoving(); | ||||||||||||
IsMulti | Is it a multiplayer game. Use: Multi = IsMulti(); returns 1 if multi, 0 if not. | ||||||||||||
IsServer | Is machine the server. Use: Server = IsServer(); returns 1 if server, 0 if not. | ||||||||||||
IsThingCrouching | Gets if a thing is crouching or not. Returns 1 if crouching, 0 if not. Use : IsThingCrouching(thing) | ||||||||||||
IsThingMoving | Is the thing moving . Use: Int = IsThingMoving(Thing); retuns 0 if not moving , non 0 if moving | ||||||||||||
IsThingVisible | Checks to see if thing is visible User: int = IsThingVisible(thing); returns 0 if not visible. | ||||||||||||
JumpToFrame | jumps an object to one of its frames Use: JumptoFrame(thing,int frame,sector); | ||||||||||||
KillTimerEx | Kills any extended timer with the specified ID. See SetTimerEx Use: KillTimerEx(timerID); | ||||||||||||
LoadKeyframe | Loads a keyframe into a cog. Use Key = LoadKeyframe("Name.key"); | ||||||||||||
LoadModel | Same as LoadKeyframe, for models. | ||||||||||||
LoadSound | Same as LoadKeyframe, for sounds. | ||||||||||||
LoadTemplate | Same as LoadKeyframe, for templates. | ||||||||||||
MaterialAnim | Animates a material. Use: Anim = MaterialAnim(Material, FPS, 1); returns int | ||||||||||||
ModifyColorEffect | Does some cool stuff with colors. Mixing, tinting, etc... Use: ModifyColorEffect(int_filterR, int_filterG, int_filterB, flex tintR, flex tintG, flex tintB, int_addR, int_addG, int_addB, flex fadeintensity); | ||||||||||||
MoveToFrame | moves an object to one of its frames Use: MoveToFrame(thing,int frame,flex speed); | ||||||||||||
NewColorEffect | Gives color effect overscreen. Use : NewColorEffect(flexR, flexG, flexB, intR, intG, intB, intR, intG, intB, flex); | ||||||||||||
NextThingInSector | Gets the next thing in sector. After FirstThingInSector finds something. Also see PrevThingInSector. Use: Next = NextThingInSector(sector, previous thing ); Thing should be the last thing found or the return value of FirstThingInSector() | ||||||||||||
NextThingInView | Look for the same thing as set in the FirstThingInView(), doubt it will work unless the cog has FirstThingInView() in front of this. Use : NextThingInView(); | ||||||||||||
NthBackpackBin | Gets the "N"th (N as an integer) bin in the back pack. A back pack should be retrieved like this, TheBackPack = CreateBackPack() in the player killed message. The bins stored will skip the empty ones and are in the same order as they are in items.dat. For example if you have 1 saber(bin = 10), 1 bryar(2) and 50 energy cells(11) and created the back pack, NthBackpackBin(TheBackPack, 1); will get 10. (TheBackPack, 3); gets 11. | ||||||||||||
NthBackpackValue | Gets the "N"th back pack bin value. Works the same as above just gets the value of the bin. Use : NthBackPackValue(TheBackPack, N); returns the value of that bin in it. ie, if you got the same ammo as above, NthBackpackValue(TheBackPack, 3) gets 50. | ||||||||||||
NumBackpackItems | Gets how many bins there are in a back pack. (weapon and ammo) use : NumBackpackItems(TheBackPack); returns the number of bins in it. ie, if you got the same ammo as above, NumBackpackItems(TheBackPack); returns 3. Funny that the saber is also included in the backpack. The bin that gets stored in the backpack is determined in the items.dat flag, 0x80. | ||||||||||||
ParseArg | Can be used to set a thing's template dynamically. Use: ParseArg(ThingRef, "template value"); Template values can be anything found in a template ie: "movesize=3.4", "collide=0", etc... Note: The testing of theshowed that it is very erratic and many template changes could not be changed dynamically. | ||||||||||||
PathMovePause | Pauses a certain thing while moving inside its frames. Use : PathMovePause(thing); | ||||||||||||
PathMoveResume | Resumes the thing paused by PathMovePause() to start moving again on its path. Use : PathMoveResume(thing); | ||||||||||||
PickupBackpack | Gives the BackPack to Player. Use: PickupBackPack(player,backpack); | ||||||||||||
PlayKey | Plays a key frame for a 3do. Use: PlayKey(thing,keyframe,int,flags); unknown what the use of the int is ,usualy 1 or 2 | ||||||||||||
PlayMode | Plays the key set in a thing's pup for multiple condition. Use : PlayMode(thing, intMode); intMode is the sub mode number set in the thing's pup. | ||||||||||||
PlaySong | Inputs the CD values for playing music. Use: PlaySong(int starttrack, int endtrack, int loopinto); | ||||||||||||
PlaySoundClass | unknown | ||||||||||||
PlaySoundGlobal | Plays a sound to everyone in a Multiplayer game . See Sound Flags Use: channel = PlaySoundGlobal(wav , flex volume, flex pan ,int flags); pan is -1.0=full left , 1.0 full right , 0.0 center | ||||||||||||
PlaySoundLocal | Plays a sound locally on the local computer only See Sound Flags Use: channel = PlaySoundLocal(wav,flex volume, flex pan ,int flags); pan is -1.0=full left , 1.0 full right , 0.0 center | ||||||||||||
PlaySoundPos | Plays a sound from a designated vector referenced location.. May be used with things, surface centers, etc... See Sound Flags Use: PlaySoundPos(wav, vector position, flex volume, flex mindistance, flex maxdistance, flags); Use of Pos: Here are two methods to get a pos. For a thing: GetThingPos(thing); For a surface: GetSurfaceCenter(surface); | ||||||||||||
PlaySoundThing | Plays a sound linked to a thing. See Sound Flags Use: PlaySoundThing(sound, thing, vol flex, flex mindist, flex maxdist, flag); | ||||||||||||
PrevThingInSector | Gets the previous thing in sector. After FirstThingInSector finds something. Also see NextThingInSector. Use: Previous = PrevThingInSector(sector, previous thing ); Thing should be a thing found.or the return value of FirstThingInSector() | ||||||||||||
Prints a string to the console Use: Print("text"); | |||||||||||||
PrintFlex | Prints a Flex to the console. Use: PrintFlex(flex); | ||||||||||||
PrintInt | Prints an Int to the console. Use: PrintInt(Int); | ||||||||||||
PrintVector | Prints a vector to console. Use: PrintVector(Vector); | ||||||||||||
Rand | Returns a random flex value between 0.0 and 1.0 Use: Rand() | ||||||||||||
RandVec | Creates a random vector. Use : RandVec(); Returns the vector. | ||||||||||||
ReleaseThing | Releases thing from use (the calling cog is no longer called). Used in conjunction with CaptureThing(); Use: ReleaseThing(ThingRef); | ||||||||||||
Reset | Resets any existing CALL, WAIT, or WAITFORSTOP contexts. Used to completely reset the state of the COG in the event of an interrupt message. Use: Reset(); | ||||||||||||
ReturnEx | Specifies the flex value that the cog message returns to the caller. Remember the caller can be cog (via SendMessageEx for instance) or the engine itself (using ReturnEx(0) in a damaged: handler will negate the damage for instance). Use: ReturnEx(flex returnValue); | ||||||||||||
Rotate | unknown | ||||||||||||
RotatePivot | Rotates the thing specified by RotThing in a time (in seconds) given in RotTime. The center of rotation is specified by the X/Y/Z part of the frame with number RotFrame of the thing. The PCH/YAW/ROL part of that frame defines direction and angle of rotation. A negative value in RotTime inverses the direction of rotation. Use: RotatePivot(thing RotThing, int RotFrame, flex RotTime); | ||||||||||||
SectorAdjoins | Same as SetSectorAdjoins(); | ||||||||||||
SectorLight | Same as SetSectorLight(); | ||||||||||||
SectorPlayerCount | unknown | ||||||||||||
SectorSound | Plays a sound from designated sector. Use: SectorSound(sector, wav, flex volume); | ||||||||||||
SectorThingCount | Same as GetSectorThingCount() | ||||||||||||
SectorThrust | Same as SetSectorThrust(); | ||||||||||||
SelectWeapon | Actually sets the current weapon to a different weapon. Use : SelectWeapon(player, intWeapon). Where intWeapon is the Xth entry in the items.dat flagged as a weapon. | ||||||||||||
SendMessage | Sends a message to a cog. Use: SendMessage(cogRef, message); SEE Cog Messages | ||||||||||||
SendMessageEx | Sends a message to a cog with parameters passing. This verb returns a value that it what the callee set in a ReturnEx statement. Use: SendMessageEx(cogRef, message, flex param0, flex param1, flex param2, flex param3); | ||||||||||||
SendTrigger | Sends a trigger, that is generates a trigger: message sent to all the cogs on the destination. The destination can be either a player (local or remote on the network) reference or -1. If it is -1 the message is broadcast to ALL the connected players. This verb can be used to reduce bandwidth in multiplayer games, as well as to transmit information that is not normally synched over the network. The receiving cogs are responsible to declare and code a handler for the trigger: message. And they can check that they want to handle a specific triggerID by using GetSenderID as well as retrieve the parameters passed with GetParam. Use: SendTrigger(destination, triggerID, flex param0, flex param1, flex param2, flex param3); | ||||||||||||
SetActorExtraSpeed | Sets the extra speed of actor. Use: SetActorExtraSpeed(thing,flex); | ||||||||||||
SetActorFlags | Sets the actor flags of a thing. Actor Flags Use: SetActorFlags(thing,flag); Only sets the specified flags. | ||||||||||||
SetActorWeapon | It`s used to remove a weapon from an actor not a player. Not sure if it can be used to give a weapon . Use: SetActorWeapon(thing, bin, template); bin must be 1 (actors only have 1 bin) ,template = -1 removes the weapon template. | ||||||||||||
SetAdjoinFlags | Sets the specified Adjoin flags. Surface Adjoin Flags Use: SetAdjoinFlags(surface,flags); | ||||||||||||
SetArmedMode | Sets the current style of weapon. Use : SetArmedMode(player, intMode). intMode can be Hand held(0), Firing weapon(1) or Saber(2). | ||||||||||||
SetAutoPickup | Sets the status of the auto pickup setting in the graphic interface SetAutoPickup(0 | 1); | ||||||||||||
SetAutoReload | Sets the status of the auto reload setting in the graphic interface SetAutoReload(0 | 1); | ||||||||||||
SetAutoSwitch | Sets the status of the auto switch setting in the graphic interface SetAutoSwitch(0 | 1); | ||||||||||||
SetBinWait | Sets a delay before bin can be reactivated. BINS Ref Use: SetBinWait(player,bin,flex delay); | ||||||||||||
SetCameraFocus | Sets the camera view to a specified thing. Use : SetCameraFocus(viewInt, ToThisThing); viewInt : 0 for internal view change but will not affect external and vice versa for1(external). | ||||||||||||
SetCameraStateFlags | unknown | ||||||||||||
SetCeilingSkyOffset | Sets world CeingSkyOffset Use: SetCeilingSkyOffset(flex u,flex v, 0.0); send as vector x,y | ||||||||||||
SetCollideType | Sets the specified Collide type flags . Collide Type Flags Use: GetCollideType(thing,flag); | ||||||||||||
SetColormap | Sets a colormap to a sector. Use : SetColorMap(sector, colormapInt); | ||||||||||||
SetCurInvWeapon | Used in various level cogs and kyle.cog. Verb to initialize weapon. Don't know what it does. Maybe some kind of fail safe. | ||||||||||||
SetCurWeapon | Sets the current weapon. Bins Ref Use: SetCurWeapon(player,bin); | ||||||||||||
SetCurrentCamera | Sets the current camera Point of View. Use: SetCurrentCamera(int); | ||||||||||||
SetDebugModeFlags | unknown | ||||||||||||
SetExplosionFlags | Sets the explosion flag of an explosion. Use : SetExplosionFlags(explosion, flag); | ||||||||||||
SetFaceGeoMode | Sets the specified geometry mode of surface. Geomerty Mode Flags Use: GetFaceGeoMode(surface,flags); | ||||||||||||
SetFaceLightMode | Sets the specified lighting mode of the surface. Surface Light Mode Flags Use: SetFaceLightMode(surface.flags); | ||||||||||||
SetFaceTexMode | Sets the texture mode of a surface set in a level. Use : SetFaceTexMode(surface, modeInt); | ||||||||||||
SetFaceType | Sets specified Face Type flags. Face Type Flags Use: SetFaceType(face,flag); | ||||||||||||
SetFireWait | Delays use of weapon Use: SetFirewait(player,flex delay); | ||||||||||||
SetGoalFlags | Sets a goal flag for one of the goals. Used for single player objectives Use: SetGoalFlags(player, goalNumber, flagsToSet); goalNumber starts at zero. The first goal (i.e. goal 0) description corresponds to the cogString whose value is in bin 99. flagsToSet are the Goal Flags. See Goal Flags | ||||||||||||
SetGravity | Sets the world gravity Use: SetGravity(flex); | ||||||||||||
SetHeadLightIntensity | Sets the Fieldlight intensity Use: SetHeadLightIntensity(Thing,flex); not used in cogs,so assuming params will be this. | ||||||||||||
SetHealth | Same as SetThingHealth(); | ||||||||||||
SetHorizonSkyOffset | Sets world HorizonSkyOffset Use: SetHorizonSkyOffset(flex u, flex v, 0.0); send as vector x,y | ||||||||||||
SetInv | Sets the value of the specified inventory bin. BINS Ref Use: SetInv(thing,bin,flex); sets bin to value. | ||||||||||||
SetInvActivated | Acivates or deactivates the specified bin. It also draws the bin icon on right side of screen. BINS Ref Use: SetInvActivated(thing,bin,int); 1=activated ,0=inactive. | ||||||||||||
SetInvAvailable | Sets bin to available/unavailable. Also displays the bin icon in the inventory. BINS Ref Use: SetInvAvailable(thing,bin,int); 1 = bin available,0 = notavailable. | ||||||||||||
SetInvFlags | Sets the inventory flag set in items.dat through bin ID. Use : SetInvFlags(thing, bin, flags); | ||||||||||||
SetItemFlags | Sets the specified item Flags. Item Flags Use: SetItemFlags(thing,flag); not used ,not sure | ||||||||||||
SetLifeLeft | Sets remaining life of a thing. Destroys the thing when the life ends if flag is set. Use : SetLifeLeft(thing, flexTime); It needs a flag to be set for this to work. Calls explode template if set when the life ends as well. | ||||||||||||
SetMapModeFlags | Used in ForceSeeing.cog to add the items in the map. Use: SetMapModeFlags(flags); flags: 0xc=players, 0x1c=players, actors, items, 0x3c=players, actors, items, projectiles | ||||||||||||
SetMasterCog | Sets the Master cog for a single player level. Usually used for endlevel cogs of single player levels, the MasterCog is actually an easy way to access a cog reference from another cog without having to link the cog. Use: SetMasterCOG(cogRef); cogRef is often passed as GetSelfCog, the current cog. | ||||||||||||
SetMaterialCel | Sets a material cel. Use: SetMaterialCel(material,int); Not sure of this ,it`s not used in cogs | ||||||||||||
SetMountWait | Delays key frame play Use: SetMountWait(thing,flex delay); | ||||||||||||
SetMultiModeFlags | Sets the specified Multiplayer mode flags. Multiplayer Mode flags Use: SetMultiModeFlags(flags); | ||||||||||||
SetMusicVol | Sets the volume for the CD Track that is currently playing. Used when dialogues play to make them audible. Use: SetMusicVol(flex volume); | ||||||||||||
SetPOVShake | Sets POV to shake. Use : SetPOVShake(VectorPos, VectorAngle, SpeedResetPos, SpeedResetAngle); VectorPos is how far to go away from the player's head. VectorAngle is how much to rotate. SpeedResetPos is how much speed to use to reset to player's head pos. SpeedResetAngle is how much speed to use to reset to player's head angle. | ||||||||||||
SetParam | Sets one parameter of a cog message. Each cog message has 4 parameters, but generally only some of them contain useful values. Thiswas probably only added for completeness. Use: SetParam(paramNumber, flex value); Where paramNumber can be 0, 1, 2 or 3. | ||||||||||||
SetParticleFlags | Sets the particle flag of particles. Use : SetParticleFlags(particles, flag); | ||||||||||||
SetParticleGrowthSpeed | Sets the particle Growth speed . Use: SetParticleGrowthSpeed(thing,flex); | ||||||||||||
SetParticleSize | Sets the "elementsize" of particles. Use : SetParticleSize(particles, flexSize); | ||||||||||||
SetParticleTimeOutRate | Sets the "rate" of particles. Use : SetParticleTimeoutRate(particles, flexRate); | ||||||||||||
SetPhysicsFlags | Sets specified physics flags. Physics Flags Use: SetPhysicsFlags(thing,flags); | ||||||||||||
SetPlayerKilled | Sets the number of times player has been killed. Use: SetPlayerKilled(player, int); Int is value of killed times. | ||||||||||||
SetPlayerKills | Sets the number of kills player has. Use: SetPlayerKills(player,int); Int is number of kills. | ||||||||||||
SetPlayerScore | Sets a players Score. Use: SetPlayerScore(player,int); | ||||||||||||
SetPlayerSuicides | Set Player self kills. Use: SetPlayerSuicdes(player,int); | ||||||||||||
SetPlayerTeam | Sets the team player is on. Use: SetPlayerTeam(player,int); Int usualy 1 or 2. | ||||||||||||
SetPulse | Sets the pulse for the current cog's. This will generate a pulse: message every interval. Use: SetPulse(flex interval); Use SetPulse(0); to stop the pulse. | ||||||||||||
SetRespawnMask | Sets a mask for respawing player. Respawn CTF Flags Use: SetRespawnMask(player,flags); | ||||||||||||
SetScoreLimit | Sets the game score limit. Use: SetScoreLimit(int): not used in cogs , so not sure if correct. | ||||||||||||
SetSectorAdjoins | Turns the rendering of adjoins on or off. Use: SetSectorAdjoins(sector,Int); 1 = On , 0 = Off | ||||||||||||
SetSectorColormap | Sets the current color map for the sector. CMP Files Use: SetsectorColorMap(sector,colormap int); | ||||||||||||
SetSectorFlags | Sets the specified flags. Sector Flags Use: SetSectorFlags(sector,flags); | ||||||||||||
SetSectorLight | Sets the sector extra light. Use: SetSectorLight(sector,light int,delay int); | ||||||||||||
SetSectorThrust | Sets the sector Thrust (velocity). Use: SetSectorThrust(sector,vector,speed int); | ||||||||||||
SetSectorTint | Set the tint of a sector. Use: SetSectorTint(sector, rgb); ** rgb is expressed like a vector | ||||||||||||
SetSubModeFlags | Sets the Sith Sub Mode. SetSubModeFlags(flag); See SubMode Flags | ||||||||||||
SetSurfaceCel | Same as SetWallCel(). | ||||||||||||
SetSurfaceFlags | Sets the specified surface flags. Surface Flags Use: SetSurfaceFlags(surface,flag); | ||||||||||||
SetSurfaceLight | Changes the light value of a surface over time Use: SetSurfaceLight(surface, light, fade) fade = fade time from 0 to light value | ||||||||||||
SetSurfaceMat | Sets a mat for surface. Use: SetSurfaceMat(surface,mat); | ||||||||||||
SetTeamScore | Sets team score. use: SetTeamScore(Team,int); | ||||||||||||
SetThingAttachFlags | Sets specified attach flags. Attach Flags Use: SetThingAttachFlags(thing,flags); | ||||||||||||
SetThingCaptureCog | Sets or alters(if the thing is already captured) a cog to capture a thing. Use : SetThingCaptureCog(thing, cog); | ||||||||||||
SetThingClassCog | Sets a "cog" to a thing as set in templates. (ie : walkplayer is to kyle.cog by default and change it) Use SetThingClassCog(thing, CogRef); Cog Ref can be set in the items.dat and retrieve using GetInvCog() or by getting another thing's cog using GetThingClassCog() or through level cog assigning. | ||||||||||||
SetThingCollideSize | Changes a thing's "size" as set in the template. Use : SetThingCollideSize(thing, flexSize); | ||||||||||||
SetThingCurGeoMode | Sets the thing current geometry mode . Geometry Mode Flags Use: SetThingCurGeoMode(thing,mode); | ||||||||||||
SetThingCurLightMode | Same as SetThingLightMode. | ||||||||||||
SetThingCurTexMode | Same as SetThingTexMode. | ||||||||||||
SetThingFireOffset | Sets a fire offset for a thing. Use: SetThingfireOffset(thing,vector); | ||||||||||||
SetThingFlags | Sets specified Thing Flags Thing Flags Use: SetThingFlags(thing,flags); | ||||||||||||
SetThingGeoMode | Sets the specified thing geometry mode flags. Geometry Mode Flags Use: SetThingGeoMode(thing,flag); | ||||||||||||
SetThingHealth | Sets the amount of health for actors. Use : SetThingHealth(thing, flexHealth); | ||||||||||||
SetThingLight | Sets a light value to a thing. Use : SetThingLight(thing, flex, lightValue, flexFadeInTime); | ||||||||||||
SetThingLightMode | Sets the light mode of a thing. Use : SetThingLightMode(thing, intMode); | ||||||||||||
SetThingLook | Sets the look vector of a thing. Use: SetThingLook(thing,vector); | ||||||||||||
SetThingMass | Sets the thing Mass. Use: SetThingMass(thing,flex); | ||||||||||||
SetThingModel | Set Thing model. Use: SetThingModel(thing,model); | ||||||||||||
SetThingMoveSize | Changes a thing's movesize as set in the template. Use : SetThingMoveSize(thing, flexSize); | ||||||||||||
SetThingPos | Sets the things position Use: SetThingPos(thing,vector); | ||||||||||||
SetThingPulse | Sets pulse on a certain thing, but only 1 allowed for each cog. The difference between SetPulse is in the pulse message, the thing assigned can be retrieved with GetSenderRef(), and the pulse stops when the thing gets destroyed (not killed but when it disappears). Use : SetThingPulse(thing, flexpulse); | ||||||||||||
SetThingRotVel | Sets thing rotation velocity Use: SetThingRotVel(thing,vector); | ||||||||||||
SetThingTexMode | Sets the texture mode of a thing. Use : SetThingTexMode(thing, intMode); | ||||||||||||
SetThingThrust | Sets a thing's thrust. The thing has to have physic flag 0x2 to work. Use : SetThingThrust(thing, thrustVector); Don't work on players(I guess because it always sets the thrust of it's movement in the engine or something and takes over it). | ||||||||||||
SetThingTimer | Sets a timer with a thing value attached. Use : SetThingTimer(thing, flexTimer); In the timer message, the thing can be retrieved with GetSenderRef(); | ||||||||||||
SetThingType | Sets a thing's type. Use : SetThingType(thing, typeInt); typeInt = thing type value. | ||||||||||||
SetThingUserData | Sets a things User Data (health) use: SetThingUserData(thing, intHealth); | ||||||||||||
SetThingVel | Sets a things velocity Use: SetThingVel(thing,vector); | ||||||||||||
SetTimeLimit | Sets Time limit for game. Use: SetTimeLimit(Int); not used in cogs,not sure of this. | ||||||||||||
SetTimer | Sets the timer for the cog, that will result in a timer: message being sent to the cog when delay seconds elapse. Use: SetTimer(delay); | ||||||||||||
SetTimerex | Sets an timer of delay seconds for the cog, allowing to use multiple timers with IDs and pass parameters to them. Use: SetTimerEx(delay, timerID, flex param0, flex param1); In the timer: handler you can check what the ID is with GetSenderID as well as retrieve the parameters passed with GetParam. Note that it is allowed to have multiple timers with the same ID waiting to be sent to the cog, each will keep its own parameters. | ||||||||||||
SetTypeFlags | Gets the type of a thing and sets its flag. Use : SetTypeFlags(thing, flag); | ||||||||||||
SetWallCel | Sets the surface mat to specified cel. Use: SetWallCel(surface,cel); | ||||||||||||
SetWeaponFlags | Sets specified weapon flags. Weapon Flags Use: SetWeaponFlags(thing,flag); | ||||||||||||
SkillTarget | Tells a target that a certain skill is being applied to it. Mainly used for force powers, this is akin to a SendMessageEx that would reach accross the network. Use: returnValue = SkillTarget(victim, player, binNumber, rank); Note that when SkillTarget is sent over the network the return value is undefined, the cog DOES NOT wait for an answer (which is very logical, you don't want to wait for a double lag before continuing the execution). So in multiplayer the return value is not used to specify immunities and such as in single player. | ||||||||||||
SkipToFrame | Skips an object to one of its frames Use: SkipToFrame(thing,int frame,speed int); | ||||||||||||
Sleep | Pauses the cog and its actions for a defined time. Use: Sleep(sleeptime); Note that this verb is very dangerous to use in cogs that could be reentered... | ||||||||||||
SlideCeilingSky | Scrolls all sky surfaces. (face flag 400) Use: SlideCeilingSky( flex U, flex V); U , V speeds to move along axis | ||||||||||||
SlideHorizonSky | Scrolls all horizon surfaces. (face flag 200) Use: SlideHorizonSky( flex U, flex V ); U , V speeds to move along axis | ||||||||||||
SlideSurface | Same as SlideWall(). | ||||||||||||
SlideWall | Moves a surface texture (scroll). Use: SlideWall(surface,direction vector,speed ); | ||||||||||||
StopAnim | Stops a playing animation. Use: StopAnim(animation); | ||||||||||||
StopKey | Stops a playing keyframe animation. Use: StopKey(thing,keyframe,flex delay); | ||||||||||||
StopSound | Stops a sound from being played on the passed channel. Use: StopSound(int channel, flex FadeOut); | ||||||||||||
StopSurfaceAnim | Stops a surface animation . Surface Animation Flags Use: StopSurfaceAnim(surface); | ||||||||||||
StopThing | Stops a thing movement. Use: StopThing(thing); | ||||||||||||
SurfaceAnim | Starts a surface animation. Surface Animation Flags Use: SurfaceAnim(surface,fps,flags); | ||||||||||||
SurfaceCenter | Same as GetSurfaceCenter(). | ||||||||||||
SurfaceLight | Same as SetSurfaceLight(). | ||||||||||||
SurfaceLightAnim | Starts a light animation on the surface. Use; SurfaceLightAnim(surf, minLight flex, maxLight, period); | ||||||||||||
SyncScores | Syncronises the score on all machines. Use: SyncScores(); | ||||||||||||
SyncSector | Used to sync sector information(thrust etc) to all players for local cogs. Will override nosync cog flag. Use : SyncSector(); | ||||||||||||
SyncSurface | Synchronizes surfaces, so that the joining people will have the altered surfaces in their machine as well. Will override nosync cog flags. Use : SyncSurface(); Probably for later joining players because the sector information is changed since the start of the level. | ||||||||||||
SyncThingAttachment | Syncronises attachment of a thing over network. Use: SyncThingAttachment(Thing); | ||||||||||||
SyncThingPos | Syncronises position of thing over the network. Use: SyncThingPos(thing); | ||||||||||||
SyncThingState | unknown | ||||||||||||
TakeItem | Requests to take an item from the server. If the server agrees the taken: message is sent to the cog. This does not occur in MOTS (except for backpacks) to reduce lag at the expense of risking a little inconsistency (i.e. two players taking the same powerup at the "same time"). Use: TakeItem(item, player); | ||||||||||||
TeleportThing | teleports a thing to another things location Use: TeleportThing(thing,thing); | ||||||||||||
ThingLight | Same as SetThingLight(); | ||||||||||||
ThingLightAnim | Flickers light with min and max value set. Use : ThingLightAnim(thing, flexMinValue, flexMaxValue, flexInterval); Flickers light minimum to maximum alternatively. | ||||||||||||
ThingViewDot | Gets how much a thing is facing to another thing. For example it will return 1, if the thing is directly looking at the other thing. -1 if it's facing 180deg away from the other thing. 0 for looking to both sides from the other thing. And all the other directions are between -1 to 1. Use : ThingViewDot(LookingThing, TargetThing); returns flex. | ||||||||||||
VectorAdd | Adds two vectors. Use sum = VectorAdd(vector,vector); returns the sum of the two vectors | ||||||||||||
VectorCross | Crosses two vectors Use: cross = VectorCross(vector,vector); returns the cross product of the two vectors (a vector). | ||||||||||||
VectorDist | Gets the distance between two vectors. Use: distance = VectorDist(vector,vector); returns a flex | ||||||||||||
VectorDot | unknown | ||||||||||||
VectorLen | Gets the length of a vector Use: length = VectorLen(vector);Returns a flex | ||||||||||||
VectorNorm | Normalises a vector Use: norm = VectorNorm(vector); returns vector | ||||||||||||
VectorScale | Scales a vector Use: scaled = VectorScale(Vector,flex); returns vector | ||||||||||||
VectorSet | Creates a vector Use: newvector = VectorSet(Flex X,Flex Y,Flex Z); returns a vector | ||||||||||||
VectorSub | Subtracts two Vectors. Use: Newvec = VectorSub(vector,vector); returns vector | ||||||||||||
VectorX | Gets the "X" part of a vector. Use: Xflex = VectorX(vector); returns flex | ||||||||||||
VectorY | Gets the "Y" part of a vector Use: Yflex = VectorY(vector); returns flex | ||||||||||||
VectorZ | Gets the "Z" part of a vector Use: Zflex = VectorZ(vector); returns flex | ||||||||||||
WaitForStop | Waits for a thing to stop before continuing Use: WaitForStop(thing); | ||||||||||||
jkClearFlags | Clears the specified jk flags. JK Flags Use: jkClearFlags(thing,flags); | ||||||||||||
jkClearSuperFlags | Clears the specified Player super flags. Player Superflag Bits Use: jkClearSuperFlags(bit); | ||||||||||||
jkDisableSaber | Disables the saber from creating collisions. Use: jkDisableSaber(player); | ||||||||||||
jkEnableSaber | Enables the saber blade to create collisions. Collisions created ONLY when saber strikes Use: JkEnableSaber(player, flex damage, flex bladelength, flex stundelay); | ||||||||||||
jkEndLevel | Ends the level. Use: jkEndLevel(0 | 1); terminates the level indicating failure or success in the mission | ||||||||||||
jkEndTarget | Voids the Force Power Process from working . Use: jkEndTarget(); | ||||||||||||
jkGetChoice | Gets the force side choice.(light \dark) Use: Side = jkGetChoice(); returns 0 for no choice made, 1 for light side ,2 for dark . | ||||||||||||
jkGetFlags | Gets the jk flags. JK Flags Use: flags = jkGetFlags(thing); returns set flags | ||||||||||||
jkGetLocalPlayer | Gets the player thing. Use : jkGetLocalPlayer(); | ||||||||||||
jkGetSaberCam | Gets the setting of auto saber camera option in the graphic interface. Use: set = jkGetSaberCam(); returns 1 if set,0 if not set | ||||||||||||
jkGetSuperFlags | Gets the Player super flags. Player Superflag Bits Use: FlagBit = jkGetSuperFlags(); returns set bit | ||||||||||||
jkPlayPOVKey | Plays keyframe for the POV (internal view) model. Use : jkPlayPOVKey(thing, keyframe, int, flags); int = usually 1 or 2. Flag = key flags(not sure). | ||||||||||||
jkPrintUniString | Prints a Unicode string to screen. Cog Strings Ref Use: jkPrintUNIString(destination,Int); Often in the code you will see Int as "bin" this is not to be confused with an actual bin,it is the cog string number to print. If you check the symbols section you will see bin is usualy assigned an "Int" Note: If Multiplayer, the string will be outputted to everyone if destination = -3. | ||||||||||||
jkSetFlags | Sets the specified jk flags. JK Flags Use: jkSetFlags(thing,flags); | ||||||||||||
jkSetForceSpeed | Sets the move speed to only players. This verb somehow works either with 1 or 2 parenthesis. Use : jkSetForceSpeed(thing, flexSpeed); or jkSetForceSpeed(flexSpeed);, funny that even the thing is set it always changes the player's speed. This verb will also alters the side movements if the value is negative. Does not allow below 1 to 0. Use SetActorExtraSpeed() instead which allows thing definition and below decimal speed which is slower movements. | ||||||||||||
jkSetInvis | Makes things invisible. Use : jkSetInvis(thing, intMode); intMode can be 0 for normal and 1 for invisible. Rather this verb only makes the body invisible, not the armed weapons, and not even makes player invisible to other ai. Use SetThingGeoMode() instead. Also pretty unstable verb, it crashes rarely. | ||||||||||||
jkSetInvulnerable | Sets a thing to be invulnerable or not. Use : jkSetInvulnerable(thing, int); int = 0 for normal, 1 for invul. Can be used (same) as SetActorFlags(thing, 0x8); | ||||||||||||
jkSetPOVModel | Sets the POV model (usually weapon models) of a thing. Use : jkSetPOVModel(thing, model); | ||||||||||||
jkSetPersuasionInfo | Adds the twinkling stars for Force Persuasion & Force Jump Use: JkSetPersuasionInfo(player, int1, int2); the Int's are the min and max of the appearing twinkling stars. | ||||||||||||
jkSetSaberInfo | Used to set the Singleplayer saber information. Use: jkSetSaberInfo(player, material Side mat, tip mat, flex base radius, flex tip radius, flex saber length, template wall hit, template flesh hit, template saber clash); We dont recomend changing the numbers specified as they are pertinent to the saber's size. | ||||||||||||
jkSetSuperFlags | Sets the specified Player super flags. Player Superflag Bits Use: jkSetSuperFlags(bit); | ||||||||||||
jkSetTarget | Sets the target for the force power reticle. Use: JkSetTarget(victim); | ||||||||||||
jkSetTargetColors | Sets the colors for the reticle while using a force power , such as pull. Use: jkSetTargetColors(int, int, int); Where each int represents a color from the JK pallete. Each int is for each line of the reticle. | ||||||||||||
jkSetWaggle | Wiggles the players weapon sideways when moving. Use: jkSetWaggle(player,vector,Int); vector is expressed like "'0.0 0.0 0.0'" , unknown what the last Int is. Likely a distance of some sort. | ||||||||||||
jkSetWeaponMesh | Sets the weapon 3do. Use: jkSetWeaponMesh(thing,model); | ||||||||||||
jkStopPOVKey | Stops the playing POV key. Use : jkStopPOVKey(thing, keyInt, flexDelay); keyInt should be defined like keyInt = jkPlayPOVKey();. | ||||||||||||
jkStringClear | Clears a conactenated string (linked,appended) Use: jkStringClear(); | ||||||||||||
jkStringConcatAsciiString | Concanates an ASCII value to the string. use: jkStringConcatAsciiString("Ascii String"); | ||||||||||||
jkStringConcatFlex | Concatenates a flex value to the string. use: jkStringConcatFlex(flex); | ||||||||||||
jkStringConcatFormattedFlex | Concatenates formatted flex values to the string. use: jkStringConcatFormattedFlex(flex); | ||||||||||||
jkStringConcatFormattedInt | Concatenates formatted Ints to the string. use: jkStringConcatFormattedInt(int); | ||||||||||||
jkStringConcatInt | Concatenates an Int to the string. use: jkStringConcatInt(int); | ||||||||||||
jkStringConcatPlayerName | Concatenates the player name to the string. use: jkStringConcatPlayerName(thingPlayer); | ||||||||||||
jkStringConcatSpace | Concatenates a space in the string. use: jkStringConcatSpace(); | ||||||||||||
jkStringConcatUniString | Concatenates a unicode string to the string. use: jkStringConcatUniString(intUNIString); | ||||||||||||
jkStringConcatVector | Concatenates a vector to the string. use: jkStringConcatVector(vector); | ||||||||||||
jkStringOutput | Outputs a string to the game use: jkStringOutput(destination, source); Note: If Multiplayer, the string will be outputted to everyone if destination = -3. If the source has a player value to it, the text will read: 'player says...' instead of '...' |
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