Difference between revisions of "AlcScript"
m (→visregions: oops, typo) |
(→softvolume: Added softvolume.softdist and link to Soft Volumes page.) |
||
Line 289: | Line 289: | ||
== softvolume == | == softvolume == | ||
+ | ''See [[Soft Volumes]] for more details.'' | ||
=== type === | === type === | ||
'''softvolume.type''' ''type'': string ''range'':[convex, invert, union, intersect] ''default'':convex | '''softvolume.type''' ''type'': string ''range'':[convex, invert, union, intersect] ''default'':convex | ||
Line 300: | Line 301: | ||
'''softvolume.outstrength''' ''type'': float | '''softvolume.outstrength''' ''type'': float | ||
Field strength outside of the attenuation zone around the volume. | Field strength outside of the attenuation zone around the volume. | ||
+ | |||
+ | ===softdist=== | ||
+ | '''softvolume.softdist''' ''type'': float | ||
+ | For simple (convex) soft volumes, the width of the attenuation zone around the volume. | ||
===regions=== | ===regions=== |
Revision as of 08:39, 20 July 2008
AlcScript is a simple way to use a limited form of programming in your Ages.
Contents
- 1 AlcScript Tutorials
- 2 List of Properties
- 2.1 type
- 2.2 visual
- 2.2.1 visregions
- 2.2.2 render
- 2.2.3 waveset
- 2.2.4 sprite
- 2.3 lamp
- 2.4 physical
- 2.5 logic
- 2.6 camera
- 2.7 region
- 2.8 oneshot
- 2.9 sound
- 2.10 softvolume
- 3 AlcScript Technical Information
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 sittingmod #A Sitting Modifier
visual
visregions
visual.visregions type: list of soft volume references
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 outside the confines of the soft volume. (Hint: Think in terms of invisibility rather than visibility.)
render
visual.render type: boolean string ('true' or 'false')
Whether the object has a DrawInterface and Drawable code attached to it. This can be used to prevent object from being visible (for things like click areas).
waveset
maxlen
visual.waveset.maxlen type: float
Default is 0.0
geostate
maxlen
visual.waveset.geostate.maxlen type: float
Maximum length of the geometry waves(?).
minlen
visual.waveset.geostate.minlen type: float
Minimum length of the geometry waves(?).
ampoverlen
visual.waveset.geostate.ampoverlen type: float
Amplitude over Length.
chop
visual.waveset.geostate.chop type: float
Choppiness
angledev
visual.waveset.geostate.angledev type: float
Angle of Deviance(?).
texstate
maxlen
visual.waveset.texstate.maxlen type: float
Maximum length of the texture waves(?).
minlen
visual.waveset.texstate.minlen type: float
Minimum length of the texture waves(?).
ampoverlen
visual.waveset.texstate.ampoverlen type: float
Amplitude over Length.
chop
visual.waveset.texstate.chop type: float
Choppiness
angledev
visual.waveset.texstate.angledev type: float
Angle of Deviance(?).
ripplescale
visual.waveset.ripplescale type: int
Ripple Scale
wispiness
visual.waveset.wispiness type: float
Default 0.5
edgeopac
visual.waveset.edgeopac type: float
Edge Opacity
edgeradius
visual.waveset.edgeradius type: int
Edge Radius
period
visual.waveset.period type: int
Period of the wave. Default 1.
fingerlength
visual.waveset.fingerlength type: int
Default 1.
envrefresh
visual.waveset.envrefresh type: int
Environment Map Refresh(?)
envradius
visual.waveset.envradius type: int
Environment Map Radius(?)
specnoise
visual.waveset.specnoise type: int
Specular Noise
specstart
visual.waveset.specstart type: int
Specular Starting distance
specend
visual.waveset.specend type: int
Specular Ending distance
sprite
visual.sprite type: boolean string ('true' or 'false')
Allows the objects to rotate to always face the camera. Advanced Properties NIE
lamp
softvolume
lamp.softvolume type: ref
Confine the light to the soft volume.
flags
lamp.flags type: list
Manually set the flag properties of the lamp.
visregions
lamp.visregions type: list of soft volume references
Confine the light to the soft volume, based on the camera position. See Soft Volumes: Visregions.
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 string ('true' or 'false')
Whether the animation can be played backwards(?). Default is true.
smartseek
oneshot.smartseek type: boolean string ('true' or 'false')
Whether smart seeking in enabled. Default is true.
drivable
oneshot.drivable type: boolean string ('true' or 'false')
Unknown at this point. Default is true.
noseek
oneshot.noseek type: boolean string ('true' or 'false')
Disable seeking(?). Default is true.
sound
flags
sound.flags type: list
This controls the sound properties.
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: ref
The name of a soft volume object in the Age to which the sound will be confined.
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.
fadein
length
sound.fadein.length type: float
Length controls how long it takes for the sound to fade in or out. This is a decimal value in number of seconds.
start
sound.fadein.start type: float
Starting volume defines the percentage of the volume (as a decimal) to use when fading. Default 0.0.
end
sound.fadein.end type: float
The final volume of the sound at the end of the effect, expressed as a decimal percentage. Default 1.0.
type
sound.fadein.type type: string
Plasma supports three types of fading, these are mathematical equations used internally to produce the fading effect.
stop
sound.fadein.stop type: boolean string ('true' or 'false')
A boolean value determining whether to stop playing the sound when the effect finishes. Default false.
fadeout
length
sound.fadeout.length type: float
Length controls how long it takes for the sound to fade in or out. This is a decimal value in number of seconds.
start
sound.fadeout.start type: float
Starting volume defines the percentage of the volume (as a decimal) to use when fading. Default 1.0.
end
sound.fadeout.end type: float
The final volume of the sound at the end of the effect, expressed as a decimal percentage. Default 0.0.
type
sound.fadeout.type type: string
Plasma supports three types of fading, these are mathematical equations used internally to produce the fading effect.
stop
sound.fadeout.stop type: boolean string ('true' or 'false')
A boolean value determining whether to stop playing the sound when the effect finishes. Default true.
softvolume
See Soft Volumes for more details.
type
softvolume.type type: string range:[convex, invert, union, intersect] default:convex
The type of soft volume region. convex will take the individual faces and generate a soft volume object.
instrength
softvolume.instrength type: float
Field strength inside the volume.
outstrength
softvolume.outstrength type: float
Field strength outside of the attenuation zone around the volume.
softdist
softvolume.softdist type: float
For simple (convex) soft volumes, the width of the attenuation zone around the volume.
regions
softvolume.regions type: list
A list of references to build up a complex soft volume