Liste mit Befehlen [Auto-Sync.]

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Gotha

Adimi h.c.
Baron
Hier ist eine kleine liste mit Befehlen ... Das sind alles Befehle die sich meines Wissens nach zwischen Server und Client automatisch synchronisieren... Natürlich ohne gewehr..


Code:
player_set_gold                      = 408 # (player_set_gold, <player_id>, <value>, <max_value>), #set max_value to 0 if no limit is wanted
player_add_spawn_item                = 410 # (player_add_spawn_item, <player_id>, <item_slot_no>, <item_id>),
player_control_agent                 = 421 # (player_control_agent, <player_id>, <agent_id>),
player_set_is_muted                  = 440 # (player_set_is_muted, <player_id>, <value>, [mute_for_everyone]), #mute_for_everyone optional parameter should be set to 1 if player is muted for everyone (this works only on server).
kick_player                          = 465 # (kick_player, <player_id>),
ban_player                           = 466 # (ban_player, <player_id>, <value>, <player_id>), #set value = 1 for banning temporarily, assign 2nd player id as the administrator player id if banning is permanent
agent_set_position                     = 1711	# (agent_set_position,<agent_id>,<position_no>),
agent_set_hit_points                   = 1721	# set absolute to 1 if value is absolute, otherwise value will be treated as relative number in range [0..100]
agent_refill_ammo                      = 1728	# (agent_refill_ammo,<agent_id>),
agent_set_animation                    = 1740   # (agent_set_animation, <agent_id>, <anim_id>, [channel_no]), #channel_no default is 0. Top body only animations should have channel_no value as 1.
agent_set_wielded_item                 = 1747   # (agent_set_wielded_item, <agent_id>, <item_id>),
agent_fade_out                         = 1749   # (agent_fade_out, <agent_id>),
agent_play_sound                       = 1750   # (agent_play_sound, <agent_id>, <sound_id>),
agent_start_running_away               = 1751   # (agent_start_running_away, <agent_id>),
agent_stop_running_away                = 1752   # (agent_stop_run_away, <agent_id>),
agent_ai_set_aggressiveness            = 1753   # (agent_ai_set_aggressiveness, <agent_id>, <value>), #100 is the default aggressiveness. higher the value, less likely to run back
agent_set_kick_allowed                 = 1754   # (agent_set_kick_allowed, <agent_id>, <value>), #0 for disable, 1 for allow
remove_agent                           = 1755   # (remove_agent, <agent_id>),
agent_set_team                         = 1771   # (agent_set_team  , <agent_id>, <value>),
agent_unequip_item                     = 1774	  # (agent_unequip_item, <agent_id>, <item_id>, [weapon_slot_no]), #weapon_slot_no is optional, and can be between 1-4 (used only for weapons, not armor). in either case, item_id has to be set correctly.
agent_set_ammo                         = 1776   # (agent_set_ammo,<agent_id>,<item_id>,<value>), #value = a number between 0 and maximum ammo
agent_equip_item                       = 1779	  # (agent_equip_item, <agent_id>, <item_id>, [weapon_slot_no]), #for weapons, agent needs to have an empty weapon slot. weapon_slot_no is optional, and can be between 1-4 (used only for weapons, not armor).
add_missile                            = 1829	# (add_missile, <agent_id>, <starting_position>, <starting_speed_fixed_point>, <weapon_item_id>, <weapon_item_modifier>, <missile_item_id>, <missile_item_modifier>), # starting position also contains the direction of the arrow
prop_instance_set_position             = 1855	# (prop_instance_set_position, <scene_prop_id>, <position_no>, [dont_send_to_clients]),
prop_instance_animate_to_position      = 1860	# (prop_instance_animate_to_position, <scene_prop_id>, position, <duration-in-1/100-seconds>),
prop_instance_stop_animating           = 1861	# (prop_instance_stop_animating, <scene_prop_id>),
prop_instance_rotate_to_position       = 1865	# (prop_instance_rotate_to_position, <scene_prop_id>, position, <duration-in-1/100-seconds>, <total_rotate_angle>),
particle_system_burst                  = 1969	# (particle_system_burst,<par_sys_id>,<position_no>,[percentage_burst_strength]),
spawn_item                             = 1971   # (spawn_item, <item_kind_id>, <item_modifier>, [seconds_before_pruning]) #if seconds_before_pruning = 0 then item never gets pruned
spawn_agent                            = 1972	# (spawn_agent,<troop_id>), (stores agent_id in reg0)
spawn_horse                            = 1973	# (spawn_horse,<item_kind_id>, <item_modifier>)  (stores agent_id in reg0)
spawn_scene_prop                       = 1974   # (spawn_scene_prop, <scene_prop_id>)  (stores prop_instance_id in reg0) not yet.


Wenn ihr noch mehr Befehle kennt, die sich automatisch zwischen Server und Client synchronisieren, schreibt mir eine PM... Ich werde dies dann ggf. überprüfen.


gruß
 
Kurz gesagt sind das Befehle, die sich automatisch synchronisieren und die man somit ganz einfach und eigentlich auch Native Kompatibel, also rein serverseitig, benutzen kann.
 
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