| Pages:
1
2 |
Eagle_Eye
|
|
AB JOMed - Wac Files
Jo uses wac files as well, I found this in the Local Res pff....Kyle.wac
;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)
;face_name immediate face name (ex. ssnface 45 face_happy)
; face_normal
; face_happy
; face_sad
; face_smirk
; face_angry
; face_surprise
; face_disgust
; face_fear
; face_aggressive
;
;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
;GameOver true is game is over
;Win true if blue team won
;Lose true if red team won
;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
;nearGroup
;nearHP
;deadDist the nearest corpse info
;DdeadType
;ddeadSSN
;DdeadMove
;DdeadGroup
;bbadDist the nearest badguy info (team 2)
;bbadType
;bbadSSN
;bbadMove
;bbadGroup
;---TRIGGERS (# param can be number or variable)
;never() true if current IF has never fired, for one time only events
;elapse(#) true if past # seconds since current IF activated
;
;-IF Link (these commands fire once only for every fire of linked IF)
;previous true if previous (same nesting level) IF fired
;chain(#) true if previous (same nesting level) IF fired # seconds ago
;link(#1,#2) true if IF #1 away from current IF fired #2 seconds ago
;
;-Game Time (seconds of WAC script running)
;past(#) true if past # seconds into game, keeps firing after #
;before(#) true if before # seconds into game. keeps firing before #
;ontick(#) true if ontick #, only fires once
;
;random(#) randomly true 1 in # times, sets RND for additional tests
;location(#) true if you are at that music location
;area(#) true if within MED area without checking vertical
;area3D(#) true if within MED 3D area
;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
;ssnwounded(#) true if ssn is wounded
;ssndead(#) true if ssn is dead
;ssnalive(#) true if ssn is alive
;ssnride(#) true if any organic is standing on SSN
;ssnonssn true if SSN is standing on SSN
;ssnnearssn true if SSN is near SSN within dist
;ssnlosssn true if SSN is near SSN within dist and has LOS
;ssnseesssn true if SSN is near SSN within dist and can see it
;meride(#) true if player is standing on SSN
;meattached(#) true if player is attached to SSN
;medrive(#) true if player is driving SSN
;meongun(#) true if player is on emplaced weapon on SSN
;ssnloc(#,#) true if vehicle or person is in music location
;ssnarea(#,#) true if vehicle or person is in 2D med area #
;ssnarea3D(#,#) true if vehicle or person is in 3D med area #
;dooropen(#) true if group # has door open
;event(#) true if med event has triggered
;squadevent(#) true if squad event is in que, sets squadSSN to talker
;playerfired(#) true if player has pressed fire and has slot # selected
; 1=knife, 2=small arm, 3=main weapon, ect..
;
;---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)
;squadclear clears squadevent selected by squadevent(#)
;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
;
;colorfade(#) seconds for color to transition (zero is normal)
;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 at color fade rate
;fog(#,#,#) same as fogcolor
;skyfogcolor(#,#,#) set skyfogcolor to R,G,B
;skyfog(#,#,#) same as skyfogcolor
;fogtype(#) set fog type 0=fog, 1=haze, 2=haze wall, 3=fog wall
;fogdist(#) sets fogdist to # meters
;movefog(#,#) move fogdist to # meters over # seconds
;skyspeed(#) sets the sky movement speed
;skyheight(#) sets the height of the sky
;
;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
;wave("wave.wav", dist) plays wave file from mouth of player
;SSNanim(ssn, anim_move) sets the ssn to ADM move slot
;SSNradio(ssn, "wave.wav") sets the ssn to talk on radio
;
;SSNmax(ssn, maxengage) set max engage distance
;SSNmin(ssn, minengage) set min engage distance
;SSNatt(ssn, maxattack) set max attack distance
;SSNSpawn(ssn, spawn count) set the spawn count, 0=don't respawn
;GroupMax(group, maxengage) set max engage distance
;GroupMin(group, minengage) set min engage distance
;GroupAtt(group, maxattack) set max attack distance
;GroupSpawn(group, spawn count) set the spawn count, 0=don't respawn
;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)
;ss2ssn(ss,ssn) create ssoundset at center of ssn
;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
;ammoarea(ammo, area) rain down ammo # somewhere inside area #
;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 #
;ssnuse(ssn) snap ssn to emplaced weapon if within 3 meters
;ssnrelease(ssn) remove ssn from emplaced weapon
;ssn2ssn(ssn, ssn) have ssn goto ssn and try to snap to emplaced
;ssnface(ssn, face) set face expression of ssn
;ssnguard(ssn, #) set ssn to guard 1=ON, 0=Off
;ssnturn(ssn, heading) turn ssn to heading 0-360
;ssnhp(ssn, hp) set ssn's hitpoints to hp
;blockfire(wpnkey, #) blockfiring of weapons under key, 0=fire, 1=block
;
;example select 1 of 3 randomly
; dornd
; text "1"
; next
; text "2"
; next
; text "3"
; enddo
;
;example select 1 or 3 sequentialy
; doseq
; text "1"
; next
; text "2"
; next
; text "3"
; enddo
;*********************************************************
;if waveready and elapse(12) then // and eq(neartype,1)
; consol ("srgt talking")
; nearwave("taunt1.wav", 100)
; nearanim anim_idle_7 //pace and talk
;endif
Thanks
EE
|
|
|
Kip_Kilagan
Corporal
 
Posts: 123
Registered: 5-16-2003
Member Is Offline
|
|
U found any .wac files in the game, Eagle ?
|
|
|
chrislew200
Field Marshall
     
Posts: 3368
Registered: 3-30-2003
Member Is Offline
Mood: ~RSU~ Is Home
|
|
every mission has a wac file
No Longer Present
|
|
|
davesnow
DFB Map Rater
    
Posts: 947
Registered: 8-5-2003
Location: Jonesboro, Arkansas
Member Is Offline
Mood: Old'n'Cranky
|
|
just open the pff. file, right?
|
|
|
davesnow
DFB Map Rater
    
Posts: 947
Registered: 8-5-2003
Location: Jonesboro, Arkansas
Member Is Offline
Mood: Old'n'Cranky
|
|
May be he means WAVE files... y'know SOUNDS.
|
|
|
Kip_Kilagan
Corporal
 
Posts: 123
Registered: 5-16-2003
Member Is Offline
|
|
No, I just wasnt reading the post properly 
Sorry
|
|
|
chrislew200
Field Marshall
     
Posts: 3368
Registered: 3-30-2003
Member Is Offline
Mood: ~RSU~ Is Home
|
|
i have looked at the pff and there is a wac file for every mission the way i looked at it anyway
No Longer Present
|
|
|
Smokin@420.BUD
Grunt
Posts: 7
Registered: 3-2-2003
Member Is Offline
|
|
i looked at the WAC files and saw some with just Fogtype(1)
and looked at Kyle
then thought why isnt TOD (Time of Day)
listed there
so i tried TOD(1200) :o wow you get daylight
i wonder what other commands are in the WAC we havent discovered?
|
|
|
DV
Grunt
Posts: 11
Registered: 9-28-2003
Member Is Offline
|
|
can somebody confirm that the following commands do not work anymore:
sun(#,#,#)
sky(#,#,#)
ground(#,#,#)
ceiling(#,#,#)
floor(#,#,#)
lightning(#,#,#)
cloud(#,#,#)
gain(#,#,#) // this one works but it reverts to the original brightness in a second
|
|
|
Bluetiereign
Private

Posts: 34
Registered: 11-8-2003
Member Is Offline
|
|
RE
| Quote: | Originally posted by Smokin@420.BUD
i looked at the WAC files and saw some with just Fogtype(1)
and looked at Kyle
then thought why isnt TOD (Time of Day)
listed there
so i tried TOD(1200) :o wow you get daylight
i wonder what other commands are in the WAC we havent discovered?
|
Duder, a most excellent find.. awesome, thanks.
| Quote: | Originally posted by DV
can somebody confirm that the following commands do not work anymore:
sun(#,#,#)
sky(#,#,#)
ground(#,#,#)
ceiling(#,#,#)
floor(#,#,#)
lightning(#,#,#)
cloud(#,#,#)
gain(#,#,#) // this one works but it reverts to the original brightness in a second |
They seemed to be not working DV. Only temporarily if they do.
However, I think the lighting works - but differently. I tried setting the color to blue - to get a daylight color (before finding Smokin's post).
It didn't light the outside... it gave a blue tint to the interior 'lights' of the building in the test map.
|
|
|
anoshi
DFB Map Rater
    
Posts: 849
Registered: 1-25-2003
Location: Australia
Member Is Offline
|
|
nudge
|
|
|
divot2001
Private

Posts: 23
Registered: 7-25-2004
Member Is Offline
|
|
Is it possible to use the .wac file to play a .bik file at the beginning of the mission as an intro?
Sam Sneak
|
|
|
Eagle_Eye
|
|
Not that I know of, so far DF games, and JO have never had .bik files included..or used them at all..
EE
|
|
|
killbuni
Grunt
Posts: 10
Registered: 8-12-2004
Member Is Offline
|
|
off topic but i think the intro for jo is a .bik file if im wrong sorry.
you can change the main intro by renaming the intro.bik in the jo directory and insert your own there this does work we have several members of the
squad that have done it. 
btw this topic is gr8 thx guys this will really help me alot. :D
|
|
|
Eagle_Eye
|
|
Well, there you go, I did a search, and didn't find any thr first time, now I see 4 of them, must be going crazy..need a holiday...lol..
Well, yeah, then, I suppose it's possible, I know nothing about these files myself, but renaming should in theory work..I know a lot about avi's and
mpg's, but never looked into .bik file formats..so if you can convert your own video..go for it, but we have to think about file size as well, if you
want to share it, it will be just too big..
EE
|
|
|
hk2001
Grunt
Posts: 9
Registered: 8-14-2004
Member Is Offline
|
|
Using WAC files, and areas to trigger text (example: move north through the city) Works fine when the host is seeing it. But, when it pops up on
client screens, they see "gibberish" basically, Hex characters like ÁÐÇ· and so on.
Also, it seems that only when the host passes though the area, does the trigger go off..
Any ideas?
|
|
|
p1gs1ck
Map Rater
       
Posts: 522
Registered: 7-18-2003
Location: Limbo
Member Is Offline
Mood: Vegas2!
|
|
| Quote: | Originally posted by hk2001
Also, it seems that only when the host passes though the area, does the trigger go off..
Any ideas?
|
Always use group 1 for area triggers detection in multiplay ... otherwise only the host will be detected if your using ssn 10000 to trigger area
event.
P1g
"I am not responsible for your stupidity, but if I had a sledgehammer it could be arranged"
|
|
|
BoyTigas
Private

Posts: 22
Registered: 10-28-2003
Location: Toronto, Canada
Member Is Offline
Mood: swinging
|
|
Question: You meant group 1 for blue players? and another set for group 2 and so forth to make the area trigger to work for all and not just the host?
[img]http://members.rogers.com/jdonnie64/images/projbtsig1@dfb.gif[/img]
"He who hesitates, didn't have his second cup yet..."
|
|
|
BoyTigas
Private

Posts: 22
Registered: 10-28-2003
Location: Toronto, Canada
Member Is Offline
Mood: swinging
|
|
I didn't exactly get what you meant of multiplay and using group 1...I did some experimenting and used the setting of Theunder & Lightning on the
normal TDM Multiplayer map that I made, kinda giving it an envi effect of just about to rain; anyways, it worked only @HOST computer but not in my
other one. /d was installed as well, all the files were there. But couldn't see the effect. I noticed also back at the HOST, after dying...couldn't
make the effect anymore. I tried adding some event resetting it worked for once but after that it didn't work anymore.
I guess only the Helos (as mentioned previously)will worked on MP maps using wac file. The rest it won't.
When you mentioned multiplay probably you're speaking of COOP?
Thanks again.
It's good that I have explored this part of BHD. If only they'll work on DM,TDM, TKOTH etc. Cool though.
BT
[img]http://members.rogers.com/jdonnie64/images/projbtsig1@dfb.gif[/img]
"He who hesitates, didn't have his second cup yet..."
|
|
|
p1gs1ck
Map Rater
       
Posts: 522
Registered: 7-18-2003
Location: Limbo
Member Is Offline
Mood: Vegas2!
|
|
group 1 : if you're writing co-op/TDM whatever.. that means everyone who is a human player on the server.....on BHD anyway - not sure about JO
"I am not responsible for your stupidity, but if I had a sledgehammer it could be arranged"
|
|
|
Eagle_Eye
|
|
Wac files do work over a server, but, only some features, like running helos..other effects, all PC's need the wac file present...like for thunder and
lightning..
I haven't ever done a full test..so I can't list then ones that will..
You don't need the /d on for wac files, or pcx intro pic files (I tested this) in JO, but, once again, I haven't checked if other things need it,..
EE
|
|
|
BoyTigas
Private

Posts: 22
Registered: 10-28-2003
Location: Toronto, Canada
Member Is Offline
Mood: swinging
|
|
What happens is aside from the wac file I put in, I supported it with the normal event setup...like resetting the event after 0 sec. regarding the use
of wac when ssn 10000 enters the area trigger for thunder & Lightning.
Is there something that I missed? wac file resetting maybe?
[img]http://members.rogers.com/jdonnie64/images/projbtsig1@dfb.gif[/img]
"He who hesitates, didn't have his second cup yet..."
|
|
|
Eagle_Eye
|
|
Don't use ssn10000 as a trigger in a Multiplayer map, well, in BHD, this is for SP games only, cos, once your killed then respawn, you won't be able
to trigger an event set with ssn10000.
EE
|
|
|
BoyTigas
Private

Posts: 22
Registered: 10-28-2003
Location: Toronto, Canada
Member Is Offline
Mood: swinging
|
|
Ahhhhh! So, just omit that part and do the rest by Event...I'm gonna try something else. But for the meantime any suggestions?
[img]http://members.rogers.com/jdonnie64/images/projbtsig1@dfb.gif[/img]
"He who hesitates, didn't have his second cup yet..."
|
|
|
BoyTigas
Private

Posts: 22
Registered: 10-28-2003
Location: Toronto, Canada
Member Is Offline
Mood: swinging
|
|
I tried using groupalive (1) and as p1g mentioned, it will work on both teams; and it did.
The only problem was that it didn't show in all computers; only on the server side.
Respawned and I'd no problem with seeing the thunder & Lightning effects again. Very Cool though
[img]http://members.rogers.com/jdonnie64/images/projbtsig1@dfb.gif[/img]
"He who hesitates, didn't have his second cup yet..."
|
|
|
| Pages:
1
2 |