DFBarracks - Forums




Delta Force Barracks Forums - Powered by XMB 1.9.11
Delta Force Barracks Forums
Not logged in [Login ]
Go To Bottom

Printable Version  
 Pages:  1  ..  3    5
Author: Subject: WAC commands
joselz
Colonel
*****




Posts: 491
Registered: 4-24-2004
Location: Davie, Florida, 33325. United State
Member Is Offline

Mood: OUT of MAPPING

shocked.gif posted on 10-23-2004 at 12:06 PM
O MY LORRD, WHY DID YOU GUYS FORGET THIS....


O MY LORD, i read all this threas and i can't see any post that include all the wacs command, if the tittle for this thread is calld "WAC commands", why it does not have a list for all the wacs commands???

So, seen that the commands are not listening in this thread, i decide to post it:

----------------------------------------------------

;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
;ssnridessn true if organic SSN is standing on SSN (order not important)
;meride(#) true if player is standing on SSN
;ssngun(#) true if SSN is using an emplaced weapon
;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

-------------------------------------------------
as you now guys, this info can easly be found on the file called "KYLE.WAC".
Regards
J.L.




View user's profile Visit user's homepage View All Posts By User This user has MSN Messenger
bs2
General
******




Posts: 610
Registered: 3-16-2004
Location: England
Member Is Offline

Mood: BHD, BHD... and

[*] posted on 12-22-2004 at 05:46 AM


You think you could post some more JoséLZ



View user's profile View All Posts By User This user has MSN Messenger
LIL GUNS WW3
Private
**


Avatar


Posts: 38
Registered: 4-7-2005
Location: Nevada, USA
Member Is Offline

Mood: TOO BUSY ARGGGG

[*] posted on 4-11-2005 at 08:33 AM


ok i readall of that and the tut but im still really confused :(





Update!: -WW3- Squad map pack coming!
My favorite games!
Unreal Tournament 2004
and
Rainbow Six 3 Raven Shield

View user's profile View All Posts By User
sharpsniper
Map Rater
*****


Avatar


Posts: 464
Registered: 3-19-2005
Location: Eastbourne, England
Member Is Offline

Mood: Busy...

[*] posted on 8-9-2005 at 02:41 AM


cool, this tut really helps. Explains just about everything I'll ever need to know about WAC.



DFB Map Rater




Intel Core 2 Duo E6300 ~2.6GHz


ATI Radeon X1950PRO 512MB


2GB Corsair XMS2 DDR2 5400




Always Look On The Bright Side Of Death.
View user's profile Visit user's homepage View All Posts By User This user has MSN Messenger
Chipz
Grunt
*




Posts: 9
Registered: 5-14-2004
Member Is Offline

Mood: Seeking for mem

[*] posted on 3-8-2006 at 12:02 PM
ok......


someone willing to tell me how to even MAKE a wac file to finish a coop mission? reply me at kid_smurf93@yahoo.com. thx
View user's profile Visit user's homepage View All Posts By User
Assassin Xaero
DFB Map Rater
*********


Avatar


Posts: 1985
Registered: 4-18-2005
Location: Missouri
Member Is Offline


[*] posted on 3-8-2006 at 12:14 PM


I dont think there is a wac command to end a mission, you can do that with normal events...








‡ BHD ‡ BHD:TS ‡ JO:TR ‡

View user's profile Visit user's homepage View All Posts By User This user has MSN Messenger
Eagle_Eye
Senior Admin
***********


Avatar


Posts: 8865
Registered: 9-7-2002
Location: Adelaide, South Australia
Member Is Offline

Mood: Grey,not Stupid

[*] posted on 3-8-2006 at 05:23 PM


You can use a wac event to end a JO mission made with NILE, try it, and let us know if it works..

if never() and {place other variables here}
win(1)
endif

EE









View user's profile Visit user's homepage View All Posts By User
kahuna
General
******




Posts: 544
Registered: 8-30-2004
Location: Nashville,Tennessee
Member Is Offline

Mood: u cant fix stup

[*] posted on 3-11-2006 at 06:25 AM


well he said Coop mission probly for BHD so it wouldnt work i wouldnt think unless it was for single player or all players had the maps
View user's profile View All Posts By User This user has MSN Messenger
Assassin Xaero
DFB Map Rater
*********


Avatar


Posts: 1985
Registered: 4-18-2005
Location: Missouri
Member Is Offline


[*] posted on 3-11-2006 at 07:02 AM


Some commands work on both, some commands only host can see, and some kick out all other players besides the host in the game...








‡ BHD ‡ BHD:TS ‡ JO:TR ‡

View user's profile Visit user's homepage View All Posts By User This user has MSN Messenger
kmfdm665attak
Corporal
***


Avatar


Posts: 157
Registered: 3-4-2006
Member Is Offline

Mood: Sober

[*] posted on 3-11-2006 at 09:16 AM


AHHHHHHHHHH HOW DO YOU EXTRACT WAC. FILES AND DO WHATEVER YOU NEED TO DO WITH THEM AHHHHHHH AND DONT SEND THOSE TUT LINKS THEYRE ONLY MAKING THIS PROBLEM WORSE
View user's profile View All Posts By User
Ted~SmeLLy
Super Moderator
*********




Posts: 95
Registered: 12-4-2003
Location: Qld Australia
Member Is Offline

Mood: Good Coffee Hot

[*] posted on 3-13-2006 at 01:41 PM


FwO Raven's Pff Utility v0.7 is the program you need to open PFF files. This program let's you view/edit/pack NovaLogic's Pff Files in an explorer like interface.

Open the correct pff file with this editor.
BHD = localres.pff
TS = exp1.pff

Go to your game folder {Usually located at C:\Program Files\NovaLogic\Delta Force Black Hawk Down}. Right click on the PFF file you wish to open. Go to the choose program to open with and select Raven's PFF Utility. Once you have opened the PFF file, scroll down until you find the map files you want and extract them to your working folder. Take all the files to the map you want to view {BMS, TIL, WAC Ect.}. This will show you the wac setup, plus the way they did the layout for the map.

Remember there are a lot of files to sort through and you are not looking for a map name. Look for the extentions I mentioned above {BMS, TIL, WAC Ect.}.

Here is a link to Ravens PFF Editor - http://www.dfbarracks.com/downloads/index.php?action=df&fid=...
View user's profile View All Posts By User
shadowhawk
Private
**




Posts: 33
Registered: 4-5-2003
Member Is Offline


[*] posted on 5-1-2006 at 01:14 PM
Rain effect


in the .wac files how would you put the

;fxrain(fx)

to make it rain on the map? how would you write it in the file?

Thanks,
Shadowhawk
View user's profile View All Posts By User
DEH-Maverick
Grunt
*




Posts: 10
Registered: 6-2-2006
Member Is Offline


[*] posted on 6-5-2006 at 10:26 AM


how do u set up wac's and where?
View user's profile View All Posts By User
Assassin Xaero
DFB Map Rater
*********


Avatar


Posts: 1985
Registered: 4-18-2005
Location: Missouri
Member Is Offline


[*] posted on 6-5-2006 at 10:54 AM


If you are using the unlocked mission editor (2.05c), click tools then open mission wac. If not, open note pad, then save the file into your bhd folder (must be the exact same as the map name) as a .wac file.








‡ BHD ‡ BHD:TS ‡ JO:TR ‡

View user's profile Visit user's homepage View All Posts By User This user has MSN Messenger
DEH-Maverick
Grunt
*




Posts: 10
Registered: 6-2-2006
Member Is Offline


[*] posted on 6-6-2006 at 11:37 AM


im still unclear how to get voices to come in, how do i set it up?
View user's profile View All Posts By User
chrisferg75
Grunt
*




Posts: 8
Registered: 9-17-2007
Location: Perú
Member Is Offline


[*] posted on 9-22-2007 at 09:54 AM
Wac


Does it work with commands from DFXtreme???? I tried to place some rain in a BHD map but it doesn't work, i have de /d and /s in the BHD shortcut, so It just can't happen or i did something wrong?
View user's profile View All Posts By User This user has MSN Messenger
Assassin Xaero
DFB Map Rater
*********


Avatar


Posts: 1985
Registered: 4-18-2005
Location: Missouri
Member Is Offline


[*] posted on 9-22-2007 at 10:26 AM


No, there are some commands in JO and DFX that do not work in BHD, rain is one of them.








‡ BHD ‡ BHD:TS ‡ JO:TR ‡

View user's profile Visit user's homepage View All Posts By User This user has MSN Messenger
 Pages:  1  ..  3    5

  Go To Top

Powered by XMB 1.9.11
XMB Forum Software © 2001-2012 The XMB Group
[Queries: 15] [PHP: 58.7% - SQL: 41.3%]












Copyright © 2002 - 2008 All Rights Reserved - DFBarracks.com
Site Design by A.Bullet - ScreamingDemon.com