Player Messages

The ôplayerö object handles a number of different trigger messages. This document will list the syntax and results of these various messages. In the syntax definitions below, parameters that appear in angle brackets, i.e. < > are required parameters. Parameters that appear in square brackets, i.e. [ ] are optional.

Music

            Most of the player messages to affect the game music take an optional timing parameter. This parameter may be any of the following:

Default               - Will use the default value that is defined in the Control File or by DirectMusic

Immediately       - Will happen immediately

Beat                    - Will happen on the next beat

Measure            - Will happen on the next measure

Grid                     - Will happen on the next grid

Segment             - Will happen on the next segment transition

Intensity

                        This command changes the intensity of the music.

 

          Music i <intensity> [timing]

          Music intensity <intensity> [timing]

Secondary Segment

                        This command will play a secondary segment.

 

                        Music secondary <segment name> [timing]

                        Music ps <segment name> [timing]

Motif

                        This command will play a motif.

 

                        Music motif <motif style> <motif name> [timing]

                        Music pm <motif style> <motif name> [timing]

 

Volume

                        This command will adjust the volume of the music.

 

                        Music volume <volume adjustment in db>                                                 Music v <volume adjustment in db>

 

 

Stop Secondary Segment

                        This command will stop a secondary segment.

 

                        Music stopsecondary <segment name> [timing]

                        Music ss <segment name> [timing]

Stop Motif

                        This command will stop a motif.

 

                        Music stopmotif <motif name> [timing]

                        Music sm <motif name> [timing]

 

Play

                        This command will start the music playing.

 

                        Music play

                        Music p

Stop

                        This command will stop playing the music.

 

                        Music stop [timing]

                        Music s [timing]

Lock Mood

                        This command will lock the music in the current mood.

 

                        LockMood

                        LockMusic

Unlock Mood

                        This command will unlock the music from the currently locked mood.

 

                        LockMood

                        LockMusic

 

Lock Event

                        This command will lock the music in the current motif.

 

                        LockMotif

                        LockEvent

 

 

Unlock Event

                        This command will unlock the music from the currently locked motif.

 

                        LockMotif

                        LockEvent

 

Rewards

Rewards give the player experience points. The <reward name> parameter specifies the name of the reward given. The amount of experience received is set in missions.txt and is indexed by <reward name>

 

                        Reward <reward name>

 

 

Objectives, Optional Objectives, and Mission Parameters

            The playerÆs objectives are divided into three classes. Objectives are goals which must be accomplished to complete the mission. Optional Objectives are goals that may be accomplished, but are not required. Mission Parameters are rules for how your objectives may be accomplished. The objective IDs referred to in these commands are the ids of strings in the CRes.dll string table.

Adding Items

                        These commands will add a new required item.

 

                        Objective add <objective id>

Option add <optional id>

Parameter add <parameter id>

 

Removing Items

These commands will remove an item.

 

                        Objective remove <objective id>

          Option remove <optional id>

          Parameter remove <parameter id>

Removing All Items

These command will remove all items.

 

                        Objective removeall

          Option removeall

          Parameter removeall

Complete Items

This command will mark an objective or optional objective as completed.  Parameters cannot be marked for completion.

 

                        Objective completed <objective id>

          Option completed <optional id>

 

Keys

The key IDs referred to in these commands are the ids of entries in the KeyItems.txt attributes file.

Add Key

                        This command will add a new key item.

 

                        Key add <key id>

Remove Key

                        This command will remove a key item.

 

                        Key remove <key id>

Remove All Keys

                        This command will remove all key items.

 

                        Key removeall

 

Transmission

Transmissions are text messages that are sent to the player. The transmission ID referred to in this command is the id of a string in the CRes.dll string table.  The ActivePlayerComm is an optional parameter set to 1 or 0.  If set to 1, then the transmission will be displayed with the MP name of the ActivePlayer in this format: ô<ActivePlayerName>: <Message>ö.  The TeamNumber is an optional parameter set to 1 or 0, referring to the team numbers.  Only players on the TeamNumber team will receive the transmission.

 

                        Transmission <transmission id> [ActivePlayerComm][TeamNumber]

 


Credits

            The credits message starts or stops the on screen credits.

Start credits

                        This message will start the display of credits.

 

                        Credits on

 

Stop credits

                        This message will stop the display of credits.

 

                        Credits off

 

Intro credits

                        This message will start the display of the intro credits.

 

                        Credits intro

 

Intel

This message will give the player an intelligence item. 

The <text id> parameter is the ID of a string in the CRes.dll string table.

The <popup id> parameter is the ID of an entry in the PopupItems.txt attributes file which will define how the item will be displayed in popups and in the menus.

The [intel] parameter should be 1 if the item should be considered as valuable intelligence data and 0 if it should be considered general information. This will be 0 by default.

The [show] parameter should be 1 if the popup up should be displayed and 0 if it should not. This will be 0 by default.

The [add] parameter should be 1 if the intel item is to be added to the list of intelligence items the player sees in the menu.  This will be 1 by default.

 

MissionText <text id> <popup id> [intel] [show] [add]

 

 

Fade In, and Fade Out

            These messages cause the screen to fade in or fade out over the given number of seconds.

 

     FadeIn <time>

     FadeOut <time>

 

Mission Text

This message will cause text to appear teletype style on the screen. The text id is the id of a string in the CRes.dll string table.

 

MissionText <text id>

 

Mission Failed

This message will let the Mission Failure screen to appear and display the specified text. The text id is the id of a string in the CRes.dll string table.

 

MissionFailed <text id>

 

 

Remove Bodies

            This message will remove all body objects that are currently in the level.

 

RemoveBodies

 

 

Remove Bad AI

            This message will remove all AI in the level that are considered ôBadö to the player.

 

            RemoveAllBadAI

 

Resetting Inventory

            This message will reset all the weapons and give only the default weapon for the mission. 

           

            ResetInventory

 

Pickup Items

            PickupItems are any item that the player can pickup throughout the levels.  They may also be acquired through searching or by being a default of the mission.

Weapons

This message will give the player the specified weapon and will switch to that weapon.

 

                        AcquireWeapon <weapon name>

 

This message tells the player to change to the specified weapon if they currently have the weapon.  The <weapon name> parameter refers to the name of a weapon definition in weapons.txt.

           

                        ChangeWeapon <weapon name>

Ammo

This message will give the player the specified ammo.

 

AcquireAmmo <ammo name>

Mods

This message will give the player the specified weapon mod.

 

AcquireMod <mod name>

Gear

This message will give the player the specified gear.

 

AcquireGear <gear name>

 

Health

            This message will give the player the max amount of health.

 

            FullHealth

 

     This message will clear the sleeping damage rom the player

 

            Wakeup

 

Vehicles

            The player can have vehicle physics applied to them in a number of circumstances.  Riding a PlayerVehicle, a snowmobile, is the most obvious but following a PlayerLure is also considered riding a vehicle.

 

PlayerVehicles

This message will force the player to get off on vehicle they currently are on and use the normal player physics

 

                        Dismount

PlayerLures

This message tells the player to begin following the specified PlayerLure.  The <PlayerLure name> parameter must refer to the name of a PlayerLure object on the level.

 

                        FollowLure <PlayerLure name>

 

This message will tell the player to stop following any lure it is currently following.

 

                        CancelLure

 

 

Overlays

            Overlays are sprites that are displayed on screen such as the scope crosshairs, and certain cinematic specific overlays.  To define what sprites are displayed per overlay look in the Overlay section of layout.txt.

 

            This message turns the specified overlay on or off.  The <Overlay Id> parameter is the id of the overlay to use.  For a list of overlay Ids see ClientShellDLL\ClientShellShared\Overlays.h.  The <On or Off> parameter specifies if the overlay should be rendered on the screen or not.

 

            Overlay <OverlayId> <On or Off>