Pattern script

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Contents

Introduction

Pattern scripts is special kind of expressions that returns 1 or 0 used to determine availability of some functionality or event. This scripts can check for very wide range of conditions (gametime, special parms of entities, infoportions etc.).

Usage examples:

  • Enemy appearance (some enemies are only active at night, some only at day etc.)
  • Gamemodels damage masks (checks if could be damaged by certain weapon)
  • Checking if trigger could be touched


Basic syntax:

 // this script check if its a night or if there is an enemy within 300 units
 night | enemy<300>.found
 // this scripts check if gametime is between 12 and 14 hours
 hour =><= 12 14
 // this script check if it's fullmoon night or raining 
 (night & fullmoon) | raining


Expression operators

Link expressions together.

# Operator Example Description
1 ( ) ( expression ) Expression
2 & x & y Logical 'And'
3 | x | y Logical 'Or'
4 = x = y Equal
5 != x != y Not equal
6 > x > y Greater
7 >= x >= y Greater or equal
8 < x < y Lesser
9 <= x <= y Lesser or equal
10 not x & not y Logical Not
11 >< x >< start end x > start And x < end
12 =>< x =>< start end x >= start And x < end
13 ><= x ><= start end x > start And x <= end
14 =><= x =><= start end x >= start And x <= end


Functions

Set of functions is determined by pattern implementation. There is two pattern implementations as of yet.

GenericPattern

This is generic appearance pattern. It used on enemies appearance, zone appearance.

Operator Description
true Always returns 1
false Always returns 0
self.field Checks one of the field of script owner. Fields could be:
  • found - entity exists.
  • touchable - entity is touchable trigger.
  • fired - trigger is deactivated. This is only applicable to: trigger_once, trigger_redirect, trigger_multi.
  • solved - puzzle trigger is solved. This is only applicable to: trigger_puzzle.
  • killed - entity was killed (deadflag is set).
  • dist x operator - check distance to activator.
  • deadtime x operator - check time enemy being dead.
target<name>.field
enemy<radius>.field
sid<name>.field

GamemodelHitPattern

Used on misc_gamemodel when model is hit.

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