Utility Functions: Difference between revisions
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<syntaxhighlight lang="java"> | <syntaxhighlight lang="java"> | ||
syntax: Util.RemoveGoal( | syntax: Util.RemoveGoal( goalnames ); | ||
example: Util.RemoveGoal( "MOVER_truck" );</syntaxhighlight> | example: Util.RemoveGoal( "MOVER_truck" );</syntaxhighlight> | ||
removes the | removes the goals from the map goal table. It should only be used for invalid goals which are badly detected by the game. | ||
==== Util.Routes ==== | ==== Util.Routes ==== | ||
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<syntaxhighlight lang="java"> | <syntaxhighlight lang="java"> | ||
syntax: Util.SetGoalRange( | syntax: Util.SetGoalRange( goalNames, distance ); | ||
example: Util.SetGoalRange("GRENADE_tower", 800);</syntaxhighlight> | example: Util.SetGoalRange("GRENADE_tower.*", 800);</syntaxhighlight> | ||
sets the range for | sets the range for map goals. The goals will not be available for bots that are out of range. Default range for all goals is 0 which means unlimited. | ||
==== Util.SetGroup ==== | ==== Util.SetGroup ==== | ||
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See [[Talking_bots]] page | See [[Talking_bots]] page | ||
==== ETUtil.SelectWeapon ==== | ==== ETUtil.SelectWeapon ==== | ||
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used to make a bot start from a certain vehicle offset in mover goals that have offsets defined. Normally set in OnMapLoad then reset inside a trigger. Used only by goals BUILD, ESCORT, MOUNT, RIDE. | used to make a bot start from a certain vehicle offset in mover goals that have offsets defined. Normally set in OnMapLoad then reset inside a trigger. Used only by goals BUILD, ESCORT, MOUNT, RIDE. | ||
==== ETUtil.SuicideSpawn ==== | ==== ETUtil.SuicideSpawn ==== |
Latest revision as of 17:32, 10 July 2024
Omni-Bot_Map_Scripting | Utility Functions |
Util
Util.AddUsePoint
syntax: Util.AddUsePoint(goalname, <Vector3 or table>);
example: Util.AddUsePoint("PLANT_wall",{Vec3(12,34,5),Vec3(23,5,67)});
used to add use points for a goal at given positions. Goals can have multiple use points. You must set RandomUsePoint property to 1, otherwise bots will always choose the nearest use point.
Util.AddUseWp
syntax: Util.AddUseWp(goalname, <waypointname or table>);
example: Util.AddUseWp( "somegoalname", "somewaypointname" );
used to add use points for a goal at given waypoints positions. Goals can have multiple use points. You must set RandomUsePoint property to 1, otherwise bots will always choose the nearest use point.
Util.AliveCount
syntax: Util.AliveCount( team, class );
example: Util.AliveCount( TEAM.AXIS, CLASS.MEDIC );
returns the number of bots alive on a team with a given class
Util.BotChat
syntax: Util.BotChat(Team, msgType, Msg, NumBots);
example: Util.BotChat(TEAM.ALLIES, "vsay", VOICE.G_CHEER, 2);
See Talking_bots page
Util.BotHasAnyRole
syntax: Util.BotHasAnyRole(bot);
example: if ( Util.BotHasAnyRole(bot) ) {
returns true if bot has any role.
see also: Roles Page
Util.CanBotSnipe
syntax: Util.CanBotSnipe(bot);
example: if ( Util.CanBotSnipe(bot) ) {
returns true if bot has a sniper weapon.
Util.CappointForFlag
syntax: Util.CappointForFlag( flag_goalname, cappoint_goalname );
example: Util.CappointForFlag( "FLAG_axis_gold", "CAPPOINT_Truck" );
used if there are multiple active cappoint goals. It should be called from _Taken triggers.
Util.ChangeBotSpawn
This function is deprecated. See Changing spawns.
Util.ChangeCrucialClassForRole
syntax: Util.ChangeCrucialClassForRole ( team, role, class );
example: Util.ChangeCrucialClassForRole(TEAM.AXIS, ROLE.DEFENDER1, CLASS.COVERTOPS);
Sets new crucialClass in the Map.Roles table.
Util.ChangeSpawn
This function is deprecated. See Changing spawns.
Util.ChangeSpawnForRole
syntax: Util.ChangeSpawnForRole( <team>, <role>, <spawnpoint> );
example: Util.ChangeSpawnForRole(TEAM.ALLIES, ROLE.ATTACKER, 1);
Set the spawn point for all bots on the given team with the given role
see also: Roles Page
Util.ChangeToSniperWeapons
syntax: Util.ChangeToSniperWeapons( bot, <optional viewDistance> );
example: Util.ChangeToSniperWeapons(bot);
called from OnBotJoin on sniper maps.
see also: Sniper_and_Panzer_maps
Util.ClearRoleForGoals
This function is deprecated. Use ClearGoalRole
Util.ClearRoleForGroup
syntax: Util.ClearRoleForGroup( group, <role or table> );
example: Util.ClearRoleForGroup( "someGroup", ROLE.DEFENDER );
used to remove roles from a given group of goals
see also: Roles Page
Util.ClearRoleForTable
syntax: Util.ClearRoleForTable( tbl, <role or table> );
example: Util.ClearRoleForTable( someTable, ROLE.DEFENDER );
used to remove roles from a given table of goals
see also: Roles Page
Util.DisableGoal
syntax: Util.DisableGoal(goalname, <optional true>);
example: Util.DisableGoal("FLAG_someflag");
disables the goal for both teams. the optional true parameter is used to disable all goals except for ROUTE goals.
Util.DisableGroup
syntax: Util.DisableGroup(groupname, team);
example: Util.DisableGroup( "somegroupname", TEAM.ALLIES );
used to disable a set of goals in the given group for a given team
Util.EnableGoal
syntax: Util.EnableGoal(goalname);
example: Util.EnableGoal("FLAG_someflag");
enables the goal for both teams.
Util.EnableGroup
syntax: Util.EnableGroup(groupname, team);
example: Util.EnableGroup( "somegroupname", TEAM.SOMETEAM );
used to enable a set of goals in the given group for a given team
Util.ExcludeClass
syntax: Util.ExcludeClass( goalname, team, class1, class2, class3, class4 );
example: Util.ExcludeClass( "DEFEND_somegoal.*", TEAM.AXIS, CLASS.MEDIC );
example: Util.ExcludeClass( "MOUNTMG42_.*", TEAM.ALLIES, CLASS.FIELDOPS, CLASS.ENGINEER );
limit given goal usage to specific classes by team. class2, class3, and class4 are optional.
Util.ForceRouting
syntax: Util.ForceRouting(goalName, true/false);
example: Util.ForceRouting( "BUILD_Tank", true );
disables BUILD goal offsets and enables routes to the goal. You should set ForceRouting to true only when a vehicle is at known position (in OnMapLoad or at tank barriers). You must set it to false when a vehicle is repaired.
Util.GetEntHealth
syntax: Util.GetEntHealth(entity);
example: health = Util.GetEntHealth(this.TargetEntity);
returns entity health.
Util.GetGroup
syntax: Util.GetGroup(groupname);
example: Util.GetGroup("somegroupname");
this function will return a table of goals belonging to the given group name
Util.GetRandomFromTable
syntax: Util.GetRandomFromTable( tbl );
example: index = Util.GetRandomFromTable( someTable );
used to get a randomly selected index from a given table. Returns -1 if invalid. Table keys must be integers from 0 to (count - 1).
Util.GetRandomTableValue
syntax: Util.GetRandomTableValue( tbl );
example: value = Util.GetRandomTableValue( someTable );
used to get a randomly selected value from a given table. Returns null if the table is empty or invalid. Table keys must be integers from 0 to (count - 1).
Util.GoalTable
syntax: Util.GoalTable( <optional expression>, <optional teamId> );
example: goals = Util.GoalTable("PLANT_Back_Door");
example: goals = Util.GoalTable("FLAG.*", TEAM.AXIS);
returns table of map goals that match a regular expression.
Util.IgnoreTargetGoal
syntax:Util.IgnoreTargetGoal( bot, goalname, time );
example: Util.IgnoreTargetGoal( bot, "MOVER_bird1" );
example: Util.IgnoreTargetGoal( bot, "MOVER_bird1", 9999 );
used to stop bots shooting at game entities such as movers, Normally added in OnBotJoin
Util.IgnoreTargetGoalTable
syntax: Util.IgnoreTargetGoalTable(bot, <table name>);
example: Util.IgnoreTargetGoalTable(bot, Map.Movers);
used to stop bots shooting at game entities listed in a map table, Normally added in OnBotJoin
Util.IsBot
syntax: Util.IsBot(entity);
example: bot = Util.IsBot(ent);
returns Bot object from entity or null if entity is not a bot. Usually used in region triggers if the TriggerOnClass is CLASS.ANYPLAYER.
Util.LimitToClass
syntax: Util.LimitToClass(goalname, team, class1, class2, class3, class4);
example: Util.LimitToClass("CHECKPOINT.*", TEAM.ALLIES, CLASS.SOLDIER); //only soldiers on the allied team
example: Util.LimitToClass("CHECKPOINT.*", TEAM.ALLIES, CLASS.SOLDIER, CLASS.MEDIC); //only soldiers and medics
used to limit specific goals to a specific class or classes
Util.LimitToTeam
syntax: Util.LimitToTeam(team, goal);
example: Util.LimitToTeam(TEAM.AXIS, "SWITCH_gate_depot");
limits goals to a certain team without the need to disable for 1 team
Util.MapDebugPrint
syntax: Util.MapDebugPrint( "Text", <optional message only> );
example: Util.MapDebugPrint( "East_Barrier_Destroyed" );
example: Util.MapDebugPrint( "East_Barrier_Destroyed", true ); // only print the message
used to print text & list of available goals in the console when in debug mode
see also: Debugging_tips
Util.OnTriggerPosition
syntax: Util.OnTriggerPosition( goalname, wpname or position, tolerance, wpfunction );
example: Util.OnTriggerPosition( "MOVER_train1", "depotyard", 200.0, Map.tug_depotyard );
note: used for setting up positional triggers for movers.
Util.RandomBotSpawn
This function is deprecated. See Changing spawns.
Util.RandomSpawn
This function is deprecated. See Changing spawns.
Util.RemoveGoal
syntax: Util.RemoveGoal( goalnames );
example: Util.RemoveGoal( "MOVER_truck" );
removes the goals from the map goal table. It should only be used for invalid goals which are badly detected by the game.
Util.Routes
syntax: Util.Routes( <table> );
example: Util.Routes(MapRoutes);
initializes routes
see also: Routing
Util.SetGoalOffset
syntax: Util.SetGoalOffset( x, y, z, GoalName );
info x = North, -x = South y = East, -y = West, z = Up, -z =Down
example: Util.SetGoalOffset( 0, -20, -10, "MOUNTMG42_boat" );
the x y and z parameters are added to the origin of the goal to move the location of where bots will look for the goal. It is sometimes needed for MOUNTMG42 and REPAIRMG42 goals because some mg42 cannot be mounted or repaired if it's position is not corrected.
Util.SetGoalPosition
syntax: Util.SetGoalPosition( x, y, z, GoalName );
example: Util.SetGoalPosition( 4534, 2168, -199, "BUILD_construct" )
used to give the goal a new origin.
note: it's usually much better to use function Util.AddUsePoint to set position of BUILD or PLANT goals.
note: console command "/bot mypos" prints your body position, command "/viewpos" prints your eye position rounded to integer.
Util.SetGoalRange
syntax: Util.SetGoalRange( goalNames, distance );
example: Util.SetGoalRange("GRENADE_tower.*", 800);
sets the range for map goals. The goals will not be available for bots that are out of range. Default range for all goals is 0 which means unlimited.
Util.SetGroup
syntax: Util.SetGroup(goalname, groupname);
example: Util.SetGroup("somegoalname", "somegroupname");
this function will add a given goal to a given groupname
Util.SetGroupForTable
syntax: Util.SetGroupForTable( tbl, group );
example: Util.SetGroupForTable( someTable, "myGroup" );
add each goal in the given table of goals to the given group.
Util.SetMaxUsers
syntax: Util.SetMaxUsers( botnum, goal );
example: Util.SetMaxUsers( 1, "ATTACK_.*" );
used to limit number of bots using a particular goal(s). this function sets both In_Use and In_Progress
Util.SetMaxUsersInProgress
syntax: Util.SetMaxUsersInProgress( Users, GoalNames );
example: Util.SetMaxUsersInProgress( 15, "CHECKPOINT.*" );
used to set the maximum number of bots going for a particular goal(s).
Util.SetMaxUsersInUse
syntax: Util.SetMaxUsersInUse( Users, GoalNames );
example: Util.SetMaxUsersInUse( 1, "MOUNT_.*" );
used to set the maximum number of bots using a particular goal(s).
Util.SetPercentInProgress
syntax: Util.SetPercentInProgress(%, goal);
example: Util.SetPercentInProgress(70, "FLAG_docs");
sets a percentage of bots to use a particular goal(s).
note: number of bots is calculated only once when this function is called. It does not work well after bots are added or kicked.
Util.SetPositionGoal
syntax: Util.SetPositionGoal( goalname1, goalname2 );
example: Util.SetPositionGoal( "BUILD_Tank", "MOVER_tank" );
sets the origin of one goal to match the origin of another. This function was used in Omni-bot 0.66. Current Omni-bot version automatically sets positions of BUILD goals.
Util.SetRoleForGoals
This function is deprecated. Use SetGoalRole
Util.SetRoleForGroup
syntax: Util.SetRoleForGroup( <goal group>, <role or table> );
example: Util.SetRoleForGroup( "myGroup", ROLE.DEFENDER );
sets the given roles for the given group of goals.
Util.SetRoleForTable
syntax: Util.SetRoleForTable( <goal table>, <role or table> );
example: Util.SetRoleForTable( someTable, ROLE.DEFENDER );
sets the given roles for the given table of goals.
see also: Roles Page
Util.ShowGroup
syntax: Util.ShowGroup(groupname);
example: Util.ShowGroup("somegroupname");
this function will list all goals in the given group in the console.
Util.UpdateSwitchData
syntax: Util.UpdateSwitchData();
this function must be called from OnMapLoad if Map.Switches is defined.
see also: Paththrough UseSwitch
Util.WpNameInfo
syntax: Util.WpNameInfo(waypointName);
example: wpInfo = Util.WpNameInfo("rNadeHall");
finds waypoint by name and returns table which contains position, facing, radius, flags, property. It is often used in paththrough navigation.
ETUtil
These functions are available only in the Enemy Territory game.
ETUtil.ChangeToPanzer
syntax: ETUtil.ChangeToPanzer( bot );
called from OnBotJoin on panzer maps.
see also: Sniper_and_Panzer_maps
ETUtil.CountClass
syntax: ETUtil.CountClass( team, class );
example: ETUtil.CountClass( TEAM.ALLIES, CLASS.ENGINEER );
can be used to determine if a team has enough of a critical class for the map
ETUtil.GetTimeElapsed
syntax: ETUtil.GetTimeElapsed();
returns time since map start.
ETUtil.IsTeamClassDead
syntax: ETUtil.IsTeamClassDead( team, class );
example: ETUtil.IsTeamClassDead( TEAM.AXIS, CLASS.MEDIC );
returns true if all the players of the given class on the given team are dead.
ETUtil.IsTeamDead
syntax: ETUtil.IsTeamDead( team );
example: ETUtil.IsTeamDead( TEAM.AXIS );
returns true if all players on the given team are dead.
ETUtil.LosingChat
syntax: ETUtil.LosingChat(team);
example: ETUtil.LosingChat( TEAM.AXIS );
See Talking_bots page
ETUtil.SelectWeapon
syntax: ETUtil.SelectWeapon(bot, weapon);
example: ETUtil.SelectWeapon(bot, WEAPON.PANZERFAUST);
This function is deprecated since version 0.82 because it only kills bot and does not change his weapon.
ETUtil.SetAimModeForMount
syntax: ETUtil.SetAimModeForMount(goalName, aimType);
example: ETUtil.SetAimModeForMount("MOUNT_ship", Vec3(-340, 1530, 90));
Sets AimMode property of MOUNT goal. Valid values are "velocity", "opposite", "random" or Vector3.
ETUtil.SetCabinets
syntax: ETUtil.SetCabinets();
disables health & ammo cabinets for Medic & FieldOp Classes
ETUtil.SetExcludeIndexes
syntax: ETUtil.SetExcludeIndexes( goal, { offset } );
example: ETUtil.SetExcludeIndexes( "BUILD_Truck", { 4, 5, 6 } ); // Disable offset 4, 5 & 6
example: ETUtil.SetExcludeIndexes( "BUILD_Truck", {} ); // Removes Disabled offsets
disables vehicle offsets, used when an offset cannot be reached. Used only by goals BUILD, ESCORT, MOUNT, RIDE.
ETUtil.SetStartIndex
syntax: ETUtil.SetStartIndex(goal, offset);
example: ETUtil.SetStartIndex("ESCORT_tank", 2); // Use Offset 2
example: ETUtil.SetStartIndex("ESCORT_tank", -1); // Random
used to make a bot start from a certain vehicle offset in mover goals that have offsets defined. Normally set in OnMapLoad then reset inside a trigger. Used only by goals BUILD, ESCORT, MOUNT, RIDE.
ETUtil.SuicideSpawn
syntax: ETUtil.SuicideSpawn( team, spawn, numbots, class);
example: ETUtil.SuicideSpawn( TEAM.AXIS, 2, 1, CLASS.ENGINEER ); // 2 bots spawn at spawnpoint 2
example: ETUtil.SuicideSpawn( TEAM.AXIS, 2, -1, CLASS.ENGINEER ); // all axis engineer bots spawn at spawnpoint 2
used to make bots self kill and change to a new spawn, often used in maps to defend areas when players have sneaked past.
ETUtil.SwitchWeapon
syntax: ETUtil.SwitchWeapon(weapon);
example: ETUtil.SwitchWeapon(WEAPON.PANZERFAUST); //all soldiers will switch to panzer
This function is deprecated since version 0.82 because it only kills bot and does not change his weapon.
ETUtil.WinningChat
syntax: ETUtil.WinningChat(Team);
example: ETUtil.WinningChat( TEAM.ALLIES );
See Talking_bots page
RTCWUtil
These functions are available only in the Return to Castle Wolfenstein game.
RTCWUtil.BotDisableCombatCrouch
syntax: RTCWUtil.BotDisableCombatCrouch( bot, bool enable );
example: RTCWUtil.BotDisableCombatCrouch( bot, true );
used to disable crouching in combat for the given bot
RTCWUtil.ChangeClass
This function is deprecated. Use Server.MinClassCount.
RTCWUtil.ChangeSpawnNoDefenders
This function is deprecated. See Changing spawns.
RTCWUtil.ClearMainGoals
syntax: RTCWUtil.ClearMainGoals();
This function will deactivate all main goals for both teams.
goals deactivated: PLANT MOUNTMG42 MOVER CHECKPOINT FLAG
RTCWUtil.ClearSecondaryGoals
syntax: RTCWUtil.ClearSecondaryGoals();
This function will deactivate all secondary goals for both teams. goals deactivated: ARTILLERY REPAIR
RTCWUtil.CountClass
syntax: RTCWUtil.CountClass( team, class );
example: RTCWUtil.CountClass( TEAM.ALLIES, CLASS.ENGINEER );
can be used to determine if a team has enough of a critical class for the map
RTCWUtil.CountTeam
syntax: RTCWUtil.DisableGoal(goalname, <optional true>);
example: RTCWUtil.DisableGoal("FLAG_someflag");
disables the goal for both teams. the optional true parameter is used to disable all goals except for ROUTE goals.
RTCWUtil.IsPlantGoalAvailable
syntax: RTCWUtil.IsPlantGoalAvailable();
example: RTCWUtil.IsPlantGoalAvailable();
returns true if there is a plant goal available
RTCWUtil.IsTeamClassDead
syntax: RTCWUtil.IsTeamClassDead( team, class );
example: RTCWUtil.IsTeamClassDead( TEAM.AXIS, CLASS.ENGINEER )
returns true if there are no living players or bots of a given class on the given team
RTCWUtil.IsTeamDead
syntax: RTCWUtil.IsTeamDead( team, minbots );
example: RTCWUtil.IsTeamDead( TEAM.AXIS, 2 );
returns true if the number of living players on the given team is less than minbots.
note: minbots is optional as it defaults to 1
RTCWUtil.KillEntities
syntax: RTCWUtil.KillEntities( table or int );
example: RTCWUtil.KillEntities( 123 );
example: RTCWUtil.KillEntities( {123, 124} );
used to remove entities from the map. typically called from OnMapLoad
RTCWUtil.NoSnipe
syntax: syntax: RTCWUtil.NoSnipe(bot);
soldier bots will not choose a mauser when selecting a weapon
note: this is typically called in OnBotJoin
RTCWUtil.SelectSoldierWeapons
syntax: RTCWUtil.SelectSoldierWeapons(team, bot, weap1, weap2, weap3);
soldiers will only select weapons passed in as parameters
note: typically used in OnBotJoin to have soldiers choose between given weapons
example: RTCWUtil.SelectSoldierWeapons(TEAM.AXIS, bot, WEAPON.MAUSER, WEAPON.PANZERFAUST); //axis soldiers randomly select panzer or mauser
example: RTCWUtil.SelectSoldierWeapons(0, bot, WEAPON.MAUSER, WEAPON.PANZERFAUST); //all soldiers randomly select panzer or mauser
RTCWUtil.SelectWeapon
syntax: RTCWUtil.SelectWeapon(bot, weapon, isFog);
example: RTCWUtil.SelectWeapon(bot, WEAPON.MAUSER);
the given bot will switch to the given weapon if it is the correct class for the weapon
note: typically used in OnBotJoin to have soldiers choose a specific weapon
the isFog parameter is optional and disables extra view distance given to snipers
RTCWUtil.SetPrimaryGoals
syntax: RTCWUtil.SetPrimaryGoals(priority);
used for setting priorities of common goals.
note: this is typically called in OnMapLoad and effects the following goals (in order of priority):
CAPPOINT FLAGRETURN PLANT CHECKPOINT FLAG
RTCWUtil.SetSuicide
syntax: RTCWUtil.SetSuicide(team, class, suicide, persistant);
sets all classes on the given team so they commit suicide two seconds before the next spawn
the persistant parameter if set will have them do it every spawn until it is turned off ( or round ends)
example: RTCWUtil.SetSuicide(TEAM.ALLIES, CLASS.LIEUTENANT, 1, 1); //commit suicide 2 seconds before every spawn
example: RTCWUtil.SetSuicide(TEAM.ALLIES, CLASS.LIEUTENANT, 0, 0); //disable the suicide flag for them
RTCWUtil.SetTeamSuicide
syntax: RTCWUtil.SetSuicide(team, suicide, persistant);
sets all bots on the given team so they commit suicide two seconds before the next spawn
the persistant parameter if set will have them do it every spawn until it is turned off ( or round ends)
example: RTCWUtil.SetTeamSuicide(TEAM.ALLIES, 1, 1); //commit suicide 2 seconds before every spawn
example: RTCWUtil.SetTeamSuicide(TEAM.ALLIES, 0, 0); //disable the suicide flag for them
RTCWUtil.StopSniping
syntax: RTCWUtil.StopSniping();
all bots currently using a sniper weapon will switch to a different weapon
note: this is typically called inside trigger functions
RTCWUtil.SwitchSoldierWeapons
syntax: RTCWUtil.SwitchSoldierWeapons(team, bot, weap1, weap2, weap3);
soldiers will only select weapons passed in as parameters
note: typically used in triggers to have soldiers choose between given weapons
example: RTCWUtil.SwitchSoldierWeapons(TEAM.AXIS, bot, WEAPON.MAUSER, WEAPON.PANZERFAUST); //axis soldiers randomly select panzer or mauser
example: RTCWUtil.SwitchSoldierWeapons(0, bot, WEAPON.MAUSER, WEAPON.PANZERFAUST); //all soldiers randomly select panzer or mauser
RTCWUtil.SwitchWeapon
syntax: RTCWUtil.SwitchWeapon(weapon);
all qualifying bots will switch to the given weapon
example: RTCWUtil.SwitchWeapon(WEAPON.PANZERFAUST); //all soldiers will switch to panzer
note: typically used in trigger functions
RTCWUtil.TeamDisableCombatCrouch
syntax: RTCWUtil.TeamDisableCombatCrouch( team );
example: RTCWUtil.TeamDisableCombatCrouch( TEAM.AXIS );
disables combat crouching for the given team
RTCWUtil.ToggleFlag
syntax: RTCWUtil.ToggleFlag( goal, time in seconds );
example: thread(RTCWUtil.ToggleFlag, "CHECKPOINT.someFlag", 300);
used in dual objective maps like mp_depot to set availability of the checkpoint goal for the opposite team in the given interval note: this should be called as a gm thread.
WeaponTable
WeaponTable.ListWeaponAvailability
syntax: WeaponTable.ListWeaponAvailability();
prints current availability of all weapons
WeaponTable.SetWeaponAvailability
syntax: WeaponTable.SetWeaponAvailability( class, weapon, <true/false>);
example: WeaponTable.SetWeaponAvailability( CLASS.SOLDIER, WEAPON.FLAMETHROWER, false );
enables or disables specified weapon for class. The weapon parameter can be table. The class parameter can be null to set availability for all classes.
note: allied PANZERFAUST is automatically converted to BAZOOKA or LAW in Noquarter or ETnam
note: bots select random available weapon every spawn (in limbo)
WeaponTable.SetWeaponTeamAvailability
syntax: WeaponTable.SetWeaponTeamAvailability( team, class, weapon, <true/false>);
example: WeaponTable.SetWeaponTeamAvailability( TEAM.AXIS, CLASS.ENGINEER, WEAPON.KAR98, false );
enables or disables weapon for team and class.
WeaponTable.Shotgun
The Shotgun property has value WEAPON.SHOTGUN, WEAPON.ITHACA, WEAPON.M97 or null.