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@ -571,7 +571,7 @@ public:
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//! For some messages, data are cut in small message then send to DSS via SBS.
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//! For some messages, data are cut in small message then send to DSS via SBS.
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//! Fragmentation enable to implement a progression bar.
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//! Fragmentation enable to implement a progression bar.
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//! Communication via SBS disable bandwith limitation caused by FS
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//! Communication via SBS disable bandwith limitation caused by FS
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//! Using sendMsgToDss is usefull only for big message like uploading Scenario or uploading runtime scenario
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//! Using sendMsgToDss is useful only for big message like uploading Scenario or uploading runtime scenario
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//! {
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//! {
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/*! Cut a messag in small chunk then send it to DSS via SBS.
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/*! Cut a messag in small chunk then send it to DSS via SBS.
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\param msg The message that will be cut in small chunk an send via sbs.
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\param msg The message that will be cut in small chunk an send via sbs.
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@ -743,7 +743,7 @@ public:
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Called withou param this function update the DM action bar.
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Called withou param this function update the DM action bar.
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Called with as parameter DESPAWN_NPC, ADD_HP, KILL_NPC, ADD_HP, GRP_KILL, GRP_HEAL, CONTROL, STOP_CONTROL, TALK_AS, STOP_TALK it launch DM function
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Called with as parameter DESPAWN_NPC, ADD_HP, KILL_NPC, ADD_HP, GRP_KILL, GRP_HEAL, CONTROL, STOP_CONTROL, TALK_AS, STOP_TALK it launch DM function
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\see CClientEditionModule for more info
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\see CClientEditionModule for more info
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\parm args a list of optional argument may be empty or one of "DESPAWN_NPC" "ADD_HP" "KILL_NPC" "ADD_HP" "GRP_KILL" "GRP_HEAL" "CONTROL" "STOP_CONTROL" "TALK_AS" "STOP_TALK". Multi param could be usefull for setting the aggro distance (NIY).
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\parm args a list of optional argument may be empty or one of "DESPAWN_NPC" "ADD_HP" "KILL_NPC" "ADD_HP" "GRP_KILL" "GRP_HEAL" "CONTROL" "STOP_CONTROL" "TALK_AS" "STOP_TALK". Multi param could be useful for setting the aggro distance (NIY).
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*/
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*/
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void dssTarget( std::vector<std::string>& args);
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void dssTarget( std::vector<std::string>& args);
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@ -896,7 +896,7 @@ public:
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This system enables to register class definition by registerGenerator.
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This system enables to register class definition by registerGenerator.
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Then the call to newComponent generates a CObjectTable using the template that have been save by registerGenerator.
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Then the call to newComponent generates a CObjectTable using the template that have been save by registerGenerator.
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The method getPropertyValue on a CObjectTable first look in the table of the object. Then in the palette. Then in its default value of the property then an thoses of his parents.
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The method getPropertyValue on a CObjectTable first look in the table of the object. Then in the palette. Then in its default value of the property then an thoses of his parents.
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The function getPropertyList enables to know all properties of an object (usefull for debug)
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The function getPropertyList enables to know all properties of an object (useful for debug)
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You can add an palette Element to the editor by addPaletteElement. A palette element is like a template that you clone and put in the scene.
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You can add an palette Element to the editor by addPaletteElement. A palette element is like a template that you clone and put in the scene.
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Palette element are mainly defined in r2_palette.lua (binding is done via CComLuaModule
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Palette element are mainly defined in r2_palette.lua (binding is done via CComLuaModule
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