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Delta Force Anything to do with the Delta Force series of games, DF1, DF2, LW, TFD, BHD, DFX, AF etc.

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Old 08-01-2003, 03:04 AM
DizAsTeR ! is offline DizAsTeR !
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BHD WAC List

Does anybody have a full list of WAC triggers and events?? The way I learned is I extracted a WAC from the .pff file for mission 10. It had some triggers and events and a little tutorial on how to use WAC. But, not all of the triggers and events are listed. Does anybody have a full list or a larger list. Here is waht is listed on there so far. Variables too.


;---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)
;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
;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 thedistance 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

;---TRIGGERS (# param can be number or variable)
;random(#) randomly true 1 in # times
;elapse(#) true if # seconds have past since last activated
;chain(#) true if previous IF fired # seconds ago
;link(#1,#2) true if IF #1 away from current IF fired #2 seconds ago
; link(-1,10) is same as chain(10)
;past(#) true if past # seconds into game
;never() true if event has never fired
;location(#) true if you are at that location
;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
;ssndead(#) true if ssn is dead
;ssnalive(#) true if ssn is alive
;ssnride(#) true if organic is standing on SSN
;ssnloc(#,#) true if vehical or person is in location
;dooropen(#) true if group # has door open
;
;---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)
;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
;
;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 in 1 second
;fog(#,#,#) set fogcolor to R,G,B (same as fogcolor)
;fogtype(#) set fog type 0=fog, 1=haze, 2=haze wall, 3=fog wall
;fogdist(#) sets fogdist to # meters (same as set(fog,#)
;
;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
;SSNanim(ssn, anim_move) sets the ssn to ADM move slot
;
;SSNmax(ssn, maxengage) set max engage
;SSNmin(ssn, minengage) set min engage
;SSNatt(ssn, maxattack) set max engage
;GroupMax(group, maxengage) set max engage
;GroupMin(group, minengage) set min engage
;GroupAtt(group, maxattack) set max engage
;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)
;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
;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 #


Thanks!
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  #2  
Old 08-01-2003, 03:52 AM
Hellfighter is offline Hellfighter
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little tutorial can you attach it to a post i like to check it out see whats it all about please
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  #3  
Old 08-01-2003, 04:08 AM
DizAsTeR ! is offline DizAsTeR !
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ALl that you ar eabout to read is how i learned WAC so it works.

;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)
;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
;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 thedistance 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

;---TRIGGERS (# param can be number or variable)
;random(#) randomly true 1 in # times
;elapse(#) true if # seconds have past since last activated
;chain(#) true if previous IF fired # seconds ago
;link(#1,#2) true if IF #1 away from current IF fired #2 seconds ago
; link(-1,10) is same as chain(10)
;past(#) true if past # seconds into game
;never() true if event has never fired
;location(#) true if you are at that location
;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
;ssndead(#) true if ssn is dead
;ssnalive(#) true if ssn is alive
;ssnride(#) true if organic is standing on SSN
;ssnloc(#,#) true if vehical or person is in location
;dooropen(#) true if group # has door open
;
;---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)
;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
;
;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 in 1 second
;fog(#,#,#) set fogcolor to R,G,B (same as fogcolor)
;fogtype(#) set fog type 0=fog, 1=haze, 2=haze wall, 3=fog wall
;fogdist(#) sets fogdist to # meters (same as set(fog,#)
;
;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
;SSNanim(ssn, anim_move) sets the ssn to ADM move slot
;
;SSNmax(ssn, maxengage) set max engage
;SSNmin(ssn, minengage) set min engage
;SSNatt(ssn, maxattack) set max engage
;GroupMax(group, maxengage) set max engage
;GroupMin(group, minengage) set min engage
;GroupAtt(group, maxattack) set max engage
;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)
;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
;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 #
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Old 08-01-2003, 01:23 PM
DizAsTeR ! is offline DizAsTeR !
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The first few paragraphs tells you the basics and then below that it lists most of the variables, triggers, and events.
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