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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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#1
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Wac file
does any1 know any wac commands besides the rain and snow? i just figued out how to use wac files.
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#2
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This came from the Game.WAC file that is inside one of the pff files.
;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) ;face_name immediate face name (ex. ssnface 45 face_happy) ; face_normal ; face_happy ; face_sad ; face_smirk ; face_angry ; face_surprise ; face_disgust ; face_fear ; face_aggressive ; ;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 ;GameOver true is game is over ;Win true if blue team won ;Lose true if red team won ;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 the distance 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 ;deadDist the nearest corpse info ;DdeadType ;ddeadSSN ;DdeadMove ;DdeadGroup ;bbadDist the nearest badguy info (team 2) ;bbadType ;bbadSSN ;bbadMove ;bbadGroup ;---TRIGGERS (# param can be number or variable) ;never() true if current IF has never fired, for one time only events ;elapse(#) true if past # seconds since current IF activated ; ;-IF Link (these commands fire once only for every fire of linked IF) ;previous true if previous (same nesting level) IF fired ;chain(#) true if previous (same nesting level) IF fired # seconds ago ;link(#1,#2) true if IF #1 away from current IF fired #2 seconds ago ; ;-Game Time (seconds of WAC script running) ;past(#) true if past # seconds into game, keeps firing after # ;before(#) true if before # seconds into game. keeps firing before # ;ontick(#) true if ontick #, only fires once ; ;random(#) randomly true 1 in # times, sets RND for additional tests ;location(#) true if you are at that music location ;area(#) true if within MED area without checking vertical ;area3D(#) true if within MED 3D area ;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 ;ssnwounded(#) true if ssn is wounded ;ssndead(#) true if ssn is dead ;ssnalive(#) true if ssn is alive ;ssnride(#) true if any organic is standing on SSN ;ssnonssn true if SSN is standing on SSN ;ssnnearssn true if SSN is near SSN within dist ;ssnlosssn true if SSN is near SSN within dist and has LOS ;ssnseesssn true if SSN is near SSN within dist and can see it ;meride(#) true if player is standing on SSN ;meattached(#) true if player is attached to SSN ;medrive(#) true if player is driving SSN ;meongun(#) true if player is on emplaced weapon on SSN ;ssnloc(#,#) true if vehicle or person is in music location ;ssnarea(#,#) true if vehicle or person is in 2D med area # ;ssnarea3D(#,#) true if vehicle or person is in 3D med area # ;dooropen(#) true if group # has door open ;event(#) true if med event has triggered ;squadevent(#) true if squad event is in que, sets squadSSN to talker ;playerfired(#) true if player has pressed fire and has slot # selected ; 1=knife, 2=small arm, 3=main weapon, ect.. ; ;---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) ;squadclear clears squadevent selected by squadevent(#) ;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 ; ;colorfade(#) seconds for color to transition (zero is normal) ;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 at color fade rate ;fog(#,#,#) same as fogcolor ;skyfogcolor(#,#,#) set skyfogcolor to R,G,B ;skyfog(#,#,#) same as skyfogcolor ;fogtype(#) set fog type 0=fog, 1=haze, 2=haze wall, 3=fog wall ;fogdist(#) sets fogdist to # meters ;movefog(#,#) move fogdist to # meters over # seconds ;skyspeed(#) sets the sky movement speed ;skyheight(#) sets the height of the sky ; ;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 ;wave("wave.wav", dist) plays wave file from mouth of player ;SSNanim(ssn, anim_move) sets the ssn to ADM move slot ;SSNradio(ssn, "wave.wav") sets the ssn to talk on radio ; ;SSNmax(ssn, maxengage) set max engage distance ;SSNmin(ssn, minengage) set min engage distance ;SSNatt(ssn, maxattack) set max attack distance ;SSNSpawn(ssn, spawn count) set the spawn count, 0=don't respawn ;GroupMax(group, maxengage) set max engage distance ;GroupMin(group, minengage) set min engage distance ;GroupAtt(group, maxattack) set max attack distance ;GroupSpawn(group, spawn count) set the spawn count, 0=don't respawn ;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) ;ss2ssn(ss,ssn) create ssoundset at center of ssn ;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 ;ammoarea(ammo, area) rain down ammo # somewhere inside area # ;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 # ;ssnuse(ssn) snap ssn to emplaced weapon if within 3 meters ;ssnrelease(ssn) remove ssn from emplaced weapon ;ssn2ssn(ssn, ssn) have ssn goto ssn and try to snap to emplaced ;ssnface(ssn, face) set face expression of ssn ;ssnguard(ssn, #) set ssn to guard 1=ON, 0=Off ;ssnturn(ssn, heading) turn ssn to heading 0-360 ;ssnhp(ssn, hp) set ssn's hitpoints to hp ;blockfire(wpnkey, #) blockfiring of weapons under key, 0=fire, 1=block ; //Adjust falling damage and breath timer if never() then fallmps = 20 breathtime = 45 endif |
#3
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Sweet! THANKS
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