| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Controller
|
+-- Engine.PlayerController
|
+-- Gameplay.PlayerCharacterController
DemoController, TribesTVSpectator
| Constants Summary |
|---|
| Inherited Contants from Engine.Controller |
|---|
| LATENT_MOVETOWARD |
| Enumerations Summary | ||
|---|---|---|
| AlertnessModeType AlertnessMode_Default, AlertnessMode_Combat, AlertnessMode_Alert, AlertnessMode_Neutral, | ||
| EDigitalAxisInput DAI_Zero, DAI_Positive, DAI_Negative | ||
| GroundMovementModeType GroundMovementMode_Any, GroundMovementMode_Sprint, GroundMovementMode_Run, GroundMovementMode_Walk, GroundMovementMode_Stand, | ||
| Inherited Enumerations from Engine.Controller |
|---|
| FindPathResult |
| Structures Summary | ||
|---|---|---|
| ClientAdjustment TimeStamp, accumulator, energy, newState, movement, StartLoc, EndLoc, NewVel | ||
| DynamicTurretRotationProcessingOutput worldSpaceNoRollRotation, vehicleSpaceRotation | ||
| Inherited Structures from Engine.Controller |
|---|
| FindPathAIProperties, RouteCacheElement, TraversalLineCheck |
| Functions Summary | ||
|---|---|---|
![]() | activatePack ())) | |
![]() | activatePack ())) PlayerTeleport | |
![]() | AddCheats ())) | |
![]() | addDetectedEnemy (Rook detectedEnemy)) | |
![]() | addDetectedFriendly (Rook detectedFriendly)) | |
![]() | int | addSkinPreferenceRecord (Mesh mesh, string skinPath)) |
![]() | adminvote (string name)) | |
![]() | AltFire (optional float F)) | |
![]() | AltFire (optional float F )) AwaitingGameStart | |
![]() | AltFire (optional float F )) AwaitingNextRound | |
![]() | AltFire (optional float F)) CameraControlled | |
![]() | AltFire (optional float F)) CharacterMovement | |
![]() | AltFire (optional float F)) Dead | |
![]() | AltFire (optional float F )) GameEnded | |
![]() | AltFire (optional float F )) PlayerEquippingPreRestart | |
![]() | AltFire (optional float F)) PlayerRespawn | |
![]() | AltFire (optional float F)) PlayerTeleport | |
![]() | AltFire (optional float F )) PlayerTurreting | |
![]() | AltFire (optional float F )) PlayerUsingInventoryStation | |
![]() | AltFire (optional float F )) PlayerUsingResupplyStation | |
![]() | AltFire (optional float F )) PlayerVehicleTurreting | |
![]() | AltFire (optional float F )) PlayerWaitingInventoryStation | |
![]() | AltFire (optional float F )) SPIntroduction | |
![]() | AltFire (optional float F )) TribesCountdown | |
![]() | altFire (optional float F)) TribesPlayerDriving | |
![]() | AltFire (optional float F)) TribesSpectating | |
![]() | EDigitalAxisInput | analogueToDigital (float analogueInput, float maxValue)) |
![]() | animationDebug ())) | |
![]() | AppendFreeMove (SavedMove m)) | |
![]() | AppendSavedMove (SavedMove m)) | |
![]() | ApplyMessageRestrictions (out String Msg)) | |
![]() | BeginState ())) AwaitingGameStart | |
![]() | BeginState ())) AwaitingNextRound | |
![]() | BeginState ())) BaseSpectating | |
![]() | BeginState ())) CharacterMovement | |
![]() | BeginState ())) Dead | |
![]() | BeginState ())) GameEnded | |
![]() | BeginState ())) PlayerRespawn | |
![]() | BeginState ())) PlayerTeleport | |
![]() | BeginState ())) PlayerTurreting | |
![]() | BeginState ())) PlayerUsingInventoryStation | |
![]() | BeginState ())) PlayerVehicleTurreting | |
![]() | BeginState ())) PlayerWaitingInventoryStation | |
![]() | BeginState ())) SPIntroduction | |
![]() | BeginState ())) TribesCountdown | |
![]() | BeginState ())) TribesPlayerDriving | |
![]() | BeginState ())) TribesSpectating | |
![]() | CalcFirstPersonView (Vector cameraLocation, Rotator cameraRotation)) PlayerEquippingPreRestart | |
![]() | CalcFirstPersonView (Vector cameraLocation, Rotator cameraRotation)) TribesSpectating | |
![]() | int | calculateHeight (float rookZ)) |
![]() | Vector | calculateScreenPosition (class objectClass, Vector objectPos)) |
![]() | CallServerMove (Vector ClientLoc, SavedMove NewMove, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData
)) | |
![]() | bool | CanUseQuickInventoryLoadoutMenu ())) |
![]() | changeTeam (int i, optional bool bAdminOverride)) | |
![]() | checkAutoWeaponSwitch ())) | |
![]() | checkForFireButton ())) | |
![]() | bool | CheckSpeedHack (float DeltaTime) |
![]() | CleanOutSavedMoves ())) | |
![]() | clientAdjustTurretPosition (float timeStamp, int serverPitch, int serverYaw, int serverTargetPitch, int serverTargetYaw, name newState)) | |
![]() | clientAdjustTurretPosition (float timeStamp, int serverPitch, int serverYaw, int serverTargetPitch, int serverTargetYaw, name newState)) PlayerTurreting | |
![]() | ClientDamagedFrom (EDirectionType direction, int DamageAmount)) | |
![]() | clientFinishInventoryStationAccess ())) | |
![]() | clientGetSkinPreference (Mesh mesh)) | |
![]() | ClientGotoState (name NewState, optional name NewLabel)) | |
![]() | clientInventoryStationAccess (InventoryStationAccess inputInventoryStation)) | |
![]() | clientInventoryStationWait ())) | |
![]() | clientLoadSkinClasses ())) | |
![]() | ClientRestart (Pawn aPawn, Name currentState)) | |
![]() | ClientSetBehindView (bool B, optional bool bInteractive)) | |
![]() | clientSetCheats (class<CheatManager> c)) | |
![]() | ClientSetHUD (class<HUD> newHUDType, optional class<Scoreboard> newScoringType)) | |
![]() | clientSetSkinPreference (Mesh mesh, String skinPath)) | |
![]() | clientTerminateInventoryStationAccess ())) | |
![]() | clientTribesSetHUD (string newHUDType)) | |
![]() | ClientUpdatePosition ())) | |
![]() | ClientUpdatePosition ())) PlayerTurreting | |
![]() | clientWeaponUseEnergy (float quantity)) | |
![]() | bool | CommonClientAdjustPosition (float TimeStamp, Name NewState)) |
![]() | CycleChatWindowSize ())) | |
![]() | CycleRadarZoomScale ())) | |
![]() | cycleZoomLevel (optional bool bReverse)) | |
![]() | debugAnimation ())) | |
![]() | debugMovement ())) | |
![]() | debugMovementReplication (int level)) | |
![]() | debugSwitchSpawnBase ())) | |
![]() | Destroyed ())) | |
![]() | DestroySensorList (SensorListNode head)) | |
![]() | DestroySensorLists ())) | |
![]() | float | digitalToAnalogue (EDigitalAxisInput digitalInput, float maxValue)) |
![]() | DisplayDebug (Canvas Canvas, out float YL, out float YPos)) | |
![]() | doIdentify (float delta)) | |
![]() | DropWeapon ())) CharacterMovement | |
![]() | dumpVehicleData ())) | |
![]() | DynamicTurretRotationProcessingOutput | dynamicTurretRotationProcessing (rotator moveRotation, rotator mountRotation, float minimumPitch, float maximumPitch, bool yawConstrained, optional bool yawPositiveDirection, optional float yawStart, optional float yawRange) |
![]() | effectLog ())) | |
![]() | EndState ())) AwaitingGameStart | |
![]() | EndState ())) AwaitingNextRound | |
![]() | EndState ())) CharacterMovement | |
![]() | EndState ())) GameEnded | |
![]() | EndState ())) PlayerEquippingPreRestart | |
![]() | EndState ())) PlayerRespawn | |
![]() | EndState ())) PlayerTeleport | |
![]() | EndState ())) PlayerTurreting | |
![]() | EndState ())) PlayerUsingInventoryStation | |
![]() | EndState ())) PlayerUsingResupplyStation | |
![]() | EndState ())) PlayerVehicleTurreting | |
![]() | EndState ())) SPIntroduction | |
![]() | EndState ())) TribesCountdown | |
![]() | EndState ())) TribesPlayerDriving | |
![]() | EndState ())) TribesSpectating | |
![]() | enterCombat ())) | |
![]() | equipCarryable ())) | |
![]() | equipCarryable ())) PlayerTeleport | |
![]() | equipCarryable ())) PlayerVehicleTurreting | |
![]() | equipCarryable ())) TribesPlayerDriving | |
![]() | equipCharacter ())) | |
![]() | equipDeployable ())) | |
![]() | equipDeployable ())) PlayerTeleport | |
![]() | equipDeployable ())) PlayerVehicleTurreting | |
![]() | equipDeployable ())) TribesPlayerDriving | |
![]() | Fire (optional float F)) | |
![]() | Fire (optional float F )) CameraControlled | |
![]() | Fire (optional float F )) CharacterMovement | |
![]() | Fire (optional float F )) Dead | |
![]() | Fire (optional float F )) GameEnded | |
![]() | Fire (optional float F)) PlayerEquippingPreRestart | |
![]() | Fire (optional float F )) PlayerRespawn | |
![]() | Fire (optional float F )) PlayerTeleport | |
![]() | Fire (optional float F)) PlayerTurreting | |
![]() | Fire (optional float F)) PlayerUsingInventoryStation | |
![]() | Fire (optional float F)) PlayerUsingResupplyStation | |
![]() | fire (optional float F)) PlayerVehicleTurreting | |
![]() | Fire (optional float F)) PlayerWaitingInventoryStation | |
![]() | Fire (optional float F )) SPIntroduction | |
![]() | Fire (optional float F )) TribesCountdown | |
![]() | fire (optional float F)) TribesPlayerDriving | |
![]() | Fire (optional float F )) TribesSpectating | |
![]() | Force (String name)) | |
![]() | forceCycleZoomLevel (optional bool bReverse)) | |
![]() | GameSaved ())) | |
![]() | TeamInfo | GetControllerTeam ())) |
![]() | Actor | GetIdentify ())) |
![]() | class<Weapon> | GetLastWeapon ())) |
![]() | TeamInfo | getOtherTeam ())) |
![]() | TeamInfo | getOwnTeam ())) |
![]() | string | getSkinPreference (Mesh mesh)) |
![]() | int | getSkinPreferenceRecord (Mesh mesh)) |
![]() | TeamInfo | getTeamInfo (int index)) |
![]() | Pawn | GetTravelPawn ())) TribesPlayerDriving |
![]() | GivePawn (Pawn NewPawn)) | |
![]() | bool | HasCurrentLoadout ())) |
![]() | hideTalkingHead (Script requestingScript)) | |
![]() | bool | inDebugHud ())) |
![]() | initHUDObjects ())) | |
![]() | InventoryCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )) | |
![]() | inventoryStationSwitchVehiclePosition (byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout)) | |
![]() | inventoryStationSwitchVehiclePosition (byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout)) PlayerUsingInventoryStation | |
![]() | bool | IsChatSpam ())) |
![]() | bool | IsFriendly (Actor Other)) |
![]() | bool | IsFriendlyPRI (PlayerReplicationInfo OtherPRI)) |
![]() | bool | isInCutscene ())) |
![]() | isLoopingAnimation ())) | |
![]() | isLoopingArmAnimation ())) | |
![]() | isLoopingUpperBodyAnimation ())) | |
![]() | bool | IsMuted (String PlayerName)) |
![]() | isPlayingAnimation ())) | |
![]() | isPlayingUpperBodyAnimation ())) | |
![]() | bool | isRookRelevant (Rook sensedRook)) |
![]() | bool | isSinglePlayer ())) |
![]() | Jetpack (optional float F )) | |
![]() | Jetpack (optional float F )) CameraControlled | |
![]() | Jetpack (optional float F )) Dead | |
![]() | Jetpack (optional float F )) GameEnded | |
![]() | Jetpack (optional float F)) PlayerEquippingPreRestart | |
![]() | Jetpack (optional float F )) PlayerRespawn | |
![]() | Jetpack (optional float F )) PlayerTeleport | |
![]() | Jetpack (optional float F)) PlayerUsingInventoryStation | |
![]() | Jetpack (optional float F)) PlayerUsingResupplyStation | |
![]() | Jetpack (optional float F)) PlayerWaitingInventoryStation | |
![]() | Jetpack (optional float F )) SPIntroduction | |
![]() | Jetpack (optional float F )) TribesCountdown | |
![]() | Jetpack (optional float F )) TribesSpectating | |
![]() | kickvote (string name)) | |
![]() | LoadInventoryInterface ())) PlayerEquippingPreRestart | |
![]() | LongClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ
)) | |
![]() | LongClientAdjustPosition (float TimeStamp, name newState, EPhysics newPhysics, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ, Actor NewBase, float NewFloorX, float NewFloorY, float NewFloorZ )) TribesCountdown | |
![]() | loopAnimation (string animation)) | |
![]() | loopArmAnimation (string animation)) | |
![]() | loopUpperBodyAnimation (string animation)) | |
![]() | mapvote (string map, string gametype)) | |
![]() | Movement (String name)) | |
![]() | movementDebug ())) | |
![]() | movementReport ())) | |
![]() | Mute (String PlayerName)) | |
![]() | newLoadout (Loadout l)) | |
![]() | NextWeapon ())) | |
![]() | NextWeapon ())) PlayerVehicleTurreting | |
![]() | NextWeapon ())) TribesPlayerDriving | |
![]() | NextWeapon ())) TribesSpectating | |
![]() | bool | NotifyPhysicsVolumeChange (PhysicsVolume NewVolume )) CharacterMovement |
![]() | NotifyTakeHit (pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)) | |
![]() | PawnDied (Pawn P)) | |
![]() | playAnimation (string animation)) | |
![]() | PlayerCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )) | |
![]() | playerDisconnected ())) | |
![]() | PlayerMove (float DeltaTime)) CharacterMovement | |
![]() | playerMove (float deltaTime)) PlayerRespawn | |
![]() | PlayerMove (float DeltaTime )) PlayerTurreting | |
![]() | playerMove (float deltaTime)) PlayerUsingInventoryStation | |
![]() | PlayerMove (float deltaTime)) PlayerVehicleTurreting | |
![]() | PlayerMove (float DeltaTime )) PlayerWaitingInventoryStation | |
![]() | PlayerMove (float DeltaTime )) TribesPlayerDriving | |
![]() | PlayerTick (float DeltaTime)) | |
![]() | playerTick (float deltaSeconds)) CameraControlled | |
![]() | PlayerTick (float Delta)) CharacterMovement | |
![]() | PlayerTick (float Delta)) PlayerRespawn | |
![]() | PlayerTick (float Delta)) PlayerTeleport | |
![]() | PlayerTick (float Delta)) PlayerTurreting | |
![]() | PlayerTick (float deltaSeconds)) PlayerUsingResupplyStation | |
![]() | playerTick (float deltaTime)) PlayerVehicleTurreting | |
![]() | PlayerTick (float deltaSeconds)) PlayerWaitingInventoryStation | |
![]() | playerTick (float deltaTime)) TribesPlayerDriving | |
![]() | playFireAnimation (optional string weapon)) | |
![]() | playFlinchAnimation ())) | |
![]() | PlayPainSound (Character.EClientPainType type)) | |
![]() | playUpperBodyAnimation (string animation)) | |
![]() | PopFreeMove ())) | |
![]() | PopSavedMove ())) | |
![]() | Possess (Pawn aPawn)) | |
![]() | PostBeginPlay ())) | |
![]() | PostLoadGame ())) | |
![]() | PostNetReceive ())) | |
![]() | PrevWeapon ())) | |
![]() | PrevWeapon ())) PlayerVehicleTurreting | |
![]() | PrevWeapon ())) TribesPlayerDriving | |
![]() | PrevWeapon ())) TribesSpectating | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot)) CharacterMovement | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerTurreting | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot)) PlayerVehicleTurreting | |
![]() | ProcessMove (float DeltaTime, vector NewAccel, EDoubleClickDir DoubleClickMove, rotator DeltaRot)) TribesPlayerDriving | |
![]() | processTurretMove (float DeltaTime, float aTurn, float aLookUp)) | |
![]() | processTurretMove (float DeltaTime, float turn, float lookup)) PlayerTurreting | |
![]() | ProcessZoom (float Delta, Character c)) | |
![]() | QuickChat (String message, String ChatTag, optional bool bLocal, optional String animName)) | |
![]() | releaseAltFire (optional float F)) | |
![]() | releaseAltFire (optional float F)) AwaitingGameStart | |
![]() | releaseAltFire (optional float F)) AwaitingNextRound | |
![]() | releaseAltFire (optional float F)) CameraControlled | |
![]() | releaseAltFire (optional float F)) Dead | |
![]() | releaseAltFire (optional float F)) GameEnded | |
![]() | releaseAltFire (optional float F)) PlayerEquippingPreRestart | |
![]() | releaseAltFire (optional float F)) PlayerRespawn | |
![]() | releaseAltFire (optional float F)) PlayerTeleport | |
![]() | releaseAltFire (optional float F)) PlayerTurreting | |
![]() | releaseAltFire (optional float F)) PlayerUsingInventoryStation | |
![]() | releaseAltFire (optional float F)) PlayerUsingResupplyStation | |
![]() | releaseAltFire (optional float F)) PlayerVehicleTurreting | |
![]() | releaseAltFire (optional float F)) PlayerWaitingInventoryStation | |
![]() | releaseAltFire (optional float F)) SPIntroduction | |
![]() | releaseAltFire (optional float F)) TribesCountdown | |
![]() | releaseAltFire (optional float F)) TribesPlayerDriving | |
![]() | releaseAltFire (optional float F)) TribesSpectating | |
![]() | releaseFire (optional float F)) | |
![]() | releaseFire (optional float F )) CameraControlled | |
![]() | releaseFire (optional float F)) Dead | |
![]() | releaseFire (optional float F )) GameEnded | |
![]() | releaseFire (optional float F)) PlayerEquippingPreRestart | |
![]() | releaseFire (optional float F)) PlayerRespawn | |
![]() | releaseFire (optional float F)) PlayerTeleport | |
![]() | releaseFire (optional float F)) PlayerTurreting | |
![]() | releaseFire (optional float F)) PlayerUsingInventoryStation | |
![]() | releaseFire (optional float F)) PlayerUsingResupplyStation | |
![]() | releaseFire (optional float F)) PlayerVehicleTurreting | |
![]() | releaseFire (optional float F)) PlayerWaitingInventoryStation | |
![]() | releaseFire (optional float F )) SPIntroduction | |
![]() | releaseFire (optional float F )) TribesCountdown | |
![]() | releaseFire (optional float F)) TribesPlayerDriving | |
![]() | releaseFire (optional float F)) TribesSpectating | |
![]() | removeDetectedEnemy (SensorListNode sln)) | |
![]() | removeDetectedFriendly (SensorListNode sln)) | |
![]() | replicateTurretMove (float DeltaTime, float aTurn, float aLookup)) | |
![]() | replicateTurretMove (float DeltaTime, float turn, float lookup)) PlayerTurreting | |
![]() | ResetInputState ())) | |
![]() | ResetSpeedhack () | |
![]() | Respawn (optional bool bAllowExit )) | |
![]() | Respawn (optional bool bAllowExit )) PlayerRespawn | |
![]() | Respawn (optional bool bAllowExit )) PlayerTeleport | |
![]() | Respawn (optional bool bAllowExit )) TribesCountdown | |
![]() | Respawn (optional bool bAllowExit )) TribesSpectating | |
![]() | saveSkinPreference (Mesh mesh, string skinPath)) | |
![]() | Say (String Msg)) | |
![]() | ScrollChatWindow (int NumLines)) | |
![]() | SelectTeleport ())) | |
![]() | SendClientAdjustment ())) | |
![]() | serverActivatePack ())) | |
![]() | ServerCancelRespawn ())) | |
![]() | serverCommandHUDHidden ())) | |
![]() | serverCommandHUDShown ())) | |
![]() | serverDebugMovementReplication (int level)) | |
![]() | serverEquipCarryable ())) | |
![]() | serverEquipDeployable ())) | |
![]() | serverEquipFallbackWeapon ())) | |
![]() | serverFinishEquippingPreRestart (class<CombatRole> selectedRole, String userSkin, int activeWeaponSlot, optional class<Pack> selectedPack, optional class<HandGrenade> grenades, optional class<Weapon> weaponSlot1, optional class<Weapon> weaponSlot2, optional class<Weapon> weaponSlot3, optional class<Weapon> weaponSlot4, optional class<Weapon> weaponSlot5, optional class<Weapon> weaponSlot6, optional class<Weapon> weaponSlot7, optional class<Weapon> weaponSlot8, optional class<Weapon> weaponSlot9, optional class<Weapon> weaponSlot10)) | |
![]() | serverFinishInventoryStationAccess (InventoryStationAccess inputInventoryStation, class<CombatRole> selectedRole, String userSkin, int activeWeaponSlot, optional class<Pack> selectedPack, optional class<HandGrenade> grenades, optional class<Weapon> weaponSlot1, optional class<Weapon> weaponSlot2, optional class<Weapon> weaponSlot3, optional class<Weapon> weaponSlot4, optional class<Weapon> weaponSlot5, optional class<Weapon> weaponSlot6, optional class<Weapon> weaponSlot7, optional class<Weapon> weaponSlot8, optional class<Weapon> weaponSlot9, optional class<Weapon> weaponSlot10)) | |
![]() | serverFinishQuickInventoryStationAccess (InventoryStationAccess inputInventoryStation, class<CombatRole> selectedRole, String userSkin, int activeWeaponSlot, optional class<Pack> selectedPack, optional class<HandGrenade> grenades, optional class<Weapon> weaponSlot1, optional class<Weapon> weaponSlot2, optional class<Weapon> weaponSlot3, optional class<Weapon> weaponSlot4, optional class<Weapon> weaponSlot5, optional class<Weapon> weaponSlot6, optional class<Weapon> weaponSlot7, optional class<Weapon> weaponSlot8, optional class<Weapon> weaponSlot9, optional class<Weapon> weaponSlot10)) | |
![]() | serverInventoryStationSwitchVehiclePosition (byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout)) | |
![]() | serverInventoryStationSwitchVehiclePosition (byte position, InventoryStationAccess.InventoryStationLoadout selectedLoadout)) PlayerUsingInventoryStation | |
![]() | ServerKillPlayer ())) | |
![]() | ServerMove (float TimeStamp, vector InAccel, vector ClientLoc, bool NewbRun, bool NewbDuck, bool NewbJumpStatus, bool NewbDoubleJump, EDoubleClickDir DoubleClickMove, byte ClientRoll, int View, bool NewbJetpack, optional byte OldTimeDelta, optional int OldAccel
)) CharacterMovement | |
![]() | serverNextWeapon ())) | |
![]() | ServerPlayerSelectRespawn ())) | |
![]() | serverPrevWeapon ())) | |
![]() | ServerRestartPlayer ())) | |
![]() | ServerReStartPlayer ())) AwaitingGameStart | |
![]() | ServerRestartPlayer ())) PlayerRespawn | |
![]() | ServerRestartPlayer ())) PlayerTeleport | |
![]() | ServerRestartPlayer ())) TribesCountdown | |
![]() | ServerReStartPlayer ())) TribesSpectating | |
![]() | ServerRestartPlayerAtBase (BaseInfo Base, optional bool bKeepPawn)) | |
![]() | ServerRestartPlayerInVehicle (int vehicleRespawnIndex, bool bKeepPawn)) | |
![]() | ServerRestartPlayerKeepPawn ())) | |
![]() | serverSelectWeapon (Weapon w)) | |
![]() | serverSelectWeapon (Weapon w)) PlayerTurreting | |
![]() | serverSelectWeapon (Weapon w)) SPIntroduction | |
![]() | serverSetForcedRespawn (bool bForced)) | |
![]() | serverSetRadarZoomScale (float newRadarZoomScale)) | |
![]() | serverSetSkin (string skinPath, Mesh mesh)) | |
![]() | serverSpectate (optional string playerName)) | |
![]() | serverSwitchVehiclePosition (byte position)) | |
![]() | serverTerminateInventoryStationAccess ())) | |
![]() | ServerToggleBehindView ())) | |
![]() | serverToggleReady ())) | |
![]() | serverTurretMove (float timeStamp, float turn, float lookup, int clientPitch, int clientYaw, optional float importantDelta, optional float importantTurn, optional float importantLookup)) | |
![]() | serverTurretMove (float timeStamp, float turn, float lookup, int clientPitch, int clientYaw, optional float importantTimestamp, optional float importantTurn, optional float importantLookup)) PlayerTurreting | |
![]() | ServerUse ())) CharacterMovement | |
![]() | ServerUse ())) PlayerTurreting | |
![]() | ServerUse ())) PlayerUsingResupplyStation | |
![]() | ServerUse ())) PlayerVehicleTurreting | |
![]() | ServerUse ())) TribesPlayerDriving | |
![]() | serverVehicleTurretMove (int packedMoveRotation, int packedVehicleSpaceRotation)) | |
![]() | ServerViewNextMPObject ())) | |
![]() | ServerViewNextSpectatorStart ())) | |
![]() | setAlertness (string mode)) | |
![]() | SetCinematicMode (bool bCinematic)) | |
![]() | setDebugHud (bool visible)) | |
![]() | SetForcedRespawn (bool bForced)) | |
![]() | setGroundMovement (string mode)) | |
![]() | setIsFemale (bool b)) | |
![]() | SetWeapon (class<Weapon> WeaponClass)) | |
![]() | setZoomLevel (int index)) | |
![]() | ShiftWeapon (int offset)) | |
![]() | showAdmin ())) | |
![]() | showEscapeMenu ())) | |
![]() | showEscapeMenu ())) PlayerRespawn | |
![]() | showGameStats ())) | |
![]() | ShowHelpScreen ())) | |
![]() | showMyStats ())) | |
![]() | ShowSubtitle (String Subtitle, float lifetime)) | |
![]() | showTalkingHead (TalkingHeadCamera thc, Script requestingScript)) | |
![]() | showWeaponStats ())) | |
![]() | bool | SkipOpeningCutscene ())) |
![]() | bool | SkipOpeningCutscene ())) CameraControlled |
![]() | bool | SkipOpeningCutscene ())) SPIntroduction |
![]() | spectate (optional string playerName)) | |
![]() | SpectatePlayer (string playerName)) | |
![]() | stateServerSwitchVehiclePosition (byte position)) | |
![]() | stateServerSwitchVehiclePosition (byte position)) PlayerVehicleTurreting | |
![]() | stateServerSwitchVehiclePosition (byte position)) TribesPlayerDriving | |
![]() | stopAnimation ())) | |
![]() | stopArmAnimation ())) | |
![]() | stopUpperBodyAnimation ())) | |
![]() | Suicide ())) PlayerUsingInventoryStation | |
![]() | Suicide ())) PlayerVehicleTurreting | |
![]() | Suicide ())) TribesCountdown | |
![]() | Suicide ())) TribesPlayerDriving | |
![]() | switchTeam (optional bool bAdminOverride)) | |
![]() | SwitchToFallbackWeapon ())) | |
![]() | switchVehiclePosition (byte position)) | |
![]() | switchVehiclePosition (byte position)) PlayerVehicleTurreting | |
![]() | switchVehiclePosition (byte position)) TribesPlayerDriving | |
![]() | SwitchWeapon (byte F)) | |
![]() | SwitchWeapon (byte F)) PlayerTeleport | |
![]() | SwitchWeapon (byte F)) PlayerVehicleTurreting | |
![]() | SwitchWeapon (byte F)) TribesPlayerDriving | |
![]() | SwitchWeapon (byte F)) TribesSpectating | |
![]() | teamdamagevote (bool vote)) | |
![]() | TeamQuickChat (String message, String ChatTag, optional bool bLocal, optional String animName)) | |
![]() | TeamSay (String Msg)) | |
![]() | Tick (Float Delta)) | |
![]() | Tick (float Delta)) CharacterMovement | |
![]() | Tick (float Delta)) PlayerRespawn | |
![]() | Tick (float Delta)) PlayerUsingInventoryStation | |
![]() | Tick (float delta)) SPIntroduction | |
![]() | Tick (float Delta)) TribesCountdown | |
![]() | Timer ())) | |
![]() | ToggleBehindView ())) PlayerTurreting | |
![]() | ToggleBehindView ())) PlayerVehicleTurreting | |
![]() | ToggleBehindView ())) TribesCountdown | |
![]() | ToggleBehindView ())) TribesPlayerDriving | |
![]() | toggleDebugHUD ())) | |
![]() | toggleEscapePanel (string menuClass)) | |
![]() | ToggleQuickChat ())) | |
![]() | tournamentvote (bool vote)) | |
![]() | TribesAdjustState (float Timestamp, Name newState)) | |
![]() | TribesClientAdjustPositionEx (float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ, float NewVelX, float NewVelY, float NewVelZ
)) | |
![]() | TribesDualServerMove (float TimeStamp0, byte ButtonInput, EDigitalAxisInput forward0, EDigitalAxisInput strafe0, int View0, float TimeStamp, EDigitalAxisInput forward, EDigitalAxisInput strafe, int View, vector ClientLoc, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData
)) | |
![]() | SavedMove | TribesGetFreeMove ())) |
![]() | TribesLongClientAdjustPosition (float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ, float NewVelX, float NewVelY, float NewVelZ
)) | |
![]() | TribesLongClientAdjustPosition (float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ, float NewVelX, float NewVelY, float NewVelZ )) PlayerVehicleTurreting | |
![]() | TribesLongClientAdjustPosition (float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ, float NewVelX, float NewVelY, float NewVelZ )) TribesPlayerDriving | |
![]() | TribesMoveAutonomous (float DeltaTime, rotator moveRotation, float forward, float strafe, bool ski, bool thrust, bool jump
)) | |
![]() | tribesProcessDrive (float inForward, float inStrafe, rotator directionRotation, bool inThrust, bool inDive)) | |
![]() | tribesProcessDrive (float inForward, float inStrafe, rotator directionRotation, bool inThrust, bool inDive)) TribesPlayerDriving | |
![]() | TribesProcessMove (float forward, float strafe, float jump, float ski, float thrust)) | |
![]() | TribesProcessMove (float forward, float strafe, float jump, float ski, float thrust)) CharacterMovement | |
![]() | TribesReplicateMove (float forward, float strafe, bool ski, bool thrust, bool jump)) | |
![]() | tribesServerDrive (EDigitalAxisInput inForward, EDigitalAxisInput inStrafe, int packedRotation, bool inThrust, bool inDive)) | |
![]() | TribesServerMove (float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput digitalForward, EDigitalAxisInput digitalStrafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData
)) | |
![]() | TribesServerMove (float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput forward, EDigitalAxisInput strafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData )) PlayerTurreting | |
![]() | TribesServerMove (float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput forward, EDigitalAxisInput strafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData )) PlayerVehicleTurreting | |
![]() | TribesServerMove (float TimeStamp, Vector ClientLoc, int View, EDigitalAxisInput forward, EDigitalAxisInput strafe, bool ski, bool thrust, bool jump, optional byte CompressedImportantTimeDelta, optional int ImportantMoveData )) TribesPlayerDriving | |
![]() | TribesShortClientAdjustPositionEx (float TimeStamp, float accumulator, float energy, name newState, Character.MovementState movement, float StartLocX, float StartLocY, float StartLocZ, float EndLocX, float EndLocY, float EndLocZ
)) | |
![]() | TribesShortServerMove (float TimeStamp, Vector ClientLoc, int View
)) | |
![]() | TribesStateServerMove (float Timestamp)) | |
![]() | TribesTalk ())) | |
![]() | TribesTeamTalk ())) | |
![]() | TurnAround ())) SPIntroduction | |
![]() | TurnAround ())) TribesCountdown | |
![]() | UnMute (String PlayerName)) | |
![]() | UnPossess ())) | |
![]() | updateCachedKeyBindings ())) | |
![]() | updateCasts ())) | |
![]() | updateCharacterUserSkin ())) | |
![]() | updatePhysicsConfiguration ())) | |
![]() | UpdateScreenRes ())) | |
![]() | UpdateUseableObject ())) | |
![]() | Use ())) | |
![]() | use ())) CameraControlled | |
![]() | ViewShake (float deltaTime)) PlayerVehicleTurreting | |
![]() | whack ())) | |
![]() | bool | WorldToScreen (out Vector inputVector)) |
| States Summary |
|---|
| AwaitingGameStart Source code |
|---|
|
simulated state AwaitingGameStart extends TribesSpectating |
| AltFire, BeginState, EndState, releaseAltFire, ServerReStartPlayer |
| AwaitingNextRound Source code |
|---|
|
simulated state AwaitingNextRound extends TribesSpectating |
| AltFire, BeginState, EndState, releaseAltFire |
| BaseSpectating Source code |
|---|
|
state BaseSpectating |
| BeginState |
| CameraControlled Source code |
|---|
|
state CameraControlled |
| AltFire, Fire, Jetpack, playerTick, releaseAltFire, releaseFire, SkipOpeningCutscene, use |
| CharacterMovement Source code |
|---|
|
simulated state CharacterMovement |
| AltFire, BeginState, DropWeapon, EndState, Fire, NotifyPhysicsVolumeChange, PlayerMove, PlayerTick, ProcessMove, ServerMove, ServerUse, Tick, TribesProcessMove |
| Dead Source code |
|---|
|
simulated state Dead |
| AltFire, BeginState, Fire, Jetpack, releaseAltFire, releaseFire |
| GameEnded Source code |
|---|
|
state GameEnded |
| AltFire, BeginState, EndState, Fire, Jetpack, releaseAltFire, releaseFire |
| PlayerEquippingPreRestart Source code |
|---|
|
simulated state PlayerEquippingPreRestart |
| AltFire, CalcFirstPersonView, EndState, Fire, Jetpack, LoadInventoryInterface, releaseAltFire, releaseFire |
| PlayerRespawn Source code |
|---|
|
simulated state PlayerRespawn extends Dead |
| AltFire, BeginState, EndState, Fire, Jetpack, playerMove, PlayerTick, releaseAltFire, releaseFire, Respawn, ServerRestartPlayer, showEscapeMenu, Tick |
| PlayerTeleport Source code |
|---|
|
simulated state PlayerTeleport |
| activatePack, AltFire, BeginState, EndState, equipCarryable, equipDeployable, Fire, Jetpack, PlayerTick, releaseAltFire, releaseFire, Respawn, ServerRestartPlayer, SwitchWeapon |
| PlayerTurreting Source code |
|---|
|
state PlayerTurreting |
| AltFire, BeginState, clientAdjustTurretPosition, ClientUpdatePosition, EndState, Fire, PlayerMove, PlayerTick, ProcessMove, processTurretMove, releaseAltFire, releaseFire, replicateTurretMove, serverSelectWeapon, serverTurretMove, ServerUse, ToggleBehindView, TribesServerMove |
| PlayerUsingInventoryStation Source code |
|---|
|
state PlayerUsingInventoryStation |
| AltFire, BeginState, EndState, Fire, inventoryStationSwitchVehiclePosition, Jetpack, playerMove, releaseAltFire, releaseFire, serverInventoryStationSwitchVehiclePosition, Suicide, Tick |
| PlayerUsingResupplyStation Source code |
|---|
|
simulated state PlayerUsingResupplyStation |
| AltFire, EndState, Fire, Jetpack, PlayerTick, releaseAltFire, releaseFire, ServerUse |
| PlayerVehicleTurreting Source code |
|---|
|
state PlayerVehicleTurreting |
| AltFire, BeginState, EndState, equipCarryable, equipDeployable, fire, NextWeapon, PlayerMove, playerTick, PrevWeapon, ProcessMove, releaseAltFire, releaseFire, ServerUse, stateServerSwitchVehiclePosition, Suicide, switchVehiclePosition, SwitchWeapon, ToggleBehindView, TribesLongClientAdjustPosition, TribesServerMove, ViewShake |
| PlayerWaitingInventoryStation Source code |
|---|
|
simulated state PlayerWaitingInventoryStation |
| AltFire, BeginState, Fire, Jetpack, PlayerMove, PlayerTick, releaseAltFire, releaseFire |
| SPIntroduction Source code |
|---|
|
state SPIntroduction |
| AltFire, BeginState, EndState, Fire, Jetpack, releaseAltFire, releaseFire, serverSelectWeapon, SkipOpeningCutscene, Tick, TurnAround |
| TribesCountdown Source code |
|---|
|
simulated state TribesCountdown extends BaseSpectating |
| AltFire, BeginState, EndState, Fire, Jetpack, LongClientAdjustPosition, releaseAltFire, releaseFire, Respawn, ServerRestartPlayer, Suicide, Tick, ToggleBehindView, TurnAround |
| TribesPlayerDriving Source code |
|---|
|
state TribesPlayerDriving |
| altFire, BeginState, EndState, equipCarryable, equipDeployable, fire, GetTravelPawn, NextWeapon, PlayerMove, playerTick, PrevWeapon, ProcessMove, releaseAltFire, releaseFire, ServerUse, stateServerSwitchVehiclePosition, Suicide, switchVehiclePosition, SwitchWeapon, ToggleBehindView, TribesLongClientAdjustPosition, tribesProcessDrive, TribesServerMove |
| TribesSpectating Source code |
|---|
|
simulated state TribesSpectating extends BaseSpectating |
| AltFire, BeginState, CalcFirstPersonView, EndState, Fire, Jetpack, NextWeapon, PrevWeapon, releaseAltFire, releaseFire, Respawn, ServerReStartPlayer, SwitchWeapon |
| Variables Detail |
|---|
X=Red, Y=Green, Z=Blue, Values should be quite high (> 900)
The multiplier is applied to the amount of damage and then added to the flash color
Lower values = greater effect
The percentage of damage where the maximum flash occurs
The percentage of damage where the minimum flash occurs
| Enumerations Detail |
|---|
AlertnessMode_Default, AlertnessMode_Combat, AlertnessMode_Alert, AlertnessMode_Neutral,};
GroundMovementMode_Any, GroundMovementMode_Sprint, GroundMovementMode_Run, GroundMovementMode_Walk, GroundMovementMode_Stand,};
| Structures Detail |
|---|
var float accumulator;};
var Vector EndLoc;
var float energy;
var Character.MovementState movement;
var name newState;
var Vector NewVel;
var Vector StartLoc;
var float TimeStamp;
var rotator vehicleSpaceRotation;};
var rotator worldSpaceNoRollRotation;
| Functions Detail |
|---|
activatePack Source code
activatePack PlayerTeleport Source code
AddCheats Source code
addDetectedEnemy Source code
addDetectedFriendly Source code
addSkinPreferenceRecord Source code
adminvote Source code
AltFire Source code
AltFire AwaitingGameStart Source code
AltFire AwaitingNextRound Source code
AltFire CameraControlled Source code
AltFire CharacterMovement Source code
AltFire Dead Source code
AltFire GameEnded Source code
AltFire PlayerEquippingPreRestart Source code
AltFire PlayerRespawn Source code
AltFire PlayerTeleport Source code
AltFire PlayerTurreting Source code
AltFire PlayerUsingInventoryStation Source code
AltFire PlayerUsingResupplyStation Source code
AltFire PlayerVehicleTurreting Source code
AltFire PlayerWaitingInventoryStation Source code
AltFire SPIntroduction Source code
AltFire TribesCountdown Source code
altFire TribesPlayerDriving Source code
AltFire TribesSpectating Source code
analogueToDigital Source code
animationDebug Source code
AppendFreeMove Source code
AppendSavedMove Source code
ApplyMessageRestrictions Source code
BeginState AwaitingGameStart Source code
BeginState AwaitingNextRound Source code
BeginState BaseSpectating Source code
BeginState CharacterMovement Source code
BeginState Dead Source code
BeginState GameEnded Source code
BeginState PlayerRespawn Source code
BeginState PlayerTeleport Source code
BeginState PlayerTurreting Source code
BeginState PlayerUsingInventoryStation Source code
BeginState PlayerVehicleTurreting Source code
BeginState PlayerWaitingInventoryStation Source code
BeginState SPIntroduction Source code
BeginState TribesCountdown Source code
BeginState TribesPlayerDriving Source code
BeginState TribesSpectating Source code
CalcFirstPersonView PlayerEquippingPreRestart Source code
CalcFirstPersonView TribesSpectating Source code
calculateHeight Source code
calculateScreenPosition Source code
CallServerMove Source code
CanUseQuickInventoryLoadoutMenu Source code
changeTeam Source code
checkAutoWeaponSwitch Source code
checkForFireButton Source code
CheckSpeedHack Source code
CleanOutSavedMoves Source code
clientAdjustTurretPosition Source code
clientAdjustTurretPosition PlayerTurreting Source code
ClientDamagedFrom Source code
clientFinishInventoryStationAccess Source code
clientGetSkinPreference Source code
ClientGotoState Source code
clientInventoryStationAccess Source code
clientInventoryStationWait Source code
clientLoadSkinClasses Source code
ClientRestart Source code
ClientSetBehindView Source code
clientSetCheats Source code
ClientSetHUD Source code
clientSetSkinPreference Source code
clientTerminateInventoryStationAccess Source code
clientTribesSetHUD Source code
ClientUpdatePosition Source code
ClientUpdatePosition PlayerTurreting Source code
clientWeaponUseEnergy Source code
CommonClientAdjustPosition Source code
CycleChatWindowSize Source code
CycleRadarZoomScale Source code
cycleZoomLevel Source code
debugAnimation Source code
debugMovement Source code
debugMovementReplication Source code
debugSwitchSpawnBase Source code
Destroyed Source code
DestroySensorList Source code
DestroySensorLists Source code
digitalToAnalogue Source code
DisplayDebug Source code
doIdentify Source code
DropWeapon CharacterMovement Source code
dumpVehicleData Source code
dynamicTurretRotationProcessing Source code
effectLog Source code
EndState AwaitingGameStart Source code
EndState AwaitingNextRound Source code
EndState CharacterMovement Source code
EndState GameEnded Source code
EndState PlayerEquippingPreRestart Source code
EndState PlayerRespawn Source code
EndState PlayerTeleport Source code
EndState PlayerTurreting Source code
EndState PlayerUsingInventoryStation Source code
EndState PlayerUsingResupplyStation Source code
EndState PlayerVehicleTurreting Source code
EndState SPIntroduction Source code
EndState TribesCountdown Source code
EndState TribesPlayerDriving Source code
EndState TribesSpectating Source code
enterCombat Source code
equipCarryable Source code
equipCarryable PlayerTeleport Source code
equipCarryable PlayerVehicleTurreting Source code
equipCarryable TribesPlayerDriving Source code
equipCharacter Source code
equipDeployable Source code
equipDeployable PlayerTeleport Source code
equipDeployable PlayerVehicleTurreting Source code
equipDeployable TribesPlayerDriving Source code
Fire Source code
Fire CameraControlled Source code
Fire CharacterMovement Source code
Fire Dead Source code
Fire GameEnded Source code
Fire PlayerEquippingPreRestart Source code
Fire PlayerRespawn Source code
Fire PlayerTeleport Source code
Fire PlayerTurreting Source code
Fire PlayerUsingInventoryStation Source code
Fire PlayerUsingResupplyStation Source code
fire PlayerVehicleTurreting Source code
Fire PlayerWaitingInventoryStation Source code
Fire SPIntroduction Source code
Fire TribesCountdown Source code
fire TribesPlayerDriving Source code
Fire TribesSpectating Source code
Force Source code
forceCycleZoomLevel Source code
GameSaved Source code
GetControllerTeam Source code
GetIdentify Source code
GetLastWeapon Source code
getOtherTeam Source code
getOwnTeam Source code
getSkinPreference Source code
getSkinPreferenceRecord Source code
getTeamInfo Source code
GetTravelPawn TribesPlayerDriving Source code
GivePawn Source code
HasCurrentLoadout Source code
hideTalkingHead Source code
inDebugHud Source code
initHUDObjects Source code
InventoryCalcView Source code
inventoryStationSwitchVehiclePosition Source code
inventoryStationSwitchVehiclePosition PlayerUsingInventoryStation Source code
IsChatSpam Source code
IsFriendly Source code
IsFriendlyPRI Source code
isInCutscene Source code
isLoopingAnimation Source code
isLoopingArmAnimation Source code
isLoopingUpperBodyAnimation Source code
IsMuted Source code
isPlayingAnimation Source code
isPlayingUpperBodyAnimation Source code
isRookRelevant Source code
isSinglePlayer Source code
Jetpack Source code
Jetpack CameraControlled Source code
Jetpack Dead Source code
Jetpack GameEnded Source code
Jetpack PlayerEquippingPreRestart Source code
Jetpack PlayerRespawn Source code
Jetpack PlayerTeleport Source code
Jetpack PlayerUsingInventoryStation Source code
Jetpack PlayerUsingResupplyStation Source code
Jetpack PlayerWaitingInventoryStation Source code
Jetpack SPIntroduction Source code
Jetpack TribesCountdown Source code
Jetpack TribesSpectating Source code
kickvote Source code
LoadInventoryInterface PlayerEquippingPreRestart Source code
LongClientAdjustPosition Source code
LongClientAdjustPosition TribesCountdown Source code
loopAnimation Source code
loopArmAnimation Source code
loopUpperBodyAnimation Source code
mapvote Source code
Movement Source code
movementDebug Source code
movementReport Source code
Mute Source code
newLoadout Source code
NextWeapon Source code
NextWeapon PlayerVehicleTurreting Source code
NextWeapon TribesPlayerDriving Source code
NextWeapon TribesSpectating Source code
NotifyPhysicsVolumeChange CharacterMovement Source code
NotifyTakeHit Source code
PawnDied Source code
playAnimation Source code
PlayerCalcView Source code
playerDisconnected Source code
PlayerMove CharacterMovement Source code
playerMove PlayerRespawn Source code
PlayerMove PlayerTurreting Source code
playerMove PlayerUsingInventoryStation Source code
PlayerMove PlayerVehicleTurreting Source code
PlayerMove PlayerWaitingInventoryStation Source code
PlayerMove TribesPlayerDriving Source code
PlayerTick Source code
playerTick CameraControlled Source code
PlayerTick CharacterMovement Source code
PlayerTick PlayerRespawn Source code
PlayerTick PlayerTeleport Source code
PlayerTick PlayerTurreting Source code
PlayerTick PlayerUsingResupplyStation Source code
playerTick PlayerVehicleTurreting Source code
PlayerTick PlayerWaitingInventoryStation Source code
playerTick TribesPlayerDriving Source code
playFireAnimation Source code
playFlinchAnimation Source code
PlayPainSound Source code
playUpperBodyAnimation Source code
PopFreeMove Source code
PopSavedMove Source code
Possess Source code
PostBeginPlay Source code
PostLoadGame Source code
PostNetReceive Source code
PrevWeapon Source code
PrevWeapon PlayerVehicleTurreting Source code
PrevWeapon TribesPlayerDriving Source code
PrevWeapon TribesSpectating Source code
ProcessMove CharacterMovement Source code
ProcessMove PlayerTurreting Source code
ProcessMove PlayerVehicleTurreting Source code
ProcessMove TribesPlayerDriving Source code
processTurretMove Source code
processTurretMove PlayerTurreting Source code
ProcessZoom Source code
QuickChat Source code
releaseAltFire Source code
releaseAltFire AwaitingGameStart Source code
releaseAltFire AwaitingNextRound Source code
releaseAltFire CameraControlled Source code
releaseAltFire Dead Source code
releaseAltFire GameEnded Source code
releaseAltFire PlayerEquippingPreRestart Source code
releaseAltFire PlayerRespawn Source code
releaseAltFire PlayerTeleport Source code
releaseAltFire PlayerTurreting Source code
releaseAltFire PlayerUsingInventoryStation Source code
releaseAltFire PlayerUsingResupplyStation Source code
releaseAltFire PlayerVehicleTurreting Source code
releaseAltFire PlayerWaitingInventoryStation Source code
releaseAltFire SPIntroduction Source code
releaseAltFire TribesCountdown Source code
releaseAltFire TribesPlayerDriving Source code
releaseAltFire TribesSpectating Source code
releaseFire Source code
releaseFire CameraControlled Source code
releaseFire Dead Source code
releaseFire GameEnded Source code
releaseFire PlayerEquippingPreRestart Source code
releaseFire PlayerRespawn Source code
releaseFire PlayerTeleport Source code
releaseFire PlayerTurreting Source code
releaseFire PlayerUsingInventoryStation Source code
releaseFire PlayerUsingResupplyStation Source code
releaseFire PlayerVehicleTurreting Source code
releaseFire PlayerWaitingInventoryStation Source code
releaseFire SPIntroduction Source code
releaseFire TribesCountdown Source code
releaseFire TribesPlayerDriving Source code
releaseFire TribesSpectating Source code
removeDetectedEnemy Source code
removeDetectedFriendly Source code
replicateTurretMove Source code
replicateTurretMove PlayerTurreting Source code
ResetInputState Source code
ResetSpeedhack Source code
Respawn Source code
Respawn PlayerRespawn Source code
Respawn PlayerTeleport Source code
Respawn TribesCountdown Source code
Respawn TribesSpectating Source code
saveSkinPreference Source code
Say Source code
ScrollChatWindow Source code
SelectTeleport Source code
SendClientAdjustment Source code
serverActivatePack Source code
ServerCancelRespawn Source code
serverCommandHUDHidden Source code
serverCommandHUDShown Source code
serverDebugMovementReplication Source code
serverEquipCarryable Source code
serverEquipDeployable Source code
serverEquipFallbackWeapon Source code
serverFinishEquippingPreRestart Source code
serverFinishInventoryStationAccess Source code
serverFinishQuickInventoryStationAccess Source code
serverInventoryStationSwitchVehiclePosition Source code
serverInventoryStationSwitchVehiclePosition PlayerUsingInventoryStation Source code
ServerKillPlayer Source code
ServerMove CharacterMovement Source code
serverNextWeapon Source code
ServerPlayerSelectRespawn Source code
serverPrevWeapon Source code
ServerRestartPlayer Source code
ServerReStartPlayer AwaitingGameStart Source code
ServerRestartPlayer PlayerRespawn Source code
ServerRestartPlayer PlayerTeleport Source code
ServerRestartPlayer TribesCountdown Source code
ServerReStartPlayer TribesSpectating Source code
ServerRestartPlayerAtBase Source code
ServerRestartPlayerInVehicle Source code
ServerRestartPlayerKeepPawn Source code
serverSelectWeapon Source code
serverSelectWeapon PlayerTurreting Source code
serverSelectWeapon SPIntroduction Source code
serverSetForcedRespawn Source code
serverSetRadarZoomScale Source code
serverSetSkin Source code
serverSpectate Source code
serverSwitchVehiclePosition Source code
serverTerminateInventoryStationAccess Source code
ServerToggleBehindView Source code
serverToggleReady Source code
serverTurretMove Source code
serverTurretMove PlayerTurreting Source code
ServerUse CharacterMovement Source code// ServerUse() // // Called when the user presses the use button. Overriden here because we // want to ensure that we only use the objects of type 'UseableObject' when // it has the higher priority.
ServerUse PlayerTurreting Source code
ServerUse PlayerUsingResupplyStation Source code
ServerUse PlayerVehicleTurreting Source code
ServerUse TribesPlayerDriving Source code
serverVehicleTurretMove Source code
ServerViewNextMPObject Source code
ServerViewNextSpectatorStart Source code
setAlertness Source code
SetCinematicMode Source code
setDebugHud Source code
SetForcedRespawn Source code
setGroundMovement Source code
setIsFemale Source code
SetWeapon Source code
setZoomLevel Source code
ShiftWeapon Source code
showAdmin Source code
showEscapeMenu Source code
showEscapeMenu PlayerRespawn Source code
showGameStats Source code
ShowHelpScreen Source code
showMyStats Source code
ShowSubtitle Source code
showTalkingHead Source code
showWeaponStats Source code
SkipOpeningCutscene Source code
SkipOpeningCutscene CameraControlled Source code
SkipOpeningCutscene SPIntroduction Source code
spectate Source code
SpectatePlayer Source code
stateServerSwitchVehiclePosition Source code
stateServerSwitchVehiclePosition PlayerVehicleTurreting Source code
stateServerSwitchVehiclePosition TribesPlayerDriving Source code
stopAnimation Source code
stopArmAnimation Source code
stopUpperBodyAnimation Source code
Suicide PlayerUsingInventoryStation Source code
Suicide PlayerVehicleTurreting Source code
Suicide TribesCountdown Source code
Suicide TribesPlayerDriving Source code
switchTeam Source code
SwitchToFallbackWeapon Source code
switchVehiclePosition Source code
switchVehiclePosition PlayerVehicleTurreting Source code
switchVehiclePosition TribesPlayerDriving Source code
SwitchWeapon Source code
SwitchWeapon PlayerTeleport Source code
SwitchWeapon PlayerVehicleTurreting Source code
SwitchWeapon TribesPlayerDriving Source code
SwitchWeapon TribesSpectating Source code
teamdamagevote Source code
TeamQuickChat Source code
TeamSay Source code
Tick Source code
Tick CharacterMovement Source code
Tick PlayerRespawn Source code
Tick PlayerUsingInventoryStation Source code
Tick SPIntroduction Source code
Tick TribesCountdown Source code
Timer Source code
ToggleBehindView PlayerTurreting Source code
ToggleBehindView PlayerVehicleTurreting Source code
ToggleBehindView TribesCountdown Source code
ToggleBehindView TribesPlayerDriving Source code
toggleDebugHUD Source code
toggleEscapePanel Source code
ToggleQuickChat Source code
tournamentvote Source code
TribesAdjustState Source code
TribesClientAdjustPositionEx Source code
TribesDualServerMove Source code
TribesGetFreeMove Source code
TribesLongClientAdjustPosition Source code
TribesLongClientAdjustPosition PlayerVehicleTurreting Source code
TribesLongClientAdjustPosition TribesPlayerDriving Source code
TribesMoveAutonomous Source code
tribesProcessDrive Source code
tribesProcessDrive TribesPlayerDriving Source code
TribesProcessMove Source code
TribesProcessMove CharacterMovement Source code
TribesReplicateMove Source code
tribesServerDrive Source code
TribesServerMove Source code
TribesServerMove PlayerTurreting Source code
TribesServerMove PlayerVehicleTurreting Source code
TribesServerMove TribesPlayerDriving Source code
TribesShortClientAdjustPositionEx Source code
TribesShortServerMove Source code
TribesStateServerMove Source code
TribesTalk Source code
TribesTeamTalk Source code
TurnAround SPIntroduction Source code
TurnAround TribesCountdown Source code
UnMute Source code
UnPossess Source code
updateCachedKeyBindings Source code
updateCasts Source code
updateCharacterUserSkin Source code
updatePhysicsConfiguration Source code
UpdateScreenRes Source code
UpdateUseableObject Source code
Use Source code
use CameraControlled Source code
ViewShake PlayerVehicleTurreting Source code
whack Source code
WorldToScreen Source code| Defaultproperties |
|---|
defaultproperties
{
MaxResponseTime=1.0
MaxTimeMargin=1.0
TimeMarginSlack=0.001
bNetNotify = true
CheatClass = class'TribesCheatManager'
DefaultFOV = 95
spectatorHUDClass = "TribesGUI.TribesSpectatorHUD"
countdownHUDClass = "TribesGUI.TribesCountdownHUD"
gameEndHUDClass = ""
respawnHUDClass = "TribesGUI.TribesRespawnHUD"
vehicleHUDClass = "TribesGUI.TribesVehicleHUD"
turretHUDClass = "TribesGUI.TribesTurretHUD"
inventoryStationMenuClass = "TribesGUI.TribesInventorySelectionMenu"
waitRoundEndHUDClass = "TribesGUI.TribesAwaitRoundEndHUD"
waitGameStartHUDClass = "TribesGUI.TribesAwaitGameStartHUD"
commandHUDClass = "TribesGUI.TribesCommandHUD"
HelpScreenClass = "TribesGUI.TribesHelpScreen"
GUIPackage = "TribesGUI"
SPEscapeMenuClass = "TribesSPEscapeMenu"
MPEscapeMenuClass = "TribesMPEscapeMenu"
MPStatsClass = "TribesMPStatsPanel"
MPWeaponStatsClass = "TribesMPWeaponStatsPanel"
MPGameStatsClass = "TribesMPPlayersPanel"
MPAdminClass = "TribesMPAdminPanel"
MovementObjectClass = "Gameplay.CharacterPhysicsObject"
PlayerReplicationInfoClass = class'Gameplay.TribesReplicationInfo'
m_identifyFrequency = 0.1
m_identifyRange = 5000
alertnessMode = AlertnessMode_Default;
alertnessDecayTime = 10
groundMovementMode = GroundMovementMode_Any;
damageFlashColor = (X=900,Y=0,Z=0)
damageFlashScale = 0.3
maxFlashThreshold = 0.5
minFlashThreshold = 0.1
damageFlashMultiplier = 1
livesLeft = -1
IdentifyRadius = 32
InvExtCamOffset = (X=-200,Y=0,Z=210)
bUseEnabled = true
debugLogLevel = 0
SpectateSpeed=+1200.0
maxSpectatorZoom = 30
minSpectatorZoom = 6
ChatSpamGuardEnabled = true
ChatSpamMaxMessages = 4
ChatSpamThresholdTime = 4
ChatSpamMutePeriod = 8
MaxMessageTextLength = 196
}
|
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