Last Updated: September 16, 2000
Client side commands refer to any commands that are used in the client game DLL (cgame DLL). These commands are placed and executed on frames of animation. When a TIKI model’s animation is played back on the client, the commands associated with those frames are executed. This document also contains a list of client INIT commands. These are commands that are ony executed on the client when the model is initialized. These commands deal with setting up emitters.
This is a list of client commands and parameters for the client. These commands can be placed in a TIKI file for execution. Here is an example to get started:
Animations
{
power power.tan
{
client
{
first
tagspawn tag_hand
(
count 50
model models/flameball.tik
velocity 50
randvel 0 0 200
avelocity random 360 random 360 random
360
life
1
accel 0 0 -100
scale 0.1
fade
bouncefactor 0.8
offset crandom 3 crandom 3 crandom 3
)
}
}
}
Here is an
explantion of what is going to happen when the first frame of the “power”
animation is executed.
After the
definition of the animation “power
power.tan” You can list client and server side commands that will be
executed on the specified frames. In
this case there is a client command on the first frame of the power
animation. Notice that the command is
called “tagspawn” and it has one
parameter on the same line called “hand”.
This command allows you to spawn
things ( particles, models,
sprites ) from the tag that is built
into the model ( in this case it’s the hand tag ).
The “(“ on the next line starts a block of
modifiers and parameters that will affect the spawning properties of the
command. There are 11 lines of parameters after the “(“ and then there is a closing “)”. The “)” signifies the end of the
parameters/modifiers and finishes off the command. Each one of the modifiers is explained below, along with the commands
like “tagspawn”.
These commands
can be executed on any frame of any animation on the client. These are placed in the client frame
commands of the TIKI file
alias <path> <alias> |
Creates an
alias to to the specified path |
aliascache <aliasname>
<resourcename> |
Caches in
the specified resource name and creates the creates the alias specified to
reference it. |
cache <resourcename> |
Caches in
the specified resource name |
client <arg1> <arg2>… |
Execute the
specified args on the client. This is
gor use in global scripts. |
commanddelay <time>
<commandnum> <command> [arg1]…[argN] |
Delays the
<command> by the <time> specified. There wll be a delay between the execution of the command. The <commandnum> must be provided by
the user, It is used to keep track of
the different commands and the times they are executed. |
dlight <red> <green>
<blue> <intensity> <life> <type> |
Spawn a
dlight from the origin of the model.
The <type> of the light can be normal, lensflare, or
viewlensflare |
emitteroff <emittername> |
Turns “off”
the specified emitter |
emitteron <emittername> |
Turns “on”
the specified emitter |
entcolor |
Set the
color(modulate) of the model. |
loopsound <soundfile> [volume]
[mindistance] |
Plays the
specified sound in a loop |
originspawn ( [parameter list] … ) |
Spawn
“things” from the origin of the model.
The parameter list after the command specify modifiers on the command. |
randomchance <amount>
<command> [arg1]…[argN] |
This will
randomly execute the specified command.
The amount ranges from 0 to 1 and is the percentage chance that the
command will execute. |
sound <soundfile> [channel number]
[volume] [mindistance] |
Plays the
specified sound. Channel, volume, and mindistance are optional |
swipe |
Add a
segment to the swipe. |
swipeoff |
Signal the
end of a swipe |
swipeon <tagname> <size>
<life> |
Signal the
start of a swipe. |
tagdlight <tagname> <red>
<green> <blue> <intensity> <life> <type> |
Spawn a
dlight from the specified tag of the model.
The <type> of the light can be normal, lensflare, or
viewlensflare |
tagspawn <tagname> ( [parameter list] … ) |
Spawn
“things” from the tag specified on the model. The parameter list after the
command specify modifiers on the command. |
tagbeamspawn <tagname_start>
<length> |
Spawns a
beam from <tagname_start> of the specified <length>. The direction is derived from the tag. |
These commands
set up client side effects that are not associated with animations These are placed in the client init section
of the TIKI file.
tagemitter <tagname>
<emittername> ( <parameter list> … ) |
Creates a
tag emitter named <emittername> that
spawns out models from <tagname>. This is not associated with animation
frames, so it can be used for static things that emit models without
animating. |
tagbeamemitter <tagname_start>
<tagname_end> <emittername> { <parameter list> } |
Creates a
beam emitter named <emittername> that spawns beams from tagname_start
to tagname_end. This is not
associated with animation frames, so it can be used for static things that
have beam effects on them |
These are used
in the above commands to modify the “things”( tempmodels ) that are spawned
from the emitters/spawn points.
accel <accelx> <accely>
<accelz> |
Sets the
acceleration for the tempmodel. You
can simulate gravity by setting the accelz
component to a negative value (E.g. accel
0 0 –200) |
align |
Aligns the
tempmodel in the direction it is traveling |
alpha <alpha_value> |
Sets the
alpha value of the tempmodel |
angles (crandom|random) <yaw>
(crandom|random) <pitch> (crandom|random) <roll> |
Sets the
angular velocity of the tempmodel.
Use the keywords random or crandom as stated in the randvel command. |
anim <anim_name> |
Set the anim
of the spawned tempmodel. |
animateonce |
Animate the
tempmodel once before killing it |
avelocity (crandom|random) <yaw>
(crandom|random) <pitch> (crandom|random) <roll> |
Sets the
angular velocity of the tempmodel.
Use the keywords random or crandom as stated in the randvel command. |
bouncefactor <bounce_value> |
Sets the
bounciness of the tempmodel. Values
greater than 1 will make the model gain speed when it bounces. |
circle |
Spawns the
tempmodels in a circlular pattern on the XY plane |
collision [‘water’] |
Turns on
collision for the tempmodels (saves CPU if you don’t need collision ). Add the water keyword if you want the
particles to collide with water. |
color <red> <green>
<blue> <alpha> |
Sets the
color of the tempmodel. This color is
modulated with the tempmodel when it is drawn. |
colorrange <startRed>
<startGreen> <startBlue> <endRed> <endGreen>
<endBlue> |
Set the
color range to be interpolated over the life of the tempmodel |
count <number> |
The number
of tempmodels to be spawned. |
dietouch |
Kills the
tempmodel when it touches a solid surface. |
dlight <r> <g> <b>
<intensity> |
Makes the
emitter a dynamic light source of color (r,g,b) and the specified intensity (
radius ). |
fade |
Fades the
tempmodel to complete translucency over the life. |
fadein <time> |
Fades the
tempmodel in over the amount of time
specified. |
flicker |
Causes the
tempmodel to flicker randomly |
globalfade <”in” | “out> |
Makes the
spawned tempmodels fade in or out at the same rate based on the number of
frames in the animation of the parent animation. |
inwardsphere <radius> |
Spawns the
tempmodel at radius distance from
the origin and moves them inward towards it. |
life <seconds> |
The life of the spawned tempmodel. |
model <modelname1> [modelname2]
[modelname3] … |
The name of
the model you want to spawn. If more than one model is specified then the
model is chosen randomly from the list |
offset (crandom|random) <offsetx>
(crandom|random) <offsety> (crandom|random) <offsetz> |
Sets an
offset of the tempmodel. Use the
keywords random or crandom as stated in the randvel command. |
offsetalongaxis (crandom|random)
<offsetx> (crandom|random) <offsety> (crandom|random)
<offsetz> |
Sets an
offset of the tempmodel. Use the
keywords random or crandom as stated in the randvel command. The offset is applied in the coordinate
system of the parent |
parentlink |
Links the
spawned tempmodel to the parent. If
the parent moves, so does the spawned tempmodel. |
randvel (crandom|random) <speedx>
(crandom|random) <speedy> (crandom|random) <speedz> |
Adds a
random velocity to the tempmodel in the x, y, and z axis. Use the keyword random to make the value between 0 and speed. Use the keyword crandom to make the value between –speed and speed. If you don’t use the random or crandom
keywords, then the added velocity will be constant. |
scale <scale_value> |
Sets the
scale of the tempmodel to value. |
scalemax <scale_value> |
Sets the
maximum scale of the tempmodel to value. |
scalemin <scale_value> |
Sets the
minimum scale of the temp model to value. By setting this, the spawned model
will be randomly scaled to a value between scalemin and scalemax. |
scalerate <scale_value> |
Animates the
tempmodel by scaling it in size according to the specified scalerate value. |
spawnrate <rate_value> |
Sets the
rate of spawning for an emitter. This
parameter is only valid for emitters that have been defined for the model. |
sphere |
Spawns the
tempmodels traveling in in an outward sphere pattern from the origin. |
startoff |
Starts an
emitter in the “off” state. |
swarm <freq> <maxspeed>
<delta> |
Causes a
swarming effect on the tempmodels. freq
is the frequency at which the tempmodel changes direction. maxspeed
is the maximum speed of the tempmodel. delta
is the amount the tempmodel moves toward the origin to get the swarming
effect. |
texanimtime <time> |
If you are
spawning animated texture sprites, this sets the animation time for that
sprite. |
trailcolor <red> <green>
<blue> <alpha> |
Sets the
color of the trail for the tempmodel. |
trailradius <radius> |
Sets the
width of the trail |
trailtime <seconds> |
Sets the
life of the trail in seconds |
velocity <speed> |
The speed of the tempmodel. It will travel in the direction based on
the orientation of the parent. |
wavy <amount> |
Causes the
tempmodel to move in a wavy effect. amount sets the amount of the
wavieness. |
These
parameters are only applicable to beamemitters and tagbeamspawn
numsegments
<num> |
Set the
number of segments in the beam |
minoffset
<offset> |
Set the
minimum offset from center that the beam will move |
maxoffset
<offset> |
Set the
maximum offset from center that the beam will move |
beamshader
<shader_name> |
Set the
shader that the beam will use |
beamdelay
<delay> |
Set the
delay (in seconds) between the drawing of beams |
beamtoggledelay
[random] <delay> |
Set the
delay (in seconds) that is used to toggle the beams off and on. If random is used, then the delay will be
between 0 and delay. |
beampersist |
Effect that
makes the beams persist and fade out over time |
beamsphere
<count> |
Shoot the
beams out in a sphere pattern. If the
radius (see above) is set, beams will be drawn at this distance from center |