Fire Department 3 gives you the control of firefighting teams from France, Ukraine, the United States of America, Germany and the United Kingdom. You have 3 missions on each country.
Leftover Files and Folders#
Some files and folders used during development are still present on the disc.
Editor Folder#
Located in Fire Department 3\, this was a folder used during development that contained a mission and map editor. In the retail release, this folder is (obviously) empty.
Save Folder#
Located in Fire Department 3\, this folder is empty. Perhaps it was the folder where save files were located in earlier versions?
Pipo.txt#
Located in Fire Department 3\Data, this file contains nothing. The word "pipo" in French (game developer language) is used in this case to say "anything".
SourceControl.ini#
Located in Fire Department 3\Data\Config, this file was used during development to use a .ini file from a server.
[SOURCECONTROL]
CONNECTED=0
DATABASEPATH="\\don001\Music&Co\Dev\VSS\srcsafe.ini"
USERNAME=""
USERPASSWORD=""
WS_FTP.LOG#
Located in Fire Department 3\Data\Sound\Music, this file has a FTP transfer log.
2004.09.29 10:14 B d:\Fire2\Install\Data\Sound\Music\Fire Captain - Mission Event Music.mp3 <-- fd2sound /DigitalReality Fire Captain - Mission Event Music.mp3
2004.10.01 11:09 B \\don001\Fire2\DATA\GAME_DATA\Data\Sound\Music\Fire Captain - Defeat Music V2.mp3 <-- fd2sound /DigitalReality Fire Captain - Defeat Music V2.mp3
Debug.fnt#
Located in Fire Department 3\Data\Fonte, this file contains a font used during development.
Development-related Text#
There's quite a few development-related text here. They are riddled with typos.
GameCoreWidgetDefinitionDB.Ini#
Located in Fire Department 3\Data\Overlay, this file indicates how to use widget-related .ini files.
; *******************************************************************************************
; Types d'objets actuellement définis
; "WIDGET"
; "BUTTON"
; "COMBO"
; "EDIT"
; "CURVE"
; "GROUP"
; "HSCROLL"
; "LIST"
; "PROGRESS"
; "RENDER"
; "VSCROLL"
;
; Liste des noms d'objets crées par la couche overlay désignés par le champ EQUIVALENT dans une section
; D_MO_WIDGET_ROOT_OBJECT_NAME "ROOT"
; D_MOW_HS_BUTTON_LEFT "HsBtnLeft"
; D_MOW_HS_BUTTON_RIGHT "HsBtnRight"
; D_MOW_HS_BUTTON_THUMBTRACK "HsBtnThmb"
; D_MOW_VS_BUTTON_UP "VsBtnUp"
; D_MOW_VS_BUTTON_DOWN "VsBtnDown"
; D_MOW_VS_BUTTON_THUMBTRACK "VsBtnThmb"
; D_MOW_LB_VSCROLL "LbVs"
; D_MOW_CB_LISTBOX "CbLb"
; D_MOW_CB_EDIT "CbEdit"
; D_MOW_CB_DEPLOY "CbBtnDeploy"
;
; Cas spécifique pour l'insertion dans la listbox :
; "Lyix" ou y représente le numéro de la ligne et x, la colonne
;
;
; Parametres (* = default)
; TYPE Type of object to create
; PARENT Parent of object to create
; PRIORITY Priority of object [0..100]
; ZPRIORITY Z priority of object [0,0..1,0]
; EQUIVALENT Used to identify current object as an internal create object
; (so this object is only updated)
; X Position on X in parent area
; Y Position on Y in parent area
; WIDTH Width of object
; HEIGHT Height of object
; ou
; SIZE x y width height of object
; VISIBLE Object visible or not [0..1]
; ENABLE Object enable (ie valid) or not [0..1]
; USER_MOVABLE User can move object with mouse
; DRAG_AND_DROP NOT USED
; BORDER_COLOR Define a border color
; BACK_COLOR Define a back color
; TEXTURE Texture name to use
; TEXTURE_MOSAIC Texture to mosaic [0*..1]
; TEXTURE_FRAME Frame in texture to use [0*..[
; TEXT_COLOR Define a text color
; TEXT_HEIGHT Height of text to display
; TEXT_FONT Font filename to use
; TEXT_JUSTIFY Combination : LEFT | RIGHT | X | UP | DOWN | Y | CENTER
; TEXT Text to display
; HINT Hint of object
; USER_ID User defined ID
; ALIGN_LEFT Align object on left side when resolution change [0..1]
; ALIGN_UP Align object on up side when resolution change [0..1]
; ALIGN_RIGHT Align object on right side when resolution change [0..1]
; ALIGN_DOWN Align object on down side when resolution change [0..1]
; ALIGN_CENTER Center object on parent [0..1]
; ALIGN_USER_DEFINED User defined center [0..1] generate OnGenericMessage ; (E_MO_WIDGET_SUB_MESSAGE_SET_NEW_RESOLUTION, T_MO_WIDGET_RESOLUTION*, -1, -1, -1);
; SOUND_ON_DOWN Used for defined the sound to play on Action down
; SOUND_ON_UP Used for defined the sound to play on Action Up
; SOUND_ON_DOWN_DISABLE Used for defined the sound to play on Action Down and button is disable
; SOUND_ON_UP_DISABLE Used for defined the sound to play on Action Up and Widget is disable
; SOUND_ON_VISIBLE Used for defined the sound to play on Visible Action
; SOUND_ON_HIDE Used for defined the sound to play on Hide Action
; SOUND_ON_ENABLE Used for defined the sound to play on Enable Action
; SOUND_ON_DISABLE Used for defined the sound to play on Disable Action
; SOUND_ON_FOCUS Used for defined the sound to play on Focus Action
;
; Parametres (BUTTON)
; BTN_SUB_TYPE NORMAL* | SWITCH | CHECK_BOX
; BTN_START_STATE DOWN | UP*
;
; Parametres (EDIT)
; EDIT_MAX_LENGTH Maximum length for edit
; EDIT_TO_UPPER Convert to upper
; EDIT_TO_LOWER Convert to lower
; EDIT_TYPE NORMAL* | S32 | U32 | F32| ALPHA | ALPHANUM | FILENAME | IP
;
; Parametres (GROUP)
; GB_NO_EMPTY_SELECTION User cannot unselect all buttons
;
; Parametres (HSCROLL)
; HS_POSITION Position in scroll bar
; HS_RANGE Max range of scroll bar
;
; Parametres (VSCROLL)
; VS_POSITION Position in scroll bar
; VS_RANGE Max range of scroll bar
;
; Parametres (LISTBOX)
; LB_VSCROLL_WIDTH Width in pixels of scroll bar
; LB_FIRST_LINE_SEPARATOR Draw first line separator
; LB_LINE_SEPARATOR Draw all lines separator
; LB_SELECTED_SEPARATOR_COLOR Separator color
; LB_SELECTED_LINE_COLOR Selected line color
; LB_HIGHLIGHT_LINE_COLOR Color for highlight line
; LB_HIGHLIGHT_CELL_COLOR Color for highlight cell
; LB_LINE_HEIGHT Height in pixels of each line
; LB_NB_COLUMNS Number of columns
; LB_COLUMNx_WIDTH Width of each column (replace 'x' by [0..LB_NB_COLUMNS[
;
; Parametres (COMBOBOX)
; CB_REDUCED_HEIGHT Size of edit text & deploy button when combo is reduced
; CB_VSCROLL_WIDTH Width of scroll bar
; CB_LB_LINE_HEIGHT Line height in listbox
;
; Parametres (PROGRESSBAR)
; PB_CURRENT_PROGRESS Current progression
; PB_MIN_PROGRESS Min progression ]..[ 0*
; PB_MAX_PROGRESS Max progression
; PB_VERTICAL Vertical draw [0..1]
; PB_ZERO_CENTER Center draw on 0 [0..1]
; PB_TEXTURE Texture name to use during progression
; PB_TEXTURE_FRAME Frame in object to use
;
; Parametres (GRAPHICCURVES)
; GC_MIN_SCALE Minimum scale for all curves
; GC_MAX_SCALE Maximum scale for all curves
; GC_AUTO_SCALE Adjust scale when going out of bounds [0..1]
; GC_NB_CURVES Define number of curves to use
; GC_SAMPLES_PER_CURVE Number of sample to have in a curve
; GC_UPDATE_TIME Time before scrolling curve to the left
; GC_CURVEx_COLOR Define curve color
; GC_CURVEx_VISIBLE Define if a curve is visible or not
;
; Parametres (RENDERVIEW)
; RV_ZMIN Min Z value
; RV_ZMAX Max Z value
;
; *******************************************************************************************
; *******************************************************************************************
; hiérarchie des widgets
;
; ROOT racine principale telle que définie par OverlayWidget
; |
; +-- MAINFRAME frame principale regroupant toutes les widgets du jeu
; | elle défini aussi la taille de l'écran pour gérer les changements
; | de résolution dans OverlayWidget
; |
; +-- MESSAGEBOX widget spéciale: peut shunter le fonctionnement du backdrop pour
; | simuler le fonctionnement d'une boite de dialogue modale
; |
; +-- WORKSPACE frame regroupant toutes les widgets propres aux différents modes
; | de jeu
; |
; +-- BACKDROP une renderview pour y dessiner la vue 3D; attention! comme elle
; | est gérée par OverlayWidget il bien tenir de ses niveaux de
; | priorité d'affichage
; |
; +-- PANEL_... tous les paneaux utilisés dans les différents modes de jeu
; |
; +-- PAGE_... toutes les pages utilisés dans les menus
;
; *******************************************************************************************
;---------------------------------------
[WID_MAINFRAME]
TYPE = "WIDGET"
PARENT = "ROOT"
PRIORITY = 5
ZPRIORITY = 0.95
SIZE = 0 0 799 599
ALIGN_UP = 1
ALIGN_DOWN = 1
ALIGN_LEFT = 1
ALIGN_RIGHT = 1
;BORDER_COLOR = 0 0 255 255
VISIBLE = 1
ENABLE = 1
;---------------------------------------
[WID_WORKSPACE]
TYPE = "WIDGET"
PARENT = "WID_MAINFRAME"
PRIORITY = 10
ZPRIORITY = 0.90
SIZE = 0 0 799 599
ALIGN_UP = 1
ALIGN_DOWN = 1
ALIGN_LEFT = 1
ALIGN_RIGHT = 1
VISIBLE = 1
ENABLE = 1
; *******************************************************************************************
[#INCLUDE]
FILE0 = "./Common/Panel_MessageBox.Ini"
FILE1 = "./Game/MainGameinterface.Ini"
FILE2 = "./Menu/MainMenuInterface.Ini"
Below is a translated version of the ini file. Typos in French have been accordingly brought over to English for context.
; *******************************************************************************************
; Object types currently defined
; "WIDGET"
; "BUTTON"
; "COMBO"
; "EDIT"
; "CURVE"
; "GROUP"
; "HSCROLL"
; "LIST"
; "PROGRESS"
; "RENDER"
; "VSCROLL"
;
; List of object names created by the overlay layer named by the equivalent entry in a section
; D_MO_WIDGET_ROOT_OBJECT_NAME "ROOT"
; D_MOW_HS_BUTTON_LEFT "HsBtnLeft"
; D_MOW_HS_BUTTON_RIGHT "HsBtnRight"
; D_MOW_HS_BUTTON_THUMBTRACK "HsBtnThmb"
; D_MOW_VS_BUTTON_UP "VsBtnUp"
; D_MOW_VS_BUTTON_DOWN "VsBtnDown"
; D_MOW_VS_BUTTON_THUMBTRACK "VsBtnThmb"
; D_MOW_LB_VSCROLL "LbVs"
; D_MOW_CB_LISTBOX "CbLb"
; D_MOW_CB_EDIT "CbEdit"
; D_MOW_CB_DEPLOY "CbBtnDeploy"
;
; Specific case in listbox insertion:
; "Lyix" where y represents the number of the x line, the column
;
;
; Parameters (* = default)
; TYPE Type of object to create
; PARENT Parent of object to create
; PRIORITY Priority of object [0..100]
; ZPRIORITY Z priority of object [0,0..1,0]
; EQUIVALENT Used to identify current object as an internal create object
; (so this object is only updated)
; X Position on X in parent area
; Y Position on Y in parent area
; WIDTH Width of object
; HEIGHT Height of object
; ou
; SIZE x y width height of object
; VISIBLE Object visible or not [0..1]
; ENABLE Object enable (ie valid) or not [0..1]
; USER_MOVABLE User can move object with mouse
; DRAG_AND_DROP NOT USED
; BORDER_COLOR Define a border color
; BACK_COLOR Define a back color
; TEXTURE Texture name to use
; TEXTURE_MOSAIC Texture to mosaic [0*..1]
; TEXTURE_FRAME Frame in texture to use [0*..[
; TEXT_COLOR Define a text color
; TEXT_HEIGHT Height of text to display
; TEXT_FONT Font filename to use
; TEXT_JUSTIFY Combination : LEFT | RIGHT | X | UP | DOWN | Y | CENTER
; TEXT Text to display
; HINT Hint of object
; USER_ID User defined ID
; ALIGN_LEFT Align object on left side when resolution change [0..1]
; ALIGN_UP Align object on up side when resolution change [0..1]
; ALIGN_RIGHT Align object on right side when resolution change [0..1]
; ALIGN_DOWN Align object on down side when resolution change [0..1]
; ALIGN_CENTER Center object on parent [0..1]
; ALIGN_USER_DEFINED User defined center [0..1] generate OnGenericMessage ; (E_MO_WIDGET_SUB_MESSAGE_SET_NEW_RESOLUTION, T_MO_WIDGET_RESOLUTION*, -1, -1, -1);
; SOUND_ON_DOWN Used for defined the sound to play on Action down
; SOUND_ON_UP Used for defined the sound to play on Action Up
; SOUND_ON_DOWN_DISABLE Used for defined the sound to play on Action Down and button is disable
; SOUND_ON_UP_DISABLE Used for defined the sound to play on Action Up and Widget is disable
; SOUND_ON_VISIBLE Used for defined the sound to play on Visible Action
; SOUND_ON_HIDE Used for defined the sound to play on Hide Action
; SOUND_ON_ENABLE Used for defined the sound to play on Enable Action
; SOUND_ON_DISABLE Used for defined the sound to play on Disable Action
; SOUND_ON_FOCUS Used for defined the sound to play on Focus Action
;
; Parameters (BUTTON)
; BTN_SUB_TYPE NORMAL* | SWITCH | CHECK_BOX
; BTN_START_STATE DOWN | UP*
;
; Parameters (EDIT)
; EDIT_MAX_LENGTH Maximum length for edit
; EDIT_TO_UPPER Convert to upper
; EDIT_TO_LOWER Convert to lower
; EDIT_TYPE NORMAL* | S32 | U32 | F32| ALPHA | ALPHANUM | FILENAME | IP
;
; Parameters (GROUP)
; GB_NO_EMPTY_SELECTION User cannot unselect all buttons
;
; Parameters (HSCROLL)
; HS_POSITION Position in scroll bar
; HS_RANGE Max range of scroll bar
;
; Parameters (VSCROLL)
; VS_POSITION Position in scroll bar
; VS_RANGE Max range of scroll bar
;
; Parameters (LISTBOX)
; LB_VSCROLL_WIDTH Width in pixels of scroll bar
; LB_FIRST_LINE_SEPARATOR Draw first line separator
; LB_LINE_SEPARATOR Draw all lines separator
; LB_SELECTED_SEPARATOR_COLOR Separator color
; LB_SELECTED_LINE_COLOR Selected line color
; LB_HIGHLIGHT_LINE_COLOR Color for highlight line
; LB_HIGHLIGHT_CELL_COLOR Color for highlight cell
; LB_LINE_HEIGHT Height in pixels of each line
; LB_NB_COLUMNS Number of columns
; LB_COLUMNx_WIDTH Width of each column (replace 'x' by [0..LB_NB_COLUMNS[
;
; Parameters (COMBOBOX)
; CB_REDUCED_HEIGHT Size of edit text & deploy button when combo is reduced
; CB_VSCROLL_WIDTH Width of scroll bar
; CB_LB_LINE_HEIGHT Line height in listbox
;
; Parameters (PROGRESSBAR)
; PB_CURRENT_PROGRESS Current progression
; PB_MIN_PROGRESS Min progression ]..[ 0*
; PB_MAX_PROGRESS Max progression
; PB_VERTICAL Vertical draw [0..1]
; PB_ZERO_CENTER Center draw on 0 [0..1]
; PB_TEXTURE Texture name to use during progression
; PB_TEXTURE_FRAME Frame in object to use
;
; Parameters (GRAPHICCURVES)
; GC_MIN_SCALE Minimum scale for all curves
; GC_MAX_SCALE Maximum scale for all curves
; GC_AUTO_SCALE Adjust scale when going out of bounds [0..1]
; GC_NB_CURVES Define number of curves to use
; GC_SAMPLES_PER_CURVE Number of sample to have in a curve
; GC_UPDATE_TIME Time before scrolling curve to the left
; GC_CURVEx_COLOR Define curve color
; GC_CURVEx_VISIBLE Define if a curve is visible or not
;
; Parameters (RENDERVIEW)
; RV_ZMIN Min Z value
; RV_ZMAX Max Z value
;
; *******************************************************************************************
; *******************************************************************************************
; widget hierarchy
;
; ROOT main root as defined by OverlayWidget
; |
; +-- MAINFRAME main frame regrouping all of the game's widgets
; | it also defines the size of the screen to handle loadings
; | of resolution in OverlayWidget
; |
; +-- MESSAGEBOX special widget: can shunt the backdrop's behavior to
; | simulate the behavior of a modal dialog box
; |
; +-- WORKSPACE frame grouping all widgets belonging to the different
; | game modes
; |
; +-- BACKDROP a "renderview" to draw the 3D view; watch out! since it
; | is handled by OverlayWidget it well hold all its levels of
; | rendering priority
; |
; +-- PANEL_... all panels used in different game modes
; |
; +-- PAGE_... all pages used in menus
;
; *******************************************************************************************
;---------------------------------------
[WID_MAINFRAME]
TYPE = "WIDGET"
PARENT = "ROOT"
PRIORITY = 5
ZPRIORITY = 0.95
SIZE = 0 0 799 599
ALIGN_UP = 1
ALIGN_DOWN = 1
ALIGN_LEFT = 1
ALIGN_RIGHT = 1
;BORDER_COLOR = 0 0 255 255
VISIBLE = 1
ENABLE = 1
;---------------------------------------
[WID_WORKSPACE]
TYPE = "WIDGET"
PARENT = "WID_MAINFRAME"
PRIORITY = 10
ZPRIORITY = 0.90
SIZE = 0 0 799 599
ALIGN_UP = 1
ALIGN_DOWN = 1
ALIGN_LEFT = 1
ALIGN_RIGHT = 1
VISIBLE = 1
ENABLE = 1
; *******************************************************************************************
[#INCLUDE]
FILE0 = "./Common/Panel_MessageBox.Ini"
FILE1 = "./Game/MainGameinterface.Ini"
FILE2 = "./Menu/MainMenuInterface.Ini"
(Translations: Ltr121312)
OLD_ScriptAPI_Reference.txt#
This file on the folder Fire Department 3\Data\Script explains how to use an API script.
// =========================
// SYNCHRO
// =========================
// !!! Note !!! : these functions are only available in LATENT scripts
// -------------------------------------------------------------------------
s32 SYNC_WaitTime( f32& _fDuree)
// -------------------------------------------------------------------------
// Stop script execution
// _fDuree : duration in seconds (float)
// -------------------------------------------------------------------------
s32 SYNC_WaitInterfaceEvent( mcString& _strEvent)
// -------------------------------------------------------------------------
// Stop script execution until specified interface event
// _strEvent : interface event name
// SELECT
// TARGET
// REQUEST_STATE
// CAMERA_MODE
// CONTACT_BRIEFING_END
// HOVER
// LEAVE
// START_CAMPAIGN
// START_CINEMATIC_INTRO
// START_CINEMATIC_BEGIN
// START_CINEMATIC_END
// END_CINEMATIC
// START_MISSION
// EXIT_PROGRAM
// ERROR
// MISSION_COMPLETED
// -------------------------------------------------------------------------
s32 SYNC_WaitCharacterEvent( mcString& _strEntityName, mcString& _strEvent)
s32 SYNC_WaitFournitureEvent( mcString& _strEntityName, mcString& _strEvent)
// -------------------------------------------------------------------------
// Stop script execution until specified entity event
// _strEntityName : entity private name
// _strEvent : entity event name
// TRAINING_REQUEST
// NEED_EFFECT_STARTING
// NEED_EFFECT_STOPING
// TASK_EFFECT_STARTING
// TASK_EFFECT_STOPING
// PASSION_EFFECT_STARTING
// PASSION_EFFECT_STOPING
// EFFECT_INTERRUPTED
// ACTION_START
// ACTION_END
// ACTION_INTERRUPT
// BODY_ADD_CLOTH
// BODY_REMOVE_CLOTH
// BODY_MORPH
// BODY_HEAD
// BODY_SKIN
// BODY_HAIR
// ZONE_ADD_ENTITY
// ZONE_REMOVE_ENTITY
// REMOVE_ENTITY_REQUEST
// ROOM_WALLCLASS
// ROOM_FLOORCLASS
// ROOM_OPENING
// ROOM_POSITION
// -------------------------------------------------------------------------
s32 SYNC_WaitCharacterEmptyPlayList( mcString& _strEntityName)
s32 SYNC_WaitContactEmptyPlayList( mcString& _strEntityName)
// -------------------------------------------------------------------------
// Stop script execution until entity animation playlist is empty
// _strEntityName : entity private name
// =========================
// ENTITY POSITION
// =========================
// -------------------------------------------------------------------------
s32 ENTITY_GetPosition( mcString& _strEntityName, f32& _fX, f32& _fY)
// -------------------------------------------------------------------------
// Get current entity position (in centimeter)
// _strEntityName : Entity private name
// _fX, _fY : current position (float)
// -------------------------------------------------------------------------
void ENTITY_SetPosition (mcString& _strEntityName, f32& _fX, f32& _fY)
// -------------------------------------------------------------------------
// Fix entity position (in centimeter)
// _strEntityName : Entity private name
// _fX, _fY : new position (float)
// -------------------------------------------------------------------------
s32 ENTITY_GetGridPosition( mcString& _strEntityName, s32& _sX, s32& _sY)
// -------------------------------------------------------------------------
// Get current entity grid position
// _strEntityName : Entity private name
// _sX, _sY : current grid position
// -------------------------------------------------------------------------
void ENTITY_SetGridPosition (mcString& _strEntityName, s32& _sX, s32& _sY)
// -------------------------------------------------------------------------
// Fix entity grid position
// _strEntityName : Entity private name
// _sX, _sY : new grid position
// -------------------------------------------------------------------------
void ENTITY_SetOrientation (mcString& _strEntityName, mcString& _strOrientation)
// -------------------------------------------------------------------------
// Fix entity orientation
// _strEntityName : Entity private name
// _strOrientation : NORTH, SOUTH, EAST, WEST
// -------------------------------------------------------------------------
void ENTITY_Turn (mcString& _strEntityName, mcString& _strOrientation)
// -------------------------------------------------------------------------
// Rotate entity
// _strEntityName : Entity private name
// _strOrientation : R -> for a right turn
// L -> for a left turn
// B -> for a half turn
// -------------------------------------------------------------------------
void ENTITY_SetZ (mcString& _strEntityName, f32& _fZ)
// -------------------------------------------------------------------------
// Fix entity Z position (in centimeter)
// _strEntityName : Entity private name
// _fZ : new Z position (float)
// =========================
// ENTITY ACCESS
// =========================
// -------------------------------------------------------------------------
s32 GetEntityUID(mcString& _strEntityName)
// -------------------------------------------------------------------------
//return the UID of the entity named _strEntityName
// -------------------------------------------------------------------------
s32 GetEntityUIDNoWarning(mcString& _strEntityName)
// -------------------------------------------------------------------------
//same function as above, but with no warning if the object does not exist.
// -------------------------------------------------------------------------
s32 ENTITY_FindByClassName ( mcString _strClassName )
// -------------------------------------------------------------------------
// Returns the entity ID of an item by specifying its class name.
// If there are multiple occurences of that item, the first one is
// returned.
// _strClassName : Classname.
// =========================
// EVENTS
// =========================
// -------------------------------------------------------------------------
void SendEvent ( mcString _strEventType, s32 _sEntityUID)
// -------------------------------------------------------------------------
// Note : only 'RemoveEntity' event is supported
// -------------------------------------------------------------------------
s32 IsInterfaceEventOccured (mcString& _Param1)
// -------------------------------------------------------------------------
// name of the event
// return 1 if event occured
// -------------------------------------------------------------------------
void SendInterfaceEvent (mcString& _strEventName)
// -------------------------------------------------------------------------
// =========================
// CAMERAS
// =========================
// -------------------------------------------------------------------------
void SetCameraOnEntity ( s32 _sEntityUID, f32 _fZoom)
// -------------------------------------------------------------------------
// -------------------------------------------------------------------------
void SetCamera ( mcString _strWaypointName, f32 _fTravellingTime)
// -------------------------------------------------------------------------
// WaypointName : waypoint private name
// TravellingTime : travelling time
// -------------------------------------------------------------------------
void SetCameraPosition ( f32 _X, f32 _Y, f32 _Z, f32 _TargetX, f32 _TargetY, f32 _TargetZ, s32 _bInterpolation)
// -------------------------------------------------------------------------
// X,Y,Z : Camera position
// TargetX,Y,Z : Camera target position
// Interpolation : 0 no interpolation, 1 use interpolation
// -------------------------------------------------------------------------
void SetCameraMode ( s32 _sCameraMode)
// -------------------------------------------------------------------------
// CameraMode : 0 FREE, 1 PLAY_DEV, 2 PLAY, 3 PURSUIT, 4 TRACK, 5 CINEMATIC
// =========================
// CINEMATICS
// =========================
// -------------------------------------------------------------------------
void CIN_FadeOut( f32& _fduration, s32& _stayBlack)
// -------------------------------------------------------------------------
//fade from normal screen to black screen in _fduration secondes
//_stayBlack : 1 keep black screen, 0 : fade out
// -------------------------------------------------------------------------
void CIN_FadeIn( f32& _fduration)
// -------------------------------------------------------------------------
//fade from black screen to normal screen in _fduration secondes
// -------------------------------------------------------------------------
s32 CIN_PrintSubtitle( mcString& _strSpeaker, mcString& _strText)
// -------------------------------------------------------------------------
// _strSpeaker : Speaker name keyloc
// _strText : Text key loc
// (return nothing)
// -------------------------------------------------------------------------
s32 CIN_ClearSubtitle()
// -------------------------------------------------------------------------
// Clear current speaker name and subtitle
// (return nothing)
// =========================
// PANELS (INTERFACE)
// =========================
// -------------------------------------------------------------------------
void PANEL_SetInterfaceMode( mcString& _strMode)
// -------------------------------------------------------------------------
// Change interface mode
// _strMode : new mode
// PLAY
// BUY
// BUILDER
// SHOW
// CINEMATICS
// CHOREGRAPHY
// DANCERS
// DRESSING
// GARDEN
// CONTACTS
// -------------------------------------------------------------------------
void PANEL_ShowBriefingPanelCall(mcString& _LockKey)
// -------------------------------------------------------------------------
// show the breifing panel with comment : _LockKey
// -------------------------------------------------------------------------
void PANEL_SetSpecialBackground( mcString& _BackgroundName)
// -------------------------------------------------------------------------
void PANEL_ClearSpecialBackground()
// -------------------------------------------------------------------------
// Activate/Desactivate a special page background
// Warning : you must call PANEL_ClearSpecialBackground before displaying a new panel/page
// =========================
// CONTACT / CHARACTER
// =========================
// -------------------------------------------------------------------------
void AddMoveAction( mcString& _strActor, s32& _sX, s32& _sY)
// -------------------------------------------------------------------------
//_strActor : private name of entity to perform the action
//_sX : coord x of the square destination in the Grid
//_sY : coord y of the square destination in the Grid
// -------------------------------------------------------------------------
void AddAction( mcString& _strActor, mcString& _strAction, mcString& _strTarget)
// -------------------------------------------------------------------------
//_strActor : private name of entity to perform the action
//_strAction : name of the action on the item or Perso
//_strTarget : name of the item or Perso target of the action
// -------------------------------------------------------------------------
void FlushAction( mcString& _strActor)
// -------------------------------------------------------------------------
//_strActor : private name of entity to interrupt
//this fonction flush the action stack
// -------------------------------------------------------------------------
void InterruptAction( mcString& _strActor)
// -------------------------------------------------------------------------
//_strActor : private name of entity to interrupt
//this fonction stop the action, and flush the animation associated !
// -------------------------------------------------------------------------
void StopAction(mcString& _strActor)
// -------------------------------------------------------------------------
//_strActor : private name of entity to interrupt
//this fonction stop the action, butlet the animation associeted until end !
// -------------------------------------------------------------------------
s32 IsContactPlayListEmpty (s32& _Param1)
// -------------------------------------------------------------------------
//_param1 : entity's ID
// return 1 if playlist is empty
// -------------------------------------------------------------------------
s32 IsCharacterPlayListEmpty (s32& _Param1)
// -------------------------------------------------------------------------
//_param1 : entity's ID
// return 1 if playlist is empty
// -------------------------------------------------------------------------
void AddFaceAnimToActor(mcString& _strActorName, mcString& _strAnimName, s32& _sMode)
// -------------------------------------------------------------------------
//_strActorName : private name of entity
//_strAnimName : anim name
//_sMode : -1 LOOP, 0 HOLD, (1 ... n) REPEAT
// -------------------------------------------------------------------------
void NextFaceActorAnim(mcString& _strActorName)
// -------------------------------------------------------------------------
//_strActorName : private name of entity
// -------------------------------------------------------------------------
void FlushFaceActorAnimPlayList(mcString& _strActorName)
// -------------------------------------------------------------------------
//_strActorName : private name of entity
// -------------------------------------------------------------------------
void AddAnimToActor(mcString& _strActorName, mcString& _strAnimeName, s32& _sMode)
// -------------------------------------------------------------------------
//_strActorName : private name of entity
//_strAnimName : anim name
//_sMode : -1 LOOP, 0 HOLD, (1 ... n) REPEAT
// -------------------------------------------------------------------------
void NextActorAnim(mcString& _strActorName)
// -------------------------------------------------------------------------
//_strActorName : private name of entity
// -------------------------------------------------------------------------
void FlushActorAnimPlayList(mcString& _strActorName)
// -------------------------------------------------------------------------
//_strActorName : private name of entity
// -------------------------------------------------------------------------
void AddAnimToItem(mcString& _strItemName, mcString& _strAnimeName, s32& _sMode)
// -------------------------------------------------------------------------
//_strItemName : private name of entity
//_strAnimName : anim name
//_sMode : -1 LOOP, 0 HOLD, (1 ... n) REPEAT
// -------------------------------------------------------------------------
void FlushItemAnimPlayList(mcString& _strItemName)
// -------------------------------------------------------------------------
//_strItemName : private name of entity
// =========================
// SOUND
// =========================
// -------------------------------------------------------------------------
void SOUND_EnableAmbientShuffle(s32& _Enable);
// -------------------------------------------------------------------------
// enables or disables the ambient music shuffle
// -------------------------------------------------------------------------
void SOUND_PlayMusic(mcString& _strStreamMusic);
// -------------------------------------------------------------------------
// read stream music
// -------------------------------------------------------------------------
void SOUND_StopMusic();
// -------------------------------------------------------------------------
// -------------------------------------------------------------------------
void SOUND_SetMusicVolume(f32& _fVolume);
// -------------------------------------------------------------------------
// f32 volume of music
// -------------------------------------------------------------------------
void SOUND_PlaySound2D(mcString& _strSoundLabel);
// -------------------------------------------------------------------------
// _strSoundLabel : Label of the sound to play
// -------------------------------------------------------------------------
void SOUND_FadeSound2D(mcString& _strSoundLabel, f32& _fDuration);
// -------------------------------------------------------------------------
// _strSoundLabel : Label of the sound to fade
// _fDuration : duration of fade
// -------------------------------------------------------------------------
void SOUND_StopSound2D(mcString& _strSoundLabel);
// -------------------------------------------------------------------------
// _strSoundLabel : Label of the sound to stop
// =========================
// IA
// =========================
// -------------------------------------------------------------------------
void DisableIA()
// -------------------------------------------------------------------------
// -------------------------------------------------------------------------
void EnableIA()
// -------------------------------------------------------------------------
// =========================
// CHOREGRAPHY
// =========================
// -------------------------------------------------------------------------
mcBool ClearChoregraphy ()
// -------------------------------------------------------------------------
// -------------------------------------------------------------------------
mcBool AddGoodyMusic ( mcString _strGoodyName)
// -------------------------------------------------------------------------
// -------------------------------------------------------------------------
mcBool AddGoodyStep ( s32 _sLine, s32 _sStep, mcString _strGoodyName)
mcBool AddGoodyEffect ( s32 _sLine, s32 _sStep, mcString _strGoodyName)
// -------------------------------------------------------------------------
// Line : choregraphy line ( 1 - 3 )
// Step : line step ( 1 - 8 )
// GoodyName : goody class name
// =========================
// WIDGET & TUTORIAL
// =========================
// -------------------------------------------------------------------------
void WIDGET_TutorialPrompt ( mcString _strText, s32 _sShowOkButton, s32 _sModal)
// -------------------------------------------------------------------------
// Displays the tutorial non-modal message box
// _strText : Text to be displayed. if starting with '&', _strText
// is considered as a localization key.
// _sShowOkButton : To display/hide the "Ok" button.
// _sModal : Panel is modal or not
// -------------------------------------------------------------------------
void WIDGET_SetText ( mcString _strWidgetName, mcString _strText )
// -------------------------------------------------------------------------
// Displays the tutorial non-modal message box
// _strWidgetName : Name of the target widget.
// _strText : Text to be displayed. if starting with '&', _strText
// is considered as a localization key.
// -------------------------------------------------------------------------
void WIDGET_SetVisible ( mcString _strWidgetName, s32 _bVisible )
// -------------------------------------------------------------------------
// Show or hide a widget (and its children).
// _strWidgetName : Name of the target widget.
// _bVisible : 0 to hide, 1 to show the widget.
// -------------------------------------------------------------------------
void WIDGET_SetEnable ( mcString _strWidgetName, s32 _bEnable )
// -------------------------------------------------------------------------
// Enable or disable a widget (and its children).
// _strWidgetName : Name of the target widget.
// _bEnable : 0 to disable, 1 to enable the widget.
// -------------------------------------------------------------------------
void WIDGET_SetPosition ( mcString _strWidgetName, f32 _fX, f32 _fY )
// -------------------------------------------------------------------------
// Move a widget to the desired location.
// _strWidgetName : Name of the target widget.
// _fX, _fY : Coordinates of the desired location for the widget,
// expressed in pixels. The origin of the screen is
// the top left corner.
// -------------------------------------------------------------------------
void WIDGET_SetPositionRelative ( mcString _strWidgetName, f32 _fX, f32 _fY, mcString _strRefWidgetName )
// -------------------------------------------------------------------------
// Same as WIDGET_SetPosition except the x and y coordinates of
// _strRefWidgetName are added. Used for high resolution settings
// in page displays
// -------------------------------------------------------------------------
s32 SYNC_WaitWidgetEvent( mcString _strWidget, mcString _strEvent )
// -------------------------------------------------------------------------
// -------------------------------------------------------------------------
s32 WIDGET_IsInterfaceEventOccured ( mcString _strWidgetName, mcString _strEvent )
// -------------------------------------------------------------------------
// Returns 1 if the specified event occurred on the specified widget.
// Otherwise, returns 0.
// _strWidgetName : Name of the target widget.
// _strEvent : Event to look for, can be : "WidgetActionDown",
// "WidgetActionUp", "WidgetOverRoll", "WidgetBecomeVisible"
// and "WidgetBecomeEnable".
// -------------------------------------------------------------------------
void WIDGET_Highlight ( mcString _strWidgetName, s32 _bOneShot )
// -------------------------------------------------------------------------
// Displays a blinking texture over the specified widget.
// _strWidgetName : Name of the target widget.
// _bOneShot : if 1, the blinking occurs only one time.
// Otherwise, it loops.
// -------------------------------------------------------------------------
void WIDGET_StopHighlight ( mcString _strWidgetName )
// -------------------------------------------------------------------------
// Hides the blinking texture over the specified widget.
// _strWidgetName : Name of the target widget.
// -------------------------------------------------------------------------
s32 SYNC_WaitBuilderEvent( mcString _rstrEvent, mcString _strObject )
// -------------------------------------------------------------------------
// Returns when the specified event occurred on the specified widget.
// _rstrEvent : Event to look for, can be : "RoomCreated",
// "ItemBought", "FloorChanged", "DoorBought",
// "WindowBought" or "WallpaperChanged".
// _rstrObject : if "ItemBought" is the event to look for, _rstrObject
// can be used to specify the object to be bought.
// if _rstrObject is "" then the event occurs whatever
// object has been bought.
// -------------------------------------------------------------------------
s32 BUILDER_IsEventOccured ( mcString _rstrEvent, mcString _rstrObject )
// -------------------------------------------------------------------------
// Returns 1 if the specified event occurred on the specified widget.
// Otherwise, returns 0.
// _rstrEvent : Event to look for, can be : "RoomCreated",
// "ItemBought" or "WallpaperChanged".
// _rstrObject : if "ItemBought" is the event to look for, _rstrObject
// can be used to specify the object to be bought.
// if _rstrObject is "" then the event occurs whatever
// object has been bought.
// -------------------------------------------------------------------------
void BUILDER_SetRoomRange ( f32 _fMin, f32 _fMax)
// -------------------------------------------------------------------------
// Sets the min and max size allowed for room creation.
// _fMin : Minimum size.
// _fMax : Guess!
// -------------------------------------------------------------------------
void ACTOR_SetNeed ( mcString _strActor, mcString _strNeed, f32 _fValue )
// -------------------------------------------------------------------------
// Sets the specified need of the specified actor to the specified
// value.
// _strActor : Actor to set need.
// _strNeed : Need to set.
// _fValue : New value for the need.
// -------------------------------------------------------------------------
s32 SYNC_WaitActionSelected( mcString _strAction )
// -------------------------------------------------------------------------
// Returns when the specified action has been selected.
// _strAction : Action (on a character or item) to be selected.
// -------------------------------------------------------------------------
s32 ACTION_IsEventOccured ( mcString _strAction )
// -------------------------------------------------------------------------
// Returns 1 if the specified action has been selected.
// Otherwise, returns 0.
// _strAction : Action (on a character or item) to be selected.
// -------------------------------------------------------------------------
s32 SYNC_WaitGoodySelected( mcString _strGoody )
// -------------------------------------------------------------------------
// Returns when the specified goody has been selected.
// _strGoody : Goody to be selected.
// -------------------------------------------------------------------------
s32 ACTION_IsGoodySelected ( mcString _strGoody )
// -------------------------------------------------------------------------
// Returns 1 if the specified goody has been selected.
// Otherwise, returns 0.
// _strGoody : Goody to be selected.
// -------------------------------------------------------------------------
s32 SYNC_WaitTrainingCompleted()
// -------------------------------------------------------------------------
// Returns when all tasks of the current training have been completed.
// -------------------------------------------------------------------------
s32 SYNC_WaitTaskCompleted( mcString _strTask )
// -------------------------------------------------------------------------
// Returns when the specified task has been completed.
// _rstrTask : Task to be completed.
// -------------------------------------------------------------------------
s32 TASK_IsEventOccured ( mcString& _rstrTask )
// -------------------------------------------------------------------------
// Returns 1 if the specified task has been completed.
// Otherwise, returns 0.
// _rstrTask : Task to be completed.
// -------------------------------------------------------------------------
f32 BAND_GetPassion ()
// -------------------------------------------------------------------------
// Returns the value of the public's passion for the Band.
//-----------------------------------------------------------------------------
void BAND_SetPassion ( f32& _rfValue )
// -------------------------------------------------------------------------
// Sets the value of the public's passion for the Band.
// _rfValue : New passion value.
//-----------------------------------------------------------------------------
void WIDGET_HighlightLB ( mcString& _rstrWidget, s32& _rsLine, s32& _rsCol, s32& _rbOneShot )
//-----------------------------------------------------------------------------
// Displays a blinking texture over the specified listBox element.
// _strWidget : Name of the target listbox.
// _rsLine : Line of the listbox element to be highlighted.
// _rsCol : Column of the listbox element to be highlighted.
// _bOneShot : if 1, the blinking occurs only one time.
// Otherwise, it loops.
//-----------------------------------------------------------------------------
void WIDGET_StopHighlightLB ( mcString& _rstrWidget, s32& _rsLine, s32& _rsCol )
//-----------------------------------------------------------------------------
// Hides the blinking texture over the specified listBox element.
// _strWidget : Name of the target listbox.
// _rsLine : Line of the listbox element to be highlighted.
// _rsCol : Column of the listbox element to be highlighted.
//-----------------------------------------------------------------------------
s32 WIDGET_IsInterfaceEventOccuredLB ( mcString& _rstrWidget, s32& _rsLine, s32& _rsCol, mcString& _rstrEvent)
//-----------------------------------------------------------------------------
// Returns 1 if the specified event occurred on the specified widget.
// Otherwise, returns 0.
// _strWidget : Name of the target listbox.
// _rsLine : Line of the listbox element to be highlighted.
// _rsCol : Column of the listbox element to be highlighted.
// _strEvent : Event to look for, can be : "WidgetActionDown",
// "WidgetActionUp", "WidgetOverRoll", "WidgetBecomeVisible"
// and "WidgetBecomeEnable".
//-----------------------------------------------------------------------------
void BUILDER_SetAtmosphereEnable( s32& _rbEnable)
//-----------------------------------------------------------------------------
// Enables or disables the room style panel.
//-----------------------------------------------------------------------------
void BUILDER_SetBuilderNavigationEnables32& _rbEnable)
//-----------------------------------------------------------------------------
// Enables or disables the builder navigation system
//-----------------------------------------------------------------------------
void BAND_SetPassionEnable( s32& _rbEnable)
//-----------------------------------------------------------------------------
// Enables or disables the passion system (Passion decrease and impact on
// the Contact button.)
//-----------------------------------------------------------------------------
void WIDGET_SetKeyboardFocus( mcString& _rstrWidget, s32& _rsFocus)
//-----------------------------------------------------------------------------
// Gives/releases the keyboard focus to/from an EditBox.
// _rstrWidget : Name of the target editbox.
// _rsFocus : 1 to give the focus, 0 to release it.
//-----------------------------------------------------------------------------
s32 SYNC_WaitTrainingCompleted()
//-----------------------------------------------------------------------------
// Wait for a training to complete.
//-----------------------------------------------------------------------------
s32 SYNC_WaitMissionCompleted()
//-----------------------------------------------------------------------------
// Wait for all the objectives of the current mission to be completed.
//-----------------------------------------------------------------------------
void IA_SetPathFollowingActivate ( mcString& _strEntityName, s32& _sVal )
//-----------------------------------------------------------------------------
// if _val = 0 desactivate _strEntityName's PathFollowing (perso don't avoid other perso moving)
//-----------------------------------------------------------------------------
void IA_SetPathFindingActivate ( mcString& _strEntityName, s32& _sVal )
//-----------------------------------------------------------------------------
// if _val = 0 desactivate _strEntityName's PathFinding (perso move in straight line)
// -------------------------------------------------------------------------
void BUILDER_EnableSellItem( s32 _sEnable)
// -------------------------------------------------------------------------
// Enable/Disable the possibility to sell items...
ScriptAPI_Reference.txt#
This file in the folder Fire Department 3\Data\Script explains how to use the API script. It has references to the game's predecessor.
Montectristo - Fire Departement 2
Engine Script Function help file.
File auto generated by "Fire Department 2 Editor" (Debug), version 0.09d
Autogenerated on 6/4/2004 at 10:57:23,280
//##########################################################################
//### ###
//### IA SCRIPTS
//### ###
//##########################################################################
Handle all scripts concerning IA.
All functions are indexed with "IA"
//##########################################################################
//### ###
//### TRIGGER SCRIPTS
//### ###
//##########################################################################
Handle all scripts concerning triggers.
All functions are indexed with "TRG"
//##########################################################################
//### ###
//### FIRE SCRIPTS
//### ###
//##########################################################################
Handle all scripts concerning hotpoints, smokepoints, and fire management.
All functions are indexed with "FIR"
//--------------------------------------------------------------------------
// FIR_HPEnable
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : The hotpoint or group ID.
s32 : Activity to set (0 or 1)
// REMARKS
//--------------
Enable or disable hotpoints
//--------------------------------------------------------------------------
// FIR_HPGetGrowthRate
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
f32: the growth rate of provided hotpoint, or the sum of growth rates of hotpoints of the group
// PARAMETERS
//--------------
EntityID : The hotpoint or group ID.
// REMARKS
//--------------
Permit to read growth rate of a hotpoints group or a single hotpoint
//--------------------------------------------------------------------------
// FIR_HPGetIntensity
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
f32 : Current intensity of provided hotpoint, or sum of intensity of provided group
// PARAMETERS
//--------------
EntityID : The hotpoint or group ID.
// REMARKS
//--------------
Return the current intensity of the provided hotpoint, or the sum of current intensity of provided group
//--------------------------------------------------------------------------
// FIR_HPIsEnable
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
s32 : The number of enabled hotpoints in the provided group
// PARAMETERS
//--------------
EntityID : The hotpoint or group ID.
// REMARKS
//--------------
Returns the activity state of a hotpoint, or a group of hotpoints. Return the number of hotpoint actually activated.
(if a hotpoint is specified, returns 0 or 1)
//--------------------------------------------------------------------------
// FIR_HPMultGrowthRate
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : The hotpoint or group ID.
f32 : Multiplier
// REMARKS
//--------------
Multiply the growth rate of every hotpoint of the provided group by the provided multiplier
//--------------------------------------------------------------------------
// FIR_HPSetIntensity
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : The hotpoint or group ID.
f32 : New intensity to set
// REMARKS
//--------------
Set the current intensity of the provided hotpoint or of all hotpoints in the provided group
//--------------------------------------------------------------------------
// FIR_WGetDirection
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
f32 &X,&Y,&Z : Variables filled with the wind direction
// REMARKS
//--------------
Permit to read the wind direction
//--------------------------------------------------------------------------
// FIR_WGetSize
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
f32 : The wind size (<=>power)
// PARAMETERS
//--------------
None
// REMARKS
//--------------
Retrieves the wind size (<=> Power)
//--------------------------------------------------------------------------
// FIR_WSetDirection
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
f32 X,Y,Z : The new wind direction
// REMARKS
//--------------
Permit to set the wind direction
//--------------------------------------------------------------------------
// FIR_WSetSize
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None)
// PARAMETERS
//--------------
f32 : New wind size
// REMARKS
//--------------
Set the wind size (<=> Power)
//##########################################################################
//### ###
//### SCRIPT SCRIPTS
//### ###
//##########################################################################
Handle all scripts concerning script engine mangement.
All functions are indexed with "SCR"
//--------------------------------------------------------------------------
// SCR_GetVarF32
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
f32 : The value of the variable
// PARAMETERS
//--------------
mcString : the name of the variable to retrieve
// REMARKS
//--------------
Retrieve the value of the provided variable
//--------------------------------------------------------------------------
// SCR_GetVarS32
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
s32 : The value of the variable
// PARAMETERS
//--------------
mcString : the name of the variable to retrieve
// REMARKS
//--------------
Retrieve the value of the provided variable
//--------------------------------------------------------------------------
// SCR_GetVarString
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
mcString : The value of the variable
// PARAMETERS
//--------------
mcString : the name of the variable to retrieve
// REMARKS
//--------------
Retrieve the value of the provided variable
//--------------------------------------------------------------------------
// SCR_IsRunning
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
mcBool : Wheter the specified script is currently running as mission script
// PARAMETERS
//--------------
mcString _strFunctionName:
A script function name
//--------------------------------------------------------------------------
// SCR_RunDelayed
//--------------------------------------------------------------------------
// PARAMETERS
//--------------
mcString _strFunctionName:
A script function name
f32 _fDelayDuration:
A duration in seconds
// REMARKS
//--------------
Run the specified script function in delay mode.
The function immediatly return and put the script function in a queue in order to run it at delay expiration
//--------------------------------------------------------------------------
// SCR_SetVarF32
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
mcString : the variable name to set
f32 : the value
// REMARKS
//--------------
Set the value of a f32 global variable. If the variable does not exists, it is created
//--------------------------------------------------------------------------
// SCR_SetVarS32
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
mcString : the variable name to set
f32 : the value
// REMARKS
//--------------
Set the value of a s32 global variable. If the variable does not exists, it is created
//--------------------------------------------------------------------------
// SCR_SetVarString
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
mcString : the variable name to set
f32 : the value
// REMARKS
//--------------
Set the value of a string global variable. If the variable does not exists, it is created
//--------------------------------------------------------------------------
// SCR_VarExists
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
mcBool : Wheter specified variable exists or not
// PARAMETERS
//--------------
mcString : the name of the variable to retrieve
// REMARKS
//--------------
Check the existence of a variable
//##########################################################################
//### ###
//### UTILS SCRIPTS
//### ###
//##########################################################################
Handle all scripts that cannot fit into other section.
All functions are indexed with "UTL"
//--------------------------------------------------------------------------
// UTL_GetDeltaGameTime
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
f32 : Delta time
// PARAMETERS
//--------------
None
// REMARKS
//--------------
Get last delta Time (game time)
//--------------------------------------------------------------------------
// UTL_GetGameTime
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
f32 : Game time
// PARAMETERS
//--------------
None
// REMARKS
//--------------
Return current game time
//--------------------------------------------------------------------------
// UTL_GetRandom
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
f32 : a random number between 0 and 1
// PARAMETERS
//--------------
None
// REMARKS
//--------------
Get a random number
//##########################################################################
//### ###
//### ENTITY SCRIPTS
//### ###
//##########################################################################
Handle all scripts concerning entities.
All functions are indexed with "ENT"
//--------------------------------------------------------------------------
// ENT_AddDamage
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : The entity you want to modify
f32 Value to add (can be negative to remove some life)
// REMARKS
//--------------
Add some damage to the specified entity
//--------------------------------------------------------------------------
// ENT_AddReserve
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : The entity you want to modify
f32 Value to add (can be negative to remove some reserve)
// REMARKS
//--------------
Add some reserve to the specified entity
//--------------------------------------------------------------------------
// ENT_AddStamina
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : The entity you want to modify
f32 Value to add (can be negative to remove some stamina)
// REMARKS
//--------------
Add some stamina to the specified entity
//--------------------------------------------------------------------------
// ENT_Create
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
EntityID : the id of the created entity
// PARAMETERS
//--------------
mcString : Class name to create entity upon
f32 X,Y,Z : Position to create entity at
// REMARKS
//--------------
Create an entity upon provided class, and insert it in the world at the provided position
//--------------------------------------------------------------------------
// ENT_Destroy
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : the id of the entity to destroy
// REMARKS
//--------------
Removes an entity from the world
//--------------------------------------------------------------------------
// ENT_FindByClassName
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
EntityID : ID of the found entity. Returns 0 if not found
// PARAMETERS
//--------------
mcString : The Class name of the entity you are searching for.
// REMARKS
//--------------
Return the ID of the first entity matching the provided class name
//--------------------------------------------------------------------------
// ENT_FindByName
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
EntityID : ID of the found entity. Returns 0 if not found
// PARAMETERS
//--------------
mcString : The name of the entity you are searching for.
// REMARKS
//--------------
Return the ID of the entity matching the provided name
//--------------------------------------------------------------------------
// ENT_ForceState
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : the id of the entity to switch state of
mcString& : the new state
// REMARKS
//--------------
Force the logical state of an entity
//--------------------------------------------------------------------------
// ENT_GetClass
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : the id of the entity to retrieve class name of
mcString& : the retrieved name
// REMARKS
//--------------
Removes an entity from the world
//--------------------------------------------------------------------------
// ENT_GetGridPosition
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
mEntityID : Entity to retrieve position of
s32& : Retrieved X position
s32& : Retrieved Y position
// REMARKS
//--------------
Retrieve the (X,Y) position of the given entity in grid coordinates.
The function raise an assert in case of failure, and returns (0,0)
//--------------------------------------------------------------------------
// ENT_GetName
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : The entity you want to retrieve name of
mcString& : Filled with the name
// REMARKS
//--------------
Retrieve the name of a specific entity
//--------------------------------------------------------------------------
// ENT_GetOrientation
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
The orientation
// PARAMETERS
//--------------
EntityID : Entity to retrieve orientation of
// REMARKS
//--------------
Get the orientation (Z rotation) of the given entity (in [0;2PI[).
The function raise an assert in case of failure
//--------------------------------------------------------------------------
// ENT_GetPosition
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : Entity to retrieve position of
f32& : Retrieved X position
f32& : Retrieved Y position
// REMARKS
//--------------
Retrieve the (X,Y) position of the given entity in world coordinates.
The function raise an assert in case of failure, and returns (0,0)
//--------------------------------------------------------------------------
// ENT_GetPropertyValueF32
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : The entity that owns the property set
mcString : Category
mcString : property name
mcString Value
// REMARKS
//--------------
Retrieve the value of a specific property in an entity propertyset
//--------------------------------------------------------------------------
// ENT_GetPropertyValueS32
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : The entity that owns the property set
mcString : Category
mcString : property name
s32 Value
// REMARKS
//--------------
Retrieve the value of a specific property in an entity propertyset
//--------------------------------------------------------------------------
// ENT_GetPropertyValueString
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : The entity that owns the property set
mcString : Category
mcString : property name
f32 Value
// REMARKS
//--------------
Retrieve the value of a specific property in an entity propertyset
//--------------------------------------------------------------------------
// ENT_GetState
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : the id of the entity to retrieve the state of
mcString& : the retrieved state
// REMARKS
//--------------
Removes an entity from the world
//--------------------------------------------------------------------------
// ENT_GetZ
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
The elevation
// PARAMETERS
//--------------
EntityID : Entity to retrieve eleveation of
// REMARKS
//--------------
Get the elevation (Z position) of the given entity.
The function raise an assert in case of failure
//--------------------------------------------------------------------------
// ENT_GroupGetEntityAt
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
EntityID : The requested entity
// PARAMETERS
//--------------
EntityID : The group you want to access
s32 : the index of the entity requested
// REMARKS
//--------------
Retrieve a specific entity inside a group
//--------------------------------------------------------------------------
// ENT_GroupGetNbEntities
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
s32 : The number of entities inside the group
// PARAMETERS
//--------------
EntityID : A group ID
// REMARKS
//--------------
This function returns the number of entitesinside a group.
//--------------------------------------------------------------------------
// ENT_SetDamage
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : The entity you want to modify
f32 New damage Value
// REMARKS
//--------------
Set the damage of the specified entity
//--------------------------------------------------------------------------
// ENT_SetGridPosition
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : Entity to set position of
s32 : New X position
s32& : New Y position
// REMARKS
//--------------
Set the (X,Y) position of the given entity in grid coordinates.
Elevation is auto computed to make entity stick to ground.
The function raise an assert in case of failure
//--------------------------------------------------------------------------
// ENT_SetOrientation
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : Entity to set orientation of
f32 : New orientation, in radian
// REMARKS
//--------------
Set the orientation (Z rotation) of the given entity.
The function raise an assert in case of failure
//--------------------------------------------------------------------------
// ENT_SetPosition
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : Entity to set position of
f32 : New X position
f32& : New Y position
// REMARKS
//--------------
Set the (X,Y) position of the given entity in world coordinates.
Elevation is auto computed to make entity stick to ground.
The function raise an assert in case of failure
//--------------------------------------------------------------------------
// ENT_SetPropertyValueF32
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : The entity that owns the property set
mcString : Category
mcString : property name
mcString Value
// REMARKS
//--------------
Set the value of a specific property in an entity propertyset
//--------------------------------------------------------------------------
// ENT_SetPropertyValueS32
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : The entity that owns the property set
mcString : Category
mcString : property name
s32 Value
// REMARKS
//--------------
Set the value of a specific property in an entity propertyset
//--------------------------------------------------------------------------
// ENT_SetPropertyValueString
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : The entity that owns the property set
mcString : Category
mcString : property name
f32 Value
// REMARKS
//--------------
Set the value of a specific property in an entity propertyset
//--------------------------------------------------------------------------
// ENT_SetReserve
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : The entity you want to modify
f32 New reserve Value
// REMARKS
//--------------
Set the reserve of the specified entity
//--------------------------------------------------------------------------
// ENT_SetStamina
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : The entity you want to modify
f32 New stamina Value
// REMARKS
//--------------
Set the stamina of the specified entity
//--------------------------------------------------------------------------
// ENT_SetZ
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : Entity to set elevation of
f32 : New elevation
// REMARKS
//--------------
Set the elevation (Z position) of the given entity.
The function raise an assert in case of failure
//--------------------------------------------------------------------------
// ENT_SwitchState
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : the id of the entity to switch state of
// REMARKS
//--------------
Switch the logical state of an entity
//##########################################################################
//### ###
//### SOUND SCRIPTS
//### ###
//##########################################################################
Handle all scripts concerning sounds.
All functions are indexed with "SND"
//##########################################################################
//### ###
//### ANIMATION SCRIPTS
//### ###
//##########################################################################
Handle all scripts concerning animations.
All functions are indexed with "ANM"
//--------------------------------------------------------------------------
// ANM_Play
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : Entity to play anim on
mcString : Animation
mcString : LoopMode = hold, or hold_reverse, or loop, or loop_reverse
// REMARKS
//--------------
Play an animation
//--------------------------------------------------------------------------
// ANM_Stop
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
EntityID : Entity to stop anim on
// REMARKS
//--------------
Stop an animation
//##########################################################################
//### ###
//### WIDGET AND INTERFACE SCRIPTS
//### ###
//##########################################################################
Handle all scripts concerning interfaces, menu and widgets.
All functions are indexed with "WDG"
//##########################################################################
//### ###
//### CAMERA SCRIPTS
//### ###
//##########################################################################
Handle all scripts concerning cameras.
All functions are indexed with "CAM"
//##########################################################################
//### ###
//### LEVEL SCRIPTS
//### ###
//##########################################################################
Handle all scripts concerning level.
All functions are indexed with "LEV"
//--------------------------------------------------------------------------
// LEV_RoofVisibility
//--------------------------------------------------------------------------
// RETURN VALUE
//--------------
None
// PARAMETERS
//--------------
mcString : Concerned roof name, or "all" for all roofs
s32 : Visibility. 0 to hide, 1 to show
// REMARKS
//--------------
Permit to hide or show roofs
SoundDB.ini#
Located in Fire Department 3\Data\Sound, this file header explains how to use the sound database.
; ***********************************************************************************
;
; SOUND DATABASE DESCRIPTION
;
; ***********************************************************************************
;
; You can use [#INCLUDE] section name to have recursive INI includes
;
; Key description, '*' indicate default value:
; FILENAME : complete path of file to load
; USER_PARAM : User defined parameter Default -1
; VOLUME : Default sound volume [0..100] Default 100
; PRIORITY : Sound priority 100 = highest , 0 = lowest
; Example : 100 for streaming, 75 for 2D, 50 to 0 for 3D
; CATEGORY : Sound category (user defined) [-1..[ Default -1
; USE_STREAMING : Sound is played using streaming [0|1] Default 0
; USE_3D : Sound use 3D positionning [0|1] Default 0
; LOOP : Sound loop when finished [0|1] Default 0
; KEEP_IN_MEMORY : Sound kept in memory after its end [0|1] Default 0
; START_DELAY : Sound start after delay in milliseconds [0*..[ Default -1
; 3D_MIN_DISTANCE : [ONLY IF 'USE_3D=1'] Meters / minimum sound distance for attenuation [1.0f..1000000000.0f] Default D_MS_DEFAULT_MIN_DISTANCE
; 3D_MAX_DISTANCE : [ONLY IF 'USE_3D=1'] Meters / Set maximum sound distance for attenuation [1.0f..1000000000.0f] Default D_MS_DEFAULT_MAX_DISTANCE
;
; ***********************************************************************************
Unused Function#
Items Selling#
In link with OLD_ScriptAPI_Reference.txt situated in Fire Department 3\Data\Script, the last part of this file indicates the possibility of selling items, but the final release doesn't have an economy system.
// -------------------------------------------------------------------------
void BUILDER_EnableSellItem( s32 _sEnable)
// -------------------------------------------------------------------------
// Enable/Disable the possibility to sell items...
Unused Textures#
The Fire Department 3\Data\Overlay\Textures folder contains 4 unused textures, 2 HUD texture panels and 2 used in-game characters.
HUD Icons#
ActionIcons.png contains all the HUD icons. Four icons are never used during gameplay.
Sexy Firefighter#
FIREFIGHTER_LP_big.png and FIREFIGHTER_LP_small.png represents a sexy firefighter.
Unused Sounds#
Blank.wav#
Located in Fire Department 3\Data\Sound\Test, this file is obviously empty.
Calendar.wav#
Located in Fire Department 3\Data\Sound\Interface, these unused and very strange sounds represent a man who breathes or a man who has an orgasm...
Coup_petite_hache1.wav#
Located in Fire Department 3\Data\Sound\Test, this sound represents an axe destroying a door.