Server Scripting Functions: Difference between revisions

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==Blip functions==
==Blip functions==
[[blip]] [[createBlip]] ( [[float]]x, [[float]]y, [[float]]z, [[[int]] icon=0, [[int]] size=2, [[int]] r=255, [[int]] g=0, [[int]] b=0, [[int]] a=255, visibleTo=[[getRootElement]]()] )
[[blip]] [[createBlip]] ( [[float]] x, [[float]] y, [[float]] z, [[[int]] icon=0, [[int]] size=2, [[int]] r=255, [[int]] g=0, [[int]] b=0, [[int]] a=255, visibleTo=[[getRootElement]]()] )


[[blip]] [[createBlipAttachedTo]] ( [[entity]] entity, [[[int]] icon=0, [[int]] size=2, [[int]] r=255, [[int]] g=0, [[int]] b=0, [[int]] a=255, visibleTo=[[getRootElement]]()] )
[[blip]] [[createBlipAttachedTo]] ( [[entity]] entity, [[[int]] icon=0, [[int]] size=2, [[int]] r=255, [[int]] g=0, [[int]] b=0, [[int]] a=255, visibleTo=[[getRootElement]]()] )
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==Entity functions==
==Entity functions==
[[float]][[float]][[float]][[getEntityPosition]] ( [[entity]] entity )
[[float]] [[float]] [[float]] [[getEntityPosition]] ( [[entity]] entity )


bool [[setEntityPosition]] ( [[element]] entity, [[float]]x, [[float]]y, [[float]]z )
bool [[setEntityPosition]] ( [[element]] entity, [[float]] x, [[float]] y, [[float]] z )


bool [[addEntityVisibleTo]] ( [[element]] entity, [[element]] visibleto )
bool [[addEntityVisibleTo]] ( [[element]] entity, [[element]] visibleto )
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A marker is a 3D model in the world that can highlight a particular point or area, often used to instruct players where to go to perform actions such as entering buildings.
A marker is a 3D model in the world that can highlight a particular point or area, often used to instruct players where to go to perform actions such as entering buildings.


[[element]] [[createMarker]] ( [[float]]x, [[float]]y, [[float]]z, [string type, [[float]]size, [[int]] r, [[int]] g, [[int]] b, [[int]] a, visibleTo=[[getRootElement]]()] )
[[element]] [[createMarker]] ( [[float]] x, [[float]] y, [[float]] z, [string type, [[float]] size, [[int]] r, [[int]] g, [[int]] b, [[int]] a, visibleTo=[[getRootElement]]()] )


bool [[destroyAllMarkers]] ()
bool [[destroyAllMarkers]] ()
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string [[getMarkerType]] ( [[element]] marker )
string [[getMarkerType]] ( [[element]] marker )


[[float]][[getMarkerSize]] ( [[element]] marker )
[[float]] [[getMarkerSize]] ( [[element]] marker )


[[int]] [[int]] [[int]] [[int]] [[getMarkerColor]] ( [[element]] marker )
[[int]] [[int]] [[int]] [[int]] [[getMarkerColor]] ( [[element]] marker )


[[float]][[float]][[float]][[getMarkerTarget]] ( [[element]] marker )
[[float]] [[float]] [[float]] [[getMarkerTarget]] ( [[element]] marker )


bool [[setMarkerType]] ( [[element]] marker, string type )
bool [[setMarkerType]] ( [[element]] marker, string type )


bool [[setMarkerSize]] ( [[element]] marker, [[float]]size )
bool [[setMarkerSize]] ( [[element]] marker, [[float]] size )


bool [[setMarkerColor]] ( [[element]] marker, [[int]] r, [[int]] g, [[int]] b, [[int]] a )
bool [[setMarkerColor]] ( [[element]] marker, [[int]] r, [[int]] g, [[int]] b, [[int]] a )
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bool [[setMarkerTarget]] ( [[element]] marker, false )
bool [[setMarkerTarget]] ( [[element]] marker, false )


bool [[setMarkerTarget]] ( [[element]] marker, [[float]]x, [[float]]y, [[float]]z )
bool [[setMarkerTarget]] ( [[element]] marker, [[float]] x, [[float]] y, [[float]] z )


==Object functions==
==Object functions==
An object is a model in the world. These have collision models and can be moved and rotated at will. Any existing GTA model can be used.
An object is a model in the world. These have collision models and can be moved and rotated at will. Any existing GTA model can be used.


[[element]] [[createObject]] ( [[int]] id, [[float]]x, [[float]]y, [[float]]z, [[[float]]rx, [[float]]ry, [[float]]rz] )
[[element]] [[createObject]] ( [[int]] id, [[float]] x, [[float]] y, [[float]] z, [[[float]] rx, [[float]] ry, [[float]] rz] )


bool [[destroyAllObjects]] ()
bool [[destroyAllObjects]] ()
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[[int]] [[getObjectModel]] ( [[element]] object )
[[int]] [[getObjectModel]] ( [[element]] object )


[[float]][[float]][[float]][[getObjectRotation]] ( [[element]] object )
[[float]] [[float]] [[float]] [[getObjectRotation]] ( [[element]] object )


bool [[setObjectModel]] ( [[element]] object, [[int]] id )
bool [[setObjectModel]] ( [[element]] object, [[int]] id )


bool [[setObjectRotation]] ( [[element]] object, [[float]]x, [[float]]y, [[float]]z )
bool [[setObjectRotation]] ( [[element]] object, [[float]] x, [[float]] y, [[float]] z )


bool [[moveObject]] ( [[element]] object, [[int]] time, [[float]]x, [[float]]y, [[float]]z, [[float]]rx, [[float]]ry, [[float]]rz )
bool [[moveObject]] ( [[element]] object, [[int]] time, [[float]] x, [[float]] y, [[float]] z, [[float]] rx, [[float]] ry, [[float]] rz )


==Pickup functions==
==Pickup functions==
[[pickup]] [[createPickup]] ( [[float]]x, [[float]]y, [[float]]z, [[int]] type, [[int]] amount/weapon, [[[int]] ammo] )
[[pickup]] [[createPickup]] ( [[float]] x, [[float]] y, [[float]] z, [[int]] type, [[int]] amount/weapon, [[[int]] ammo] )


bool [[destroyAllPickups]] ()
bool [[destroyAllPickups]] ()
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[[player]] [[getPlayerFromNick]] ( string nick )
[[player]] [[getPlayerFromNick]] ( string nick )


[[float]][[getPlayerHealth]] ( [[player]] player )
[[float]] [[getPlayerHealth]] ( [[player]] player )


[[float]][[getPlayerArmor]] ( [[player]] player )
[[float]] [[getPlayerArmor]] ( [[player]] player )


[[int]] [[getPlayerLevel]] ( [[player]] player )
[[int]] [[getPlayerLevel]] ( [[player]] player )
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[[int]] [[getPlayerMoney]] ( [[player]] player )
[[int]] [[getPlayerMoney]] ( [[player]] player )


[[float]][[float]][[float]][[getPlayerMoveSpeed]] ( [[player]] player )
[[float]] [[float]] [[float]] [[getPlayerMoveSpeed]] ( [[player]] player )


string [[getPlayerName]] ( [[player]] player )
string [[getPlayerName]] ( [[player]] player )
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[[int]] [[getPlayerPing]] ( [[player]] player )
[[int]] [[getPlayerPing]] ( [[player]] player )


[[float]][[getPlayerRotation]] ( [[player]] player )
[[float]] [[getPlayerRotation]] ( [[player]] player )


[[int]] [[getPlayerSkin]] ( [[player]] player )
[[int]] [[getPlayerSkin]] ( [[player]] player )
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bool [[isPlayerMuted]] ( [[player]] player )
bool [[isPlayerMuted]] ( [[player]] player )


bool [[setPlayerRotation]] ( [[element]] player, [[float]]rotation )
bool [[setPlayerRotation]] ( [[element]] player, [[float]] rotation )


bool [[setPlayerSkin]] ( [[element]] player, [[int]] id )
bool [[setPlayerSkin]] ( [[element]] player, [[int]] id )


bool [[setPlayerHealth]] ( [[element]] player, [[float]]health )
bool [[setPlayerHealth]] ( [[element]] player, [[float]] health )


bool [[setPlayerArmor]] ( [[element]] player, [[float]]armor )
bool [[setPlayerArmor]] ( [[element]] player, [[float]] armor )


bool [[setPlayerMoney]] ( [[element]] player, [[int]] money )
bool [[setPlayerMoney]] ( [[element]] player, [[int]] money )
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bool [[spawnPlayer]] ( [[player]] player, [[spawnpoint]] spawnpoint )
bool [[spawnPlayer]] ( [[player]] player, [[spawnpoint]] spawnpoint )


bool [[spawnPlayer]] ( [[player]] player, [[float]]x, [[float]]y, [[float]]z, [[float]]rotation, [[int]] skin )
bool [[spawnPlayer]] ( [[player]] player, [[float]] x, [[float]] y, [[float]] z, [[float]] rotation, [[int]] skin )


==Radar area functions==
==Radar area functions==
[[radararea]] [[createRadarArea]] ( [[float]]x, [[float]]y, [[float]]sizex, [[float]]sizey, [[int]] r, [[int]] g, [[int]] b, [[int]] a, [visibleTo=[[getRootElement]]()] )
[[radararea]] [[createRadarArea]] ( [[float]] x, [[float]] y, [[float]] sizex, [[float]] sizey, [[int]] r, [[int]] g, [[int]] b, [[int]] a, [visibleTo=[[getRootElement]]()] )


bool [[destroyAllRadarAreas]] ()
bool [[destroyAllRadarAreas]] ()


[[float]][[float]][[getRadarAreaSize]] ( [[radararea]] radararea )
[[float]] [[float]] [[getRadarAreaSize]] ( [[radararea]] radararea )


[[int]] [[int]] [[int]] [[int]] [[getRadarAreaColor]] ( [[radararea]] radararea )
[[int]] [[int]] [[int]] [[int]] [[getRadarAreaColor]] ( [[radararea]] radararea )
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bool [[isRadarAreaFlashing]] ( [[radararea]] radararea )
bool [[isRadarAreaFlashing]] ( [[radararea]] radararea )


bool [[setRadarAreaSize]] ( [[element]] radararea, [[float]]x, [[float]]y )
bool [[setRadarAreaSize]] ( [[element]] radararea, [[float]] x, [[float]] y )


bool [[setRadarAreaColor]] ( [[element]] radararea, [[int]] r, [[int]] g, [[int]] b, [[int]] a )
bool [[setRadarAreaColor]] ( [[element]] radararea, [[int]] r, [[int]] g, [[int]] b, [[int]] a )
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==Scoreboard functions==
==Scoreboard functions==
bool [[addScoreboardColumn]] ( string id, string name, [[float]]width )
bool [[addScoreboardColumn]] ( string id, string name, [[float]] width )


bool [[removeScoreboardColumn]] ( string id )
bool [[removeScoreboardColumn]] ( string id )
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==spawnpoint functions==
==spawnpoint functions==
[[float]][[getspawnpointRotation]] ( [[spawnpoint]] spawn )
[[float]] [[getspawnpointRotation]] ( [[spawnpoint]] spawn )


[[int]] [[getspawnpointSkin]] ( [[spawnpoint]] spawn )
[[int]] [[getspawnpointSkin]] ( [[spawnpoint]] spawn )


bool [[setspawnpointRotation]] ( [[element]] spawn, [[float]]rotation )
bool [[setspawnpointRotation]] ( [[element]] spawn, [[float]] rotation )


bool [[setspawnpointSkin]] ( [[element]] spawn, [[int]] skin )
bool [[setspawnpointSkin]] ( [[element]] spawn, [[int]] skin )
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void [[textItemSetScale]] ( textitem, scale )
void [[textItemSetScale]] ( textitem, scale )


[[float]][[textItemGetScale]] ( textitem )
[[float]] [[textItemGetScale]] ( textitem )


void [[textItemSetPosition]] ( textitem, x, y )
void [[textItemSetPosition]] ( textitem, x, y )


[[float]][[float]][[textItemGetPosition]] ( textitem )
[[float]] [[float]] [[textItemGetPosition]] ( textitem )


void [[textItemSetColor]] ( textitem, red, green, blue, alpha )
void [[textItemSetColor]] ( textitem, red, green, blue, alpha )
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==Utility functions==
==Utility functions==
[[float]][[getDistanceBetweenpoints2D]] ( [[float]]x1, [[float]]y1, [[float]]x2, [[float]]y2 )
[[float]] [[getDistanceBetweenpoints2D]] ( [[float]] x1, [[float]] y1, [[float]] x2, [[float]] y2 )


[[float]][[getDistanceBetweenpoints3D]] ( [[float]]x1, [[float]]y1, [[float]]z1, [[float]]x2, [[float]]y2, [[float]]z2 )
[[float]] [[getDistanceBetweenpoints3D]] ( [[float]] x1, [[float]] y1, [[float]] z1, [[float]] x2, [[float]] y2, [[float]] z2 )


[[int]] [[rand[[int]]]] ( [[int]] lowerbound, [[int]] upperbound )
[[int]] [[rand[[int]]]] ( [[int]] lowerbound, [[int]] upperbound )


[[float]][[randFloat]] ()
[[float]] [[randFloat]] ()


[[int]] [[getTickCount]] ()
[[int]] [[getTickCount]] ()
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==Vehicle functions==
==Vehicle functions==
vehicle [[createVehicle]] ( [[int]] id, [[float]]x, [[float]]y, [[float]]z, [[[float]]rx, [[float]]ry, [[float]]rz] )
vehicle [[createVehicle]] ( [[int]] id, [[float]] x, [[float]] y, [[float]] z, [[[float]] rx, [[float]] ry, [[float]] rz] )


bool [[destroyAllVehicles]] ()
bool [[destroyAllVehicles]] ()
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[[int]] [[int]] [[int]] [[int]] [[getVehicleColor]] ( [[vehicle]] vehicle )
[[int]] [[int]] [[int]] [[int]] [[getVehicleColor]] ( [[vehicle]] vehicle )


[[float]][[getVehicleHealth]] ( [[vehicle]] vehicle )
[[float]] [[getVehicleHealth]] ( [[vehicle]] vehicle )


[[int]] [[getVehicleID]] ( [[vehicle]] vehicle )
[[int]] [[getVehicleID]] ( [[vehicle]] vehicle )
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[[int]] [[getVehicleIndex]] ( [[vehicle]] vehicle )
[[int]] [[getVehicleIndex]] ( [[vehicle]] vehicle )


[[float]][[float]][[float]][[getVehicleMoveSpeed]] ( string vehicle )
[[float]] [[float]] [[float]] [[getVehicleMoveSpeed]] ( string vehicle )


string [[getVehicleName]] ( string vehicle )
string [[getVehicleName]] ( string vehicle )
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player [[getVehicleOccupant]] ( [[vehicle]] vehicle, [[[int]] seat=0] )
player [[getVehicleOccupant]] ( [[vehicle]] vehicle, [[[int]] seat=0] )


[[float]][[float]][[float]][[getVehicleRotation]] ( [[vehicle]] vehicle )
[[float]] [[float]] [[float]] [[getVehicleRotation]] ( [[vehicle]] vehicle )


[[float]][[float]][[float]][[getVehicleTurnSpeed]] ( [[vehicle]] vehicle )
[[float]] [[float]] [[float]] [[getVehicleTurnSpeed]] ( [[vehicle]] vehicle )


[[float]][[float]][[getVehicleTurretPosition]] ( [[vehicle]] vehicle )
[[float]] [[float]] [[getVehicleTurretPosition]] ( [[vehicle]] vehicle )


[[int]] [[getVehicleMaxPassengers]] ( [[vehicle]] vehicle )
[[int]] [[getVehicleMaxPassengers]] ( [[vehicle]] vehicle )
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bool [[blowVehicle]] ( [[element]] vehicle, [bool explode=true] )
bool [[blowVehicle]] ( [[element]] vehicle, [bool explode=true] )


bool [[setVehicleRotation]] ( [[element]] vehicle, [[float]]rx, [[float]]ry, [[float]]rz )
bool [[setVehicleRotation]] ( [[element]] vehicle, [[float]] rx, [[float]] ry, [[float]] rz )


bool [[setVehicleMoveSpeed]] ( [[element]] vehicle, [[float]]x, [[float]]y, [[float]]z )
bool [[setVehicleMoveSpeed]] ( [[element]] vehicle, [[float]] x, [[float]] y, [[float]] z )


bool [[setVehicleTurnSpeed]] ( [[element]] vehicle, [[float]]rx, [[float]]ry, [[float]]rz )
bool [[setVehicleTurnSpeed]] ( [[element]] vehicle, [[float]] rx, [[float]] ry, [[float]] rz )


bool [[setVehicleHealth]] ( [[element]] vehicle, [[float]]health )
bool [[setVehicleHealth]] ( [[element]] vehicle, [[float]] health )


bool [[setVehicleColor]] ( [[element]] vehicle, [[int]] color1, [[int]] color2, [[int]] color3, [[int]] color4 )
bool [[setVehicleColor]] ( [[element]] vehicle, [[int]] color1, [[int]] color2, [[int]] color3, [[int]] color4 )

Revision as of 07:35, 18 May 2006

This page lists all the scripting functions that have been implemented and are available as native functions from the Deathmatch mod. To request a function or event, use Requested Functions and Events

Please note that the scripting functions can now be extended by loading in dynamic modules that provide new functionality, such as MySQL database access. These scripting functions are non-native and require the module to be loaded in order to work.

Head over to Module functions for a list of non-native functions and modules that are available.

Blip functions

blip createBlip ( float x, float y, float z, [[[int]] icon=0, int size=2, int r=255, int g=0, int b=0, int a=255, visibleTo=getRootElement()] )

blip createBlipAttachedTo ( entity entity, [[[int]] icon=0, int size=2, int r=255, int g=0, int b=0, int a=255, visibleTo=getRootElement()] )

bool destroyBlipAttachedTo ( entity entity )

bool destroyAllBlips ()

int getBlipIcon ( blip blip )

int getBlipSize ( blip blip )

int int int int getBlipColor ( blip blip )

blip getBlipAttachedTo ( entity entity )

bool setBlipIcon ( element blip, int icon )

bool setBlipSize ( element blip, int size )

bool setBlipColor ( element blip, int red, int green, int blue, int alpha )

bool attachBlipToEntity ( blip blip, entity entity )

Element functions

bool destroyElement ( element element )

element getRootElement ()

element getElementChild ( element parent, int index )

int getElementChildrenCount ( element parent )

string getElementID ( element element )

element getElementByID ( string name, int index )

element getElementByIndex ( string type, int index )

var getElementData ( string name )

element getElementParent ( element element )

string getElementType ( element element )

table getElementsByType ( string type )

bool setElementID ( element element, string name )

bool setElementData ( element element, string name, var data )

bool setElementParent ( element element, element parent )

Entity functions

float float float getEntityPosition ( entity entity )

bool setEntityPosition ( element entity, float x, float y, float z )

bool addEntityVisibleTo ( element entity, element visibleto )

bool removeEntityVisibleTo ( element entity, element visibleto )

bool clearEntityVisibleTo ( element entity )

Event functions

bool addEvent ( string name, string arguments )

bool addEventHandler ( string name, element element, string handler )

bool triggerEvent ( string name, element element, [argument, ...] )

Map functions

string getLoadedMapName ()

xmlnode getLoadedMapXMLRoot ()

bool startMap ( string name )

bool endMap ()

element loadMapData ( xmlnode node, element parent )

Marker functions

A marker is a 3D model in the world that can highlight a particular point or area, often used to instruct players where to go to perform actions such as entering buildings.

element createMarker ( float x, float y, float z, [string type, float size, int r, int g, int b, int a, visibleTo=getRootElement()] )

bool destroyAllMarkers ()

int getMarkerCount ()

string getMarkerType ( element marker )

float getMarkerSize ( element marker )

int int int int getMarkerColor ( element marker )

float float float getMarkerTarget ( element marker )

bool setMarkerType ( element marker, string type )

bool setMarkerSize ( element marker, float size )

bool setMarkerColor ( element marker, int r, int g, int b, int a )

bool setMarkerTarget ( element marker, false )

bool setMarkerTarget ( element marker, float x, float y, float z )

Object functions

An object is a model in the world. These have collision models and can be moved and rotated at will. Any existing GTA model can be used.

element createObject ( int id, float x, float y, float z, [[[float]] rx, float ry, float rz] )

bool destroyAllObjects ()

int getObjectModel ( element object )

float float float getObjectRotation ( element object )

bool setObjectModel ( element object, int id )

bool setObjectRotation ( element object, float x, float y, float z )

bool moveObject ( element object, int time, float x, float y, float z, float rx, float ry, float rz )

Pickup functions

pickup createPickup ( float x, float y, float z, int type, int amount/weapon, [[[int]] ammo] )

bool destroyAllPickups ()

int getPickupType ( pickup pickup )

int getPickupWeapon ( pickup pickup )

int getPickupHealth ( pickup pickup )

int getPickupAmmo ( pickup pickup )

bool setPickupType ( element pickup, int type, int amount/weapon, [[[int]] ammo] )

Player functions

int getPlayerCount ()

int getPlayerCurrentWeaponAmmoInClip ( player player )

int getPlayerCurrentWeaponID ( player player )

player getPlayerFromNick ( string nick )

float getPlayerHealth ( player player )

float getPlayerArmor ( player player )

int getPlayerLevel ( player player )

int getPlayerMoney ( player player )

float float float getPlayerMoveSpeed ( player player )

string getPlayerName ( player player )

vehicle getPlayerOccupiedVehicle ( player player )

int getPlayerOccupiedVehicleSeat ( player player )

int getPlayerPing ( player player )

float getPlayerRotation ( player player )

int getPlayerSkin ( player player )

string getPlayerSourceIP ( player player )

player getRandomPlayer ()

bool isPlayerDead ( player player )

bool isPlayerDucked ( player player )

bool isPlayerMuted ( player player )

bool setPlayerRotation ( element player, float rotation )

bool setPlayerSkin ( element player, int id )

bool setPlayerHealth ( element player, float health )

bool setPlayerArmor ( element player, float armor )

bool setPlayerMoney ( element player, int money )

bool givePlayerMoney ( element player, int money )

bool takePlayerMoney ( element player, int money )

bool killPlayer ( element player )

bool warpPlayerintoVehicle ( player player, vehicle vehicle, int seat] )

bool removePlayerFromVehicle ( element player )

bool spawnPlayer ( player player, spawnpoint spawnpoint )

bool spawnPlayer ( player player, float x, float y, float z, float rotation, int skin )

Radar area functions

radararea createRadarArea ( float x, float y, float sizex, float sizey, int r, int g, int b, int a, [visibleTo=getRootElement()] )

bool destroyAllRadarAreas ()

float float getRadarAreaSize ( radararea radararea )

int int int int getRadarAreaColor ( radararea radararea )

bool isRadarAreaFlashing ( radararea radararea )

bool setRadarAreaSize ( element radararea, float x, float y )

bool setRadarAreaColor ( element radararea, int r, int g, int b, int a )

bool setRadarAreaFlashing ( element radararea, bool flash )

Scoreboard functions

bool addScoreboardColumn ( string id, string name, float width )

bool removeScoreboardColumn ( string id )

Server functions

int getMaxPlayers ()

bool serverLoggerPrint ( string text )

bool serverChat ( string text, [r, g, b] )

bool playerPM ( element player, string text, [r, g, b] )

bool outputDebugString ( string text, [[[int]] level=3] )

bool addCommandHandler ( string key, string handler )

bool removeCommandHandler ( string key )

spawnpoint functions

float getspawnpointRotation ( spawnpoint spawn )

int getspawnpointSkin ( spawnpoint spawn )

bool setspawnpointRotation ( element spawn, float rotation )

bool setspawnpointSkin ( element spawn, int skin )

Text Functions

textdisplay textCreateDisplay ()

void textDestroyDisplay ( textdisplay )

textitem textCreateTextItem ( [text, x, y, priority, red, green, blue, alpha, scale] )

void textDestroyTextItem ( textitem )

void textDisplayAddText ( textdisplay, textitem )

void textDisplayAddObserver ( textdisplay, player )

void textItemSetText ( textitem, text )

string textItemGetText ( textitem )

void textItemSetScale ( textitem, scale )

float textItemGetScale ( textitem )

void textItemSetPosition ( textitem, x, y )

float float textItemGetPosition ( textitem )

void textItemSetColor ( textitem, red, green, blue, alpha )

int int int int textItemGetColor ( textitem )

void textItemSetPriority ( textitem, priority )

int textItemGetPriority ( textitem )

Utility functions

float getDistanceBetweenpoints2D ( float x1, float y1, float x2, float y2 )

float getDistanceBetweenpoints3D ( float x1, float y1, float z1, float x2, float y2, float z2 )

int [[randint]] ( int lowerbound, int upperbound )

float randFloat ()

int getTickCount ()

string gettok ( string text, int index, int separator )

bool setTimer ( string function, int time, [arg1, arg2, ...] )

Vehicle functions

vehicle createVehicle ( int id, float x, float y, float z, [[[float]] rx, float ry, float rz] )

bool destroyAllVehicles ()

int int int int getVehicleColor ( vehicle vehicle )

float getVehicleHealth ( vehicle vehicle )

int getVehicleID ( vehicle vehicle )

int getVehicleIDFromName ( string name )

int getVehicleIndex ( vehicle vehicle )

float float float getVehicleMoveSpeed ( string vehicle )

string getVehicleName ( string vehicle )

string getVehicleNameFromID ( int id )

player getVehicleOccupant ( vehicle vehicle, [[[int]] seat=0] )

float float float getVehicleRotation ( vehicle vehicle )

float float float getVehicleTurnSpeed ( vehicle vehicle )

float float getVehicleTurretPosition ( vehicle vehicle )

int getVehicleMaxPassengers ( vehicle vehicle )

bool isVehicleLocked ( vehicle vehicle )

bool fixVehicle ( element vehicle )

bool blowVehicle ( element vehicle, [bool explode=true] )

bool setVehicleRotation ( element vehicle, float rx, float ry, float rz )

bool setVehicleMoveSpeed ( element vehicle, float x, float y, float z )

bool setVehicleTurnSpeed ( element vehicle, float rx, float ry, float rz )

bool setVehicleHealth ( element vehicle, float health )

bool setVehicleColor ( element vehicle, int color1, int color2, int color3, int color4 )

bool setVehicleLocked ( element vehicle, bool locked )

Weapon functions

string getWeaponNameFromID ( int id )

int getWeaponIDFromName ( string name )

bool giveWeapon ( element player, int weapon, [[[int]] ammo=30] )

bool takeWeapon ( element player, int weapon )

bool takeAllWeapons ( element player )

World functions

int int getTime ()

int getWeather ()

bool setTime ( int hour, int min )

bool setWeather ( int id )

bool setWeatherBlended ( int id )

XML functions

xmlnode xmlFindSubNode ( parent, subnode, index )

string xmlNodeGetValue ( xmlNode )

bool xmlNodeSetValue ( xmlNode, value )

string xmlNodeGetAttribute ( xmlNode, attribute name )

bool xmlNodeSetAttribute ( xmlNode, attribute name, value )

xmlnode xmlLoadFile ( filename )

bool xmlUnloadFile ( xmlnode )