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32 flags can be defined in this way.
(Misc7 <userflags...>)
Define user flags as Misc7 bits; the first defined flag is bit0. Up to
32 flags can be defined in this way.
(Order <orders...>)
(Not fully implemented yet.)
(Synchronize <slot> <length> <speed>)
Define an animation slot for synchronized animation. The slot number can
be 0 to 7, the length is the number of images in the sequence, and the
speed is the number of centiseconds between frames.
(Volume <number>)
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32 flags can be defined in this way.
(Misc7 <userflags...>)
Define user flags as Misc7 bits; the first defined flag is bit0. Up to
32 flags can be defined in this way.
(Order <orders...>)
See the section below about order of execution. Normally, order of
execution (for broadcasts and some other things) is in the reverse order
of creation; the (Order) block allows you to override this order.
(Synchronize <slot> <length> <speed>)
Define an animation slot for synchronized animation. The slot number can
be 0 to 7, the length is the number of images in the sequence, and the
speed is the number of centiseconds between frames.
(Volume <number>)
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Trace
Used for debugging.
=== Order of execution ===
(The below describes a feature that is not implemented yet; currently
only the syntax is implemented. When it is completed, this note will be
removed and further descriptions will be added below.)
You can specify the order of execution of objects by class by a global
(Order) block. Inside of this block is a list of sub-lists; each sub-list
is delimited by parentheses.
Each sub-list starts with a flag name, which may be a user flag, or Input,
or Player. This matches only classes that have that flag (changing that
flag at run time has no effect on order of execution). The remaining
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<
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Trace
Used for debugging.
=== Order of execution ===
You can specify the order of execution of objects by class by a global
(Order) block. Inside of this block is a list of sub-lists; each sub-list
is delimited by parentheses.
Each sub-list starts with a flag name, which may be a user flag, or Input,
or Player. This matches only classes that have that flag (changing that
flag at run time has no effect on order of execution). The remaining
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the values is not a number, then it is an error.
The order of execution is then first all objects not listed in the (Order)
block, and then for each sub-list in the (Order) block, the objects that
meet that criteria, in that order. (If it meets multiple criteria, only
the first one that meets that criteria is used.)
=== Compatibility ===
Compatible objects have the following differences from the default:
* VisualOnly implies Stealthy.
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the values is not a number, then it is an error.
The order of execution is then first all objects not listed in the (Order)
block, and then for each sub-list in the (Order) block, the objects that
meet that criteria, in that order. (If it meets multiple criteria, only
the first one that meets that criteria is used.)
Note: If a value used for the criteria changes after the INIT or CREATE
message of that object returns, then it can result in an unstable (but
still fully deterministic) order when new objects are created. For this
reason, you should only use criteria based on values which don't change.
=== Compatibility ===
Compatible objects have the following differences from the default:
* VisualOnly implies Stealthy.
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