Difference between revisions of "Game Script"

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== Global Functions ==
== Global Functions ==
*Function [[AddAchievement - Game|AddAchievement]](int aiAchievementID)
'''Function [[AddAchievement - Game|AddAchievement]](int aiAchievementID)'''
**Adds the specified achievement/trophy to the player's gamer profile.
*Adds the specified achievement/trophy to the player's gamer profile.
*Function [[AdvanceSkill - Game|AdvanceSkill]](string asSkillName, float afMagnitude)
 
**Advance the given skill on the player by the provided amount of skill usage
'''Function [[AdvanceSkill - Game|AdvanceSkill]](string asSkillName, float afMagnitude)'''
*bool Function [[AddHavokBallAndSocketConstraint - Game|AddHavokBallAndSocketConstraint]](ObjectReference arRefA, string arRefANode, ObjectReference arRefB, string arRefBNode, float afRefALocalOffsetX, float afRefALocalOffsetY, float afRefALocalOffsetZ, float afRefBLocalOffsetX, float afRefBLocalOffsetY, float afRefBLocalOffsetZ)
*Advance the given skill on the player by the provided amount of skill usage
**Adds a ball-and-socket constraint between two rigid bodies, identified by their ref and node names
 
*int Function [[CalculateFavorCost - Game|CalculateFavorCost]](int aiFavorPrice)
'''bool Function [[AddHavokBallAndSocketConstraint - Game|AddHavokBallAndSocketConstraint]](ObjectReference arRefA, string arRefANode, ObjectReference arRefB, string arRefBNode, float afRefALocalOffsetX, float afRefALocalOffsetY, float afRefALocalOffsetZ, float afRefBLocalOffsetX, float afRefBLocalOffsetY, float afRefBLocalOffsetZ)'''
**Calculates how many points the player would have to pay for a favor of the specified price.
*Adds a ball-and-socket constraint between two rigid bodies, identified by their ref and node names
*Function [[ClearPrison - Game|ClearPrison]]()
 
**Clears all Prison variables on the PlayerCharacter so the game will know he is out of prison.
'''int Function [[CalculateFavorCost - Game|CalculateFavorCost]](int aiFavorPrice)'''
*Function [[ClearTempEffects - Game|ClearTempEffects]]()
*Calculates how many points the player would have to pay for a favor of the specified price.
**Clears all temp effects (such as terrain effects) in the game.
 
*Function [[DisablePlayerControls - Game|DisablePlayerControls]](bool abMovement, bool abFighting, bool abCamSwitch, bool abLooking, bool abSneaking, bool abMenu, bool abActivate, bool abJournalTabs, int aiDisablePOVType)
'''Function [[ClearPrison - Game|ClearPrison]]()'''
**Disables the specified player controls.
*Clears all Prison variables on the PlayerCharacter so the game will know he is out of prison.
*Function [[EnableFastTravel - Game|EnableFastTravel]](bool abEnable)
 
**Enables or disables the player's ability to fast travel.
'''Function [[ClearTempEffects - Game|ClearTempEffects]]()'''
*Function [[EnablePlayerControls - Game|EnablePlayerControls]](bool abMovement, bool abFighting, bool abCamSwitch, bool abLooking, bool abSneaking, bool abMenu, bool abActivate, bool abJournalTabs, int aiDisablePOVType)
*Clears all temp effects (such as terrain effects) in the game.
**Enables the specified player controls.
 
*Function [[FadeOutGame - Game|FadeOutGame]](bool abFadingOut, bool abBlackFade, float afSecsBeforeFade, float afFadeDuration)
'''Function [[DisablePlayerControls - Game|DisablePlayerControls]](bool abMovement, bool abFighting, bool abCamSwitch, bool abLooking, bool abSneaking, bool abMenu, bool abActivate, bool abJournalTabs, int aiDisablePOVType)'''
**Fades the game in and out with the specified parameters.
*Disables the specified player controls.
*Function [[FastTravel - Game|FastTravel]](ObjectReference akDestination)
 
**Fast-travels the player to the specified object's location.
'''Function [[EnableFastTravel - Game|EnableFastTravel]](bool abEnable)'''
*Actor Function [[FindClosestActor - Game|FindClosestActor]](float afX, float afY, float afZ, float afRadius)
*Enables or disables the player's ability to fast travel.
**Finds the closest actor within a given radius of a location
 
*Actor Function [[FindClosestActorFromRef - Game|FindClosestActorFromRef]](ObjectReference arCenter, float afRadius)
'''Function [[EnablePlayerControls - Game|EnablePlayerControls]](bool abMovement, bool abFighting, bool abCamSwitch, bool abLooking, bool abSneaking, bool abMenu, bool abActivate, bool abJournalTabs, int aiDisablePOVType)'''
**Finds the closest actor within a given radius of a reference
*Enables the specified player controls.
*ObjectReference Function [[FindClosestReferenceOfAnyTypeInList - Game|FindClosestReferenceOfAnyTypeInList]](FormList arBaseObjects, float afX, float afY, float afZ, float afRadius)
 
**Finds the closest reference of any of the base objects in the list within a given radius of a location
'''Function [[FadeOutGame - Game|FadeOutGame]](bool abFadingOut, bool abBlackFade, float afSecsBeforeFade, float afFadeDuration)'''
*ObjectReference Function [[FindClosestReferenceOfAnyTypeInListFromRef - Game|FindClosestReferenceOfAnyTypeInListFromRef]](FormList arBaseObjects, ObjectReference arCenter, float afRadius)
*Fades the game in and out with the specified parameters.
**Finds the closest reference of any of the base objects in the list within a given radius of a reference
 
*ObjectReference Function [[FindClosestReferenceOfType - Game|FindClosestReferenceOfType]](Form arBaseObject, float afX, float afY, float afZ, float afRadius)
'''Function [[FastTravel - Game|FastTravel]](ObjectReference akDestination)'''
**Finds the closest reference of a given base object within a given radius of a location
*Fast-travels the player to the specified object's location.
*ObjectReference Function [[FindClosestReferenceOfTypeFromRef - Game|FindClosestReferenceOfTypeFromRef]](Form arBaseObject, ObjectReference arCenter, float afRadius)
 
**Finds the closest reference of a given base object within a given radius of a reference
'''Actor Function [[FindClosestActor - Game|FindClosestActor]](float afX, float afY, float afZ, float afRadius)'''
*Actor Function [[FindRandomActor - Game|FindRandomActor]](float afX, float afY, float afZ, float afRadius)
*Finds the closest actor within a given radius of a location
**Finds a random actor within a given radius of a location
 
*Actor Function [[FindRandomActorFromRef - Game|FindRandomActorFromRef]](ObjectReference arCenter, float afRadius)
'''Actor Function [[FindClosestActorFromRef - Game|FindClosestActorFromRef]](ObjectReference arCenter, float afRadius)'''
**Finds a random actor within a given radius of a reference
*Finds the closest actor within a given radius of a reference
*ObjectReference Function [[FindRandomReferenceOfAnyTypeInList - Game|FindRandomReferenceOfAnyTypeInList]](FormList arBaseObjects, float afX, float afY, float afZ, float afRadius)
 
**Finds a random reference of any of the base objects in the list within a given radius of a location
'''ObjectReference Function [[FindClosestReferenceOfAnyTypeInList - Game|FindClosestReferenceOfAnyTypeInList]](FormList arBaseObjects, float afX, float afY, float afZ, float afRadius)'''
*ObjectReference Function [[FindRandomReferenceOfAnyTypeInListFromRef - Game|FindRandomReferenceOfAnyTypeInListFromRef]](FormList arBaseObjects, ObjectReference arCenter, float afRadius)
*Finds the closest reference of any of the base objects in the list within a given radius of a location
**Finds a random reference of any of the base objects in the list within a given radius of a reference
 
*ObjectReference Function [[FindRandomReferenceOfType - Game|FindRandomReferenceOfType]](Form arBaseObject, float afX, float afY, float afZ, float afRadius)
'''ObjectReference Function [[FindClosestReferenceOfAnyTypeInListFromRef - Game|FindClosestReferenceOfAnyTypeInListFromRef]](FormList arBaseObjects, ObjectReference arCenter, float afRadius)'''
**Finds a random reference of a given base object within a given radius of a location
*Finds the closest reference of any of the base objects in the list within a given radius of a reference
*ObjectReference Function [[FindRandomReferenceOfTypeFromRef - Game|FindRandomReferenceOfTypeFromRef]](Form arBaseObject, ObjectReference arCenter, float afRadius)
 
**Finds a random reference of a given base object within a given radius of a reference
'''ObjectReference Function [[FindClosestReferenceOfType - Game|FindClosestReferenceOfType]](Form arBaseObject, float afX, float afY, float afZ, float afRadius)'''
*Function [[ForceFirstPerson - Game|ForceFirstPerson]]()
*Finds the closest reference of a given base object within a given radius of a location
**Forces the player camera into 1st-person.
 
*Function [[ForceThirdPerson - Game|ForceThirdPerson]]()
'''ObjectReference Function [[FindClosestReferenceOfTypeFromRef - Game|FindClosestReferenceOfTypeFromRef]](Form arBaseObject, ObjectReference arCenter, float afRadius)'''
**Forces the player camera into 3rd-person.
*Finds the closest reference of a given base object within a given radius of a reference
*Form Function [[GetForm - Game|GetForm]](int aiFormID)
 
**Obtains a [[Form Script|Form]] from the game by its form ID number.
'''Actor Function [[FindRandomActor - Game|FindRandomActor]](float afX, float afY, float afZ, float afRadius)'''
*float Function [[GetGameSettingFloat - Game|GetGameSettingFloat]](string asGameSetting)
*Finds a random actor within a given radius of a location
**Obtains the value of a float game setting.
 
*float Function [[GetGameSettingInt - Game|GetGameSettingInt]](string asGameSetting)
'''Actor Function [[FindRandomActorFromRef - Game|FindRandomActorFromRef]](ObjectReference arCenter, float afRadius)'''
**Obtains the value of an int game setting.
*Finds a random actor within a given radius of a reference
*float Function [[GetGameSettingString - Game|GetGameSettingString]](string asGameSetting)
 
**Obtains the value of a string game setting.
'''ObjectReference Function [[FindRandomReferenceOfAnyTypeInList - Game|FindRandomReferenceOfAnyTypeInList]](FormList arBaseObjects, float afX, float afY, float afZ, float afRadius)'''
*Actor Function [[GetPlayer - Game|GetPlayer]]()
*Finds a random reference of any of the base objects in the list within a given radius of a location
**Obtains the [[Actor Script|Actor]] that represents the player.
 
*ObjectReference Function [[GetPlayerGrabbedRef - Game|GetPlayerGrabbedRef]]()
'''ObjectReference Function [[FindRandomReferenceOfAnyTypeInListFromRef - Game|FindRandomReferenceOfAnyTypeInListFromRef]](FormList arBaseObjects, ObjectReference arCenter, float afRadius)'''
**Obtains the [[ObjectReference Script|ObjectReference]] the player is currently grabbing.
*Finds a random reference of any of the base objects in the list within a given radius of a reference
*Actor Function [[GetPlayersLastRiddenHorse - Game|GetPlayersLastRiddenHorse]]()
 
**Gets this actors last ridden horse if it is the player. Returns None if player has not ridden a horse is not the player.
'''ObjectReference Function [[FindRandomReferenceOfType - Game|FindRandomReferenceOfType]](Form arBaseObject, float afX, float afY, float afZ, float afRadius)'''
*float Function [[GetRealHoursPassed - Game|GetRealHoursPassed]]()
*Finds a random reference of a given base object within a given radius of a location
**Returns the number of real-life hours that have passed playing the game.
 
*Function [[HideTitleSequenceMenu - Game|HideTitleSequenceMenu]]()
'''ObjectReference Function [[FindRandomReferenceOfTypeFromRef - Game|FindRandomReferenceOfTypeFromRef]](Form arBaseObject, ObjectReference arCenter, float afRadius)'''
**Hides the title sequence menu.
*Finds a random reference of a given base object within a given radius of a reference
*Function [[IncrementSkill - Game|IncrementSkill]](string asSkillName)
 
**Advances the provided Skill by the one point (for the player only).
'''Function [[ForceFirstPerson - Game|ForceFirstPerson]]()'''
*Function [[IncrementSkillBy - Game|IncrementSkillBy]](string asSkillName, int aiCount)
*Forces the player camera into 1st-person.
**Advances the provided Skill by the given number of points (for the player only).
 
*Function [[IncrementStat - Game|IncrementStat]](string asStatName, int aiModAmount) native global
'''Function [[ForceThirdPerson - Game|ForceThirdPerson]]()'''
**Modifies the specified MiscStat by the given amount
*Forces the player camera into 3rd-person.
*bool Function [[IsActivateControlsEnabled - Game|IsActivateControlsEnabled]]()
 
**Are the activation controls enabled?
'''Form Function [[GetForm - Game|GetForm]](int aiFormID)'''
*bool Function [[IsCamSwitchControlsEnabled - Game|IsCamSwitchControlsEnabled]]()
*Obtains a [[Form Script|Form]] from the game by its form ID number.
**Are the camera switch controls enabled?
 
*bool Function [[IsFastTravelEnabled - Game|IsFastTravelEnabled]]()
'''float Function [[GetGameSettingFloat - Game|GetGameSettingFloat]](string asGameSetting)'''
**Is fast travel enabled?
*Obtains the value of a float game setting.
*bool Function [[IsFightingControlsEnabled - Game|IsFightingControlsEnabled]]()
 
**Are the fighting controls enabled?
'''float Function [[GetGameSettingInt - Game|GetGameSettingInt]](string asGameSetting)'''
*bool Function [[IsJournalControlsEnabled - Game|IsJournalControlsEnabled]]()
*Obtains the value of an int game setting.
**Are the journal menu controls enabled?
 
*bool Function [[IsLookingControlsEnabled - Game|IsLookingControlsEnabled]]()
'''float Function [[GetGameSettingString - Game|GetGameSettingString]](string asGameSetting)'''
**Are the looking controls enabled?
*Obtains the value of a string game setting.
*bool Function [[IsMenuControlsEnabled - Game|IsMenuControlsEnabled]]()
 
**Are the menu controls enabled?
'''Actor Function [[GetPlayer - Game|GetPlayer]]()'''
*bool Function [[IsMovementControlsEnabled - Game|IsMovementControlsEnabled]]()
*Obtains the [[Actor Script|Actor]] that represents the player.
**Are the movement controls enabled?
 
*bool Function [[IsSneakingControlsEnabled - Game|IsSneakingControlsEnabled]]()
'''ObjectReference Function [[GetPlayerGrabbedRef - Game|GetPlayerGrabbedRef]]()'''
**Are the sneaking controls enabled?
*Obtains the [[ObjectReference Script|ObjectReference]] the player is currently grabbing.
*bool Function [[IsWordUnlocked - Game|IsWordUnlocked]](WordOfPower akWord)
 
**Is the word of power unlocked on the player?
'''Actor Function [[GetPlayersLastRiddenHorse - Game|GetPlayersLastRiddenHorse]]()'''
*Function [[PlayBink - Game|PlayBink]](string asFileName, bool abInterruptible, bool abMuteAudio, bool abMuteMusic, bool abLetterbox)
*Gets this actors last ridden horse if it is the player. Returns None if player has not ridden a horse is not the player.
**Plays a bink video
 
*Function [[PrecacheCharGen - Game|PrecacheCharGen]]()
'''float Function [[GetRealHoursPassed - Game|GetRealHoursPassed]]()'''
**Precaches all the data used by character gen to avoid hitches with file I/O.
*Returns the number of real-life hours that have passed playing the game.
*Function [[PrecacheCharGenClear - Game|PrecacheCharGenClear]]()
 
**Clears all the previously cached data used by character gen.
'''Function [[HideTitleSequenceMenu - Game|HideTitleSequenceMenu]]()'''
*int Function [[QueryStat - Game|QueryStat]](string asStat)
*Hides the title sequence menu.
**Queries the given stat and returns its value.
 
*Function [[QuitToMainMenu - Game|QuitToMainMenu]]()
'''Function [[IncrementSkill - Game|IncrementSkill]](string asSkillName)'''
**Forces the game back to the main menu.
*Advances the provided Skill by the one point (for the player only).
*bool Function [[RemoveHavokConstraints - Game|RemoveHavokConstraints]](ObjectReference arFirstRef, string arFirstRefNodeName, ObjectReference arSecondRef, string arSecondRefNodeName)
 
**Removes any constraint between two rigid bodies
'''Function [[IncrementSkillBy - Game|IncrementSkillBy]](string asSkillName, int aiCount)'''
*Function [[RequestAutoSave - Game|RequestAutoSave]]()
*Advances the provided Skill by the given number of points (for the player only).
**Requests for an auto-save to be made.
 
*Function [[RequestModel - Game|RequestModel]](string asModelName)
'''Function [[IncrementStat - Game|IncrementStat]](string asStatName, int aiModAmount) native global'''
**Requests the specified model.
*Modifies the specified MiscStat by the given amount
*Function [[RequestSave - Game|RequestSave]]()
 
**Requests for a normal save to be made.
'''bool Function [[IsActivateControlsEnabled - Game|IsActivateControlsEnabled]]()'''
*Function [[SendWereWolfTransformation - Game|SendWereWolfTransformation]]()
*Are the activation controls enabled?
**Finds an actor in high who can detect the player to call werewolf crime on the player
 
*Function [[ServeTime - Game|ServeTime]]()
'''bool Function [[IsCamSwitchControlsEnabled - Game|IsCamSwitchControlsEnabled]]()'''
**Has the player serve their jail time.
*Are the camera switch controls enabled?
*Function [[SetBeastForm - Game|SetBeastForm]](bool abEntering)
 
**Flags the player as being in/out of "beast form".
'''bool Function [[IsFastTravelEnabled - Game|IsFastTravelEnabled]]()'''
*Function [[SetCameraTarget - Game|SetCameraTarget]](Actor arTarget)
*Is fast travel enabled?
**Sets the camera target actor
 
*Function [[SetHudCartMode - Game|SetHudCartMode]](bool abSetCartMode)
'''bool Function [[IsFightingControlsEnabled - Game|IsFightingControlsEnabled]]()'''
**Flags the HUD as being in "cart mode" or not.
*Are the fighting controls enabled?
*Function [[SetInChargen - Game|SetInChargen]](bool abDisableSaving, bool abDisableWaiting, bool abShowControlsDisabledMessage)
 
**Enable/disable various functionality which we want in chargen.
'''bool Function [[IsJournalControlsEnabled - Game|IsJournalControlsEnabled]]()'''
*Function [[SetPlayerAIDriven - Game|SetPlayerAIDriven]](bool abAIDriven)
*Are the journal menu controls enabled?
**Enables or disables the AI driven flag on the player.
 
*Function [[SetPlayerReportCrime - Game|SetPlayerReportCrime]](bool abReportCrime)
'''bool Function [[IsLookingControlsEnabled - Game|IsLookingControlsEnabled]]()'''
**Set the state of the player as an actor who commits crimes
*Are the looking controls enabled?
*Function [[SetSittingRotation - Game|SetSittingRotation]](float afValue)
 
**Set the player's sitting camera offset rotation.
'''bool Function [[IsMenuControlsEnabled - Game|IsMenuControlsEnabled]]()'''
*Function [[ShakeCamera - Game|ShakeCamera]](ObjectReference akSource, float afStrength)
*Are the menu controls enabled?
**Shakes the camera from the specified location with the specified strength.
 
*Function [[ShakeController - Game|ShakeController]](float afLeftStrength, float afRightStrength, float afDuration)
'''bool Function [[IsMovementControlsEnabled - Game|IsMovementControlsEnabled]]()'''
**Shakes the controller for the specified amount of time.
*Are the movement controls enabled?
*Function [[ShowFirstPersonGeometry - Game|ShowFirstPersonGeometry]](bool abShow)
 
**Shows or hides the first-person geometry
'''bool Function [[IsSneakingControlsEnabled - Game|IsSneakingControlsEnabled]]()'''
*Function [[ShowRaceMenu - Game|ShowRaceMenu]]()
*Are the sneaking controls enabled?
**Shows the race/sex change menu.
 
*Function [[ShowTitleSequenceMenu - Game|ShowTitleSequenceMenu]]()
'''bool Function [[IsWordUnlocked - Game|IsWordUnlocked]](WordOfPower akWord)'''
**Shows the title sequence menu.
*Is the word of power unlocked on the player?
*Function [[ShowTrainingMenu - Game|ShowTrainingMenu]](Actor aActor)
 
**Shows the training menu provided by actor parameter.
'''Function [[PlayBink - Game|PlayBink]](string asFileName, bool abInterruptible, bool abMuteAudio, bool abMuteMusic, bool abLetterbox)'''
*Function [[StartTitleSequence - Game|StartTitleSequence]](string asSequenceName)
*Plays a bink video
**Plays the specified sequence in the title menu.
 
*Function [[TeachWord - Game|TeachWord]](WordOfPower akWord)
'''Function [[PrecacheCharGen - Game|PrecacheCharGen]]()'''
**Teaches the specified [[WordOfPower Script|WordOfPower]] to the player
*Precaches all the data used by character gen to avoid hitches with file I/O.
*Function [[TriggerScreenBlood - Game|TriggerScreenBlood]](int aiValue)
 
**Trigger on-screen blood splatter.
'''Function [[PrecacheCharGenClear - Game|PrecacheCharGenClear]]()'''
*Function [[UnlockWord - Game|UnlockWord]](WordOfPower akWord)
*Clears all the previously cached data used by character gen.
**Unlocks the specified [[WordOfPower Script|WordOfPower]] so the player can use it
 
*bool Function [[UsingGamepad - Game|UsingGamepad]]()
'''int Function [[QueryStat - Game|QueryStat]](string asStat)'''
**Returns whether the player is using a gamepad or not.
*Queries the given stat and returns its value.
 
'''Function [[QuitToMainMenu - Game|QuitToMainMenu]]()'''
*Forces the game back to the main menu.
 
'''bool Function [[RemoveHavokConstraints - Game|RemoveHavokConstraints]](ObjectReference arFirstRef, string arFirstRefNodeName, ObjectReference arSecondRef, string arSecondRefNodeName)'''
*Removes any constraint between two rigid bodies
 
'''Function [[RequestAutoSave - Game|RequestAutoSave]]()'''
*Requests for an auto-save to be made.
 
'''Function [[RequestModel - Game|RequestModel]](string asModelName)'''
*Requests the specified model.
 
'''Function [[RequestSave - Game|RequestSave]]()'''
*Requests for a normal save to be made.
 
'''Function [[SendWereWolfTransformation - Game|SendWereWolfTransformation]]()'''
*Finds an actor in high who can detect the player to call werewolf crime on the player
 
'''Function [[ServeTime - Game|ServeTime]]()'''
*Has the player serve their jail time.
 
'''Function [[SetBeastForm - Game|SetBeastForm]](bool abEntering)'''
*Flags the player as being in/out of "beast form".
 
'''Function [[SetCameraTarget - Game|SetCameraTarget]](Actor arTarget)'''
*Sets the camera target actor
 
'''Function [[SetHudCartMode - Game|SetHudCartMode]](bool abSetCartMode)'''
*Flags the HUD as being in "cart mode" or not.
 
'''Function [[SetInChargen - Game|SetInChargen]](bool abDisableSaving, bool abDisableWaiting, bool abShowControlsDisabledMessage)'''
*Enable/disable various functionality which we want in chargen.
 
'''Function [[SetPlayerAIDriven - Game|SetPlayerAIDriven]](bool abAIDriven)'''
*Enables or disables the AI driven flag on the player.
 
'''Function [[SetPlayerReportCrime - Game|SetPlayerReportCrime]](bool abReportCrime)'''
*Set the state of the player as an actor who commits crimes
 
'''Function [[SetSittingRotation - Game|SetSittingRotation]](float afValue)'''
*Set the player's sitting camera offset rotation.
 
'''Function [[ShakeCamera - Game|ShakeCamera]](ObjectReference akSource, float afStrength)'''
*Shakes the camera from the specified location with the specified strength.
 
'''Function [[ShakeController - Game|ShakeController]](float afLeftStrength, float afRightStrength, float afDuration)'''
*Shakes the controller for the specified amount of time.
 
'''Function [[ShowFirstPersonGeometry - Game|ShowFirstPersonGeometry]](bool abShow)'''
*Shows or hides the first-person geometry
 
'''Function [[ShowRaceMenu - Game|ShowRaceMenu]]()'''
*Shows the race/sex change menu.
 
'''Function [[ShowTitleSequenceMenu - Game|ShowTitleSequenceMenu]]()'''
*Shows the title sequence menu.
 
'''Function [[ShowTrainingMenu - Game|ShowTrainingMenu]](Actor aActor)'''
*Shows the training menu provided by actor parameter.
 
'''Function [[StartTitleSequence - Game|StartTitleSequence]](string asSequenceName)'''
*Plays the specified sequence in the title menu.
 
'''Function [[TeachWord - Game|TeachWord]](WordOfPower akWord)'''
*Teaches the specified [[WordOfPower Script|WordOfPower]] to the player
 
'''Function [[TriggerScreenBlood - Game|TriggerScreenBlood]](int aiValue)'''
*Trigger on-screen blood splatter.
 
'''Function [[UnlockWord - Game|UnlockWord]](WordOfPower akWord)'''
*Unlocks the specified [[WordOfPower Script|WordOfPower]] so the player can use it
 
'''bool Function [[UsingGamepad - Game|UsingGamepad]]()'''
*Returns whether the player is using a gamepad or not.


== Member Functions ==
== Member Functions ==
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