Difference between revisions of "Legacy:Functions/Map/Entities"

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* [[GetPersonList]](): Get an array of all named persons on the current map.
+
'''NOTE''': Entities are known in script as "persons" for legacy reasons.
  
* [[CreatePerson]](''name'', ''spriteset'', ''destroy_with_map''): Create a new person called ''name'' with ''spriteset'' (filename).
+
* [[API:GetPersonList|GetPersonList]](): Get an array of all named persons on the current map.
* [[DestroyPerson]](''name''): Destroy the person called ''name''.
+
* [[API:CreatePerson|CreatePerson]](''name'', ''spriteset'', ''destroy_with_map''): Create a new person called ''name'' with ''spriteset'' (filename).
 +
* [[API:DestroyPerson|DestroyPerson]](''name''): Destroy the person called ''name''.
 +
* [[API:FollowPerson|FollowPerson]](''name'', ''leader'', ''pixels''): Makes a sprite follow behind another sprite.
  
==== Person position ====
+
==== Entity position ====
  
* [[GetPersonX]](''name''): Get the map X coordinate of ''name''.
+
* [[API:GetPersonX|GetPersonX]](''name''): Get the map X coordinate of ''name''.
* [[GetPersonY]](''name''): Get the map Y coordinate of ''name''.
+
* [[API:GetPersonY|GetPersonY]](''name''): Get the map Y coordinate of ''name''.
* [[GetPersonLayer]](''name''): Get the map layer index of ''name''.
+
* [[API:GetPersonLayer|GetPersonLayer]](''name''): Get the map layer index of ''name''.
  
* [[SetPersonX]](''name'', ''x''): Set the map X of ''name'' to ''x''.
+
* [[API:SetPersonX|SetPersonX]](''name'', ''x''): Set the map X of ''name'' to ''x''.
* [[SetPersonY]](''name'', ''y''): Set the map Y of ''name'' to ''y''.
+
* [[API:SetPersonY|SetPersonY]](''name'', ''y''): Set the map Y of ''name'' to ''y''.
* [[SetPersonLayer]](''name'', ''layer''): Set the map layer of ''name'' to ''layer''.
+
* [[API:SetPersonLayer|SetPersonLayer]](''name'', ''layer''): Set the map layer of ''name'' to ''layer''.
  
* [[GetPersonXFloat]](''name''): Get the map X of ''name'' to floating point accuracy.
+
* [[API:GetPersonXFloat|GetPersonXFloat]](''name''): Get the map X of ''name'' to floating point accuracy.
* [[GetPersonYFloat]](''name''): Get the map Y of ''name'' to floating point accuracy.
+
* [[API:GetPersonYFloat|GetPersonYFloat]](''name''): Get the map Y of ''name'' to floating point accuracy.
* [[SetPersonXYFloat]](''name'', ''x'', ''y''): Set the position of ''name'' with floating point accuracy.
+
* [[API:SetPersonXYFloat|SetPersonXYFloat]](''name'', ''x'', ''y''): Set the position of ''name'' with floating point accuracy.
  
 
==== Directions and animations ====
 
==== Directions and animations ====
  
* [[GetPersonDirection]](''name''): Get the animation direction of person ''name''.
+
* [[API:GetPersonDirection|GetPersonDirection]](''name''): Get the animation direction of person ''name''.
* [[SetPersonDirection]](''name'', ''direction''): Set animation direction of person ''name'' to ''direction''.
+
* [[API:SetPersonDirection|SetPersonDirection]](''name'', ''direction''): Set animation direction of person ''name'' to ''direction''.
  
* [[GetPersonFrame]](''name''): gets the frame and direction that are currently being displayed.
+
* [[API:GetPersonFrame|GetPersonFrame]](''name''): gets the frame and direction that are currently being displayed.
* [[SetPersonFrame]](''name'', ''frame''): sets which frame from which direction to display.
+
* [[API:SetPersonFrame|SetPersonFrame]](''name'', ''frame''): sets which frame from which direction to display.
  
* [[SetPersonFrameRevert]](''name'', ''delay''): sets the delay between when the person last moved and returning to first frame.
+
* [[API:SetPersonFrameRevert|SetPersonFrameRevert]](''name'', ''delay''): sets the delay between when the person last moved and returning to first frame.
* [[GetPersonFrameRevert]](''name''): gets the delay between when the person last moved and returning to first frame.
+
* [[API:GetPersonFrameRevert|GetPersonFrameRevert]](''name''): gets the delay between when the person last moved and returning to first frame.
  
 
==== Movement speed ====
 
==== Movement speed ====
  
* [[SetPersonSpeed]](''name'', ''speed''): sets the person's speed.
+
* [[API:GetPersonSpeedX|GetPersonSpeedX]](''name''): gets a person's x speed.
* [[SetPersonSpeedXY]](''name'', ''speed_x'', ''speed_y''): sets the person's x and y speed individually.
+
* [[API:GetPersonSpeedY|GetPersonSpeedY]](''name''): gets a person's y speed.
  
* [[GetPersonSpeedX]](''name''): gets a person's x speed.
+
* [[API:SetPersonSpeed|SetPersonSpeed]](''name'', ''speed''): sets the person's speed.
* [[GetPersonSpeedY]](''name''): gets a person's y speed.
+
* [[API:SetPersonSpeedXY|SetPersonSpeedXY]](''name'', ''speed_x'', ''speed_y''): sets the person's x and y speed independently.
  
 
==== Appearance ====
 
==== Appearance ====
  
  [[GetPersonOffsetX]](name)
+
* [[API:GetPersonOffsetX|GetPersonOffsetX]](name): gets the horizontal offset used for blitting frames
      - gets the horizontal offset used for blitting frames
+
* [[API:SetPersonOffsetX|SetPersonOffsetX]](name, x): sets the horizontal offset to use for blitting frames; e.g. setting it to 10 would result in the person frame blitted always 10 pixels to the right, while the person's x-position would remain unchanged.
 +
* [[API:GetPersonOffsetY|GetPersonOffsetY]](name): gets the vertical offset used for blitting frames
 +
* [[API:SetPersonOffsetY|SetPersonOffsetY]](name, y): sets the vertical offset to use for blitting frames; e.g. setting it to 10 would result in the person frame blitted always 10 pixels to the bottom, while the person's y-position would remain unchanged.
 +
* [[API:GetPersonAngle|GetPersonAngle]](''name''): Get the rotation angle of the person ''name''.
 +
* [[API:SetPersonAngle|SetPersonAngle]](''name'', ''angle''): Set the rotation angle of person ''name'' to ''angle'' radians.
  
  [[SetPersonOffsetX]](name, x)
+
* [[API:GetPersonMask|GetPersonMask]](''name''): Get the masking [[API:Color|color]] of the person ''name''.
      - sets the horizontal offset to use for blitting frames
+
* [[API:SetPersonMask|SetPersonMask]](''name'', ''color''): Set the color-channel multiplying mask ''[[API:Color|color]]'' of the person ''name''.
        e.g. setting it to 10 would result in the person frame blitted always 10 pixels
 
        to the right, while the person's x-position would remain unchanged.
 
  
  [[GetPersonOffsetY]](name)
+
* [[API:SetPersonScaleFactor|SetPersonScaleFactor]](''name'', ''scale_w'', ''scale_h''): Rescales the sprite of person ''name'' by relative factors ''scale_w'' and ''scale_h''.
      - gets the vertical offset used for blitting frames
+
* [[API:SetPersonScaleAbsolute|SetPersonScaleAbsolute]](''name'', ''width'', ''height''): Rescales the sprite of person ''name'' to ''width'' * ''height'' pixels.
  
  [[SetPersonOffsetY]](name, y)
+
* [[API:GetPersonSpriteset]](''name''): Get the spriteset of person ''name''.
      - sets the vertical offset to use for blitting frames
+
* [[API:SetPersonSpriteset]](''name'', ''spriteset''): Set the spriteset of person ''name'' to ''spriteset'' (Sphere [[Object-Spriteset|Spriteset]] object).
        e.g. setting it to 10 would result in the person frame blitted always 10 pixels
 
        to the bottom, while the person's y-position would remain unchanged.
 
  
* [[GetPersonAngle]](''name''): Get the rotation angle of the person ''name''.
+
* [[API:IsPersonVisible|IsPersonVisible]](''name''): Check if the person with ''name'' is visible or not.
* [[SetPersonAngle]](''name'', ''angle''): Set the rotation angle of person ''name'' to ''angle'' radians.
+
*: <code>true</code>: visible, <code>false</code>: not visible.
 
+
* [[API:SetPersonVisible|SetPersonVisible]](''name'', ''visible''): Make person ''name'' visible or invisible.
* [[GetPersonMask]](''name''): Get the masking [[Object-Color|color]] of the person ''name''.
+
*: <code>true</code>: visible, <code>false</code>: not visible.
* [[SetPersonMask]](''name'', ''color''): Set the color-channel multiplying mask ''[[Object-Color|color]]'' of the person ''name''.
 
 
 
* [[SetPersonScaleFactor]](''name'', ''scale_w'', ''scale_h''): Rescales the sprite of person ''name'' by relative factors ''scale_w'' and ''scale_h''.
 
* [[SetPersonScaleAbsolute]](''name'', ''width'', ''height''): Rescales the sprite of person ''name'' to ''width'' * ''height'' pixels.
 
 
 
* [[GetPersonSpriteset]](''name''): Get the spriteset of person ''name''.
 
* [[SetPersonSpriteset]](''name'', ''spriteset''): Set the spriteset of person ''name'' to ''spriteset'' (Sphere [[Object-Spriteset|Spriteset]] object).
 
 
 
* [[IsPersonVisible]](''name''): Check if the person with ''name'' is visible or not. <code>true</code>: visible, <code>false</code>: not visible.
 
* [[SetPersonVisible]](''name'', ''visible''): Make person ''name'' visible or invisible. <code>true</code>: visible, <code>false</code>: not visible.
 
  
 
==== Obstruction ====
 
==== Obstruction ====
 +
* [[API:GetPersonBase|GetPersonBase]](''name''): Get a person's [[API:Base|spriteset obstruction base]].
 +
* [[API:IsPersonObstructed|IsPersonObstructed]](''name'', ''x'', ''y''): Check if person "''name''" would be obstructed at (''x'', ''y'').
  
* [[GetPersonBase]](''name''): Get a person's spriteset obstruction base.
+
* [[API:IgnoreTileObstructions|IgnoreTileObstructions]](''person'', ''ignore''): Sets whether person "''person''" ignores tile obstructions.
 
+
* [[API:IsIgnoringTileObstructions|IsIgnoringTileObstructions]](''person''): Checks whether "''person''" is ignoring tile obstructions.
* [[IsPersonObstructed]](''name'', ''x'', ''y''): Check if person "''name''" would be obstructed at (''x'', ''y'').
 
 
 
* [[IgnoreTileObstructions]](''person'', ''ignore''): Sets whether person "''person''" ignores tile obstructions.
 
 
 
* [[IsIgnoringTileObstructions]](''person''): Checks whether "''person''" is ignoring tile obstructions.
 
 
 
  [[GetObstructingTile]](name, x, y)
 
    - returns -1 if name isn't obstructed by a tile at x, y,
 
    - returns the tile index of the tile if name is obstructed at x, y
 
 
 
  [[GetObstructingPerson]](name, x, y)
 
    - returns "" if name isn't obstructed by person at x, y,
 
    - returns the name of the person if name is obstructed at x, y
 
 
 
  [[IgnorePersonObstructions]](person, ignore)
 
    - Sets whether 'person' should ignore other spriteset bases
 
 
 
  [[IsIgnoringPersonObstructions]](person)
 
    - Returns true if 'person' is ignoring person obstructions, else false
 
  
  [[GetPersonIgnoreList]](person)
+
* [[API:GetObstructingTile|GetObstructingTile]](name, x, y): returns the tile index of the tile if name is obstructed at x, y
    - Returns a list of people that 'name' is ignoring
+
*: returns -1 if name isn't obstructed by a tile at x, y,
 
+
* [[API:GetObstructingPerson|GetObstructingPerson]](name, x, y): returns the name of the person if name is obstructed at x, y
  [[SetPersonIgnoreList]](person, ignore_list)
+
*: returns "" if name isn't obstructed by any person at x, y,
    - Tells 'person' to ignore everyone in ignore_list
+
* [[API:IgnorePersonObstructions|IgnorePersonObstructions]](person, ignore): Sets whether 'person' should ignore other spriteset bases
    e.g. SetPersonIgnoreList("White-Bomberman", ["bomb", "powerup"]);
+
* [[API:IsIgnoringPersonObstructions|IsIgnoringPersonObstructions]](person): Returns true if 'person' is ignoring person obstructions, else false
    Tells White-Bomberman to not be obstructed by bombs or powerups
+
* [[API:GetPersonIgnoreList|GetPersonIgnoreList]](person): Returns a list of people that 'name' is ignoring
 +
* [[API:SetPersonIgnoreList|SetPersonIgnoreList]](person, ignore_list): Tells 'person' to ignore everyone in ignore_list; e.g. <code>SetPersonIgnoreList("White-Bomberman", ["bomb", "powerup"]);</code> tells White-Bomberman to not be obstructed by bombs or powerups
  
 
==== Talk interaction ====
 
==== Talk interaction ====
 +
* [[API:SetTalkActivationKey|SetTalkActivationKey]](key): set key used to activate talk scripts
 +
* [[API:GetTalkActivationKey|GetTalkActivationKey]](): return the key code used to activate talk scripts
 +
* [[API:SetTalkDistance|SetTalkDistance]](pixels): set maximum distance to check for talk script activation
 +
* [[API:GetTalkDistance|GetTalkDistance]](): return the maximum distance to check for talk script activation
  
  [[SetTalkActivationKey]](key)
+
==== Entity data ====
  [[GetTalkActivationKey]]()
 
    - set key used to activate talk scripts
 
 
 
  [[SetTalkDistance]](pixels)
 
  [[GetTalkDistance]]()
 
    - set distance to check for talk script activation
 
 
 
==== Following other persons ====
 
 
 
* [[FollowPerson]](''name'', ''leader'', ''pixels''): Makes a sprite follow behind another sprite.
 
 
 
==== Person data ====
 
 
 
  [[GetPersonData]](name)
 
    - gets a data object assiocated with the person 'name'
 
    There are certain default properties/values filled in by the engine, they are:
 
    num_frames - the number of frames for the person's current direction
 
    num_directions - the number of directions for the person
 
    width - the width of the spriteset's current frame
 
    height - the height of the spriteset's current frame
 
    leader - the person that this person is following, or "" if no-one...
 
    Any other properties are free for you to fill with values,
 
    e.g.
 
      var data = GetPersonData("Jimmy");
 
      var num_frames = data["num_frames"];
 
 
 
  [[SetPersonData]](name, data)
 
    - sets the 'data' object assiocated with the person 'name'
 
    e.g.
 
    var data = GetPersonData("Jimmy");
 
    data["talked_to_jimmy"] = true;
 
    SetPersonData("Jimmy", data);
 
 
 
  [[SetPersonValue]](name, key, value)
 
    - SetPersonValue("Jimmy", "talked_to_jimmy", true); // same as code above
 
 
 
  [[GetPersonValue]](name, key)
 
    - GetPersonValue("Jimmy", "num_frames"); // same as previous code above
 
  
==== Person control ====
+
* [[API:GetPersonData|GetPersonData]](name): gets a data object associated with the person 'name'
 +
*: There are certain default properties/values filled in by the engine, they are:
 +
*:: <var>num_frames</var> - the number of frames for the person's current direction
 +
*:: <var>num_directions</var> - the number of directions for the person
 +
*:: <var>width</var> - the width of the spriteset's current frame
 +
*:: <var>height</var> - the height of the spriteset's current frame
 +
*:: <var>leader</var> - the person that this person is following, or "" if no-one...
 +
*: Any other properties are free for you to fill with values, e.g.<br/><syntaxhighlight>var data = GetPersonData("Jimmy"); var num_frames = data["num_frames"];</syntaxhighlight>
 +
* [[API:SetPersonData|SetPersonData]](name, data): sets the 'data' object associated with the person 'name'; e.g.<br/><syntaxhighlight>var data = GetPersonData("Jimmy"); data["talked_to_jimmy"] = true; SetPersonData("Jimmy", data); </syntaxhighlight>
 +
* [[API:SetPersonValue|SetPersonValue]](name, key, value)<br/>- SetPersonValue("Jimmy", "talked_to_jimmy", true); // same as code above
 +
* [[API:GetPersonValue|GetPersonValue]](name, key)<br/>- GetPersonValue("Jimmy", "num_frames"); // same as previous code above
  
* [[SetPersonScript]](name, which, script)
+
==== Controlling entities in script ====
* Person scripts:
 
** SCRIPT_ON_CREATE
 
** SCRIPT_ON_DESTROY
 
** SCRIPT_ON_ACTIVATE_TOUCH
 
** SCRIPT_ON_ACTIVATE_TALK
 
** SCRIPT_COMMAND_GENERATOR
 
* [[CallPersonScript]](name, which)
 
  
* [[GetCurrentPerson]]()
+
* [[API:GetCurrentPerson|GetCurrentPerson]]()
 +
* [[API:SetPersonScript|SetPersonScript]](name, which, script)
 +
** Available Person scripts:
 +
**: <var>SCRIPT_ON_CREATE</var>
 +
**: <var>SCRIPT_ON_DESTROY</var>
 +
**: <var>SCRIPT_ON_ACTIVATE_TOUCH</var>
 +
**: <var>SCRIPT_ON_ACTIVATE_TALK</var>
 +
**: <var>SCRIPT_COMMAND_GENERATOR</var>
 +
* [[API:CallPersonScript|CallPersonScript]](name, which)
  
* [[QueuePersonCommand]](''name'', ''command'', ''immediate''): add a command to the person's command queue.
+
* [[API:QueuePersonCommand|QueuePersonCommand]](''name'', ''command'', ''immediate''): add a command to the person's command queue.
* Person commands:
+
** Available Person commands:
** <var>COMMAND_WAIT</var>
+
**: <var>COMMAND_WAIT</var>
** <var>COMMAND_ANIMATE</var>
+
**: <var>COMMAND_ANIMATE</var>
** <var>COMMAND_FACE_NORTH</var>
+
**: <var>COMMAND_FACE_NORTH</var>
** <var>COMMAND_FACE_NORTHEAST</var>
+
**: <var>COMMAND_FACE_NORTHEAST</var>
** <var>COMMAND_FACE_EAST</var>
+
**: <var>COMMAND_FACE_EAST</var>
** <var>COMMAND_FACE_SOUTHEAST</var>
+
**: <var>COMMAND_FACE_SOUTHEAST</var>
** <var>COMMAND_FACE_SOUTH</var>
+
**: <var>COMMAND_FACE_SOUTH</var>
** <var>COMMAND_FACE_SOUTHWEST</var>
+
**: <var>COMMAND_FACE_SOUTHWEST</var>
** <var>COMMAND_FACE_WEST</var>
+
**: <var>COMMAND_FACE_WEST</var>
** <var>COMMAND_FACE_NORTHWEST</var>
+
**: <var>COMMAND_FACE_NORTHWEST</var>
** <var>COMMAND_MOVE_NORTH</var>
+
**: <var>COMMAND_MOVE_NORTH</var>
** <var>COMMAND_MOVE_EAST</var>
+
**: <var>COMMAND_MOVE_EAST</var>
** <var>COMMAND_MOVE_SOUTH</var>
+
**: <var>COMMAND_MOVE_SOUTH</var>
** <var>COMMAND_MOVE_WEST</var>
+
**: <var>COMMAND_MOVE_WEST</var>
* [[QueuePersonScript]](''name'', ''script'', ''immediate''): Queue a script command on the command queue of ''name''.
+
* [[API:QueuePersonScript|QueuePersonScript]](''name'', ''script'', ''immediate''): Queue a script command on the command queue of ''name''.
* [[IsCommandQueueEmpty]](''name''): Check if the command queue of the person is empty.
+
* [[API:IsCommandQueueEmpty|IsCommandQueueEmpty]](''name''): Check if the command queue of the person is empty.
* [[ClearPersonCommands]](name): Clears the command queue of the named person.
+
* [[API:ClearPersonCommands|ClearPersonCommands]](name): Clears the command queue of the named person.

Revision as of 00:28, 2 June 2013

NOTE: Entities are known in script as "persons" for legacy reasons.

  • GetPersonList(): Get an array of all named persons on the current map.
  • CreatePerson(name, spriteset, destroy_with_map): Create a new person called name with spriteset (filename).
  • DestroyPerson(name): Destroy the person called name.
  • FollowPerson(name, leader, pixels): Makes a sprite follow behind another sprite.

Entity position

  • GetPersonXFloat(name): Get the map X of name to floating point accuracy.
  • GetPersonYFloat(name): Get the map Y of name to floating point accuracy.
  • SetPersonXYFloat(name, x, y): Set the position of name with floating point accuracy.

Directions and animations

  • GetPersonFrame(name): gets the frame and direction that are currently being displayed.
  • SetPersonFrame(name, frame): sets which frame from which direction to display.
  • SetPersonFrameRevert(name, delay): sets the delay between when the person last moved and returning to first frame.
  • GetPersonFrameRevert(name): gets the delay between when the person last moved and returning to first frame.

Movement speed

Appearance

  • GetPersonOffsetX(name): gets the horizontal offset used for blitting frames
  • SetPersonOffsetX(name, x): sets the horizontal offset to use for blitting frames; e.g. setting it to 10 would result in the person frame blitted always 10 pixels to the right, while the person's x-position would remain unchanged.
  • GetPersonOffsetY(name): gets the vertical offset used for blitting frames
  • SetPersonOffsetY(name, y): sets the vertical offset to use for blitting frames; e.g. setting it to 10 would result in the person frame blitted always 10 pixels to the bottom, while the person's y-position would remain unchanged.
  • GetPersonAngle(name): Get the rotation angle of the person name.
  • SetPersonAngle(name, angle): Set the rotation angle of person name to angle radians.
  • SetPersonScaleFactor(name, scale_w, scale_h): Rescales the sprite of person name by relative factors scale_w and scale_h.
  • SetPersonScaleAbsolute(name, width, height): Rescales the sprite of person name to width * height pixels.
  • IsPersonVisible(name): Check if the person with name is visible or not.
    true: visible, false: not visible.
  • SetPersonVisible(name, visible): Make person name visible or invisible.
    true: visible, false: not visible.

Obstruction

  • GetObstructingTile(name, x, y): returns the tile index of the tile if name is obstructed at x, y
    returns -1 if name isn't obstructed by a tile at x, y,
  • GetObstructingPerson(name, x, y): returns the name of the person if name is obstructed at x, y
    returns "" if name isn't obstructed by any person at x, y,
  • IgnorePersonObstructions(person, ignore): Sets whether 'person' should ignore other spriteset bases
  • IsIgnoringPersonObstructions(person): Returns true if 'person' is ignoring person obstructions, else false
  • GetPersonIgnoreList(person): Returns a list of people that 'name' is ignoring
  • SetPersonIgnoreList(person, ignore_list): Tells 'person' to ignore everyone in ignore_list; e.g. SetPersonIgnoreList("White-Bomberman", ["bomb", "powerup"]); tells White-Bomberman to not be obstructed by bombs or powerups

Talk interaction

Entity data

  • GetPersonData(name): gets a data object associated with the person 'name'
    There are certain default properties/values filled in by the engine, they are:
    num_frames - the number of frames for the person's current direction
    num_directions - the number of directions for the person
    width - the width of the spriteset's current frame
    height - the height of the spriteset's current frame
    leader - the person that this person is following, or "" if no-one...
    Any other properties are free for you to fill with values, e.g.
    var data = GetPersonData("Jimmy"); var num_frames = data["num_frames"];
  • SetPersonData(name, data): sets the 'data' object associated with the person 'name'; e.g.
    var data = GetPersonData("Jimmy"); data["talked_to_jimmy"] = true; SetPersonData("Jimmy", data);
  • SetPersonValue(name, key, value)
    - SetPersonValue("Jimmy", "talked_to_jimmy", true); // same as code above
  • GetPersonValue(name, key)
    - GetPersonValue("Jimmy", "num_frames"); // same as previous code above

Controlling entities in script

  • QueuePersonCommand(name, command, immediate): add a command to the person's command queue.
    • Available Person commands:
      COMMAND_WAIT
      COMMAND_ANIMATE
      COMMAND_FACE_NORTH
      COMMAND_FACE_NORTHEAST
      COMMAND_FACE_EAST
      COMMAND_FACE_SOUTHEAST
      COMMAND_FACE_SOUTH
      COMMAND_FACE_SOUTHWEST
      COMMAND_FACE_WEST
      COMMAND_FACE_NORTHWEST
      COMMAND_MOVE_NORTH
      COMMAND_MOVE_EAST
      COMMAND_MOVE_SOUTH
      COMMAND_MOVE_WEST
  • QueuePersonScript(name, script, immediate): Queue a script command on the command queue of name.
  • IsCommandQueueEmpty(name): Check if the command queue of the person is empty.
  • ClearPersonCommands(name): Clears the command queue of the named person.