These are special function verbs.
Disables the saber from creating collisions.
Use: jkDisableSaber(player);
Enables the saber blade to create collisions. Collisions created ONLY when saber strikes
Use: JkEnableSaber(player, flex damage, flex bladelength, flex stundelay);
Voids the Force Power Process from working .
Use: jkEndTarget();
Adds the twinkling stars for Force Persuasion & Force Jump
Use: JkSetPersuasionInfo(player, int1, int2); the Int's are the min and max of the appearing twinkling stars.
Used to set the Singleplayer saber information.
Use: jkSetSaberInfo(player, material Side mat, tip mat, flex base radius, flex tip radius, flex saber length, template wall hit, template flesh hit, template saber clash); We dont recomend changing the numbers specified as they are pertinent to the saber's size.
Sets the target for the force power reticle.
Use: JkSetTarget(victim);
Sets the colors for the reticle while using a force power , such as pull.
Use: jkSetTargetColors(int, int, int); Where each int represents a color from the JK pallete. Each int is for each line of the reticle.
This adds a tint (RGB value) to the screen.
Use: AddDynamicAdd(player, red int, green int, blue int);
ints are 0.. 255Adds a flash of tint , used for weapon/powerup pickups in JK.
Use: AddDynamicTint(player, flex r, flex g, flex b);
flex 0.. 1.0Literally amputates an enemy's joint and creates an arm thing. Used in SP usually with a random command to keep it from happening every time.
Use: AmputateJoint(victim, 5); Number is the joint number. 5 is an arm
To create a new arm : newThing =CreateThingAtPos(limb, GetThingSector(victim), GetThingPos(victim), '0 0 0'); The limb's template for a stormtrooper is: +stormlimb
See PUP files for Joint numbers
Applies a vector for a weapon (conc rifle or raildet) or a force power (force throw, force pull).
Use: ApplyForce(thing, direction vector); or ApplyForce(thing, vectorscale(getthingvec(player), -80)); for kickback
Clears the Flags set by force seeing.
Use: ClearMapModeFlags(0xffff);
Cycles Cameras in DarkJedi Cutscenes and when the saber is pulled.
Use: CycleCamera();
Shuts off the colors from IR goggles and Force Seeing
Use: DisableIrMode();
Sets the mode for colors in IR and Force Seeing.
Use: EnableIrMode(flex, int);
Sets the view color. (IR goggles, force seeing, blinded, etc)
Use: FreeColorEffect(int);
?
? Not Used in JK
Gets the current camera in use. Stored as a thing .
Use: GetCurrentCamera(store_as_value);
Gets the current flags set for the overlay map. Used in force_seeing.cog.
Use: flags = GetMapModeFlags();
Gets a second focus screen for a camera. It's Purpose is Vague.
Use: GetSecondaryFocus(int_camera);
Does some cool stuff with colors. Mixing, tinting, etc...
Use: ModifyColorEffect(int_filterR, int_filterG, int_filterB, flex tintR, flex tintG, flex tintB, int_addR, int_addG, int_addB, flex fadeintensity);
Changes the current view to the specified thing.
Use: SetCameraFocus(0, camera);
?
? Not Used in JK
Sets the current camera Point of View.
Use: SetCurrentCamera(int);
Used in ForceSeeing.cog to add the items in the map.
Use: SetMapModeFlags(flags); flags: 0xc=players, 0x1c=players, actors, items, 0x3c=players, actors, items, projectiles
Scrolls all sky surfaces. (face flag 400)
Use: SlideCeilingSky( flex U, flex V); U , V speeds to move along axis
Scrolls all horizon surfaces. (face flag 200)
Use: SlideHorizonSky( flex U, flex V ); U , V speeds to move along axis