Trackmania ManiaScript Reference 2026.2.2.1751
A ManiaScript Reference of the new Trackmania.
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CSmAction Class Reference

An action. More...

#include <doc.h>

Inheritance diagram for CSmAction:
[legend]

Public Member Functions

Void SendRulesEvent (Text Param1, Array< Text > Param2, CEntity Shooter, CEntity Victim)
Ident Anim_GetModelId (Text ModelName)
Ident Anim_PlayAtLocation (Ident AnimModelId, Vec3 Position, Vec3 Direction)
Ident Anim_PlayOnPlayer (Ident AnimModelId, CSmPlayer Player)
Void Anim_Stop (Ident AnimId)
Ident Projectile_GetModelId (Text ModelName)
Ident Projectile_CreateAtLocation (Ident ProjectileModelId, CSmPlayer PlayerToIgnore, Vec3 InitialPosition, Vec3 InitialDirection, Vec3 InitialVelocity)
Ident Projectile_CreateOnPlayer (Ident ProjectileModelId, CSmPlayer Shooter)
Boolean Cooldown_IsReady ()
Void Cooldown_Start ()
Ident Shield_CreateAtLocation (Vec3 Position, Vec3 Direction)
Ident Shield_CreateOnPlayer (CSmPlayer ShieldOwner)
Void Shield_Destroy (Ident ShieldId)
Boolean Shield_Exists (Ident ShieldId)
Integer Shield_GetArmor (Ident ShieldId)
Void Shield_SetArmor (Ident ShieldId, Integer ShieldArmor)
Boolean Shield_GetIsActive (Ident ShieldId)
Void Shield_SetIsActive (Ident ShieldId, Boolean ShieldIsActive)
Integer Shield_GetArmorMax (Ident ShieldId)
Integer Shield_GetTickReload (Ident ShieldId)
Integer Shield_GetCooldown (Ident ShieldId)
Void Vehicle_TriggerTurbo ()
Void Vehicle_TriggerTurboBrake ()
Boolean Focus_Request ()
Void Focus_Release ()

Public Attributes

Integer const Now
Integer const Variant1
Integer const Variant2
Integer const Variant3
Array< CSmPlayer *const > Players
CSmPlayer *const Owner
CModeVehicle *const OwnerVehicle
Boolean const IsActive
Boolean const IsBound
Boolean const IsInitialFrame
Integer Energy
Integer EnergyMax
Integer EnergyCost
Boolean EnergyReload
Real AmmoGain
Ident State_EntityId1
Integer State_Integer1
Integer State_Integer2
Boolean State_Boolean1
Array< CSmActionEvent *const > PendingEvents
Boolean IsJumping
Boolean IsGliding
Boolean IsAttractor
Boolean IsFlying
Boolean IsSliding
Boolean IsRunning
Boolean IsFrozen
Boolean IsSneaking
Boolean IsFreeLooking
Boolean HasNoPlayerCollision
Integer Cooldown
Boolean const Focus_Active
Boolean const Trigger0
Boolean const Trigger1
Boolean const Trigger2
Boolean const Trigger3
Boolean const Trigger4
Boolean const Trigger5
Boolean const Trigger6
Boolean const Trigger7
Boolean const Trigger8
Boolean const Trigger9
Boolean const Trigger10
Boolean const Trigger11
Boolean const Trigger12
Boolean const Trigger13
Integer Focused_Scroll
Integer Focused_Scroll_Max
Public Attributes inherited from CNod
Ident const Id

Detailed Description

An action.

Supported declare modes :

  • Local

Member Function Documentation

◆ Anim_GetModelId()

Ident CSmAction::Anim_GetModelId ( Text ModelName)

◆ Anim_PlayAtLocation()

Ident CSmAction::Anim_PlayAtLocation ( Ident AnimModelId,
Vec3 Position,
Vec3 Direction )

◆ Anim_PlayOnPlayer()

Ident CSmAction::Anim_PlayOnPlayer ( Ident AnimModelId,
CSmPlayer Player )

◆ Anim_Stop()

Void CSmAction::Anim_Stop ( Ident AnimId)

◆ Cooldown_IsReady()

Boolean CSmAction::Cooldown_IsReady ( )

◆ Cooldown_Start()

Void CSmAction::Cooldown_Start ( )

◆ Focus_Release()

Void CSmAction::Focus_Release ( )

◆ Focus_Request()

Boolean CSmAction::Focus_Request ( )

◆ Projectile_CreateAtLocation()

Ident CSmAction::Projectile_CreateAtLocation ( Ident ProjectileModelId,
CSmPlayer PlayerToIgnore,
Vec3 InitialPosition,
Vec3 InitialDirection,
Vec3 InitialVelocity )

◆ Projectile_CreateOnPlayer()

Ident CSmAction::Projectile_CreateOnPlayer ( Ident ProjectileModelId,
CSmPlayer Shooter )

◆ Projectile_GetModelId()

Ident CSmAction::Projectile_GetModelId ( Text ModelName)

◆ SendRulesEvent()

Void CSmAction::SendRulesEvent ( Text Param1,
Array< Text > Param2,
CEntity Shooter,
CEntity Victim )

◆ Shield_CreateAtLocation()

Ident CSmAction::Shield_CreateAtLocation ( Vec3 Position,
Vec3 Direction )

◆ Shield_CreateOnPlayer()

Ident CSmAction::Shield_CreateOnPlayer ( CSmPlayer ShieldOwner)

◆ Shield_Destroy()

Void CSmAction::Shield_Destroy ( Ident ShieldId)

◆ Shield_Exists()

Boolean CSmAction::Shield_Exists ( Ident ShieldId)

◆ Shield_GetArmor()

Integer CSmAction::Shield_GetArmor ( Ident ShieldId)

◆ Shield_GetArmorMax()

Integer CSmAction::Shield_GetArmorMax ( Ident ShieldId)

◆ Shield_GetCooldown()

Integer CSmAction::Shield_GetCooldown ( Ident ShieldId)

◆ Shield_GetIsActive()

Boolean CSmAction::Shield_GetIsActive ( Ident ShieldId)

◆ Shield_GetTickReload()

Integer CSmAction::Shield_GetTickReload ( Ident ShieldId)

◆ Shield_SetArmor()

Void CSmAction::Shield_SetArmor ( Ident ShieldId,
Integer ShieldArmor )

◆ Shield_SetIsActive()

Void CSmAction::Shield_SetIsActive ( Ident ShieldId,
Boolean ShieldIsActive )

◆ Vehicle_TriggerTurbo()

Void CSmAction::Vehicle_TriggerTurbo ( )

◆ Vehicle_TriggerTurboBrake()

Void CSmAction::Vehicle_TriggerTurboBrake ( )

Member Data Documentation

◆ AmmoGain

Real CSmAction::AmmoGain

◆ Cooldown

Integer CSmAction::Cooldown

◆ Energy

Integer CSmAction::Energy

◆ EnergyCost

Integer CSmAction::EnergyCost

◆ EnergyMax

Integer CSmAction::EnergyMax

◆ EnergyReload

Boolean CSmAction::EnergyReload

◆ Focus_Active

Boolean const CSmAction::Focus_Active

◆ Focused_Scroll

Integer CSmAction::Focused_Scroll

◆ Focused_Scroll_Max

Integer CSmAction::Focused_Scroll_Max

◆ HasNoPlayerCollision

Boolean CSmAction::HasNoPlayerCollision

◆ IsActive

Boolean const CSmAction::IsActive

◆ IsAttractor

Boolean CSmAction::IsAttractor

◆ IsBound

Boolean const CSmAction::IsBound

◆ IsFlying

Boolean CSmAction::IsFlying

◆ IsFreeLooking

Boolean CSmAction::IsFreeLooking

◆ IsFrozen

Boolean CSmAction::IsFrozen

◆ IsGliding

Boolean CSmAction::IsGliding

◆ IsInitialFrame

Boolean const CSmAction::IsInitialFrame

Is true only once during action init. Allow to init state variables

◆ IsJumping

Boolean CSmAction::IsJumping

◆ IsRunning

Boolean CSmAction::IsRunning

◆ IsSliding

Boolean CSmAction::IsSliding

◆ IsSneaking

Boolean CSmAction::IsSneaking

◆ Now

Integer const CSmAction::Now

◆ Owner

CSmPlayer* const CSmAction::Owner

◆ OwnerVehicle

CModeVehicle* const CSmAction::OwnerVehicle

◆ PendingEvents

Array<CSmActionEvent* const > CSmAction::PendingEvents

◆ Players

Array<CSmPlayer* const > CSmAction::Players

◆ State_Boolean1

Boolean CSmAction::State_Boolean1

◆ State_EntityId1

Ident CSmAction::State_EntityId1

◆ State_Integer1

Integer CSmAction::State_Integer1

◆ State_Integer2

Integer CSmAction::State_Integer2

◆ Trigger0

Boolean const CSmAction::Trigger0

◆ Trigger1

Boolean const CSmAction::Trigger1

◆ Trigger10

Boolean const CSmAction::Trigger10

◆ Trigger11

Boolean const CSmAction::Trigger11

◆ Trigger12

Boolean const CSmAction::Trigger12

◆ Trigger13

Boolean const CSmAction::Trigger13

◆ Trigger2

Boolean const CSmAction::Trigger2

◆ Trigger3

Boolean const CSmAction::Trigger3

◆ Trigger4

Boolean const CSmAction::Trigger4

◆ Trigger5

Boolean const CSmAction::Trigger5

◆ Trigger6

Boolean const CSmAction::Trigger6

◆ Trigger7

Boolean const CSmAction::Trigger7

◆ Trigger8

Boolean const CSmAction::Trigger8

◆ Trigger9

Boolean const CSmAction::Trigger9

◆ Variant1

Integer const CSmAction::Variant1

◆ Variant2

Integer const CSmAction::Variant2

◆ Variant3

Integer const CSmAction::Variant3

The documentation for this class was generated from the following file: