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Act2mainScript Namespace Reference

Enumerations

enum  Script {
  c_noneAct2main = -1 , c__Act2Main = 0 , c_Brickster_Actor = 8 , c_Brickster_Model = 9 ,
  c_Ambul_Actor = 18 , c_Ambul_Model = 19 , c_Ambul_Anim0 = 20 , c_Ambul_Anim2 = 26 ,
  c_Ambul_Anim3 = 27 , c_BrShoot = 28 , c_Act2Path = 29 , c_xarrow_PlayWav = 45 ,
  c_LoadCrashSound = 46 , c_LoadHitSound = 47 , c_LoadBrickPickSound = 48 , c_LoadBrickMusic = 49 ,
  c_SetAnimationFile = 88 , c_InfCtr = 89 , c_InfCtrModel = 90 , c_polices_entity = 91 ,
  c_polices = 92 , c_tBrick1_entity = 93 , c_tBrick1 = 94 , c_tBrick2_entity = 95 ,
  c_tBrick2 = 96 , c_tBrick3_entity = 97 , c_tBrick3 = 98 , c_tBrick4_entity = 99 ,
  c_tBrick4 = 100 , c_hBrick1_entity = 101 , c_hBrick1 = 102 , c_hBrick2_entity = 103 ,
  c_hBrick2 = 104 , c_hBrick3_entity = 105 , c_hBrick3 = 106 , c_hBrick4_entity = 107 ,
  c_hBrick4 = 108 , c_tns030sy_Anim = 894
}
 [AI] Identifiers for scripts, actions, entities, and resources for Act2Main. More...
 

Enumeration Type Documentation

◆ Script

[AI] Identifiers for scripts, actions, entities, and resources for Act2Main.

[AI]

[AI]

  • This enum is used for resource and action dispatch in the main scripts of LEGO Island's second act.
  • Negative value indicates no assigned script/action.
Enumerator
c_noneAct2main 

[AI] Special value representing an invalid or unselected script/action.

c__Act2Main 

[AI] Root script or entry point for Act2Main actions.

c_Brickster_Actor 

[AI] Script/ID for the Brickster actor entity in Act2Main.

c_Brickster_Model 

[AI] Model resource ID for the Brickster entity.

c_Ambul_Actor 

[AI] Script/ID for the ambulance actor.

c_Ambul_Model 

[AI] Model resource for the ambulance.

c_Ambul_Anim0 

[AI] First animation for the ambulance actor.

c_Ambul_Anim2 

[AI] Second named animation for ambulance.

c_Ambul_Anim3 

[AI] Third named animation for ambulance.

c_BrShoot 

[AI] Action ID for triggering Brickster shooting sequence.

c_Act2Path 

[AI] ID for Act2-specific path/route resource.

c_xarrow_PlayWav 

[AI] Action or trigger to play a sound effect ("xarrow").

c_LoadCrashSound 

[AI] Triggers loading of crash sound resource.

c_LoadHitSound 

[AI] Triggers loading of hit sound resource.

c_LoadBrickPickSound 

[AI] Triggers loading of brick pick up sound effect.

c_LoadBrickMusic 

[AI] Triggers loading of Act2 brick-related music resource.

c_SetAnimationFile 

[AI] Action/script to change the currently played animation file.

c_InfCtr 

[AI] Information Center entity script reference.

c_InfCtrModel 

[AI] Model reference for info center.

c_polices_entity 

[AI] Entity/script ID for police group.

c_polices 

[AI] Police model or script for logic grouping.

c_tBrick1_entity 

[AI] Entity for a top-layer brick (sequence #1).

c_tBrick1 

[AI] Resource/model for top-layer brick #1.

c_tBrick2_entity 

[AI] Entity for top-layer brick #2.

c_tBrick2 

[AI] Resource/model for top-layer brick #2.

c_tBrick3_entity 

[AI] Entity for top-layer brick #3.

c_tBrick3 

[AI] Resource/model for top-layer brick #3.

c_tBrick4_entity 

[AI] Entity for top-layer brick #4.

c_tBrick4 

[AI] Resource/model for top-layer brick #4.

c_hBrick1_entity 

[AI] Entity for a hidden-layer brick #1.

c_hBrick1 

[AI] Resource/model for hidden-layer brick #1.

c_hBrick2_entity 

[AI] Entity for hidden-layer brick #2.

c_hBrick2 

[AI] Resource/model for hidden-layer brick #2.

c_hBrick3_entity 

[AI] Entity for hidden-layer brick #3.

c_hBrick3 

[AI] Resource/model for hidden-layer brick #3.

c_hBrick4_entity 

[AI] Entity for hidden-layer brick #4.

c_hBrick4 

[AI] Resource/model for hidden-layer brick #4.

c_tns030sy_Anim 

[AI] Final listed animation (ID #894) for a specific actor/sequence in Act2Main.

Definition at line 36 of file act2main_actions.h.