Command : WhereIs_Char?
Usage : WhereIs_Char? {[character_handle$]}
Parameters : N/A
Returns : If this command is executed correctly the following values are returned by the game engine.SCR_BOOLEAN% is set to SYS_TRUE% if the character handle is found.SCR_HANDLE$ is set to the handle of the character in the event a partial handle was used.SCR_MAPINDEX% is set to the map index that the character is located. The map index will be equavalent to the PC's map that the character is located.SCR_TYPE$ is set to the type of character that was found. character types are : 'PC', 'NPC', 'RND NPC', 'OBJECT', 'SYSTEM', 'N/A'SCR_X%, SCR_Y% is set to the GRID coordinates of the characters current location. SCR_MAPNAME$ is set to the name of the map the character is located.
Platform : Explorations
Details :

This command will search the game engines character processor for a character designated by the character handle. This command will allow users to design complex AI scripts.









Command : Wait
Usage : Wait {[seconds]}
Parameters : N/A
Returns : None.
Platform : Explorations
Details :

This command will make the script engine pause execution for a specified number of seconds.









Command : WhereIs_Obj?
Usage : WhereIs_Obj? {[object_name$]}
Parameters : N/A
Returns : When an object is found that matches the name provided the 'SCR_BOOLEAN%' is set to SYS_TRUE%. The 'SCR_X%' and 'SCR_Y%' will be set to the map location of the object. The 'SCR_RECORD%' will be set to the database record of the current map object database.
Platform : Explorations
Details :

This command will scan the current map for a particular object matching by the provided.









Command : Write_Object
Usage : Write_Object {[database_record%],[database_filename$]}
Parameters : N/A
Returns : None.
Platform : Explorations
Details :

This command will write all the values stored within the system variables having the prefix 'OBJ_' to an external database file.









Command : Weather
Usage : Weather {[handle$],[map_name$],[enabled%],[startx,starty],[endx,endy],[weather_type%],[continuous%],[periodic%],[density%],[duration%]}
Parameters : N/A
Returns : None.
Platform : Explorations
Details :

This command will allow the user to enable the weather particle system. The user can create various falling particle effects to simulate rain, snow or other effects.









Command : Write_Char
Usage : Write_Char {[character_record%],[database_filename$]}
Parameters : N/A
Returns : None
Platform : Explorations
Details :

This command will allows you to write the information currently stored within the 'PLR_' script variables to a database file.









Command : WhereIs_Map?
Usage : WhereIs_Map? {[icon_type%],[icon_record%],[scan_radius%]}
Parameters : N/A
Returns : When the command is complete, 'SCR_BOOLEAN%' is set to SYS_TRUE%, and the location of the tile will be stored in 'SCR_X%', 'SCR_Y%' respectively.
Platform : Explorations
Details :

This command will scan a location and a given radius on the current map for a specific Icon type and record. This command will search the map for a specific tile. This command can be used to scan the map for a door way by looking for one of the tiles that compose the door.









Command : WALLCOLLISION
Usage : WALLCOLLISION = {T/F},{T/F}
Parameters : {BOOLEAN} = TRUE / FALSE
Returns : none
Platform : eMotions.ObjectProperty
Details :

The WALLCOLLISION parameter instructs eMotions of how graphic objects will react when they collide with walls or barriers. The first property sets if the object can collide with walls. The second parameter sets if the object will be deflected after the collision.