Hello everyone.
Maybe some of you already know, but DBC has some hidden commands.
Here's a list of all hidden commands.
PRINTC:
this will print a string to the screen. Unlike the standard print command, the cursor will remain at the end of the line allowing you to continue printing on the same line.
syntax:
ROTATE IMAGE:
This command will rotate the image by 0,90,180 or 270°. (But the hardware has to support it.
syntax:
rotate image image_nr, degrees
3DS2X:
This command will convert any 3ds file to DirectX.
syntax:
3ds2x filename$,destination_filename$
FLUSH VIDEO MEMORY:
This command will erase all images and textures stored in Video Memory allowing automatic texture management to refill the memory with the textures used at that moment. Good when your scene changes location and the old textures are no longer required.
syntax:
SCALE LISTENER:
This command will adjust the relative effect of the values speciefied to produce 3Dsounds. Default = 1.
syntax:
OBJECT COLLISION RADIUS:
This command returns the radius of the automatic collision sphere created for all objects that are loaded or created in runtime. It indicates the sphere at wich the object begins to apply its collision calculations.
syntax:
return_value = object collision radius(object_nr)
LEEBAMBER:
This will print a funny command to the screen.
syntax:
MALCOLMBAMBER:
This will print a funny command to the screen.
syntax:
CHRISTOPHERBAMBER:
This will print a funny command to the screen.
syntax:
BREAK:
This will halt the program at the current line and take you to the CLI when in editing mode. When encountered in an execute, the program will quit. You can use the optional string value to return important information to the CLI for debugging purposes.
syntax:
OR
WAIT KEY:
Same as suspend for key, but shorter.
syntax:
CHECK LIMB LINK:
This command checks whether the specified limb has been linked in the object hierarchy or is a free floating limb.
syntax:
check limb link object_nr, limb_nr
These commands won't work in DBP, only in DBC.