Scripts - Set 2 - Intermediate - Adobe ATMOSPHERE User Manual

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Scripts - Set 2 - Intermediate

Name
angularDashpot
controller-door
controller-motor
onClick
onCollide
onMouseOver
onProximityOfActorToAnchor
onProximityOfActorToScript
playMovie
Description
When you publish the world and it is viewed in the Player, the script will cause the target solid
object to attempt to maintain it's rotational relationship to the reference object by applying a
torque in opposition to movement. The action can be thought of as similar to a compass needle,
where the movable needle always attempts to return to a direction of 'north' .
This script allows you to create a physics-enabled swinging door. The script will automatically
create a physical model for the doorTarget object, and you should therefore not connect other
scripts to the object which also attempt to create a physical model. This script also needs the
doorHinge to have a physical model as well, which is why the 'Fixed Physical Model' checkbox
must be checked in the Inspector palette.
This script allows you to have a physics-enabled object rotate around an axis, driven by a
simulated motor. The script will automatically create a physical model for the motorTarget object,
and you should therefore not connect other scripts to the object which also attempt to create a
physical model. This script also needs the motorBase to have a physical model as well, which is
why the 'Fixed Physical Model' checkbox must be checked in the Inspector palette.
This script allows you to trigger actions when the user clicks something in the world. You can
specify if a shift key and/or control key must be down during the click, using shiftKeyRequired and
ctrlKeyRequired, respectively. If a required key is not pressed during a click the click is ignored by
the script. By default neither key is required, which means the script will react whether or not they
are down during a click. You can use multiple instances of this script on the same target.
This script allows you to trigger actions when things collide. The default settings make the script
react when the actor collides with a part of the world. You can also set it up to report collisions
between the actor and a certain object, between a certain object and something else, or between
two objects in specifi c.
This script allows you to trigger actions when the user moves the mouse cursor over an object
in the world. More specifi cally, it triggers once when the user moves the mouse cursor from
somewhere else to over the target object. It does not trigger when the user moves the mouse
cursor around over the target object. If the triggerOnce property is false (which is the default) then
the script will trigger again every time the user moves the mouse cursor away from the object
and then back over it. If this property is true then the script will only trigger the fi rst time the user
moves the cursor over the object. In this case you can allow the script to trigger an additional time
by triggering it's doResetTrigger action. You can trigger doResetTrigger as often as you want.
This script allows you to trigger actions depending on the distance between the actor and the
place in the world the anchor is at. For this purpose the script defi nes a virtual sphere. The center
of the sphere is where the anchor is. The distance between the center and the outside of the
sphere is the trigger distance.
This script allows you to trigger actions depending on the distance between the actor and the
place in the world the script is at. For this purpose the script defi nes a virtual sphere. The center of
the sphere is where the script is. The distance between the center and the outside of the sphere is
the trigger distance.
This script allows you to control a movie. This movie must already be present in your world, as a
texture on a primitive. The script will search the target primitive for textures, and by default it will
assume that the fi rst one it fi nds is the movie you want to control. This will work if you have only
one face textured with the movie and leave all other faces untextured. If you want to texture the
other faces too then you should set the movieFilename property to the fi lename of the movie. The
script will then search the target primitive for a texture with the given name, and assume that is
the movie you want to control.
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