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CS Position
The CS_Position command moves nodes in the game world to the position of markers, at once or progressively. Markers are listed first, each listing the nodes to move onto it. A node and its marker must both be 2D or both be 3D, though a Control can also move onto a 2D marker. Keys Every key also accepts a ¢ expression instead of a fixed value, unless its description says otherwise. See CandyRef Expressions. Markers Description: The markers to move nodes onto. Each key identifies a marker, and its value lists the nodes to move onto it. The Engine reports an entry it can't find and skips it, without affecting the others. Values: • Container/Name: A node inside one of the containers listed in the Engine's cs_paths, such as Actors/Hero for the node Hero in the Actors container. The name can be a longer path, such as Actors/Hero/Hat. • Container/°role: The node named after the Actor assigned to that Role, such as Actors/°guard. A Role always needs its container. • Node path: A path relative to the Engine, or an absolute path such as /root/Game/Hero. • ¢ expression: Can also return the node itself, such as ¢$Level/Hero (a path from the Engine). Marker Settings Each marker in Markers lists the nodes to move onto it under the following key. Nodes Description: The nodes to move onto this marker. Each key identifies a node, and its value is a Dictionary of settings for that node (see below), or an empty Dictionary for none. The Engine reports an entry it can't find and skips it, without affecting the others. Values: • Container/Name: A node inside one of the containers listed in the Engine's cs_paths, such as Actors/Hero for the node Hero in the Actors container. The name can be a longer path, such as Actors/Hero/Hat. • Container/°role: The node named after the Actor assigned to that Role, such as Actors/°guard. A Role always needs its container. • Node path: A path relative to the Engine, or an absolute path such as /root/Game/Hero. • ¢ expression: Can also return the node itself, such as ¢$Level/Hero (a path from the Engine). Node Settings Each node in Nodes accepts the following keys. Rotate Description: Whether the node also copies the marker's rotation. Values: • 1: Copy the marker's rotation. • 0 or empty: Leave the node's rotation unchanged. Progression Description: How the node reaches the marker: within a set time, or at a set speed. With Rotate, Turn_Progression decides how it turns. Every node starts at once. A new move or turn on a node replaces the one it is still making, and it continues while the Dialogue is suspended, and after the Dialogue ends. The node moves to where the marker is when the Line runs: a marker that moves meanwhile isn't followed. Values: • Time: Within Time (the default). • Speed: At Speed. Time Description: How long the move takes, when Progression is Time. Values: • 0: At once (the default). • Seconds: Over that time, such as 2 or 0.5. The Dialogue continues meanwhile. • !Seconds: Over that time, such as !2, and delay the Dialogue until the change is complete. With several nodes, the Dialogue waits for the longest. Speed Description: The speed of the move, when Progression is Speed. Values: • 0: At once (the default). • Distance per second: Pixels in 2D, meters in 3D, such as 200 or 1.5. The Dialogue continues meanwhile. • !Distance per second: The same, and delay the Dialogue until the change is complete. With several nodes, the Dialogue waits for the longest. Turn_Progression Description: How the node turns to the marker's rotation, when Rotate is 1. The move and the turn start together. Values: • Move: Over the same time as the move, and waited for when the move is (the default). With a Progression of Speed, a node already on the marker turns at once. • Time: Within Turn_Time. • Speed: At Turn_Speed. Turn_Time Description: How long the turn takes, when Turn_Progression is Time. Values: • 0: At once (the default). • Seconds: Over that time, such as 0.5. The Dialogue continues meanwhile. • !Seconds: Over that time, such as !0.5, and delay the Dialogue until the change is complete. Turn_Speed Description: The speed of the turn, when Turn_Progression is Speed. It turns the short way round. Values: • 0: At once (the default). • Degrees per second: Such as 90. The Dialogue continues meanwhile. • !Degrees per second: The same, and delay the Dialogue until the change is complete.