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| And | AND is a logical operator for doing conditional checks of multiple values and/or expressions... | 4 | Beaker (3 days ago) |
| LoadMesh | LoadMesh, as the name suggests, Loads a mesh from an ... | 6 | Beaker (1 week ago) |
| LoadAnimMesh | LoadAnimMesh, similar to LoadMesh, Loads a mesh from an ... | 7 | Beaker (1 week ago) |
| Each | If you haven't read up on the TYPE command, you might want to do so before continuing... | 2 | Kryzon (1 month ago) |
| EntityYaw | Returns the yaw angle of an entity... | 1 | Bill Stanbrook (1 month ago) |
| EntityRoll | Returns the roll angle of an entity... | 1 | Bill Stanbrook (1 month ago) |
| EntityPitch | Returns the pitch angle of an entity... | 1 | Bill Stanbrook (1 month ago) |
| DrawMovie | Viewport and origin are not taken into account, and the movie must be positioned entirely 'on screen', otherwsie nothing will be drawn... | 2 | GIZMO (1 month ago) |
| If | If is used to check the value of a variable and see if a certain condition is true or false... | 6 | Beaker (1 month ago) |
| Local | Local defines a variable as being local within function scope (all code within a function) or program scope (all code outside of functions)... | 1 | simonh (1 month ago) |
| CountGFXModes | Use this command to return the number of video modes the user's video card can display in... | 1 | floppyracer (2 months ago) |
| DeltaYaw | Returns the yaw angle, that src_entity should be rotated by in order to face dest_entity... | 7 | Floyd (2 months ago) |
| AnimSeq | Returns the specified entity's current animation sequence... | 1 | Kryzon (2 months ago) |
| MouseDown | This command (and its counterparts KeyDown and JoyDown) is used to detect if a mouse button is being held down... | 5 | OJay (3 months ago) |
| GrabImage | Quite possibly one of the most useful yet underdocumented, confusing commands in the Blitz Basic language is GrabImage... | 4 | Ross C (4 months ago) |
| CopyEntity | Creates a copy of an entity and returns the handle of the newly created copy... | 3 | Ross C (4 months ago) |
| AlignToVector | Aligns an entity axis to a vector... | 4 | Bill Stanbrook (6 months ago) |
| VertexTexCoords | Sets the texture coordinates of an existing vertex... | 4 | Ross C (7 months ago) |
| LoadFont | Loads a font and returns a font handle... | 3 | Ross C (7 months ago) |
| For | The first command of the FOR ... | 3 | Xoxcm (7 months ago) |
| Not | The NOT operator is used to determine if a condition is FALSE instead of TRUE... | 9 | Koriolis (8 months ago) |
| LockBuffer | After you use LockBuffer on a buffer, the only graphics commands you can use are the read/write pixel commands ReadPixel, WritePixel, ReadPixelFast, WritePixelFast, CopyPixelFast, and CopyPixel... | 4 | Beaker (9 months ago) |
| FindChild | Returns the first child of the specified entity with name matching child_name$... | 2 | Bill Stanbrook (11 months ago) |
| EntityVisible | Returns true if src_entity and dest_entity can 'see' each other... | 4 | Beaker (1 year ago) |
| Type | If you know C programming, a TYPE is basically a STRUCT in Blitz Basic... | 1 | H&K (1 year ago) |