ShapeBase
Callbacks
float
validateCameraFov(float fov)
Called on the server when the client has requested a FOV change.
Public Static Attributes
bool
Disables rendering of all instances of this type.
bool
Disables selection of all instances of this type.
Public Attributes
bool
Is this object AI controlled.
string
The skin applied to the shape.
Public Functions
void
applyDamage(float amount)
Increment the current damage level by the specified amount.
bool
applyImpulse(Point3F pos, Point3F vec)
Apply an impulse to the object.
void
applyRepair(float amount)
Repair damage by the specified amount.
void
blowUp()
Explodes an object into pieces.
bool
canCloak()
Check if this object can cloak.
void
changeMaterial(string mapTo, Material oldMat, Material newMat)
Change one of the materials on the shape.
bool
destroyThread(int slot)
Destroy an animation thread, which prevents it from playing.
void
Print a list of visible and hidden meshes in the shape to the console for debugging purposes.
Point3F
Get the position at which the AI should stand to repair things.
float
Returns the vertical field of view in degrees for this object if used as a camera.
int
Get the client (if any) that controls this object.
int
Get the object (if any) that controls this object.
float
Get the damage flash level.
float
Get the object's current damage level.
float
Get the object's current damage level as a percentage of maxDamage.
string
Get the object's damage state.
float
Returns the default vertical field of view in degrees for this object if used as a camera.
float
Get the object's current energy level.
float
Get the object's current energy level as a percentage of maxEnergy.
Point3F
Get the position of the 'eye' for this object.
TransformF
Get the 'eye' transform for this object.
VectorF
Get the forward direction of the 'eye' for this object.
bool
getImageAltTrigger(int slot)
Get the alt trigger state of the Image mounted in the specified slot.
bool
getImageAmmo(int slot)
Get the ammo state of the Image mounted in the specified slot.
bool
getImageGenericTrigger(int slot, int trigger)
Get the generic trigger state of the Image mounted in the specified slot.
bool
getImageLoaded(int slot)
Get the loaded state of the Image mounted in the specified slot.
string
getImageScriptAnimPrefix(int slot)
Get the script animation prefix of the Image mounted in the specified slot.
int
getImageSkinTag(int slot)
Get the skin tag ID for the Image mounted in the specified slot.
string
getImageState(int slot)
Get the name of the current state of the Image in the specified slot.
bool
getImageTarget(int slot)
Get the target state of the Image mounted in the specified slot.
bool
getImageTrigger(int slot)
Get the trigger state of the Image mounted in the specified slot.
string
getLookAtPoint(float distance, uint typeMask)
Get the world position this object is looking at.
float
Get the object's maxDamage level.
string
Get the model filename used by this shape.
int
getMountedImage(int slot)
Get the Image mounted in the specified slot.
int
getMountSlot(ShapeBaseImageData image)
Get the first slot the given datablock is mounted to on this object.
Point3F
getMuzzlePoint(int slot)
Get the muzzle position of the Image mounted in the specified slot.
VectorF
getMuzzleVector(int slot)
Get the muzzle vector of the Image mounted in the specified slot.
int
getPendingImage(int slot)
Get the Image that will be mounted next in the specified slot.
float
Get the current recharge rate.
float
Get the per-tick repair amount.
string
Get the name of the shape.
string
Get the name of the skin applied to this shape.
TransformF
getSlotTransform(int slot)
Get the world transform of the specified mount slot.
int
Get the number of materials in the shape.
string
getTargetName(int index)
Get the name of the indexed shape material.
VectorF
Get the object's current velocity.
float
Get the white-out level.
bool
hasImageState(int slot, string state)
Check if the given state exists on the mounted Image.
bool
Check if this object is cloaked.
bool
Check if the object is in the Destroyed damage state.
bool
Check if the object is in the Disabled or Destroyed damage state.
bool
Check if the object is in the Enabled damage state.
bool
isHidden()
Check if the object is hidden.
bool
isImageFiring(int slot)
Check if the current Image state is firing.
bool
isImageMounted(ShapeBaseImageData image)
Check if the given datablock is mounted to any slot on this object.
bool
mountImage(ShapeBaseImageData image, int slot, bool loaded, string skinTag)
Mount a new Image.
bool
pauseThread(int slot)
Pause an animation thread.
bool
playThread(int slot, string name)
Start a new animation thread, or restart one that has been paused or stopped.
void
setAllMeshesHidden(bool hide)
Set the hidden state on all the shape meshes.
void
setCameraFov(float fov)
Set the vertical field of view in degrees for this object if used as a camera.
void
setCloaked(bool cloak)
Set the cloaked state of this object.
void
setDamageFlash(float level)
Set the damage flash level.
void
setDamageLevel(float level)
Set the object's current damage level.
bool
setDamageState(string state)
Set the object's damage state.
void
setDamageVector(Point3F vec)
Set the damage direction vector.
void
setEnergyLevel(float level)
Set this object's current energy level.
void
setHidden(bool show)
Add or remove this object from the scene.
bool
setImageAltTrigger(int slot, bool state)
Set the alt trigger state of the Image mounted in the specified slot.
bool
setImageAmmo(int slot, bool state)
Set the ammo state of the Image mounted in the specified slot.
int
setImageGenericTrigger(int slot, int trigger, bool state)
Set the generic trigger state of the Image mounted in the specified slot.
bool
setImageLoaded(int slot, bool state)
Set the loaded state of the Image mounted in the specified slot.
void
setImageScriptAnimPrefix(int slot, string prefix)
Set the script animation prefix for the Image mounted in the specified slot.
bool
setImageTarget(int slot, bool state)
Set the target state of the Image mounted in the specified slot.
bool
setImageTrigger(int slot, bool state)
Set the trigger state of the Image mounted in the specified slot.
void
setMeshHidden(string name, bool hide)
Set the hidden state on the named shape mesh.
void
setRechargeRate(float rate)
Set the recharge rate.
void
setRepairRate(float rate)
Set amount to repair damage by each tick.
void
setShapeName(string name)
Set the name of this shape.
void
setSkinName(string name)
Apply a new skin to this shape.
bool
setThreadDir(int slot, bool fwd)
Set the playback direction of an animation thread.
bool
setThreadPosition(int slot, float pos)
Set the position within an animation thread.
bool
setThreadTimeScale(int slot, float scale)
Set the playback time scale of an animation thread.
bool
setVelocity(Point3F vel)
Set the object's velocity.
void
setWhiteOut(float level)
Set the white-out level.
void
startFade(int time, int delay, bool fadeOut)
Fade the object in or out without removing it from the scene.
bool
stopAudio(int slot)
Stop a sound started with playAudio.
bool
stopThread(int slot)
Stop an animation thread.
bool
unmountImage(int slot)
Unmount the mounted Image in the specified slot.
Detailed Description
Callbacks
validateCameraFov(float fov)
Called on the server when the client has requested a FOV change.
When the client requests that its field of view should be changed (because they want to use a sniper scope, for example) this new FOV needs to be validated by the server. This method is called if it exists (it is optional) to validate the requested FOV, and modify it if necessary. This could be as simple as checking that the FOV falls within a correct range, to making sure that the FOV matches the capabilities of the current weapon.
Following this method, ShapeBase ensures that the given FOV still falls within the datablock's cameraMinFov and cameraMaxFov. If that is good enough for your purposes, then you do not need to define the validateCameraFov() callback for your ShapeBase.
Parameters:
fov | The FOV that has been requested by the client. |
The FOV as validated by the server.
Public Static Attributes
bool isRenderable
Disables rendering of all instances of this type.
bool isSelectable
Disables selection of all instances of this type.
Public Attributes
bool isAIControlled
Is this object AI controlled.
If True then this object is considered AI controlled and not player controlled.
string skin
The skin applied to the shape.
'Skinning' the shape effectively renames the material targets, allowing different materials to be used on different instances of the same model. Using getSkinName() and setSkinName() is equivalent to reading and writing the skin field directly.
Any material targets that start with the old skin name have that part of the name replaced with the new skin name. The initial old skin name is "base". For example, if a new skin of "blue" was applied to a model that had material targets base_body and face, the new targets would be blue_body and face. Note that face was not renamed since it did not start with the old skin name of "base".
To support models that do not use the default "base" naming convention, you can also specify the part of the name to replace in the skin field itself. For example, if a model had a material target called shapemat, we could apply a new skin "shape=blue", and the material target would be renamed to bluemat (note "shape" has been replaced with "blue").
Multiple skin updates can also be applied at the same time by separating them with a semicolon. For example: "base=blue;face=happy_face".
Material targets are only renamed if an existing Material maps to that name, or if there is a diffuse texture in the model folder with the same name as the new target.
Public Functions
applyDamage(float amount)
Increment the current damage level by the specified amount.
Parameters:
amount | value to add to current damage level |
applyImpulse(Point3F pos, Point3F vec)
Apply an impulse to the object.
Parameters:
pos | world position of the impulse |
vec | impulse momentum (velocity * mass) |
true
applyRepair(float amount)
Repair damage by the specified amount.
Note that the damage level is only reduced by repairRate per tick, so it may take several ticks for the total repair to complete. Parameters:
amount | total repair value (subtracted from damage level over time) |
blowUp()
Explodes an object into pieces.
canCloak()
Check if this object can cloak.
true
note:Not implemented as it always returns true.
changeMaterial(string mapTo, Material oldMat, Material newMat)
Change one of the materials on the shape.
This method changes materials per mapTo with others. The material that is being replaced is mapped to unmapped_mat as a part of this transition.
note:Parameters:Warning, right now this only sort of works. It doesn't do a live update like it should.
mapTo | the name of the material target to remap (from getTargetName) |
oldMat | the old Material that was mapped |
newMat | the new Material to map |
// remap the first material in the shape %mapTo = %obj.getTargetName( 0 ); %obj.changeMaterial( %mapTo, 0, MyMaterial );
destroyThread(int slot)
Destroy an animation thread, which prevents it from playing.
Parameters:
slot | thread slot to destroy |
true if successful, false if failed
dumpMeshVisibility()
Print a list of visible and hidden meshes in the shape to the console for debugging purposes.
note:Only in a SHIPPING build.
getAIRepairPoint()
Get the position at which the AI should stand to repair things.
If the shape defines a node called "AIRepairNode", this method will return the current world position of that node, otherwise "0 0 0".
the AI repair position
getCameraFov()
Returns the vertical field of view in degrees for this object if used as a camera.
current FOV as defined in ShapeBaseData::cameraDefaultFov
getControllingClient()
Get the client (if any) that controls this object.
The controlling client is the one that will send moves to us to act on.
the ID of the controlling GameConnection, or 0 if this object is not controlled by any client.
getControllingObject()
Get the object (if any) that controls this object.
the ID of the controlling ShapeBase object, or 0 if this object is not controlled by another object.
getDamageFlash()
Get the damage flash level.
flash level
getDamageLevel()
Get the object's current damage level.
damage level
getDamagePercent()
Get the object's current damage level as a percentage of maxDamage.
damageLevel / datablock.maxDamage
getDamageState()
Get the object's damage state.
the damage state; one of "Enabled", "Disabled", "Destroyed"
getDefaultCameraFov()
Returns the default vertical field of view in degrees for this object if used as a camera.
Default FOV
getEnergyLevel()
Get the object's current energy level.
energy level
getEnergyPercent()
Get the object's current energy level as a percentage of maxEnergy.
energyLevel / datablock.maxEnergy
getEyePoint()
Get the position of the 'eye' for this object.
If the object model has a node called 'eye', this method will return that node's current world position, otherwise it will return the object's current world position.
the eye position for this object
getEyeTransform()
Get the 'eye' transform for this object.
If the object model has a node called 'eye', this method will return that node's current transform, otherwise it will return the object's current transform.
the eye transform for this object
getEyeVector()
Get the forward direction of the 'eye' for this object.
If the object model has a node called 'eye', this method will return that node's current forward direction vector, otherwise it will return the object's current forward direction vector.
the eye vector for this object
getImageAltTrigger(int slot)
Get the alt trigger state of the Image mounted in the specified slot.
Parameters:
slot | Image slot to query |
the Image's current alt trigger state
getImageAmmo(int slot)
Get the ammo state of the Image mounted in the specified slot.
Parameters:
slot | Image slot to query |
the Image's current ammo state
getImageGenericTrigger(int slot, int trigger)
Get the generic trigger state of the Image mounted in the specified slot.
Parameters:
slot | Image slot to query |
trigger | Generic trigger number |
the Image's current generic trigger state
getImageLoaded(int slot)
Get the loaded state of the Image mounted in the specified slot.
Parameters:
slot | Image slot to query |
the Image's current loaded state
getImageScriptAnimPrefix(int slot)
Get the script animation prefix of the Image mounted in the specified slot.
Parameters:
slot | Image slot to query |
the Image's current script animation prefix
getImageSkinTag(int slot)
Get the skin tag ID for the Image mounted in the specified slot.
Parameters:
slot | Image slot to query |
the skinTag value passed to mountImage when the image was mounted
getImageState(int slot)
Get the name of the current state of the Image in the specified slot.
Parameters:
slot | Image slot to query |
name of the current Image state, or "Error" if slot is invalid
getImageTarget(int slot)
Get the target state of the Image mounted in the specified slot.
Parameters:
slot | Image slot to query |
the Image's current target state
getImageTrigger(int slot)
Get the trigger state of the Image mounted in the specified slot.
Parameters:
slot | Image slot to query |
the Image's current trigger state
getLookAtPoint(float distance, uint typeMask)
Get the world position this object is looking at.
Casts a ray from the eye and returns information about what the ray hits. Parameters:
distance | maximum distance of the raycast |
typeMask | typeMask of objects to include for raycast collision testing |
look-at information as "Object HitX HitY HitZ [Material]" or empty string for no hit
%lookat = %obj.getLookAtPoint(); echo( "Looking at: " @ getWords( %lookat, 1, 3 ) );
getMaxDamage()
Get the object's maxDamage level.
datablock.maxDamage
getModelFile()
Get the model filename used by this shape.
the shape filename
getMountedImage(int slot)
Get the Image mounted in the specified slot.
Parameters:
slot | Image slot to query |
ID of the ShapeBaseImageData datablock mounted in the slot, or 0 if no Image is mounted there.
getMountSlot(ShapeBaseImageData image)
Get the first slot the given datablock is mounted to on this object.
Parameters:
image | ShapeBaseImageData datablock to query |
index of the first slot the Image is mounted in, or -1 if the Image is not mounted in any slot on this object.
getMuzzlePoint(int slot)
Get the muzzle position of the Image mounted in the specified slot.
If the Image shape contains a node called 'muzzlePoint', then the muzzle position is the position of that node in world space. If no such node is specified, the slot's mount node is used instead. Parameters:
slot | Image slot to query |
the muzzle position, or "0 0 0" if the slot is invalid
getMuzzleVector(int slot)
Get the muzzle vector of the Image mounted in the specified slot.
If the Image shape contains a node called 'muzzlePoint', then the muzzle vector is the forward direction vector of that node's transform in world space. If no such node is specified, the slot's mount node is used instead.
If the correctMuzzleVector flag (correctMuzzleVectorTP in 3rd person) is set in the Image, the muzzle vector is computed to point at whatever object is right in front of the object's 'eye' node. Parameters:
slot | Image slot to query |
the muzzle vector, or "0 1 0" if the slot is invalid
getPendingImage(int slot)
Get the Image that will be mounted next in the specified slot.
Calling mountImage when an Image is already mounted does one of two things:
Mount the new Image immediately, the old Image is discarded and whatever state it was in is ignored.
If the current Image state does not allow Image changes, the new Image is marked as pending, and will not be mounted until the current state completes. eg. if the user changes weapons, you may wish to ensure that the current weapon firing state plays to completion first.
slot | Image slot to query |
ID of the pending ShapeBaseImageData datablock, or 0 if none.
getRechargeRate()
Get the current recharge rate.
the recharge rate (per tick)
getRepairRate()
Get the per-tick repair amount.
the current value to be subtracted from damage level each tick
getShapeName()
Get the name of the shape.
note:This is the name of the shape object that is sent to the client, not the DTS or DAE model filename.
the name of the shape
getSkinName()
Get the name of the skin applied to this shape.
the name of the skin
getSlotTransform(int slot)
Get the world transform of the specified mount slot.
Parameters:
slot | Image slot to query |
the mount transform
getTargetCount()
Get the number of materials in the shape.
the number of materials in the shape.
getTargetName(int index)
Get the name of the indexed shape material.
Parameters:
index | index of the material to get (valid range is 0 - getTargetCount()-1). |
the name of the indexed material.
getVelocity()
Get the object's current velocity.
the current velocity
getWhiteOut()
Get the white-out level.
white-out level
hasImageState(int slot, string state)
Check if the given state exists on the mounted Image.
Parameters:
slot | Image slot to query |
state | Image state to check for |
true if the Image has the requested state defined.
isCloaked()
Check if this object is cloaked.
true if cloaked, false if not
isDestroyed()
Check if the object is in the Destroyed damage state.
true if damage state is "Destroyed", false if not
isDisabled()
Check if the object is in the Disabled or Destroyed damage state.
true if damage state is not "Enabled", false if it is
isEnabled()
Check if the object is in the Enabled damage state.
true if damage state is "Enabled", false if not
isHidden()
Check if the object is hidden.
true if the object is hidden, false if visible.
isImageFiring(int slot)
Check if the current Image state is firing.
Parameters:
slot | Image slot to query |
true if the current Image state in this slot has the 'stateFire' flag set.
isImageMounted(ShapeBaseImageData image)
Check if the given datablock is mounted to any slot on this object.
Parameters:
image | ShapeBaseImageData datablock to query |
true if the Image is mounted to any slot, false otherwise.
mountImage(ShapeBaseImageData image, int slot, bool loaded, string skinTag)
Mount a new Image.
Parameters:
image | the Image to mount |
slot | Image slot to mount into (valid range is 0 - 3) |
loaded | initial loaded state for the Image |
skinTag | tagged string to reskin the mounted Image |
true if successful, false if failed
%player.mountImage( PistolImage, 1 ); %player.mountImage( CrossbowImage, 0, false ); %player.mountImage( RocketLauncherImage, 0, true, 'blue' );
pauseThread(int slot)
Pause an animation thread.
If restarted using playThread, the animation will resume from the paused position. Parameters:
slot | thread slot to stop |
true if successful, false if failed
playAudio(int slot, SFXTrack track)
Attach a sound to this shape and start playing it.
Parameters:
slot | Audio slot index for the sound (valid range is 0 - 3) |
track | SFXTrack to play |
true if the sound was attached successfully, false if failed
playThread(int slot, string name)
Start a new animation thread, or restart one that has been paused or stopped.
Parameters:
slot | thread slot to play. Valid range is 0 - 3) |
name | name of the animation sequence to play in this slot. If not specified, the paused or stopped thread in this slot will be resumed. |
true if successful, false if failed
%obj.playThread( 0, "ambient" ); // Play the ambient sequence in slot 0 %obj.setThreadTimeScale( 0, 0.5 ); // Play at half-speed %obj.pauseThread( 0 ); // Pause the sequence %obj.playThread( 0 ); // Resume playback %obj.playThread( 0, "spin" ); // Replace the sequence in slot 0
setAllMeshesHidden(bool hide)
Set the hidden state on all the shape meshes.
This allows you to hide all meshes in the shape, for example, and then only enable a few. Parameters:
hide | new hidden state for all meshes |
setCameraFov(float fov)
Set the vertical field of view in degrees for this object if used as a camera.
Parameters:
fov | new FOV value |
setCloaked(bool cloak)
Set the cloaked state of this object.
When an object is cloaked it is not rendered. Parameters:
cloak | true to cloak the object, false to uncloak |
setDamageFlash(float level)
Set the damage flash level.
Damage flash may be used as a postfx effect to flash the screen when the client is damaged.
note:Parameters:Relies on the flash postFx.
level | flash level (0-1) |
setDamageLevel(float level)
Set the object's current damage level.
Parameters:
level | new damage level |
setDamageState(string state)
Set the object's damage state.
Parameters:
state | should be one of "Enabled", "Disabled", "Destroyed" |
true if successful, false if failed
setDamageVector(Point3F vec)
Set the damage direction vector.
Currently this is only used to initialise the explosion if this object is blown up. Parameters:
vec | damage direction vector |
%obj.setDamageVector( "0 0 1" );
setEnergyLevel(float level)
Set this object's current energy level.
Parameters:
level | new energy level |
setHidden(bool show)
Add or remove this object from the scene.
When removed from the scene, the object will not be processed or rendered. Parameters:
show | False to hide the object, true to re-show it |
setImageAltTrigger(int slot, bool state)
Set the alt trigger state of the Image mounted in the specified slot.
Parameters:
slot | Image slot to modify |
state | new alt trigger state for the Image |
the Image's new alt trigger state
setImageAmmo(int slot, bool state)
Set the ammo state of the Image mounted in the specified slot.
Parameters:
slot | Image slot to modify |
state | new ammo state for the Image |
the Image's new ammo state
setImageGenericTrigger(int slot, int trigger, bool state)
Set the generic trigger state of the Image mounted in the specified slot.
Parameters:
slot | Image slot to modify |
trigger | Generic trigger number |
state | new generic trigger state for the Image |
the Image's new generic trigger state or -1 if there was a problem.
setImageLoaded(int slot, bool state)
Set the loaded state of the Image mounted in the specified slot.
Parameters:
slot | Image slot to modify |
state | new loaded state for the Image |
the Image's new loaded state
setImageScriptAnimPrefix(int slot, string prefix)
Set the script animation prefix for the Image mounted in the specified slot.
This is used to further modify the prefix used when deciding which animation sequence to play while this image is mounted. Parameters:
slot | Image slot to modify |
prefix | The prefix applied to the image |
setImageTarget(int slot, bool state)
Set the target state of the Image mounted in the specified slot.
Parameters:
slot | Image slot to modify |
state | new target state for the Image |
the Image's new target state
setImageTrigger(int slot, bool state)
Set the trigger state of the Image mounted in the specified slot.
Parameters:
slot | Image slot to modify |
state | new trigger state for the Image |
the Image's new trigger state
setMeshHidden(string name, bool hide)
Set the hidden state on the named shape mesh.
Parameters:
name | name of the mesh to hide/show |
hide | new hidden state for the mesh |
setRechargeRate(float rate)
Set the recharge rate.
The recharge rate is added to the object's current energy level each tick, up to the maxEnergy level set in the ShapeBaseData datablock. Parameters:
rate | the recharge rate (per tick) |
setRepairRate(float rate)
Set amount to repair damage by each tick.
Note that this value is separate to the repairRate field in ShapeBaseData. This value will be subtracted from the damage level each tick, whereas the ShapeBaseData field limits how much of the applyRepair value is subtracted each tick. Both repair types can be active at the same time. Parameters:
rate | value to subtract from damage level each tick (must be > 0) |
setShapeName(string name)
Set the name of this shape.
note:Parameters:This is the name of the shape object that is sent to the client, not the DTS or DAE model filename.
name | new name for the shape |
setSkinName(string name)
Apply a new skin to this shape.
'Skinning' the shape effectively renames the material targets, allowing different materials to be used on different instances of the same model.
Parameters:
name | name of the skin to apply |
setThreadDir(int slot, bool fwd)
Set the playback direction of an animation thread.
Parameters:
slot | thread slot to modify |
fwd | true to play the animation forwards, false to play backwards |
true if successful, false if failed
setThreadPosition(int slot, float pos)
Set the position within an animation thread.
Parameters:
slot | thread slot to modify |
pos | position within thread |
true if successful, false if failed
setThreadTimeScale(int slot, float scale)
Set the playback time scale of an animation thread.
Parameters:
slot | thread slot to modify |
scale | new thread time scale (1=normal speed, 0.5=half speed etc) |
true if successful, false if failed
setVelocity(Point3F vel)
Set the object's velocity.
Parameters:
vel | new velocity for the object |
true
setWhiteOut(float level)
Set the white-out level.
White-out may be used as a postfx effect to brighten the screen in response to a game event.
note:Parameters:Relies on the flash postFx.
level | flash level (0-1) |
startFade(int time, int delay, bool fadeOut)
Fade the object in or out without removing it from the scene.
A faded out object is still in the scene and can still be collided with, so if you want to disable collisions for this shape after it fades out use setHidden to temporarily remove this shape from the scene.
note:Parameters:Items have the ability to light their surroundings. When an Item with an active light is fading out, the light it emits is correspondingly reduced until it goes out. Likewise, when the item fades in, the light is turned-up till it reaches it's normal brightntess.
time | duration of the fade effect in ms |
delay | delay in ms before the fade effect begins |
fadeOut | true to fade-out to invisible, false to fade-in to full visibility |
stopAudio(int slot)
Stop a sound started with playAudio.
Parameters:
slot | audio slot index (started with playAudio) |
true if the sound was stopped successfully, false if failed
stopThread(int slot)
Stop an animation thread.
If restarted using playThread, the animation will start from the beginning again. Parameters:
slot | thread slot to stop |
true if successful, false if failed
unmountImage(int slot)
Unmount the mounted Image in the specified slot.
Parameters:
slot | Image slot to unmount |
true if successful, false if failed