BSL:Variables: Difference between revisions

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Put usage of '''=''' here.
Put usage of '''=''' here.
==Native variables==
==Native variables==
All the native OSL variables should be listed here (or in OSL:Variables/native) grouped by effect or lack thereof.
All the native OSL variables should be listed here, in alphabetical order. Please expand.
===ai2_===
 
===chr_===
The missing stuff is everything from the [http://www6.fh-eberswalde.de/user/dkriesch/onistuff/commands.htm#dsc Developer Script Commands] section of [ ssg's list].
===gs_===
 
===gl_===
;Color
etc...
:Gray : available only on PC retail and beta 4 or earlier
:(although there are a few differences between PC retail and beta 4... oh well...)
;Default value
:Bold : reset by engine at level load (not reflected by the table yet)
{|border=1 cellspacing=0 cellpadding=1
!Type!!Name!!Default value!!Comment!!Tested
|-
|bool||ai2_blind||0||turns off the AI's visual sensing system||OK
|-
|bool||ai2_boss_battle||0||enables AI boss-battle target selection||??
|-
|bool||ai2_deaf||0||turns off the AI's sound sensing system||OK
|-
|int32||ai2_debug_localmove_lines||20||number of lines to cast to debug local-movement code||??
|-
|bool||ai2_ignore_player||0||makes all AI ignore the player||OK
|-
|int32||ai2_stopignoring_count||6||number of events before the AI will stop ignoring||??
|-
|int32||ai2_stopignoring_time||240||time before the AI forgets about ignored events, in frames||??
|-
|bool||am_hit_everything||0||makes the laser pointer hit all objects||??
|-
|bool||am_invert||...||inverts aiming||OK
|-bgcolor="silver"
|bool||chr_active||1||enables character activity||OK
|-bgcolor="silver"
|float||chr_aim_width||70.||width of the aiming arc, in degrees||OK
|-bgcolor="silver"
|bool||chr_all_active||0||forces all characters to be active||OK
|-bgcolor="silver"
|float||chr_auto_aim_arc||90.||width of the auto aiming arc, in degrees||OK
|-bgcolor="silver"
|float||chr_auto_aim_dist||40.||threshold distance for auto aiming, in world units||OK
|-
|bool||chr_big_head||0||enables custom head size factor for all characters||OK
|-bgcolor="silver"
|float||chr_big_head_amount||4.||custom head size factor for all characters||OK
|-bgcolor="silver"
|float||chr_block_angle||20.||width of the blocking angle, in degrees||OK
|-bgcolor="silver"
|bool||chr_corpse_fade_offscreen||1||makes characters fade to corpses when offscreen||??
|-bgcolor="silver"
|int32||chr_death_fade_frames||180||time over which characters fade to corpses, in frames||??
|-bgcolor="silver"
|int32||chr_death_fade_start||7200||time until characters fade to corpses, in frames||??
|-bgcolor="silver"
|bool||chr_debug_aiming_screen||0||enables dumping of aiming screen events to '''console'''||OK
|-bgcolor="silver"
|bool||chr_disable_melee||0||turns off all melee damage||??
|-bgcolor="silver"
|bool||chr_disable_visactive||0||disables visibility activation||OK
|-bgcolor="silver"
|bool||chr_draw_aiming_vector||0||enables drawing of the aiming vector||OK
|-bgcolor="silver"
|bool||chr_enable_collision||1||enables character collision||OK
|-bgcolor="silver"
|int32||chr_lod||-1||character LOD (-1 = AUTO, 0 = xlow, ..., 4 = xhigh)||OK
|-bgcolor="silver"
|bool||chr_mini_me||0||enables custom size factor for the main character||OK
|-bgcolor="silver"
|float||chr_mini_me_amount||0.5||custom size factor for the main character||OK
|-bgcolor="silver"
|bool||chr_pin_character||0||pins all characters (freezes coordinates)||OK
|-bgcolor="silver"
|bool||chr_weapon_auto_aim||1||enables auto aiming||OK
|-bgcolor="silver"
|float||cinematic_xoffset||20.||offset from the vertical edge of the screen for the cinematic insert||??
|-bgcolor="silver"
|float||cinematic_yoffset||65.||offset from the horizontal edge of the screen for the cinematic insert||??
|-bgcolor="silver"
|float||cm_canter_unarmed||7.||camera canter in melee, in degrees||OK
|-bgcolor="silver"
|float||cm_canter_weapon||8.||camera canter when aiming, in degrees||OK
|-bgcolor="silver"
|float||cm_distance||33.||camera distance to target, in world units||OK
|-bgcolor="silver"
|float||cm_height||15.||camera target height to feet, in world units||OK
|-bgcolor="silver"
|int32||cm_jello_amt||20||percentage of wall transparency in [[Jello]] mode||OK
|-bgcolor="silver"
|float||cm_jello_radius||12.||radius of effect of [[Jello]] mode||OK
|-bgcolor="silver"
|float||cm_lookspring_percent||0.5||percentage of lookspring at which fight mode turns off||??
|-bgcolor="silver"
|bool||cm_plane_test||1||enables plane test for [[Jello]] camera||??
|-bgcolor="silver"
|bool||door_ignore_locks||0||disables all door locks||OK
|-bgcolor="silver"
|bool||env_collision||1||enables environment collision||??
|-bgcolor="silver"
|bool||gl_disable_depth_reads||0||disables depth reads||??
|-
|float||gl_fog_start||0.975||fog start||OK
|-
|float||gl_fog_end||1.||fog end||OK
|-
|float||gl_fog_green||0.25||amount of green fog (0 - 1)||OK
|-
|float||gl_fog_blue||0.25||amount of blue fog (0 - 1)||OK
|-
|float||gl_fog_red||0.25||amount of red fog (0 - 1)||OK
|-bgcolor="silver"
|bool||gs_show_corpses||1||enables drawing of corpses||OK
|-
|bool||gs_show_ui||1||enables Head-Up Display||OK
|-
|bool||invincible||0||makes player invincible||OK
|-
|bool||marketing_line_off||0||turns the laser sight off||OK
|-
|bool||omnipotent||0||makes player omnipotent||OK
|-
|int32||save_point||...||which save point we are on||OK
|-bgcolor="silver"
|float||target_max_distance||75000.||distance to objective over which the radar arc changes size, in world units||OK
|-
|bool||ui_suppress_prompt||0||suppresses HUD prompting about new objectives or moves||OK
|-
|bool||unstoppable||0||makes player unstoppable||OK
|-bgcolor="silver"
|bool||wait_for_key||0||makes the game wait for a key before level load||OK
|-
|bool||wp_disable_fade||0||disables weapon fading||OK
|-bgcolor="silver"
|int32||wp_fadetime||360||free time for powerups||??
|-
|bool||wp_force_half_scale||0||??||??
|-
|bool||wp_force_no_scale||0||??||??
|-
|bool||wp_force_scale||0||??||??
|-bgcolor="silver"
|int32||wp_hypostrength||25||strength of hypo spray (in per cent of full health)||OK
|-
|bool||wp_kickable||0||lets ''everyone but the player'' collide with weapons||OK
|-
|float||wp_pow_adjustment||0.3||??||??
|-
|float||wp_scale_adjustment||1.||??||??
|}

Revision as of 01:45, 5 July 2006

Declaration

Put usage of var here. Link to OSL data types

Assignment

Put usage of = here.

Native variables

All the native OSL variables should be listed here, in alphabetical order. Please expand.

The missing stuff is everything from the Developer Script Commands section of [ ssg's list].

Color
Gray : available only on PC retail and beta 4 or earlier
(although there are a few differences between PC retail and beta 4... oh well...)
Default value
Bold : reset by engine at level load (not reflected by the table yet)
Type Name Default value Comment Tested
bool ai2_blind 0 turns off the AI's visual sensing system OK
bool ai2_boss_battle 0 enables AI boss-battle target selection ??
bool ai2_deaf 0 turns off the AI's sound sensing system OK
int32 ai2_debug_localmove_lines 20 number of lines to cast to debug local-movement code ??
bool ai2_ignore_player 0 makes all AI ignore the player OK
int32 ai2_stopignoring_count 6 number of events before the AI will stop ignoring ??
int32 ai2_stopignoring_time 240 time before the AI forgets about ignored events, in frames ??
bool am_hit_everything 0 makes the laser pointer hit all objects ??
bool am_invert ... inverts aiming OK
bool chr_active 1 enables character activity OK
float chr_aim_width 70. width of the aiming arc, in degrees OK
bool chr_all_active 0 forces all characters to be active OK
float chr_auto_aim_arc 90. width of the auto aiming arc, in degrees OK
float chr_auto_aim_dist 40. threshold distance for auto aiming, in world units OK
bool chr_big_head 0 enables custom head size factor for all characters OK
float chr_big_head_amount 4. custom head size factor for all characters OK
float chr_block_angle 20. width of the blocking angle, in degrees OK
bool chr_corpse_fade_offscreen 1 makes characters fade to corpses when offscreen ??
int32 chr_death_fade_frames 180 time over which characters fade to corpses, in frames ??
int32 chr_death_fade_start 7200 time until characters fade to corpses, in frames ??
bool chr_debug_aiming_screen 0 enables dumping of aiming screen events to console OK
bool chr_disable_melee 0 turns off all melee damage ??
bool chr_disable_visactive 0 disables visibility activation OK
bool chr_draw_aiming_vector 0 enables drawing of the aiming vector OK
bool chr_enable_collision 1 enables character collision OK
int32 chr_lod -1 character LOD (-1 = AUTO, 0 = xlow, ..., 4 = xhigh) OK
bool chr_mini_me 0 enables custom size factor for the main character OK
float chr_mini_me_amount 0.5 custom size factor for the main character OK
bool chr_pin_character 0 pins all characters (freezes coordinates) OK
bool chr_weapon_auto_aim 1 enables auto aiming OK
float cinematic_xoffset 20. offset from the vertical edge of the screen for the cinematic insert ??
float cinematic_yoffset 65. offset from the horizontal edge of the screen for the cinematic insert ??
float cm_canter_unarmed 7. camera canter in melee, in degrees OK
float cm_canter_weapon 8. camera canter when aiming, in degrees OK
float cm_distance 33. camera distance to target, in world units OK
float cm_height 15. camera target height to feet, in world units OK
int32 cm_jello_amt 20 percentage of wall transparency in Jello mode OK
float cm_jello_radius 12. radius of effect of Jello mode OK
float cm_lookspring_percent 0.5 percentage of lookspring at which fight mode turns off ??
bool cm_plane_test 1 enables plane test for Jello camera ??
bool door_ignore_locks 0 disables all door locks OK
bool env_collision 1 enables environment collision ??
bool gl_disable_depth_reads 0 disables depth reads ??
float gl_fog_start 0.975 fog start OK
float gl_fog_end 1. fog end OK
float gl_fog_green 0.25 amount of green fog (0 - 1) OK
float gl_fog_blue 0.25 amount of blue fog (0 - 1) OK
float gl_fog_red 0.25 amount of red fog (0 - 1) OK
bool gs_show_corpses 1 enables drawing of corpses OK
bool gs_show_ui 1 enables Head-Up Display OK
bool invincible 0 makes player invincible OK
bool marketing_line_off 0 turns the laser sight off OK
bool omnipotent 0 makes player omnipotent OK
int32 save_point ... which save point we are on OK
float target_max_distance 75000. distance to objective over which the radar arc changes size, in world units OK
bool ui_suppress_prompt 0 suppresses HUD prompting about new objectives or moves OK
bool unstoppable 0 makes player unstoppable OK
bool wait_for_key 0 makes the game wait for a key before level load OK
bool wp_disable_fade 0 disables weapon fading OK
int32 wp_fadetime 360 free time for powerups ??
bool wp_force_half_scale 0 ?? ??
bool wp_force_no_scale 0 ?? ??
bool wp_force_scale 0 ?? ??
int32 wp_hypostrength 25 strength of hypo spray (in per cent of full health) OK
bool wp_kickable 0 lets everyone but the player collide with weapons OK
float wp_pow_adjustment 0.3 ?? ??
float wp_scale_adjustment 1. ?? ??