BSL:Variables: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
|||
Line 4: | Line 4: | ||
Put usage of '''=''' here. | Put usage of '''=''' here. | ||
==Native variables== | ==Native variables== | ||
All the native OSL variables should be listed here | All the native OSL variables should be listed here, in alphabetical order. Please expand. | ||
=== | |||
=== | 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]. | ||
=== | |||
=== | ;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) | |||
{|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. | ?? | ?? |