BSL:Variables: Difference between revisions

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All the native OSL variables should be listed here, in alphabetical order. Please expand.
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].
The missing stuff is everything from the [http://www6.fh-eberswalde.de/user/dkriesch/onistuff/commands.htm#dsc Developer Script Commands] section of [http://www6.fh-eberswalde.de/user/dkriesch/onistuff/commands.htm ssg's list] (variables only, of course; functions go [[OSL:Functions|HERE]]).


;Color
;Color

Revision as of 02:43, 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 (variables only, of course; functions go HERE).

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. ?? ??