BSL:Variables: Difference between revisions
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m (OSL:Variables moved to BSL:Variables) |
m (added some stuff; more, later) |
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Line 17: | Line 17: | ||
:Green : PC retail exclusive | :Green : PC retail exclusive | ||
;Default value | ;Default value | ||
: | :''Italic'' : reset by engine at level load (not checked yet for '''chr_buffer_size''' and beyond, unless specified) | ||
{|border=1 cellspacing=0 cellpadding=1 | {|border=1 cellspacing=0 cellpadding=1 | ||
!Type!!Name!!Default value!!Comment!!Works | !Type!!Name!!Default value!!Comment!!Works | ||
|- | |- | ||
|bool||ai2_barabbas_run||1| | |bool||[[ai2_barabbas_run]]||1 | ||
|all AI can apparently run with the WMC...||?? | |||
|- | |- | ||
|bool||ai2_blind|| | |bool||[[ai2_blind]]||''0'' | ||
|turns off the AI's visual sensing system||OK | |||
|- | |- | ||
|bool||ai2_boss_battle|| | |bool||[[ai2_boss_battle]]||''0'' | ||
|enables AI boss-battle target selection||?? | |||
|- | |- | ||
|bool||ai2_chump_stop|| | |bool||[[ai2_chump_stop]]||''0'' | ||
|disables the pathfinding behaviour of chump(s)||OK | |||
|- | |- | ||
|bool||ai2_deaf|| | |bool||[[ai2_deaf]]||''0'' | ||
|turns off the AI's sound sensing system||OK | |||
|- | |- | ||
|int32||ai2_debug_localmove_lines||20 | |int32||[[ai2_debug_localmove_lines]]||20 | ||
|number of lines to cast to debug local-movement code||OK | |||
|-bgcolor="lime" | |-bgcolor="lime" | ||
|bool||ai2_debug_localmovement||0 | |bool||[[ai2_debug_localmovement]]||0 | ||
|debug local-movement code from player's position||OK | |||
|- | |- | ||
|bool||ai2_debug_localpathfinding||0 | |bool||[[ai2_debug_localpathfinding]]||0 | ||
|debug local-path code from player's position and facing||OK | |||
|- | |- | ||
|bool||ai2_debug_showsettingIDs||0 | |bool||[[ai2_debug_showsettingIDs]]||0 | ||
|shows ID numbers for combat, melee and neutral settings||?? | |||
|- | |- | ||
|bool||ai2_ignore_player|| | |bool||[[ai2_ignore_player]]||''0'' | ||
|makes all AI ignore the player||OK | |||
|- | |- | ||
|bool||ai2_melee_weightcorrection||1 | |bool||[[ai2_melee_weightcorrection]]||1 | ||
|weights down non-attack techniques so they are never more than attacks||?? | |||
|- | |- | ||
|bool||ai2_printspawn||0 | |bool||[[ai2_printspawn]]||0 | ||
|prints information about each AI spawn||?? | |||
|- | |- | ||
|bool||ai2_showactivationpaths||0|| | | |bool||[[ai2_showactivationpaths]]||0 | ||
|shows the initial pathfinding (upon actiavation) of all AI||OK | |||
|- | |- | ||
|bool||ai2_showastar||0|| | | |bool||[[ai2_showastar]]||0 | ||
|shows something about the A* pathfinding||?? | |||
|- | |- | ||
|bool||ai2_showcombatranges||0|| | | |bool||[[ai2_showcombatranges]]||0 | ||
|shows near and far combat range of all AI||OK | |||
|- | |- | ||
|bool||ai2_showconnections||0|| | | |bool||[[ai2_showconnections]]||0 | ||
|shows the result of [[ai2_findconnections]]||OK | |||
|- | |- | ||
|bool||ai2_showdynamicgrids||0|| | | |bool||[[ai2_showdynamicgrids]]||0 | ||
|shows dynamic grids (moving obstacles) if '''ai2_showgrids''' is ON||OK | |||
|- | |- | ||
|bool||ai2_showfights||0 | |bool||[[ai2_showfights]]||0 | ||
| || | |||
|- | |- | ||
|bool||ai2_showfiringspreads||0|| | | |bool||[[ai2_showfiringspreads]]||0 | ||
|shows the firing spread of all active weapons||OK | |||
|- | |- | ||
|bool||ai2_showgrids||0|| | | |bool||[[ai2_showgrids]]||0 | ||
|shows static grids (see [[AKVA]])||OK | |||
|- | |- | ||
|bool||ai2_showhealth||0|| | | |bool||[[ai2_showhealth]]||0 | ||
|shows health and healthbar above every AI]]||OK | |||
|- | |- | ||
|bool||ai2_showintersections||0 | |bool||[[ai2_showintersections]]||0 | ||
| || | |||
|- | |- | ||
|bool||ai2_showjoblocations||0 | |bool||[[ai2_showjoblocations]]||0 | ||
| || | |||
|- | |- | ||
|bool||ai2_showlasers||0|| | | |bool||[[ai2_showlasers]]||0 | ||
| ||?? | |||
|- | |- | ||
|bool||ai2_showlinetochar||0|| | | |bool||[[ai2_showlinetochar]]||0 | ||
|draws a line from the player to every char||OK | |||
|- | |- | ||
|bool||ai2_showlocalmelee||0 | |bool||[[ai2_showlocalmelee]]||0 | ||
| || | |||
|- | |- | ||
|bool||ai2_showlos||0| | |bool||[[ai2_showlos]]||0 | ||
|the LOS of all aiming enemies leaves a permanent trace|| | |||
|- | |- | ||
|bool||ai2_shownames||0 | |bool||[[ai2_shownames]]||0 | ||
| || | |||
|- | |- | ||
|bool||ai2_showpathfindingerrors||0 | |bool||[[ai2_showpathfindingerrors]]||0 | ||
| || | |||
|- | |- | ||
|bool||ai2_showpaths||0 | |bool||[[ai2_showpaths]]||0 | ||
| || | |||
|- | |- | ||
|bool||ai2_showprediction||0 | |bool||[[ai2_showprediction]]||0 | ||
| || | |||
|- | |- | ||
|bool||ai2_showprojectiles||0 | |bool||[[ai2_showprojectiles]]||0 | ||
| || | |||
|- | |- | ||
|bool||ai2_showsounds||0 | |bool||[[ai2_showsounds]]||0 | ||
| || | |||
|- | |- | ||
|bool||ai2_showtargeting||0 | |bool||[[ai2_showtargeting]]||0 | ||
| || | |||
|- | |- | ||
|bool||ai2_showvision||0 | |bool||[[ai2_showvision]]||0 | ||
| || | |||
|- | |- | ||
|int32||ai2_spacing_cookies||2 | |int32||[[ai2_spacing_cookies]]||2 | ||
| || | |||
|- | |- | ||
|bool||ai2_spacing_enable||1 | |bool||[[ai2_spacing_enable]]||1 | ||
| || | |||
|- | |- | ||
|bool||ai2_spacingweights||1 | |bool||[[ai2_spacingweights]]||1 | ||
| || | |||
|- | |- | ||
|int32||ai2_stopignoring_count||6 | |int32||[[ai2_stopignoring_count]]||6 | ||
|number of events before the AI will stop ignoring||?? | |||
|- | |- | ||
|int32||ai2_stopignoring_time||240 | |int32||[[ai2_stopignoring_time]]||240 | ||
|time before the AI forgets about ignored events, in frames||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||am_hit_everything||0 | |bool||am_hit_everything||0 | ||
|makes the laser pointer hit all objects||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||am_invert|| | |bool||am_invert||''??'' | ||
|inverts aiming||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||am_show_axes|| | |bool||am_show_axes||0 | ||
| || | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||am_show_closest|| | |bool||am_show_closest||0 | ||
| || | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||am_show_filenames|| | | |bool||am_show_filenames||0 | ||
|displays debug box|| | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| | |float||character_name_distance||150. | ||
|AFAIK, names are always drawn|| | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||chr_active||1| | |bool||chr_active||1 | ||
|if OFF, all characters are inactive||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||chr_aim_width||70. | |float||chr_aim_width||70. | ||
|width of the aiming arc, in degrees||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||chr_all_active||0 | |bool||chr_all_active||0 | ||
|forces offscreen characters to remain active||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||chr_auto_aim_arc||90. | |float||chr_auto_aim_arc||90. | ||
|width of the auto aiming arc, in degrees||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||chr_auto_aim_dist||40. | |float||chr_auto_aim_dist||40. | ||
|threshold distance for auto aiming, in world units||OK | |||
|- | |- | ||
|bool||chr_big_head|| | |bool||chr_big_head||''0'' | ||
|enables custom head size factor for all characters||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||chr_big_head_amount||4. | |float||chr_big_head_amount||4. | ||
|custom head size factor for all characters||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||chr_block_angle||20. | |float||chr_block_angle||20. | ||
|width of the blocking angle, in degrees||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_buffer_size|| | |int32||chr_buffer_size||8 | ||
| || | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_collision_box|| | |bool||chr_collision_box||1 | ||
| || | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_collision_grow|| | |float||chr_collision_grow||0. | ||
| || | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||chr_corpse_fade_offscreen||1 | |bool||chr_corpse_fade_offscreen||1 | ||
|makes characters fade to corpses when offscreen||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|int32||chr_death_fade_frames||180 | |int32||chr_death_fade_frames||180 | ||
|time over which characters fade to corpses, in frames||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|int32||chr_death_fade_start||7200 | |int32||chr_death_fade_start||7200 | ||
|time until characters fade to corpses, in frames||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||chr_debug_aiming_screen||0 | |bool||chr_debug_aiming_screen||0 | ||
|enables dumping of aiming screen events to '''console'''||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_debug_characters|| | | ||chr_debug_characters|| | ||
| || | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_debug_collision|| || || | | ||chr_debug_collision|| || || | ||
Line 161: | Line 223: | ||
| ||chr_debug_pathfinding|| || || | | ||chr_debug_pathfinding|| || || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_debug_sphere|| | | |bool||chr_debug_sphere||0 | ||
|displays collision sphere(s) around characters|| | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_debug_target|| | |bool||chr_debug_target||0 | ||
| || | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_debug_trigger_quad|| | |bool||chr_debug_trigger_quad||0 | ||
| || | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||chr_disable_melee||0||turns off all melee damage||?? | |bool||chr_disable_melee||0||turns off all melee damage||?? | ||
Line 171: | Line 236: | ||
|bool||chr_disable_visactive||0||disables visibility activation||OK | |bool||chr_disable_visactive||0||disables visibility activation||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||chr_draw_aiming_vector||0 | |bool||chr_draw_aiming_vector||0 | ||
|enables drawing of the aiming vector||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_draw_all_characters|| || | | |bool||chr_draw_all_characters||0 | ||
|forces the drawing of all characters (also keeps them active)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||chr_draw_facing_vector|| || || | | ||chr_draw_facing_vector|| || || | ||
Line 243: | Line 310: | ||
| ||door_drawframes|| || || | | ||door_drawframes|| || || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||door_ignore_locks||0| | |bool||door_ignore_locks||0 | ||
|ignores locked state for all doors||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||door_pop_lighting|| || || | | ||door_pop_lighting|| || || | ||
Line 251: | Line 319: | ||
| ||door_show_debug|| || || | | ||door_show_debug|| || || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||draw_every_frame|| || | | |bool||[[draw_every_frame]]||0 | ||
|forces the drawing of every Nth frame||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||draw_every_frame_multiple|| || || | |int32||[[draw_every_frame_multiple]]||1 | ||
||sets the drawing frequency if '''draw_every_frame''' is ON||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||env_collision||1 | |bool||env_collision||1 | ||
|enables environment collision||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||env_drawallgqs|| || | | |bool||env_drawallgqs||0 | ||
| ||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||env_drawfrustum|| || | | |bool||env_drawfrustum||0 | ||
| ||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||env_drawvisonly|| || | | |bool||env_drawvisonly||0 | ||
| ||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||env_highlight_gq|| || | | |int32||[[env_highlight_gq]]||-1 | ||
|points out the quad with that ID (-1 means none)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||env_ray_number|| | | |int32||[[env_ray_number]]||20 | ||
|number or rays cast per frame|| | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||env_show_ghostgqs|| || | | |bool||env_show_ghostgqs||0 | ||
| ||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||env_show_leafnodes|| || | | |bool||env_show_leafnodes||0 | ||
| ||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||env_show_octnode_gqs|| | |bool||env_show_octnode_gqs||0 | ||
| || | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||env_show_octtree|| | |bool||env_show_octtree||0 | ||
| || | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||env_show_quad_count|| || || | |bool||[[env_show_quad_count]]||0|| || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||env_show_rays|| || || | |bool||env_show_rays||0|| || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||env_show_stairflagged|| || || | |bool||env_show_stairflagged||0|| || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||fast_lookup|| || || | | ||fast_lookup|| || || | ||
Line 341: | Line 421: | ||
| ||gs_stable_ear|| || || | | ||gs_stable_ear|| || || | ||
|- | |- | ||
|bool||invincible|| | |bool||[[invincible]]||''0''||makes player invincible||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||laser_alpha|| || || | | ||laser_alpha|| || || | ||
Line 365: | Line 445: | ||
| ||ob_show_debug|| || || | | ||ob_show_debug|| || || | ||
|- | |- | ||
|bool||omnipotent|| | |bool||[[omnipotent]]||''0''||makes player omnipotent||OK | ||
|- | |- | ||
| ||p3_debug_collision|| || || | | ||p3_debug_collision|| || || | ||
Line 395: | Line 475: | ||
| ||recoil_return_speed|| || || | | ||recoil_return_speed|| || || | ||
|- | |- | ||
|int32||save_point|| | |int32||save_point||''??''||which save point we are on||OK | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||saved_film_character_offset|| | |int32||saved_film_character_offset||1 | ||
| || | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||saved_film_loop|| || | | |bool||saved_film_loop||0 | ||
|enables looping when '''play_record'''ing||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||sc_bind_f2|| || | | |string||sc_bind_f2||"" | ||
|animation bound to '''cutscene1'''||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||sc_bind_f3|| || | | |string||sc_bind_f3||"" | ||
|animation bound to '''cutscene2'''||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||show_characters|| || | | |bool||show_characters||1 | ||
|toggles the display of characters||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||show_chr_env_collision|| || | | |bool||show_chr_env_collision||0 | ||
| ||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||show_flags|| || | | |bool||show_flags||0 | ||
|show flags?||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||show_laser_env_collision|| || | | |bool||show_laser_env_collision||0 | ||
| ||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||show_patrolpaths|| || | | |bool||show_patrolpaths||0 | ||
| ||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||show_performance|| || | | |bool||show_performance||0 | ||
| ||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||show_performance_gsd|| | |bool||show_performance_gsd||0 | ||
| || | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||show_performance_gsu|| | |bool||show_performance_gsu||0 | ||
| || | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||show_sound_all|| | |bool||show_sound_all||0 | ||
| || | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||show_sound_rectangles|| | |bool||show_sound_rectangles||0 | ||
| || | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||show_sound_spheres|| | |bool||show_sound_spheres||0 | ||
| || | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||show_triggers|| | |bool||show_triggers||0 | ||
| || | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||show_turrets|| | |bool||show_turrets||0 | ||
| || | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||single_step|| || | | |bool||single_step||0 | ||
|enables single step mode||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||sky_height|| || | | |float||sky_height||0. | ||
|Y offset of skybox?||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || | |bool||sky_show_clouds||1 | ||
|shows clouds?||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || | |bool||[[sky_show_planet]]||1 | ||
|shows planet(s) (sun in levels 2 and 3)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || | |bool||sky_show_sky||1 | ||
|show sky (main switch)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || | |bool||sky_show_skybox||1 | ||
|show skybox||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || | |bool||sky_show_stars||1 | ||
|show stars? (no stars in any level)||?? | |||
| || | |||
|- | |- | ||
| ||sound_show_debug|| || | | |bool||sound_show_debug||0 | ||
|debugs sound channels||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||spatial_footsteps|| || | | |bool||spatial_footsteps||1 | ||
| ||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||sync_debug|| | |bool||sync_debug||0 | ||
| || | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||target_max_distance||75000. | |float||[[target_max_distance]]||75000. | ||
|distance to objective over which the radar arc changes size, in world units||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| ||turret_show_debug|| || | | |bool||turret_show_debug||0 | ||
|no visible difference||?? | |||
|- | |- | ||
|bool||ui_suppress_prompt||0 | |bool||[[ui_suppress_prompt]]||0 | ||
|suppresses prompt about new objectives or moves||OK | |||
|- | |- | ||
|bool||unstoppable|| | |bool||[[unstoppable]]||''0'' | ||
|makes player unstoppable||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||wait_for_key||0 | |bool||[[wait_for_key]]||0 | ||
|makes the game wait for a key before level load||OK | |||
|- | |- | ||
|bool||wp_disable_fade||0 | |bool||[[wp_disable_fade]]||0 | ||
|disables weapon fading||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|int32||wp_fadetime||360 | |int32||wp_fadetime||360 | ||
|free time for powerups||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||wp_force_half_scale||0|| | |bool||[[wp_force_half_scale]]||0 | ||
|crosshairs scale with distance, pow_adjustment redundant||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||wp_force_no_scale||0| | |bool||[[wp_force_no_scale]]||0 | ||
|crosshairs don't scale with distance, pow_adjustment ineffective||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||wp_force_scale||0|| | |bool||[[wp_force_scale]]||0 | ||
|crosshairs scale with distance, pow_adjustment ineffective||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|int32||wp_hypostrength||25| | |int32||wp_hypostrength||25 | ||
|apparently in % of full health, seems hard-coded||?? | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|bool||wp_kickable||0 | |bool||[[wp_kickable]]||0 | ||
|lets NPCs collide with weapons||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||wp_pow_adjustment||0.3|| | |float||[[wp_pow_adjustment]]||0.3 | ||
|scales crosshair separately (or not, depending on "force" flags)||OK | |||
|-bgcolor="silver" | |-bgcolor="silver" | ||
|float||wp_scale_adjustment||1.| | |float||[[wp_scale_adjustment]]||1. | ||
|adjusts scales||OK | |||
|} | |} |
Revision as of 02:44, 28 June 2007
Declaration
Put usage of var here. Link to OSL data types
Assignment
Put usage of = here.
Preset variables
- All the preset OSL variables are listed here, in alphabetical order.
- Please fill in with ssg's stuff (descriptions + OK if variable works).
- Type and default value (from console) if you're motivated enough.
- It may be a little less tedious to expand specific subpages of Preset
- (mini-tutorials of sorts) geyser
- Color
- White : available on all versions
- Gray : available only on PC retail and Mac beta 4
- Red : Mac beta 4 exclusive
- Green : PC retail exclusive
- Default value
- Italic : reset by engine at level load (not checked yet for chr_buffer_size and beyond, unless specified)
Type | Name | Default value | Comment | Works |
---|---|---|---|---|
bool | ai2_barabbas_run | 1 | all AI can apparently run with the WMC... | ?? |
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_chump_stop | 0 | disables the pathfinding behaviour of chump(s) | OK |
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 | OK |
bool | ai2_debug_localmovement | 0 | debug local-movement code from player's position | OK |
bool | ai2_debug_localpathfinding | 0 | debug local-path code from player's position and facing | OK |
bool | ai2_debug_showsettingIDs | 0 | shows ID numbers for combat, melee and neutral settings | ?? |
bool | ai2_ignore_player | 0 | makes all AI ignore the player | OK |
bool | ai2_melee_weightcorrection | 1 | weights down non-attack techniques so they are never more than attacks | ?? |
bool | ai2_printspawn | 0 | prints information about each AI spawn | ?? |
bool | ai2_showactivationpaths | 0 | shows the initial pathfinding (upon actiavation) of all AI | OK |
bool | ai2_showastar | 0 | shows something about the A* pathfinding | ?? |
bool | ai2_showcombatranges | 0 | shows near and far combat range of all AI | OK |
bool | ai2_showconnections | 0 | shows the result of ai2_findconnections | OK |
bool | ai2_showdynamicgrids | 0 | shows dynamic grids (moving obstacles) if ai2_showgrids is ON | OK |
bool | ai2_showfights | 0 | ||
bool | ai2_showfiringspreads | 0 | shows the firing spread of all active weapons | OK |
bool | ai2_showgrids | 0 | shows static grids (see AKVA) | OK |
bool | ai2_showhealth | 0 | shows health and healthbar above every AI]] | OK |
bool | ai2_showintersections | 0 | ||
bool | ai2_showjoblocations | 0 | ||
bool | ai2_showlasers | 0 | ?? | |
bool | ai2_showlinetochar | 0 | draws a line from the player to every char | OK |
bool | ai2_showlocalmelee | 0 | ||
bool | ai2_showlos | 0 | the LOS of all aiming enemies leaves a permanent trace | |
bool | ai2_shownames | 0 | ||
bool | ai2_showpathfindingerrors | 0 | ||
bool | ai2_showpaths | 0 | ||
bool | ai2_showprediction | 0 | ||
bool | ai2_showprojectiles | 0 | ||
bool | ai2_showsounds | 0 | ||
bool | ai2_showtargeting | 0 | ||
bool | ai2_showvision | 0 | ||
int32 | ai2_spacing_cookies | 2 | ||
bool | ai2_spacing_enable | 1 | ||
bool | ai2_spacingweights | 1 | ||
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 | am_show_axes | 0 | ||
bool | am_show_closest | 0 | ||
bool | am_show_filenames | 0 | displays debug box | |
float | character_name_distance | 150. | AFAIK, names are always drawn | |
bool | chr_active | 1 | if OFF, all characters are inactive | OK |
float | chr_aim_width | 70. | width of the aiming arc, in degrees | OK |
bool | chr_all_active | 0 | forces offscreen characters to remain 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 |
int32 | chr_buffer_size | 8 | ||
bool | chr_collision_box | 1 | ||
float | chr_collision_grow | 0. | ||
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 |
chr_debug_characters | ||||
chr_debug_collision | ||||
chr_debug_fall | ||||
chr_debug_footsteps | ||||
chr_debug_footsteps_verbose | ||||
chr_debug_handle | ||||
chr_debug_impacts | ||||
chr_debug_overlay | ||||
chr_debug_pathfinding | ||||
bool | chr_debug_sphere | 0 | displays collision sphere(s) around characters | |
bool | chr_debug_target | 0 | ||
bool | chr_debug_trigger_quad | 0 | ||
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_draw_all_characters | 0 | forces the drawing of all characters (also keeps them active) | OK |
chr_draw_facing_vector | ||||
chr_draw_weapon | ||||
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 |
chr_print_sound | ||||
chr_show_bnv | ||||
chr_show_lod | ||||
chr_show_movement | ||||
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 | ?? |
co_display | ||||
co_fade_time | ||||
co_message_display | ||||
co_priority | ||||
debug_consoles | ||||
debug_font_cache | ||||
debug_gun_behavior | ||||
debug_impacts | ||||
debug_scripts | ||||
debug_triggers | ||||
debug_weapons | ||||
door_drawframes | ||||
bool | door_ignore_locks | 0 | ignores locked state for all doors | OK |
door_pop_lighting | ||||
door_show_activation | ||||
door_show_debug | ||||
bool | draw_every_frame | 0 | forces the drawing of every Nth frame | OK |
int32 | draw_every_frame_multiple | 1 | sets the drawing frequency if draw_every_frame is ON | OK |
bool | env_collision | 1 | enables environment collision | ?? |
bool | env_drawallgqs | 0 | ?? | |
bool | env_drawfrustum | 0 | ?? | |
bool | env_drawvisonly | 0 | ?? | |
int32 | env_highlight_gq | -1 | points out the quad with that ID (-1 means none) | OK |
int32 | env_ray_number | 20 | number or rays cast per frame | |
bool | env_show_ghostgqs | 0 | ?? | |
bool | env_show_leafnodes | 0 | ?? | |
bool | env_show_octnode_gqs | 0 | ||
bool | env_show_octtree | 0 | ||
bool | env_show_quad_count | 0 | ||
bool | env_show_rays | 0 | ||
bool | env_show_stairflagged | 0 | ||
fast_lookup | ||||
fast_mode | ||||
flag_name_distance | ||||
flag_new_id | ||||
footstep_flash | ||||
fx_laser_width | ||||
bool | gl_disable_depth_reads | 0 | disables depth reads | ?? |
gl_disable_dxt1 | ||||
gl_disable_packed_pixels | ||||
float | gl_fog_blue | 0.25 | amount of blue fog (0 - 1) | 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_red | 0.25 | amount of red fog (0 - 1) | OK |
float | gl_fog_start | 0.975 | fog start | OK |
gl_mipmap_offset | ||||
gs_input_accel | ||||
gs_screen_shot_reduce | ||||
gs_show_characters | ||||
bool | gs_show_corpses | 1 | enables drawing of corpses | OK |
gs_show_environment | ||||
gs_show_object_count | ||||
gs_show_objects | ||||
gs_show_particles | ||||
gs_show_physics_count | ||||
gs_show_scripting_count | ||||
gs_show_shadows | ||||
gs_show_sky | ||||
bool | gs_show_ui | 1 | enables Head-Up Display | OK |
gs_sleep | ||||
gs_stable_ear | ||||
bool | invincible | 0 | makes player invincible | OK |
laser_alpha | ||||
li_center_cursor | ||||
m3_buffer_clear | ||||
m3_clear_color | ||||
m3_double_buffer | ||||
m3_fill_solid | ||||
m3_shade_vertex | ||||
m3_texture | ||||
m3_zcompareon | ||||
bool | marketing_line_off | 0 | turns the laser sight off | OK |
ob_show_debug | ||||
bool | omnipotent | 0 | makes player omnipotent | OK |
p3_debug_collision | ||||
p3_everything_breakable | ||||
p3_furniture_breakable | ||||
p3_glass_breakable | ||||
p3_show_env_collision | ||||
patrolpath_name_distance | ||||
ph_active | ||||
ph_debug_keyforces | ||||
ph_show_collisions | ||||
recoil_base | ||||
recoil_edit | ||||
recoil_factor | ||||
recoil_max | ||||
recoil_return_speed | ||||
int32 | save_point | ?? | which save point we are on | OK |
int32 | saved_film_character_offset | 1 | ||
bool | saved_film_loop | 0 | enables looping when play_recording | OK |
string | sc_bind_f2 | "" | animation bound to cutscene1 | OK |
string | sc_bind_f3 | "" | animation bound to cutscene2 | OK |
bool | show_characters | 1 | toggles the display of characters | OK |
bool | show_chr_env_collision | 0 | ?? | |
bool | show_flags | 0 | show flags? | ?? |
bool | show_laser_env_collision | 0 | ?? | |
bool | show_patrolpaths | 0 | ?? | |
bool | show_performance | 0 | OK | |
bool | show_performance_gsd | 0 | ||
bool | show_performance_gsu | 0 | ||
bool | show_sound_all | 0 | ||
bool | show_sound_rectangles | 0 | ||
bool | show_sound_spheres | 0 | ||
bool | show_triggers | 0 | ||
bool | show_turrets | 0 | ||
bool | single_step | 0 | enables single step mode | OK |
float | sky_height | 0. | Y offset of skybox? | ?? |
bool | sky_show_clouds | 1 | shows clouds? | ?? |
bool | sky_show_planet | 1 | shows planet(s) (sun in levels 2 and 3) | OK |
bool | sky_show_sky | 1 | show sky (main switch) | OK |
bool | sky_show_skybox | 1 | show skybox | OK |
bool | sky_show_stars | 1 | show stars? (no stars in any level) | ?? |
bool | sound_show_debug | 0 | debugs sound channels | OK |
bool | spatial_footsteps | 1 | OK | |
bool | sync_debug | 0 | ||
float | target_max_distance | 75000. | distance to objective over which the radar arc changes size, in world units | OK |
bool | turret_show_debug | 0 | no visible difference | ?? |
bool | ui_suppress_prompt | 0 | suppresses prompt 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 | crosshairs scale with distance, pow_adjustment redundant | OK |
bool | wp_force_no_scale | 0 | crosshairs don't scale with distance, pow_adjustment ineffective | OK |
bool | wp_force_scale | 0 | crosshairs scale with distance, pow_adjustment ineffective | OK |
int32 | wp_hypostrength | 25 | apparently in % of full health, seems hard-coded | ?? |
bool | wp_kickable | 0 | lets NPCs collide with weapons | OK |
float | wp_pow_adjustment | 0.3 | scales crosshair separately (or not, depending on "force" flags) | OK |
float | wp_scale_adjustment | 1. | adjusts scales | OK |