BSL:Variables
Variables in BSL are very similar to variables in other programming languages. Here's a brief explanation of what a variable is:
When writing logical programs, one often needs the program to remember some information (a number, a piece of text, the ON/OFF state of a switch, etc) so that the information can be used at a later time.
The usual thing to do in this situation is to store the needed data in a variable: an elementary data container.
Type and value
A variable has two important attributes: the type and the value. The value or the variable is just the contents it currently stores. It can be read and written.
Also, a given variable can store only a specific type of data (floating-point number or integer or text string or boolean), and that is what we call the variable's type.
An easy way to get the type and value of an existing BSL variable is to enter its name at the console in Developer Mode: you typically get console output like "bool: 1" or "int32: 42" or "float: 3.14" or "string: hello"
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 |