Sandbox

From OniGalore
Revision as of 12:25, 17 May 2011 by Iritscen (talk | contribs) (+cat)
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THIS IS THE COMPLETE LIST. FILL IN WITH COMMENTS AND ARGUMENTS.
DON'T PUT "OK" UNDER "WORKS" UNLESS IT REALLY "WORKS OK".
TYPE (FROM CONSOLE) IF MOTIVATED (MOST FUNCTIONS ARE void ANYWAY).
CONVERSION TO SUGGESTED ARGUMENT FORMATTING, IF MOTIVATED.
MORE EXPLICIT REFORMULATION OF COMMENTS AS APPROPRIATE
THERE WERE A FEW MISTAKES IN THE ORIGINAL TABLES, BTW
(SO DOUBLE-CHECK WHEN YOU CAN) geyser
Color
White : available on all versions
Gray : PC retail and Mac beta 4 only
Type
Bold (void only) : returns complex output to console.
Type Name Arguments Comment Works
ai2_active
  1. string ai_name
    • int script_id
forces AI ai_name/script_id into active mode
void ai2_allpassive
  1. int passive
makes all AI passive if passive=1, makes them active if passive=0 OK
ai2_attack
  1. string ai_name
    • int script_id
  2. string target_name
    • int target_script_id
forces AI ai_name/script_id to attack character target_name/target_script_id
ai2_barabbas_retrievegun
  1. string ai_name
    • int script_id
makes barabbas retrieve his gun if it is lost
ai2_chump
void
creates a chump
ai2_comehere
  1. string ai_name
    • int script_id
tells an AI to come to the player
ai2_debug_makesound
ai2_doalarm
  1. string ai_name
    • int script_id
  2. int console_id
tells an AI to run for an alarm
ai2_dopath
  1. string ai_name
    • int script_id
  2. string path_name
tells an AI to run a particular path
ai2_findconnections
ai2_followme
  1. string ai_name
    • int script_id
tells an AI to follow the player
ai2_forget
  1. string ai_name
    • int script_id
  2. string forget_char
makes one or all AIs forget they saw anything
ai2_idle
  1. string ai_name
    • int script_id
tells an AI to become idle
ai2_inactive ai_name:string
script_id:int
forces an AI into inactive mode
ai2_kill param1:string
param2:string
kills one or more AIs
ai2_lookatchar ai_name:string
script_id:int
ai_name:string
script_id:int
tells an AI to look at a character
ai2_lookatme ai_name:string
script_id:int
tells an AI to look at the player
ai2_makeaware ai_name:string
script_id:int
target_name:string
target_script_id:int
makes an AI aware of another character
ai2_makeblind ai_name:string
script_id:int
on_off:int(0 1)
makes a single AI blind
ai2_makedeaf ai_name:string
script_id:int
on_off:int(0 1)
makes a single AI deaf
ai2_makeignoreplayer ai_name:string
script_id:int
on_off:int(0 1)
makes a single AI ignore the player
ai2_movetoflag ai_name:string
script_id:int
flag_id:int
setfacing:string("setfacing")
tells an AI to move to a flag
ai2_neutralbehavior ai_name:string
script_id:int
behavior:string
sets up an AI's neutral
ai2_noncombatant ai_name:string
script_id:int
non_combatant:int(0 1)
sets or clears an AI's non
ai2_panic ai_name:string
script_id:int
timer:int
makes an AI panic or not panic
ai2_passive ai_name:string
script_id:int
passive:int(0 1)
stops an AI from thinking for itself
ai2_pathdebugsquare
ai2_printbnvindex
ai2_report
ai2_report_verbose
ai2_reset reset_player:int resets AI as if start of level
ai2_set_handlesilent_error
ai2_set_logerror
ai2_set_reporterror
ai2_setalert ai_name:string
script_id:int
alert:string
sets the alert state of an AI
ai2_setjobstate ai_name:string
script_id:int
tells an AI to take its current state as its job
ai2_setmovementmode ai_name:string
script_id:int
mode:string
sets an AI's current movement mode
ai2_showmem
ai2_skill_bestangle
ai2_skill_decay
ai2_skill_delaymax
ai2_skill_delaymin
ai2_skill_error
ai2_skill_inaccuracy
ai2_skill_recoil
ai2_skill_revert
ai2_skill_save
ai2_skill_select
ai2_skill_show
ai2_spawn ai_name:string
force_spawn:string("force")
creates and starts an AI from a character object
ai2_spawnall (null) spawns all AI, even those not initially present
ai2_takecontrol on_off:int
(0 1)
makes the AI movement system take control of the player
ai2_tripalarm alarm_id:int ai_name:string script_id:int
begin_cutscene string flag begins a cutscene
bind input_name:string
to:string("to")
input_function:string
binds an input to a function
chr_animate ai_name:string
script_id:int
anim_name:string
num_frames:int
interp_frames:int
plays an animation on a character
chr_animate_block ai_name:string
script_id:int
anim_name:string
num_frames:int
interp_frames:int
plays an animation on a character and blocks until done
chr_boss_shield ai_name:string
script_id:int
turns on the boss shield for a character
chr_changeteam ai_name:string
script_id:int
team_name:string
changes a character's team
chr_create script_id:int
start_create:string
("start")
creates a character from an ID of the AISA file
chr_death_lock 1. string ai_name
OR int script_id
2. int on_off
Locks final death transition for character ai_name/script_id if on_off=1, unlocks it if on_off=0
chr_delete ai_name:string
script_id:int
deletes a character
chr_disarm chr_index:int disarms a character or everyone
chr_display_combat_stats
chr_dontaim ai_name:string
script_id:int
on_off:int(0 1)
disables the weapon variant for a character
chr_draw_dot
chr_envanim ai_name:string
script_id:int
anim:string
norotation:string("norotation")
plays an environment animation on a character
chr_envanim_block ai_name:string
script_id:int
anim:string
norotation:string("norotation")
plays an environment animation on a character and blocks
chr_envanim_stop ai_name:string
script_id:int
stops any environment animation on a character
chr_facetoflag ai_name:string
script_id:int
flag_id:int
snaps a character's facing to a flag's facing
chr_focus chr_index:int Selects what character to control
chr_forceholster ai_name:string
script_id:int
holster:int(0 1)
force_draw:int(0 1)
forces a character to holster their weapon
chr_freeze ai_name:string
script_id:int
passive:int(0 1)
stops an AI from thinking for itself
chr_full_health ai_name:string
script_id:int
sets a characters health to full by script id
chr_givepowerup ai_name:string
script_id:int
powerup:string
amount:int
gives a character a powerup
chr_giveweapon ai_name:string
script_id:int
weapon_name:string
gives a character a new weapon
chr_has_empty_weapon ai_name:string
script_id:int
returns if this character is holding a weapon that is empty
chr_has_lsi ai_name:string
script_id:int
records that the character has the lsi
chr_health 1. int chr_index
2. int hit_points
sets character's health
chr_holdkey ai_name:string
script_id:int
key_name:string
num_frames:int
forces a character to hold a key down for some frames
chr_inv_reset ai_name:string
script_id:int
clears a characters inventory
chr_invincible ai_name:string
script_id:int
on_off:int(0 1)
makes a character invincible
chr_is_player ai_name:string
script_id:int
returns if this character is the player
chr_kill_all_ai (null) kills all the AI
chr_location chr_index:int
loc_x:float
loc_y:float
loc_z:float
Sets the location of any character
chr_location_settocamera chr_index:int Sets the location of any character to the camera location
chr_lock_active ai_name:string
script_id:int
locks the character active
chr_main_class
chr_neutral ai_name:string
script_id:int
passive:int(0 1)
stops an AI from thinking for itself
chr_nocollision ai_name:string
script_id:int
on_off:int(0 1)
disables collision for a character
chr_pain ai_name:string
script_id:int
pain_type:string
forces a character to play a pain sound
chr_peace ai_name:string
script_id:int
turns off fight mode
chr_playback ai_name:string
script_id:int
film_name:string
mode:string("fromhere" "interp")
num_frames:int
plays back a film
chr_playback_block ai_name:string
script_id:int
film_name:string
mode:string("fromhere" "interp")
num_frames:int
plays back a film and blocks until complete
chr_playback_debug
chr_poison ai_name:string
script_id:int
damage:int
interval:int
initial_interval:int
slowly poisons a character
chr_set_class
chr_set_health ai_name:string
script_id:int
hit_points:int
sets a characters health by script id
chr_shadow ai_name:string
script_id:int
on_off:int(0 1)
turns of the shadow for this character
chr_super ai_name:string
script_id:int
super_amount:float
set's a character's super value
chr_talk ai_name:string
script_id:int
sound_name:string
pre_pause:int
post_pause:int
priority:string
causes a character to play a line of dialogue
chr_teleport ai_name:string
script_id:int
flag_id:int
teleports a character to a flag
chr_ultra_mode ai_name:string
script_id:int
on_off:int(0 1)
enables ultra mode for a character
chr_unkillable ai_name:string
script_id:int
on_off:int(0 1)
makes a character unkillable
chr_unlock_active ai_name:string
script_id:int
unlocks the character active
chr_unstoppable ai_name:string
script_id:int
on_off:int(0 1)
makes a character unstoppable
chr_vocalize ai_name:string
script_id:int
type:string
makes a character utter a vocalization (vocalize type strings: override, yell, pain, call, say, chatter, idle)
chr_wait_animation ai_name:string
script_id:int
anim_name:string
waits for a character to play a specific animation
chr_wait_animstate ai_name:string
script_id:int
anim_name:string
waits for a character to reach a specific animation state
chr_wait_animtype ai_name:string
script_id:int
anim_name:string
waits for a character to play a specific animation type
chr_wait_health ai_name:string
script_id:int
health_amount:float
waits until a character's health falls below a value
chr_weapon chr_index:int
weapon_name:string
weapon_num:int
sets the weapon for a give character
chr_weapon_immune ai_name:string
script_id:int
makes a character weapon immune
chr_who
cinematic_start bitmap_name:string
draw_width:int
draw_height:int
start:int
end:int
velocity:float
mirror:bool
start the display of a cinematic insert
cinematic_stop bitmap_name:string
end:int
velocity:float
stop the display of a cinematic insert
cm_anim cam_spec:string("move" "look" "both")
anim_name:string
initiates a camera animation
cm_anim_block cam_spec:string("move" "look" "both")
anim_name:string
initiates a camera animation
cm_barabus ai_name:string
script_id:int
away:float
up:float
time:int
special camera for barabus
cm_detach (null) detaches the camera
cm_interpolate cam_name:string
num_frames:int
initiates a camera interpolation
cm_interpolate_block anim_name:string
num_frames:int
initiates a camera interpolation
cm_jello mode:int
(0 1)
toggles camera Jello(tm) mode
cm_orbit speed:float
stopangle:float
puts the camera in orbit mode
cm_orbit_block speed:float
stopangle:float
puts the camera in orbit mode
cm_reset maxspeed:float
maxFocalAccel:float
resets the camera
cm_wait (null) makes the camera wait until it is no longer busy
co_show_all
co_toggle_text
console_activate console_id:int activates a console
console_deactivate console_id:int deactivates a console
console_print
console_reset console_id:int resets a console to initial state
corpse_reset (null) resets corpses to their initial state
crash
cutscene_sync (null) marks a point in a cutscene
debug_env_anim
diary_page_unlock page:int unlocks a specific diary page on the current level
did_kill_griffen (null) returns if we did kill griffen
difficulty (null) returns the difficulty level
dmsg astring:string debugging message
door_close door_id:int closes a door (may not stay open)
door_jam door_id:int jams a door in its current state
door_lock door_id:int locks a door
door_open door_id:int opens a door (may not stay open)
door_unjam door_id:int unjams a door so characters can open it
door_unlock door_id:int unlocks a door
dprint
dump_docs
end_cutscene (null) ends a cutscene
env_anim obj_id:int
obj_id:int
initiates an environment animation for an object
env_anim_block obj_id:int
obj_id:int
initiates an environment animation: blocks until completed
env_broken gq_ref:int
gq_endref:int
computes the number of objects in a range that have all their glass broken
env_setanim obj_id:int
object_name:string
sets up an animation for an object
env_setanim_block obj_id:int
object_name:string
sets up an animation: blocks until completed
env_shade gq_ref:int
gq_ref:int
r:float
g:float
b:float
sets the shade of a block of objects
env_show gq_ref:int
on_off:int(0 1)
turns on or off specified parts of the environment
env_texswap gq_start:int
tex_name:string
swaps an environment texture
fade_in ticks:int fades the screen in
fade_out r:float
r:int
g:float
g:int
b:float
b:int
ticks:int
fades the screen out
fall_back (null) makes the player character fall back
fall_front (null) makes the player character fall front
flag_view_prefix
give_powerup powerup_name:string
amount:int
character:int
Gives a powerup to a character
void gl_fog_end_changeto
  1. float end_val=0.0
  2. int frames=0
changes the fog end distance to end_val over frames frames OK
void gl_fog_start_changeto
  1. float start_val=0.0
  2. int frames=0
changes the fog start distance to start_val over frames frames OK
goto loc_x:float
loc_y:float
loc_z:float
Sets the location of the player character
void gs_farclipplane_set
  1. float plane=0.0
sets the far clipping plane distance (default is 10000 WU) OK
void gs_fov_set
  1. float fov_degrees=0.0
sets the vertical field of view (default is 45°) OK
hang
input on_off:int(0 1) turns input on or off
killed_griffen murder:bool sets if we killed griffen
letterbox start_stop:int(0 1) starts or stops letterboxing
lock_keys key_name:string locks keys out
lose (null) lose this level
m3_display_list
m3_display_set
m3_draw_engine_set
m3_engine_set
m3_geom_engine_set
m3_quality_set
make_corpse corpse_name:string makes a corpse
message message:string
timer:int
sends a message from the subtitle file
message_remove message:string removes a currently displayed message
movie_play name:string function to start a movie playing
obj_create obj_id:int
obj_id:int
creates a range of objects
obj_force_draw obj_id:int
obj_id:int
locks an object as visible
obj_hide obj_id:int
obj_id:int
hides an object
obj_kill obj_id:int
obj_id:int
kills a range of object
obj_shade obj_id:int
obj_id:int
r:float
g:float
b:float
turns display of an object on or off
obj_show obj_id:int
obj_id:int
shows an object
objective_complete (null) plays the objective
objective_set page:int
make_silent:string
("silent")
Sets the current objective page
p3_callevent
p3_count
p3_daodan_disable
p3_dumpparticles
p3_killall
p3_killnearest
p3_printtags
p3_removedangerous (null) removes all "dangerous projectile" particles by making their lifetime expire
p3_spawn
p3_startall
p3_stopall
p3_writeusedparticles
particle
particle_temp_kill
particle_temp_start
particle_temp_stop
perf_prefix
ph_status
playback ai_name:string
script_id:int
film_name:string
mode:string("fromhere" "interp")
num_frames:int
plays back a film
playback_block ai_name:string
script_id:int
film_name:string
mode:string("fromhere" "interp")
num_frames:int
plays back a film and blocks until complete
playback_debug
powerup_reset (null) resets all placed powerups to their starting points
powerup_spawn poweruptype:string
flag:int
creates a new powerup
print_state
print_type
reset_mechanics (null) resets all level mechanics (triggers, turrets, consoles, etc...) to initial state
restore_game (null) restores the game
save_game save_point:int
type:string("autosave")
saves the game
sc_focus
script_reload
slowmo duration:int starts the slowmotion timer
sound_ambient_start name:string
volume:float
function to start an ambient sound
sound_ambient_stop name:string function to stop an ambient sound
sound_ambient_volume name:string
volume:float
time:float
function to set the volume of a playing ambient sound
sound_dialog_play name:string function to start character dialog playing
sound_dialog_play_block name:string function to start character dialog playing after the current dialog finishes
sound_dialog_play_interrupt name:string function to interrupt the current character dialog and play a new one
sound_impulse_play name:string
volume:float
function plays an impulse sound
sound_list_broken_links
sound_music_start name:string
volume:float
function to start music playing
sound_music_stop name:string function to stop playing music
sound_music_volume name:string
volume:float
time:float
function to set the volume of playing music
sound_objects_reset (null) reloads the sounds objects
splash_screen texture:string displays a splash screen
target_set flag_id:int
min_distance:float
Sets the target to the specified flag
text_console
timer_start duration:float
script:string
starts the countdown timer
timer_stop (null) stops the countdown timer
tr_stop_lookup
tr_write_animation
tr_write_collection
tr_write_lookup
trig_activate trigger_id:int activates a trigger
trig_deactivate trigger_id:int deactivates a trigger
trig_hide trigger_id:int hides a trigger
trig_reset trigger_id:int resets a trigger to non
trig_show trigger_id:int shows a trigger
trig_speed trigger_id:int
volume:float
sets a triggers speed
trigvolume_corpse trig_id:int kills all the corpses inside a trigger volume
trigvolume_count trig_id:int counts the number of people in a trigger volume
trigvolume_enable name:string
enable:int(0 1)
type:string("all" "entry" "inside" "exit")
enable or disable a trigger volume
trigvolume_kill trig_id:int kills all the characters inside a trigger volume
trigvolume_reset name:string reset a trigger volume to its level
trigvolume_setscript name:string
script:string
type:string("entry" "inside" "exit")
set the script to call from a trigger volume
trigvolume_trigger name:string
type:string("entry" "inside" "exit")
ai_name:string
script_id:int
fire off a trigger volume
turret_activate turret_id:int activates a turret
turret_deactivate turret_id:int deactivates a turret
turret_reset turret_id:int resets a turret to initial state
ui_fill_element element_name:string
fill:int
sets part of the HUD to completely filled
ui_flash_element element_name:string
fill:int
sets part of the HUD to flash or not flash
ui_show_element element_name:string
show:int
shows or hides part of the HUD
ui_show_help enable:int debugging: enables the HUD help overlays
unbind input_name:string removes a binding from a input function
unbindall (null) removes all bindings
weapon_reset (null) resets all unheld weapons to their starting state
weapon_spawn weapontype:string
flag:int
creates a new weapon
where
who
win (null) win this level