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BSL:Functions: Difference between revisions

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*<span style="color:green">chr_pin_character - pins a character to the ground - *chr_pin_character = 1*</span>
*<span style="color:green">chr_pin_character - pins a character to the ground - *chr_pin_character = 1*</span>
*<span style="color:green">chr_weapon_auto_aim - enables auto aiming</span>
*<span style="color:green">chr_weapon_auto_aim - enables auto aiming</span>
'''Commands which have an effect on one character:
'''
*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 0 KONOKOcycle_ride 500
*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_animate_block 0 KONOKOlev11_cnsl_idle 300
*chr_boss_shield [ai_name:string | script_id:int] - turns on the boss shield for a character - chr_boss_shield OutroNinja
*chr_changeteam [ai_name:string | script_id:int] team_name:string - changes a character's team - chr_changeteam guard1 Syndicate ''team name strings: Konoko, TCTF, Syndicate, Neutral, SecurityGuard, RogueKonoko, Switzlerland, SyndicateAccessory''
*chr_create script_id:int [start_create:string {"start"} | ] - creates a character from an ID of the AISA file - chr_create 1050 start
*chr_death_lock [ai_name:string | script_id:int] [on_off:int{0 | 1}] - this character will not die too much - chr_death_lock dum_hit_flash 1
*chr_delete [ai_name:string | script_id:int] - deletes a character - chr_delete liliput_striker_1
*<span style="color:green">chr_disarm chr_index:int - disarms a character or everyone</span>
*chr_dontaim [ai_name:string | script_id:int] on_off:int{0 | 1} - disables the weapon variant for a character
*chr_envanim [ai_name:string | script_id:int] anim:string [norotation:string{"norotation"} | ] - plays an environment animation on a character - chr_envanim 111 OutroNinjaBox01 norotation
*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_block 110 OutroNinjaBox01 norotation
*chr_envanim_stop [ai_name:string | script_id:int] - stops any environment animation on a character - chr_envanim_stop IntroNinja
*chr_facetoflag [ai_name:string | script_id:int] flag_id:int - snaps a character's facing to a flag's facing - chr_facetoflag IntroNinja 600
*<span style="color:green">chr_focus chr_index:int - Selects what character to control - *chr_focus 1*</span>
*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_forceholster IntroStriker02 1
*chr_freeze [ai_name:string | script_id:int] passive:int{0 | 1} - stops an AI from thinking for itself -*chr_freeze A1_intro01 1* ''[ai_name:string | script_id:int] = 0 don't work''
*chr_full_health [ai_name:string | script_id:int] - sets a characters health to full by script id - chr_full_health 0
*chr_givepowerup [ai_name:string | script_id:int] powerup:string [amount:int] - gives a character a powerup -*chr_givepowerup 0 ammo 1* ''powerup strings: ammo, cell, hypo, shield (in percent), invis (invisibility in 1/60 seonds), lsi''
*chr_giveweapon [ai_name:string | script_id:int] weapon_name:string - gives a character a new weapon - chr_giveweapon 0 w1_tap ''weapon strings: w1_tap, w2_sap, w3_phr, w4_psm, w5_sbg, w6_vdg, w7_scc, w8_mbo, w9_scr, w10_sni, w11_ba1''
*chr_has_empty_weapon [ai_name:string | script_id:int] - returns if this character is holding a weapon that is empty - chr_has_empty_weapon(char_0)
*chr_has_lsi [ai_name:string | script_id:int] - records that the character has the lsi - chr_has_lsi(0)
*<span style="color:green"> chr_health chr_index:int [hit_points:int] - sets character's health  - *chr_health 0 300*</span>
*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_inv_reset ambush_tanker_1a
*chr_invincible [ai_name:string | script_id:int] [on_off:int{0 | 1}] - makes a character invincible - chr_invincible char_0 1
*chr_is_player [ai_name:string | script_id:int] - returns if this character is the player - chr_is_player(character)
*<span style="color:green"> chr_location chr_index:int [loc_x:float loc_y:float loc_z:float] - Sets the location of any character -*chr_location 0 100 100 100*</span>
*<span style="color:green"> chr_location_settocamera chr_index:int - Sets the location of any character to the camera location -*chr_location_settocamera 1*</span>
*chr_lock_active [ai_name:string | script_id:int] - locks the character active - chr_lock_active IntroMuro
*chr_neutral [ai_name:string | script_id:int] passive:int{0 | 1} - stops an AI from thinking for itself - chr_neutral ParkStriker 1
*chr_nocollision [ai_name:string | script_id:int] on_off:int{0 | 1} - disables collision for a character - chr_nocollision 0 1
*chr_pain [ai_name:string | script_id:int] pain_type:string - forces a character to play a pain sound ''pain type strings: light, medium, heavy, death''
*chr_peace [ai_name:string | script_id:int] - turns off fight mode - chr_peace 0
*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_poison [ai_name:string | script_id:int] damage:int interval:int [initial_interval:int] - slowly poisons a character - chr_poison (konoko, 10, 60, 90);
*chr_set_health [ai_name:string | script_id:int] hit_points:int - sets a characters health by script id - chr_set_health dum_hit_flash 50
*chr_shadow [ai_name:string | script_id:int] [on_off:int{0 | 1}] - turns of the shadow for this character - chr_shadow ZomShin 1
*chr_super [ai_name:string | script_id:int] super_amount:float - set's a character's super value - chr_super 0 1
*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_talk victim_mansci_1 c02_62_11sci 0 0
*chr_teleport [ai_name:string | script_id:int] flag_id:int - teleports a character to a flag - chr_teleport 0 105
*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_unkillable A1_intro01 1*
*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_unstoppable IntroMuro 1
*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_animation 0 KONSPRrun_lt KONSPRrun_rt
*chr_wait_animstate [ai_name:string | script_id:int] [anim_name:string] - waits for a character to reach a specific animation state - chr_wait_animstate 0 run_slide
*chr_wait_animtype [ai_name:string | script_id:int] [anim_name:string] - waits for a character to play a specific animation type - chr_wait_animtype 0 jump
*chr_wait_health [ai_name:string | script_id:int] health_amount:float - waits until a character's health falls below a value - chr_wait_health Muro 200
*<span style="color:green"> chr_weapon chr_index:int [weapon_name:string | weapon_num:int] - sets the weapon for a give character</span>
*chr_weapon_immune [ai_name:string | script_id:int] - makes a character weapon immune - chr_weapon_immune(vat_bot_1); // *chr_weapon_immune 0*


===cinematic_===
===cinematic_===
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