BSL:Variables: Difference between revisions

m
Table ready for filling in :)
m (Table ready for filling in :))
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==Assignment==
==Assignment==
Put usage of '''=''' here.
Put usage of '''=''' here.
==Native variables==
==Preset variables==
All the native OSL variables should be listed here, in alphabetical order. Please expand.
;All the preset OSL variables are listed here, in alphabetical order.
;Please fill in with [http://www6.fh-eberswalde.de/user/dkriesch/onistuff/commands.htm 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 [[OSL:Preset|Preset]]
;(mini-tutorials of sorts) [[User:Geyser|geyser]]


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
:Gray : available only on PC retail and beta 4 or earlier
:White : available on all versions
:(although there are a few differences between PC retail and beta 4... oh well...)
:Gray : available only on PC retail and Mac beta 4
:Red : Mac beta 4 exclusive
:Green : PC retail exclusive
;Default value
;Default value
:Bold : reset by engine at level load (not reflected by the table yet)
:Bold : 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!!Tested
!Type!!Name!!Default value!!Comment!!Works
|-
|-
|bool||ai2_blind||0||turns off the AI's visual sensing system||OK
|bool||ai2_barabbas_run||1||"lets Barabbas run while carrying his gun"||NO
|-
|-
|bool||ai2_boss_battle||0||enables AI boss-battle target selection||??
|bool||ai2_blind||'''0'''||turns off the AI's visual sensing system||OK
|-
|-
|bool||ai2_deaf||0||turns off the AI's sound sensing system||OK
|bool||ai2_boss_battle||'''0'''||enables AI boss-battle target selection||??
|-
|bool||ai2_chump_stop||'''0'''||"stops the chump"||??
|-
|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||??
|int32||ai2_debug_localmove_lines||20||number of lines to cast to debug local-movement code||??
|-bgcolor="lime"
|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|| ||
|-
|bool||ai2_showastar||0|| ||
|-
|bool||ai2_showcombatranges||0|| ||
|-
|bool||ai2_showconnections||0|| ||
|-
|bool||ai2_showdynamicgrids||0|| ||
|-
|bool||ai2_showfights||0|| ||
|-
|bool||ai2_showfiringspreads||0|| ||
|-
|bool||ai2_showgrids||0|| ||
|-
|bool||ai2_showhealth||0|| ||
|-
|bool||ai2_showintersections||0|| ||
|-
|bool||ai2_showjoblocations||0|| ||
|-
|bool||ai2_showlasers||0|| ||
|-
|bool||ai2_showlinetochar||0|| ||
|-
|bool||ai2_showlocalmelee||0|| ||
|-
|bool||ai2_showlos||0|| ||
|-
|bool||ai2_shownames||0|| ||
|-
|bool||ai2_showpathfindingerrors||0|| ||
|-
|bool||ai2_showpaths||0|| ||
|-
|bool||ai2_showprediction||0|| ||
|-
|-
|bool||ai2_ignore_player||0||makes all AI ignore the player||OK
|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_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||??
|int32||ai2_stopignoring_time||240||time before the AI forgets about ignored events, in frames||??
|-
|-bgcolor="silver"
|bool||am_hit_everything||0||makes the laser pointer hit all objects||??
|bool||am_hit_everything||0||makes the laser pointer hit all objects||??
|-
|-bgcolor="silver"
|bool||am_invert||...||inverts aiming||OK
|bool||am_invert||'''??'''||inverts aiming||OK
|-bgcolor="silver"
|bool||am_show_axes|| || ||
|-bgcolor="silver"
|bool||am_show_closest|| || ||
|-bgcolor="silver"
|bool||am_show_filenames|| || ||
|-bgcolor="silver"
|bool||character_name_distance|| || ||
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_active||1||enables character activity||OK
|bool||chr_active||1||enables character activity||OK
Line 44: Line 123:
|float||chr_auto_aim_dist||40.||threshold distance for auto aiming, in world units||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
|bool||chr_big_head||'''0'''||enables custom head size factor for all characters||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||chr_big_head_amount||4.||custom head size factor for all characters||OK
|float||chr_big_head_amount||4.||custom head size factor for all characters||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||chr_block_angle||20.||width of the blocking angle, in degrees||OK
|float||chr_block_angle||20.||width of the blocking angle, in degrees||OK
|-bgcolor="silver"
| ||chr_buffer_size|| || ||
|-bgcolor="silver"
| ||chr_collision_box|| || ||
|-bgcolor="silver"
| ||chr_collision_grow|| || ||
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_corpse_fade_offscreen||1||makes characters fade to corpses when offscreen||??
|bool||chr_corpse_fade_offscreen||1||makes characters fade to corpses when offscreen||??
Line 57: Line 142:
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_debug_aiming_screen||0||enables dumping of aiming screen events to '''console'''||OK
|bool||chr_debug_aiming_screen||0||enables dumping of aiming screen events to '''console'''||OK
|-bgcolor="silver"
| ||chr_debug_characters|| || ||
|-bgcolor="silver"
| ||chr_debug_collision|| || ||
|-bgcolor="silver"
| ||chr_debug_fall|| || ||
|-bgcolor="silver"
| ||chr_debug_footsteps|| || ||
|-bgcolor="silver"
| ||chr_debug_footsteps_verbose|| || ||
|-bgcolor="silver"
| ||chr_debug_handle|| || ||
|-bgcolor="silver"
| ||chr_debug_impacts|| || ||
|-bgcolor="silver"
| ||chr_debug_overlay|| || ||
|-bgcolor="silver"
| ||chr_debug_pathfinding|| || ||
|-bgcolor="silver"
| ||chr_debug_sphere|| || ||
|-bgcolor="silver"
| ||chr_debug_target|| || ||
|-bgcolor="silver"
| ||chr_debug_trigger_quad|| || ||
|-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 63: Line 172:
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_draw_aiming_vector||0||enables drawing of the aiming vector||OK
|bool||chr_draw_aiming_vector||0||enables drawing of the aiming vector||OK
|-bgcolor="silver"
| ||chr_draw_all_characters|| || ||
|-bgcolor="silver"
| ||chr_draw_facing_vector|| || ||
|-bgcolor="silver"
| ||chr_draw_weapon|| || ||
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_enable_collision||1||enables character collision||OK
|bool||chr_enable_collision||1||enables character collision||OK
Line 73: Line 188:
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_pin_character||0||pins all characters (freezes coordinates)||OK
|bool||chr_pin_character||0||pins all characters (freezes coordinates)||OK
|-bgcolor="silver"
| ||chr_print_sound|| || ||
|-bgcolor="silver"
| ||chr_show_bnv|| || ||
|-bgcolor="silver"
| ||chr_show_lod|| || ||
|-bgcolor="silver"
| ||chr_show_movement|| || ||
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_weapon_auto_aim||1||enables auto aiming||OK
|bool||chr_weapon_auto_aim||1||enables auto aiming||OK
Line 95: Line 218:
|-bgcolor="silver"
|-bgcolor="silver"
|bool||cm_plane_test||1||enables plane test for [[Jello]] camera||??
|bool||cm_plane_test||1||enables plane test for [[Jello]] camera||??
|-bgcolor="silver"
| ||co_display|| || ||
|-bgcolor="silver"
| ||co_fade_time|| || ||
|-bgcolor="silver"
| ||co_message_display|| || ||
|-bgcolor="silver"
| ||co_priority|| || ||
|-bgcolor="silver"
| ||debug_consoles|| || ||
|-bgcolor="red"
| ||debug_font_cache|| || ||
|-bgcolor="silver"
| ||debug_gun_behavior|| || ||
|-bgcolor="silver"
| ||debug_impacts|| || ||
|-bgcolor="silver"
| ||debug_scripts|| || ||
|-bgcolor="silver"
| ||debug_triggers|| || ||
|-bgcolor="silver"
| ||debug_weapons|| || ||
|-bgcolor="silver"
| ||door_drawframes|| || ||
|-bgcolor="silver"
|-bgcolor="silver"
|bool||door_ignore_locks||0||disables all door locks||OK
|bool||door_ignore_locks||0||disables all door locks||OK
|-bgcolor="silver"
| ||door_pop_lighting|| || ||
|-bgcolor="silver"
| ||door_show_activation|| || ||
|-bgcolor="silver"
| ||door_show_debug|| || ||
|-bgcolor="silver"
| ||draw_every_frame|| || ||
|-bgcolor="silver"
| ||draw_every_frame_multiple|| || ||
|-bgcolor="silver"
|-bgcolor="silver"
|bool||env_collision||1||enables environment collision||??
|bool||env_collision||1||enables environment collision||??
|-bgcolor="silver"
| ||env_drawallgqs|| || ||
|-bgcolor="silver"
| ||env_drawfrustum|| || ||
|-bgcolor="silver"
| ||env_drawvisonly|| || ||
|-bgcolor="silver"
| ||env_highlight_gq|| || ||
|-bgcolor="silver"
| ||env_ray_number|| || ||
|-bgcolor="silver"
| ||env_show_ghostgqs|| || ||
|-bgcolor="silver"
| ||env_show_leafnodes|| || ||
|-bgcolor="silver"
| ||env_show_octnode_gqs|| || ||
|-bgcolor="silver"
| ||env_show_octtree|| || ||
|-bgcolor="silver"
| ||env_show_quad_count|| || ||
|-bgcolor="silver"
| ||env_show_rays|| || ||
|-bgcolor="silver"
| ||env_show_stairflagged|| || ||
|-bgcolor="silver"
| ||fast_lookup|| || ||
|-bgcolor="silver"
| ||fast_mode|| || ||
|-bgcolor="silver"
| ||flag_name_distance|| || ||
|-bgcolor="silver"
| ||flag_new_id|| || ||
|-bgcolor="silver"
| ||footstep_flash|| || ||
|-bgcolor="silver"
| ||fx_laser_width|| || ||
|-bgcolor="silver"
|-bgcolor="silver"
|bool||gl_disable_depth_reads||0||disables depth reads||??
|bool||gl_disable_depth_reads||0||disables depth reads||??
|-bgcolor="red"
| ||gl_disable_dxt1|| || ||
|-bgcolor="red"
| ||gl_disable_packed_pixels|| || ||
|-
|-
|float||gl_fog_start||0.975||fog start||OK
|float||gl_fog_blue||'''0.25'''||amount of blue fog (0 - 1)||OK
|-
|-
|float||gl_fog_end||1.||fog end||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_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
|-
|-
|float||gl_fog_red||0.25||amount of red fog (0 - 1)||OK
|float||gl_fog_start||'''0.975'''||fog start||OK
|-bgcolor="red"
| ||gl_mipmap_offset|| || ||
|-bgcolor="silver"
| ||gs_input_accel|| || ||
|-bgcolor="silver"
| ||gs_screen_shot_reduce|| || ||
|-bgcolor="silver"
| ||gs_show_characters|| || ||  
|-bgcolor="silver"
|-bgcolor="silver"
|bool||gs_show_corpses||1||enables drawing of corpses||OK
|bool||gs_show_corpses||1||enables drawing of corpses||OK
|-
|-bgcolor="silver"
| ||gs_show_environment|| || ||
|-bgcolor="silver"
| ||gs_show_object_count|| || ||
|-bgcolor="silver"
| ||gs_show_objects|| || ||
|-bgcolor="silver"
| ||gs_show_particles|| || ||
|-bgcolor="silver"
| ||gs_show_physics_count|| || ||
|-bgcolor="silver"
| ||gs_show_scripting_count|| || ||
|-bgcolor="silver"
| ||gs_show_shadows|| || ||
|-bgcolor="silver"
| ||gs_show_sky|| || ||
|-bgcolor="silver"
|bool||gs_show_ui||1||enables Head-Up Display||OK
|bool||gs_show_ui||1||enables Head-Up Display||OK
|-bgcolor="silver"
| ||gs_sleep|| || ||
|-bgcolor="silver"
| ||gs_stable_ear|| || ||
|-
|-
|bool||invincible||0||makes player invincible||OK
|bool||invincible||'''0'''||makes player invincible||OK
|-bgcolor="silver"
| ||laser_alpha|| || ||
|-bgcolor="lime"
| ||li_center_cursor|| || ||
|-bgcolor="silver"
| ||m3_buffer_clear|| || ||
|-bgcolor="silver"
| ||m3_clear_color|| || ||
|-bgcolor="silver"
| ||m3_double_buffer|| || ||
|-bgcolor="silver"
| ||m3_fill_solid|| || ||
|-bgcolor="silver"
| ||m3_shade_vertex|| || ||
|-bgcolor="silver"
| ||m3_texture|| || ||
|-bgcolor="silver"
| ||m3_zcompareon|| || ||
|-
|-
|bool||marketing_line_off||0||turns the laser sight off||OK
|bool||marketing_line_off||0||turns the laser sight off||OK
|-bgcolor="silver"
| ||ob_show_debug|| || ||
|-
|bool||omnipotent||'''0'''||makes player omnipotent||OK
|-
| ||p3_debug_collision|| || ||
|-
| ||p3_everything_breakable|| || ||
|-
| ||p3_furniture_breakable|| || ||
|-
|-
|bool||omnipotent||0||makes player omnipotent||OK
| ||p3_glass_breakable|| || ||  
|-
|-
|int32||save_point||...||which save point we are on||OK
| ||p3_show_env_collision|| || ||
|-bgcolor="silver"
| ||patrolpath_name_distance|| || ||
|-
| ||ph_active|| || ||
|-
| ||ph_debug_keyforces|| || ||
|-
| ||ph_show_collisions|| || ||
|-bgcolor="silver"
| ||recoil_base|| || ||
|-bgcolor="silver"
| ||recoil_edit|| || ||
|-bgcolor="silver"
| ||recoil_factor|| || ||
|-bgcolor="silver"
| ||recoil_max|| || ||
|-bgcolor="silver"
| ||recoil_return_speed|| || ||
|-
|int32||save_point||'''??'''||which save point we are on||OK
|-bgcolor="silver"
| ||saved_film_character_offset|| || ||
|-bgcolor="silver"
| ||saved_film_loop|| || ||
|-bgcolor="silver"
| ||sc_bind_f2|| || ||
|-bgcolor="silver"
| ||sc_bind_f3|| || ||
|-bgcolor="silver"
| ||show_characters|| || ||
|-bgcolor="silver"
| ||show_chr_env_collision|| || ||
|-bgcolor="silver"
| ||show_flags|| || ||
|-bgcolor="silver"
| ||show_laser_env_collision|| || ||
|-bgcolor="silver"
| ||show_patrolpaths|| || ||
|-bgcolor="silver"
| ||show_performance|| || ||
|-bgcolor="silver"
| ||show_performance_gsd|| || ||
|-bgcolor="silver"
| ||show_performance_gsu|| || ||
|-bgcolor="silver"
| ||show_sound_all|| || ||
|-bgcolor="silver"
| ||show_sound_rectangles|| || ||
|-bgcolor="silver"
| ||show_sound_spheres|| || ||
|-bgcolor="silver"
| ||show_triggers|| || ||
|-bgcolor="silver"
| ||show_turrets|| || ||
|-bgcolor="silver"
| ||single_step|| || ||
|-bgcolor="silver"
| ||sky_height|| || ||
|-bgcolor="silver"
| ||sky_height|| || ||
|-bgcolor="silver"
| ||sky_show_clouds|| || ||
|-bgcolor="silver"
| ||sky_show_planet|| || ||
|-bgcolor="silver"
| ||sky_show_sky|| || ||
|-bgcolor="silver"
| ||sky_show_skybox|| || ||
|-bgcolor="silver"
| ||sky_show_stars|| || ||
|-
| ||sound_show_debug|| || ||
|-bgcolor="silver"
| ||spatial_footsteps|| || ||
|-bgcolor="silver"
| ||sync_debug|| || ||
|-bgcolor="silver"
|-bgcolor="silver"
|float||target_max_distance||75000.||distance to objective over which the radar arc changes size, in world units||OK
|float||target_max_distance||75000.||distance to objective over which the radar arc changes size, in world units||OK
|-bgcolor="silver"
| ||turret_show_debug|| || ||
|-
|-
|bool||ui_suppress_prompt||0||suppresses HUD prompting about new objectives or moves||OK
|bool||ui_suppress_prompt||0||suppresses HUD prompting about new objectives or moves||OK
|-
|-
|bool||unstoppable||0||makes player unstoppable||OK
|bool||unstoppable||'''0'''||makes player unstoppable||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||wait_for_key||0||makes the game wait for a key before level load||OK
|bool||wait_for_key||0||makes the game wait for a key before level load||OK
Line 135: Line 466:
|-bgcolor="silver"
|-bgcolor="silver"
|int32||wp_fadetime||360||free time for powerups||??
|int32||wp_fadetime||360||free time for powerups||??
|-
|-bgcolor="silver"
|bool||wp_force_half_scale||0||??||??
|bool||wp_force_half_scale||0||??||??
|-
|-bgcolor="silver"
|bool||wp_force_no_scale||0||??||??
|bool||wp_force_no_scale||0||??||??
|-
|-bgcolor="silver"
|bool||wp_force_scale||0||??||??
|bool||wp_force_scale||0||??||??
|-bgcolor="silver"
|-bgcolor="silver"
|int32||wp_hypostrength||25||strength of hypo spray (in per cent of full health)||OK
|int32||wp_hypostrength||25||strength of hypo spray (in per cent of full health)||OK
|-
|-bgcolor="silver"
|bool||wp_kickable||0||lets ''everyone but the player'' collide with weapons||OK
|bool||wp_kickable||0||lets ''everyone but the player'' collide with weapons||OK
|-
|-bgcolor="silver"
|float||wp_pow_adjustment||0.3||??||??
|float||wp_pow_adjustment||0.3||??||??
|-
|-bgcolor="silver"
|float||wp_scale_adjustment||1.||??||??
|float||wp_scale_adjustment||1.||??||??
|}
|}