18,700
edits
(ah, I knew I saw a description for this somewhere; don't know why this was left out when Ssg's Commands page was brought over) |
(→chr_: forgot this Mac-exclusive too) |
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*chr_kill_all_ai (null) - kills all the AI (not working?) | *chr_kill_all_ai (null) - kills all the AI (not working?) | ||
'''Commands which have an effect on one character: | '''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 [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_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 | ||
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''This function only returns if the player is out of ammo for the weapon and the weapon is also empty.'' | ''This function only returns if the player is out of ammo for the weapon and the weapon is also empty.'' | ||
*chr_has_lsi [ai_name:string | script_id:int] - records that the character has the lsi - chr_has_lsi(0) | *chr_has_lsi [ai_name:string | script_id:int] - records that the character has the lsi - chr_has_lsi(0) | ||
* chr_health chr_index:int [hit_points:int] - sets character's health - chr_health 0 300 | *chr_health chr_index:int [hit_points:int] - sets character's health - chr_health 0 300 | ||
*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_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_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_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) | *chr_is_player [ai_name:string | script_id:int] - returns if this character is the player - chr_is_player(character) | ||
* 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 | *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 | ||
* chr_location_settocamera chr_index:int - Sets the location of any character to the camera location -chr_location_settocamera 1 | <span style="color:blue">''The first parameter is [ai_name:string | chr_index:int] on Macs, that is, you can supply the name of the AI or its index number.''</span> | ||
*chr_location_settocamera chr_index:int - Sets the location of any character to the camera location -chr_location_settocamera 1 | |||
*chr_lock_active [ai_name:string | script_id:int] - locks the character active - chr_lock_active IntroMuro | *chr_lock_active [ai_name:string | script_id:int] - locks the character active - chr_lock_active IntroMuro | ||
*chr_main_class [class_name:string | class_index:int] - sets the main characters class - chr_main_class striker_easy_1 | *chr_main_class [class_name:string | class_index:int] - sets the main characters class - chr_main_class striker_easy_1 | ||
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*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_shadow [ai_name:string | script_id:int] [on_off:int{0 | 1}] - turns of the shadow for this character - chr_shadow ZomShin 1 | ||
*<span style="color:blue">chr_showextent [anim_name:string] - shows the attack extent of an animation - chr_showextent KONOKOjump_bk_kick</span> | *<span style="color:blue">chr_showextent [anim_name:string] - shows the attack extent of an animation - chr_showextent KONOKOjump_bk_kick</span> | ||
''chr_showextent_globals must be on for this to work'' | ''chr_showextent_globals must be on for this to work.'' | ||
*<span style="color:blue">chr_showextent_globals - shows the global parts of an attack animation's extent - chr_showextent 1</span> | *<span style="color:blue">chr_showextent_globals - shows the global parts of an attack animation's extent - chr_showextent 1</span> | ||
*chr_super [ai_name:string | script_id:int] super_amount:float - set's a character's super value - chr_super 0 1 | *chr_super [ai_name:string | script_id:int] super_amount:float - set's a character's super value - chr_super 0 1 |