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edits
(→cutscene: added info on begin_cutscene's arguments and on cutscene_sync's usage) |
m (→ai2: adding info on the "except" keyword for ai2_kill; wording) |
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===ai2=== | ===ai2=== | ||
'''Commands which can have an effect on all AIs (see below to use these same commands on one AI):''' | '''Commands which can have an effect on all AIs (see below to use these same commands on one AI):'''<br> | ||
*ai2_allpassive passive:int {0 | 1} - stops all AIs from thinking for themselves - ai2_allpassive 1 | *ai2_allpassive passive:int {0 | 1} - stops all AIs from thinking for themselves - ai2_allpassive 1 | ||
*ai2_spawnall (null) - spawns all AI, even those not initially present - ai2_spawnall | *ai2_spawnall (null) - spawns all AI, even those not initially present - ai2_spawnall | ||
*ai2_takecontrol on_off:int {0 | 1} - makes the AI movement system take control of the player - ai2_takecontrol 1 | *ai2_takecontrol on_off:int {0 | 1} - makes the AI movement system take control of the player - ai2_takecontrol 1 | ||
*ai2_kill | *ai2_kill - kills one or more AIs | ||
''If you don't specify any parameters to it, ai2_kill kills all AIs.'' | |||
'''Commands which have an effect on one AI:''' | '''Commands which have an effect on one AI:''' | ||
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*ai2_debug_makesound [sound_type:string | ] [volume:float | ] - causes the player to make a sound (alerts nearby AIs) | *ai2_debug_makesound [sound_type:string | ] [volume:float | ] - causes the player to make a sound (alerts nearby AIs) | ||
*ai2_doalarm [ai_name:string | script_id:int] [console_id:int] - tells an AI to run for an alarm - ai2_doalarm ambush_commguy_2 4 | *ai2_doalarm [ai_name:string | script_id:int] [console_id:int] - tells an AI to run for an alarm - ai2_doalarm ambush_commguy_2 4 | ||
'' | ''If the AI is passive, ai2_doalarm cannot be executed.'' | ||
*ai2_dopath [ai_name:string | script_id:int] path_name:string - tells an AI to run a particular path - ai2_dopath A_E3 patrol_49 | *ai2_dopath [ai_name:string | script_id:int] path_name:string - tells an AI to run a particular path - ai2_dopath A_E3 patrol_49 | ||
'' | ''If the AI is passive, ai2_dopath cannot be executed.'' | ||
*ai2_findconnections [distance:int | ] - finds all BNV connections from the player's location | *ai2_findconnections [distance:int | ] - finds all BNV connections from the player's location | ||
*ai2_followme [ai_name:string | script_id:int] - tells an AI to follow the player - ai2_followme s2_t05 | *ai2_followme [ai_name:string | script_id:int] - tells an AI to follow the player - ai2_followme s2_t05 | ||
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*ai2_idle [ai_name:string | script_id:int] - tells an AI to become idle - ai2_idle A1_intro01 | *ai2_idle [ai_name:string | script_id:int] - tells an AI to become idle - ai2_idle A1_intro01 | ||
*ai2_inactive [ai_name:string | script_id:int] - forces an AI into inactive mode | *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_kill ScanKerr01 / | *ai2_kill [param1:string] [param2:string] - kills one or more AIs - ai2_kill ScanKerr01 | ||
''You can kill every AI but one by specifying its name: <tt>ai2_kill except Griffin</tt>.'' | |||
*ai2_lookatchar [ai_name:string | script_id:int] [ai_name:string | script_id:int] - tells an AI to look at a character - ai2_lookatchar 0 Barabus | *ai2_lookatchar [ai_name:string | script_id:int] [ai_name:string | script_id:int] - tells an AI to look at a character - ai2_lookatchar 0 Barabus | ||
'' | ''Needs <tt>ai2_takecontrol 1</tt> if being used on Konoko.'' | ||
*ai2_lookatme [ai_name:string | script_id:int] - tells an AI to look at the player - ai2_lookatme s2_t05 | *ai2_lookatme [ai_name:string | script_id:int] - tells an AI to look at the player - ai2_lookatme s2_t05 | ||
*ai2_makeaware [ai_name:string | script_id:int] [target_name:string | target_script_id:int] - makes an AI aware of another character - ai2_makeaware GrifElite04 char_0 | *ai2_makeaware [ai_name:string | script_id:int] [target_name:string | target_script_id:int] - makes an AI aware of another character - ai2_makeaware GrifElite04 char_0 | ||
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*ai2_makeignoreplayer [ai_name:string | script_id:int] on_off:int{0 | 1} - makes a single AI ignore the player - ai2_makeignoreplayer ParkStriker 1 | *ai2_makeignoreplayer [ai_name:string | script_id:int] on_off:int{0 | 1} - makes a single AI ignore the player - ai2_makeignoreplayer ParkStriker 1 | ||
*ai2_movetoflag [ai_name:string | script_id:int] flag_id:int [setfacing:string{"setfacing"}] - tells an AI to move to a flag - ai2_movetoflag 0 1091 | *ai2_movetoflag [ai_name:string | script_id:int] flag_id:int [setfacing:string{"setfacing"}] - tells an AI to move to a flag - ai2_movetoflag 0 1091 | ||
''ai2_movetoflag will only work if there is a path to that flag. Needs <tt>ai2_takecontrol 1</tt> if being used on Konoko.'' | |||
''ai2_movetoflag will only work if there is a path to that flag'' | |||
*ai2_neutralbehavior [ai_name:string | script_id:int] behavior:string - sets up an AI's neutral-interaction - ai2_neutralbehavior neutral_3 none | *ai2_neutralbehavior [ai_name:string | script_id:int] behavior:string - sets up an AI's neutral-interaction - ai2_neutralbehavior neutral_3 none | ||
*ai2_noncombatant [ai_name:string | script_id:int] non_combatant:int{0 | 1} - sets or clears an AI's non-combatant state - ai2_noncombatant A1_intro01 1 | *ai2_noncombatant [ai_name:string | script_id:int] non_combatant:int{0 | 1} - sets or clears an AI's non-combatant state - ai2_noncombatant A1_intro01 1 | ||
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*ai2_report_verbose [ai_name:string | script_id:int | ] - tells an AI to report in verbosely | *ai2_report_verbose [ai_name:string | script_id:int | ] - tells an AI to report in verbosely | ||
*ai2_reset [reset_player:int] - resets AI as if start of level - ai2_reset | *ai2_reset [reset_player:int] - resets AI as if start of level - ai2_reset | ||
'' | ''Resets all consoles and characters as if you started the level again.'' | ||
*ai2_set_handlesilenterror handle_silent:bool [subsystem:string | ] - sets whether handled errors are silent | *ai2_set_handlesilenterror handle_silent:bool [subsystem:string | ] - sets whether handled errors are silent | ||
*ai2_set_logerror error_level:string [subsystem:string | ] - sets the level of errors to log to file | *ai2_set_logerror error_level:string [subsystem:string | ] - sets the level of errors to log to file | ||
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*ai2_setalert [ai_name:string | script_id:int] alert:string - sets the alert state of an AI - ai2_setalert Floor2_Striker_2 high (alert strings: lull, low, medium, high, combat) | *ai2_setalert [ai_name:string | script_id:int] alert:string - sets the alert state of an AI - ai2_setalert Floor2_Striker_2 high (alert strings: lull, low, medium, high, combat) | ||
*ai2_setjobstate [ai_name:string | script_id:int] - tells an AI to take its current state as its job - ai2_setjobstate E_Er34 | *ai2_setjobstate [ai_name:string | script_id:int] - tells an AI to take its current state as its job - ai2_setjobstate E_Er34 | ||
'' | ''If the AI is passive, ai2_setjobstate cannot be executed.'' | ||
*ai2_setmovementmode [ai_name:string | script_id:int] mode:string - sets an AI's current movement mode - ai2_setmovementmode finalam_striker_1 walk (movement mode strings: creep, walk, walk_noaim, run, run_noaim) | *ai2_setmovementmode [ai_name:string | script_id:int] mode:string - sets an AI's current movement mode - ai2_setmovementmode finalam_striker_1 walk (movement mode strings: creep, walk, walk_noaim, run, run_noaim) | ||
'' | ''Needs <tt>ai2_takecontrol 1</tt> if being used on Konoko.'' | ||
*ai2_showmem - shows AI memory usage | *ai2_showmem - shows AI memory usage | ||
*ai2_skill_bestangle best_angle:float - sets an AI's best aiming angle in degrees | *ai2_skill_bestangle best_angle:float - sets an AI's best aiming angle in degrees |