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BSL:Functions: Difference between revisions

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→‎ai2: adding info on the "except" keyword for ai2_kill; wording
(→‎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 [int] - kills all AIs, just use a number as parameter instead of a string
*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''
''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''
''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
*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 ai2_takecontrol 1 if Konoko should do that''
''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
''needs ai2_takecontrol 1 if Konoko should do that''<br />
''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 consoles and clears characters as if you started the level again''
''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''
''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 ai2_takecontrol 1 if Konoko should do that''
''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