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'''Commands which can have an effect on all AIs (see below to use these same commands on one AI):'''<br> | '''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_kill - kills one or more AIs | |||
''If you don't specify any parameters to it, ai2_kill kills all AIs.'' | |||
*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_tripalarm - alarm_id:int [ai_name:string | script_id:int] - trips an alarm - ai2_tripalarm 2 0 | ||
'' | ''Tells all AIs about the character named in the third parameter (optional; default is the player-character). AIs will ignore the alarm if they are passive, are not set in their [[OBD:BINA/OBJC/CHAR|CHAR]] to respond to this alarm group, are an ally of the named character, or (when target is to be the player) they have had ai2_makeignoreplayer used on them or the variable ai2_ignore_player is true. The notified AIs will run to the target character's current location as of the time the alarm was tripped.'' | ||
'''Commands which have an effect on one AI:''' | '''Commands which have an effect on one AI:''' | ||
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*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>.'' | ''You can kill every AI but one by specifying its name using the "except" keyword: <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.'' | ''Needs <tt>ai2_takecontrol 1</tt> if being used on Konoko.'' | ||
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*ai2_skill_show - shows the currently selected shooting skill | *ai2_skill_show - shows the currently selected shooting skill | ||
*ai2_spawn ai_name:string [force_spawn:string{"force"}] - creates and starts an AI from a character object - ai2_spawn ambush_striker_2 | *ai2_spawn ai_name:string [force_spawn:string{"force"}] - creates and starts an AI from a character object - ai2_spawn ambush_striker_2 | ||
===chr=== | ===chr=== |