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BSL:Functions: Difference between revisions

→‎ai2: moved ai2_tripalarm up to all-AI section, added description of it
m (replaced YT redirect)
(→‎ai2: moved ai2_tripalarm up to all-AI section, added description of it)
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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_kill - kills one or more AIs
*ai2_tripalarm - alarm_id:int [ai_name:string | script_id:int] - trips an alarm - ai2_tripalarm 2 0
''If you don't specify any parameters to it, ai2_kill kills all AIs.''
''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
*ai2_tripalarm - alarm_id:int [ai_name:string | script_id:int] - trips an alarm - ai2_tripalarm 2 0


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