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BSL:Variables: Difference between revisions

m
added some stuff; more, later
m (added some stuff; more, later)
Line 17: Line 17:
:Green : PC retail exclusive
:Green : PC retail exclusive
;Default value
;Default value
:Bold : reset by engine at level load (not checked yet for '''chr_buffer_size''' and beyond, unless specified)
:''Italic'' : reset by engine at level load (not checked yet for '''chr_buffer_size''' and beyond, unless specified)
{|border=1 cellspacing=0 cellpadding=1
{|border=1 cellspacing=0 cellpadding=1
!Type!!Name!!Default value!!Comment!!Works
!Type!!Name!!Default value!!Comment!!Works
|-
|-
|bool||ai2_barabbas_run||1||"lets Barabbas run while carrying his gun"||NO
|bool||[[ai2_barabbas_run]]||1
|all AI can apparently run with the WMC...||??
|-
|-
|bool||ai2_blind||'''0'''||turns off the AI's visual sensing system||OK
|bool||[[ai2_blind]]||''0''
|turns off the AI's visual sensing system||OK
|-
|-
|bool||ai2_boss_battle||'''0'''||enables AI boss-battle target selection||??
|bool||[[ai2_boss_battle]]||''0''
|enables AI boss-battle target selection||??
|-
|-
|bool||ai2_chump_stop||'''0'''||"stops the chump"||??
|bool||[[ai2_chump_stop]]||''0''
|disables the pathfinding behaviour of chump(s)||OK
|-
|-
|bool||ai2_deaf||'''0'''||turns off the AI's sound sensing system||OK
|bool||[[ai2_deaf]]||''0''
|turns off the AI's sound sensing system||OK
|-
|-
|int32||ai2_debug_localmove_lines||20||number of lines to cast to debug local-movement code||??
|int32||[[ai2_debug_localmove_lines]]||20
|number of lines to cast to debug local-movement code||OK
|-bgcolor="lime"
|-bgcolor="lime"
|bool||ai2_debug_localmovement||0||debug local-movement code from player's position||OK
|bool||[[ai2_debug_localmovement]]||0
|debug local-movement code from player's position||OK
|-
|-
|bool||ai2_debug_localpathfinding||0||debug local-path code from player's position and facing||OK
|bool||[[ai2_debug_localpathfinding]]||0
|debug local-path code from player's position and facing||OK
|-
|-
|bool||ai2_debug_showsettingIDs||0||shows ID numbers for combat, melee and neutral settings||??
|bool||[[ai2_debug_showsettingIDs]]||0
|shows ID numbers for combat, melee and neutral settings||??
|-
|-
|bool||ai2_ignore_player||'''0'''||makes all AI ignore the player||OK
|bool||[[ai2_ignore_player]]||''0''
|makes all AI ignore the player||OK
|-
|-
|bool||ai2_melee_weightcorrection||1||weights down non-attack techniques so they are never more than attacks||??
|bool||[[ai2_melee_weightcorrection]]||1
|weights down non-attack techniques so they are never more than attacks||??
|-
|-
|bool||ai2_printspawn||0||prints information about each AI spawn||??
|bool||[[ai2_printspawn]]||0
|prints information about each AI spawn||??
|-
|-
|bool||ai2_showactivationpaths||0|| ||
|bool||[[ai2_showactivationpaths]]||0
|shows the initial pathfinding (upon actiavation) of all AI||OK
|-
|-
|bool||ai2_showastar||0|| ||
|bool||[[ai2_showastar]]||0
|shows something about the A* pathfinding||??
|-
|-
|bool||ai2_showcombatranges||0|| ||
|bool||[[ai2_showcombatranges]]||0
|shows near and far combat range of all AI||OK
|-
|-
|bool||ai2_showconnections||0|| ||
|bool||[[ai2_showconnections]]||0
|shows the result of [[ai2_findconnections]]||OK
|-
|-
|bool||ai2_showdynamicgrids||0|| ||
|bool||[[ai2_showdynamicgrids]]||0
|shows dynamic grids (moving obstacles) if '''ai2_showgrids''' is ON||OK
|-
|-
|bool||ai2_showfights||0|| ||  
|bool||[[ai2_showfights]]||0
| ||  
|-
|-
|bool||ai2_showfiringspreads||0|| ||
|bool||[[ai2_showfiringspreads]]||0
|shows the firing spread of all active weapons||OK
|-
|-
|bool||ai2_showgrids||0|| ||
|bool||[[ai2_showgrids]]||0
|shows static grids (see [[AKVA]])||OK
|-
|-
|bool||ai2_showhealth||0|| ||
|bool||[[ai2_showhealth]]||0
|shows health and healthbar above every AI]]||OK
|-
|-
|bool||ai2_showintersections||0|| ||  
|bool||[[ai2_showintersections]]||0
| ||  
|-
|-
|bool||ai2_showjoblocations||0|| ||  
|bool||[[ai2_showjoblocations]]||0
| ||  
|-
|-
|bool||ai2_showlasers||0|| ||
|bool||[[ai2_showlasers]]||0
| ||??
|-
|-
|bool||ai2_showlinetochar||0|| ||
|bool||[[ai2_showlinetochar]]||0
|draws a line from the player to every char||OK
|-
|-
|bool||ai2_showlocalmelee||0|| ||  
|bool||[[ai2_showlocalmelee]]||0
| ||  
|-
|-
|bool||ai2_showlos||0|| ||  
|bool||[[ai2_showlos]]||0
|the LOS of all aiming enemies leaves a permanent trace||
|-
|-
|bool||ai2_shownames||0|| ||  
|bool||[[ai2_shownames]]||0
| ||  
|-
|-
|bool||ai2_showpathfindingerrors||0|| ||  
|bool||[[ai2_showpathfindingerrors]]||0
| ||  
|-
|-
|bool||ai2_showpaths||0|| ||  
|bool||[[ai2_showpaths]]||0
| ||  
|-
|-
|bool||ai2_showprediction||0|| ||  
|bool||[[ai2_showprediction]]||0
| ||  
|-
|-
|bool||ai2_showprojectiles||0|| ||  
|bool||[[ai2_showprojectiles]]||0
| ||  
|-
|-
|bool||ai2_showsounds||0|| ||  
|bool||[[ai2_showsounds]]||0
| ||  
|-
|-
|bool||ai2_showtargeting||0|| ||  
|bool||[[ai2_showtargeting]]||0
| ||  
|-
|-
|bool||ai2_showvision||0|| ||  
|bool||[[ai2_showvision]]||0
| ||  
|-
|-
|int32||ai2_spacing_cookies||2|| ||  
|int32||[[ai2_spacing_cookies]]||2
| ||  
|-
|-
|bool||ai2_spacing_enable||1|| ||  
|bool||[[ai2_spacing_enable]]||1
| ||  
|-
|-
|bool||ai2_spacingweights||1|| ||  
|bool||[[ai2_spacingweights]]||1
| ||  
|-
|-
|int32||ai2_stopignoring_count||6||number of events before the AI will stop ignoring||??
|int32||[[ai2_stopignoring_count]]||6
|number of events before the AI will stop ignoring||??
|-
|-
|int32||ai2_stopignoring_time||240||time before the AI forgets about ignored events, in frames||??
|int32||[[ai2_stopignoring_time]]||240
|time before the AI forgets about ignored events, in frames||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||am_hit_everything||0||makes the laser pointer hit all objects||??
|bool||am_hit_everything||0
|makes the laser pointer hit all objects||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||am_invert||'''??'''||inverts aiming||OK
|bool||am_invert||''??''
|inverts aiming||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||am_show_axes|| || ||
|bool||am_show_axes||0
| ||
|-bgcolor="silver"
|-bgcolor="silver"
|bool||am_show_closest|| || ||
|bool||am_show_closest||0
| ||
|-bgcolor="silver"
|-bgcolor="silver"
|bool||am_show_filenames|| || ||
|bool||am_show_filenames||0
|displays debug box||
|-bgcolor="silver"
|-bgcolor="silver"
|bool||character_name_distance|| || ||
|float||character_name_distance||150.
|AFAIK, names are always drawn||
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_active||1||enables character activity||OK
|bool||chr_active||1
|if OFF, all characters are inactive||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||chr_aim_width||70.||width of the aiming arc, in degrees||OK
|float||chr_aim_width||70.
|width of the aiming arc, in degrees||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_all_active||0||forces all characters to be active||OK
|bool||chr_all_active||0
|forces offscreen characters to remain active||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||chr_auto_aim_arc||90.||width of the auto aiming arc, in degrees||OK
|float||chr_auto_aim_arc||90.
|width of the auto aiming arc, in degrees||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||chr_auto_aim_dist||40.||threshold distance for auto aiming, in world units||OK
|float||chr_auto_aim_dist||40.
|threshold distance for auto aiming, in world units||OK
|-
|-
|bool||chr_big_head||'''0'''||enables custom head size factor for all characters||OK
|bool||chr_big_head||''0''
|enables custom head size factor for all characters||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||chr_big_head_amount||4.||custom head size factor for all characters||OK
|float||chr_big_head_amount||4.
|custom head size factor for all characters||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||chr_block_angle||20.||width of the blocking angle, in degrees||OK
|float||chr_block_angle||20.
|width of the blocking angle, in degrees||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_buffer_size|| || ||  
|int32||chr_buffer_size||8
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_collision_box|| || ||  
|bool||chr_collision_box||1
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_collision_grow|| || ||  
|float||chr_collision_grow||0.
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_corpse_fade_offscreen||1||makes characters fade to corpses when offscreen||??
|bool||chr_corpse_fade_offscreen||1
|makes characters fade to corpses when offscreen||??
|-bgcolor="silver"
|-bgcolor="silver"
|int32||chr_death_fade_frames||180||time over which characters fade to corpses, in frames||??
|int32||chr_death_fade_frames||180
|time over which characters fade to corpses, in frames||??
|-bgcolor="silver"
|-bgcolor="silver"
|int32||chr_death_fade_start||7200||time until characters fade to corpses, in frames||??
|int32||chr_death_fade_start||7200
|time until characters fade to corpses, in frames||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_debug_aiming_screen||0||enables dumping of aiming screen events to '''console'''||OK
|bool||chr_debug_aiming_screen||0
|enables dumping of aiming screen events to '''console'''||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_debug_characters|| || ||  
| ||chr_debug_characters||  
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_debug_collision|| || ||  
| ||chr_debug_collision|| || ||  
Line 161: Line 223:
| ||chr_debug_pathfinding|| || ||  
| ||chr_debug_pathfinding|| || ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_debug_sphere|| || ||  
|bool||chr_debug_sphere||0
|displays collision sphere(s) around characters||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_debug_target|| || ||  
|bool||chr_debug_target||0
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_debug_trigger_quad|| || ||  
|bool||chr_debug_trigger_quad||0
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_disable_melee||0||turns off all melee damage||??
|bool||chr_disable_melee||0||turns off all melee damage||??
Line 171: Line 236:
|bool||chr_disable_visactive||0||disables visibility activation||OK
|bool||chr_disable_visactive||0||disables visibility activation||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_draw_aiming_vector||0||enables drawing of the aiming vector||OK
|bool||chr_draw_aiming_vector||0
|enables drawing of the aiming vector||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_draw_all_characters|| || ||
|bool||chr_draw_all_characters||0
|forces the drawing of all characters (also keeps them active)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_draw_facing_vector|| || ||  
| ||chr_draw_facing_vector|| || ||  
Line 243: Line 310:
| ||door_drawframes|| || ||  
| ||door_drawframes|| || ||  
|-bgcolor="silver"
|-bgcolor="silver"
|bool||door_ignore_locks||0||disables all door locks||OK
|bool||door_ignore_locks||0
|ignores locked state for all doors||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||door_pop_lighting|| || ||  
| ||door_pop_lighting|| || ||  
Line 251: Line 319:
| ||door_show_debug|| || ||  
| ||door_show_debug|| || ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||draw_every_frame|| || ||
|bool||[[draw_every_frame]]||0
|forces the drawing of every Nth frame||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||draw_every_frame_multiple|| || ||  
|int32||[[draw_every_frame_multiple]]||1
||sets the drawing frequency if '''draw_every_frame''' is ON||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||env_collision||1||enables environment collision||??
|bool||env_collision||1
|enables environment collision||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_drawallgqs|| || ||
|bool||env_drawallgqs||0
| ||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_drawfrustum|| || ||
|bool||env_drawfrustum||0
| ||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_drawvisonly|| || ||
|bool||env_drawvisonly||0
| ||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_highlight_gq|| || ||
|int32||[[env_highlight_gq]]||-1
|points out the quad with that ID (-1 means none)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_ray_number|| || ||  
|int32||[[env_ray_number]]||20
|number or rays cast per frame||
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_show_ghostgqs|| || ||
|bool||env_show_ghostgqs||0
| ||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_show_leafnodes|| || ||
|bool||env_show_leafnodes||0
| ||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_show_octnode_gqs|| || ||  
|bool||env_show_octnode_gqs||0
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_show_octtree|| || ||  
|bool||env_show_octtree||0
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_show_quad_count|| || ||  
|bool||[[env_show_quad_count]]||0|| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_show_rays|| || ||  
|bool||env_show_rays||0|| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||env_show_stairflagged|| || ||  
|bool||env_show_stairflagged||0|| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||fast_lookup|| || ||  
| ||fast_lookup|| || ||  
Line 341: Line 421:
| ||gs_stable_ear|| || ||  
| ||gs_stable_ear|| || ||  
|-
|-
|bool||invincible||'''0'''||makes player invincible||OK
|bool||[[invincible]]||''0''||makes player invincible||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||laser_alpha|| || ||  
| ||laser_alpha|| || ||  
Line 365: Line 445:
| ||ob_show_debug|| || ||  
| ||ob_show_debug|| || ||  
|-
|-
|bool||omnipotent||'''0'''||makes player omnipotent||OK
|bool||[[omnipotent]]||''0''||makes player omnipotent||OK
|-
|-
| ||p3_debug_collision|| || ||  
| ||p3_debug_collision|| || ||  
Line 395: Line 475:
| ||recoil_return_speed|| || ||  
| ||recoil_return_speed|| || ||  
|-
|-
|int32||save_point||'''??'''||which save point we are on||OK
|int32||save_point||''??''||which save point we are on||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||saved_film_character_offset|| || ||  
|int32||saved_film_character_offset||1
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||saved_film_loop|| || ||
|bool||saved_film_loop||0
|enables looping when '''play_record'''ing||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||sc_bind_f2|| || ||
|string||sc_bind_f2||""
|animation bound to '''cutscene1'''||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||sc_bind_f3|| || ||
|string||sc_bind_f3||""
|animation bound to '''cutscene2'''||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_characters|| || ||
|bool||show_characters||1
|toggles the display of characters||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_chr_env_collision|| || ||
|bool||show_chr_env_collision||0
| ||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_flags|| || ||
|bool||show_flags||0
|show flags?||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_laser_env_collision|| || ||
|bool||show_laser_env_collision||0
| ||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_patrolpaths|| || ||
|bool||show_patrolpaths||0
| ||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_performance|| || ||
|bool||show_performance||0
| ||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_performance_gsd|| || ||  
|bool||show_performance_gsd||0
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_performance_gsu|| || ||  
|bool||show_performance_gsu||0
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_sound_all|| || ||  
|bool||show_sound_all||0
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_sound_rectangles|| || ||  
|bool||show_sound_rectangles||0
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_sound_spheres|| || ||  
|bool||show_sound_spheres||0
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_triggers|| || ||  
|bool||show_triggers||0
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||show_turrets|| || ||  
|bool||show_turrets||0
| ||  
|-bgcolor="silver"
|-bgcolor="silver"
| ||single_step|| || ||
|bool||single_step||0
|enables single step mode||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||sky_height|| || ||
|float||sky_height||0.
|Y offset of skybox?||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||sky_height|| || ||  
|bool||sky_show_clouds||1
|shows clouds?||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||sky_show_clouds|| || ||  
|bool||[[sky_show_planet]]||1
|shows planet(s) (sun in levels 2 and 3)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||sky_show_planet|| || ||  
|bool||sky_show_sky||1
|show sky (main switch)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||sky_show_sky|| || ||  
|bool||sky_show_skybox||1
|show skybox||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||sky_show_skybox|| || ||
|bool||sky_show_stars||1
|-bgcolor="silver"
|show stars? (no stars in any level)||??
| ||sky_show_stars|| || ||
|-
|-
| ||sound_show_debug|| || ||
|bool||sound_show_debug||0
|debugs sound channels||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||spatial_footsteps|| || ||
|bool||spatial_footsteps||1
| ||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||sync_debug|| || ||  
|bool||sync_debug||0
| ||
|-bgcolor="silver"
|-bgcolor="silver"
|float||target_max_distance||75000.||distance to objective over which the radar arc changes size, in world units||OK
|float||[[target_max_distance]]||75000.
|distance to objective over which the radar arc changes size, in world units||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||turret_show_debug|| || ||
|bool||turret_show_debug||0
|no visible difference||??
|-
|-
|bool||ui_suppress_prompt||0||suppresses HUD prompting about new objectives or moves||OK
|bool||[[ui_suppress_prompt]]||0
|suppresses prompt about new objectives or moves||OK
|-
|-
|bool||unstoppable||'''0'''||makes player unstoppable||OK
|bool||[[unstoppable]]||''0''
|makes player unstoppable||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||wait_for_key||0||makes the game wait for a key before level load||OK
|bool||[[wait_for_key]]||0
|makes the game wait for a key before level load||OK
|-
|-
|bool||wp_disable_fade||0||disables weapon fading||OK
|bool||[[wp_disable_fade]]||0
|disables weapon fading||OK
|-bgcolor="silver"
|-bgcolor="silver"
|int32||wp_fadetime||360||free time for powerups||??
|int32||wp_fadetime||360
|free time for powerups||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||wp_force_half_scale||0||??||??
|bool||[[wp_force_half_scale]]||0
|crosshairs scale with distance, pow_adjustment redundant||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||wp_force_no_scale||0||forces the aiming circle to not scale from distance||OK
|bool||[[wp_force_no_scale]]||0
|crosshairs don't scale with distance, pow_adjustment ineffective||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||wp_force_scale||0||??||??
|bool||[[wp_force_scale]]||0
|crosshairs scale with distance, pow_adjustment ineffective||OK
|-bgcolor="silver"
|-bgcolor="silver"
|int32||wp_hypostrength||25||strength of hypo spray (in per cent of full health)||OK
|int32||wp_hypostrength||25
|apparently in % of full health, seems hard-coded||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||wp_kickable||0||lets ''everyone but the player'' collide with weapons||OK
|bool||[[wp_kickable]]||0
|lets NPCs collide with weapons||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||wp_pow_adjustment||0.3||??||??
|float||[[wp_pow_adjustment]]||0.3
|scales crosshair separately (or not, depending on "force" flags)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||wp_scale_adjustment||1.||adjust the size of the green aiming circle||OK
|float||[[wp_scale_adjustment]]||1.
|adjusts scales||OK
|}
|}