BSL:Functions: Difference between revisions

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==Native functions==
==Native functions==
===ai2_===
===ai2_===
*attack
'''Commands which have an effect on all AIs:'''
*passive
 
*makeaware
*ai2_allpassive passive:int {0 | 1} - stops all AIs from thinking for themselves - ai2_allpassive 1
*chump
*ai2_blind - turns off the AI's visual sensing system - *ai2_blind = 1*
*ai2_boss_battle - enables AI boss-battle target selection - ai2_boss_battle = 1
*ai2_deaf - turns off the AI's sound sensing system - *ai2_deaf = 1*
*ai2_ignore_player - makes all AI ignore the player - ai2_ignore_player = 1
*ai2_spawnall (null) - spawns all AI, even those not initially present - *ai2_spawnall*
*ai2_stopignoring_count - set the number of events before the AI will stop ignoring
*ai2_stopignoring_time - set the delay timer before the AI forgets about ignored events
*ai2_takecontrol on_off:int {0 | 1} - makes the AI movement system take control of the player - ai2_takecontrol 1
 
'''Commands which have an effect on one AI:'''
*ai2_active [ai_name:string | script_id:int] - forces an AI into active mode
*ai2_attack [ai_name:string | script_id:int] [target_name:string | target_script_id:int] - forces an AI to attack another character - ai2_attack IntroNinja 0
*ai2_barabbas_retrievegun [ai_name:string | script_id:int] - makes barabbas retrieve his gun if it is lost - ai2_barabbas_retrievegun barabus
*ai2_barabbas_run - lets Barabbas run while carrying his gun
*ai2_chump (null) - creates a chump
*ai2_chump_stop - stops the chump
*ai2_comehere [ai_name:string | script_id:int] - tells an AI to come to the player
*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''if the AI is passive, ai2_dopath cannot be executed''
*ai2_followme [ai_name:string | script_id:int] - tells an AI to follow the player - ai2_followme s2_t05
*ai2_forget [ai_name:string | script_id:int] [forget_char:string] - makes one or all AIs forget they saw anything - ai2_forget Sec_Ambush_BOL_1
*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_kill [param1:string] [param2:string] - kills one or more AIs - ai2_kill ScanKerr01 // *ai2_kill*
*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''
*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_makeblind [ai_name:string | script_id:int] on_off:int{0 | 1} - makes a single AI blind - ai2_makeblind ShinShin 1
*ai2_makedeaf [ai_name:string | script_id:int] on_off:int{0 | 1} - makes a single AI deaf - ai2_makedeaf ShinShin 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 ''needs ai2_takecontrol 1 if Konoko should do that''
*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_panic [ai_name:string | script_id:int] timer:int - makes an AI panic or not panic - *ai2_panic A1_s_red02 300* ''I've tried ai2_panic A1_s_red02 300 ==> Oni crashed''
*ai2_passive [ai_name:string | script_id:int] passive:int{0 | 1} - stops an AI from thinking for itself - ai2_passive Intro_Striker_4 1
*ai2_reset [reset_player:int] - resets AI as if start of level - *ai2_reset*
*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''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)''needs ai2_takecontrol 1 if Konoko should do that''
*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


===chr_===
===chr_===

Revision as of 00:35, 3 July 2006

Signature

Arguments

Put usage of brackets and commas here. Also tell about the weak syntax (with space as a separator).

Return value

Put usage of return here.

Declaration

Put usage of func here.

Multithreading

Put usage of fork here.

Native functions

ai2_

Commands which have an effect on all AIs:

  • ai2_allpassive passive:int {0 | 1} - stops all AIs from thinking for themselves - ai2_allpassive 1
  • ai2_blind - turns off the AI's visual sensing system - *ai2_blind = 1*
  • ai2_boss_battle - enables AI boss-battle target selection - ai2_boss_battle = 1
  • ai2_deaf - turns off the AI's sound sensing system - *ai2_deaf = 1*
  • ai2_ignore_player - makes all AI ignore the player - ai2_ignore_player = 1
  • ai2_spawnall (null) - spawns all AI, even those not initially present - *ai2_spawnall*
  • ai2_stopignoring_count - set the number of events before the AI will stop ignoring
  • ai2_stopignoring_time - set the delay timer before the AI forgets about ignored events
  • ai2_takecontrol on_off:int {0 | 1} - makes the AI movement system take control of the player - ai2_takecontrol 1

Commands which have an effect on one AI:

  • ai2_active [ai_name:string | script_id:int] - forces an AI into active mode
  • ai2_attack [ai_name:string | script_id:int] [target_name:string | target_script_id:int] - forces an AI to attack another character - ai2_attack IntroNinja 0
  • ai2_barabbas_retrievegun [ai_name:string | script_id:int] - makes barabbas retrieve his gun if it is lost - ai2_barabbas_retrievegun barabus
  • ai2_barabbas_run - lets Barabbas run while carrying his gun
  • ai2_chump (null) - creates a chump
  • ai2_chump_stop - stops the chump
  • ai2_comehere [ai_name:string | script_id:int] - tells an AI to come to the player
  • 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_49if the AI is passive, ai2_dopath cannot be executed
  • ai2_followme [ai_name:string | script_id:int] - tells an AI to follow the player - ai2_followme s2_t05
  • ai2_forget [ai_name:string | script_id:int] [forget_char:string] - makes one or all AIs forget they saw anything - ai2_forget Sec_Ambush_BOL_1
  • 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_kill [param1:string] [param2:string] - kills one or more AIs - ai2_kill ScanKerr01 // *ai2_kill*
  • 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
  • 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_makeblind [ai_name:string | script_id:int] on_off:int{0 | 1} - makes a single AI blind - ai2_makeblind ShinShin 1
  • ai2_makedeaf [ai_name:string | script_id:int] on_off:int{0 | 1} - makes a single AI deaf - ai2_makedeaf ShinShin 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 needs ai2_takecontrol 1 if Konoko should do that
  • 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_panic [ai_name:string | script_id:int] timer:int - makes an AI panic or not panic - *ai2_panic A1_s_red02 300* I've tried ai2_panic A1_s_red02 300 ==> Oni crashed
  • ai2_passive [ai_name:string | script_id:int] passive:int{0 | 1} - stops an AI from thinking for itself - ai2_passive Intro_Striker_4 1
  • ai2_reset [reset_player:int] - resets AI as if start of level - *ai2_reset*
  • 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_Er34if 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)needs ai2_takecontrol 1 if Konoko should do that
  • 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

chr_

  • neutral
  • freeze
  • unkillable
  • invincible
  • unstoppable
  • focus
  • super
  • nocollision
  • giveweapon
  • givepowerup
  • teleport
  • location
  • location_settocamera

etc...