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*door_jam door_id:int - jams a door in its current state - door_jam 5 | *door_jam door_id:int - jams a door in its current state - door_jam 5 | ||
*door_unjam door_id:int - unjams a door so characters can open it - door_unjam 8 | *door_unjam door_id:int - unjams a door so characters can open it - door_unjam 8 | ||
===env_=== | |||
*env_anim obj_id:int [ obj_id:int] - initiates a environment animation for an object - env_anim 901 906 | |||
*env_anim_block obj_id:int [ obj_id:int] - initiates a environment animation: blocks until completed | |||
*env_broken gq_ref:int [gq_endref:int] - computes the number of objects in a range that have all their glass broken - env_broken(3001, 3018); | |||
*<span style="color:green">env_collision - enables environment collision</span> | |||
*env_setanim obj_id:int object_name:string - sets up an animation for an object - env_setanim 52 truckcabstop | |||
*env_setanim_block obj_id:int object_name:string - sets up an animation: blocks until completed | |||
*env_shade gq_ref:int gq_ref:int r:float g:float b:float - sets the shade of a block of objects - env_shade 1500 1501 .9 .8 .9 | |||
*env_show gq_ref:int on_off:int{0 | 1} - turns on or off specified parts of the environment - env_show 31 1 | |||
*env_texswap gq_start:int tex_name:string - swaps an environment texture - *env_texswap 401 PIPE_YELLOW* ''tested in level 19 save point 4'' | |||
===game=== | |||
*chr_has_empty_weapon [ai_name:string | script_id:int] - returns if this character is holding a weapon that is empty - chr_has_empty_weapon(char_0) | |||
*chr_has_lsi [ai_name:string | script_id:int] - records that the character has the lsi - chr_has_lsi(0) | |||
*chr_is_player [ai_name:string | script_id:int] - returns if this character is the player - chr_is_player(character) | |||
*did_kill_griffen (null) - returns if we did kill griffen - did_kill_griffen() | |||
*difficulty (null) - returns the difficulty level | |||
*killed_griffen murder:bool - sets if we killed griffen - killed_griffen 1 | |||
*lose (null) - lose this level - lose | |||
*p3_removedangerous (null) - removes all "dangerous projectile" particles by making their lifetime expire - p3_removedangerous | |||
*restore_game (null) - restores the game - restore_game | |||
*save_game save_point:int [type:string{"autosave"}] - saves the game - save_game 1 autosave | |||
*save_point - which save point we are on - save_point = 1 | |||
*splash_screen texture:string - displays a splash screen - splash_screen warehouse_splash_screen | |||
*win (null) - win this level - win | |||
===graphics=== | |||
*gl_fog_disabled - fog disabled ??? | |||
*<span style="color:green"gl_disable_depth_reads - disable_depth_reads</span> | |||
*gl_fog_start val:float - fog start - gl_fog_start = .975 | |||
*gl_fog_end val:float - fog end - gl_fog_end = 1 | |||
*gl_fog_green val:float - fog green - gl_fog_green = .15 | |||
*gl_fog_blue val:float - fog blue - gl_fog_blue = .15 | |||
*gl_fog_red val:float - fog red - gl_fog_red = .15 | |||
*gl_fog_end_changeto end_val:float [frames:int] - changes the fog end distance smoothly | |||
*gl_fog_start_changeto start_val:float [frames:int] - changes the fog start distance smoothly - gl_fog_start_changeto .995 30 | |||
*gs_farclipplane_set plane:float - sets the far clipping plane - gs_farclipplane_set 5000 | |||
*<span style="color:green">gs_fov_set fov_degrees:float - sets the field of view - *gs_fov_set 300*</span> | |||
===input=== | |||
*bind input_name:string to:string{"to"} input_function:string - binds an input to a function - *bind numpad0 to forward* | |||
*lock_keys [key_name:string] - locks keys out - lock_keys keys_walk ''key name strings: keys_reload, keys_hypo, keys_walk, keys_inventory, keys_action, keys_pause, keys_attack, keys_crouch, keys_jump, keys_movement'' | |||
*unbind input_name:string - removes a binding from a input function - *unbind numpad0* | |||
*unbindall (null) - removes all bindings - *unbindall* | |||
*<span style="color:green">wait_for_key - makes the game wait for a key before level load - *wait_for_key = 0*</span> | |||
===message=== | |||
*dmsg astring:string - debugging message - *dmsg [b. hello]* ''[b. hello] ==> b stands for blue, it's the colour of the word hello [.hello] ==> without a character in front of the point, the colour of the word is white. Available colours: b (blue), c (cyan), g (green), l (lila), o (orange), r (red), u (umber), y (yellow)'' | |||
*message message:string [timer:int] - sends a message from the subtitle file - message begin_fight 240 | |||
*message_remove [message:string] - removes a currently displayed message - message_remove c01_50_23 // *message_remove* | |||
*ui_suppress_prompt - suppresses UI prompting about new objectives or moves - ui_suppress_prompt = 1 | |||
===movie=== | |||
*movie_play name:string - function to start a movie playing | |||
===object=== | |||
*obj_create obj_id:int [obj_id:int] - creates a range of objects - obj_create 81 82 | |||
*obj_force_draw obj_id:int [obj_id:int] - locks an object as visible - obj_force_draw 501 504 | |||
*obj_hide obj_id:int [obj_id:int] - hides an object | |||
*obj_kill obj_id:int [obj_id:int] - kills a range of object - obj_kill 100 104 | |||
*obj_shade obj_id:int [obj_id:int] r:float g:float b:float - turns display of an object on or off - obj_shade 801 801 .4 .4 .4 | |||
*obj_show obj_id:int [obj_id:int] - shows an object - obj_show 481 481 | |||
===objective=== | |||
*new_objective - no description ??? | |||
*<span style="color:green">objective_complete (null) - plays the objective-complete sound</span> | |||
*objective_set page:int [make_silent:string {"silent"}] - Sets the current objective page - objective_set(7,silent) // *objective_set 3 silent* ui_suppress_prompt - suppresses UI prompting about new objectives or moves - ui_suppress_prompt = 1 | |||
===player=== | |||
*<span style="color:green">fall_back (null) - makes the player character fall back - *fall_back*</span> | |||
*<span style="color:green">fall_front (null) - makes the player character fall front - *fall_front*</span> | |||
*give_powerup powerup_name:string [amount:int] [character:int] - Gives a powerup to a character - give_powerup ammo | |||
### powerup strings: ammo, cell, hypo, shield (in percent), invis (in 1/60 seonds), lsi | |||
*<span style="color:green">goto [loc_x:float loc_y:float loc_z:float] - Sets the location of the player character - *goto 100 100 100*</span> | |||
*invincible - makes player invincible - invincible = 1 | |||
*omnipotent - makes player omnipotent - omnipotent = 1 | |||
*unstoppable - makes player unstoppable | |||
===powerup=== | |||
*chr_givepowerup [ai_name:string | script_id:int] powerup:string [amount:int] - gives a character a powerup - *chr_givepowerup 0 ammo 1* | |||
*give_powerup powerup_name:string [amount:int] [character:int] - Gives a powerup to a character - give_powerup ammo ''to both above: powerup strings: ammo, cell, hypo, shield (in percent), invis (in 1/60 seonds), lsi'' | |||
*<span style="color:green">powerup_reset (null) - resets all placed powerups to their starting points - *powerup_reset*</span> | |||
*powerup_spawn poweruptype:string flag:int - creates a new powerup - powerup_spawn ammo 7042 | |||
*<span style="color:green">wp_fadetime - sets free time for powerups (maybe this is the fade time for weapons)</span> | |||
*<span style="color:green">wp_hypostrength - sets strength of hypo spray</span> | |||
===reset=== | |||
*ai2_reset [reset_player:int] - resets AI as if start of level - *ai2_reset* | |||
*chr_inv_reset [ai_name:string | script_id:int] - clears a characters inventory - chr_inv_reset ambush_tanker_1a | |||
*cm_reset [maxspeed:float] [maxFocalAccel:float] - resets the camera - cm_reset | |||
*console_reset console_id:int - resets a console to initial state - console_reset 7 | |||
*<span style="color:green">corpse_reset (null) - resets corpses to their initial state - *corpse_reset*</span> | |||
*<span style="color:green">gs_show_corpses - show corpses - *gs_show_corpses = 0*</span> | |||
*<span style="color:green">powerup_reset (null) - resets all placed powerups to their starting points - *powerup_reset*</span> | |||
*reset_mechanics (null) - resets all level mechanics (triggers, turrets, consoles, etc...) to initial state - *reset_mechanics* | |||
*sound_objects_reset (null) - reloads the sounds objects | |||
*trig_reset trigger_id:int - resets a trigger to non-triggered state - trig_reset 91 | |||
*trigvolume_reset name:string - reset a trigger volume to its level-load state - trigvolume_reset tv_move4 | |||
*turret_reset turret_id:int - resets a turret to initial state | |||
*<span style="color:green">weapon_reset (null) - resets all unheld weapons to their starting state - *weapon_reset*</span> | |||
===slowmotion=== | |||
*slowmo duration:int - starts the slowmotion timer - slowmo 120 | |||
===sound=== | |||
*chr_pain [ai_name:string | script_id:int] pain_type:string - forces a character to play a pain sound | |||
### pain type strings: light, medium, heavy, death | |||
*chr_talk [ai_name:string | script_id:int] sound_name:string pre_pause:int post_pause:int [priority:string | ] - causes a character to play a line of *dialogue - chr_talk victim_mansci_1 c02_62_11sci 0 0 | |||
sound_ambient_start name:string [volume:float] - function to start an ambient sound - sound_ambient_start alarm_loop | |||
*sound_ambient_stop name:string - function to stop an ambient sound - sound_ambient_stop alarm_loop | |||
*sound_ambient_volume name:string [volume:float] [time:float] - function to set the volume of a playing ambient sound - sound_ambient_volume alarm_loop .35 1.0 | |||
*sound_dialog_play name:string - function to start character dialog playing - sound_dialog_play c00_01_18shinatama | |||
*sound_dialog_play_block name:string - function to start character dialog playing after the current dialog finishes - sound_dialog_play_block c00_01_67shinatama | |||
*sound_dialog_play_interrupt name:string - function to interrupt the current character dialog and play a new one - sound_dialog_play_interrupt c00_01_66shinatama | |||
*sound_impulse_play name:string [volume:float] - function plays an impulse sound - sound_impulse_play glass_big 1.0 | |||
*sound_music_start name:string [volume:float] - function to start music playing - sound_music_start mus_asian 0.75 | |||
*sound_music_stop name:string - function to stop playing music - sound_music_stop mus_asian | |||
*sound_music_volume name:string volume:float [time:float] - function to set the volume of playing music - sound_music_volume mus_asian 0.35 1.0 | |||
*sound_objects_reset (null) - reloads the sounds objects | |||
===target=== | |||
*<span style="color:green">target_max_distance - Sets the distance at which the radar will start to change from its minimum</span> | |||
*target_set flag_id:int min_distance:float - Sets the target to the specified flag - target_set(7085,30.00) | |||
===timer=== | |||
*timer_start duration:float script:string - starts the countdown timer - timer_start 30 pipe1b | |||
*timer_stop (null) - stops the countdown timer - timer_stop | |||
===trigger (laser)=== | |||
*marketing_line_off - turns the laser line off - marketing_line_off = 1 | |||
*trig_activate trigger_id:int - activates a trigger - trig_activate 2 | |||
*trig_deactivate trigger_id:int - deactivates a trigger - trig_deactivate 2 | |||
*trig_hide trigger_id:int - hides a trigger - trig_hide 91 | |||
*trig_show trigger_id:int - shows a trigger - trig_show 91 | |||
*trig_speed trigger_id:int volume:float - sets a triggers speed - trig_speed 514 .15 | |||
*trig_reset trigger_id:int - resets a trigger to non-triggered state - trig_reset 91 | |||
===trigger volume=== | |||
*trigvolume_corpse trig_id:int - kills all the corpses inside a trigger volume - trigvolume_corpse 32 | |||
*trigvolume_count trig_id:int - counts the number of people in a trigger volume - trigvolume_count(36) | |||
*trigvolume_enable name:string enable:int{0 | 1} [type:string{"all" | "entry" | "inside" | "exit"}] - enable or disable a trigger volume - trigvolume_enable lowroad1 0 | |||
*trigvolume_kill trig_id:int - kills all the characters inside a trigger volume - trigvolume_kill 64 | |||
*trigvolume_reset name:string - reset a trigger volume to its level-load state - trigvolume_reset tv_move4 | |||
*trigvolume_setscript name:string script:string type:string{"entry" | "inside" | "exit"} - set the script to call from a trigger volume | |||
*trigvolume_trigger name:string type:string{"entry" | "inside" | "exit"} [ai_name:string | script_id:int] - fire off a trigger volume | |||
===turret=== | |||
* | |||
turret_activate turret_id:int - activates a turret | |||
*turret_deactivate turret_id:int - deactivates a turret - turret_deactivate 20 | |||
*turret_reset turret_id:int - resets a turret to initial state | |||
===ui (hud)=== | |||
*<span style="color:green">gs_show_ui - turns on the ui - *gs_show_ui = 0*</span> | |||
*<span style="color:green">ui_fill_element element_name:string fill:int - sets part of the HUD to completely filled</span> | |||
*ui_flash_element element_name:string fill:int - sets part of the HUD to flash or not flash - ui_flash_element compass 1 (health) | |||
*ui_show_element element_name:string show:int - shows or hides part of the HUD - *ui_show_element left 1* | |||
*<span style="color:green">ui_show_help enable:int - debugging: enables the HUD help overlays - *ui_show_help 1*</span> | |||
*ui_suppress_prompt - Suppresses UI prompting about new objectives or moves - ui_suppress_prompt = 1 | |||
===weapon=== | |||
*<span style="color:green">chr_weapon_auto_aim - enables auto aiming</span> | |||
*<span style="color:green">weapon_reset (null) - resets all unheld weapons to their starting state - *weapon_reset*</span> | |||
*weapon_spawn weapontype:string flag:int - creates a new weapon - weapon_spawn w3_phr 7045 | |||
*wp_disable_fade - disables weapon fading - wp_disable_fade = 1 | |||
*<span style="color:green">wp_fadetime - sets free time for powerups (maybe this is the fade time for weapons)</span> | |||
*<span style="color:green">wp_force_half_scale - !no description!</span> | |||
*<span style="color:green">wp_force_no_scale - !no description!</span> | |||
*<span style="color:green">wp_force_scale - !no description!</span> | |||
*<span style="color:green">wp_kickable - lets the player kick weapons</span> | |||
*<span style="color:green">wp_pow_adjustment - !no description!</span> | |||
*<span style="color:green">wp_scale_adjustment - !no description!</span> |
edits