BSL:Functions: Difference between revisions
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==Multithreading== | ==Multithreading== | ||
Put usage of <tt>fork</tt> here. | Put usage of <tt>fork</tt> here. | ||
== | ==Native functions== | ||
;I DELETED THE VARIABLES FROM THE LIST AND PUT THEM [[OSL:Variables|HERE]] | |||
;PLEASE TRY AND ORGANIZE THE FUNCTIONS IN A TABLE (EXAMPLE BELOW) | |||
;ALPHABETIC ORDER. NO DUPLICATES. THEMATIC GROUPING WILL BE DONE ELSEWHERE. | |||
[[User:Geyser|geyser]] 04:41, 5 Jul 2006 (CEST) | |||
;EXAMPLE TABLE | |||
;Color | |||
:Gray : available only on PC retail and beta 4 or earlier | |||
:(although there are a few differences between PC retail and beta 4... oh well...) | |||
;Type | |||
:Bold (void only) : prints confirmation message to console | |||
{|border=1 cellspacing=0 cellpadding=1 | |||
!Type!!Name!!Arguments!!Comment!!Tested | |||
|- | |||
|void||ai2_forget||string ai_name / int32 script_id<br>string forget_char||makes AI '''ai_name'''/'''script_id''' forget '''forget_char'''/anybody||OK | |||
|- | |||
|bool||chr_has_lsi||string ai_name / int32 script_id||returns true if character '''ai_name'''/'''script_id''' has the lsi||OK | |||
|-bgcolor="silver" | |||
|'''void'''||chr_weapon||int chr_index<br>string weapon_name / int weapon_num||arms character '''chr_index''' with weapon '''weapon_name'''/'''weapon_num'''||OK | |||
|- | |||
|int32||difficulty||void||returns the difficulty level (0:easy, 1:normal, 2:hard)||OK | |||
|-bgcolor="silver" | |||
|void||weapon_reset||void||resets all unheld weapons to their level load state||OK | |||
|} | |||
Note the following were originally compiled by [http://www6.fh-eberswalde.de/user/dkriesch/onistuff/commands.htm ssg] | Note the following were originally compiled by [http://www6.fh-eberswalde.de/user/dkriesch/onistuff/commands.htm ssg] | ||
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*no parameter given type the script command and add = 0 or = 1 (sometimes you can add higher numbers, f.e. cm_distance = 200) | *no parameter given type the script command and add = 0 or = 1 (sometimes you can add higher numbers, f.e. cm_distance = 200) | ||
*Commands surrounded with '''*''' An example, which I've tried and which works fine. (Examples without the *, you can find in the level scripts. If there is no example given, so either I've tested it, but there was no visible effect, or I haven't tested it, because I was to lazy or | *Commands surrounded with '''*''' An example, which I've tried and which works fine. (Examples without the *, you can find in the level scripts. If there is no example given, so either I've tested it, but there was no visible effect, or I haven't tested it, because I was to lazy or too stupid to understand the meaning of the command or something else;-) | ||
*Commands surrounded with '''**''' The same as above, but you have to activate the developer mode. | *Commands surrounded with '''**''' The same as above, but you have to activate the developer mode. | ||
*<span style="color:green"> Commands in this colour will not work on a Mac nor the PC demo version</span> | *<span style="color:green"> Commands in this colour will not work on a Mac nor the PC demo version</span> | ||
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*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_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 | ||
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*ai2_chump_stop - stops the chump | *ai2_chump_stop - stops the chump | ||
*ai2_comehere [ai_name:string | script_id:int] - tells an AI to come to the player | *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_doalarm [ai_name:string | script_id:int] [console_id:int] - tells an AI to run for an alarm - ai2_doalarm ambush_commguy_2 4 | ||
*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'' | ''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_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_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 | ||
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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* | *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_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_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_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 | ||
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*ai2_makedeaf [ai_name:string | script_id:int] on_off:int{0 | 1} - makes a single AI deaf - ai2_makedeaf 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_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_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_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_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_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_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_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_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_setjobstate [ai_name:string | script_id:int] - tells an AI to take its current state as its job - ai2_setjobstate E_Er34 | ||
*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'' | ''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_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 | *ai2_tripalarm - alarm_id:int [ai_name:string | script_id:int] - trips an alarm - ai2_tripalarm 2 0 | ||
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'''Commands which have an effect on all characters:''' | '''Commands which have an effect on all characters:''' | ||
*<span style="color:green">chr_kill_all_ai (null) - kills all the AI</span> | *<span style="color:green">chr_kill_all_ai (null) - kills all the AI</span> | ||
'''Commands which have an effect on one character: | '''Commands which have an effect on one character: | ||
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*chr_animate_block [ai_name:string | script_id:int] anim_name:string [num_frames:int] [interp_frames:int] - plays an animation on a character and blocks until done - chr_animate_block 0 KONOKOlev11_cnsl_idle 300 | *chr_animate_block [ai_name:string | script_id:int] anim_name:string [num_frames:int] [interp_frames:int] - plays an animation on a character and blocks until done - chr_animate_block 0 KONOKOlev11_cnsl_idle 300 | ||
*chr_boss_shield [ai_name:string | script_id:int] - turns on the boss shield for a character - chr_boss_shield OutroNinja | *chr_boss_shield [ai_name:string | script_id:int] - turns on the boss shield for a character - chr_boss_shield OutroNinja | ||
*chr_changeteam [ai_name:string | script_id:int] team_name:string - changes a character's team - chr_changeteam guard1 Syndicate ''team name strings: Konoko, TCTF, Syndicate, Neutral, SecurityGuard, RogueKonoko, | *chr_changeteam [ai_name:string | script_id:int] team_name:string - changes a character's team - chr_changeteam guard1 Syndicate | ||
''team name strings: Konoko, TCTF, Syndicate, Neutral, SecurityGuard, RogueKonoko, Switzerland, SyndicateAccessory'' | |||
*chr_create script_id:int [start_create:string {"start"} | ] - creates a character from an ID of the AISA file - chr_create 1050 start | *chr_create script_id:int [start_create:string {"start"} | ] - creates a character from an ID of the AISA file - chr_create 1050 start | ||
*chr_death_lock [ai_name:string | script_id:int] [on_off:int{0 | 1}] - this character will not die too much - chr_death_lock dum_hit_flash 1 | *chr_death_lock [ai_name:string | script_id:int] [on_off:int{0 | 1}] - this character will not die too much - chr_death_lock dum_hit_flash 1 | ||
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*<span style="color:green">chr_focus chr_index:int - Selects what character to control - *chr_focus 1*</span> | *<span style="color:green">chr_focus chr_index:int - Selects what character to control - *chr_focus 1*</span> | ||
*chr_forceholster [ai_name:string | script_id:int] holster:int{0 | 1} [force_draw:int{0 | 1}] - forces a character to holster their weapon - chr_forceholster IntroStriker02 1 | *chr_forceholster [ai_name:string | script_id:int] holster:int{0 | 1} [force_draw:int{0 | 1}] - forces a character to holster their weapon - chr_forceholster IntroStriker02 1 | ||
*chr_freeze [ai_name:string | script_id:int] passive:int{0 | 1} - stops an AI from thinking for itself -*chr_freeze A1_intro01 1* ''[ai_name:string | script_id:int] = 0 don't work'' | *chr_freeze [ai_name:string | script_id:int] passive:int{0 | 1} - stops an AI from thinking for itself -*chr_freeze A1_intro01 1* | ||
''[ai_name:string | script_id:int] = 0 don't work'' | |||
*chr_full_health [ai_name:string | script_id:int] - sets a characters health to full by script id - chr_full_health 0 | *chr_full_health [ai_name:string | script_id:int] - sets a characters health to full by script id - chr_full_health 0 | ||
*chr_givepowerup [ai_name:string | script_id:int] powerup:string [amount:int] - gives a character a powerup -*chr_givepowerup 0 ammo 1* ''powerup strings: ammo, cell, hypo, shield (in percent), invis (invisibility in 1 | *chr_givepowerup [ai_name:string | script_id:int] powerup:string [amount:int] - gives a character a powerup -*chr_givepowerup 0 ammo 1* | ||
*chr_giveweapon [ai_name:string | script_id:int] weapon_name:string - gives a character a new weapon - chr_giveweapon 0 w1_tap ''weapon strings: w1_tap, w2_sap, w3_phr, w4_psm, w5_sbg, w6_vdg, w7_scc, w8_mbo, w9_scr, w10_sni, w11_ba1'' | ''powerup strings: ammo, cell, hypo, shield (in percent), invis (invisibility in frames, -1 = forever), lsi (amount is ignored)'' | ||
*chr_giveweapon [ai_name:string | script_id:int] weapon_name:string - gives a character a new weapon - chr_giveweapon 0 w1_tap | |||
''weapon strings: w1_tap, w2_sap, w3_phr, w4_psm, w5_sbg, w6_vdg, w7_scc, w8_mbo, w9_scr, w10_sni, w11_ba1, w12_ba2'' | |||
*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_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_has_lsi [ai_name:string | script_id:int] - records that the character has the lsi - chr_has_lsi(0) | ||
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===cinematic_=== | ===cinematic_=== | ||
*cinematic_start bitmap_name:string draw_width:int draw_height:int start:int end:int velocity:float mirror:bool - start the display of a cinematic insert - cinematic_start (MUROtalking, 180, 180, 15, 1, 15, false) | *cinematic_start bitmap_name:string draw_width:int draw_height:int start:int end:int velocity:float mirror:bool - start the display of a cinematic insert - cinematic_start (MUROtalking, 180, 180, 15, 1, 15, false) | ||
*cinematic_stop bitmap_name:string end:int velocity:float - stop the display of a cinematic insert - cinematic_stop (KONtalkangryfront, 16, 20) | *cinematic_stop bitmap_name:string end:int velocity:float - stop the display of a cinematic insert - cinematic_stop (KONtalkangryfront, 16, 20) | ||
===cm_=== | ===cm_=== | ||
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*cm_anim_block cam_spec:string{"move" | "look" | "both"} anim_name:string - initiates a camera animation - *cm_anim_block both OutroCam04 | *cm_anim_block cam_spec:string{"move" | "look" | "both"} anim_name:string - initiates a camera animation - *cm_anim_block both OutroCam04 | ||
*cm_barabus [ai_name:string | script_id:int] away:float up:float time:int - special camera for barabus | *cm_barabus [ai_name:string | script_id:int] away:float up:float time:int - special camera for barabus | ||
*cm_detach (null) - detaches the camera - cm_detach | *cm_detach (null) - detaches the camera - cm_detach | ||
*cm_interpolate cam_name:string num_frames:int - initiates a camera interpolation - cm_interpolate GrifCam01 180 | *cm_interpolate cam_name:string num_frames:int - initiates a camera interpolation - cm_interpolate GrifCam01 180 | ||
*cm_interpolate_block anim_name:string num_frames:int - initiates a camera interpolation - cm_interpolate_block OutroCam05 180 | *cm_interpolate_block anim_name:string num_frames:int - initiates a camera interpolation - cm_interpolate_block OutroCam05 180 | ||
*cm_jello mode:int {0 | 1} - toggles camera Jello(tm) mode - cm_jello 1 ''if cm_jello 0, the walls aren't transparent any longer'' | *cm_jello mode:int {0 | 1} - toggles camera Jello(tm) mode - cm_jello 1 | ||
''if cm_jello 0, the walls aren't transparent any longer'' | |||
*cm_orbit speed:float [stopangle:float] - puts the camera in orbit mode - cm_orbit .1 | *cm_orbit speed:float [stopangle:float] - puts the camera in orbit mode - cm_orbit .1 | ||
*cm_orbit_block speed:float [stopangle:float] - puts the camera in orbit mode - *cm_orbit_block 2 180* | *cm_orbit_block speed:float [stopangle:float] - puts the camera in orbit mode - *cm_orbit_block 2 180* | ||
*cm_reset [maxspeed:float] [maxFocalAccel:float] - resets the camera - cm_reset | *cm_reset [maxspeed:float] [maxFocalAccel:float] - resets the camera - cm_reset | ||
*cm_wait (null) - makes the camera wait until it is no longer busy - cm_wait | *cm_wait (null) - makes the camera wait until it is no longer busy - cm_wait | ||
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===corpse=== | ===corpse=== | ||
*<span style="color:green">corpse_reset (null) - resets corpses to their initial state - *corpse_reset*</span> | *<span style="color:green">corpse_reset (null) - resets corpses to their initial state - *corpse_reset*</span> | ||
*<span style="color:green">make_corpse corpse_name:string - makes a corpse</span> | *<span style="color:green">make_corpse corpse_name:string - makes a corpse</span> | ||
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===diary_=== | ===diary_=== | ||
*<span style="color:green"> diary_page_unlock page:int - unlocks a specific diary page on the current level | *<span style="color:green"> diary_page_unlock page:int - unlocks a specific diary page on the current level</span> | ||
</span> | |||
===door_=== | ===door_=== | ||
*door_open door_id:int - opens a door (may not stay open) - door_open 21 | *door_open door_id:int - opens a door (may not stay open) - door_open 21 | ||
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===env_=== | ===env_=== | ||
*env_anim obj_id:int [ obj_id:int] - initiates | *env_anim obj_id:int [ obj_id:int] - initiates an environment animation for an object - env_anim 901 906 | ||
*env_anim_block obj_id:int [ obj_id:int] - initiates | *env_anim_block obj_id:int [ obj_id:int] - initiates an 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); | *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); | ||
*env_setanim obj_id:int object_name:string - sets up an animation for an object - env_setanim 52 truckcabstop | *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_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_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_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'' | *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=== | ===game=== | ||
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*restore_game (null) - restores the game - restore_game | *restore_game (null) - restores the game - restore_game | ||
*save_game save_point:int [type:string{"autosave"}] - saves the game - save_game 1 autosave | *save_game save_point:int [type:string{"autosave"}] - saves the game - save_game 1 autosave | ||
*splash_screen texture:string - displays a splash screen - splash_screen warehouse_splash_screen | *splash_screen texture:string - displays a splash screen - splash_screen warehouse_splash_screen | ||
*win (null) - win this level - win | *win (null) - win this level - win | ||
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===graphics=== | ===graphics=== | ||
*gl_fog_end_changeto end_val:float [frames:int] - changes the fog end distance smoothly | *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 | *gl_fog_start_changeto start_val:float [frames:int] - changes the fog start distance smoothly - gl_fog_start_changeto .995 30 | ||
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*unbind input_name:string - removes a binding from a input function - *unbind numpad0* | *unbind input_name:string - removes a binding from a input function - *unbind numpad0* | ||
*unbindall (null) - removes all bindings - *unbindall* | *unbindall (null) - removes all bindings - *unbindall* | ||
===message=== | ===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)'' | *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 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* | *message_remove [message:string] - removes a currently displayed message - message_remove c01_50_23 // *message_remove* | ||
===movie=== | ===movie=== | ||
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===objective=== | ===objective=== | ||
*<span style="color:green">objective_complete (null) - plays the objective-complete sound</span> | *<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* | *objective_set page:int [make_silent:string {"silent"}] - Sets the current objective page - objective_set(7,silent) // *objective_set 3 silent* | ||
===player=== | ===player=== | ||
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*<span style="color:green">fall_back (null) - makes the player character fall back - *fall_back*</span> | *<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> | *<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 | *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 frames, -1 = forever), lsi (amount ignored)'' | |||
*<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> | *<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> | ||
===powerup=== | ===powerup=== | ||
*chr_givepowerup [ai_name:string | script_id:int] powerup:string [amount:int] - gives a character a powerup - *chr_givepowerup 0 ammo 1* | *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 | *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 frames), lsi (amount ignored)'' | |||
*<span style="color:green">powerup_reset (null) - resets all placed powerups to their starting points - *powerup_reset*</span> | *<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 | *powerup_spawn poweruptype:string flag:int - creates a new powerup - powerup_spawn ammo 7042 | ||
===reset=== | ===reset=== | ||
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*console_reset console_id:int - resets a console to initial state - console_reset 7 | *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">corpse_reset (null) - resets corpses to their initial state - *corpse_reset*</span> | ||
*<span style="color:green">powerup_reset (null) - resets all placed powerups to their starting points - *powerup_reset*</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* | *reset_mechanics (null) - resets all level mechanics (triggers, turrets, consoles, etc...) to initial state - *reset_mechanics* | ||
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===sound=== | ===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_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 | *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_start name:string [volume:float] - function to start an ambient sound - sound_ambient_start alarm_loop | ||
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===target=== | ===target=== | ||
*target_set flag_id:int min_distance:float - Sets the target to the specified flag - target_set(7085,30.00) | *target_set flag_id:int min_distance:float - Sets the target to the specified flag - target_set(7085,30.00) | ||
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*timer_stop (null) - stops the countdown timer - timer_stop | *timer_stop (null) - stops the countdown timer - timer_stop | ||
=== | ===laser triggers=== | ||
*trig_activate trigger_id:int - activates a trigger - trig_activate 2 | *trig_activate trigger_id:int - activates a trigger - trig_activate 2 | ||
*trig_deactivate trigger_id:int - deactivates a trigger - trig_deactivate 2 | *trig_deactivate trigger_id:int - deactivates a trigger - trig_deactivate 2 | ||
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*trig_reset trigger_id:int - resets a trigger to non-triggered state - trig_reset 91 | *trig_reset trigger_id:int - resets a trigger to non-triggered state - trig_reset 91 | ||
===trigger | ===trigger volumes=== | ||
*trigvolume_corpse trig_id:int - kills all the corpses inside a trigger volume - trigvolume_corpse 32 | *trigvolume_corpse trig_id:int - kills all the corpses inside a trigger volume - trigvolume_corpse 32 | ||
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===ui (hud)=== | ===ui (hud)=== | ||
*<span style="color:green">ui_fill_element element_name:string fill:int - sets part of the HUD to completely filled</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_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* | *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> | *<span style="color:green">ui_show_help enable:int - debugging: enables the HUD help overlays - *ui_show_help 1*</span> | ||
===weapon=== | ===weapon=== | ||
*<span style="color:green">weapon_reset (null) - resets all unheld weapons to their starting state - *weapon_reset*</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 | *weapon_spawn weapontype:string flag:int - creates a new weapon - weapon_spawn w3_phr 7045 | ||
Revision as of 02:41, 5 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
- I DELETED THE VARIABLES FROM THE LIST AND PUT THEM HERE
- PLEASE TRY AND ORGANIZE THE FUNCTIONS IN A TABLE (EXAMPLE BELOW)
- ALPHABETIC ORDER. NO DUPLICATES. THEMATIC GROUPING WILL BE DONE ELSEWHERE.
geyser 04:41, 5 Jul 2006 (CEST)
- EXAMPLE TABLE
- Color
- Gray : available only on PC retail and beta 4 or earlier
- (although there are a few differences between PC retail and beta 4... oh well...)
- Type
- Bold (void only) : prints confirmation message to console
Type | Name | Arguments | Comment | Tested |
---|---|---|---|---|
void | ai2_forget | string ai_name / int32 script_id string forget_char |
makes AI ai_name/script_id forget forget_char/anybody | OK |
bool | chr_has_lsi | string ai_name / int32 script_id | returns true if character ai_name/script_id has the lsi | OK |
void | chr_weapon | int chr_index string weapon_name / int weapon_num |
arms character chr_index with weapon weapon_name/weapon_num | OK |
int32 | difficulty | void | returns the difficulty level (0:easy, 1:normal, 2:hard) | OK |
void | weapon_reset | void | resets all unheld weapons to their level load state | OK |
Note the following were originally compiled by ssg
Line structure: script command [parameter] - description - example
Parameter:
- parameter you have to use this parameter
- [parameter] IMO, this parameter is an option. You can use it or not.
- (null) type only the script command, nothing else
- no parameter given type the script command and add = 0 or = 1 (sometimes you can add higher numbers, f.e. cm_distance = 200)
- Commands surrounded with * An example, which I've tried and which works fine. (Examples without the *, you can find in the level scripts. If there is no example given, so either I've tested it, but there was no visible effect, or I haven't tested it, because I was to lazy or too stupid to understand the meaning of the command or something else;-)
- Commands surrounded with ** The same as above, but you have to activate the developer mode.
- Commands in this colour will not work on a Mac nor the PC demo version
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_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
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_
Commands which have an effect on all characters:
- chr_kill_all_ai (null) - kills all the AI
Commands which have an effect on one character:
- chr_animate [ai_name:string | script_id:int] anim_name:string [num_frames:int] [interp_frames:int] - plays an animation on a character - chr_animate 0 KONOKOcycle_ride 500
- chr_animate_block [ai_name:string | script_id:int] anim_name:string [num_frames:int] [interp_frames:int] - plays an animation on a character and blocks until done - chr_animate_block 0 KONOKOlev11_cnsl_idle 300
- chr_boss_shield [ai_name:string | script_id:int] - turns on the boss shield for a character - chr_boss_shield OutroNinja
- chr_changeteam [ai_name:string | script_id:int] team_name:string - changes a character's team - chr_changeteam guard1 Syndicate
team name strings: Konoko, TCTF, Syndicate, Neutral, SecurityGuard, RogueKonoko, Switzerland, SyndicateAccessory
- chr_create script_id:int [start_create:string {"start"} | ] - creates a character from an ID of the AISA file - chr_create 1050 start
- chr_death_lock [ai_name:string | script_id:int] [on_off:int{0 | 1}] - this character will not die too much - chr_death_lock dum_hit_flash 1
- chr_delete [ai_name:string | script_id:int] - deletes a character - chr_delete liliput_striker_1
- chr_disarm chr_index:int - disarms a character or everyone
- chr_dontaim [ai_name:string | script_id:int] on_off:int{0 | 1} - disables the weapon variant for a character
- chr_envanim [ai_name:string | script_id:int] anim:string [norotation:string{"norotation"} | ] - plays an environment animation on a character - chr_envanim 111 OutroNinjaBox01 norotation
- chr_envanim_block [ai_name:string | script_id:int] anim:string [norotation:string{"norotation"}] - plays an environment animation on a character and blocks - chr_envanim_block 110 OutroNinjaBox01 norotation
- chr_envanim_stop [ai_name:string | script_id:int] - stops any environment animation on a character - chr_envanim_stop IntroNinja
- chr_facetoflag [ai_name:string | script_id:int] flag_id:int - snaps a character's facing to a flag's facing - chr_facetoflag IntroNinja 600
- chr_focus chr_index:int - Selects what character to control - *chr_focus 1*
- chr_forceholster [ai_name:string | script_id:int] holster:int{0 | 1} [force_draw:int{0 | 1}] - forces a character to holster their weapon - chr_forceholster IntroStriker02 1
- chr_freeze [ai_name:string | script_id:int] passive:int{0 | 1} - stops an AI from thinking for itself -*chr_freeze A1_intro01 1*
[ai_name:string | script_id:int] = 0 don't work
- chr_full_health [ai_name:string | script_id:int] - sets a characters health to full by script id - chr_full_health 0
- chr_givepowerup [ai_name:string | script_id:int] powerup:string [amount:int] - gives a character a powerup -*chr_givepowerup 0 ammo 1*
powerup strings: ammo, cell, hypo, shield (in percent), invis (invisibility in frames, -1 = forever), lsi (amount is ignored)
- chr_giveweapon [ai_name:string | script_id:int] weapon_name:string - gives a character a new weapon - chr_giveweapon 0 w1_tap
weapon strings: w1_tap, w2_sap, w3_phr, w4_psm, w5_sbg, w6_vdg, w7_scc, w8_mbo, w9_scr, w10_sni, w11_ba1, w12_ba2
- 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_health chr_index:int [hit_points:int] - sets character's health - *chr_health 0 300*
- chr_holdkey [ai_name:string | script_id:int] key_name:string num_frames:int - forces a character to hold a key down for some frames
- chr_inv_reset [ai_name:string | script_id:int] - clears a characters inventory - chr_inv_reset ambush_tanker_1a
- chr_invincible [ai_name:string | script_id:int] [on_off:int{0 | 1}] - makes a character invincible - chr_invincible char_0 1
- chr_is_player [ai_name:string | script_id:int] - returns if this character is the player - chr_is_player(character)
- chr_location chr_index:int [loc_x:float loc_y:float loc_z:float] - Sets the location of any character -*chr_location 0 100 100 100*
- chr_location_settocamera chr_index:int - Sets the location of any character to the camera location -*chr_location_settocamera 1*
- chr_lock_active [ai_name:string | script_id:int] - locks the character active - chr_lock_active IntroMuro
- chr_neutral [ai_name:string | script_id:int] passive:int{0 | 1} - stops an AI from thinking for itself - chr_neutral ParkStriker 1
- chr_nocollision [ai_name:string | script_id:int] on_off:int{0 | 1} - disables collision for a character - chr_nocollision 0 1
- 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_peace [ai_name:string | script_id:int] - turns off fight mode - chr_peace 0
- chr_playback [ai_name:string | script_id:int] film_name:string [mode:string{"fromhere" | "interp"}] [num_frames:int] - plays back a film
- chr_playback_block [ai_name:string | script_id:int] film_name:string [mode:string{"fromhere" | "interp"}] [num_frames:int] - plays back a film and blocks until complete
- chr_poison [ai_name:string | script_id:int] damage:int interval:int [initial_interval:int] - slowly poisons a character - chr_poison (konoko, 10, 60, 90);
- chr_set_health [ai_name:string | script_id:int] hit_points:int - sets a characters health by script id - chr_set_health dum_hit_flash 50
- chr_shadow [ai_name:string | script_id:int] [on_off:int{0 | 1}] - turns of the shadow for this character - chr_shadow ZomShin 1
- chr_super [ai_name:string | script_id:int] super_amount:float - set's a character's super value - chr_super 0 1
- 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
- chr_teleport [ai_name:string | script_id:int] flag_id:int - teleports a character to a flag - chr_teleport 0 105
- chr_ultra_mode [ai_name:string | script_id:int] [on_off:int{0 | 1}] - enables ultra mode for a character
- chr_unkillable [ai_name:string | script_id:int] [on_off:int{0 | 1}] - makes a character unkillable -*chr_unkillable A1_intro01 1*
- chr_unlock_active [ai_name:string | script_id:int] - unlocks the character active
- chr_unstoppable [ai_name:string | script_id:int] [on_off:int{0 | 1}] - makes a character unstoppable - chr_unstoppable IntroMuro 1
- chr_vocalize [ai_name:string | script_id:int] type:string - makes a character utter a vocalization (vocalize type strings: override, yell, pain, call, say, chatter, idle)
- chr_wait_animation [ai_name:string | script_id:int] [anim_name:string] - waits for a character to play a specific animation - chr_wait_animation 0 KONSPRrun_lt KONSPRrun_rt
- chr_wait_animstate [ai_name:string | script_id:int] [anim_name:string] - waits for a character to reach a specific animation state - chr_wait_animstate 0 run_slide
- chr_wait_animtype [ai_name:string | script_id:int] [anim_name:string] - waits for a character to play a specific animation type - chr_wait_animtype 0 jump
- chr_wait_health [ai_name:string | script_id:int] health_amount:float - waits until a character's health falls below a value - chr_wait_health Muro 200
- chr_weapon chr_index:int [weapon_name:string | weapon_num:int] - sets the weapon for a give character
- chr_weapon_immune [ai_name:string | script_id:int] - makes a character weapon immune - chr_weapon_immune(vat_bot_1); // *chr_weapon_immune 0*
cinematic_
- cinematic_start bitmap_name:string draw_width:int draw_height:int start:int end:int velocity:float mirror:bool - start the display of a cinematic insert - cinematic_start (MUROtalking, 180, 180, 15, 1, 15, false)
- cinematic_stop bitmap_name:string end:int velocity:float - stop the display of a cinematic insert - cinematic_stop (KONtalkangryfront, 16, 20)
cm_
- cm_anim cam_spec:string{"move" | "look" | "both"} anim_name:string - initiates a camera animation - cm_anim both OutroCam03
- cm_anim_block cam_spec:string{"move" | "look" | "both"} anim_name:string - initiates a camera animation - *cm_anim_block both OutroCam04
- cm_barabus [ai_name:string | script_id:int] away:float up:float time:int - special camera for barabus
- cm_detach (null) - detaches the camera - cm_detach
- cm_interpolate cam_name:string num_frames:int - initiates a camera interpolation - cm_interpolate GrifCam01 180
- cm_interpolate_block anim_name:string num_frames:int - initiates a camera interpolation - cm_interpolate_block OutroCam05 180
- cm_jello mode:int {0 | 1} - toggles camera Jello(tm) mode - cm_jello 1
if cm_jello 0, the walls aren't transparent any longer
- cm_orbit speed:float [stopangle:float] - puts the camera in orbit mode - cm_orbit .1
- cm_orbit_block speed:float [stopangle:float] - puts the camera in orbit mode - *cm_orbit_block 2 180*
- cm_reset [maxspeed:float] [maxFocalAccel:float] - resets the camera - cm_reset
- cm_wait (null) - makes the camera wait until it is no longer busy - cm_wait
console_
- console_activate console_id:int - activates a console - console_activate 14
- console_deactivate console_id:int - deactivates a console - console_deactivate 5
- console_reset console_id:int - resets a console to initial state - console_reset 7 text_console name:string - Turns on the text console display - text_console level_6d
corpse
- corpse_reset (null) - resets corpses to their initial state - *corpse_reset*
- make_corpse corpse_name:string - makes a corpse
- trigvolume_corpse trig_id:int - kills all the corpses inside a trigger volume - trigvolume_corpse 32
cutscene
- begin_cutscene (null) - begins a cutscene - begin_cutscene
- cutscene_sync (null) - marks a point in a cutscene - cutscene_sync on
- end_cutscene (null) - ends a cutscene - end_cutscene
- fade_in ticks:int - fades the screen in - fade_in 120
- fade_out [r:float | r:int] [g:float | g:int] [b:float | b:int] ticks:int - fades the screen out - fade_out 0 0 0 120
- input on_off:int{0 | 1} - turns input on or off - input 0
- letterbox start_stop:int{0 | 1} - starts or stops letterboxing - letterbox 0
- playback [ai_name:string | script_id:int] film_name:string [mode:string{"fromhere" | "interp"}] [num_frames:int] - plays back a film - Hangar1_A_Striker_1 hangar1_striker1 interp 30
- playback_block [ai_name:string | script_id:int] film_name:string [mode:string{"fromhere" | "interp"}] [num_frames:int] - plays back a film and blocks until complete - playback_block Start_Friend_1 roll fromhere // *playback_block hangar1f_enemy_2 bomber_jump interp 30
diary_
- diary_page_unlock page:int - unlocks a specific diary page on the current level
door_
- door_open door_id:int - opens a door (may not stay open) - door_open 21
- door_close door_id:int - closes a door (may not stay open) - door_close 27
- door_lock door_id:int - locks a door - door_lock 6
- door_unlock door_id:int - unlocks a door - door_unlock 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
env_
- env_anim obj_id:int [ obj_id:int] - initiates an environment animation for an object - env_anim 901 906
- env_anim_block obj_id:int [ obj_id:int] - initiates an 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);
- 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
- splash_screen texture:string - displays a splash screen - splash_screen warehouse_splash_screen
- win (null) - win this level - win
graphics
- 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
- gs_fov_set fov_degrees:float - sets the field of view - *gs_fov_set 300*
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*
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*
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
- objective_complete (null) - plays the objective-complete sound
- objective_set page:int [make_silent:string {"silent"}] - Sets the current objective page - objective_set(7,silent) // *objective_set 3 silent*
player
- fall_back (null) - makes the player character fall back - *fall_back*
- fall_front (null) - makes the player character fall front - *fall_front*
- 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 frames, -1 = forever), lsi (amount ignored)
- goto [loc_x:float loc_y:float loc_z:float] - Sets the location of the player character - *goto 100 100 100*
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 frames), lsi (amount ignored)
- powerup_reset (null) - resets all placed powerups to their starting points - *powerup_reset*
- powerup_spawn poweruptype:string flag:int - creates a new powerup - powerup_spawn ammo 7042
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
- corpse_reset (null) - resets corpses to their initial state - *corpse_reset*
- powerup_reset (null) - resets all placed powerups to their starting points - *powerup_reset*
- 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
- weapon_reset (null) - resets all unheld weapons to their starting state - *weapon_reset*
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
- 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
laser triggers
- 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 volumes
- 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)
- ui_fill_element element_name:string fill:int - sets part of the HUD to completely filled
- 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*
- ui_show_help enable:int - debugging: enables the HUD help overlays - *ui_show_help 1*
weapon
- weapon_reset (null) - resets all unheld weapons to their starting state - *weapon_reset*
- weapon_spawn weapontype:string flag:int - creates a new weapon - weapon_spawn w3_phr 7045