Sandbox: Difference between revisions
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[[Category:Wiki Support]] | |||
Revision as of 12:25, 17 May 2011
- THIS IS THE COMPLETE LIST. FILL IN WITH COMMENTS AND ARGUMENTS.
- DON'T PUT "OK" UNDER "WORKS" UNLESS IT REALLY "WORKS OK".
- TYPE (FROM CONSOLE) IF MOTIVATED (MOST FUNCTIONS ARE void ANYWAY).
- CONVERSION TO SUGGESTED ARGUMENT FORMATTING, IF MOTIVATED.
- MORE EXPLICIT REFORMULATION OF COMMENTS AS APPROPRIATE
- THERE WERE A FEW MISTAKES IN THE ORIGINAL TABLES, BTW
- (SO DOUBLE-CHECK WHEN YOU CAN) geyser
- Color
- White : available on all versions
- Gray : PC retail and Mac beta 4 only
- Type
- Bold (void only) : returns complex output to console.
| Type | Name | Arguments | Comment | Works |
|---|---|---|---|---|
| ai2_active |
|
forces AI ai_name/script_id into active mode | ||
| void | ai2_allpassive |
|
makes all AI passive if passive=1, makes them active if passive=0 | OK |
| ai2_attack |
|
forces AI ai_name/script_id to attack character target_name/target_script_id | ||
| ai2_barabbas_retrievegun |
|
makes barabbas retrieve his gun if it is lost | ||
| ai2_chump |
|
creates a chump | ||
| ai2_comehere |
|
tells an AI to come to the player | ||
| ai2_debug_makesound | ||||
| ai2_doalarm |
|
tells an AI to run for an alarm | ||
| ai2_dopath |
|
tells an AI to run a particular path | ||
| ai2_findconnections | ||||
| ai2_followme |
|
tells an AI to follow the player | ||
| ai2_forget |
|
makes one or all AIs forget they saw anything | ||
| ai2_idle |
|
tells an AI to become idle | ||
| 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_lookatchar | ai_name:string script_id:int ai_name:string script_id:int |
tells an AI to look at a character | ||
| ai2_lookatme | ai_name:string script_id:int |
tells an AI to look at the player | ||
| ai2_makeaware | ai_name:string script_id:int target_name:string target_script_id:int |
makes an AI aware of another character | ||
| ai2_makeblind | ai_name:string script_id:int on_off:int(0 1) |
makes a single AI blind | ||
| ai2_makedeaf | ai_name:string script_id:int on_off:int(0 1) |
makes a single AI deaf | ||
| ai2_makeignoreplayer | ai_name:string script_id:int on_off:int(0 1) |
makes a single AI ignore the player | ||
| ai2_movetoflag | ai_name:string script_id:int flag_id:int setfacing:string("setfacing") |
tells an AI to move to a flag | ||
| ai2_neutralbehavior | ai_name:string script_id:int behavior:string |
sets up an AI's neutral | ||
| ai2_noncombatant | ai_name:string script_id:int non_combatant:int(0 1) |
sets or clears an AI's non | ||
| ai2_panic | ai_name:string script_id:int timer:int |
makes an AI panic or not panic | ||
| ai2_passive | ai_name:string script_id:int passive:int(0 1) |
stops an AI from thinking for itself | ||
| ai2_pathdebugsquare | ||||
| ai2_printbnvindex | ||||
| ai2_report | ||||
| ai2_report_verbose | ||||
| ai2_reset | reset_player:int | resets AI as if start of level | ||
| ai2_set_handlesilent_error | ||||
| ai2_set_logerror | ||||
| ai2_set_reporterror | ||||
| ai2_setalert | ai_name:string script_id:int alert:string |
sets the alert state of an AI | ||
| ai2_setjobstate | ai_name:string script_id:int |
tells an AI to take its current state as its job | ||
| ai2_setmovementmode | ai_name:string script_id:int mode:string |
sets an AI's current movement mode | ||
| ai2_showmem | ||||
| ai2_skill_bestangle | ||||
| ai2_skill_decay | ||||
| ai2_skill_delaymax | ||||
| ai2_skill_delaymin | ||||
| ai2_skill_error | ||||
| ai2_skill_inaccuracy | ||||
| ai2_skill_recoil | ||||
| ai2_skill_revert | ||||
| ai2_skill_save | ||||
| ai2_skill_select | ||||
| ai2_skill_show | ||||
| ai2_spawn | ai_name:string force_spawn:string("force") |
creates and starts an AI from a character object | ||
| ai2_spawnall | (null) | spawns all AI, even those not initially present | ||
| ai2_takecontrol | on_off:int (0 1) |
makes the AI movement system take control of the player | ||
| ai2_tripalarm | alarm_id:int ai_name:string script_id:int | |||
| begin_cutscene | string flag | begins a cutscene | ||
| bind | input_name:string to:string("to") input_function:string |
binds an input to a function | ||
| 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_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_boss_shield | ai_name:string script_id:int |
turns on the boss shield for a character | ||
| chr_changeteam | ai_name:string script_id:int team_name:string |
changes a character's team | ||
| chr_create | script_id:int start_create:string ("start") |
creates a character from an ID of the AISA file | ||
| chr_death_lock | 1. string ai_name OR int script_id 2. int on_off |
Locks final death transition for character ai_name/script_id if on_off=1, unlocks it if on_off=0 | ||
| chr_delete | ai_name:string script_id:int |
deletes a character | ||
| chr_disarm | chr_index:int | disarms a character or everyone | ||
| chr_display_combat_stats | ||||
| chr_dontaim | ai_name:string script_id:int on_off:int(0 1) |
disables the weapon variant for a character | ||
| chr_draw_dot | ||||
| chr_envanim | ai_name:string script_id:int anim:string norotation:string("norotation") |
plays an environment animation on a character | ||
| 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_stop | ai_name:string script_id:int |
stops any environment animation on a character | ||
| chr_facetoflag | ai_name:string script_id:int flag_id:int |
snaps a character's facing to a flag's facing | ||
| chr_focus | chr_index:int | Selects what character to control | ||
| 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_freeze | ai_name:string script_id:int passive:int(0 1) |
stops an AI from thinking for itself | ||
| chr_full_health | ai_name:string script_id:int |
sets a characters health to full by script id | ||
| chr_givepowerup | ai_name:string script_id:int powerup:string amount:int |
gives a character a powerup | ||
| chr_giveweapon | ai_name:string script_id:int weapon_name:string |
gives a character a new weapon | ||
| chr_has_empty_weapon | ai_name:string script_id:int |
returns if this character is holding a weapon that is empty | ||
| chr_has_lsi | ai_name:string script_id:int |
records that the character has the lsi | ||
| chr_health | 1. int chr_index 2. int hit_points |
sets character's health | ||
| 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_invincible | ai_name:string script_id:int on_off:int(0 1) |
makes a character invincible | ||
| chr_is_player | ai_name:string script_id:int |
returns if this character is the player | ||
| chr_kill_all_ai | (null) | kills all the AI | ||
| chr_location | chr_index:int loc_x:float loc_y:float loc_z:float |
Sets the location of any character | ||
| chr_location_settocamera | chr_index:int | Sets the location of any character to the camera location | ||
| chr_lock_active | ai_name:string script_id:int |
locks the character active | ||
| chr_main_class | ||||
| chr_neutral | ai_name:string script_id:int passive:int(0 1) |
stops an AI from thinking for itself | ||
| chr_nocollision | ai_name:string script_id:int on_off:int(0 1) |
disables collision for a character | ||
| chr_pain | ai_name:string script_id:int pain_type:string |
forces a character to play a pain sound | ||
| chr_peace | ai_name:string script_id:int |
turns off fight mode | ||
| 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_playback_debug | ||||
| chr_poison | ai_name:string script_id:int damage:int interval:int initial_interval:int |
slowly poisons a character | ||
| chr_set_class | ||||
| chr_set_health | ai_name:string script_id:int hit_points:int |
sets a characters health by script id | ||
| chr_shadow | ai_name:string script_id:int on_off:int(0 1) |
turns of the shadow for this character | ||
| chr_super | ai_name:string script_id:int super_amount:float |
set's a character's super value | ||
| 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_teleport | ai_name:string script_id:int flag_id:int |
teleports a character to a flag | ||
| 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_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_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_animstate | ai_name:string script_id:int anim_name:string |
waits for a character to reach a specific animation state | ||
| chr_wait_animtype | ai_name:string script_id:int anim_name:string |
waits for a character to play a specific animation type | ||
| chr_wait_health | ai_name:string script_id:int health_amount:float |
waits until a character's health falls below a value | ||
| 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_who | ||||
| 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_stop | bitmap_name:string end:int velocity:float |
stop the display of a cinematic insert | ||
| cm_anim | cam_spec:string("move" "look" "both") anim_name:string |
initiates a camera animation | ||
| cm_anim_block | cam_spec:string("move" "look" "both") anim_name:string |
initiates a camera animation | ||
| 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_interpolate | cam_name:string num_frames:int |
initiates a camera interpolation | ||
| cm_interpolate_block | anim_name:string num_frames:int |
initiates a camera interpolation | ||
| cm_jello | mode:int (0 1) |
toggles camera Jello(tm) mode | ||
| cm_orbit | speed:float stopangle:float |
puts the camera in orbit mode | ||
| cm_orbit_block | speed:float stopangle:float |
puts the camera in orbit mode | ||
| cm_reset | maxspeed:float maxFocalAccel:float |
resets the camera | ||
| cm_wait | (null) | makes the camera wait until it is no longer busy | ||
| co_show_all | ||||
| co_toggle_text | ||||
| console_activate | console_id:int | activates a console | ||
| console_deactivate | console_id:int | deactivates a console | ||
| console_print | ||||
| console_reset | console_id:int | resets a console to initial state | ||
| corpse_reset | (null) | resets corpses to their initial state | ||
| crash | ||||
| cutscene_sync | (null) | marks a point in a cutscene | ||
| debug_env_anim | ||||
| diary_page_unlock | page:int | unlocks a specific diary page on the current level | ||
| did_kill_griffen | (null) | returns if we did kill griffen | ||
| difficulty | (null) | returns the difficulty level | ||
| dmsg | astring:string | debugging message | ||
| door_close | door_id:int | closes a door (may not stay open) | ||
| door_jam | door_id:int | jams a door in its current state | ||
| door_lock | door_id:int | locks a door | ||
| door_open | door_id:int | opens a door (may not stay open) | ||
| door_unjam | door_id:int | unjams a door so characters can open it | ||
| door_unlock | door_id:int | unlocks a door | ||
| dprint | ||||
| dump_docs | ||||
| end_cutscene | (null) | ends a cutscene | ||
| env_anim | obj_id:int obj_id:int |
initiates an environment animation for an object | ||
| 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_setanim | obj_id:int object_name:string |
sets up an animation for an object | ||
| 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_show | gq_ref:int on_off:int(0 1) |
turns on or off specified parts of the environment | ||
| env_texswap | gq_start:int tex_name:string |
swaps an environment texture | ||
| fade_in | ticks:int | fades the screen in | ||
| fade_out | r:float r:int g:float g:int b:float b:int ticks:int |
fades the screen out | ||
| fall_back | (null) | makes the player character fall back | ||
| fall_front | (null) | makes the player character fall front | ||
| flag_view_prefix | ||||
| give_powerup | powerup_name:string amount:int character:int |
Gives a powerup to a character | ||
| void | gl_fog_end_changeto |
|
changes the fog end distance to end_val over frames frames | OK |
| void | gl_fog_start_changeto |
|
changes the fog start distance to start_val over frames frames | OK |
| goto | loc_x:float loc_y:float loc_z:float |
Sets the location of the player character | ||
| void | gs_farclipplane_set |
|
sets the far clipping plane distance (default is 10000 WU) | OK |
| void | gs_fov_set |
|
sets the vertical field of view (default is 45°) | OK |
| hang | ||||
| input | on_off:int(0 1) | turns input on or off | ||
| killed_griffen | murder:bool | sets if we killed griffen | ||
| letterbox | start_stop:int(0 1) | starts or stops letterboxing | ||
| lock_keys | key_name:string | locks keys out | ||
| lose | (null) | lose this level | ||
| m3_display_list | ||||
| m3_display_set | ||||
| m3_draw_engine_set | ||||
| m3_engine_set | ||||
| m3_geom_engine_set | ||||
| m3_quality_set | ||||
| make_corpse | corpse_name:string | makes a corpse | ||
| message | message:string timer:int |
sends a message from the subtitle file | ||
| message_remove | message:string | removes a currently displayed message | ||
| movie_play | name:string | function to start a movie playing | ||
| obj_create | obj_id:int obj_id:int |
creates a range of objects | ||
| obj_force_draw | obj_id:int obj_id:int |
locks an object as visible | ||
| 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_shade | obj_id:int obj_id:int r:float g:float b:float |
turns display of an object on or off | ||
| obj_show | obj_id:int obj_id:int |
shows an object | ||
| objective_complete | (null) | plays the objective | ||
| objective_set | page:int make_silent:string ("silent") |
Sets the current objective page | ||
| p3_callevent | ||||
| p3_count | ||||
| p3_daodan_disable | ||||
| p3_dumpparticles | ||||
| p3_killall | ||||
| p3_killnearest | ||||
| p3_printtags | ||||
| p3_removedangerous | (null) | removes all "dangerous projectile" particles by making their lifetime expire | ||
| p3_spawn | ||||
| p3_startall | ||||
| p3_stopall | ||||
| p3_writeusedparticles | ||||
| particle | ||||
| particle_temp_kill | ||||
| particle_temp_start | ||||
| particle_temp_stop | ||||
| perf_prefix | ||||
| ph_status | ||||
| playback | ai_name:string script_id:int film_name:string mode:string("fromhere" "interp") num_frames:int |
plays back a film | ||
| 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_debug | ||||
| powerup_reset | (null) | resets all placed powerups to their starting points | ||
| powerup_spawn | poweruptype:string flag:int |
creates a new powerup | ||
| print_state | ||||
| print_type | ||||
| reset_mechanics | (null) | resets all level mechanics (triggers, turrets, consoles, etc...) to initial state | ||
| restore_game | (null) | restores the game | ||
| save_game | save_point:int type:string("autosave") |
saves the game | ||
| sc_focus | ||||
| script_reload | ||||
| slowmo | duration:int | starts the slowmotion timer | ||
| sound_ambient_start | name:string volume:float |
function to start an ambient sound | ||
| sound_ambient_stop | name:string | function to stop an ambient sound | ||
| sound_ambient_volume | name:string volume:float time:float |
function to set the volume of a playing ambient sound | ||
| sound_dialog_play | name:string | function to start character dialog playing | ||
| sound_dialog_play_block | name:string | function to start character dialog playing after the current dialog finishes | ||
| sound_dialog_play_interrupt | name:string | function to interrupt the current character dialog and play a new one | ||
| sound_impulse_play | name:string volume:float |
function plays an impulse sound | ||
| sound_list_broken_links | ||||
| sound_music_start | name:string volume:float |
function to start music playing | ||
| sound_music_stop | name:string | function to stop playing music | ||
| sound_music_volume | name:string volume:float time:float |
function to set the volume of playing music | ||
| sound_objects_reset | (null) | reloads the sounds objects | ||
| splash_screen | texture:string | displays a splash screen | ||
| target_set | flag_id:int min_distance:float |
Sets the target to the specified flag | ||
| text_console | ||||
| timer_start | duration:float script:string |
starts the countdown timer | ||
| timer_stop | (null) | stops the countdown timer | ||
| tr_stop_lookup | ||||
| tr_write_animation | ||||
| tr_write_collection | ||||
| tr_write_lookup | ||||
| trig_activate | trigger_id:int | activates a trigger | ||
| trig_deactivate | trigger_id:int | deactivates a trigger | ||
| trig_hide | trigger_id:int | hides a trigger | ||
| trig_reset | trigger_id:int | resets a trigger to non | ||
| trig_show | trigger_id:int | shows a trigger | ||
| trig_speed | trigger_id:int volume:float |
sets a triggers speed | ||
| trigvolume_corpse | trig_id:int | kills all the corpses inside a trigger volume | ||
| trigvolume_count | trig_id:int | counts the number of people in a trigger volume | ||
| trigvolume_enable | name:string enable:int(0 1) type:string("all" "entry" "inside" "exit") |
enable or disable a trigger volume | ||
| trigvolume_kill | trig_id:int | kills all the characters inside a trigger volume | ||
| trigvolume_reset | name:string | reset a trigger volume to its level | ||
| 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_activate | turret_id:int | activates a turret | ||
| turret_deactivate | turret_id:int | deactivates a turret | ||
| turret_reset | turret_id:int | resets a turret to initial state | ||
| 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_show_element | element_name:string show:int |
shows or hides part of the HUD | ||
| ui_show_help | enable:int | debugging: enables the HUD help overlays | ||
| unbind | input_name:string | removes a binding from a input function | ||
| unbindall | (null) | removes all bindings | ||
| weapon_reset | (null) | resets all unheld weapons to their starting state | ||
| weapon_spawn | weapontype:string flag:int |
creates a new weapon | ||
| where | ||||
| who | ||||
| win | (null) | win this level |