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Script 10k (talk | contribs) m (→Declaration) |
(→Native functions: removing ai2_barabbas_run as it is a variable) |
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*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> | ||
===ai2_=== | ===ai2_=== | ||
'''Commands which have an effect on all AIs:''' | '''Commands which have an effect on all AIs:''' | ||
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*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_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_retrievegun [ai_name:string | script_id:int] - makes barabbas retrieve his gun if it is lost - ai2_barabbas_retrievegun barabus | ||
*ai2_chump (null) - creates a chump | *ai2_chump (null) - creates a chump | ||
*ai2_chump_stop - stops the chump | *ai2_chump_stop - stops the chump | ||
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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) | ||
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===console_=== | ===console_=== | ||
*console_activate console_id:int - activates a console - console_activate 14 | *console_activate console_id:int - activates a console - console_activate 14 | ||
*console_deactivate console_id:int - deactivates a console - console_deactivate 5 | *console_deactivate console_id:int - deactivates a console - console_deactivate 5 | ||
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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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===cutscene=== | ===cutscene=== | ||
*begin_cutscene (null) - begins a cutscene - begin_cutscene | *begin_cutscene (null) - begins a cutscene - begin_cutscene | ||
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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> | *<span style="color:green"> diary_page_unlock page:int - unlocks a specific diary page on the current level</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 | ||
*door_close door_id:int - closes a door (may not stay open) - door_close 27 | *door_close door_id:int - closes a door (may not stay open) - door_close 27 | ||
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===env_=== | ===env_=== | ||
*env_anim obj_id:int [ obj_id:int] - initiates an environment animation for an object - env_anim 901 906 | *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_anim_block obj_id:int [ obj_id:int] - initiates an environment animation: blocks until completed | ||
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===game=== | ===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_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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===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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===input=== | ===input=== | ||
*bind input_name:string to:string{"to"} input_function:string - binds an input to a function - *bind numpad0 to forward* | *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'' | *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'' | ||
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===message=== | ===message=== | ||
*dmsg astring:string - debugging message - *dmsg [b. hello]* | *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)'' | ''[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)'' | ||
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===movie=== | ===movie=== | ||
*movie_play name:string - function to start a movie playing | *movie_play name:string - function to start a movie playing | ||
===object=== | ===object=== | ||
*obj_create obj_id:int [obj_id:int] - creates a range of objects - obj_create 81 82 | *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_force_draw obj_id:int [obj_id:int] - locks an object as visible - obj_force_draw 501 504 | ||
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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=== | ||
*<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> | ||
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===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 | ||
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===reset=== | ===reset=== | ||
*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* | ||
''It reset consoles, and clears characters like you started the level again'' | ''It reset consoles, and clears characters like you started the level again'' | ||
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===slowmotion=== | ===slowmotion=== | ||
*slowmo duration:int - starts the slowmotion timer - slowmo 120 | *slowmo duration:int - starts the slowmotion timer - slowmo 120 | ||
===sound=== | ===sound=== | ||
*chr_pain [ai_name:string | script_id:int] pain_type:string - forces a character to play a pain 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'' | ''pain type strings: light, medium, heavy, death'' | ||
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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) | ||
===timer=== | ===timer=== | ||
*timer_start duration:float script:string - starts the countdown timer - timer_start 30 pipe1b | *timer_start duration:float script:string - starts the countdown timer - timer_start 30 pipe1b | ||
*timer_stop (null) - stops the countdown timer - timer_stop | *timer_stop (null) - stops the countdown timer - timer_stop | ||
===laser triggers=== | ===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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===trigger volumes=== | ===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 | ||
*trigvolume_count trig_id:int - counts the number of people in a trigger volume - trigvolume_count(36) | *trigvolume_count trig_id:int - counts the number of people in a trigger volume - trigvolume_count(36) | ||
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===turret=== | ===turret=== | ||
*turret_activate turret_id:int - activates a turret | *turret_activate turret_id:int - activates a turret | ||
*turret_deactivate turret_id:int - deactivates a turret - turret_deactivate 20 | *turret_deactivate turret_id:int - deactivates a turret - turret_deactivate 20 | ||
*turret_reset turret_id:int - resets a turret to initial state | *turret_reset turret_id:int - resets a turret to initial state | ||
===ui ( | ===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) | ||
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===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 | ||
[[Category:Bungie scripting language docs]] | [[Category:Bungie scripting language docs]] |