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| ;THIS IS THE COMPLETE LIST. FILL IN WITH COMMENTS AND ARGUMENTS.
| | You can make test edits here. |
| ;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) [[User:Geyser|geyser]]
| |
| | |
| ;Color
| |
| :White : available on all versions
| |
| :Gray : PC retail and Mac beta 4 only
| |
| ;Type
| |
| :Bold (void only) : returns complex output to console.
| |
| {|border=1 cellspacing=0 cellpadding=1
| |
| !Type!!Name!!Arguments!!Comment!!Works
| |
| |-
| |
| | || ai2_active
| |
| |
| |
| #string ai_name
| |
| #*int script_id
| |
| | forces AI '''ai_name'''/'''script_id''' into active mode||
| |
| |-
| |
| |void|| [[ai2_allpassive]]
| |
| |
| |
| #int passive
| |
| | makes all AI passive if '''passive'''=1, makes them active if '''passive'''=0|| [[ai2_allpassive|OK]]
| |
| |-
| |
| | || ai2_attack
| |
| |
| |
| #string ai_name
| |
| #*int script_id
| |
| #string target_name
| |
| #*int target_script_id
| |
| | forces AI '''ai_name'''/'''script_id''' to attack character '''target_name'''/'''target_script_id''' ||
| |
| |-
| |
| | || ai2_barabbas_retrievegun
| |
| |
| |
| #string ai_name
| |
| #*int script_id
| |
| | makes barabbas retrieve his gun if it is lost ||
| |
| |-
| |
| | || ai2_chump
| |
| |
| |
| :void
| |
| | creates a chump||
| |
| |-
| |
| | || ai2_comehere
| |
| |
| |
| #string ai_name
| |
| #*int script_id
| |
| | tells an AI to come to the player||
| |
| |-
| |
| | || ai2_debug_makesound|| || ||
| |
| |-
| |
| | || ai2_doalarm
| |
| |
| |
| #string ai_name
| |
| #*int script_id
| |
| #int console_id
| |
| | tells an AI to run for an alarm ||
| |
| |-
| |
| | || ai2_dopath
| |
| |
| |
| #string ai_name
| |
| #*int script_id
| |
| #string path_name
| |
| | tells an AI to run a particular path ||
| |
| |-
| |
| | || ai2_findconnections|| || ||
| |
| |-
| |
| | || ai2_followme
| |
| |
| |
| #string ai_name
| |
| #*int script_id
| |
| | tells an AI to follow the player ||
| |
| |-
| |
| | || ai2_forget
| |
| |
| |
| #string ai_name
| |
| #*int script_id
| |
| #string forget_char
| |
| | makes one or all AIs forget they saw anything ||
| |
| |-
| |
| | || ai2_idle
| |
| |
| |
| #string ai_name
| |
| #*int script_id
| |
| | tells an AI to become idle ||
| |
| |-
| |
| | || ai2_inactive|| ai_name:string<br>script_id:int|| forces an AI into inactive mode||
| |
| |-
| |
| | || ai2_kill|| param1:string<br>param2:string|| kills one or more AIs ||
| |
| |-
| |
| | || ai2_lookatchar|| ai_name:string<br>script_id:int<br>ai_name:string<br>script_id:int|| tells an AI to look at a character ||
| |
| |-
| |
| | || ai2_lookatme|| ai_name:string<br>script_id:int|| tells an AI to look at the player ||
| |
| |-
| |
| | || ai2_makeaware|| ai_name:string<br>script_id:int<br>target_name:string<br>target_script_id:int|| makes an AI aware of another character ||
| |
| |-
| |
| | || ai2_makeblind|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| makes a single AI blind ||
| |
| |-
| |
| | || ai2_makedeaf|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| makes a single AI deaf ||
| |
| |-
| |
| | || ai2_makeignoreplayer|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| makes a single AI ignore the player ||
| |
| |-
| |
| | || ai2_movetoflag|| ai_name:string<br>script_id:int<br>flag_id:int<br>setfacing:string("setfacing")|| tells an AI to move to a flag ||
| |
| |-
| |
| | || ai2_neutralbehavior|| ai_name:string<br>script_id:int<br>behavior:string|| sets up an AI's neutral||
| |
| |-
| |
| | || ai2_noncombatant|| ai_name:string<br>script_id:int<br>non_combatant:int(0 1)|| sets or clears an AI's non||
| |
| |-
| |
| | || ai2_panic|| ai_name:string<br>script_id:int<br>timer:int|| makes an AI panic or not panic ||
| |
| |-
| |
| | || ai2_passive|| ai_name:string<br>script_id:int<br>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<br>script_id:int<br>alert:string|| sets the alert state of an AI ||
| |
| |-
| |
| | || ai2_setjobstate|| ai_name:string<br>script_id:int|| tells an AI to take its current state as its job ||
| |
| |-
| |
| | || ai2_setmovementmode|| ai_name:string<br>script_id:int<br>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<br>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<br>(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<br>to:string("to")<br>input_function:string|| binds an input to a function ||
| |
| |-
| |
| | || chr_animate|| ai_name:string<br>script_id:int<br>anim_name:string<br>num_frames:int<br>interp_frames:int|| plays an animation on a character ||
| |
| |-
| |
| | || chr_animate_block|| ai_name:string<br>script_id:int<br>anim_name:string<br>num_frames:int<br>interp_frames:int|| plays an animation on a character and blocks until done ||
| |
| |-
| |
| | || chr_boss_shield|| ai_name:string<br>script_id:int|| turns on the boss shield for a character ||
| |
| |-
| |
| | || chr_changeteam|| ai_name:string<br>script_id:int<br>team_name:string|| changes a character's team ||
| |
| |-
| |
| | || chr_create|| script_id:int<br>start_create:string<br>("start")<br>|| creates a character from an ID of the AISA file ||
| |
| |-
| |
| | || chr_death_lock||1. string ai_name<br>OR int script_id<br>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<br>script_id:int|| deletes a character ||
| |
| |-bgcolor="silver"
| |
| | || chr_disarm|| chr_index:int|| disarms a character or everyone||
| |
| |-
| |
| | || chr_display_combat_stats|| || ||
| |
| |-
| |
| | || chr_dontaim|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| disables the weapon variant for a character||
| |
| |-bgcolor="silver"
| |
| | || chr_draw_dot|| || ||
| |
| |-
| |
| | || chr_envanim|| ai_name:string<br>script_id:int<br>anim:string<br>norotation:string("norotation")<br>|| plays an environment animation on a character ||
| |
| |-
| |
| | || chr_envanim_block|| ai_name:string<br>script_id:int<br>anim:string<br>norotation:string("norotation")|| plays an environment animation on a character and blocks ||
| |
| |-
| |
| | || chr_envanim_stop|| ai_name:string<br>script_id:int|| stops any environment animation on a character ||
| |
| |-
| |
| | || chr_facetoflag|| ai_name:string<br>script_id:int<br>flag_id:int|| snaps a character's facing to a flag's facing ||
| |
| |-bgcolor="silver"
| |
| | || chr_focus|| chr_index:int|| Selects what character to control ||
| |
| |-
| |
| | || chr_forceholster|| ai_name:string<br>script_id:int<br>holster:int(0 1)<br>force_draw:int(0 1)|| forces a character to holster their weapon ||
| |
| |-
| |
| | || chr_freeze|| ai_name:string<br>script_id:int<br>passive:int(0 1)|| stops an AI from thinking for itself ||
| |
| |-
| |
| | || chr_full_health|| ai_name:string<br>script_id:int|| sets a characters health to full by script id ||
| |
| |-
| |
| | || chr_givepowerup|| ai_name:string<br>script_id:int<br>powerup:string<br>amount:int|| gives a character a powerup ||
| |
| |-
| |
| | || chr_giveweapon|| ai_name:string<br>script_id:int<br>weapon_name:string|| gives a character a new weapon ||
| |
| |-
| |
| | || chr_has_empty_weapon|| ai_name:string<br>script_id:int|| returns if this character is holding a weapon that is empty ||
| |
| |-
| |
| | || chr_has_lsi|| ai_name:string<br>script_id:int|| records that the character has the lsi ||
| |
| |-bgcolor="silver"
| |
| | || chr_health||1. int chr_index<br>2. int hit_points|| sets character's health ||
| |
| |-
| |
| | || chr_holdkey|| ai_name:string<br>script_id:int<br>key_name:string<br>num_frames:int|| forces a character to hold a key down for some frames||
| |
| |-
| |
| | || chr_inv_reset|| ai_name:string<br>script_id:int|| clears a characters inventory ||
| |
| |-
| |
| | || chr_invincible|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| makes a character invincible ||
| |
| |-
| |
| | || chr_is_player|| ai_name:string<br>script_id:int|| returns if this character is the player ||
| |
| |-
| |
| | || chr_kill_all_ai|| (null)|| kills all the AI ||
| |
| |-bgcolor="silver"
| |
| | || chr_location|| chr_index:int<br>loc_x:float<br>loc_y:float<br>loc_z:float|| Sets the location of any character ||
| |
| |-bgcolor="silver"
| |
| | || chr_location_settocamera|| chr_index:int|| Sets the location of any character to the camera location ||
| |
| |-
| |
| | || chr_lock_active|| ai_name:string<br>script_id:int|| locks the character active ||
| |
| |-bgcolor="silver"
| |
| | || chr_main_class|| || ||
| |
| |-
| |
| | || chr_neutral|| ai_name:string<br>script_id:int<br>passive:int(0 1)|| stops an AI from thinking for itself ||
| |
| |-
| |
| | || chr_nocollision|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| disables collision for a character ||
| |
| |-
| |
| | || chr_pain|| ai_name:string<br>script_id:int<br>pain_type:string|| forces a character to play a pain sound ||
| |
| |-
| |
| | || chr_peace|| ai_name:string<br>script_id:int|| turns off fight mode ||
| |
| |-
| |
| | || chr_playback|| ai_name:string<br>script_id:int<br>film_name:string<br>mode:string("fromhere" "interp")<br>num_frames:int|| plays back a film||
| |
| |-
| |
| | || chr_playback_block|| ai_name:string<br>script_id:int<br>film_name:string<br>mode:string("fromhere" "interp")<br>num_frames:int|| plays back a film and blocks until complete||
| |
| |-
| |
| | || chr_playback_debug|| || ||
| |
| |-
| |
| | || chr_poison|| ai_name:string<br>script_id:int<br>damage:int<br>interval:int<br>initial_interval:int|| slowly poisons a character ||
| |
| |-bgcolor="silver"
| |
| | || chr_set_class|| || ||
| |
| |-
| |
| | || chr_set_health|| ai_name:string<br>script_id:int<br>hit_points:int|| sets a characters health by script id ||
| |
| |-
| |
| | || chr_shadow|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| turns of the shadow for this character ||
| |
| |-
| |
| | || chr_super|| ai_name:string<br>script_id:int<br>super_amount:float|| set's a character's super value ||
| |
| |-
| |
| | || chr_talk|| ai_name:string<br>script_id:int<br>sound_name:string<br>pre_pause:int<br>post_pause:int<br>priority:string<br>|| causes a character to play a line of dialogue ||
| |
| |-
| |
| | || chr_teleport|| ai_name:string<br>script_id:int<br>flag_id:int|| teleports a character to a flag ||
| |
| |-
| |
| | || chr_ultra_mode|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| enables ultra mode for a character||
| |
| |-
| |
| | || chr_unkillable|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| makes a character unkillable ||
| |
| |-
| |
| | || chr_unlock_active|| ai_name:string<br>script_id:int|| unlocks the character active||
| |
| |-
| |
| | || chr_unstoppable|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| makes a character unstoppable ||
| |
| |-
| |
| | || chr_vocalize|| ai_name:string<br>script_id:int<br>type:string|| makes a character utter a vocalization (vocalize type strings: override, yell, pain, call, say, chatter, idle)||
| |
| |-
| |
| | || chr_wait_animation|| ai_name:string<br>script_id:int<br>anim_name:string|| waits for a character to play a specific animation ||
| |
| |-
| |
| | || chr_wait_animstate|| ai_name:string<br>script_id:int<br>anim_name:string|| waits for a character to reach a specific animation state ||
| |
| |-
| |
| | || chr_wait_animtype|| ai_name:string<br>script_id:int<br>anim_name:string|| waits for a character to play a specific animation type ||
| |
| |-
| |
| | || chr_wait_health|| ai_name:string<br>script_id:int<br>health_amount:float|| waits until a character's health falls below a value ||
| |
| |-bgcolor="silver"
| |
| | || chr_weapon|| chr_index:int<br>weapon_name:string<br>weapon_num:int|| sets the weapon for a give character||
| |
| |-
| |
| | || chr_weapon_immune|| ai_name:string<br>script_id:int|| makes a character weapon immune ||
| |
| |-bgcolor="silver"
| |
| | || chr_who|| || ||
| |
| |-
| |
| | || cinematic_start|| bitmap_name:string<br>draw_width:int<br>draw_height:int<br>start:int<br>end:int<br>velocity:float<br>mirror:bool|| start the display of a cinematic insert ||
| |
| |-
| |
| | || cinematic_stop|| bitmap_name:string<br>end:int<br>velocity:float|| stop the display of a cinematic insert ||
| |
| |-
| |
| | || cm_anim|| cam_spec:string("move" "look" "both")<br>anim_name:string|| initiates a camera animation ||
| |
| |-
| |
| | || cm_anim_block|| cam_spec:string("move" "look" "both")<br>anim_name:string|| initiates a camera animation ||
| |
| |-
| |
| | || cm_barabus|| ai_name:string<br>script_id:int<br>away:float<br>up:float<br>time:int|| special camera for barabus||
| |
| |-
| |
| | || cm_detach|| (null)|| detaches the camera ||
| |
| |-
| |
| | || cm_interpolate|| cam_name:string<br>num_frames:int|| initiates a camera interpolation ||
| |
| |-
| |
| | || cm_interpolate_block|| anim_name:string<br>num_frames:int|| initiates a camera interpolation ||
| |
| |-bgcolor="silver"
| |
| | || cm_jello|| mode:int<br>(0 1)|| toggles camera Jello(tm) mode ||
| |
| |-
| |
| | || cm_orbit|| speed:float<br>stopangle:float|| puts the camera in orbit mode ||
| |
| |-
| |
| | || cm_orbit_block|| speed:float<br>stopangle:float|| puts the camera in orbit mode ||
| |
| |-
| |
| | || cm_reset|| maxspeed:float<br>maxFocalAccel:float|| resets the camera ||
| |
| |-
| |
| | || cm_wait|| (null)|| makes the camera wait until it is no longer busy ||
| |
| |-bgcolor="silver"
| |
| | || co_show_all|| || ||
| |
| |-bgcolor="silver"
| |
| | || co_toggle_text|| || ||
| |
| |-
| |
| | || console_activate|| console_id:int|| activates a console ||
| |
| |-
| |
| | || console_deactivate|| console_id:int|| deactivates a console ||
| |
| |-bgcolor="silver"
| |
| | || console_print|| || ||
| |
| |-
| |
| | || console_reset|| console_id:int|| resets a console to initial state ||
| |
| |-bgcolor="silver"
| |
| | || corpse_reset|| (null)|| resets corpses to their initial state ||
| |
| |-bgcolor="silver"
| |
| | || crash|| || ||
| |
| |-
| |
| | || cutscene_sync|| (null)|| marks a point in a cutscene ||
| |
| |-bgcolor="silver"
| |
| | || debug_env_anim|| || ||
| |
| |-bgcolor="silver"
| |
| | || 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<br>obj_id:int|| initiates an environment animation for an object ||
| |
| |-
| |
| | || env_anim_block|| obj_id:int<br>obj_id:int|| initiates an environment animation: blocks until completed||
| |
| |-
| |
| | || env_broken|| gq_ref:int<br>gq_endref:int|| computes the number of objects in a range that have all their glass broken ||
| |
| |-
| |
| | || env_setanim|| obj_id:int<br>object_name:string|| sets up an animation for an object ||
| |
| |-
| |
| | || env_setanim_block|| obj_id:int<br>object_name:string|| sets up an animation: blocks until completed||
| |
| |-
| |
| | || env_shade|| gq_ref:int<br>gq_ref:int<br>r:float<br>g:float<br>b:float|| sets the shade of a block of objects ||
| |
| |-
| |
| | || env_show|| gq_ref:int<br>on_off:int(0 1)|| turns on or off specified parts of the environment ||
| |
| |-
| |
| | || env_texswap|| gq_start:int<br>tex_name:string|| swaps an environment texture ||
| |
| |-
| |
| | || fade_in|| ticks:int|| fades the screen in ||
| |
| |-
| |
| | || fade_out|| r:float<br>r:int<br>g:float<br>g:int<br>b:float<br>b:int<br>ticks:int|| fades the screen out ||
| |
| |-bgcolor="silver"
| |
| | || fall_back|| (null)|| makes the player character fall back ||
| |
| |-bgcolor="silver"
| |
| | || fall_front|| (null)|| makes the player character fall front ||
| |
| |-bgcolor="silver"
| |
| | || flag_view_prefix|| || ||
| |
| |-
| |
| | || give_powerup|| powerup_name:string<br>amount:int<br>character:int|| Gives a powerup to a character ||
| |
| |-
| |
| |void || [[gl_fog_end_changeto]]||
| |
| #float end_val=0.0
| |
| #int frames=0
| |
| | changes the fog end distance to '''end_val''' over '''frames''' frames|| OK
| |
| |-
| |
| |void || [[gl_fog_start_changeto]]||
| |
| #float start_val=0.0
| |
| #int frames=0
| |
| | changes the fog start distance to '''start_val''' over '''frames''' frames || OK
| |
| |-bgcolor="silver"
| |
| | || goto|| loc_x:float<br>loc_y:float<br>loc_z:float|| Sets the location of the player character ||
| |
| |-
| |
| |void || [[gs_farclipplane_set]]||
| |
| #float plane=0.0
| |
| | sets the far clipping plane distance (default is 10000 WU) || OK
| |
| |-bgcolor="silver"
| |
| |void || [[gs_fov_set]]||
| |
| #float fov_degrees=0.0
| |
| | sets the vertical field of view (default is 45°) || OK
| |
| |-bgcolor="silver"
| |
| | || 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 ||
| |
| |-bgcolor="silver"
| |
| | || m3_display_list|| || ||
| |
| |-bgcolor="silver"
| |
| | || m3_display_set|| || ||
| |
| |-bgcolor="silver"
| |
| | || m3_draw_engine_set|| || ||
| |
| |-bgcolor="silver"
| |
| | || m3_engine_set|| || ||
| |
| |-bgcolor="silver"
| |
| | || m3_geom_engine_set|| || ||
| |
| |-bgcolor="silver"
| |
| | || m3_quality_set|| || ||
| |
| |-bgcolor="silver"
| |
| | || make_corpse|| corpse_name:string|| makes a corpse||
| |
| |-
| |
| | || message|| message:string<br>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<br>obj_id:int|| creates a range of objects ||
| |
| |-
| |
| | || obj_force_draw|| obj_id:int<br>obj_id:int|| locks an object as visible ||
| |
| |-
| |
| | || obj_hide|| obj_id:int<br>obj_id:int|| hides an object||
| |
| |-
| |
| | || obj_kill|| obj_id:int<br>obj_id:int|| kills a range of object ||
| |
| |-
| |
| | || obj_shade|| obj_id:int<br>obj_id:int<br>r:float<br>g:float<br>b:float|| turns display of an object on or off ||
| |
| |-
| |
| | || obj_show|| obj_id:int<br>obj_id:int|| shows an object ||
| |
| |-bgcolor="silver"
| |
| | || objective_complete|| (null)|| plays the objective||
| |
| |-
| |
| | || objective_set|| page:int<br>make_silent:string<br>("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|| || ||
| |
| |-bgcolor="silver"
| |
| | || perf_prefix|| || ||
| |
| |-
| |
| | || ph_status|| || ||
| |
| |-
| |
| | || playback|| ai_name:string<br>script_id:int<br>film_name:string<br>mode:string("fromhere" "interp")<br>num_frames:int|| plays back a film ||
| |
| |-
| |
| | || playback_block|| ai_name:string<br>script_id:int<br>film_name:string<br>mode:string("fromhere" "interp")<br>num_frames:int|| plays back a film and blocks until complete ||
| |
| |-
| |
| | || playback_debug|| || ||
| |
| |-bgcolor="silver"
| |
| | || powerup_reset|| (null)|| resets all placed powerups to their starting points ||
| |
| |-
| |
| | || powerup_spawn|| poweruptype:string<br>flag:int|| creates a new powerup ||
| |
| |-bgcolor="silver"
| |
| | || print_state|| || ||
| |
| |-bgcolor="silver"
| |
| | || 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<br>type:string("autosave")|| saves the game ||
| |
| |-bgcolor="silver"
| |
| | || sc_focus|| || ||
| |
| |-
| |
| | || script_reload|| || ||
| |
| |-
| |
| | || slowmo|| duration:int|| starts the slowmotion timer ||
| |
| |-
| |
| | || sound_ambient_start|| name:string<br>volume:float|| function to start an ambient sound ||
| |
| |-
| |
| | || sound_ambient_stop|| name:string|| function to stop an ambient sound ||
| |
| |-
| |
| | || sound_ambient_volume|| name:string<br>volume:float<br>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<br>volume:float|| function plays an impulse sound ||
| |
| |-
| |
| | || sound_list_broken_links|| || ||
| |
| |-
| |
| | || sound_music_start|| name:string<br>volume:float|| function to start music playing ||
| |
| |-
| |
| | || sound_music_stop|| name:string|| function to stop playing music ||
| |
| |-
| |
| | || sound_music_volume|| name:string<br>volume:float<br>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<br>min_distance:float|| Sets the target to the specified flag ||
| |
| |-
| |
| | || text_console|| || ||
| |
| |-
| |
| | || timer_start|| duration:float<br>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<br>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<br>enable:int(0 1)<br>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<br>script:string<br>type:string("entry" "inside" "exit")|| set the script to call from a trigger volume||
| |
| |-
| |
| | || trigvolume_trigger|| name:string<br>type:string("entry" "inside" "exit")<br>ai_name:string<br>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 ||
| |
| |-bgcolor="silver"
| |
| | || ui_fill_element|| element_name:string<br>fill:int|| sets part of the HUD to completely filled||
| |
| |-
| |
| | || ui_flash_element|| element_name:string<br>fill:int|| sets part of the HUD to flash or not flash ||
| |
| |-
| |
| | || ui_show_element|| element_name:string<br>show:int|| shows or hides part of the HUD ||
| |
| |-bgcolor="silver"
| |
| | || 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 ||
| |
| |-bgcolor="silver"
| |
| | || weapon_reset|| (null)|| resets all unheld weapons to their starting state ||
| |
| |-
| |
| | || weapon_spawn|| weapontype:string<br>flag:int|| creates a new weapon ||
| |
| |-
| |
| | || where|| || ||
| |
| |-
| |
| | || who|| || ||
| |
| |-
| |
| | || win|| (null)|| win this level ||
| |
| |}
| |
|
| |
|
| [[Category:Wiki Support]] | | [[Category:Wiki Support]] |