Sandbox: Difference between revisions

From OniGalore
Jump to navigation Jump to search
m (fiddling)
m (oops, +cat)
 
(5 intermediate revisions by 2 users not shown)
Line 1: Line 1:
;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
[[Category:Wiki Support]]
: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||
|-
| || ai2_allpassive
|
#int passive
| makes all AI passive if '''passive'''=1, makes them active if '''passive'''=0||
|-
| || 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 ||
|-
| || gl_fog_end_changeto|| end_val:float<br>frames:int||  changes the fog end distance smoothly||
|-
| || gl_fog_start_changeto|| start_val:float<br>frames:int||  changes the fog start distance smoothly ||
|-bgcolor="silver"
| || goto|| loc_x:float<br>loc_y:float<br>loc_z:float||  Sets the location of the player character ||
|-
| || gs_farclipplane_set|| plane:float||  sets the far clipping plane ||
|-bgcolor="silver"
| || gs_fov_set|| fov_degrees:float||  sets the field of view ||
|-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 ||
|}

Latest revision as of 20:33, 27 April 2014

You can make test edits here.