Sandbox: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
mNo edit summary |
||
Line 1: | Line 1: | ||
;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) [[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 | {|border=1 cellspacing=0 cellpadding=1 | ||
!Type!!Name!!Arguments!!Comment!! | !Type!!Name!!Arguments!!Comment!!Works | ||
|- | |- | ||
| || ai2_active|| ai_name | | || ai2_active||1. string ai_name<br>OR int script_id|| forces AI '''ai_name'''/'''script_id''' into active mode|| | ||
|- | |- | ||
| || ai2_allpassive|| passive | | || ai2_allpassive|| 1. int passive|| makes all AI passive if '''passive'''=1, makes them active if '''passive'''=0|| | ||
|- | |- | ||
| || ai2_attack|| ai_name | | || ai2_attack|| 1. string ai_name<br>OR int script_id<br>2. string target_name<br>OR int target_script_id|| forces AI '''ai_name'''/'''script_id''' to attack character '''target_name'''/'''target_script_id''' || | ||
|- | |- | ||
| || ai2_barabbas_retrievegun|| ai_name:string<br>script_id:int|| makes barabbas retrieve his gun if it is lost || | | || ai2_barabbas_retrievegun|| ai_name:string<br>script_id:int|| makes barabbas retrieve his gun if it is lost || | ||
|- | |- | ||
| || ai2_chump|| (null)|| creates a chump|| | | || ai2_chump|| (null)|| creates a chump|| | ||
|- | |- | ||
| || ai2_comehere|| ai_name:string<br>script_id:int|| tells an AI to come to the player|| | | || ai2_comehere|| ai_name:string<br>script_id:int|| tells an AI to come to the player|| | ||
|- | |- | ||
| || ai2_debug_makesound|| || || | | || ai2_debug_makesound|| || || | ||
|- | |- | ||
| || ai2_doalarm|| ai_name:string<br>script_id:int<br>console_id:int|| tells an AI to run for an alarm || | | || ai2_doalarm|| ai_name:string<br>script_id:int<br>console_id:int|| tells an AI to run for an alarm || | ||
|- | |- | ||
| || ai2_dopath|| ai_name:string<br>script_id:int<br>path_name:string|| tells an AI to run a particular path || | | || ai2_dopath|| ai_name:string<br>script_id:int<br>path_name:string|| tells an AI to run a particular path || | ||
|- | |- | ||
| || ai2_findconnections|| || || | | || ai2_findconnections|| || || | ||
|- | |- | ||
| || ai2_followme|| ai_name:string<br>script_id:int|| tells an AI to follow the player || | | || ai2_followme|| ai_name:string<br>script_id:int|| tells an AI to follow the player || | ||
|- | |- | ||
| || ai2_forget|| ai_name:string<br>script_id:int<br>forget_char:string|| makes one or all AIs forget they saw anything || | | || ai2_forget|| ai_name:string<br>script_id:int<br>forget_char:string|| makes one or all AIs forget they saw anything || | ||
|- | |- | ||
| || ai2_idle|| ai_name:string<br>script_id:int|| tells an AI to become idle || | | || ai2_idle|| ai_name:string<br>script_id:int|| tells an AI to become idle || | ||
|- | |- | ||
| || ai2_inactive|| ai_name:string<br>script_id:int|| forces an AI into inactive mode|| | | || 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_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_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_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_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_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_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_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_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_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_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_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_passive|| ai_name:string<br>script_id:int<br>passive:int(0 1)|| stops an AI from thinking for itself || | ||
|- | |- | ||
| || ai2_pathdebugsquare|| || || | | || ai2_pathdebugsquare|| || || | ||
|- | |- | ||
| || ai2_printbnvindex|| || || | | || ai2_printbnvindex|| || || | ||
|- | |- | ||
| || ai2_report|| || || | | || ai2_report|| || || | ||
|- | |- | ||
| || ai2_report_verbose|| || || | | || ai2_report_verbose|| || || | ||
|- | |- | ||
| || ai2_reset|| reset_player:int|| resets AI as if start of level || | | || ai2_reset|| reset_player:int|| resets AI as if start of level || | ||
|- | |- | ||
| || ai2_set_handlesilent_error|| || || | | || ai2_set_handlesilent_error|| || || | ||
|- | |- | ||
| || ai2_set_logerror|| || || | | || ai2_set_logerror|| || || | ||
|- | |- | ||
| || ai2_set_reporterror|| || || | | || ai2_set_reporterror|| || || | ||
|- | |- | ||
| || ai2_setalert|| ai_name:string<br>script_id:int<br>alert:string|| sets the alert state of an AI || | | || 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_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_setmovementmode|| ai_name:string<br>script_id:int<br>mode:string|| sets an AI's current movement mode || | ||
|- | |- | ||
| || ai2_showmem|| || || | | || ai2_showmem|| || || | ||
|- | |- | ||
| || ai2_skill_bestangle|| || || | | || ai2_skill_bestangle|| || || | ||
|- | |- | ||
| || ai2_skill_decay|| || || | | || ai2_skill_decay|| || || | ||
|- | |- | ||
| || ai2_skill_delaymax|| || || | | || ai2_skill_delaymax|| || || | ||
|- | |- | ||
| || ai2_skill_delaymin|| || || | | || ai2_skill_delaymin|| || || | ||
|- | |- | ||
| || ai2_skill_error|| || || | | || ai2_skill_error|| || || | ||
|- | |- | ||
| || ai2_skill_inaccuracy|| || || | | || ai2_skill_inaccuracy|| || || | ||
|- | |- | ||
| || ai2_skill_recoil|| || || | | || ai2_skill_recoil|| || || | ||
|- | |- | ||
| || ai2_skill_revert|| || || | | || ai2_skill_revert|| || || | ||
|- | |- | ||
| || ai2_skill_save|| || || | | || ai2_skill_save|| || || | ||
|- | |- | ||
| || ai2_skill_select|| || || | | || ai2_skill_select|| || || | ||
|- | |- | ||
| || ai2_skill_show|| || || | | || ai2_skill_show|| || || | ||
|- | |- | ||
| || ai2_spawn|| ai_name:string<br>force_spawn:string("force")|| creates and starts an AI from a character object || | | || 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_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_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 || | | || ai2_tripalarm|| || alarm_id:int ai_name:string script_id:int || | ||
|- | |- | ||
| || begin_cutscene||string flag|| begins a cutscene || | | || 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 || | | || 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|| 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_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_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_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_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_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 || | | || chr_delete|| ai_name:string<br>script_id:int|| deletes a character || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || chr_disarm|| chr_index:int|| disarms a character or everyone|| | | || chr_disarm|| chr_index:int|| disarms a character or everyone|| | ||
|- | |- | ||
| || chr_display_combat_stats|| || || | | || 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|| | | || chr_dontaim|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| disables the weapon variant for a character|| | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || chr_draw_dot|| || || | | || 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|| 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_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_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 || | | || 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" | |-bgcolor="silver" | ||
| || chr_focus|| chr_index:int|| Selects what character to control || | | || 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_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_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_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_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_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_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 || | | || chr_has_lsi|| ai_name:string<br>script_id:int|| records that the character has the lsi || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || chr_health||1. int chr_index<br>2. int hit_points|| sets character's health || | | || 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_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_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_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_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 || | | || chr_kill_all_ai|| (null)|| kills all the AI || | ||
|-bgcolor="silver" | |-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 || | | || 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" | |-bgcolor="silver" | ||
| || chr_location_settocamera|| chr_index:int|| Sets the location of any character to the camera location || | | || 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 || | | || chr_lock_active|| ai_name:string<br>script_id:int|| locks the character active || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || chr_main_class|| || || | | || 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_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_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_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_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|| 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_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_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 || | | || 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" | |-bgcolor="silver" | ||
| || chr_set_class|| || || | | || 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_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_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_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_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_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_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_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_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_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_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_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_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_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 || | | || 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" | |-bgcolor="silver" | ||
| || chr_weapon|| chr_index:int<br>weapon_name:string<br>weapon_num:int|| sets the weapon for a give character|| | | || 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 || | | || chr_weapon_immune|| ai_name:string<br>script_id:int|| makes a character weapon immune || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || chr_who|| || || | | || 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_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 || | | || 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|| 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_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_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_detach|| (null)|| detaches the camera || | ||
|- | |- | ||
| || cm_interpolate|| cam_name:string<br>num_frames:int|| initiates a camera interpolation || | | || 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 || | | || cm_interpolate_block|| anim_name:string<br>num_frames:int|| initiates a camera interpolation || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || cm_jello|| mode:int<br>(0 1)|| toggles camera Jello(tm) mode || | | || 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|| 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_orbit_block|| speed:float<br>stopangle:float|| puts the camera in orbit mode || | ||
|- | |- | ||
| || cm_reset|| maxspeed:float<br>maxFocalAccel:float|| resets the camera || | | || cm_reset|| maxspeed:float<br>maxFocalAccel:float|| resets the camera || | ||
|- | |- | ||
| || cm_wait|| (null)|| makes the camera wait until it is no longer busy || | | || cm_wait|| (null)|| makes the camera wait until it is no longer busy || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || co_show_all|| || || | | || co_show_all|| || || | ||
Line 260: | Line 273: | ||
| || co_toggle_text|| || || | | || co_toggle_text|| || || | ||
|- | |- | ||
| || console_activate|| console_id:int|| activates a console || | | || console_activate|| console_id:int|| activates a console || | ||
|- | |- | ||
| || console_deactivate|| console_id:int|| deactivates a console || | | || console_deactivate|| console_id:int|| deactivates a console || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || console_print|| || || | | || console_print|| || || | ||
|- | |- | ||
| || console_reset|| console_id:int|| resets a console to initial state || | | || console_reset|| console_id:int|| resets a console to initial state || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || corpse_reset|| (null)|| resets corpses to their initial state || | | || corpse_reset|| (null)|| resets corpses to their initial state || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || crash|| || || | | || crash|| || || | ||
|- | |- | ||
| || cutscene_sync|| (null)|| marks a point in a cutscene || | | || cutscene_sync|| (null)|| marks a point in a cutscene || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || debug_env_anim|| || || | | || debug_env_anim|| || || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || diary_page_unlock|| page:int|| unlocks a specific diary page on the current level || | | || diary_page_unlock|| page:int|| unlocks a specific diary page on the current level || | ||
|- | |- | ||
| || did_kill_griffen|| (null)|| returns if we did kill griffen || | | || did_kill_griffen|| (null)|| returns if we did kill griffen || | ||
|- | |- | ||
| || difficulty|| (null)|| returns the difficulty level|| | | || difficulty|| (null)|| returns the difficulty level|| | ||
|- | |- | ||
| || dmsg|| astring:string|| debugging message || | | || dmsg|| astring:string|| debugging message || | ||
|- | |- | ||
| || door_close|| door_id:int|| closes a door (may not stay open) || | | || 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_jam|| door_id:int|| jams a door in its current state || | ||
|- | |- | ||
| || door_lock|| door_id:int|| locks a door || | | || door_lock|| door_id:int|| locks a door || | ||
|- | |- | ||
| || door_open|| door_id:int|| opens a door (may not stay open) || | | || 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_unjam|| door_id:int|| unjams a door so characters can open it || | ||
|- | |- | ||
| || door_unlock|| door_id:int|| unlocks a door || | | || door_unlock|| door_id:int|| unlocks a door || | ||
|- | |- | ||
| || dprint|| || || | | || dprint|| || || | ||
Line 300: | Line 313: | ||
| || dump_docs|| || || | | || dump_docs|| || || | ||
|- | |- | ||
| || end_cutscene|| (null)|| ends a cutscene || | | || end_cutscene|| (null)|| ends a cutscene || | ||
|- | |- | ||
| || env_anim|| obj_id:int<br>obj_id:int|| initiates an environment animation for an object || | | || 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_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_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|| 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_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_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_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 || | | || env_texswap|| gq_start:int<br>tex_name:string|| swaps an environment texture || | ||
|- | |- | ||
| || fade_in|| ticks:int|| fades the screen in || | | || 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 || | | || 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" | |-bgcolor="silver" | ||
| || fall_back|| (null)|| makes the player character fall back || | | || fall_back|| (null)|| makes the player character fall back || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || fall_front|| (null)|| makes the player character fall front || | | || fall_front|| (null)|| makes the player character fall front || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || flag_view_prefix|| || || | | || flag_view_prefix|| || || | ||
|- | |- | ||
| || give_powerup|| powerup_name:string<br>amount:int<br>character:int|| Gives a powerup to a character || | | || 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_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 || | | || gl_fog_start_changeto|| start_val:float<br>frames:int|| changes the fog start distance smoothly || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || goto|| loc_x:float<br>loc_y:float<br>loc_z:float|| Sets the location of the player character || | | || 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 || | | || gs_farclipplane_set|| plane:float|| sets the far clipping plane || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || gs_fov_set|| fov_degrees:float|| sets the field of view || | | || gs_fov_set|| fov_degrees:float|| sets the field of view || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || hang|| || || | | || hang|| || || | ||
|- | |- | ||
| || input|| on_off:int(0 1)|| turns input on or off || | | || input|| on_off:int(0 1)|| turns input on or off || | ||
|- | |- | ||
| || killed_griffen|| murder:bool|| sets if we killed griffen || | | || killed_griffen|| murder:bool|| sets if we killed griffen || | ||
|- | |- | ||
| || letterbox|| start_stop:int(0 1)|| starts or stops letterboxing || | | || letterbox|| start_stop:int(0 1)|| starts or stops letterboxing || | ||
|- | |- | ||
| || lock_keys|| key_name:string|| locks keys out || | | || lock_keys|| key_name:string|| locks keys out || | ||
|- | |- | ||
| || lose|| (null)|| lose this level || | | || lose|| (null)|| lose this level || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || m3_display_list|| || || | | || m3_display_list|| || || | ||
Line 364: | Line 377: | ||
| || m3_quality_set|| || || | | || m3_quality_set|| || || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || make_corpse|| corpse_name:string|| makes a corpse|| | | || make_corpse|| corpse_name:string|| makes a corpse|| | ||
|- | |- | ||
| || message|| message:string<br>timer:int|| sends a message from the subtitle file || | | || message|| message:string<br>timer:int|| sends a message from the subtitle file || | ||
|- | |- | ||
| || message_remove|| message:string|| removes a currently displayed message || | | || message_remove|| message:string|| removes a currently displayed message || | ||
|- | |- | ||
| || movie_play|| name:string|| function to start a movie playing || | | || 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_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_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_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_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_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 || | | || obj_show|| obj_id:int<br>obj_id:int|| shows an object || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || objective_complete|| (null)|| plays the objective|| | | || objective_complete|| (null)|| plays the objective|| | ||
|- | |- | ||
| || objective_set|| page:int<br>make_silent:string<br>("silent")|| Sets the current objective page || | | || objective_set|| page:int<br>make_silent:string<br>("silent")|| Sets the current objective page || | ||
|- | |- | ||
| || p3_callevent|| || || | | || p3_callevent|| || || | ||
Line 402: | Line 415: | ||
| || p3_printtags|| || || | | || p3_printtags|| || || | ||
|- | |- | ||
| || p3_removedangerous|| (null)|| removes all "dangerous projectile" particles by making their lifetime expire || | | || p3_removedangerous|| (null)|| removes all "dangerous projectile" particles by making their lifetime expire || | ||
|- | |- | ||
| || p3_spawn|| || || | | || p3_spawn|| || || | ||
Line 424: | Line 437: | ||
| || ph_status|| || || | | || 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|| 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_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|| || || | | || playback_debug|| || || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || powerup_reset|| (null)|| resets all placed powerups to their starting points || | | || powerup_reset|| (null)|| resets all placed powerups to their starting points || | ||
|- | |- | ||
| || powerup_spawn|| poweruptype:string<br>flag:int|| creates a new powerup || | | || powerup_spawn|| poweruptype:string<br>flag:int|| creates a new powerup || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || print_state|| || || | | || print_state|| || || | ||
Line 438: | Line 451: | ||
| || print_type|| || || | | || print_type|| || || | ||
|- | |- | ||
| || reset_mechanics|| (null)|| resets all level mechanics (triggers, turrets, consoles, etc...) to initial state || | | || reset_mechanics|| (null)|| resets all level mechanics (triggers, turrets, consoles, etc...) to initial state || | ||
|- | |- | ||
| || restore_game|| (null)|| restores the game || | | || restore_game|| (null)|| restores the game || | ||
|- | |- | ||
| || save_game|| save_point:int<br>type:string("autosave")|| saves the game || | | || save_game|| save_point:int<br>type:string("autosave")|| saves the game || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || sc_focus|| || || | | || sc_focus|| || || | ||
Line 448: | Line 461: | ||
| || script_reload|| || || | | || script_reload|| || || | ||
|- | |- | ||
| || slowmo|| duration:int|| starts the slowmotion timer || | | || slowmo|| duration:int|| starts the slowmotion timer || | ||
|- | |- | ||
| || sound_ambient_start|| name:string<br>volume:float|| function to start an ambient sound || | | || 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_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_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|| 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_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_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_impulse_play|| name:string<br>volume:float|| function plays an impulse sound || | ||
|- | |- | ||
| || sound_list_broken_links|| || || | | || sound_list_broken_links|| || || | ||
|- | |- | ||
| || sound_music_start|| name:string<br>volume:float|| function to start music playing || | | || 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_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_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|| | | || sound_objects_reset|| (null)|| reloads the sounds objects|| | ||
|- | |- | ||
| || splash_screen|| texture:string|| displays a splash screen || | | || splash_screen|| texture:string|| displays a splash screen || | ||
|- | |- | ||
| || target_set|| flag_id:int<br>min_distance:float|| Sets the target to the specified flag || | | || target_set|| flag_id:int<br>min_distance:float|| Sets the target to the specified flag || | ||
|- | |- | ||
| || text_console|| || || | | || text_console|| || || | ||
|- | |- | ||
| || timer_start|| duration:float<br>script:string|| starts the countdown timer || | | || timer_start|| duration:float<br>script:string|| starts the countdown timer || | ||
|- | |- | ||
| || timer_stop|| (null)|| stops the countdown timer || | | || timer_stop|| (null)|| stops the countdown timer || | ||
|- | |- | ||
| || tr_stop_lookup|| || || | | || tr_stop_lookup|| || || | ||
Line 492: | Line 505: | ||
| || tr_write_lookup|| || || | | || tr_write_lookup|| || || | ||
|- | |- | ||
| || trig_activate|| trigger_id:int|| activates a trigger || | | || trig_activate|| trigger_id:int|| activates a trigger || | ||
|- | |- | ||
| || trig_deactivate|| trigger_id:int|| deactivates a trigger || | | || trig_deactivate|| trigger_id:int|| deactivates a trigger || | ||
|- | |- | ||
| || trig_hide|| trigger_id:int|| hides a trigger || | | || trig_hide|| trigger_id:int|| hides a trigger || | ||
|- | |- | ||
| || trig_reset|| trigger_id:int|| resets a trigger to non|| | | || trig_reset|| trigger_id:int|| resets a trigger to non|| | ||
|- | |- | ||
| || trig_show|| trigger_id:int|| shows a trigger || | | || trig_show|| trigger_id:int|| shows a trigger || | ||
|- | |- | ||
| || trig_speed || trigger_id:int<br>volume:float|| sets a triggers speed || | | || 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_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_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_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_kill|| trig_id:int|| kills all the characters inside a trigger volume || | ||
|- | |- | ||
| || trigvolume_reset|| name:string|| reset a trigger volume to its level|| | | || 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_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 || | | || 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_activate|| turret_id:int|| activates a turret|| | ||
|- | |- | ||
| || turret_deactivate|| turret_id:int|| deactivates a turret || | | || turret_deactivate|| turret_id:int|| deactivates a turret || | ||
|- | |- | ||
| || turret_reset|| turret_id:int|| resets a turret to initial state || | | || turret_reset|| turret_id:int|| resets a turret to initial state || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || ui_fill_element|| element_name:string<br>fill:int|| sets part of the HUD to completely filled|| | | || 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_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 || | | || ui_show_element|| element_name:string<br>show:int|| shows or hides part of the HUD || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || ui_show_help|| enable:int|| debugging: enables the HUD help overlays || | | || ui_show_help|| enable:int|| debugging: enables the HUD help overlays || | ||
|- | |- | ||
| || unbind|| input_name:string|| removes a binding from a input function || | | || unbind|| input_name:string|| removes a binding from a input function || | ||
|- | |- | ||
| || unbindall|| (null)|| removes all bindings || | | || unbindall|| (null)|| removes all bindings || | ||
|-bgcolor="silver" | |-bgcolor="silver" | ||
| || weapon_reset|| (null)|| resets all unheld weapons to their starting state || | | || weapon_reset|| (null)|| resets all unheld weapons to their starting state || | ||
|- | |- | ||
| || weapon_spawn|| weapontype:string<br>flag:int|| creates a new weapon || | | || weapon_spawn|| weapontype:string<br>flag:int|| creates a new weapon || | ||
|- | |- | ||
| || where|| || || | | || where|| || || | ||
Line 544: | Line 557: | ||
| || who|| || || | | || who|| || || | ||
|- | |- | ||
| || win|| (null)|| win this level || | | || win|| (null)|| win this level || | ||
|} | |} |
Revision as of 09:33, 12 July 2006
- 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 | 1. string ai_name OR int script_id |
forces AI ai_name/script_id into active mode | ||
ai2_allpassive | 1. int passive | makes all AI passive if passive=1, makes them active if passive=0 | ||
ai2_attack | 1. string ai_name OR int script_id 2. string target_name OR int target_script_id |
forces AI ai_name/script_id to attack character target_name/target_script_id | ||
ai2_barabbas_retrievegun | ai_name:string script_id:int |
makes barabbas retrieve his gun if it is lost | ||
ai2_chump | (null) | creates a chump | ||
ai2_comehere | ai_name:string script_id:int |
tells an AI to come to the player | ||
ai2_debug_makesound | ||||
ai2_doalarm | ai_name:string script_id:int console_id:int |
tells an AI to run for an alarm | ||
ai2_dopath | ai_name:string script_id:int path_name:string |
tells an AI to run a particular path | ||
ai2_findconnections | ||||
ai2_followme | ai_name:string script_id:int |
tells an AI to follow the player | ||
ai2_forget | ai_name:string script_id:int forget_char:string |
makes one or all AIs forget they saw anything | ||
ai2_idle | ai_name:string script_id:int |
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 | ||
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 | ||
goto | loc_x:float loc_y:float loc_z:float |
Sets the location of the player character | ||
gs_farclipplane_set | plane:float | sets the far clipping plane | ||
gs_fov_set | fov_degrees:float | sets the field of view | ||
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 |