BSL:Functions: Difference between revisions

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===chr_===
===chr_===
'''Commands which have an effect on all characters:'''
*<span style="color:green">chr_active - enables character activity - *chr_active = 0*</span>
*<span style="color:green">chr_aim_width - number of degress of aiming width</span>
*<span style="color:green">chr_all_active - forces all characters to be active - *chr_all_active = 1*</span>
*<span style="color:green">chr_auto_aim_arc - number of degress of auto aiming arc</span>
*<span style="color:green">chr_auto_aim_dist - distance for auto aiming</span>
*chr_big_head - Draws everyone with a big head - chr_big_head = 1</span>
*<span style="color:green">chr_big_head_amount - Controls the size of the big head - *chr_big_head_amount = 5 ''needs chr_big_head = 1''</span>
*<span style="color:green">chr_block_angle - controls the angle at which the characters can block</span>
*<span style="color:green">chr_corpse_fade_offscreen - makes corpses fade when they are offscreen</span>
*<span style="color:green">chr_death_fade_frames - the number of game ticks until charaters fade over</span>
*<span style="color:green">chr_death_fade_start - the number of game ticks until charaters begin to fade</span>
*<span style="color:green">chr_disable_melee - turns off all melee damage</span>
*<span style="color:green">chr_disable_visactive - disable visibility activation - *chr_disable_visactive = 1*</span>
*<span style="color:green">chr_enable_collision - enables character collision - *chr_enable_collision = 0*</span>
*<span style="color:green">chr_kill_all_ai (null) - kills all the AI</span>
*<span style="color:green">chr_lod - forces a given lod if it is between 0 and 4</span>
*<span style="color:green">chr_mini_me - decreases the size of the main character - *chr_mini_me = 1*</span>
*<span style="color:green">chr_mini_me_amount - controls the size of the main character - *chr_mini_me_amount = 20* ''needs chr_mini_me = 1''</span>
*<span style="color:green">chr_pin_character - pins a character to the ground - *chr_pin_character = 1*</span>
*<span style="color:green">chr_weapon_auto_aim - enables auto aiming</span>


===cinematic_===
===cinematic_===

Revision as of 02:00, 3 July 2006

Signature

Arguments

Put usage of brackets and commas here. Also tell about the weak syntax (with space as a separator).

Return value

Put usage of return here.

Declaration

Put usage of func here.

Multithreading

Put usage of fork here.

Native functions

Note the following were originally compiled by ssg

Line structure: script command [parameter] - description - example

Parameter:

  • parameter you have to use this parameter
  • [parameter] IMO, this parameter is an option. You can use it or not.
  • (null) type only the script command, nothing else
  • no parameter given type the script command and add = 0 or = 1 (sometimes you can add higher numbers, f.e. cm_distance = 200)
  • Commands surrounded with * An example, which I've tried and which works fine. (Examples without the *, you can find in the level scripts. If there is no example given, so either I've tested it, but there was no visible effect, or I haven't tested it, because I was to lazy or to stupid to understand the meaning of the command or something else;-)
  • Commands surrounded with ** The same as above, but you have to activate the developer mode.
  • Commands in this colour will not work on a Mac nor the PC demo version

ai2_

Commands which have an effect on all AIs:

  • ai2_allpassive passive:int {0 | 1} - stops all AIs from thinking for themselves - ai2_allpassive 1
  • ai2_blind - turns off the AI's visual sensing system - *ai2_blind = 1*
  • ai2_boss_battle - enables AI boss-battle target selection - ai2_boss_battle = 1
  • ai2_deaf - turns off the AI's sound sensing system - *ai2_deaf = 1*
  • ai2_ignore_player - makes all AI ignore the player - ai2_ignore_player = 1
  • ai2_spawnall (null) - spawns all AI, even those not initially present - *ai2_spawnall*
  • ai2_stopignoring_count - set the number of events before the AI will stop ignoring
  • ai2_stopignoring_time - set the delay timer before the AI forgets about ignored events
  • ai2_takecontrol on_off:int {0 | 1} - makes the AI movement system take control of the player - ai2_takecontrol 1

Commands which have an effect on one AI:

  • ai2_active [ai_name:string | script_id:int] - forces an AI into active mode
  • ai2_attack [ai_name:string | script_id:int] [target_name:string | target_script_id:int] - forces an AI to attack another character - ai2_attack IntroNinja 0
  • ai2_barabbas_retrievegun [ai_name:string | script_id:int] - makes barabbas retrieve his gun if it is lost - ai2_barabbas_retrievegun barabus
  • ai2_barabbas_run - lets Barabbas run while carrying his gun
  • ai2_chump (null) - creates a chump
  • ai2_chump_stop - stops the chump
  • ai2_comehere [ai_name:string | script_id:int] - tells an AI to come to the player
  • ai2_doalarm [ai_name:string | script_id:int] [console_id:int] - tells an AI to run for an alarm - ai2_doalarm ambush_commguy_2 4 if the AI is passive, ai2_doalarm cannot be executed
  • ai2_dopath [ai_name:string | script_id:int] path_name:string - tells an AI to run a particular path - ai2_dopath A_E3 patrol_49if the AI is passive, ai2_dopath cannot be executed
  • ai2_followme [ai_name:string | script_id:int] - tells an AI to follow the player - ai2_followme s2_t05
  • ai2_forget [ai_name:string | script_id:int] [forget_char:string] - makes one or all AIs forget they saw anything - ai2_forget Sec_Ambush_BOL_1
  • ai2_idle [ai_name:string | script_id:int] - tells an AI to become idle - *ai2_idle A1_intro01*
  • 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_kill ScanKerr01 // *ai2_kill*
  • ai2_lookatchar [ai_name:string | script_id:int] [ai_name:string | script_id:int] - tells an AI to look at a character - *ai2_lookatchar 0 Barabus needs ai2_takecontrol 1 if Konoko should do that
  • ai2_lookatme [ai_name:string | script_id:int] - tells an AI to look at the player - ai2_lookatme s2_t05
  • ai2_makeaware [ai_name:string | script_id:int] [target_name:string | target_script_id:int] - makes an AI aware of another character - ai2_makeaware GrifElite04 char_0
  • ai2_makeblind [ai_name:string | script_id:int] on_off:int{0 | 1} - makes a single AI blind - ai2_makeblind ShinShin 1
  • ai2_makedeaf [ai_name:string | script_id:int] on_off:int{0 | 1} - makes a single AI deaf - ai2_makedeaf ShinShin 1
  • ai2_makeignoreplayer [ai_name:string | script_id:int] on_off:int{0 | 1} - makes a single AI ignore the player - *ai2_makeignoreplayer ParkStriker 1
  • ai2_movetoflag [ai_name:string | script_id:int] flag_id:int [setfacing:string{"setfacing"}] - tells an AI to move to a flag - *ai2_movetoflag 0 1091 needs ai2_takecontrol 1 if Konoko should do that
  • ai2_neutralbehavior [ai_name:string | script_id:int] behavior:string - sets up an AI's neutral-interaction - *ai2_neutralbehavior neutral_3 none
  • ai2_noncombatant [ai_name:string | script_id:int] non_combatant:int{0 | 1} - sets or clears an AI's non-combatant state - ai2_noncombatant A1_intro01 1
  • ai2_panic [ai_name:string | script_id:int] timer:int - makes an AI panic or not panic - *ai2_panic A1_s_red02 300* I've tried ai2_panic A1_s_red02 300 ==> Oni crashed
  • ai2_passive [ai_name:string | script_id:int] passive:int{0 | 1} - stops an AI from thinking for itself - ai2_passive Intro_Striker_4 1
  • ai2_reset [reset_player:int] - resets AI as if start of level - *ai2_reset*
  • ai2_setalert [ai_name:string | script_id:int] alert:string - sets the alert state of an AI - ai2_setalert Floor2_Striker_2 high (alert strings: lull, low, medium, high, combat)
  • ai2_setjobstate [ai_name:string | script_id:int] - tells an AI to take its current state as its job - ai2_setjobstate E_Er34if the AI is passive, ai2_setjobstate cannot be executed
  • ai2_setmovementmode [ai_name:string | script_id:int] mode:string - sets an AI's current movement mode - ai2_setmovementmode finalam_striker_1 walk (movement mode strings: creep, walk, walk_noaim, run, run_noaim)needs ai2_takecontrol 1 if Konoko should do that
  • ai2_spawn ai_name:string [force_spawn:string{"force"}] - creates and starts an AI from a character object - ai2_spawn ambush_striker_2
  • ai2_tripalarm - alarm_id:int [ai_name:string | script_id:int] - trips an alarm - ai2_tripalarm 2 0

cm_

  • cm_anim cam_spec:string{"move" | "look" | "both"} anim_name:string - initiates a camera animation - cm_anim both OutroCam03
  • cm_anim_block cam_spec:string{"move" | "look" | "both"} anim_name:string - initiates a camera animation - *cm_anim_block both OutroCam04
  • cm_barabus [ai_name:string | script_id:int] away:float up:float time:int - special camera for barabus
  • cm_canter_unarmed - camera canter - *cm_canter_unarmed = 30*
  • cm_canter_weapon - camera canter
  • cm_detach (null) - detaches the camera - cm_detach
  • cm_distance - camera distance - *cm_distance = 200*
  • cm_height - camera height - *cm_height = 50*
  • cm_interpolate cam_name:string num_frames:int - initiates a camera interpolation - cm_interpolate GrifCam01 180
  • cm_interpolate_block anim_name:string num_frames:int - initiates a camera interpolation - cm_interpolate_block OutroCam05 180
  • cm_jello mode:int {0 | 1} - toggles camera Jello(tm) mode - cm_jello 1 if cm_jello 0, the walls aren't transparent any longer
  • cm_jello_amt - sets the transparency of walls - *cm_jello_amt = 50*
  • cm_jello_radius - !no description!
  • cm_lookspring_percent - at what percent of lookspring fight mode turns off
  • cm_orbit speed:float [stopangle:float] - puts the camera in orbit mode - cm_orbit .1
  • cm_orbit_block speed:float [stopangle:float] - puts the camera in orbit mode - *cm_orbit_block 2 180*
  • cm_plane_test - jello camera plane test
  • cm_reset [maxspeed:float] [maxFocalAccel:float] - resets the camera - cm_reset
  • cm_wait (null) - makes the camera wait until it is no longer busy - cm_wait

chr_

Commands which have an effect on all characters:

  • chr_active - enables character activity - *chr_active = 0*
  • chr_aim_width - number of degress of aiming width
  • chr_all_active - forces all characters to be active - *chr_all_active = 1*
  • chr_auto_aim_arc - number of degress of auto aiming arc
  • chr_auto_aim_dist - distance for auto aiming
  • chr_big_head - Draws everyone with a big head - chr_big_head = 1
  • chr_big_head_amount - Controls the size of the big head - *chr_big_head_amount = 5 needs chr_big_head = 1
  • chr_block_angle - controls the angle at which the characters can block
  • chr_corpse_fade_offscreen - makes corpses fade when they are offscreen
  • chr_death_fade_frames - the number of game ticks until charaters fade over
  • chr_death_fade_start - the number of game ticks until charaters begin to fade
  • chr_disable_melee - turns off all melee damage
  • chr_disable_visactive - disable visibility activation - *chr_disable_visactive = 1*
  • chr_enable_collision - enables character collision - *chr_enable_collision = 0*
  • chr_kill_all_ai (null) - kills all the AI
  • chr_lod - forces a given lod if it is between 0 and 4
  • chr_mini_me - decreases the size of the main character - *chr_mini_me = 1*
  • chr_mini_me_amount - controls the size of the main character - *chr_mini_me_amount = 20* needs chr_mini_me = 1
  • chr_pin_character - pins a character to the ground - *chr_pin_character = 1*
  • chr_weapon_auto_aim - enables auto aiming

cinematic_

console_

door_