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{|border=1 cellspacing=0 cellpadding=1 | {|border=1 cellspacing=0 cellpadding=1 | ||
! | !Type!!Name!!Arguments!!Comment!!Tested | ||
|- | |- | ||
| | | || ai2_active|| ai_name:string<br>script_id:int|| forces an AI into active mode||OK | ||
|- | |- | ||
| | | || ai2_allpassive|| passive:int<br>(0 1)|| stops all AIs from thinking for themselves ||OK | ||
|- | |- | ||
| | | || ai2_attack|| ai_name:string<br>script_id:int<br>target_name:string<br>target_script_id:int|| forces an AI to attack another character ||OK | ||
|- | |- | ||
| | | || ai2_barabbas_retrievegun|| ai_name:string<br>script_id:int|| makes barabbas retrieve his gun if it is lost ||OK | ||
|- | |- | ||
| | | || ai2_barabbas_run|| || lets Barabbas run while carrying his gun||OK | ||
|- | |- | ||
| | | || ai2_chump|| (null)|| creates a chump||OK | ||
|- | |- | ||
| | | || ai2_chump_stop|| || stops the chump||OK | ||
|- | |- | ||
| | | || ai2_comehere|| ai_name:string<br>script_id:int|| tells an AI to come to the player||OK | ||
|- | |- | ||
| | | || ai2_doalarm|| ai_name:string<br>script_id:int<br>console_id:int|| tells an AI to run for an alarm ||OK | ||
|- | |- | ||
| | | || ai2_dopath|| ai_name:string<br>script_id:int<br>path_name:string|| tells an AI to run a particular path ||OK | ||
|- | |- | ||
| | | || ai2_followme|| ai_name:string<br>script_id:int|| tells an AI to follow the player ||OK | ||
|- | |- | ||
| | | || ai2_forget|| ai_name:string<br>script_id:int<br>forget_char:string|| makes one or all AIs forget they saw anything ||OK | ||
|- | |- | ||
| | | || ai2_idle|| ai_name:string<br>script_id:int|| tells an AI to become idle ||OK | ||
|- | |- | ||
| | | || ai2_inactive|| ai_name:string<br>script_id:int|| forces an AI into inactive mode||OK | ||
|- | |- | ||
| | | || ai2_kill|| param1:string<br>param2:string|| kills one or more AIs ||OK | ||
|- | |- | ||
| | | || 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 ||OK | ||
|- | |- | ||
| | | || ai2_lookatme|| ai_name:string<br>script_id:int|| tells an AI to look at the player ||OK | ||
|- | |- | ||
| | | || 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 ||OK | ||
|- | |- | ||
| | | || ai2_makeblind|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| makes a single AI blind ||OK | ||
|- | |- | ||
| | | || ai2_makedeaf|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| makes a single AI deaf ||OK | ||
|- | |- | ||
| | | || ai2_makeignoreplayer|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| makes a single AI ignore the player ||OK | ||
|- | |- | ||
| | | || 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 ||OK | ||
|- | |- | ||
| | | || ai2_neutralbehavior|| ai_name:string<br>script_id:int<br>behavior:string|| sets up an AI's neutral||OK | ||
|- | |- | ||
| | | || ai2_noncombatant|| ai_name:string<br>script_id:int<br>non_combatant:int(0 1)|| sets or clears an AI's non||OK | ||
|- | |- | ||
| | | || ai2_panic|| ai_name:string<br>script_id:int<br>timer:int|| makes an AI panic or not panic ||OK | ||
|- | |- | ||
| | | || ai2_passive|| ai_name:string<br>script_id:int<br>passive:int(0 1)|| stops an AI from thinking for itself ||OK | ||
|- | |- | ||
| | | || ai2_reset|| reset_player:int|| resets AI as if start of level ||OK | ||
|- | |- | ||
| | | || ai2_setalert|| ai_name:string<br>script_id:int<br>alert:string|| sets the alert state of an AI ||OK | ||
|- | |- | ||
| | | || ai2_setjobstate|| ai_name:string<br>script_id:int|| tells an AI to take its current state as its job ||OK | ||
|- | |- | ||
| | | || ai2_setmovementmode|| ai_name:string<br>script_id:int<br>mode:string|| sets an AI's current movement mode ||OK | ||
|- | |- | ||
| | | || ai2_spawn|| ai_name:string<br>force_spawn:string("force")|| creates and starts an AI from a character object ||OK | ||
|- | |- | ||
| | | || ai2_spawnall|| (null)|| spawns all AI, even those not initially present ||OK | ||
|- | |- | ||
| | | || ai2_takecontrol|| on_off:int<br>(0 1)|| makes the AI movement system take control of the player ||OK | ||
|- | |- | ||
| | | || ai2_tripalarm|| || alarm_id:int ai_name:string script_id:int ||OK | ||
|- | |- | ||
| | | || begin_cutscene|| (null)|| begins a cutscene ||OK | ||
|- | |- | ||
| | | || bind|| input_name:string<br>to:string("to")<br>input_function:string|| binds an input to a function ||OK | ||
|- | |- | ||
| | | || 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 ||OK | ||
|- | |- | ||
| | | || 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 ||OK | ||
|- | |- | ||
| | | || chr_boss_shield|| ai_name:string<br>script_id:int|| turns on the boss shield for a character ||OK | ||
|- | |- | ||
| | | || chr_changeteam|| ai_name:string<br>script_id:int<br>team_name:string|| changes a character's team ||OK | ||
|- | |- | ||
| | | || chr_create|| script_id:int<br>start_create:string<br>("start")<br>|| creates a character from an ID of the AISA file ||OK | ||
|- | |- | ||
| | | || chr_death|| _lock<br>ai_name:string<br>script_id:int<br>on_off:int(0 1)|| this character will not die too much ||OK | ||
|- | |- | ||
| | | || chr_delete|| ai_name:string<br>script_id:int|| deletes a character ||OK | ||
|-bgcolor="silver" | |||
| || chr_disarm|| chr_index:int|| disarms a character or everyone||OK | |||
|- | |- | ||
| | | || chr_dontaim|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| disables the weapon variant for a character||OK | ||
|- | |- | ||
| | | || chr_envanim|| ai_name:string<br>script_id:int<br>anim:string<br>norotation:string("norotation")<br>|| plays an environment animation on a character ||OK | ||
|- | |- | ||
| | | || 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 ||OK | ||
|- | |- | ||
| | | || chr_envanim_stop|| ai_name:string<br>script_id:int|| stops any environment animation on a character ||OK | ||
|- | |- | ||
| | | || chr_facetoflag|| ai_name:string<br>script_id:int<br>flag_id:int|| snaps a character's facing to a flag's facing ||OK | ||
|-bgcolor="silver" | |||
| || chr_focus|| chr_index:int|| Selects what character to control ||OK | |||
|- | |- | ||
| | | || 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 ||OK | ||
|- | |- | ||
| | | || chr_freeze|| ai_name:string<br>script_id:int<br>passive:int(0 1)|| stops an AI from thinking for itself ||OK | ||
|- | |- | ||
| | | || chr_full_health|| ai_name:string<br>script_id:int|| sets a characters health to full by script id ||OK | ||
|- | |- | ||
| | | || chr_givepowerup|| ai_name:string<br>script_id:int<br>powerup:string<br>amount:int|| gives a character a powerup ||OK | ||
|- | |- | ||
| | | || chr_giveweapon|| ai_name:string<br>script_id:int<br>weapon_name:string|| gives a character a new weapon ||OK | ||
|- | |- | ||
| | | || chr_has_empty_weapon|| ai_name:string<br>script_id:int|| returns if this character is holding a weapon that is empty ||OK | ||
|- | |- | ||
| | | || chr_has_lsi|| ai_name:string<br>script_id:int|| records that the character has the lsi ||OK | ||
|-bgcolor="silver" | |||
| || chr_health|| chr_index:int<br>hit_points:int|| sets character's health ||OK | |||
|- | |- | ||
| | | || 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||OK | ||
|- | |- | ||
| | | || chr_inv_reset|| ai_name:string<br>script_id:int|| clears a characters inventory ||OK | ||
|- | |- | ||
| | | || chr_invincible|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| makes a character invincible ||OK | ||
|- | |- | ||
| | | || chr_is_player|| ai_name:string<br>script_id:int|| returns if this character is the player ||OK | ||
|- | |- | ||
| | | || chr_kill_all_ai|| (null)|| kills all the AI ||OK | ||
|-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 ||OK | |||
|-bgcolor="silver" | |||
| || chr_location_settocamera|| chr_index:int|| Sets the location of any character to the camera location ||OK | |||
|- | |- | ||
| | | || chr_lock_active|| ai_name:string<br>script_id:int|| locks the character active ||OK | ||
|- | |- | ||
| | | || chr_neutral|| ai_name:string<br>script_id:int<br>passive:int(0 1)|| stops an AI from thinking for itself ||OK | ||
|- | |- | ||
| | | || chr_nocollision|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| disables collision for a character ||OK | ||
|- | |- | ||
| | | || chr_pain|| ai_name:string<br>script_id:int<br>pain_type:string|| forces a character to play a pain sound ||OK | ||
|- | |- | ||
| | | || chr_peace|| ai_name:string<br>script_id:int|| turns off fight mode ||OK | ||
|- | |- | ||
| | | || 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||OK | ||
|- | |- | ||
| | | || 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||OK | ||
|- | |- | ||
| | | || chr_poison|| ai_name:string<br>script_id:int<br>damage:int<br>interval:int<br>initial_interval:int|| slowly poisons a character ||OK | ||
|- | |- | ||
| | | || chr_set_health|| ai_name:string<br>script_id:int<br>hit_points:int|| sets a characters health by script id ||OK | ||
|- | |- | ||
| | | || chr_shadow|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| turns of the shadow for this character ||OK | ||
|- | |- | ||
| | | || chr_super|| ai_name:string<br>script_id:int<br>super_amount:float|| set's a character's super value ||OK | ||
|- | |- | ||
| | | || 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 ||OK | ||
|- | |- | ||
| | | || chr_teleport|| ai_name:string<br>script_id:int<br>flag_id:int|| teleports a character to a flag ||OK | ||
|- | |- | ||
| | | || chr_ultra_mode|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| enables ultra mode for a character||OK | ||
|- | |- | ||
| | | || chr_unkillable|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| makes a character unkillable ||OK | ||
|- | |- | ||
| | | || chr_unlock_active|| ai_name:string<br>script_id:int|| unlocks the character active||OK | ||
|- | |- | ||
| | | || chr_unstoppable|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| makes a character unstoppable ||OK | ||
|- | |- | ||
| | | || 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)||OK | ||
|- | |- | ||
| | | || chr_wait_animation|| ai_name:string<br>script_id:int<br>anim_name:string|| waits for a character to play a specific animation ||OK | ||
|- | |- | ||
| | | || chr_wait_animstate|| ai_name:string<br>script_id:int<br>anim_name:string|| waits for a character to reach a specific animation state ||OK | ||
|- | |- | ||
| | | || chr_wait_animtype|| ai_name:string<br>script_id:int<br>anim_name:string|| waits for a character to play a specific animation type ||OK | ||
|- | |- | ||
| | | || chr_wait_health|| ai_name:string<br>script_id:int<br>health_amount:float|| waits until a character's health falls below a value ||OK | ||
|-bgcolor="silver" | |||
| || chr_weapon|| chr_index:int<br>weapon_name:string<br>weapon_num:int|| sets the weapon for a give character||OK | |||
|- | |- | ||
| | | || chr_weapon_immune|| ai_name:string<br>script_id:int|| makes a character weapon immune ||OK | ||
|- | |- | ||
| | | || 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 ||OK | ||
|- | |- | ||
| | | || cinematic_stop|| bitmap_name:string<br>end:int<br>velocity:float|| stop the display of a cinematic insert ||OK | ||
|- | |- | ||
| | | || cm_anim|| cam_spec:string("move" "look" "both")<br>anim_name:string|| initiates a camera animation ||OK | ||
|- | |- | ||
| | | || cm_anim_block|| cam_spec:string("move" "look" "both")<br>anim_name:string|| initiates a camera animation ||OK | ||
|- | |- | ||
| | | || cm_barabus|| ai_name:string<br>script_id:int<br>away:float<br>up:float<br>time:int|| special camera for barabus||OK | ||
|- | |- | ||
| | | || cm_detach|| (null)|| detaches the camera ||OK | ||
|- | |- | ||
| | | || cm_interpolate|| cam_name:string<br>num_frames:int|| initiates a camera interpolation ||OK | ||
|- | |- | ||
| | | || cm_interpolate_block|| anim_name:string<br>num_frames:int|| initiates a camera interpolation ||OK | ||
|-bgcolor="silver" | |||
| || cm_jello|| mode:int<br>(0 1)|| toggles camera Jello(tm) mode ||OK | |||
|- | |- | ||
| | | || cm_orbit|| speed:float<br>stopangle:float|| puts the camera in orbit mode ||OK | ||
|- | |- | ||
| | | || cm_orbit_block|| speed:float<br>stopangle:float|| puts the camera in orbit mode ||OK | ||
|- | |- | ||
| | | || cm_reset|| maxspeed:float<br>maxFocalAccel:float|| resets the camera ||OK | ||
|- | |- | ||
| | | || cm_wait|| (null)|| makes the camera wait until it is no longer busy ||OK | ||
|- | |- | ||
| | | || console_activate|| console_id:int|| activates a console ||OK | ||
|- | |- | ||
| | | || console_deactivate|| console_id:int|| deactivates a console ||OK | ||
|- | |- | ||
| | | || console_reset|| console_id:int|| resets a console to initial state ||OK | ||
|-bgcolor="silver" | |||
| || corpse_reset|| (null)|| resets corpses to their initial state ||OK | |||
|- | |- | ||
| | | || cutscene_sync|| (null)|| marks a point in a cutscene ||OK | ||
|-bgcolor="silver" | |||
| || diary_page_unlock|| page:int|| unlocks a specific diary page on the current level ||OK | |||
|- | |- | ||
| | | || did_kill_griffen|| (null)|| returns if we did kill griffen ||OK | ||
|- | |- | ||
| | | || difficulty|| (null)|| returns the difficulty level||OK | ||
|- | |- | ||
| | | || dmsg|| astring:string|| debugging message ||OK | ||
|- | |- | ||
| | | || door_close|| door_id:int|| closes a door (may not stay open) ||OK | ||
|- | |- | ||
| | | || door_jam|| door_id:int|| jams a door in its current state ||OK | ||
|- | |- | ||
| | | || door_lock|| door_id:int|| locks a door ||OK | ||
|- | |- | ||
| | | || door_open|| door_id:int|| opens a door (may not stay open) ||OK | ||
|- | |- | ||
| | | || door_unjam|| door_id:int|| unjams a door so characters can open it ||OK | ||
|- | |- | ||
| | | || door_unlock|| door_id:int|| unlocks a door ||OK | ||
|- | |- | ||
| | | || end_cutscene|| (null)|| ends a cutscene ||OK | ||
|- | |- | ||
| | | || env_anim|| obj_id:int<br>obj_id:int|| initiates an environment animation for an object ||OK | ||
|- | |- | ||
| | | || env_anim_block|| obj_id:int<br>obj_id:int|| initiates an environment animation: blocks until completed||OK | ||
|- | |- | ||
| | | || env_broken|| gq_ref:int<br>gq_endref:int|| computes the number of objects in a range that have all their glass broken ||OK | ||
|- | |- | ||
| | | || env_setanim|| obj_id:int<br>object_name:string|| sets up an animation for an object ||OK | ||
|- | |- | ||
| | | || env_setanim_block|| obj_id:int<br>object_name:string|| sets up an animation: blocks until completed||OK | ||
|- | |- | ||
| | | || 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 ||OK | ||
|- | |- | ||
| | | || env_show|| gq_ref:int<br>on_off:int(0 1)|| turns on or off specified parts of the environment ||OK | ||
|- | |- | ||
| | | || env_texswap|| gq_start:int<br>tex_name:string|| swaps an environment texture ||OK | ||
|- | |- | ||
| | | || fade_in|| ticks:int|| fades the screen in ||OK | ||
|- | |- | ||
| | | || 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 ||OK | ||
|-bgcolor="silver" | |||
| || fall_back|| (null)|| makes the player character fall back ||OK | |||
|-bgcolor="silver" | |||
| || fall_front|| (null)|| makes the player character fall front ||OK | |||
|- | |- | ||
| | | || give_powerup|| powerup_name:string<br>amount:int<br>character:int|| Gives a powerup to a character ||OK | ||
|- | |- | ||
| | | || gl_fog_end_changeto|| end_val:float<br>frames:int|| changes the fog end distance smoothly||OK | ||
|- | |- | ||
| | | || gl_fog_start_changeto|| start_val:float<br>frames:int|| changes the fog start distance smoothly ||OK | ||
|-bgcolor="silver" | |||
| || goto|| loc_x:float<br>loc_y:float<br>loc_z:float|| Sets the location of the player character ||OK | |||
|- | |- | ||
| | | || gs_farclipplane_set|| plane:float|| sets the far clipping plane ||OK | ||
|-bgcolor="silver" | |||
| || gs_fov_set|| fov_degrees:float|| sets the field of view ||OK | |||
|- | |- | ||
| | | || input|| on_off:int(0 1)|| turns input on or off ||OK | ||
|- | |- | ||
| | | || killed_griffen|| murder:bool|| sets if we killed griffen ||OK | ||
|- | |- | ||
| | | || letterbox|| start_stop:int(0 1)|| starts or stops letterboxing ||OK | ||
|- | |- | ||
| | | || lock_keys|| key_name:string|| locks keys out ||OK | ||
|- | |- | ||
| | | || lose|| (null)|| lose this level ||OK | ||
|-bgcolor="silver" | |||
| || make_corpse|| corpse_name:string|| makes a corpse||OK | |||
|- | |- | ||
| | | || message|| message:string<br>timer:int|| sends a message from the subtitle file ||OK | ||
|- | |- | ||
| | | || message_remove|| message:string|| removes a currently displayed message ||OK | ||
|- | |- | ||
| | | || movie_play|| name:string|| function to start a movie playing ||OK | ||
|- | |- | ||
| | | || obj_create|| obj_id:int<br>obj_id:int|| creates a range of objects ||OK | ||
|- | |- | ||
| | | || obj_force_draw|| obj_id:int<br>obj_id:int|| locks an object as visible ||OK | ||
|- | |- | ||
| | | || obj_hide|| obj_id:int<br>obj_id:int|| hides an object||OK | ||
|- | |- | ||
| | | || obj_kill|| obj_id:int<br>obj_id:int|| kills a range of object ||OK | ||
|- | |- | ||
| | | || 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 ||OK | ||
|- | |- | ||
| | | || obj_show|| obj_id:int<br>obj_id:int|| shows an object ||OK | ||
|-bgcolor="silver" | |||
| || objective_complete|| (null)|| plays the objective||OK | |||
|- | |- | ||
| | | || objective_set|| page:int<br>make_silent:string<br>("silent")|| Sets the current objective page ||OK | ||
|- | |- | ||
| | | || p3_removedangerous|| (null)|| removes all "dangerous projectile" particles by making their lifetime expire ||OK | ||
|- | |- | ||
| | | || 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 ||OK | ||
|- | |- | ||
| | | || 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 ||OK | ||
|-bgcolor="silver" | |||
| || powerup_reset|| (null)|| resets all placed powerups to their starting points ||OK | |||
|- | |- | ||
| | | || powerup_spawn|| poweruptype:string<br>flag:int|| creates a new powerup ||OK | ||
|- | |- | ||
| | | || reset_mechanics|| (null)|| resets all level mechanics (triggers, turrets, consoles, etc...) to initial state ||OK | ||
|- | |- | ||
| | | || restore_game|| (null)|| restores the game ||OK | ||
|- | |- | ||
| | | || save_game|| save_point:int<br>type:string("autosave")|| saves the game ||OK | ||
|- | |- | ||
| | | || slowmo|| duration:int|| starts the slowmotion timer ||OK | ||
|- | |- | ||
| | | || sound_ambient_start|| name:string<br>volume:float|| function to start an ambient sound ||OK | ||
|- | |- | ||
| | | || sound_ambient_stop|| name:string|| function to stop an ambient sound ||OK | ||
|- | |- | ||
| | | || sound_ambient_volume|| name:string<br>volume:float<br>time:float|| function to set the volume of a playing ambient sound ||OK | ||
|- | |- | ||
| | | || sound_dialog_play|| name:string|| function to start character dialog playing ||OK | ||
|- | |- | ||
| | | || sound_dialog_play_block|| name:string|| function to start character dialog playing after the current dialog finishes ||OK | ||
|- | |- | ||
| | | || sound_dialog_play_interrupt|| name:string|| function to interrupt the current character dialog and play a new one ||OK | ||
|- | |- | ||
| | | || sound_impulse_play|| name:string<br>volume:float|| function plays an impulse sound ||OK | ||
|- | |- | ||
| | | || sound_music_start|| name:string<br>volume:float|| function to start music playing ||OK | ||
|- | |- | ||
| | | || sound_music_stop|| name:string|| function to stop playing music ||OK | ||
|- | |- | ||
| | | || sound_music_volume|| name:string<br>volume:float<br>time:float|| function to set the volume of playing music ||OK | ||
|- | |- | ||
| | | || sound_objects_reset|| (null)|| reloads the sounds objects||OK | ||
|- | |- | ||
| | | || splash_screen|| texture:string|| displays a splash screen ||OK | ||
|- | |- | ||
| | | || target_set|| flag_id:int<br>min_distance:float|| Sets the target to the specified flag ||OK | ||
|- | |- | ||
| | | || timer_start|| duration:float<br>script:string|| starts the countdown timer ||OK | ||
|- | |- | ||
| | | || timer_stop|| (null)|| stops the countdown timer ||OK | ||
|- | |- | ||
| | | || trig_activate|| trigger_id:int|| activates a trigger ||OK | ||
|- | |- | ||
| | | || trig_deactivate|| trigger_id:int|| deactivates a trigger ||OK | ||
|- | |- | ||
| | | || trig_hide|| trigger_id:int|| hides a trigger ||OK | ||
|- | |- | ||
| | | || trig_reset|| trigger_id:int|| resets a trigger to non||OK | ||
|- | |- | ||
| | | || trig_show|| trigger_id:int|| shows a trigger ||OK | ||
|- | |- | ||
| | | || trig_speed || trigger_id:int<br>volume:float|| sets a triggers speed ||OK | ||
|- | |- | ||
| | | || trigvolume_corpse|| trig_id:int|| kills all the corpses inside a trigger volume ||OK | ||
|- | |- | ||
| | | || trigvolume_count|| trig_id:int|| counts the number of people in a trigger volume ||OK | ||
|- | |- | ||
| | | || trigvolume_enable|| name:string<br>enable:int(0 1)<br>type:string("all" "entry" "inside" "exit")|| enable or disable a trigger volume ||OK | ||
|- | |- | ||
| | | || trigvolume_kill|| trig_id:int|| kills all the characters inside a trigger volume ||OK | ||
|- | |- | ||
| | | || trigvolume_reset|| name:string|| reset a trigger volume to its level||OK | ||
|- | |- | ||
| | | || trigvolume_setscript|| name:string<br>script:string<br>type:string("entry" "inside" "exit")|| set the script to call from a trigger volume||OK | ||
|- | |- | ||
| | | || trigvolume_trigger|| name:string<br>type:string("entry" "inside" "exit")<br>ai_name:string<br>script_id:int|| fire off a trigger volume ||OK | ||
|- | |- | ||
| | | || turret_activate|| turret_id:int|| activates a turret||OK | ||
|- | |- | ||
| | | || turret_deactivate|| turret_id:int|| deactivates a turret ||OK | ||
|- | |- | ||
| | | || turret_reset|| turret_id:int|| resets a turret to initial state ||OK | ||
|-bgcolor="silver" | |||
| || ui_fill_element|| element_name:string<br>fill:int|| sets part of the HUD to completely filled||OK | |||
|- | |- | ||
| | | || ui_flash_element|| element_name:string<br>fill:int|| sets part of the HUD to flash or not flash ||OK | ||
|- | |- | ||
| | | || ui_show_element|| element_name:string<br>show:int|| shows or hides part of the HUD ||OK | ||
|-bgcolor="silver" | |||
| || ui_show_help|| enable:int|| debugging: enables the HUD help overlays ||OK | |||
|- | |- | ||
| | | || unbind|| input_name:string|| removes a binding from a input function ||OK | ||
|- | |- | ||
| | | || unbindall|| (null)|| removes all bindings ||OK | ||
|-bgcolor="silver" | |||
| || weapon_reset|| (null)|| resets all unheld weapons to their starting state ||OK | |||
|- | |- | ||
| | | || weapon_spawn|| weapontype:string<br>flag:int|| creates a new weapon ||OK | ||
|- | |- | ||
| | | || win|| (null)|| win this level ||OK | ||
| | |||
| | |||
|} | |} |
Revision as of 02:06, 7 July 2006
Type | Name | Arguments | Comment | Tested |
---|---|---|---|---|
ai2_active | ai_name:string script_id:int |
forces an AI into active mode | OK | |
ai2_allpassive | passive:int (0 1) |
stops all AIs from thinking for themselves | OK | |
ai2_attack | ai_name:string script_id:int target_name:string target_script_id:int |
forces an AI to attack another character | OK | |
ai2_barabbas_retrievegun | ai_name:string script_id:int |
makes barabbas retrieve his gun if it is lost | OK | |
ai2_barabbas_run | lets Barabbas run while carrying his gun | OK | ||
ai2_chump | (null) | creates a chump | OK | |
ai2_chump_stop | stops the chump | OK | ||
ai2_comehere | ai_name:string script_id:int |
tells an AI to come to the player | OK | |
ai2_doalarm | ai_name:string script_id:int console_id:int |
tells an AI to run for an alarm | OK | |
ai2_dopath | ai_name:string script_id:int path_name:string |
tells an AI to run a particular path | OK | |
ai2_followme | ai_name:string script_id:int |
tells an AI to follow the player | OK | |
ai2_forget | ai_name:string script_id:int forget_char:string |
makes one or all AIs forget they saw anything | OK | |
ai2_idle | ai_name:string script_id:int |
tells an AI to become idle | OK | |
ai2_inactive | ai_name:string script_id:int |
forces an AI into inactive mode | OK | |
ai2_kill | param1:string param2:string |
kills one or more AIs | OK | |
ai2_lookatchar | ai_name:string script_id:int ai_name:string script_id:int |
tells an AI to look at a character | OK | |
ai2_lookatme | ai_name:string script_id:int |
tells an AI to look at the player | OK | |
ai2_makeaware | ai_name:string script_id:int target_name:string target_script_id:int |
makes an AI aware of another character | OK | |
ai2_makeblind | ai_name:string script_id:int on_off:int(0 1) |
makes a single AI blind | OK | |
ai2_makedeaf | ai_name:string script_id:int on_off:int(0 1) |
makes a single AI deaf | OK | |
ai2_makeignoreplayer | ai_name:string script_id:int on_off:int(0 1) |
makes a single AI ignore the player | OK | |
ai2_movetoflag | ai_name:string script_id:int flag_id:int setfacing:string("setfacing") |
tells an AI to move to a flag | OK | |
ai2_neutralbehavior | ai_name:string script_id:int behavior:string |
sets up an AI's neutral | OK | |
ai2_noncombatant | ai_name:string script_id:int non_combatant:int(0 1) |
sets or clears an AI's non | OK | |
ai2_panic | ai_name:string script_id:int timer:int |
makes an AI panic or not panic | OK | |
ai2_passive | ai_name:string script_id:int passive:int(0 1) |
stops an AI from thinking for itself | OK | |
ai2_reset | reset_player:int | resets AI as if start of level | OK | |
ai2_setalert | ai_name:string script_id:int alert:string |
sets the alert state of an AI | OK | |
ai2_setjobstate | ai_name:string script_id:int |
tells an AI to take its current state as its job | OK | |
ai2_setmovementmode | ai_name:string script_id:int mode:string |
sets an AI's current movement mode | OK | |
ai2_spawn | ai_name:string force_spawn:string("force") |
creates and starts an AI from a character object | OK | |
ai2_spawnall | (null) | spawns all AI, even those not initially present | OK | |
ai2_takecontrol | on_off:int (0 1) |
makes the AI movement system take control of the player | OK | |
ai2_tripalarm | alarm_id:int ai_name:string script_id:int | OK | ||
begin_cutscene | (null) | begins a cutscene | OK | |
bind | input_name:string to:string("to") input_function:string |
binds an input to a function | OK | |
chr_animate | ai_name:string script_id:int anim_name:string num_frames:int interp_frames:int |
plays an animation on a character | OK | |
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 | OK | |
chr_boss_shield | ai_name:string script_id:int |
turns on the boss shield for a character | OK | |
chr_changeteam | ai_name:string script_id:int team_name:string |
changes a character's team | OK | |
chr_create | script_id:int start_create:string ("start") |
creates a character from an ID of the AISA file | OK | |
chr_death | _lock ai_name:string script_id:int on_off:int(0 1) |
this character will not die too much | OK | |
chr_delete | ai_name:string script_id:int |
deletes a character | OK | |
chr_disarm | chr_index:int | disarms a character or everyone | OK | |
chr_dontaim | ai_name:string script_id:int on_off:int(0 1) |
disables the weapon variant for a character | OK | |
chr_envanim | ai_name:string script_id:int anim:string norotation:string("norotation") |
plays an environment animation on a character | OK | |
chr_envanim_block | ai_name:string script_id:int anim:string norotation:string("norotation") |
plays an environment animation on a character and blocks | OK | |
chr_envanim_stop | ai_name:string script_id:int |
stops any environment animation on a character | OK | |
chr_facetoflag | ai_name:string script_id:int flag_id:int |
snaps a character's facing to a flag's facing | OK | |
chr_focus | chr_index:int | Selects what character to control | OK | |
chr_forceholster | ai_name:string script_id:int holster:int(0 1) force_draw:int(0 1) |
forces a character to holster their weapon | OK | |
chr_freeze | ai_name:string script_id:int passive:int(0 1) |
stops an AI from thinking for itself | OK | |
chr_full_health | ai_name:string script_id:int |
sets a characters health to full by script id | OK | |
chr_givepowerup | ai_name:string script_id:int powerup:string amount:int |
gives a character a powerup | OK | |
chr_giveweapon | ai_name:string script_id:int weapon_name:string |
gives a character a new weapon | OK | |
chr_has_empty_weapon | ai_name:string script_id:int |
returns if this character is holding a weapon that is empty | OK | |
chr_has_lsi | ai_name:string script_id:int |
records that the character has the lsi | OK | |
chr_health | chr_index:int hit_points:int |
sets character's health | OK | |
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 | OK | |
chr_inv_reset | ai_name:string script_id:int |
clears a characters inventory | OK | |
chr_invincible | ai_name:string script_id:int on_off:int(0 1) |
makes a character invincible | OK | |
chr_is_player | ai_name:string script_id:int |
returns if this character is the player | OK | |
chr_kill_all_ai | (null) | kills all the AI | OK | |
chr_location | chr_index:int loc_x:float loc_y:float loc_z:float |
Sets the location of any character | OK | |
chr_location_settocamera | chr_index:int | Sets the location of any character to the camera location | OK | |
chr_lock_active | ai_name:string script_id:int |
locks the character active | OK | |
chr_neutral | ai_name:string script_id:int passive:int(0 1) |
stops an AI from thinking for itself | OK | |
chr_nocollision | ai_name:string script_id:int on_off:int(0 1) |
disables collision for a character | OK | |
chr_pain | ai_name:string script_id:int pain_type:string |
forces a character to play a pain sound | OK | |
chr_peace | ai_name:string script_id:int |
turns off fight mode | OK | |
chr_playback | ai_name:string script_id:int film_name:string mode:string("fromhere" "interp") num_frames:int |
plays back a film | OK | |
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 | OK | |
chr_poison | ai_name:string script_id:int damage:int interval:int initial_interval:int |
slowly poisons a character | OK | |
chr_set_health | ai_name:string script_id:int hit_points:int |
sets a characters health by script id | OK | |
chr_shadow | ai_name:string script_id:int on_off:int(0 1) |
turns of the shadow for this character | OK | |
chr_super | ai_name:string script_id:int super_amount:float |
set's a character's super value | OK | |
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 | OK | |
chr_teleport | ai_name:string script_id:int flag_id:int |
teleports a character to a flag | OK | |
chr_ultra_mode | ai_name:string script_id:int on_off:int(0 1) |
enables ultra mode for a character | OK | |
chr_unkillable | ai_name:string script_id:int on_off:int(0 1) |
makes a character unkillable | OK | |
chr_unlock_active | ai_name:string script_id:int |
unlocks the character active | OK | |
chr_unstoppable | ai_name:string script_id:int on_off:int(0 1) |
makes a character unstoppable | OK | |
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) | OK | |
chr_wait_animation | ai_name:string script_id:int anim_name:string |
waits for a character to play a specific animation | OK | |
chr_wait_animstate | ai_name:string script_id:int anim_name:string |
waits for a character to reach a specific animation state | OK | |
chr_wait_animtype | ai_name:string script_id:int anim_name:string |
waits for a character to play a specific animation type | OK | |
chr_wait_health | ai_name:string script_id:int health_amount:float |
waits until a character's health falls below a value | OK | |
chr_weapon | chr_index:int weapon_name:string weapon_num:int |
sets the weapon for a give character | OK | |
chr_weapon_immune | ai_name:string script_id:int |
makes a character weapon immune | OK | |
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 | OK | |
cinematic_stop | bitmap_name:string end:int velocity:float |
stop the display of a cinematic insert | OK | |
cm_anim | cam_spec:string("move" "look" "both") anim_name:string |
initiates a camera animation | OK | |
cm_anim_block | cam_spec:string("move" "look" "both") anim_name:string |
initiates a camera animation | OK | |
cm_barabus | ai_name:string script_id:int away:float up:float time:int |
special camera for barabus | OK | |
cm_detach | (null) | detaches the camera | OK | |
cm_interpolate | cam_name:string num_frames:int |
initiates a camera interpolation | OK | |
cm_interpolate_block | anim_name:string num_frames:int |
initiates a camera interpolation | OK | |
cm_jello | mode:int (0 1) |
toggles camera Jello(tm) mode | OK | |
cm_orbit | speed:float stopangle:float |
puts the camera in orbit mode | OK | |
cm_orbit_block | speed:float stopangle:float |
puts the camera in orbit mode | OK | |
cm_reset | maxspeed:float maxFocalAccel:float |
resets the camera | OK | |
cm_wait | (null) | makes the camera wait until it is no longer busy | OK | |
console_activate | console_id:int | activates a console | OK | |
console_deactivate | console_id:int | deactivates a console | OK | |
console_reset | console_id:int | resets a console to initial state | OK | |
corpse_reset | (null) | resets corpses to their initial state | OK | |
cutscene_sync | (null) | marks a point in a cutscene | OK | |
diary_page_unlock | page:int | unlocks a specific diary page on the current level | OK | |
did_kill_griffen | (null) | returns if we did kill griffen | OK | |
difficulty | (null) | returns the difficulty level | OK | |
dmsg | astring:string | debugging message | OK | |
door_close | door_id:int | closes a door (may not stay open) | OK | |
door_jam | door_id:int | jams a door in its current state | OK | |
door_lock | door_id:int | locks a door | OK | |
door_open | door_id:int | opens a door (may not stay open) | OK | |
door_unjam | door_id:int | unjams a door so characters can open it | OK | |
door_unlock | door_id:int | unlocks a door | OK | |
end_cutscene | (null) | ends a cutscene | OK | |
env_anim | obj_id:int obj_id:int |
initiates an environment animation for an object | OK | |
env_anim_block | obj_id:int obj_id:int |
initiates an environment animation: blocks until completed | OK | |
env_broken | gq_ref:int gq_endref:int |
computes the number of objects in a range that have all their glass broken | OK | |
env_setanim | obj_id:int object_name:string |
sets up an animation for an object | OK | |
env_setanim_block | obj_id:int object_name:string |
sets up an animation: blocks until completed | OK | |
env_shade | gq_ref:int gq_ref:int r:float g:float b:float |
sets the shade of a block of objects | OK | |
env_show | gq_ref:int on_off:int(0 1) |
turns on or off specified parts of the environment | OK | |
env_texswap | gq_start:int tex_name:string |
swaps an environment texture | OK | |
fade_in | ticks:int | fades the screen in | OK | |
fade_out | r:float r:int g:float g:int b:float b:int ticks:int |
fades the screen out | OK | |
fall_back | (null) | makes the player character fall back | OK | |
fall_front | (null) | makes the player character fall front | OK | |
give_powerup | powerup_name:string amount:int character:int |
Gives a powerup to a character | OK | |
gl_fog_end_changeto | end_val:float frames:int |
changes the fog end distance smoothly | OK | |
gl_fog_start_changeto | start_val:float frames:int |
changes the fog start distance smoothly | OK | |
goto | loc_x:float loc_y:float loc_z:float |
Sets the location of the player character | OK | |
gs_farclipplane_set | plane:float | sets the far clipping plane | OK | |
gs_fov_set | fov_degrees:float | sets the field of view | OK | |
input | on_off:int(0 1) | turns input on or off | OK | |
killed_griffen | murder:bool | sets if we killed griffen | OK | |
letterbox | start_stop:int(0 1) | starts or stops letterboxing | OK | |
lock_keys | key_name:string | locks keys out | OK | |
lose | (null) | lose this level | OK | |
make_corpse | corpse_name:string | makes a corpse | OK | |
message | message:string timer:int |
sends a message from the subtitle file | OK | |
message_remove | message:string | removes a currently displayed message | OK | |
movie_play | name:string | function to start a movie playing | OK | |
obj_create | obj_id:int obj_id:int |
creates a range of objects | OK | |
obj_force_draw | obj_id:int obj_id:int |
locks an object as visible | OK | |
obj_hide | obj_id:int obj_id:int |
hides an object | OK | |
obj_kill | obj_id:int obj_id:int |
kills a range of object | OK | |
obj_shade | obj_id:int obj_id:int r:float g:float b:float |
turns display of an object on or off | OK | |
obj_show | obj_id:int obj_id:int |
shows an object | OK | |
objective_complete | (null) | plays the objective | OK | |
objective_set | page:int make_silent:string ("silent") |
Sets the current objective page | OK | |
p3_removedangerous | (null) | removes all "dangerous projectile" particles by making their lifetime expire | OK | |
playback | ai_name:string script_id:int film_name:string mode:string("fromhere" "interp") num_frames:int |
plays back a film | OK | |
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 | OK | |
powerup_reset | (null) | resets all placed powerups to their starting points | OK | |
powerup_spawn | poweruptype:string flag:int |
creates a new powerup | OK | |
reset_mechanics | (null) | resets all level mechanics (triggers, turrets, consoles, etc...) to initial state | OK | |
restore_game | (null) | restores the game | OK | |
save_game | save_point:int type:string("autosave") |
saves the game | OK | |
slowmo | duration:int | starts the slowmotion timer | OK | |
sound_ambient_start | name:string volume:float |
function to start an ambient sound | OK | |
sound_ambient_stop | name:string | function to stop an ambient sound | OK | |
sound_ambient_volume | name:string volume:float time:float |
function to set the volume of a playing ambient sound | OK | |
sound_dialog_play | name:string | function to start character dialog playing | OK | |
sound_dialog_play_block | name:string | function to start character dialog playing after the current dialog finishes | OK | |
sound_dialog_play_interrupt | name:string | function to interrupt the current character dialog and play a new one | OK | |
sound_impulse_play | name:string volume:float |
function plays an impulse sound | OK | |
sound_music_start | name:string volume:float |
function to start music playing | OK | |
sound_music_stop | name:string | function to stop playing music | OK | |
sound_music_volume | name:string volume:float time:float |
function to set the volume of playing music | OK | |
sound_objects_reset | (null) | reloads the sounds objects | OK | |
splash_screen | texture:string | displays a splash screen | OK | |
target_set | flag_id:int min_distance:float |
Sets the target to the specified flag | OK | |
timer_start | duration:float script:string |
starts the countdown timer | OK | |
timer_stop | (null) | stops the countdown timer | OK | |
trig_activate | trigger_id:int | activates a trigger | OK | |
trig_deactivate | trigger_id:int | deactivates a trigger | OK | |
trig_hide | trigger_id:int | hides a trigger | OK | |
trig_reset | trigger_id:int | resets a trigger to non | OK | |
trig_show | trigger_id:int | shows a trigger | OK | |
trig_speed | trigger_id:int volume:float |
sets a triggers speed | OK | |
trigvolume_corpse | trig_id:int | kills all the corpses inside a trigger volume | OK | |
trigvolume_count | trig_id:int | counts the number of people in a trigger volume | OK | |
trigvolume_enable | name:string enable:int(0 1) type:string("all" "entry" "inside" "exit") |
enable or disable a trigger volume | OK | |
trigvolume_kill | trig_id:int | kills all the characters inside a trigger volume | OK | |
trigvolume_reset | name:string | reset a trigger volume to its level | OK | |
trigvolume_setscript | name:string script:string type:string("entry" "inside" "exit") |
set the script to call from a trigger volume | OK | |
trigvolume_trigger | name:string type:string("entry" "inside" "exit") ai_name:string script_id:int |
fire off a trigger volume | OK | |
turret_activate | turret_id:int | activates a turret | OK | |
turret_deactivate | turret_id:int | deactivates a turret | OK | |
turret_reset | turret_id:int | resets a turret to initial state | OK | |
ui_fill_element | element_name:string fill:int |
sets part of the HUD to completely filled | OK | |
ui_flash_element | element_name:string fill:int |
sets part of the HUD to flash or not flash | OK | |
ui_show_element | element_name:string show:int |
shows or hides part of the HUD | OK | |
ui_show_help | enable:int | debugging: enables the HUD help overlays | OK | |
unbind | input_name:string | removes a binding from a input function | OK | |
unbindall | (null) | removes all bindings | OK | |
weapon_reset | (null) | resets all unheld weapons to their starting state | OK | |
weapon_spawn | weapontype:string flag:int |
creates a new weapon | OK | |
win | (null) | win this level | OK |