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|-
|-
| || ai2_barabbas_retrievegun|| ai_name:string<br>script_id:int||  makes barabbas retrieve his gun if it is lost ||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|| (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_comehere|| ai_name:string<br>script_id:int|| tells an AI to come to the player||OK
| || ai2_debug_makesound|| || ||OK
|-
|-
| || ai2_doalarm|| ai_name:string<br>script_id:int<br>console_id:int||  tells an AI to run for an alarm ||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_dopath|| ai_name:string<br>script_id:int<br>path_name:string||  tells an AI to run a particular path ||OK
|-
| || ai2_findconnections|| || ||OK
|-
|-
| || ai2_followme|| ai_name:string<br>script_id:int||  tells an AI to follow the player ||OK
| || ai2_followme|| ai_name:string<br>script_id:int||  tells an AI to follow the player ||OK
Line 53: Line 53:
|-
|-
| || ai2_passive|| ai_name:string<br>script_id:int<br>passive:int(0 1)||  stops an AI from thinking for itself ||OK
| || ai2_passive|| ai_name:string<br>script_id:int<br>passive:int(0 1)||  stops an AI from thinking for itself ||OK
|-
| || ai2_pathdebugsquare|| || ||OK
|-
| || ai2_printbnvindex|| || ||OK
|-
| || ai2_report|| || ||OK
|-
| || ai2_report_verbose|| || ||OK
|-
|-
| || ai2_reset|| reset_player:int||  resets AI as if start of level ||OK
| || ai2_reset|| reset_player:int||  resets AI as if start of level ||OK
|-
| || ai2_set_handlesilent_error|| || ||OK
|-
| || ai2_set_logerror|| || ||OK
|-
| || ai2_set_reporterror|| || ||OK
|-
|-
| || ai2_setalert|| ai_name:string<br>script_id:int<br>alert:string||  sets the alert state of an AI ||OK
| || ai2_setalert|| ai_name:string<br>script_id:int<br>alert:string||  sets the alert state of an AI ||OK
Line 61: Line 75:
|-
|-
| || ai2_setmovementmode|| ai_name:string<br>script_id:int<br>mode:string||  sets an AI's current movement mode ||OK
| || ai2_setmovementmode|| ai_name:string<br>script_id:int<br>mode:string||  sets an AI's current movement mode ||OK
|-
| || ai2_showmem|| || ||OK
|-
| || ai2_skill_bestangle|| || ||OK
|-
| || ai2_skill_decay|| || ||OK
|-
| || ai2_skill_delaymax|| || ||OK
|-
| || ai2_skill_delaymin|| || ||OK
|-
| || ai2_skill_error|| || ||OK
|-
| || ai2_skill_inaccuracy|| || ||OK
|-
| || ai2_skill_recoil|| || ||OK
|-
| || ai2_skill_revert|| || ||OK
|-
| || ai2_skill_save|| || ||OK
|-
| || ai2_skill_select|| || ||OK
|-
| || ai2_skill_show|| || ||OK
|-
|-
| || ai2_spawn|| ai_name:string<br>force_spawn:string("force")||  creates and starts an AI from a character object ||OK
| || ai2_spawn|| ai_name:string<br>force_spawn:string("force")||  creates and starts an AI from a character object ||OK
Line 70: Line 108:
| || ai2_tripalarm|| ||  alarm_id:int ai_name:string  script_id:int ||OK
| || ai2_tripalarm|| ||  alarm_id:int ai_name:string  script_id:int ||OK
|-
|-
| || begin_cutscene|| (null)||  begins a cutscene ||OK
| || begin_cutscene||string flag||  begins a cutscene ||OK
|-
|-
| || bind|| input_name:string<br>to:string("to")<br>input_function:string||  binds an input to a function ||OK
| || bind|| input_name:string<br>to:string("to")<br>input_function:string||  binds an input to a function ||OK
Line 84: Line 122:
| || chr_create|| script_id:int<br>start_create:string<br>("start")<br>||  creates a character from an ID of the AISA file ||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_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||OK
|-
|-
| || chr_delete|| ai_name:string<br>script_id:int||  deletes a character ||OK
| || chr_delete|| ai_name:string<br>script_id:int||  deletes a character ||OK
|-bgcolor="silver"
|-bgcolor="silver"
| || chr_disarm|| chr_index:int||  disarms a character or everyone||OK
| || chr_disarm|| chr_index:int||  disarms a character or everyone||OK
|-
| || 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||OK
| || chr_dontaim|| ai_name:string<br>script_id:int<br>on_off:int(0 1)||  disables the weapon variant for a character||OK
|-bgcolor="silver"
| || chr_draw_dot|| || ||
|-
|-
| || chr_envanim|| ai_name:string<br>script_id:int<br>anim:string<br>norotation:string("norotation")<br>||  plays an environment animation on a character ||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
Line 116: Line 158:
| || chr_has_lsi|| ai_name:string<br>script_id:int||  records that the character has the lsi ||OK
| || chr_has_lsi|| ai_name:string<br>script_id:int||  records that the character has the lsi ||OK
|-bgcolor="silver"
|-bgcolor="silver"
| || chr_health|| chr_index:int<br>hit_points:int||  sets character's health ||OK
| || chr_health||1. int chr_index<br>2. int hit_points||  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_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
Line 133: Line 175:
|-
|-
| || chr_lock_active|| ai_name:string<br>script_id:int||  locks the character active ||OK
| || chr_lock_active|| ai_name:string<br>script_id:int||  locks the character active ||OK
|-bgcolor="silver"
| || chr_main_class|| || ||
|-
|-
| || chr_neutral|| ai_name:string<br>script_id:int<br>passive:int(0 1)||  stops an AI from thinking for itself ||OK
| || chr_neutral|| ai_name:string<br>script_id:int<br>passive:int(0 1)||  stops an AI from thinking for itself ||OK
Line 145: Line 189:
|-
|-
| || 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_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_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 ||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
|-bgcolor="silver"
| || chr_set_class|| || ||
|-
|-
| || chr_set_health|| ai_name:string<br>script_id:int<br>hit_points:int||  sets a characters health by script id ||OK
| || chr_set_health|| ai_name:string<br>script_id:int<br>hit_points:int||  sets a characters health by script id ||OK
Line 179: Line 227:
|-
|-
| || chr_weapon_immune|| ai_name:string<br>script_id:int||  makes a character weapon immune ||OK
| || chr_weapon_immune|| ai_name:string<br>script_id:int||  makes a character weapon immune ||OK
|-bgcolor="silver"
| || chr_who|| || ||
|-
|-
| || cinematic_start|| bitmap_name:string<br>draw_width:int<br>draw_height:int<br>start:int<br>end:int<br>velocity:float<br>mirror:bool||  start the display of a cinematic insert ||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
Line 205: Line 255:
|-
|-
| || cm_wait|| (null)||  makes the camera wait until it is no longer busy ||OK
| || cm_wait|| (null)||  makes the camera wait until it is no longer busy ||OK
|-bgcolor="silver"
| || co_show_all|| || ||
|-bgcolor="silver"
| || co_toggle_text|| || ||
|-
|-
| || console_activate|| console_id:int||  activates a console ||OK
| || console_activate|| console_id:int||  activates a console ||OK
|-
|-
| || console_deactivate|| console_id:int||  deactivates a console ||OK
| || console_deactivate|| console_id:int||  deactivates a console ||OK
|-bgcolor="silver"
| || console_print|| || ||
|-
|-
| || console_reset|| console_id:int||  resets a console to initial state ||OK
| || console_reset|| console_id:int||  resets a console to initial state ||OK
|-bgcolor="silver"
|-bgcolor="silver"
| || corpse_reset|| (null)||  resets corpses to their initial state ||OK
| || corpse_reset|| (null)||  resets corpses to their initial state ||OK
|-bgcolor="silver"
| || crash|| || ||
|-
|-
| || cutscene_sync|| (null)||  marks a point in a cutscene ||OK
| || cutscene_sync|| (null)||  marks a point in a cutscene ||OK
|-bgcolor="silver"
| || debug_env_anim|| || ||
|-bgcolor="silver"
|-bgcolor="silver"
| || diary_page_unlock|| page:int||  unlocks a specific diary page on the current level ||OK
| || diary_page_unlock|| page:int||  unlocks a specific diary page on the current level ||OK
Line 235: Line 295:
|-
|-
| || door_unlock|| door_id:int||  unlocks a door ||OK
| || door_unlock|| door_id:int||  unlocks a door ||OK
|-
| || dprint|| || ||
|-
| || dump_docs|| || ||
|-
|-
| || end_cutscene|| (null)||  ends a cutscene ||OK
| || end_cutscene|| (null)||  ends a cutscene ||OK
Line 261: Line 325:
|-bgcolor="silver"
|-bgcolor="silver"
| || fall_front|| (null)||  makes the player character fall front ||OK
| || fall_front|| (null)||  makes the player character fall front ||OK
|-bgcolor="silver"
| || flag_view_prefix|| || ||
|-
|-
| || give_powerup|| powerup_name:string<br>amount:int<br>character:int||  Gives a powerup to a character ||OK
| || give_powerup|| powerup_name:string<br>amount:int<br>character:int||  Gives a powerup to a character ||OK
Line 273: Line 339:
|-bgcolor="silver"
|-bgcolor="silver"
| || gs_fov_set|| fov_degrees:float||  sets the field of view ||OK
| || gs_fov_set|| fov_degrees:float||  sets the field of view ||OK
|-bgcolor="silver"
| || hang|| || ||
|-
|-
| || input|| on_off:int(0 1)||  turns input on or off ||OK
| || input|| on_off:int(0 1)||  turns input on or off ||OK
Line 283: Line 351:
|-
|-
| || lose|| (null)||  lose this level ||OK
| || lose|| (null)||  lose this level ||OK
|-bgcolor="silver"
| || m3_display_list|| || ||
|-bgcolor="silver"
| || m3_display_set|| || ||
|-bgcolor="silver"
| || m3_draw_engine_set|| || ||
|-bgcolor="silver"
| || m3_engine_set|| || ||
|-bgcolor="silver"
| || m3_geom_engine_set|| || ||
|-bgcolor="silver"
| || m3_quality_set|| || ||
|-bgcolor="silver"
|-bgcolor="silver"
| || make_corpse|| corpse_name:string||  makes a corpse||OK
| || make_corpse|| corpse_name:string||  makes a corpse||OK
Line 307: Line 387:
|-
|-
| || objective_set|| page:int<br>make_silent:string<br>("silent")||  Sets the current objective page ||OK
| || objective_set|| page:int<br>make_silent:string<br>("silent")||  Sets the current objective page ||OK
|-
| || 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 ||OK
| || p3_removedangerous|| (null)||  removes all "dangerous projectile" particles by making their lifetime expire ||OK
|-
| || p3_spawn|| || ||
|-
| || p3_startall|| || ||
|-
| || p3_stopall|| || ||
|-
| || p3_writeusedparticles|| || ||
|-
| || particle|| || ||
|-
| || particle_temp_kill|| || ||
|-
| || particle_temp_start|| || ||
|-
| || particle_temp_stop|| || ||
|-bgcolor="silver"
| || perf_prefix|| || ||
|-
| || ph_status|| || ||
|-
|-
| || playback|| ai_name:string<br>script_id:int<br>film_name:string<br>mode:string("fromhere" "interp")<br>num_frames:int||  plays back a film ||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
| || 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
|-
| || playback_debug|| || ||
|-bgcolor="silver"
|-bgcolor="silver"
| || powerup_reset|| (null)||  resets all placed powerups to their starting points ||OK
| || powerup_reset|| (null)||  resets all placed powerups to their starting points ||OK
|-
|-
| || powerup_spawn|| poweruptype:string<br>flag:int||  creates a new powerup ||OK
| || powerup_spawn|| poweruptype:string<br>flag:int||  creates a new powerup ||OK
|-bgcolor="silver"
| || print_state|| || ||
|-bgcolor="silver"
| || print_type|| || ||
|-
|-
| || reset_mechanics|| (null)||  resets all level mechanics (triggers, turrets, consoles, etc...) to initial state ||OK
| || reset_mechanics|| (null)||  resets all level mechanics (triggers, turrets, consoles, etc...) to initial state ||OK
Line 323: Line 443:
|-
|-
| || save_game|| save_point:int<br>type:string("autosave")||  saves the game ||OK
| || save_game|| save_point:int<br>type:string("autosave")||  saves the game ||OK
|-bgcolor="silver"
| || sc_focus|| || ||
|-
| || script_reload|| || ||
|-
|-
| || slowmo|| duration:int||  starts the slowmotion timer ||OK
| || slowmo|| duration:int||  starts the slowmotion timer ||OK
Line 339: Line 463:
|-
|-
| || sound_impulse_play|| name:string<br>volume:float||  function plays an impulse sound ||OK
| || sound_impulse_play|| name:string<br>volume:float||  function plays an impulse sound ||OK
|-
| || sound_list_broken_links|| || ||
|-
|-
| || sound_music_start|| name:string<br>volume:float||  function to start music playing ||OK
| || sound_music_start|| name:string<br>volume:float||  function to start music playing ||OK
Line 351: Line 477:
|-
|-
| || target_set|| flag_id:int<br>min_distance:float||  Sets the target to the specified flag ||OK
| || target_set|| flag_id:int<br>min_distance:float||  Sets the target to the specified flag ||OK
|-
| || text_console|| || ||
|-
|-
| || timer_start|| duration:float<br>script:string||  starts the countdown timer ||OK
| || timer_start|| duration:float<br>script:string||  starts the countdown timer ||OK
|-
|-
| || timer_stop|| (null)||  stops the countdown timer ||OK
| || timer_stop|| (null)||  stops the countdown timer ||OK
|-
| || tr_stop_lookup|| || ||
|-
| || tr_write_animation|| || ||
|-
| || tr_write_collection|| || ||
|-
| || tr_write_lookup|| || ||
|-
|-
| || trig_activate|| trigger_id:int||  activates a trigger ||OK
| || trig_activate|| trigger_id:int||  activates a trigger ||OK
Line 403: Line 539:
|-
|-
| || weapon_spawn|| weapontype:string<br>flag:int||  creates a new weapon ||OK
| || weapon_spawn|| weapontype:string<br>flag:int||  creates a new weapon ||OK
|-
| || where|| || ||
|-
| || who|| || ||
|-
|-
| || win|| (null)||  win this level ||OK
| || win|| (null)||  win this level ||OK
|}
|}

Revision as of 09:17, 12 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_chump (null) creates a chump OK
ai2_comehere ai_name:string
script_id:int
tells an AI to come to the player OK
ai2_debug_makesound 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_findconnections 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_pathdebugsquare OK
ai2_printbnvindex OK
ai2_report OK
ai2_report_verbose OK
ai2_reset reset_player:int resets AI as if start of level OK
ai2_set_handlesilent_error OK
ai2_set_logerror OK
ai2_set_reporterror 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_showmem OK
ai2_skill_bestangle OK
ai2_skill_decay OK
ai2_skill_delaymax OK
ai2_skill_delaymin OK
ai2_skill_error OK
ai2_skill_inaccuracy OK
ai2_skill_recoil OK
ai2_skill_revert OK
ai2_skill_save OK
ai2_skill_select OK
ai2_skill_show 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 string flag 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 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 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_display_combat_stats
chr_dontaim ai_name:string
script_id:int
on_off:int(0 1)
disables the weapon variant for a character OK
chr_draw_dot
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 1. int chr_index
2. int hit_points
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_main_class
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_playback_debug
chr_poison ai_name:string
script_id:int
damage:int
interval:int
initial_interval:int
slowly poisons a character OK
chr_set_class
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
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 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
co_show_all
co_toggle_text
console_activate console_id:int activates a console OK
console_deactivate console_id:int deactivates a console OK
console_print
console_reset console_id:int resets a console to initial state OK
corpse_reset (null) resets corpses to their initial state OK
crash
cutscene_sync (null) marks a point in a cutscene OK
debug_env_anim
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
dprint
dump_docs
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
flag_view_prefix
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
hang
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
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 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_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 OK
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 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
playback_debug
powerup_reset (null) resets all placed powerups to their starting points OK
powerup_spawn poweruptype:string
flag:int
creates a new powerup OK
print_state
print_type
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
sc_focus
script_reload
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_list_broken_links
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
text_console
timer_start duration:float
script:string
starts the countdown timer OK
timer_stop (null) stops the countdown timer OK
tr_stop_lookup
tr_write_animation
tr_write_collection
tr_write_lookup
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
where
who
win (null) win this level OK