Sandbox: Difference between revisions

24,105 bytes removed ,  27 April 2014
blanking page so the BSL commands that were listed here do not show up in searches, since this page is fully redundant now that all commands are listed on BSL:Functions
m (+cat)
(blanking page so the BSL commands that were listed here do not show up in searches, since this page is fully redundant now that all commands are listed on BSL:Functions)
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;THIS IS THE COMPLETE LIST. FILL IN WITH COMMENTS AND ARGUMENTS.
You can make test edits here.
;DON'T PUT "OK" UNDER "WORKS" UNLESS IT REALLY "WORKS OK".
;TYPE (FROM CONSOLE) IF MOTIVATED (MOST FUNCTIONS ARE void ANYWAY).
;CONVERSION TO SUGGESTED ARGUMENT FORMATTING, IF MOTIVATED.
;MORE EXPLICIT REFORMULATION OF COMMENTS AS APPROPRIATE
;THERE WERE A FEW MISTAKES IN THE ORIGINAL TABLES, BTW
;(SO DOUBLE-CHECK WHEN YOU CAN) [[User:Geyser|geyser]]
 
;Color
:White : available on all versions
:Gray : PC retail and Mac beta 4 only
;Type
:Bold (void only) : returns complex output to console.
{|border=1 cellspacing=0 cellpadding=1
!Type!!Name!!Arguments!!Comment!!Works
|-
| || ai2_active
|
#string ai_name
#*int script_id
| forces AI '''ai_name'''/'''script_id''' into active mode||
|-
|void|| [[ai2_allpassive]]
|
#int passive
| makes all AI passive if '''passive'''=1, makes them active if '''passive'''=0|| [[ai2_allpassive|OK]]
|-
| || ai2_attack
|
#string ai_name
#*int script_id
#string target_name
#*int target_script_id
| forces AI '''ai_name'''/'''script_id''' to attack character '''target_name'''/'''target_script_id''' ||
|-
| || ai2_barabbas_retrievegun
|
#string ai_name
#*int script_id
|  makes barabbas retrieve his gun if it is lost ||
|-
| || ai2_chump
|
:void
|  creates a chump||
|-
| || ai2_comehere
|
#string ai_name
#*int script_id
| tells an AI to come to the player||
|-
| || ai2_debug_makesound|| || ||
|-
| || ai2_doalarm
|
#string ai_name
#*int script_id
#int console_id
| tells an AI to run for an alarm ||
|-
| || ai2_dopath
|
#string ai_name
#*int script_id
#string path_name
| tells an AI to run a particular path ||
|-
| || ai2_findconnections|| || ||
|-
| || ai2_followme
|
#string ai_name
#*int script_id
|  tells an AI to follow the player ||
|-
| || ai2_forget
|
#string ai_name
#*int script_id
#string forget_char
|  makes one or all AIs forget they saw anything ||
|-
| || ai2_idle
|
#string ai_name
#*int script_id
|  tells an AI to become idle ||
|-
| || ai2_inactive|| ai_name:string<br>script_id:int||  forces an AI into inactive mode||
|-
| || ai2_kill|| param1:string<br>param2:string||  kills one or more AIs ||
|-
| || ai2_lookatchar|| ai_name:string<br>script_id:int<br>ai_name:string<br>script_id:int||  tells an AI to look at a character ||
|-
| || ai2_lookatme|| ai_name:string<br>script_id:int||  tells an AI to look at the player ||
|-
| || ai2_makeaware|| ai_name:string<br>script_id:int<br>target_name:string<br>target_script_id:int||  makes an AI aware of another character ||
|-
| || ai2_makeblind|| ai_name:string<br>script_id:int<br>on_off:int(0 1)||  makes a single AI blind ||
|-
| || ai2_makedeaf|| ai_name:string<br>script_id:int<br>on_off:int(0 1)||  makes a single AI deaf ||
|-
| || ai2_makeignoreplayer|| ai_name:string<br>script_id:int<br>on_off:int(0 1)||  makes a single AI ignore the player ||
|-
| || ai2_movetoflag|| ai_name:string<br>script_id:int<br>flag_id:int<br>setfacing:string("setfacing")||  tells an AI to move to a flag ||
|-
| || ai2_neutralbehavior|| ai_name:string<br>script_id:int<br>behavior:string||  sets up an AI's neutral||
|-
| || ai2_noncombatant|| ai_name:string<br>script_id:int<br>non_combatant:int(0 1)||  sets or clears an AI's non||
|-
| || ai2_panic|| ai_name:string<br>script_id:int<br>timer:int||  makes an AI panic or not panic ||
|-
| || ai2_passive|| ai_name:string<br>script_id:int<br>passive:int(0 1)||  stops an AI from thinking for itself ||
|-
| || ai2_pathdebugsquare|| || ||
|-
| || ai2_printbnvindex|| || ||
|-
| || ai2_report|| || ||
|-
| || ai2_report_verbose|| || ||
|-
| || ai2_reset|| reset_player:int||  resets AI as if start of level ||
|-
| || ai2_set_handlesilent_error|| || ||
|-
| || ai2_set_logerror|| || ||
|-
| || ai2_set_reporterror|| || ||
|-
| || ai2_setalert|| ai_name:string<br>script_id:int<br>alert:string||  sets the alert state of an AI ||
|-
| || ai2_setjobstate|| ai_name:string<br>script_id:int||  tells an AI to take its current state as its job ||
|-
| || ai2_setmovementmode|| ai_name:string<br>script_id:int<br>mode:string||  sets an AI's current movement mode ||
|-
| || ai2_showmem|| || ||
|-
| || ai2_skill_bestangle|| || ||
|-
| || ai2_skill_decay|| || ||
|-
| || ai2_skill_delaymax|| || ||
|-
| || ai2_skill_delaymin|| || ||
|-
| || ai2_skill_error|| || ||
|-
| || ai2_skill_inaccuracy|| || ||
|-
| || ai2_skill_recoil|| || ||
|-
| || ai2_skill_revert|| || ||
|-
| || ai2_skill_save|| || ||
|-
| || ai2_skill_select|| || ||
|-
| || ai2_skill_show|| || ||
|-
| || ai2_spawn|| ai_name:string<br>force_spawn:string("force")||  creates and starts an AI from a character object ||
|-
| || ai2_spawnall|| (null)||  spawns all AI, even those not initially present ||
|-
| || ai2_takecontrol|| on_off:int<br>(0 1)||  makes the AI movement system take control of the player ||
|-
| || ai2_tripalarm|| ||  alarm_id:int ai_name:string  script_id:int ||
|-
| || begin_cutscene||string flag||  begins a cutscene ||
|-
| || bind|| input_name:string<br>to:string("to")<br>input_function:string||  binds an input to a function ||
|-
| || chr_animate|| ai_name:string<br>script_id:int<br>anim_name:string<br>num_frames:int<br>interp_frames:int||  plays an animation on a character ||
|-
| || chr_animate_block|| ai_name:string<br>script_id:int<br>anim_name:string<br>num_frames:int<br>interp_frames:int||  plays an animation on a character and blocks until done ||
|-
| || chr_boss_shield|| ai_name:string<br>script_id:int||  turns on the boss shield for a character ||
|-
| || chr_changeteam|| ai_name:string<br>script_id:int<br>team_name:string||  changes a character's team ||
|-
| || chr_create|| script_id:int<br>start_create:string<br>("start")<br>||  creates a character from an ID of the AISA file ||
|-
| || chr_death_lock||1. string ai_name<br>OR int script_id<br>2. int on_off||Locks final death transition for character '''ai_name'''/'''script_id''' if '''on_off'''=1, unlocks it if '''on_off'''=0||
|-
| || chr_delete|| ai_name:string<br>script_id:int||  deletes a character ||
|-bgcolor="silver"
| || chr_disarm|| chr_index:int||  disarms a character or everyone||
|-
| || chr_display_combat_stats|| || ||
|-
| || chr_dontaim|| ai_name:string<br>script_id:int<br>on_off:int(0 1)||  disables the weapon variant for a character||
|-bgcolor="silver"
| || chr_draw_dot|| || ||
|-
| || chr_envanim|| ai_name:string<br>script_id:int<br>anim:string<br>norotation:string("norotation")<br>||  plays an environment animation on a character ||
|-
| || chr_envanim_block|| ai_name:string<br>script_id:int<br>anim:string<br>norotation:string("norotation")||  plays an environment animation on a character and blocks ||
|-
| || chr_envanim_stop|| ai_name:string<br>script_id:int||  stops any environment animation on a character ||
|-
| || chr_facetoflag|| ai_name:string<br>script_id:int<br>flag_id:int||  snaps a character's facing to a flag's facing ||
|-bgcolor="silver"
| || chr_focus|| chr_index:int||  Selects what character to control ||
|-
| || chr_forceholster|| ai_name:string<br>script_id:int<br>holster:int(0 1)<br>force_draw:int(0 1)||  forces a character to holster their weapon ||
|-
| || chr_freeze|| ai_name:string<br>script_id:int<br>passive:int(0 1)||  stops an AI from thinking for itself ||
|-
| || chr_full_health|| ai_name:string<br>script_id:int||  sets a characters health to full by script id ||
|-
| || chr_givepowerup|| ai_name:string<br>script_id:int<br>powerup:string<br>amount:int||  gives a character a powerup ||
|-
| || chr_giveweapon|| ai_name:string<br>script_id:int<br>weapon_name:string||  gives a character a new weapon ||
|-
| || chr_has_empty_weapon|| ai_name:string<br>script_id:int||  returns if this character is holding a weapon that is empty ||
|-
| || chr_has_lsi|| ai_name:string<br>script_id:int||  records that the character has the lsi ||
|-bgcolor="silver"
| || chr_health||1. int chr_index<br>2. int hit_points||  sets character's health ||
|-
| || chr_holdkey|| ai_name:string<br>script_id:int<br>key_name:string<br>num_frames:int||  forces a character to hold a key down for some frames||
|-
| || chr_inv_reset|| ai_name:string<br>script_id:int||  clears a characters inventory ||
|-
| || chr_invincible|| ai_name:string<br>script_id:int<br>on_off:int(0 1)||  makes a character invincible ||
|-
| || chr_is_player|| ai_name:string<br>script_id:int||  returns if this character is the player ||
|-
| || chr_kill_all_ai|| (null)||  kills all the AI ||
|-bgcolor="silver"
| || chr_location|| chr_index:int<br>loc_x:float<br>loc_y:float<br>loc_z:float||  Sets the location of any character ||
|-bgcolor="silver"
| || chr_location_settocamera|| chr_index:int||  Sets the location of any character to the camera location ||
|-
| || chr_lock_active|| ai_name:string<br>script_id:int||  locks the character active ||
|-bgcolor="silver"
| || chr_main_class|| || ||
|-
| || chr_neutral|| ai_name:string<br>script_id:int<br>passive:int(0 1)||  stops an AI from thinking for itself ||
|-
| || chr_nocollision|| ai_name:string<br>script_id:int<br>on_off:int(0 1)||  disables collision for a character ||
|-
| || chr_pain|| ai_name:string<br>script_id:int<br>pain_type:string||  forces a character to play a pain sound ||
|-
| || chr_peace|| ai_name:string<br>script_id:int||  turns off fight mode ||
|-
| || chr_playback|| ai_name:string<br>script_id:int<br>film_name:string<br>mode:string("fromhere" "interp")<br>num_frames:int||  plays back a film||
|-
| || chr_playback_block|| ai_name:string<br>script_id:int<br>film_name:string<br>mode:string("fromhere" "interp")<br>num_frames:int||  plays back a film and blocks until complete||
|-
| || chr_playback_debug|| || ||
|-
| || chr_poison|| ai_name:string<br>script_id:int<br>damage:int<br>interval:int<br>initial_interval:int||  slowly poisons a character ||
|-bgcolor="silver"
| || chr_set_class|| || ||
|-
| || chr_set_health|| ai_name:string<br>script_id:int<br>hit_points:int||  sets a characters health by script id ||
|-
| || chr_shadow|| ai_name:string<br>script_id:int<br>on_off:int(0 1)||  turns of the shadow for this character ||
|-
| || chr_super|| ai_name:string<br>script_id:int<br>super_amount:float||  set's a character's super value ||
|-
| || chr_talk|| ai_name:string<br>script_id:int<br>sound_name:string<br>pre_pause:int<br>post_pause:int<br>priority:string<br>||  causes a character to play a line of dialogue ||
|-
| || chr_teleport|| ai_name:string<br>script_id:int<br>flag_id:int||  teleports a character to a flag ||
|-
| || chr_ultra_mode|| ai_name:string<br>script_id:int<br>on_off:int(0 1)||  enables ultra mode for a character||
|-
| || chr_unkillable|| ai_name:string<br>script_id:int<br>on_off:int(0 1)||  makes a character unkillable ||
|-
| || chr_unlock_active|| ai_name:string<br>script_id:int||  unlocks the character active||
|-
| || chr_unstoppable|| ai_name:string<br>script_id:int<br>on_off:int(0 1)||  makes a character unstoppable ||
|-
| || chr_vocalize|| ai_name:string<br>script_id:int<br>type:string||  makes a character utter a vocalization (vocalize type strings: override, yell, pain, call, say, chatter, idle)||
|-
| || chr_wait_animation|| ai_name:string<br>script_id:int<br>anim_name:string||  waits for a character to play a specific animation ||
|-
| || chr_wait_animstate|| ai_name:string<br>script_id:int<br>anim_name:string||  waits for a character to reach a specific animation state ||
|-
| || chr_wait_animtype|| ai_name:string<br>script_id:int<br>anim_name:string||  waits for a character to play a specific animation type ||
|-
| || chr_wait_health|| ai_name:string<br>script_id:int<br>health_amount:float||  waits until a character's health falls below a value ||
|-bgcolor="silver"
| || chr_weapon|| chr_index:int<br>weapon_name:string<br>weapon_num:int||  sets the weapon for a give character||
|-
| || chr_weapon_immune|| ai_name:string<br>script_id:int||  makes a character weapon immune ||
|-bgcolor="silver"
| || chr_who|| || ||
|-
| || cinematic_start|| bitmap_name:string<br>draw_width:int<br>draw_height:int<br>start:int<br>end:int<br>velocity:float<br>mirror:bool||  start the display of a cinematic insert ||
|-
| || cinematic_stop|| bitmap_name:string<br>end:int<br>velocity:float||  stop the display of a cinematic insert ||
|-
| || cm_anim|| cam_spec:string("move" "look" "both")<br>anim_name:string||  initiates a camera animation ||
|-
| || cm_anim_block|| cam_spec:string("move" "look" "both")<br>anim_name:string||  initiates a camera animation ||
|-
| || cm_barabus|| ai_name:string<br>script_id:int<br>away:float<br>up:float<br>time:int||  special camera for barabus||
|-
| || cm_detach|| (null)||  detaches the camera ||
|-
| || cm_interpolate|| cam_name:string<br>num_frames:int||  initiates a camera interpolation ||
|-
| || cm_interpolate_block|| anim_name:string<br>num_frames:int||  initiates a camera interpolation ||
|-bgcolor="silver"
| || cm_jello|| mode:int<br>(0 1)||  toggles camera Jello(tm) mode ||
|-
| || cm_orbit|| speed:float<br>stopangle:float||  puts the camera in orbit mode ||
|-
| || cm_orbit_block|| speed:float<br>stopangle:float||  puts the camera in orbit mode ||
|-
| || cm_reset|| maxspeed:float<br>maxFocalAccel:float||  resets the camera ||
|-
| || cm_wait|| (null)||  makes the camera wait until it is no longer busy ||
|-bgcolor="silver"
| || co_show_all|| || ||
|-bgcolor="silver"
| || co_toggle_text|| || ||
|-
| || console_activate|| console_id:int||  activates a console ||
|-
| || console_deactivate|| console_id:int||  deactivates a console ||
|-bgcolor="silver"
| || console_print|| || ||
|-
| || console_reset|| console_id:int||  resets a console to initial state ||
|-bgcolor="silver"
| || corpse_reset|| (null)||  resets corpses to their initial state ||
|-bgcolor="silver"
| || crash|| || ||
|-
| || cutscene_sync|| (null)||  marks a point in a cutscene ||
|-bgcolor="silver"
| || debug_env_anim|| || ||
|-bgcolor="silver"
| || diary_page_unlock|| page:int||  unlocks a specific diary page on the current level ||
|-
| || did_kill_griffen|| (null)||  returns if we did kill griffen ||
|-
| || difficulty|| (null)||  returns the difficulty level||
|-
| || dmsg|| astring:string||  debugging message ||
|-
| || door_close|| door_id:int||  closes a door (may not stay open) ||
|-
| || door_jam|| door_id:int||  jams a door in its current state ||
|-
| || door_lock|| door_id:int||  locks a door ||
|-
| || door_open|| door_id:int||  opens a door (may not stay open) ||
|-
| || door_unjam|| door_id:int||  unjams a door so characters can open it ||
|-
| || door_unlock|| door_id:int||  unlocks a door ||
|-
| || dprint|| || ||
|-
| || dump_docs|| || ||
|-
| || end_cutscene|| (null)||  ends a cutscene ||
|-
| || env_anim|| obj_id:int<br>obj_id:int||  initiates an environment animation for an object ||
|-
| || env_anim_block|| obj_id:int<br>obj_id:int||  initiates an environment animation: blocks until completed||
|-
| || env_broken|| gq_ref:int<br>gq_endref:int||  computes the number of objects in a range that have all their glass broken ||
|-
| || env_setanim|| obj_id:int<br>object_name:string||  sets up an animation for an object ||
|-
| || env_setanim_block|| obj_id:int<br>object_name:string||  sets up an animation: blocks until completed||
|-
| || env_shade|| gq_ref:int<br>gq_ref:int<br>r:float<br>g:float<br>b:float||  sets the shade of a block of objects ||
|-
| || env_show|| gq_ref:int<br>on_off:int(0 1)||  turns on or off specified parts of the environment ||
|-
| || env_texswap|| gq_start:int<br>tex_name:string||  swaps an environment texture ||
|-
| || fade_in|| ticks:int||  fades the screen in ||
|-
| || fade_out|| r:float<br>r:int<br>g:float<br>g:int<br>b:float<br>b:int<br>ticks:int||  fades the screen out ||
|-bgcolor="silver"
| || fall_back|| (null)||  makes the player character fall back ||
|-bgcolor="silver"
| || fall_front|| (null)||  makes the player character fall front ||
|-bgcolor="silver"
| || flag_view_prefix|| || ||
|-
| || give_powerup|| powerup_name:string<br>amount:int<br>character:int||  Gives a powerup to a character ||
|-
|void || [[gl_fog_end_changeto]]||
#float end_val=0.0
#int frames=0
|  changes the fog end distance to '''end_val''' over '''frames''' frames|| OK
|-
|void || [[gl_fog_start_changeto]]||
#float start_val=0.0
#int frames=0
|  changes the fog start distance to '''start_val''' over '''frames''' frames || OK
|-bgcolor="silver"
| || goto|| loc_x:float<br>loc_y:float<br>loc_z:float||  Sets the location of the player character ||
|-
|void || [[gs_farclipplane_set]]||
#float plane=0.0
|  sets the far clipping plane distance (default is 10000 WU) || OK
|-bgcolor="silver"
|void || [[gs_fov_set]]||
#float fov_degrees=0.0
|  sets the vertical field of view (default is 45°) || OK
|-bgcolor="silver"
| || hang|| || ||
|-
| || input|| on_off:int(0 1)||  turns input on or off ||
|-
| || killed_griffen|| murder:bool||  sets if we killed griffen ||
|-
| || letterbox|| start_stop:int(0 1)||  starts or stops letterboxing ||
|-
| || lock_keys|| key_name:string||  locks keys out ||
|-
| || lose|| (null)||  lose this level ||
|-bgcolor="silver"
| || m3_display_list|| || ||
|-bgcolor="silver"
| || m3_display_set|| || ||
|-bgcolor="silver"
| || m3_draw_engine_set|| || ||
|-bgcolor="silver"
| || m3_engine_set|| || ||
|-bgcolor="silver"
| || m3_geom_engine_set|| || ||
|-bgcolor="silver"
| || m3_quality_set|| || ||
|-bgcolor="silver"
| || make_corpse|| corpse_name:string||  makes a corpse||
|-
| || message|| message:string<br>timer:int||  sends a message from the subtitle file ||
|-
| || message_remove|| message:string||  removes a currently displayed message ||
|-
| || movie_play|| name:string||  function to start a movie playing ||
|-
| || obj_create|| obj_id:int<br>obj_id:int||  creates a range of objects ||
|-
| || obj_force_draw|| obj_id:int<br>obj_id:int||  locks an object as visible ||
|-
| || obj_hide|| obj_id:int<br>obj_id:int||  hides an object||
|-
| || obj_kill|| obj_id:int<br>obj_id:int||  kills a range of object ||
|-
| || obj_shade|| obj_id:int<br>obj_id:int<br>r:float<br>g:float<br>b:float||  turns display of an object on or off ||
|-
| || obj_show|| obj_id:int<br>obj_id:int||  shows an object ||
|-bgcolor="silver"
| || objective_complete|| (null)||  plays the objective||
|-
| || objective_set|| page:int<br>make_silent:string<br>("silent")||  Sets the current objective page ||
|-
| || p3_callevent|| || ||
|-
| || p3_count|| || ||
|-
| || p3_daodan_disable|| || ||
|-
| || p3_dumpparticles|| || ||
|-
| || p3_killall|| || ||
|-
| || p3_killnearest|| || ||
|-
| || p3_printtags|| || ||
|-
| || p3_removedangerous|| (null)||  removes all "dangerous projectile" particles by making their lifetime expire ||
|-
| || p3_spawn|| || ||
|-
| || p3_startall|| || ||
|-
| || p3_stopall|| || ||
|-
| || p3_writeusedparticles|| || ||
|-
| || particle|| || ||
|-
| || particle_temp_kill|| || ||
|-
| || particle_temp_start|| || ||
|-
| || particle_temp_stop|| || ||
|-bgcolor="silver"
| || perf_prefix|| || ||
|-
| || ph_status|| || ||
|-
| || playback|| ai_name:string<br>script_id:int<br>film_name:string<br>mode:string("fromhere" "interp")<br>num_frames:int||  plays back a film ||
|-
| || playback_block|| ai_name:string<br>script_id:int<br>film_name:string<br>mode:string("fromhere" "interp")<br>num_frames:int||  plays back a film and blocks until complete ||
|-
| || playback_debug|| || ||
|-bgcolor="silver"
| || powerup_reset|| (null)||  resets all placed powerups to their starting points ||
|-
| || powerup_spawn|| poweruptype:string<br>flag:int||  creates a new powerup ||
|-bgcolor="silver"
| || print_state|| || ||
|-bgcolor="silver"
| || print_type|| || ||
|-
| || reset_mechanics|| (null)||  resets all level mechanics (triggers, turrets, consoles, etc...) to initial state ||
|-
| || restore_game|| (null)||  restores the game ||
|-
| || save_game|| save_point:int<br>type:string("autosave")||  saves the game ||
|-bgcolor="silver"
| || sc_focus|| || ||
|-
| || script_reload|| || ||
|-
| || slowmo|| duration:int||  starts the slowmotion timer ||
|-
| || sound_ambient_start|| name:string<br>volume:float||  function to start an ambient sound ||
|-
| || sound_ambient_stop|| name:string||  function to stop an ambient sound ||
|-
| || sound_ambient_volume|| name:string<br>volume:float<br>time:float||  function to set the volume of a playing ambient sound ||
|-
| || sound_dialog_play|| name:string||  function to start character dialog playing ||
|-
| || sound_dialog_play_block|| name:string||  function to start character dialog playing after the current dialog finishes ||
|-
| || sound_dialog_play_interrupt|| name:string||  function to interrupt the current character dialog and play a new one ||
|-
| || sound_impulse_play|| name:string<br>volume:float||  function plays an impulse sound ||
|-
| || sound_list_broken_links|| || ||
|-
| || sound_music_start|| name:string<br>volume:float||  function to start music playing ||
|-
| || sound_music_stop|| name:string||  function to stop playing music ||
|-
| || sound_music_volume|| name:string<br>volume:float<br>time:float||  function to set the volume of playing music ||
|-
| || sound_objects_reset|| (null)||  reloads the sounds objects||
|-
| || splash_screen|| texture:string||  displays a splash screen ||
|-
| || target_set|| flag_id:int<br>min_distance:float||  Sets the target to the specified flag ||
|-
| || text_console|| || ||
|-
| || timer_start|| duration:float<br>script:string||  starts the countdown timer ||
|-
| || timer_stop|| (null)||  stops the countdown timer ||
|-
| || tr_stop_lookup|| || ||
|-
| || tr_write_animation|| || ||
|-
| || tr_write_collection|| || ||
|-
| || tr_write_lookup|| || ||
|-
| || trig_activate|| trigger_id:int||  activates a trigger ||
|-
| || trig_deactivate|| trigger_id:int||  deactivates a trigger ||
|-
| || trig_hide|| trigger_id:int||  hides a trigger ||
|-
| || trig_reset|| trigger_id:int||  resets a trigger to non||
|-
| || trig_show|| trigger_id:int||  shows a trigger ||
|-
| || trig_speed || trigger_id:int<br>volume:float||  sets a triggers speed ||
|-
| || trigvolume_corpse|| trig_id:int||  kills all the corpses inside a trigger volume ||
|-
| || trigvolume_count|| trig_id:int||  counts the number of people in a trigger volume ||
|-
| || trigvolume_enable|| name:string<br>enable:int(0 1)<br>type:string("all" "entry" "inside" "exit")||  enable or disable a trigger volume ||
|-
| || trigvolume_kill|| trig_id:int||  kills all the characters inside a trigger volume ||
|-
| || trigvolume_reset|| name:string||  reset a trigger volume to its level||
|-
| || trigvolume_setscript|| name:string<br>script:string<br>type:string("entry" "inside" "exit")||  set the script to call from a trigger volume||
|-
| || trigvolume_trigger|| name:string<br>type:string("entry" "inside" "exit")<br>ai_name:string<br>script_id:int||  fire off a trigger volume ||
|-
| || turret_activate|| turret_id:int||  activates a turret||
|-
| || turret_deactivate|| turret_id:int||  deactivates a turret ||
|-
| || turret_reset|| turret_id:int||  resets a turret to initial state ||
|-bgcolor="silver"
| || ui_fill_element|| element_name:string<br>fill:int||  sets part of the HUD to completely filled||
|-
| || ui_flash_element|| element_name:string<br>fill:int||  sets part of the HUD to flash or not flash ||
|-
| || ui_show_element|| element_name:string<br>show:int||  shows or hides part of the HUD ||
|-bgcolor="silver"
| || ui_show_help|| enable:int||  debugging: enables the HUD help overlays ||
|-
| || unbind|| input_name:string||  removes a binding from a input function ||
|-
| || unbindall|| (null)||  removes all bindings ||
|-bgcolor="silver"
| || weapon_reset|| (null)||  resets all unheld weapons to their starting state ||
|-
| || weapon_spawn|| weapontype:string<br>flag:int||  creates a new weapon ||
|-
| || where|| || ||
|-
| || who|| || ||
|-
| || win|| (null)||  win this level ||
|}
 
[[Category:Wiki Support]]