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m (hyperlinked ai2_allpassive since the page is already there) |
m (made the 'works' columns link to the tut, too) |
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| forces AI '''ai_name'''/'''script_id''' into active mode|| | | forces AI '''ai_name'''/'''script_id''' into active mode|| | ||
|- | |- | ||
| || [[ai2_allpassive]] | |void|| [[ai2_allpassive]] | ||
| | | | ||
#int passive | #int passive | ||
| makes all AI passive if '''passive'''=1, makes them active if '''passive'''=0|| | | makes all AI passive if '''passive'''=1, makes them active if '''passive'''=0|| [[ai2_allpassive|OK]] | ||
|- | |- | ||
| || ai2_attack | | || ai2_attack |
Revision as of 02:05, 22 January 2008
- THIS IS THE COMPLETE LIST. FILL IN WITH COMMENTS AND ARGUMENTS.
- DON'T PUT "OK" UNDER "WORKS" UNLESS IT REALLY "WORKS OK".
- TYPE (FROM CONSOLE) IF MOTIVATED (MOST FUNCTIONS ARE void ANYWAY).
- CONVERSION TO SUGGESTED ARGUMENT FORMATTING, IF MOTIVATED.
- MORE EXPLICIT REFORMULATION OF COMMENTS AS APPROPRIATE
- THERE WERE A FEW MISTAKES IN THE ORIGINAL TABLES, BTW
- (SO DOUBLE-CHECK WHEN YOU CAN) geyser
- Color
- White : available on all versions
- Gray : PC retail and Mac beta 4 only
- Type
- Bold (void only) : returns complex output to console.
Type | Name | Arguments | Comment | Works |
---|---|---|---|---|
ai2_active |
|
forces AI ai_name/script_id into active mode | ||
void | ai2_allpassive |
|
makes all AI passive if passive=1, makes them active if passive=0 | OK |
ai2_attack |
|
forces AI ai_name/script_id to attack character target_name/target_script_id | ||
ai2_barabbas_retrievegun |
|
makes barabbas retrieve his gun if it is lost | ||
ai2_chump |
|
creates a chump | ||
ai2_comehere |
|
tells an AI to come to the player | ||
ai2_debug_makesound | ||||
ai2_doalarm |
|
tells an AI to run for an alarm | ||
ai2_dopath |
|
tells an AI to run a particular path | ||
ai2_findconnections | ||||
ai2_followme |
|
tells an AI to follow the player | ||
ai2_forget |
|
makes one or all AIs forget they saw anything | ||
ai2_idle |
|
tells an AI to become idle | ||
ai2_inactive | ai_name:string script_id:int |
forces an AI into inactive mode | ||
ai2_kill | param1:string param2:string |
kills one or more AIs | ||
ai2_lookatchar | ai_name:string script_id:int ai_name:string script_id:int |
tells an AI to look at a character | ||
ai2_lookatme | ai_name:string script_id:int |
tells an AI to look at the player | ||
ai2_makeaware | ai_name:string script_id:int target_name:string target_script_id:int |
makes an AI aware of another character | ||
ai2_makeblind | ai_name:string script_id:int on_off:int(0 1) |
makes a single AI blind | ||
ai2_makedeaf | ai_name:string script_id:int on_off:int(0 1) |
makes a single AI deaf | ||
ai2_makeignoreplayer | ai_name:string script_id:int on_off:int(0 1) |
makes a single AI ignore the player | ||
ai2_movetoflag | ai_name:string script_id:int flag_id:int setfacing:string("setfacing") |
tells an AI to move to a flag | ||
ai2_neutralbehavior | ai_name:string script_id:int behavior:string |
sets up an AI's neutral | ||
ai2_noncombatant | ai_name:string script_id:int non_combatant:int(0 1) |
sets or clears an AI's non | ||
ai2_panic | ai_name:string script_id:int timer:int |
makes an AI panic or not panic | ||
ai2_passive | ai_name:string script_id:int passive:int(0 1) |
stops an AI from thinking for itself | ||
ai2_pathdebugsquare | ||||
ai2_printbnvindex | ||||
ai2_report | ||||
ai2_report_verbose | ||||
ai2_reset | reset_player:int | resets AI as if start of level | ||
ai2_set_handlesilent_error | ||||
ai2_set_logerror | ||||
ai2_set_reporterror | ||||
ai2_setalert | ai_name:string script_id:int alert:string |
sets the alert state of an AI | ||
ai2_setjobstate | ai_name:string script_id:int |
tells an AI to take its current state as its job | ||
ai2_setmovementmode | ai_name:string script_id:int mode:string |
sets an AI's current movement mode | ||
ai2_showmem | ||||
ai2_skill_bestangle | ||||
ai2_skill_decay | ||||
ai2_skill_delaymax | ||||
ai2_skill_delaymin | ||||
ai2_skill_error | ||||
ai2_skill_inaccuracy | ||||
ai2_skill_recoil | ||||
ai2_skill_revert | ||||
ai2_skill_save | ||||
ai2_skill_select | ||||
ai2_skill_show | ||||
ai2_spawn | ai_name:string force_spawn:string("force") |
creates and starts an AI from a character object | ||
ai2_spawnall | (null) | spawns all AI, even those not initially present | ||
ai2_takecontrol | on_off:int (0 1) |
makes the AI movement system take control of the player | ||
ai2_tripalarm | alarm_id:int ai_name:string script_id:int | |||
begin_cutscene | string flag | begins a cutscene | ||
bind | input_name:string to:string("to") input_function:string |
binds an input to a function | ||
chr_animate | ai_name:string script_id:int anim_name:string num_frames:int interp_frames:int |
plays an animation on a character | ||
chr_animate_block | ai_name:string script_id:int anim_name:string num_frames:int interp_frames:int |
plays an animation on a character and blocks until done | ||
chr_boss_shield | ai_name:string script_id:int |
turns on the boss shield for a character | ||
chr_changeteam | ai_name:string script_id:int team_name:string |
changes a character's team | ||
chr_create | script_id:int start_create:string ("start") |
creates a character from an ID of the AISA file | ||
chr_death_lock | 1. string ai_name OR int script_id 2. int on_off |
Locks final death transition for character ai_name/script_id if on_off=1, unlocks it if on_off=0 | ||
chr_delete | ai_name:string script_id:int |
deletes a character | ||
chr_disarm | chr_index:int | disarms a character or everyone | ||
chr_display_combat_stats | ||||
chr_dontaim | ai_name:string script_id:int on_off:int(0 1) |
disables the weapon variant for a character | ||
chr_draw_dot | ||||
chr_envanim | ai_name:string script_id:int anim:string norotation:string("norotation") |
plays an environment animation on a character | ||
chr_envanim_block | ai_name:string script_id:int anim:string norotation:string("norotation") |
plays an environment animation on a character and blocks | ||
chr_envanim_stop | ai_name:string script_id:int |
stops any environment animation on a character | ||
chr_facetoflag | ai_name:string script_id:int flag_id:int |
snaps a character's facing to a flag's facing | ||
chr_focus | chr_index:int | Selects what character to control | ||
chr_forceholster | ai_name:string script_id:int holster:int(0 1) force_draw:int(0 1) |
forces a character to holster their weapon | ||
chr_freeze | ai_name:string script_id:int passive:int(0 1) |
stops an AI from thinking for itself | ||
chr_full_health | ai_name:string script_id:int |
sets a characters health to full by script id | ||
chr_givepowerup | ai_name:string script_id:int powerup:string amount:int |
gives a character a powerup | ||
chr_giveweapon | ai_name:string script_id:int weapon_name:string |
gives a character a new weapon | ||
chr_has_empty_weapon | ai_name:string script_id:int |
returns if this character is holding a weapon that is empty | ||
chr_has_lsi | ai_name:string script_id:int |
records that the character has the lsi | ||
chr_health | 1. int chr_index 2. int hit_points |
sets character's health | ||
chr_holdkey | ai_name:string script_id:int key_name:string num_frames:int |
forces a character to hold a key down for some frames | ||
chr_inv_reset | ai_name:string script_id:int |
clears a characters inventory | ||
chr_invincible | ai_name:string script_id:int on_off:int(0 1) |
makes a character invincible | ||
chr_is_player | ai_name:string script_id:int |
returns if this character is the player | ||
chr_kill_all_ai | (null) | kills all the AI | ||
chr_location | chr_index:int loc_x:float loc_y:float loc_z:float |
Sets the location of any character | ||
chr_location_settocamera | chr_index:int | Sets the location of any character to the camera location | ||
chr_lock_active | ai_name:string script_id:int |
locks the character active | ||
chr_main_class | ||||
chr_neutral | ai_name:string script_id:int passive:int(0 1) |
stops an AI from thinking for itself | ||
chr_nocollision | ai_name:string script_id:int on_off:int(0 1) |
disables collision for a character | ||
chr_pain | ai_name:string script_id:int pain_type:string |
forces a character to play a pain sound | ||
chr_peace | ai_name:string script_id:int |
turns off fight mode | ||
chr_playback | ai_name:string script_id:int film_name:string mode:string("fromhere" "interp") num_frames:int |
plays back a film | ||
chr_playback_block | ai_name:string script_id:int film_name:string mode:string("fromhere" "interp") num_frames:int |
plays back a film and blocks until complete | ||
chr_playback_debug | ||||
chr_poison | ai_name:string script_id:int damage:int interval:int initial_interval:int |
slowly poisons a character | ||
chr_set_class | ||||
chr_set_health | ai_name:string script_id:int hit_points:int |
sets a characters health by script id | ||
chr_shadow | ai_name:string script_id:int on_off:int(0 1) |
turns of the shadow for this character | ||
chr_super | ai_name:string script_id:int super_amount:float |
set's a character's super value | ||
chr_talk | ai_name:string script_id:int sound_name:string pre_pause:int post_pause:int priority:string |
causes a character to play a line of dialogue | ||
chr_teleport | ai_name:string script_id:int flag_id:int |
teleports a character to a flag | ||
chr_ultra_mode | ai_name:string script_id:int on_off:int(0 1) |
enables ultra mode for a character | ||
chr_unkillable | ai_name:string script_id:int on_off:int(0 1) |
makes a character unkillable | ||
chr_unlock_active | ai_name:string script_id:int |
unlocks the character active | ||
chr_unstoppable | ai_name:string script_id:int on_off:int(0 1) |
makes a character unstoppable | ||
chr_vocalize | ai_name:string script_id:int type:string |
makes a character utter a vocalization (vocalize type strings: override, yell, pain, call, say, chatter, idle) | ||
chr_wait_animation | ai_name:string script_id:int anim_name:string |
waits for a character to play a specific animation | ||
chr_wait_animstate | ai_name:string script_id:int anim_name:string |
waits for a character to reach a specific animation state | ||
chr_wait_animtype | ai_name:string script_id:int anim_name:string |
waits for a character to play a specific animation type | ||
chr_wait_health | ai_name:string script_id:int health_amount:float |
waits until a character's health falls below a value | ||
chr_weapon | chr_index:int weapon_name:string weapon_num:int |
sets the weapon for a give character | ||
chr_weapon_immune | ai_name:string script_id:int |
makes a character weapon immune | ||
chr_who | ||||
cinematic_start | bitmap_name:string draw_width:int draw_height:int start:int end:int velocity:float mirror:bool |
start the display of a cinematic insert | ||
cinematic_stop | bitmap_name:string end:int velocity:float |
stop the display of a cinematic insert | ||
cm_anim | cam_spec:string("move" "look" "both") anim_name:string |
initiates a camera animation | ||
cm_anim_block | cam_spec:string("move" "look" "both") anim_name:string |
initiates a camera animation | ||
cm_barabus | ai_name:string script_id:int away:float up:float time:int |
special camera for barabus | ||
cm_detach | (null) | detaches the camera | ||
cm_interpolate | cam_name:string num_frames:int |
initiates a camera interpolation | ||
cm_interpolate_block | anim_name:string num_frames:int |
initiates a camera interpolation | ||
cm_jello | mode:int (0 1) |
toggles camera Jello(tm) mode | ||
cm_orbit | speed:float stopangle:float |
puts the camera in orbit mode | ||
cm_orbit_block | speed:float stopangle:float |
puts the camera in orbit mode | ||
cm_reset | maxspeed:float maxFocalAccel:float |
resets the camera | ||
cm_wait | (null) | makes the camera wait until it is no longer busy | ||
co_show_all | ||||
co_toggle_text | ||||
console_activate | console_id:int | activates a console | ||
console_deactivate | console_id:int | deactivates a console | ||
console_print | ||||
console_reset | console_id:int | resets a console to initial state | ||
corpse_reset | (null) | resets corpses to their initial state | ||
crash | ||||
cutscene_sync | (null) | marks a point in a cutscene | ||
debug_env_anim | ||||
diary_page_unlock | page:int | unlocks a specific diary page on the current level | ||
did_kill_griffen | (null) | returns if we did kill griffen | ||
difficulty | (null) | returns the difficulty level | ||
dmsg | astring:string | debugging message | ||
door_close | door_id:int | closes a door (may not stay open) | ||
door_jam | door_id:int | jams a door in its current state | ||
door_lock | door_id:int | locks a door | ||
door_open | door_id:int | opens a door (may not stay open) | ||
door_unjam | door_id:int | unjams a door so characters can open it | ||
door_unlock | door_id:int | unlocks a door | ||
dprint | ||||
dump_docs | ||||
end_cutscene | (null) | ends a cutscene | ||
env_anim | obj_id:int obj_id:int |
initiates an environment animation for an object | ||
env_anim_block | obj_id:int obj_id:int |
initiates an environment animation: blocks until completed | ||
env_broken | gq_ref:int gq_endref:int |
computes the number of objects in a range that have all their glass broken | ||
env_setanim | obj_id:int object_name:string |
sets up an animation for an object | ||
env_setanim_block | obj_id:int object_name:string |
sets up an animation: blocks until completed | ||
env_shade | gq_ref:int gq_ref:int r:float g:float b:float |
sets the shade of a block of objects | ||
env_show | gq_ref:int on_off:int(0 1) |
turns on or off specified parts of the environment | ||
env_texswap | gq_start:int tex_name:string |
swaps an environment texture | ||
fade_in | ticks:int | fades the screen in | ||
fade_out | r:float r:int g:float g:int b:float b:int ticks:int |
fades the screen out | ||
fall_back | (null) | makes the player character fall back | ||
fall_front | (null) | makes the player character fall front | ||
flag_view_prefix | ||||
give_powerup | powerup_name:string amount:int character:int |
Gives a powerup to a character | ||
gl_fog_end_changeto | end_val:float frames:int |
changes the fog end distance smoothly | ||
gl_fog_start_changeto | start_val:float frames:int |
changes the fog start distance smoothly | ||
goto | loc_x:float loc_y:float loc_z:float |
Sets the location of the player character | ||
gs_farclipplane_set | plane:float | sets the far clipping plane | ||
gs_fov_set | fov_degrees:float | sets the field of view | ||
hang | ||||
input | on_off:int(0 1) | turns input on or off | ||
killed_griffen | murder:bool | sets if we killed griffen | ||
letterbox | start_stop:int(0 1) | starts or stops letterboxing | ||
lock_keys | key_name:string | locks keys out | ||
lose | (null) | lose this level | ||
m3_display_list | ||||
m3_display_set | ||||
m3_draw_engine_set | ||||
m3_engine_set | ||||
m3_geom_engine_set | ||||
m3_quality_set | ||||
make_corpse | corpse_name:string | makes a corpse | ||
message | message:string timer:int |
sends a message from the subtitle file | ||
message_remove | message:string | removes a currently displayed message | ||
movie_play | name:string | function to start a movie playing | ||
obj_create | obj_id:int obj_id:int |
creates a range of objects | ||
obj_force_draw | obj_id:int obj_id:int |
locks an object as visible | ||
obj_hide | obj_id:int obj_id:int |
hides an object | ||
obj_kill | obj_id:int obj_id:int |
kills a range of object | ||
obj_shade | obj_id:int obj_id:int r:float g:float b:float |
turns display of an object on or off | ||
obj_show | obj_id:int obj_id:int |
shows an object | ||
objective_complete | (null) | plays the objective | ||
objective_set | page:int make_silent:string ("silent") |
Sets the current objective page | ||
p3_callevent | ||||
p3_count | ||||
p3_daodan_disable | ||||
p3_dumpparticles | ||||
p3_killall | ||||
p3_killnearest | ||||
p3_printtags | ||||
p3_removedangerous | (null) | removes all "dangerous projectile" particles by making their lifetime expire | ||
p3_spawn | ||||
p3_startall | ||||
p3_stopall | ||||
p3_writeusedparticles | ||||
particle | ||||
particle_temp_kill | ||||
particle_temp_start | ||||
particle_temp_stop | ||||
perf_prefix | ||||
ph_status | ||||
playback | ai_name:string script_id:int film_name:string mode:string("fromhere" "interp") num_frames:int |
plays back a film | ||
playback_block | ai_name:string script_id:int film_name:string mode:string("fromhere" "interp") num_frames:int |
plays back a film and blocks until complete | ||
playback_debug | ||||
powerup_reset | (null) | resets all placed powerups to their starting points | ||
powerup_spawn | poweruptype:string flag:int |
creates a new powerup | ||
print_state | ||||
print_type | ||||
reset_mechanics | (null) | resets all level mechanics (triggers, turrets, consoles, etc...) to initial state | ||
restore_game | (null) | restores the game | ||
save_game | save_point:int type:string("autosave") |
saves the game | ||
sc_focus | ||||
script_reload | ||||
slowmo | duration:int | starts the slowmotion timer | ||
sound_ambient_start | name:string volume:float |
function to start an ambient sound | ||
sound_ambient_stop | name:string | function to stop an ambient sound | ||
sound_ambient_volume | name:string volume:float time:float |
function to set the volume of a playing ambient sound | ||
sound_dialog_play | name:string | function to start character dialog playing | ||
sound_dialog_play_block | name:string | function to start character dialog playing after the current dialog finishes | ||
sound_dialog_play_interrupt | name:string | function to interrupt the current character dialog and play a new one | ||
sound_impulse_play | name:string volume:float |
function plays an impulse sound | ||
sound_list_broken_links | ||||
sound_music_start | name:string volume:float |
function to start music playing | ||
sound_music_stop | name:string | function to stop playing music | ||
sound_music_volume | name:string volume:float time:float |
function to set the volume of playing music | ||
sound_objects_reset | (null) | reloads the sounds objects | ||
splash_screen | texture:string | displays a splash screen | ||
target_set | flag_id:int min_distance:float |
Sets the target to the specified flag | ||
text_console | ||||
timer_start | duration:float script:string |
starts the countdown timer | ||
timer_stop | (null) | stops the countdown timer | ||
tr_stop_lookup | ||||
tr_write_animation | ||||
tr_write_collection | ||||
tr_write_lookup | ||||
trig_activate | trigger_id:int | activates a trigger | ||
trig_deactivate | trigger_id:int | deactivates a trigger | ||
trig_hide | trigger_id:int | hides a trigger | ||
trig_reset | trigger_id:int | resets a trigger to non | ||
trig_show | trigger_id:int | shows a trigger | ||
trig_speed | trigger_id:int volume:float |
sets a triggers speed | ||
trigvolume_corpse | trig_id:int | kills all the corpses inside a trigger volume | ||
trigvolume_count | trig_id:int | counts the number of people in a trigger volume | ||
trigvolume_enable | name:string enable:int(0 1) type:string("all" "entry" "inside" "exit") |
enable or disable a trigger volume | ||
trigvolume_kill | trig_id:int | kills all the characters inside a trigger volume | ||
trigvolume_reset | name:string | reset a trigger volume to its level | ||
trigvolume_setscript | name:string script:string type:string("entry" "inside" "exit") |
set the script to call from a trigger volume | ||
trigvolume_trigger | name:string type:string("entry" "inside" "exit") ai_name:string script_id:int |
fire off a trigger volume | ||
turret_activate | turret_id:int | activates a turret | ||
turret_deactivate | turret_id:int | deactivates a turret | ||
turret_reset | turret_id:int | resets a turret to initial state | ||
ui_fill_element | element_name:string fill:int |
sets part of the HUD to completely filled | ||
ui_flash_element | element_name:string fill:int |
sets part of the HUD to flash or not flash | ||
ui_show_element | element_name:string show:int |
shows or hides part of the HUD | ||
ui_show_help | enable:int | debugging: enables the HUD help overlays | ||
unbind | input_name:string | removes a binding from a input function | ||
unbindall | (null) | removes all bindings | ||
weapon_reset | (null) | resets all unheld weapons to their starting state | ||
weapon_spawn | weapontype:string flag:int |
creates a new weapon | ||
where | ||||
who | ||||
win | (null) | win this level |