BSL:Functions
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Signature
Arguments
Put usage of brackets and commas here. Also tell about the weak syntax (with space as a separator).
Return value
Put usage of return here.
Declaration
Put usage of func here.
Multithreading
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Native functions
Note the following were originally compiled by ssg
Line structure: script command [parameter] - description - example
Parameter:
- parameter you have to use this parameter
- [parameter] IMO, this parameter is an option. You can use it or not.
- (null) type only the script command, nothing else
- no parameter given type the script command and add = 0 or = 1 (sometimes you can add higher numbers, f.e. cm_distance = 200)
- Commands surrounded with * An example, which I've tried and which works fine. (Examples without the *, you can find in the level scripts. If there is no example given, so either I've tested it, but there was no visible effect, or I haven't tested it, because I was to lazy or to stupid to understand the meaning of the command or something else;-)
- Commands surrounded with ** The same as above, but you have to activate the developer mode.
- Commands in this colour will not work on a Mac nor the PC demo version
ai2_
Commands which have an effect on all AIs:
- ai2_allpassive passive:int {0 | 1} - stops all AIs from thinking for themselves - ai2_allpassive 1
- ai2_blind - turns off the AI's visual sensing system - *ai2_blind = 1*
- ai2_boss_battle - enables AI boss-battle target selection - ai2_boss_battle = 1
- ai2_deaf - turns off the AI's sound sensing system - *ai2_deaf = 1*
- ai2_ignore_player - makes all AI ignore the player - ai2_ignore_player = 1
- ai2_spawnall (null) - spawns all AI, even those not initially present - *ai2_spawnall*
- ai2_stopignoring_count - set the number of events before the AI will stop ignoring
- ai2_stopignoring_time - set the delay timer before the AI forgets about ignored events
- ai2_takecontrol on_off:int {0 | 1} - makes the AI movement system take control of the player - ai2_takecontrol 1
Commands which have an effect on one AI:
- ai2_active [ai_name:string | script_id:int] - forces an AI into active mode
- ai2_attack [ai_name:string | script_id:int] [target_name:string | target_script_id:int] - forces an AI to attack another character - ai2_attack IntroNinja 0
- ai2_barabbas_retrievegun [ai_name:string | script_id:int] - makes barabbas retrieve his gun if it is lost - ai2_barabbas_retrievegun barabus
- ai2_barabbas_run - lets Barabbas run while carrying his gun
- ai2_chump (null) - creates a chump
- ai2_chump_stop - stops the chump
- ai2_comehere [ai_name:string | script_id:int] - tells an AI to come to the player
- ai2_doalarm [ai_name:string | script_id:int] [console_id:int] - tells an AI to run for an alarm - ai2_doalarm ambush_commguy_2 4 if the AI is passive, ai2_doalarm cannot be executed
- ai2_dopath [ai_name:string | script_id:int] path_name:string - tells an AI to run a particular path - ai2_dopath A_E3 patrol_49if the AI is passive, ai2_dopath cannot be executed
- ai2_followme [ai_name:string | script_id:int] - tells an AI to follow the player - ai2_followme s2_t05
- ai2_forget [ai_name:string | script_id:int] [forget_char:string] - makes one or all AIs forget they saw anything - ai2_forget Sec_Ambush_BOL_1
- ai2_idle [ai_name:string | script_id:int] - tells an AI to become idle - *ai2_idle A1_intro01*
- ai2_inactive [ai_name:string | script_id:int] - forces an AI into inactive mode
- ai2_kill [param1:string] [param2:string] - kills one or more AIs - ai2_kill ScanKerr01 // *ai2_kill*
- ai2_lookatchar [ai_name:string | script_id:int] [ai_name:string | script_id:int] - tells an AI to look at a character - *ai2_lookatchar 0 Barabus needs ai2_takecontrol 1 if Konoko should do that
- ai2_lookatme [ai_name:string | script_id:int] - tells an AI to look at the player - ai2_lookatme s2_t05
- ai2_makeaware [ai_name:string | script_id:int] [target_name:string | target_script_id:int] - makes an AI aware of another character - ai2_makeaware GrifElite04 char_0
- ai2_makeblind [ai_name:string | script_id:int] on_off:int{0 | 1} - makes a single AI blind - ai2_makeblind ShinShin 1
- ai2_makedeaf [ai_name:string | script_id:int] on_off:int{0 | 1} - makes a single AI deaf - ai2_makedeaf ShinShin 1
- ai2_makeignoreplayer [ai_name:string | script_id:int] on_off:int{0 | 1} - makes a single AI ignore the player - *ai2_makeignoreplayer ParkStriker 1
- ai2_movetoflag [ai_name:string | script_id:int] flag_id:int [setfacing:string{"setfacing"}] - tells an AI to move to a flag - *ai2_movetoflag 0 1091 needs ai2_takecontrol 1 if Konoko should do that
- ai2_neutralbehavior [ai_name:string | script_id:int] behavior:string - sets up an AI's neutral-interaction - *ai2_neutralbehavior neutral_3 none
- ai2_noncombatant [ai_name:string | script_id:int] non_combatant:int{0 | 1} - sets or clears an AI's non-combatant state - ai2_noncombatant A1_intro01 1
- ai2_panic [ai_name:string | script_id:int] timer:int - makes an AI panic or not panic - *ai2_panic A1_s_red02 300* I've tried ai2_panic A1_s_red02 300 ==> Oni crashed
- ai2_passive [ai_name:string | script_id:int] passive:int{0 | 1} - stops an AI from thinking for itself - ai2_passive Intro_Striker_4 1
- ai2_reset [reset_player:int] - resets AI as if start of level - *ai2_reset*
- ai2_setalert [ai_name:string | script_id:int] alert:string - sets the alert state of an AI - ai2_setalert Floor2_Striker_2 high (alert strings: lull, low, medium, high, combat)
- ai2_setjobstate [ai_name:string | script_id:int] - tells an AI to take its current state as its job - ai2_setjobstate E_Er34if the AI is passive, ai2_setjobstate cannot be executed
- ai2_setmovementmode [ai_name:string | script_id:int] mode:string - sets an AI's current movement mode - ai2_setmovementmode finalam_striker_1 walk (movement mode strings: creep, walk, walk_noaim, run, run_noaim)needs ai2_takecontrol 1 if Konoko should do that
- ai2_spawn ai_name:string [force_spawn:string{"force"}] - creates and starts an AI from a character object - ai2_spawn ambush_striker_2
- ai2_tripalarm - alarm_id:int [ai_name:string | script_id:int] - trips an alarm - ai2_tripalarm 2 0
chr_
Commands which have an effect on all characters:
- chr_active - enables character activity - *chr_active = 0*
- chr_aim_width - number of degress of aiming width
- chr_all_active - forces all characters to be active - *chr_all_active = 1*
- chr_auto_aim_arc - number of degress of auto aiming arc
- chr_auto_aim_dist - distance for auto aiming
- chr_big_head - Draws everyone with a big head - chr_big_head = 1
- chr_big_head_amount - Controls the size of the big head - *chr_big_head_amount = 5 needs chr_big_head = 1
- chr_block_angle - controls the angle at which the characters can block
- chr_corpse_fade_offscreen - makes corpses fade when they are offscreen
- chr_death_fade_frames - the number of game ticks until charaters fade over
- chr_death_fade_start - the number of game ticks until charaters begin to fade
- chr_disable_melee - turns off all melee damage
- chr_disable_visactive - disable visibility activation - *chr_disable_visactive = 1*
- chr_enable_collision - enables character collision - *chr_enable_collision = 0*
- chr_kill_all_ai (null) - kills all the AI
- chr_lod - forces a given lod if it is between 0 and 4
- chr_mini_me - decreases the size of the main character - *chr_mini_me = 1*
- chr_mini_me_amount - controls the size of the main character - *chr_mini_me_amount = 20* needs chr_mini_me = 1
- chr_pin_character - pins a character to the ground - *chr_pin_character = 1*
- chr_weapon_auto_aim - enables auto aiming
Commands which have an effect on one character:
- 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 0 KONOKOcycle_ride 500
- 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_animate_block 0 KONOKOlev11_cnsl_idle 300
- chr_boss_shield [ai_name:string | script_id:int] - turns on the boss shield for a character - chr_boss_shield OutroNinja
- chr_changeteam [ai_name:string | script_id:int] team_name:string - changes a character's team - chr_changeteam guard1 Syndicate team name strings: Konoko, TCTF, Syndicate, Neutral, SecurityGuard, RogueKonoko, Switzlerland, SyndicateAccessory
- chr_create script_id:int [start_create:string {"start"} | ] - creates a character from an ID of the AISA file - chr_create 1050 start
- chr_death_lock [ai_name:string | script_id:int] [on_off:int{0 | 1}] - this character will not die too much - chr_death_lock dum_hit_flash 1
- chr_delete [ai_name:string | script_id:int] - deletes a character - chr_delete liliput_striker_1
- chr_disarm chr_index:int - disarms a character or everyone
- chr_dontaim [ai_name:string | script_id:int] on_off:int{0 | 1} - disables the weapon variant for a character
- chr_envanim [ai_name:string | script_id:int] anim:string [norotation:string{"norotation"} | ] - plays an environment animation on a character - chr_envanim 111 OutroNinjaBox01 norotation
- 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_block 110 OutroNinjaBox01 norotation
- chr_envanim_stop [ai_name:string | script_id:int] - stops any environment animation on a character - chr_envanim_stop IntroNinja
- chr_facetoflag [ai_name:string | script_id:int] flag_id:int - snaps a character's facing to a flag's facing - chr_facetoflag IntroNinja 600
- chr_focus chr_index:int - Selects what character to control - *chr_focus 1*
- 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_forceholster IntroStriker02 1
- chr_freeze [ai_name:string | script_id:int] passive:int{0 | 1} - stops an AI from thinking for itself -*chr_freeze A1_intro01 1* [ai_name:string | script_id:int] = 0 don't work
- chr_full_health [ai_name:string | script_id:int] - sets a characters health to full by script id - chr_full_health 0
- chr_givepowerup [ai_name:string | script_id:int] powerup:string [amount:int] - gives a character a powerup -*chr_givepowerup 0 ammo 1* powerup strings: ammo, cell, hypo, shield (in percent), invis (invisibility in 1/60 seonds), lsi
- chr_giveweapon [ai_name:string | script_id:int] weapon_name:string - gives a character a new weapon - chr_giveweapon 0 w1_tap weapon strings: w1_tap, w2_sap, w3_phr, w4_psm, w5_sbg, w6_vdg, w7_scc, w8_mbo, w9_scr, w10_sni, w11_ba1
- chr_has_empty_weapon [ai_name:string | script_id:int] - returns if this character is holding a weapon that is empty - chr_has_empty_weapon(char_0)
- chr_has_lsi [ai_name:string | script_id:int] - records that the character has the lsi - chr_has_lsi(0)
- chr_health chr_index:int [hit_points:int] - sets character's health - *chr_health 0 300*
- 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_inv_reset ambush_tanker_1a
- chr_invincible [ai_name:string | script_id:int] [on_off:int{0 | 1}] - makes a character invincible - chr_invincible char_0 1
- chr_is_player [ai_name:string | script_id:int] - returns if this character is the player - chr_is_player(character)
- chr_location chr_index:int [loc_x:float loc_y:float loc_z:float] - Sets the location of any character -*chr_location 0 100 100 100*
- chr_location_settocamera chr_index:int - Sets the location of any character to the camera location -*chr_location_settocamera 1*
- chr_lock_active [ai_name:string | script_id:int] - locks the character active - chr_lock_active IntroMuro
- chr_neutral [ai_name:string | script_id:int] passive:int{0 | 1} - stops an AI from thinking for itself - chr_neutral ParkStriker 1
- chr_nocollision [ai_name:string | script_id:int] on_off:int{0 | 1} - disables collision for a character - chr_nocollision 0 1
- chr_pain [ai_name:string | script_id:int] pain_type:string - forces a character to play a pain sound pain type strings: light, medium, heavy, death
- chr_peace [ai_name:string | script_id:int] - turns off fight mode - chr_peace 0
- 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_poison [ai_name:string | script_id:int] damage:int interval:int [initial_interval:int] - slowly poisons a character - chr_poison (konoko, 10, 60, 90);
- chr_set_health [ai_name:string | script_id:int] hit_points:int - sets a characters health by script id - chr_set_health dum_hit_flash 50
- chr_shadow [ai_name:string | script_id:int] [on_off:int{0 | 1}] - turns of the shadow for this character - chr_shadow ZomShin 1
- chr_super [ai_name:string | script_id:int] super_amount:float - set's a character's super value - chr_super 0 1
- 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_talk victim_mansci_1 c02_62_11sci 0 0
- chr_teleport [ai_name:string | script_id:int] flag_id:int - teleports a character to a flag - chr_teleport 0 105
- 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_unkillable A1_intro01 1*
- 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_unstoppable IntroMuro 1
- 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_animation 0 KONSPRrun_lt KONSPRrun_rt
- chr_wait_animstate [ai_name:string | script_id:int] [anim_name:string] - waits for a character to reach a specific animation state - chr_wait_animstate 0 run_slide
- chr_wait_animtype [ai_name:string | script_id:int] [anim_name:string] - waits for a character to play a specific animation type - chr_wait_animtype 0 jump
- chr_wait_health [ai_name:string | script_id:int] health_amount:float - waits until a character's health falls below a value - chr_wait_health Muro 200
- 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_weapon_immune(vat_bot_1); // *chr_weapon_immune 0*
cinematic_
- 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_start (MUROtalking, 180, 180, 15, 1, 15, false)
- cinematic_stop bitmap_name:string end:int velocity:float - stop the display of a cinematic insert - cinematic_stop (KONtalkangryfront, 16, 20)
- cinematic_xoffset - offset from the vertical edge of the screen for the cinematic insert
- cinematic_yoffset - offset from the horizontal edge of the screen for the cinematic insert
cm_
- cm_anim cam_spec:string{"move" | "look" | "both"} anim_name:string - initiates a camera animation - cm_anim both OutroCam03
- cm_anim_block cam_spec:string{"move" | "look" | "both"} anim_name:string - initiates a camera animation - *cm_anim_block both OutroCam04
- cm_barabus [ai_name:string | script_id:int] away:float up:float time:int - special camera for barabus
- cm_canter_unarmed - camera canter - *cm_canter_unarmed = 30*
- cm_canter_weapon - camera canter
- cm_detach (null) - detaches the camera - cm_detach
- cm_distance - camera distance - *cm_distance = 200*
- cm_height - camera height - *cm_height = 50*
- cm_interpolate cam_name:string num_frames:int - initiates a camera interpolation - cm_interpolate GrifCam01 180
- cm_interpolate_block anim_name:string num_frames:int - initiates a camera interpolation - cm_interpolate_block OutroCam05 180
- cm_jello mode:int {0 | 1} - toggles camera Jello(tm) mode - cm_jello 1 if cm_jello 0, the walls aren't transparent any longer
- cm_jello_amt - sets the transparency of walls - *cm_jello_amt = 50*
- cm_jello_radius - !no description!
- cm_lookspring_percent - at what percent of lookspring fight mode turns off
- cm_orbit speed:float [stopangle:float] - puts the camera in orbit mode - cm_orbit .1
- cm_orbit_block speed:float [stopangle:float] - puts the camera in orbit mode - *cm_orbit_block 2 180*
- cm_plane_test - jello camera plane test
- cm_reset [maxspeed:float] [maxFocalAccel:float] - resets the camera - cm_reset
- cm_wait (null) - makes the camera wait until it is no longer busy - cm_wait
console_
- console_activate console_id:int - activates a console - console_activate 14
- console_deactivate console_id:int - deactivates a console - console_deactivate 5
- console_reset console_id:int - resets a console to initial state - console_reset 7 text_console name:string - Turns on the text console display - text_console level_6d