BSL:Variables
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Declaration
Put usage of var here. Link to OSL data types
Assignment
Put usage of = here.
Native variables
All the native OSL variables should be listed here, in alphabetical order. Please expand.
The missing stuff is everything from the Developer Script Commands section of ssg's list (variables only, of course; functions go HERE).
- Color
- Gray : available only on PC retail and beta 4 or earlier
- (although there are a few differences between PC retail and beta 4... oh well...)
- Default value
- Bold : reset by engine at level load (not reflected by the table yet)
Type | Name | Default value | Comment | Tested |
---|---|---|---|---|
bool | ai2_blind | 0 | turns off the AI's visual sensing system | OK |
bool | ai2_boss_battle | 0 | enables AI boss-battle target selection | ?? |
bool | ai2_deaf | 0 | turns off the AI's sound sensing system | OK |
int32 | ai2_debug_localmove_lines | 20 | number of lines to cast to debug local-movement code | ?? |
bool | ai2_ignore_player | 0 | makes all AI ignore the player | OK |
int32 | ai2_stopignoring_count | 6 | number of events before the AI will stop ignoring | ?? |
int32 | ai2_stopignoring_time | 240 | time before the AI forgets about ignored events, in frames | ?? |
bool | am_hit_everything | 0 | makes the laser pointer hit all objects | ?? |
bool | am_invert | ... | inverts aiming | OK |
bool | chr_active | 1 | enables character activity | OK |
float | chr_aim_width | 70. | width of the aiming arc, in degrees | OK |
bool | chr_all_active | 0 | forces all characters to be active | OK |
float | chr_auto_aim_arc | 90. | width of the auto aiming arc, in degrees | OK |
float | chr_auto_aim_dist | 40. | threshold distance for auto aiming, in world units | OK |
bool | chr_big_head | 0 | enables custom head size factor for all characters | OK |
float | chr_big_head_amount | 4. | custom head size factor for all characters | OK |
float | chr_block_angle | 20. | width of the blocking angle, in degrees | OK |
bool | chr_corpse_fade_offscreen | 1 | makes characters fade to corpses when offscreen | ?? |
int32 | chr_death_fade_frames | 180 | time over which characters fade to corpses, in frames | ?? |
int32 | chr_death_fade_start | 7200 | time until characters fade to corpses, in frames | ?? |
bool | chr_debug_aiming_screen | 0 | enables dumping of aiming screen events to console | OK |
bool | chr_disable_melee | 0 | turns off all melee damage | ?? |
bool | chr_disable_visactive | 0 | disables visibility activation | OK |
bool | chr_draw_aiming_vector | 0 | enables drawing of the aiming vector | OK |
bool | chr_enable_collision | 1 | enables character collision | OK |
int32 | chr_lod | -1 | character LOD (-1 = AUTO, 0 = xlow, ..., 4 = xhigh) | OK |
bool | chr_mini_me | 0 | enables custom size factor for the main character | OK |
float | chr_mini_me_amount | 0.5 | custom size factor for the main character | OK |
bool | chr_pin_character | 0 | pins all characters (freezes coordinates) | OK |
bool | chr_weapon_auto_aim | 1 | enables auto aiming | OK |
float | cinematic_xoffset | 20. | offset from the vertical edge of the screen for the cinematic insert | ?? |
float | cinematic_yoffset | 65. | offset from the horizontal edge of the screen for the cinematic insert | ?? |
float | cm_canter_unarmed | 7. | camera canter in melee, in degrees | OK |
float | cm_canter_weapon | 8. | camera canter when aiming, in degrees | OK |
float | cm_distance | 33. | camera distance to target, in world units | OK |
float | cm_height | 15. | camera target height to feet, in world units | OK |
int32 | cm_jello_amt | 20 | percentage of wall transparency in Jello mode | OK |
float | cm_jello_radius | 12. | radius of effect of Jello mode | OK |
float | cm_lookspring_percent | 0.5 | percentage of lookspring at which fight mode turns off | ?? |
bool | cm_plane_test | 1 | enables plane test for Jello camera | ?? |
bool | door_ignore_locks | 0 | disables all door locks | OK |
bool | env_collision | 1 | enables environment collision | ?? |
bool | gl_disable_depth_reads | 0 | disables depth reads | ?? |
float | gl_fog_start | 0.975 | fog start | OK |
float | gl_fog_end | 1. | fog end | OK |
float | gl_fog_green | 0.25 | amount of green fog (0 - 1) | OK |
float | gl_fog_blue | 0.25 | amount of blue fog (0 - 1) | OK |
float | gl_fog_red | 0.25 | amount of red fog (0 - 1) | OK |
bool | gs_show_corpses | 1 | enables drawing of corpses | OK |
bool | gs_show_ui | 1 | enables Head-Up Display | OK |
bool | invincible | 0 | makes player invincible | OK |
bool | marketing_line_off | 0 | turns the laser sight off | OK |
bool | omnipotent | 0 | makes player omnipotent | OK |
int32 | save_point | ... | which save point we are on | OK |
float | target_max_distance | 75000. | distance to objective over which the radar arc changes size, in world units | OK |
bool | ui_suppress_prompt | 0 | suppresses HUD prompting about new objectives or moves | OK |
bool | unstoppable | 0 | makes player unstoppable | OK |
bool | wait_for_key | 0 | makes the game wait for a key before level load | OK |
bool | wp_disable_fade | 0 | disables weapon fading | OK |
int32 | wp_fadetime | 360 | free time for powerups | ?? |
bool | wp_force_half_scale | 0 | ?? | ?? |
bool | wp_force_no_scale | 0 | ?? | ?? |
bool | wp_force_scale | 0 | ?? | ?? |
int32 | wp_hypostrength | 25 | strength of hypo spray (in per cent of full health) | OK |
bool | wp_kickable | 0 | lets everyone but the player collide with weapons | OK |
float | wp_pow_adjustment | 0.3 | ?? | ?? |
float | wp_scale_adjustment | 1. | ?? | ?? |