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].

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. ?? ??