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Type | Name | Arguments | Comment | Tested |
---|---|---|---|---|
ai2_active | ai_name:string script_id:int |
forces an AI into active mode | OK | |
ai2_allpassive | passive:int (0 1) |
stops all AIs from thinking for themselves | OK | |
ai2_attack | ai_name:string script_id:int target_name:string target_script_id:int |
forces an AI to attack another character | OK | |
ai2_barabbas_retrievegun | ai_name:string script_id:int |
makes barabbas retrieve his gun if it is lost | OK | |
ai2_chump | (null) | creates a chump | OK | |
ai2_comehere | ai_name:string script_id:int |
tells an AI to come to the player | OK | |
ai2_debug_makesound | OK | |||
ai2_doalarm | ai_name:string script_id:int console_id:int |
tells an AI to run for an alarm | OK | |
ai2_dopath | ai_name:string script_id:int path_name:string |
tells an AI to run a particular path | OK | |
ai2_findconnections | OK | |||
ai2_followme | ai_name:string script_id:int |
tells an AI to follow the player | OK | |
ai2_forget | ai_name:string script_id:int forget_char:string |
makes one or all AIs forget they saw anything | OK | |
ai2_idle | ai_name:string script_id:int |
tells an AI to become idle | OK | |
ai2_inactive | ai_name:string script_id:int |
forces an AI into inactive mode | OK | |
ai2_kill | param1:string param2:string |
kills one or more AIs | OK | |
ai2_lookatchar | ai_name:string script_id:int ai_name:string script_id:int |
tells an AI to look at a character | OK | |
ai2_lookatme | ai_name:string script_id:int |
tells an AI to look at the player | OK | |
ai2_makeaware | ai_name:string script_id:int target_name:string target_script_id:int |
makes an AI aware of another character | OK | |
ai2_makeblind | ai_name:string script_id:int on_off:int(0 1) |
makes a single AI blind | OK | |
ai2_makedeaf | ai_name:string script_id:int on_off:int(0 1) |
makes a single AI deaf | OK | |
ai2_makeignoreplayer | ai_name:string script_id:int on_off:int(0 1) |
makes a single AI ignore the player | OK | |
ai2_movetoflag | ai_name:string script_id:int flag_id:int setfacing:string("setfacing") |
tells an AI to move to a flag | OK | |
ai2_neutralbehavior | ai_name:string script_id:int behavior:string |
sets up an AI's neutral | OK | |
ai2_noncombatant | ai_name:string script_id:int non_combatant:int(0 1) |
sets or clears an AI's non | OK | |
ai2_panic | ai_name:string script_id:int timer:int |
makes an AI panic or not panic | OK | |
ai2_passive | ai_name:string script_id:int passive:int(0 1) |
stops an AI from thinking for itself | OK | |
ai2_pathdebugsquare | OK | |||
ai2_printbnvindex | OK | |||
ai2_report | OK | |||
ai2_report_verbose | OK | |||
ai2_reset | reset_player:int | resets AI as if start of level | OK | |
ai2_set_handlesilent_error | OK | |||
ai2_set_logerror | OK | |||
ai2_set_reporterror | OK | |||
ai2_setalert | ai_name:string script_id:int alert:string |
sets the alert state of an AI | OK | |
ai2_setjobstate | ai_name:string script_id:int |
tells an AI to take its current state as its job | OK | |
ai2_setmovementmode | ai_name:string script_id:int mode:string |
sets an AI's current movement mode | OK | |
ai2_showmem | OK | |||
ai2_skill_bestangle | OK | |||
ai2_skill_decay | OK | |||
ai2_skill_delaymax | OK | |||
ai2_skill_delaymin | OK | |||
ai2_skill_error | OK | |||
ai2_skill_inaccuracy | OK | |||
ai2_skill_recoil | OK | |||
ai2_skill_revert | OK | |||
ai2_skill_save | OK | |||
ai2_skill_select | OK | |||
ai2_skill_show | OK | |||
ai2_spawn | ai_name:string force_spawn:string("force") |
creates and starts an AI from a character object | OK | |
ai2_spawnall | (null) | spawns all AI, even those not initially present | OK | |
ai2_takecontrol | on_off:int (0 1) |
makes the AI movement system take control of the player | OK | |
ai2_tripalarm | alarm_id:int ai_name:string script_id:int | OK | ||
begin_cutscene | string flag | begins a cutscene | OK | |
bind | input_name:string to:string("to") input_function:string |
binds an input to a function | OK | |
chr_animate | ai_name:string script_id:int anim_name:string num_frames:int interp_frames:int |
plays an animation on a character | OK | |
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 | OK | |
chr_boss_shield | ai_name:string script_id:int |
turns on the boss shield for a character | OK | |
chr_changeteam | ai_name:string script_id:int team_name:string |
changes a character's team | OK | |
chr_create | script_id:int start_create:string ("start") |
creates a character from an ID of the AISA file | OK | |
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 | OK | |
chr_delete | ai_name:string script_id:int |
deletes a character | OK | |
chr_disarm | chr_index:int | disarms a character or everyone | OK | |
chr_display_combat_stats | ||||
chr_dontaim | ai_name:string script_id:int on_off:int(0 1) |
disables the weapon variant for a character | OK | |
chr_draw_dot | ||||
chr_envanim | ai_name:string script_id:int anim:string norotation:string("norotation") |
plays an environment animation on a character | OK | |
chr_envanim_block | ai_name:string script_id:int anim:string norotation:string("norotation") |
plays an environment animation on a character and blocks | OK | |
chr_envanim_stop | ai_name:string script_id:int |
stops any environment animation on a character | OK | |
chr_facetoflag | ai_name:string script_id:int flag_id:int |
snaps a character's facing to a flag's facing | OK | |
chr_focus | chr_index:int | Selects what character to control | OK | |
chr_forceholster | ai_name:string script_id:int holster:int(0 1) force_draw:int(0 1) |
forces a character to holster their weapon | OK | |
chr_freeze | ai_name:string script_id:int passive:int(0 1) |
stops an AI from thinking for itself | OK | |
chr_full_health | ai_name:string script_id:int |
sets a characters health to full by script id | OK | |
chr_givepowerup | ai_name:string script_id:int powerup:string amount:int |
gives a character a powerup | OK | |
chr_giveweapon | ai_name:string script_id:int weapon_name:string |
gives a character a new weapon | OK | |
chr_has_empty_weapon | ai_name:string script_id:int |
returns if this character is holding a weapon that is empty | OK | |
chr_has_lsi | ai_name:string script_id:int |
records that the character has the lsi | OK | |
chr_health | 1. int chr_index 2. int hit_points |
sets character's health | OK | |
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 | OK | |
chr_inv_reset | ai_name:string script_id:int |
clears a characters inventory | OK | |
chr_invincible | ai_name:string script_id:int on_off:int(0 1) |
makes a character invincible | OK | |
chr_is_player | ai_name:string script_id:int |
returns if this character is the player | OK | |
chr_kill_all_ai | (null) | kills all the AI | OK | |
chr_location | chr_index:int loc_x:float loc_y:float loc_z:float |
Sets the location of any character | OK | |
chr_location_settocamera | chr_index:int | Sets the location of any character to the camera location | OK | |
chr_lock_active | ai_name:string script_id:int |
locks the character active | OK | |
chr_main_class | ||||
chr_neutral | ai_name:string script_id:int passive:int(0 1) |
stops an AI from thinking for itself | OK | |
chr_nocollision | ai_name:string script_id:int on_off:int(0 1) |
disables collision for a character | OK | |
chr_pain | ai_name:string script_id:int pain_type:string |
forces a character to play a pain sound | OK | |
chr_peace | ai_name:string script_id:int |
turns off fight mode | OK | |
chr_playback | ai_name:string script_id:int film_name:string mode:string("fromhere" "interp") num_frames:int |
plays back a film | OK | |
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 | OK | |
chr_playback_debug | ||||
chr_poison | ai_name:string script_id:int damage:int interval:int initial_interval:int |
slowly poisons a character | OK | |
chr_set_class | ||||
chr_set_health | ai_name:string script_id:int hit_points:int |
sets a characters health by script id | OK | |
chr_shadow | ai_name:string script_id:int on_off:int(0 1) |
turns of the shadow for this character | OK | |
chr_super | ai_name:string script_id:int super_amount:float |
set's a character's super value | OK | |
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 | OK | |
chr_teleport | ai_name:string script_id:int flag_id:int |
teleports a character to a flag | OK | |
chr_ultra_mode | ai_name:string script_id:int on_off:int(0 1) |
enables ultra mode for a character | OK | |
chr_unkillable | ai_name:string script_id:int on_off:int(0 1) |
makes a character unkillable | OK | |
chr_unlock_active | ai_name:string script_id:int |
unlocks the character active | OK | |
chr_unstoppable | ai_name:string script_id:int on_off:int(0 1) |
makes a character unstoppable | OK | |
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) | OK | |
chr_wait_animation | ai_name:string script_id:int anim_name:string |
waits for a character to play a specific animation | OK | |
chr_wait_animstate | ai_name:string script_id:int anim_name:string |
waits for a character to reach a specific animation state | OK | |
chr_wait_animtype | ai_name:string script_id:int anim_name:string |
waits for a character to play a specific animation type | OK | |
chr_wait_health | ai_name:string script_id:int health_amount:float |
waits until a character's health falls below a value | OK | |
chr_weapon | chr_index:int weapon_name:string weapon_num:int |
sets the weapon for a give character | OK | |
chr_weapon_immune | ai_name:string script_id:int |
makes a character weapon immune | OK | |
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 | OK | |
cinematic_stop | bitmap_name:string end:int velocity:float |
stop the display of a cinematic insert | OK | |
cm_anim | cam_spec:string("move" "look" "both") anim_name:string |
initiates a camera animation | OK | |
cm_anim_block | cam_spec:string("move" "look" "both") anim_name:string |
initiates a camera animation | OK | |
cm_barabus | ai_name:string script_id:int away:float up:float time:int |
special camera for barabus | OK | |
cm_detach | (null) | detaches the camera | OK | |
cm_interpolate | cam_name:string num_frames:int |
initiates a camera interpolation | OK | |
cm_interpolate_block | anim_name:string num_frames:int |
initiates a camera interpolation | OK | |
cm_jello | mode:int (0 1) |
toggles camera Jello(tm) mode | OK | |
cm_orbit | speed:float stopangle:float |
puts the camera in orbit mode | OK | |
cm_orbit_block | speed:float stopangle:float |
puts the camera in orbit mode | OK | |
cm_reset | maxspeed:float maxFocalAccel:float |
resets the camera | OK | |
cm_wait | (null) | makes the camera wait until it is no longer busy | OK | |
co_show_all | ||||
co_toggle_text | ||||
console_activate | console_id:int | activates a console | OK | |
console_deactivate | console_id:int | deactivates a console | OK | |
console_print | ||||
console_reset | console_id:int | resets a console to initial state | OK | |
corpse_reset | (null) | resets corpses to their initial state | OK | |
crash | ||||
cutscene_sync | (null) | marks a point in a cutscene | OK | |
debug_env_anim | ||||
diary_page_unlock | page:int | unlocks a specific diary page on the current level | OK | |
did_kill_griffen | (null) | returns if we did kill griffen | OK | |
difficulty | (null) | returns the difficulty level | OK | |
dmsg | astring:string | debugging message | OK | |
door_close | door_id:int | closes a door (may not stay open) | OK | |
door_jam | door_id:int | jams a door in its current state | OK | |
door_lock | door_id:int | locks a door | OK | |
door_open | door_id:int | opens a door (may not stay open) | OK | |
door_unjam | door_id:int | unjams a door so characters can open it | OK | |
door_unlock | door_id:int | unlocks a door | OK | |
dprint | ||||
dump_docs | ||||
end_cutscene | (null) | ends a cutscene | OK | |
env_anim | obj_id:int obj_id:int |
initiates an environment animation for an object | OK | |
env_anim_block | obj_id:int obj_id:int |
initiates an environment animation: blocks until completed | OK | |
env_broken | gq_ref:int gq_endref:int |
computes the number of objects in a range that have all their glass broken | OK | |
env_setanim | obj_id:int object_name:string |
sets up an animation for an object | OK | |
env_setanim_block | obj_id:int object_name:string |
sets up an animation: blocks until completed | OK | |
env_shade | gq_ref:int gq_ref:int r:float g:float b:float |
sets the shade of a block of objects | OK | |
env_show | gq_ref:int on_off:int(0 1) |
turns on or off specified parts of the environment | OK | |
env_texswap | gq_start:int tex_name:string |
swaps an environment texture | OK | |
fade_in | ticks:int | fades the screen in | OK | |
fade_out | r:float r:int g:float g:int b:float b:int ticks:int |
fades the screen out | OK | |
fall_back | (null) | makes the player character fall back | OK | |
fall_front | (null) | makes the player character fall front | OK | |
flag_view_prefix | ||||
give_powerup | powerup_name:string amount:int character:int |
Gives a powerup to a character | OK | |
gl_fog_end_changeto | end_val:float frames:int |
changes the fog end distance smoothly | OK | |
gl_fog_start_changeto | start_val:float frames:int |
changes the fog start distance smoothly | OK | |
goto | loc_x:float loc_y:float loc_z:float |
Sets the location of the player character | OK | |
gs_farclipplane_set | plane:float | sets the far clipping plane | OK | |
gs_fov_set | fov_degrees:float | sets the field of view | OK | |
hang | ||||
input | on_off:int(0 1) | turns input on or off | OK | |
killed_griffen | murder:bool | sets if we killed griffen | OK | |
letterbox | start_stop:int(0 1) | starts or stops letterboxing | OK | |
lock_keys | key_name:string | locks keys out | OK | |
lose | (null) | lose this level | OK | |
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 | OK | |
message | message:string timer:int |
sends a message from the subtitle file | OK | |
message_remove | message:string | removes a currently displayed message | OK | |
movie_play | name:string | function to start a movie playing | OK | |
obj_create | obj_id:int obj_id:int |
creates a range of objects | OK | |
obj_force_draw | obj_id:int obj_id:int |
locks an object as visible | OK | |
obj_hide | obj_id:int obj_id:int |
hides an object | OK | |
obj_kill | obj_id:int obj_id:int |
kills a range of object | OK | |
obj_shade | obj_id:int obj_id:int r:float g:float b:float |
turns display of an object on or off | OK | |
obj_show | obj_id:int obj_id:int |
shows an object | OK | |
objective_complete | (null) | plays the objective | OK | |
objective_set | page:int make_silent:string ("silent") |
Sets the current objective page | OK | |
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 | OK | |
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 | OK | |
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 | OK | |
playback_debug | ||||
powerup_reset | (null) | resets all placed powerups to their starting points | OK | |
powerup_spawn | poweruptype:string flag:int |
creates a new powerup | OK | |
print_state | ||||
print_type | ||||
reset_mechanics | (null) | resets all level mechanics (triggers, turrets, consoles, etc...) to initial state | OK | |
restore_game | (null) | restores the game | OK | |
save_game | save_point:int type:string("autosave") |
saves the game | OK | |
sc_focus | ||||
script_reload | ||||
slowmo | duration:int | starts the slowmotion timer | OK | |
sound_ambient_start | name:string volume:float |
function to start an ambient sound | OK | |
sound_ambient_stop | name:string | function to stop an ambient sound | OK | |
sound_ambient_volume | name:string volume:float time:float |
function to set the volume of a playing ambient sound | OK | |
sound_dialog_play | name:string | function to start character dialog playing | OK | |
sound_dialog_play_block | name:string | function to start character dialog playing after the current dialog finishes | OK | |
sound_dialog_play_interrupt | name:string | function to interrupt the current character dialog and play a new one | OK | |
sound_impulse_play | name:string volume:float |
function plays an impulse sound | OK | |
sound_list_broken_links | ||||
sound_music_start | name:string volume:float |
function to start music playing | OK | |
sound_music_stop | name:string | function to stop playing music | OK | |
sound_music_volume | name:string volume:float time:float |
function to set the volume of playing music | OK | |
sound_objects_reset | (null) | reloads the sounds objects | OK | |
splash_screen | texture:string | displays a splash screen | OK | |
target_set | flag_id:int min_distance:float |
Sets the target to the specified flag | OK | |
text_console | ||||
timer_start | duration:float script:string |
starts the countdown timer | OK | |
timer_stop | (null) | stops the countdown timer | OK | |
tr_stop_lookup | ||||
tr_write_animation | ||||
tr_write_collection | ||||
tr_write_lookup | ||||
trig_activate | trigger_id:int | activates a trigger | OK | |
trig_deactivate | trigger_id:int | deactivates a trigger | OK | |
trig_hide | trigger_id:int | hides a trigger | OK | |
trig_reset | trigger_id:int | resets a trigger to non | OK | |
trig_show | trigger_id:int | shows a trigger | OK | |
trig_speed | trigger_id:int volume:float |
sets a triggers speed | OK | |
trigvolume_corpse | trig_id:int | kills all the corpses inside a trigger volume | OK | |
trigvolume_count | trig_id:int | counts the number of people in a trigger volume | OK | |
trigvolume_enable | name:string enable:int(0 1) type:string("all" "entry" "inside" "exit") |
enable or disable a trigger volume | OK | |
trigvolume_kill | trig_id:int | kills all the characters inside a trigger volume | OK | |
trigvolume_reset | name:string | reset a trigger volume to its level | OK | |
trigvolume_setscript | name:string script:string type:string("entry" "inside" "exit") |
set the script to call from a trigger volume | OK | |
trigvolume_trigger | name:string type:string("entry" "inside" "exit") ai_name:string script_id:int |
fire off a trigger volume | OK | |
turret_activate | turret_id:int | activates a turret | OK | |
turret_deactivate | turret_id:int | deactivates a turret | OK | |
turret_reset | turret_id:int | resets a turret to initial state | OK | |
ui_fill_element | element_name:string fill:int |
sets part of the HUD to completely filled | OK | |
ui_flash_element | element_name:string fill:int |
sets part of the HUD to flash or not flash | OK | |
ui_show_element | element_name:string show:int |
shows or hides part of the HUD | OK | |
ui_show_help | enable:int | debugging: enables the HUD help overlays | OK | |
unbind | input_name:string | removes a binding from a input function | OK | |
unbindall | (null) | removes all bindings | OK | |
weapon_reset | (null) | resets all unheld weapons to their starting state | OK | |
weapon_spawn | weapontype:string flag:int |
creates a new weapon | OK | |
where | ||||
who | ||||
win | (null) | win this level | OK |