Active characters are ones that can be collided with, attacked, etc. An active character can be passive or not passive (see next commands). It is normal for characters to become inactive when they have not been drawn (i.e., have not been on-screen) for a while. Thus, using chr_all_active or chr_draw_all_characters to force all characters to be evaluated as active is an unusual measure that is not to be taken lightly. Those two variables might in fact only have been useful for Oni's developers. Set chr_disable_visactive to true to avoid making characters active simply because they are being drawn. chr_lock_active obviously prevents a character from automatically going inactive, and chr_unlock_active removes the lock.
Passive status
void
bool
ai2_allpassive(
passive
);
default: --
false
void
string or int
bool
ai2_passive(
ai_name or script_id,
passive
);
default: --
--
false
void
string or int
bool
chr_freeze(
ai_name or script_id,
passive
);
default: --
--
false
void
string or int
bool
chr_neutral(
ai_name or script_id,
passive
);
default: --
--
false
Passive is not the opposite of active (see above). Even when passive, an AI can still be active. However, when these functions are passed "true" for "passive", the specified AI (or all AIs, with ai2_allpassive) will stop all "intelligent" activity (melee, gunfights, pursuit), but passive AIs will still patrol. Since the default value for "passive" is 0, you don't need to pass anything for that argument to make an AI non-passive again; i.e., "ai2_allpassive();" turns off passiveness for all AIs. chr_freeze and chr_neutral are simply aliases for ai2_passive.
Alert status
void
string or int
string
ai2_setalert(
ai_name or script_id,
alert
);
default: --
--
--
Set AI's alert level. The argument "alert" can be "lull", "low", "medium", "high", "combat".
void
string or int
chr_peace(
ai_name or script_id
);
default: --
--
Turns off fighting animation pose (used in cutscenes).