BSL:Variables: Difference between revisions

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Put usage of '''=''' here.
Put usage of '''=''' here.
==Native variables==
==Native variables==
All the native OSL variables should be listed here (or in OSL:Variables/native) grouped by effect or lack thereof.
All the native OSL variables should be listed here, in alphabetical order. Please expand.
===ai2_===
 
===chr_===
The missing stuff is everything from the [http://www6.fh-eberswalde.de/user/dkriesch/onistuff/commands.htm#dsc Developer Script Commands] section of [ ssg's list].
===gs_===
 
===gl_===
;Color
etc...
: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)
{|border=1 cellspacing=0 cellpadding=1
!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
|-bgcolor="silver"
|bool||chr_active||1||enables character activity||OK
|-bgcolor="silver"
|float||chr_aim_width||70.||width of the aiming arc, in degrees||OK
|-bgcolor="silver"
|bool||chr_all_active||0||forces all characters to be active||OK
|-bgcolor="silver"
|float||chr_auto_aim_arc||90.||width of the auto aiming arc, in degrees||OK
|-bgcolor="silver"
|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
|-bgcolor="silver"
|float||chr_big_head_amount||4.||custom head size factor for all characters||OK
|-bgcolor="silver"
|float||chr_block_angle||20.||width of the blocking angle, in degrees||OK
|-bgcolor="silver"
|bool||chr_corpse_fade_offscreen||1||makes characters fade to corpses when offscreen||??
|-bgcolor="silver"
|int32||chr_death_fade_frames||180||time over which characters fade to corpses, in frames||??
|-bgcolor="silver"
|int32||chr_death_fade_start||7200||time until characters fade to corpses, in frames||??
|-bgcolor="silver"
|bool||chr_debug_aiming_screen||0||enables dumping of aiming screen events to '''console'''||OK
|-bgcolor="silver"
|bool||chr_disable_melee||0||turns off all melee damage||??
|-bgcolor="silver"
|bool||chr_disable_visactive||0||disables visibility activation||OK
|-bgcolor="silver"
|bool||chr_draw_aiming_vector||0||enables drawing of the aiming vector||OK
|-bgcolor="silver"
|bool||chr_enable_collision||1||enables character collision||OK
|-bgcolor="silver"
|int32||chr_lod||-1||character LOD (-1 = AUTO, 0 = xlow, ..., 4 = xhigh)||OK
|-bgcolor="silver"
|bool||chr_mini_me||0||enables custom size factor for the main character||OK
|-bgcolor="silver"
|float||chr_mini_me_amount||0.5||custom size factor for the main character||OK
|-bgcolor="silver"
|bool||chr_pin_character||0||pins all characters (freezes coordinates)||OK
|-bgcolor="silver"
|bool||chr_weapon_auto_aim||1||enables auto aiming||OK
|-bgcolor="silver"
|float||cinematic_xoffset||20.||offset from the vertical edge of the screen for the cinematic insert||??
|-bgcolor="silver"
|float||cinematic_yoffset||65.||offset from the horizontal edge of the screen for the cinematic insert||??
|-bgcolor="silver"
|float||cm_canter_unarmed||7.||camera canter in melee, in degrees||OK
|-bgcolor="silver"
|float||cm_canter_weapon||8.||camera canter when aiming, in degrees||OK
|-bgcolor="silver"
|float||cm_distance||33.||camera distance to target, in world units||OK
|-bgcolor="silver"
|float||cm_height||15.||camera target height to feet, in world units||OK
|-bgcolor="silver"
|int32||cm_jello_amt||20||percentage of wall transparency in [[Jello]] mode||OK
|-bgcolor="silver"
|float||cm_jello_radius||12.||radius of effect of [[Jello]] mode||OK
|-bgcolor="silver"
|float||cm_lookspring_percent||0.5||percentage of lookspring at which fight mode turns off||??
|-bgcolor="silver"
|bool||cm_plane_test||1||enables plane test for [[Jello]] camera||??
|-bgcolor="silver"
|bool||door_ignore_locks||0||disables all door locks||OK
|-bgcolor="silver"
|bool||env_collision||1||enables environment collision||??
|-bgcolor="silver"
|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
|-bgcolor="silver"
|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
|-bgcolor="silver"
|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
|-bgcolor="silver"
|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
|-bgcolor="silver"
|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||??||??
|-bgcolor="silver"
|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.||??||??
|}