BSL:Functions: Difference between revisions

→‎Native functions: removing ai2_barabbas_run as it is a variable
(→‎Native functions: removing ai2_barabbas_run as it is a variable)
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*Commands surrounded with '''**''' The same as above, but you have to activate the developer mode.
*Commands surrounded with '''**''' The same as above, but you have to activate the developer mode.
*<span style="color:green"> Commands in this colour will not work on a Mac nor the PC demo version</span>
*<span style="color:green"> Commands in this colour will not work on a Mac nor the PC demo version</span>
===ai2_===
===ai2_===
'''Commands which have an effect on all AIs:'''
'''Commands which have an effect on all AIs:'''
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*ai2_attack [ai_name:string | script_id:int] [target_name:string | target_script_id:int] - forces an AI to attack another character - ai2_attack IntroNinja 0
*ai2_attack [ai_name:string | script_id:int] [target_name:string | target_script_id:int] - forces an AI to attack another character - ai2_attack IntroNinja 0
*ai2_barabbas_retrievegun [ai_name:string | script_id:int] - makes barabbas retrieve his gun if it is lost - ai2_barabbas_retrievegun barabus
*ai2_barabbas_retrievegun [ai_name:string | script_id:int] - makes barabbas retrieve his gun if it is lost - ai2_barabbas_retrievegun barabus
*ai2_barabbas_run - lets Barabbas run while carrying his gun
*ai2_chump (null) - creates a chump
*ai2_chump (null) - creates a chump
*ai2_chump_stop - stops the chump
*ai2_chump_stop - stops the chump
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===cinematic_===
===cinematic_===
*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 - cinematic_start (MUROtalking, 180, 180, 15, 1, 15, false)
*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 - cinematic_start (MUROtalking, 180, 180, 15, 1, 15, false)
*cinematic_stop bitmap_name:string end:int velocity:float - stop the display of a cinematic insert - cinematic_stop (KONtalkangryfront, 16, 20)
*cinematic_stop bitmap_name:string end:int velocity:float - stop the display of a cinematic insert - cinematic_stop (KONtalkangryfront, 16, 20)
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===console_===
===console_===
*console_activate console_id:int - activates a console - console_activate 14
*console_activate console_id:int - activates a console - console_activate 14
*console_deactivate console_id:int - deactivates a console - console_deactivate 5
*console_deactivate console_id:int - deactivates a console - console_deactivate 5
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===corpse===
===corpse===
*<span style="color:green">corpse_reset (null) - resets corpses to their initial state - *corpse_reset*</span>
*<span style="color:green">corpse_reset (null) - resets corpses to their initial state - *corpse_reset*</span>
*<span style="color:green">make_corpse corpse_name:string - makes a corpse</span>
*<span style="color:green">make_corpse corpse_name:string - makes a corpse</span>
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===cutscene===
===cutscene===
*begin_cutscene (null) - begins a cutscene - begin_cutscene
*begin_cutscene (null) - begins a cutscene - begin_cutscene


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===diary_===
===diary_===
*<span style="color:green"> diary_page_unlock page:int - unlocks a specific diary page on the current level</span>
*<span style="color:green"> diary_page_unlock page:int - unlocks a specific diary page on the current level</span>


===door_===
===door_===
*door_open door_id:int - opens a door (may not stay open) - door_open 21
*door_open door_id:int - opens a door (may not stay open) - door_open 21
*door_close door_id:int - closes a door (may not stay open) - door_close 27
*door_close door_id:int - closes a door (may not stay open) - door_close 27
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===env_===
===env_===
*env_anim obj_id:int [ obj_id:int] - initiates an environment animation for an object - env_anim 901 906
*env_anim obj_id:int [ obj_id:int] - initiates an environment animation for an object - env_anim 901 906
*env_anim_block obj_id:int [ obj_id:int] - initiates an environment animation: blocks until completed
*env_anim_block obj_id:int [ obj_id:int] - initiates an environment animation: blocks until completed
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===game===
===game===
*chr_has_empty_weapon [ai_name:string | script_id:int] - returns if this character is holding a weapon that is empty - chr_has_empty_weapon(char_0)
*chr_has_empty_weapon [ai_name:string | script_id:int] - returns if this character is holding a weapon that is empty - chr_has_empty_weapon(char_0)
*chr_has_lsi [ai_name:string | script_id:int] - records that the character has the lsi - chr_has_lsi(0)
*chr_has_lsi [ai_name:string | script_id:int] - records that the character has the lsi - chr_has_lsi(0)
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===graphics===
===graphics===
*gl_fog_end_changeto end_val:float [frames:int] - changes the fog end distance smoothly
*gl_fog_end_changeto end_val:float [frames:int] - changes the fog end distance smoothly
*gl_fog_start_changeto start_val:float [frames:int] - changes the fog start distance smoothly - gl_fog_start_changeto .995 30
*gl_fog_start_changeto start_val:float [frames:int] - changes the fog start distance smoothly - gl_fog_start_changeto .995 30
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===input===
===input===
*bind input_name:string to:string{"to"} input_function:string - binds an input to a function - *bind numpad0 to forward*
*bind input_name:string to:string{"to"} input_function:string - binds an input to a function - *bind numpad0 to forward*
*lock_keys [key_name:string] - locks keys out - lock_keys keys_walk ''key name strings: keys_reload, keys_hypo, keys_walk, keys_inventory, keys_action, keys_pause, keys_attack, keys_crouch, keys_jump, keys_movement''
*lock_keys [key_name:string] - locks keys out - lock_keys keys_walk ''key name strings: keys_reload, keys_hypo, keys_walk, keys_inventory, keys_action, keys_pause, keys_attack, keys_crouch, keys_jump, keys_movement''
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===message===
===message===
*dmsg astring:string - debugging message - *dmsg [b. hello]*
*dmsg astring:string - debugging message - *dmsg [b. hello]*
''[b. hello] ==> b stands for blue, it's the colour of the word hello [.hello] ==> without a character in front of the point, the colour of the word is white. Available colours: b (blue), c (cyan), g (green), l (lila), o (orange), r (red), u (umber), y (yellow)''
''[b. hello] ==> b stands for blue, it's the colour of the word hello [.hello] ==> without a character in front of the point, the colour of the word is white. Available colours: b (blue), c (cyan), g (green), l (lila), o (orange), r (red), u (umber), y (yellow)''
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===movie===
===movie===
*movie_play name:string - function to start a movie playing
*movie_play name:string - function to start a movie playing


===object===
===object===
*obj_create obj_id:int [obj_id:int] - creates a range of objects - obj_create 81 82
*obj_create obj_id:int [obj_id:int] - creates a range of objects - obj_create 81 82
*obj_force_draw obj_id:int [obj_id:int] - locks an object as visible - obj_force_draw 501 504
*obj_force_draw obj_id:int [obj_id:int] - locks an object as visible - obj_force_draw 501 504
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===objective===
===objective===
*<span style="color:green">objective_complete (null) - plays the objective-complete sound</span>
*<span style="color:green">objective_complete (null) - plays the objective-complete sound</span>
*objective_set page:int [make_silent:string {"silent"}] - Sets the current objective page - objective_set(7,silent) // *objective_set 3 silent*
*objective_set page:int [make_silent:string {"silent"}] - Sets the current objective page - objective_set(7,silent) // *objective_set 3 silent*


===player===
===player===
*<span style="color:green">fall_back (null) - makes the player character fall back - *fall_back*</span>
*<span style="color:green">fall_back (null) - makes the player character fall back - *fall_back*</span>
*<span style="color:green">fall_front (null) - makes the player character fall front - *fall_front*</span>
*<span style="color:green">fall_front (null) - makes the player character fall front - *fall_front*</span>
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===powerup===
===powerup===
*chr_givepowerup [ai_name:string | script_id:int] powerup:string [amount:int] - gives a character a powerup - *chr_givepowerup 0 ammo 1*
*chr_givepowerup [ai_name:string | script_id:int] powerup:string [amount:int] - gives a character a powerup - *chr_givepowerup 0 ammo 1*
*give_powerup powerup_name:string [amount:int] [character:int] - Gives a powerup to a character - give_powerup ammo
*give_powerup powerup_name:string [amount:int] [character:int] - Gives a powerup to a character - give_powerup ammo
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===reset===
===reset===
*ai2_reset [reset_player:int] - resets AI as if start of level - *ai2_reset*
*ai2_reset [reset_player:int] - resets AI as if start of level - *ai2_reset*
''It reset consoles, and clears characters like you started the level again''
''It reset consoles, and clears characters like you started the level again''
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===slowmotion===
===slowmotion===
*slowmo duration:int - starts the slowmotion timer - slowmo 120
*slowmo duration:int - starts the slowmotion timer - slowmo 120


===sound===
===sound===
*chr_pain [ai_name:string | script_id:int] pain_type:string - forces a character to play a pain sound
*chr_pain [ai_name:string | script_id:int] pain_type:string - forces a character to play a pain sound
''pain type strings: light, medium, heavy, death''
''pain type strings: light, medium, heavy, death''
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===target===
===target===
*target_set flag_id:int min_distance:float - Sets the target to the specified flag - target_set(7085,30.00)
*target_set flag_id:int min_distance:float - Sets the target to the specified flag - target_set(7085,30.00)


===timer===
===timer===
*timer_start duration:float script:string - starts the countdown timer - timer_start 30 pipe1b
*timer_start duration:float script:string - starts the countdown timer - timer_start 30 pipe1b
*timer_stop (null) - stops the countdown timer - timer_stop
*timer_stop (null) - stops the countdown timer - timer_stop


===laser triggers===
===laser triggers===
*trig_activate trigger_id:int - activates a trigger - trig_activate 2
*trig_activate trigger_id:int - activates a trigger - trig_activate 2
*trig_deactivate trigger_id:int - deactivates a trigger - trig_deactivate 2
*trig_deactivate trigger_id:int - deactivates a trigger - trig_deactivate 2
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===trigger volumes===
===trigger volumes===
*trigvolume_corpse trig_id:int - kills all the corpses inside a trigger volume - trigvolume_corpse 32
*trigvolume_corpse trig_id:int - kills all the corpses inside a trigger volume - trigvolume_corpse 32
*trigvolume_count trig_id:int - counts the number of people in a trigger volume - trigvolume_count(36)
*trigvolume_count trig_id:int - counts the number of people in a trigger volume - trigvolume_count(36)
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===turret===
===turret===
*turret_activate turret_id:int - activates a turret
*turret_activate turret_id:int - activates a turret
*turret_deactivate turret_id:int - deactivates a turret - turret_deactivate 20
*turret_deactivate turret_id:int - deactivates a turret - turret_deactivate 20
*turret_reset turret_id:int - resets a turret to initial state
*turret_reset turret_id:int - resets a turret to initial state


===ui (hud)===
===ui (HUD)===
 
*<span style="color:green">ui_fill_element element_name:string fill:int - sets part of the HUD to completely filled</span>
*<span style="color:green">ui_fill_element element_name:string fill:int - sets part of the HUD to completely filled</span>
*ui_flash_element element_name:string fill:int - sets part of the HUD to flash or not flash - ui_flash_element compass 1 (health)
*ui_flash_element element_name:string fill:int - sets part of the HUD to flash or not flash - ui_flash_element compass 1 (health)
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===weapon===
===weapon===
*<span style="color:green">weapon_reset (null) - resets all unheld weapons to their starting state - *weapon_reset*</span>
*<span style="color:green">weapon_reset (null) - resets all unheld weapons to their starting state - *weapon_reset*</span>
*weapon_spawn weapontype:string flag:int - creates a new weapon - weapon_spawn w3_phr 7045
*weapon_spawn weapontype:string flag:int - creates a new weapon - weapon_spawn w3_phr 7045


[[Category:Bungie scripting language docs]]
[[Category:Bungie scripting language docs]]