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. | ?? | ?? |