BSL:Variables
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Declaration
Put usage of var here. Link to OSL data types
Assignment
Put usage of = here.
Preset variables
- All the preset OSL variables are listed here, in alphabetical order.
- Please fill in with ssg's stuff (descriptions + OK if variable works).
- Type and default value (from console) if you're motivated enough.
- It may be a little less tedious to expand specific subpages of Preset
- (mini-tutorials of sorts) geyser
- Color
- White : available on all versions
- Gray : available only on PC retail and Mac beta 4
- Red : Mac beta 4 exclusive
- Green : PC retail exclusive
- Default value
- Bold : reset by engine at level load (not checked yet for chr_buffer_size and beyond, unless specified)
Type | Name | Default value | Comment | Works |
---|---|---|---|---|
bool | ai2_barabbas_run | 1 | "lets Barabbas run while carrying his gun" | NO |
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_chump_stop | 0 | "stops the chump" | ?? |
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_debug_localmovement | 0 | debug local-movement code from player's position | OK |
bool | ai2_debug_localpathfinding | 0 | debug local-path code from player's position and facing | OK |
bool | ai2_debug_showsettingIDs | 0 | shows ID numbers for combat, melee and neutral settings | ?? |
bool | ai2_ignore_player | 0 | makes all AI ignore the player | OK |
bool | ai2_melee_weightcorrection | 1 | weights down non-attack techniques so they are never more than attacks | ?? |
bool | ai2_printspawn | 0 | prints information about each AI spawn | ?? |
bool | ai2_showactivationpaths | 0 | ||
bool | ai2_showastar | 0 | ||
bool | ai2_showcombatranges | 0 | ||
bool | ai2_showconnections | 0 | ||
bool | ai2_showdynamicgrids | 0 | ||
bool | ai2_showfights | 0 | ||
bool | ai2_showfiringspreads | 0 | ||
bool | ai2_showgrids | 0 | ||
bool | ai2_showhealth | 0 | ||
bool | ai2_showintersections | 0 | ||
bool | ai2_showjoblocations | 0 | ||
bool | ai2_showlasers | 0 | ||
bool | ai2_showlinetochar | 0 | ||
bool | ai2_showlocalmelee | 0 | ||
bool | ai2_showlos | 0 | ||
bool | ai2_shownames | 0 | ||
bool | ai2_showpathfindingerrors | 0 | ||
bool | ai2_showpaths | 0 | ||
bool | ai2_showprediction | 0 | ||
bool | ai2_showprojectiles | 0 | ||
bool | ai2_showsounds | 0 | ||
bool | ai2_showtargeting | 0 | ||
bool | ai2_showvision | 0 | ||
int32 | ai2_spacing_cookies | 2 | ||
bool | ai2_spacing_enable | 1 | ||
bool | ai2_spacingweights | 1 | ||
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 | am_show_axes | |||
bool | am_show_closest | |||
bool | am_show_filenames | |||
bool | character_name_distance | |||
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 |
chr_buffer_size | ||||
chr_collision_box | ||||
chr_collision_grow | ||||
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 |
chr_debug_characters | ||||
chr_debug_collision | ||||
chr_debug_fall | ||||
chr_debug_footsteps | ||||
chr_debug_footsteps_verbose | ||||
chr_debug_handle | ||||
chr_debug_impacts | ||||
chr_debug_overlay | ||||
chr_debug_pathfinding | ||||
chr_debug_sphere | ||||
chr_debug_target | ||||
chr_debug_trigger_quad | ||||
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 |
chr_draw_all_characters | ||||
chr_draw_facing_vector | ||||
chr_draw_weapon | ||||
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 |
chr_print_sound | ||||
chr_show_bnv | ||||
chr_show_lod | ||||
chr_show_movement | ||||
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 | ?? |
co_display | ||||
co_fade_time | ||||
co_message_display | ||||
co_priority | ||||
debug_consoles | ||||
debug_font_cache | ||||
debug_gun_behavior | ||||
debug_impacts | ||||
debug_scripts | ||||
debug_triggers | ||||
debug_weapons | ||||
door_drawframes | ||||
bool | door_ignore_locks | 0 | disables all door locks | OK |
door_pop_lighting | ||||
door_show_activation | ||||
door_show_debug | ||||
draw_every_frame | ||||
draw_every_frame_multiple | ||||
bool | env_collision | 1 | enables environment collision | ?? |
env_drawallgqs | ||||
env_drawfrustum | ||||
env_drawvisonly | ||||
env_highlight_gq | ||||
env_ray_number | ||||
env_show_ghostgqs | ||||
env_show_leafnodes | ||||
env_show_octnode_gqs | ||||
env_show_octtree | ||||
env_show_quad_count | ||||
env_show_rays | ||||
env_show_stairflagged | ||||
fast_lookup | ||||
fast_mode | ||||
flag_name_distance | ||||
flag_new_id | ||||
footstep_flash | ||||
fx_laser_width | ||||
bool | gl_disable_depth_reads | 0 | disables depth reads | ?? |
gl_disable_dxt1 | ||||
gl_disable_packed_pixels | ||||
float | gl_fog_blue | 0.25 | amount of blue fog (0 - 1) | 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_red | 0.25 | amount of red fog (0 - 1) | OK |
float | gl_fog_start | 0.975 | fog start | OK |
gl_mipmap_offset | ||||
gs_input_accel | ||||
gs_screen_shot_reduce | ||||
gs_show_characters | ||||
bool | gs_show_corpses | 1 | enables drawing of corpses | OK |
gs_show_environment | ||||
gs_show_object_count | ||||
gs_show_objects | ||||
gs_show_particles | ||||
gs_show_physics_count | ||||
gs_show_scripting_count | ||||
gs_show_shadows | ||||
gs_show_sky | ||||
bool | gs_show_ui | 1 | enables Head-Up Display | OK |
gs_sleep | ||||
gs_stable_ear | ||||
bool | invincible | 0 | makes player invincible | OK |
laser_alpha | ||||
li_center_cursor | ||||
m3_buffer_clear | ||||
m3_clear_color | ||||
m3_double_buffer | ||||
m3_fill_solid | ||||
m3_shade_vertex | ||||
m3_texture | ||||
m3_zcompareon | ||||
bool | marketing_line_off | 0 | turns the laser sight off | OK |
ob_show_debug | ||||
bool | omnipotent | 0 | makes player omnipotent | OK |
p3_debug_collision | ||||
p3_everything_breakable | ||||
p3_furniture_breakable | ||||
p3_glass_breakable | ||||
p3_show_env_collision | ||||
patrolpath_name_distance | ||||
ph_active | ||||
ph_debug_keyforces | ||||
ph_show_collisions | ||||
recoil_base | ||||
recoil_edit | ||||
recoil_factor | ||||
recoil_max | ||||
recoil_return_speed | ||||
int32 | save_point | ?? | which save point we are on | OK |
saved_film_character_offset | ||||
saved_film_loop | ||||
sc_bind_f2 | ||||
sc_bind_f3 | ||||
show_characters | ||||
show_chr_env_collision | ||||
show_flags | ||||
show_laser_env_collision | ||||
show_patrolpaths | ||||
show_performance | ||||
show_performance_gsd | ||||
show_performance_gsu | ||||
show_sound_all | ||||
show_sound_rectangles | ||||
show_sound_spheres | ||||
show_triggers | ||||
show_turrets | ||||
single_step | ||||
sky_height | ||||
sky_height | ||||
sky_show_clouds | ||||
sky_show_planet | ||||
sky_show_sky | ||||
sky_show_skybox | ||||
sky_show_stars | ||||
sound_show_debug | ||||
spatial_footsteps | ||||
sync_debug | ||||
float | target_max_distance | 75000. | distance to objective over which the radar arc changes size, in world units | OK |
turret_show_debug | ||||
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 | enables wp_scale_adjustment if 1 | OK |
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. | adjust the size of the green aiming circle | OK |