BSL:Variables

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Revision as of 02:44, 28 June 2007 by Geyser (talk | contribs) (added some stuff; more, later)
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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
Italic : 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 all AI can apparently run with the WMC... ??
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 disables the pathfinding behaviour of chump(s) OK
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 OK
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 shows the initial pathfinding (upon actiavation) of all AI OK
bool ai2_showastar 0 shows something about the A* pathfinding ??
bool ai2_showcombatranges 0 shows near and far combat range of all AI OK
bool ai2_showconnections 0 shows the result of ai2_findconnections OK
bool ai2_showdynamicgrids 0 shows dynamic grids (moving obstacles) if ai2_showgrids is ON OK
bool ai2_showfights 0
bool ai2_showfiringspreads 0 shows the firing spread of all active weapons OK
bool ai2_showgrids 0 shows static grids (see AKVA) OK
bool ai2_showhealth 0 shows health and healthbar above every AI]] OK
bool ai2_showintersections 0
bool ai2_showjoblocations 0
bool ai2_showlasers 0 ??
bool ai2_showlinetochar 0 draws a line from the player to every char OK
bool ai2_showlocalmelee 0
bool ai2_showlos 0 the LOS of all aiming enemies leaves a permanent trace
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 0
bool am_show_closest 0
bool am_show_filenames 0 displays debug box
float character_name_distance 150. AFAIK, names are always drawn
bool chr_active 1 if OFF, all characters are inactive OK
float chr_aim_width 70. width of the aiming arc, in degrees OK
bool chr_all_active 0 forces offscreen characters to remain 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
int32 chr_buffer_size 8
bool chr_collision_box 1
float chr_collision_grow 0.
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
bool chr_debug_sphere 0 displays collision sphere(s) around characters
bool chr_debug_target 0
bool chr_debug_trigger_quad 0
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_draw_all_characters 0 forces the drawing of all characters (also keeps them active) OK
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 ignores locked state for all doors OK
door_pop_lighting
door_show_activation
door_show_debug
bool draw_every_frame 0 forces the drawing of every Nth frame OK
int32 draw_every_frame_multiple 1 sets the drawing frequency if draw_every_frame is ON OK
bool env_collision 1 enables environment collision ??
bool env_drawallgqs 0 ??
bool env_drawfrustum 0 ??
bool env_drawvisonly 0 ??
int32 env_highlight_gq -1 points out the quad with that ID (-1 means none) OK
int32 env_ray_number 20 number or rays cast per frame
bool env_show_ghostgqs 0 ??
bool env_show_leafnodes 0 ??
bool env_show_octnode_gqs 0
bool env_show_octtree 0
bool env_show_quad_count 0
bool env_show_rays 0
bool env_show_stairflagged 0
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
int32 saved_film_character_offset 1
bool saved_film_loop 0 enables looping when play_recording OK
string sc_bind_f2 "" animation bound to cutscene1 OK
string sc_bind_f3 "" animation bound to cutscene2 OK
bool show_characters 1 toggles the display of characters OK
bool show_chr_env_collision 0 ??
bool show_flags 0 show flags? ??
bool show_laser_env_collision 0 ??
bool show_patrolpaths 0 ??
bool show_performance 0 OK
bool show_performance_gsd 0
bool show_performance_gsu 0
bool show_sound_all 0
bool show_sound_rectangles 0
bool show_sound_spheres 0
bool show_triggers 0
bool show_turrets 0
bool single_step 0 enables single step mode OK
float sky_height 0. Y offset of skybox? ??
bool sky_show_clouds 1 shows clouds? ??
bool sky_show_planet 1 shows planet(s) (sun in levels 2 and 3) OK
bool sky_show_sky 1 show sky (main switch) OK
bool sky_show_skybox 1 show skybox OK
bool sky_show_stars 1 show stars? (no stars in any level) ??
bool sound_show_debug 0 debugs sound channels OK
bool spatial_footsteps 1 OK
bool sync_debug 0
float target_max_distance 75000. distance to objective over which the radar arc changes size, in world units OK
bool turret_show_debug 0 no visible difference ??
bool ui_suppress_prompt 0 suppresses prompt 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 crosshairs scale with distance, pow_adjustment redundant OK
bool wp_force_no_scale 0 crosshairs don't scale with distance, pow_adjustment ineffective OK
bool wp_force_scale 0 crosshairs scale with distance, pow_adjustment ineffective OK
int32 wp_hypostrength 25 apparently in % of full health, seems hard-coded ??
bool wp_kickable 0 lets NPCs collide with weapons OK
float wp_pow_adjustment 0.3 scales crosshair separately (or not, depending on "force" flags) OK
float wp_scale_adjustment 1. adjusts scales OK