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{|border=1 cellspacing=0 cellpadding=1
{|border=1 cellspacing=0 cellpadding=1
!Command!!PC Retail!!Mac Beta 4!!Mac Retail/Demo/OSX
!Type!!Name!!Arguments!!Comment!!Tested
|-
|-
|command: ai2_active||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_active|| ai_name:string<br>script_id:int|| forces an AI into active mode||OK
|-
|-
|command: ai2_allpassive||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_allpassive|| passive:int<br>(0 1)|| stops all AIs from thinking for themselves ||OK
|-
|-
|command: ai2_attack||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_attack|| ai_name:string<br>script_id:int<br>target_name:string<br>target_script_id:int|| forces an AI to attack another character ||OK
|-
|-
|command: ai2_barabbas_retrievegun||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_barabbas_retrievegun|| ai_name:string<br>script_id:int|| makes barabbas retrieve his gun if it is lost ||OK
|-
|-
|command: ai2_chump||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_barabbas_run|| || lets Barabbas run while carrying his gun||OK
|-
|-
|command: ai2_comehere||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_chump|| (null)|| creates a chump||OK
|-
|-
|command: ai2_debug_makesound||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_chump_stop|| || stops the chump||OK
|-
|-
|command: ai2_doalarm||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_comehere|| ai_name:string<br>script_id:int|| tells an AI to come to the player||OK
|-
|-
|command: ai2_dopath||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_doalarm|| ai_name:string<br>script_id:int<br>console_id:int|| tells an AI to run for an alarm ||OK
|-
|-
|command: ai2_findconnections||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_dopath|| ai_name:string<br>script_id:int<br>path_name:string|| tells an AI to run a particular path ||OK
|-
|-
|command: ai2_followme||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_followme|| ai_name:string<br>script_id:int|| tells an AI to follow the player ||OK
|-
|-
|command: ai2_forget||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_forget|| ai_name:string<br>script_id:int<br>forget_char:string|| makes one or all AIs forget they saw anything ||OK
|-
|-
|command: ai2_idle||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_idle|| ai_name:string<br>script_id:int|| tells an AI to become idle ||OK
|-
|-
|command: ai2_inactive||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_inactive|| ai_name:string<br>script_id:int|| forces an AI into inactive mode||OK
|-
|-
|command: ai2_kill||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_kill|| param1:string<br>param2:string|| kills one or more AIs ||OK
|-
|-
|command: ai2_lookatchar||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_lookatchar|| ai_name:string<br>script_id:int<br>ai_name:string<br>script_id:int|| tells an AI to look at a character ||OK
|-
|-
|command: ai2_lookatme||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_lookatme|| ai_name:string<br>script_id:int|| tells an AI to look at the player ||OK
|-
|-
|command: ai2_makeaware||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_makeaware|| ai_name:string<br>script_id:int<br>target_name:string<br>target_script_id:int|| makes an AI aware of another character ||OK
|-
|-
|command: ai2_makeblind||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_makeblind|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| makes a single AI blind ||OK
|-
|-
|command: ai2_makedeaf||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_makedeaf|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| makes a single AI deaf ||OK
|-
|-
|command: ai2_makeignoreplayer||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_makeignoreplayer|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| makes a single AI ignore the player ||OK
|-
|-
|command: ai2_movetoflag||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_movetoflag|| ai_name:string<br>script_id:int<br>flag_id:int<br>setfacing:string("setfacing")|| tells an AI to move to a flag ||OK
|-
|-
|command: ai2_neutralbehavior||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_neutralbehavior|| ai_name:string<br>script_id:int<br>behavior:string|| sets up an AI's neutral||OK
|-
|-
|command: ai2_noncombatant||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_noncombatant|| ai_name:string<br>script_id:int<br>non_combatant:int(0 1)|| sets or clears an AI's non||OK
|-
|-
|command: ai2_panic||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_panic|| ai_name:string<br>script_id:int<br>timer:int|| makes an AI panic or not panic ||OK
|-
|-
|command: ai2_passive||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_passive|| ai_name:string<br>script_id:int<br>passive:int(0 1)|| stops an AI from thinking for itself ||OK
|-
|-
|command: ai2_pathdebugsquare||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_reset|| reset_player:int|| resets AI as if start of level ||OK
|-
|-
|command: ai2_printbnvindex||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_setalert|| ai_name:string<br>script_id:int<br>alert:string|| sets the alert state of an AI ||OK
|-
|-
|command: ai2_report||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_setjobstate|| ai_name:string<br>script_id:int|| tells an AI to take its current state as its job ||OK
|-
|-
|command: ai2_report_verbose||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_setmovementmode|| ai_name:string<br>script_id:int<br>mode:string|| sets an AI's current movement mode ||OK
|-
|-
|command: ai2_reset||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_spawn|| ai_name:string<br>force_spawn:string("force")|| creates and starts an AI from a character object ||OK
|-
|-
|command: ai2_set_handlesilenterror||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_spawnall|| (null)|| spawns all AI, even those not initially present ||OK
|-
|-
|command: ai2_set_logerror||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_takecontrol|| on_off:int<br>(0 1)|| makes the AI movement system take control of the player ||OK
|-
|-
|command: ai2_set_reporterror||<center>*</center>||<center>*</center>||<center>*</center>
| || ai2_tripalarm|| || alarm_id:int ai_name:string  script_id:int ||OK
|-
|-
|command: ai2_setalert||<center>*</center>||<center>*</center>||<center>*</center>
| || begin_cutscene|| (null)|| begins a cutscene ||OK
|-
|-
|command: ai2_setjobstate||<center>*</center>||<center>*</center>||<center>*</center>
| || bind|| input_name:string<br>to:string("to")<br>input_function:string|| binds an input to a function ||OK
|-
|-
|command: ai2_setmovementmode||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_animate|| ai_name:string<br>script_id:int<br>anim_name:string<br>num_frames:int<br>interp_frames:int||  plays an animation on a character ||OK
|-
|-
|command: ai2_showmem||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_animate_block|| ai_name:string<br>script_id:int<br>anim_name:string<br>num_frames:int<br>interp_frames:int||  plays an animation on a character and blocks until done ||OK
|-
|-
|command: ai2_skill_bestangle||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_boss_shield|| ai_name:string<br>script_id:int|| turns on the boss shield for a character ||OK
|-
|-
|command: ai2_skill_decay||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_changeteam|| ai_name:string<br>script_id:int<br>team_name:string|| changes a character's team ||OK
|-
|-
|command: ai2_skill_delaymax||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_create|| script_id:int<br>start_create:string<br>("start")<br>|| creates a character from an ID of the AISA file ||OK
|-
|-
|command: ai2_skill_delaymin||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_death|| _lock<br>ai_name:string<br>script_id:int<br>on_off:int(0 1)|| this character will not die too much ||OK
|-
|-
|command: ai2_skill_error||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_delete|| ai_name:string<br>script_id:int||  deletes a character ||OK
|-bgcolor="silver"
| || chr_disarm|| chr_index:int|| disarms a character or everyone||OK
|-
|-
|command: ai2_skill_inaccuracy||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_dontaim|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| disables the weapon variant for a character||OK
|-
|-
|command: ai2_skill_recoil||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_envanim|| ai_name:string<br>script_id:int<br>anim:string<br>norotation:string("norotation")<br>|| plays an environment animation on a character ||OK
|-
|-
|command: ai2_skill_revert||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_envanim_block|| ai_name:string<br>script_id:int<br>anim:string<br>norotation:string("norotation")|| plays an environment animation on a character and blocks ||OK
|-
|-
|command: ai2_skill_save||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_envanim_stop|| ai_name:string<br>script_id:int|| stops any environment animation on a character ||OK
|-
|-
|command: ai2_skill_select||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_facetoflag|| ai_name:string<br>script_id:int<br>flag_id:int|| snaps a character's facing to a flag's facing ||OK
|-bgcolor="silver"
| || chr_focus|| chr_index:int||  Selects what character to control ||OK
|-
|-
|command: ai2_skill_show||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_forceholster|| ai_name:string<br>script_id:int<br>holster:int(0 1)<br>force_draw:int(0 1)|| forces a character to holster their weapon ||OK
|-
|-
|command: ai2_spawn||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_freeze|| ai_name:string<br>script_id:int<br>passive:int(0 1)|| stops an AI from thinking for itself ||OK
|-
|-
|command: ai2_spawnall||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_full_health|| ai_name:string<br>script_id:int|| sets a characters health to full by script id ||OK
|-
|-
|command: ai2_takecontrol||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_givepowerup|| ai_name:string<br>script_id:int<br>powerup:string<br>amount:int|| gives a character a powerup ||OK
|-
|-
|command: ai2_tripalarm||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_giveweapon|| ai_name:string<br>script_id:int<br>weapon_name:string|| gives a character a new weapon ||OK
|-
|-
|command: begin_cutscene||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_has_empty_weapon|| ai_name:string<br>script_id:int|| returns if this character is holding a weapon that is empty ||OK
|-
|-
|command: bind||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_has_lsi|| ai_name:string<br>script_id:int||  records that the character has the lsi ||OK
|-bgcolor="silver"
| || chr_health|| chr_index:int<br>hit_points:int|| sets character's health ||OK
|-
|-
|command: chr_animate||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_holdkey|| ai_name:string<br>script_id:int<br>key_name:string<br>num_frames:int|| forces a character to hold a key down for some frames||OK
|-
|-
|command: chr_animate_block||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_inv_reset|| ai_name:string<br>script_id:int|| clears a characters inventory ||OK
|-
|-
|command: chr_boss_shield||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_invincible|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| makes a character invincible ||OK
|-
|-
|command: chr_changeteam||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_is_player|| ai_name:string<br>script_id:int|| returns if this character is the player ||OK
|-
|-
|command: chr_create||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_kill_all_ai|| (null)||  kills all the AI ||OK
|-bgcolor="silver"
| || chr_location|| chr_index:int<br>loc_x:float<br>loc_y:float<br>loc_z:float||  Sets the location of any character ||OK
|-bgcolor="silver"
| || chr_location_settocamera|| chr_index:int||  Sets the location of any character to the camera location ||OK
|-
|-
|command: chr_death_lock||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_lock_active|| ai_name:string<br>script_id:int|| locks the character active ||OK
|-
|-
|command: chr_delete||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_neutral|| ai_name:string<br>script_id:int<br>passive:int(0 1)|| stops an AI from thinking for itself ||OK
|-
|-
|command: chr_disarm||<center>*</center>||<center>*</center>||
| || chr_nocollision|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| disables collision for a character ||OK
|-
|-
|command: chr_display_combat_stats||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_pain|| ai_name:string<br>script_id:int<br>pain_type:string|| forces a character to play a pain sound ||OK
|-
|-
|command: chr_dontaim||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_peace|| ai_name:string<br>script_id:int|| turns off fight mode ||OK
|-
|-
|command: chr_draw_dot||<center>*</center>||<center>*</center>||
| || chr_playback|| ai_name:string<br>script_id:int<br>film_name:string<br>mode:string("fromhere" "interp")<br>num_frames:int||  plays back a film||OK
|-
|-
|command: chr_envanim||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_playback_block|| ai_name:string<br>script_id:int<br>film_name:string<br>mode:string("fromhere" "interp")<br>num_frames:int||  plays back a film and blocks until complete||OK
|-
|-
|command: chr_envanim_block||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_poison|| ai_name:string<br>script_id:int<br>damage:int<br>interval:int<br>initial_interval:int||  slowly poisons a character ||OK
|-
|-
|command: chr_envanim_stop||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_set_health|| ai_name:string<br>script_id:int<br>hit_points:int|| sets a characters health by script id ||OK
|-
|-
|command: chr_facetoflag||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_shadow|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| turns of the shadow for this character ||OK
|-
|-
|command: chr_focus||<center>*</center>||<center>*</center>||
| || chr_super|| ai_name:string<br>script_id:int<br>super_amount:float|| set's a character's super value ||OK
|-
|-
|command: chr_forceholster||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_talk|| ai_name:string<br>script_id:int<br>sound_name:string<br>pre_pause:int<br>post_pause:int<br>priority:string<br>||  causes a character to play a line of dialogue ||OK
|-
|-
|command: chr_freeze||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_teleport|| ai_name:string<br>script_id:int<br>flag_id:int|| teleports a character to a flag ||OK
|-
|-
|command: chr_full_health||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_ultra_mode|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| enables ultra mode for a character||OK
|-
|-
|command: chr_givepowerup||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_unkillable|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| makes a character unkillable ||OK
|-
|-
|command: chr_giveweapon||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_unlock_active|| ai_name:string<br>script_id:int|| unlocks the character active||OK
|-
|-
|command: chr_has_empty_weapon||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_unstoppable|| ai_name:string<br>script_id:int<br>on_off:int(0 1)|| makes a character unstoppable ||OK
|-
|-
|command: chr_has_lsi||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_vocalize|| ai_name:string<br>script_id:int<br>type:string|| makes a character utter a vocalization (vocalize type strings: override, yell, pain, call, say, chatter, idle)||OK
|-
|-
|command: chr_health||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_wait_animation|| ai_name:string<br>script_id:int<br>anim_name:string|| waits for a character to play a specific animation ||OK
|-
|-
|command: chr_holdkey||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_wait_animstate|| ai_name:string<br>script_id:int<br>anim_name:string|| waits for a character to reach a specific animation state ||OK
|-
|-
|command: chr_inv_reset||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_wait_animtype|| ai_name:string<br>script_id:int<br>anim_name:string|| waits for a character to play a specific animation type ||OK
|-
|-
|command: chr_invincible||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_wait_health|| ai_name:string<br>script_id:int<br>health_amount:float||  waits until a character's health falls below a value ||OK
|-bgcolor="silver"
| || chr_weapon|| chr_index:int<br>weapon_name:string<br>weapon_num:int|| sets the weapon for a give character||OK
|-
|-
|command: chr_is_player||<center>*</center>||<center>*</center>||<center>*</center>
| || chr_weapon_immune|| ai_name:string<br>script_id:int|| makes a character weapon immune ||OK
|-
|-
|command: chr_kill_all_ai||<center>*</center>||<center>*</center>||
| || cinematic_start|| bitmap_name:string<br>draw_width:int<br>draw_height:int<br>start:int<br>end:int<br>velocity:float<br>mirror:bool||  start the display of a cinematic insert ||OK
|-
|-
|command: chr_location||<center>*</center>||<center>*</center>||
| || cinematic_stop|| bitmap_name:string<br>end:int<br>velocity:float|| stop the display of a cinematic insert ||OK
|-
|-
|command: chr_location_settocamera||<center>*</center>||<center>*</center>||
| || cm_anim|| cam_spec:string("move" "look" "both")<br>anim_name:string|| initiates a camera animation ||OK
|-
|-
|command: chr_lock_active||<center>*</center>||<center>*</center>||<center>*</center>
| || cm_anim_block|| cam_spec:string("move" "look" "both")<br>anim_name:string|| initiates a camera animation ||OK
|-
|-
|command: chr_main_class||<center>*</center>||<center>*</center>||
| || cm_barabus|| ai_name:string<br>script_id:int<br>away:float<br>up:float<br>time:int||  special camera for barabus||OK
|-
|-
|command: chr_neutral||<center>*</center>||<center>*</center>||<center>*</center>
| || cm_detach|| (null)|| detaches the camera ||OK
|-
|-
|command: chr_nocollision||<center>*</center>||<center>*</center>||<center>*</center>
| || cm_interpolate|| cam_name:string<br>num_frames:int|| initiates a camera interpolation ||OK
|-
|-
|command: chr_pain||<center>*</center>||<center>*</center>||<center>*</center>
| || cm_interpolate_block|| anim_name:string<br>num_frames:int||  initiates a camera interpolation ||OK
|-bgcolor="silver"
| || cm_jello|| mode:int<br>(0 1)|| toggles camera Jello(tm) mode ||OK
|-
|-
|command: chr_peace||<center>*</center>||<center>*</center>||<center>*</center>
| || cm_orbit|| speed:float<br>stopangle:float|| puts the camera in orbit mode ||OK
|-
|-
|command: chr_playback||<center>*</center>||<center>*</center>||<center>*</center>
| || cm_orbit_block|| speed:float<br>stopangle:float|| puts the camera in orbit mode ||OK
|-
|-
|command: chr_playback_block||<center>*</center>||<center>*</center>||<center>*</center>
| || cm_reset|| maxspeed:float<br>maxFocalAccel:float|| resets the camera ||OK
|-
|-
|command: chr_playback_debug||<center>*</center>||<center>*</center>||<center>*</center>
| || cm_wait|| (null)|| makes the camera wait until it is no longer busy ||OK
|-
|-
|command: chr_poison||<center>*</center>||<center>*</center>||<center>*</center>
| || console_activate|| console_id:int|| activates a console ||OK
|-
|-
|command: chr_set_class||<center>*</center>||<center>*</center>||
| || console_deactivate|| console_id:int|| deactivates a console ||OK
|-
|-
|command: chr_set_health||<center>*</center>||<center>*</center>||<center>*</center>
| || console_reset|| console_id:int||  resets a console to initial state ||OK
|-bgcolor="silver"
| || corpse_reset|| (null)|| resets corpses to their initial state ||OK
|-
|-
|command: chr_shadow||<center>*</center>||<center>*</center>||<center>*</center>
| || cutscene_sync|| (null)||  marks a point in a cutscene ||OK
|-bgcolor="silver"
| || diary_page_unlock|| page:int|| unlocks a specific diary page on the current level ||OK
|-
|-
|command: chr_super||<center>*</center>||<center>*</center>||<center>*</center>
| || did_kill_griffen|| (null)|| returns if we did kill griffen ||OK
|-
|-
|command: chr_talk||<center>*</center>||<center>*</center>||<center>*</center>
| || difficulty|| (null)|| returns the difficulty level||OK
|-
|-
|command: chr_teleport||<center>*</center>||<center>*</center>||<center>*</center>
| || dmsg|| astring:string|| debugging message ||OK
|-
|-
|command: chr_ultra_mode||<center>*</center>||<center>*</center>||<center>*</center>
| || door_close|| door_id:int|| closes a door (may not stay open) ||OK
|-
|-
|command: chr_unkillable||<center>*</center>||<center>*</center>||<center>*</center>
| || door_jam|| door_id:int|| jams a door in its current state ||OK
|-
|-
|command: chr_unlock_active||<center>*</center>||<center>*</center>||<center>*</center>
| || door_lock|| door_id:int|| locks a door ||OK
|-
|-
|command: chr_unstoppable||<center>*</center>||<center>*</center>||<center>*</center>
| || door_open|| door_id:int|| opens a door (may not stay open) ||OK
|-
|-
|command: chr_vocalize||<center>*</center>||<center>*</center>||<center>*</center>
| || door_unjam|| door_id:int|| unjams a door so characters can open it ||OK
|-
|-
|command: chr_wait_animation||<center>*</center>||<center>*</center>||<center>*</center>
| || door_unlock|| door_id:int|| unlocks a door ||OK
|-
|-
|command: chr_wait_animstate||<center>*</center>||<center>*</center>||<center>*</center>
| || end_cutscene|| (null)|| ends a cutscene ||OK
|-
|-
|command: chr_wait_animtype||<center>*</center>||<center>*</center>||<center>*</center>
| || env_anim|| obj_id:int<br>obj_id:int|| initiates an environment animation for an object ||OK
|-
|-
|command: chr_wait_health||<center>*</center>||<center>*</center>||<center>*</center>
| || env_anim_block|| obj_id:int<br>obj_id:int|| initiates an environment animation: blocks until completed||OK
|-
|-
|command: chr_weapon||<center>*</center>||<center>*</center>||
| || env_broken|| gq_ref:int<br>gq_endref:int|| computes the number of objects in a range that have all their glass broken ||OK
|-
|-
|command: chr_weapon_immune||<center>*</center>||<center>*</center>||<center>*</center>
| || env_setanim|| obj_id:int<br>object_name:string|| sets up an animation for an object ||OK
|-
|-
|command: chr_who||<center>*</center>||<center>*</center>||
| || env_setanim_block|| obj_id:int<br>object_name:string|| sets up an animation: blocks until completed||OK
|-
|-
|command: cinematic_start||<center>*</center>||<center>*</center>||<center>*</center>
| || env_shade|| gq_ref:int<br>gq_ref:int<br>r:float<br>g:float<br>b:float||  sets the shade of a block of objects ||OK
|-
|-
|command: cinematic_stop||<center>*</center>||<center>*</center>||<center>*</center>
| || env_show|| gq_ref:int<br>on_off:int(0 1)|| turns on or off specified parts of the environment ||OK
|-
|-
|command: cm_anim||<center>*</center>||<center>*</center>||<center>*</center>
| || env_texswap|| gq_start:int<br>tex_name:string|| swaps an environment texture ||OK
|-
|-
|command: cm_anim_block||<center>*</center>||<center>*</center>||<center>*</center>
| || fade_in|| ticks:int|| fades the screen in ||OK
|-
|-
|command: cm_barabus||<center>*</center>||<center>*</center>||<center>*</center>
| || fade_out|| r:float<br>r:int<br>g:float<br>g:int<br>b:float<br>b:int<br>ticks:int||  fades the screen out ||OK
|-bgcolor="silver"
| || fall_back|| (null)||  makes the player character fall back ||OK
|-bgcolor="silver"
| || fall_front|| (null)||  makes the player character fall front ||OK
|-
|-
|command: cm_detach||<center>*</center>||<center>*</center>||<center>*</center>
| || give_powerup|| powerup_name:string<br>amount:int<br>character:int|| Gives a powerup to a character ||OK
|-
|-
|command: cm_interpolate||<center>*</center>||<center>*</center>||<center>*</center>
| || gl_fog_end_changeto|| end_val:float<br>frames:int|| changes the fog end distance smoothly||OK
|-
|-
|command: cm_interpolate_block||<center>*</center>||<center>*</center>||<center>*</center>
| || gl_fog_start_changeto|| start_val:float<br>frames:int||  changes the fog start distance smoothly ||OK
|-bgcolor="silver"
| || goto|| loc_x:float<br>loc_y:float<br>loc_z:float|| Sets the location of the player character ||OK
|-
|-
|command: cm_jello||<center>*</center>||<center>*</center>||<center>*</center>
| || gs_farclipplane_set|| plane:float|| sets the far clipping plane ||OK
|-bgcolor="silver"
| || gs_fov_set|| fov_degrees:float|| sets the field of view ||OK
|-
|-
|command: cm_orbit||<center>*</center>||<center>*</center>||<center>*</center>
| || input|| on_off:int(0 1)|| turns input on or off ||OK
|-
|-
|command: cm_orbit_block||<center>*</center>||<center>*</center>||<center>*</center>
| || killed_griffen|| murder:bool|| sets if we killed griffen ||OK
|-
|-
|command: cm_reset||<center>*</center>||<center>*</center>||<center>*</center>
| || letterbox|| start_stop:int(0 1)|| starts or stops letterboxing ||OK
|-
|-
|command: cm_wait||<center>*</center>||<center>*</center>||<center>*</center>
| || lock_keys|| key_name:string|| locks keys out ||OK
|-
|-
|command: co_show_all||<center>*</center>||<center>*</center>||
| || lose|| (null)||  lose this level ||OK
|-bgcolor="silver"
| || make_corpse|| corpse_name:string|| makes a corpse||OK
|-
|-
|command: co_toggle_text||<center>*</center>||<center>*</center>||
| || message|| message:string<br>timer:int|| sends a message from the subtitle file ||OK
|-
|-
|command: console_activate||<center>*</center>||<center>*</center>||<center>*</center>
| || message_remove|| message:string|| removes a currently displayed message ||OK
|-
|-
|command: console_deactivate||<center>*</center>||<center>*</center>||<center>*</center>
| || movie_play|| name:string|| function to start a movie playing ||OK
|-
|-
|command: console_print||<center>*</center>||<center>*</center>||
| || obj_create|| obj_id:int<br>obj_id:int|| creates a range of objects ||OK
|-
|-
|command: console_reset||<center>*</center>||<center>*</center>||<center>*</center>
| || obj_force_draw|| obj_id:int<br>obj_id:int|| locks an object as visible ||OK
|-
|-
|command: corpse_reset||<center>*</center>||<center>*</center>||
| || obj_hide|| obj_id:int<br>obj_id:int|| hides an object||OK
|-
|-
|command: crash||<center>*</center>||<center>*</center>||
| || obj_kill|| obj_id:int<br>obj_id:int|| kills a range of object ||OK
|-
|-
|command: cutscene_sync||<center>*</center>||<center>*</center>||<center>*</center>
| || obj_shade|| obj_id:int<br>obj_id:int<br>r:float<br>g:float<br>b:float||  turns display of an object on or off ||OK
|-
|-
|command: debug_env_anim||<center>*</center>||<center>*</center>||
| || obj_show|| obj_id:int<br>obj_id:int||  shows an object ||OK
|-bgcolor="silver"
| || objective_complete|| (null)|| plays the objective||OK
|-
|-
|command: diary_page_unlock||<center>*</center>||<center>*</center>||
| || objective_set|| page:int<br>make_silent:string<br>("silent")|| Sets the current objective page ||OK
|-
|-
|command: did_kill_griffen||<center>*</center>||<center>*</center>||<center>*</center>
| || p3_removedangerous|| (null)|| removes all "dangerous projectile" particles by making their lifetime expire ||OK
|-
|-
|command: difficulty||<center>*</center>||<center>*</center>||<center>*</center>
| || playback|| ai_name:string<br>script_id:int<br>film_name:string<br>mode:string("fromhere" "interp")<br>num_frames:int||  plays back a film ||OK
|-
|-
|command: dmsg||<center>*</center>||<center>*</center>||<center>*</center>
| || playback_block|| ai_name:string<br>script_id:int<br>film_name:string<br>mode:string("fromhere" "interp")<br>num_frames:int||  plays back a film and blocks until complete ||OK
|-bgcolor="silver"
| || powerup_reset|| (null)||  resets all placed powerups to their starting points ||OK
|-
|-
|command: door_close||<center>*</center>||<center>*</center>||<center>*</center>
| || powerup_spawn|| poweruptype:string<br>flag:int|| creates a new powerup ||OK
|-
|-
|command: door_jam||<center>*</center>||<center>*</center>||<center>*</center>
| || reset_mechanics|| (null)|| resets all level mechanics (triggers, turrets, consoles, etc...) to initial state ||OK
|-
|-
|command: door_lock||<center>*</center>||<center>*</center>||<center>*</center>
| || restore_game|| (null)|| restores the game ||OK
|-
|-
|command: door_open||<center>*</center>||<center>*</center>||<center>*</center>
| || save_game|| save_point:int<br>type:string("autosave")|| saves the game ||OK
|-
|-
|command: door_unjam||<center>*</center>||<center>*</center>||<center>*</center>
| || slowmo|| duration:int|| starts the slowmotion timer ||OK
|-
|-
|command: door_unlock||<center>*</center>||<center>*</center>||<center>*</center>
| || sound_ambient_start|| name:string<br>volume:float|| function to start an ambient sound ||OK
|-
|-
|command: dprint||<center>*</center>||<center>*</center>||<center>*</center>
| || sound_ambient_stop|| name:string|| function to stop an ambient sound ||OK
|-
|-
|command: dump_docs||<center>*</center>||<center>*</center>||<center>*</center>
| || sound_ambient_volume|| name:string<br>volume:float<br>time:float|| function to set the volume of a playing ambient sound ||OK
|-
|-
|command: end_cutscene||<center>*</center>||<center>*</center>||<center>*</center>
| || sound_dialog_play|| name:string|| function to start character dialog playing ||OK
|-
|-
|command: env_anim||<center>*</center>||<center>*</center>||<center>*</center>
| || sound_dialog_play_block|| name:string|| function to start character dialog playing after the current dialog finishes ||OK
|-
|-
|command: env_anim_block||<center>*</center>||<center>*</center>||<center>*</center>
| || sound_dialog_play_interrupt|| name:string|| function to interrupt the current character dialog and play a new one ||OK
|-
|-
|command: env_broken||<center>*</center>||<center>*</center>||<center>*</center>
| || sound_impulse_play|| name:string<br>volume:float|| function plays an impulse sound ||OK
|-
|-
|command: env_setanim||<center>*</center>||<center>*</center>||<center>*</center>
| || sound_music_start|| name:string<br>volume:float|| function to start music playing ||OK
|-
|-
|command: env_setanim_block||<center>*</center>||<center>*</center>||<center>*</center>
| || sound_music_stop|| name:string|| function to stop playing music ||OK
|-
|-
|command: env_shade||<center>*</center>||<center>*</center>||<center>*</center>
| || sound_music_volume|| name:string<br>volume:float<br>time:float|| function to set the volume of playing music ||OK
|-
|-
|command: env_show||<center>*</center>||<center>*</center>||<center>*</center>
| || sound_objects_reset|| (null)|| reloads the sounds objects||OK
|-
|-
|command: env_texswap||<center>*</center>||<center>*</center>||<center>*</center>
| || splash_screen|| texture:string|| displays a splash screen ||OK
|-
|-
|command: fade_in||<center>*</center>||<center>*</center>||<center>*</center>
| || target_set|| flag_id:int<br>min_distance:float|| Sets the target to the specified flag ||OK
|-
|-
|command: fade_out||<center>*</center>||<center>*</center>||<center>*</center>
| || timer_start|| duration:float<br>script:string|| starts the countdown timer ||OK
|-
|-
|command: fall_back||<center>*</center>||<center>*</center>||
| || timer_stop|| (null)|| stops the countdown timer ||OK
|-
|-
|command: fall_front||<center>*</center>||<center>*</center>||
| || trig_activate|| trigger_id:int|| activates a trigger ||OK
|-
|-
|command: flag_view_prefix||<center>*</center>||<center>*</center>||
| || trig_deactivate|| trigger_id:int|| deactivates a trigger ||OK
|-
|-
|command: give_powerup||<center>*</center>||<center>*</center>||<center>*</center>
| || trig_hide|| trigger_id:int|| hides a trigger ||OK
|-
|-
|command: gl_fog_end_changeto||<center>*</center>||<center>*</center>||<center>*</center>
| || trig_reset|| trigger_id:int|| resets a trigger to non||OK
|-
|-
|command: gl_fog_start_changeto||<center>*</center>||<center>*</center>||<center>*</center>
| || trig_show|| trigger_id:int|| shows a trigger ||OK
|-
|-
|command: goto||<center>*</center>||<center>*</center>||
| || trig_speed || trigger_id:int<br>volume:float|| sets a triggers speed ||OK
|-
|-
|command: gs_farclipplane_set||<center>*</center>||<center>*</center>||<center>*</center>
| || trigvolume_corpse|| trig_id:int|| kills all the corpses inside a trigger volume ||OK
|-
|-
|command: gs_fov_set||<center>*</center>||<center>*</center>||
| || trigvolume_count|| trig_id:int|| counts the number of people in a trigger volume ||OK
|-
|-
|command: hang||<center>*</center>||<center>*</center>||
| || trigvolume_enable|| name:string<br>enable:int(0 1)<br>type:string("all" "entry" "inside" "exit")|| enable or disable a trigger volume ||OK
|-
|-
|command: input||<center>*</center>||<center>*</center>||<center>*</center>
| || trigvolume_kill|| trig_id:int|| kills all the characters inside a trigger volume ||OK
|-
|-
|command: killed_griffen||<center>*</center>||<center>*</center>||<center>*</center>
| || trigvolume_reset|| name:string|| reset a trigger volume to its level||OK
|-
|-
|command: letterbox||<center>*</center>||<center>*</center>||<center>*</center>
| || trigvolume_setscript|| name:string<br>script:string<br>type:string("entry" "inside" "exit")|| set the script to call from a trigger volume||OK
|-
|-
|command: lock_keys||<center>*</center>||<center>*</center>||<center>*</center>
| || trigvolume_trigger|| name:string<br>type:string("entry" "inside" "exit")<br>ai_name:string<br>script_id:int|| fire off a trigger volume ||OK
|-
|-
|command: lose||<center>*</center>||<center>*</center>||<center>*</center>
| || turret_activate|| turret_id:int|| activates a turret||OK
|-
|-
|command: m3_display_list||<center>*</center>||<center>*</center>||
| || turret_deactivate|| turret_id:int|| deactivates a turret ||OK
|-
|-
|command: m3_display_set||<center>*</center>||<center>*</center>||
| || turret_reset|| turret_id:int||  resets a turret to initial state ||OK
|-bgcolor="silver"
| || ui_fill_element|| element_name:string<br>fill:int|| sets part of the HUD to completely filled||OK
|-
|-
|command: m3_draw_engine_list||<center>*</center>||<center>*</center>||
| || ui_flash_element|| element_name:string<br>fill:int|| sets part of the HUD to flash or not flash ||OK
|-
|-
|command: m3_engine_set||<center>*</center>||<center>*</center>||
| || ui_show_element|| element_name:string<br>show:int||  shows or hides part of the HUD ||OK
|-bgcolor="silver"
| || ui_show_help|| enable:int|| debugging: enables the HUD help overlays ||OK
|-
|-
|command: m3_geom_engine_list||<center>*</center>||<center>*</center>||
| || unbind|| input_name:string|| removes a binding from a input function ||OK
|-
|-
|command: m3_quality_set||<center>*</center>||<center>*</center>||
| || unbindall|| (null)|| removes all bindings ||OK
|-bgcolor="silver"
| || weapon_reset|| (null)||  resets all unheld weapons to their starting state ||OK
|-
|-
|command: make_corpse||<center>*</center>||<center>*</center>||
| || weapon_spawn|| weapontype:string<br>flag:int|| creates a new weapon ||OK
|-
|-
|command: message||<center>*</center>||<center>*</center>||<center>*</center>
| || win|| (null)|| win this level ||OK
|-
|command: message_remove||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: movie_play||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: obj_create||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: obj_force_draw||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: obj_hide||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: obj_kill||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: obj_shade||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: obj_show||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: objective_complete||<center>*</center>||<center>*</center>||
|-
|command: objective_set||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: p3_callevent||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: p3_count||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: p3_daodan_disable||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: p3_dumpparticles||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: p3_killall||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: p3_killnearest||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: p3_printtags||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: p3_removedangerous||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: p3_spawn||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: p3_startall||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: p3_stopall||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: p3_writeusedparticles||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: particle||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: particle_temp_kill||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: particle_temp_start||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: particle_temp_stop||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: perf_prefix||<center>*</center>||<center>*</center>||
|-
|command: ph_status||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: playback||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: playback_block||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: playback_debug||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: powerup_reset||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: powerup_spawn||<center>*</center>||<center>*</center>||
|-
|command: print_state||<center>*</center>||<center>*</center>||
|-
|command: print_type||<center>*</center>||<center>*</center>||
|-
|command: reset_mechanics||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: restore_game||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: save_game||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: sc_focus||<center>*</center>||<center>*</center>||
|-
|command: script_reload||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: slowmo||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: sound_ambient_start||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: sound_ambient_stop||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: sound_ambient_volume||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: sound_dialog_play||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: sound_dialog_play_block||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: sound_dialog_play_interrupt||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: sound_impulse_play||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: sound_list_broken_links||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: sound_music_start||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: sound_music_stop||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: sound_music_volume||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: sound_objects_reset||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: splash_screen||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: target_set||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: text_console||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: timer_start||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: timer_stop||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: tr_stop_lookup||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: tr_write_animation||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: tr_write_collection||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: tr_write_lookup||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: trig_activate||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: trig_deactivate||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: trig_hide||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: trig_reset||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: trig_show||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: trig_speed||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: trigvolume_corpse||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: trigvolume_count||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: trigvolume_enable||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: trigvolume_kill||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: trigvolume_reset||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: trigvolume_setscript||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: trigvolume_trigger||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: turret_activate||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: turret_deactivate||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: turret_reset||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: ui_fill_element||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: ui_flash_element||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: ui_show_element||<center>*</center>||<center>*</center>||
|-
|command: ui_show_help||<center>*</center>||<center>*</center>||
|-
|command: unbind||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: unbindall||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: weapon_reset||<center>*</center>||<center>*</center>||
|-
|command: weapon_spawn||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: where||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: who||<center>*</center>||<center>*</center>||<center>*</center>
|-
|command: win||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_barabbas_run||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_blind||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_boss_battle||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_chump_stop||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_deaf||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_debug_localmove_lines||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_debug_localmovement||<center>*</center>||||
|-
|var: ai2_debug_localpathfinding||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_debug_showsettingIDs||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_ignore_player||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_melee_weightcorrection||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_printspawn||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_showactivationpaths||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_showastar||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_showcombatranges||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_showconnections||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_showdynamicgrids||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_showfights||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_showfiringspreads||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_showgrids||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_showhealth||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_showintersections||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_showjoblocations||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_showlasers||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_showlinetochar||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_showlocalmelee||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_showlos||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_shownames||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_showpathfindingerrors||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_showpaths||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_showprediction||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_showprojectiles||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_showsounds||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_showtargeting||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_showvision||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_spacing_cookies||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_spacing_enable||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_spacing_weights||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_stopignoring_count||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ai2_stopignoring_time||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: am_hit_everything||<center>*</center>||<center>*</center>||
|-
|var: am_invert||<center>*</center>||<center>*</center>||
|-
|var: am_show_axes||<center>*</center>||<center>*</center>||
|-
|var: am_show_closest||<center>*</center>||<center>*</center>||
|-
|var: am_show_filenames||<center>*</center>||<center>*</center>||
|-
|var: character_name_distance||<center>*</center>||<center>*</center>||
|-
|var: chr_active||<center>*</center>||<center>*</center>||
|-
|var: chr_aim_width||<center>*</center>||<center>*</center>||
|-
|var: chr_all_active||<center>*</center>||<center>*</center>||
|-
|var: chr_auto_aim_arc||<center>*</center>||<center>*</center>||
|-
|var: chr_auto_aim_dist||<center>*</center>||<center>*</center>||
|-
|var: chr_big_head||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: chr_big_head_amount||<center>*</center>||<center>*</center>||
|-
|var: chr_block_angle||<center>*</center>||<center>*</center>||
|-
|var: chr_buffer_size||<center>*</center>||<center>*</center>||
|-
|var: chr_collision_box||<center>*</center>||<center>*</center>||
|-
|var: chr_collision_grow||<center>*</center>||<center>*</center>||
|-
|var: chr_corpse_fade_offscreen||<center>*</center>||<center>*</center>||
|-
|var: chr_death_fade_frames||<center>*</center>||<center>*</center>||
|-
|var: chr_death_fade_start||<center>*</center>||<center>*</center>||
|-
|var: chr_debug_aiming_screen||<center>*</center>||<center>*</center>||
|-
|var: chr_debug_characters||<center>*</center>||<center>*</center>||
|-
|var: chr_debug_collision||<center>*</center>||<center>*</center>||
|-
|var: chr_debug_fall||<center>*</center>||<center>*</center>||
|-
|var: chr_debug_footsteps||<center>*</center>||<center>*</center>||
|-
|var: chr_debug_footsteps_verbose||<center>*</center>||<center>*</center>||
|-
|var: chr_debug_handle||<center>*</center>||<center>*</center>||
|-
|var: chr_debug_impacts||<center>*</center>||<center>*</center>||
|-
|var: chr_debug_overlay||<center>*</center>||<center>*</center>||
|-
|var: chr_debug_pathfinding||<center>*</center>||<center>*</center>||
|-
|var: chr_debug_sphere||<center>*</center>||<center>*</center>||
|-
|var: chr_debug_target||<center>*</center>||<center>*</center>||
|-
|var: chr_debug_trigger_quad||<center>*</center>||<center>*</center>||
|-
|var: chr_disable_melee||<center>*</center>||<center>*</center>||
|-
|var: chr_disable_visactive||<center>*</center>||<center>*</center>||
|-
|var: chr_draw_aiming_vector||<center>*</center>||<center>*</center>||
|-
|var: chr_draw_all_characters||<center>*</center>||<center>*</center>||
|-
|var: chr_draw_facing_vector||<center>*</center>||<center>*</center>||
|-
|var: chr_draw_weapon||<center>*</center>||<center>*</center>||
|-
|var: chr_enable_collision||<center>*</center>||<center>*</center>||
|-
|var: chr_lod||<center>*</center>||<center>*</center>||
|-
|var: chr_mini_me||<center>*</center>||<center>*</center>||
|-
|var: chr_mini_me_amount||<center>*</center>||<center>*</center>||
|-
|var: chr_pin_character||<center>*</center>||<center>*</center>||
|-
|var: chr_print_sound||<center>*</center>||<center>*</center>||
|-
|var: chr_show_bnv||<center>*</center>||<center>*</center>||
|-
|var: chr_show_lod||<center>*</center>||<center>*</center>||
|-
|var: chr_show_movement||<center>*</center>||<center>*</center>||
|-
|var: chr_weapon_auto_aim||<center>*</center>||<center>*</center>||
|-
|var: cinematic_xoffset||<center>*</center>||<center>*</center>||
|-
|var: cinematic_yoffset||<center>*</center>||<center>*</center>||
|-
|var: cm_canter_unarmed||<center>*</center>||<center>*</center>||
|-
|var: cm_canter_weapon||<center>*</center>||<center>*</center>||
|-
|var: cm_distance||<center>*</center>||<center>*</center>||
|-
|var: cm_height||<center>*</center>||<center>*</center>||
|-
|var: cm_jello_amt||<center>*</center>||<center>*</center>||
|-
|var: cm_jello_radius||<center>*</center>||<center>*</center>||
|-
|var: cm_lookspring_percent||<center>*</center>||<center>*</center>||
|-
|var: cm_plane_test||<center>*</center>||<center>*</center>||
|-
|var: co_display||<center>*</center>||<center>*</center>||
|-
|var: co_fade_time||<center>*</center>||<center>*</center>||
|-
|var: co_message_display||<center>*</center>||<center>*</center>||
|-
|var: co_priority||<center>*</center>||<center>*</center>||
|-
|var: debug_consoles||<center>*</center>||<center>*</center>||
|-
|var: debug_font_cache||||<center>*</center>||
|-
|var: debug_gun_behavior||<center>*</center>||<center>*</center>||
|-
|var: debug_impacts||<center>*</center>||<center>*</center>||
|-
|var: debug_scripts||<center>*</center>||<center>*</center>||
|-
|var: debug_triggers||<center>*</center>||<center>*</center>||
|-
|var: debug_weapons||<center>*</center>||<center>*</center>||
|-
|var: door_drawframes||<center>*</center>||<center>*</center>||
|-
|var: door_ignore_locks||<center>*</center>||<center>*</center>||
|-
|var: door_pop_lighting||<center>*</center>||<center>*</center>||
|-
|var: door_show_activation||<center>*</center>||<center>*</center>||
|-
|var: door_show_debug||<center>*</center>||<center>*</center>||
|-
|var: draw_every_frame||<center>*</center>||<center>*</center>||
|-
|var: draw_every_frame_multiple||<center>*</center>||<center>*</center>||
|-
|var: env_collision||<center>*</center>||<center>*</center>||
|-
|var: env_drawallgqs||<center>*</center>||<center>*</center>||
|-
|var: env_drawfrustum||<center>*</center>||<center>*</center>||
|-
|var: env_drawvisonly||<center>*</center>||<center>*</center>||
|-
|var: env_highlight_gq||<center>*</center>||<center>*</center>||
|-
|var: env_ray_number||<center>*</center>||<center>*</center>||
|-
|var: env_show_ghostgqs||<center>*</center>||<center>*</center>||
|-
|var: env_show_leafnodes||<center>*</center>||<center>*</center>||
|-
|var: env_show_octnode_gqs||<center>*</center>||<center>*</center>||
|-
|var: env_show_octtree||<center>*</center>||<center>*</center>||
|-
|var: env_show_quad_count||<center>*</center>||<center>*</center>||
|-
|var: env_show_rays||<center>*</center>||<center>*</center>||
|-
|var: env_show_stairflagged||<center>*</center>||<center>*</center>||
|-
|var: fast_lookup||<center>*</center>||<center>*</center>||
|-
|var: fast_mode||<center>*</center>||<center>*</center>||
|-
|var: flag_name_distance||<center>*</center>||<center>*</center>||
|-
|var: flag_new_id||<center>*</center>||<center>*</center>||
|-
|var: footstep_flash||<center>*</center>||<center>*</center>||
|-
|var: fx_laser_width||<center>*</center>||<center>*</center>||
|-
|var: gl_disable_depth_reads||<center>*</center>||<center>*</center>||
|-
|var: gl_disable_dxt1||||<center>*</center>||
|-
|var: gl_disable_packed_pixels||||<center>*</center>||
|-
|var: gl_fog_blue||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: gl_fog_end||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: gl_fog_green||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: gl_fog_red||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: gl_fog_start||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: gl_mipmap_offset||||<center>*</center>||
|-
|var: gs_input_accel||<center>*</center>||<center>*</center>||
|-
|var: gs_screen_shot_reduce||<center>*</center>||<center>*</center>||
|-
|var: gs_show_characters||<center>*</center>||<center>*</center>||
|-
|var: gs_show_corpses||<center>*</center>||<center>*</center>||
|-
|var: gs_show_environment||<center>*</center>||<center>*</center>||
|-
|var: gs_show_object_count||<center>*</center>||<center>*</center>||
|-
|var: gs_show_objects||<center>*</center>||<center>*</center>||
|-
|var: gs_show_particles||<center>*</center>||<center>*</center>||
|-
|var: gs_show_physics_count||<center>*</center>||<center>*</center>||
|-
|var: gs_show_scripting_count||<center>*</center>||<center>*</center>||
|-
|var: gs_show_shadows||<center>*</center>||<center>*</center>||
|-
|var: gs_show_sky||<center>*</center>||<center>*</center>||
|-
|var: gs_show_ui||<center>*</center>||<center>*</center>||
|-
|var: gs_sleep||<center>*</center>||<center>*</center>||
|-
|var: gs_stable_ear||<center>*</center>||<center>*</center>||
|-
|var: invincible||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: laser_alpha||<center>*</center>||<center>*</center>||
|-
|var: li_center_cursor||<center>*</center>||||
|-
|var: m3_buffer_clear||<center>*</center>||<center>*</center>||
|-
|var: m3_clear_color||<center>*</center>||<center>*</center>||
|-
|var: m3_double_buffer||<center>*</center>||<center>*</center>||
|-
|var: m3_fill_solid||<center>*</center>||<center>*</center>||
|-
|var: m3_shade_vertex||<center>*</center>||<center>*</center>||
|-
|var: m3_texture||<center>*</center>||<center>*</center>||
|-
|var: m3_zcompareon||<center>*</center>||<center>*</center>||
|-
|var: marketing_line_off||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ob_show_debug||<center>*</center>||<center>*</center>||
|-
|var: omnipotent||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: p3_debug_collision||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: p3_everything_breakable||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: p3_furniture_breakable||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: p3_glass_breakable||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: p3_show_env_collision||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: patrolpath_name_distance||<center>*</center>||<center>*</center>||
|-
|var: ph_active||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ph_debug_keyforces||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: ph_show_collisions||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: recoil_base||<center>*</center>||<center>*</center>||
|-
|var: recoil_edit||<center>*</center>||<center>*</center>||
|-
|var: recoil_factor||<center>*</center>||<center>*</center>||
|-
|var: recoil_max||<center>*</center>||<center>*</center>||
|-
|var: recoil_return_speed||<center>*</center>||<center>*</center>||
|-
|var: save_point||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: saved_film_character_offset||<center>*</center>||<center>*</center>||
|-
|var: saved_film_loop||<center>*</center>||<center>*</center>||
|-
|var: sc_bind_f2||<center>*</center>||<center>*</center>||
|-
|var: sc_bind_f3||<center>*</center>||<center>*</center>||
|-
|var: show_characters||<center>*</center>||<center>*</center>||
|-
|var: show_chr_env_collision||<center>*</center>||<center>*</center>||
|-
|var: show_flags||<center>*</center>||<center>*</center>||
|-
|var: show_laser_env_collision||<center>*</center>||<center>*</center>||
|-
|var: show_patrolpaths||<center>*</center>||<center>*</center>||
|-
|var: show_performance||<center>*</center>||<center>*</center>||
|-
|var: show_performance_gsd||<center>*</center>||<center>*</center>||
|-
|var: show_performance_gsu||<center>*</center>||<center>*</center>||
|-
|var: show_sound_all||<center>*</center>||<center>*</center>||
|-
|var: show_sound_rectangles||<center>*</center>||<center>*</center>||
|-
|var: show_sound_spheres||<center>*</center>||<center>*</center>||
|-
|var: show_triggers||<center>*</center>||<center>*</center>||
|-
|var: show_turrets||<center>*</center>||<center>*</center>||
|-
|var: single_step||<center>*</center>||<center>*</center>||
|-
|var: sky_height||<center>*</center>||<center>*</center>||
|-
|var: sky_show_clouds||<center>*</center>||<center>*</center>||
|-
|var: sky_show_planet||<center>*</center>||<center>*</center>||
|-
|var: sky_show_sky||<center>*</center>||<center>*</center>||
|-
|var: sky_show_skybox||<center>*</center>||<center>*</center>||
|-
|var: sky_show_stars||<center>*</center>||<center>*</center>||
|-
|var: sound_show_debug||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: spatial_footsteps||<center>*</center>||<center>*</center>||
|-
|var: sync_debug||<center>*</center>||<center>*</center>||
|-
|var: target_max_distance||<center>*</center>||<center>*</center>||
|-
|var: turret_show_debug||<center>*</center>||<center>*</center>||
|-
|var: ui_suppress_prompt||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: unstoppable||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: wait_for_key||<center>*</center>||<center>*</center>||
|-
|var: wp_disable_fade||<center>*</center>||<center>*</center>||<center>*</center>
|-
|var: wp_fadetime||<center>*</center>||<center>*</center>||
|-
|var: wp_force_half_scale||<center>*</center>||<center>*</center>||
|-
|var: wp_force_no_scale||<center>*</center>||<center>*</center>||
|-
|var: wp_force_scale||<center>*</center>||<center>*</center>||
|-
|var: wp_hypostrength||<center>*</center>||<center>*</center>||
|-
|var: wp_kickable||<center>*</center>||<center>*</center>||
|-
|var: wp_pow_adjustment||<center>*</center>||<center>*</center>||
|-
|var: wp_scale_adjustment||<center>*</center>||<center>*</center>||
|}
|}

Revision as of 02:06, 7 July 2006

Type Name Arguments Comment Tested
ai2_active ai_name:string
script_id:int
forces an AI into active mode OK
ai2_allpassive passive:int
(0 1)
stops all AIs from thinking for themselves OK
ai2_attack ai_name:string
script_id:int
target_name:string
target_script_id:int
forces an AI to attack another character OK
ai2_barabbas_retrievegun ai_name:string
script_id:int
makes barabbas retrieve his gun if it is lost OK
ai2_barabbas_run lets Barabbas run while carrying his gun OK
ai2_chump (null) creates a chump OK
ai2_chump_stop stops the chump OK
ai2_comehere ai_name:string
script_id:int
tells an AI to come to the player OK
ai2_doalarm ai_name:string
script_id:int
console_id:int
tells an AI to run for an alarm OK
ai2_dopath ai_name:string
script_id:int
path_name:string
tells an AI to run a particular path OK
ai2_followme ai_name:string
script_id:int
tells an AI to follow the player OK
ai2_forget ai_name:string
script_id:int
forget_char:string
makes one or all AIs forget they saw anything OK
ai2_idle ai_name:string
script_id:int
tells an AI to become idle OK
ai2_inactive ai_name:string
script_id:int
forces an AI into inactive mode OK
ai2_kill param1:string
param2:string
kills one or more AIs OK
ai2_lookatchar ai_name:string
script_id:int
ai_name:string
script_id:int
tells an AI to look at a character OK
ai2_lookatme ai_name:string
script_id:int
tells an AI to look at the player OK
ai2_makeaware ai_name:string
script_id:int
target_name:string
target_script_id:int
makes an AI aware of another character OK
ai2_makeblind ai_name:string
script_id:int
on_off:int(0 1)
makes a single AI blind OK
ai2_makedeaf ai_name:string
script_id:int
on_off:int(0 1)
makes a single AI deaf OK
ai2_makeignoreplayer ai_name:string
script_id:int
on_off:int(0 1)
makes a single AI ignore the player OK
ai2_movetoflag ai_name:string
script_id:int
flag_id:int
setfacing:string("setfacing")
tells an AI to move to a flag OK
ai2_neutralbehavior ai_name:string
script_id:int
behavior:string
sets up an AI's neutral OK
ai2_noncombatant ai_name:string
script_id:int
non_combatant:int(0 1)
sets or clears an AI's non OK
ai2_panic ai_name:string
script_id:int
timer:int
makes an AI panic or not panic OK
ai2_passive ai_name:string
script_id:int
passive:int(0 1)
stops an AI from thinking for itself OK
ai2_reset reset_player:int resets AI as if start of level OK
ai2_setalert ai_name:string
script_id:int
alert:string
sets the alert state of an AI OK
ai2_setjobstate ai_name:string
script_id:int
tells an AI to take its current state as its job OK
ai2_setmovementmode ai_name:string
script_id:int
mode:string
sets an AI's current movement mode OK
ai2_spawn ai_name:string
force_spawn:string("force")
creates and starts an AI from a character object OK
ai2_spawnall (null) spawns all AI, even those not initially present OK
ai2_takecontrol on_off:int
(0 1)
makes the AI movement system take control of the player OK
ai2_tripalarm alarm_id:int ai_name:string script_id:int OK
begin_cutscene (null) begins a cutscene OK
bind input_name:string
to:string("to")
input_function:string
binds an input to a function OK
chr_animate ai_name:string
script_id:int
anim_name:string
num_frames:int
interp_frames:int
plays an animation on a character OK
chr_animate_block ai_name:string
script_id:int
anim_name:string
num_frames:int
interp_frames:int
plays an animation on a character and blocks until done OK
chr_boss_shield ai_name:string
script_id:int
turns on the boss shield for a character OK
chr_changeteam ai_name:string
script_id:int
team_name:string
changes a character's team OK
chr_create script_id:int
start_create:string
("start")
creates a character from an ID of the AISA file OK
chr_death _lock
ai_name:string
script_id:int
on_off:int(0 1)
this character will not die too much OK
chr_delete ai_name:string
script_id:int
deletes a character OK
chr_disarm chr_index:int disarms a character or everyone OK
chr_dontaim ai_name:string
script_id:int
on_off:int(0 1)
disables the weapon variant for a character OK
chr_envanim ai_name:string
script_id:int
anim:string
norotation:string("norotation")
plays an environment animation on a character OK
chr_envanim_block ai_name:string
script_id:int
anim:string
norotation:string("norotation")
plays an environment animation on a character and blocks OK
chr_envanim_stop ai_name:string
script_id:int
stops any environment animation on a character OK
chr_facetoflag ai_name:string
script_id:int
flag_id:int
snaps a character's facing to a flag's facing OK
chr_focus chr_index:int Selects what character to control OK
chr_forceholster ai_name:string
script_id:int
holster:int(0 1)
force_draw:int(0 1)
forces a character to holster their weapon OK
chr_freeze ai_name:string
script_id:int
passive:int(0 1)
stops an AI from thinking for itself OK
chr_full_health ai_name:string
script_id:int
sets a characters health to full by script id OK
chr_givepowerup ai_name:string
script_id:int
powerup:string
amount:int
gives a character a powerup OK
chr_giveweapon ai_name:string
script_id:int
weapon_name:string
gives a character a new weapon OK
chr_has_empty_weapon ai_name:string
script_id:int
returns if this character is holding a weapon that is empty OK
chr_has_lsi ai_name:string
script_id:int
records that the character has the lsi OK
chr_health chr_index:int
hit_points:int
sets character's health OK
chr_holdkey ai_name:string
script_id:int
key_name:string
num_frames:int
forces a character to hold a key down for some frames OK
chr_inv_reset ai_name:string
script_id:int
clears a characters inventory OK
chr_invincible ai_name:string
script_id:int
on_off:int(0 1)
makes a character invincible OK
chr_is_player ai_name:string
script_id:int
returns if this character is the player OK
chr_kill_all_ai (null) kills all the AI OK
chr_location chr_index:int
loc_x:float
loc_y:float
loc_z:float
Sets the location of any character OK
chr_location_settocamera chr_index:int Sets the location of any character to the camera location OK
chr_lock_active ai_name:string
script_id:int
locks the character active OK
chr_neutral ai_name:string
script_id:int
passive:int(0 1)
stops an AI from thinking for itself OK
chr_nocollision ai_name:string
script_id:int
on_off:int(0 1)
disables collision for a character OK
chr_pain ai_name:string
script_id:int
pain_type:string
forces a character to play a pain sound OK
chr_peace ai_name:string
script_id:int
turns off fight mode OK
chr_playback ai_name:string
script_id:int
film_name:string
mode:string("fromhere" "interp")
num_frames:int
plays back a film OK
chr_playback_block ai_name:string
script_id:int
film_name:string
mode:string("fromhere" "interp")
num_frames:int
plays back a film and blocks until complete OK
chr_poison ai_name:string
script_id:int
damage:int
interval:int
initial_interval:int
slowly poisons a character OK
chr_set_health ai_name:string
script_id:int
hit_points:int
sets a characters health by script id OK
chr_shadow ai_name:string
script_id:int
on_off:int(0 1)
turns of the shadow for this character OK
chr_super ai_name:string
script_id:int
super_amount:float
set's a character's super value OK
chr_talk ai_name:string
script_id:int
sound_name:string
pre_pause:int
post_pause:int
priority:string
causes a character to play a line of dialogue OK
chr_teleport ai_name:string
script_id:int
flag_id:int
teleports a character to a flag OK
chr_ultra_mode ai_name:string
script_id:int
on_off:int(0 1)
enables ultra mode for a character OK
chr_unkillable ai_name:string
script_id:int
on_off:int(0 1)
makes a character unkillable OK
chr_unlock_active ai_name:string
script_id:int
unlocks the character active OK
chr_unstoppable ai_name:string
script_id:int
on_off:int(0 1)
makes a character unstoppable OK
chr_vocalize ai_name:string
script_id:int
type:string
makes a character utter a vocalization (vocalize type strings: override, yell, pain, call, say, chatter, idle) OK
chr_wait_animation ai_name:string
script_id:int
anim_name:string
waits for a character to play a specific animation OK
chr_wait_animstate ai_name:string
script_id:int
anim_name:string
waits for a character to reach a specific animation state OK
chr_wait_animtype ai_name:string
script_id:int
anim_name:string
waits for a character to play a specific animation type OK
chr_wait_health ai_name:string
script_id:int
health_amount:float
waits until a character's health falls below a value OK
chr_weapon chr_index:int
weapon_name:string
weapon_num:int
sets the weapon for a give character OK
chr_weapon_immune ai_name:string
script_id:int
makes a character weapon immune OK
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 OK
cinematic_stop bitmap_name:string
end:int
velocity:float
stop the display of a cinematic insert OK
cm_anim cam_spec:string("move" "look" "both")
anim_name:string
initiates a camera animation OK
cm_anim_block cam_spec:string("move" "look" "both")
anim_name:string
initiates a camera animation OK
cm_barabus ai_name:string
script_id:int
away:float
up:float
time:int
special camera for barabus OK
cm_detach (null) detaches the camera OK
cm_interpolate cam_name:string
num_frames:int
initiates a camera interpolation OK
cm_interpolate_block anim_name:string
num_frames:int
initiates a camera interpolation OK
cm_jello mode:int
(0 1)
toggles camera Jello(tm) mode OK
cm_orbit speed:float
stopangle:float
puts the camera in orbit mode OK
cm_orbit_block speed:float
stopangle:float
puts the camera in orbit mode OK
cm_reset maxspeed:float
maxFocalAccel:float
resets the camera OK
cm_wait (null) makes the camera wait until it is no longer busy OK
console_activate console_id:int activates a console OK
console_deactivate console_id:int deactivates a console OK
console_reset console_id:int resets a console to initial state OK
corpse_reset (null) resets corpses to their initial state OK
cutscene_sync (null) marks a point in a cutscene OK
diary_page_unlock page:int unlocks a specific diary page on the current level OK
did_kill_griffen (null) returns if we did kill griffen OK
difficulty (null) returns the difficulty level OK
dmsg astring:string debugging message OK
door_close door_id:int closes a door (may not stay open) OK
door_jam door_id:int jams a door in its current state OK
door_lock door_id:int locks a door OK
door_open door_id:int opens a door (may not stay open) OK
door_unjam door_id:int unjams a door so characters can open it OK
door_unlock door_id:int unlocks a door OK
end_cutscene (null) ends a cutscene OK
env_anim obj_id:int
obj_id:int
initiates an environment animation for an object OK
env_anim_block obj_id:int
obj_id:int
initiates an environment animation: blocks until completed OK
env_broken gq_ref:int
gq_endref:int
computes the number of objects in a range that have all their glass broken OK
env_setanim obj_id:int
object_name:string
sets up an animation for an object OK
env_setanim_block obj_id:int
object_name:string
sets up an animation: blocks until completed OK
env_shade gq_ref:int
gq_ref:int
r:float
g:float
b:float
sets the shade of a block of objects OK
env_show gq_ref:int
on_off:int(0 1)
turns on or off specified parts of the environment OK
env_texswap gq_start:int
tex_name:string
swaps an environment texture OK
fade_in ticks:int fades the screen in OK
fade_out r:float
r:int
g:float
g:int
b:float
b:int
ticks:int
fades the screen out OK
fall_back (null) makes the player character fall back OK
fall_front (null) makes the player character fall front OK
give_powerup powerup_name:string
amount:int
character:int
Gives a powerup to a character OK
gl_fog_end_changeto end_val:float
frames:int
changes the fog end distance smoothly OK
gl_fog_start_changeto start_val:float
frames:int
changes the fog start distance smoothly OK
goto loc_x:float
loc_y:float
loc_z:float
Sets the location of the player character OK
gs_farclipplane_set plane:float sets the far clipping plane OK
gs_fov_set fov_degrees:float sets the field of view OK
input on_off:int(0 1) turns input on or off OK
killed_griffen murder:bool sets if we killed griffen OK
letterbox start_stop:int(0 1) starts or stops letterboxing OK
lock_keys key_name:string locks keys out OK
lose (null) lose this level OK
make_corpse corpse_name:string makes a corpse OK
message message:string
timer:int
sends a message from the subtitle file OK
message_remove message:string removes a currently displayed message OK
movie_play name:string function to start a movie playing OK
obj_create obj_id:int
obj_id:int
creates a range of objects OK
obj_force_draw obj_id:int
obj_id:int
locks an object as visible OK
obj_hide obj_id:int
obj_id:int
hides an object OK
obj_kill obj_id:int
obj_id:int
kills a range of object OK
obj_shade obj_id:int
obj_id:int
r:float
g:float
b:float
turns display of an object on or off OK
obj_show obj_id:int
obj_id:int
shows an object OK
objective_complete (null) plays the objective OK
objective_set page:int
make_silent:string
("silent")
Sets the current objective page OK
p3_removedangerous (null) removes all "dangerous projectile" particles by making their lifetime expire OK
playback ai_name:string
script_id:int
film_name:string
mode:string("fromhere" "interp")
num_frames:int
plays back a film OK
playback_block ai_name:string
script_id:int
film_name:string
mode:string("fromhere" "interp")
num_frames:int
plays back a film and blocks until complete OK
powerup_reset (null) resets all placed powerups to their starting points OK
powerup_spawn poweruptype:string
flag:int
creates a new powerup OK
reset_mechanics (null) resets all level mechanics (triggers, turrets, consoles, etc...) to initial state OK
restore_game (null) restores the game OK
save_game save_point:int
type:string("autosave")
saves the game OK
slowmo duration:int starts the slowmotion timer OK
sound_ambient_start name:string
volume:float
function to start an ambient sound OK
sound_ambient_stop name:string function to stop an ambient sound OK
sound_ambient_volume name:string
volume:float
time:float
function to set the volume of a playing ambient sound OK
sound_dialog_play name:string function to start character dialog playing OK
sound_dialog_play_block name:string function to start character dialog playing after the current dialog finishes OK
sound_dialog_play_interrupt name:string function to interrupt the current character dialog and play a new one OK
sound_impulse_play name:string
volume:float
function plays an impulse sound OK
sound_music_start name:string
volume:float
function to start music playing OK
sound_music_stop name:string function to stop playing music OK
sound_music_volume name:string
volume:float
time:float
function to set the volume of playing music OK
sound_objects_reset (null) reloads the sounds objects OK
splash_screen texture:string displays a splash screen OK
target_set flag_id:int
min_distance:float
Sets the target to the specified flag OK
timer_start duration:float
script:string
starts the countdown timer OK
timer_stop (null) stops the countdown timer OK
trig_activate trigger_id:int activates a trigger OK
trig_deactivate trigger_id:int deactivates a trigger OK
trig_hide trigger_id:int hides a trigger OK
trig_reset trigger_id:int resets a trigger to non OK
trig_show trigger_id:int shows a trigger OK
trig_speed trigger_id:int
volume:float
sets a triggers speed OK
trigvolume_corpse trig_id:int kills all the corpses inside a trigger volume OK
trigvolume_count trig_id:int counts the number of people in a trigger volume OK
trigvolume_enable name:string
enable:int(0 1)
type:string("all" "entry" "inside" "exit")
enable or disable a trigger volume OK
trigvolume_kill trig_id:int kills all the characters inside a trigger volume OK
trigvolume_reset name:string reset a trigger volume to its level OK
trigvolume_setscript name:string
script:string
type:string("entry" "inside" "exit")
set the script to call from a trigger volume OK
trigvolume_trigger name:string
type:string("entry" "inside" "exit")
ai_name:string
script_id:int
fire off a trigger volume OK
turret_activate turret_id:int activates a turret OK
turret_deactivate turret_id:int deactivates a turret OK
turret_reset turret_id:int resets a turret to initial state OK
ui_fill_element element_name:string
fill:int
sets part of the HUD to completely filled OK
ui_flash_element element_name:string
fill:int
sets part of the HUD to flash or not flash OK
ui_show_element element_name:string
show:int
shows or hides part of the HUD OK
ui_show_help enable:int debugging: enables the HUD help overlays OK
unbind input_name:string removes a binding from a input function OK
unbindall (null) removes all bindings OK
weapon_reset (null) resets all unheld weapons to their starting state OK
weapon_spawn weapontype:string
flag:int
creates a new weapon OK
win (null) win this level OK