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- [0] (begin <expression(s)>) - returns the last expression in a sequence after evaluating the sequence in order.
- [1] (begin_random <expression(s)>) - evaluates the sequence of expressions in random order and returns the last value evaluated.
- [2] (if <boolean> <then> [<else>]) - returns one of two values based on the value of a condition.
- [3] (cond (<boolean1> <result1>) [(<boolean2> <result2>) [...]]) - returns the value associated with the first true condition.
- [4] (set <variable name> <expression>) - set the value of a global variable.
- [5] (and <boolean(s)>) - returns true if all specified expressions are true.
- [6] (or <boolean(s)>) - returns true if any specified expressions are true.
- [7] (+ <number(s)>) - returns the sum of all specified expressions.
- [8] (- <number> <number>) - returns the difference of two expressions.
- [9] (* <number(s)>) - returns the product of all specified expressions.
- [10] (/ <number> <number>) - returns the quotient of two expressions.
- [11] (min <number(s)>) - returns the minimum of all specified expressions.
- [12] (max <number(s)>) - returns the maximum of all specified expressions.
- [13] (= <expression> <expression>) - returns true if two expressions are equal
- [14] (!= <expression> <expression>) - returns true if two expressions are not equal
- [15] (> <number> <number>) - returns true if the first number is larger than the second.
- [16] (< <number> <number>) - returns true if the first number is smaller than the second.
- [17] (>= <number> <number>) - returns true if the first number is larger than or equal to the second.
- [18] (<= <number> <number>) - returns true if the first number is smaller than or equal to the second.
- [19] (sleep <short> [<script>]) - pauses execution of this script (or, optionally, another script) for the specified number of ticks.
- [20] (sleep_forever [<script>]) - pauses execution of this script (or, optionally, another script) forever.
- [21] (sleep_until <boolean> [<short>]) - pauses execution of this script until the specified condition is true, checking once per second unless a different number of ticks is specified.
- [22] (wake <script name>) - wakes a sleeping script in the next update.
- [23] (inspect <expression>) - prints the value of an expression to the screen for debugging purposes.
- [24] (unit <object>) - converts an object to a unit.
- [25] (not <boolean>) - returns the opposite of the expression.
- [26] (pin <real> <real> <real>) - returns the first value pinned between the second two
- [27] NULL
- [28] (players) - returns a list of the players
- [29] (kill_volume_enable <trigger_volume>) - enables a kill volume
- [30] (kill_volume_disable <trigger_volume>) - disables a kill volume
- [31] (volume_teleport_players_not_inside <trigger_volume> <cutscene_flag>) - moves all players outside a specified trigger volume to a specified flag.
- [32] (volume_test_object <trigger_volume> <object>) - returns true if the specified object is within the specified volume.
- [33] (volume_test_objects <trigger_volume> <object_list>) - returns true if any of the specified objects are within the specified volume. trigger volume must have been postprocessed
- [34] (volume_test_objects_all <trigger_volume> <object_list>) - returns true if any of the specified objects are within the specified volume. trigger volume must have been postprocessed
- [35] (volume_return_objects <trigger_volume>) - returns list of objects in volume or (max 128).
- [36] (volume_return_objects_by_type <trigger_volume> <long>) - returns list of objects in volume or (max 128).
- [37] (list_get <object_list> <short>) - returns an item in an object list.
- [38] (list_count <object_list>) - returns the number of objects in a list
- [39] (list_count_not_dead <object_list>) - returns the number of objects in a list that aren't dead
- [40] (effect_new <effect> <cutscene_flag>) - starts the specified effect at the specified flag.
- [41] (effect_new_on_object_marker <effect> <object> <string_id>) - starts the specified effect on the specified object at the specified marker.
- [42] (damage_new <damage> <cutscene_flag>) - causes the specified damage at the specified flag.
- [43] (damage_object <damage> <object>) - causes the specified damage at the specified object.
- [44] (damage_objects <damage> <object_list>) - causes the specified damage at the specified object list.
- [45] (damage_players <damage>) - damages all players with the given damage effect
- [46] (object_create <object_name>) - creates an object from the scenario.
- [47] (object_create_clone <object_name>) - creates an object, potentially resulting in multiple objects if it already exists.
- [48] (object_create_anew <object_name>) - creates an object, destroying it first if it already exists.
- [49] (object_create_containing <string>) - creates all objects from the scenario whose names contain the given substring.
- [50] (object_create_clone_containing <string>) - creates clones for all objects from the scenario whose names contain the given substring.
- [51] (object_create_anew_containing <string>) - creates anew all objects from the scenario whose names contain the given substring.
- [52] (object_destroy <object>) - destroys an object.
- [53] (object_destroy_containing <string>) - destroys all objects from the scenario whose names contain the given substring.
- [54] (object_destroy_all) - destroys all non player objects.
- [55] (object_destroy_type_mask <long>) - destroys all objects matching the type mask
- [56] (objects_delete_by_definition <object_definition>) - deletes all objects of type <definition>
- [57] (object_hide <object> <boolean>) - hides or shows the object passed in
- [58] (object_set_shadowless <object> <boolean>) - set/reset shadow castingness of object
- [59] (object_function_set <long> <real>) - sets a global object function (0-3) to value
- [60] (object_set_function_variable <object> <string_id> <real> <real>) - sets funciton variable for sin-o-matic use
- [61] (object_clear_function_variable <object> <string_id>) - clears one funciton variables for sin-o-matic use
- [62] (object_clear_all_function_variables <object>) - clears all funciton variables for sin-o-matic use
- [63] (object_dynamic_simulation_disable <object> <boolean>) - disabled dynamic simulation for this object (makes it fixed)
- [64] (object_set_phantom_power <object> <boolean>) - sets phantom power to be latched at 1.0f or 0.0f
- [65] (object_wake_physics <object>) - wakes physics of an object. For example it would make an usupported crate fall
- [66] (object_set_ranged_attack_inhibited <object> <boolean>) - FALSE prevents object from using ranged attack
- [67] (object_set_melee_attack_inhibited <object> <boolean>) - FALSE prevents object from using melee attack
- [68] NULL
- [69] (object_get_health <object>) - returns the health [0,1] of the object, returns -1 if the object does not exist
- [70] (object_get_shield <object>) - returns the shield [0,1] of the object, returns -1 if the object does not exist
- [71] (object_set_shield_effect <object> <real> <real>) - sets the shield response effect (not current shield amount) to a given value over the given number of seconds (cinematic use only, remember to call (object_set_shield_effect 0 0) after use!)
- [72] (object_set_physics <object> <boolean>) - prevents an object from running physics or colliding with any other objects
- [73] (object_get_parent <object>) - returns the parent of the given object
- [74] (objects_attach <object> <string_id> <object> <string_id>) - attaches the second object to the first both strings can be empty
- [75] (object_at_marker <object> <string_id>) - returns the object attached to the marker of the given parent object
- [76] (objects_detach <object> <object>) - detaches from the given parent object the given child object
- [77] (object_set_scale <object> <real> <short>) - sets the scale for a given object and interpolates over the given number of frames to achieve that scale
- [78] (object_set_velocity <object> <real>) - Sets the (object-relative) forward velocity of the given object
- [79] (object_set_velocity <object> <real> <real> <real>) - Sets the (object-relative) velocity of the given object
- [80] (object_set_deleted_when_deactivated <object>) - when this object deactivates it will be deleted
- [81] (object_copy_player_appearance <object> <long>) - copy appearance into object from player n (starts counting from 0)
- [82] (object_model_target_destroyed <object> <string_id>) - returns TRUE if the specified model target is destroyed
- [83] (object_model_targets_destroyed <object> <string_id>) - returns TRUE if the specified model target is destroyed
- [84] (object_damage_damage_section <object> <string_id> <real>) - applies damage to a damage section, causing all manner of effects/constraint breakage to occur
- [85] (object_cannot_die <object> <boolean>) - Set whether the object can die from damage or not (as opposed to by scripting)
- [86] (object_vitality_pinned <object>) - returns TRUE if the object's vitality is currently pinned at some minimum value because it cannot die.
- [87] (garbage_collect_now) - causes all garbage objects except those visible to a player to be collected immediately
- [88] (garbage_collect_unsafe) - forces all garbage objects to be collected immediately, even those visible to a player (dangerous!)
- [89] (garbage_collect_multiplayer) - runs multiplayer garbage collection
- [90] (object_cannot_take_damage <object_list>) - prevents an object from taking damage
- [91] (object_can_take_damage <object_list>) - allows an object to take damage again
- [92] (object_cinematic_lod <object> <boolean>) - makes an object use the highest lod for the remainder of the levels' cutscenes.
- [93] (object_cinematic_collision <object> <boolean>) - makes an object not collide with other cinematic collision objects.
- [94] (object_cinematic_visibility <object> <boolean>) - makes an object bypass visibility and always render during cinematics.
- [95] (object_uses_cinematic_lighting <object> <boolean>) - makes an object use the cinematic directional and ambient lights instead of sampling the lightmap.
- [96] (cinematic_lighting_set_primary_light <real> <real> <real> <real> <real>) - sets the pitch, yaw, and color (red, green, blue) of the cinematic shadowing diffuse and specular directional light.
- [97] (cinematic_lighting_set_secondary_light <real> <real> <real> <real> <real>) - sets the pitch, yaw, and color (red, green, blue) of the cinematic non-shadowing diffuse directional light.
- [98] (cinematic_lighting_set_ambient_light <real> <real> <real>) - sets the color (red, green, blue) of the cinematic ambient light.
- [99] (objects_predict <object_list>) - loads textures/geometry/sounds necessary to present objects that are about to come on-screen
- [100] (objects_predict_high <object_list>) - loads textures/geometry/sounds necessary to present objects that are about to come on-screen
- [101] (objects_predict_low <object_list>) - loads textures/geometry/sounds necessary to present objects that are about to come on-screen
- [102] (object_type_predict_high <object_definition>) - loads textures necessary to draw an object that's about to come on-screen.
- [103] (object_type_predict_low <object_definition>) - loads textures necessary to draw an object that's about to come on-screen.
- [104] (object_type_predict <object_definition>) - loads textures necessary to draw an object that's about to come on-screen.
- [105] (object_teleport <object> <cutscene_flag>) - moves the specified object to the specified flag.
- [106] (object_set_facing <object> <cutscene_flag>) - turns the specified object in the direction of the specified flag.
- [107] (object_set_shield <object> <real>) - sets the shield vitality of the specified object (between 0 and 1).
- [108] (object_set_shield_stun <object> <real>) - set how long the shield will be stunned for, 0 is unstunned
- [109] (object_set_shield_stun_infinite <object>) - make this objects shield be stunned permanently
- [110] (object_set_permutation <object> <string_id> <string_id>) - sets the desired region (use "" for all regions) to the permutation with the given name, e.g. (object_set_permutation flood "right arm" ~damaged)
- [111] (object_set_region_state <object> <string_id> <model_state>) - sets the desired region (use "" for all regions) to the model state with the given name, e.g. (object_set_region_state marine head destroyed)
- [112] (objects_can_see_object <object_list> <object> <real>) - returns true if any of the specified units are looking within the specified number of degrees of the object.
- [113] (objects_can_see_flag <object_list> <cutscene_flag> <real>) - returns true if any of the specified units are looking within the specified number of degrees of the flag.
- [114] (objects_distance_to_object <object_list> <object>) - returns minimum distance from any of the specified objects to the specified destination object. (returns -1 if there are no objects to check)
- [115] (objects_distance_to_flag <object_list> <cutscene_flag>) - returns minimum distance from any of the specified objects to the specified flag. (returns -1 if there are no objects, or no flag, to check)
- [116] NULL
- [117] (position_predict <real> <real> <real>) - in: x, y, z position. loads textures/geometry/sounds necessary to present locations that are about to come on-screen.
- [118] (shader_predict <shader>) - in: shader name. loads textures necessary for a shader.
- [119] (bitmap_predict <bitmap>) - in: bitmap name. loads all the bitmaps in that bitmap group
- [120] NULL
- [121] NULL
- [122] NULL
- [123] (game_engine_objects) - returns a list of the special game engine objects
- [124] (random_range <short> <short>) - returns a random value in the range [lower bound, upper bound)
- [125] (real_random_range <real> <real>) - returns a random value in the range [lower bound, upper bound)
- [126] (physics_constants_reset) - resets all physics constants to earthly values
- [127] (physics_set_gravity <real>) - set global gravity acceleration relative to halo standard gravity
- [128] (physics_set_velocity_frame <real> <real> <real>) - sets a local frame of motion for updating physics of things that wish to respect it
- [129] (physics_disable_character_ground_adhesion_forces <real>) - turn off ground adhesion forces so you can play tricks with gravity
- [130] NULL
- [131] NULL
- [132] NULL
- [133] NULL
- [134] NULL
- [135] NULL
- [136] (breakable_surfaces_enable <boolean>) - enables or disables breakability of all breakable surfaces on level
- [137] (breakable_surfaces_reset) - restores all breakable surfaces
- [138] (recording_play <unit> <cutscene_recording>) - make the specified unit run the specified cutscene recording.
- [139] (recording_play_and_delete <unit> <cutscene_recording>) - make the specified unit run the specified cutscene recording, deletes the unit when the animation finishes.
- [140] (recording_play_and_hover <vehicle> <cutscene_recording>) - make the specified vehicle run the specified cutscene recording, hovers the vehicle when the animation finishes.
- [141] (recording_kill <unit>) - kill the specified unit's cutscene recording.
- [142] (recording_time <unit>) - return the time remaining in the specified unit's cutscene recording.
- [143] (render_lights <boolean>) - enables/disables dynamic lights
- [144] (texture_camera_set_object_marker <object> <string_id> <real>) - sets the render texture camera to a given object marker
- [145] (texture_camera_off) - turns off the render texture camera
- [146] (render_lights_enable_cinematic_shadow <boolean> <object> <string_id> <real>) - enable/disable the specified unit to receive cinematic shadows where the shadow is focused about a radius around a marker name
- [147] NULL
- [148] NULL
- [149] NULL
- [150] NULL
- [151] NULL
- [152] NULL
- [153] NULL
- [154] NULL
- [155] NULL
- [156] NULL
- [157] NULL
- [158] NULL
- [159] NULL
- [160] NULL
- [161] NULL
- [162] NULL
- [163] NULL
- [164] NULL
- [165] NULL
- [166] NULL
- [167] NULL
- [168] NULL
- [169] NULL
- [170] NULL
- [171] NULL
- [172] NULL
- [173] NULL
- [174] NULL
- [175] NULL
- [176] NULL
- [177] NULL
- [178] NULL
- [179] NULL
- [180] NULL
- [181] NULL
- [182] NULL
- [183] NULL
- [184] (scenery_animation_start <scenery> <animation_graph> <string_id>) - starts a custom animation playing on a piece of scenery
- [185] (scenery_animation_start_loop <scenery> <animation_graph> <string_id>) - starts a custom looping animation playing on a piece of scenery
- [186] (scenery_animation_start_relative <scenery> <animation_graph> <string_id> <object>) - starts a custom animation playing on a piece of scenery relative to a parent object
- [187] (scenery_animation_start_relative_loop <scenery> <animation_graph> <string_id> <object>) - starts a custom looping animation playing on a piece of scenery relative to a parent object
- [188] (scenery_animation_start_at_frame <scenery> <animation_graph> <string_id> <short>) - starts a custom animation playing on a piece of scenery at a specific frame
- [189] (scenery_animation_idle <scenery>) - starts the idle animation (if any) for a piece of scenery
- [190] (scenery_get_animation_time <scenery>) - returns the number of ticks remaining in a custom animation (or zero, if the animation is over).
- [191] NULL
- [192] (unit_can_blink <unit> <boolean>) - allows a unit to blink or not (units never blink when they are dead)
- [193] (unit_set_active_camo <unit> <boolean> <real>) - enable or disable active camo for the given unit over the specified number of seconds
- [194] (unit_open <unit>) - opens the hatches on the given unit
- [195] (unit_close <unit>) - closes the hatches on a given unit
- [196] (unit_kill <unit>) - kills a given unit, no saving throw
- [197] (unit_kill_silent <unit>) - kills a given unit silently (doesn't make them play their normal death animation or sound)
- [198] (unit_is_emitting <unit>) - returns whether or not the given unit is current emitting an ai
- [199] (unit_get_custom_animation_time <unit>) - returns the number of ticks remaining in a unit's custom animation (or zero, if the animation is over).
- [200] (unit_stop_custom_animation <unit>) - stops the custom animation running on the given unit.
- [201] (custom_animation <unit> <animation_graph> <string_id> <boolean>) - starts a custom animation playing on a unit (interpolates into animation if last parameter is TRUE)
- [202] (custom_animation_loop <unit> <animation_graph> <string_id> <boolean>) - starts a custom animation playing on a unit (interpolates into animation if last parameter is TRUE)
- [203] (custom_animation_relative <unit> <animation_graph> <string_id> <boolean> <object>) - starts a custom animation relative to some other object (interpolates into animation if last parameter is TRUE)
- [204] (custom_animation_relative_loop <unit> <animation_graph> <string_id> <boolean> <object>) - starts a custom animation relative to some other object (interpolates into animation if last parameter is TRUE)
- [205] (custom_animation_list <object_list> <animation_graph> <string_id> <boolean>) - starts a custom animation playing on a unit list (interpolates into animation if last parameter is TRUE)
- [206] (unit_custom_animation_at_frame <unit> <animation_graph> <string_id> <boolean> <short>) - starts a custom animation playing on a unit at a specific frame index(interpolates into animation if next to last parameter is TRUE)
- [207] (unit_is_playing_custom_animation <unit>) - returns TRUE if the given unit is still playing a custom animation
- [208] (object_set_custom_animations_hold_on_last_frame <boolean>) - changes the default behavior for custom animations
- [209] (object_set_custom_animations_prevent_lipsync_head_movement <boolean>) - when true, prevents lipsync from bobbing the head during custom animations. default is true.
- [210] (unit_set_actively_controlled <unit> <boolean>) - sets unit's actively controlled flag
- [211] (unit_get_team_index <unit>) - returns the team index of the unit, returns -1 if the unit does not have a team
- [212] (unit_aim_without_turning <unit> <boolean>) - allows a unit to aim in place without turning
- [213] (unit_set_enterable_by_player <unit> <boolean>) - can be used to prevent the player from entering a vehicle
- [214] (unit_get_enterable_by_player <unit>) - returns true if a player may enter the vehicle
- [215] (unit_only_takes_damage_from_players_team <unit> <boolean>) - used for the tartarus boss fight
- [216] (unit_enter_vehicle <unit> <vehicle> <string_id>) - puts the specified unit in the specified vehicle (in the named seat)
- [217] (unit_board_vehicle <unit> <string_id>) - Causes the given unit to attempt to board the named seat
- [218] (unit_set_emotion <unit> <short>) - sets a unit's facial expression (-1 is none, other values depend on unit)
- [219] (unit_set_emotion_animation <unit> <string_id>) - sets the emotion animation to be used for the given unit
- [220] (unit_set_emotional_state <unit> <string_id> <real> <short>) - sets a unit's facial expression by name with weight and transition time
- [221] (unit_enable_eye_tracking <unit> <boolean>) - enable/disable eye aiming on a unit
- [222] (unit_in_vehicle <unit>) - returns true if the given unit is seated on a parent unit
- [223] (vehicle_test_seat_list <vehicle> <string_id> <object_list>) - tests whether the named seat has an object in the object list (use "" to test all seats for any unit in the list)
- [224] (vehicle_test_seat <vehicle> <string_id> <unit>) - tests whether the named seat has a specified unit in it (use "" to test all seats for this unit)
- [225] (unit_set_prefer_tight_camera_track <unit> <boolean>) - sets the unit to prefer a tight camera track
- [226] (unit_exit_vehicle <unit>) - makes a unit exit its vehicle
- [227] (unit_exit_vehicle <unit> <short>) - makes a unit exit its vehicle (0 = normal exit to airborne, 1 = ejection, 2 = ejection + death, 3 = exit to ground)
- [228] (unit_set_maximum_vitality <unit> <real> <real>) - sets a unit's maximum body and shield vitality
- [229] (units_set_maximum_vitality <object_list> <real> <real>) - sets a group of units' maximum body and shield vitality
- [230] (unit_set_current_vitality <unit> <real> <real>) - sets a unit's current body and shield vitality
- [231] (units_set_current_vitality <object_list> <real> <real>) - sets a group of units' current body and shield vitality
- [232] (vehicle_load_magic <object> <unit_seat_mapping> <object_list>) - makes a list of units (named or by encounter) magically get into a vehicle, in the substring-specified seats (e.g. CD-passenger... empty string matches all seats)
- [233] (vehicle_unload <object> <unit_seat_mapping>) - makes units get out of an object from the substring-specified seats (e.g. CD-passenger... empty string matches all seats)
- [234] (unit_set_animation_mode <unit> <string_id>) - this unit will assume the named animation mode
- [235] (magic_melee_attack) - causes player's unit to start a melee attack
- [236] (vehicle_riders <unit>) - returns a list of all riders in a vehicle
- [237] (vehicle_driver <unit>) - returns the driver of a vehicle
- [238] (vehicle_gunner <unit>) - returns the gunner of a vehicle
- [239] (unit_get_health <unit>) - returns the health [0,1] of the unit, returns -1 if the unit does not exist
- [240] (unit_get_shield <unit>) - returns the shield [0,1] of the unit, returns -1 if the unit does not exist
- [241] (unit_get_total_grenade_count <unit>) - returns the total number of grenades for the given unit, 0 if it does not exist
- [242] (unit_has_weapon <unit> <object_definition>) - returns TRUE if the <unit> has <object> as a weapon, FALSE otherwise
- [243] (unit_has_weapon_readied <unit> <object_definition>) - returns TRUE if the <unit> has <object> as the primary weapon, FALSE otherwise
- [244] (unit_lower_weapon <unit> <short>) - lower the units weapon over x ticks
- [245] (unit_raise_weapon <unit> <short>) - raises the units weapon over x ticks
- [246] NULL
- [247] (unit_doesnt_drop_items <object_list>) - prevents any of the given units from dropping weapons or grenades when they die
- [248] (unit_impervious <object_list> <boolean>) - prevents any of the given units from being knocked around or playing ping animations
- [249] (unit_suspended <unit> <boolean>) - stops gravity from working on the given unit
- [250] (unit_add_equipment <unit> <starting_profile> <boolean> <boolean>) - adds/resets the unit's health, shield, and inventory (weapons and grenades) to the named profile. resets if third parameter is true, adds if false. weapons will be marked as garbage if fourth parameter is true (for respawning equipment).
- [251] (weapon_hold_trigger <weapon> <long> <boolean>) - turns the trigger for a weapon on/off
- [252] (weapon_enable_warthog_chaingun_light <boolean>) - turns the trigger for a weapon on/off
- [253] (device_set_never_appears_locked <device> <boolean>) - changes a machine's never_appears_locked flag, but only if paul is a bastard
- [254] (device_set_power <device> <real>) - immediately sets the power of a named device to the given value
- [255] (device_get_power <device>) - gets the current power of a named device
- [256] (device_set_position <device> <real>) - set the desired position of the given device (used for devices without explicit device groups)
- [257] (device_get_position <device>) - gets the current position of the given device (used for devices without explicit device groups)
- [258] (device_set_position_immediate <device> <real>) - instantaneously changes the position of the given device (used for devices without explicit device groups
- [259] (device_group_get <device_group>) - returns the desired value of the specified device group.
- [260] (device_group_set <device> <device_group> <real>) - changes the desired value of the specified device group.
- [261] (device_group_set_immediate <device_group> <real>) - instantaneously changes the value of the specified device group.
- [262] (device_one_sided_set <device> <boolean>) - TRUE makes the given device one-sided (only able to be opened from one direction), FALSE makes it two-sided
- [263] (device_operates_automatically_set <device> <boolean>) - TRUE makes the given device open automatically when any biped is nearby, FALSE makes it not
- [264] (device_closes_automatically_set <device> <boolean>) - TRUE makes the given device close automatically after it has opened, FALSE makes it not
- [265] (device_group_change_only_once_more_set <device_group> <boolean>) - TRUE allows a device to change states only once
- [266] (device_set_position_track <device> <string_id> <real>) - set the desired position track animation to use (optional interpolation time onto track)
- [267] (device_set_overlay_track <device> <string_id>) - set the desired overlay animation to use
- [268] (device_animate_position <device> <real> <real> <real> <real> <boolean>) - animate the position over time
- [269] (device_animate_overlay <device> <real> <real> <real> <real>) - animate the overlay over time
- [270] NULL
- [271] NULL
- [272] NULL
- [273] NULL
- [274] NULL
- [275] NULL
- [276] NULL
- [277] NULL
- [278] (ai_enable <boolean>) - turns all AI on or off.
- [279] (ai_enabled) - returns whether AI is turned on or off.
- [280] (ai_grenades <boolean>) - turns grenade inventory on or off.
- [281] (ai_dialogue_enable <boolean>) - turn combat dialogue on/off
- [282] (ai_dialogue_log_reset) - reset the dialogue log
- [283] (ai_dialogue_log_dump <string>) - dump a file of the given name with csv statistics on vocalizations
- [284] (ai_get_object <ai>) - returns the unit/object corresponding to the given actor
- [285] (ai_get_unit <ai>) - returns the unit/object corresponding to the given actor
- [286] (ai_attach <unit> <ai>) - attaches the specified unit to the specified encounter.
- [287] (ai_attach_units <object_list> <ai>) - attaches the specified list of units to the specified encounter.
- [288] (ai_detach <unit>) - detaches the specified unit from all AI.
- [289] (ai_detach_units <object_list>) - detaches the specified list of units from all AI.
- [290] (ai_place <ai>) - places the specified squad on the map.
- [291] (ai_place <ai> <short>) - places the given number of members of the specified squad.
- [292] (ai_place_in_vehicle <ai> <ai>) - places the specified squad (1st arg) on the map in the vehicles belonging to the specified vehicle squad (2nd arg).
- [293] (ai_cannot_die <ai> <boolean>) - AI cannot die from damage (as opposed to by scripting)
- [294] (ai_vitality_pinned <ai>) - Returns true if the ai's units are ALL vitality pinned (see object_vitality_pinned)
- [295] (ai_kill <ai>) - instantly kills the specified encounter and/or squad.
- [296] (ai_kill_silent <ai>) - instantly and silently (no animation or sound played) kills the specified encounter and/or squad.
- [297] (ai_erase <ai>) - erases the specified encounter and/or squad.
- [298] (ai_erase_all) - erases all AI.
- [299] (ai_disposable <ai> <boolean>) - enables or disables automatic garbage collection for actors in the specified encounter and/or squad.
- [300] (ai_select <ai>) - selects the specified squad.
- [301] (ai_deselect) - clears the selected encounter.
- [302] (ai_set_deaf <ai> <boolean>) - enables or disables hearing for actors in the specified encounter.
- [303] (ai_set_blind <ai> <boolean>) - enables or disables sight for actors in the specified encounter.
- [304] (ai_magically_see <ai> <ai>) - Make one squad magically aware of another.
- [305] (ai_magically_see_object <ai> <object>) - Make a squad magically aware of a particular object.
- [306] (ai_set_active_camo <ai> <boolean>) - Turn on active camoflage on actor/squad/squad-group
- [307] (ai_suppress_combat <ai> <boolean>) - Turn on/off combat suppression on actor/squad/squad-group
- [308] (ai_migrate <ai> <ai>) - makes all or part of an encounter move to another encounter.
- [309] (ai_allegiance <team> <team>) - creates an allegiance between two teams.
- [310] (ai_allegiance_remove <team> <team>) - destroys an allegiance between two teams.
- [311] (ai_braindead <ai> <boolean>) - makes a group of actors braindead, or restores them to life (in their initial state)
- [312] (ai_braindead_by_unit <object_list> <boolean>) - makes a list of objects braindead, or restores them to life. if you pass in a vehicle index, it makes all actors in that vehicle braindead (including any built-in guns)
- [313] (ai_disregard <object_list> <boolean>) - if TRUE, forces all actors to completely disregard the specified units, otherwise lets them acknowledge the units again
- [314] (ai_prefer_target <object_list> <boolean>) - if TRUE, *ALL* enemies will prefer to attack the specified units. if FALSE, removes the preference.
- [315] (ai_teleport_to_starting_location_if_outside_bsp <ai>) - teleports a group of actors to the starting locations of their current squad(s) if they are currently outside the world.
- [316] (ai_renew <ai>) - refreshes the health and grenade count of a group of actors, so they are as good as new
- [317] (ai_force_active <ai> <boolean>) - forces an encounter to remain active (i.e. not freeze in place) even if there are no players nearby
- [318] (ai_force_active_by_unit <unit> <boolean>) - forces a named actor that is NOT in an encounter to remain active (i.e. not freeze in place) even if there are no players nearby
- [319] (ai_playfight <ai> <boolean>) - sets an encounter to be playfighting or not
- [320] NULL
- [321] (ai_berserk <ai> <boolean>) - forces a group of actors to start or stop berserking
- [322] (ai_set_team <ai> <team>) - makes an encounter change to a new team
- [323] (ai_allow_dormant <ai> <boolean>) - either enables or disables automatic dormancy for a group of actors
- [324] (ai_is_attacking <ai>) - returns whether a platoon is in the attacking mode (or if an encounter is specified, returns whether any platoon in that encounter is attacking)
- [325] (ai_fighting_count <ai>) - return the number of actors that are fighting in a squad or squad_group
- [326] (ai_living_count <ai>) - return the number of living actors in the specified encounter and/or squad.
- [327] (ai_living_fraction <ai>) - return the fraction [0-1] of living actors in the specified encounter and/or squad.
- [328] (ai_strength <ai>) - return the current strength (average body vitality from 0-1) of the specified encounter and/or squad.
- [329] (ai_swarm_count <ai>) - return the number of swarm actors in the specified encounter and/or squad.
- [330] (ai_nonswarm_count <ai>) - return the number of non-swarm actors in the specified encounter and/or squad.
- [331] (ai_actors <ai>) - converts an ai reference to an object list.
- [332] (ai_allegiance_broken <team> <team>) - returns whether two teams have an allegiance that is currently broken by traitorous behavior
- [333] (ai_set_orders <ai> <ai_orders>) - Takes the squad or squad group (arg1) and gives it the order (arg3) in zone (arg2). Use the zone_name/order_name format
- [334] (ai_spawn_count <ai>) - returns the number of actors spawned in the given squad or squad group
- [335] (object_get_ai <object>) - returns the ai attached to this object, if any
- [336] (ai_trigger_test <string> <ai>) - Tests the named trigger on the named squad
- [337] NULL
- [338] NULL
- [339] (ai_vehicle_get <ai>) - Returns the vehicle that the given actor is in.
- [340] (ai_vehicle_get_from_starting_location <ai>) - Returns the vehicle that was spawned at the given starting location.
- [341] (ai_vehicle_reserve_seat <vehicle> <string_id> <boolean>) - Reserves the given seat on the given vehicle (so that AI may not enter it
- [342] (ai_vehicle_reserve <vehicle> <boolean>) - Reserves the given vehicle (so that AI may not enter it
- [343] (ai_vehicle_enter <ai> <unit> <unit_seat_mapping>) - tells a group of actors to get into a vehicle, in the substring-specified seats (e.g. passenger for pelican)... does not interrupt any actors who are already going to vehicles
- [344] (ai_vehicle_enter <ai> <unit>) - tells a group of actors to get into a vehicle... does not interrupt any actors who are already going to vehicles
- [345] (ai_vehicle_enter_immediate <ai> <unit> <unit_seat_mapping>) - the given group of actors is snapped into a vehicle, in the substring-specified seats (e.g. passenger for pelican)... does not interrupt any actors who are already going to vehicles
- [346] (ai_vehicle_enter_immediate <ai> <unit>) - the given group of actors is snapped into a vehicle
- [347] (ai_enter_squad_vehicles <ai>) - Instructs the ai in the given squad to get in all their vehicles
- [348] (ai_vehicle_exit <ai> <unit_seat_mapping>) - tells a group of actors to get out of any vehicles that they are in (if their seat matches the substring)
- [349] (ai_vehicle_exit <ai>) - tells a group of actors to get out of any vehicles that they are in
- [350] (vehicle_overturned <vehicle>) - Returns true if the vehicle is overturned
- [351] (vehicle_flip <vehicle>) - Flips an overturned vehicle
- [352] (ai_combat_status <ai>) - Returns the highest integer combat status in the given squad-group/squad/actor
- [353] (flock_start <string_id>) - The flock starts producing boids
- [354] (flock_stop <string_id>) - The flock stops producing boids
- [355] (flock_create <string_id>) - Create the given flock
- [356] (flock_delete <string_id>) - Delete the given flock
- [357] NULL
- [358] (ai_wall_lean <ai>) - Makes the actor lean against a wall RIGHT NOW
- [359] (ai_play_line <ai> <string_id>) - Play the given mission dialogue line on the given ai
- [360] (ai_play_line_at_player <ai> <string_id>) - Play the given mission dialogue line on the given ai, directing the ai's gaze at the nearest visible player
- [361] (ai_play_line_on_object <object> <string_id>) - Play the given mission dialogue line on the given object (uses first available variant)
- [362] (ai_scene <string_id> <ai_command_script> <ai>) - Start the named scene, with the named command script on the named squad
- [363] (ai_scene <string_id> <ai_command_script> <ai> <ai>) - Start the named scene, with the named command script on the named set of squads
- [364] (ai_scene <string_id> <ai_command_script> <ai> <ai> <ai>) - Start the named scene, with the named command script on the named set of squads
- [365] (cs_run_command_script <ai> <ai_command_script>) - Causes the specified actor(s) to start executing a command script immediately (discarding any other command scripts in the queue)
- [366] (cs_queue_command_script <ai> <ai_command_script>) - Add a command script onto the end of an actor's command script queue
- [367] (cs_stack_command_script <ai> <ai_command_script>) - Push a command script to the top of the actor's command script queue
- [368] (cs_run_joint_command_script <ai_command_script> <ai> <ai>) - Causes the specified actor(s) to start executing a command script immediately (discarding any other command scripts in the queue)
- [369] (cs_run_joint_command_script <ai_command_script> <ai> <ai> <ai>) - Causes the specified actor(s) to start executing a command script immediately (discarding any other command scripts in the queue)
- [370] (cs_command_script_running <ai> <ai_command_script>) - Returns true if the ai is running the command script in question
- [371] (cs_command_script_queued <ai> <ai_command_script>) - Returns true if the command script is in the ai's cs queue
- [372] (cs_number_queued <ai>) - Returns the number of queued command scripts
- [373] (cs_switch <string_id>) - Switch control of the joint command script to the given member
- [374] (cs_switch_index <short>) - Switch control of the joint command script to the given member
- [375] (cs_transfer <ai>) - Transfer control of the command script to the given actor (replacing what he has)
- [376] (cs_transfer_stack <ai>) - Transfer control of the command script to the given actor (stacking it)
- [377] (cs_transfer_queue <ai>) - Transfer control of the command script to the given actor (queueing it)
- [378] (cs_fly_to <point reference>) - Flies the actor to the given point
- [379] (cs_fly_to <point reference> <real>) - Flies the actor to the given point (within the given tolerance)
- [380] (cs_fly_to_and_face <point reference> <point reference>) - Flies the actor to the given point and orients him in the appropriate direction
- [381] (cs_fly_to_and_face <point reference> <point reference> <real>) - Flies the actor to the given point and orients him in the appropriate direction (within the given tolerance)
- [382] (cs_fly_by <point reference>) - Flies the actor through the given point
- [383] (cs_fly_by <point reference> <real>) - Flies the actor through the given point (within the given tolerance)
- [384] (cs_go_to <point reference>) - Moves the actor to a specified point
- [385] (cs_go_to <point reference> <real>) - Moves the actor to a specified point, attenuating throttle by the given amount when near the goal
- [386] (cs_go_by <point reference> <point reference>) - Actor moves toward the point, and considers it hit when it breaks the indicated plane
- [387] (cs_go_by <point reference> <point reference> <real>) - Actor moves toward the point, and considers it hit when it breaks the indicated plane, attenuating throttle by the given amount when near the goal
- [388] (cs_go_to_and_face <point reference> <point reference>) - Moves the actor to a specified point and has him face the second point
- [389] (cs_start_to <point reference>) - Moves the actor to a specified point. DOES NOT BLOCK SCRIPT EXECUTION.
- [390] (cs_go_to_nearest <point reference>) - Given a point set, AI goes toward the nearest point
- [391] (cs_moving) - Returns TRUE if the actor is currently following a path
- [392] (cs_look <boolean> <point reference>) - Actor looks at the point for the remainder of the cs, or until overridden
- [393] (cs_look_player <boolean>) - Actor looks at nearest player for the duration of the cs, or until overridden
- [394] (cs_look_object <boolean> <object>) - Actor looks at the object for the duration of the cs, or until overridden
- [395] (cs_aim <boolean> <point reference>) - Actor aims at the point for the remainder of the cs, or until overridden (overrides look)
- [396] (cs_aim_player <boolean>) - Actor aims at nearest player for the duration of the cs, or until overridden (overrides look)
- [397] (cs_aim_object <boolean> <object>) - Actor aims at the object for the duration of the cs, or until overridden (overrides look)
- [398] (cs_face <boolean> <point reference>) - Actor faces exactly the point for the remainder of the cs, or until overridden (overrides aim, look)
- [399] (cs_face_player <boolean>) - Actor faces exactly the nearest player for the duration of the cs, or until overridden (overrides aim, look)
- [400] (cs_face_object <boolean> <object>) - Actor faces exactly the given object for the duration of the cs, or until overridden (overrides aim, look)
- [401] (cs_move_in_direction <real> <real> <real>) - Actor moves at given angle, for the given distance, optionally with the given facing (angle, distance, facing)
- [402] (cs_pause <real>) - The actor does nothing for the given number of seconds
- [403] (cs_shoot <boolean>) - Actor is allowed to shoot at its target or not
- [404] (cs_shoot <boolean> <object>) - Actor shoots at given target
- [405] (cs_shoot_point <boolean> <point reference>) - Actor shoots at given point
- [406] (cs_vehicle_speed <real>) - Set the speed at which the actor will drive a vehicle, expressed as a multiplier 0-1
- [407] (cs_grenade <point reference> <short>) - Actor throws a grenade, either by tossing (arg2=0), lobbing (1) or bouncing (2)
- [408] (cs_jump <real> <real>) - Actor jumps in direction of angle at the given velocity (angle, velocity)
- [409] (cs_jump_to_point <real> <real>) - Actor jumps with given horizontal and vertical velocity
- [410] (cs_vocalize <short>) - Actor emits vocalization of given type
- [411] (cs_play_sound <sound>) - Actor plays an impulse sound and the atom blocks until it is complete
- [412] (cs_play_sound <sound> <real>) - Actor plays an impulse sound and the atom blocks for the given percentage of the sound's total length
- [413] (cs_play_sound <sound> <real> <real>) - Actor plays an impulse sound and the atom blocks for the given percentage of the sound's total length, at the given volume (0..1)
- [414] (cs_stop_sound <sound>) - Stops the specified impulse sound.
- [415] (cs_custom_animation <animation_graph> <string_id> <real> <boolean>) - starts a custom animation playing on the unit (interpolates into animation if last parameter is TRUE)
- [416] (cs_stop_custom_animation) - Stop running a custom animation
- [417] (cs_play_line <string_id>) - Play the named line in the current scene
- [418] (cs_die <short>) - Actor dies in specified manner
- [419] (cs_teleport <point reference> <point reference>) - Actor teleports to point1 facing point2
- [420] (cs_animate <long> <short>) - Actor performs animation with given modifier (anim-ref, modifier)
- [421] (cs_movement_mode <short>) - Actor switches to given animation mode
- [422] (cs_crouch <boolean>) - Actor crouches for the remainder of the command script, or until overridden
- [423] (cs_crouch <boolean> <real>) - Actor crouches / uncrouches, transitioning over the given number of seconds
- [424] (cs_set_pathfinding_radius <real>) - Sets the actor's pathfinding radius (this distance at which a destination is considered to have been reached) for the remainder of the command script
- [425] (cs_go_to_vehicle <vehicle>) - Actor gets in the appropriate vehicle
- [426] (cs_set_behavior <ai_behavior>) - Actor performs the indicated behavior
- [427] (cs_formation <short> <ai> <point reference> <point reference>) - Actor initiates a formation of the given type at the given point, facing (initially) at the given other point. Formation types are (0) 1x column (1) 2x column ... (4) wall (5) wedge.
- [428] (cs_deploy_turret <point reference>) - Deploy a turret at the given script point
- [429] (cs_approach <object> <real> <real> <real>) - (approach <object> <distance> <max-distance> <follow-distance>)
- [430] (cs_start_approach <object> <real> <real> <real>) - (approach <object> <distance> <max-distance> <follow-distance>) NON-BLOCKING
- [431] (cs_approach_player <real> <real> <real>) - (approach player <distance> <max-distance> <follow-distance>)
- [432] (cs_start_approach_player <real> <real> <real>) - (approach <distance> <max-distance> <follow-distance>) NON-BLOCKING
- [433] (cs_approach_stop) - Actor stops approaching
- [434] (cs_ignore_obstacles <boolean>) - Actor does not avoid obstacles when true
- [435] (cs_turn_sharpness <boolean> <real>) - Set the sharpness of a vehicle turn (values 0 -> 1). Only applicable to nondirectional flying vehicles (e.g. dropships)
- [436] (cs_vehicle_speed_instantaneous <real>) - Set the instantaneous speed of the vehicle we're driving
- [437] (cs_vehicle_boost <boolean>) - Enables or disables boost
- [438] (cs_abort_on_alert <boolean>) - Command script ends prematurely when actor's combat status raises to 'alert' or higher
- [439] (cs_abort_on_damage <boolean>) - Command script ends prematurely when actor is damaged
- [440] (cs_abort_on_combat_status <short>) - Command script ends prematurely when actor's combat status rises to given level
- [441] (cs_enable_targeting <boolean>) - Actor autonomous target selection enabled/disabled.
- [442] (cs_enable_looking <boolean>) - Actor autonomous looking enabled/disabled.
- [443] (cs_enable_moving <boolean>) - Actor autonomous moving enabled/disabled.
- [444] (cs_enable_dialogue <boolean>) - Actor combat dialogue enabled/disabled.
- [445] (cs_suppress_dialogue_global <boolean>) - Combat dialogue is suppressed for the remainder of the command script
- [446] (cs_set_style <style>) - Override the actor's style
- [447] (cs_force_combat_status <short>) - Force the actor's combat status (0= no override, 1= asleep, 2=idle, 3= alert, 4= active)
- [448] (cs_enable_pathfinding_failsafe <boolean>) - Actor blocks until pathfinding calls succeed
- [449] (camera_control <boolean>) - toggles script control of the camera.
- [450] (camera_set <cutscene_camera_point> <short>) - moves the camera to the specified camera point over the specified number of ticks.
- [451] (camera_set_relative <cutscene_camera_point> <short> <object>) - moves the camera to the specified camera point over the specified number of ticks (position is relative to the specified object).
- [452] (camera_set_animation <animation_graph> <string_id>) - begins a prerecorded camera animation.
- [453] (camera_set_animation_relative <animation_graph> <string_id> <unit> <cutscene_flag>) - begins a prerecorded camera animation synchronized to unit relative to cutscene flag.
- [454] (camera_predict_resources_at_frame <animation_graph> <string_id> <unit> <cutscene_flag> <long>) - predict resources at a frame in camera animation.
- [455] (camera_predict_resources_at_point <cutscene_camera_point>) - predict resources given a camera point
- [456] (camera_set_first_person <unit>) - makes the scripted camera follow a unit.
- [457] NULL
- [458] NULL
- [459] (camera_time) - returns the number of ticks remaining in the current camera interpolation.
- [460] (camera_set_field_of_view <real> <short>) - sets the field of view
- [461] (camera_set_pan <cutscene_camera_point> <short>) - moves the camera to the specified camera point over the specified number of ticks with a constant speed.
- [462] (camera_pan <cutscene_camera_point> <cutscene_camera_point> <short> <short> <real> <short> <real>) - camera_pan <start point> <end point> <ticks> <ease-in ticks> <start velocity scale> <ease-out ticks> <end velocity scale>
- [463] NULL
- [464] NULL
- [465] NULL
- [466] NULL
- [467] NULL
- [468] (game_difficulty_get) - returns the current difficulty setting, but lies to you and will never return easy, instead returning normal
- [469] (game_difficulty_get_real) - returns the actual current difficulty setting without lying
- [470] (pvs_set_object <object>) - sets the specified object as the special place that activates everything it sees.
- [471] (pvs_set_camera <cutscene_camera_point>) - sets the specified cutscene camera point as the special place that activates everything it sees.
- [472] (pvs_clear) - removes the special place that activates everything it sees.
- [473] (players_unzoom_all) - resets zoom levels on all players
- [474] (player_enable_input <boolean>) - toggle player input. the player can still free-look, but nothing else.
- [475] (player_disable_movement <boolean>) - toggle player input. the look stick works, but nothing else.
- [476] (player_flashlight_on) - returns true if any player has a flashlight on
- [477] (player_active_camouflage_on) - returns true if any player is active camouflaged
- [478] (player_camera_control <boolean>) - enables/disables camera control globally
- [479] (player_action_test_reset) - resets the player action test state so that all tests will return false.
- [480] (player_action_test_jump) - returns true if any player has jumped since the last call to (player_action_test_reset).
- [481] (player_action_test_primary_trigger) - returns true if any player has used primary trigger since the last call to (player_action_test_reset).
- [482] (player_action_test_grenade_trigger) - returns true if any player has used grenade trigger since the last call to (player_action_test_reset).
- [483] (player_action_test_vision_trigger) - returns true if any player has used vision trigger since the last call to (player_action_test_reset).
- [484] (player_action_test_zoom) - returns true if any player has hit the zoom button since the last call to (player_action_test_reset).
- [485] (player_action_test_rotate_weapons) - returns true if any player has hit the rotate-weapon button since the last call to (player_action_test_reset).
- [486] (player_action_test_rotate_grenades) - returns true if any player has hit the rotate-grenades button since the last call to (player_action_test_reset).
- [487] (player_action_test_melee) - returns true if any player has hit the melee button since the last call to (player_action_test_reset).
- [488] (player_action_test_action) - returns true if any player has hit the action key since the last call to (player_action_test_reset).
- [489] (player_action_test_accept) - returns true if any player has hit accept since the last call to (player_action_test_reset).
- [490] (player_action_test_cancel) - returns true if any player has hit cancel key since the last call to (player_action_test_reset).
- [491] (player_action_test_look_relative_up) - returns true if any player has looked up since the last call to (player_action_test_reset).
- [492] (player_action_test_look_relative_down) - returns true if any player has looked down since the last call to (player_action_test_reset).
- [493] (player_action_test_look_relative_left) - returns true if any player has looked left since the last call to (player_action_test_reset).
- [494] (player_action_test_look_relative_right) - returns true if any player has looked right since the last call to (player_action_test_reset).
- [495] (player_action_test_look_relative_all_directions) - returns true if any player has looked up, down, left, and right since the last call to (player_action_test_reset).
- [496] (player_action_test_move_relative_all_directions) - returns true if any player has moved forward, backward, left, and right since the last call to (player_action_test_reset).
- [497] (player_action_test_start) - returns true if any player has pressed the start button since the last call to (player_action_test_reset).
- [498] (player_action_test_back) - returns true if any player has pressed the back button since the last call to (player_action_test_reset).
- [499] (player0_looking_up) - true if the first player is looking up
- [500] (player0_looking_down) - true if the first player is looking down
- [501] (player_action_test_look_up_begin) - sets up player look up test
- [502] (player_action_test_look_down_begin) - sets down player look down test
- [503] (player_action_test_look_pitch_end) - ends the look pitch testing
- [504] (player_action_test_lookstick_forward) - true if the first player pushed forward on lookstick
- [505] (player_action_test_lookstick_backward) - true if the first player pushed backward on lookstick
- [506] NULL
- [507] NULL
- [508] (switch_bsp <short>) - takes off your condom and changes to a different structure bsp
- [509] (switch_bsp_by_name <structure_bsp>) - leaves your condom on and changes to a different structure bsp by name
- [510] (structure_bsp_index) - returns the current structure bsp index
- [511] NULL
- [512] NULL
- [513] NULL
- [514] NULL
- [515] NULL
- [516] NULL
- [517] NULL
- [518] NULL
- [519] NULL
- [520] NULL
- [521] NULL
- [522] NULL
- [523] NULL
- [524] NULL
- [525] NULL
- [526] NULL
- [527] NULL
- [528] NULL
- [529] NULL
- [530] (game_rate <real> <real> <real>) - changes game update rate (DANGER: only use if you know what you're doing!)
- [531] NULL
- [532] NULL
- [533] NULL
- [534] NULL
- [535] NULL
- [536] NULL
- [537] NULL
- [538] NULL
- [539] NULL
- [540] NULL
- [541] NULL
- [542] NULL
- [543] NULL
- [544] NULL
- [545] NULL
- [546] NULL
- [547] NULL
- [548] NULL
- [549] NULL
- [550] NULL
- [551] NULL
- [552] (fade_in <real> <real> <real> <short>) - does a screen fade in from a particular color
- [553] (fade_out <real> <real> <real> <short>) - does a screen fade out to a particular color
- [554] (cinematic_start) - initializes game to start a cinematic (interruptive) cutscene
- [555] (cinematic_stop) - initializes the game to end a cinematic (interruptive) cutscene
- [556] (cinematic_skip_start_internal) -
- [557] (cinematic_skip_stop_internal) -
- [558] (cinematic_show_letterbox <boolean>) - sets or removes the letterbox bars
- [559] (cinematic_show_letterbox_immediate <boolean>) - sets or removes the letterbox bars
- [560] (cinematic_set_title <cutscene_title>) - activates the chapter title
- [561] (cinematic_set_title_delayed <cutscene_title> <real>) - activates the chapter title, delayed by <real> seconds
- [562] (cinematic_suppress_bsp_object_creation <boolean>) - suppresses or enables the automatic creation of objects during cutscenes due to a bsp switch
- [563] (cinematic_subtitle <string_id> <real>) - displays the named subtitle for <real> seconds
- [564] NULL
- [565] NULL
- [566] (game_won) - causes the player to successfully finish the current level and move to the next
- [567] (game_lost <boolean>) - marks the game as lost or not lost
- [568] (game_revert) - causes the player to revert to his previous saved game (for testing, the first bastard that does this to me gets it in the head)
- [569] (game_is_cooperative) - returns TRUE if the game is cooperative
- [570] (game_is_playtest) - returns the hs global boolean 'global_playtest_mode' which can be set in your init.txt
- [571] (game_can_use_flashlights <boolean>) - allows or disallows the user of player flashlights
- [572] NULL
- [573] NULL
- [574] NULL
- [575] NULL
- [576] (core_load) - loads debug game state from core\core.bin
- [577] (core_load_name <string>) - loads debug game state from core\<path>
- [578] NULL
- [579] NULL
- [580] NULL
- [581] NULL
- [582] NULL
- [583] NULL
- [584] NULL
- [585] (game_safe_to_save) - returns FALSE if it would be a bad idea to save the player's game right now
- [586] (game_safe_to_speak) - returns FALSE if it would be a bad idea to play mission dialog right now
- [587] (game_all_quiet) - returns FALSE if there are bad guys around, projectiles in the air, etc.
- [588] (game_save) - checks to see if it is safe to save game, then saves (gives up after 8 seconds)
- [589] (game_save_cancel) - cancels any pending game_save, timeout or not
- [590] (game_save_no_timeout) - checks to see if it is safe to save game, then saves (this version never gives up)
- [591] (game_save_immediate) - disregards player's current situation and saves (BE VERY CAREFUL!)
- [592] (game_saving) - checks to see if the game is trying to save the map.
- [593] (game_reverted) - don't use this for anything, you black-hearted bastards.
- [594] NULL
- [595] (sound_impulse_predict <sound>) - your mom part 2.
- [596] (sound_impulse_trigger <sound> <object> <real> <long>) - plays an impulse sound from the specified source object (or "none"), with the specified scale.
- [597] (sound_impulse_start <sound> <object> <real>) - plays an impulse sound from the specified source object (or "none"), with the specified scale.
- [598] (sound_impulse_start_cinematic <sound> <object> <real> <real> <real>) - <sound> <object> <scale> <3d gain> <first person gain> plays an impulse sound from the specified source object.
- [599] (sound_impulse_start_effect <sound> <object> <real> <string_id>) - plays an impulse sound from the specified source object (or "none"), with the specified scale and effect.
- [600] (sound_impulse_time <sound>) - returns the time remaining for the specified impulse sound.
- [601] (sound_impulse_time <sound> <long>) - <sound> <total playing time> returns the time remaining for the specified impulse sound based on <total playing time>.
- [602] (sound_impulse_language_time <sound>) - returns the time remaining for the specified impulse sound. DO NOT CALL IN CUTSCENES.
- [603] (sound_impulse_stop <sound>) - stops the specified impulse sound.
- [604] (sound_impulse_start_3d <sound> <real> <real>) - <sound> <azimuth> <scale> at the sound's minimum distance
- [605] (sound_looping_predict <looping_sound>) - your mom.
- [606] (sound_looping_start <looping_sound> <object> <real>) - plays a looping sound from the specified source object (or "none"), with the specified scale.
- [607] (sound_looping_stop <looping_sound>) - stops the specified looping sound.
- [608] (sound_looping_stop_immediately <looping_sound>) - stops the specified looping sound immediately.
- [609] (sound_looping_set_scale <looping_sound> <real>) - changes the scale of the sound (which should affect the volume) within the range 0 to 1.
- [610] (sound_looping_set_alternate <looping_sound> <boolean>) - enables or disables the alternate loop/alternate end for a looping sound.
- [611] NULL
- [612] NULL
- [613] NULL
- [614] NULL
- [615] (sound_class_set_gain <string> <real> <short>) - changes the gain on the specified sound class(es) to the specified gain over the specified number of ticks.
- [616] (sound_class_set_gain_db <string> <real> <short>) - changes the gain on the specified sound class(es) to the specified gain(dB) over the specified number of ticks.
- [617] (sound_class_enable_ducker <string> <boolean>) - enables or disables the ducker on all sound classes matching the substring.
- [618] NULL
- [619] NULL
- [620] (sound_dump_miles_debug) - dump Miles timing info and other goodies
- [621] (vehicle_hover <vehicle> <boolean>) - stops the vehicle from running real physics and runs fake hovering physics instead.
- [622] (vehicle_count_bipeds_killed <vehicle>) - returns how many people this vehicle has killed
- [623] (biped_ragdoll <unit>) - given a dead biped, turns on ragdoll
- [624] (hud_cinematic_fade <real> <real>) - parameter 1 is how, parameter 2 is when
- [625] (show_hud <boolean>) - shows or hides the hud
- [626] (show_hud_help_text <boolean>) - shows or hides the hud help text
- [627] (show_hud_messages <boolean>) - shows or hides the hud messages
- [628] (enable_hud_help_flash <boolean>) - starts/stops the help text flashing
- [629] (hud_help_flash_restart) - resets the timer for the help text flashing
- [630] (hud_show_training_text <boolean>) - true turns on scripted training text
- [631] (hud_set_training_text <string_id>) - sets the string id fo the scripted training text
- [632] (hud_enable_training <boolean>) - true turns training on, false turns it off.
- [633] (player_training_activate_flashlight) - guess
- [634] (player_training_activate_crouch) - guess
- [635] (player_training_activate_stealth) - guess
- [636] (activate_nav_point_flag <navpoint> <unit> <cutscene_flag> <real>) - activates a nav point type <string> attached to (local) player <unit> anchored to a flag with a vertical offset <real>. If the player is not local to the machine, this will fail
- [637] (activate_nav_point_object <navpoint> <unit> <object> <real>) - activates a nav point type <string> attached to (local) player <unit> anchored to an object with a vertical offset <real>. If the player is not local to the machine, this will fail
- [638] (activate_team_nav_point_flag <navpoint> <team> <cutscene_flag> <real>) - activates a nav point type <string> attached to a team anchored to a flag with a vertical offset <real>. If the player is not local to the machine, this will fail
- [639] (activate_team_nav_point_object <navpoint> <team> <object> <real>) - activates a nav point type <string> attached to a team anchored to an object with a vertical offset <real>. If the player is not local to the machine, this will fail
- [640] (deactivate_nav_point_flag <unit> <cutscene_flag>) - deactivates a nav point type attached to a player <unit> anchored to a flag
- [641] (deactivate_nav_point_object <unit> <object>) - deactivates a nav point type attached to a player <unit> anchored to an object
- [642] (deactivate_team_nav_point_flag <team> <cutscene_flag>) - deactivates a nav point type attached to a team anchored to a flag
- [643] (deactivate_team_nav_point_object <team> <object>) - deactivates a nav point type attached to a team anchored to an object
- [644] NULL
- [645] NULL
- [646] NULL
- [647] NULL
- [648] NULL
- [649] NULL
- [650] NULL
- [651] (player_effect_set_max_translation <real> <real> <real>) - <x> <y> <z>
- [652] (player_effect_set_max_rotation <real> <real> <real>) - <yaw> <pitch> <roll>
- [653] (player_effect_set_max_vibration <real> <real>) - <left> <right>
- [654] (player_effect_start <real> <real>) - <max_intensity> <attack time>
- [655] (player_effect_stop <real>) - <decay>
- [656] NULL
- [657] NULL
- [658] NULL
- [659] NULL
- [660] NULL
- [661] NULL
- [662] NULL
- [663] NULL
- [664] (hud_clear_messages) - clears all non-state messages on the hud
- [665] (hud_set_help_text <hud_message>) - displays <message> as the help text
- [666] (hud_set_objective_text <hud_message>) - sets <message> as the current objective
- [667] (hud_set_timer_time <short> <short>) - sets the time for the timer to <short> minutes and <short> seconds, and starts and displays timer
- [668] (hud_set_timer_warning_time <short> <short>) - sets the warning time for the timer to <short> minutes and <short> seconds
- [669] (hud_set_timer_position <short> <short> <hud_corner>) - sets the timer upper left position to (x, y)=>(<short>, <short>)
- [670] (show_hud_timer <boolean>) - displays the hud timer
- [671] (pause_hud_timer <boolean>) - pauses or unpauses the hud timer
- [672] (hud_get_timer_ticks) - returns the ticks left on the hud timer
- [673] (time_code_show <boolean>) - shows the time code timer
- [674] (time_code_start <boolean>) - starts/stops the time code timer
- [675] (time_code_reset) - resets the time code timer
- [676] NULL
- [677] NULL
- [678] NULL
- [679] NULL
- [680] NULL
- [681] NULL
- [682] NULL
- [683] NULL
- [684] NULL
- [685] NULL
- [686] NULL
- [687] NULL
- [688] NULL
- [689] NULL
- [690] NULL
- [691] NULL
- [692] NULL
- [693] NULL
- [694] NULL
- [695] NULL
- [696] NULL
- [697] NULL
- [698] NULL
- [699] NULL
- [700] NULL
- [701] NULL
- [702] NULL
- [703] NULL
- [704] (script_screen_effect_set_value <short> <real>) - sets a screen effect script value
- [705] (cinematic_screen_effect_start <boolean>) - starts screen effect pass TRUE to clear
- [706] (cinematic_screen_effect_set_depth_of_field <real> <real> <real> <real> <real> <real> <real>) - sets dof: <seperation dist>, <near blur lower bound> <upper bound> <time> <far blur lower bound> <upper bound> <time>
- [707] (cinematic_screen_effect_set_crossfade <real>) - transition-time
- [708] (cinematic_screen_effect_set_crossfade2 <real> <real>) - transition-time, exponent
- [709] (cinematic_screen_effect_stop) - returns control of the screen effects to the rest of the game
- [710] (cinematic_set_near_clip_distance <real>) -
- [711] (cinematic_set_far_clip_distance <real>) -
- [712] (cinematic_set_environment_map_attenuation <real> <real> <real>) - interpolates environment-map attenuation (on flagged shaders) from <low> to <high> over <time>
- [713] (cinematic_set_environment_map_bitmap <bitmap>) - sets environment-map bitmap (on flagged shaders) instantly
- [714] (cinematic_reset_environment_map_bitmap) - resets environment-map bitmap (on flagged shaders) to default instantly
- [715] (cinematic_set_environment_map_tint <real> <real> <real> <real> <real> <real> <real> <real>) - perpendicular color: (red green blue brightness), parallel color: (red green blue brightness)... sets environment-map tint (on flagged shaders) instantly
- [716] (cinematic_reset_environment_map_tint) - resets environment-map tint (on flagged shaders) to default instantly
- [717] (cinematic_layer <long> <real> <real>) - interpolates the value of <cinematic layer x> from current position to <value> over <time>
- [718] (cinematic_dynamic_reflections <boolean> <boolean>) - sets up dynamic reflections: <enabled: [true, false]> <filtering enabled: [true, false]>
- [719] NULL
- [720] NULL
- [721] NULL
- [722] NULL
- [723] NULL
- [724] NULL
- [725] NULL
- [726] (void controller_set_look_invert) - invert player0's look
- [727] (boolean controller_get_look_invert) - returns TRUE if player0's look pitch is inverted
- [728] NULL
- [729] (user_interface_controller_get_last_level_played <short>) - returns index of last completed solo level for profile index passed in
- [730] NULL
- [731] NULL
- [732] NULL
- [733] NULL
- [734] NULL
- [735] NULL
- [736] NULL
- [737] NULL
- [738] NULL
- [739] NULL
- [740] NULL
- [741] NULL
- [742] NULL
- [743] NULL
- [744] NULL
- [745] NULL
- [746] NULL
- [747] NULL
- [748] NULL
- [749] NULL
- [750] (objectives_clear) - clears the mission objectives.
- [751] (objectives_show_up_to <long>) - show objectives 0..n
- [752] (objectives_finish_up_to <long>) - mark objectives 0..n as complete
- [753] (input_suppress_vibration <boolean>) - disable the friggin' vibration
- [754] NULL
- [755] NULL
- [756] NULL
- [757] NULL
- [758] NULL
- [759] NULL
- [760] NULL
- [761] NULL
- [762] NULL
- [763] NULL
- [764] NULL
- [765] NULL
- [766] NULL
- [767] NULL
- [768] NULL
- [769] NULL
- [770] NULL
- [771] NULL
- [772] NULL
- [773] NULL
- [774] NULL
- [775] NULL
- [776] NULL
- [777] NULL
- [778] NULL
- [779] (void play_credits)
- [780] (short bink_time)
- [781] NULL
- [782] (set_global_mixbin_headroom <long> <long>) - blah
- [783] NULL
- [784] NULL
- [785] NULL
- [786] NULL
- [787] NULL
- [788] NULL
- [789] NULL
- [790] NULL
- [791] NULL
- [792] NULL
- [793] NULL
- [794] NULL
- [795] NULL
- [796] NULL
- [797] NULL
- [798] NULL
- [799] NULL
- [800] NULL
- [801] NULL
- [802] NULL
- [803] NULL
- [804] NULL
- [805] NULL
- [806] NULL
- [807] NULL
- [808] NULL
- [809] NULL
- [810] NULL
- [811] NULL
- [812] NULL
- [813] NULL
- [814] NULL
- [815] NULL
- [816] NULL
- [817] NULL
- [818] NULL
- [819] NULL
- [820] NULL
- [821] NULL
- [822] NULL
- [823] NULL
- [824] NULL
- [825] NULL
- [826] NULL
- [827] NULL
- [828] NULL
- [829] NULL
- [830] NULL
- [831] NULL
- [832] NULL
- [833] NULL
- [834] NULL
- [835] NULL
- [836] (object_list_children <object> <object_definition>) - returns list of child objects by definition..
- [837] NULL
- [838] NULL
- [839] NULL
- [840] NULL
- [841] NULL
- [842] NULL
- [843] NULL
- [844] NULL
- [845] NULL
- [846] NULL
- [847] (interpolator_start <string_id> <real> <real>) - <name> <final value> <time>
- [848] (interpolator_start_smooth <string_id> <real> <real>) - <name> <final value> <time>
- [849] (interpolator_stop <string_id>) - <name>
- [850] (interpolator_restart <string_id>) - <name>
- [851] (interpolator_is_active <string_id>) - <name>
- [852] (interpolator_is_finished <string_id>) - <name>
- [853] (interpolator_set_current_value <string_id> <real>) - <name> <current value>
- [854] (interpolator_get_current_value <string_id> <boolean>) - <name> <use function ON/OFF>
- [855] (interpolator_get_start_value <string_id> <boolean>) - <name> <use function ON/OFF>
- [856] (interpolator_get_final_value <string_id> <boolean>) - <name> <use function ON/OFF>
- [857] (interpolator_get_current_phase <string_id>) - <name>
- [858] (interpolator_get_current_time_fraction <string_id>) - <name>
- [859] (interpolator_get_start_time <string_id>) - <name>
- [860] (interpolator_get_final_time <string_id>) - <name>
- [861] (interpolator_evaluate_at <string_id> <real> <boolean>) - <name> <value in> <use function ON/OFF>
- [862] (interpolator_evaluate_at_time_fraction <string_id> <real> <boolean>) - <name> <time fraction in> <use function ON/OFF>
- [863] (interpolator_evaluate_at_time <string_id> <real> <boolean>) - <name> <time in> <use function ON/OFF>
- [864] (interpolator_evaluate_at_time_delta <string_id> <real> <boolean>) - <name> <time delta> <use function ON/OFF>
- [865] (interpolator_stop_all) -
- [866] (interpolator_restart_all) -
- [867] (interpolator_flip) -
- [868] NULL
- [869] (weather_start <real>) - <time>
- [870] (weather_stop <real>) - <time>
- [871] (weather_change_intensity <real> <real>) - <time> <intensity>
- [872] NULL
- [873] (cinematic_clone_players_weapon <object> <string_id> <string_id>) - clone the first player's most reasonable weapon and attach it to the specified object's marker
- [874] (cinematic_move_attached_objects <object> <string_id> <string_id> <string_id>) - move the object's children attached to the first marker to the second marker
- [875] (vehicle_enable_ghost_effects <boolean>) -
- [876] (ice_cream_flavor_stock <long>) -
- [877] (ice_cream_flavor_available <long>) -
- [878] (set_global_sound_environment <real> <real> <real> <real> <long> <real>) - this is your brain on drugs
- [879] (reset_dsp_image) - if we ever need to use this someone is getting fired
- [880] (void game_save_cinematic_skip)
- [881] (void cinematic_outro_start)
- [882] (void cinematic_enable_ambience_details)
- [883] (set_rasterizer_gamma <real>) - power
- [884] (void predict_model_section)
- [885] (void predict_structure_section)
- [886] (predict_lightmap_bucket <structure_bsp> <long>) - predict a geometry block.
- [887] (predict_bitmap <bitmap> <long>) - predict a bitmap.
- [888] (get_prediction_offset) - how many frames to predict ahead. (seems to return a static 0x37 or 55)
- [889] (rasterizer_bloom_override <boolean>) - enable
- [890] (rasterizer_bloom_override_reset <boolean>) - reset
- [891] (rasterizer_bloom_override_blur_amount <real>) - blur mount
- [892] (rasterizer_bloom_override_threshold <real>) - threshold
- [893] (rasterizer_bloom_override_brightness <real>) - brightness
- [894] (rasterizer_bloom_override_box_factor <real>) - box factor
- [895] (rasterizer_bloom_override_max_factor <real>) - max factor
- [896] (rasterizer_bloom_override_silver_bullet <boolean>) - silver bullet
- [897] (rasterizer_bloom_override_only <boolean>) - only
- [898] (rasterizer_bloom_override_high_res <boolean>) - high res
- [899] (rasterizer_bloom_override_brightness_alpha <real>) - brightness alpha
- [900] (rasterizer_bloom_override_max_factor_alpha <real>) - max factor alpha
- [901] (void cache_block_for_one_frame)
- [902] (void sound_suppress_ambience_update_on_revert)
- [903] NULL
- [904] NULL
- [905] NULL
- [906] (void cinematic_lightmap_shadow_disable)
- [907] (void cinematic_lightmap_shadow_enable)
- [908] (predict_animation <animation_graph> <string_id>) - begin loading an animation for the graph provided
- [909] NULL
- [910] NULL
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