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  1. [0] (begin <expression(s)>) - returns the last expression in a sequence after evaluating the sequence in order.
  2. [1] (begin_random <expression(s)>) - evaluates the sequence of expressions in random order and returns the last value evaluated.
  3. [2] (if <boolean> <then> [<else>]) - returns one of two values based on the value of a condition.
  4. [3] (cond (<boolean1> <result1>) [(<boolean2> <result2>) [...]]) - returns the value associated with the first true condition.
  5. [4] (set <variable name> <expression>) - set the value of a global variable.
  6. [5] (and <boolean(s)>) - returns true if all specified expressions are true.
  7. [6] (or <boolean(s)>) - returns true if any specified expressions are true.
  8. [7] (+ <number(s)>) - returns the sum of all specified expressions.
  9. [8] (- <number> <number>) - returns the difference of two expressions.
  10. [9] (* <number(s)>) - returns the product of all specified expressions.
  11. [10] (/ <number> <number>) - returns the quotient of two expressions.
  12. [11] (min <number(s)>) - returns the minimum of all specified expressions.
  13. [12] (max <number(s)>) - returns the maximum of all specified expressions.
  14. [13] (= <expression> <expression>) - returns true if two expressions are equal
  15. [14] (!= <expression> <expression>) - returns true if two expressions are not equal
  16. [15] (> <number> <number>) - returns true if the first number is larger than the second.
  17. [16] (< <number> <number>) - returns true if the first number is smaller than the second.
  18. [17] (>= <number> <number>) - returns true if the first number is larger than or equal to the second.
  19. [18] (<= <number> <number>) - returns true if the first number is smaller than or equal to the second.
  20. [19] (sleep <short> [<script>]) - pauses execution of this script (or, optionally, another script) for the specified number of ticks.
  21. [20] (sleep_forever [<script>]) - pauses execution of this script (or, optionally, another script) forever.
  22. [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.
  23. [22] (wake <script name>) - wakes a sleeping script in the next update.
  24. [23] (inspect <expression>) - prints the value of an expression to the screen for debugging purposes.
  25. [24] (unit <object>) - converts an object to a unit.
  26. [25] (not <boolean>) - returns the opposite of the expression.
  27. [26] (pin <real> <real> <real>) - returns the first value pinned between the second two
  28. [27] NULL
  29. [28] (players) - returns a list of the players
  30. [29] (kill_volume_enable <trigger_volume>) - enables a kill volume
  31. [30] (kill_volume_disable <trigger_volume>) - disables a kill volume
  32. [31] (volume_teleport_players_not_inside <trigger_volume> <cutscene_flag>) - moves all players outside a specified trigger volume to a specified flag.
  33. [32] (volume_test_object <trigger_volume> <object>) - returns true if the specified object is within the specified volume.
  34. [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
  35. [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
  36. [35] (volume_return_objects <trigger_volume>) - returns list of objects in volume or (max 128).
  37. [36] (volume_return_objects_by_type <trigger_volume> <long>) - returns list of objects in volume or (max 128).
  38. [37] (list_get <object_list> <short>) - returns an item in an object list.
  39. [38] (list_count <object_list>) - returns the number of objects in a list
  40. [39] (list_count_not_dead <object_list>) - returns the number of objects in a list that aren't dead
  41. [40] (effect_new <effect> <cutscene_flag>) - starts the specified effect at the specified flag.
  42. [41] (effect_new_on_object_marker <effect> <object> <string_id>) - starts the specified effect on the specified object at the specified marker.
  43. [42] (damage_new <damage> <cutscene_flag>) - causes the specified damage at the specified flag.
  44. [43] (damage_object <damage> <object>) - causes the specified damage at the specified object.
  45. [44] (damage_objects <damage> <object_list>) - causes the specified damage at the specified object list.
  46. [45] (damage_players <damage>) - damages all players with the given damage effect
  47. [46] (object_create <object_name>) - creates an object from the scenario.
  48. [47] (object_create_clone <object_name>) - creates an object, potentially resulting in multiple objects if it already exists.
  49. [48] (object_create_anew <object_name>) - creates an object, destroying it first if it already exists.
  50. [49] (object_create_containing <string>) - creates all objects from the scenario whose names contain the given substring.
  51. [50] (object_create_clone_containing <string>) - creates clones for all objects from the scenario whose names contain the given substring.
  52. [51] (object_create_anew_containing <string>) - creates anew all objects from the scenario whose names contain the given substring.
  53. [52] (object_destroy <object>) - destroys an object.
  54. [53] (object_destroy_containing <string>) - destroys all objects from the scenario whose names contain the given substring.
  55. [54] (object_destroy_all) - destroys all non player objects.
  56. [55] (object_destroy_type_mask <long>) - destroys all objects matching the type mask
  57. [56] (objects_delete_by_definition <object_definition>) - deletes all objects of type <definition>
  58. [57] (object_hide <object> <boolean>) - hides or shows the object passed in
  59. [58] (object_set_shadowless <object> <boolean>) - set/reset shadow castingness of object
  60. [59] (object_function_set <long> <real>) - sets a global object function (0-3) to value
  61. [60] (object_set_function_variable <object> <string_id> <real> <real>) - sets funciton variable for sin-o-matic use
  62. [61] (object_clear_function_variable <object> <string_id>) - clears one funciton variables for sin-o-matic use
  63. [62] (object_clear_all_function_variables <object>) - clears all funciton variables for sin-o-matic use
  64. [63] (object_dynamic_simulation_disable <object> <boolean>) - disabled dynamic simulation for this object (makes it fixed)
  65. [64] (object_set_phantom_power <object> <boolean>) - sets phantom power to be latched at 1.0f or 0.0f
  66. [65] (object_wake_physics <object>) - wakes physics of an object. For example it would make an usupported crate fall
  67. [66] (object_set_ranged_attack_inhibited <object> <boolean>) - FALSE prevents object from using ranged attack
  68. [67] (object_set_melee_attack_inhibited <object> <boolean>) - FALSE prevents object from using melee attack
  69. [68] NULL
  70. [69] (object_get_health <object>) - returns the health [0,1] of the object, returns -1 if the object does not exist
  71. [70] (object_get_shield <object>) - returns the shield [0,1] of the object, returns -1 if the object does not exist
  72. [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!)
  73. [72] (object_set_physics <object> <boolean>) - prevents an object from running physics or colliding with any other objects
  74. [73] (object_get_parent <object>) - returns the parent of the given object
  75. [74] (objects_attach <object> <string_id> <object> <string_id>) - attaches the second object to the first both strings can be empty
  76. [75] (object_at_marker <object> <string_id>) - returns the object attached to the marker of the given parent object
  77. [76] (objects_detach <object> <object>) - detaches from the given parent object the given child object
  78. [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
  79. [78] (object_set_velocity <object> <real>) - Sets the (object-relative) forward velocity of the given object
  80. [79] (object_set_velocity <object> <real> <real> <real>) - Sets the (object-relative) velocity of the given object
  81. [80] (object_set_deleted_when_deactivated <object>) - when this object deactivates it will be deleted
  82. [81] (object_copy_player_appearance <object> <long>) - copy appearance into object from player n (starts counting from 0)
  83. [82] (object_model_target_destroyed <object> <string_id>) - returns TRUE if the specified model target is destroyed
  84. [83] (object_model_targets_destroyed <object> <string_id>) - returns TRUE if the specified model target is destroyed
  85. [84] (object_damage_damage_section <object> <string_id> <real>) - applies damage to a damage section, causing all manner of effects/constraint breakage to occur
  86. [85] (object_cannot_die <object> <boolean>) - Set whether the object can die from damage or not (as opposed to by scripting)
  87. [86] (object_vitality_pinned <object>) - returns TRUE if the object's vitality is currently pinned at some minimum value because it cannot die.
  88. [87] (garbage_collect_now) - causes all garbage objects except those visible to a player to be collected immediately
  89. [88] (garbage_collect_unsafe) - forces all garbage objects to be collected immediately, even those visible to a player (dangerous!)
  90. [89] (garbage_collect_multiplayer) - runs multiplayer garbage collection
  91. [90] (object_cannot_take_damage <object_list>) - prevents an object from taking damage
  92. [91] (object_can_take_damage <object_list>) - allows an object to take damage again
  93. [92] (object_cinematic_lod <object> <boolean>) - makes an object use the highest lod for the remainder of the levels' cutscenes.
  94. [93] (object_cinematic_collision <object> <boolean>) - makes an object not collide with other cinematic collision objects.
  95. [94] (object_cinematic_visibility <object> <boolean>) - makes an object bypass visibility and always render during cinematics.
  96. [95] (object_uses_cinematic_lighting <object> <boolean>) - makes an object use the cinematic directional and ambient lights instead of sampling the lightmap.
  97. [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.
  98. [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.
  99. [98] (cinematic_lighting_set_ambient_light <real> <real> <real>) - sets the color (red, green, blue) of the cinematic ambient light.
  100. [99] (objects_predict <object_list>) - loads textures/geometry/sounds necessary to present objects that are about to come on-screen
  101. [100] (objects_predict_high <object_list>) - loads textures/geometry/sounds necessary to present objects that are about to come on-screen
  102. [101] (objects_predict_low <object_list>) - loads textures/geometry/sounds necessary to present objects that are about to come on-screen
  103. [102] (object_type_predict_high <object_definition>) - loads textures necessary to draw an object that's about to come on-screen.
  104. [103] (object_type_predict_low <object_definition>) - loads textures necessary to draw an object that's about to come on-screen.
  105. [104] (object_type_predict <object_definition>) - loads textures necessary to draw an object that's about to come on-screen.
  106. [105] (object_teleport <object> <cutscene_flag>) - moves the specified object to the specified flag.
  107. [106] (object_set_facing <object> <cutscene_flag>) - turns the specified object in the direction of the specified flag.
  108. [107] (object_set_shield <object> <real>) - sets the shield vitality of the specified object (between 0 and 1).
  109. [108] (object_set_shield_stun <object> <real>) - set how long the shield will be stunned for, 0 is unstunned
  110. [109] (object_set_shield_stun_infinite <object>) - make this objects shield be stunned permanently
  111. [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)
  112. [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)
  113. [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.
  114. [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.
  115. [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)
  116. [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)
  117. [116] NULL
  118. [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.
  119. [118] (shader_predict <shader>) - in: shader name. loads textures necessary for a shader.
  120. [119] (bitmap_predict <bitmap>) - in: bitmap name. loads all the bitmaps in that bitmap group
  121. [120] NULL
  122. [121] NULL
  123. [122] NULL
  124. [123] (game_engine_objects) - returns a list of the special game engine objects
  125. [124] (random_range <short> <short>) - returns a random value in the range [lower bound, upper bound)
  126. [125] (real_random_range <real> <real>) - returns a random value in the range [lower bound, upper bound)
  127. [126] (physics_constants_reset) - resets all physics constants to earthly values
  128. [127] (physics_set_gravity <real>) - set global gravity acceleration relative to halo standard gravity
  129. [128] (physics_set_velocity_frame <real> <real> <real>) - sets a local frame of motion for updating physics of things that wish to respect it
  130. [129] (physics_disable_character_ground_adhesion_forces <real>) - turn off ground adhesion forces so you can play tricks with gravity
  131. [130] NULL
  132. [131] NULL
  133. [132] NULL
  134. [133] NULL
  135. [134] NULL
  136. [135] NULL
  137. [136] (breakable_surfaces_enable <boolean>) - enables or disables breakability of all breakable surfaces on level
  138. [137] (breakable_surfaces_reset) - restores all breakable surfaces
  139. [138] (recording_play <unit> <cutscene_recording>) - make the specified unit run the specified cutscene recording.
  140. [139] (recording_play_and_delete <unit> <cutscene_recording>) - make the specified unit run the specified cutscene recording, deletes the unit when the animation finishes.
  141. [140] (recording_play_and_hover <vehicle> <cutscene_recording>) - make the specified vehicle run the specified cutscene recording, hovers the vehicle when the animation finishes.
  142. [141] (recording_kill <unit>) - kill the specified unit's cutscene recording.
  143. [142] (recording_time <unit>) - return the time remaining in the specified unit's cutscene recording.
  144. [143] (render_lights <boolean>) - enables/disables dynamic lights
  145. [144] (texture_camera_set_object_marker <object> <string_id> <real>) - sets the render texture camera to a given object marker
  146. [145] (texture_camera_off) - turns off the render texture camera
  147. [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
  148. [147] NULL
  149. [148] NULL
  150. [149] NULL
  151. [150] NULL
  152. [151] NULL
  153. [152] NULL
  154. [153] NULL
  155. [154] NULL
  156. [155] NULL
  157. [156] NULL
  158. [157] NULL
  159. [158] NULL
  160. [159] NULL
  161. [160] NULL
  162. [161] NULL
  163. [162] NULL
  164. [163] NULL
  165. [164] NULL
  166. [165] NULL
  167. [166] NULL
  168. [167] NULL
  169. [168] NULL
  170. [169] NULL
  171. [170] NULL
  172. [171] NULL
  173. [172] NULL
  174. [173] NULL
  175. [174] NULL
  176. [175] NULL
  177. [176] NULL
  178. [177] NULL
  179. [178] NULL
  180. [179] NULL
  181. [180] NULL
  182. [181] NULL
  183. [182] NULL
  184. [183] NULL
  185. [184] (scenery_animation_start <scenery> <animation_graph> <string_id>) - starts a custom animation playing on a piece of scenery
  186. [185] (scenery_animation_start_loop <scenery> <animation_graph> <string_id>) - starts a custom looping animation playing on a piece of scenery
  187. [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
  188. [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
  189. [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
  190. [189] (scenery_animation_idle <scenery>) - starts the idle animation (if any) for a piece of scenery
  191. [190] (scenery_get_animation_time <scenery>) - returns the number of ticks remaining in a custom animation (or zero, if the animation is over).
  192. [191] NULL
  193. [192] (unit_can_blink <unit> <boolean>) - allows a unit to blink or not (units never blink when they are dead)
  194. [193] (unit_set_active_camo <unit> <boolean> <real>) - enable or disable active camo for the given unit over the specified number of seconds
  195. [194] (unit_open <unit>) - opens the hatches on the given unit
  196. [195] (unit_close <unit>) - closes the hatches on a given unit
  197. [196] (unit_kill <unit>) - kills a given unit, no saving throw
  198. [197] (unit_kill_silent <unit>) - kills a given unit silently (doesn't make them play their normal death animation or sound)
  199. [198] (unit_is_emitting <unit>) - returns whether or not the given unit is current emitting an ai
  200. [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).
  201. [200] (unit_stop_custom_animation <unit>) - stops the custom animation running on the given unit.
  202. [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)
  203. [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)
  204. [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)
  205. [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)
  206. [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)
  207. [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)
  208. [207] (unit_is_playing_custom_animation <unit>) - returns TRUE if the given unit is still playing a custom animation
  209. [208] (object_set_custom_animations_hold_on_last_frame <boolean>) - changes the default behavior for custom animations
  210. [209] (object_set_custom_animations_prevent_lipsync_head_movement <boolean>) - when true, prevents lipsync from bobbing the head during custom animations. default is true.
  211. [210] (unit_set_actively_controlled <unit> <boolean>) - sets unit's actively controlled flag
  212. [211] (unit_get_team_index <unit>) - returns the team index of the unit, returns -1 if the unit does not have a team
  213. [212] (unit_aim_without_turning <unit> <boolean>) - allows a unit to aim in place without turning
  214. [213] (unit_set_enterable_by_player <unit> <boolean>) - can be used to prevent the player from entering a vehicle
  215. [214] (unit_get_enterable_by_player <unit>) - returns true if a player may enter the vehicle
  216. [215] (unit_only_takes_damage_from_players_team <unit> <boolean>) - used for the tartarus boss fight
  217. [216] (unit_enter_vehicle <unit> <vehicle> <string_id>) - puts the specified unit in the specified vehicle (in the named seat)
  218. [217] (unit_board_vehicle <unit> <string_id>) - Causes the given unit to attempt to board the named seat
  219. [218] (unit_set_emotion <unit> <short>) - sets a unit's facial expression (-1 is none, other values depend on unit)
  220. [219] (unit_set_emotion_animation <unit> <string_id>) - sets the emotion animation to be used for the given unit
  221. [220] (unit_set_emotional_state <unit> <string_id> <real> <short>) - sets a unit's facial expression by name with weight and transition time
  222. [221] (unit_enable_eye_tracking <unit> <boolean>) - enable/disable eye aiming on a unit
  223. [222] (unit_in_vehicle <unit>) - returns true if the given unit is seated on a parent unit
  224. [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)
  225. [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)
  226. [225] (unit_set_prefer_tight_camera_track <unit> <boolean>) - sets the unit to prefer a tight camera track
  227. [226] (unit_exit_vehicle <unit>) - makes a unit exit its vehicle
  228. [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)
  229. [228] (unit_set_maximum_vitality <unit> <real> <real>) - sets a unit's maximum body and shield vitality
  230. [229] (units_set_maximum_vitality <object_list> <real> <real>) - sets a group of units' maximum body and shield vitality
  231. [230] (unit_set_current_vitality <unit> <real> <real>) - sets a unit's current body and shield vitality
  232. [231] (units_set_current_vitality <object_list> <real> <real>) - sets a group of units' current body and shield vitality
  233. [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)
  234. [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)
  235. [234] (unit_set_animation_mode <unit> <string_id>) - this unit will assume the named animation mode
  236. [235] (magic_melee_attack) - causes player's unit to start a melee attack
  237. [236] (vehicle_riders <unit>) - returns a list of all riders in a vehicle
  238. [237] (vehicle_driver <unit>) - returns the driver of a vehicle
  239. [238] (vehicle_gunner <unit>) - returns the gunner of a vehicle
  240. [239] (unit_get_health <unit>) - returns the health [0,1] of the unit, returns -1 if the unit does not exist
  241. [240] (unit_get_shield <unit>) - returns the shield [0,1] of the unit, returns -1 if the unit does not exist
  242. [241] (unit_get_total_grenade_count <unit>) - returns the total number of grenades for the given unit, 0 if it does not exist
  243. [242] (unit_has_weapon <unit> <object_definition>) - returns TRUE if the <unit> has <object> as a weapon, FALSE otherwise
  244. [243] (unit_has_weapon_readied <unit> <object_definition>) - returns TRUE if the <unit> has <object> as the primary weapon, FALSE otherwise
  245. [244] (unit_lower_weapon <unit> <short>) - lower the units weapon over x ticks
  246. [245] (unit_raise_weapon <unit> <short>) - raises the units weapon over x ticks
  247. [246] NULL
  248. [247] (unit_doesnt_drop_items <object_list>) - prevents any of the given units from dropping weapons or grenades when they die
  249. [248] (unit_impervious <object_list> <boolean>) - prevents any of the given units from being knocked around or playing ping animations
  250. [249] (unit_suspended <unit> <boolean>) - stops gravity from working on the given unit
  251. [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).
  252. [251] (weapon_hold_trigger <weapon> <long> <boolean>) - turns the trigger for a weapon on/off
  253. [252] (weapon_enable_warthog_chaingun_light <boolean>) - turns the trigger for a weapon on/off
  254. [253] (device_set_never_appears_locked <device> <boolean>) - changes a machine's never_appears_locked flag, but only if paul is a bastard
  255. [254] (device_set_power <device> <real>) - immediately sets the power of a named device to the given value
  256. [255] (device_get_power <device>) - gets the current power of a named device
  257. [256] (device_set_position <device> <real>) - set the desired position of the given device (used for devices without explicit device groups)
  258. [257] (device_get_position <device>) - gets the current position of the given device (used for devices without explicit device groups)
  259. [258] (device_set_position_immediate <device> <real>) - instantaneously changes the position of the given device (used for devices without explicit device groups
  260. [259] (device_group_get <device_group>) - returns the desired value of the specified device group.
  261. [260] (device_group_set <device> <device_group> <real>) - changes the desired value of the specified device group.
  262. [261] (device_group_set_immediate <device_group> <real>) - instantaneously changes the value of the specified device group.
  263. [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
  264. [263] (device_operates_automatically_set <device> <boolean>) - TRUE makes the given device open automatically when any biped is nearby, FALSE makes it not
  265. [264] (device_closes_automatically_set <device> <boolean>) - TRUE makes the given device close automatically after it has opened, FALSE makes it not
  266. [265] (device_group_change_only_once_more_set <device_group> <boolean>) - TRUE allows a device to change states only once
  267. [266] (device_set_position_track <device> <string_id> <real>) - set the desired position track animation to use (optional interpolation time onto track)
  268. [267] (device_set_overlay_track <device> <string_id>) - set the desired overlay animation to use
  269. [268] (device_animate_position <device> <real> <real> <real> <real> <boolean>) - animate the position over time
  270. [269] (device_animate_overlay <device> <real> <real> <real> <real>) - animate the overlay over time
  271. [270] NULL
  272. [271] NULL
  273. [272] NULL
  274. [273] NULL
  275. [274] NULL
  276. [275] NULL
  277. [276] NULL
  278. [277] NULL
  279. [278] (ai_enable <boolean>) - turns all AI on or off.
  280. [279] (ai_enabled) - returns whether AI is turned on or off.
  281. [280] (ai_grenades <boolean>) - turns grenade inventory on or off.
  282. [281] (ai_dialogue_enable <boolean>) - turn combat dialogue on/off
  283. [282] (ai_dialogue_log_reset) - reset the dialogue log
  284. [283] (ai_dialogue_log_dump <string>) - dump a file of the given name with csv statistics on vocalizations
  285. [284] (ai_get_object <ai>) - returns the unit/object corresponding to the given actor
  286. [285] (ai_get_unit <ai>) - returns the unit/object corresponding to the given actor
  287. [286] (ai_attach <unit> <ai>) - attaches the specified unit to the specified encounter.
  288. [287] (ai_attach_units <object_list> <ai>) - attaches the specified list of units to the specified encounter.
  289. [288] (ai_detach <unit>) - detaches the specified unit from all AI.
  290. [289] (ai_detach_units <object_list>) - detaches the specified list of units from all AI.
  291. [290] (ai_place <ai>) - places the specified squad on the map.
  292. [291] (ai_place <ai> <short>) - places the given number of members of the specified squad.
  293. [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).
  294. [293] (ai_cannot_die <ai> <boolean>) - AI cannot die from damage (as opposed to by scripting)
  295. [294] (ai_vitality_pinned <ai>) - Returns true if the ai's units are ALL vitality pinned (see object_vitality_pinned)
  296. [295] (ai_kill <ai>) - instantly kills the specified encounter and/or squad.
  297. [296] (ai_kill_silent <ai>) - instantly and silently (no animation or sound played) kills the specified encounter and/or squad.
  298. [297] (ai_erase <ai>) - erases the specified encounter and/or squad.
  299. [298] (ai_erase_all) - erases all AI.
  300. [299] (ai_disposable <ai> <boolean>) - enables or disables automatic garbage collection for actors in the specified encounter and/or squad.
  301. [300] (ai_select <ai>) - selects the specified squad.
  302. [301] (ai_deselect) - clears the selected encounter.
  303. [302] (ai_set_deaf <ai> <boolean>) - enables or disables hearing for actors in the specified encounter.
  304. [303] (ai_set_blind <ai> <boolean>) - enables or disables sight for actors in the specified encounter.
  305. [304] (ai_magically_see <ai> <ai>) - Make one squad magically aware of another.
  306. [305] (ai_magically_see_object <ai> <object>) - Make a squad magically aware of a particular object.
  307. [306] (ai_set_active_camo <ai> <boolean>) - Turn on active camoflage on actor/squad/squad-group
  308. [307] (ai_suppress_combat <ai> <boolean>) - Turn on/off combat suppression on actor/squad/squad-group
  309. [308] (ai_migrate <ai> <ai>) - makes all or part of an encounter move to another encounter.
  310. [309] (ai_allegiance <team> <team>) - creates an allegiance between two teams.
  311. [310] (ai_allegiance_remove <team> <team>) - destroys an allegiance between two teams.
  312. [311] (ai_braindead <ai> <boolean>) - makes a group of actors braindead, or restores them to life (in their initial state)
  313. [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)
  314. [313] (ai_disregard <object_list> <boolean>) - if TRUE, forces all actors to completely disregard the specified units, otherwise lets them acknowledge the units again
  315. [314] (ai_prefer_target <object_list> <boolean>) - if TRUE, *ALL* enemies will prefer to attack the specified units. if FALSE, removes the preference.
  316. [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.
  317. [316] (ai_renew <ai>) - refreshes the health and grenade count of a group of actors, so they are as good as new
  318. [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
  319. [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
  320. [319] (ai_playfight <ai> <boolean>) - sets an encounter to be playfighting or not
  321. [320] NULL
  322. [321] (ai_berserk <ai> <boolean>) - forces a group of actors to start or stop berserking
  323. [322] (ai_set_team <ai> <team>) - makes an encounter change to a new team
  324. [323] (ai_allow_dormant <ai> <boolean>) - either enables or disables automatic dormancy for a group of actors
  325. [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)
  326. [325] (ai_fighting_count <ai>) - return the number of actors that are fighting in a squad or squad_group
  327. [326] (ai_living_count <ai>) - return the number of living actors in the specified encounter and/or squad.
  328. [327] (ai_living_fraction <ai>) - return the fraction [0-1] of living actors in the specified encounter and/or squad.
  329. [328] (ai_strength <ai>) - return the current strength (average body vitality from 0-1) of the specified encounter and/or squad.
  330. [329] (ai_swarm_count <ai>) - return the number of swarm actors in the specified encounter and/or squad.
  331. [330] (ai_nonswarm_count <ai>) - return the number of non-swarm actors in the specified encounter and/or squad.
  332. [331] (ai_actors <ai>) - converts an ai reference to an object list.
  333. [332] (ai_allegiance_broken <team> <team>) - returns whether two teams have an allegiance that is currently broken by traitorous behavior
  334. [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
  335. [334] (ai_spawn_count <ai>) - returns the number of actors spawned in the given squad or squad group
  336. [335] (object_get_ai <object>) - returns the ai attached to this object, if any
  337. [336] (ai_trigger_test <string> <ai>) - Tests the named trigger on the named squad
  338. [337] NULL
  339. [338] NULL
  340. [339] (ai_vehicle_get <ai>) - Returns the vehicle that the given actor is in.
  341. [340] (ai_vehicle_get_from_starting_location <ai>) - Returns the vehicle that was spawned at the given starting location.
  342. [341] (ai_vehicle_reserve_seat <vehicle> <string_id> <boolean>) - Reserves the given seat on the given vehicle (so that AI may not enter it
  343. [342] (ai_vehicle_reserve <vehicle> <boolean>) - Reserves the given vehicle (so that AI may not enter it
  344. [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
  345. [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
  346. [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
  347. [346] (ai_vehicle_enter_immediate <ai> <unit>) - the given group of actors is snapped into a vehicle
  348. [347] (ai_enter_squad_vehicles <ai>) - Instructs the ai in the given squad to get in all their vehicles
  349. [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)
  350. [349] (ai_vehicle_exit <ai>) - tells a group of actors to get out of any vehicles that they are in
  351. [350] (vehicle_overturned <vehicle>) - Returns true if the vehicle is overturned
  352. [351] (vehicle_flip <vehicle>) - Flips an overturned vehicle
  353. [352] (ai_combat_status <ai>) - Returns the highest integer combat status in the given squad-group/squad/actor
  354. [353] (flock_start <string_id>) - The flock starts producing boids
  355. [354] (flock_stop <string_id>) - The flock stops producing boids
  356. [355] (flock_create <string_id>) - Create the given flock
  357. [356] (flock_delete <string_id>) - Delete the given flock
  358. [357] NULL
  359. [358] (ai_wall_lean <ai>) - Makes the actor lean against a wall RIGHT NOW
  360. [359] (ai_play_line <ai> <string_id>) - Play the given mission dialogue line on the given ai
  361. [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
  362. [361] (ai_play_line_on_object <object> <string_id>) - Play the given mission dialogue line on the given object (uses first available variant)
  363. [362] (ai_scene <string_id> <ai_command_script> <ai>) - Start the named scene, with the named command script on the named squad
  364. [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
  365. [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
  366. [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)
  367. [366] (cs_queue_command_script <ai> <ai_command_script>) - Add a command script onto the end of an actor's command script queue
  368. [367] (cs_stack_command_script <ai> <ai_command_script>) - Push a command script to the top of the actor's command script queue
  369. [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)
  370. [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)
  371. [370] (cs_command_script_running <ai> <ai_command_script>) - Returns true if the ai is running the command script in question
  372. [371] (cs_command_script_queued <ai> <ai_command_script>) - Returns true if the command script is in the ai's cs queue
  373. [372] (cs_number_queued <ai>) - Returns the number of queued command scripts
  374. [373] (cs_switch <string_id>) - Switch control of the joint command script to the given member
  375. [374] (cs_switch_index <short>) - Switch control of the joint command script to the given member
  376. [375] (cs_transfer <ai>) - Transfer control of the command script to the given actor (replacing what he has)
  377. [376] (cs_transfer_stack <ai>) - Transfer control of the command script to the given actor (stacking it)
  378. [377] (cs_transfer_queue <ai>) - Transfer control of the command script to the given actor (queueing it)
  379. [378] (cs_fly_to <point reference>) - Flies the actor to the given point
  380. [379] (cs_fly_to <point reference> <real>) - Flies the actor to the given point (within the given tolerance)
  381. [380] (cs_fly_to_and_face <point reference> <point reference>) - Flies the actor to the given point and orients him in the appropriate direction
  382. [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)
  383. [382] (cs_fly_by <point reference>) - Flies the actor through the given point
  384. [383] (cs_fly_by <point reference> <real>) - Flies the actor through the given point (within the given tolerance)
  385. [384] (cs_go_to <point reference>) - Moves the actor to a specified point
  386. [385] (cs_go_to <point reference> <real>) - Moves the actor to a specified point, attenuating throttle by the given amount when near the goal
  387. [386] (cs_go_by <point reference> <point reference>) - Actor moves toward the point, and considers it hit when it breaks the indicated plane
  388. [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
  389. [388] (cs_go_to_and_face <point reference> <point reference>) - Moves the actor to a specified point and has him face the second point
  390. [389] (cs_start_to <point reference>) - Moves the actor to a specified point. DOES NOT BLOCK SCRIPT EXECUTION.
  391. [390] (cs_go_to_nearest <point reference>) - Given a point set, AI goes toward the nearest point
  392. [391] (cs_moving) - Returns TRUE if the actor is currently following a path
  393. [392] (cs_look <boolean> <point reference>) - Actor looks at the point for the remainder of the cs, or until overridden
  394. [393] (cs_look_player <boolean>) - Actor looks at nearest player for the duration of the cs, or until overridden
  395. [394] (cs_look_object <boolean> <object>) - Actor looks at the object for the duration of the cs, or until overridden
  396. [395] (cs_aim <boolean> <point reference>) - Actor aims at the point for the remainder of the cs, or until overridden (overrides look)
  397. [396] (cs_aim_player <boolean>) - Actor aims at nearest player for the duration of the cs, or until overridden (overrides look)
  398. [397] (cs_aim_object <boolean> <object>) - Actor aims at the object for the duration of the cs, or until overridden (overrides look)
  399. [398] (cs_face <boolean> <point reference>) - Actor faces exactly the point for the remainder of the cs, or until overridden (overrides aim, look)
  400. [399] (cs_face_player <boolean>) - Actor faces exactly the nearest player for the duration of the cs, or until overridden (overrides aim, look)
  401. [400] (cs_face_object <boolean> <object>) - Actor faces exactly the given object for the duration of the cs, or until overridden (overrides aim, look)
  402. [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)
  403. [402] (cs_pause <real>) - The actor does nothing for the given number of seconds
  404. [403] (cs_shoot <boolean>) - Actor is allowed to shoot at its target or not
  405. [404] (cs_shoot <boolean> <object>) - Actor shoots at given target
  406. [405] (cs_shoot_point <boolean> <point reference>) - Actor shoots at given point
  407. [406] (cs_vehicle_speed <real>) - Set the speed at which the actor will drive a vehicle, expressed as a multiplier 0-1
  408. [407] (cs_grenade <point reference> <short>) - Actor throws a grenade, either by tossing (arg2=0), lobbing (1) or bouncing (2)
  409. [408] (cs_jump <real> <real>) - Actor jumps in direction of angle at the given velocity (angle, velocity)
  410. [409] (cs_jump_to_point <real> <real>) - Actor jumps with given horizontal and vertical velocity
  411. [410] (cs_vocalize <short>) - Actor emits vocalization of given type
  412. [411] (cs_play_sound <sound>) - Actor plays an impulse sound and the atom blocks until it is complete
  413. [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
  414. [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)
  415. [414] (cs_stop_sound <sound>) - Stops the specified impulse sound.
  416. [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)
  417. [416] (cs_stop_custom_animation) - Stop running a custom animation
  418. [417] (cs_play_line <string_id>) - Play the named line in the current scene
  419. [418] (cs_die <short>) - Actor dies in specified manner
  420. [419] (cs_teleport <point reference> <point reference>) - Actor teleports to point1 facing point2
  421. [420] (cs_animate <long> <short>) - Actor performs animation with given modifier (anim-ref, modifier)
  422. [421] (cs_movement_mode <short>) - Actor switches to given animation mode
  423. [422] (cs_crouch <boolean>) - Actor crouches for the remainder of the command script, or until overridden
  424. [423] (cs_crouch <boolean> <real>) - Actor crouches / uncrouches, transitioning over the given number of seconds
  425. [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
  426. [425] (cs_go_to_vehicle <vehicle>) - Actor gets in the appropriate vehicle
  427. [426] (cs_set_behavior <ai_behavior>) - Actor performs the indicated behavior
  428. [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.
  429. [428] (cs_deploy_turret <point reference>) - Deploy a turret at the given script point
  430. [429] (cs_approach <object> <real> <real> <real>) - (approach <object> <distance> <max-distance> <follow-distance>)
  431. [430] (cs_start_approach <object> <real> <real> <real>) - (approach <object> <distance> <max-distance> <follow-distance>) NON-BLOCKING
  432. [431] (cs_approach_player <real> <real> <real>) - (approach player <distance> <max-distance> <follow-distance>)
  433. [432] (cs_start_approach_player <real> <real> <real>) - (approach <distance> <max-distance> <follow-distance>) NON-BLOCKING
  434. [433] (cs_approach_stop) - Actor stops approaching
  435. [434] (cs_ignore_obstacles <boolean>) - Actor does not avoid obstacles when true
  436. [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)
  437. [436] (cs_vehicle_speed_instantaneous <real>) - Set the instantaneous speed of the vehicle we're driving
  438. [437] (cs_vehicle_boost <boolean>) - Enables or disables boost
  439. [438] (cs_abort_on_alert <boolean>) - Command script ends prematurely when actor's combat status raises to 'alert' or higher
  440. [439] (cs_abort_on_damage <boolean>) - Command script ends prematurely when actor is damaged
  441. [440] (cs_abort_on_combat_status <short>) - Command script ends prematurely when actor's combat status rises to given level
  442. [441] (cs_enable_targeting <boolean>) - Actor autonomous target selection enabled/disabled.
  443. [442] (cs_enable_looking <boolean>) - Actor autonomous looking enabled/disabled.
  444. [443] (cs_enable_moving <boolean>) - Actor autonomous moving enabled/disabled.
  445. [444] (cs_enable_dialogue <boolean>) - Actor combat dialogue enabled/disabled.
  446. [445] (cs_suppress_dialogue_global <boolean>) - Combat dialogue is suppressed for the remainder of the command script
  447. [446] (cs_set_style <style>) - Override the actor's style
  448. [447] (cs_force_combat_status <short>) - Force the actor's combat status (0= no override, 1= asleep, 2=idle, 3= alert, 4= active)
  449. [448] (cs_enable_pathfinding_failsafe <boolean>) - Actor blocks until pathfinding calls succeed
  450. [449] (camera_control <boolean>) - toggles script control of the camera.
  451. [450] (camera_set <cutscene_camera_point> <short>) - moves the camera to the specified camera point over the specified number of ticks.
  452. [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).
  453. [452] (camera_set_animation <animation_graph> <string_id>) - begins a prerecorded camera animation.
  454. [453] (camera_set_animation_relative <animation_graph> <string_id> <unit> <cutscene_flag>) - begins a prerecorded camera animation synchronized to unit relative to cutscene flag.
  455. [454] (camera_predict_resources_at_frame <animation_graph> <string_id> <unit> <cutscene_flag> <long>) - predict resources at a frame in camera animation.
  456. [455] (camera_predict_resources_at_point <cutscene_camera_point>) - predict resources given a camera point
  457. [456] (camera_set_first_person <unit>) - makes the scripted camera follow a unit.
  458. [457] NULL
  459. [458] NULL
  460. [459] (camera_time) - returns the number of ticks remaining in the current camera interpolation.
  461. [460] (camera_set_field_of_view <real> <short>) - sets the field of view
  462. [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.
  463. [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>
  464. [463] NULL
  465. [464] NULL
  466. [465] NULL
  467. [466] NULL
  468. [467] NULL
  469. [468] (game_difficulty_get) - returns the current difficulty setting, but lies to you and will never return easy, instead returning normal
  470. [469] (game_difficulty_get_real) - returns the actual current difficulty setting without lying
  471. [470] (pvs_set_object <object>) - sets the specified object as the special place that activates everything it sees.
  472. [471] (pvs_set_camera <cutscene_camera_point>) - sets the specified cutscene camera point as the special place that activates everything it sees.
  473. [472] (pvs_clear) - removes the special place that activates everything it sees.
  474. [473] (players_unzoom_all) - resets zoom levels on all players
  475. [474] (player_enable_input <boolean>) - toggle player input. the player can still free-look, but nothing else.
  476. [475] (player_disable_movement <boolean>) - toggle player input. the look stick works, but nothing else.
  477. [476] (player_flashlight_on) - returns true if any player has a flashlight on
  478. [477] (player_active_camouflage_on) - returns true if any player is active camouflaged
  479. [478] (player_camera_control <boolean>) - enables/disables camera control globally
  480. [479] (player_action_test_reset) - resets the player action test state so that all tests will return false.
  481. [480] (player_action_test_jump) - returns true if any player has jumped since the last call to (player_action_test_reset).
  482. [481] (player_action_test_primary_trigger) - returns true if any player has used primary trigger since the last call to (player_action_test_reset).
  483. [482] (player_action_test_grenade_trigger) - returns true if any player has used grenade trigger since the last call to (player_action_test_reset).
  484. [483] (player_action_test_vision_trigger) - returns true if any player has used vision trigger since the last call to (player_action_test_reset).
  485. [484] (player_action_test_zoom) - returns true if any player has hit the zoom button since the last call to (player_action_test_reset).
  486. [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).
  487. [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).
  488. [487] (player_action_test_melee) - returns true if any player has hit the melee button since the last call to (player_action_test_reset).
  489. [488] (player_action_test_action) - returns true if any player has hit the action key since the last call to (player_action_test_reset).
  490. [489] (player_action_test_accept) - returns true if any player has hit accept since the last call to (player_action_test_reset).
  491. [490] (player_action_test_cancel) - returns true if any player has hit cancel key since the last call to (player_action_test_reset).
  492. [491] (player_action_test_look_relative_up) - returns true if any player has looked up since the last call to (player_action_test_reset).
  493. [492] (player_action_test_look_relative_down) - returns true if any player has looked down since the last call to (player_action_test_reset).
  494. [493] (player_action_test_look_relative_left) - returns true if any player has looked left since the last call to (player_action_test_reset).
  495. [494] (player_action_test_look_relative_right) - returns true if any player has looked right since the last call to (player_action_test_reset).
  496. [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).
  497. [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).
  498. [497] (player_action_test_start) - returns true if any player has pressed the start button since the last call to (player_action_test_reset).
  499. [498] (player_action_test_back) - returns true if any player has pressed the back button since the last call to (player_action_test_reset).
  500. [499] (player0_looking_up) - true if the first player is looking up
  501. [500] (player0_looking_down) - true if the first player is looking down
  502. [501] (player_action_test_look_up_begin) - sets up player look up test
  503. [502] (player_action_test_look_down_begin) - sets down player look down test
  504. [503] (player_action_test_look_pitch_end) - ends the look pitch testing
  505. [504] (player_action_test_lookstick_forward) - true if the first player pushed forward on lookstick
  506. [505] (player_action_test_lookstick_backward) - true if the first player pushed backward on lookstick
  507. [506] NULL
  508. [507] NULL
  509. [508] (switch_bsp <short>) - takes off your condom and changes to a different structure bsp
  510. [509] (switch_bsp_by_name <structure_bsp>) - leaves your condom on and changes to a different structure bsp by name
  511. [510] (structure_bsp_index) - returns the current structure bsp index
  512. [511] NULL
  513. [512] NULL
  514. [513] NULL
  515. [514] NULL
  516. [515] NULL
  517. [516] NULL
  518. [517] NULL
  519. [518] NULL
  520. [519] NULL
  521. [520] NULL
  522. [521] NULL
  523. [522] NULL
  524. [523] NULL
  525. [524] NULL
  526. [525] NULL
  527. [526] NULL
  528. [527] NULL
  529. [528] NULL
  530. [529] NULL
  531. [530] (game_rate <real> <real> <real>) - changes game update rate (DANGER: only use if you know what you're doing!)
  532. [531] NULL
  533. [532] NULL
  534. [533] NULL
  535. [534] NULL
  536. [535] NULL
  537. [536] NULL
  538. [537] NULL
  539. [538] NULL
  540. [539] NULL
  541. [540] NULL
  542. [541] NULL
  543. [542] NULL
  544. [543] NULL
  545. [544] NULL
  546. [545] NULL
  547. [546] NULL
  548. [547] NULL
  549. [548] NULL
  550. [549] NULL
  551. [550] NULL
  552. [551] NULL
  553. [552] (fade_in <real> <real> <real> <short>) - does a screen fade in from a particular color
  554. [553] (fade_out <real> <real> <real> <short>) - does a screen fade out to a particular color
  555. [554] (cinematic_start) - initializes game to start a cinematic (interruptive) cutscene
  556. [555] (cinematic_stop) - initializes the game to end a cinematic (interruptive) cutscene
  557. [556] (cinematic_skip_start_internal) -
  558. [557] (cinematic_skip_stop_internal) -
  559. [558] (cinematic_show_letterbox <boolean>) - sets or removes the letterbox bars
  560. [559] (cinematic_show_letterbox_immediate <boolean>) - sets or removes the letterbox bars
  561. [560] (cinematic_set_title <cutscene_title>) - activates the chapter title
  562. [561] (cinematic_set_title_delayed <cutscene_title> <real>) - activates the chapter title, delayed by <real> seconds
  563. [562] (cinematic_suppress_bsp_object_creation <boolean>) - suppresses or enables the automatic creation of objects during cutscenes due to a bsp switch
  564. [563] (cinematic_subtitle <string_id> <real>) - displays the named subtitle for <real> seconds
  565. [564] NULL
  566. [565] NULL
  567. [566] (game_won) - causes the player to successfully finish the current level and move to the next
  568. [567] (game_lost <boolean>) - marks the game as lost or not lost
  569. [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)
  570. [569] (game_is_cooperative) - returns TRUE if the game is cooperative
  571. [570] (game_is_playtest) - returns the hs global boolean 'global_playtest_mode' which can be set in your init.txt
  572. [571] (game_can_use_flashlights <boolean>) - allows or disallows the user of player flashlights
  573. [572] NULL
  574. [573] NULL
  575. [574] NULL
  576. [575] NULL
  577. [576] (core_load) - loads debug game state from core\core.bin
  578. [577] (core_load_name <string>) - loads debug game state from core\<path>
  579. [578] NULL
  580. [579] NULL
  581. [580] NULL
  582. [581] NULL
  583. [582] NULL
  584. [583] NULL
  585. [584] NULL
  586. [585] (game_safe_to_save) - returns FALSE if it would be a bad idea to save the player's game right now
  587. [586] (game_safe_to_speak) - returns FALSE if it would be a bad idea to play mission dialog right now
  588. [587] (game_all_quiet) - returns FALSE if there are bad guys around, projectiles in the air, etc.
  589. [588] (game_save) - checks to see if it is safe to save game, then saves (gives up after 8 seconds)
  590. [589] (game_save_cancel) - cancels any pending game_save, timeout or not
  591. [590] (game_save_no_timeout) - checks to see if it is safe to save game, then saves (this version never gives up)
  592. [591] (game_save_immediate) - disregards player's current situation and saves (BE VERY CAREFUL!)
  593. [592] (game_saving) - checks to see if the game is trying to save the map.
  594. [593] (game_reverted) - don't use this for anything, you black-hearted bastards.
  595. [594] NULL
  596. [595] (sound_impulse_predict <sound>) - your mom part 2.
  597. [596] (sound_impulse_trigger <sound> <object> <real> <long>) - plays an impulse sound from the specified source object (or "none"), with the specified scale.
  598. [597] (sound_impulse_start <sound> <object> <real>) - plays an impulse sound from the specified source object (or "none"), with the specified scale.
  599. [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.
  600. [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.
  601. [600] (sound_impulse_time <sound>) - returns the time remaining for the specified impulse sound.
  602. [601] (sound_impulse_time <sound> <long>) - <sound> <total playing time> returns the time remaining for the specified impulse sound based on <total playing time>.
  603. [602] (sound_impulse_language_time <sound>) - returns the time remaining for the specified impulse sound. DO NOT CALL IN CUTSCENES.
  604. [603] (sound_impulse_stop <sound>) - stops the specified impulse sound.
  605. [604] (sound_impulse_start_3d <sound> <real> <real>) - <sound> <azimuth> <scale> at the sound's minimum distance
  606. [605] (sound_looping_predict <looping_sound>) - your mom.
  607. [606] (sound_looping_start <looping_sound> <object> <real>) - plays a looping sound from the specified source object (or "none"), with the specified scale.
  608. [607] (sound_looping_stop <looping_sound>) - stops the specified looping sound.
  609. [608] (sound_looping_stop_immediately <looping_sound>) - stops the specified looping sound immediately.
  610. [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.
  611. [610] (sound_looping_set_alternate <looping_sound> <boolean>) - enables or disables the alternate loop/alternate end for a looping sound.
  612. [611] NULL
  613. [612] NULL
  614. [613] NULL
  615. [614] NULL
  616. [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.
  617. [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.
  618. [617] (sound_class_enable_ducker <string> <boolean>) - enables or disables the ducker on all sound classes matching the substring.
  619. [618] NULL
  620. [619] NULL
  621. [620] (sound_dump_miles_debug) - dump Miles timing info and other goodies
  622. [621] (vehicle_hover <vehicle> <boolean>) - stops the vehicle from running real physics and runs fake hovering physics instead.
  623. [622] (vehicle_count_bipeds_killed <vehicle>) - returns how many people this vehicle has killed
  624. [623] (biped_ragdoll <unit>) - given a dead biped, turns on ragdoll
  625. [624] (hud_cinematic_fade <real> <real>) - parameter 1 is how, parameter 2 is when
  626. [625] (show_hud <boolean>) - shows or hides the hud
  627. [626] (show_hud_help_text <boolean>) - shows or hides the hud help text
  628. [627] (show_hud_messages <boolean>) - shows or hides the hud messages
  629. [628] (enable_hud_help_flash <boolean>) - starts/stops the help text flashing
  630. [629] (hud_help_flash_restart) - resets the timer for the help text flashing
  631. [630] (hud_show_training_text <boolean>) - true turns on scripted training text
  632. [631] (hud_set_training_text <string_id>) - sets the string id fo the scripted training text
  633. [632] (hud_enable_training <boolean>) - true turns training on, false turns it off.
  634. [633] (player_training_activate_flashlight) - guess
  635. [634] (player_training_activate_crouch) - guess
  636. [635] (player_training_activate_stealth) - guess
  637. [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
  638. [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
  639. [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
  640. [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
  641. [640] (deactivate_nav_point_flag <unit> <cutscene_flag>) - deactivates a nav point type attached to a player <unit> anchored to a flag
  642. [641] (deactivate_nav_point_object <unit> <object>) - deactivates a nav point type attached to a player <unit> anchored to an object
  643. [642] (deactivate_team_nav_point_flag <team> <cutscene_flag>) - deactivates a nav point type attached to a team anchored to a flag
  644. [643] (deactivate_team_nav_point_object <team> <object>) - deactivates a nav point type attached to a team anchored to an object
  645. [644] NULL
  646. [645] NULL
  647. [646] NULL
  648. [647] NULL
  649. [648] NULL
  650. [649] NULL
  651. [650] NULL
  652. [651] (player_effect_set_max_translation <real> <real> <real>) - <x> <y> <z>
  653. [652] (player_effect_set_max_rotation <real> <real> <real>) - <yaw> <pitch> <roll>
  654. [653] (player_effect_set_max_vibration <real> <real>) - <left> <right>
  655. [654] (player_effect_start <real> <real>) - <max_intensity> <attack time>
  656. [655] (player_effect_stop <real>) - <decay>
  657. [656] NULL
  658. [657] NULL
  659. [658] NULL
  660. [659] NULL
  661. [660] NULL
  662. [661] NULL
  663. [662] NULL
  664. [663] NULL
  665. [664] (hud_clear_messages) - clears all non-state messages on the hud
  666. [665] (hud_set_help_text <hud_message>) - displays <message> as the help text
  667. [666] (hud_set_objective_text <hud_message>) - sets <message> as the current objective
  668. [667] (hud_set_timer_time <short> <short>) - sets the time for the timer to <short> minutes and <short> seconds, and starts and displays timer
  669. [668] (hud_set_timer_warning_time <short> <short>) - sets the warning time for the timer to <short> minutes and <short> seconds
  670. [669] (hud_set_timer_position <short> <short> <hud_corner>) - sets the timer upper left position to (x, y)=>(<short>, <short>)
  671. [670] (show_hud_timer <boolean>) - displays the hud timer
  672. [671] (pause_hud_timer <boolean>) - pauses or unpauses the hud timer
  673. [672] (hud_get_timer_ticks) - returns the ticks left on the hud timer
  674. [673] (time_code_show <boolean>) - shows the time code timer
  675. [674] (time_code_start <boolean>) - starts/stops the time code timer
  676. [675] (time_code_reset) - resets the time code timer
  677. [676] NULL
  678. [677] NULL
  679. [678] NULL
  680. [679] NULL
  681. [680] NULL
  682. [681] NULL
  683. [682] NULL
  684. [683] NULL
  685. [684] NULL
  686. [685] NULL
  687. [686] NULL
  688. [687] NULL
  689. [688] NULL
  690. [689] NULL
  691. [690] NULL
  692. [691] NULL
  693. [692] NULL
  694. [693] NULL
  695. [694] NULL
  696. [695] NULL
  697. [696] NULL
  698. [697] NULL
  699. [698] NULL
  700. [699] NULL
  701. [700] NULL
  702. [701] NULL
  703. [702] NULL
  704. [703] NULL
  705. [704] (script_screen_effect_set_value <short> <real>) - sets a screen effect script value
  706. [705] (cinematic_screen_effect_start <boolean>) - starts screen effect pass TRUE to clear
  707. [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>
  708. [707] (cinematic_screen_effect_set_crossfade <real>) - transition-time
  709. [708] (cinematic_screen_effect_set_crossfade2 <real> <real>) - transition-time, exponent
  710. [709] (cinematic_screen_effect_stop) - returns control of the screen effects to the rest of the game
  711. [710] (cinematic_set_near_clip_distance <real>) -
  712. [711] (cinematic_set_far_clip_distance <real>) -
  713. [712] (cinematic_set_environment_map_attenuation <real> <real> <real>) - interpolates environment-map attenuation (on flagged shaders) from <low> to <high> over <time>
  714. [713] (cinematic_set_environment_map_bitmap <bitmap>) - sets environment-map bitmap (on flagged shaders) instantly
  715. [714] (cinematic_reset_environment_map_bitmap) - resets environment-map bitmap (on flagged shaders) to default instantly
  716. [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
  717. [716] (cinematic_reset_environment_map_tint) - resets environment-map tint (on flagged shaders) to default instantly
  718. [717] (cinematic_layer <long> <real> <real>) - interpolates the value of <cinematic layer x> from current position to <value> over <time>
  719. [718] (cinematic_dynamic_reflections <boolean> <boolean>) - sets up dynamic reflections: <enabled: [true, false]> <filtering enabled: [true, false]>
  720. [719] NULL
  721. [720] NULL
  722. [721] NULL
  723. [722] NULL
  724. [723] NULL
  725. [724] NULL
  726. [725] NULL
  727. [726] (void controller_set_look_invert) - invert player0's look
  728. [727] (boolean controller_get_look_invert) - returns TRUE if player0's look pitch is inverted
  729. [728] NULL
  730. [729] (user_interface_controller_get_last_level_played <short>) - returns index of last completed solo level for profile index passed in
  731. [730] NULL
  732. [731] NULL
  733. [732] NULL
  734. [733] NULL
  735. [734] NULL
  736. [735] NULL
  737. [736] NULL
  738. [737] NULL
  739. [738] NULL
  740. [739] NULL
  741. [740] NULL
  742. [741] NULL
  743. [742] NULL
  744. [743] NULL
  745. [744] NULL
  746. [745] NULL
  747. [746] NULL
  748. [747] NULL
  749. [748] NULL
  750. [749] NULL
  751. [750] (objectives_clear) - clears the mission objectives.
  752. [751] (objectives_show_up_to <long>) - show objectives 0..n
  753. [752] (objectives_finish_up_to <long>) - mark objectives 0..n as complete
  754. [753] (input_suppress_vibration <boolean>) - disable the friggin' vibration
  755. [754] NULL
  756. [755] NULL
  757. [756] NULL
  758. [757] NULL
  759. [758] NULL
  760. [759] NULL
  761. [760] NULL
  762. [761] NULL
  763. [762] NULL
  764. [763] NULL
  765. [764] NULL
  766. [765] NULL
  767. [766] NULL
  768. [767] NULL
  769. [768] NULL
  770. [769] NULL
  771. [770] NULL
  772. [771] NULL
  773. [772] NULL
  774. [773] NULL
  775. [774] NULL
  776. [775] NULL
  777. [776] NULL
  778. [777] NULL
  779. [778] NULL
  780. [779] (void play_credits)
  781. [780] (short bink_time)
  782. [781] NULL
  783. [782] (set_global_mixbin_headroom <long> <long>) - blah
  784. [783] NULL
  785. [784] NULL
  786. [785] NULL
  787. [786] NULL
  788. [787] NULL
  789. [788] NULL
  790. [789] NULL
  791. [790] NULL
  792. [791] NULL
  793. [792] NULL
  794. [793] NULL
  795. [794] NULL
  796. [795] NULL
  797. [796] NULL
  798. [797] NULL
  799. [798] NULL
  800. [799] NULL
  801. [800] NULL
  802. [801] NULL
  803. [802] NULL
  804. [803] NULL
  805. [804] NULL
  806. [805] NULL
  807. [806] NULL
  808. [807] NULL
  809. [808] NULL
  810. [809] NULL
  811. [810] NULL
  812. [811] NULL
  813. [812] NULL
  814. [813] NULL
  815. [814] NULL
  816. [815] NULL
  817. [816] NULL
  818. [817] NULL
  819. [818] NULL
  820. [819] NULL
  821. [820] NULL
  822. [821] NULL
  823. [822] NULL
  824. [823] NULL
  825. [824] NULL
  826. [825] NULL
  827. [826] NULL
  828. [827] NULL
  829. [828] NULL
  830. [829] NULL
  831. [830] NULL
  832. [831] NULL
  833. [832] NULL
  834. [833] NULL
  835. [834] NULL
  836. [835] NULL
  837. [836] (object_list_children <object> <object_definition>) - returns list of child objects by definition..
  838. [837] NULL
  839. [838] NULL
  840. [839] NULL
  841. [840] NULL
  842. [841] NULL
  843. [842] NULL
  844. [843] NULL
  845. [844] NULL
  846. [845] NULL
  847. [846] NULL
  848. [847] (interpolator_start <string_id> <real> <real>) - <name> <final value> <time>
  849. [848] (interpolator_start_smooth <string_id> <real> <real>) - <name> <final value> <time>
  850. [849] (interpolator_stop <string_id>) - <name>
  851. [850] (interpolator_restart <string_id>) - <name>
  852. [851] (interpolator_is_active <string_id>) - <name>
  853. [852] (interpolator_is_finished <string_id>) - <name>
  854. [853] (interpolator_set_current_value <string_id> <real>) - <name> <current value>
  855. [854] (interpolator_get_current_value <string_id> <boolean>) - <name> <use function ON/OFF>
  856. [855] (interpolator_get_start_value <string_id> <boolean>) - <name> <use function ON/OFF>
  857. [856] (interpolator_get_final_value <string_id> <boolean>) - <name> <use function ON/OFF>
  858. [857] (interpolator_get_current_phase <string_id>) - <name>
  859. [858] (interpolator_get_current_time_fraction <string_id>) - <name>
  860. [859] (interpolator_get_start_time <string_id>) - <name>
  861. [860] (interpolator_get_final_time <string_id>) - <name>
  862. [861] (interpolator_evaluate_at <string_id> <real> <boolean>) - <name> <value in> <use function ON/OFF>
  863. [862] (interpolator_evaluate_at_time_fraction <string_id> <real> <boolean>) - <name> <time fraction in> <use function ON/OFF>
  864. [863] (interpolator_evaluate_at_time <string_id> <real> <boolean>) - <name> <time in> <use function ON/OFF>
  865. [864] (interpolator_evaluate_at_time_delta <string_id> <real> <boolean>) - <name> <time delta> <use function ON/OFF>
  866. [865] (interpolator_stop_all) -
  867. [866] (interpolator_restart_all) -
  868. [867] (interpolator_flip) -
  869. [868] NULL
  870. [869] (weather_start <real>) - <time>
  871. [870] (weather_stop <real>) - <time>
  872. [871] (weather_change_intensity <real> <real>) - <time> <intensity>
  873. [872] NULL
  874. [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
  875. [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
  876. [875] (vehicle_enable_ghost_effects <boolean>) -
  877. [876] (ice_cream_flavor_stock <long>) -
  878. [877] (ice_cream_flavor_available <long>) -
  879. [878] (set_global_sound_environment <real> <real> <real> <real> <long> <real>) - this is your brain on drugs
  880. [879] (reset_dsp_image) - if we ever need to use this someone is getting fired
  881. [880] (void game_save_cinematic_skip)
  882. [881] (void cinematic_outro_start)
  883. [882] (void cinematic_enable_ambience_details)
  884. [883] (set_rasterizer_gamma <real>) - power
  885. [884] (void predict_model_section)
  886. [885] (void predict_structure_section)
  887. [886] (predict_lightmap_bucket <structure_bsp> <long>) - predict a geometry block.
  888. [887] (predict_bitmap <bitmap> <long>) - predict a bitmap.
  889. [888] (get_prediction_offset) - how many frames to predict ahead. (seems to return a static 0x37 or 55)
  890. [889] (rasterizer_bloom_override <boolean>) - enable
  891. [890] (rasterizer_bloom_override_reset <boolean>) - reset
  892. [891] (rasterizer_bloom_override_blur_amount <real>) - blur mount
  893. [892] (rasterizer_bloom_override_threshold <real>) - threshold
  894. [893] (rasterizer_bloom_override_brightness <real>) - brightness
  895. [894] (rasterizer_bloom_override_box_factor <real>) - box factor
  896. [895] (rasterizer_bloom_override_max_factor <real>) - max factor
  897. [896] (rasterizer_bloom_override_silver_bullet <boolean>) - silver bullet
  898. [897] (rasterizer_bloom_override_only <boolean>) - only
  899. [898] (rasterizer_bloom_override_high_res <boolean>) - high res
  900. [899] (rasterizer_bloom_override_brightness_alpha <real>) - brightness alpha
  901. [900] (rasterizer_bloom_override_max_factor_alpha <real>) - max factor alpha
  902. [901] (void cache_block_for_one_frame)
  903. [902] (void sound_suppress_ambience_update_on_revert)
  904. [903] NULL
  905. [904] NULL
  906. [905] NULL
  907. [906] (void cinematic_lightmap_shadow_disable)
  908. [907] (void cinematic_lightmap_shadow_enable)
  909. [908] (predict_animation <animation_graph> <string_id>) - begin loading an animation for the graph provided
  910. [909] NULL
  911. [910] NULL
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