| ( activate_nav_point_flag )
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 |
| ( activate_nav_point_object )
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 |
| ( activate_team_nav_point_flag )
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 |
| ( activate_team_nav_point_object )
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 |
| ( ai_actors )
converts an ai reference to an object list. |
| ( ai_allegiance )
creates an allegiance between two teams. |
| ( ai_allegiance_broken )
returns whether two teams have an allegiance that is currently broken by traitorous behavior |
| ( ai_allegiance_remove )
destroys an allegiance between two teams. |
| ( ai_allow_dormant )
either enables or disables automatic dormancy for a group of actors |
| ( ai_attach )
attaches the specified unit to the specified encounter. |
| ( ai_attach_units )
attaches the specified list of units to the specified encounter. |
| ( ai_berserk )
forces a group of actors to start or stop berserking |
| ( ai_braindead )
makes a group of actors braindead, or restores them to life (in their initial state) |
| ( ai_braindead_by_unit )
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) |
| ( ai_cannot_die )
AI cannot die from damage (as opposed to by scripting) |
| ( ai_combat_status )
Returns the highest integer combat status in the given squad-group/squad/actor |
| ( ai_debug_sound_point_set)
drops the AI debugging sound point at the camera location |
| ( ai_deselect)
clears the selected encounter. |
| ( ai_detach )
detaches the specified unit from all AI. |
| ( ai_detach_units )
detaches the specified list of units from all AI. |
| ( ai_dialogue_break_on_vocalization )
break when the following vocalization is chosen for utterance |
| ( ai_dialogue_enable )
turn combat dialogue on/off |
| ( ai_dialogue_log_dump )
dump a file of the given name with csv statistics on vocalizations |
| ( ai_dialogue_log_reset)
reset the dialogue log |
| ( ai_disposable )
enables or disables automatic garbage collection for actors in the specified encounter and/or squad. |
| ( ai_disregard )
if TRUE, forces all actors to completely disregard the specified units, otherwise lets them acknowledge the units again |
| ( ai_enable )
turns all AI on or off. |
| ( ai_enabled)
returns whether AI is turned on or off. |
| ( ai_enter_squad_vehicles )
Instructs the ai in the given squad to get in all their vehicles |
| ( ai_erase )
erases the specified encounter and/or squad. |
| ( ai_erase_all)
erases all AI. |
| ( ai_fighting_count )
return the number of actors that are fighting in a squad or squad_group |
| ( ai_force_active )
forces an encounter to remain active (i.e. not freeze in place) even if there are no players nearby |
| ( ai_force_active_by_unit )
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 |
| ( ai_get_object )
returns the unit/object corresponding to the given actor |
| ( ai_get_unit )
returns the unit/object corresponding to the given actor |
| ( ai_grenades )
turns grenade inventory on or off. |
| ( ai_is_attacking )
returns whether a platoon is in the attacking mode (or if an encounter is specified, returns whether any platoon in that encounter is attacking) |
| ( ai_kill )
instantly kills the specified encounter and/or squad. |
| ( ai_kill_silent )
instantly and silently (no animation or sound played) kills the specified encounter and/or squad. |
| ( ai_lines)
cycles through AI line-spray modes |
| ( ai_living_count )
return the number of living actors in the specified encounter and/or squad. |
| ( ai_living_fraction )
return the fraction [0-1] of living actors in the specified encounter and/or squad. |
| ( ai_magically_see )
Make one squad magically aware of another. |
| ( ai_magically_see_object )
Make a squad magically aware of a particular object. |
| ( ai_migrate )
makes all or part of an encounter move to another encounter. |
| ( ai_nonswarm_count )
return the number of non-swarm actors in the specified encounter and/or squad. |
| ( ai_overcomes_oversteer )
Don't use this for anything other than bug 3926. AI magically cancels vehicle oversteer. |
| ( ai_place )
places the specified squad on the map. |
| ( ai_place )
places the given number of members of the specified squad. |
| ( ai_place_in_vehicle )
places the specified squad (1st arg) on the map in the vehicles belonging to the specified vehicle squad (2nd arg). |
| ( ai_playfight )
sets an encounter to be playfighting or not |
| ( ai_play_line )
Play the given mission dialogue line on the given ai |
| ( ai_play_line_at_player )
Play the given mission dialogue line on the given ai, directing the ai's gaze at the nearest visible player |
| ( ai_play_line_on_object )
Play the given mission dialogue line on the given object (uses first available variant) |
| ( ai_prefer_target )
if TRUE, ALL enemies will prefer to attack the specified units. if FALSE, removes the preference. |
| ( ai_reconnect)
reconnects all AI information to the current structure bsp (use this after you create encounters or command lists in sapien, or place new firing points or command list points) |
| ( ai_render_paths_all)
Turns on raw, smoothed, avoided paths and avoidance obstacles |
| ( ai_renew )
refreshes the health and grenade count of a group of actors, so they are as good as new |
| ( ai_scene )
Start the named scene, with the named command script on the named squad |
| ( ai_scene )
Start the named scene, with the named command script on the named set of squads |
| ( ai_scene )
Start the named scene, with the named command script on the named set of squads |
| ( ai_select )
selects the specified squad. |
| ( ai_set_active_camo )
Turn on active camoflage on actor/squad/squad-group |
| ( ai_set_blind )
enables or disables sight for actors in the specified encounter. |
| ( ai_set_deaf )
enables or disables hearing for actors in the specified encounter. |
| ( ai_set_orders )
Takes the squad or squad group (arg1) and gives it the order (arg3) in zone (arg2). Use the zone_name/order_name format |
| ( ai_set_team )
makes an encounter change to a new team |
| ( ai_spawn_count )
returns the number of actors spawned in the given squad or squad group |
| ( ai_strength )
return the current strength (average body vitality from 0-1) of the specified encounter and/or squad. |
| ( ai_suppress_combat )
Turn on/off combat suppression on actor/squad/squad-group |
| ( ai_swarm_count )
return the number of swarm actors in the specified encounter and/or squad. |
| ( ai_teleport_to_starting_location_if_outside_bsp )
teleports a group of actors to the starting locations of their current squad(s) if they are currently outside the world. |
| ( ai_trigger_test )
Tests the named trigger on the named squad |
| ( ai_vehicle_enter )
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 |
| ( ai_vehicle_enter )
tells a group of actors to get into a vehicle... does not interrupt any actors who are already going to vehicles |
| ( ai_vehicle_enter_immediate )
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 |
| ( ai_vehicle_enter_immediate )
the given group of actors is snapped into a vehicle |
| ( ai_vehicle_exit )
tells a group of actors to get out of any vehicles that they are in (if their seat matches the substring) |
| ( ai_vehicle_exit )
tells a group of actors to get out of any vehicles that they are in |
| ( ai_vehicle_get )
Returns the vehicle that the given actor is in. |
| ( ai_vehicle_get_from_starting_location )
Returns the vehicle that was spawned at the given starting location. |
| ( ai_vehicle_reserve )
Reserves the given vehicle (so that AI may not enter it |
| ( ai_vehicle_reserve_seat )
Reserves the given seat on the given vehicle (so that AI may not enter it |
| ( ai_verify_tags)
Verifies state of ai-related tags (e.g. orders, squads, zones, etc.) |
| ( ai_vitality_pinned )
Returns true if the ai's units are ALL vitality pinned (see object_vitality_pinned) |
| ( ai_wall_lean )
Makes the actor lean against a wall RIGHT NOW |
| ( and )
returns true if all specified expressions are true. |
| ( attract_mode_set_seconds )
sets number of seconds of the attract mode countdown timer. |
| ( attract_mode_start)
starts an attract mode movie |
| ( begin )
returns the last expression in a sequence after evaluating the sequence in order. |
| ( begin_random )
evaluates the sequence of expressions in random order and returns the last value evaluated. |
| ( bink_done)
returns true if the movie is done playing |
| ( biped_ragdoll )
given a dead biped, turns on ragdoll |
| ( bitmap_predict )
in: bitmap name. loads all the bitmaps in that bitmap group |
| ( breakable_surfaces_enable )
enables or disables breakability of all breakable surfaces on level |
| ( breakable_surfaces_reset)
restores all breakable surfaces |
| ( bug_now )
uploads files for bug <name> |
| ( bug_now_auto )
uploads bug files, auto named <include_minidump> |
| ( bug_now_lite )
uploads files (w/ no minidump) for bug <name> |
| ( cache_block_for_one_frame)
call this to force texture and geometry cache to block until satiated |
| ( camera_control )
toggles script control of the camera. |
| ( camera_pan )
camera_pan <start point> <end point> <ticks> <ease-in ticks> <start velocity scale> <ease-out ticks> <end velocity scale> |
| ( camera_place_relative )
all subsequent camera placement in sapien be marked as relative to this object |
| ( camera_place_worldspace)
all subsequent camera placement in sapien will be marked as worldspace |
| ( camera_predict_resources_at_frame )
predict resources at a frame in camera animation. |
| ( camera_predict_resources_at_point )
predict resources given a camera point |
| ( camera_set )
moves the camera to the specified camera point over the specified number of ticks. |
| ( camera_set_animation )
begins a prerecorded camera animation. |
| ( camera_set_animation_relative )
begins a prerecorded camera animation synchronized to unit relative to cutscene flag. |
| ( camera_set_field_of_view )
sets the field of view |
| ( camera_set_first_person )
makes the scripted camera follow a unit. |
| ( camera_set_pan )
moves the camera to the specified camera point over the specified number of ticks with a constant speed. |
| ( camera_set_relative )
moves the camera to the specified camera point over the specified number of ticks (position is relative to the specified object). |
| ( camera_time)
returns the number of ticks remaining in the current camera interpolation. |
| ( cheats_load)
reloads the cheats.txt file |
| ( cheat_active_camouflage )
gives the player active camouflage |
| ( cheat_active_camouflage_by_player )
gives a specific player active camouflage |
| ( cheat_all_powerups)
drops all powerups near player |
| ( cheat_all_vehicles)
drops all vehicles on player |
| ( cheat_all_weapons)
drops all weapons near player |
| ( cheat_teleport_to_camera)
teleports player to camera location |
| ( cinematic_clone_players_weapon )
clone the first player's most reasonable weapon and attach it to the specified object's marker |
| ( cinematic_dynamic_reflections )
sets up dynamic reflections: <enabled: [true, false]> <filtering enabled: [true, false]> |
| ( cinematic_enable_ambience_details )
enable/disable ambience details in cinematics |
| ( cinematic_layer )
interpolates the value of <cinematic layer x> from current position to <value> over <time> |
| ( cinematic_lighting_set_ambient_light )
sets the color (red, green, blue) of the cinematic ambient light. |
| ( cinematic_lighting_set_primary_light )
sets the pitch, yaw, and color (red, green, blue) of the cinematic shadowing diffuse and specular directional light. |
| ( cinematic_lighting_set_secondary_light )
sets the pitch, yaw, and color (red, green, blue) of the cinematic non-shadowing diffuse directional light. |
| ( cinematic_lightmap_shadow_disable)
turn off lightmap shadow in cinematics |
| ( cinematic_lightmap_shadow_enable)
turn on lightmap shadow in cinematics |
| ( cinematic_move_attached_objects )
move the object's children attached to the first marker to the second marker |
| ( cinematic_outro_start)
flag this cutscene as an outro cutscene |
| ( cinematic_reset_environment_map_bitmap)
resets environment-map bitmap (on flagged shaders) to default instantly |
| ( cinematic_reset_environment_map_tint)
resets environment-map tint (on flagged shaders) to default instantly |
| ( cinematic_screen_effect_set_crossfade )
transition-time |
| ( cinematic_screen_effect_set_crossfade2 )
transition-time, exponent |
| ( cinematic_screen_effect_set_depth_of_field )
sets dof: <seperation dist>, <near blur lower bound> <upper bound> <time> <far blur lower bound> <upper bound> <time> |
| ( cinematic_screen_effect_start )
starts screen effect pass TRUE to clear |
| ( cinematic_screen_effect_stop)
returns control of the screen effects to the rest of the game |
| ( cinematic_set_environment_map_attenuation )
interpolates environment-map attenuation (on flagged shaders) from <low> to <high> over <time> |
| ( cinematic_set_environment_map_bitmap )
sets environment-map bitmap (on flagged shaders) instantly |
| ( cinematic_set_environment_map_tint )
perpendicular color: (red green blue brightness), parallel color: (red green blue brightness)... sets environment-map tint (on flagged shaders) instantly |
| ( cinematic_set_far_clip_distance )
|
| ( cinematic_set_near_clip_distance )
|
| ( cinematic_set_title )
activates the chapter title |
| ( cinematic_set_title_delayed )
activates the chapter title, delayed by <real> seconds |
| ( cinematic_show_letterbox )
sets or removes the letterbox bars |
| ( cinematic_show_letterbox_immediate )
sets or removes the letterbox bars |
| ( cinematic_skip_start_internal)
|
| ( cinematic_skip_stop_internal)
|
| ( cinematic_start)
initializes game to start a cinematic (interruptive) cutscene |
| ( cinematic_start_movie )
starts cinematic movie |
| ( cinematic_stop)
initializes the game to end a cinematic (interruptive) cutscene |
| ( cinematic_subtitle )
displays the named subtitle for <real> seconds |
| ( cinematic_suppress_bsp_object_creation )
suppresses or enables the automatic creation of objects during cutscenes due to a bsp switch |
| ( cls)
clears console text from the screen |
| ( collision_log_enable )
enables or disables collision logging. |
| ( cond ( ) ])
returns the value associated with the first true condition. |
| ( controller_get_look_invert)
returns TRUE if player0's look pitch is inverted |
| ( controller_invert_look)
invert look on all attached controllers |
| ( controller_look_speed )
set look speed for all attached controllers |
| ( controller_set_look_invert )
invert player0's look |
| ( controller_unlock_solo_levels )
unlocks all the solo player levels for <controller index>'s profile |
| ( core_load)
loads debug game state from core\core.bin |
| ( core_load_game)
loads level and game state from core\core.bin |
| ( core_load_game_name )
loads level and game state from core<path> |
| ( core_load_name )
loads debug game state from core<path> |
| ( core_regular_upload_to_debug_server )
toggle periodic core uploading to debug server |
| ( core_save)
saves debug game state to core\core.bin |
| ( core_save_name )
saves debug game state to core<path> |
| ( core_set_upload_option )
sets options for game state uploading (current options are 'default', 'repro', and 'stress' |
| ( crash )
crashes (for debugging). |
| ( cs_abort_on_alert )
Command script ends prematurely when actor's combat status raises to 'alert' or higher |
| ( cs_abort_on_combat_status )
Command script ends prematurely when actor's combat status rises to given level |
| ( cs_abort_on_damage )
Command script ends prematurely when actor is damaged |
| ( cs_aim )
Actor aims at the point for the remainder of the cs, or until overridden (overrides look) |
| ( cs_aim_object )
Actor aims at the object for the duration of the cs, or until overridden (overrides look) |
| ( cs_aim_player )
Actor aims at nearest player for the duration of the cs, or until overridden (overrides look) |
| ( cs_animate )
Actor performs animation with given modifier (anim-ref, modifier) |
| ( cs_approach )
(approach <object> <distance> <max-distance> <follow-distance>) |
| ( cs_approach_player )
(approach player <distance> <max-distance> <follow-distance>) |
| ( cs_approach_stop)
Actor stops approaching |
| ( cs_command_script_queued )
Returns true if the command script is in the ai's cs queue |
| ( cs_command_script_running )
Returns true if the ai is running the command script in question |
| ( cs_crouch )
Actor crouches for the remainder of the command script, or until overridden |
| ( cs_crouch )
Actor crouches / uncrouches, transitioning over the given number of seconds |
| ( cs_custom_animation )
starts a custom animation playing on the unit (interpolates into animation if last parameter is TRUE) |
| ( cs_deploy_turret )
Deploy a turret at the given script point |
| ( cs_die )
Actor dies in specified manner |
| ( cs_enable_dialogue )
Actor combat dialogue enabled/disabled. |
| ( cs_enable_looking )
Actor autonomous looking enabled/disabled. |
| ( cs_enable_moving )
Actor autonomous moving enabled/disabled. |
| ( cs_enable_pathfinding_failsafe )
Actor blocks until pathfinding calls succeed |
| ( cs_enable_targeting )
Actor autonomous target selection enabled/disabled. |
| ( cs_face )
Actor faces exactly the point for the remainder of the cs, or until overridden (overrides aim, look) |
| ( cs_face_object )
Actor faces exactly the given object for the duration of the cs, or until overridden (overrides aim, look) |
| ( cs_face_player )
Actor faces exactly the nearest player for the duration of the cs, or until overridden (overrides aim, look) |
| ( cs_fly_by )
Flies the actor through the given point |
| ( cs_fly_by )
Flies the actor through the given point (within the given tolerance) |
| ( cs_fly_to )
Flies the actor to the given point |
| ( cs_fly_to )
Flies the actor to the given point (within the given tolerance) |
| ( cs_fly_to_and_face )
Flies the actor to the given point and orients him in the appropriate direction |
| ( cs_fly_to_and_face )
Flies the actor to the given point and orients him in the appropriate direction (within the given tolerance) |
| ( cs_force_combat_status )
Force the actor's combat status (0= no override, 1= asleep, 2=idle, 3= alert, 4= active) |
| ( cs_formation )
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. |
| ( cs_go_by )
Actor moves toward the point, and considers it hit when it breaks the indicated plane |
| ( cs_go_by )
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 |
| ( cs_go_to )
Moves the actor to a specified point |
| ( cs_go_to )
Moves the actor to a specified point, attenuating throttle by the given amount when near the goal |
| ( cs_go_to_and_face )
Moves the actor to a specified point and has him face the second point |
| ( cs_go_to_nearest )
Given a point set, AI goes toward the nearest point |
| ( cs_go_to_vehicle )
Actor gets in the appropriate vehicle |
| ( cs_grenade )
Actor throws a grenade, either by tossing (arg2=0), lobbing (1) or bouncing (2) |
| ( cs_ignore_obstacles )
Actor does not avoid obstacles when true |
| ( cs_jump )
Actor jumps in direction of angle at the given velocity (angle, velocity) |
| ( cs_jump_to_point )
Actor jumps with given horizontal and vertical velocity |
| ( cs_look )
Actor looks at the point for the remainder of the cs, or until overridden |
| ( cs_look_object )
Actor looks at the object for the duration of the cs, or until overridden |
| ( cs_look_player )
Actor looks at nearest player for the duration of the cs, or until overridden |
| ( cs_movement_mode )
Actor switches to given animation mode |
| ( cs_move_in_direction )
Actor moves at given angle, for the given distance, optionally with the given facing (angle, distance, facing) |
| ( cs_moving)
Returns TRUE if the actor is currently following a path |
| ( cs_number_queued )
Returns the number of queued command scripts |
| ( cs_pause )
The actor does nothing for the given number of seconds |
| ( cs_play_line )
Play the named line in the current scene |
| ( cs_play_sound )
Actor plays an impulse sound and the atom blocks until it is complete |
| ( cs_play_sound )
Actor plays an impulse sound and the atom blocks for the given percentage of the sound's total length |
| ( cs_play_sound )
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) |
| ( cs_queue_command_script )
Add a command script onto the end of an actor's command script queue |
| ( cs_run_command_script )
Causes the specified actor(s) to start executing a command script immediately (discarding any other command scripts in the queue) |
| ( cs_run_joint_command_script )
Causes the specified actor(s) to start executing a command script immediately (discarding any other command scripts in the queue) |
| ( cs_run_joint_command_script )
Causes the specified actor(s) to start executing a command script immediately (discarding any other command scripts in the queue) |
| ( cs_set_behavior )
Actor performs the indicated behavior |
| ( cs_set_pathfinding_radius )
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 |
| ( cs_set_style )
Override the actor's style |
| ( cs_shoot )
Actor is allowed to shoot at its target or not |
| ( cs_shoot )
Actor shoots at given target |
| ( cs_shoot_point )
Actor shoots at given point |
| ( cs_stack_command_script )
Push a command script to the top of the actor's command script queue |
| ( cs_start_approach )
(approach <object> <distance> <max-distance> <follow-distance>) NON-BLOCKING |
| ( cs_start_approach_player )
(approach <distance> <max-distance> <follow-distance>) NON-BLOCKING |
| ( cs_start_to )
Moves the actor to a specified point. DOES NOT BLOCK SCRIPT EXECUTION. |
| ( cs_stop_custom_animation)
Stop running a custom animation |
| ( cs_stop_sound )
Stops the specified impulse sound. |
| ( cs_suppress_dialogue_global )
Combat dialogue is suppressed for the remainder of the command script |
| ( cs_switch )
Switch control of the joint command script to the given member |
| ( cs_switch_index )
Switch control of the joint command script to the given member |
| ( cs_teleport )
Actor teleports to point1 facing point2 |
| ( cs_transfer )
Transfer control of the command script to the given actor (replacing what he has) |
| ( cs_transfer_queue )
Transfer control of the command script to the given actor (queueing it) |
| ( cs_transfer_stack )
Transfer control of the command script to the given actor (stacking it) |
| ( cs_turn_sharpness )
Set the sharpness of a vehicle turn (values 0 -> 1). Only applicable to nondirectional flying vehicles (e.g. dropships) |
| ( cs_vehicle_boost )
Enables or disables boost |
| ( cs_vehicle_speed )
Set the speed at which the actor will drive a vehicle, expressed as a multiplier 0-1 |
| ( cs_vehicle_speed_instantaneous )
Set the instantaneous speed of the vehicle we're driving |
| ( cs_vocalize )
Actor emits vocalization of given type |
| ( custom_animation )
starts a custom animation playing on a unit (interpolates into animation if last parameter is TRUE) |
| ( custom_animation_list )
starts a custom animation playing on a unit list (interpolates into animation if last parameter is TRUE) |
| ( custom_animation_loop )
starts a custom animation playing on a unit (interpolates into animation if last parameter is TRUE) |
| ( custom_animation_relative )
starts a custom animation relative to some other object (interpolates into animation if last parameter is TRUE) |
| ( custom_animation_relative_loop )
starts a custom animation relative to some other object (interpolates into animation if last parameter is TRUE) |
| ( damage_control_get )
gets a damage control setting by string |
| ( damage_control_set )
sets a damage control setting by string |
| ( damage_new )
causes the specified damage at the specified flag. |
| ( damage_object )
causes the specified damage at the specified object. |
| ( damage_objects )
causes the specified damage at the specified object list. |
| ( damage_players )
damages all players with the given damage effect |
| ( data_mine_display_disk_writes )
enable/disable console message on disk writes |
| ( data_mine_display_event )
enable displaying of an event |
| ( data_mine_display_mission_segment )
display the current mission segment |
| ( data_mine_display_session_data)
show data mine session, game, and network ids |
| ( data_mine_enable )
enable/disable data mining |
| ( data_mine_insert )
insert text and camera position in the data mine |
| ( data_mine_playback )
loads and displays data mine data from a file |
| ( data_mine_playback_exit)
exit data visualization |
| ( data_mine_playback_last)
loads and displays last data mine data |
| ( data_mine_set_mission_segment )
sets the mission segment for single player data mine events |
| ( data_mine_show_all_events)
show all data mine events |
| ( data_mine_show_displayed_events)
show what events are being displayed by the data mine |
| ( data_mine_show_tracked_events)
show what events are being tracked by the data mine |
| ( data_mine_track_event )
enable mining of an event |
| ( data_mine_upload)
upload all data mining data files to debug server |
| ( deactivate_nav_point_flag )
deactivates a nav point type attached to a player <unit> anchored to a flag |
| ( deactivate_nav_point_object )
deactivates a nav point type attached to a player <unit> anchored to an object |
| ( deactivate_team_nav_point_flag )
deactivates a nav point type attached to a team anchored to a flag |
| ( deactivate_team_nav_point_object )
deactivates a nav point type attached to a team anchored to an object |
| ( debug_camera_load)
loads the saved camera position and facing. |
| ( debug_camera_load_name )
loads the camera position and facing from filename |
| ( debug_camera_load_text )
loads the camera position and facing from a passed in string |
| ( debug_camera_save)
saves the camera position and facing. |
| ( debug_camera_save_name )
saves the camera position and facing to filename |
| ( debug_memory)
dumps memory leaks. |
| ( debug_memory_by_file)
dumps memory leaks by source file. |
| ( debug_memory_for_file )
dumps memory leaks from the specified source file. |
| ( debug_sounds_enable )
enables or disables all sound classes matching the substring. |
| ( debug_sound_channels_by_substring )
filter display sound channels by substring |
| ( debug_sound_environment_parameter )
|
| ( debug_sound_environment_source_parameter )
blah |
| ( debug_spawning )
debugs spawn points for the inputted player |
| ( debug_tags)
writes all memory being used by tag files into tag_dump.txt |
| ( debug_teleport_player )
for testing: teleports one player to another's location |
| ( decorator_rebuild_all)
|
| ( determinism_debug_manager_enable_game_state_checksum )
enable/disable determinism checkpoints |
| ( determinism_debug_manager_enable_logging )
enable/disable determinism logging |
| ( determinism_debug_manager_enable_log_file_comparision_on_oos )
enables/disables determinism log file comparision on oos |
| ( determinism_debug_manager_enable_trace )
enable determinism tracing |
| ( determinism_debug_manager_set_consumer_sample_level )
sets sample level for a consumer |
| ( determinism_debug_manager_set_trace_flags )
set which determinism debugging traces should be turned on |
| ( determinism_log_compare_log_files )
comares determinism log files |
| ( device_animate_overlay )
animate the overlay over time |
| ( device_animate_position )
animate the position over time |
| ( device_closes_automatically_set )
TRUE makes the given device close automatically after it has opened, FALSE makes it not |
| ( device_get_position )
gets the current position of the given device (used for devices without explicit device groups) |
| ( device_get_power )
gets the current power of a named device |
| ( device_group_change_only_once_more_set )
TRUE allows a device to change states only once |
| ( device_group_get )
returns the desired value of the specified device group. |
| ( device_group_set )
changes the desired value of the specified device group. |
| ( device_group_set_immediate )
instantaneously changes the value of the specified device group. |
| ( device_one_sided_set )
TRUE makes the given device one-sided (only able to be opened from one direction), FALSE makes it two-sided |
| ( device_operates_automatically_set )
TRUE makes the given device open automatically when any biped is nearby, FALSE makes it not |
| ( device_set_never_appears_locked )
changes a machine's never_appears_locked flag, but only if paul is a bastard |
| ( device_set_overlay_track )
set the desired overlay animation to use |
| ( device_set_position )
set the desired position of the given device (used for devices without explicit device groups) |
| ( device_set_position_immediate )
instantaneously changes the position of the given device (used for devices without explicit device groups |
| ( device_set_position_track )
set the desired position track animation to use (optional interpolation time onto track) |
| ( device_set_power )
immediately sets the power of a named device to the given value |
| ( director_debug_camera )
enable/disable camera debugging |
| ( disable_render_light_suppressor)
disables the code that constrains the max # active lights |
| ( display_video_standard)
displays the video standard the game is in |
| ( / )
returns the quotient of two expressions. |
| ( drop )
drops the named tag e.g. objects\vehicles\banshee\banshee.vehicle |
| ( drop_variant )
drops the named tag e.g. objects\vehicles\banshee\banshee.vehicle |
| ( dump_loaded_tags)
dump a list of open tags to <map_name>_tags.txt |
| ( effect_new )
starts the specified effect at the specified flag. |
| ( effect_new_on_object_marker )
starts the specified effect on the specified object at the specified marker. |
| ( enable_render_light_suppressor)
enables the code that constrains the max # active lights |
| ( = )
returns true if two expressions are equal |
| ( error_enable )
enables/disables display for a class of errors |
| ( error_geometry_hide )
hides all error geometry with a name that includes the given substring |
| ( error_geometry_hide_all)
hides all error geometry |
| ( error_geometry_list)
prints out a list of all error geometry types and counts |
| ( error_geometry_show )
highlights all error geometry with a name that includes the given substring |
| ( error_geometry_show_all)
highlights all error geometry |
| ( error_overflow_suppression )
enables or disables the suppression of error spamming |
| ( fade_in )
does a screen fade in from a particular color |
| ( fade_out )
does a screen fade out to a particular color |
| ( flags_clear)
erases all comment flags when not in editor (sapien) |
| ( flags_default_name )
<default comment flag name> |
| ( flags_export)
dump comment flags to a .txt file |
| ( flags_export_filtered )
<substring filter> |
| ( flags_export_named )
<file name> |
| ( flags_export_named_filtered )
<filter string> <file name> |
| ( flags_save)
dump comment flags to vrml file |
| ( flags_save_filtered )
<substring filter> |
| ( flags_save_named )
<file name> |
| ( flags_save_named_filtered )
<filter string> <file name> |
| ( flags_set_filter )
<flag name filter> |
| ( flag_new )
<name> <description> |
| ( flag_new_at_look )
<name> <description> |
| ( flock_create )
Create the given flock |
| ( flock_delete )
Delete the given flock |
| ( flock_start )
The flock starts producing boids |
| ( flock_stop )
The flock stops producing boids |
| ( flush_ddm)
flush ddm file |
| ( fog_mode_control )
|
| ( fog_override_atmospheric_fog )
|
| ( fog_override_atmospheric_fog_off)
|
| ( fog_override_atmospheric_planar_blend )
|
| ( fog_override_atmospheric_planar_blend_off)
|
| ( fog_override_atmospheric_secondary_blend )
|
| ( fog_override_atmospheric_secondary_blend_off)
|
| ( fog_override_mode )
|
| ( fog_override_mode_off)
|
| ( fog_override_off)
|
| ( fog_override_planar_fog )
|
| ( fog_override_planar_fog_off)
|
| ( fog_override_planar_fog_plane )
|
| ( fog_override_planar_fog_plane_off)
|
| ( fog_override_planar_max_atmospheric_depth )
|
| ( fog_override_planar_max_atmospheric_depth_off)
|
| ( fog_override_planar_planar_eye_density )
|
| ( fog_override_planar_planar_eye_density_off)
|
| ( fog_override_secondary_fog )
|
| ( fog_override_secondary_fog_off)
|
| ( fog_override_sky_fog )
|
| ( fog_override_sky_fog_off)
|
| ( fog_report)
|
| ( fog_report_summary)
|
| ( fog_report_verbose)
|
| ( font_cache_flush)
|
| ( game_all_quiet)
returns FALSE if there are bad guys around, projectiles in the air, etc. |
| ( game_can_use_flashlights )
allows or disallows the user of player flashlights |
| ( game_coop_players )
debug map launching: sets the number of coop players for the next map. |
| ( game_difficulty )
debug map launching: sets the difficulty of the next map. |
| ( game_difficulty_get)
returns the current difficulty setting, but lies to you and will never return easy, instead returning normal |
| ( game_difficulty_get_real)
returns the actual current difficulty setting without lying |
| ( game_engine_objects)
returns a list of the special game engine objects |
| ( game_initial_bsp )
debug map launching: sets the initial bsp for the next map. |
| ( game_is_cooperative)
returns TRUE if the game is cooperative |
| ( game_is_playtest)
returns the hs global boolean 'global_playtest_mode' which can be set in your init.txt |
| ( game_lost )
marks the game as lost or not lost |
| ( game_multiplayer )
debug map launching: sets the multiplayer variant for the next map. |
| ( game_rate )
changes game update rate (DANGER: only use if you know what you're doing!) |
| ( 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) |
| ( game_reverted)
don't use this for anything, you black-hearted bastards. |
| ( game_safe_to_save)
returns FALSE if it would be a bad idea to save the player's game right now |
| ( game_safe_to_speak)
returns FALSE if it would be a bad idea to play mission dialog right now |
| ( game_save)
checks to see if it is safe to save game, then saves (gives up after 8 seconds) |
| ( game_save_and_quit)
save & quit to the main menu |
| ( game_save_cancel)
cancels any pending game_save, timeout or not |
| ( game_save_cinematic_skip)
don't use this, except in one place. |
| ( game_save_immediate)
disregards player's current situation and saves (BE VERY CAREFUL!) |
| ( game_save_no_timeout)
checks to see if it is safe to save game, then saves (this version never gives up) |
| ( game_save_unsafe)
saves right now, even if the game is in an immediate-loss state (NEVER USE THIS! EVER!) |
| ( game_saving)
checks to see if the game is trying to save the map. |
| ( game_splitscreen )
debug map launching: sets the number of multiplayer splitscreen players for the next map. |
| ( game_start )
debug map launching: starts a game on the specified map. |
| ( game_tick_get)
returns current game tick |
| ( game_tick_length)
returns how many seconds are in a current game tick |
| ( game_tick_rate )
debug map launching: sets the tick rate for the next map. |
| ( game_tick_rate)
returns current game ticks per second rate |
| ( game_tick_rate_scalar)
returns current game ticks per second rate relative to k_authored_tick_rate (30Hz) |
| ( game_won)
causes the player to successfully finish the current level and move to the next |
| ( garbage_collect_multiplayer)
runs multiplayer garbage collection |
| ( garbage_collect_now)
causes all garbage objects except those visible to a player to be collected immediately |
| ( garbage_collect_unsafe)
forces all garbage objects to be collected immediately, even those visible to a player (dangerous!) |
| ( >= )
returns true if the first number is larger than or equal to the second. |
| ( generate_pathfinding)
Generate pathfinding info for all structure bsps in the current scenario |
| ( get_prediction_offset)
how many frames to predict ahead. |
| ( > )
returns true if the first number is larger than the second. |
| ( havok_debug_start)
start up the havok visual debugger |
| ( havok_dump_world )
dump the state of the havok world, with our without a movie |
| ( havok_dump_world_close_movie)
end the capture of a havok dump movie |
| ( havok_profile_end)
start profiling havok |
| ( havok_profile_start)
start profiling havok |
| ( havok_reset_allocated_state)
strips down and builds back up all allocated havok memory |
| ( help )
prints a description of the named function. |
| ( hud_cinematic_fade )
parameter 1 is how, parameter 2 is when |
| ( hud_enable_training )
true turns training on, false turns it off. |
| ( hud_set_training_text )
sets the string id fo the scripted training text |
| ( hud_show_training_text )
true turns on scripted training text |
| ( ice_cream_flavor_available )
|
| ( ice_cream_flavor_stock )
|
| ( if )
returns one of two values based on the value of a condition. |
| ( input_suppress_vibration )
disable the friggin' vibration |
| ( inspect )
prints the value of an expression to the screen for debugging purposes. |
| ( interpolator_evaluate_at )
<name> <value in> <use function ON/OFF> |
| ( interpolator_evaluate_at_time )
<name> <time in> <use function ON/OFF> |
| ( interpolator_evaluate_at_time_delta )
<name> <time delta> <use function ON/OFF> |
| ( interpolator_evaluate_at_time_fraction )
<name> <time fraction in> <use function ON/OFF> |
| ( interpolator_flip)
|
| ( interpolator_get_current_phase )
<name> |
| ( interpolator_get_current_time_fraction )
<name> |
| ( interpolator_get_current_value )
<name> <use function ON/OFF> |
| ( interpolator_get_final_time )
<name> |
| ( interpolator_get_final_value )
<name> <use function ON/OFF> |
| ( interpolator_get_start_time )
<name> |
| ( interpolator_get_start_value )
<name> <use function ON/OFF> |
| ( interpolator_is_active )
<name> |
| ( interpolator_is_finished )
<name> |
| ( interpolator_restart )
<name> |
| ( interpolator_restart_all)
|
| ( interpolator_set_current_value )
<name> <current value> |
| ( interpolator_start )
<name> <final value> <time> |
| ( interpolator_start_smooth )
<name> <final value> <time> |
| ( interpolator_stop )
<name> |
| ( interpolator_stop_all)
|
| ( kill_volume_disable )
disables a kill volume |
| ( kill_volume_enable )
enables a kill volume |
| ( king_set_hill )
sets which index the active hill should be |
| ( <= )
returns true if the first number is smaller than or equal to the second. |
| ( lightmaps_expose )
re-exposes the lightmap palettes |
| ( list_count )
returns the number of objects in a list |
| ( list_count_not_dead )
returns the number of objects in a list that aren't dead |
| ( list_get )
returns an item in an object list. |
| ( loading_screen_fade_to_white)
sets the next loading screen to just fade to white |
| ( < )
returns true if the first number is smaller than the second. |
| ( magic_melee_attack)
causes player's unit to start a melee attack |
| ( main_halt)
goes to a halted pregame state |
| ( main_menu)
goes back to the main menu |
| ( map_info)
prints the current map and bsp name and index |
| ( map_name )
the same as game_start: launches a game for debugging purposes |
| ( map_reset)
starts the map from the beginning. |
| ( max )
returns the maximum of all specified expressions. |
| ( min )
returns the minimum of all specified expressions. |
| ( - )
returns the difference of two expressions. |
| ( * )
returns the product of all specified expressions. |
| ( != )
returns true if two expressions are not equal |
| ( netdebug_prefer_internet )
hints to the netdebug code that that we're on the internet |
| ( net_event_display_category )
sets the display level for a named category of network events |
| ( net_event_list_categories )
lists all categories that exist under a particular category string |
| ( net_event_log_category )
sets the log level for a named category of network events |
| ( net_set_machine_name )
sets the nickname of your xbox |
| ( net_sim_dropspike_now)
network simulation: starts a packet loss spike immediately |
| ( net_sim_reset)
network simulation: resets the simulation state |
| ( net_sim_spike_now)
network simulation: starts a latency spike immediately |
| ( net_status_filter )
filters the set of network status to display |
| ( net_test_campaign_difficulty )
network test: sets the difficulty of the campaign game to play |
| ( net_test_channel_delete)
network test: deletes all channels |
| ( net_test_channel_loopback)
network test: creates loopback channels |
| ( net_test_delegate_host )
network test: delegate hosting to the specified player |
| ( net_test_delegate_leader )
network test: delegate leadership to the specified player |
| ( net_test_fatal_error)
creates a fatal simulation error |
| ( net_test_leave_squad)
network test: leave current squad |
| ( net_test_map_name )
network test: sets the name of the scenario to play |
| ( net_test_ping)
network test: sends a ping |
| ( net_test_player_color )
network test: temporarily sets the color for all local players |
| ( net_test_reset_objects)
network test: resets all objects on the map |
| ( not )
returns the opposite of the expression. |
| ( objectives_clear)
clears the mission objectives. |
| ( objectives_finish_up_to )
mark objectives 0..n as complete |
| ( objectives_show_up_to )
show objectives 0..n |
| ( objects_attach )
attaches the second object to the first both strings can be empty |
| ( objects_can_see_flag )
returns true if any of the specified units are looking within the specified number of degrees of the flag. |
| ( objects_can_see_object )
returns true if any of the specified units are looking within the specified number of degrees of the object. |
| ( objects_delete_by_definition )
deletes all objects of type <definition> |
| ( objects_detach )
detaches from the given parent object the given child object |
| ( objects_distance_to_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) |
| ( objects_distance_to_object )
returns minimum distance from any of the specified objects to the specified destination object. (returns -1 if there are no objects to check) |
| ( objects_dump_memory)
debugs object memory usage |
| ( objects_predict )
loads textures/geometry/sounds necessary to present objects that are about to come on-screen |
| ( objects_predict_high )
loads textures/geometry/sounds necessary to present objects that are about to come on-screen |
| ( objects_predict_low )
loads textures/geometry/sounds necessary to present objects that are about to come on-screen |
| ( object_at_marker )
returns the object attached to the marker of the given parent object |
| ( object_cannot_die )
Set whether the object can die from damage or not (as opposed to by scripting) |
| ( object_cannot_take_damage )
prevents an object from taking damage |
| ( object_can_take_damage )
allows an object to take damage again |
| ( object_cinematic_collision )
makes an object not collide with other cinematic collision objects. |
| ( object_cinematic_lod )
makes an object use the highest lod for the remainder of the levels' cutscenes. |
| ( object_cinematic_visibility )
makes an object bypass visibility and always render during cinematics. |
| ( object_clear_all_function_variables )
clears all funciton variables for sin-o-matic use |
| ( object_clear_function_variable )
clears one funciton variables for sin-o-matic use |
| ( object_copy_player_appearance )
copy appearance into object from player n (starts counting from 0) |
| ( object_create )
creates an object from the scenario. |
| ( object_create_anew )
creates an object, destroying it first if it already exists. |
| ( object_create_anew_containing )
creates anew all objects from the scenario whose names contain the given substring. |
| ( object_create_clone )
creates an object, potentially resulting in multiple objects if it already exists. |
| ( object_create_clone_containing )
creates clones for all objects from the scenario whose names contain the given substring. |
| ( object_create_containing )
creates all objects from the scenario whose names contain the given substring. |
| ( object_damage_damage_section )
applies damage to a damage section, causing all manner of effects/constraint breakage to occur |
| ( object_destroy )
destroys an object. |
| ( object_destroy_all)
destroys all non player objects. |
| ( object_destroy_containing )
destroys all objects from the scenario whose names contain the given substring. |
| ( object_destroy_type_mask )
destroys all objects matching the type mask |
| ( object_dynamic_simulation_disable )
disabled dynamic simulation for this object (makes it fixed) |
| ( object_function_set )
sets a global object function (0-3) to value |
| ( object_get_ai )
returns the ai attached to this object, if any |
| ( object_get_health )
returns the health [0,1] of the object, returns -1 if the object does not exist |
| ( object_get_parent )
returns the parent of the given object |
| ( object_get_shield )
returns the shield [0,1] of the object, returns -1 if the object does not exist |
| ( object_hide )
hides or shows the object passed in |
| ( object_list_children )
returns list of child objects by definition. |
| ( object_model_targets_destroyed )
returns TRUE if the specified model target is destroyed |
| ( object_model_target_destroyed )
returns TRUE if the specified model target is destroyed |
| ( object_set_custom_animations_hold_on_last_frame )
changes the default behavior for custom animations |
| ( object_set_custom_animations_prevent_lipsync_head_movement )
when true, prevents lipsync from bobbing the head during custom animations. default is true. |
| ( object_set_deleted_when_deactivated )
when this object deactivates it will be deleted |
| ( object_set_facing )
turns the specified object in the direction of the specified flag. |
| ( object_set_function_variable )
sets funciton variable for sin-o-matic use |
| ( object_set_melee_attack_inhibited )
FALSE prevents object from using melee attack |
| ( object_set_permutation )
sets the desired region (use "" for all regions) to the permutation with the given name, e.g. (object_set_permutation flood "right arm" ~damaged) |
| ( object_set_phantom_power )
sets phantom power to be latched at 1.0f or 0.0f |
| ( object_set_physics )
prevents an object from running physics or colliding with any other objects |
| ( object_set_ranged_attack_inhibited )
FALSE prevents object from using ranged attack |
| ( object_set_region_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) |
| ( object_set_scale )
sets the scale for a given object and interpolates over the given number of frames to achieve that scale |
| ( object_set_shadowless )
set/reset shadow castingness of object |
| ( object_set_shield )
sets the shield vitality of the specified object (between 0 and 1). |
| ( object_set_shield_effect )
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!) |
| ( object_set_shield_stun )
set how long the shield will be stunned for, 0 is unstunned |
| ( object_set_shield_stun_infinite )
make this objects shield be stunned permanently |
| ( object_set_velocity )
Sets the (object-relative) forward velocity of the given object |
| ( object_set_velocity )
Sets the (object-relative) velocity of the given object |
| ( object_teleport )
moves the specified object to the specified flag. |
| ( object_type_predict )
loads textures necessary to draw an object that's about to come on-screen. |
| ( object_type_predict_high )
loads textures necessary to draw an object that's about to come on-screen. |
| ( object_type_predict_low )
loads textures necessary to draw an object that's about to come on-screen. |
| ( object_uses_cinematic_lighting )
makes an object use the cinematic directional and ambient lights instead of sampling the lightmap. |
| ( object_vitality_pinned )
returns TRUE if the object's vitality is currently pinned at some minimum value because it cannot die. |
| ( object_wake_physics )
wakes physics of an object. For example it would make an usupported crate fall |
| ( or )
returns true if any specified expressions are true. |
| ( physics_constants_reset)
resets all physics constants to earthly values |
| ( physics_disable_character_ground_adhesion_forces )
turn off ground adhesion forces so you can play tricks with gravity |
| ( physics_set_gravity )
set global gravity acceleration relative to halo standard gravity |
| ( physics_set_velocity_frame )
sets a local frame of motion for updating physics of things that wish to respect it |
| ( pin )
returns the first value pinned between the second two |
| ( player0_looking_down)
true if the first player is looking down |
| ( player0_looking_up)
true if the first player is looking up |
| ( players)
returns a list of the players |
| ( players_unzoom_all)
resets zoom levels on all players |
| ( player_action_test_accept)
returns true if any player has hit accept since the last call to (player_action_test_reset). |
| ( player_action_test_action)
returns true if any player has hit the action key since the last call to (player_action_test_reset). |
| ( player_action_test_back)
returns true if any player has pressed the back button since the last call to (player_action_test_reset). |
| ( player_action_test_cancel)
returns true if any player has hit cancel key since the last call to (player_action_test_reset). |
| ( player_action_test_grenade_trigger)
returns true if any player has used grenade trigger since the last call to (player_action_test_reset). |
| ( player_action_test_jump)
returns true if any player has jumped since the last call to (player_action_test_reset). |
| ( player_action_test_lookstick_backward)
true if the first player pushed backward on lookstick |
| ( player_action_test_lookstick_forward)
true if the first player pushed forward on lookstick |
| ( player_action_test_look_down_begin)
sets down player look down test |
| ( player_action_test_look_pitch_end)
ends the look pitch testing |
| ( 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). |
| ( player_action_test_look_relative_down)
returns true if any player has looked down since the last call to (player_action_test_reset). |
| ( player_action_test_look_relative_left)
returns true if any player has looked left since the last call to (player_action_test_reset). |
| ( player_action_test_look_relative_right)
returns true if any player has looked right since the last call to (player_action_test_reset). |
| ( player_action_test_look_relative_up)
returns true if any player has looked up since the last call to (player_action_test_reset). |
| ( player_action_test_look_up_begin)
sets up player look up test |
| ( player_action_test_melee)
returns true if any player has hit the melee button since the last call to (player_action_test_reset). |
| ( 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). |
| ( player_action_test_primary_trigger)
returns true if any player has used primary trigger since the last call to (player_action_test_reset). |
| ( player_action_test_reset)
resets the player action test state so that all tests will return false. |
| ( 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). |
| ( 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). |
| ( player_action_test_start)
returns true if any player has pressed the start button since the last call to (player_action_test_reset). |
| ( player_action_test_vision_trigger)
returns true if any player has used vision trigger since the last call to (player_action_test_reset). |
| ( player_action_test_zoom)
returns true if any player has hit the zoom button since the last call to (player_action_test_reset). |
| ( player_active_camouflage_on)
returns true if any player is active camouflaged |
| ( player_camera_control )
enables/disables camera control globally |
| ( player_disable_movement )
toggle player input. the look stick works, but nothing else. |
| ( player_effect_set_max_rotation )
<yaw> <pitch> <roll> |
| ( player_effect_set_max_translation )
<x> <y> <z> |
| ( player_effect_set_max_vibration )
<left> <right> |
| ( player_effect_start )
<max_intensity> <attack time> |
| ( player_effect_stop )
<decay> |
| ( player_enable_input )
toggle player input. the player can still free-look, but nothing else. |
| ( player_flashlight_on)
returns true if any player has a flashlight on |
| ( player_profile_create )
create a player profile |
| ( player_profile_create_corrupt )
create a corrupt player profile, for ui testing |
| ( player_training_activate_crouch)
guess |
| ( player_training_activate_flashlight)
guess |
| ( player_training_activate_stealth)
guess |
| ( play_bink_movie )
um... |
| ( play_credits)
ur... |
| ( + )
returns the sum of all specified expressions. |
| ( position_predict )
in: x, y, z position. loads textures/geometry/sounds necessary to present locations that are about to come on-screen. |
| ( predict_bitmap )
predict a bitmap. |
| ( predict_lightmap_bucket )
predict a geometry block. |
| ( predict_model_section )
predict a geometry block. |
| ( predict_structure_section )
predict a geometry block. |
| ( print )
prints a string to the console. |
| ( pvs_clear)
removes the special place that activates everything it sees. |
| ( pvs_set_camera )
sets the specified cutscene camera point as the special place that activates everything it sees. |
| ( pvs_set_object )
sets the specified object as the special place that activates everything it sees. |
| ( random_range )
returns a random value in the range [lower bound, upper bound) |
| ( rasterizer_bloom_override )
enable |
| ( rasterizer_bloom_override_blur_amount )
blur mount |
| ( rasterizer_bloom_override_box_factor )
box factor |
| ( rasterizer_bloom_override_brightness )
brightness |
| ( rasterizer_bloom_override_brightness_alpha )
brightness alpha |
| ( rasterizer_bloom_override_high_res )
high res |
| ( rasterizer_bloom_override_max_factor )
max factor |
| ( rasterizer_bloom_override_max_factor_alpha )
max factor alpha |
| ( rasterizer_bloom_override_only )
only |
| ( rasterizer_bloom_override_reset )
reset |
| ( rasterizer_bloom_override_silver_bullet )
silver bullet |
| ( rasterizer_bloom_override_threshold )
threshold |
| ( rasterizer_blur )
sets the blur (0=disabled, 1=4x, 2=16x) |
| ( rasterizer_debug_crap_pixel_shader )
spew texture usage data per frame |
| ( rasterizer_debug_display_bitmap )
displays a bitmap |
| ( rasterizer_debug_frame_usage )
spew texture usage data per frame |
| ( rasterizer_decals_flush)
flush all decals |
| ( rasterizer_decal_depth_bias )
sets the depth bias offset for decals |
| ( rasterizer_decal_depth_bias_slope_scale )
sets the depth bias slope scale for decals |
| ( rasterizer_f2 )
|
| ( rasterizer_f3 )
|
| ( rasterizer_f4 )
|
| ( rasterizer_f5 )
|
| ( rasterizer_f6 )
|
| ( rasterizer_layers_overdraw)
toggles layer overdraw with z compare off |
| ( rasterizer_layers_overdraw_z)
toggles layer overdraw with z compare on |
| ( rasterizer_lens_flares_clear_for_frame)
|
| ( rasterizer_overdraw)
toggles overdraw with z compare off |
| ( rasterizer_overdraw_z)
toggles overdraw with z compare on |
| ( rasterizer_profile_exclude )
|
| ( rasterizer_profile_exclude_all)
|
| ( rasterizer_profile_exclude_all_except )
|
| ( rasterizer_profile_include )
|
| ( rasterizer_profile_include_all)
|
| ( rasterizer_profile_include_all_except )
|
| ( rasterizer_solid_decorator_color )
|
| ( rasterizer_solid_decorator_decal_color )
|
| ( rasterizer_solid_decorator_model_color )
|
| ( rasterizer_solid_decorator_sprite_color )
|
| ( rasterizer_solid_model_color )
|
| ( rasterizer_solid_sky_color )
|
| ( rasterizer_solid_structure_color )
|
| ( rasterizer_solid_structure_instanced_geometry_color )
|
| ( rasterizer_test_screen )
|
| ( rasterizer_test_screen_off)
|
| ( rasterizer_test_screen_supablur )
|
| ( real_random_range )
returns a random value in the range [lower bound, upper bound) |
| ( recording_kill )
kill the specified unit's cutscene recording. |
| ( recording_play )
make the specified unit run the specified cutscene recording. |
| ( recording_play_and_delete )
make the specified unit run the specified cutscene recording, deletes the unit when the animation finishes. |
| ( recording_play_and_hover )
make the specified vehicle run the specified cutscene recording, hovers the vehicle when the animation finishes. |
| ( recording_time )
return the time remaining in the specified unit's cutscene recording. |
| ( record_movie )
<frame rate> <seconds> <screen size> |
| ( record_movie_distributed )
<frame rate> <seconds> <screen size> <mod count> <mod index> |
| ( render_debug_structure_all_cluster_errors )
enables cluster error debugging (all) |
| ( render_debug_structure_all_fog_planes )
enables fog plane debugging (all) |
| ( render_debug_structure_cluster_fog )
enables cluster fog debugging |
| ( render_debug_structure_cluster_visibility )
enables cluster visibility debugging |
| ( render_debug_structure_fog_plane )
enables fog plane debugging |
| ( render_debug_structure_fog_plane_infinite_extent )
enables fog plane debugging |
| ( render_debug_structure_fog_zone )
enabled fog zone debugging |
| ( render_debug_structure_fog_zone_floodfill )
enables fog zone debugging |
| ( render_debug_structure_line_opacity )
sets the opacity (0 is default) |
| ( render_debug_structure_non_occluded_fog_planes )
controls non-occluded fog plane debugging |
| ( render_debug_structure_opacity )
sets the opacity (0 is default) |
| ( render_debug_structure_text_opacity )
sets the opacity (0 is default) |
| ( render_effects )
|
| ( render_layer_enable )
enable/disables a render_layer |
| ( render_layer_enable_all )
enable/disables all render_layers |
| ( render_lights )
enables/disables dynamic lights |
| ( render_lights_enable_cinematic_shadow )
enable/disable the specified unit to receive cinematic shadows where the shadow is focused about a radius around a marker name |
| ( scenery_animation_idle )
starts the idle animation (if any) for a piece of scenery |
| ( scenery_animation_start )
starts a custom animation playing on a piece of scenery |
| ( scenery_animation_start_at_frame )
starts a custom animation playing on a piece of scenery at a specific frame |
| ( scenery_animation_start_loop )
starts a custom looping animation playing on a piece of scenery |
| ( scenery_animation_start_relative )
starts a custom animation playing on a piece of scenery relative to a parent object |
| ( scenery_animation_start_relative_loop )
starts a custom looping animation playing on a piece of scenery relative to a parent object |
| ( scenery_get_animation_time )
returns the number of ticks remaining in a custom animation (or zero, if the animation is over). |
| ( screenshot )
takes a screenshot and saves as <name>.tif |
| ( screenshot_big )
takes an NxN multiple-page screenshot and saves as <name>.tif |
| ( screenshot_big_jittered )
takes an NxN subpixel sampled 640x480 screenshot and saves as <name>.tif |
| ( screenshot_cubemap )
takes a cubemap screenshot and saves as <name>.tif |
| ( script_doc)
saves a file called hs_doc.txt with parameters for all script commands. |
| ( script_recompile)
recompiles scripts. |
| ( script_screen_effect_set_value )
sets a screen effect script value |
| ( script_temporary_disable_lightmap_shadows )
disable lightmap shadows |
| ( set )
set the value of a global variable. |
| ( set_global_doppler_factor )
new doppler factor: <real> |
| ( set_global_mixbin_headroom )
blah |
| ( set_global_sound_environment )
this is your brain on drugs |
| ( set_pc_runtime_language )
sets the pc language from a string |
| ( set_rasterizer_gamma )
power |
| ( shader_predict )
in: shader name. loads textures necessary for a shader. |
| ( show_hud )
shows or hides the hud |
| ( show_hud_help_text )
shows or hides the hud help text |
| ( show_hud_messages )
shows or hides the hud messages |
| ( sleep )
pauses execution of this script (or, optionally, another script) for the specified number of ticks. |
| ( sleep_forever )
pauses execution of this script (or, optionally, another script) forever. |
| ( sleep_until )
pauses execution of this script until the specified condition is true, checking once per second unless a different number of ticks is specified. |
| ( sound_cache_flush)
i'm a rebel! |
| ( sound_class_debug_sound_start )
shows/hides when sounds of sound classes w/ substring start |
| ( sound_class_enable_ducker )
enables or disables the ducker on all sound classes matching the substring. |
| ( sound_class_set_gain )
changes the gain on the specified sound class(es) to the specified gain over the specified number of ticks. |
| ( sound_class_set_gain_db )
changes the gain on the specified sound class(es) to the specified gain(dB) over the specified number of ticks. |
| ( sound_class_show_channel )
shows/hides sound classes w/ substring in debug_sound_channels view |
| ( sound_dump_miles_debug)
dump Miles timing info and other goodies |
| ( sound_impulse_language_time )
returns the time remaining for the specified impulse sound. DO NOT CALL IN CUTSCENES. |
| ( sound_impulse_predict )
your mom part 2. |
| ( sound_impulse_start )
plays an impulse sound from the specified source object (or "none"), with the specified scale. |
| ( sound_impulse_start_3d )
<sound> <azimuth> <scale> at the sound's minimum distance |
| ( sound_impulse_start_cinematic )
<sound> <object> <scale> <3d gain> <first person gain> plays an impulse sound from the specified source object. |
| ( sound_impulse_start_effect )
plays an impulse sound from the specified source object (or "none"), with the specified scale and effect. |
| ( sound_impulse_stop )
stops the specified impulse sound. |
| ( sound_impulse_time )
returns the time remaining for the specified impulse sound. |
| ( sound_impulse_time )
<sound> <total playing time> returns the time remaining for the specified impulse sound based on <total playing time>. |
| ( sound_impulse_trigger )
plays an impulse sound from the specified source object (or "none"), with the specified scale. |
| ( sound_looping_predict )
your mom. |
| ( sound_looping_set_alternate )
enables or disables the alternate loop/alternate end for a looping sound. |
| ( sound_looping_set_scale )
changes the scale of the sound (which should affect the volume) within the range 0 to 1. |
| ( sound_looping_start )
plays a looping sound from the specified source object (or "none"), with the specified scale. |
| ( sound_looping_stop )
stops the specified looping sound. |
| ( sound_looping_stop_immediately )
stops the specified looping sound immediately. |
| ( sound_loop_spam)
start all loaded looping sounds |
| ( sound_set_global_effect )
bleh |
| ( sound_set_global_effect_scale )
more bleh |
| ( sound_set_tag_parameter_unsafe )
this is the second sign of the coming of the antichrist |
| ( sound_set_trace_callback_level )
set Miles tracing callback depth |
| ( sound_suppress_ambience_update_on_revert)
call this when transitioning between two cinematics so ambience won't fade in between the skips |
| ( status)
prints the value of all global status variables. |
| ( structure_bsp_index)
returns the current structure bsp index |
| ( switch_bsp )
takes off your condom and changes to a different structure bsp |
| ( switch_bsp_by_name )
leaves your condom on and changes to a different structure bsp by name |
| ( tags_verify_all)
verifies usage of infidel fields is correct |
| ( TestPrintBool )
Prints the specified boolean with the format '<string> = '<boolean>' to the Shell. |
| ( TestPrintReal )
Prints the specified real with the format '<string> = '<real>' to the Shell. |
| ( test_memory_allocators )
performs tests on different memory allocators |
| ( test_memory_allocators )
performs tests on different memory allocators and saves the results |
| ( test_telnet_status_enable )
enable/disable status events being sent to the telnet console |
| ( test_telnet_status_interval )
sets the interval that status events are sent to the telnet console. |
| ( test_web_map_snapshot )
takes two special screenshots and saves them, along with the camera information, as <name>.tif, <name>_secondary.tif and <name>_camera.txt |
| ( test_xcr_monkey_enable )
enable/disable controller monkeys for all in game players |
| ( texture_camera_off)
turns off the render texture camera |
| ( texture_camera_set_object_marker )
sets the render texture camera to a given object marker |
| ( time_code_reset)
resets the time code timer |
| ( time_code_show )
shows the time code timer |
| ( time_code_start )
starts/stops the time code timer |
| ( ui_debug_element_bounds )
toggle rendering of widget tag block bounds |
| ( ui_debug_load_main_menu)
loads the main menu screen |
| ( ui_debug_screen_tag )
test a ui screen |
| ( ui_debug_show_current_screen_tag )
displays the current tag path on a specified channel |
| ( ui_debug_show_screen_tag_path )
display tag path of screens as they load |
| ( ui_debug_show_title_safe_bounds )
toggle display of title safe boundary |
| ( ui_debug_text_bounds )
toggle rendering of ui text boundaries |
| ( ui_memory_dump )
dump the UI memory tracked allocations to a specified file |
| ( ui_set_automation_desired_controller_player_profile )
set desired player profile and gamertag for a controller |
| ( ui_set_automation_desired_controller_team )
set desired mp team for a controller |
| ( ui_set_automation_desired_desired_network_game_player_count )
set ui / mp automation desired network game player count |
| ( ui_set_automation_desired_local_user_count )
set ui / mp automation desired local user count |
| ( ui_set_automation_desired_network_game_length_seconds )
set ui / mp automation desired game time length |
| ( ui_set_automation_desired_network_session_name )
set ui / mp automation desired session name |
| ( ui_set_automation_mode )
set ui automation mode |
| ( ui_set_automation_variant_type_and_map )
set ui / mp automation variant and mp map |
| ( ui_set_beta )
set ui beta testing on/off |
| ( ui_test_confirmation )
test confirmation dialog display |
| ( ui_test_error_ok )
test error code display w/ ok dialog |
| ( ui_test_error_ok_cancel )
test error code display w/ ok-cancel dialog |
| ( ui_transition_out_console_window)
transition out any ui on the console window |
| ( unit )
converts an object to a unit. |
| ( units_set_current_vitality )
sets a group of units' current body and shield vitality |
| ( units_set_maximum_vitality )
sets a group of units' maximum body and shield vitality |
| ( unit_add_equipment )
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). |
| ( unit_aim_without_turning )
allows a unit to aim in place without turning |
| ( unit_animation_forced_seat )
all units controlled by the player will assume the given seat name (valid values are 'asleep', 'alert', 'stand', 'crouch' and 'flee') |
| ( unit_board_vehicle )
Causes the given unit to attempt to board the named seat |
| ( unit_can_blink )
allows a unit to blink or not (units never blink when they are dead) |
| ( unit_close )
closes the hatches on a given unit |
| ( unit_custom_animation_at_frame )
starts a custom animation playing on a unit at a specific frame index(interpolates into animation if next to last parameter is TRUE) |
| ( unit_doesnt_drop_items )
prevents any of the given units from dropping weapons or grenades when they die |
| ( unit_enable_eye_tracking )
enable/disable eye aiming on a unit |
| ( unit_enter_vehicle )
puts the specified unit in the specified vehicle (in the named seat) |
| ( unit_exit_vehicle )
makes a unit exit its vehicle |
| ( unit_exit_vehicle )
makes a unit exit its vehicle (0 = normal exit to airborne, 1 = ejection, 2 = ejection + death, 3 = exit to ground) |
| ( unit_get_custom_animation_time )
returns the number of ticks remaining in a unit's custom animation (or zero, if the animation is over). |
| ( unit_get_enterable_by_player )
returns true if a player may enter the vehicle |
| ( unit_get_health )
returns the health [0,1] of the unit, returns -1 if the unit does not exist |
| ( unit_get_shield )
returns the shield [0,1] of the unit, returns -1 if the unit does not exist |
| ( unit_get_team_index )
returns the team index of the unit, returns -1 if the unit does not have a team |
| ( unit_get_total_grenade_count )
returns the total number of grenades for the given unit, 0 if it does not exist |
| ( unit_has_weapon )
returns TRUE if the <unit> has <object> as a weapon, FALSE otherwise |
| ( unit_has_weapon_readied )
returns TRUE if the <unit> has <object> as the primary weapon, FALSE otherwise |
| ( unit_impervious )
prevents any of the given units from being knocked around or playing ping animations |
| ( unit_in_vehicle )
returns true if the given unit is seated on a parent unit |
| ( unit_is_emitting )
returns whether or not the given unit is current emitting an ai |
| ( unit_is_playing_custom_animation )
returns TRUE if the given unit is still playing a custom animation |
| ( unit_kill )
kills a given unit, no saving throw |
| ( unit_kill_silent )
kills a given unit silently (doesn't make them play their normal death animation or sound) |
| ( unit_lower_weapon )
lower the units weapon over x ticks |
| ( unit_only_takes_damage_from_players_team )
used for the tartarus boss fight |
| ( unit_open )
opens the hatches on the given unit |
| ( unit_raise_weapon )
raises the units weapon over x ticks |
| ( unit_set_actively_controlled )
sets unit's actively controlled flag |
| ( unit_set_active_camo )
enable or disable active camo for the given unit over the specified number of seconds |
| ( unit_set_animation_mode )
this unit will assume the named animation mode |
| ( unit_set_current_vitality )
sets a unit's current body and shield vitality |
| ( unit_set_emotion )
sets a unit's facial expression (-1 is none, other values depend on unit) |
| ( unit_set_emotional_state )
sets a unit's facial expression by name with weight and transition time |
| ( unit_set_emotion_animation )
sets the emotion animation to be used for the given unit |
| ( unit_set_enterable_by_player )
can be used to prevent the player from entering a vehicle |
| ( unit_set_maximum_vitality )
sets a unit's maximum body and shield vitality |
| ( unit_set_prefer_tight_camera_track )
sets the unit to prefer a tight camera track |
| ( unit_stop_custom_animation )
stops the custom animation running on the given unit. |
| ( unit_suspended )
stops gravity from working on the given unit |
| ( update_remote_camera)
force synchronization of remote machine camera |
| ( user_interface_controller_get_last_level_played )
returns index of last completed solo level for profile index passed in |
| ( vehicle_count_bipeds_killed )
returns how many people this vehicle has killed |
| ( vehicle_driver )
returns the driver of a vehicle |
| ( vehicle_enable_ghost_effects )
|
| ( vehicle_flip )
Flips an overturned vehicle |
| ( vehicle_gunner )
returns the gunner of a vehicle |
| ( vehicle_hover )
stops the vehicle from running real physics and runs fake hovering physics instead. |
| ( vehicle_load_magic )
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) |
| ( vehicle_overturned )
Returns true if the vehicle is overturned |
| ( vehicle_riders )
returns a list of all riders in a vehicle |
| ( vehicle_test_seat )
tests whether the named seat has a specified unit in it (use "" to test all seats for this unit) |
| ( vehicle_test_seat_list )
tests whether the named seat has an object in the object list (use "" to test all seats for any unit in the list) |
| ( vehicle_unload )
makes units get out of an object from the substring-specified seats (e.g. CD-passenger... empty string matches all seats) |
| ( version)
prints the build version. |
| ( voice_set_outgoing_channel_count )
sets the outgoing channel count <in-game> <out-of-game> |
| ( voice_set_voice_repeater_peer_index )
sets the repeater peer index |
| ( volume_return_objects )
returns list of objects in volume or (max 128). |
| ( volume_return_objects_by_type )
returns list of objects in volume or (max 128). |
| ( volume_teleport_players_not_inside )
moves all players outside a specified trigger volume to a specified flag. |
| ( volume_test_object )
returns true if the specified object is within the specified volume. |
| ( volume_test_objects )
returns true if any of the specified objects are within the specified volume. trigger volume must have been postprocessed |
| ( volume_test_objects_all )
returns true if any of the specified objects are within the specified volume. trigger volume must have been postprocessed |
| ( wake )
wakes a sleeping script in the next update. |
| ( weapon_enable_warthog_chaingun_light )
turns the trigger for a weapon on/off |
| ( weapon_hold_trigger )
turns the trigger for a weapon on/off |
| ( weather_change_intensity )
<time> <intensity> |
| ( weather_start )
<time> |
| ( weather_stop )
<time> |
| ( webstats_disable )
disables webstats |
| ( webstats_test_submit )
submits a string to webstats upload |