· 7 years ago · Sep 11, 2018, 08:14 PM
1Shadowrun Xbox Prototype (halo xbox 01.12.07.0132 Mar 30 2005 11:00:54)
2
3(begin <expression(s)>)
4returns the last expression in a sequence after evaluating the sequence in order.
5
6(begin_random <expression(s)>)
7evaluates the sequence of expressions in random order and returns the last value evaluated.
8
9(if <boolean> <then> [<else>])
10returns one of two values based on the value of a condition.
11
12(cond (<boolean1> <result1>) [(<boolean2> <result2>) [...]])
13returns the value associated with the first true condition.
14
15(set <variable name> <expression>)
16set the value of a global variable.
17
18(and <boolean(s)>)
19returns true if all specified expressions are true.
20
21(or <boolean(s)>)
22returns true if any specified expressions are true.
23
24(+ <number(s)>)
25returns the sum of all specified expressions.
26
27(- <number> <number>)
28returns the difference of two expressions.
29
30(* <number(s)>)
31returns the product of all specified expressions.
32
33(/ <number> <number>)
34returns the quotient of two expressions.
35
36(min <number(s)>)
37returns the minimum of all specified expressions.
38
39(max <number(s)>)
40returns the maximum of all specified expressions.
41
42(= <expression> <expression>)
43returns true if two expressions are equal
44
45(!= <expression> <expression>)
46returns true if two expressions are not equal
47
48(> <number> <number>)
49returns true if the first number is larger than the second.
50
51(< <number> <number>)
52returns true if the first number is smaller than the second.
53
54(>= <number> <number>)
55returns true if the first number is larger than or equal to the second.
56
57(<= <number> <number>)
58returns true if the first number is smaller than or equal to the second.
59
60(sleep <short> [<script>])
61pauses execution of this script (or, optionally, another script) for the specified number of ticks.
62
63(sleep_until <boolean> [<short>])
64pauses execution of this script until the specified condition is true, checking once per second unless a different number of ticks is specified.
65
66(wake <script name>)
67wakes a sleeping script in the next update.
68
69(inspect <expression>)
70prints the value of an expression to the screen for debugging purposes.
71
72(unit <object>)
73converts an object to a unit.
74
75(ai_debug_communication_suppress <string(s)>)
76suppresses (or stops suppressing) a set of AI communication types.
77
78(ai_debug_communication_ignore <string(s)>)
79ignores (or stops ignoring) a set of AI communication types when printing out communications.
80
81(ai_debug_communication_focus <string(s)>)
82focuses (or stops focusing) a set of unit vocalization types.
83
84(not <boolean>)
85returns the opposite of the expression.
86
87(print <string>)
88prints a string to the console.
89
90(players)
91returns a list of the players
92
93(volume_teleport_players_not_inside <trigger_volume> <cutscene_flag>)
94moves all players outside a specified trigger volume to a specified flag.
95
96(volume_test_object <trigger_volume> <object>)
97returns true if the specified object is within the specified volume.
98
99(volume_test_objects <trigger_volume> <object_list>)
100returns true if any of the specified objects are within the specified volume.
101
102(volume_test_objects_all <trigger_volume> <object_list>)
103returns true if any of the specified objects are within the specified volume.
104
105(object_teleport <object> <cutscene_flag>)
106moves the specified object to the specified flag.
107
108(object_set_facing <object> <cutscene_flag>)
109turns the specified object in the direction of the specified flag.
110
111(object_set_shield <object> <real>)
112sets the shield vitality of the specified object (between 0 and 1).
113
114(object_set_permutation <object> <string> <string>)
115sets the desired region (use "" for all regions) to the permutation with the given name, e.g. (object_set_permutation flood "right arm" ~damaged)
116
117(object_create <object_name>)
118creates an object from the scenario.
119
120(object_destroy <object>)
121destroys an object.
122
123(object_create_anew <object_name>)
124creates an object, destroying it first if it already exists.
125
126(object_create_containing <string>)
127creates all objects from the scenario whose names contain the given substring.
128
129(object_create_anew_containing <string>)
130creates anew all objects from the scenario whose names contain the given substring.
131
132(object_destroy_containing <string>)
133destroys all objects from the scenario whose names contain the given substring.
134
135(object_destroy_all)
136destroys all non player objects.
137
138(list_get <object_list> <short>)
139returns an item in an object list.
140
141(list_count <object_list>)
142returns the number of objects in a list
143
144(effect_new <effect> <cutscene_flag>)
145starts the specified effect at the specified flag.
146
147(effect_new_on_object_marker <effect> <object> <string>)
148starts the specified effect on the specified object at the specified marker.
149
150(damage_new <damage> <cutscene_flag>)
151causes the specified damage at the specified flag.
152
153(damage_object <damage> <object>)
154causes the specified damage at the specified object.
155
156(objects_can_see_object <object_list> <object> <real>)
157returns true if any of the specified units are looking within the specified number of degrees of the object.
158
159(objects_can_see_flag <object_list> <cutscene_flag> <real>)
160returns true if any of the specified units are looking within the specified number of degrees of the flag.
161
162(objects_delete_by_definition <object_definition>)
163deletes all objects of type <definition>
164
165(sound_set_gain <string> <real>)
166absolutely do not use this
167
168(sound_get_gain <string>)
169absolutely do not use this either
170
171(script_recompile)
172recompiles scripts.
173
174(script_doc)
175saves a file called hs_doc.txt with parameters for all script commands.
176
177(help <string>)
178prints a description of the named function.
179
180(random_range <short> <short>)
181returns a random value in the range [lower bound, upper bound)
182
183(real_random_range <real> <real>)
184returns a random value in the range [lower bound, upper bound)
185
186(numeric_countdown_timer_set <long> <boolean>)
187<milliseconds>, <auto_start>
188
189(numeric_countdown_timer_get <short>)
190<digit_index>
191
192(numeric_countdown_timer_stop)
193
194
195(numeric_countdown_timer_restart)
196
197
198(breakable_surfaces_enable <boolean>)
199enables or disables breakability of all breakable surfaces on level
200
201(recording_play <unit> <cutscene_recording>)
202make the specified unit run the specified cutscene recording.
203
204(recording_play_and_delete <unit> <cutscene_recording>)
205make the specified unit run the specified cutscene recording, deletes the unit when the animation finishes.
206
207(recording_play_and_hover <vehicle> <cutscene_recording>)
208make the specified vehicle run the specified cutscene recording, hovers the vehicle when the animation finishes.
209
210(recording_kill <unit>)
211kill the specified unit's cutscene recording.
212
213(recording_time <unit>)
214return the time remaining in the specified unit's cutscene recording.
215
216(object_set_ranged_attack_inhibited <object> <boolean>)
217FALSE prevents object from using ranged attack
218
219(object_set_melee_attack_inhibited <object> <boolean>)
220FALSE prevents object from using melee attack
221
222(objects_dump_memory)
223debugs object memory usage
224
225(object_set_collideable <object> <boolean>)
226FALSE prevents any object from colliding with the given object
227
228(object_set_scale <object> <real> <short>)
229sets the scale for a given object and interpolates over the given number of frames to achieve that scale
230
231(objects_attach <object> <string> <object> <string>)
232attaches the second object to the first; both strings can be empty
233
234(objects_detach <object> <object>)
235detaches from the given parent object the given child object
236
237(garbage_collect_now)
238causes all garbage objects except those visible to a player to be collected immediately
239
240(object_cannot_take_damage <object_list>)
241prevents an object from taking damage
242
243(object_can_take_damage <object_list>)
244allows an object to take damage again
245
246(object_beautify <object> <boolean>)
247makes an object pretty for the remainder of the levels' cutscenes.
248
249(objects_predict <object_list>)
250loads textures necessary to draw a objects that are about to come on-screen.
251
252(object_type_predict <object_definition>)
253loads textures necessary to draw an object that's about to come on-screen.
254
255(object_pvs_activate <object>)
256just another (old) name for object_pvs_set_object.
257
258(object_pvs_set_object <object>)
259sets the specified object as the special place that activates everything it sees.
260
261(object_pvs_set_camera <cutscene_camera_point>)
262sets the specified cutscene camera point as the special place that activates everything it sees.
263
264(object_pvs_clear)
265removes the special place that activates everything it sees.
266
267(render_lights <boolean>)
268enables/disables dynamic lights
269
270(scenery_get_animation_time <scenery>)
271returns the number of ticks remaining in a custom animation (or zero, if the animation is over).
272
273(scenery_animation_start <scenery> <animation_graph> <string>)
274starts a custom animation playing on a piece of scenery
275
276(scenery_animation_start_at_frame <scenery> <animation_graph> <string> <short>)
277starts a custom animation playing on a piece of scenery at a specific frame
278
279(render_effects <boolean>)
280
281
282(unit_can_blink <unit> <boolean>)
283allows a unit to blink or not (units never blink when they are dead)
284
285(unit_open <unit>)
286opens the hatches on the given unit
287
288(unit_close <unit>)
289closes the hatches on a given unit
290
291(unit_kill <unit>)
292kills a given unit, no saving throw
293
294(unit_kill_silent <unit>)
295kills a given unit silently (doesn't make them play their normal death animation or sound)
296
297(unit_get_custom_animation_time <unit>)
298returns the number of ticks remaining in a unit's custom animation (or zero, if the animation is over).
299
300(unit_stop_custom_animation <unit>)
301stops the custom animation running on the given unit.
302
303(unit_custom_animation_at_frame <unit> <animation_graph> <string> <boolean> <short>)
304starts a custom animation playing on a unit at a specific frame index(interpolates into animation if next to last parameter is TRUE)
305
306(custom_animation <unit> <animation_graph> <string> <boolean>)
307starts a custom animation playing on a unit (interpolates into animation if last parameter is TRUE)
308
309(custom_animation_list <object_list> <animation_graph> <string> <boolean>)
310starts a custom animation playing on a unit list (interpolates into animation if last parameter is TRUE)
311
312(unit_is_playing_custom_animation <unit>)
313returns TRUE if the given unit is still playing a custom animation
314
315(unit_aim_without_turning <unit> <boolean>)
316allows a unit to aim in place without turning
317
318(unit_set_emotion <unit> <short>)
319sets a unit's facial expression (-1 is none, other values depend on unit)
320
321(unit_set_enterable_by_player <unit> <boolean>)
322can be used to prevent the player from entering a vehicle
323
324(unit_enter_vehicle <unit> <vehicle> <string>)
325puts the specified unit in the specified vehicle (in the named seat)
326
327(vehicle_test_seat_list <vehicle> <string> <object_list>)
328tests whether the named seat has an object in the object list
329
330(vehicle_test_seat <vehicle> <string> <unit>)
331tests whether the named seat has a specified unit in it
332
333(unit_set_emotion_animation <unit> <string>)
334sets the emotion animation to be used for the given unit
335
336(unit_exit_vehicle <unit>)
337makes a unit exit its vehicle
338
339(unit_set_maximum_vitality <unit> <real> <real>)
340sets a unit's maximum body and shield vitality
341
342(units_set_maximum_vitality <object_list> <real> <real>)
343sets a group of units' maximum body and shield vitality
344
345(unit_set_current_vitality <unit> <real> <real>)
346sets a unit's current body and shield vitality
347
348(units_set_current_vitality <object_list> <real> <real>)
349sets a group of units' current body and shield vitality
350
351(vehicle_load_magic <unit> <string> <object_list>)
352makes 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)
353
354(vehicle_unload <unit> <string>)
355makes units get out of a vehicle from the substring-specified seats (e.g. CD-passenger... empty string matches all seats)
356
357(magic_seat_name <string>)
358all units controlled by the player will assume the given seat name (valid values are 'asleep', 'alert', 'stand', 'crouch' and 'flee')
359
360(unit_set_seat <unit> <string>)
361this unit will assume the named seat
362
363(magic_melee_attack)
364causes player's unit to start a melee attack
365
366(vehicle_riders <unit>)
367returns a list of all riders in a vehicle
368
369(vehicle_driver <unit>)
370returns the driver of a vehicle
371
372(vehicle_gunner <unit>)
373returns the gunner of a vehicle
374
375(unit_get_health <unit>)
376returns the health [0,1] of the unit, returns -1 if the unit does not exists
377
378(unit_get_shield <unit>)
379returns the shield [0,1] of the unit, returns -1 if the unit does not exists
380
381(unit_get_total_grenade_count <unit>)
382returns the total number of grenades for the given unit, 0 if it does not exist
383
384(unit_has_weapon <unit> <object_definition>)
385returns TRUE if the <unit> has <object> as a weapon, FALSE otherwise
386
387(unit_has_weapon_readied <unit> <object_definition>)
388returns TRUE if the <unit> has <object> as the primary weapon, FALSE otherwise
389
390(unit_doesnt_drop_items <object_list>)
391prevents any of the given units from dropping weapons or grenades when they die
392
393(unit_impervious <object_list> <boolean>)
394prevents any of the given units from being knocked around or playing ping animations
395
396(unit_suspended <unit> <boolean>)
397stops gravity from working on the given unit
398
399(unit_solo_player_integrated_night_vision_is_active)
400returns whether the night-vision mode could be activated via the flashlight button
401
402(units_set_desired_flashlight_state <object_list> <boolean>)
403sets the units' desired flashlight state
404
405(unit_set_desired_flashlight_state <unit> <boolean>)
406sets the unit's desired flashlight state
407
408(unit_get_current_flashlight_state <unit>)
409gets the unit's current flashlight state
410
411(drop_grenade <short> <cutscene_flag>)
412causes a grenade to be dropped from this location, type and a cutscene location
413
414(mp_between_rounds)
415returns whether we are between rounds in an mp game
416
417(device_set_never_appears_locked <device> <boolean>)
418changes a machine's never_appears_locked flag, but only if paul is a bastard
419
420(device_get_power <device>)
421gets the current power of a named device
422
423(device_set_power <device> <real>)
424immediately sets the power of a named device to the given value
425
426(device_set_position <device> <real>)
427set the desired position of the given device (used for devices without explicit device groups)
428
429(device_get_position <device>)
430gets the current position of the given device (used for devices without explicit device groups)
431
432(device_set_position_immediate <device> <real>)
433instantaneously changes the position of the given device (used for devices without explicit device groups
434
435(device_group_get <device_group>)
436returns the desired value of the specified device group.
437
438(device_group_set <device_group> <real>)
439changes the desired value of the specified device group.
440
441(device_group_set_immediate <device_group> <real>)
442instantaneously changes the value of the specified device group.
443
444(device_one_sided_set <device> <boolean>)
445TRUE makes the given device one-sided (only able to be opened from one direction), FALSE makes it two-sided
446
447(device_operates_automatically_set <device> <boolean>)
448TRUE makes the given device open automatically when any biped is nearby, FALSE makes it not
449
450(device_group_change_only_once_more_set <device_group> <boolean>)
451TRUE allows a device to change states only once
452
453(breakable_surfaces_reset)
454restores all breakable surfaces
455
456(cheat_all_powerups)
457drops all powerups near player
458
459(cheat_all_weapons)
460drops all weapons near player
461
462(cheat_all_vehicles)
463drops all vehicles on player
464
465(cheat_teleport_to_camera)
466teleports player to camera location
467
468(cheat_active_camouflage)
469gives the player active camouflage
470
471(cheat_active_camouflage_local_player <short>)
472gives the player active camouflage
473
474(cheats_load)
475reloads the cheats.txt file
476
477(cheats_loadout <short>)
478switches to a different loadout
479
480(ai_free <ai>)
481removes a group of actors from their encounter and sets them free
482
483(ai_free_units <object_list>)
484removes a set of units from their encounter (if any) and sets them free
485
486(ai_attach <unit> <ai>)
487attaches the specified unit to the specified encounter.
488
489(ai_attach_free <unit> <actor_variant>)
490attaches a unit to a newly created free actor of the specified type
491
492(ai_detach <unit>)
493detaches the specified unit from all AI.
494
495(ai_place <ai>)
496places the specified encounter on the map.
497
498(ai_kill <ai>)
499instantly kills the specified encounter and/or squad.
500
501(ai_kill_silent <ai>)
502instantly and silently (no animation or sound played) kills the specified encounter and/or squad.
503
504(ai_erase <ai>)
505erases the specified encounter and/or squad.
506
507(ai_erase_all)
508erases all AI.
509
510(ai_select <ai>)
511selects the specified encounter.
512
513(ai_deselect)
514clears the selected encounter.
515
516(ai_spawn_actor <ai>)
517spawns a single actor in the specified encounter and/or squad.
518
519(ai_set_respawn <ai> <boolean>)
520enables or disables respawning in the specified encounter.
521
522(ai_set_deaf <ai> <boolean>)
523enables or disables hearing for actors in the specified encounter.
524
525(ai_set_blind <ai> <boolean>)
526enables or disables sight for actors in the specified encounter.
527
528(ai_magically_see_encounter <ai> <ai>)
529makes one encounter magically aware of another.
530
531(ai_magically_see_players <ai>)
532makes an encounter magically aware of nearby players.
533
534(ai_magically_see_unit <ai> <unit>)
535makes an encounter magically aware of the specified unit.
536
537(ai_timer_start <ai>)
538makes a squad's delay timer start counting.
539
540(ai_timer_expire <ai>)
541makes a squad's delay timer expire and releases them to enter combat.
542
543(ai_attack <ai>)
544makes the specified platoon(s) go into the attacking state.
545
546(ai_defend <ai>)
547makes the specified platoon(s) go into the defending state.
548
549(ai_retreat <ai>)
550makes all squads in the specified platoon(s) maneuver to their designated maneuver squads.
551
552(ai_maneuver <ai>)
553makes all squads in the specified platoon(s) maneuver to their designated maneuver squads.
554
555(ai_maneuver_enable <ai> <boolean>)
556enables or disables the maneuver/retreat rule for an encounter or platoon. the rule will still trigger, but none of the actors will be given the order to change squads.
557
558(ai_migrate <ai> <ai>)
559makes all or part of an encounter move to another encounter.
560
561(ai_migrate_and_speak <ai> <ai> <string>)
562makes all or part of an encounter move to another encounter, and say their 'advance' or 'retreat' speech lines.
563
564(ai_migrate_by_unit <object_list> <ai>)
565makes a named vehicle or group of units move to another encounter.
566
567(ai_allegiance <team> <team>)
568creates an allegiance between two teams.
569
570(ai_allegiance_remove <team> <team>)
571destroys an allegiance between two teams.
572
573(ai_living_count <ai>)
574return the number of living actors in the specified encounter and/or squad.
575
576(ai_living_fraction <ai>)
577return the fraction [0-1] of living actors in the specified encounter and/or squad.
578
579(ai_strength <ai>)
580return the current strength (average body vitality from 0-1) of the specified encounter and/or squad.
581
582(ai_swarm_count <ai>)
583return the number of swarm actors in the specified encounter and/or squad.
584
585(ai_nonswarm_count <ai>)
586return the number of non-swarm actors in the specified encounter and/or squad.
587
588(ai_actors <ai>)
589converts an ai reference to an object list.
590
591(ai_go_to_vehicle <ai> <unit> <string>)
592tells 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
593
594(ai_go_to_vehicle_override <ai> <unit> <string>)
595tells a group of actors to get into a vehicle, in the substring-specified seats (e.g. passenger for pelican)... NB: any actors who are already going to vehicles will stop and go to this one instead!
596
597(ai_going_to_vehicle <unit>)
598return the number of actors that are still trying to get into the specified vehicle
599
600(ai_exit_vehicle <ai>)
601tells a group of actors to get out of any vehicles that they are in
602
603(ai_braindead <ai> <boolean>)
604makes a group of actors braindead, or restores them to life (in their initial state)
605
606(ai_braindead_by_unit <object_list> <boolean>)
607makes 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)
608
609(ai_disregard <object_list> <boolean>)
610if TRUE, forces all actors to completely disregard the specified units, otherwise lets them acknowledge the units again
611
612(ai_prefer_target <object_list> <boolean>)
613if TRUE, *ALL* enemies will prefer to attack the specified units. if FALSE, removes the preference.
614
615(ai_teleport_to_starting_location <ai>)
616teleports a group of actors to the starting locations of their current squad(s)
617
618(ai_teleport_to_starting_location_if_unsupported <ai>)
619teleports a group of actors to the starting locations of their current squad(s), only if they are not supported by solid ground (i.e. if they are falling after switching BSPs)
620
621(ai_renew <ai>)
622refreshes the health and grenade count of a group of actors, so they are as good as new
623
624(ai_try_to_fight_nothing <ai>)
625removes the preferential target setting from a group of actors
626
627(ai_try_to_fight <ai> <ai>)
628causes a group of actors to preferentially target another group of actors
629
630(ai_try_to_fight_player <ai>)
631causes a group of actors to preferentially target the player
632
633(ai_command_list <ai> <ai_command_list>)
634tells a group of actors to begin executing the specified command list
635
636(ai_command_list_by_unit <unit> <ai_command_list>)
637tells a named unit to begin executing the specified command list
638
639(ai_command_list_advance <ai>)
640tells a group of actors that are running a command list that they may advance further along the list (if they are waiting for a stimulus)
641
642(ai_command_list_advance_by_unit <unit>)
643just like ai_command_list_advance but operates upon a unit instead
644
645(ai_command_list_status <object_list>)
646gets the status of a number of units running command lists: 0 = none, 1 = finished command list, 2 = waiting for stimulus, 3 = running command list
647
648(ai_is_attacking <ai>)
649returns whether a platoon is in the attacking mode (or if an encounter is specified, returns whether any platoon in that encounter is attacking)
650
651(ai_force_active <ai> <boolean>)
652forces an encounter to remain active (i.e. not freeze in place) even if there are no players nearby
653
654(ai_force_active_by_unit <unit> <boolean>)
655forces 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
656
657(ai_set_return_state <ai> <ai_default_state>)
658sets the state that a group of actors will return to when they have nothing to do
659
660(ai_set_current_state <ai> <ai_default_state>)
661sets the current state of a group of actors. WARNING: may have unpredictable results on actors that are in combat
662
663(ai_playfight <ai> <boolean>)
664sets an encounter to be playfighting or not
665
666(ai_status <ai>)
667returns the most severe combat status of a group of actors (0=inactive, 1=noncombat, 2=guarding, 3=search/suspicious, 4=definite enemy(heard or magic awareness), 5=visible enemy, 6=engaging in combat.
668
669(ai_reconnect)
670reconnects 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)
671
672(ai_vehicle_encounter <unit> <ai>)
673sets a vehicle to 'belong' to a particular encounter/squad. any actors who get into the vehicle will be placed in this squad. NB: vehicles potentially drivable by multiple teams need their own encounter!
674
675(ai_vehicle_enterable_distance <unit> <real>)
676sets a vehicle as being impulsively enterable for actors within a certain distance
677
678(ai_vehicle_enterable_team <unit> <team>)
679sets a vehicle as being impulsively enterable for actors on a certain team
680
681(ai_vehicle_enterable_actor_type <unit> <actor_type>)
682sets a vehicle as being impulsively enterable for actors of a certain type (grunt, elite, marine etc)
683
684(ai_vehicle_enterable_actors <unit> <ai>)
685sets a vehicle as being impulsively enterable for a certain encounter/squad of actors
686
687(ai_vehicle_enterable_disable <unit>)
688disables actors from impulsively getting into a vehicle (this is the default state for newly placed vehicles)
689
690(ai_look_at_object <unit> <object>)
691tells an actor to look at an object until further notice
692
693(ai_stop_looking <unit>)
694tells an actor to stop looking at whatever it's looking at
695
696(ai_automatic_migration_target <ai> <boolean>)
697enables or disables a squad as being an automatic migration target
698
699(ai_follow_target_disable <ai>)
700turns off following for an encounter
701
702(ai_follow_target_players <ai>)
703sets the follow target for an encounter to be the closest player
704
705(ai_follow_target_unit <ai> <unit>)
706sets the follow target for an encounter to be a specific unit
707
708(ai_follow_target_ai <ai> <ai>)
709sets the follow target for an encounter to be a group of AI (encounter, squad or platoon)
710
711(ai_follow_distance <ai> <real>)
712sets the distance threshold which will cause squads to migrate when following someone
713
714(ai_conversation <conversation>)
715tries to add an entry to the list of conversations waiting to play. returns FALSE if the required units could not be found to play the conversation, or if the player is too far away and the 'delay' flag is not set.
716
717(ai_conversation_stop <conversation>)
718stops a conversation from playing or trying to play
719
720(ai_conversation_advance <conversation>)
721tells a conversation that it may advance
722
723(ai_conversation_line <conversation>)
724returns which line the conversation is currently playing, or 999 if the conversation is not currently playing
725
726(ai_conversation_status <conversation>)
727returns the status of a conversation (0=none, 1=trying to begin, 2=waiting for guys to get in position, 3=playing, 4=waiting to advance, 5=could not begin, 6=finished successfully, 7=aborted midway
728
729(ai_link_activation <ai> <ai>)
730links the first encounter so that it will be made active whenever it detects that the second encounter is active
731
732(ai_berserk <ai> <boolean>)
733forces a group of actors to start or stop berserking
734
735(ai_set_team <ai> <team>)
736makes an encounter change to a new team
737
738(ai_allow_charge <ai> <boolean>)
739either enables or disables charging behavior for a group of actors
740
741(ai_allow_dormant <ai> <boolean>)
742either enables or disables automatic dormancy for a group of actors
743
744(ai_drop_equipment_when_dead <ai> <short>)
745causes the ai to drop a powerup for the specified magic spell
746
747(ai_allegiance_broken <team> <team>)
748returns whether two teams have an allegiance that is currently broken by traitorous behavior
749
750(camera_control <boolean>)
751toggles script control of the camera.
752
753(camera_set <cutscene_camera_point> <short>)
754moves the camera to the specified camera point over the specified number of ticks.
755
756(camera_set_relative <cutscene_camera_point> <short> <object>)
757moves the camera to the specified camera point over the specified number of ticks (position is relative to the specified object).
758
759(camera_set_animation <animation_graph> <string>)
760begins a prerecorded camera animation.
761
762(camera_set_first_person <unit>)
763makes the scripted camera follow a unit.
764
765(camera_set_dead <unit>)
766makes the scripted camera zoom out around a unit as if it were dead.
767
768(camera_time)
769returns the number of ticks remaining in the current camera interpolation.
770
771(debug_camera_load)
772loads the saved camera position and facing.
773
774(debug_camera_save)
775saves the camera position and facing.
776
777(game_speed <real>)
778changes the game speed.
779
780(game_time)
781gets ticks elapsed since the start of the game.
782
783(game_variant <string>)
784set the game engine
785
786(game_difficulty_get)
787returns the current difficulty setting, but lies to you and will never return easy, instead returning normal
788
789(game_difficulty_get_real)
790returns the actual current difficulty setting without lying
791
792(map_reset)
793starts the map from the beginning.
794
795(map_name <string>)
796changes the name of the solo player map.
797
798(multiplayer_map_name <string>)
799changes the name of the multiplayer map
800
801(game_difficulty_set <game_difficulty>)
802changes the difficulty setting for the next map to be loaded.
803
804(game_difficulty_set_ratio <real>)
805changes the difficulty setting ratio.
806
807(game_difficulty_get_ratio)
808returns the actual current difficulty setting without lying
809
810(crash <string>)
811crashes (for debugging).
812
813(switch_bsp <short>)
814takes off your condom and changes to a different structure bsp
815
816(structure_bsp_index)
817returns the current structure bsp index
818
819(version)
820prints the build version.
821
822(playback)
823starts game in film playback mode
824
825(game_set_assignment_scheme <long>)
826sets the current magic/tech assignment scheme, first parameter is the scheme: 0=no assignment, 1=periodic table, 2=twin columns, 3=improved toggle radial, 4=radio-style radial, 5=improved hold radial
827
828(texture_cache_flush)
829don't make me kick your ass
830
831(sound_cache_flush)
832i'm a rebel!
833
834(debug_memory)
835dumps memory leaks.
836
837(debug_memory_by_file)
838dumps memory leaks by source file.
839
840(debug_memory_for_file <string>)
841dumps memory leaks from the specified source file.
842
843(debug_tags)
844writes all memory being used by tag files into tag_dump.txt
845
846(profile_reset)
847resets profiling data.
848
849(profile_dump <string>)
850dumps profile based on a substring.
851
852(profile_activate <string>)
853activates profile sections based on a substring.
854
855(profile_deactivate <string>)
856deactivates profile sections based on a substring.
857
858(profile_graph_toggle <string>)
859enables or disables profile graph display of a particular value.
860
861(debug_pvs <boolean>)
862displays the current pvs.
863
864(radiosity_start)
865starts radiosity computation.
866
867(radiosity_save)
868saves radiosity solution.
869
870(radiosity_debug_point)
871tests sun occlusion at a point.
872
873(ai <boolean>)
874turns all AI on or off.
875
876(ai_dialogue_triggers <boolean>)
877turns impromptu dialogue on or off.
878
879(ai_grenades <boolean>)
880turns grenade inventory on or off.
881
882(ai_lines)
883cycles through AI line-spray modes
884
885(ai_debug_sound_point_set)
886drops the AI debugging sound point at the camera location
887
888(ai_debug_vocalize <string> <string>)
889makes the selected AI vocalize
890
891(ai_debug_teleport_to <ai>)
892teleports all players to the specified encounter
893
894(ai_debug_speak <string>)
895makes the currently selected AI speak a vocalization (e.g. ai_speak "pain minor")
896
897(ai_debug_speak_list <string>)
898makes the currently selected AI speak a list of vocalizations (e.g. ai_speak_list "involuntary")
899
900(fade_in <real> <real> <real> <short>)
901does a screen fade in from a particular color
902
903(fade_out <real> <real> <real> <short>)
904does a screen fade out to a particular color
905
906(cinematic_start)
907initializes game to start a cinematic (interruptive) cutscene
908
909(cinematic_stop)
910initializes the game to end a cinematic (interruptive) cutscene
911
912(cinematic_skip_start_internal)
913
914
915(cinematic_skip_stop_internal)
916
917
918(cinematic_show_letterbox <boolean>)
919sets or removes the letterbox bars
920
921(cinematic_set_title <cutscene_title>)
922activates the chapter title
923
924(cinematic_set_title_delayed <cutscene_title> <real>)
925activates the chapter title, delayed by <real> seconds
926
927(cinematic_suppress_bsp_object_creation <boolean>)
928suppresses or enables the automatic creation of objects during cutscenes due to a bsp switch
929
930(attract_mode_start)
931
932
933(game_won)
934causes the player to successfully finish the current level and move to the next
935
936(game_lost)
937causes the player to revert to his previous saved game
938
939(game_safe_to_save)
940returns FALSE if it would be a bad idea to save the player's game right now
941
942(game_all_quiet)
943returns FALSE if there are bad guys around, projectiles in the air, etc.
944
945(game_safe_to_speak)
946returns FALSE if it would be a bad idea to save the player's game right now
947
948(game_is_cooperative)
949returns TRUE if the game is cooperative
950
951(game_save)
952checks to see if it is safe to save game, then saves (gives up after 8 seconds)
953
954(game_save_cancel)
955cancels any pending game_save, timeout or not
956
957(game_save_no_timeout)
958checks to see if it is safe to save game, then saves (this version never gives up)
959
960(game_save_totally_unsafe)
961disregards player's current situation
962
963(game_saving)
964checks to see if the game is trying to save the map.
965
966(game_revert)
967reverts to last saved game, if any (for testing, the first bastard that does this to me gets it in the head)
968
969(game_reverted)
970don't use this for anything, you black-hearted bastards.
971
972(core_save)
973saves debug game state to core\core.bin
974
975(core_save_name <string>)
976saves debug game state to core\<path>
977
978(core_load)
979loads debug game state from core\core.bin
980
981(core_load_at_startup)
982loads debug game state from core\core.bin as soon as the map is initialized
983
984(core_load_name <string>)
985loads debug game state from core\<path>
986
987(core_load_name_at_startup <string>)
988loads debug game state from core\<path> as soon as the map is initialized
989
990(game_skip_ticks <short>)
991skips <short> amount of game ticks. ONLY USE IN CUTSCENES!!!
992
993(sound_impulse_start <sound> <object> <real>)
994plays an impulse sound from the specified source object (or "none"), with the specified scale.
995
996(sound_impulse_time <sound>)
997returns the time remaining for the specified impulse sound.
998
999(sound_impulse_stop <sound>)
1000stops the specified impulse sound.
1001
1002(sound_looping_predict <looping_sound>)
1003your mom.
1004
1005(sound_looping_start <looping_sound> <object> <real>)
1006plays a looping sound from the specified source object (or "none"), with the specified scale.
1007
1008(sound_looping_stop <looping_sound>)
1009stops the specified looping sound.
1010
1011(sound_looping_set_scale <looping_sound> <real>)
1012changes the scale of the sound (which should affect the volume) within the range 0 to 1.
1013
1014(sound_looping_set_alternate <looping_sound> <boolean>)
1015enables or disables the alternate loop/alternate end for a looping sound.
1016
1017(debug_sounds_enable <string> <boolean>)
1018enables or disabled all sound classes matching the substring.
1019
1020(debug_sounds_distances <string> <real> <real>)
1021changes the minimum and maximum distances for all sound classes matching the substring.
1022
1023(debug_sounds_wet <string> <real>)
1024changes the reverb level for all sound classes matching the substring.
1025
1026(sound_enable <boolean>)
1027enables or disables all sound.
1028
1029(sound_class_set_gain <string> <real> <short>)
1030changes the gain on the specified sound class(es) to the specified game over the specified number of ticks.
1031
1032(vehicle_hover <vehicle> <boolean>)
1033stops the vehicle from running real physics and runs fake hovering physics instead.
1034
1035(players_unzoom_all)
1036resets zoom levels on all players
1037
1038(player_enable_input <boolean>)
1039toggle player input. the player can still free-look, but nothing else.
1040
1041(player_camera_control <boolean>)
1042enables/disables camera control globally
1043
1044(player_action_test_reset)
1045resets the player action test state so that all tests will return false.
1046
1047(player_action_test_jump)
1048returns true if any player has jumped since the last call to (player_action_test_reset).
1049
1050(player_action_test_primary_trigger)
1051returns true if any player has used primary trigger since the last call to (player_action_test_reset).
1052
1053(player_action_test_grenade_trigger)
1054returns true if any player has used grenade trigger since the last call to (player_action_test_reset).
1055
1056(player_action_test_zoom)
1057returns true if any player has hit the zoom button since the last call to (player_action_test_reset).
1058
1059(player_action_test_action)
1060returns true if any player has hit the action key since the last call to (player_action_test_reset).
1061
1062(player_action_test_accept)
1063returns true if any player has hit accept since the last call to (player_action_test_reset).
1064
1065(player_action_test_loadout)
1066returns true if any player has hit accept since the last call to (player_action_test_reset).
1067
1068(player_action_test_back)
1069returns true if any player has hit the back key since the last call to (player_action_test_reset).
1070
1071(player_action_test_look_relative_up)
1072returns true if any player has looked up since the last call to (player_action_test_reset).
1073
1074(player_action_test_look_relative_down)
1075returns true if any player has looked down since the last call to (player_action_test_reset).
1076
1077(player_action_test_look_relative_left)
1078returns true if any player has looked left since the last call to (player_action_test_reset).
1079
1080(player_action_test_look_relative_right)
1081returns true if any player has looked right since the last call to (player_action_test_reset).
1082
1083(player_action_test_look_relative_all_directions)
1084returns true if any player has looked up, down, left, and right since the last call to (player_action_test_reset).
1085
1086(player_action_test_move_relative_all_directions)
1087returns true if any player has moved forward, backward, left, and right since the last call to (player_action_test_reset).
1088
1089(player_add_equipment <unit> <starting_profile> <boolean>)
1090adds/resets the player's health, shield, and inventory (weapons and grenades) to the named profile. resets if third parameter is true, adds if false.
1091
1092(player_change_magic <long>)
1093will add magic to the players, first parameter is the magic id
1094
1095(player_change_tech <long> <boolean>)
1096can add or remove tech from the players, first parameter is the tech id, second parameter is true/false to add/remove
1097
1098(player_set_magic <long>)
1099will add magic to the players, first parameter is the magic id
1100
1101(debug_teleport_player <short> <short>)
1102
1103
1104(show_hud <boolean>)
1105shows or hides the hud
1106
1107(show_hud_help_text <boolean>)
1108shows or hides the hud help text
1109
1110(enable_hud_help_flash <boolean>)
1111starts/stops the help text flashing
1112
1113(hud_help_flash_restart)
1114resets the timer for the help text flashing
1115
1116(activate_nav_point_flag <navpoint> <unit> <cutscene_flag> <real>)
1117activates 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
1118
1119(activate_nav_point_object <navpoint> <unit> <object> <real>)
1120activates 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
1121
1122(activate_team_nav_point_flag <navpoint> <team> <cutscene_flag> <real>)
1123activates 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
1124
1125(activate_team_nav_point_object <navpoint> <team> <object> <real>)
1126activates 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
1127
1128(deactivate_nav_point_flag <unit> <cutscene_flag>)
1129deactivates a nav point type attached to a player <unit> anchored to a flag
1130
1131(deactivate_nav_point_object <unit> <object>)
1132deactivates a nav point type attached to a player <unit> anchored to an object
1133
1134(deactivate_team_nav_point_flag <team> <cutscene_flag>)
1135deactivates a nav point type attached to a team anchored to a flag
1136
1137(deactivate_team_nav_point_object <team> <object>)
1138deactivates a nav point type attached to a team anchored to an object
1139
1140(cls)
1141clears console text from the screen
1142
1143(error_overflow_suppression <boolean>)
1144enables or disables the suppression of error spamming
1145
1146(structure_lens_flares_place)
1147places lens flares in the structure bsp
1148
1149(player_effect_set_max_translation <real> <real> <real>)
1150<x> <y> <z>
1151
1152(player_effect_set_max_rotation <real> <real> <real>)
1153<yaw> <pitch> <roll>
1154
1155(player_effect_set_max_rumble <real> <real>)
1156<left> <right>
1157
1158(player_effect_set_allow_rumble <boolean>)
1159true/false
1160
1161(player_effect_start <real> <real>)
1162<max_intensity> <attack time>
1163
1164(player_effect_stop <real>)
1165<decay>
1166
1167(hud_show_health <boolean>)
1168hides/shows the health panel
1169
1170(hud_blink_health <boolean>)
1171starts/stops manual blinking of the health panel
1172
1173(hud_show_shield <boolean>)
1174hides/shows the shield panel
1175
1176(hud_blink_shield <boolean>)
1177starts/stops manual blinking of the shield panel
1178
1179(hud_show_motion_sensor <boolean>)
1180hides/shows the motion sensor panel
1181
1182(hud_blink_motion_sensor <boolean>)
1183starts/stops manual blinking of the motion sensor panel
1184
1185(hud_show_crosshair <boolean>)
1186hides/shows the weapon crosshair
1187
1188(hud_clear_messages)
1189clears all non-state messages on the hud
1190
1191(hud_set_help_text <hud_message>)
1192displays <message> as the help text
1193
1194(hud_set_objective_text <hud_message>)
1195sets <message> as the current objective
1196
1197(hud_set_timer_time <short> <short>)
1198sets the time for the timer to <short> minutes and <short> seconds, and starts and displays timer
1199
1200(hud_set_timer_warning_time <short> <short>)
1201sets the warning time for the timer to <short> minutes and <short> seconds
1202
1203(hud_set_timer_position <short> <short> <hud_corner>)
1204sets the timer upper left position to (x, y)=>(<short>, <short>)
1205
1206(show_hud_timer <boolean>)
1207displays the hud timer
1208
1209(pause_hud_timer <boolean>)
1210pauses or unpauses the hud timer
1211
1212(hud_get_timer_ticks)
1213returns the ticks left on the hud timer
1214
1215(time_code_show <boolean>)
1216shows the time code timer
1217
1218(time_code_start <boolean>)
1219starts/stops the time code timer
1220
1221(time_code_reset)
1222resets the time code timer
1223
1224(rasterizer_decals_flush)
1225flush all decals
1226
1227(rasterizer_fps_accumulate)
1228average fps
1229
1230(rasterizer_model_ambient_reflection_tint <real> <real> <real> <real>)
1231
1232
1233(rasterizer_lights_reset_for_new_map)
1234
1235
1236(script_screen_effect_set_value <short> <real>)
1237sets a screen effect script value
1238
1239(cinematic_screen_effect_start <boolean>)
1240starts screen effect; pass TRUE to clear
1241
1242(cinematic_screen_effect_set_convolution <short> <short> <real> <real> <real>)
1243sets the convolution effect
1244
1245(cinematic_screen_effect_set_filter <real> <real> <real> <real> <boolean> <real>)
1246sets the filter effect
1247
1248(cinematic_screen_effect_set_filter_desaturation_tint <real> <real> <real>)
1249sets the desaturation filter tint color
1250
1251(cinematic_screen_effect_set_video <short> <real>)
1252sets the video effect: <noise intensity[0,1]>, <overbright: 0=none, 1=2x, 2=4x>
1253
1254(cinematic_screen_effect_stop)
1255returns control of the screen effects to the rest of the game
1256
1257(cinematic_set_near_clip_distance <real>)
1258
1259
1260(enumerate_memory_units)
1261enumerate memory units
1262
1263(delete_save_game_files)
1264delete all custom profile files
1265
1266(fast_setup_network_server)
1267for zach's multiplayer testing
1268
1269(profile_unlock_solo_levels)
1270unlocks all the solo player levels for player 1's profile
1271
1272(player0_look_invert_pitch <boolean>)
1273invert player0's look
1274
1275(player0_look_pitch_is_inverted)
1276returns TRUE if player0's look pitch is inverted
1277
1278(player0_joystick_set_is_normal)
1279returns TRUE if player0 is using the normal joystick set
1280
1281(ui_widget_show_path <boolean>)
1282blah blah
1283
1284(display_scenario_help <short>)
1285display in-game help dialog
1286
1287(network_game_start_now)
1288another one for zach
1289
1290(xbox_set_machine_name <string>)
1291YAHSFFZ