alog_begin
Begin logging.
alog_begin_end( Integer save )
Toggle between begin and end logging; optionally save and clear the log on End.
alog_clear
Clear the log.
alog_clock( Integer clock_ms )
Set the play-back clock.
alog_dump( )
Dump the contents of the log to the console.
alog_end( Integer save )
End logging; optionally save and clear the log.
alog_exclude( Integer entnum )
Exclude certain entity numbers from the log. Pass -1 to exclude all entities.
alog_hint( String hint, Integer value )
Set or get a hint.
alog_include( Integer entnum )
Include certain entity numbers from the log. Pass -1 to include all entities.
alog_include_client_ents( Integer entnum )
Include client-side entities (they are excluded by default).
alog_load
Clear and re-load the log.
alog_pause
Pause event play-back.
alog_pick( )
Add or remove targeted entity from the 'pick list'.
alog_play
Play back the events in the log.
alog_play_stop
Toggle between playing back events and stopping play-back.
alog_save( Integer clear )
Save and optionally clear the log.
alog_stop
Stop play-back of the events in the log.
alog_usage( )
Toggle usage logging.
accuracy( Float value )
Set percent to hit
accuracy( Float value )
Set percent to hit
accuracy
Set percent to hit
actorname
Gets actors 'actorname' for use with scripts.
actorname
Sets actors 'actorname' for use with scripts.
actorname
Sets actors 'actorname' for use with scripts.
aimanimationlimits( Float centeryaw )
Set all limits for current aiming/shooting animation.
aimat( String target )
Specify the target to aim at.
aimat( String target )
Specify the target to aim at.
aimdodge( Boolean bAimDodge )
If set to 1 (default=1), AI will likely dodge or strafe when their enemy is aiming at them. (when not behind cover)
aimdodge( Boolean bAimDodge )
If set to 1 (default=1), AI will likely dodge or strafe when their enemy is aiming at them. (when not behind cover)
aimdodge( Boolean bAimDodge )
If set to 1 (default=1), AI will likely dodge or strafe when their enemy is aiming at them. (when not behind cover)
aimtarget( String target )
Specify the target to aim at. Does not change current think. Use 'aimat' if that's what you need to do.
aimturnthresholdangle( Float angle )
Turn is suppressed when aim target is within this angle of forward.
aimturnthresholdangle
Returns aim turn threshold angle.
ainocrouch( Boolean bNoCrouch )
If set to 1, AI won't go crouch out in the open.
ainocrouch( Boolean bNoCrouch )
If set to 1, AI won't go crouch out in the open.
ainocrouch( Boolean bNoCrouch )
If set to 1, AI won't go crouch out in the open.
ainododge( Boolean bNoDodge )
If set to 1, AI won't do any dodging animations when out in open.
ainododge( Boolean bNoDodge )
If set to 1, AI won't do any dodging animations when out in open.
ainododge( Boolean bNoDodge )
If set to 1, AI won't do any dodging animations when out in open.
ainoprone( Boolean bNoProne )
If set to 1, AI won't go prone out in the open.
ainoprone( Boolean bNoProne )
If set to 1, AI won't go prone out in the open.
ainoprone( Boolean bNoProne )
If set to 1, AI won't go prone out in the open.
ainostrafe( Boolean bNoStrafe )
If set to 1, AI won't do any strafing animations when out in open.
ainostrafe( Boolean bNoStrafe )
If set to 1, AI won't do any strafing animations when out in open.
ainostrafe( Boolean bNoStrafe )
If set to 1, AI won't do any strafing animations when out in open.
ai_off
Turns the AI off for this actor.
ai_on
Turns the AI on for this actor.
alarmnode( String value )
Sets the name of the alarm node for the actor (must have type set to alarm for effect)
alarmnode
Gets the name of the alarm node for the actor (must have type set to alarm for effect)
alarmnode( String value )
Sets the name of the alarm node for the actor (must have type set to alarm for effect)
alarmthread( String value )
Sets the name of the alarm thread for the actor (must have type set to alarm for effect)
alarmthread
Gets the name of the alarm thread for the actor (must have type set to alarm for effect)
alarmthread( String value )
Sets the name of the alarm thread for the actor (must have type set to alarm for effect)
allowpainrestart
This event is designed to be used by a pain animation that wants to allow itself to be interrupted by another pain asset.
ambush( Entity ambushnode )
Uses aggressive cover system to go to cover and 'peek' until holdfire is turned off.. Optionally pass an entity to use as a reference when taking cover.
ammo_grenade
Returns how many grenades an AI has
ammo_grenade( Integer grenade_count )
Gives the AI some grenades
ammo_grenade( Integer grenade_count )
Gives the AI some grenades
angletoenemy( Float angle )
Returns the angle between AI and its enemy.
anim( String name )
Play animation.
animateturning( Boolean bAnimateTurning )
Allows you to enable/disable animated turning on a per-guy basis.
animateturning( Boolean bAnimateTurning )
Allows you to enable/disable animated turning on a per-guy basis.
animateturning( Boolean bAnimateTurning )
Allows you to enable/disable animated turning on a per-guy basis.
animevent( Integer s )
Event that a HAG file can send to the AI. Script can do a waittill animevent to use this. Use GetParm().string to get the passed param.
animloop( String name )
Loop animation.
animname
Gets the animname.
animname
Sets the animname.
animscript( String name )
Play the animation script
animscript_attached( String name )
Play a noclip animation even when attached
animscript_noclip( String name )
Play the noclip animation script
animscript_scripted( String name )
Play the scripted animation script
animstop
Stop currently playing (scripted) animation (if any).
anim_attached( String name )
Play attached animation.
anim_noclip( String name )
Play noclip animation.
anim_scripted( String name )
Play scripted animation.
attachgrenade
Used only by grenade return animations to tell the code when to attach the grenade to the actor
attackchatter
Tells the actor they just said an ATTACK
attackhandler
Sets the current script that will handle attack events
attackhandler
Gets the current script that will handle attack events
attacklastseenposition
Runs to the last seen position.
attackplayer
Force Actor to attack the player
autochargedist( Float fDist )
You may specify distance AI enemy needs to be for AI to automatically charge him (default=200axis/128allies)
autochargedist( Float fDist )
You may specify distance AI enemy needs to be for AI to automatically charge him (default=200axis/128allies)
autochargedist( Float fDist )
You may specify distance AI enemy needs to be for AI to automatically charge him (default=200axis/128allies)
autochargeplayerdist( Float fDist )
You may specify distance player needs to be for AI to automatically charge him (default=300).
autochargeplayerdist( Float fDist )
You may specify distance player needs to be for AI to automatically charge him (default=300).
autochargeplayerdist( Float fDist )
You may specify distance player needs to be for AI to automatically charge him (default=300).
automg( Boolean bAutoMG )
Turns on/off automatic use of mg42s.
automg( Boolean bAutoMG )
Turns on/off automatic use of mg42s.
automg( Boolean bAutoMG )
Turns on/off automatic use of mg42s.
avoidplayer( Integer allowavoid )
set to 0 if this AI shouldn't automatically get out of the way, non-zero if he should.
avoidplayer
is 0 if this AI won't automatically get out of the way, non-zero if he will
avoidplayer( Integer allowavoid )
set to 0 if this AI shouldn't automatically get out of the way, non-zero if he should.
avoid_squadmate_dist( Float fAvoidDist )
Sets distance AI will notice a squadmate in the way and attempt to re-path around him.
avoid_squadmate_dist( Float fAvoidDist )
Sets distance AI will notice a squadmate in the way and attempt to re-path around him.
avoid_squadmate_dist( Float fAvoidDist )
Sets distance AI will notice a squadmate in the way and attempt to re-path around him.
balconyheight( Float height )
minimum height a balcony guy must fall to do special balcony death
balconyheight( Float height )
minimum height a balcony guy must fall to do special balcony death
balconyheight
minimum height a balcony guy must fall to do special balcony death
bedead
Forces the actor to be instantly and totally dead; no death animation is played
breakspecial
tell ai to break special attack
bulletaware( Boolean bulletaware )
Forces actor into 'taking fire' mode.
bulletaware( Boolean bulletaware )
Forces actor into 'taking fire' mode.
bulletaware( Boolean bulletaware )
Forces actor into 'taking fire' mode.
calcgrenadetoss( Vector target_position )
Called to calculate a grenade toss. Must be called before a grenade throwing animation.
Returns the name of the script to call with animscript if the toss can succeed, or if the toss won't work.
Should be called infrequently, and never during the middle of a grenade toss.calcgrenadetoss2( Vector target_position, Float speed )
Called to calculate a grenade toss. Must be called before a grenade throwing animation.
Returns the name of the script to call with animscript if the toss can succeed, or if the toss won't work.
Should be called infrequently, and never during the middle of a grenade toss.
The speed parameter is optional. Pass a speed if you just want to override and throw no matter what...calcsatcheltoss( Vector target_position, Boolean force_throw )
Called to calculate a Satchel toss. Must be called before a Satchel throwing animation.
Returns the name of the script to call with animscript if the toss can succeed, or if the toss won't work.
Should be called infrequently, and never during the middle of a Satchel toss.canattackchatter
Returns non-zero if enough time has passed since the last ATTACK chatter
canmoveto( Vector position )
returns a boolean if the AI can move to a point; for use in anim scripts
canshoot( Vector shootOrigin )
Determines if it would be possible to shoot the sentient's enemy from the given position.
canshootenemyfrom( Vector shootOrigin )
Determines if it would be possible to shoot the sentient's enemy from the given position.
cantrip
Returns 1 if now is a good time for the actor to trip. (used internally by anim scripts)
carrymode( String mode )
Sets the carry mode. Valid types are: never, injured & always.
carrymode( String mode )
Sets the carry mode. Valid types are: never, injured & always.
carrymode( String mode )
Gets the carry mode.
changecoverchance( Integer chance )
Turns on/off automatic use of mg42s.
changecoverchance( Integer chance )
You can reduce chance ai will switch cover with this. (default=100)
changecoverchance( Integer chance )
Turns on/off automatic use of mg42s.
combat_advance
Puts AI into advancing combat mode.
combat_fallback
Puts AI into fallback combat mode.
combat_holdsteady
Tells AI to holdsteady. (Cancels combat_fallback/combat_advance)
coverfire( Integer howlong )
Tells actor to perform covering fire at current aimat or current enemy.
coverfire_stop
Tells actor to stop performing covering fire.
covernode
Returns current covernode (if any).
coverstate( String sCoverState )
Sets coverstate of the Actor. (Used internally by the anim scripts.)
coverstate( String sCoverState )
Sets coverstate of the Actor. (Used internally by the anim scripts.)
covertype
Returns a description of current cover: ('none', 'crate', 'wallleft', 'wallright', 'wallleftright', 'grass')
crawlto( String dest )
Specify the location to crawl to.
crouchto( String dest )
Specify the location to crouch to.
currpathdist
returns current distance to the final path goal
customhit( String sCustomHit )
Sets custom hit/pain anim for this guy.
customhit( String sCustomHit )
Sets custom hit/pain anim for this guy.
customhit
Gets custom hit anim for this guy.
customidle( String sCustomIdle )
Sets custom idle anim for this guy.
customidle
Gets custom idle anim for this guy.
customidle( String sCustomIdle )
Sets custom idle anim for this guy.
customrun
Gets custom Run anim for this guy.
customrun( String sCustomRun )
Sets custom Run anim for this guy NOT using motionblend.
customrun( String sCustomRun )
Sets custom Run anim for this guy NOT using motionblend.
customwalk
Gets custom walk anim for this guy.
customwalk( String sCustomWalk )
Sets custom walk anim for this guy using motionblend.
customwalk( String sCustomWalk )
Sets custom walk anim for this guy using motionblend.
damagepuff( Vector position, Vector direction )
Spawns a puff of 'blood' smoke at the speficied location in the specified direction.
danger( Entity eDangerEntity, Integer iHowLong )
Specify an entity that is 'dangerous' to this Actor. You may specify the duration as well.
deathanim( String deathanim )
Allows script to specify a specific death for the actor.
deathembalm
preps the dead actor for turning nonsolid gradually over time
deathhandler
Sets the current script that will handle death events
deathhandler
Gets the current script that will handle death events
deathsinkstart
Makes the entity sink into the ground and then get removed (this starts it).
debugstring( String debugstring )
Sets a script-debug string that can be useful when using the g_entinfo command.
debugstring( String debugstring )
Gets a script-debug string that can be useful when using the g_entinfo command.
defaultnonvislevel
updates the default value for 'nonvislevel'
delete
Removes this listener immediately.
deletewhendead( Boolean bDeleteWhenDead )
Sets if this guy can be deleted when he dies. Default=true
deletewhendead( Boolean bDeleteWhenDead )
Sets if this guy can be deleted when he dies. Default=true
deletewhendead( Boolean bDeleteWhenDead )
Sets if this guy can be deleted when he dies. Default=true
detachgrenade
Used only by grenade return animations to tell the code when to throw the grenade
disableclosecombatonmg( Boolean disabled )
Tells AI guy not to do close combat while on the mg
disguise_accept_thread( String value )
Sets the name of the thread for the actor to start when accepting papers
disguise_accept_thread( String value )
Sets the name of the thread for the actor to start when accepting papers
disguise_accept_thread
Gets the name of the thread for the actor to start when accepting papers
disguise_level
Gets the disguise level of the actor. May be 1 or 2
disguise_level( Integer value )
Sets the disguise level of the actor. May be 1 or 2
disguise_level( Integer value )
Sets the disguise level of the actor. May be 1 or 2
disguise_period( Float period_in_seconds )
Sets the time between the end of one disguise behavior and start of the next
disguise_period( Float period_in_seconds )
Sets the time between the end of one disguise behavior and start of the next
disguise_period
Gets the time between the end of one disguise behavior and start of the next
disguise_range( Float range_in_units )
Sets the maximum distance for disguise behavior to get triggered
disguise_range( Float range_in_units )
Sets the maximum distance for disguise behavior to get triggered
disguise_range
Gets the maximum distance for disguise behavior to get triggered
distancetoenemy
Get the distance from the Actor to its enemy
doActivate( Entity activatingEntity )
General trigger event for all entities
doTouch( Entity touchingEntity )
sent to entity when touched.
dumb
Make Actor dumb.
emotion
The method of getting the facial expression of the Actor
emotion
The method of setting the facial expression of the Actor
enableCarryover
sets m_bEnableCarryover variable which carries specific data over to the next level
enableEnemy
gets the enableEnemy value
enableEnemy
sets enableEnemy variable
enableEnemy
sets enableEnemy variable
enablehunt( Boolean bEnableHunt )
Tells Actor to enable/disable hunting of enemies last known position.
enablehunt( Boolean bEnableHunt )
Tells Actor to enable/disable hunting of enemies last known position.
enablehunt( Boolean bEnableHunt )
Tells Actor to enable/disable hunting of enemies last known position.
enablePain
sets enablePain variable
enablesearch( Integer bEnableSearch )
Enable/Disable object searching with this command.
enablesearch( Integer bEnableSearch )
Enable/Disable object searching with this command.
enablesearch( Integer bEnableSearch )
Enable/Disable object searching with this command.
endactionanim( )
End any aiming/action animation which is currently playing
enemy
Get the actor's current enemy
enemysharerange
gets the range outside which the AI will not receive notification that a teammate has a new enemy
enemysharerange( Float range )
sets the range outside which the AI will not receive notification that a teammate has a new enemy
enemysharerange( Float range )
sets the range outside which the AI will not receive notification that a teammate has a new enemy
enemyswitchdisable
Disable enemy switching...
enemyswitchenable
Enable enemy switching...
enemy_visible_change_time
Get the last time whether or not the enemy is visible changed, in seconds
entervehicle
make the actor enter the vehicle to a specific slot or automatcally find a slot.
entitystart
Initialize a Actor.
exitmg( Integer type )
Tells AI guy to exit the mountable weapon he may be using. (type is optional: (value > 0) means exit to predefined notnull
exitvehicle
make the actor exit the vehicle she is currently in
eyeslookat( Entity entity )
The actor will look at this entity.
failsafeinterval( Integer iFailsafeInterval )
Sets how often (in ms, default=500) to check if AI needs to do a failsafe move to get out of another guy. 0 means disable
failsafeinterval( Integer iFailsafeInterval )
Sets how often (in ms, default=500) to check if AI needs to do a failsafe move to get out of another guy. 0 means disable
failsafeinterval( Integer iFailsafeInterval )
Sets how often (in ms, default=500) to check if AI needs to do a failsafe move to get out of another guy. 0 means disable
fall
Tells actor to play falling animations until he lands on the ground.
fallheight( Float height )
Set the fallheight
fallheight
Set the fallheight
fastmove( Boolean iFastMove )
Enable/Disable fast AI movement. Only useful for AI facing motion and on a simple path. (pass 2 to have AI hug terrain)
fastmove( Boolean iFastMove )
Enable/Disable fast AI movement. Only useful for AI facing motion and on a simple path. (pass 2 to have AI hug terrain)
fastmove( Boolean iFastMove )
Enable/Disable fast AI movement. Only useful for AI facing motion and on a simple path. (pass 2 to have AI hug terrain)
fastthink( Boolean bFastthink )
Enable/Disable fast AI thinking. AI will be less reactive to his environment but will take less CPU.
fastthink( Boolean bFastthink )
Enable/Disable fast AI thinking. AI will be less reactive to his environment but will take less CPU.
fastthink( Boolean bFastthink )
Enable/Disable fast AI thinking. AI will be less reactive to his environment but will take less CPU.
favoriteenemy
Gets this AI's favorite enemy
favoriteenemy( Entity ai_or_player )
Gets this AI's favorite enemy
favoriteenemy( Entity ai_or_player )
Gets this AI's favorite enemy
findenemy
Finds the best enemy to target
finishhim( Entity eSentient )
Performs a finishing move on the passed sentient.
fire_grenade
Used only by grenade throw animations to tell the code when to throw a grenade
fire_satchel
Used only by satchel throw animations to tell the code when to throw a Satchel
fixedleash( Float multiplier )
if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset
fixedleash( Float multiplier )
if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset
fixedleash
if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset
follow( Entity entity, Float mindist, Float maxdist, Float walkdist )
Puts the AI into 'follow' mode. mindist=get this close when following; maxdist=when beyond this dist,start following; walkdist=walk when within this dist rundist=run when beyond this dist
followstop
Stop following.
forceattack( String target )
Specify the target to attack.
forcefacemotion( Boolean bFaceMotion )
Set this to 1 to force the AI to face his motion and not aim/shoot at enemies while running.
forcefacemotion( Boolean bFaceMotion )
Set this to 1 to force the AI to face his motion and not aim/shoot at enemies while running.
forcefacemotion( Boolean bFaceMotion )
Set this to 1 to force the AI to face his motion and not aim/shoot at enemies while running.
forceicon( String name )
Forces the named icon over the Actor.
forceragdolldeath( Boolean bforceragdoll )
You may force this actor to do a ragdoll death regardless of g_ragdolldeaths setting.
forceragdolldeath( Boolean bforceragdoll )
You may force this actor to do a ragdoll death regardless of g_ragdolldeaths setting.
forceragdolldeath( Boolean bforceragdoll )
You may force this actor to do a ragdoll death regardless of g_ragdolldeaths setting.
forcetakingfire( Entity takingfireentity )
Forces actor into 'taking fire' mode.
forcewoundedicon( Boolean bForceWoundedIcon )
If set to true, it will force the wounded icon to appear over the actor
fov
The fov angle of the actor
fov( Float angle )
The fov angle of the actor
fov( Float angle )
The fov angle of the actor
fragile( Float fFragileValue )
Set damage multiplier while playing current animation. (Note: only lasts duration of the current animation.)
fragile( Float fFragileValue )
Set damage multiplier while playing current animation. (Note: only lasts duration of the current animation.)
fragile( Float fFragileValue )
Set damage multiplier while playing current animation. (Note: only lasts duration of the current animation.)
FriendlyInLineOfFire( Entity entity )
Returns 1 if a friendly is in the current line of fire the entity.
getalias( String action, String user, String position, String direction )
returns an animation alias based on the passed action. p1 is required. p2-4 are optional. (can pass quotes to skip parameter).
getblend( String axis )
Gets x or y blend for the current action (hag/granny only).
getPrevLevelLifeStatus
Return the life status of the actor in question
GetRunAnim
Internal usage
getsayalias( String sayanimation )
returns an say alias for the given character, nationality, etc.
GetWalkAnim
Internal usage
goragdoll( Integer hard-blend-time, Integer soft-blend-time )
Tells guy to go into ragdoll mode. Note: this event is only valid if the guy has been killed. Hard blend indicates locking the pelvis bone to the animation. Soft blend indicates simply getting relative orientation information from the animation
gravityon( )
Put this on a certain frame in a navhint animation to turn on gravity for the rest of the animation.
grenade_model( String sModelName )
Sets name of grenade model this actor uses.
grenade_model( String sModelName )
Sets name of grenade model this actor uses.
grenade_model( String sModelName )
Gets name of grenade model this actor uses.
gren_awareness( Float awareness_percent )
sets the awareness of grenades in 0-100 percent chance of responding to a grenadewhen the AI sees it (applied once every 0.4 seconds)
gren_awareness
gets the awareness of grenades in 0-100 percent chance of responding to a grenadewhen the AI sees it (applied once every 0.4 seconds)
gren_awareness( Float awareness_percent )
sets the awareness of grenades in 0-100 percent chance of responding to a grenadewhen the AI sees it (applied once every 0.4 seconds)
gun( String s )
specifies the gun to use
gun( String s )
specifies the gun to use
gun
gets the gun to being used
gunontarget
Returns 1 if gun is on target for where AI currently wants to shoot.
hascompletelookahead
returns true if there are no corners to turn on the rest of the AI's current path
headtracking( Boolean bHeadTracking )
Returns head tracking status.
headtracking( Boolean bHeadTracking )
Turns on/off head tracking.
headtracking( Boolean bHeadTracking )
Turns on/off head tracking.
heal( Float fHowMuch )
Gives health to Actor. If he's undead, he'll recover. (defaults to max health)
hearing( Float radius )
The hearing radius of the actor
hearing( Float radius )
The hearing radius of the actor
hearing( Float radius )
The hearing radius of the actor
holdfire
Tells actor to holdfire until gunfire begins.
holdfire
Tells actor to holdfire until gunfire begins.
holdfire
Returns if actor is 'holding fire'.
holster( Integer if )
Holster weapon
idlecover( Entity eCoverNode )
Tells AI to perform idle cover animations when idle and cover is available. Optionally pass exact node you want guy to take cover at..
idlecoverstop
Tells AI to abort previous idlecover command.
idlesay( String animation )
The name of an idle dialog animation to play
idletaskexitthread( String sIdleTaskExitThread )
Setup thread to call during an idletask operation. (Set it to NULL to exit IDLE task.)
idletaskexitthread( String sIdleTaskExitThread )
Setup thread to call during an idletask operation.
idletaskexitthread( String sIdleTaskExitThread )
Setup thread to call during an idletask operation.
idletaskthread( String sIdleTaskThread )
Setup thread to call during an idletask operation.
idletaskthread( String sIdleTaskThread )
Setup thread to call during an idletask operation.
idletaskthread( String sIdleTaskThread )
Setup thread to call during an idletask operation. (Set it to NULL to exit IDLE task.)
ignorebadplaces
gets whether or not this AI guy will ignore bad places (0 = not suicidal)
ignorebadplaces( Integer ignore )
sets whether or not this AI guy will ignore bad places (0 = not suicidal)
ignorebadplaces( Integer ignore )
sets whether or not this AI guy will ignore bad places (0 = not suicidal)
ignoredanger( Boolean bIgnoreDanger )
Set this to 1 to have the AI ignore 'danger'. (Such as satchel charges and other explosives.
ignoredanger( Boolean bIgnoreDanger )
Set this to 1 to have the AI ignore 'danger'. (Such as satchel charges and other explosives.
ignoredanger( Boolean bIgnoreDanger )
Set this to 1 to have the AI ignore 'danger'. (Such as satchel charges and other explosives.
immediateremove
Removes this listener immediately.
inreload
returns non-zero if the AI is in a reload
inreload( Integer reloading )
set to non-zero to indicate the AI is in a reload
interrupt_point( String string )
hint from animation scripts to AI code that now is a good time to switch animations or do something... (optionally pass a string)
interval( Float distance )
Sets the distance AI tries to keep between squadmates while moving.
interval( Float distance )
Sets the distance AI tries to keep between squadmates while moving.
interval
Gets the distance AI tries to keep between squadmates while moving.
intervaldir
the direction the AI would like to move to maintain its interval
investigate( Vector location )
Tells Actor to investigate the location passed.
ishag
Returns true if the Entity is a hag/granny.
isidlecover( Entity eAreaEntity )
Returns 1 if actor is performing idlecover at passed area.
isloopinganim
Returns 1 if current fullbody anim is looping and 0 if not.
ismedic
Returns non-0 if this Actor is also a Medic.
is_enemy_visible
0 if the enemy is not currently visible, 1 if he is
jumpheight
Returns the height of the special navigation jump to be performed.
kickdir
Gets the direction the AI wants to kick
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
killfail( Boolean killfail )
If player kills this actor, then the mission is failed
lastenemyposition
Returns the enemy last seen position (confirmed).
last_enemy_visible_time
Get the last time the enemy was visible, in seconds
leash
Gets the maximum distance the AI will wander from its leash home
leash( Float distance )
Sets the maximum distance the AI will wander from its leash home
leash( Float distance )
Sets the maximum distance the AI will wander from its leash home
lookaroundangle
gets the angle in degrees left or right of center that the AI will look around while patrolling
lookaroundangle( Float angle )
gets the angle in degrees left or right of center that the AI will look around while patrolling
lookaroundangle( Float angle )
gets the angle in degrees left or right of center that the AI will look around while patrolling
lookat( Entity entity )
The actor will look at this entity.
maxdist
Gets the maximum distance the AI tries to keep between itself and the player
maxdist( Float distance )
Sets the maximum distance the AI tries to allow between itself and the player
maxdist( Float distance )
Sets the maximum distance the AI tries to allow between itself and the player
mediumrange( Float fmediumRange )
Sets max distance to perform medium range attacks.
mediumrange( Float fmediumRange )
Sets max distance to perform medium range attacks.
mediumrange( Float fmediumRange )
Sets max distance to perform medium range attacks.
meleedmg( Integer damage, String sound, String customhitanim, Boolean no_bleeding )
Do melee damage to target. Pass how much damage, sound to play if we get a hit, and optional custom hit animation, melee causes no bleeding
meleedmg_left( Integer damage, String sound, String customhitanim, Boolean no_bleeding )
Do melee damage to target (from left to right). Pass how much damage, sound to play if we get a hit, and optional custom hit animation, melee causes no bleeding
meleedmg_right( Integer damage, String sound, String customhitanim, Boolean no_bleeding )
Do melee damage to target (from right to left). Pass how much damage, sound to play if we get a hit, and optional custom hit animation, melee causes no bleeding
meleerange( Float fMeleeRange )
Gets max distance to perform melee attacks.
meleerange( Float fMeleeRange )
Sets max distance to perform melee attacks.
meleerange( Float fMeleeRange )
Sets max distance to perform melee attacks.
mindist( Float distance )
Sets the minimum distance the AI tries to keep between itself and the player
mindist
Gets the minimum distance the AI tries to keep between itself and the player
mindist( Float distance )
Sets the minimum distance the AI tries to keep between itself and the player
mood( String new_mood )
sets the AI mood... must be 'bored', 'nervous', 'curious', or 'alert'.
mood
gets the AI mood: 'bored', 'nervous', 'curious', or 'alert'.
morale( Integer morale, Integer bReact )
Sets actor's morale level (0-19). If bReact==1, chance ai might react to it.
morale( Integer morale, Integer bReact )
Sets actor's morale level (0-19). If bReact==1, chance ai might react to it.
morale( Integer morale )
Gets actor's morale level (0-19).
morale_basemin( Integer base )
Sets actor's min base morale level (0-19).
morale_basemin( Integer base )
Gets actor's min base morale level (0-19).
morale_basemin( Integer base )
Sets actor's min base morale level (0-19).
morale_baserate( Integer baserate )
Sets actor's rate at which the base morale is update towards.
morale_baserate( Integer baserate )
Sets actor's rate at which the base morale is update towards.
morale_baserate( Integer baserate )
Gets actor's base morale level (0-19).
morale_off
Tells actor to turn off morale behavior checking.
morale_on
Tells actor to turn on morale behavior checking.
mostrecentpathnode
Returns the last pathnode the actor was moving towards.
movedir
Returns a unit vector pointing in the current direction of motion, or zero if not moving.This still has meaning if velocity is zero but the AI is starting to move on a path.
movedoneradius( Float radius )
Set the waittill movedone radius, default 0 means don't use manual radius
movedoneradius( Float radius )
Set the waittill movedone radius, default 0 means don't use manual radius
moveto( String anim, String dest )
Specify the location to move to, with animation anim.
mumble( Integer can_mumble )
Set to 1 if this guy is allowed to mumble, or 0 if he is not
mumble( Integer can_mumble )
Set to 1 if this guy is allowed to mumble, or 0 if he is not
mumble
Returns 1 if this guy is allowed to mumble, or 0 if he is not
needreload( Boolean bNeedReload )
Get if current weapon needs to be reloaded.
newenemysighted( Entity entity )
Notifies actor that a new enemy has been sighted. Takes the new sighted enemy.
nocover( Boolean bNoCover )
Set whether or not this AI will attempt to use covernodes.
nocover( Boolean bNoCover )
Set whether or not this AI will attempt to use covernodes.
nocover( Boolean bNoCover )
Set whether or not this AI will attempt to use covernodes.
nolongpain( Integer allow )
Set to 1 if long pain is not allowed, or 0 if long pain is allowed.
nolongpain( Integer allow )
Set to 1 if long pain is not allowed, or 0 if long pain is allowed.
nolongpain
Returns 1 if long pain is not allowed, or 0 if long pain is allowed.
nonvislevel
visibility level in range 0-1 below which an enemy is treated as non-visible
nonvislevel
visibility level in range 0-1 below which an enemy is treated as non-visible
nonvislevel
visibility level in range 0-1 below which an enemy is treated as non-visible
nopath( Boolean bNoPath )
If set to 1, AI will not use the path network when issued the runto or walkto commands.
nopath( Boolean bNoPath )
If set to 1, AI will not use the path network when issued the runto or walkto commands.
nopath( Boolean bNoPath )
If set to 1, AI will not use the path network when issued the runto or walkto commands.
nosurprise( Integer nosurprise )
set to 0 to allow this guy to play a surprised animation when first encountering an enemy.
nosurprise
gets whether or not this guy is allowed to play a surprised animation when first encountering an enemy.
nosurprise( Integer nosurprise )
set to 0 to allow this guy to play a surprised animation when first encountering an enemy.
noticescale( Float multiplier )
Set the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast)
noticescale
Get the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast)
noticescale( Float multiplier )
Set the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast)
noticescale_mindist( Float fMinDist )
Min distance to enemy the notice scale will be used. (default=300)
noticescale_mindist( Float fMinDist )
Min distance to enemy the notice scale will be used. (default=300)
noticescale_mindist( Float fMinDist )
Min distance to enemy the notice scale will be used. (default=300)
no_idle
Gets if the actor will not go into idle after playing an animation
no_idle
Specifies if the actor will not go into idle after playing an animation
order_advance( Entity advance_areanode )
Tells AI to advance towards the specified area. If node is NULL, will attempt to find our own.
order_banzai
Tells AI to go into Banzai mode. May optionally pass targetname of who we should go after.
order_cancel
Tells actor to cancel the current order.
order_charge
Tells AI to charge the enemy (not banzai though!).
order_coverfire( Integer howlong )
Tells actor to perform covering fire at current aimat or current enemy.
order_fallback( Entity fallback_areanode )
Tells AI to fallback towards the specified area. If node is NULL, will attempt to find one.
order_flankleft( Entity flank_areanode )
Tells AI to flank (left) towards the passed area. If node is NULL, will attempt to find one.
order_flankright( Entity flank_areanode )
Tells AI to flank (right) towards the passed area. If node is NULL, will attempt to find one.
order_gethelp
Tells AI call for support.
order_retreat( Entity retreat_areanode )
Tells actor to retreat to the specified area. If node is NULL, will attempt to find our own.
pain( Entity attacker, Float damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
used to inflict pain to an entity
painanimmode
Sets the anim mode that will be used for pain animations (currently direct & direct_attached, default is direct)
painhandler
Sets the current script that will handle pain events
painhandler
Gets the current script that will handle pain events
pathdist
returns total distance along current path to the path goal
pathing_angle_inner( Float angle )
Sets the 'inner' angle for the pathing exclusion functions.
pathing_angle_outer( Float angle )
Sets the 'outer' angle for the pathing exclusion functions.
pathing_distance_inner( Float distance )
Sets the 'inner' distance for the pathing exclusion functions.
pathing_distance_outer( Float distance )
Sets the 'outer' distance for the pathing exclusion functions.
patrolpath
Gets the name of the patrol path for the actor (must have type set to patrol for effect)
patrolpath( String value )
Sets the name of the patrol path for the actor (must have type set to patrol for effect)
patrolpath( String value )
Sets the name of the patrol path for the actor (must have type set to patrol for effect)
personality( Integer personality )
Set actors personality. (0=timid,1=normal,2=aggressive)
personality( Integer personality )
Set actors personality. (0=timid,1=normal,2=aggressive)
personality( Integer personality )
Gets actors personality. (0=timid,1=normal,2=aggressive)
physics_off
turn physics off.
physics_on
turn physics on.
pickupweapon( Entity weapon )
Picks up the specified weapon (will find nearest if no weapon specified)
placeweapon
Drops the current weapon (NOTE: Player has a weapdrop)
playsound( String soundName, [ Integer channel ], [ Float volume ], [ Float min_distance ], [ Float pitch ] )
play a sound coming from this entity.
default channel, CHAN_BODY.pointat( Entity entity )
The actor will point at this entity.
position
The Position the Actor wants to be and should animate towards
position
The Position the Actor wants to be and should animate towards
quicknotice( Integer iQuickNotice )
Can set how quickly AI will see enemy. (bypasses notice scale.)
quicknotice( Integer iQuickNotice )
Can set how quickly AI will see enemy. (bypasses notice scale.)
quicknotice( Integer iQuickNotice )
Can set how quickly AI will see enemy. (bypasses notice scale.)
radioman( Boolean flag )
Sets/clears radioman flag.
radioman( Boolean flag )
Sets/clears radioman flag.
radioman( Boolean flag )
Retrieves radioman flag.
ReadyToFire
Returns if ready to fire
rechamber( Boolean bRechamber )
Returns if current weapon requires a rechamber.
reloader( Entity turretgun )
forces this actor to become a reloader of the turretgun
reload_mountedweapon
causes the actor to switch to reload state
remove
Removes this listener the next time events are processed.
requestfact( String factID )
Sends a request to display a fact
resetleash
resets the AI's leash to their current position
runandshoot( Entity destination )
Runs to the destination, shooting at enemies if needed. Does not stop.
runanimrate( Float multiplier )
Set the rate at which the run animation plays back
runanimrate
Get the rate at which the run animation plays back
runanimrate( Float multiplier )
Set the rate at which the run animation plays back
runto( String dest )
Specify the location to run to.
runtodive
Tells AI to runto and dive for cover at the passed SimpleEntity's position
runto_carry( String dest )
Specify the location to run to while carrying a box.
say( String animation )
The name of a dialog animation to play
saydone
Even used by sound-only special case of say to trigger waittill saydone
setactionanim( String base_anim, Float lower_limit, Float upper_limit )
Set the base action animation and range that they cover
setaimtarget( Entity entity, Integer bMakeEnemy )
Sets the primary weapon's aim target. if you pass a 1 for p2, the target will become the current enemy...
setanim( String anim, Integer slot, Float weight, String flagged )
Set animation slot
setblend( String axis, Float blend_factor )
Sets the x or y blend for the current action (hag/granny only).
setblend( String axis, Float blend_factor )
Sets the x or y blend for the current action (hag/granny only).
setCarryoverData
Tell the actor manager to fill in the vars that we saved off from the previous chunk
SetGrenadeLifetime
Overrides the lifetime of the grenade
setlocomotionblend( Float cos_theta, Float sin_theta )
Sets the locomotion blend for the current action (hag/granny only).
setlocomotionblend( Float cos_theta, Float sin_theta )
Sets the locomotion blend for the current action (hag/granny only).
setmotionanim( String anim, Boolean force )
Set motion animation (handler scripts only). You may optionally pass the 'force' flag. Will force anim to replay if it is currently already playing
setPrevLevelLifeStatus
Set the life status of the actor in question
setreloadcover
do this command to let the ai know it needs to reload; used to reload while going to cover
setsay( String animation )
The name of a dialog animation to play - used by animation script only
setsay2( String animation, String postfix )
The name of a dialog animation to play - used by animation script only
setundead( Integer bUndead )
Sets the undead flag.
setundead( Integer bUndead )
Sets the undead flag.
setupperanim( String anim )
Set the upper body animation - used by animation script only
share_enemy
internal code use only - shares an AI's enemy with his squad mates.
share_grenade
internal code use only - shares an AI's grenade with his squad mates.
shootat( String target )
Specify the target (location or entity) to shoot at.
shootinmotioninternal
For internal engine-use only.
shortrange( Float fShortRange )
Sets max distance to perform short range attacks.
shortrange( Float fShortRange )
Sets max distance to perform short range attacks.
shortrange( Float fShortRange )
Sets max distance to perform short range attacks.
shouldnotcheckexitmg( Boolean yes/no )
True tells AI to not auto dismount MG
sidearm( String s )
specifies the gun to use for sidearm
sidearm( String s )
specifies the gun to use for sidearm
sidearm( String s )
specifies the gun to use for sidearm
sidearm_internal( String s )
internal use
sight( Float max_sight_range )
Sets the vision distance of the actor.
sight
Gets the vision distance of the actor.
sight( Float max_sight_range )
Sets the vision distance of the actor.
silent
gets whether or not this guy is allowed to say stuff besides pain and death sounds
silent( Integer silent )
set to 0 to prevent this guy from saying stuff besides pain and death sounds.
silent( Integer silent )
set to 0 to prevent this guy from saying stuff besides pain and death sounds.
skill
return the actor's skill
skill( Float skill )
set the actor's skill
skill( Float skill )
set the actor's skill
skilltype( String sSkillType )
Sets skill type used by guys behind cover. valid types are: rook, normal, & vet.
skilltype( String sSkillType )
Sets skill type used by guys behind cover. valid types are: rook, normal, & vet.
skilltype( String sSkillType )
Sets skill type used by guys behind cover. valid types are: rook, normal, & vet.
sleep
Puts the actor to sleep.
sniper( Boolean bSniper )
Tells Actor he's a sniper. Increased aim time + accuracy boost.
sniper( Boolean bSniper )
Tells Actor he's a sniper. Increased aim time + accuracy boost.
sniper( Boolean bSniper )
Tells Actor he's a sniper. Increased aim time + accuracy boost.
snipershoot( Boolean bSniperShoot )
Tells Actor to use sniper accuracy boost.
snipershoot( Boolean bSniperShoot )
Tells Actor to use sniper accuracy boost.
snipershoot( Boolean bSniperShoot )
Tells Actor to use sniper accuracy boost.
sound_awareness( Float awareness_percent )
sets the awareness of sounds in 0-100 percent chance of hearing a sound withinhalf of the sound's radius' fades to zero outside sound's radius
sound_awareness
gets the awareness of sounds in 0-100 percent chance of hearing a sound withinhalf of the sound's radius' fades to zero outside sound's radius
sound_awareness( Float awareness_percent )
sets the awareness of sounds in 0-100 percent chance of hearing a sound withinhalf of the sound's radius' fades to zero outside sound's radius
squadarea
Gets the area for the actor.
squadlead
Tells AI to use squad leader markers to lead his followers.
squadleadstop
Tells AI to stop being a squad leader.
squadlocation
Gets the averaged location for the actor's squad.
stalklastseenposition
Stalks the last seen position.
stayoncover( Boolean bStayOnCover )
Set this to 1 to have AI prefer to switch enemies than to get off/switch their current cover.
stayoncover( Boolean bStayOnCover )
Set this to 1 to have AI prefer to switch enemies than to get off/switch their current cover.
stayoncover( Boolean bStayOnCover )
Set this to 1 to have AI prefer to switch enemies than to get off/switch their current cover.
stealthdamagefactor( Float multiplier )
Sets the damage multiplier when taking damage in idle mode.
stealthdamagefactor( Float multiplier )
Sets the damage multiplier when taking damage in idle mode.
stealthdamagefactor( Float multiplier )
Gets the damage multiplier when taking damage in idle mode.
stopped
sent when entity has stopped bouncing for MOVETYPE_TOSS.
suppresschance
sets the percent chance of doing suppressing fire when appropriate (0-100)
suppresschance
sets the percent chance of doing suppressing fire when appropriate (0-100)
suppresschance
sets the percent chance of doing suppressing fire when appropriate (0-100)
switchweapon
Tells actor to switch to his sidearm (if he has one).
switchweaponinternal
Swap sidearm & primary weapon. (used internally - performs no animation)
target_plane( Entity plane )
Tells actor to target/attack plane. Pass NULL to quit behavior.
tether( Entity entity )
the entity to which the AI's leash should be tethered
thinkertether( Entity entity )
The entity to which the AI should be tethered
thinkstate
current ai think state; can be void, idle, idle_task, active_task, pain, killed, attack, curious, disguise, or grenade.
timetoattackchatter
Returns non-zero if enough time has passed since the last ATTACK chatter; different from canattackchatter in there's a ranomness
turndoneerror
The error amount that turndone will occur for the turnto command.
turndoneerror( Float error )
The error amount that turndone will occur for the turnto command.
turndoneerror( Float error )
The error amount that turndone will occur for the turnto command.
turnspeed( Float speed )
The turn speed of the actor.
turnspeed
The turn speed of the actor.
turnspeed( Float speed )
The turn speed of the actor.
turnto( Entity entity )
The actor will turn to this entity.
turntoangles( Entity entity )
The actor will turn to the angles.
turret( String turret )
Sets the turret of the actor.
turret
Gets the turret of the actor.
turret( String turret )
Sets the turret of the actor.
type_attack( String value )
Sets the attack type of the actor.
type_attack( String value )
Sets the attack type of the actor.
type_attack
Gets the attack type of the actor.
type_curious( String sThinker )
Tells what thinker to use in curious mode.
type_curious( String sThinker )
Tells what thinker to use in curious mode.
type_curious( String sThinker )
Tells what thinker to use in curious mode.
type_death( String value )
Sets the death thinker of the actor.
type_death
Gets the death thinker of the actor
type_death( String value )
Sets the death thinker of the actor.
type_disguise( String value )
Sets the disguise type of the actor.
type_disguise( String value )
Sets the disguise type of the actor.
type_disguise
Gets the disguise type of the actor.
type_grenade
Gets the grenade type of the actor.
type_grenade( String value )
Sets the grenade type of the actor.
type_grenade( String value )
Sets the grenade type of the actor.
type_idle( String value )
Sets the idle type of the actor.
type_idle( String value )
Sets the idle type of the actor.
type_idle
Gets the idle type of the actor.
type_squad( String sSquadThinker )
Set the current squad idle state thinker.
type_squad( String sSquadThinker )
Set the current squad idle state thinker.
type_squad( String sSquadThinker )
Get the current squad idle state thinker.
type_squadactive( String sSquadThinker )
Get the current squad active state thinker.
type_squadactive( String sSquadThinker )
Set the current squad active state thinker.
type_squadactive( String sSquadThinker )
Set the current squad active state thinker.
unholster( Integer if )
Unholster weapon
unlimited_ammo( Integer bUnlimitedAmmo )
Sets if actor has unlimited ammo.
unlimited_ammo( Integer bUnlimitedAmmo )
Sets if actor has unlimited ammo.
upperanim( String anim )
Set the upper body animation
use( String name, [ Integer weapon_hand ] )
Use the specified weapon or item in the hand choosen (optional).
useeyebone
This event is designed to be used by animations that turn the Actor's head significantly such that we need to track his JO_eyes bone to obtain the direction the Actor is looking.
usemg( Entity mgEntity, Boolean bforceOnMG, Boolean bDontCheckExitMG )
Tells AI guy to go get on the passed mountable weapon.
usingbayonet
Returns if actor is using a bayonet weapon.
voicetype
Set voicetype to magic letter postfix
voicetype
Gets the voice type
voicetype
Set voicetype to magic letter postfix
waittrigger
If true, patrol guys and running men wait until triggered to move
waittrigger( Boolean bool )
If true, patrol guys and running men wait until triggered to move
waittrigger( Boolean bool )
If true, patrol guys and running men wait until triggered to move
wakeup
Wakes the actor up.
walkto( String dest )
Specify the location to walk to.
waterdepth
Gets the depth of the water the actor is standing in.
weapon
Gets the weapon.
weapon( String weapon_modelname )
Gives the sentient the weapon specified.
weapon( String weapon_modelname )
Sets the weapon.
weapongroup
Specifies weapon animation set to use in anim scripts
weaponready
Returns 1 if weapon is ready to fire.
weapontype
The Weapon Type of the Actor
weapon_internal( String s )
internal use
wingman_maxdist( Float fMinDist )
When wingman is this far from the player, he'll try to get within wingman_mindist of him.(default=768)
wingman_maxdist( Float fMinDist )
When wingman is this far from the player, he'll try to get within wingman_mindist of him.(default=768)
wingman_maxdist( Float fMinDist )
When wingman is this far from the player, he'll try to get within wingman_mindist of him.(default=768)
wingman_mindist( Float fMinDist )
Distance wingman tries to get within to the player once player goes beyond wingman_maxdist (default=220)
wingman_mindist( Float fMinDist )
Distance wingman tries to get within to the player once player goes beyond wingman_maxdist (default=220)
wingman_mindist( Float fMinDist )
Distance wingman tries to get within to the player once player goes beyond wingman_maxdist (default=220)
alive_count
Returns the number of live squad members.
banzai_mindist( Float fDist )
Min distance from banzai AI enemy has to be for banzai guy to target him.
banzai_mindist( Float fDist )
Min distance from banzai AI enemy has to be for banzai guy to target him.
banzai_mindist( Float fDist )
Min distance from banzai AI enemy has to be for banzai guy to target him.
clearsignal
Clears current hand signal icon.
decide_tactic
Tells squad to attempt to decide a new squad tactic.
enablePlayerOrders( Boolean bEnableOrders, Boolean bDisableOrderExecution, Boolean bEnableAdvance, Boolean bEnableFallback, Boolean bEnableCoverfire, Boolean bEnableAssemble )
Forces the CSC HUD to appear.
mimic_dist( Float fDist )
Sets distance to mimic our pointman's movement (currently only supported for player pointman (default=512)
mimic_dist( Float fDist )
Sets distance to mimic our pointman's movement (currently only supported for player pointman (default=512)
mimic_dist( Float fDist )
Sets distance to mimic our pointman's movement (currently only supported for player pointman (default=512)
mimic_quiet( Boolean bQuiet )
Sets whether squad should be quiet while in mimic mode.(default=true)
mimic_quiet( Boolean bQuiet )
Sets whether squad should be quiet while in mimic mode.(default=true)
mimic_quiet( Boolean bQuiet )
Sets whether squad should be quiet while in mimic mode.(default=true)
minsplitsize( Integer iMinSize )
Sets minimum size this squad must be in order to split when doing flanking maneuvers.
minsplitsize( Integer iMinSize )
Sets minimum size this squad must be in order to split when doing flanking maneuvers.
minsplitsize( Integer iMinSize )
Sets minimum size this squad must be in order to split when doing flanking maneuvers.
moraleleash( Float fDist )
Distance to leash the squad to the player during morale combat.
moraleleash( Float fDist )
Distance to leash the squad to the player during morale combat.
moraleleash( Float fDist )
Distance to leash the squad to the player during morale combat.
playermoraleabort( Integer iDiff )
Max difference between player's set# and squad's set# where squad will perform morale tactics.
playermoraleabort( Integer iDiff )
Max difference between player's set# and squad's set# where squad will perform morale tactics.
playermoraleabort( Integer iDiff )
Max difference between player's set# and squad's set# where squad will perform morale tactics.
player_advance_offset( Integer iOffset )
Set # offset from player to use during player auto advancing.
player_advance_offset( Integer iOffset )
Set # offset from player to use during player auto advancing.
player_advance_offset( Integer iOffset )
Set # offset from player to use during player auto advancing.
player_idle_advance( Integer iIdleAdvance )
Advance with player when idle (0=off,1=use offset,2=follow player whereever he goes.
player_idle_advance( Integer iIdleAdvance )
Advance with player when idle (0=off,1=use offset,2=follow player whereever he goes.
player_idle_advance( Integer iIdleAdvance )
Advance with player when idle (0=off,1=use offset,2=follow player whereever he goes.
player_idle_advance_offset( Integer iOffset )
Advance with player when idle offset. How many set#s they'll try to stay ahead of/behind(if negative) the player.
player_idle_advance_offset( Integer iOffset )
Advance with player when idle offset. How many set#s they'll try to stay ahead of/behind(if negative) the player.
player_idle_advance_offset( Integer iOffset )
Advance with player when idle offset. How many set#s they'll try to stay ahead of/behind(if negative) the player.
pointman( Entity ePointman )
Set the squad's pointman here. If pointman is an actor, he'll move to squad destinations first.
pointman( Entity ePointman )
Set the squad's pointman here. If pointman is an actor, he'll move to squad destinations first.
pointman( Entity ePointman )
Set the squad's pointman here. If pointman is an actor, he'll move to squad destinations first.
setsignal( Integer Signal )
Puts up the passed hand signal icon.
squad_advance( String sAreaNode )
Tells squad to advance (optionally pass area to advance to.)
squad_area( Entity e )
Returns the current squad node area squad currently occupies.
squad_assemble( Entity eAreaNode )
Tells squad to assemble up. Optionally pass area node to rally to. Otherwise, they'll rally to most populated area.
squad_automerge( Boolean bAutoMerge )
Enable/Disable squad auto-merge.
squad_automerge( Boolean bAutoMerge )
Enable/Disable squad auto-merge.
squad_automerge( Boolean bAutoMerge )
Enable/Disable squad auto-merge.
squad_banzai( String sAreaNode )
Tells squad to banzai (optionally pass area to banzai to.)
squad_charge( String sAreaNode )
Tells squad to charge (optionally pass area to charge to.)
squad_coverfire
Tells squad to perform covering fire.
squad_defend( Boolean bDefend )
Sets squad as defensive or not. If you don't pass bDefend, it will assume 1.
squad_defend( Boolean bDefend )
Sets squad as defensive or not. If you don't pass bDefend, it will assume 1.
squad_defend( Boolean bDefend )
Sets squad as defensive or not. If you don't pass bDefend, it will assume 1.
squad_defend_set( Integer setnbr )
Tells squad to defend areas of this set.
squad_defend_set( Integer setnbr )
Tells squad to defend areas of this set.
squad_defend_set( Integer setnbr )
Tells squad to defend areas of this set.
squad_destination( Entity eSquadDest )
Set/Get squad's current idle-destination squad node.
squad_destination( Entity eSquadDest )
Set/Get squad's current idle-destination squad node.
squad_destination( Entity eSquadDest )
Set/Get squad's current idle-destination squad node.
squad_fallback( String sAreaNode )
Tells squad to fallback (optionally pass area to fallback to.)
squad_flank( String sAreaNode )
Tells squad to flank (optionally pass area to flank to.)
squad_flankX2( String sAreaNode, String sAreaNode )
Tells squad to double flank (optionally pass areas to double flank to.)
squad_gethelp
Tells squad to get help.
squad_giveground
Tells squad to give ground
squad_halt( Entity eHandSignalGuy )
Tells squad to halt (while moving towards a squad destination)Optionally pass who you want to do the hand signal.
squad_halt( Entity eHandSignalGuy )
Tells squad to halt (while moving towards a squad destination)Optionally pass who you want to do the hand signal.
squad_halt( Entity eHandSignalGuy )
Tells squad to halt (while moving towards a squad destination)Optionally pass who you want to do the hand signal.
squad_holdsteady
Tells squad to hold steady
squad_interval( Float fDist )
Min distance squad trys to stay away from each other when moving to idle destinations.
squad_interval( Float fDist )
Min distance squad trys to stay away from each other when moving to idle destinations.
squad_interval( Float fDist )
Min distance squad trys to stay away from each other when moving to idle destinations.
squad_leader( Entity eSquadLeader )
Set squad leader.
squad_leader( Entity eSquadLeader )
Set squad leader.
squad_leader
Returns the leader of the squad.
squad_mean_origin( Float fDist )
Gets the mean origin of the squad members.
squad_morale( Integer iMorale )
Sets the morale of the squad.
squad_morale
Gets the morale of the squad.
squad_morale( Integer iMorale )
Sets the morale of the squad.
squad_moralebase
Gets the base morale that the squad will drift to when idle.
squad_moralebase( Integer iBase )
Sets the base morale that the squad will drift to when idle.
squad_moralebase( Integer iBase )
Sets the base morale that the squad will drift to when idle.
squad_movetype_jog
Tells squad to jog to destinations.
squad_movetype_run( Integer bCrouch )
Tells squad to run to destinations. (optionally pass 1 for crouched)
squad_movetype_sprint
Tells squad to sprint to destinations.
squad_movetype_walk( Integer bCrouch )
Tells squad to walk to destinations. (optionally pass 1 for crouched)
squad_player_advance( Boolean bPlayerAdvance )
Tells squad to advance with player during combat.
squad_player_advance( Boolean bPlayerAdvance )
Tells squad to advance with player during combat.
squad_player_advance
Tells squad to advance with player during combat.
squad_retreat( String sAreaNode )
Tells squad to retreat (optionally pass area to retreat to.)
squad_slowadvance
Tells squad to slow advance
squad_spreadout
Tells squad to spread out.
squad_usemorale( Integer bUseMorale )
Enable/Disable auto-squad tactics based on morale. 1=use full morale. 2=morale on, no auto-fallback. 3=no morale, no auto-fallback(CSC is enabled). 0=do not use morale, CSC is disabled
squad_usemorale
Enable/Disable auto-squad tactics based on morale. 1=use full morale. 2=morale on, no auto-fallback. 3=no morale, no auto-fallback(CSC is enabled). 0=do not use morale, CSC is disabled
squad_usemorale( Integer bUseMorale )
Enable/Disable auto-squad tactics based on morale. 1=use full morale. 2=morale on, no auto-fallback. 3=no morale, no auto-fallback(CSC is enabled). 0=do not use morale, CSC is disabled
squad_useprocessthreat( Boolean sSquadName )
Enable/Disable auto-squad tactics based on threat.
squad_useprocessthreat( Boolean sSquadName )
Enable/Disable auto-squad tactics based on threat.
squad_useprocessthreat
Enable/Disable auto-squad tactics based on threat.
aid_banzai( Integer priority, Integer team, Boolean bypass )
Enemy banzai event, the enemy is mounting a banzai charge. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_combat( Integer priority, Integer team )
Enemy Combat event. The enemy is attacking. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_death( Integer priority, Integer team, Boolean bypass )
Death event, an ai has died. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_enadvance( Integer priority, Integer team )
Enemy advance event. The enemy is advancing. priority 1 will make the sound always play. (No other priority level is currently supported.).
aid_enadvance_response
Enemy advance response event. This event occurs after the AID_EnemyAdvance event finishes. This is dialog in response to the first speaker and always plays.
aid_enemyencroaching( Integer priority, Integer team )
Enemy Encrouching Event. An enemy has decided to charge/melee attack a squadmate. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_enemygethelp( Integer priority, Integer team )
Enemy Get help event. Occurs when the enemy calls for help. This event is by axis squads to call out they are getting help. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_enemyheardnoise( Integer priority, Integer team )
Enemy heard noise event. Occurs when an enemy squad member hears a noise. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_enfallback_response
Enemy fall back response event. This event occurs after the AID_EnemyFallback event finishes. This is dialog in response to the first speaker and always plays.
aid_enflank( Integer priority, Integer team )
Enemy Flanking event. The enemy is attempting a flanking manuver. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_enflback( Integer priority, Integer team )
Enemy fall back event. The enemy is falling back. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_enholdsteady( Integer priority, Integer team )
Enemy hold steady. The enemy is holding steady. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_enholdsteady_response
Enemy hold steady response event. This event occurs after the AID_EnemyHoldSteady event finishes. This is dialog in response to the first speaker and always plays.
aid_enreinforcements( Integer priority, Integer team )
Enemy reinforcements. The enemy is calling for reinforcemetns. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_ensighted_response
Enemy sighted response event. This occurs after the AID_Sight event finishes. This is dialog in response to the first speaker and always plays.
aid_explosiveset( Integer priority, Integer team )
Explosive charge set event. The player has placed a explosive demo charge. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_explosiveset_response
Explosive set response event. This occurs after the player places a charge and is in response to another actor playing the explosiveset aid line.
aid_ff( Integer priority, Integer team )
Friendly Fire event. Occurs when an allie is shot by the player, this is currenly handled in code. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_generic( Integer priority, String alias )
Generic aid event. Requires a priority, and sound alias to play.
aid_generic_closest( Integer priority, String alias )
Generic aid event that will pick the closest squadmate. Requires a priority, and sound alias to play.
aid_generic_random( Integer priority, String alias )
Generic aid Event that will pick a random squadmate. Requires a priority, and sound alias to play.
aid_grenincoming( Integer priority )
Grenade Incoming event. A grenade has just been thrown at the squad. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_grenincoming_response
Grenade Incoming response event. This occurs after the AID_GrenadeIncoming event finishes. This is dialog in response to the first speaker and always plays.
aid_grenoutgoing( Integer priority )
Grenade Outgoing event. A friendly has just thrown a grenade. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_grenrequest( Integer priority, Integer team )
Grenade Request event. A squad mate has decided to throw a grenade. We use this event to spawn off some dialog requesting a grenade. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_hits( Integer priority, Integer team, Boolean bypass )
Hit by enemy fire event, AI is being hit by enemy fire. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_hldsprd( Integer priority, Integer team )
Hold and spread event, squad has received a hold steady, and spread out order. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_killedenemy_response
Killed enemy response event. This occurs after either the player or squadmate kills an enemy.
aid_killedofficer( Integer priority, Integer team )
Killed Enemy Officer Event. A squad mate killed an enemy officer. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_leveltransition( Integer priority, Integer team )
Level Transition Event. Occurs right before transitioning levels. This is only called from script. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_lostenemy( Integer priority, Integer team )
Lost enemy event. A squad mate lost his enemy. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_lowhealth( Integer priority, Integer team )
Low Health Event. A squad mate was damaged and is now in low health. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_medarrive( Integer priority, Integer team )
Medic arrival event. Medic arrives at patient. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_medcall( Integer priority )
Call Medic event, in need of a medic. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_medcantreachplayer( Integer priority, Integer team )
Medic can't reach Player event. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_meddone( Integer priority, Integer team )
Medic complete event. Medic finishes healing. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_medfreeheal( Integer priority, Integer team )
Medic giving freebie event. Priority is a value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_mednoheals( Integer priority, Integer team )
Medic out of heals event. Medic has no heals for Player. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_medresponse( Integer priority, Integer team )
Medic response event. Medic responds to call. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_multikillbullet( Integer priority, Integer team )
Multi Kill Bullet event. A squad mate killed multiple enemies in (x)amount of time. (Default 5sec). Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_multikillgrenade( Integer priority, Integer team )
Multi Kill Grenade event. A squad mate killed multiple enemies in (x)amount of time. (Default 5sec). Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_playeradvance( Integer priority, Integer team )
Player Advance event. The player has advanced 2 squad nodes ahead of or behind the squad. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_playerbump( Integer priority )
Player is telling a squadmate to move. Priority 1 will make the sound always play
aid_playerkilledenemy( Integer priority, Integer team )
Player killed enemy. The player killed an enemy. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_playerorderadvance( Integer priority )
Player Order Advance Event. Occurs when the player gives the Advance order. priority 1 will make the sound always play. (No other priority level is currently supported.).
aid_playerorderassemble( Integer priority )
Player Order Assemble Event. Occurs when the player gives the Assemble order. priority 1 will make the sound always play. (No other priority level is currently supported.).
aid_playerordercoverfire( Integer priority )
Player Order Cover Fire Event. Occurs when the player gives the Cover Fireorder. priority 1 will make the sound always play. (No other priority level is currently supported.).
aid_playerorderfallback( Integer priority )
Player Order Fall Back Event. Occurs when the player gives the Fall Back order. priority 1 will make the sound always play. (No other priority level is currently supported.).
aid_playerthrowsatchel
Player threw a satchel instead of planting it.
aid_reload( Integer priority, Integer team )
Reload event, called when an ai reloads. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sccskill( Integer priority, Integer team )
Killed enemy event, called when an ai has killed an enemy. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sight( Integer priority, Integer team )
Sight event, ai has sighted an enemy. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sight_barrel( Integer priority, Integer team )
Sighted Barrel Event, an enemy was spotted behind a barrel. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sight_bush( Integer priority, Integer team )
Sighted Bush Event, an enemy was spotted behind a bush. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sight_crate( Integer priority, Integer team )
Sighted Crate Event, an enemy was spotted behind a crate. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sight_high( Integer priority, Integer team )
Sighted High Event, an enemy was spotted above the actors position. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sight_low( Integer priority, Integer team )
Sighted Low Event, an enemy was spotted below the actors position. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sight_rock( Integer priority, Integer team )
Sighted Rock Event, an enemy was spotted behind a rock. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sqeliminated( Integer priority, Integer team )
Squad Eliminated event. An enemy squad has been eliminated. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sqeliminated_response
Squad Eliminated Secondary Response event. This event occurs after the AID_SquadEliminated event finishes. This is dialog in response to the first speaker and always plays.
aid_sqmemberadvance( Integer priority, Integer team )
Squad Member advance event. A squad member is advancing. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sqmemberadvance_response
Squad Advance Secondary Response event. This event occurs after the AID_SquadMember_Advance event finishes. This is dialog in response to the first speaker and always plays.
aid_sqmembercoverfire( Integer priority, Integer team )
Squad Member Cover Fire event. A squad member is providing covering fire. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sqmembercoverfire_response
Squad Cover Fire response event. This event occurs after the AID_SquadMember_CoverFire event finishes. This is dialog in response to the first speaker and always plays.
aid_sqmemberfallback( Integer priority, Integer team )
Squad Member fall back event. A squad member is falling back. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sqmemberfallback_response
Squad Fallback Secondary Response event. This event occurs after the AID_SquadMember_Fallback event finishes. This is dialog in response to the first speaker and always plays.
aid_sqmemberflank( Integer priority, Integer team )
Squad Member flank event. A squad member is trying to flank. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sqmembergiveground( Integer priority, Integer team )
Squad Member give ground event. A squad member is giving ground. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sqmembergiveground_response
Squad Give Ground Secondary Response event. This event occurs after the AID_SquadMember_GiveGround event finishes. This is dialog in response to the first speaker and always plays.
aid_sqmemberslowadvance( Integer priority, Integer team )
Squad Member slow advance event. A squad member is slowly advancing. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sqregroup( Integer priority )
Squad Regroup event. The squad has not been fighting for a while call out to regroup. Takes priority to determine of the sound should play.
aid_squadmatedown( Integer priority, Integer team )
Squad Mate Down. A squad mate has gone down. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_tkcvr( Integer priority, Integer team )
Take Cover event, squad has received a take cover order. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_underfire( Integer priority, Integer team )
Under Fire event. A friendly is pinned down by enemy fire. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_vehiclegeneric( Integer priority, Integer team )
Enemy vehicle spotted event. Occurs when a squadmate see's an enemy vehicle. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_vehicleplane( Integer priority, Integer team )
Enemy plane spotted event. Occurs when a squadmate see's an enemy plane. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_vehicletank( Integer priority, Integer team )
Enemy tank spotted event. Occurs when a squadmate see's an enemy tank. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_voddone( Integer priority, Integer team )
Verge of Death done event. The player has just been healed while in Verge of Death. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.
ammoentity_postspawn
Ammo Entity Post Spawn
ammosize( String string )
Set the ammo size for the pickup ('sm', 'lg').
ammotype( String string )
Set the ammo (team) type for the pickup ('us', 'jpn').
anim( String animName )
Exec anim commands on server or client.
animdone
Notify object that animation is complete.
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
forcesetanim( String animName )
Play an animation.
heavydamagepercent( Float precent )
Sets the base percentage on which to start the damage_light animation
isloopinganim( String anim_name )
returns 1 if the anim is a looping anim, or 0 otherwise
isvalidanim( String anim_name )
returns 1 if the anim exists in the Tiki, or 0 otherwise
lightdamagepercent( Float precent )
Sets the base percentage on which to start the damage_light animation
playerspawn( String model_name, [ Float range ], [ Vector vector_offset ], [ Float inFOV ], [ Float speed ] )
spawn something near the player, either within the player's view or behind him
model - name of model to spawn
range - how close does this need to be to the player to actually get spawned, default 480 (30 foot radius).
vector_offset - oriented vector offset of where to spawn the item, default (0 0 0)
inFOV -
1 - Only spawn when this position is within the FOV of the player
-1 - Only spawn when this position is outside the FOV of the player
0 - (default) don't care, always spawn
speed - how fast the effect should travel, in other words, how long before the effect gets spawned.
delay is calculated based on the distance between object and player divided by the speed
0 - no delay
960 - (default) 60 feet per second. If the object is 60 feet from the player, the player effect will spawn one second later.setcontrollerangles( Integer num, Vector angles )
Sets the control angles for the specified bone.
setsynctime( Float synctime )
Set sync time for entity.
setyawfrombone( String bone_name )
Set the yaw of the model based on the current animation time
world_space_mode( Integer enabled )
Sets the Animate to be in absolute world-space mode
world_space_mode
Gets the Animate's mode -- true if in absolute world-space mode, false if not
world_space_mode( Integer enabled )
Sets the Animate to be in absolute world-space mode
activebackgroundcolor( Float r, Float g, Float b, Float a )
Set the color for the active button background
activebordercolor( Float r, Float g, Float b, Float a )
Set the color for the active button border
activeforegroundcolor( Float r, Float g, Float b, Float a )
Set the color for the active button foreground
activesound( String soundname )
Set the name of the sound to play when the item is made active
align( String arg1, [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Set the alignment on the bind menu
binditem( String name, String command )
Create a new bind item in the interface
bind_alternatekeyheight( Integer height )
Height of the alternate key item
bind_alternatekeywidth( Integer width )
Width of the alternate key item
bind_commandheight( Integer height )
Height of the command item
bind_commandwidth( Integer width )
Width of the command item
bind_fillwidth( Integer width, [ String material ] )
Width of the filling between widgets
bind_height( Integer height )
Height of the bind menu
bind_primarykeyheight( Integer height )
Height of the primary key item
bind_primarykeywidth( Integer width )
Width of the primary key item
bind_width( Integer width )
Width of the bind menu
changesound( String soundname )
Set the name of the sound to play when the highlighted item changes
entersound( String soundname )
Set the name of the sound to play when the key is entered
header( Integer column_num, String name, String material )
Set the header of each column
highlightbackgroundcolor( Float r, Float g, Float b, Float a )
Set the color for the highlighted button background
highlightforegroundcolor( Float r, Float g, Float b, Float a )
Set the color for the highlighted button foreground
inactivebackgroundcoloreven( Float r, Float g, Float b, Float a )
Set the color for the inactive button background for even rows
inactivebackgroundcolorodd( Float r, Float g, Float b, Float a )
Set the color for the inactive button background for odd rows
inactiveforegroundcoloreven( Float r, Float g, Float b, Float a )
Set the color for the inactive button foreground for even rows
inactiveforegroundcolorodd( Float r, Float g, Float b, Float a )
Set the color for the inactive button foreground for odd rows
selectbackgroundcolor( Float r, Float g, Float b, Float a )
Set the color for the selected button background
selectforegroundcolor( Float r, Float g, Float b, Float a )
Set the color for the selected button foreground
titlebackgroundcolor( Float r, Float g, Float b, Float a )
Set the color for the title background
titleforegroundcolor( Float r, Float g, Float b, Float a )
Set the color for the title foreground
follow_ratio( Float ratio )
Sets speed ratio of follow birds based on the leader speed.
group_destination( Integer grpID,ent )
Tells the bats where to go during a disband operation.
group_disband( [ Integer groupnbr ] )
Tell the group to disband.
group_height( Float height_m )
Sets the height of the flock in meters.
group_join( Integer groupnbr )
Joins a flock.
group_lead( Integer groupnbr )
Sets the bird as the leader of the flock.
group_leave( Integer groupnbr )
Leaves the flock.
group_speed( Float speed_mps )
Sets the speed of the flock in meters per second.
turn_final_speed( Float turnfinalf )
How fast the lead bird turns in degrees initially.
turn_init_speed( Float turninitf )
How fast the lead bird turns in degrees initially.
turn_speed( Float turnspeedf )
How fast the lead bird turns in degrees per second.
immediateremove
Removes this listener immediately.
blastcameradistance( Float distance )
Distance at which to 'watch' the explosion as it goes off.
bombcameradistance( Float distance )
Distance at which a camera will follow the bomb as it falls.
bombexplosioncameradelay( Float delay )
Amount of time to watch the explosion before switching back to the vehicle's camera.
dropbomb( Float armtime,, Float speed )
Turns the physics on so the bomb will drop. Travels at initial speed, then arms in seconds, default is 0.0f
floor( Float height )
If a bomb goes below this height, it will be detonated.
restorecamera
Restores the camera to the previous vehicle camera
timetoarm( Float time )
Time it takes the bomb to arm itself.
usecamera
Attaches a camera to the bomb as it falls.
waterexplosioneffect( String effectname, String sound )
This sets the bomb's water explosion effect. Sound is optional
animdone
Notify Camera that animation is complete.
auto_active( Boolean newActiveState )
Whether or not the auto camera is active.
auto_maxfov( Float maxFOV )
Sets the maximum FOV that should be used when automatically calculating FOV.
auto_radius( Float newRadius )
Sets the radius of the automatic camera.
auto_starttime( Float newTime )
Sets how long it takes for the camera to be switched to.
auto_state( String state1, [ String state2 ], [ String state3 ], [ String state4 ], [ String state5 ], [ String state6 ] )
Sets the states the player needs to be in for this camera to activate.
auto_stoptime( Float newTime )
Sets how long it takes for the camera switch back to the player.
camera_think
Called each frame to allow the camera to adjust its position.
continue
Continue the camera movement.
cut
switch camera states immediately, do not transition
doActivate( Entity activatingEntity )
General trigger event for all entities
fadetime( Float fadetime )
Sets the fade time for camera transitioning.
follow( Entity targetEnt, [ Entity targetWatchEnt ] )
Makes the camera follow an entity and optionally watch an entity.
follow_distance( Float distance )
Sets the camera follow distance.
follow_yaw( Float yaw )
Sets the yaw offset of the camera following an entity.
follow_yaw_absolute
Makes the follow camera yaw absolute.
follow_yaw_relative
Makes the follow camera yaw relative (not absolute).
fov( Float fov, [ Float fadeTime ] )
Sets the camera's field of view (fov).
if fadeTime is specified, camera will fade over that time
if fov is less than 3, than an auto_fov will be assumed
the value of fov will be the ratio used for keeping a watch
entity in the view at the right scalelookat( Entity ent )
Makes the camera look at an entity.
moveto( Entity ent )
Move the camera's position to that of the specified entities.
movetopos( Vector position )
Move the camera's position to the specified position.
moving_from_anim
The script model is moving based on an animation
nextcamera( String nextCamera )
Sets the next camera to use.
nowatch( [ Float fadeTime ] )
Stop watching an entity or looking along a path.
Camera is now static as far as orientation.
if fadeTime is specified, camera will fade over that timeorbit( Entity targetEnt, [ Entity targetWatchEnt ] )
Makes the camera orbit around an entity and optionally watch an entity.
orbit_height( Float height )
Sets the orbit camera's height.
pause
Pause the camera.
playtrack( String anim )
Cause the camera to begin playing the specified alias.
setplaybackrate( Float anim )
Playback rate of the animation (-1.0f-1.0f)
showquakes( Integer 0 )
Sets the camera to show or not show earthquake effects.
speed( Float speed )
Sets the camera speed.
start
Start camera moving.
stop
Stop the camera movement.
stoptrack
Cause the camera to stop playing the current track.
turnto( Vector angle )
Makes the camera look in the specified direction.
updatefov
updates the fov if neccessary.
watch( Entity watchEnt, [ Float fadeTime ] )
Makes the camera watch an entity.
if fadeTime is specified, camera will fade over that timewatchnode( [ Float fadeTime ] )
Makes the camera watch based on what is stored
in the camera nodes.
if fadeTime is specified, camera will fade over that timewatchpath( [ Float fadeTime ] )
Makes the camera look along the path of travel.
if fadeTime is specified, camera will fade over that timewatchstring( String string, [ Float fadeTime ] )
Makes the camera watch based on a string.
if fadeTime is specified, camera will fade over that timeworld_space_mode( Integer enabled )
Sets the camera to be in absolute world-space mode
world_space_mode
Gets the camera's mode -- true if in absolute world-space mode, false if not
world_space_mode( Integer enabled )
Sets the camera to be in absolute world-space mode
add
Add a new point to the camera path where the player is standing.
cancelFor( String name )
Cancel for current path node event of type name
delete
Delete the current path node.
hide
Hides the paths.
load( String filename )
Loads a camera path.
loop( [ Entity path ] )
Loop the current path or the specified one.
moveplayer
Move the player to the current path node position.
new
Starts a new path.
next
Go to the next path node.
nextpath
Go to the next path.
nowatch
Set the current path node to watch nothing.
play( [ Entity path ] )
Play the current path or the specified one once.
prev
Go to the previous path node.
prevpath
Go to the previous path.
renamepath( String newName )
Rename the path to the new name.
replace
Replace the current path node position/angle with the player's.
save( String filename )
Saves the camera path.
savemap( String filename )
Saves the camera path to a map file.
setfadetime( Float newFadeTime )
Set the fadetime of the current path node.
setfov( String newFOV )
Set the fov at the current path node.
setpath( Entity path )
Sets the new path.
setspeed( Float speed )
Set the speed of the camera at the current path node.
settarget( String target )
Set the trigger target.
settargetname( String targetname )
Set the targetname.
show( [ Entity path ] )
Shows the specified path.
stop
Stop the camera playing path.
updateinput
Updates the current node with user interface values.
waitTill( String name )
Wait until current path node event of type name
watch( String watch )
Set the current path node to watch something.
deploy_lag
Period to wait before a turret is picked/placed after previous deployment
doTouch( Entity touchingEntity )
sent to entity when touched.
dropturret
Makes the carryable turret have itself dropped
item_pickup( Entity item )
Pickup the specified item.
placeturret
Try to place the carryable turret
turrettik
Tiki of the turret to place
userdistance( Float dist )
Sets the distance the user should be placed at while using this turret
userleftoffset( Float offset )
Sets the offset the user should be placed at in the 'left' direction while using this turret
(
Signals the beginning of a block of commands
)
Signals the end of a block of commands
accel( Float xAcc, Float yAcc, Float zAcc )
Set the acceleration of the spawned tempmodel.
This acceleration is applied using the world axisalias( String alias, String realPath, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Create an alias to the specified path
aliascache( String alias, String realPath, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Create an alias to the specified path and cache the resource
align
Align the tempmodels to the direction they are traveling
alignonce
Align the tempmodels to the direction they are traveling at the time they are initialized
alignstretch( [ Float scaleMultiplier ] )
Aligns the temp model to the direction of travel, and stretches it betwen the last and current positions.
alpha( Float alpha )
Set the alpha of the spawned tempmodel
alwaysdraw
Set emitter/tempmodel to be alwaysdraw. Which can be turned off by alwaysdraw
angles( [ String [random|crandom|range] ], Float pitch, [ Float [pitch2] ], [ String [random|crandom|range] ], Float yaw, [ Float [yaw2] ], [ String [random|crandom|range] ], Float roll, [ Float [roll2] ] )
If random is specified, the component will range from 0 to +specified value.
If crandom is specified, the component will range from -specified to +specified value.
If range is specified, the component needs two values; it will randomly pick a number in the range
from the first number to the first number plus the second number.
If no keyword is explicitly specified, then the component will be just set
without randomness.anim( String animation )
Set a tempmodel the the specified animation
animateonce
Set a tempmodel to animate once and then get removed
avelocity( Float yawVel, Float pitchVel, Float rollVel )
Set the angular velocity of the spawned tempmodel
blockdlight( Float intensity, Float life, [ String sinwaveparameter1 ], [ String sinwaveparameter2 ], [ Float priority ], [ Integer isclamped ] )
Spawn a dynamic light from the origin of the model
An additional commands block allows the specification of moving & varying dlights
The intensity is the radius of the lightbodyfall( [ Float fVolume ] )
Play a body fall sound that is appropriate to the surface we are falling on
bouncefactor( Float factor )
Set the bounciness of a tempmodel when it hits a solid.
A factor > 1 will make the model bounce higher and higher on each hitbouncesound( String sound, [ Float [delay] ] )
When bouncing, what sound to play on impact and an option delay (default is 1 second) between playing this sound
bouncesoundonce( String sound )
When bouncing, what sound to play on impact one time
cache( String resourceName )
Cache the specified resource
cacheanimation( String animationName )
Cache the specified animation
cachefont( String fontName )
Cache the specified font (For menu graphics that should never be picmiped)
cacheimage( String imageName )
Cache the specified image (For menu graphics that should never be picmiped)
circle
Set the tempmodels to be spawned in a circle around the origin
This circle will be generated in the X/Y axis of the modelclampvel( Float minX, Float maxX, Float minY, Float maxY, Float minZ, Float maxZ )
sets the valid range for velocities along global axes. Cannot be used with clampvelaxis.
clampvelaxis( Float minX, Float maxX, Float minY, Float maxY, Float minZ, Float maxZ )
sets the valid range for velocities along oriented axes. Cannot be used with clampvel.
client( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Execute the specified command arg string
collision( [ String water ] )
Turn on collision for the tempmodel.
If the keyword water is specified, then the tempmodel will collide with watercolor( Float red, Float green, Float blue, [ Float alpha ] )
Set the color (modulate) of the spawned tempmodel.
colorvelocity( Float rVel, Float gVel, Float bVel )
Set the color velocity of the spawned dlight tempmodel
commanddelay( Float delay, String command, [ String [arg1] ], [ String [arg2] ], [ String [arg3] ], [ String [arg4] ], [ String [arg5] ], [ String [arg6] ] )
executes a command after the given delay
cone( Float height, Float radius )
Randomly spawns the particle somewhere inside a cone along the model's local x axis
count( Integer count )
Set the number of tempmodels that are spawned
This is only used for the originspawn and tagspawn commands,
and not for emitters, use spawnrate insteadcount2( Float count )
Sets the randomness to add to the spawn count
deathmodel( String modelname )
Set the death modelname of the tempmodel.
delayedsfx( Float fDelay, String sCommand, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ], [ String arg8 ] )
Used for adding commands to a special effect with a time delay
detail
Set emitter/tempmodel to be detail. Which can be turned off by detail
dietouch
Set the spawned tempmodels to die when they touch a solid
dlight( Float red, Float green, Float blue, Float intensity, [ Float priority ] )
This makes the emitter itself a dynamic lightThe red,green,blue parms are the color of the light
The intensity is the radius of the lightdmtracer( Integer freq, [ Integer realismFreq ], [ Integer type ], [ String tagName ], [ Float initialoffset ] )
Spawn a client side only tracer tempmodels from the specified tag.
dprintandflush( String string )
Prints a string to the debugger output window.
emitterangles( [ Float pitchofs ], [ Float yawofs ], [ Float rollofs ] )
Set the tempmodels angles to that of the emitter
The three optional parameters are for setting an angle offset from the emitteremitteroff( String emitterName )
Turn the specified emitter off
emitteron( String emitterName )
Turn the specified emitter on
entcolor( Float red, Float green, Float blue, [ Float alpha ] )
Set the color(modulate) of this entity
eyelimits( Float fPitchmax, Float fYawmax, Float fRollmax )
Set the max angle offsets for the eyes from the model's head
eyemovement( Float fMovement )
Sets the amount of the head's movement to apply to the players view. 1 is full, 0 is none
fade
Set the tempmodel to fade out over it's life
fadedelay( Float time )
Set the amount of time to delay a fade
fadein( Float time )
Set the tempmodel to fade in over the specified time
flicker
Set the tempmodel to change it's alpha every frame. Creates a flickering effect
footstep( String tag, String sRunning, [ Integer iEquipment ] )
Play a footstep sound that is appropriate to the surface we are currently stepping on
sRunning should be set to run, walk, or ladderfriction( Float friction )
Set the friction as a fraction of velocity per second... exact effect depends on physics rate:
slowdown per second = [1 - (friction / physicsrate)] ^ physicsrate; physicsrate defaults to 10globalfade( [ String [in|out] ] )
Set the tempmodels to globally fade in or out together
globalscale( Float global )
Sets the global scale of the current emitter effect
hardlink
Set the tempmodels linked to the model they are spawned from, so they move with it
inwardsphere
Create the tempmodels in a sphere around the origin, and adjust their
angle so they point toward the center of the spheR_ This is best used with a
spehere radius and some velocity so the models look like they're heading toward the
center of the spheR_landing( [ Float fVolume ], [ Integer iEquipment ] )
Play a landing sound that is appropriate to the surface we are landing on
life( Float life, [ Float randomlife ] )
Set the life (in seconds) of the spawned tempmodel
lightstyle( String nameOfImage )
Set a lightstyle to determine the color of this tempmodel, the image
specified is used to determine the look of the light stylelockscale( Integer int )
Set the particles scale to be locked
loopsound( String soundName, [ Float volume ], [ Float min_distance ], Float pitch )
Play the specifed sound as a looping sound
model( String modelname1, [ String modelname2 ], [ String modelname3 ], [ String modelname4 ], [ String modelname5 ], [ String modelname6 ] )
Set the modelname of the tempmodel. If more than 1 model is specified, it will
be randomly chosen when spawnedmustkeep
This tempmodel must not be deleted until finished
notagaxis
Forces the effect to use the model's orientation for randvelaxis and offsetalongaxis
offset( [ String [random|crandom|range] ], Float offsetX, [ Float [offsetX2] ], [ String [random|crandom|range] ], Float offsetY, [ Float [offsetY2] ], [ String [random|crandom|range] ], Float offsetZ, [ Float [offsetZ2] ] )
If random is specified, the component will range from 0 to +specified offset.
If crandom is specified, the component will range from -specified to +specified offset.
If range is specified, the component needs two values; it will randomly pick a number in the range
from the first number to the first number plus the second number.
If no keyword is explicitly specified, then the component will just be added on
without randomness.
This offset is applied using the world axis.offsetalongaxis( [ String [crandom|random|range] ], Float offsetx, [ Float [offsetx2] ], [ String [crandom|random|range] ], Float offsety, [ Float [offsety2] ], [ String [crandom|random|range] ], Float offsetz, [ Float [offsetz2] ] )
If random is specified, the component will range from 0 to specified offset.
If crandom is specified, the component will range from -specified to +specified offset.
If range is specified, the component needs two values; it will randomly pick a number in the range
from the first number to the first number plus the second number.
If no keyword is explicitly specified, then the component will just be added on
without randomness.
This offset is applied using the model's local axisorigindlight( Float red, Float green, Float blue, Float intensity, Float life, [ Float priority ], [ Float peaktime ], [ Float peakintensity ], [ Float flickerdelay ], [ Float flickeramplitude ], [ Float flickerfrequency ] )
Spawn a dynamic light from the origin of the model
The red,green,blue parms are the color of the light
The intensity is the radius of the lightoriginemitter( String emitterName )
Create an emitter that spawns tempmodels from the origin.
This command is followed by a ( to specify a block of commands that modify the tempmodelsoriginspawn
Spawn tempmodels from the origin.
This command is followed by a ( to specify a block of commands that modify the tempmodelsparallel
Set tempmodel to be parallel to the viewer
parentangles
Set the tempmodels angles to that of its parent
parentlink
Set the tempmodels linked to the parent, so they move with the parent model
particle_filter( Integer int )
Set the value that a particle won't be emitted
physicsrate( String rate )
Set the rate (in updates per second) for the tempmodel's physics to be updated
print( String string )
Prints a string.
printdeathmsg( String msg,, String killer,, String victim,, String deathType )
Prints a death message string. Used to allow death messages to appear in their correct language on client machines.
radialvelocity( Float scale, Float min_additional, Float max_additional )
Subtracts the particle origin from origin and multiplies by scale, then adds additional velocity
between min and max... negative values bring toward origin
radius( Float radius )
Set the radius of the sphere for the inwardsphere amd sphere settings
randomchance( Float percentage, [ String [arg1] ], [ String [arg2] ], [ String [arg3] ], [ String [arg4] ], [ String [arg5] ], [ String [arg6] ] )
Set the percentage chance that command will occur
randomroll
Set the tempmodels so they pick a random roll value every frame
randomtextureanimation
Randomly picks a frame from the volumetric texture
randvel( [ String [random|crandom|range] ], Float xVel, [ Float [xVel2] ], [ String [random|crandom|range] ], Float yVel, [ Float [yVel2] ], [ String [random|crandom|range] ], Float zVel, [ Float [zVel2] ] )
Add a random component to the regular velocity.
If random is specified, the component will range from 0 to specified velocity.
If crandom is specified, the component will range from -specified to +specified velocity.
If range is specified, the component needs two values; it will randomly pick a number in the range
from the first number to the first number plus the second number.
If no keyword is explicitly specified, then the component will just be added on
without randomness.
This velocity is applied using the world axisrandvelaxis( [ String [random|crandom|range] ], Float forwardVel, [ Float [forwardVel2] ], [ String [random|crandom|range] ], Float rightVel, [ Float [rightVel2] ], [ String [random|crandom|range] ], Float upVel, [ Float [upVel2] ] )
Add a random component to the regular velocity.
If random is specified, the component will range from 0 to specified velocity.
If crandom is specified, the component will range from -specified to +specified velocity.
If range is specified, the component needs two values; it will randomly pick a number in the range
from the first number to the first number plus the second number.
If no keyword is explicitly specified, then the component will just be added on
without randomness.
This velocity is applied using the parent axisrelativeangles( )
makes the spawn angles get applied relative to the orientation of the model
scale( Float scale )
Set the scale of a spawned tempmodel
scalecap( Float cap )
Set the scale cap of the spawned tempmodel
This caps the scale so that a tempmodel never scaled beyond itscalecap_y( Float cap )
Set the scale cap of the spawned tempmodel
This caps the scale so that a tempmodel never scaled beyond itscalemax( Float scalemax )
Set the maximum scale of a spawned tempmodel
scalemaxy( Float scalemaxy )
Set the maximum scale of a spawned tempmodel
scalemin( Float scalemin )
Set the minimum scale of a spawned tempmodel
scaleminy( Float scalemin )
Set the minimum scale of a spawned tempmodel
scalerate( Float rate )
Set the scaling rate of the spawned tempmodel
If a negative rate is used, the model will shrinkscaleratey( Float rate )
Set the scaling rate of the spawned tempmodel
If a negative rate is used, the model will shrinkscaleupdown
Set the tempmodel to scale up to scale value and then down.
scaley( Float scale )
Set the scale of a spawned tempmodel
sfx( String sCommand, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ], [ String arg8 ] )
Used for adding commands to a special effect
smokeparms( Float typeinfo, Float fademult, Float scalemult )
Sets some misc parms for smoke
sound( String soundName, [ String channelName ], [ Float volume ], [ Float min_distance ], [ Float pitch ], [ Float randompitch ], [ String randomvolume ] )
Play the specified sound
soundnostomp( String soundName, [ String channelName ], [ Float volume ], [ Float min_distance ], [ Float pitch ], [ Float randompitch ], [ String randomvolume ] )
Play the specified sound ONLY if there's not another sound of same name, entity, and channel already playing.
soundnostomp_if_firing( String soundName, [ String channelName ], [ Float volume ], [ Float min_distance ], [ Float pitch ], [ Float randompitch ], [ String randomvolume ] )
Play the specified sound ONLY if there's not another sound of same name, entity, and channel already playing.
soundnostomp_if_not_firing( String soundName, [ String channelName ], [ Float volume ], [ Float min_distance ], [ Float pitch ], [ Float randompitch ], [ String randomvolume ] )
Play the specified sound ONLY if there's not another sound of same name, entity, and channel already playing.
sound_if_firing( String soundName, [ String channelName ], [ Float volume ], [ Float min_distance ], [ Float pitch ], [ Float randompitch ], [ String randomvolume ] )
Play the specified sound if the entity is firing
sound_if_not_firing( String soundName, [ String channelName ], [ Float volume ], [ Float min_distance ], [ Float pitch ], [ Float randompitch ], [ String randomvolume ] )
Play the specified sound if the entity is not firing
spawncull( Integer spawn_cull )
Set spawn culling, does not affect emitters.
spawnfactor( Integer range, [ Integer factor ] )
Sets the spawn factor at which to spawn (LOD) tempmodels.
spawnrange( Integer range1, [ Integer range2 ] )
Sets the range in which this effect will spawn tempmodels. If one number is specified, it is the max range
and 0 is the min range; if two numbers are specified, the larger is the max range.
spawnrate( Float rate )
Set the spawnrate of the emitter (models per second).
This is only used for emitters and not for the originspawn and tagspawn commandssphere
Set the tempmodels to spawn in a sphere around the origin.
If sphereradius is set, the tempmodels will spawn at the radius distance from
the originspin( Float rotations_per_second )
Sets counterclockwise rotations per second at which the emitter's x/y-axes rotate around its z-axis
spritegridlighting
Calculates grid lighting for a sprite
sprite_lighting( Float lightFactor )
Set the sprite lighting factor.
sprite_oriented
Make the sprite oriented.
sprite_oriented_blur
Make the sprite oriented blur.
sprite_origin( Float Xorigin, Float Yorigin )
Set the sprite origin
sprite_parallel_longaxis
Make the sprite parallel_longaxis.
sprite_parallel_upright
Make the sprite parallel_upright.
startoff
Signals an emitter to start in the off state (no tempmodels are emitted)
stopaliaschannel( String alias )
Stops the sound channel used by the specified alias.
stopaliaschannel_if_not_firing( String alias )
Stops the sound channel used by the specified alias if not firing
stoploopsound
Stop the looping sound
stopsound( String channelName )
Stops the sound on the specified channel.
swarm( Integer frequency, Float maxspeed, Float delta )
Create a swarm like effect that the tempmodels follow when they are spawned
frequency is how often they change direction
maxspeed is how fast the tempmodel will move (it's randomly generated every
time the frequency is hit)
delta is how much the tempmodel moves toward the origin every frametagdlight( String tagName, Float red, Float green, Float blue, Float intensity, Float life, [ Float intvel ] )
Spawn a dynamic light from the specified tag
The red,green,blue parms are the color of the light
The intensity is the radius of the light. The priority is a bonus to the light's scoretagemitter( String tagName, String emitterName )
Create an emitter that spawns tempmodels from the specified tag.
This command is followed by a ( to specify a block of commands that modify the tempmodelstaglist( String arg1, String arg2, [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ], [ String arg8 ] )
Set the tag list to create a beam that travels between all the tags
tagspawn( String tagName )
Spawn tempmodels from the specified tag.
This command is followed by a ( to specify a block of commands that modify the tempmodelstagspawnlinked( String tagName )
Spawn tempmodels from the specified tag, linked to the entity at the tag.
This command is followed by a ( to specify a block of commands that modify the tempmodelstexture_framelock( Integer frameLock )
Set the sprite frame to use.
texture_framerate( Float frameRate )
Set the texture framerate.
texture_numframes( Float numFrames )
Set the texture num frames.
tracer( String tagName, Float initialoffset, Float distance, Integer type, [ Boolean addBaseVelocity ], [ Boolean forceCGTrace ] )
Spawn a tracer tempmodels from the specified tag.
twinkle( Float mintimeoff, Float maxtimeoff, Float mintimeon, Float maxtimeon )
Set the tempmodel to twinkle with the specified settings
uscale( Float uscale )
Set the U scale
uscalecap( Float uscalecap )
Set the U scale cap
uscalerate( Float uscalerate )
Set the U scale rate
uspeed( Float uscrollspeed )
Set the U scroll speed
uspeedmax( Float uscrollspeedmax )
Set the max U scroll speed
uvrotate( Float angspeed )
Set the UV angular speed
varycolor
Sets the color to vary by 0 to -207633072474f specified color
velocity( Float forwardVelocity )
Set the forward velocity of the spawned tempmodel
vfxspawn( String vfxName, [ Float minRange ], [ Float maxRange ], [ Float scale ], [ Float countScale ] )
Spawn vfx.
This command is followed by various parameters that allow you to manipulate the vfx that has been specifiedvfxtagspawn( String tagName, String vfxName, [ Float minRange ], [ Float maxRange ], [ Float scale ], [ Float countScale ] )
Spawn vfx from the specified tag.
This command is followed by various parameters that allow you to manipulate the vfx that has been specifiedvfxtagspawnlinked( String tagName, String vfxName, [ Float minRange ], [ Float maxRange ], [ Float scale ], [ Float countScale ] )
Spawn vfx from the specified tag.
This command is followed by various parameters that allow you to manipulate the vfx that has been specifiedviewkick( Float pitchmin, Float pitchmax, Float yawmin, Float yawmax, Float recenterspeed, String pattern, Float pitchmax, Float yawmax, Float scatterpitchmax, [ Float viewkickmindecay ], [ Float viewkickmaxdecay ] )
Adds kick to the view of the owner when fired.
viewspawn
Spawn tempmodels from the first person viewport.
This command is followed by a '(' to specify a block of commands that modify the tempmodelsvolumetrictexture
We are using a volumetric texture.
vscale( Float vscale )
Set the V scale
vscalecap( Float vscalecap )
Set the V scale cap
vscalerate( Float vscalerate )
Set the V scale rate
vspeed( Float vscrollspeed )
Set the V scroll speed
vspeedmax( Float vscrollspeedmax )
Set the max V scroll speed
wateronly
makes the temp model remove itself if it leaves water
effectdelay( Integer iEffect, Integer iCurrEmitter, Vector vPos, Vector vAngles, Vector vAxisA, Vector vAxisB, Vector vAxisC )
Resumes the execution of iEffect effect from its iCurrEmitter emitter.
floatingwindow_close_pressed
Signal that the window was closed
widget_destroyed
Specifies that the widget has been destroyed.
deactivated
Signals that the widget has been deactivated.
floatingwindow_close_pressed
Signal that the window was closed
widget_destroyed
Specifies that the widget has been destroyed.
doroundtransition
delayed function call to (possibly) determine round winner and restart next round
finishroundtransition
delayed function call to do the actual restart for the next round
minicountdown
called every second during the minicountdown (which happens after the unlimited warmup is complete)
pollroundtransition
poll the dm_waitfortransitionflag cvar to determine to finish the round or keep waiting
pollwarmup
called every sec during the warmup
updateWeaponRestrictions
gets called continuously each second for the duration of the game
verifyspawnedplayer( Entity player )
verifys the player's class and weapon are not restircted
alwaysaway
Makes the door always open away from the person opening it.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2close
Closes the door.
dmg( Integer damage )
Sets the amount of damage the door will do to entities that get stuck in it.
doActivate( Entity activatingEntity )
General trigger event for all entities
doBlocked( Entity obstacle )
sent to entity when blocked.
doorclosed
Called when the door finishes closing.
dooropened
Called when the door finishes opening.
doortype( String door_type )
Sets the defaults for this door
Door Defaults: wood(default)
metal
door_triggerfield( Entity other )
Is called when a doors trigger field is touched.
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
linkdoor
Link doors together.
lock
Lock the door.
open( Entity other )
Opens the door.
sound_close_end( String sound_close )
Sets the sound to use when the door closes.
sound_close_start( String sound_close )
Sets the sound to use when the door closes.
sound_locked( String sound_locked )
Sets the sound to use when the door is locked.
sound_message( String sound_message )
Sets the sound to use when the door displays a message.
sound_open_end( String sound_open_end )
Sets the sound to use when the door stops to opens.
sound_open_start( String sound_open_start )
Sets the sound to use when the door starts to opens.
time( Float traveltime )
Sets the time it takes for the door to open an close.
toggledoor( Entity other )
Toggles the state of the door (open/close).
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
trysolid
Trys to make the door solid.
tryToOpen( Entity other )
Tries to open the door.
unlock
Unlock the door.
wait( Float wait )
Sets the amount of time to wait before automatically shutting.
doBlocked( Entity obstacle )
sent to entity when blocked.
doTouch( Entity touchingEntity )
sent to entity when touched.
fire( Integer index )
Fire.
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
off( Integer index )
Turn the gunfire off.
on( Integer index )
Turn the gunfire on.
origin( Vector vOrigin )
Sets the origin of this vehicle.
origin
Returns the origin of this vehicle.
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
kill
console based command to kill yourself if stuck.
activate_triggerhurt( Integer 1, String = )
Activate/deactivate attached trigger hurt with the specified name
addwaittill( String sWaitTill )
Adds a waittill. Works in conjunction with invokewaittill
ai_event( [ String type ], [ Float radius ] )
Let the AI know that this entity made a sound,
type is a string specifying what type of sound it is.
radius determines how far the sound reaches.altmodel( String model )
Choose a different model in the same file by name.
altmodel_id( Integer model )
Choose a different model in the same file by ID.
alwaysdraw
Sets this entity to always draw
applyimpulse( Vector pos, Vector dir, Vector magnitude )
Applies a force from a given position to a given direction with a given force
attach( Entity parent, String tagname, Boolean use_angles, Vector offset, Boolean origin_to_tag )
attach this entity to the parent's legs tag called tagname, optional parameters:
use_angles - whether or not to use the angles of the tag.
offset - offset vector from the tag.
origin_to_tag - whether or not to actually move the entity's origin to the tag.
attachedmodelanim( String tagname, String anim_name, Float crossblend_time, String model_name )
Tells models (or specified model) attached to specified tag to play
specified animation. Crossbkend time doesn't work yet.attachmodel( String modelname, String tagname, [ Float scale ], [ String targetname ], [ Boolean detach_at_death ], [ Float removetime ], [ Vector fadeintime ] )
attach a entity with modelname to this entity to tag called tagname.
scale - scale of attached entities
targetname - targetname for attached entities
detach_at_death - when entity dies, should this model be detached.
removetime - when the entity should be removed, if not specified, never.
offset - vector offset for the model from the specified tagautodrop
this entity should drop when its ground entity is invalid
avelocity( Vector avelocity )
sets the angular velocity for this entity.
avelocity
gets the angular velocity for this entity.
begin_listen_anim_complete
Used in tandem with "report_anim_complete" for animation synchronization
bind( Entity parent )
bind this entity to the specified entity.
bone_damage_script( String bone, String name, )
Sets a script to be called when a particular bone takes damage (partially implemented)
brushmodel
get the brush modelName.
cansee( Entity entity, [ Float fov ], [ Float vision_distance ] )
returns 1 if the entities can see eachother, 0 if not; blocked by any entities between them
canseenoents( Entity entity, [ Float fov ], [ Float vision_distance ] )
returns 1 if the entities can see eachother, 0 if not; ignores any entities between them
censor
used to ban certain contact when in parentmode
classname( String nameOfClass )
Determines what class to use for this entity,
this is pre-processed from the BSP at the start
of the level.classname
The entity's classname
connect_paths
Reconnects any navigation paths which were previously disconnected by this entity
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
damagelevel( Float damageLevel )
Sets the damage level of the entity
damagelevel( Float damageLevel )
Sets the damage level of the entity
damage_type( String meansofdeathstring )
Set the type of damage that this entity can take
deathanim( String deathanim )
Allows script to specify a specific death for the actor.
deathsinkeachframe
Makes the entity sink into the ground and then get removed (this gets called each frame).
deathsinkstart
Makes the entity sink into the ground and then get removed (this starts it).
delete
Removes this listener immediately.
detach
detach this entity from its parent.
detachallchildren
Detach all the children from the entity.
disable_draw_on_radar
Resets this entity to normal radar behavior (does not necessarily draw on the radar, and does not always propogate to all clients)
Disable_entity_physics_self_collision( )
Disallows collision between all physics objects associated with this entity
disconnect_paths
Disconnects all navigation paths which intersect with the specified entity's volume
disconnect_paths_havok
Disconnects all navigation paths which intersect with the specified HAVOK entity's volume
disconnect_paths_in_bounds
Disconnects all navigation paths which are within the specified entity's volume
dm( String command, [ String parms ] )
Makes a command be executed only in multiplayer
dmrealism( String command, [ String parms ] )
Makes a command be executed only in miltiplayer realism mode
dont_force_explode
Tells the entity to not force explode upon death.
drawmodel( String modelName )
set the model to modelName.
droptofloor( [ Float maxRange ] )
drops the entity to the ground, if maxRange is not specified 8192 is used.
durability
Gets what durability type this entity is.
durability( String durability )
Sets what durability type this entity is.
durability( String durability )
Sets what durability type this entity is.
dynamic_cover( Boolean true/false )
Sets whether the entity can be used as dynamic cover
effects( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )
Change the current entity effects flags.
Valid flags are as follows:
+ sets a flag, - clears a flag
antisbjuice - anti sucknblow juiceeveryframe - process commands every time entity is renderedenable_draw_on_radar
Forces this entity to always show up on the radar (and always be propogated to all clients)
enable_entity_physics_self_collision( )
Allows collision between all physics objects associated with this entity
enable_pose_lod( Boolean enable )
Enables or disables pose LOD'ing for a specific entity.
enable_pose_lod( Boolean enable )
Enables or disables pose LOD'ing for a specific entity.
entnum
The entity's entity number
explodetime( Float time )
How long to wait before exploding after death
explosionattack( String explosionModel, [ String tagName ] )
Spawn an explosion optionally from a specific tag
explosioninfo( Float force,, Float radius,, String effect, String name,, Float sound, Float name,, Float forward )
Sets the force, radius, type of effect, sound file, and offset info for explosions
fadeaway( Float fadetime )
Physics objects fades after time expires
flags( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )
Change the current entity flags.
Valid flags are as follows:
+ sets a flag, - clears a flag
blood - should it bleed
explode - should it explode when dead
die_gibs - should it spawn gibs when dead
god - makes the entity invincible
forceactivate
Forces an entity to activate outside of the player's PVS
force_explode( Float force,, Float radius,, String effect, String name,, Float and, Float sound, Float name )
Cause entity to explode immediately with force and radius (both optional default f=300.0 r=400.0)
getcontrollerangles( Integer num )
Gets the control angles for the specified bone.
GetLocalYawFromVector
Turn a worldspace vector into a local space yaw
getmaxs
Get the maxs of the bounding box of the entity to maxs.
getmins
Get the mins of the bounding box of the entity to mins.
gettagangles( String tag_name )
Gets the world angles of the tag
gettagposition( String tag_name )
Gets the world position of the tag
ghost
make non-solid but still send to client regardless of hide status.
glue( Entity parent, [ Integer glueAngles ] )
glue this entity to the specified entity.
gravity( Float gravityValue )
Change the gravity on this entity
havok_apply_force_to_bone( String bone, Vector name,, Vector position,, Float direction, )
Applies a force in Havok to the specified bone
havok_disable_wakeup( [ String bonename ] )
Sets optional bone to never be wakable. This has no effect if the bone is already awake. If not specified, all physics bones are changed
havok_enable_wakeup( [ String bonename ] )
Sets optional bone to be wakable. This has no effect if the bone is already awake. If not specified, all physics bones are changed
havok_force_awake( [ String bonename ] )
Sets optional bone to be always physics driven and awake (Havok-wise). Either a single bone or entire model will be awoken by script.
havok_game_driven( [ String bonename ] )
Sets optional bone to "gamedriven" havok mode. If not specified, all physics bones are changed
havok_lock_sleeping( [ String bonename ] )
Sets optional bone to be always asleep (Havok-wise). Either a single bone or entire model can only be awoken by script.
havok_physics_driven( [ String bonename ] )
Sets optional bone to "physicsdriven" havok mode. If not specified, all physics bones are changed
havok_set_physics_to_game_origin_bone_name( String bone )
Sets bone name for physics-to-game update to update entity's origin instead of bone's model-space transform
havok_set_ragdoll_hard_blend_time( Integer hard )
Override the default ragdoll blend time for this entity (time is in milliseconds)
havok_set_ragdoll_soft_blend_time( Integer soft )
Override the default ragdoll blend time for this entity (time is in milliseconds)
heal( Float health )
Adds health to an entity, 0-1 fraction of max_health
health( Float newHealth )
set the health (and max_health) of the entity to newHealth
health( Float newHealth )
set the health (and max_health) of the entity to newHealth
health
entity's health
healthonly( Float newHealth )
set the health of the entity to newHealth without changing max_health
healthonly( Float newHealth )
set the health of the entity to newHealth without changing max_health
hide
hide the entity, opposite of show.
hidejoint( String jointName )
Hides the joint.
hurt( Integer damage, [ String means_of_death ], [ Vector direction ] )
Inflicts damage if the entity is damageable. If the number of damage
points specified in the command argument is greater or equal than the
entity's current health, it will be killed or destroyed.immediateremove
Removes this listener immediately.
immune( String immune_string1, [ String immune_string2 ], [ String immune_string3 ], [ String immune_string4 ], [ String immune_string5 ], [ String immune_string6 ] )
Adds to the immunity list for this sentient.
immuneall( )
makes this entity immune to all means of death
immuneclear( )
clears immunity list
invokewaittill( String sWaitTill )
Invokes a waittill created with addwaittill.
isinside( Entity entity )
returns 1 if the entity is inside the other entity, 0 if not
istouching( Entity entity )
returns 1 if the entities are touching, 0 if not
is_pose_lod_enabled
Returns 1 if pose LOD'ing is enabled for the entity, 0 if not.
joinTeam( Entity teamMember )
join a bind team.
kill
console based command to kill yourself if stuck.
killattach
kill all the attached entities.
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
killtarget( String targetName )
when dying kill entities with this targetName.
loopsound( String soundName, [ Float volume ], [ String minimum_distance ] )
play a looped-sound with a certain volume and minimum_distance
which is attached to the current entity.mass( Float massAmount )
set the mass of this entity.
max_health( Integer max_health )
sets max_health without changing health
max_health( Integer max_health )
sets max_health without changing health
max_health
gets the entity's max health
model( String modelName )
set the model to modelName.
model( String modelName )
set the model to modelName.
model
get the modelName.
movementstealth( Float scale )
Sets the current movement stealth scalar for the sentient
neverdraw
Sets this entity to never draw
nodamage
entity does not take damage.
normaldraw
Sets this entity to normal draw
normalizescale( Integer normalize,, Float change )
normalize or unnormalize(restore) scale factor
normal_damage
The Normal Health of the Actor (0 - 100)
normal_health
The Normal Health of the Actor
notarget( Boolean setNoTarget )
flag an entity as no target.
notsolid
make non-solid.
override_physics_renderable( Integer Renderable )
Allows the entity to lock to particular collision/physics renderable that won't change when the visual renderable does
override_texture( String mtl_name, String tex_stage_name, String texture_qpath )
Override a texture on one of the Entity's materials
override_type( String overrideType )
Overides the entity type; valid strings are "allied_aircraft", "axis_aircraft", "allied_ship", "axis_ship" and "ground_target".
paralleloriented( Boolean IsParallelOriented )
Specifies whether the entity will face the player from any angle
physics( String type )
Tells the entity it is now a physics entity. Type determines which kind
playerbulletsonly( Boolean true )
Only gets damaged by the player's bullets
playsound( String soundName, [ Integer channel ], [ Float volume ], [ Float min_distance ], [ Float pitch ] )
play a sound coming from this entity.
default channel, CHAN_BODY.props( String Prop, String Names )
Sets the props specified in the Key/Value pair props
props( String sPropNames )
Gets the props specified in the Key/Value pair props
propslist( String Prop, String Names )
Sets the props specified in comma seperated string.
propslist( String Prop, String Names )
Sets the props specified in comma seperated string.
prop_set( String prop_set )
Turns on the specifed props (from a prop_set definition) on a HagInstance.
pusher( Entity inflictor, Entity attacker, Vector direction, Float force )
Push an entity in the specified direction with the specified force
quitTeam
quit the current bind team
radar_icon_pulsing( Integer pulsing_flag )
sets the radar icon pulsing bit
radar_icon_pulsing
gets the radar icon pulsing bit
radnum( Float radnum )
set the radnum
radnum
entity's radnum
reactive( Integer is_reactive )
Determines whether an entity has physics awake by default.
reactive( Integer is_reactive )
Determines whether an entity has physics awake by default.
realism( String command, [ String parms ] )
Makes a command be executed only in realism mode
remove
Removes this listener the next time events are processed.
removeattachedmodel( String tagname, [ String modelName ] )
Removes the model attached to this entity at the specified tag.
removeimmune( String immune_string1, [ String immune_string2 ], [ String immune_string3 ], [ String immune_string4 ], [ String immune_string5 ], [ String immune_string6 ] )
Removes from the immunity list for this sentient.
removeprop( String prop )
Turns off the specified prop on a HagInstance.
removetutorial
removes this entity from the tutorial manager
rendereffects( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )
Change the current render effects flags.
Valid flags are as follows:
+ sets a flag, - clears a flag
dontdraw - send the entity to the client, but don't draw
firstperson - specifies the entity to be a first person entity
report_anim_complete
Used in tandem with "begin_listen_anim_complete" for animation synchronization
rotatedbbox
Gets te entity's bbox to rotate with it.
rotatedbbox( Integer on_off )
Sets the entity's bbox to rotate with it.
safesolid
make solid but first make sure no one is in my bounds that is thinking.
saydone
Even used by sound-only special case of say to trigger waittill saydone
scale
get the scale of the entity
scale( Float newScale )
set the scale of the entity
scale( Float newScale )
set the scale of the entity
setcontrollerangles( Integer num, Vector angles )
Sets the control angles for the specified bone.
setforcedshadowtype( Integer shadowtype )
Sets the shadow type on this entity. -1 means don't force, 0 is no shadow (we don't have any other forced shadows yet)
setprop( String prop )
Turns on the specifed prop on a HagInstance.
setsize( Vector mins, Vector maxs )
Set the bounding box of the entity to mins and maxs.
settutorial( String alias, Float proximity_distance )
Sets this entity to post tutorials when a player is within proximity radius
setupphysics( )
Sets up the physics on this entity
set_playback_rate( Float rate, [ Integer mode ] )
sets the playback rate of the ActionControl of the entity (animation speed), 1.0 being normal speed. for rate: 0 - playback rate is effective until changed (via SetPlaybackRate()), for rate 1 - playback rate is effective until the current action is complete, for rate 2 - playback rate is effective until the *next* action is complete. the default mode is 1.
shootableonly
Makes the entity shootable only.
show
show the entity, opposite of hide.
showjoint( String jointName )
Shows the joint.
sighttrace( Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ] )
Performs a trace line from the start to the end, returns 0 if something was hit and 1 otherwise
solid
make solid.
sp( String command, [ String parms ] )
Makes a command be executed only in single player
spawnflags( Integer flags )
spawnflags from the BSP, these are set inside the editor
spawn_triggerhurt( String name,, String tag,, Vector size,, Integer damage )
spawn a trigger hurt and attach it to the tag of this entity
sprealism( String command, [ String parms ] )
Makes a command be executed only in single player realism mode
stationary
entity does not move, causes no physics to be run on it.
stoploopsound
Stop the looped-sound on this entity.
stopsound( [ Integer channel ] )
stop the current sound on the specified channel.
default channel, CHAN_BODY. Do not confuse this stopsound with the cg_commands stopsoundstop_supporting
Stop offering support to other entities.
svflags( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )
Change the current server flags.
Valid flags are as follows:
+ sets a flag, - clears a flag
broadcast - always send this entity to the clienttakedamage
makes entity take damage.
team( String moveTeam )
used to make multiple entities move together.
toggle_draw_on_radar
Toggles the entity to appear on the player's radar.
toss
entity has gravity applied to it.
touchtriggers
this entity should touch triggers.
trace( Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ] )
Performs a Trace Line from the start to the end, returns the end or the position it hit at
trigger( String name )
Trigger the specified target or entity.
unbind
unbind this entity.
unglue
unglue this entity.
uniqueid( Integer uniqueid )
sets the uniqueid for this entity.
uniqueid
gets the uniqueid for this entity.
uniqueid( Integer uniqueid )
sets the uniqueid for this entity.
uprightoriented( Boolean IsUprightOriented )
Specifies whether the entity will face the player from any angle while remaining upright
usebbox
do not perform perfect collision, use bounding box instead.
velocity( Vector velocity )
sets the velocity for this entity.
velocity
gets the velocity for this entity.
visibleteamonly( Integer no )
used to an entity visible to only one team in MP, 1 = allies, 2 = axis, 0 = both
volumedamage( Float damage )
does damage to any entity within this's volume
yaw
entity's yaw
button_pressed
Signal that the button was pressed
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
removetime( Float timeToRemove )
How long to wait before removing
setsolid( Boolean bSolid )
Force set/clear solidity for objects with Havok collision.
constantdamage
Makes the explosion do constant damage over the radius
damageagain
This event is generated each frame if explosion is set to damage each frame
damageeveryframe
Makes the explosion damage every frame
explosioneffect( String explosionType )
Make an explosionType explosion effect
flash( Float time, Float r, Float g, Float b, Float radius )
Flash player screens
radius( Float projectileRadius )
set the radius for the explosion
radiusdamage( Float radiusDamage )
set the radius damage an explosion does
size_changed
Specifies that the size of the widget has changed.
deactivated
Signals that the widget has been deactivated.
listbase_item_doubleclicked( Integer index )
Signaled when an item is double clicked
listbase_item_selected( Integer index )
Signaled when an item is selected
internalammo( Integer count, [ Integer unloaded ] )
Give the turret it's own supply of ammo, and ammo reservers
reloadinternalammo( Integer percent )
stock the turret's internal ammo with some percent more
wielder
returns entity working the turret
angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )
set the angles of the entity to newAngles.
detail
game.detail
skill
game.skill
impulsemagnitude( Float impulsemagnitude )
sets the gravity gun's impulse magnitude.
maxpickdist( Float maxpickdist )
sets the gravity gun's maximum pick distance.
health_postspawn
Health Post Spawn
item_pickup( Entity item )
Pickup the specified item.
stopped
sent when entity has stopped bouncing for MOVETYPE_TOSS.
activateitem( [ String mode ] )
Activates the item
activatepapers
The activation of the papers item
amount
Gets the amount of the item.
amount( Integer amount )
Sets the amount of the item.
cyclegroup( String cycle_group )
Sets the inventory cycle group
dialogneeded( String dialog_needed )
Sets the dialog needed string.
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
item_droptofloor
Drops the item to the ground.
item_pickup( Entity item )
Pickup the specified item.
maxamount( Integer max_amount )
Sets the max amount of the item.
name( String item_name )
Sets the item name.
no_remove
Makes it so the item is not removed from the world when it is picked up.
pickupsound( String name )
sets the item's pickup sound alias
pickup_done
Called when the item pickup is done.
respawn
Respawns the item.
respawnsound
Turns on the respawn sound for this item.
respawn_done
Called when the item respawn is done.
set_respawn( Integer respawn )
Turns respawn on or off.
set_respawn_time( Float respawn_time )
Sets the respawn time.
stopped
sent when entity has stopped bouncing for MOVETYPE_TOSS.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
alarm( Integer alarm_status )
zero = global level alarm off, non-zero = alarm on
alarm
zero = global level alarm off, non-zero = alarm on
alliesspawnpool( Integer size )
Sets the size of the allies spawn pool
alliesspawnpool
get current spawnpool size for allies
axisspawnpool
get current spawnpool size for axis
axisspawnpool( Integer size )
Sets the size of the axis spawn pool
badplace( String name, Vector origin, Float radius, [ String [team] ], [ Float [duration] ], Integer [notifyactors] )
Enables a 'bad place' for AI of team 'american', 'german', or (default) 'both' to avoid, and optionally gives it a duration
bombs_planted( Integer num )
Sets the number of bombs that are set
bombs_planted
Gets the number of bombs that are set
bombs_planted( Integer num )
the number of bombs that are set
clockside( String axis_allies_draw_kills )
Sets which side the clock is on... 'axis' or 'allies' win when time is up, 'kills' gives the win to the team with more live members, 'draw' no one wins
clockside( String axis_or_allies )
Sets which side the clock is on... 'axis' or 'allies' win when time is up
clockside
Gets which side the clock is on... 'axis' or 'allies' win when time is up
compasspath( String entity )
Sets the spline path for the compass orientation
dmrespawning
returns 1 if wave-based DM, 0 if respawns are disabled within a round
dmrespawning( Integer allow_respawn )
set to 1 to turn on wave-based DM, to 0 to disable respawns within a round
dmrespawning( Integer allow_respawn )
set to 1 to turn on wave-based DM, to 0 to disable respawns within a round
dmroundlimit( Integer timelimit )
sets the default timelimit, in minutes; can be overridden by 'timelimit' cvar
dmroundlimit
gets the actual timelimit, in minutes; may be 'timelimit' cvar or the default round limit
dm_artAmmoTime( Float secs )
seconds to reload artillery shells
dm_artAmmoTime
seconds to reload artillery shells
dm_artInternalAmmo( Integer max )
artillery max internal ammo
dm_artInternalAmmo
artillery max internal ammo
dm_artMaxHealth
artillery max health
dm_artMaxHealth( Integer max )
artillery max health
dm_artSupplyCount
artillery initial ammo boxes
dm_artSupplyCount( Integer boxes )
artillery initial ammo boxes
dm_artSupplyMaxCount
artillery max ammo boxes
dm_artSupplyMaxCount( Integer max )
artillery max ammo boxes
dm_artSupplySize( Integer ammo )
artillery ammo per box
dm_artSupplySize
artillery ammo per box
dm_attackerAdvanceDelay( Float secs )
seconds head start for defender spawns
dm_attackerAdvanceDelay
seconds head start for defender spawns
dm_corpsmanAttentionDist( Integer units )
how close corpsman has to be to heal
dm_corpsmanAttentionDist
how close corpsman has to be to heal
dm_corpsmanHealAmount
amount to heal someone
dm_corpsmanHealAmount( Integer health )
amount to heal someone
dm_corpsmanHealTime( Float sec )
seconds to heal someone
dm_corpsmanHealTime
seconds to heal someone
dm_corpsmanMaxMorphine
max carriable morphine syrettes
dm_corpsmanMaxMorphine( Integer syrettes )
max carriable morphine syrettes
dm_corpsmanMaxSulfa
max carriable sulfa powder
dm_corpsmanMaxSulfa( Integer packets )
max carriable sulfa powder
dm_corpsmanReviveTime( Float sec )
seconds to revive someone
dm_corpsmanReviveTime
seconds to revive someone
dm_engineerDisarmExplSpeedup
how many times faster he can defuse
dm_engineerDisarmExplSpeedup( Float rate )
how many times faster he can defuse
dm_engineerMaxExplosives
max carriable explosives
dm_engineerMaxExplosives( Integer max )
max carriable explosives
dm_engineerPlantExplSpeedup( Float rate )
how many times faster he can plant
dm_engineerPlantExplSpeedup
how many times faster he can plant
dm_explosivesArmTime
time to set explosive charges
dm_explosivesArmTime( Float secs )
time to set explosive charges
dm_explosivesDamage
damage to people too close
dm_explosivesDamage( Integer damage )
damage to people too close
dm_explosivesDisarmTime( Float secs )
time to disarm explosive charges
dm_explosivesDisarmTime
time to disarm explosive charges
dm_explosivesFuseTime
time till explosion once set
dm_explosivesFuseTime( Float secs )
time till explosion once set
dm_explosivesRadius( Integer units )
damage radius
dm_explosivesRadius
damage radius
dm_landmineDefuseTime( Float secs )
landmine defusing time
dm_landmineDefuseTime
landmine defusing time
dm_landmineDefuseTimeEngineer( Float secs )
landmine defusing time for engineers
dm_landmineDefuseTimeEngineer
landmine defusing time for engineers
dm_landmineMaxSpotDistance
max distance landmine spotted
dm_landmineMaxSpotDistance( Integer units )
max distance landmine spotted
dm_landmineSpotMultCrouch( Float fraction )
landmine spotting dist reduction - crouch
dm_landmineSpotMultCrouch
landmine spotting dist reduction - crouch
dm_landmineSpotMultProne
landmine spotting dist reduction - prone
dm_landmineSpotMultProne( Float fraction )
landmine spotting dist reduction - prone
dm_landmineSpotMultStand
landmine spotting dist reduction - stand
dm_landmineSpotMultStand( Float fraction )
landmine spotting dist reduction - stand
dm_landmineSpottingNarrowness( Float aim )
landmine detection - how directly spotter must look
dm_landmineSpottingNarrowness
landmine detection - how directly spotter must look
dm_largePlayerCount
player count to start using large spawn locs
dm_largePlayerCount( Integer players )
player count to start using large spawn locs
dm_mgAmmoTime
seconds to reload mg boxes
dm_mgAmmoTime( Float secs )
seconds to reload mg boxes
dm_mgCoolRate
mg cooling rate
dm_mgCoolRate( Float rate )
mg cooling rate
dm_mgHeatRate
mg heating rate
dm_mgHeatRate( Float rate )
mg heating rate
dm_mgInternalAmmo( Integer max )
artillery max mg ammo
dm_mgInternalAmmo
artillery max mg ammo
dm_mgJamTime( Float secs )
seconds gun is jammed when overheated
dm_mgJamTime
seconds gun is jammed when overheated
dm_mgMaxHealth( Integer max )
mg max health
dm_mgMaxHealth
mg max health
dm_mgSupplyCount( Integer boxes )
mg initial ammo boxes
dm_mgSupplyCount
mg initial ammo boxes
dm_mgSupplyMaxCount
mg max ammo boxes
dm_mgSupplyMaxCount( Integer max )
mg max ammo boxes
dm_mgSupplySize
mg ammo per box
dm_mgSupplySize( Integer ammo )
mg ammo per box
dm_mgUserDistance( Integer units )
units from gun user is placed
dm_mgUserDistance
units from gun user is placed
earthquake( Float duration, Float magnitude, Float no_rampup, Float no_rampdown, [ Vector epicenter ], [ Float cutoff_distance(optional ] )
Create an earthquake
found_secrets
count of found secrets
frame
current frame
frame_skel_index
current frame_skel_index
getmaxentnum
Gets the highest ent number, used with getentbyentnum. The returned value is the last valid entnum.
getteamwin
returns 'axis', 'allies' or 'none'
grenadeblockedchance_allies( Integer chance )
Sets chance allies AI will throw grenade at his interval even if its potentially blocked.
grenadeblockedchance_allies( Integer chance )
Sets chance allies AI will throw grenade at his interval even if its potentially blocked.
grenadeblockedchance_axis( Integer chance )
Sets chance axis AI will throw grenade at his interval even if its potentially blocked.
grenadeblockedchance_axis( Integer chance )
Sets chance axis AI will throw grenade at his interval even if its potentially blocked.
grenadechance_allies( Integer chance )
Sets chance allies AI will throw grenade at his interval.
grenadechance_allies( Integer chance )
Sets chance allies AI will throw grenade at his interval.
grenadechance_axis( Integer index )
Sets chance axis AI will throw grenade at his interval.
grenadechance_axis( Integer index )
Sets chance axis AI will throw grenade at his interval.
grenadedist_allies( Float dist )
Sets distance allies can throw grenades.
grenadedist_allies( Float dist )
Sets distance allies can throw grenades.
grenadedist_axis( Float dist )
Sets distance axis can throw grenades.
grenadedist_axis( Float dist )
Sets distance axis can throw grenades.
grenademaxinterval_allies( Integer interval )
Sets Max interval (in MS) allies AI will decide to throw a grenade.
grenademaxinterval_allies( Integer interval )
Sets Max interval (in MS) allies AI will decide to throw a grenade.
grenademaxinterval_axis( Integer interval )
Sets Max interval (in MS) axis AI will decide to throw a grenade.
grenademaxinterval_axis( Integer interval )
Sets Max interval (in MS) axis AI will decide to throw a grenade.
grenademininterval_allies( Integer interval )
Sets Min interval (in MS) allies AI will decide to throw a grenade.
grenademininterval_allies( Integer interval )
Sets Min interval (in MS) allies AI will decide to throw a grenade.
grenademininterval_axis( Integer interval )
Sets Min interval (in MS) axis AI will decide to throw a grenade.
grenademininterval_axis( Integer interval )
Sets Min interval (in MS) axis AI will decide to throw a grenade.
HUDMap( Integer mapAx, Integer mapAy, Integer mapBx, Integer mapBy, [ Integer worldAx ], [ Integer worldAy ], [ Integer worldBx ], [ Integer worldBy ] )
setup the mapping of worldspace to HUD map dimensions
ignoreclock( Integer ignoreclock )
Tells a level weather or not to ignore the clock
inttime
current level time, in msecs
loop_protection( Integer loop_protection )
specify if infinite loop protection is enabled
loop_protection
says if infinite loop protection is enabled
maxobjectives
maximum number of objectives allowed
nodrophealth( Integer alarm_status )
zero = automatically drop health according to cvars, non-zero = don't autodrop health (like hard mode)
objectivebased
Gets wether or not the game is currently objective based or not
papers
the level of papers the player currently has
papers
the level of papers the player currently has
planting_team
Gets which is planting the bomb, 'axis' or 'allies'
planting_team( String axis_allies_draw_kills )
which is planting the bomb, 'axis' or 'allies'
planting_team( String axis_or_allies )
Sets which is planting the bomb, 'axis' or 'allies'
playerspawn( Integer index, [ String arg1 ], [ String arg2 ], [ String arg3 ] )
return the nth playerspawn; filter args are: allies, axis, deathmatch, mp, single, enabled, disabled
playerspawncount( [ String arg1 ], [ String arg2 ], [ String arg3 ] )
find how many playerspawns there are; filter args are: allies, axis, deathmatch, mp, single, enabled, disabled
prespawnsentient
internal usage.
primaryusermod
return the id of the primary user mod currently in use
removebadplace( String name )
Removes a 'bad place'
roundbased
Gets wether or not the game is currently round based or not
roundcomplete
non-zero if round has completed
roundstarted
non-zero if round has started
setspawnpool( Integer allies, Integer axis )
Set spawnpool size for invader maps
systemtime
current system time, seconds since midnight 1/1/1970
systemtimepretty
current system time, formatted as a string
targets_destroyed( Integer num )
Sets the number of bomb targets that have been destroyed
targets_destroyed
Gets the number of bomb targets that have been destroyed
targets_destroyed( Integer num )
the number of bomb targets that have been destroyed
targets_to_destroy( Integer num )
the number of bomb targets that must be destroyed
targets_to_destroy
Gets the number of bomb targets that must be destroyed
targets_to_destroy( Integer num )
Sets the number of bomb targets that must be destroyed
time
current level time
timeleftingame
Returns the time left in the match
total_secrets
count of total secrets
cancelFor( String name )
Cancel for event of type name
classname
classname variable
commanddelay( Float delay, String command, [ String [arg1] ], [ String [arg2] ], [ String [arg3] ], [ String [arg4] ], [ String [arg5] ], [ String [arg6] ] )
executes a command after the given delay
delaythrow( String label )
Internal usage.
delete
Removes this listener immediately.
exec( String script )
Executes the specified script.
exec( String script )
Executes the specified script.
immediateremove
Removes this listener immediately.
owner
Returns the owner.
remove
Removes this listener the next time events are processed.
thread( String label )
Creates a thread starting at label.
thread( String label )
Creates a thread starting at label.
throw( String label )
Throws to the specified label.
unregister( String label )
Unregisters the label from the event of the same name.
waitexec( String script )
Executes the specified script and waits until the called thread group is finished.
waitexec( String script )
Executes the specified script and waits until the called thread group is finished.
waitthread( String label )
Creates a thread starting at label and waits until the called thread is finished.
waitthread( String label )
Creates a thread starting at label and waits until the called thread is finished.
waitTill( String name )
Wait until event of type name
deactivated
Signals that the widget has been deactivated.
floatingwindow_close_pressed
Signal that the window was closed
listbase_item_doubleclicked( Integer index )
Signaled when an item is double clicked
listbase_item_selected( Integer index )
Signaled when an item is selected
bayonet_melee( String MaterialName,, String FXAlias,, String SoundAlias )
Sets properties for the material of this type
blastmark( String MaterialName,, String FXAlias,, String SoundAlias )
Sets properties for the material of this type
bodyfall( String MaterialName,, String FXAlias,, String SoundAlias )
Sets properties for the material of this type
bulletdecal( String MaterialName,, String FXAlias,, String SoundAlias )
Sets properties for the material of this type
bullethit_heavy( String MaterialName,, String FXAlias,, String SoundAlias )
Sets properties for the material of this type
bullethit_large( String MaterialName,, String FXAlias,, String SoundAlias )
Sets properties for the material of this type
bullethit_small( String MaterialName,, String FXAlias,, String SoundAlias )
Sets properties for the material of this type
coll_effect( String SubjectMaterial,, String ObjectMaterial,, String EnergyMinimum,, String MassMinimum,, String Alias )
What sound FX is associated with these conditions?
coll_sound( String SubjectMaterial,, String ObjectMaterial,, String EnergyMinimum,, String MassMinimum,, String Alias )
What sound alias is associated with these conditions?
footstepdecal( String MaterialName,, String FXAlias,, String SoundAlias )
Sets properties for the material of this type
footstep_running( String MaterialName,, String FXAlias,, String SoundAlias )
Sets properties for the material of this type
footstep_walking( String MaterialName,, String FXAlias,, String SoundAlias )
Sets properties for the material of this type
generic_explosion( String MaterialName,, String FXAlias,, String SoundAlias )
Sets properties for the material of this type
grenade_bounce( String MaterialName,, String FXAlias,, String SoundAlias )
Sets properties for the material of this type
grenade_explosion( String MaterialName,, String FXAlias,, String SoundAlias )
Sets properties for the material of this type
landing( String MaterialName,, String FXAlias,, String SoundAlias )
Sets properties for the material of this type
melee( String MaterialName,, String FXAlias,, String SoundAlias )
Sets properties for the material of this type
pistolwhip( String MaterialName,, String FXAlias,, String SoundAlias )
Sets properties for the material of this type
satchel_bounce( String MaterialName,, String FXAlias,, String SoundAlias )
Sets properties for the material of this type
satchel_explosion( String MaterialName,, String FXAlias,, String SoundAlias )
Sets properties for the material of this type
canhealpatient
Returns TRUE if can heal our current patient.
experience
Returns the skill/experience level.
experience( Integer skill )
Set the skill/experience level.
heal_amount( Float heal_amount )
Amount to heal the guy.
heal_patient
Heals patient.
heal_radius( Float heal_radius )
Radius to look for friendlies to heal.
heal_threshold( Float heal_threshold )
pct of health to heal a guy at.
heal_vod
Attempts to heal the player VergeOFDeath style. Returns 0 on failure.
isenabled
Returns current status (enabled/disabled).
max_player_heals( Integer max )
Maximum number of times Medic is allowed to heal Player.
max_player_heals
Returns the number of times remaining that Medic is allowed to heal Player.
medic_disable
Disable medic healing.
medic_enable
Enables medic healing.
medic_heal( Entity injuredGuy )
Pass who to heal.
medic_searchtime( Float searchtime )
How often to search for injured.
patient
Returns current patient.
patientcount
Returns current number of pending patients.
hidemenu
Hides the menu.
showmenu( [ Boolean activate ] )
Shows the menu.
lock
Lock out the menu from receiving input
pushmenu( String menuname )
Pushes the menu on the stack
swaphead( String menuname, Integer menusToPop )
Swaps the head menu on the stack
unlock
Unlock the menu from receiving input
movedone( Entity finishedEntity )
Sent to commanding thread when done with move .
deactivated
Signals that the widget has been deactivated.
listbase_item_doubleclicked( Integer index )
Signaled when an item is double clicked
listbase_item_selected( Integer index )
Signaled when an item is selected
Complete
Complete this objective.
doActivate( Entity activatingEntity )
General trigger event for all entities
ObjectiveNbr( Integer index )
Sets the objective number.
SetCurrent
Set this objective as current.
Text( String Text )
Set current text.
TurnOff
Turn Off and cancel the current cycle (if any)
TurnOn
Turn On and begin the first cycle
motionfail
motionfail
movedone
movedone
movefail
movefail
other
other
owner
owner
previousthread
Returns the previous thread.
sayfail
sayfail
string
Gets the string parameter.
upperfail
upperfail
actorname
Gets actors 'actorname' for use with scripts.
actorname
Sets actors 'actorname' for use with scripts.
actorname
Sets actors 'actorname' for use with scripts.
aggressive( Integer bAggressive )
Sets whether this is an 'aggressive' cover node.
combat( Integer bCombat )
Sets this as a combat area or not. Default = 1
combat( Integer bCombat )
Sets this as a combat area or not. Default = 1
combat( Integer bCombat )
Sets this as a combat area or not. Default = 1
cover_angle( Float cover_angle )
Valid max angle to enemy AI will use this covernode for.
cover_angle( Float cover_angle )
Valid max angle to enemy AI will use this covernode for.
cover_angle( Float cover_angle )
Valid max angle to enemy AI will use this covernode for.
cover_count( Integer nCoverCount )
Returns # of covernodes in this squadnode area.
cover_used( Integer nCoverUsed )
Returns # of covernodes currently being used in this squadnode area.
delete
Removes this listener immediately.
doActivate( Entity activatingEntity )
General trigger event for all entities
enablesquadnode( Boolean bEnabled )
Can turn a pathnode into a squadnode and vice-versa with this. If you don't pass a param, enabled is assumed
enablesquadnode( Boolean bEnabled )
Can turn a pathnode into a squadnode and vice-versa with this. If you don't pass a param, enabled is assumed
enablesquadnode( Boolean bEnabled )
Can turn a pathnode into a squadnode and vice-versa with this. If you don't pass a param, enabled is assumed
grass( Integer bGrass )
Sets this node to be in 'grass'
immediateremove
Removes this listener immediately.
istouching( Entity entity )
returns 1 if the entities are touching, 0 if not
lowwall( Integer bLowWall )
This is used in conjunction with cornerleft/cornerright. LowWall just uses crouch-equivalent anims to replace the standing ones.
lowwall( Integer bLowWall )
This is used in conjunction with cornerleft/cornerright. LowWall just uses crouch-equivalent anims to replace the standing ones.
low_wall_arc( Float arc_half_angle )
Marks this node as good for low-wall behavior, and gives the arc
retreat( Integer bRetreat )
Sets whether this is a 'retreat' node.
set( Integer sequence )
Sets the path node's sequence number.
setcurrent( Entity eSquadName )
Sets the squad pathnode as the current destination for the passed squadname (defaults to players squad).
spawnflags( Integer node_flags )
Sets the path nodes flags.
squadset( Integer sequence )
Sets the path node's sequence number.
squadset( Integer sequence )
Sets the path node's sequence number.
squadset( Integer sequence )
Sets the path node's sequence number.
allowdegrade( Boolean Degrade )
Sets whether or not the vehicle's performance degrades based on health
BrakeAtEndOfPath( Boolean brakeAtEndOfPath )
boolean flag to tell the vehicle to either brake or not brake at the end of its current path.
enable_vehicle_simulation( Boolean enable )
Enables or disables the Havok vehicle simulation, turning the vehicle rigid body into a free object
forcesoundstate( String new_state )
Sets vehicle to new soundstate. Possible names are:
OFF
OFF_TRANS_IDLE1
OFF_TRANS_IDLE2
IDLE
IDLE_TRANS_RUN1
IDLE_TRANS_RUN2
RUN
RUN_TRANS_OFF1
RUN_TRANS_OFF2
RUN_TRANS_OFF3
RUN_TRANS_IDLE1
RUN_TRANS_IDLE2PauseDrive( Boolean paused )
Pauses the vehicle driving the spline
SetBackUpSpeedAndDuration( Float Speed,, Float Duration )
Set the speed and length of time the vehicle will back up when stuck
SetBaseLookahead( Float Distance )
The minimum distance ahead of the vehicle to calculate look ahead
setdrivesurface( String surface_type )
Sets the surface-specific sound to play as the vehicle moves
SetFollowEntity( Entity entity )
Sets the entity following this vehicle. Used in keep away and swerving
SetKeepAway( Float Min, Float Distance,, Float Max, Float Distance, )
If the entity is within min distance the vehicle will speed up. If the entity falls behind by max distance, the vehicle will slow down. The vehicle will not go above the max speed or below the min speed.
SetLookAheadScalar( Float Scalar )
The speed times the scalar will be how much ahead we look
SetMaxTurningSpeed( Float Speed )
Sets the maximum speed a sharp turn can be made at
SetPanicOversteer( Float Distance,, Float Duration,, Float Min )
The vehicle will panic oversteer when the follow entity is within the set distance
SetParkingBrake( Boolean Parking )
Sets whether or not the vehicles parking brake is on
SetPathCountersteer( Float Strength )
Countersteer to direct vehicle toward actual path
setskidepsilon( Float Strength, Float RecoveryPercentage )
amount of skid resistance required in order to consider as a skid (and play sound) and the percent (0.0 -> 1.0) of skid resistance at which skid sound will cease
SetSpeedCap( Float maximum )
Caps the maximum speed the vehicle can reach
SetSpeedToApplyMaxBrakes( Float Speed )
The speed at which max brakes are applied
SetSteerSmoothing( Float 0.0f )
A value of 1 is full smoothing and 0 is no smoothing
SetStuckDuration( Float Duration )
The amount of time of not moving to consider the vehicle stuck
setsuspensionepsilon( Float suspension_epsilon )
Sets the amount of force required for the suspension to play a sound
SetSwerve( Float Distance,, Float Steer,, Float AllowableSwerveAtRange )
How close the follow entity has to be to swerve, Steer is the amount the vehicle will swerve, AllowableSwerveAtRange sets if the vehicle can swerve when on a turn
SmoothLookahead( Boolean smoothed )
Use smoothed speed when calculating look ahead location
StopKeepAway
Stops the keep away
StopPanicOversteer
Stops the panic oversteer
StopSwerve
Stops the swerve at
vehicle_disable_generate_touch_list( )
Disables the generation of touched entity lists for vehicles. Enabling allows vehicles to do damage to entities. Disabling optimzes for performance.
vehicle_enable_generate_touch_list( )
Enables the generation of touched entity lists for vehicles. Enabling allows vehicles to do damage to entities. Disabling optimzes for performance.
altleash( Float leash )
Sets the altitude leash distance. (z distance)
altleash( Float leash )
Sets the altitude leash distance. (z distance)
ascendpitch( Float ascendpitch )
Pitch to ascend using after attack. (default=-35)
ascendpitch( Float ascendpitch )
Pitch to ascend using after attack. (default=-35)
attachbomb( Integer index,, String joint,, String model )
Attach 1 or more bombs to a joint.
attack( String target )
You can set the plane's current target with this.
attack( String target )
You can set the plane's current target with this.
attackAlt( Float attackAlt )
altitude plane will start firing during attack. (default=2200)
attackAlt( Float attackAlt )
altitude plane will start firing during attack. (default=2200)
attack_target( String target )
You can get the plane's current target with this.
autopilot( Entity path )
Tells plane auto-pilot a spline path.
bombtarget( Entity target, Float altitude, Float bombspeed )
Tells plane to bomb a target at specific: altitude bombspeed
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
descendpitch( Float descendpitch )
Pitch to Descend using before attack. (default=45)
descendpitch( Float descendpitch )
Pitch to Descend using before attack. (default=45)
dropbomb( Integer index(optional), Float bombspeed )
Drop a bomb with initial speed, if we have one.
evade( Entity plane )
Tells plane to evade the passed plane.
fly( Entity array, Float speed, Float acceleration, Float look_ahead )
Makes the plane fly the specified path with speed and acceleration until reached_distance close to position
flyto( Vector vPos )
Tells plane to fly to specified position. (pos can be an entity, or a vector)
follow( Entity plane )
Tells plane to follow the passed plane.
home( Vector vHome )
Sets the origin of the leash
home( Vector vHome )
Sets the origin of the leash
initialize
Initialize the plane.
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
leash( Float leash )
Sets the leash distance. (2d space)
leash( Float leash )
Sets the leash distance. (2d space)
maxpitchrate( Float pitchrate )
Set maximum pitch rate (degs/sec) (default=60)
maxpitchrate( Float pitchrate )
Set maximum pitch rate (degs/sec) (default=60)
maxroll( Float maxroll )
Set maximum roll (default=60)
maxroll( Float maxroll )
Set maximum roll (default=60)
maxrollrate( Float rollrate )
Set maximum roll rate (degs/sec) (default=60)
maxrollrate( Float rollrate )
Set maximum roll rate (degs/sec) (default=60)
maxyawrate( Float yawrate )
Set maximum yaw rate (degs/sec) (default=60)
maxyawrate( Float yawrate )
Set maximum yaw rate (degs/sec) (default=60)
minattackdist( Float minattackdist )
Minimum distance the plane must be from target prior to commencing attack run. (default=8000)
minattackdist( Float minattackdist )
Minimum distance the plane must be from target prior to commencing attack run. (default=8000)
minimumAlt( Float minimumAlt )
altitude plane will pull up at during attack. (default=600)
minimumAlt( Float minimumAlt )
altitude plane will pull up at during attack. (default=600)
patrolalt( Float patrolalt )
altitude to patrol at. (default=height at time of 'fly' command)
patrolalt( Float patrolalt )
altitude to patrol at. (default=height at time of 'fly' command)
speed( Float speed )
Get speed of the plane. (default=2000)
speed( Float speed )
Set speed of the plane. (default=2000)
speed( Float speed )
Set speed of the plane. (default=2000)
strafeattack( Integer bDoStrafe )
Tells plane to do a strafing attacks or not.
actor( String modelname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] )
Spawns an actor.
actorinfo( Integer actor_number )
Prints info on the specified actor.
addkills( Integer num_kills )
Give or take kills from the player
addteambonuspoints( Integer points )
Adds a specified number of points to this player's team bonus score
aimadjustfov( Integer Enable )
Adjust the FOV when the player is aiming
aimoff
Takes the player out of aim mode
aimon
Puts the player into aim mode
aimsmoothadjustfov( Float target_fov, Float speed_fov )
Smoothly adjust the FOV to the target FOV
ambient_volume_target( Float Desired, [ Float value ] )
Sets interpolation target for ambient volume on client.
ammolist
Dump contents of players ammo to console
animfinished_legs
Called when the legs animation has finished.
animfinished_torso
Called when the torso animation has finished.
attachtoladder
Attaches the sentient to a ladder
autosquadnode( Boolean bAutoSquadNode )
Tells player whether or not to autodetect squadnodes.
autosquadnode( Boolean bAutoSquadNode )
Tells player whether or not to autodetect squadnodes.
auto_join_team
Join the team with fewer players
backpacktype( String type )
sets the sentient's backpack (along with basic equipment, but no supplies)
begin_shellshock
Shellshock cycle beginning
cachemaplist
Retrieve a maplist for later use
callvote( String arg1, [ String arg2 ] )
Player calls a vote
cancarrywounded( Boolean flag )
Set whether or not the player can carry wounded players
carry_ammobox( Entity entity )
Carries the specified ammo box
carry_wounded( Entity entity )
Carries the specified entity if it is undead
checkLandMines( [ Float dist ], [ Float los ], [ Float stand ], [ Float crouch ], [ Float prone ] )
Returns the closest just discovered enemy landmine, or NULL
closefactswindow
Closes the Popup Facts Window
coord
Prints out current location and angles
correctweaponattachments
makes sure the weapons is properly attached when interupting a reload
crosshair( Boolean drawCrosshair )
Specify if crosshairs are drawn: 0 draws nothing, > 0 draws crosshairs
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
damage_multiplier( Float damage_multiplier )
Sets the current damage multiplier
dead
Called when the player is dead.
displayfact( String FactID )
Displays a Popup Fact
dive( Float height, Float airborne_duration )
Makes the player dive into prone position.
diveend
Lets the player know that he is no longer diving.
dmdeathdrop
Drops the player inventory in DM after's he's been killed
dmmessage( Integer mode, String stuffstrings )
sends a DM message to the appropriate players
dmteam
returns 'allies', 'axis', 'spectator', or 'freeforall'
dog( [ Integer god_mode ] )
Sets the god mode cheat or toggles it.
do_training_vod
Puts the player in the faux VOD state. For use in boot-camp
dropBackpack
Drops the sentient's backpack
dropbody
Drops the body the player is carrying
drop_ammobox
Drops the ammo box
drop_wounded
Drops the specified entity if it is undead
ducked_volume_target( Float Desired, [ Float value ] )
Sets interpolation target for ducked volume on client.
enablevod( Boolean enable )
Enables (or disables) VOD.
endlevel
Called when the player gets to the end of the level.
end_shellshock
Shellshock cycle ended
enemysharedist( Float fEnemyShareDist )
Sets distance the player will share enemies he can 'see' with his squadmates.
enemysharedist( Float fEnemyShareDist )
Gets distance the player will share enemies he can 'see' with his squadmates.
enemysharedist( Float fEnemyShareDist )
Sets distance the player will share enemies he can 'see' with his squadmates.
ensureforwardoffladder
Ensures that the player went forward off the ladder.
ensureoverladder
Ensures that the player is at the proper height when getting off the top of a ladder
enter( Entity vehicle, [ String driver_anim ] )
Called when someone gets into a vehicle.
entercrouch
Lets the player know when he's entering the crouch state
exit( Entity vehicle )
Called when driver gets out of the vehicle.
expendexplosivepack
uses up an explosive pack
explosivepackcount
returns player's explosive pack count
explosivepackcount( Integer count )
Sets player's explosive pack count
export_physics( )
Test code to export the physics state to a file
export_physics_shapes( )
Export Havok physics shapes to a file
face( Vector angles )
Force angles to specified vector
finishingmove
Peforms a finishing move on the player.
finishuseanim
Fires off all targets associated with a particular useanim.
finishuseobject
Fires off all targets associated with a particular useobject.
fireheld
returns 1 if this player is holding fire, or 0 if he is not
flashmedicicon( Integer icon, Integer flash_number )
Flashes the medic icon (99 - 0x).
flight( Integer bEnable )
Enables or disables flight.
forcelegsstate( String legsstate )
Force the player's legs to a certain state
forceposture( String posture )
Forces the player to assume the passed posture
forcetorsostate( String torsostate )
Force the player's torso to a certain state
forwardmove
return -1 if moving backward, 1 for moving forward or 0 for neither
fov( [ Float fov ] )
Sets the player's fov.
freezemovement( Boolean frozen )
Freezes (or unfreezes) player movement
fullheal
Heals player.
gameversion
Prints the game version.
geteyeposition
returns the players current eye position
getmovement
returns the player current movement
getposition
returns the player current position
getweaponinslot( Integer weaponslot )
Get the weapon in the specified slot
getweaponslot
Gets the currently active weapon slot
get_wounded
Returns the entity the player is carrying
give( String name, [ Integer amount ] )
Gives the player the specified thing (weapon, ammo, item, etc.) and optionally the amount.
giveweapon( String weapon_name )
Gives the player the specified weapon.
global_posteffect( Integer Number )
Number of global post-effect
gotkill( Entity victim, Integer damage, Entity inflictor, Integer meansofdeath, Boolean gib )
event sent to attacker when an entity dies
gvo
Retrieves the server's vote options file
has_disguise( Integer is_disguised )
zero = does not have a disguise, non-zero = has a disguise
has_disguise
zero = does not have a disguise, non-zero = has a disguise
has_lewis
Returns if the player has the weapon in his inventory.
has_weapon( String weapon )
Returns if Tommy has the given weapon in his inventory.
has_wounded( Integer bHasWounded )
Returns 1 if player is carrying someone.
holster
Holsters all wielded weapons, or unholsters previously put away weapons
incrementstat( String stat )
increments an integer statistic
invnext
Cycle to player's next item.
invod
returns the player VOD status
invprev
Cycle to player's previous item.
in_shellshock
returns the player shellshock status
iprint( String string, [ Integer bold ] )
prints a string to the player, optionally in bold
isbleeding( Integer bleed? )
Forces the player to bleed or not
isbleeding( Integer bleed? )
Forces the player to bleed or not.
isbleeding
Returns bleeding status
isSpectator
Check to see if player is a spectator (non-zero return value)
is_disguised
zero = not disguised, non-zero = disguised
join_team( String team, [ Integer force_switch ] )
Join the specified team (allies or axis), optional arg to force a team switch (default 0)
jump( Float height )
Makes the player jump.
jumpxy( Float forwardmove, Float sidemove, Float speed )
Makes the sentient jump.
kill
console based command to kill yourself if stuck.
killclass( String classname, [ Integer except_entity_number ] )
Kills all of the entities in the specified class.
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
killent( Integer entity_number )
Kills the specified entity.
kill_allies( Float radius )
Kills all of the allies (not the player) that are in the passed radius, or all of them if radius is 0. If radius<0 kill all axis outside the passed radius
kill_axis( Float radius )
Kills all of the axis that are in the passed radius, or all of them if radius is 0. If radius<0 kill all axis outside the passed radius
knockback_effect( String filename )
filename of effect to play during knockback
lastkill
Returns the last entity killed.
lerpadjustfov( Float target_fov, Float speed_fov )
Smoothly adjust the FOV to the target FOV
limppercent( Float floatval )
What percentage of normal speed player is penalized if limping
listinventory
List of the player's inventory.
loaded
Gives player all new weapons.
logstats( Boolean state )
Turn on/off the debugging playlog
lowpass_frequency_target( Float Desired, [ Float value ] )
Sets interpolation target for low-pass frequency on client.
maxgiveableammo( String ammotype )
returns max amount of ammo that could be given for the named ammo
medicicon( Integer icon )
Sets the medic icon to the value passed (99 = 0x).
modheight( String height )
change the maximum height of the player
can specify 'stand', 'duck', 'duckrun', or a specific heightmorphinecount( Integer count )
Sets player's morphine syrette count
morphinecount
returns player's morphine syrette count
moveposflags( String position, [ String movement ] )
used by the state files to tell the game dll what the player is doing
msguser( [ String Babylon_label ] )
Displays a msg on the user's screen.
netname
returns player's name
netname_noloc
returns player's name
nextpaintime( Float seconds )
Set the next time the player experiences pain (Current time + seconds specified).
noclip
Toggles the noclip cheat.
notarget
Toggles the notarget cheat.
notready
makes this player not ready for the round to start
objectivecount( Integer num_completed, Integer out_of )
Sets the number of objectives completed and the total number of objectives
overlaytype( Integer num )
Currently used only for displaying binocs overlay. Set to -1 to return to normal overlay functionality, set to 3 to explicitly display binocs.
pain( Entity attacker, Float damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
used to inflict pain to an entity
perferredweapon( String weapon_name )
Overrides your perferred weapon that is displayed in the stats screen.
physics_off( Boolean Force )
turn player physics off.
physics_off_partial_immobilize( Boolean Force )
turn player physics off without totally immobilizing the player.
physics_on
turn player physics on.
physics_on_partial_immobilize
turn player physics on after being partially immobilized.
pickweapon
Pick your weapon.
playbackspeed
The rate at which the animation will be played
playclientsound( String soundName, [ Integer channel ], [ Float volume ], [ Float min_distance ], [ Float pitch ] )
play a sound coming from this entity.
default channel, CHAN_BODY.playeractor_model( String modelname )
Set model the player actor will use.
playeractor_turnoff
Turns the player actor off.
playeractor_turnon
Turns the player actor on.
player_aim( )
Sets the player in aiming mode
player_bandage( )
Player bandages self.
player_callmedic( )
Player calls for a medic.
player_stop_aimming( )
Turns off aiming no matter what.
playinenginemovie
Sets up variables that represent an in engine cinematic playing
playmovie( String name, [ String of ], [ String movie ] )
Stuffs a cinematic request through player console
postfx_blend( Integer postfx_mode,, Float postfx_initial_value,, Float postfx_target_value,, Float postfx_blend_time, [ Integer post_fx_param(opt) ] )
Starts a postfx blend using the specified postfx mode, initial value, target value, time, and post_fx_param(opt).
postfx_blend_to_default( Integer postfx_code, Float blend_time )
Blends a postfx param (0=Blur,1=Sat) to its default value over blend_time.
postfx_restore
Restores postfx to level defaults.
postMOTD
send the server's MOTD to the player
posttutorial( String string )
post a request to the tutorial manager
post_fx( Integer post )
Enables the specified post effect
poweruptimer( Integer poweruptimer, Integer poweruptype )
Sets the powerup timer and powerup type.
primarydmweapon( String weaptype )
Sets the player's primary DM weapon
queryviewconstraint( String
, Float value )
Set the specified viewconstraint.
railcarStatus
returns the player's railcar status (0 means not on it, 1 means forward facing, 2 means backward facing)
railcarStatus( Integer status )
sets the status of the player on the railcar (0 means not on it, 1 means forward facing, 2 means backward facing)
ready
returns 1 if this player is ready, 0 otherwise
ready
makes this player ready for the round to start
reload
Reloads the player's weapon
reloadfacts
reloads the PopUpFacts files
reload_abort
aborts current reload cycle
removeclass( String classname, [ Integer except_entity_number ] )
Removes all of the entities in the specified class.
removeent( Integer entity_number )
Removes the specified entity.
resethaveitem( String weapon_name )
Resets the game var that keeps track that we have gotten this weapon
resetstate
Reset the player's state table.
respawn( [ String type ] )
Respawns the player. Optional type can be - retreat (for free respawn)
retreat
Retreats to next objective
revive_allies
Revives any undead allied AI.
revive_axis
Revives any undead axis AI.
safeholster( Boolean putaway )
Holsters all wielded weapons, or unholsters previously put away weapons
preserves state, so it will not holster or unholster unless necessarysafezoom( Boolean zoomin )
0 turns off zoom, and 1 returns zoom to previous setting
score
Show the score for the current deathmatch game
send_entity_profiler_stats( Integer arg1 )
if arg1 is nonzero, this indicates to the server to send profiling info for each entity. zero to turn off
setanimatedview( Integer Enable )
Sets the view as part of the animation model
setdmskin( String skin, String team )
Set the skin for this player
setinplane( Integer slot )
Tells the player he's riding in a plane.
setpartanim( String animation, String name, )
Set the animation of the part for player
setsatcheltimer( Entity satchel )
Sets the timer for the satchel charge
setsatcheltimerupdate
Updates the timer for the satchel charge
setsquadcommandflag( Integer flag, Integer value )
Sets the value of a ePlayerSquadFlags
setviewconstraint( String
, Float value )
Set the specified viewconstraint.
set_medic_call_bool( Boolean bool )
Set whether or not the medic can be called
show
show the entity, opposite of hide.
showactorinfo
Turns on the entinfo for who ever the cursor hits.
showceginfo
Displays the information about the client entity group that the player is looking at
showentityinfo
Displays the information about the entity the player is looking at
skipcinematic
Skip the current cinematic
sniperwobble( Float duration, Float azperiod, Float incperiod, Float azamplitude, Float incamplitude )
setup the params for sniper wobble, values less than 0 are ignored
spawn( String entityname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] )
Spawns an entity.
spectator
Become a spectator
squadnode( Entity eSquadNode )
Tells player what his current squadnode is.
squadnode( Entity eSquadNode )
Tells player what his current squadnode is.
squad_advance( String sAreaNode )
Tells squad to advance (optionally pass area to advance to.)
squad_assemble( Entity eAreaNode )
Tells squad to assemble up. Optionally pass area node to rally to. Otherwise, they'll rally to most populated area.
squad_coverfire
Tells squad to perform covering fire.
squad_fallback( String sAreaNode )
Tells squad to fallback (optionally pass area to fallback to.)
startuseobject
starts up the useobject's animations.
state
Dumps the player's state to the console.
stats( Boolean calculate_weapon_stats )
Display the MissionLog.
stopinenginemovie
Clears variables that represent an in engine cinematic playing
stopwatch( Integer duration, [ Integer itype ], [ String name ], [ String label ] )
Starts a stopwatch for a given duration... use 0 to clear the stopwatch
stopwatchingactor( Entity actor_to_stop_watching )
Makes the player's camera stop watching the specified actor.
stufftext( String stuffstrings )
Stuffs text to the player's console
sulfacount( Integer count )
Sets player's sulfa count
sulfacount
returns player's sulpha powder count
takepain( Boolean bool )
Set whether or not to take pain
tele( Vector location )
Teleport to location
testknock( Vector angles )
Nevermind what this does
testthread( String scriptfile, [ String label ] )
Starts the named thread at label if provided.
transitioned_to_current_map
returns whether the player got to the current map via a bsptransition
turn( Float yawangle )
Causes player to turn the specified amount.
turnlegs( Float yawangle )
Turns the players legs instantly by the specified amount.
turnovertime( Float yaw, Float time )
Turns the player over time
turnupdate( Float yaw, Float timeleft )
Causes player to turn the specified amount.
turn_attenuation( Float value )
Sets player turn attenuation (0.0-1.0).
turretenter( Entity turret, [ String driver_anim ] )
Called when someone gets into a turret.
turretexit( Entity turret )
Called when driver gets out of the turret.
tutorialdone
non-zero if player is ready for a tutorial
tweakladderpos
Tweaks the player's position on a ladder to be proper
unattachfromladder
Unattaches the sentient from a ladder
updatepoweruptime
Called once a second to decrement powerup time.
upmove
returns 1 if this player is pressing jump, -1 if pressing crouch or 0 if neither
useheld
returns 1 if this player is holding use, or 0 if he is not
usestuff
Makes the player try to use whatever is in front of her.
useweaponslot( String weaponslot, [ Integer weapon_hand ] )
Use the weapon of the specified class in the hand choosen (optional).
usingcover
Returns back 1 if player is using cover or 0 if he is not.
vehicleenterdone
Done with Enter vehicle animation
vehicleexitdone
Done with exit vehicle animation
vergeofdeath( String command )
Sends a verge of death command.
viewangles
get the angles of the entity.
viewangles( Vector newAngles )
set the view angles of the entity to newAngles.
viewmodelanim( String anim, [ Integer force_restart ] )
Sets the player's view model animation
voicetype( String voice_name )
Sets the voice type to use the player.
vote( String arg1 )
Player votes either yes or no
waitForState( String stateToWaitFor )
When set, the player will clear waitforplayer when this state is hit
in the legs or torso.watchactor( Entity actor_to_watch )
Makes the player's camera watch the specified actor.
weapdrop
Drops the player's current weapon.
weaplist
Dump contents of players weapons to console
weapnext
Cycle to player's next weapon.
weapon( String weaponname, Integer slot, [ Boolean shoulddrop ], [ Boolean notremovable ] )
Gives the player the specified weapon in the specified slot.
weapprev
Cycle to player's previous weapon.
whatis( Integer entity_number )
Prints info on the specified entity.
winscreen
Show the winscreen for the end of the game
wounded_zoneonly( Boolean bool )
Sets whether it's only legal to drop in dropzones
woundspeed( Float speed )
How fast player loses life points after a hit
wuss
Gives player all weapons.
zoomoff
makes sure that zoom is off
arena( Integer arena_number )
set the arena number for this starting position
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2disablespawn
forbids spawning from this spawnpoint
enablespawn
allows spawning from this spawnpoint
starttype( Integer type )
sets the start type for this spawner (0 none, 1 DM, 2 allied, 3 axis, 4 neutral)
popup_close
Closes current fact
popup_display( String factID )
Display a fact
reloadfacts
Reload the facts file
carrymodel
Tiki of the turret to carry
clipsize( Integer ammoClipSize )
Set the amount of rounds a clip of the weapon holds
forceposture( String posture )
Forces the player to assume the passed posture when using the turret
item_droptofloor
Drops the item to the ground.
runscriptfinish
called when we pick up the gun
runscriptinit
called when we drop the gun
scriptfinish( String script )
name script to call when we pick up the gun
scriptinit( String script )
name script to call when we drop the gun
setup_sounds( String setup_sound,, String breakdown_sound )
Setup and breakdown sound aliases
use_mortar_aim_mode
Cause turret to aim in mortar mode
addgravity
Make the projectile simulate the pull of gravity
addownervelocity( Boolean bool )
Set whether or not the owner's velocity is added to the projectile's velocity
addvelocity( Float velocity_x, Float velocity_y, Float velocity_z )
Set a velocity to be added to the projectile when it is created
arctotarget
Make the projectile follow a normal arc on its way to its target
avelocity( [ String [random|crandom] ], [ Float yaw ], [ String [random|crandom] ], [ Float pitch ], [ String [random|crandom] ], [ Float roll ] )
set the angular velocity of the projectile
beam( String command, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
send a command to the beam of this projectile
becomebomb
Make the projectile into a bomb
bouncesound
Set the name of the sound that is played when the projectile bounces
bouncesound_hard
Set the name of the sound that is played when the projectile bounces off hard surfaces
bouncesound_metal
Set the name of the sound that is played when the projectile bounces off metal
bouncesound_water
Set the name of the sound that is played when the projectile bounces in water
bouncetouch
Make the projectile bounce when it hits a non-damageable solid
canhitowner
Make the projectile be able to hit its owner
chargelife
set the projectile's life to be determined by the charge time
chargespeed
set the projectile's speed to be determined by the charge time
clearowner
Make the projectile be able to hit its owner now
dmlife( Float projectileLife )
set the life of the projectile in DM
doTouch( Entity touchingEntity )
sent to entity when touched.
drunk( Float amount, Float rate )
Make the projectile drunk
explode
Make the projectile explode
explodeontouch
Make the projectile explode when it touches something damagable
explosionmodel( String modelname )
Set the modelname of the explosion to be spawned
fuse
set the projectile's life to be determined by the charge time
heatseek
Make the projectile heat seek
hitdamage( Float projectileHitDamage )
set the damage a projectile does when it hits something
impactmarkorientation( Float degrees )
Set the orientation of the impact mark
impactmarkradius( Float radius )
Set the radius of the impact mark
impactmarkshader( String shader )
Set the impact mark of the shader
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
knockback( Float projectileKnockback )
set the knockback of the projectile when it hits something
life( Float projectileLife )
set the life of the projectile
meansofdeath( String meansOfDeath )
set the meansOfDeath of the projectile
minlife( Float minProjectileLife )
set the minimum life of the projectile (this is for charge up weapons)
minspeed( Float minspeed )
set the minimum speed of the projectile (this is for charge up weapons)
notouchdamage
Makes the projectile not blow up or deal damage when it touches a damagable object
prethink
Make the projectile think to update it's velocity
removewhenstopped
Make the projectile get removed when it stops
smashthroughglass( Integer speed )
Makes the projectile smash through windows & other damageble glass objects when going above a set speed
speed( Float projectileSpeed )
set the speed of the projectile
stopped
sent when entity has stopped bouncing for MOVETYPE_TOSS.
updatebeam
Update the attached beam
Accuracy( Float Accuracy )
Accuracy 0-25 feet
Default=10BeginCycle
Startup the cycle..
Cycles( Integer Cycles )
Number of cycles. 0=infinte
Default=0doActivate( Entity activatingEntity )
General trigger event for all entities
EndCycle
End the cycle..
FireOnStartUp
Default=1; Set this to 0 if you don't want the PG to fire on startup.
gettargetentity
Returns entity being targeted by the projectile generator,
ID( Integer ID )
Sets the ID for this projectile generator
Default=0:initialize
Initialize object
isturnedon
Returns whether the generator is on or off.
launchsound( String Sound )
Set a launch sound for the projectile.
MaxDelay( Float MaxDelay )
Maximum time between bursts
Default=10MaxDuration( Float MaxDuration )
Sets the maximum duration of bursts(in seconds)
Default=3MaxNumShots( Integer MaxNumShots )
Sets the maximum # of shots to fire in a cycle
Default=1MinDelay( Float MinDelay )
Minimum time between bursts.
MinDuration( Float MinDuration )
Sets the minimum duration of the bursts (in seconds)
Default=3MinNumShots( Integer MinNumShots )
Sets the minimum # of shots to fire in a cycle
Default=1Model( String Model )
Projectile model to use.
Default=models/projectiles/bazookashell.tikSetNewTarget( Entity target )
Pick a new target...
target( String targetname_to_target )
target another entity with targetname_to_target.
TargetPlayer( Boolean targetplayer )
Setting this to false will prevent the PG from ever targetting the player, targetplayer true is the default behavior.
TickCycle
Tick the cycle..
TurnOff
Turn Off and cancel the current cycle (if any)
TurnOn
Turn On and begin the first cycle
bulletcount( Float bulletCount )
Set the number of bullets this weapon shoots when fired
bulletdamage( Float bulletDamage )
Set the damage that the bullet causes
bulletknockback( Float bulletKnockback )
Set the knockback that the bullet causes
bulletlarge( Integer bulletType )
Set if the bullets fired are rifle bullets(1), artillery(2) or larger tracers(3)
bulletpenetration( Float bulletPenetration )
Used to determine if a bullet will penetrate a collision material type. Range 0.0 - 1.0
bulletrange( Float bulletRange )
Set the range of the bullets
bulletspread( Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] )
Set the min & optional max spread of the bullet in the x and y axis
fakebullets( Boolean useFakeBullets )
Whether or not the projectile generator should fire real bullets.
firedelay( Float fFireDelay )
Set the minimum time between shots from the weapon
FireDistance( Float FireDistance )
How far the gun will fire
Default=MAX_BULLET_DISTID( Integer ID )
Sets the ID for this projectile generator
Default=0:leadtarget( Float TargetSpeed )
Leads a target with a given speed.
meansofdeath( String meansOfDeath )
Set the meansOfDeath of the weapon.
tracerfrequency( Integer frequenct )
Set the frequency of making tracers
tracerspeed( Float speed )
Scale factor of how fast a tracer should travel (valid ranges 0-2)
tracertype( Integer type )
The type of the tracer 0 - default, 1 - green, 2 - red
projectile( String projectileModel )
Set the model of the projectile that this weapon fires
arc( Float arc )
arc in front of the player
isdonut( Integer isdonut )
will target donut
maxdonut( Float maxdonut )
max extent of donut from player
mindonut( Float mindonut )
min extent of donut from player
playpreimpact
Play a pre-impact sound
preimpactsound( String Sound )
Set a pre-impact sound.
preimpactsoundprob( Float probability )
Set the chance for a pre-impact sound to occur.
Range: ( 0.0, 1.0 ), with 0 having no chance, and 1 always occurring.preimpactsoundtime( Float delay )
Set the time before impact to play the preimpact sound.
projectile( String projectileModel )
Set the model of the projectile that this weapon fires
ID( Integer ID )
Sets the ID for this projectile generator
Default=0:
doclose
Closes the door (special doors).
doopen( Entity other )
Opens the door (special doors).
openangle( Float open_angle )
Sets the open angle of the door.
aimtarget
Set the aim target.
fire
Fire.
widget_destroyed
Specifies that the widget has been destroyed.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2doclose
Closes the door (special doors).
doinit
Sets up the script door.
doopen( Entity other )
Opens the door (special doors).
movedir
door's movedir
opendot
door's open dot product
startangles
door's size
startorigin
door's startorigin
alias( String alias, String realPath, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Create an alias to the specified path
aliascache( String alias, String realPath, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Create an alias to the specified path and cache the resource
cache( String resourceName )
pre-cache the given resource.
cacheanimation( String resourceName )
pre-cache the given animation resource.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2anim( String anim_name )
Sets the script model's animation
animdone
Script model animation has finished.
model( String modelName )
set the model to modelName.
moveanim( String animName )
Makes the script model play an animation and move with the deltas contained in the animation
moving_from_anim
The script model is moving based on an animation
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
model( String modelName )
set the model to modelName.
bulletcount( Float bulletCount )
Set the number of bullets this weapon shoots when fired
bulletdamage( Float bulletDamage )
Set the damage that the bullet causes
bulletknockback( Float bulletKnockback )
Set the knockback that the bullet causes
bulletpenetration( Float bulletPenetration )
Used to determine if a bullet will penetrate a collision material type. Range 0.0 - 1.0
bulletrange( Float bulletRange )
Set the range of the bullets
bulletspread( Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] )
Set the min & optional max spread of the bullet in the x and y axis
fire
Fire.
firedelay( Float fFireDelay )
Set the minimum time between shots from the weapon
off
Turn the gunfire off.
on
Turn the gunfire on.
projectile
Set the projectile model
tracerfreq
Set the frequency of the tracers
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2angles( Vector angles )
Sets the angles.
bind( Entity parent )
bind this entity to the specified entity.
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
dmg( Integer damage )
Set the damage.
doActivate( Entity activatingEntity )
General trigger event for all entities
doBlocked( Entity obstacle )
sent to entity when blocked.
doTouch( Entity touchingEntity )
sent to entity when touched.
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
endpath
Stop following the path
explode( Float damage )
Creates an explosion at the script slave's position
flypath( Entity array, Float speed, Float acceleration, Float look_ahead )
Makes the script slave fly the specified path with speed and acceleration until reached_distance close to position
followpath( Entity path, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Makes the script slave follow the specified path. The allowable arguments are ignoreangles,
ignorevelocity, normalangles, loop, and a number specifying the start time.ignoreentity( Entity entity )
makes the FuncBlock ignore this entity
jumpto( String vector_or_entity )
Jump to specified vector or entity.
lastdestnodeindex
gets the index of the last destination node
model( String modelName )
set the model to modelName.
modifyflypath( Float speed, Float acceleration, Float look_ahead )
Makes the script slave fly the specified path with speed and acceleration until reached_distance close to position
move
Move the script slave.
moveBackward( Float dist )
Move the position backward.
moveDown( Float dist )
Move the position down.
moveEast( Float dist )
Move the position east.
moveForward( Float dist )
Move the position forward.
moveLeft( Float dist )
Move the position left.
moveNorth( Float dist )
Move the position north.
moveOffset( Vector dist )
Move the position by the offset vector.
moveRight( Float dist )
Move the position right.
moveSouth( Float dist )
Move the position south.
moveto( String vector_or_entity )
Move to the specified vector or entity.
moveUp( Float dist )
Move the position up.
moveWest( Float dist )
Move the position west.
next
Goto the next waypoint.
normalangles( Boolean bUseNormalAngles )
Sets the object to use normal angles when travelling on a spline path
notshootable
Makes the script slave not shootable
path_relativeyaw( Float relativeYaw )
Makes the script slave follow the specified path with a yaw offset,
physics_off
Turn physics off this script object on
physics_on( [ Integer no_collide_entity ] )
Turn physics on this script object on
If no_collide_entity is set to 1 then the script slave will not collide with other entitiesphysics_velocity( Vector impulseVector )
Add a physical impulse to an object when it is being physically simulated
removeignoreent( Entity entity )
removes ignore param
rotateaxis( Integer axis, Float avelocity )
Rotate about the specified axis at the specified angular velocity.
rotateaxisdown( Integer axis, Float angle )
Rotate the specified axis down by the specified amount.
rotateaxisdownto( Integer axis, Float angle )
Rotate the specified axis down to angle.
rotateaxisup( Integer axis, Float angle )
Rotate the specified axis up by the specified amount.
rotateaxisupto( Integer axis, Float angle )
Rotate the specified axis up to angle.
rotatedownto( Vector direction )
Rotate down to the specified direction.
rotateto( Vector direction )
Rotate to the specified direction.
rotateupto( Vector direction )
Rotate up to the specified direction.
rotateX( Float avelocity )
Rotate about the x axis at the specified angular velocity.
rotateXdown( Float angle )
Rotate the x down by the specified amount.
rotateXdownto( Float angle )
Rotate the x down to angle.
rotateXup( Float angle )
Rotate the x up by the specified amount.
rotateXupto( Float angle )
Rotate the x up to angle.
rotateY( Float avelocity )
Rotate about the y axis at the specified angular velocity.
rotateYdown( Float angle )
Rotate the y down by the specified amount.
rotateYdownto( Float angle )
Rotate the y down to angle.
rotateYup( Float angle )
Rotate the y up by the specified amount.
rotateYupto( Float angle )
Rotate the y up to angle.
rotateZ( Float avelocity )
Rotate about the z axis at the specified angular velocity.
rotateZdown( Float angle )
Rotate the z down by the specified amount.
rotateZdownto( Float angle )
Rotate the z down to angle.
rotateZup( Float angle )
Rotate the z up by the specified amount.
rotateZupto( Float angle )
Rotate the z up to angle.
scriptslave_followingpath
Called every frame to actually follow the path
scriptslave_movedone
Called when the script slave is done moving
setdamage( Integer damage )
Set the damage.
setmeansofdeath( String means_of_death )
Set the damage means of death.
shader_frame( Float edict )
Set time for animated shader
speed( Float speed )
Sets the speed.
stop
Stop the script slave.
threadmove( String label )
Move the script slave and create thread which waits until finished.
time( Float travel_time )
Sets the travel time.
trigger( Entity ent )
Trigger entities target.
unbind
unbind this entity.
waitmove
Move the script slave and wait until finished.
abs( Float arg )
Absolute value of int or float
acos( Float arg )
ArcCosine of float (in degrees not radians)
addheromoment( Integer missionNum, Integer heroNumber )
Adds a Hero Moment
addobjective( Integer objective_number, Integer status, [ String text ], [ Vector location ] )
Adds/Changes an Objective
alert( String (user, String entity, String /, String team, String allies|axis, String /, String all), String Babylon, String Labels(, String fmt,, String args, String ) )
alerts user with localized message
aliascache( String alias, String realPath, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Create an alias to the specified path and cache the resource
all_ai_off
Turns all AI off.
all_ai_on
Turns all AI back on.
angles_pointat( Entity parent_entity, Entity entity, Entity target_entity )
Returns the angles that points at the target_entity given the base orientation of the parent_entity and the position of the entity.
angles_toforward( Vector angles )
Returns the forward vector of the specified angles
angles_toleft( Vector angles )
Returns the left vector of the specified angles
angles_toup( Vector angles )
Returns the up vector of the specified angles
asin( Float arg )
ArcSine of float (in degrees not radians)
assert( Float value )
Assert if value is 0.
atan( Float arg, [ Float arg2 ] )
ArcTangent of float (in degrees not radians)
bigprintlnteam( String string )
Prints a localized string followed by a newline.
bool( Integer value )
Casts value to a bool.
bsptransition( String next_map )
Transitions to the next BSP. Keeps player data, and game data.
cache( String resource_name )
Cache the specified resource.
cacheanimation( String resource_name )
Cache the specified resource.
cam( String command, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Processes a camera command.
centerprint( String stuffToPrint, String optionalString )
prints the included message in the middle of all player's screens
cinematic
Turns on cinematic.
clearfade
Clear the fade from the screen
clearletterbox( Float time )
Clears letterbox mode.
clear_objective_pos
Clears the position of the current objective, for when you don't have one
clear_objective_status
Clears the contents of all lines in the objective status HUD
clear_radar_icons
Clears all script radar icons
cm_command( Integer source_type, Integer hit_type, Vector origin, Vector normal, Float volume )
Generates a Collision Material Command to force material collisions, like bullet on water
or footsteps on dirt, etc.cm_getmaterialindex( String name )
Returns the index of the given material index name
contains_string( String str1, String str2 )
Look for occurrence of str2 in str1`
cos( Float arg )
Cosine of float (expects degrees not radians)
CreateListener
Creates a Listener instance.
cuecamera( Entity entity, [ Float switchTime ] )
Cue the camera. If switchTime is specified, then the camera
will switch over that length of time.cueplayer( [ Float switchTime ] )
Go back to the normal camera. If switchTime is specified,
then the camera will switch over that length of time.dbg_log_msecs
Log real time in milliseconds to qconsole.log
debugline( Vector start, Vector end, [ Float red ], [ Float green ], [ Float blue ], [ Float alpha ] )
Draws a debug line from start to end using the given color and alpha for g_numdebuglinedelays server frames
DebugPrintLn( String string )
Prints a string.followed by a newline to the Development Environment using OutputDebugString.
debug_int3
Generate an asm int 3
delaythrow( String label )
Internal usage.
dm_postfx_commit
Commit MP postFX settings to clients
dprintln( String string )
Prints a debug string.followed by a newline.
drawhud( Integer value )
Specfiy if hud is to be drawn: 0 draws nothing, 1 draws all and 2 draws all minus the weapons bar.
earthquake( Float duration, Float magnitude, Float no_rampup, Float no_rampdown, [ Vector epicenter ], [ Float cutoff_distance(optional ] )
Create an earthquake
enablevrptraces( Boolean bool )
Enable or disable all traces VRPs perform for movement, against triggers, and against the ground.
end
End the thread.
entity( Integer value )
Casts value to an entity.
error( String message, Integer level )
Generate a script error with specified message and stack level
exec( String script )
Executes the specified script.
exec( String script )
Executes the specified script.
fadein( Float time, Float red, Float green, Float blue, Float alpha, [ Integer mode ] )
Sets up fadein in values.
fadeout( Float time, Float red, Float green, Float blue, Float alpha, [ Integer mode ] )
Sets up fadeout values.
fadesound( Float time )
fades the sound out over the given time.
findnearestnode( Vector position )
Finds the nearest node to the specified position
float( Integer value )
Casts value to a float.
forcemusic( String current, [ String fallback ] )
Forces the current and fallback (optional) music moods.
freezeplayer
Freeze the player.
getboundkey1( String command )
returns a Babylon label for a command
getboundkey2( String command )
returns a Babyon label for a command
getcvar( String name )
getcvar
getentbyentnum( Integer ent_num )
Gets the specified entity.
getmedalnumber( Integer mission, Integer whichMedal )
returns 1 if a player has that medal, 0 otherwise
getmenuname( Boolean dummy )
Returns the name of the current top level menu
getnumallies( )
Gets the total count of Allies currently in the level.
getnumalliesalive( )
Gets the total count of living allies currently in the level.
getnumaxis( )
Gets the total count of Axis currently in the level.
getnumaxisalive( )
Gets the total count of living axis currently in the level.
getobjectivecount( Integer mission, Integer which_obj )
returns the amount of objectives based on the parameter (1 - primary; 2 - secret)
getobjectivecountcompleted( Integer mission, Integer which_obj )
returns the amount of objectives based on the parameter (1 - primary; 2 - secret)
givemedalnumber( Integer mission, Integer medalIndex )
Gives a specific medal for a mission
goto( String label )
Goes to the specified label.
hasallheromoments( Integer missionNum, Integer MaxHeroNumber )
Determines if all HeroMoments Have been Obtained
hasdiedinmission( Integer mission )
Get number of player deaths per missin
hasheromoment( Integer missionNumber, Integer heroNumber )
Determines if a HeroMoment Has been Obtained
havok_remove_objects_in_aabb( Vector mins, Vector maxs )
Disables physics objects within the specified aabb
hidemenu( String name, [ Integer bForce ] )
hide menu, with option to force it off
hidemouse
hide mouse cursor
huddraw_align( Integer index, String h_align, String v_align )
Sets the alignment of a huddraw element. Specified with 'left', 'center', or 'right'
huddraw_alpha( Integer index, Float alpha )
Sets the alpha of a huddraw element.
huddraw_color( Integer index, Float red, Float green, Float blue )
Sets the color for a huddraw element
huddraw_font( Integer index, String fontname )
Sets the font to use.
huddraw_rect( Integer index, Integer x, Integer y, Integer width, Integer height )
Specifies the position of the upper left corner and size of a huddraw element
huddraw_shader( Integer index, String shader )
Sets the shader to use for a particular huddraw element
huddraw_string( Integer index, String string )
Sets a string to be displayed. Clears the shader value.
huddraw_virtualsize( Integer index, Integer virtual )
Sets if the huddraw element should use virutal screen resolution for positioning and size
incstathits
Increments player stat num_hits by 1 for this mission
initgameinfocvar( String cvar_name )
initializes a blank cvar with the given name, with the GAMEINFO flag set, only if that cvar didn't exist before.
initplayerstats
Initialize Player Stats information
int( Integer value )
Casts value to an int.
iprintln( String string, String optionalStrings )
Prints a localized string followed by a newline.
iprintlnbold( String string, String optionalStrings )
Prints a localized string followed by a newline in a bold/important way.
iprintlnbold_noloc( String string )
Prints a string.followed by a newline in a bold/important way with no localization conversion.
iprintln_noloc( String string )
Prints a string.followed by a newline with no localization conversion.
IsAlive( Entity ent )
Returns true if the specified entity exists and has health > 0.
islistener( Entity listener )
Returns back 1 if passed object is a listener
IsUndead( Entity ent )
Returns true if the specified entity is 'undead'.
isvector( Vector vector )
Returns back 1 if passed object is a vector
killclass( String class_name, [ Integer except ] )
Kills everything in the specified class except for the specified entity (optional).
killent( Integer ent_num )
Kill the specified entity.
killradius( Vector position, Float radius )
death to (currently) axis guys a radius from a position
kill_allies( Vector vfrom, Float radius, Integer max )
Kills max # of guys within the radius from the vector.
kill_axis( Vector vfrom, Float radius, Integer max )
Kills max # of guys within the radius from the vector.
landminedamage( Entity landmine, Float damage, Float radius )
radius damage at landmine
letterbox( Float time )
Puts the game in letterbox mode.
leveltransition( String next_map )
Transitions to the next Level. Map Loading, does not keep player data or game data.
loadstatsfromfile( String SaveGameName )
Loads player Stats from a file into the Player Object
locprint( Integer xoffset, Integer yoffset, String stuffToPrint, String optionalString )
prints the included message in the specified location of all player's screens
loc_convert_string( String in )
returns a localized version of the string.
make_loc_text( String babylonLabel, String babylonArgs )
returns a localized string constructed from Babylon Label and Args
map( String map_name )
Starts the specified map.
missionfailed( Integer novideofade )
Makes the player fail their mission, level restarts.
missiontransition( String next_map )
Transitions to the next Mission. Statistics to Main Menu, Next Level should be unlocked.
mprint( String string )
Prints a string.
mprintln( String string )
Prints a string.followed by a newline.
msg( String (user, String entity, String /, String team, String allies|axis, String /, String all), String Babylon, String Labels(, String fmt,, String args, String ) )
display localized message to users
msgbold( String (user, String entity, String /, String team, String allies|axis, String /, String all), String Babylon, String Labels(, String fmt,, String args, String ) )
display localized message to users
music( String current, [ String fallback ] )
Sets the current and fallback (optional) music moods.
musicvolume( Float volume, Float fade_time )
Sets the volume and fade time of the music.
noncinematic
Turns off cinematic.
pause
Pauses the thread.
persistent_clear( String persistent_name )
Clears the passed persistent data.
persistent_get( String persistent_name )
Clears the passed persistent data.
persistent_set( String persistent_name )
Sets the passed persistent data.
PlayMovie( String name )
Play a Movie...
popmenu( Integer index )
pop menu
postfx_cc_add( Vector rFactor )
color correction add
postfx_cc_mul( Vector rFactor )
color correction multiply
postfx_cc_sat( Float 0.0-1.0 )
color correction saturation factor
postfx_commit
Commit postFX settings to client
postfx_mode( Integer 0-7 )
Mode - default = 7
print( String string )
Prints a string to the qconsole.
print3d( Vector origin, String string, [ String [strings] ] )
prints a string in 3D space
println( String string )
Prints a string to the qconsole followed by a newline.
pushmenu( String name )
push menu
radiusdamage( Vector origin, Float damage, Float radius, Integer constant_damage )
radius damage at origin
randomfloat( Float max )
randomfloat
randomint( Integer max )
randomint
releaseplayer
Release the player.
removeclass( String class_name, [ Integer except ] )
Removes everything in the specified class except for the specified entity (optional).
removeent( Integer ent_num )
Removes the specified entity.
resetcvar( String cvar_name )
Resets the value of the specified cvar to its default.
resetnumhittakenstats( Integer mission )
reset number of hit stats for a mission
restoremusicvolume( Float fade_time )
Restores the music volume to its previous value.
restoresoundtrack
Restores the soundtrack to the previous one.
self
self
senddangeralert( Vector position, Float duration, Float min_safe_distance, Integer team )
Sends a danger notifcation out from ActorManager
server( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Server only command.
setcurrentobjective( Integer objective_number, [ String team ] )
Sets the specified objective as the current objective [for the specified team]
setcvar( String cvar_name, String value )
Sets the value of the specified cvar.
setinvdefobjtext( String text )
Invader game type specific command, sets invader defender objective text cvars, applying word wraps as necessary
setlightstyle( Integer lightstyleindex, String lightstyledata )
Set up the lightstyle with lightstyleindex to the specified data
setobjectivecount( Integer mission, Integer num_primary, Integer num_secret )
Sets the amount of primary and secret(hidden) objectives for a mission
setoverridemaxstat( Integer array_index, Integer value )
Populates a value in the UI stat override array. Use in conjunction with setoverridestat and useoverride.
setoverridestat( Integer array_index, Integer value )
Populates a value in the UI stat override array. Use in conjunction with setoverridemaxstat and useoverride.
set_objective_pos( Vector pos )
Sets the position in the world of the current objective
set_objective_status( Integer index, Integer showhealth, Integer health, Integer showtext, String text, Integer showtimer, Integer updatetimer, Integer timer, Integer blinking )
Sets the content of a single line in the objective status HUD
set_radar_icon( Integer index, Integer in_use, Integer pulsing, Float x, Float y, String texture )
Sets the location and texture of a script radar icon (also enables/disables)
set_shadow_map( String texture_filename, String map_stage, Integer inset )
Dynamically load a new map for 'shadow1', 'shadow2', 'shadow3', or 'terrain'.
showmenu( String name, [ Integer bForce ] )
show menu, with option to force it on
showmouse
show mouse cursor
sighttrace( Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ] )
Performs a trace line from the start to the end, returns 0 if something was hit and 1 otherwise
sin( Float arg )
Sine of float (expects degrees not radians)
soundtrack( String soundtrack_name )
Changes the soundtrack.
spawn( String entityname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] )
Spawn the specified entity.
spawn( String entityname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] )
Spawn the specified entity.
spawnceg( String hagname, [ Vector origin ], [ Vector angles ], [ Float scale ], Float OR, String hagname, Entity refentity, [ Float scale ] )
Spawns a client entity group.
sqrt( Float arg )
Sqrt of float
string( Integer value )
Casts value to a string.
stuffcmd( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Server only command.
tan( Float arg )
Tangent of float (expects degrees not radians)
teamwin( String axis_or_allies )
Sets that the 'axis' or the 'allies' have won the map.
terrain_height( Integer terrain-index, Float x-pos, Float y-pos )
Returns the z-height of the terrain at the specified XY location.
thread( String label )
Creates a thread starting at label.
thread( String label )
Creates a thread starting at label.
throw( String label )
Throws to the specified label.
timeout( Float time )
specifies script timeout time
tolower( [ String arg1 ] )
Convert string to lowercase.
toupper( [ String arg1 ] )
Convert string to uppercase.
trace( Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ] )
Performs a Trace Line from the start to the end, returns the end or the position it hit at
trigger( String name )
Trigger the specified target or entity.
updateplayerstats( Integer mission, Boolean calculate_weapon_hits )
Update Player Stats information for a mission
varaction( String variable, Integer varvalue, [ String eventname ], [ String arg1 ], [ String arg2 ], [ String arg3 ] )
Issue a specific command to all entities with the given variable and variable value.
var_and_classaction( String variable, Integer varvalue, String classname, [ String eventname ], [ String arg1 ], [ String arg2 ], [ String arg3 ] )
Issue a specific command to all entities of the given class with the given variable and variable value.
var_and_targetaction( String variable, Integer varvalue, String targetname, [ String eventname ], [ String arg1 ], [ String arg2 ], [ String arg3 ] )
Issue a specific command to all entities with the given target name and the given variable and variable value.
vector_add( Vector vector1, Vector vector2 )
Returns vector1 + vector2
vector_closer( Vector vec_a, Vector vec_b, Vector vec_c )
returns 1 if the first vector is closer than the second vector to the third vector
vector_cross( Vector vector1, Vector vector2 )
Returns vector1 x vector2
vector_dot( Vector vector1, Vector vector2 )
Returns vector1 * vector2
vector_length( Vector vector )
Returns the length of the specified vector.
vector_normalize( Vector vector )
Returns the normalized vector of the specified vector.
vector_scale( Vector vector1, Float scale_factor )
Returns vector1 * scale_factor
vector_subtract( Vector vector1, Vector vector2 )
Returns vector1 - vector2
vector_toangles( Vector vector1 )
Returns vector1 converted to angles.
vector_within( Vector position1, Vector position2, Float distance )
returns 1 if the two points are <= distance apart, or 0 if they are greater than distance apart
wait( Float wait_time )
Wait for the specified amount of time.
waitframe
Wait for one server frame.
left_mouse_down( Float xpos, Float ypos, Integer buttons )
Left mouse button has been pressed down
activatenewweapon( [ String handsurf ] )
Activate the new weapon specified by useWeapon. handsurf allows specifying which hand to use for the player
aid_banzai( Integer priority, Integer team, Boolean bypass )
Enemy banzai event, the enemy is mounting a banzai charge. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_combat( Integer priority, Integer team )
Enemy Combat event. The enemy is attacking. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_death( Integer priority, Integer team, Boolean bypass )
Death event, an ai has died. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_enadvance( Integer priority, Integer team )
Enemy advance event. The enemy is advancing. priority 1 will make the sound always play. (No other priority level is currently supported.).
aid_enemyencroaching( Integer priority, Integer team )
Enemy Encrouching Event. An enemy has decided to charge/melee attack a squadmate. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_enemygethelp( Integer priority, Integer team )
Enemy Get help event. Occurs when the enemy calls for help. This event is by axis squads to call out they are getting help. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_enemyheardnoise( Integer priority, Integer team )
Enemy heard noise event. Occurs when an enemy squad member hears a noise. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_enflank( Integer priority, Integer team )
Enemy Flanking event. The enemy is attempting a flanking manuver. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_enflback( Integer priority, Integer team )
Enemy fall back event. The enemy is falling back. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_enholdsteady( Integer priority, Integer team )
Enemy hold steady. The enemy is holding steady. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_enreinforcements( Integer priority, Integer team )
Enemy reinforcements. The enemy is calling for reinforcemetns. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_explosiveset( Integer priority, Integer team )
Explosive charge set event. The player has placed a explosive demo charge. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_ff( Integer priority, Integer team )
Friendly Fire event. Occurs when an allie is shot by the player, this is currenly handled in code. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_generic( Integer priority, String alias )
Generic aid event. Requires a priority, and sound alias to play.
aid_generic_closest( Integer priority, String alias )
Generic aid event that will pick the closest squadmate. Requires a priority, and sound alias to play.
aid_generic_random( Integer priority, String alias )
Generic aid Event that will pick a random squadmate. Requires a priority, and sound alias to play.
aid_grenincoming( Integer priority )
Grenade Incoming event. A grenade has just been thrown at the squad. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_grenoutgoing( Integer priority )
Grenade Outgoing event. A friendly has just thrown a grenade. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_grenrequest( Integer priority, Integer team )
Grenade Request event. A squad mate has decided to throw a grenade. We use this event to spawn off some dialog requesting a grenade. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_hits( Integer priority, Integer team, Boolean bypass )
Hit by enemy fire event, AI is being hit by enemy fire. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_hitsccs( Integer priority, Integer team )
Hit enemy event, AI hit an enemy. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_hldsprd( Integer priority, Integer team )
Hold and spread event, squad has received a hold steady, and spread out order. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_killedofficer( Integer priority, Integer team )
Killed Enemy Officer Event. A squad mate killed an enemy officer. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_leveltransition( Integer priority, Integer team )
Level Transition Event. Occurs right before transitioning levels. This is only called from script. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_lostenemy( Integer priority, Integer team )
Lost enemy event. A squad mate lost his enemy. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_lowhealth( Integer priority, Integer team )
Low Health Event. A squad mate was damaged and is now in low health. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_medarrive( Integer priority, Integer team )
Medic arrival event. Medic arrives at patient. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_medcall( Integer priority )
Call Medic event, in need of a medic. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_medcantreachplayer( Integer priority, Integer team )
Medic can't reach Player event. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_meddone( Integer priority, Integer team )
Medic complete event. Medic finishes healing. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_medfreeheal( Integer priority, Integer team )
Medic giving freebie event. Priority is a value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_mednoheals( Integer priority, Integer team )
Medic out of heals event. Medic has no heals for Player. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_medresponse( Integer priority, Integer team )
Medic response event. Medic responds to call. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_multikillbullet( Integer priority, Integer team )
Multi Kill Bullet event. A squad mate killed multiple enemies in (x)amount of time. (Default 5sec). Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_multikillgrenade( Integer priority, Integer team )
Multi Kill Grenade event. A squad mate killed multiple enemies in (x)amount of time. (Default 5sec). Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_playeradvance( Integer priority, Integer team )
Player Advance event. The player has advanced 2 squad nodes ahead of or behind the squad. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_playerbump( Integer priority )
Player is telling a squadmate to move. Priority 1 will make the sound always play
aid_playerkilledenemy( Integer priority, Integer team )
Player killed enemy. The player killed an enemy. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_playerorderadvance( Integer priority )
Player Order Advance Event. Occurs when the player gives the Advance order. priority 1 will make the sound always play. (No other priority level is currently supported.).
aid_playerorderassemble( Integer priority )
Player Order Assemble Event. Occurs when the player gives the Assemble order. priority 1 will make the sound always play. (No other priority level is currently supported.).
aid_playerordercoverfire( Integer priority )
Player Order Cover Fire Event. Occurs when the player gives the Cover Fireorder. priority 1 will make the sound always play. (No other priority level is currently supported.).
aid_playerorderfallback( Integer priority )
Player Order Fall Back Event. Occurs when the player gives the Fall Back order. priority 1 will make the sound always play. (No other priority level is currently supported.).
aid_playerthrowsatchel
Player threw a satchel instead of planting it.
aid_reload( Integer priority, Integer team )
Reload event, called when an ai reloads. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sccskill( Integer priority, Integer team )
Killed enemy event, called when an ai has killed an enemy. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sight( Integer priority, Integer team )
Sight event, ai has sighted an enemy. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sight_barrel( Integer priority, Integer team )
Sighted Barrel Event, an enemy was spotted behind a barrel. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sight_bush( Integer priority, Integer team )
Sighted Bush Event, an enemy was spotted behind a bush. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sight_crate( Integer priority, Integer team )
Sighted Crate Event, an enemy was spotted behind a crate. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sight_high( Integer priority, Integer team )
Sighted High Event, an enemy was spotted above the actors position. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sight_low( Integer priority, Integer team )
Sighted Low Event, an enemy was spotted below the actors position. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sight_rock( Integer priority, Integer team )
Sighted Rock Event, an enemy was spotted behind a rock. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sqeliminated( Integer priority, Integer team )
Squad Eliminated event. An enemy squad has been eliminated. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sqmemberadvance( Integer priority, Integer team )
Squad Member advance event. A squad member is advancing. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sqmembercoverfire( Integer priority, Integer team )
Squad Member Cover Fire event. A squad member is providing covering fire. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sqmemberfallback( Integer priority, Integer team )
Squad Member fall back event. A squad member is falling back. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sqmemberflank( Integer priority, Integer team )
Squad Member flank event. A squad member is trying to flank. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sqmembergiveground( Integer priority, Integer team )
Squad Member give ground event. A squad member is giving ground. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sqmemberslowadvance( Integer priority, Integer team )
Squad Member slow advance event. A squad member is slowly advancing. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_sqregroup( Integer priority )
Squad Regroup event. The squad has not been fighting for a while call out to regroup. Takes priority to determine of the sound should play.
aid_squadmatedown( Integer priority, Integer team )
Squad Mate Down. A squad mate has gone down. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_tkcvr( Integer priority, Integer team )
Take Cover event, squad has received a take cover order. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_underfire( Integer priority, Integer team )
Under Fire event. A friendly is pinned down by enemy fire. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_vehiclegeneric( Integer priority, Integer team )
Enemy vehicle spotted event. Occurs when a squadmate see's an enemy vehicle. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_vehicleplane( Integer priority, Integer team )
Enemy plane spotted event. Occurs when a squadmate see's an enemy plane. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_vehicletank( Integer priority, Integer team )
Enemy tank spotted event. Occurs when a squadmate see's an enemy tank. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.aid_voddone( Integer priority, Integer team )
Verge of Death done event. The player has just been healed while in Verge of Death. Priority is an value between 0 and 11. Each priority is a channel that is allowed to play every (x) seconds. There is also a global team based limiter.
0: None
1: Playe Always - will always play the event.
2: Squad Command
3: Enemy Attack Chatter
4: Friendly Fire
5: Squad Spammer
6: Squad Chatter
7: Enemy Squad Spammer
8: Killed Enemy
9: Grenade Chatter
10: Enemy Sighted Chatter
11: Player Advance
team represents the team this should be played on:
-1: NONE
0: Axis
1:Allies.allies
Puts the sentient on the allied team.
allowmedicheal( Boolean bool )
States whether or not a medic can heal this sentient
american
Puts the sentient on the allied team.
ammo( String type, Integer amount )
Gives the sentient some ammo.
ammocountforcurrentweapon( Entity entity )
Returns the ammo count for the specified entity's current weapon
armor( String type, Integer amount )
Gives the sentient some armor.
axis
Puts the sentient on the axis team.
backpacktype
In MP, name of sentient's backpack type
blockend
Is the end of the sentient's block.
blockstart
Is the start of the sentient's block.
callmedic
Call for a medic.
candropanything( Integer Enable )
Make the sentient not drop anything.
charge( [ String hand ], [ String mode ] )
Starts the charging of the weapon in the specified hand
combatclass
In MP, name of sentient's combat class
compareuseslot( String slot )
compares the current slots priority with slot, returns -1 when slot has lower priority, 1 when priority is higher, 0 when they are equal
currentUseslotHasLowerPriority( String slot )
return 1 when argument has same or higher priority than players current useslot, 0 otherwise
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
damagemult( Integer location, Float multiplier )
Sets the damage multiplier for a particular body location
deactivateweapon( String side )
Deactivate the weapon in the specified hand.
deadbody
Spawn a dead body
death_type( String sType )
Tell engine how this death anim ends up. (belly/back are valid params
death_type( String sType )
Tell engine how this death anim ends up. (belly/back are valid params
disableAID( Integer bDisableAID )
Gets the disableAID state for th entity
disableAID( Integer bDisableAID )
Disables AID for the entity
disableAID( Integer bDisableAID )
Disables AID for the entity
disableikonlefthand( )
Makes sure the left hand is detached via ik starting this frame. (NOTE: Currently works only when on a mounted weapon.)
disableikonrighthand( )
Makes sure the right hand is detached via ik starting this frame. (NOTE: Currently works only when on a mounted weapon.)
dontdropweapons
Make the sentient not drop weapons
dontremovewhendropped( Boolean bDontRemove )
Sets whether or not weapons will be removed when the sentient drops them
drawoverheadicon( Boolean draw_it )
Tells whether to draw the overhead icon
dropitems
drops inventory items
enableikonlefthand( )
Makes sure the left hand is attached via ik starting this frame. (NOTE: Currently works only when on a mounted weapon.)
enableikonrighthand( )
Makes sure the right hand is attached via ik starting this frame. (NOTE: Currently works only when on a mounted weapon.)
EnableKickObject( Boolean enable )
Enables/disables the sentient from moving physics objects
enemy_nearby( Float radius )
Returns true if a live enemy is within the specified radius of the sentient. This can be a bit expensive.
fire( [ String hand ], [ String mode ] )
Fires the weapon in the specified hand.
german
Makes the sentient a German.
getCurWeaponType
Get the sentient's current weapon type
give( String name )
Gives the sentient the targeted item.
givedynitem( String model, String bonename )
Pass the args to the item
hitdamage( Float damage )
Gets the hitdamage
hitdirection( Vector direction )
Gets the hitdirection
hitlocation( Integer location )
Gets the hitlocation
hovericon
In MP, script can request a hover icon, but engine can choose not to use it
immortal( Integer bImmortal )
Sets the entity to be immortal
immortal( Integer bImmortal )
Sets the entity to be immortal
immortal( Integer bImmortal )
Sets the entity to be immortal
incapacitated
In MP, whether sentient is incapacitated
inhibitrepulsion
0 for normal character vs character repulsion, 1 to disable it
iswearinghelmet( Boolean bWearingHelmet )
Returns 1 if Sentient is wearing a helmet.
isWounded
return whether the sentient is below the wounded threshold
item( String type, Integer amount )
Gives the sentient the specified amount of the specified item.
jumpxy( Float forwardmove, Float sidemove, Float speed )
Makes the sentient jump.
maxmouthangle( Float max_mouth_angle )
Sets the max mouth angle.
meleeattackend
Is the end of the sentient's melee attack.
meleeattackstart
Is the start of the sentient's melee attack.
mp_goragdoll
signals that this sentient should go into ragdoll mode (if and only if in multiplayer, and only when sentient is dead)
pophelmet
Pops a sentient's helmet off if he's got one
putawayweapon( String whichHand )
Put away or deactivate the current weapon, whichHand can be left, right or dual.
releasefire( Float fireholdtime )
Releases the attack in the time specified.
reloadweapon( [ String hand ] )
Reloads the weapon in the specified hand
removeuseslot( String current_slot )
remove the useslot if the current slot == current_slot
revive
In MP, revive an incapacitated player
sethelmet( String modelfile, Float popspeed, Float dmgmult, String propname )
Gives the sentient a helmet and sets the needed info for it
squad( Entity eSquad )
Gets this guys squad object.
squad_leader( Integer bSquadLeader )
Sets sentient as the leader of his squad.
squad_leader( Integer bSquadLeader )
Sets sentient as the leader of his squad.
squad_leader
Returns if this guy is a squad leader.
squad_leave( Integer squadname )
Removes sentient from his squad.
squad_name( Integer squadname )
Adds sentient to passed squadname.
squad_name( Integer squadname )
Adds sentient to passed squadname.
squad_name( Integer squadname )
Gets the name of sentient's squad.
stopfire( [ String hand ] )
Stops the firing of the weapon in the specified hand.
stunend
Is the end of the sentient's stun.
stunstart
Is the start of the sentient's stun.
take( String item_name )
Takes away the specified item from the sentient.
takeall
Clears out the sentient's entire inventory.
team
returns 'german' or 'american'
threatbias
Gets the threat bias for this player / AI
threatbias( Integer bias )
Sets the threat bias for this player / AI
threatbias( Integer bias )
Sets the threat bias for this player / AI
TickFollowers
toggleitem
Toggles the use of the player's item (first item if he has multiple)
turret
gets the turret for the sentient if there is one
undead( Integer bUndead )
Is set to true if actor is 'undead'.
unlimitedammo( Integer bUnlimited )
Set/Get if this sentient has unlimited ammo
unlimitedammo( Integer bUnlimited )
Set/Get if this sentient has unlimited ammo
unlimitedammo( Integer bUnlimited )
Set/Get if this sentient has unlimited ammo
use( String name, [ Integer weapon_hand ] )
Use the specified weapon or item in the hand choosen (optional).
uselast
Activates the last active weapon
useslot( String slot )
set the use slot icon (none, dynamite, ammo, etc...)
useslot( String slot )
set the use slot icon (none, dynamite, ammo, etc...)
useslot( String slot )
set the use slot icon (none, dynamite, ammo, etc...)
useweaponclass( String weaponclass, [ Integer weapon_hand ] )
Use the weapon of the specified class in the hand choosen (optional).
waterdepth
Gets the depth of water at this Sentient's location.
weapon( String weapon_modelname )
Gives the sentient the weapon specified.
weaponcommand( String hand, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ] )
Pass the args to the active weapon in the specified hand
weaponusenoammo( Boolean bool )
Gets the weapon use no ammo flag.
weaponusenoammo( Boolean bool )
Sets the weapon use no ammo flag.
weaponusenoammo( Boolean bool )
Sets the weapon use no ammo flag.
cameraidle( Entity ent )
Makes the camera float when it's idle
lookat( Entity ent )
Makes the camera look at an entity.
movedone
Lets us know if the camera is done moving.
MoveTo( Entity ent )
Move the camera's position to that of the specified entities.
smoothflytoentity( Entity moveto, Entity lookat )
Smoothly flies over to an entity and looks at the specified entity
smoothflytoposition( Vector moveto, Vector lookat )
Smoothly flies over to a position and looks in the specified direction.
smoothflytothink
Updates the camera for the SmoothFlyTo commands.
turntoentity( Entity ent )
Makes the camera turn towards an entity.
turntoposition( Vector lookat )
Makes the camera turn towards a specified position.
turntothink
Updates the camera for the TurnTo command.
noanimlerp
Do not LERP to the next animation
angle
get the angles of the entity using just one value.
Gets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )
set the angles of the entity to newAngles.
angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )
get the angles of the entity.
angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )
set the angles of the entity to newAngles.
centroid
entity's centroid
forwardvector
get the forward vector of angles
is_committed( )
flagged as committed
is_locked( )
locked
is_scattered( )
flagged as scattered
leftvector
get the left vector of angles
Materialname( )
materialname
namedgroup( )
named group event
origin( Vector newOrigin )
Set the origin of the entity to newOrigin.
origin( Vector newOrigin )
Set the origin of the entity to newOrigin.
origin
entity's origin
rightvector
get the right vector of angles
target( String targetname_to_target )
entity's target
target
entity's target
target( String targetname_to_target )
target another entity with targetname_to_target.
targetname
entity's targetname
targetname( String targetName )
set the targetname of the entity to targetName.
targetname( String targetName )
set the targetname of the entity to targetName.
terrain_align( )
tells simpleentity to align with terrain.
terrain_hug( )
tells simpleentity to hug to terrain.
upvector
get the up vector of angles
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2doclose
Closes the door (special doors).
doopen( Entity other )
Opens the door (special doors).
lip( Float lip )
Sets the lip of the sliding door.
speed( Float speed )
Sets the speed of the sliding door.
bouncefactor( Float factor )
sets how far smoke volumes bounce when they collide with something
fadedelay( Float time )
sets how long the entity waits until fading out from 1 alpha to 0 alpha, in seconds
fadein( Float time )
sets fadein time from 0 alpha to 1 alpha, in seconds
life( Float life )
sets how long the smoke emitter lives
maxalpha( Float alpha )
sets maximum opacity of an individual smoke particle, in 0-1 range
offset( Float offset_x, Float offset_y, Float offset_z )
sets offset of the smoke volume from the entity
scale( Float scale )
sets initial scale of each smoke volume
scalerate( Float rate )
sets how fast the smoke volume grows
spawnlife( Float life )
sets how long each smoke volume lives
spawnrate( Float rate )
sets how many smoke volumes are spawned per second
spin( Float avel )
sets the number of rotations per second for this entity around its z axis
velocity( Float vel_x, Float vel_y, Float vel_z )
sets how fast the smoke volume moves away, with x forward and z up
fadetime( Float fadeTime )
Sets the fadetime at this node.
fov( Float cameraFOV )
Sets the fov at this node.
loop( String loop_name )
Sets the loop name.
speed( Float speed )
Sets the path speed.
SplinePath_create
Creates the spline path from the target list.
triggertarget( String target )
Sets the trigger target.
watch( String watchEntity )
Sets the entity to watch at this node.
updatestats
Update the stats on the missionLog
dropbomb( Float armtime,, Float speed )
Turns the physics on so the bomb will drop. Travels at initial speed, then arms in seconds, default is 0.0f
BlowUp
ActivateSound( String ActivateSound )
BlowUp
destroyed_model( String Destroyed )
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
Explode
Cause the explosion to happen.
explosioneffect( String effect )
Set the explosion effect model
explosionpos( Vector offset )
Set the explosion offset
ExplosionSound( String ExplosionSound )
notifyallies( Boolean bNotify )
Set this to 1 for Allies to run away if within the blast radius.
notifyallies( Boolean bNotify )
Set this to 1 for Allies to run away if within the blast radius.
notifyallies( Boolean bNotify )
Set this to 1 for Allies to run away if within the blast radius.
notifyaxis( Boolean bNotify )
Set this to 1 for axis to run away if within the blast radius.
notifyaxis( Boolean bNotify )
Set this to 1 for axis to run away if within the blast radius.
notifyaxis( Boolean bNotify )
Set this to 1 for axis to run away if within the blast radius.
Radius( Float Radius )
setcantusethread( String thread )
Set the thread to execute when this object is used but can not activate
SetDamage( Float Damage )
setthread( String thread )
Set the thread to execute when this object is used
setusethread( String thread )
Set the thread to execute when this object is used
StopWatchDuration( Float StopWatchDuration )
TickSound( String TickSound )
triggered( Integer 0 )
Set the triggered status
used_model( String Used )
ActivateSound( String ActivateSound )
BlowUp
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
destroyed_model( String Destroyed )
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
Explode
Cause the explosion to happen.
explosioneffect( String effect )
Set the explosion effect model
explosionpos( Vector offset )
Set the explosion offset
ExplosionSound( String ExplosionSound )
GetStopWatchDuration
returns the stop watch duration
knockback( Float knockback )
notifyallies( Boolean bNotify )
Set this to 1 for Allies to run away if within the blast radius.
notifyallies( Boolean bNotify )
Set this to 1 for Allies to run away if within the blast radius.
notifyallies( Boolean bNotify )
Set this to 1 for Allies to run away if within the blast radius.
notifyaxis( Boolean bNotify )
Set this to 1 for axis to run away if within the blast radius.
notifyaxis( Boolean bNotify )
Set this to 1 for axis to run away if within the blast radius.
notifyaxis( Boolean bNotify )
Set this to 1 for axis to run away if within the blast radius.
Radius( Float Radius )
setcantusethread( String thread )
Set the thread to execute when this object is used but can not activate
SetDamage( Float Damage )
setthread( String thread )
Set the thread to execute when this object is used
setusethread( String thread )
Set the thread to execute when this object is used
StopWatchDuration( Float StopWatchDuration )
throbbing_model( String Throbbing )
TickSound( String TickSound )
triggered( Integer 0 )
Set the triggered status
used_model( String Used )
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
stickybombwet
abovewaterexplosioninfo( String model, String sound )
Set the explosion model and sound when the torpedo detonates above water
enabletracesinwater( Boolean bool )
Enables/disables collision traces while travelling through water.
SetDepth( Float distance )
Sets how far under water the torpedo should travel at
SetInWaterSpeed( Float speed )
Sets how fast the torpedo should move through the water
SetTargetPosition( Vector position )
Sets the target the torpedo will aim at
timeout( Float fTimeInSeconds )
Seconds before the torpedo explodes (this prevents runaway torpedos).
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
AlliesObjNum( Integer AlliesObjNum )
Sets the objective number for the allies team
AxisObjNum( Integer AxisObjNum )
Sets the objective number for the axis team
ControlledBy
Objective controller
ControlledBy( Integer ControlledBy )
Sets the team controlling the objective
initialize
Initialize object
SetCurrent( Integer TeamNum )
Set this objective as the current objective for the specified team.
TakeOver( Integer TeamNum )
Sets the team controlling the objective. 0 = Axis, 1 = Allies
activatetrigger( Entity triggering_entity )
Activates all of the targets for this trigger.
activateunfiltered( Entity activatingEntity )
Activate without checking respondto flags.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2cnt( Integer count )
Set the amount of times this trigger can be triggered
cone( Float newTriggerCone )
Sets the cone in which directed triggers will trigger.
delay( Float delay_time )
Set the delay time (time between triggering and firing) for this trigger
doActivate( Entity activatingEntity )
General trigger event for all entities
doTouch( Entity touchingEntity )
sent to entity when touched.
edgetriggered( Boolean newEdgeTriggered )
If true, trigger will only trigger when object enters trigger, not when it is inside it.
entitystart
Initialize a Actor.
makegethelptrigger
Makes this trigger a registered 'get help' trigger.
message( String babylon )
Set a message to be displayed when this trigger is activated
messagewithusekey( String babylon )
Set a message to be displayed when this trigger is activated with use key
model( String modelName )
set the model to modelName.
multifaceted( Integer facetDirection )
Make this trigger multifaceted. If facet is 1, than trigger is North/South oriented.
If facet is 2 than trigger is East/West oriented. If facet is 3 than trigger is Up/Down oriented.noise( String sound )
Set the sound to play when this trigger is activated
nottriggerable
Turn this trigger off
setthread( String thread )
Set the thread to execute when this trigger is activated
solid_trigger_solid( Integer onOrOff )
Puts trigger into dual mode to listen to gunfire and also touch
sound( String sound )
Set the sound to play when this trigger is activated
triggerable
Turn this trigger back on
triggerthread
Start the trigger thread.
wait( Float wait_time )
Set the wait time (time bewteen triggerings) for this trigger
doActivate( Entity activatingEntity )
General trigger event for all entities
doTouch( Entity touchingEntity )
sent to entity when touched.
GetMaxs()( Vector GetMaxs() )
Sets the maximum bounds of the trigger box.
GetMins()( Vector GetMins() )
Sets the minimum bounds of the trigger box.
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
damage( Integer damage )
Sets the amount of damage to do.
damagetype( String damageType )
Sets the type of damage a TriggerHurt delivers.
doTouch( Entity touchingEntity )
sent to entity when touched.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
damageable( Boolean isDamageable )
Makes the trigger able to take damage, but it is up to the script to watch this damage
isabandoned( Entity owner )
Returns true if the owner has abandoned the mine
isimmune( Entity entity )
Returns true if the given entity is immune to this landmine
channel( Integer channel )
Sets the sound channel to play on.
min_dist( Float min_dist )
Sets the minimum distance.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
volume( Float volume )
Sets the volume.
savename( String name )
Sets the name which is appended to the world.message for this specific autosave
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
squad_name( Integer squadname )
Adds sentient to passed squadname.
squad_name( Integer squadname )
Adds sentient to passed squadname.
squad_name( Integer squadname )
Gets the name of sentient's squad.
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
aiming_dampening( Float dampning_factor )
How much to dampen input for aiming. Higher numbers mean more sluggish controls.
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
reticule_boundries( Float VertLimit, Float HorizontalLimit )
Limit the positional offset of the reticule.
reticule_drift( Float scale, Float speed )
How much should the reticule drift
addammoclips
adds extra ammoclips to the turret gun
aianimationset( String animationsetname )
sets the name of the animationset used by AI on this mountedweapon
aianimationset( String animationsetname )
gets the name of the animationset used by AI on this mountedweapon
aibulletspread( Float bulletSpreadX, Float bulletSpreadY )
Set the spread of the bullets in the x and y axis
aimaxyawoffset( Float aiyaw )
Sets the max yaw offset from the turrets central facing direction (for AI only)
ainoticedist( Float fAINoticeDist )
How close AI has to be to automatically jump on this gun (0=don't ever).
alwaysSee( Integer always )
Sets the turret to always see its target.
alwaysSee( Integer always )
Sets the turret to always see its target.
alwaysSee
Gets whether the turret is set to always see its target.
ammoclips
sets the number of extra ammoclips this turret gun has
ammoclips
sets the number of ammoclips this turret gun has
animpitchoffsets( Float pitchup, Float pitchdown )
maximum pitch the gun should be allowed to animate(value should be tied to animation). Relative to the base pitch
animyawoffset( Float yawoffset )
maximum yaw the gun should be allowed to animate(value should be tied to animation). Relative to the base yaw
badplacecount( Integer iCount )
Sets how many badplace circles to place in front of gun. They are placed next to each other 1 by 1.(default=1)
badplacecount( Integer iCount )
Sets how many badplace circles to place in front of gun. They are placed next to each other 1 by 1.(default=1)
badplacecount( Integer iCount )
Sets how many badplace circles to place in front of gun. They are placed next to each other 1 by 1.(default=1)
badplaceplayeronly( Boolean bPlayerOnly )
Set this to 1 to have bad place engage only if player is on the gun (default=1)
badplaceplayeronly( Boolean bPlayerOnly )
Set this to 1 to have bad place engage only if player is on the gun (default=1)
badplaceplayeronly( Boolean bPlayerOnly )
Set this to 1 to have bad place engage only if player is on the gun (default=1)
badplaceradius( Float fRadius )
Sets badplace radius to be placed in front of gun.(default=150)
badplaceradius( Float fRadius )
Sets badplace radius to be placed in front of gun.(default=150)
badplaceradius( Float fRadius )
Sets badplace radius to be placed in front of gun.(default=150)
badplacewarnall( Boolean bAll )
Set this to 1 to have gun notify both teams of the bad place. (default=0)
badplacewarnall( Boolean bAll )
Set this to 1 to have gun notify both teams of the bad place. (default=0)
badplacewarnall( Boolean bAll )
Set this to 1 to have gun notify both teams of the bad place. (default=0)
barrelangles
Returns the barrel angles.
barrelPitchOffset( Float offset )
Sets the pitch offset of the barrel relative to the user view pitch
burstFireSettings( Float mintime, Float maxtime, Float mindelay, Float maxdelay )
Sets the settings for burst mode firing
clearAimTarget( [ String target ] )
Makes the turret aim at an entity
clearenemy
Sets the enemy to nothing.
convergeTime( Float time )
Sets the convergence time
dojitter( Float (optional) )
Apply the jitter without firing
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
eyebonename( String name )
Sets the name of the eye bone
getbarrelangles_ms
Returns the barrel angles in model space.
gettotalammocount
gets the total ammo count including ammo_in_clip and supply ammo
idleCheckOffset( Vector offset )
Sets the offset to trace to for collision checking when idling
item_droptofloor
Drops the item to the ground.
laggedmotion( Integer islagged )
Should the turret use lagged motion
lockcamerapitch( Boolean lock, Float pitch )
Locks player's view to a specific world space pitch, and not with barrel (default = 0 degrees)
maxIdlePitch( Float offset )
Sets the offset to trace to for collision checking when idling
maxIdleYaw( Float offset )
Sets the offset to trace to for collision checking when idling
maxpitchchange( Float angle )
Sets the maximum change in pitch when the weapon is randomly choosing targets.
maxuseangle( Float maxuseangle )
Set max use angle to allow player to mount the turret.
maxyawchange( Float angle )
Sets the maximum change in yaw when the weapon is randomly choosing targets.
maxYawOffset( Float aiyaw, Float playeryaw )
Sets the max yaw offset (AI & player) from the turrets central facing direction, enter one value to set both as same value
mountedweapontype( Integer type )
sets the mounted weapon type of the turret
mountedweapontype( String type )
gets the mounted weapon type of the turret
pitchbonename( String name )
Sets the name of the pitch bone
pitchCaps( Vector caps )
Sets the pitch caps for the turret. First number is upward cap, second is downward cap, and the third just makes it nice little vector
pitchSpeed( Float speed )
Sets the turret's pitch speed
playermaxyawoffset( Float playeryaw )
Sets the max yaw offset from the turrets central facing direction (for Player only)
playerUse( String player )
tells a player to use the turret
playerzoom( [ Float change_fov ], [ Float change_time ] )
amount of fov to zoom, and ellapsed time for zoom completion
psetviewangles( Vector offset )
Sets the view angles.
setAimOffset( Vector offset )
Makes the turret aim with specified offset
setAimTarget( [ String target ] )
Makes the turret aim at an entity
setenemy( Entity eEnemy )
Overrides the turret's current enemy until it is dead or is removed. (You may also do a setenemy NULL to clear)
setPlayerUsable( Integer state )
Sets wether the turret can be used by players. 0 means no, 1 means yes.
setrestable( Integer state )
Sets whether the turret goes back to idle position when done using
setthread( String value )
Sets the name of the thread called when a player uses the turret
setusable( Integer state )
Sets whether the turret can be used as a weapon. 0 means no, 1 means by players and AI, 2 means Player only, 3 means AI only.
setUsableScriptOnly( Integer state )
Sets wether the turret can be used by script only, not automatically
shoot_fake_bullets
Gets whether the turret is shooting fake bullets.
shoot_fake_bullets( Integer fake )
Sets the turret to shoot fake bullets.
shoot_fake_bullets( Integer fake )
Sets the turret to shoot fake bullets.
shouldhavereloader( Boolean yes/no )
sets whether the turret should have a reloader or not
SoundSet( String soundset )
Sets the Sound Set to use.
startFiring
Makes the turret start shooting
startyaw( Float startyaw )
Sets the yaw to be used as the center of our allowed turn arc.
stopFiring
Makes the turret stop shooting
suppressHeight( Float radius )
Sets the vertical radius of suppression fire
suppressTime( Float time )
Sets the suppression time
suppressWaitTime( Float time )
Sets the suppression wait nonfiring time before turret returns to default position
suppressWidth( Float radius )
Sets the horizontal radius of suppression fire
targettype( String value )
Sets the target type to be none, auto, or random
targettype
Gets the target type
targettype( String value )
Sets the target type to be none, auto, or random
turnSpeed( Float speed )
Sets the turret's turn speed
turretbeginused( String player )
Sets up the turret for player use
turretfov( Integer fov )
Sets the FOV of the camera when using the turret
userdistance( Float dist )
Sets the distance the user should be placed at while using this turret
userleftoffset( Float offset )
Sets the distance the user should be offset in the 'left' direction while using this turret
usestance
gets the stance for using the turret (prone,crouch,stand)
viewangles
get the angles of the entity.
viewangles( Vector newAngles )
set the view angles of the entity to newAngles.
viewjitter( Float amount )
Sets the amount that the owner's view should be jittered when fired
viewjitterpitchyawroll( Float Pitch,, Float Yaw,, Float Roll )
Sets the amount that the owner's view should be jittered when fired
viewOffset( Vector offset )
Sets the view offset to use for the turret
viewturnSpeed( Float speed )
Sets the turret's view turn speed
yawCenter( Float yaw )
Sets the yaw for the center of the turret's turning arc
AddBoneName
Add a bone name. The order of the command should be the order to remove boxes
setammoboxmodel
Set the ammobox mode file, should be .hag
spawnammoboxes( Boolean true/false )
ontrols whether ammo boxes are spawned.
spawnturret( String model, String turretbonename, String reloaderbonename, String height )
Spawns a turret w/specified model, attached to bone, w/ reloaderbonename and stance needed for using it
linkturret( String name )
Sets the next turret in the link.
any_mouse_down( Float xpos, Float ypos, Integer buttons )
Any mouse button has been pressed
bindcommand( String cmd )
Command to bind
dontlinkcvar2localizedstring
make text displayed by linkcvar localized.
hovercommand( String string )
Set the command to execute when this button is hovered over
left_mousedragged( Float xpos, Float ypos, Integer buttons )
Mouse was moved in a widget with the left button down
left_mouse_down( Float xpos, Float ypos, Integer buttons )
Left mouse button has been pressed down
left_mouse_up( Float xpos, Float ypos, Integer buttons )
Left mouse button has been released
mouseawaycommand( String string )
Set the command to execute when the mouse exits this button
mouse_entered( Float xpos, Float ypos, Integer buttons )
Mouse entered a widget event
mouse_exited( Float xpos, Float ypos, Integer buttons )
Mouse exiting a widget event
checked_command( String command )
Command to execute when checkbox is checked
checked_shader( String shader )
Set the shader of the small button when it is checked
left_mouse_down( Float xpos, Float ypos, Integer buttons )
Left mouse button has been pressed down
left_mouse_up( Float xpos, Float ypos, Integer buttons )
Left mouse button has been released
linkcvar2( String cvar, Integer checked_value )
Set the cvar to checked value when checked
mouse_entered( Float xpos, Float ypos, Integer buttons )
Mouse entered a widget event
mouse_exited( Float xpos, Float ypos, Integer buttons )
Mouse exiting a widget event
unchecked_command( String command )
Command to execute when checkbox is checked
unchecked_shader( String shader )
Set the shader of the small button when it is unchecked
print( String string )
Print the string to the console
size_changed
Specifies that the size of the widget has changed.
textpadding( Integer integer )
space in pixels between border and console text
size_changed
Specifies that the size of the widget has changed.
filename( String filename )
Filename that holds bind definitions
stopbind
stops trying to bind a key to a command
left_mouse_down( Float xpos, Float ypos, Integer buttons )
Left mouse button has been pressed down
classstat( String statName )
set classstat for layout
flash_color_change( Float percent_to_change, Float color_r, Float color_g, Float color_b, Float color_a )
sets a threshold to change colors for a stat_bar
itemstat( Integer itemstatValue )
set itemstat for layout
maxplayerstat( Integer maxPlayerstatValue )
set the playerstat that holds the max value for that stat. Used for statbars
modelangles( Vector angles )
Render model angles
modelanim( String anim, [ String alternate_pid ] )
Render model anim
modelname( String name )
set the name of the 3d model to render
modeloffset( Vector offset )
Render model offset
modelrotateoffset( Vector offset )
Render model rotation offset
modelscale( Float scale )
Render model scale
modelspin( Boolean spin )
spin the model or not
normal_color_change( Float percent_to_change, Float color_r, Float color_g, Float color_b, Float color_a )
sets a threshold to change colors for a stat_bar
playerstat( Integer playerstatValue )
set playerstat for layout
playerstatalpha( Integer playerstatValue )
set playerstat to control alpha for layout
playerstatconfigstring( Integer playerstatValue )
set playerstat for layout - will print out the corresponding configstring
playeruseslot( Integer index )
set useslot index to control alpha for layout
rendermodel( Boolean bool )
Render the model specified by the cvar.
statbar( String orientation, [ Integer min ], [ Integer max ] )
make this label present the stat using a graphical bar. Optionally specify a min and max value
statbar_alias_dimensions( String widget )
Use this widget for position calculations
statbar_endangles( Float startang, Float endang )
Sets the start and end angles for a circular stat bar
statbar_needlewidth( Float width )
Sets the width of the needle for a needle statbar
statbar_rotatorsize( Float width )
Sets the width of the needle for a needle statbar
statbar_shader( String shader )
set the shader for this statbar
statbar_shader_flash( String shader )
set the flash shader for this statbar
statbar_shader_marker( String shader )
set the marker shader for this statbar
This is drawn at the end of the status barstatbar_tileshader( String shader )
set the tile shader for this statbar
statbar_tileshader_flash( String shader )
set the flash tile shader for this statbar
useoverride( Integer int )
Sets a stat override array number to use (must be less than NUM_BARS), and clears those array elements.
deletegame
Delete the currently selected game... for real
listbase_item_doubleclicked( Integer index )
Signaled when an item is double clicked
listbase_item_selected( Integer index )
Signaled when an item is selected
loadgame
Load the currently selected game
nodeletegame
Delete the currently selected game... for real
removegame
Delete the currently selected game
savegame
Save the currently selected game
cancelrefresh
Cancel serverlist Refresh
connect
Connect to the specified server
listbase_item_doubleclicked( Integer index )
Signaled when an item is double clicked
listbase_item_selected( Integer index )
Signaled when an item is selected
refreshserverlist
Refresh the serverlist
updateserver
Cancel serverlist Refresh
left_mouse_down( Float xpos, Float ypos, Integer buttons )
Left mouse button has been pressed down
SetIPField
Set the field as an IP field.
SetMaxChars( Integer numChars )
Tells the field how many characters can be typed into the field.
SetNumeric
Signal the field that it should only take numeric input.
deletefilterset( String name )
Delete the named filterset from the list
externalApply( Integer the )
apply the filter set at the specificed location in the lsit
left_mouse_down( Float xpos, Float ypos, Integer buttons )
Left mouse button has been pressed down
savefilterset( String name )
Save the current set of filters under the specified name
floatingwindow_close_pressed
Signal that the window was closed
deactivated
Signals that the widget has been deactivated.
floatingwindow_close_pressed
Signal that the window was closed
activated
Signals that the widget has been activated.
floatingwindow_close_pressed
Signal that the window was closed
floatingwindow_minimize_pressed
Signal that the window was minimized
left_mousedragged( Float xpos, Float ypos, Integer buttons )
Mouse was moved in a widget with the left button down
left_mouse_down( Float xpos, Float ypos, Integer buttons )
Left mouse button has been pressed down
left_mouse_up( Float xpos, Float ypos, Integer buttons )
Left mouse button has been released
size_changed
Specifies that the size of the widget has changed.
size_changed
Specifies that the size of the widget has changed.
acceptserver
Connect to the current server
ia_cancel
cancel the server update
ia_refresh
Refresh the server list
rejectserver
Reject the current server
dontlinkcvar2localizedstring
make text displayed by linkcvar localized.
linkcvartoshader
Links the label's cvar to its shader
linkstring( Integer value, String BabylonLabel )
Creates a link from the specified value to a localized string.Use this if you want the label to display a string different from the value of the cvar
loopingsound( String soundName, Float start_volume, Float hold_start_time, Float ending_volume, Float ramp_time )
Set the sound to play
mouse_entered( Float xpos, Float ypos, Integer buttons )
Mouse entered a widget event
mouse_exited( Float xpos, Float ypos, Integer buttons )
Mouse exiting a widget event
oneshotsound( String soundName, Float soundTime )
Set the sound to play
outlinedtext( Integer outlined )
Set/clear outline text
shader( String shaderName )
Set the shader to draw on the background of the widget
tileshader( String shaderName )
Set the shader to draw tiled on the background of the widget
wraptext( [ Boolean boolean ] )
set boolean to wrap text (default : true)
infowidget( String widget )
Set the server info widget for the browser
joingame
Join the currently selected server
left_mouse_down( Float xpos, Float ypos, Integer buttons )
Left mouse button has been pressed down
listbase_item_doubleclicked( Integer index )
Signaled when an item is double clicked
listbase_item_selected( Integer index )
Signaled when an item is selected
menu( String name, Float width, Float height, String direction, [ Float motion_time ] )
Sets up the layout of the menu.
additem( String itemname, [ String command ] )
Add an item to the list
left_mouse_down( Float xpos, Float ypos, Integer buttons )
Left mouse button has been pressed down
left_mouse_up( Float xpos, Float ypos, Integer buttons )
Left mouse button has been released
addconfigstringitem( Integer index, [ String command ] )
Add an item to the list that uses a configstring
additem( String itemname, [ String command ] )
Add an item to the list
deleteallitems
Delete all the items from the widget
evenrowcolor( Float r, Float g, Float b, Float a )
color of even rows
font( String font )
Set the font of the widget
left_mousedragged( Float xpos, Float ypos, Integer buttons )
Mouse was moved in a widget with the left button down
left_mouse_down( Float xpos, Float ypos, Integer buttons )
Left mouse button has been pressed down
left_mouse_up( Float xpos, Float ypos, Integer buttons )
Left mouse button has been released
oddrowcolor( Float r, Float g, Float b, Float a )
color of odd rows
rowtextcolor( Float r, Float g, Float b, Float a )
color of row text
selbgcarrycolor( Float red, Float green, Float blue, Float alpha )
Set the selected background color of the list item while being carried
selbgcolor( Float red, Float green, Float blue, Float alpha )
Set the selected background color of the list
selbordercolor( Float red, Float green, Float blue, Float alpha )
Set the selected border color of the list
selfontcolor( Float red, Float green, Float blue, Float alpha )
Set the selected font color of the list
colorheaderbox( Float r, Float g, Float b, Float a )
color of the header box
colorheaderboxtext( Float r, Float g, Float b, Float a )
color of the header text
colorroweven( Float r, Float g, Float b, Float a )
color of even rows
colorrowodd( Float r, Float g, Float b, Float a )
color of odd rows
colorrowselected( Float r, Float g, Float b, Float a )
color of seleted row
colorrowselectedtext( Float r, Float g, Float b, Float a )
color of selected row text
colorrowtext( Float r, Float g, Float b, Float a )
color of row text
disableheaderboxdraw( Boolean disable )
disable header box drawing
headerbordersize( Integer width )
size of header box border
headershader( Float width, Float height, String shader )
sets the header shader/size for the list control
left_mousedragged( Float xpos, Float ypos, Integer buttons )
Mouse was moved in a widget with the left button down
left_mouse_down( Float xpos, Float ypos, Integer buttons )
Left mouse button has been pressed down
left_mouse_up( Float xpos, Float ypos, Integer buttons )
Left mouse button has been released
mouse_entered( Float xpos, Float ypos, Integer buttons )
Mouse entered a widget event
numdrawlines( Integer number )
sets the number of lines to draw
rowevenshader( Float width, Float height, String shader )
sets the even row shader/size for the list control
rowoddshader( Float width, Float height, String shader )
sets the odd row shader/size for the list control
setheaderfont( String font_name )
sets the font for the header
size_changed
Specifies that the size of the widget has changed.
RefreshMapList
Refreshes the map list.
attachrightlist( String widget_name )
Attach a list on right side of this, sync scrollbar and selected.
RefreshGametypeRotationList
Refreshed the gametype rotation list.
RefreshRotationList
Refreshed the map rotation list.
disablecurrent
Disables the currently selected mod
enablecurrent
Enables the currently selected mod
left_mouse_down( Float xpos, Float ypos, Integer buttons )
Left mouse button has been pressed down
left_mouse_up( Float xpos, Float ypos, Integer buttons )
Left mouse button has been released
mouse_exited( Float xpos, Float ypos, Integer buttons )
Mouse exiting a widget event
setdescbox( String widget )
Sets the widget describing the current mod
setdirectdownload( Integer setting )
Toggles whether the mod can be directly downloaded from the server
refresh
Refresh MP stats display
edit( Boolean bool )
Set whether or not the text is editable
left_mousedragged( Float xpos, Float ypos, Integer buttons )
Mouse was moved in a widget with the left button down
left_mouse_down( Float xpos, Float ypos, Integer buttons )
Left mouse button has been pressed down
left_mouse_up( Float xpos, Float ypos, Integer buttons )
Left mouse button has been released
size_changed
Specifies that the size of the widget has changed.
updatecvar
Causes text box to update itself using the assigned cvar
left_mouse_down( Float xpos, Float ypos, Integer buttons )
Left mouse button has been pressed down
left_mouse_up( Float xpos, Float ypos, Integer buttons )
Left mouse button has been released
size_changed
Specifies that the size of the widget has changed.
left_mouse_down( Float xpos, Float ypos, Integer buttons )
Left mouse button has been pressed down
deactivated
Signals that the widget has been deactivated.
left_mouse_up( Float xpos, Float ypos, Integer buttons )
Left mouse button has been released
mouse_exited( Float xpos, Float ypos, Integer buttons )
Mouse exiting a widget event
mouse_moved( Float xpos, Float ypos, Integer buttons )
Mouse was moved in a widget with no buttons down
cursorcolor( Float red, Float green, Float blue )
set the color of the cursor line
headercolor( Float red, Float green, Float blue )
set the color of the top and 'other' lines
recursablecolor( Float red, Float green, Float blue )
set the color of the entries which can be recursed into
highlight_bgcolor( Float r, Float g, Float b )
Set the background color of the highlighted text when a pulldown is used
highlight_fgcolor( Float r, Float g, Float b )
Set the foreground color of the highlighted text when a pulldown is used
left_mousedragged( Float xpos, Float ypos, Integer buttons )
Mouse was moved in a widget with the left button down
left_mouse_down( Float xpos, Float ypos, Integer buttons )
Left mouse button has been pressed down
left_mouse_up( Float xpos, Float ypos, Integer buttons )
Left mouse button has been released
addpopup( String menuname, String title, String type, String string )
Adds a popup to the list box.
menuname - the name of the menu to add this to
title - the string to display
type - type of item this is (command,cvar,event_name)
string - the data that corresponds to the correct type
highlight_bgcolor( String menu, Float r, Float g, Float b, Float a )
Set the highlight foreground color of the pulldown menumenuname - the name of the popup menu to color
highlight_fgcolor( String menu, Float r, Float g, Float b, Float a )
Set the highlight background color of the pulldown menumenuname - the name of the popup menu to color
menushader( String menuname, String shader )
Adds a menu to the container and sets the shader.
menuname - the name of the menu to add this to
shader - the string to displaypopup_bgcolor( String menu, Float r, Float g, Float b, Float a )
Set the foreground color of the popup menumenuname - the name of the popup menu to color
popup_fgcolor( String menu, Float r, Float g, Float b, Float a )
Set the background color of the popup menumenuname - the name of the popup menu to color
popup_highlight_bgcolor( String menu, Float r, Float g, Float b, Float a )
Set the highlight foreground color of the popup menumenuname - the name of the popup menu to color
popup_highlight_fgcolor( String menu, Float r, Float g, Float b, Float a )
Set the highlight background color of the popup menumenuname - the name of the popup menu to color
selmenushader( String menuname, String shader )
Adds a menu to the container and sets the shader when it's selected.
menuname - the name of the menu to add this to
shader - the string to displayvirtualres( Integer usevirtualres )
Set the widget to be modified horizontally or vertically across the screen to account for resolutions != 640x480
left_mouse_up( Float xpos, Float ypos, Integer buttons )
Left mouse button has been released
SelectedValue( Integer value )
sets the associated cvar to when the radio button is selected
ablecolor( Float red, Float green, Float blue )
set the color which team able will be printed in
bakercolor( Float red, Float green, Float blue )
set the color which team able will be printed in
clientcolor( Float red, Float green, Float blue )
set the color which team able will be printed in
clientfontbig( String font )
set the big client font (the font which players and their scores will be printed in)
clientfontmedium( String font )
set the medium client font (the font which players and their scores will be printed in)
clientfontsmall( String font )
set the small client font (the font which players and their scores will be printed in)
defaultcolor( Float red, Float green, Float blue )
set the color which team able will be printed in
ffaheadercolor( Float red, Float green, Float blue )
set the color which the free-for-all players' team header will be printed in
spectatorsheadercolor( Float red, Float green, Float blue )
set the color which the free-for-all players' team header will be printed in
teamheaderfontbig( String font )
set the big team header font (the font that Able or Baker or Spectators will be printed in)
teamheaderfontmedium( String font )
set the medium team header font (the font that Able or Baker or Spectators will be printed in)
teamheaderfontsmall( String font )
set the small team header font (the font that Able or Baker or Spectators will be printed in)
replaceText( Integer integer )
1 = replaces text; 0 = appends text
addselection( String display_string, String value )
Adds a Selection value
left_mouse_down( Float xpos, Float ypos, Integer buttons )
Left mouse button has been pressed down
left_mouse_up( Float xpos, Float ypos, Integer buttons )
Left mouse button has been released
mouse_entered( Float xpos, Float ypos, Integer buttons )
Mouse entered a widget event
mouse_exited( Float xpos, Float ypos, Integer buttons )
Mouse exiting a widget event
mouse_moved( Float xpos, Float ypos, Integer buttons )
Mouse was moved in a widget with no buttons down
selectioncvar( String cvar_name )
Sets the cvar to use for the value, not the display name, but the value linked to the name
bookmark
Bookmarks the current server
infowidget( String widget )
Set the server info widget for the browser
joingame
Join the currently selected server
left_mouse_down( Float xpos, Float ypos, Integer buttons )
Left mouse button has been pressed down
listbase_item_doubleclicked( Integer index )
Signaled when an item is double clicked
listbase_item_selected( Integer index )
Signaled when an item is selected
netbrowser( String widget )
Set the net browser for the browser
onlybookmarks( Integer 1 )
Sets whether the browser should show only bookmarked servers
refresh
Refreshes the list of servers
left_mouse_down( Float xpos, Float ypos, Integer buttons )
Left mouse button has been pressed down
playerinfowidget( String widget )
Set the player info widget for the browser
alliescolor( Float red, Float green, Float blue )
set the color which the allies will be printed in
axiscolor( Float red, Float green, Float blue )
set the color which the axis will be printed in
defaultcolor( Float red, Float green, Float blue )
set the default text color
autodec
Used to auto decrement the slider
autoinc
Used to auto increment the slider
leftshader( String shader, [ String depressed_shader ] )
Set the shader of the slider's left arrow
left_mousedragged( Float xpos, Float ypos, Integer buttons )
Mouse was moved in a widget with the left button down
left_mouse_down( Float xpos, Float ypos, Integer buttons )
Left mouse button has been pressed down
left_mouse_up( Float xpos, Float ypos, Integer buttons )
Left mouse button has been released
mouse_entered( Float xpos, Float ypos, Integer buttons )
Mouse entered a widget event
mouse_exited( Float xpos, Float ypos, Integer buttons )
Mouse exiting a widget event
rightshader( String shader, [ String depressed_shader ] )
Set the shader of the slider's right arrow
setrange( Float min, Float max )
Used to set the range of a slider
slidertype( String sliderType(float|integer) )
Set the slider type to be floating point or integral
stepsize( Float stepsize )
Set the step size of the slider
thumbshader( String shader, [ String depressed_shader ] )
Set the shader of the slider's thumb
realign_widget
Specifies that the widget has been realigned.
size_changed
Specifies that the size of the widget has changed.
left_mousedragged( Float xpos, Float ypos, Integer buttons )
Mouse was moved in a widget with the left button down
left_mouse_down( Float xpos, Float ypos, Integer buttons )
Left mouse button has been pressed down
left_mouse_up( Float xpos, Float ypos, Integer buttons )
Left mouse button has been released
mouse_entered( Float xpos, Float ypos, Integer buttons )
Mouse entered a widget event
mouse_exited( Float xpos, Float ypos, Integer buttons )
Mouse exiting a widget event
activate
Activate this widget.
aliascache( String alias, String realPath, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Create an alias to the specified path and cache the resource
align( String alignment )
Set the side of the screen to align the widget(left right top bottom centerx centery)
bgcolor( Float red, Float green, Float blue, Float alpha )
Set the background color of the widget
bordercolor( Float red, Float green, Float blue, Float alpha )
Set the border color of the widget
borderstyle( String style, [ Integer Thickness ] )
Set the borderstyle of the widget(NONE, 3D_BORDER, INDENT_BORDER, OUTLINE)
clicksound( String soundName )
Set the sound to be played when the widget is clicked
croptext
dont allow text to be drawn outside the horz dimensions of the widget
direction( String direction, [ Float time ] )
Set the direction the widget will appear from on the screen
(from_top, from_bottom, from_left, or from_right)
Time is specified to determine how fast the widget will scroll in
disable
enable the widget.
disabledcvar( String cvar_name )
Set the cvar to check to see if this button is disabled when the cvar not zero
dmnotvisible
flag to tell label not to draw in dm.
dontlocalize
Disables localization for this widget
enable
enable the widget.
enabledcvar( String cvar_name, String cvar_value )
Set the cvar to check to see if this button is enabled or not
fadein( Float fadetime )
Set the amount of time it takes for the widget to fade in
fadeout( Float fadetime )
Set the amount of time it takes for the widget to fade out
fadesequence( Integer fade_type, Float delay, Float fadein, Float hold, Float fadeout, Float start_alpha, Float end_alpha )
Set up for a delay/fadein/hold/fadeout sequence
fgcolor( Float red, Float green, Float blue, Float alpha )
Set the foreground color of the widget
fghighlightcolor( Float red, Float green, Float blue, Float alpha )
Set the foreground highlighted color of the widget
font( String font )
Set the font of the widget
fontdrop( String font )
Set the background font of the widget
fontdropcolor( Float red, Float green, Float blue, Float alpha )
Set the color of the drop font widget
hide
Hides the widget.
hidecommand( String command )
Set a command to be executed when the widget is hidden
hovershader( String shaderName )
Set the shader to on the background of the widget when the mouse is over the widget
hoversound( String soundName )
Set the sound to play when this widget is hovered over
inactiveshader( String shaderName )
Set the shader to on the background of the widget when it is selected
initdata( String datastring )
Set the linkcvar to be initialized to this value
linkcvar( String cvarname )
Set the cvar that will be updated when the widget is changed
linkcvardimension( Integer numDimensions, Integer DimensionIndex )
Set the dimension information for a linked cvar
name( String name )
Set the name of the widget
noparentadjust
Set the widget to not be adjusted by the parent widget
noparentclip
Set the widget to not be clipped by the parent widget
ordernumber( Integer num )
Set the order the widget should be activated in
pressedshader( String shaderName )
Set the shader to on the background of the widget when it is pressed in
rect( Float x, Float y, Float width, Float height )
Set the rect of the widget
scalecvar( String cvar_name )
Set the cvar to check to scale this component
selectedshader( String shaderName )
Set the shader to on the background of the widget when it is selected
setalpha( Float alpha )
Set the origianl alpha widget
shader( String shaderName )
Set the shader to draw on the background of the widget
shadowtext( [ Integer X ], [ Integer Y ], [ Float red ], [ Float green ], [ Float blue ], [ Float alpha ] )
Set the shadow text, offset and color
showcommand( String command )
Set a command to be executed when the widget is shown
size( Float x, Float y, Float width, Float height )
Set the size of the widget
stopsound( String soundName )
Set the sound to be played when the widget stops moving
stretch( String stretchdir )
Set the widget to be stretched horizontally or vertically across the screen
stuffcommand( String command )
Set the command to be stuffed when the widget is clicked
text( String string )
Sets optional text which is used by some widgets
textalign( String alignment )
Sets the alignment of text for this widget
tileshader( String shaderName )
Set the shader to draw tiled on the background of the widget
title( String title )
Set the title of the widget to be displayed in the center of it
virtualdim( Float width, Float height )
virtual dimensions to use
virtualres( Integer usevirtualres )
Set the widget to be modified horizontally or vertically across the screen to account for resolutions != 640x480
visiblecvar( String cvar_name, String cvar_value )
Set the cvar to check to see if this button is enabled or not
bgfill( Float red, Float green, Float blue, Float alpha )
Set a color to fill the entire background
fullscreen( Boolean fullscreen )
Set container to be fullscreen. This will disable the game rendering if it's active
vidmode( Integer vidmode )
Set container's vidmode to change to when it's active
left_mousedragged( Float xpos, Float ypos, Integer buttons )
Mouse was moved in a widget with the left button down
left_mouse_down( Float xpos, Float ypos, Integer buttons )
Left mouse button has been pressed down
left_mouse_up( Float xpos, Float ypos, Integer buttons )
Left mouse button has been released
aicanattack( Boolean bFlag )
Sets if the AI can/can't attack from the vehicle.
allowweaponsforpassengers( Boolean packin )
If true, allows passengers to fire their weapons (enabled for clients only)
AnimationSet( String animset )
Sets the Animation Set to use.
attachbomb( Integer index,, String joint,, String model,, Integer splinebombflag )
Attach 1 or more bombs to a joint.
attachbomb( Integer index,, String joint,, String model,, Integer splinebombflag )
Attach 1 or more bombs to a joint.
AttachDriverSlot( Integer slot, Entity entity, Integer bNothinker )
Attaches an entity to the specified slot.
AttachPassengerSlot( Integer slot, Entity entity, Integer bNothinker )
Attaches an entity to the specified slot.
AttachTurretSlot( Integer slot, Entity entity, Integer bNothinker )
Attaches an entity to the specified slot.
autopilot( Integer On )
If non-zero, causes vehicle to run a thinker. Otherwise it is a script slave
back_mass( Float weight )
Sets the mass of the back of the vehicle
bombcount
Returns the number of bombs left.
bombexplosion( Boolean bRestoreVehicleCamera )
Notifies the vehicle that a bomb that was dropped has detonated.
camera_interpolation( Integer enable )
Used to enable or disable camera interpolation when getting in or out of vehicles.
canjump( Boolean jumpable )
Sets whether or not the vehicle can jump
can_bomb
Determine whether bombs can be dropped.
collisionent
Gets the Collision Entity
collisionent( Entity entity )
Gets the Collision Entity
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
damaged
Returns true when the vehicle receives damage
damagesounds( Integer on_off )
Makes the vehicle play damaged sounds.
damage_angle
Returns the angle from which the vehicle took damage
DetachDriverSlot( Integer slot, [ Vector exit_position ] )
Detaches an entity to the specified slot.
DetachGunnerFromTurretSlot( Integer slot, [ Vector exit_position ] )
Detaches an gunner from the specified slot.
DetachPassengerSlot( Integer slot, [ Vector exit_position ] )
Detaches an entity to the specified slot.
DetachTurretSlot( Integer slot, [ Vector exit_position ] )
Detaches a entity (gunner or gun if no gunner) from the specified slot.
disable_bombing
Don't allow bombs to be dropped.
doBlocked( Entity obstacle )
sent to entity when blocked.
dontdroponexit
Sets whether to drop the actor to the ground when exiting the vehicle
doTouch( Entity touchingEntity )
sent to entity when touched.
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
drivable
Make the vehicle drivable
drive( Vector position, Float speed, Float acceleration, Float reach_distance, Float look_ahead, [ Vector alternate_position ] )
Makes the vehicle drive to position with speed and acceleration until reached_distance close to position
driveactorsaway( Integer range, Integer factor,, String view, Integer angle, )
Drive the actors out of way
driveNoWait( Vector position, Float speed, Float acceleration, Float reach_distance )
Makes the vehicle drive to position with speed and acceleration until reached_distance close to position, thread doesn't wait
driverholster( Integer 0/1 )
Set driver to automatically holster weapon when entering vehicle
driverunholster( Integer 0/1 )
Set driver to automatically unholster weapon when exiting vehicle
dropbomb( Integer index, Float bombspeed )
Drop a bomb (optional index and initial speed).
enable_bombing
Allow bombs to be dropped.
exitmode( Integer exit_mode )
Sets the exit mode for the vehicle.
explosionmodel( String model )
Sets the TIKI to call when the vehicle dies.
front_mass( Float weight )
Sets the mass of the front of the vehicle
fullstop
Make the Vehicle Stop Moving... Completely!
getturretcount
How many turrets are on this airplane.
immediateremove
Removes this listener immediately.
init_wheels
Initialize the vehicles wheels (if any).
isAlive
Does the vehicle have positive health?
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
listenforcontactinfo( )
toggles the vehicles ability to listen to collision layers for sounds
lock
Sets the vehicle to be locked
lockmovement
The Vehicle cannot move.
lockslot( String slot, Integer name,, String slot )
lock the specified slot. mode can be either 'player', 'actor', 'none' or 'both'
lock_shader_speed( Float shaderspeed, Boolean lock )
Set speed for animated shader
model( String modelName )
set the model to modelName.
modifydrive( Float desired_speed, Float acceleration, Float look_ahead )
Modifys the parameters of the current drive.
moveanim( String anim_name )
move the vehicle with an animation
name( String vehicleName )
Gets the name for the vehicle
name( String vehicleName )
Set the name for the vehicle
nextdrive( Entity next_path )
appends the specified path to the current path
noplayercamera( Boolean NoPlayerCamera )
If true, the player will not use a user camer when entering the vehicle
openslot
open slot. Usage: openslot slot_type slot_index tag_name enter_tag_name. slottype is one of driver/passenger/turret
playerfov( Float fov )
Sets the players fov on the vehicle
playerUse( String player )
tells a player to use the turret
QueryDriverSlotAngles( Integer slot )
Returns the angles of the specified slot on the vehicle.
QueryDriverSlotEntity( Integer slot, [ Boolean bMustBeInUse ] )
Returns an entity at the specified slot.
QueryDriverSlotPosition( Integer slot )
Returns the position of the specified slot on the vehicle.
QueryDriverSlotStatus( Integer slot )
Returns the status of the specified slot on the vehicle.
QueryFreeDriverSlot
Returns a number that represents the first free driver slot on the vehicle.
QueryFreePassengerSlot
Returns a number that represents the first free passenger slot on the vehicle.
QueryFreeTurretSlot
Returns a number that represents the first free turret slot on the vehicle.
QueryPassengerSlotEntity( Integer slot, [ Boolean bMustBeInUse ] )
Returns an entity at the specified slot.
QueryPassengerSlotPosition( Integer slot )
Returns the position of the specified slot on the vehicle.
QueryPassengerSlotStatus( Integer slot )
Returns the status of the specified slot on the vehicle.
QueryTurretSlotEntity( Integer slot )
Returns an entity at the specified slot.
QueryTurretSlotGunner( Integer slot )
Returns the gunner at the specified slot.
QueryTurretSlotPosition( Integer slot )
Returns the position of the specified slot on the vehicle.
QueryTurretSlotStatus( Integer slot )
Returns the status of the specified slot on the vehicle.
removeondeath( Integer removeondeath )
If set to a non-zero value, vehicles will not be removed when they die
RemovePeople
Removes all gunners, passengers, and drivers
remove_bombs
Removes all bombs from the vehicle.
remove_turrets
Removes all turrets from the vehicle.
runsounds( Integer on_off )
Makes the vehicle play running sounds.
seatanglesoffset( Vector angles )
Set the angles offset of the seat
seatoffset( Vector offset )
Set the offset of the seat
setcollisionentity( Entity entity )
Sets the Collision Entity.
setcontactlayersoundset( String strSoundSet )
Sets the vehicle's collision layer sound set.
SetRPMSoundParams( Float min_rpm, Float min_pitch, Float min_volume, Float max_rpm, Float max_pitch, Float max_volume )
Sets the pitch and volume parameters for the sounds based on rpm
SetSpeedSoundParams( Float min_speed, Float min_pitch, Float min_volume, Float max_speed, Float max_pitch, Float max_volume )
Sets the pitch and volume parameters for the sounds based on speed
setupphysics( )
Sets up the physics on this vehicle
setUsableScriptOnly( Integer state )
Sets wether the turret can be used by script only, not automatically
setweapon( String weaponname )
Set the weapon for the vehicle
shiftpassengerslot( Entity entity, Integer from_slot, Integer to_slot )
Shifts the entity from the one specified slot to another.
showweapon
Set the weapon to be show in the view
skidding( Integer on_off )
Makes the vehicle skid around corners.
SoundSet( String soundset )
Sets the Sound Set to use.
spawnturret( Integer slot, String tikifile )
Spawns a turret with the specified model and connects it to the specified slot
start
Initialize the vehicle.
startsounds( Boolean on/off )
Sets whether to play door close and engine start sounds.
start_offset( Vector offset )
Offset applied to a vehicle when it is spawned.
steerinplace
Set the vehicle to turn in place
stop
Make the Vehicle Stop Moving... FULL BREAKS!
stopatend
Makes the vehicle slow down to a complete stop at the end of the path.
timetoarmbomb( Float time )
Time to arm bombs after they're released
turnrate( Float rate )
Set the turning rate of the vehicle
undrivable
Make the vehicle undrivable
unlock
Sets the vehicle to be unlocked
unlockmovement
The Vehicle can move again.
usedistance( Float distance )
Sets the 'use' distance.
usedistance
Gets the 'use' distance.
usedistance( Float distance )
Sets the 'use' distance.
useplayerviewconstraints( Boolean Use )
Sets whether to use the players View constrains while in the vehicle
vehicleanim( String anim_name, [ Float weight ] )
Sets an animation to use in the LD Animation slot.
Weight defaults to 1.0vehiclebouncy( Float bouncycoef )
Sets the Bouncy Coefficient for the shocks.
vehicledestroyed
Driver is dead
vehicledrag( Float size )
Sets the Drag Factor
vehicleinit
Initialized the Vehicle as the specified file
vehiclemass( Float weight )
Sets the mass of the vehicle (backmass = frontmass = mass/2)
vehicleradius( Float size )
Sets the radius of the wheels
vehicleRoll( Float min, Float max, Float coef )
Sets the Roll min and max and the acceleration coefficient for the shocks.
vehiclerollingresistance( Float size )
Sets the radius of the wheels
vehiclespeed( Float speed )
Set the speed of the vehicle
vehiclespringy( Float springycoef )
Sets the Springy Coefficient for the shocks.
vehicletread( Float size )
Sets the size of the wheels
VehicleWheelCorners( Vector size, Vector offset )
Sets the wheel trace corners.
vehicleYaw( Float min, Float max, Float coef )
Sets the Yaw min and max and the acceleration coefficient for the shocks.
vehicleZ( Float min, Float max, Float coef )
Sets the Z min and max and the acceleration coefficient for the shocks.
viewOffset( Vector offset )
Sets the view offset
allies
Makes the vehicle neutral.
axis
Puts the vehicle on the axis team.
neutral
Puts the vehicle on the axis team.
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
owner
owner
acceleration( Float acceleration )
Set the acceleration
attach_sound_emitter( String emitter_type,, String joint )
Attach a sound emitter to a joint
bulletattack( [ Float range ], [ Float damage ], [ Float penetration ], [ Integer tracerfrequency ], [ Integer tracertype ], [ Float knockback ], [ String meansofdeath ], [ Vector bulletspread ], [ Integer bulletsize ] )
Used to set the parameters for the plane's bullet attack.
can_turret_switch( Integer allow_switching )
Sets whether entities can move about turrets.
can_turret_switch( Integer allow_switching )
Sets whether entities can move about turrets.
can_turret_switch
Can entities move about turrets?
chase_camera( Boolean bEnable, Float fCameraDistance )
Enables/Disables the plane's chase camera
drawbombhud( Integer draw )
Used to turn the bomb HUD on/off (accepts 0 or 1).
EnableFiringPostFX( Float Blur, Float Value,, Float Fire, Float Delay, )
When the weapon fire, a post fx is played.
enable_flight_boundary( Integer enable )
0 - disables the flight boundary, 1 enables it. Default: 1.
fire_delay( Float rate )
Set the rate of fire.
flypath( Entity path )
Takes control away from the player and follows a path.
freeze
Freezes the plane in place and removes player control.
hitjitter
Simulates jitter when the plane gets hit.
is_out_of_bounds
Returns whether the plane is out of bounds
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
lock_bombs
Used to lock the bombs on the plane.
lock_speed( Float speed )
Locks the plane at the specified speed
max_speed
Returns the plane's max speed
movedone
Move the plane and wait until finished.
node_proximity_dist
How close to a node does a plane have to be to say it's hit it and to move on (takes into account angle of attack--i.e. must be facing the node to count. Used as an outer sphere).
node_proximity_dist( Float distance )
How close to a node does a plane have to be to say it's hit it and to move on (takes into account angle of attack--i.e. must be facing the node to count. This should be used as an outer sphere).
node_proximity_dist( Float distance )
How close to a node does a plane have to be to say it's hit it and to move on (takes into account angle of attack--i.e. must be facing the node to count. This should be used as an outer sphere).
node_proximity_dist_inner( Integer distance )
Sets the distance where a plane is considered to reach a pathnode (does not consider angle of attack or any other special params. This should be used as an inner sphere check)
node_proximity_dist_inner( Integer distance )
Sets the distance where a plane is considered to reach a pathnode (does not consider angle of attack or any other special params. This should be used as an inner sphere check)
node_proximity_dist_inner
Gets the distance where a plane is considered to reach a pathnode (Angle of attack isn't considered. Used as an inner sphere check)
origin( Vector vOrigin )
Sets the origin of the plane.
origin
Gets the origin of the plane.
player_control( Boolean enable )
Adds the ability to enable or disable player control. Useful when following paths.
projectile( String model )
Sets the projectile's model
release
Releases a frozen plane and restores player control.
reset( Vector vOrigin, Vector vAngles )
Resets the plane's position and orientation.
restore_camera
Restores the vehicle camera
set_flight_boundary( Entity flight_boundary )
Sets the current active flight boundary.
speed
Returns the plane's current speed
StopFiringPostFX
Stops the firing post fx.
stop_all_sounds
Stops all sounds
unlock_bombs
Used to unlock the bombs on the plane.
unlock_speed
Unlocks the plane's speed
vehicleflyablefire( Boolean bRightCannon )
Fires the turrets on the plane. If bRightCannon is 1 it fires the right cannon, otherwise fires the left
vehicleflyablefireleftcannon
Alternates fire between the left and right cannons
vehicleflyablefireoff
Stops firing the plane's turrets
vehicleflyablefireon
Fires the turrets on the plane
vehicleflyablefirerightcannon
Alternates fire between the left and right cannons
waitmove
Move the plane and wait until finished.
spawnflags( Integer spawn_flags )
Sets the spawn flags.
acceleration( Float acceleration )
Set the accleration
acceleration
Get's the plane's accleration.
acceleration( Float acceleration )
Set the accleration
actor_targetable( Boolean bTargetable )
Labels this plane as a potential Actor AI target.
actor_targetable( Boolean bTargetable )
Labels this plane as a potential Actor AI target.
actor_targetable( Boolean bTargetable )
Labels this plane as a potential Actor AI target.
aggressive_dogfighter
Is the plane an aggressive dogfighter.
aggressive_dogfighter( Integer is_aggressive )
Tells the plane it's an aggressive dogfighter.
aggressive_dogfighter( Integer is_aggressive )
Tells the plane it's an aggressive dogfighter.
allow_damage_to_self( Integer enable, [ Float amount ] )
Allows a turret on the plane to cause damage to the plane, and optionally specify how much damage to apply (default=25)
allow_friendly_fire( Boolean allow )
Use this to allow this plane to receive friendly fire
allow_shooting( Integer force_shooting )
Enables the ability to shoot.
allow_shooting
Is shooting allowed?
allow_shooting( Integer force_shooting )
Enables the ability to shoot.
altleash( Float leash )
Sets the altitude leash distance. (z distance)
altleash( Float leash )
Sets the altitude leash distance. (z distance)
altleash
Get's the altleash's length.
artificial_terrain_altitude( Float altitude )
Fools the plane into thinking the terrain is at this height; a performace improvement.
artificial_terrain_altitude( Float altitude )
Fools the plane into thinking the terrain is at this height; a performace improvement.
artificial_terrain_altitude
What artificial altitude does the plane think the ground is at.
ascendpitch( Float ascendpitch )
Pitch to ascend using after attack. (default=-35)
ascendpitch( Float ascendpitch )
Pitch to ascend using after attack. (default=-35)
ascendpitch
Get the plane's ascendpitch.
attach_sound_emitter( String emitter_type,, String joint )
Attach a sound emitter to a joint
attack( String target )
You can set the plane's current target with this.
attack( String target )
You can set the plane's current target with this.
attackAlt( Float attackAlt )
altitude plane will start firing during attack. (default=2200)
attackAlt( Float attackAlt )
altitude plane will start firing during attack. (default=2200)
attackAlt
Get's the plane's attacking altitude.
attacked_by_player
Returns whether this plane was hit by the player or the player's vehicle
attack_ground_object( String target )
You can set the plane's current target with this. The target argument can be an entity or a position (a vector).
attack_target
You can get the plane's current target with this.
autopilot( Entity path )
Tells plane auto-pilot a spline path.
avoid_target( Entity entity, [ Float min_distance ] )
This plane will always try to avoid this target
bombtarget( Entity target, Float descpitch, Float ascendpitch, Float attackalt, Float bombspeed(opt), Integer do_rollover(opt), Integer accuracy(opt) )
Tells plane to bomb a target using specific values
break_formation
Stop being a wingman
cannons_allowed( Integer cannons_allowed )
Allow cannons in this plane or only use MGs. 1 means allow cannons (default) and 0 means disallow cannons
cannons_allowed
Are cannons disabled in this plane? 1 means cannons are allowed and 0 means they are disabled
cannons_allowed( Integer cannons_allowed )
Allow cannons in this plane or only use MGs. 1 means allow cannons (default) and 0 means disallow cannons.
cannon_dist( Integer distance )
Set the distance at which the plane switches to cannons.
cannon_dist
Set the distance at which the plane switches to cannons.
cannon_dist( Integer distance )
Set the distance at which the plane switches to cannons.
cannon_dist_2D( Integer 2D )
Tells the cannon distance caluclations to do 2d math, for strafing
cannon_dist_2D( Integer 2D )
Tells the cannon distance caluclations to do 2d math, for strafing
cannon_dist_2D
Is the cannon distance caluclations using 2d math?
can_turret_switch( Integer allow_switching )
Sets whether entities can move about turrets.
can_turret_switch( Integer allow_switching )
Sets whether entities can move about turrets.
can_turret_switch
Can entities move about turrets?
climb_roll( Float roll, Float roll_rate )
Tells the plane to perform a climb roll. Arguments are optional.
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
descendpitch
Get's the plane's descend pitch.
descendpitch( Float descendpitch )
Pitch to Descend using before attack. (default=45)
descendpitch( Float descendpitch )
Pitch to Descend using before attack. (default=45)
desiredspeed
Get the plane's desired speed.
disablefastflybys
Tells plane to use stop using fast player calculations when calculating flyby audio.
distance_to_target
Returns the distance to the current target.
dogfight_player( Boolean bDogfightPlayer )
This means this plane will be dogfighting against the player.
dogfight_player( Boolean bDogfightPlayer )
This means this plane will be dogfighting against the player.
dogfight_player( Boolean bDogfightPlayer )
This means this plane will be dogfighting against the player.
dying_roll( Integer type, Entity entity, Integer force_explode )
Tells the plane to perform a dying roll. All arguments are optional.
enablefastflybys
Tells plane to use fast player calculations when calculating flyby audio.
evade( Entity plane )
Tells plane to evade the passed plane.
flypath( Entity path )
Tells plane auto-pilot a spline path.
flysplinepath( Entity path, Float speed, Float acceleration, Float lookahead )
Tells the plane to follow a spline path exactly.
flyto( Vector vPos )
Tells plane to fly to specified position. (pos can be an entity, or a vector)
flyto_dest
This event returns the destination point a plane is trying to fly to.
flyto_node_proximity_squared
Gets the distance where a plane is considered to reach a flyto position (Angle of attack isn't considered. Used as an inner sphere check)
flyto_node_proximity_squared( Integer distance )
Sets the square distance where a plane is considered to reach a flyto position (does not consider angle of attack or any other special params. This should be used as an inner sphere check)
flyto_node_proximity_squared( Integer distance )
Sets the square distance where a plane is considered to reach a flyto position (does not consider angle of attack or any other special params. This should be used as an inner sphere check)
follow( Entity plane )
Tells plane to follow the passed plane.
follow_distance
Returns the distance to keep from the leader when following another plane.
follow_distance( Float fDistance )
The distance to keep from the leader when following another plane.
follow_distance( Float fDistance )
The distance to keep from the leader when following another plane.
force_fire( Integer force )
Forces the plane to shoot.
force_fire( Integer force )
Forces the plane to shoot.
force_fire
Is the plane forced to shoot.
friendly_fire
This event gets called whenenver friendly fire has occured
friendly_fire
This event gets called whenenver friendly fire has occured
get_blown_engine
Gets which engine is blown. 0 is starboard, 1 is port.
get_damaged_engine
Gets which engine is damaged. 0 is starboard, 1 is port.
get_player_turret_index
Returns the number index of the turret where the player is.
groundattack( Integer bForceGroundAttack )
Tells plane to attack as if target was ground based.
hit_jitter( Float force, Float decay_rate )
Shake the camera of the player to simulate a hit.
home( Vector vHome )
Sets the origin of the leash
home( Vector vHome )
Sets the origin of the leash
home
Get's the position of the plane's home.
hud( Integer HUD )
0 uses the player's default HUD, 1 uses the flight HUD
hud( Integer HUD )
0 uses the player's default HUD, 1 uses the flight HUD
in_formation
Returns whether the wingman has reached its formation.
is_wingman
Returns whether this plane is a wingman
is_wingman
Returns whether this plane is a wingman
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
leash
Gets the leash length,
leash( Float leash )
Sets the leash distance. (2d space)
leash( Float leash )
Sets the leash distance. (2d space)
match_speed( Entity eTarget )
Match the speed of the target.
maxpitchrate
Get's the plane's maximum pitch rate.
maxpitchrate( Float pitchrate )
Set maximum pitch rate (degs/sec) (default=60)
maxpitchrate( Float pitchrate )
Set maximum pitch rate (degs/sec) (default=60)
maxrollangle
Gets the maximum angle the plane can roll to.
maxrollangle( Float max_roll_angle )
Sets the maximum angle the plane can roll to.
maxrollangle( Float max_roll_angle )
Sets the maximum angle the plane can roll to.
maxrollrate
Get's the plane's maximum roll rate.
maxrollrate( Float rollrate )
Set maximum roll rate (degs/sec) (default=60)
maxrollrate( Float rollrate )
Set maximum roll rate (degs/sec) (default=60)
maxturnspeed( Vector max_roll )
Sets the maximum rates of change for roll, yaw and picth. Passed as a vector.
maxturnspeed
Gets the maximum rates of change for roll, yaw and picth.
maxturnspeed( Vector max_roll )
Sets the maximum rates of change for roll, yaw and picth. Passed as a vector.
maxyawrate( Float yawrate )
Set maximum yaw rate (degs/sec) (default=60)
maxyawrate
Get the maximum yaw rate.
maxyawrate( Float yawrate )
Set maximum yaw rate (degs/sec) (default=60)
minattackdist( Float minattackdist )
Minimum distance the plane must be from target prior to commencing attack run. (default=8000)
minattackdist
Get's the plane's minimum attack distance.
minattackdist( Float minattackdist )
Minimum distance the plane must be from target prior to commencing attack run. (default=8000)
minimumAlt
Get the plane's minimum altitude.
minimumAlt( Float minimumAlt )
altitude plane will pull up at during attack. (default=600)
minimumAlt( Float minimumAlt )
altitude plane will pull up at during attack. (default=600)
minspeed
Get the plane's minimum speed.
minspeed( Float min_speed )
What is the minimum speed this plane should fly at.
minspeed( Float min_speed )
What is the minimum speed this plane should fly at.
movedone
Move the plane and wait until finished.
node_proximity_dist
How close to a node does a plane have to be to say it's hit it and to move on (takes into account angle of attack--i.e. must be facing the node to count. Used as an outer sphere).
node_proximity_dist( Float distance )
How close to a node does a plane have to be to say it's hit it and to move on (takes into account angle of attack--i.e. must be facing the node to count. This should be used as an outer sphere).
node_proximity_dist( Float distance )
How close to a node does a plane have to be to say it's hit it and to move on (takes into account angle of attack--i.e. must be facing the node to count. This should be used as an outer sphere).
node_proximity_dist_inner( Integer distance )
Sets the distance where a plane is considered to reach a pathnode (does not consider angle of attack or any other special params. This should be used as an inner sphere check)
node_proximity_dist_inner( Integer distance )
Sets the distance where a plane is considered to reach a pathnode (does not consider angle of attack or any other special params. This should be used as an inner sphere check)
node_proximity_dist_inner
Gets the distance where a plane is considered to reach a pathnode (Angle of attack isn't considered. Used as an inner sphere check)
no_cannons( Integer cannons_disabled )
Disable cannons in this plane and only use MGs. 1 means disable cannons (default) and 0 means allow cannons. DEPRECIATED
no_shooting
Disables the ability to shoot.
pathlookahead
Returns the distance to look ahead when autopiloting a path.
pathlookahead( Float fDistance )
The distance to look ahead when autopiloting a path.
pathlookahead( Float fDistance )
The distance to look ahead when autopiloting a path.
patrolalt( Float patrolalt )
altitude to patrol at. (default=height at time of 'fly' command)
patrolalt
Get the plane's patrol altitude.
patrolalt( Float patrolalt )
altitude to patrol at. (default=height at time of 'fly' command)
peeloff_distance( Float fDistance )
The distance at which the plane will peel off during an attack.
peeloff_distance( Float fDistance )
The distance at which the plane will peel off during an attack.
peeloff_distance
Returns the distance at which the plane will peel off during an attack.
peeloff_type
Returns the type of peeloff the plane will force to.
peeloff_type( Integer Type )
The type of peeloff the plane must perform.
peeloff_type( Integer Type )
The type of peeloff the plane must perform.
procroll( Float rollamt )
Set the procedural roll amount.
procrollspeed( Float rollspeed )
Set the procedural roll speed.
setmaxrollangle( Float max_roll_angle )
Sets the maximum angles we can roll to. DEPRECIATED
setmaxturnspeed( Vector max_roll )
Sets the maximum rates of change for roll, yaw and picth. Passed as a vector. DEPRECIATED
setminspeed( Float min_speed )
What is the minimum speed this plane should fly at. DEPRECIATED
set_blown_engine
Set the damaged engine to the destroyed state
set_cannon_slot( Integer slot )
Tells the plane which weapon slots it has are cannons.
set_damaged_engine( Integer EngineNumber )
Which engine is damaged up? 0 is starboard, 1 is port
softturn
Get the angle at which the plane makes soft turns
softturn( Float softturn )
The angle at which to make soft turns
softturn( Float softturn )
The angle at which to make soft turns
speed
Get speed of the plane.
speed( Float speed )
Set speed of the plane. (default=2000)
speed( Float speed )
Set speed of the plane. (default=2000)
strafeattack( Integer bDoStrafe )
Tells plane to do a strafing attacks or not.
strafe_length
Gets the plane's strafe length.
strafe_length( Float length )
sets the length (radius) of the strafe attack.
strafe_length( Float length )
sets the length (radius) of the strafe attack.
taxiing( Integer taxiing )
Sets the plane to taxiing mode.
taxiing
Gets whether the plane is taxiing.
taxiing( Integer taxiing )
Sets the plane to taxiing mode.
unlockturrets
Unlock the plane's turrets.
use_emergency_climb( Boolean boolean )
Disable the use of emergency climb
use_overhead_icon( [ Integer enable ] )
Enables/disables the use of the overhead icon
waitmove
Move the plane and wait until finished.
watercraft( Boolean boolean )
Sets/clears watercraft steering.
watercraft
Returns watercraft steering flag.
watercraft( Boolean boolean )
Sets/clears watercraft steering.
wingman( Entity leader, Vector offset )
This plane becomes a wingman of the specified leader
vehiclesoudnentity_updatetraces
Updates the traces of a Vehicle Sound Entity
vehiclesoundentity_postspawn
PostSpawn of a Vehicle Sound Entity
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
aimoffset( Vector value )
Adjust aiming angles by offset.
aimtolerance( Vector caps )
Sets a tolerance for the angles.
collisionent
Gets the Collision Entity
collisionent( Entity entity )
Sets the Collision Entity
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
firewarmupdelay( Float value )
Set the warmup delay before use after mounting the weapon.
item_droptofloor
Drops the item to the ground.
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
lock
The turret cannot be used.
reloaddelay( Float value )
Set a delay that implies a reload. Will also play a sound
reloadshots( Integer value )
Set the number of shots fired before forcing a reload
removeondeath( Integer removeondeath )
If set to a non-zero value, vehicles will not be removed when they die
setbaseentity( Entity base_entity )
Sets the base entity to take its orientation from.
setcollisionentity( Entity entity )
Sets the Collision Entity.
settargetentity( Entity ent )
Set the entity to point the turret at visually.
unlock
The turret can be used.
warmupdelay( Float value )
Set the warmup delay before use after mounting the weapon.
linkturret( String name )
Sets the next turret in the link.
activated
Signals that the widget has been activated.
deactivated
Signals that the widget has been deactivated.
left_mouse_down( Float xpos, Float ypos, Integer buttons )
Left mouse button has been pressed down
viewhag_action( String action_name )
Tell the current view Hag to perform the named action
viewhag_addactiontosequence( String action_name )
Add the current action to the sequence
viewhag_angles( Float pitch<0.00...360.00>, Float yaw<0.00...360.00>, Float roll<0.00...360.00> )
Set the angles of the current view Hag
viewhag_animate
Toggle between animating and paused
viewhag_attach( String jointname, String model )
Attach a model the the specified jointname
viewhag_blend( Float blend, String {axis} )
Set the blend factor of the current view Hag
viewhag_clearalloverrides
Clear all bone transform overrides
viewhag_clearboneoverride( String bone_name )
Clear a bone transform override
viewhag_delete
Delete the current view Hag
viewhag_detach
Detach the current view Hag from its parent
viewhag_detachall
Detach all the models attached to the current view Hag
viewhag_disableallik( )
Disable all IK chains
viewhag_disableik( String ik_chain_name )
Disable an IK chain
viewhag_dumpbone( String bone_name, String raw )
Print out a bone transform
viewhag_enableik( String ik_chain_name, String target_pos_ms )
Enable an IK chain
viewhag_enableik_ws( String ik_chain_name, String target_pos_ws )
Enable an IK chain, in world space
viewhag_hideallprops( Boolean true/false )
Hide (or show) all props
viewhag_hidebone( String bone_name, Vector true/false )
Hide (or show) a bone's geometry
viewhag_hideprop( String prop_name, Vector true/false )
Hide (or show) a named prop
viewhag_hint( String hint_name, Integer enable )
Enable or disable an ActionControl hint
viewhag_locomotion( Float cosine, Float sine )
Set the locomotion blend (cosine and sine of the angle between facing and motion dir)
viewhag_material( String mtl_name, String tex_stage_name, String texture_qpath )
Override a texture on one of the Hag's materials
viewhag_motion
Toggle between moving and not moving
viewhag_origin( Float x, Float y, Float z )
Set the origin of the current view Hag
viewhag_overridebone( String bone_name, Vector pos )
Override a bone transform
viewhag_partition( String partition_name )
Set or get the active partition
viewhag_pickaction
Pop up a list of available actions
viewhag_pickbone( String modelName )
Pop up a list of available bones
viewhag_pickpartition( )
Display a list of partitions from which to pick
viewhag_playbackrate( Float rate )
Set the animation playback rate of the current view Hag (1=normal speed, -1=reverse)
viewhag_playsequence
play a sequence for the current viewhag
viewhag_propset( String set_name )
Select the named prop set
viewhag_randomsequence
play a sequence randomly for the current viewhag
viewhag_removeactionfromsequence( String action_name, Integer index )
Remove the action from the sequence
viewhag_renderable( Integer renderableIndex )
Pick a renderable to view
viewhag_scale( Float scale )
Set the scale of the current view Hag
viewhag_scrub( Float unit_time_index )
Scrub the unit time index for the currently-playing action
viewhag_setmodel( String viewhagModel )
Set the model of the current view Hag
viewhag_setupsequence
Setup a sequence for the current viewhag
viewhag_showactions( String action_name )
Print out the action list for the current view Hag, or just one action if its name is passed
viewhag_showik( )
Show all IK chain names
viewhag_testik( )
Test interpolation of IK targets
viewhag_testoverrides( )
Test interpolation of overridden bone transforms
viewhag_unittime( Float unit_time_index )
Get or set the unit time index for the currently-playing action
viewhag_action( String action_name )
Tell the current view Hag to perform the named action
viewhag_addactiontosequence( String action_name )
Add the current action to the sequence
viewhag_angles( Float pitch<0.00...360.00>, Float yaw<0.00...360.00>, Float roll<0.00...360.00> )
Set the angles of the current view Hag
viewhag_animate
Toggle between animating and paused
viewhag_attach( String jointname, String model )
Attach a model the the specified jointname
viewhag_blend( Float blend, String {axis} )
Set the blend factor of the current view Hag
viewhag_blendcurrandprev( Float x, Float y )
Synch up the prev and current viewhags according to the particular x,y blend factors
viewhag_clearalloverrides
Clear all bone transform overrides
viewhag_clearboneoverride( String bone_name )
Clear a bone transform override
viewhag_delete
Delete the current view Hag
viewhag_deleteall
Delete all view Hags
viewhag_detach
Detach the current view Hag from its parent
viewhag_detachall
Detach all the models attached to the current view Hag
viewhag_disableallik( )
Disable all IK chains
viewhag_disableik( String ik_chain_name )
Disable an IK chain
viewhag_dumpbone( String bone_name, String raw )
Print out a bone transform
viewhag_enableik( String ik_chain_name, String target_pos_ms )
Enable an IK chain
viewhag_enableik_ws( String ik_chain_name, String target_pos_ws )
Enable an IK chain, in world space
viewhag_fakemap( String fake_map_name )
Fake the system out into thinking the map name is 'fake_map_name'
viewhag_hideallprops( Boolean true/false )
Hide (or show) all props
viewhag_hidebone( String bone_name, Vector true/false )
Hide (or show) a bone's geometry
viewhag_hideprop( String prop_name, Vector true/false )
Hide (or show) a named prop
viewhag_hint( String hint_name, Integer enable )
Enable or disable an ActionControl hint
viewhag_locomotion( Float cosine, Float sine )
Set the locomotion blend (cosine and sine of the angle between facing and motion dir)
viewhag_material( String mtl_name, String tex_stage_name, String texture_qpath )
Override a texture on one of the Hag's materials
viewhag_motion
Toggle between moving and not moving
viewhag_nexthag
Change the active view Hag to the next view Hag
viewhag_origin( Float x, Float y, Float z )
Set the origin of the current view Hag
viewhag_overridebone( String bone_name, Vector pos )
Override a bone transform
viewhag_partition( String partition_name )
Set or get the active partition
viewhag_pickaction
Pop up a list of available actions
viewhag_pickbone( String modelName )
Pop up a list of available bones
viewhag_pickpartition( )
Display a list of partitions from which to pick
viewhag_playbackrate( Float rate )
Set the animation playback rate of the current view Hag (1=normal speed, -1=reverse)
viewhag_playsequence
play a sequence for the current viewhag
viewhag_prevhag
Change the active view Hag to the previous view Hag
viewhag_propset( String set_name )
Select the named prop set
viewhag_randomsequence
play a sequence randomly for the current viewhag
viewhag_removeactionfromsequence( String action_name, Integer index )
Remove the action from the sequence
viewhag_renderable( Integer renderableIndex )
Pick a renderable to view
viewhag_scale( Float scale )
Set the scale of the current view Hag
viewhag_scrub( Float unit_time_index )
Scrub the unit time index for the currently-playing action
viewhag_setmodel( String viewhagModel )
Set the model of the current view Hag
viewhag_setupsequence
Setup a sequence for the current viewhag
viewhag_showactions( String action_name )
Print out the action list for the current view Hag, or just one action if its name is passed
viewhag_showik( )
Show all IK chain names
viewhag_spawn( String model )
Create a view Hag with the specified model
viewhag_spawnceg( String hagpath, [ Vector origin ], [ Vector angles ], [ Float scale ], Float OR, String hagpath, [ Float scale ] )
Spawns a client entity group.
viewhag_testik( )
Test interpolation of IK targets
viewhag_testoverrides( )
Test interpolation of overridden bone transforms
viewhag_unittime( Float unit_time_index )
Get or set the unit time index for the currently-playing action
donedeath
Makes the view jitter only happen once
duration( Float time )
Sets the length of time it should last. 0 will be instantanious
edgeeffect( Float fraction )
Sets the fraction of the jitter to apply at the max radius
jitteramount( Vector jitterangles )
Sets the jitter angles to apply to the player
radius( Float radius )
Sets the max radius of the view jitter. 0 affects all
timedecay( Vector decayrate )
Sets jitter decay per second
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
viewangles( Float pitch<0.00...360.00>, Float yaw<0.00...360.00>, Float roll<0.00...360.00> )
Set the angles of the current viewthing
viewanimate
Cycle through the animations modes of the current viewthing
No Animation
Animation with no motion
Animation with looping motion
Animation with motion
viewattach( String tagname, String model )
Attach a model the the specified tagname
viewdelete
Delete the current viewthing
viewdeleteall
Delete all viewthings
viewdetach
Detach the current viewthing from its parent
viewdetachall
Detach all the models attached to the current viewthing
viewmodel( String viewthingModel )
Set the model of the current viewthing
viewnext
Advance to the next frame of animation of the current viewthing
viewnextanim
Advance to the next animation of the current viewthing
vieworigin( Float x, Float y, Float z )
Set the origin of the current viewthing
viewpitch( Float pitch )
Set the pitch of the current viewthing
viewprev
Advance to the previous frame of animation of the current viewthing
viewprevanim
Advance to the previous animation of the current viewthing
viewroll( Float roll )
Set the roll of the current viewthing
viewscale( Float scale )
Set the scale of the current viewthing
viewscaledown
Decrease the scale of the current viewthing
viewscaleup
Increase the scale of the current viewthing
viewscrub( Float animScrub )
Set the animation time based off a floating point value
viewsetanim( Float animNum )
Set the animation absolutely based off a floating point value
viewsetanim2( Float animNum2 )
Set the animation absolutely based off a floating point value
viewspawn( String model )
Create a viewthing with the specified model
viewthingnext
Change the active viewthing to the next viewthing
viewthingprev
Change the active viewthing to the previous viewthing
viewyaw( Float yaw )
Set the yaw of the current viewthing
exec( String script )
Don't execute the specified script for ViewThing.
viewangles( Float pitch<0.00...360.00>, Float yaw<0.00...360.00>, Float roll<0.00...360.00> )
Set the angles of the current viewthing
viewanimate
Cycle through the animations modes of the current viewthing
No Animation
Animation with no motion
Animation with looping motion
Animation with motion
viewattach( String tagname, String model )
Attach a model the the specified tagname
viewdelete
Delete the current viewthing
viewdetach
Detach the current viewthing from its parent
viewdetachall
Detach all the models attached to the current viewthing
viewlastframe
Called when the view things last animation frame is displayed.
viewmodel( String viewthingModel )
Set the model of the current viewthing
viewnext
Advance to the next frame of animation of the current viewthing
viewnextanim
Advance to the next animation of the current viewthing
vieworigin( Float x, Float y, Float z )
Set the origin of the current viewthing
viewpitch( Float pitch )
Set the pitch of the current viewthing
viewprev
Advance to the previous frame of animation of the current viewthing
viewprevanim
Advance to the previous animation of the current viewthing
viewroll( Float roll )
Set the roll of the current viewthing
viewscale( Float scale )
Set the scale of the current viewthing
viewscaledown
Decrease the scale of the current viewthing
viewscaleup
Increase the scale of the current viewthing
viewscrub( Float animScrub )
Set the animation time based off a floating point value
viewsetanim( Float animNum )
Set the animation absolutely based off a floating point value
viewsetanim2( Float animNum2 )
Set the animation absolutely based off a floating point value
viewthing_think
Called every frame to process the view thing.
viewyaw( Float yaw )
Set the yaw of the current viewthing
hide_water( String water )
hides a water object
show_water( String water )
shows a previously hidden water object
additionalstartammo( String ammotype, Integer amount )
Gives some additional start ammo of the specified type
aimedfov( Float fov )
Set the fov used when the weapon is in aim mode
aim_idle
Sets an animation for aim idle
aim_pullout( String animation )
Sets an animation for aim pullout
aim_putaway( String animation )
Sets an animation for aim putaway
airange( String airange )
Set the range of this gun for the ai: short, medium, long, sniper
ai_event( [ String type ], [ Float radius ] )
Let the AI know that this entity made a sound,
type is a string specifying what type of sound it is.
radius determines how far the sound reaches.ammofullpercent
returns percentage (0-100) of how full the weapon's internal ammo is
ammopickupsound( String name )
sets the weapon's ammo pickup sound alias
ammorequired( Integer amount )
Set the amount of ammo this weapon requires to fire
ammotype( String name )
Set the type of ammo this weapon uses
ammo_in_clip( Integer ammoInClip )
Set the amount of ammo in the clip
anim( String animName )
Exec anim commands on server or client.
assistaim( Integer on/off )
if 1 then the weapons spread is lessened, 0 turns this off
attachtohand( String hand )
Attaches an active weapon to the specified hand
autoaim
Turn on auto aiming for the weapon
autoputaway( Boolean bool )
Set the weapon to be automatically put away when out of ammo
basename( String basename )
used for weapon-specific animation aliases
bayonet( Boolean bBayonet )
Specifies if this weapon has a bayonet attached or not.
bayonet( Boolean bBayonet )
Specifies if this weapon has a bayonet attached or not.
bayonet( Boolean bBayonet )
Specifies if this weapon has a bayonet attached or not.
bulletcount( Float bulletCount )
Set the number of bullets this weapon shoots when fired
bulletdamage( Float bulletDamage )
Set the damage that the bullet causes
bulletimpulse( Float bulletImpulse )
Set the physics impulse that the bullet causes
bulletknockback( Float bulletKnockback )
Set the knockback that the bullet causes
bulletlarge( Integer bulletType )
Set if the bullets fired are rifle bullets(1), artillery(2) or larger tracers(3)
bulletpenetration( Float bulletPenetration )
Used to determine if a bullet will penetrate a collision material type. Range 0.0 - 1.0
bulletrange( Float bulletRange )
Set the range of the bullets
bulletspread( Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] )
Set the min & optional max spread of the bullet in the x and y axis
canbereloaded
non-zero if the weapon needs more supplied ammo
cantpartialreload
Prevents the weapon from being reloaded part way through a clip
clipsize( Integer ammoClipSize )
Set the amount of rounds a clip of the weapon holds
clip_add( Integer ammoAmount )
Add to the weapons ammo clip with ammo from its owner
clip_empty
Empties the weapon's clip of ammo, returning it to the owner
clip_fill
Fills the weapons ammo clip with ammo from its owner
cooktime( Float cooktime )
sets weapons cook time.
crosshair( Boolean bool )
Turn on/off the crosshair for this weapon
crouchbulletspread( Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] )
Set the min & optional max spread of the bullet in the x and y axis
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
donefiring
Signals the end of the fire animation
donereloading
Signals the end of the reload animation
dontremovewhendropped( Boolean bDontRemove )
Sets whether or not this weapon should be removed from the owner when dropped
EnableFiringPostFX( Float Blur, Float Value,, Float Fire, Float Delay, )
When the weapon fire, a post fx is played.
explodeifdead
Explode when dead.
explosive( Integer iIsExplosive )
Sets whether or not this is an explosive
fallingangleadjust
Adjusts the weapons angles as it falls to the ground
firedelay( Float fFireDelay )
Set the minimum time between shots from the weapon
firespreadmult( Float scaleadd, Float falloff, Float cap, Float maxtime )
Sets a time decayed multiplyer to spread when the weapon is fired
firetype( String firingType )
Set the firing type of the weapon (projectile or bullet)
has_aim_fire_anim
Indicates if this weapon has a special anim for iron-sight firing.
has_aim_fire_anim( Integer has_anim )
Specifies if this weapon has a special anim for iron-sight firing.
has_aim_fire_anim( Integer has_anim )
Specifies if this weapon has a special anim for iron-sight firing.
has_aim_reload_anim
Indicates if this weapon has a special anim for iron-sight reloading.
has_aim_reload_anim( Integer has_anim )
Specifies if this weapon has a special anim for iron-sight reloading.
has_aim_reload_anim( Integer has_anim )
Specifies if this weapon has a special anim for iron-sight reloading.
holsterangles( Vector angles )
Set the angles of this weapon when it is holstered
holsteroffset( Vector offset )
Set the positional offset when it is holstered
holsterscale( Float scale )
Set the scale of the weapon when it's attached to the holster
holstertag( String tagname )
Set the name of the tag to attach this to when the weapon is holstered.
idle
Puts the weapon into an idle state
idleinit
Puts the weapon into an idle state and clears all the anim slots
internalammo( Integer count, [ Integer supplysize ], [ Integer supplymax ], [ Integer supplycount ] )
Give the weapon it's own supply of ammo, and possible reservers
internalammoreplace( [ Integer maxammo ], [ Integer supplysize ], [ Integer supplymax ], [ Integer maxhealth ] )
Used when a weapon is reset on the ground from previous use
isSatchelPack( Integer iIsSatchelPack )
Specifies whether this is a satchel pack
item_pickup( Entity item )
Pickup the specified item.
loopfire
Makes the weapon fire by looping the fire animation.; optional argument - if non-zero loops
mainattachtotag( String tagname )
Set the name of the tag to attach this to it's owner when being used.
makenoise( [ Float noise_radius ], [ Boolean force ] )
Makes the weapon make noise that actors can hear.
maxchargetime( Integer time )
Set the maximum time the weapon may be charged up
maxfiremovement( Float speedmult )
Sets the max speed the player can be moving to fire the weapon (fraction of weapon's running speed)
maxmovementsound( String name )
sets the weapon's movement fire prevention sound alias
maxrange( Float maxRange )
Set the maximum range of a weapon so the AI knows how to use it
meansofdeath( String meansOfDeath )
Set the meansOfDeath of the weapon.
minchargetime( Integer time )
Set the minimum time the weapon must be charged up
minrange( Float minRange )
Set the minimum range of a weapon so the AI knows how to use it
minswingtime( Float time )
Set the minimum time before the weapon can melee attack again
movementspeed( Float speedmult )
Alters the movement speed of the player when he has the weapon out
noammosound( String name )
sets the weapon's dry fire sound alias
notdroppable( Boolean bool )
Makes a weapon not droppable. bool defaults to true
numfireanims( Integer value )
Sets the number of fire animations this weapon uses.
offhandattachtotag( String tagname )
Set the name of the tag to attach this to it's owner's off hand.
overcooked
used when the cookable weapon has been over cooked.
overcooked_warning
causes a warning sound to play that the grenade is about to be overcooked.
overheat( Float heat, Float cool, Float jam )
Indicate how quickly the weapon overheats, cools and jams
pickupable
Returns if this weapon can be picked up when dropped.
pickupable( Boolean bPickupable )
Specifies if this weapon can be picked up when dropped.
pointblankaccuracy( Float fAccuracy )
Specifies how accurate weapon is from point-blank range. (0-100)
pointblankaccuracy( Float fAccuracy )
Specifies how accurate weapon is from point-blank range. (0-100)
pointblankaccuracy( Float fAccuracy )
Specifies how accurate weapon is from point-blank range. (0-100)
primaryfiredelay
Get the minimum time between shots from the weapon's primary fire
projectile( String projectileModel )
Set the model of the projectile that this weapon fires
pronebulletspread( Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] )
Set the min & optional max spread of the bullet in the x and y axis
quiet
Makes the weapon make no noise.
range( Float range )
Set the range of the weapon
rank( Integer iOrder,, Integer iRank )
Set the order value and power ranking for the weapon
ready
Signals the end of the ready animation so the weapon can be used
readytofire( Boolean bReadyToFire )
Returns 1 if weapon is ready to fire (checks fire delay).
rechamber( Boolean bRechamber )
Set this to 1 to signify the AI needs to rechamber this weapon after shooting.
reloadinternalammo
stock the weapon's internal ammo with one supply ammobox, returns the amount added
reloadsupplyammo
stock the weapon's external manually ammo supply
secondary( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ], [ String arg8 ] )
Set the secondary mode of the weapon, by passing commands through
secondaryammoinhud
Makes the weapon show its secondary ammo to the hud.
semiauto
Sets the weapon to fire semi-auto
setaimanim( String aimAnimation, Integer aimFrame )
Set the aim animation and frame for when a weapon fires
setcurrentfireanim( Integer value )
Sets the current firing animation.
shareclip( Integer shareClip )
Sets the weapon to share the same clip between all fire modes
shoot( [ String mode ] )
Shoot the weapon
shootinmotioninterval( Integer shootinmotioninterval )
Specifies in ms how long to wait between shots when shooting in motion.
shootinmotioninterval( Integer shootinmotioninterval )
Specifies in ms how long to wait between shots when shooting in motion.
shootinmotioninterval( Integer shootinmotioninterval )
Specifies in ms how long to wait between shots when shooting in motion.
startammo( Integer amount )
Set the starting ammo of this weapon
startingammotoowner
Internal event used to give ammo to the owner of the weapon
startitem( String itemname )
Adds an item to the starting loadout of the weapon
StopFiringPostFX
Stops the firingpost fx.
stopWatchMaxTime( Float fStopWatchMaxTime )
Sets the minimum time for the stop watch
stopWatchMinTime( Float fStopWatchMinTime )
Sets the minimum time for the stop watch
supplyammocount
return the current number of supply ammo boxes for this weapon
supplyammocount( Integer count )
set the current number of supply ammo boxes for this weapon
takessupplyammo
non-zero if the weapon has an external manually supplied ammo depot
tracerfrequency( Integer frequenct )
Set the frequency of making tracers
tracerspeed( Float speed )
Scale factor of how fast a tracer should travel (valid ranges 0-2)
tracertype( Integer type )
The type of the tracer 0 - default, 1 - green, 2 - red
usenoammo( Boolean bool )
Set the weapon to be able to be used when it's out of ammo
viewkick( Float pitchmin, Float pitchmax, [ Float yawmin ], [ Float yawmax ] )
Adds kick to the view of the owner when fired.
weapongroup( String weapon_group )
Sets the weapon group, a set of animations for actor animations scripts to use
weaponsubtype( Integer subtype )
sets the weapon's sub-type. Used by smoke grenades.
weapontype( String weapon_type )
Sets the weapon type
weapon_unlimitedammo( Boolean weapon_unlimitedammo )
Set the weapon to have unlimited or limited ammo (NOTE: overriden by event Sentient's 'unlimitedammo')
wielder
returns entity holding the weapon
worldhitspawn( String modelname )
Set a model to be spawned when the weapon strikes the world.
zoom( Integer zoomfov, [ Integer autozoom ] )
Sets fov to zoom to on a secondary fire
zoommovement( Float speedmult )
Sets the max speed the player can move while zoomed (fraction of weapon's running speed)
zoomspreadmult( Float scale )
Sets the spread multiplyer for when using the zoom on a zooming weapon
ai_visiondistance( Float vision_distance )
Sets the default AI Vision Distance
auto_farplane_bias_far( Float auto )
Set the auto farplane bias max value
auto_farplane_bias_near( Float auto )
Set the auto farplane bias min value
auto_farplane_far( Float auto )
Set the auto farplane max value
auto_farplane_layer( String auto )
Specify the auto farplane TGA filename
auto_farplane_near( Float auto )
Set the auto farplane min value
contactsounds_layer( String contactsounds )
Set AI Awareness of Player Contact Sounds (sounds triggered by player passing thru environment)
farplane( Float farplaneDistance )
Set the distance of the far clipping plane
farplane( Float farplaneDistance )
Set the distance of the far clipping plane
farplane
Get the distance of the far clipping plane
farplane_bias( Float farplaneDistanceBias )
Set the distance bias of the far clipping plane
farplane_bias
Get the distance bias of the far clipping plane
farplane_bias( Float farplaneDistanceBias )
Set the distance bias of the far clipping plane
farplane_color( Vector farplaneColor )
Set the color of the far clipping plane fog
farplane_color( Vector farplaneColor )
Set the color of the far clipping plane fog
farplane_color
Get the color of the far clipping plane fog
farplane_color_blue( Float farplaneColorRed )
Set the blue component of the color of the far clipping plane fog
farplane_color_green( Float farplaneColorRed )
Set the green component of the color of the far clipping plane fog
farplane_color_red( Float farplaneColorRed )
Set the red component of the color of the far clipping plane fog
farplane_cull( Integer farplaneCull )
Whether or not the far clipping plane should cull things out of the world
0 - no cull
1 - normal cull
farplane_distance( Float farplaneDistance )
Set the distance of the far clipping plane
get_render_terrain
Get which terrain is being drawn
global_light_ambientcolor( Vector global_light_ambientcolor )
Set the color of the global ambient light
global_light_ambientdirectionalcolor( Vector global_light_ambientdirectionalcolor )
Set the color of the global ambient directional light
global_light_color( Vector global_light_color )
Set the color of global light
global_light_direction( Vector global_light_direction )
Set the direction of the global light
global_light_dosmooth( )
global light do smooth
global_light_shadow_direction( Vector global_light_shadow_direction )
Set the direction of the global light
global_light_smoothamount( )
global light smooth amount
gravity( Float worldGravity )
Set the gravity for the whole world.
hide_water( String targetname )
Hide the specified water object
invader_spawn_distance( Float distance )
min allowable visible spawn distance (defaults to farplane_distance)
lavaalpha( Float lavaAlpha )
Set the alpha of lava screen blend
lavacolor( Vector lavaColor )
Set the color of lava screen blend
message( String worldMessage )
Set a message for the world
nextmap( String nextMap )
Set the next map to change to
northyaw( Float yaw )
Sets the yaw direction that is considered to be north
obfuscation_layer( String obfuscation )
Set AI obfuscation map for this level
rain_filter_layer( String rain )
Specify the rain filter TGA filename
render_terrain( Integer render_terrain )
Set which terrain to draw
scatter_bitmap( )
scatter bitmap
scatter_rules( )
scatter rules
show_water( String targetname )
Show (unhide) the specified water object
sky_fog_far( Float Sky )
Sky starts fogging when this range is used
sky_fog_near( Float Sky )
Sky is completely fogged when this range is used
soundtrack( String MusicFile )
Set music soundtrack for this level.
sunflare_back_size( Float Sun )
The size of the sun flare in the background
sunflare_fade( Float Sun )
The speed at which the sun flare fades away
sunflare_size( Float Sun )
The size of the sun flare
wateralpha( Float waterAlpha )
Set the alpha of the water screen blend
watercolor( Vector waterColor )
Set the watercolor screen blend