Game Module Classes
Original Source: http://gronnevik.se/rjukan/uploads/M...meClasses.html

Actor (Actor)
accuracy( Float value )


  • Set percent to hit

accuracy( Float value )


  • Set percent to hit

accuracy


  • Set percent to hit

ai_off


  • Turns the AI off for this actor.

ai_on


  • Turns the AI on for this actor.

aimat( String target )


  • Specify the target to aim at.

alarmnode( String value )


  • Sets 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)

alarmnode


  • Gets the name of the alarm node 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)

alarmthread( String value )


  • Sets the name of the alarm thread for the actor (must have type set to alarm for effect)

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

anim( String name )


  • Play animation.

anim_attached( String name )


  • Play attached animation.

anim_noclip( String name )


  • Play noclip animation.

anim_scripted( String name )


  • Play scripted animation.

animfinal


  • Whether the animation was succesfully finished

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

attachgrenade


  • Used only by grenade return animations to tell the code when to attach the grenade to the actor

attackhandler


  • Gets the current script that will handle attack events

attackhandler


  • Sets the current script that will handle attack events

attackplayer


  • Force Actor to attack the player

avoidplayer( Integer allowavoid )


  • set to 0 if this AI shouldn't automatically get out of the way, non-zero if he should.

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

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

blendtime


  • Set the crossblend time to something other than the default, in seconds

blendtime


  • Get the crossblend time

breakspecial


  • tell ai to break special attack

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...

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.

crawlto( String dest )


  • Specify the location to crawl to.

crouchto( String dest )


  • Specify the location to crouch to.

damagepuff( Vector position, Vector direction )


  • Spawns a puff of 'blood' smoke at the speficied location in the specified direction.

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).

defaultnonvislevel


  • updates the default value for 'nonvislevel'

delete


  • Removes this listener immediately.

detachgrenade


  • Used only by grenade return animations to tell the code when to throw the grenade

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


  • Gets 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_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

dumb


  • Make Actor dumb.

emotion


  • The method of setting the facial expression of the Actor

enableEnemy


  • sets enableEnemy variable

enablePain


  • sets enablePain variable

endactionanim( )


  • End any aiming/action animation which is currently playing

enemy


  • Get the actor's current enemy

enemy_visible_change_time


  • Get the last time whether or not the enemy is visible changed, in seconds

enemysharerange( Float range )


  • sets the range outside which the AI will not receive notification that a teammate has a new 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

enemyswitchdisable


  • Disable enemy switching...

enemyswitchenable


  • Enable enemy switching...

entitystart


  • Initialize a Actor.

eyeslookat( Entity entity )


  • The actor will look at this entity.

fallheight( Float height )


  • Set the fallheight

fallheight


  • Set the fallheight

favoriteenemy( Entity ai_or_player )


  • Gets this AI's favorite enemy

favoriteenemy( Entity ai_or_player )


  • Gets this AI's favorite enemy

favoriteenemy


  • Gets this AI's favorite enemy

findenemy


  • Finds the best enemy to target

fire_grenade


  • Used only by grenade throw animations to tell the code when to throw a grenade

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

fixedleash( Float multiplier )


  • if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset

fov( Float angle )


  • The fov angle of the actor

fov


  • The fov angle of the actor

fov( Float angle )


  • The fov angle of the actor

GetRunAnim


  • Internal usage

GetWalkAnim


  • Internal usage

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


  • gets the gun to being used

gun( String s )


  • specifies the gun to use

gun( String s )


  • specifies the gun to use

hascompletelookahead


  • returns true if there are no corners to turn on the rest of the AI's current path

headmodel


  • gets the head model

headmodel( String headmodel )


  • sets the head model

headskin


  • gets the head skin

headskin( String headskin )


  • sets the head skin

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

holster( Integer if )


  • Holster weapon

idlesay( String animation )


  • The name of an idle dialog animation to play

ignorebadplaces( Integer ignore )


  • sets whether or not this AI guy will ignore bad places (0 = not suicidal)

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)

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


  • hint from animation scripts to AI code that now is a good time to switch animations

interval


  • Gets 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( Float distance )


  • Sets the distance AI tries to keep between squadmates while moving.

intervaldir


  • the direction the AI would like to move to maintain its interval

is_enemy_visible


  • 0 if the enemy is not currently visible, 1 if he is

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

last_enemy_visible_time


  • Get the last time the enemy was visible, in seconds

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

leash


  • Gets 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( 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

maxdist


  • Gets the maximum 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

mindist( Float distance )


  • Sets the minimum distance the AI tries to keep between itself and the player

mood


  • gets the AI mood: 'bored', 'nervous', 'curious', or 'alert'.

mood( String new_mood )


  • sets the AI mood... must be 'bored', 'nervous', 'curious', or 'alert'.

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

no_idle


  • Specifies if the actor will not go into idle after playing an animation

no_idle


  • Gets if the actor will not go into idle after playing an animation

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

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)

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

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

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)

patrolpath


  • Gets the name of the patrol path for the actor (must have type set to patrol for effect)

physics_off


  • turn physics off.

physics_on


  • turn physics on.

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

ReadyToFire


  • Returns if ready to fire

reload_mg42


  • Reload the mg42 - only used by machinegunner

remove


  • Removes this listener the next time events are processed.

resetleash


  • resets the AI's leash to their current position

runanimrate


  • Get the rate at which the run animation plays back

runanimrate( Float multiplier )


  • Set 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.

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

setaimmotionanim( String anim_crouch, String anim_stand )


  • Set aim motion animation (handler scripts only)

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

setanimlength( Float time )


  • Set the maximum time an animation will play

setmotionanim( String anim )


  • Set motion animation (handler scripts only)

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

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.

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( Integer silent )


  • set to 0 to prevent this guy from saying stuff besides pain and death sounds.

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.

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

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

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)

tether( Entity entity )


  • the entity to which the AI's leash should be tethered

thinkstate


  • current ai think state; can be void, idle, pain, killed, attack, curious, disguise, or grenade.

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.

turret


  • Gets the turret of the actor.

turret( String turret )


  • Sets the turret of the actor.

turret( String turret )


  • Sets the turret of the actor.

type_attack


  • Gets the attack type 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_disguise( String value )


  • Sets the disguise type of the actor.

type_disguise


  • Gets the disguise type of the actor.

type_disguise( String value )


  • Sets the disguise type of the actor.

type_grenade( String value )


  • Sets the grenade 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_idle( String value )


  • Sets the idle type of the actor.

type_idle


  • Gets the idle type of the actor.

type_idle( String value )


  • Sets the idle type of the actor.

unholster( Integer if )


  • Unholster weapon

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).

voicetype


  • Gets the voice type

voicetype


  • Set voicetype to magic letter postfix

voicetype


  • Set voicetype to magic letter postfix

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

waittrigger


  • If true, patrol guys and running men wait until triggered to move

walkto( String dest )


  • Specify the location to walk to.

weapon( String weapon_modelname )


  • Sets the weapon.

weapon( String weapon_modelname )


  • Gives the sentient the weapon specified.

weapon


  • Gets the weapon.

weapon_internal( String s )


  • internal use

weapongroup


  • Specifies weapon animation set to use in anim scripts

weapontype


  • The Weapon Type of the Actor
Ammo

AmmoEntity
ammoentity_postspawn


  • Ammo Entity Post Spawn
Animate (animate)
anim( String animName )


  • Exec anim commands on server or client.

isloopinganim( String anim_name )


  • returns 1 if the anim is a looping anim, or 0 otherwise

pauseanims( Integer pause )


  • Pause (or unpause) animations

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

testmojo( String model_name, Vector vector_offset )


  • INTERNAL EVENT
AnimationEvent

Armor

BarrelObject (func_barrel)
barreltype( String type )


  • Sets the barrel's type

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
Body

Camera (func_camera)
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 scale

lookat( 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.

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 time

orbit( 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.

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.

turnto( Vector angle )


  • Makes the camera look in the specified direction.

watch( Entity watchEnt, [ Float fadeTime ] )


  • Makes the camera watch an entity.
    if fadeTime is specified, camera will fade over that time

watchnode( [ Float fadeTime ] )


  • Makes the camera watch based on what is stored
    in the camera nodes.
    if fadeTime is specified, camera will fade over that time

watchpath( [ Float fadeTime ] )


  • Makes the camera look along the path of travel.
    if fadeTime is specified, camera will fade over that time

watchstring( String string, [ Float fadeTime ] )


  • Makes the camera watch based on a string.
    if fadeTime is specified, camera will fade over that time
CameraManager -> Listener -> Class
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.
CarryableTurret
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
Class

ConsoleEvent

CrateObject (func_crate)
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

debristype( Integer type )


  • Sets the debris type of the crate

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
DamageModel (DamageModel)
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

killthread( String thread )


  • Set the thread to execute when this model is killed

killtrace( Vector offset, Vector direction, Float radius, Float distance )


  • kills all objects along the trace
    offset - initial offset from origin
    direction - angular offset orientation for trace
    radius - thickness of trace
    distance - how far to trace

orientedbbox( Vector mins, Vector maxs, Float yawoffset )


  • spawn an oriented bounding box with the given dimensions and an angular offset
    mins - min dimensions of box
    maxs - max dimensions of box
    yawoffset - angular offset orientation of box
Decal

DM_Manager
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
DM_Team

Door (NormalDoor)
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 -2

close


  • 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.

door_triggerfield( Entity other )


  • Is called when a doors trigger field is touched.

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

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.
DrivableVehicle
doBlocked( Entity obstacle )


  • sent to entity when blocked.

doTouch( Entity touchingEntity )


  • sent to entity when touched.

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
DynItem
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.
EffectEntity (effectentity)

Emitter (func_emitter)
doTouch( Entity touchingEntity )


  • sent to entity when touched.

emitter( String name )


  • Emitter to use

idle


  • Animates the puff daddy.
Entity
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.

alpha( Float newAlpha )


  • Set the alpha of the entity to alpha.

alwaysdraw


  • Sets this entity to always draw

attach( Entity parent, String tagname, [ Integer use_angles ] )


  • attach this entity to the parent's legs tag called tagname

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 ], [ Float fadeintime ], [ Float fadeoutdelay ], [ Float fadetime ], [ Vector offset ] )


  • 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.
    fadeintime - time to fade the model in over.
    fadeoutdelay - time to wait until we fade the attached model out
    fadeoutspeed - time the model fades out over
    offset - vector offset for the model from the specified tag

avelocity


  • gets the angular velocity for this entity.

bind( Entity parent )


  • bind this entity to the specified entity.

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


  • The entity's classname

classname( String nameOfClass )


  • Determines what class to use for this entity,
    this is pre-processed from the BSP at the start
    of the level.

connect_paths


  • Connects all navigation paths which intersect with the specified entity's volume

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_type( String meansofdeathstring )


  • Set the type of damage that this entity can take

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.

disconnect_paths


  • Disconnects all navigation paths which intersect with 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

droptofloor( [ Float maxRange ] )


  • drops the entity to the ground, if maxRange is not specified 8192 is used.

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 rendered

entnum


  • The entity's entity number

explosionattack( String explosionModel, [ String tagName ] )


  • Spawn an explosion optionally from a specific tag

fade( [ Float fadetime<0.00...max_float> ], [ Float target_alpha<0.00...1.00> ] )


  • Fade the entity's alpha, reducing it by 0.03
    every FRAMETIME, until it has faded out, does not remove the entity

fadein( [ Float fadetime<0.00...max_float> ], [ Float target_alpha<0.00...1.00> ] )


  • Fade the entity's alpha and scale in, increasing it by 0.03
    every FRAMETIME, until it has faded completely in to 1.0.
    If fadetime or target_alpha are defined, they will override
    the default values.

fadeout( [ Float fadetime<0.00...max_float> ], [ Float alpha<0.00...1.00> ] )


  • Fade the entity's alpha and scale out, reducing it by 0.03
    every FRAMETIME, until it has faded out. If fadetime or
    target_alpha are defined, they will override the defaults.
    Once the entity has been completely faded, the entity is removed.

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

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

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


  • entity's health

health( Float newHealth )


  • set the health (and max_health) of the entity to newHealth

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.

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.

inpvs( Entity entity )


  • returns 1 if the entities have connected pvs, 0 if not

istouching( Entity entity )


  • returns 1 if the entities are touching, 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.

light( Float red, Float green, Float blue, Float radius )


  • Create a dynmaic light on this entity.

lightBlue( Float red )


  • Set the red component of the dynmaic light on this entity.

lightGreen( Float red )


  • Set the red component of the dynmaic light on this entity.

lightOff


  • Turn the configured dynamic light on this entity off.

lightOn


  • Turn the configured dynmaic light on this entity on.

lightRadius( Float red )


  • Set the red component of the dynmaic light on this entity.

lightRed( Float red )


  • Set the red component of the dynmaic light on this entity.

lightStyle( Integer lightStyleIndex )


  • What light style to use for this dynamic light on this entity.

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


  • gets the entity's max health

max_health( Integer max_health )


  • sets max_health without changing health

max_health( Integer max_health )


  • sets max_health without changing health

model( String modelName )


  • set the model to modelName.

model


  • get the modelName.

model( String modelName )


  • set the model to 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.

normal_damage


  • The Normal Health of the Actor (0 - 100)

normal_health


  • The Normal Health of the Actor

normaldraw


  • Sets this entity to normal draw

notarget( Boolean setNoTarget )


  • flag an entity as no target.

notsolid


  • make non-solid.

playsound( String soundName, [ Integer channel ], [ Float volume ], [ Float min_distance ], [ Float pitch ] )


  • play a sound coming from this entity.
    default channel, CHAN_BODY.

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

radnum


  • entity's radnum

radnum( Float radnum )


  • set the radnum

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, [ Float fadeRate ], [ 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.

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
    betterlighting - do sphere based vertex lighting on the entity
    lensflare - add a lens glow to the entity at its origin
    viewlensflare - add a view dependent lens glow to the entity at its origin
    lightoffset - use the dynamic color values as a light offset to the model
    skyorigin - this entity is the portal sky origin
    minlight - this entity always has some lighting on it
    fullbright - this entity is always fully lit
    additivedynamiclight - the dynamic light should have an additive effect
    lightstyledynamiclight - the dynamic light uses a light style, use the
    'lightstyle' command to set the index of the light style to be used

rotatedbbox( Integer on_off )


  • Sets the entity's bbox to rotate with it.

rotatedbbox


  • Gets te 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( Float newScale )


  • set the scale of the entity

scale( Float newScale )


  • set the scale of the entity

scale


  • get the scale of the entity

scriptshader( String shaderCommand, Float argument1, [ Float argument2 ] )


  • alias for shader command, change a specific shader parameter for the entity.
    Valid shader commands are:
    translation [trans_x] [trans_y] - change the texture translation
    offset [offset_x] [offset_y] - change the texture offset
    rotation [rot_speed] - change the texture rotation speed
    frame [frame_num] - change the animated texture frame
    wavebase [base] - change the base parameter of the wave function
    waveamp [amp] - change the amp parameter of the wave function
    wavebase [phase] - change the phase parameter of the wave function
    wavefreq [freq] - change the frequency parameter of the wave function

setcontrollerangles( Integer num, Vector angles )


  • Sets the control angles for the specified bone.

setshaderdata( Float data0, Float data1 )


  • sets the shader controllers for this entity.

setshadertime( [ Float timeOffset ], [ Float randomTimeOffset ] )


  • reset the shader time for this entity.

setsize( Vector mins, Vector maxs )


  • Set the bounding box of the entity to mins and maxs.

shader( String shaderCommand, Float argument1, [ Float argument2 ] )


  • change a specific shader parameter for the entity.
    Valid shader commands are:
    translation [trans_x] [trans_y] - change the texture translation
    offset [offset_x] [offset_y] - change the texture offset
    rotation [rot_speed] - change the texture rotation speed
    wavebase [base] - change the base parameter of the wave function
    waveamp [amp] - change the amp parameter of the wave function
    wavebase [phase] - change the phase parameter of the wave function
    wavefreq [freq] - change the frequency parameter of the wave function

shootableonly


  • Makes the entity shootable only.

show


  • show the entity, opposite of hide.

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

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.

surface( String surfaceName, [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )


  • change a legs surface parameter for the given surface.
    + sets the flag, - clears the flag
    Valid surface commands are:
    skin1 - set the skin1 offset bit
    skin2 - set the skin2 offset bit
    nodraw - don't draw this surface

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 client

takedamage


  • makes entity take damage.

team( String moveTeam )


  • used to make multiple entities move together.

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.

usebbox


  • do not perform perfect collision, use bounding box instead.

velocity


  • gets the velocity for this entity.

velocity( Vector velocity )


  • sets the velocity for this entity.

volumedamage( Float damage )


  • does damage to any entity within this's volume

yaw


  • entity's yaw
Event

ExplodeObject (func_explodeobject)
amount( Integer amountOfDebris )


  • How much debris to spawn each time.

debrismodel( String debrisModel )


  • What kind of debris to spawn when triggered.

severity( Float newSeverity )


  • How violently the debris should be ejected.

triggereffect( Entity triggering_entity )


  • Send event to owner of trigger.
Exploder (func_exploder)
dmg( Integer damage )


  • Sets the damage the explosion does.

triggereffect( Entity triggering_entity )


  • Send event to owner of trigger.
ExplodingWall (func_explodingwall)
anglespeed( Float speed )


  • Set the angle speed.

base_velocity( Vector velocity )


  • Set the base velocity.

checkonground


  • Check if exploding wall is on ground.

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 dmg )


  • Set the damage from the exploding wall.

doTouch( Entity touchingEntity )


  • sent to entity when touched.

explosions( Integer explosions )


  • Set the number of explosions.

land_angles( Vector angles )


  • Set the land angles.

land_radius( Float radius )


  • Set the land radius.

random_velocity( Vector velocity )


  • Set the amount of random variation of the base velocity.

stoprotating


  • Stop rotating the wall.

triggereffect( Entity triggering_entity )


  • Send event to owner of trigger.
Explosion
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
FallingRock (func_fallingrock)
bounce


  • sent to entity when touched.

dmg( Integer dmg )


  • Set the damage from the rock.

doActivate( Entity activatingEntity )


  • General trigger event for all entities

doTouch( Entity touchingEntity )


  • sent to entity when touched.

noise( String sound )


  • Set the sound to play when the rock bounces

rotate


  • rotates the falling rock.

speed( Float speed )


  • Set the speed that the rock moves at.

start


  • Starts rock falling.

wait( Float wait )


  • How long to wait before rock starts falling.
FencePost (func_fencepost)
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
FixedTurret

Flamethrower

Fulcrum (func_fulcrum)
dampening( Float newDampening )


  • dampening of fulcrum.

doTouch( Entity touchingEntity )


  • sent to entity when touched.

limit( Float newLimit )


  • angular limit for the fulcrum.

movesound( String newSinkSound )


  • Sound played when fulcrum is moving.

reset


  • Reset the fulcrum right now.

resetspeed( Float newResetspeed )


  • Speed at which fulcrum resets itself, defaults to 0.002 * speed.

speed( Float speed )


  • Speed at which fulcrum operates itself.
FuncBeam (func_beam)
activate


  • Activate the beam

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 -2

angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )


  • set the angles of the entity to newAngles.

color( Vector beam_color<0.00...1.00><0.00...1.00><0.00...1.00> )


  • Set the color of the beam

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

deactivate


  • Deactivate the beam

delay( Float delay )


  • Set the amount of delay on the beam updater

doActivate( Entity activatingEntity )


  • General trigger event for all entities

endalpha( Float alpha )


  • Set the endpoint alpha value of the beam

endpoint( Vector beam_end_point )


  • Set the end point of the beam. The beam will be draw from the origin to
    the end point.

findendpoint


  • Find the endpoint of a beam

life( Float beam_life )


  • Set the amount of time the beam stays on when activated

maxoffset( Float max_offset )


  • Set the maximum offset the beam can travel above, below, forward or back of it's endpoints

minoffset( Float min_offset )


  • Set the minimun offset the beam can travel above, below, forward or back of it's endpoints

model( String modelName )


  • set the model to modelName.

numsegments( Integer numsegments )


  • Set the number of segments for the beam

numspherebeams( Integer num )


  • Set the number of beams that will be shot out in a sphere like formation

overlap( Float beam_overlap )


  • Set the amount of overlap the beams have when they are being strung together

persist( Boolean bool )


  • Set the persist property of the beam

radius( Float radius )


  • Set the starting radius of the beams if this is a beamsphere

shader( String beam_shader )


  • Set the shader that the beam will use

shoot


  • Make the beam cause damage to entities that get in the way

shootradius( Float radius )


  • Set the radius of the damage area between beam endpoints

target( String beam_target )


  • Set the target of the beam. The beam will be drawn from the origin
    to the origin of the target entity

tileshader( String beam_shader )


  • Set the shader that the beam will use. This shader will be tiled.

toggledelay( [ String [random] ], [ Float time ] )


  • Causes a beam toggling effect. Sets the time between toggling. If random is specified, The time will be between 0 and time

updateendpoint


  • Update the endpoint of a beam

updateorigin


  • Update the origin of a beam
FuncLadder (func_ladder)
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 -2
FuncRemove (func_remove)

Game
detail


  • game.detail

skill


  • game.skill
Gib (gib)
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

doTouch( Entity touchingEntity )


  • sent to entity when touched.

stopped


  • sent when entity has stopped bouncing for MOVETYPE_TOSS.

throwgib( Entity ent, Integer velocity, Float scale )


  • Throw a gib.
GrenadeHint (info_grenadehint)

Health (health_020)
health_postspawn


  • Health Post Spawn

item_pickup( Entity item )


  • Pickup the specified item.
HelmetObject (helmetobject)
stopped


  • sent when entity has stopped bouncing for MOVETYPE_TOSS.
HorizontalPipe (func_horizontalpipe)
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 -2
InfoNotNull (info_notnull)

InfoNull (info_null)

InteractObject (interactobject)
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

hiteffect


  • Sets the tiki it will spawn when it's hit

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

killedeffect


  • Sets the tiki it will spawn when it's destroyed
InventoryItem
activateitem( [ String mode ] )


  • Activates the item

activatepapers


  • The activation of the papers item
Item
amount( Integer amount )


  • Sets the amount of the item.

amount


  • Gets the amount of the item.

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 -2

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.

pickup_done


  • Called when the item pickup is done.

pickupsound( String name )


  • sets the item's pickup sound alias

respawn


  • Respawns the item.

respawn_done


  • Called when the item respawn is done.

respawnsound


  • Turns on the respawn sound for this item.

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.
Level
alarm( Integer alarm_status )


  • zero = global level alarm off, non-zero = alarm on

alarm


  • zero = global level alarm off, non-zero = alarm on

badplace( String name, Vector origin, Float radius, [ String [team] ], [ Float [duration] ] )


  • 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 )


  • the number of bombs that are set

bombs_planted( Integer num )


  • Sets the number of bombs that are set

bombs_planted


  • Gets 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

dmrespawning( Integer allow_respawn )


  • set to 1 to turn on wave-based DM, to 0 to disable respawns within a round

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

dmroundlimit( Integer roundlimit )


  • sets the default roundlimit, in minutes; can be overridden by 'roundlimit' cvar

dmroundlimit( Integer roundlimit )


  • sets the default roundlimit, in minutes; can be overridden by 'roundlimit' cvar

dmroundlimit


  • gets the actual roundlimit, in minutes; may be 'roundlimit' cvar or the default round limit

found_secrets


  • count of found secrets

ignoreclock( Integer ignoreclock )


  • Tells a level weather or not to ignore the clock

loop_protection


  • says if infinite loop protection is enabled

loop_protection( Integer loop_protection )


  • specify if infinite loop protection is enabled

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( String axis_or_allies )


  • Sets which is planting the bomb, 'axis' or 'allies'

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'

prespawnsentient


  • internal usage.

rain_density


  • Sets the rain density

rain_density


  • Sets the rain density

rain_length


  • Sets the rain length

rain_length


  • Sets the rain length

rain_min_dist


  • Sets the rain min_dist

rain_min_dist


  • Sets the rain min_dist

rain_numshaders


  • Sets the rain numshaders

rain_numshaders


  • Sets the rain numshaders

rain_shader


  • Sets the rain shader

rain_shader


  • Sets the rain shader

rain_slant


  • Sets the rain slant

rain_slant


  • Sets the rain slant

rain_speed


  • Sets the rain speed

rain_speed


  • Sets the rain speed

rain_speed_vary


  • Sets the rain speed variance

rain_speed_vary


  • Sets the rain speed variance

rain_width


  • Sets the rain width

rain_width


  • Sets the rain width

removebadplace( String name )


  • Removes a 'bad place'

roundbased


  • Gets wether or not the game is currently round based or not

targets_destroyed( Integer num )


  • 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 )


  • Sets the number of bomb targets that have been destroyed

targets_to_destroy


  • Gets the number of bomb targets that must be destroyed

targets_to_destroy( Integer num )


  • 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

total_secrets


  • count of total secrets
Light (light)

LightStyleClass

Listener
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
LODMaster (lodmaster)
lod_angles( Float pitch<0.00...360.00>, Float yaw<0.00...360.00>, Float roll<0.00...360.00> )


  • Set the angles of the model

lod_discard


  • Discard LOD changes

lod_roll( Float roll )


  • Set the roll of the model

lod_spawn( String model )


  • Edit LOD on the specified model

lod_yaw( Float yaw )


  • Set the yaw of the model
LODSlave (lodslave)
lod_discard


  • Discard LOD changes

lod_model


  • Set the model of the current viewthing

lod_think


  • Called every frame to process the view thing.
MonkeyBars (func_monkeybars)
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 -2
Mover (mover)
movedone( Entity finishedEntity )


  • Sent to commanding thread when done with move .
MultiExploder (func_multi_exploder)
dmg( Integer damage )


  • Sets the damage the explosion does.

duration( Float duration )


  • Sets the duration of the explosion.

random( Float randomness )


  • Sets the randomness value of the explosion.

triggereffect( Entity triggering_entity )


  • Send event to owner of trigger.

wait( Float explodewait )


  • Sets the wait time of the explosion.
Object (object)
handlespawn


  • Internal usage

model( String modelName )


  • set the model to modelName.

model( String modelName )


  • set the model to modelName.
Objective (func_objective)
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
Parm
motionfail


  • motionfail

movedone


  • movedone

movefail


  • movefail

other


  • other

owner


  • owner

previousthread


  • Returns the previous thread.

sayfail


  • sayfail

upperfail


  • upperfail
PathNode (info_pathnode)
delete


  • Removes this listener immediately.

immediateremove


  • Removes this listener immediately.

istouching( Entity entity )


  • returns 1 if the entities are touching, 0 if not

low_wall_arc( Float arc_half_angle )


  • Marks this node as good for low-wall behavior, and gives the arc

spawnflags( Integer node_flags )


  • Sets the path nodes flags.
PathSearch

Player (player)
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

animloop_legs


  • Called when the legs animation has finished.

animloop_pain


  • Called when the pain animation has finished.

animloop_torso


  • Called when the torso animation has finished.

attachtoladder


  • Attaches the sentient to a ladder

auto_join_team


  • Join the team with fewer players

callvote( String arg1, [ String arg2 ] )


  • Player calls a vote

coord


  • Prints out current location and angles

correctweaponattachments


  • makes sure the weapons is properly attached when interupting a reload

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.

deadbody


  • Spawn a dead body

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.

endlevel


  • Called when the player gets to the end of the level.

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.

exit( Entity vehicle )


  • Called when driver gets out of the vehicle.

face( Vector angles )


  • Force angles to specified vector

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

forcelegsstate( String legsstate )


  • Force the player's legs to a certain state

forcetorsostate( String torsostate )


  • Force the player's torso to a certain state

fov( [ Float fov ] )


  • Sets the player's fov.

fullheal


  • Heals player.

gameversion


  • Prints the game version.

getmovement


  • returns the player current movement

getposition


  • returns the player current position

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.

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


  • zero = does not have a disguise, non-zero = has a disguise

has_disguise( Integer is_disguised )


  • zero = does not have a disguise, non-zero = has a disguise

holster


  • Holsters all wielded weapons, or unholsters previously put away weapons

invnext


  • Cycle to player's next item.

invprev


  • Cycle to player's previous item.

iprint( String string, [ Integer bold ] )


  • prints a string to the player, optionally in bold

is_disguised


  • zero = not disguised, non-zero = disguised

join_team( String team )


  • Join the specified team (allies or axis)

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.

leave_team


  • Leave the current team

listinventory


  • List of the player's inventory.

loaded


  • Gives player all new weapons.

logstats( Boolean state )


  • Turn on/off the debugging playlog

modheight( String height )


  • change the maximum height of the player
    can specify 'stand', 'duck', 'duckrun', or a specific height

moveposflags( String position, [ String movement ] )


  • used by the state files to tell the game dll what the player is doing

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

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


  • turn player physics off.

physics_on


  • turn player physics on.

pickweapon


  • Pick your weapon.

poweruptimer( Integer poweruptimer, Integer poweruptype )


  • Sets the powerup timer and powerup type.

primarydmweapon( String weaptype )


  • Sets the player's primary DM weapon

ready


  • makes this player ready for the round to start

ready


  • returns 1 if this player is ready, 0 otherwise

reload


  • Reloads the player's weapon

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


  • Respawns the player.

safeholster( Boolean putaway )


  • Holsters all wielded weapons, or unholsters previously put away weapons
    preserves state, so it will not holster or unholster unless necessary

safezoom( Boolean zoomin )


  • 0 turns off zoom, and 1 returns zoom to previous setting

score


  • Show the score for the current deathmatch game

show


  • show the entity, opposite of hide.

skipcinematic


  • Skip the current cinematic

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

startuseobject


  • starts up the useobject's animations.

state


  • Dumps the player's state to the console.

stats


  • Display the MissionLog.

stopwatch( Integer duration )


  • 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

takepain( Boolean bool )


  • Set whether or not to take pain

tele( Vector location )


  • Teleport to location

testplayeranim( Float weight, [ String anim ] )


  • Plays a test animation on the player

testthread( String scriptfile, [ String label ] )


  • Starts the named thread at label if provided.

turn( Float yawangle )


  • Causes player to turn the specified amount.

turnlegs( Float yawangle )


  • Turns the players legs instantly by the specified amount.

turnupdate( Float yaw, Float timeleft )


  • Causes player to turn the specified amount.

turretenter( Entity turret, [ String driver_anim ] )


  • Called when someone gets into a turret.

turretexit( Entity turret )


  • Called when driver gets out of the turret.

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.

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.

viewangles( Vector newAngles )


  • set the view angles of the entity to newAngles.

viewangles


  • get the angles of the entity.

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.

weapnext


  • Cycle to player's next weapon.

weapprev


  • Cycle to player's previous weapon.

whatis( Integer entity_number )


  • Prints info on the specified entity.

wuss


  • Gives player all weapons.

zoomoff


  • makes sure that zoom is off
PlayerAlliedDeathmatchStart (info_player_allied)

PlayerAxisDeathmatchStart (info_player_axis)

PlayerDeathmatchStart (info_player_deathmatch)
arena( Integer arena_number )


  • set the arena number for this starting position
PlayerIntermission (info_player_intermission)

PlayerStart (info_player_start)
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 -2

disablespawn


  • forbids spawning from this spawnpoint

enablespawn


  • allows spawning from this spawnpoint
PortableTurret
clipsize( Integer ammoClipSize )


  • Set the amount of rounds a clip of the weapon holds

item_droptofloor


  • Drops the item to the ground.
PortalCamera (portal_camera)
roll( Float roll )


  • Sets the portal camera's roll.
PortalSurface (portal_surface)
locatecamera


  • Locates the camera position.
Projectile (projectile)
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

dlight( Float red, Float green, Float blue, Float intensity )


  • set the color and intensity of the dynamic light on the projectile

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
ProjectileGenerator (ProjectileGenerator)
Accuracy( Float Accuracy )


  • Accuracy 0-25 feet
    Default=10

BeginCycle


  • Startup the cycle..

Cycles( Integer Cycles )


  • Number of cycles. 0=infinte
    Default=0

doActivate( 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=10

MaxDuration( Float MaxDuration )


  • Sets the maximum duration of bursts(in seconds)
    Default=3

MaxNumShots( Integer MaxNumShots )


  • Sets the maximum # of shots to fire in a cycle
    Default=1

MinDelay( Float MinDelay )


  • Minimum time between bursts.

MinDuration( Float MinDuration )


  • Sets the minimum duration of the bursts (in seconds)
    Default=3

MinNumShots( Integer MinNumShots )


  • Sets the minimum # of shots to fire in a cycle
    Default=1

Model( String Model )


  • Projectile model to use.
    Default=models/projectiles/bazookashell.tik

target( String targetname_to_target )


  • target another entity with targetname_to_target.

TickCycle


  • Tick the cycle..

TurnOff


  • Turn Off and cancel the current cycle (if any)

TurnOn


  • Turn On and begin the first cycle
ProjectileGenerator_Gun (ProjectileGenerator_Gun)
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)

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

ID( Integer ID )


  • Sets the ID for this projectile generator
    Default=0:

meansofdeath( String meansOfDeath )


  • Set the meansOfDeath of the weapon.

throughmetal( Float dist )


  • Sets how far the bullets can go through metal

throughwood( Float dist )


  • Sets how far the bullets can go through wood

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)
ProjectileGenerator_Heavy (ProjectileGenerator_Heavy)
projectile( String projectileModel )


  • Set the model of the projectile that this weapon fires
ProjectileGenerator_Projectile (ProjectileGenerator_Projectile)
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
ProjectileTarget (ProjectileGenerator_Target)
ID( Integer ID )


  • Sets the ID for this projectile generator
    Default=0:
PuffDaddy (plant_puffdaddy)
doTouch( Entity touchingEntity )


  • sent to entity when touched.

idle


  • Animates the puff daddy.
PushObject (func_pushobject)
dmg( Integer damage )


  • Set the damage.

doBlocked( Entity obstacle )


  • sent to entity when blocked.

pushsound( String sound )


  • Set the pushing sound

start


  • Sets up the pushobject.
Rain (func_rain)

RandomSpawn (func_randomspawn)
doActivate( Entity activatingEntity )


  • General trigger event for all entities

max_time( Float maxTime )


  • Maximum time between random spawns.

min_time( Float minTime )


  • Minimum time between random spawns.
RandomSpeaker (sound_randomspeaker)
chance( Float newChance<0.00...1.00> )


  • Sets the chance that the sound will play when triggered.

maxdelay( Float max_delay )


  • Sets the maximum time between playings.

mindelay( Float min_delay )


  • Sets the minimum time between playings.

triggereffect( Entity triggering_entity )


  • Send event to owner of trigger.
ReSpawn (func_respawn)

RotatingDoor (func_rotatingdoor)
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.
RunThrough (func_runthrough)
chance( Float chance )


  • chance that trigger will spawn something.

delay( Float delay )


  • time between RunThrough being activated.

doTouch( Entity touchingEntity )


  • sent to entity when touched.

lip( Float lip )


  • distance below trigger we should spawn things.

offset( Vector spawn_offset )


  • When triggered, what to offset the spawned object by.

spawnmodel( String model_to_spawn )


  • When triggered, what to spawn.

speed( Float speed )


  • threshold speed at which RunThrough is activated.
Script

ScriptAimedStrafingGunfire (script_aimedstrafinggunfire)
aimtarget


  • Set the aim target.

fire


  • Fire.
ScriptClass

ScriptDoor (script_door)
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 -2

doclose


  • 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
ScriptMaster
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.
ScriptModel (script_model)
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 -2

anim( 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
ScriptModelRealDamage (script_model_realdamage)
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
ScriptOrigin (script_origin)
model( String modelName )


  • set the model to modelName.
ScriptSimpleStrafingGunfire (script_simplestrafinggunfire)
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

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

throughmetal( Float dist )


  • Sets how far the bullets can go through metal

throughwood( Float dist )


  • Sets how far the bullets can go through wood

tracerfreq


  • Set the frequency of the tracers
ScriptSkyOrigin (script_skyorigin)

ScriptSlave (script_object)
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 -2

angles( Vector angles )


  • Sets the angles.

bind( Entity parent )


  • bind this entity to the specified entity.

closeportal


  • Close the area portal enclosed in this object

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.

jumpto( String vector_or_entity )


  • Jump to specified vector or entity.

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

openportal


  • Open the area portal enclosed in this object

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 entities

physics_velocity( Vector impulseVector )


  • Add a physical impulse to an object when it is being physically simulated

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.

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.
ScriptThread
abs( Float arg )


  • Absolute value of int or float

addobjective( Integer objective_number, Integer status, [ String text ], [ Vector location ] )


  • Adds/Changes an Objective

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

assert( Float value )


  • Assert if value is 0.

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.

cam( String command, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )


  • Processes a camera command.

centerprint( String stuffToPrint )


  • prints the included message in the middle of all player's screens

cinematic


  • Turns on cinematic.

clear_objective_pos


  • Clears the position of the current objective, for when you don't have one

clearfade


  • Clear the fade from the screen

clearletterbox( Float time )


  • Clears letterbox mode.

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.

debug_int3


  • Generate an asm int 3

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

delaythrow( String label )


  • Internal usage.

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 )


  • Create an earthquake

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.

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 keyname )


  • return a string describing the key

getboundkey2( String keyname )


  • return a string describing the key

getcvar( String name )


  • getcvar

goto( String label )


  • Goes to the specified label.

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

int( Integer value )


  • Casts value to an int.

iprintln( String string )


  • Prints a string.followed by a newline.

iprintln_noloc( String string )


  • Prints a string.followed by a newline with no localization conversion.

iprintlnbold( String string )


  • Prints a 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.

IsAlive( Entity ent )


  • Returns true if the specified entity exists and has health > 0.

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.

letterbox( Float time )


  • Puts the game in letterbox mode.

leveltransition( String next_map )


  • Transitions to the next Level. Statistics to Map Loading, does not keep player data or game data.

loc_convert_string( String in )


  • returns a localized version of the string.

locprint( Integer xoffset, Integer yoffset, String stuffToPrint )


  • prints the included message in the specified location of all player's screens

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.

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.

PlayMovie( String name )


  • Play a Movie...

popmenu( Integer index )


  • pop menu

print( String string )


  • Prints a string.

print3d( Vector origin, String string, [ String [strings] ] )


  • prints a string in 3D space

println( String string )


  • Prints a string.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.

restoremusicvolume( Float fade_time )


  • Restores the music volume to its previous value.

restoresoundtrack


  • Restores the soundtrack to the previous one.

self


  • self

server( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )


  • Server only command.

set_objective_pos( Vector pos )


  • Sets the position in the world of the current objective

setcurrentobjective( Integer objective_number )


  • Sets the specified objective as the current objective

setcvar( String cvar_name, String value )


  • Sets the value of the specified cvar.

setlightstyle( Integer lightstyleindex, String lightstyledata )


  • Set up the lightstyle with lightstyleindex to the specified data

showmenu( String name, [ Integer bForce ] )


  • show menu, with option to force it on

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

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.

string( Integer value )


  • Casts value to a string.

stuffcmd( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )


  • Server only command.

teamwin( String axis_or_allies )


  • Sets that the 'axis' or the 'allies' have won the map.

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

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.

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.
ScriptVariableList

Sentient
activatenewweapon( [ String handsurf ] )


  • Activate the new weapon specified by useWeapon. handsurf allows specifying which hand to use for the player

american


  • Makes the sentient an American.

ammo( String type, Integer amount )


  • Gives the sentient some ammo.

armor( String type, Integer amount )


  • Gives the sentient some armor.

blockend


  • Is the end of the sentient's block.

blockstart


  • Is the start of the sentient's block.

bloodmodel( String bloodModel )


  • set the model to be used when showing blood

charge( [ String hand ], [ String mode ] )


  • Starts the charging of the weapon in the specified hand

checkanims


  • Check the animations in the .tik file versus the statefile

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.

dontdropweapons


  • Make the sentient not drop weapons

dropitems


  • drops inventory items

fire( [ String hand ], [ String mode ] )


  • Fires the weapon in the specified hand.

german


  • Makes the sentient a German.

give( String name )


  • Gives the sentient the targeted item.

givedynitem( String model, String bonename )


  • Pass the args to the item

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.

maxgibs( Integer max_number_of_gibs )


  • Sets the maximum amount of generic gibs this sentient will spawn when hit.

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.

noshadow


  • Turns off the shadow for this sentient.

onfire


  • Called every frame when the sentient is on fire.

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

sethelmet( String tikifile, Float popspeed, Float dmgmult, String surfacename, String [optional )


  • Gives the sentient a helmet and sets the needed info for it

shadow


  • Turns on the shadow for this sentient.

spawnbloodygibs( [ Integer number_of_gibs ], [ Float scale ] )


  • Spawns some bloody generic gibs.

stopfire( [ String hand ] )


  • Stops the firing of the weapon in the specified hand.

stoponfire


  • Stops the sentient from being on fire.

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( Integer bias )


  • Sets the threat bias for this player / AI

threatbias


  • Gets the threat bias for this player / AI

threatbias( Integer bias )


  • Sets the threat bias for this player / AI

toggleitem


  • Toggles the use of the player's item (first item if he has multiple)

use( String name, [ Integer weapon_hand ] )


  • Use the specified weapon or item in the hand choosen (optional).

uselast


  • Activates the last active weapon

useweaponclass( String weaponclass, [ Integer weapon_hand ] )


  • Use the weapon of the specified class in the hand choosen (optional).

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
SimpleActor
noanimlerp


  • Do not LERP to the next animation
SimpleArchivedEntity

SimpleEntity
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 -2

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 -2

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 -2

angles( 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> )


  • 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.

centroid


  • entity's centroid

forwardvector


  • get the forward vector of angles

leftvector


  • get the left vector of angles

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


  • entity's target

target( String targetname_to_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.

upvector


  • get the up vector of angles
SinkObject (func_sinkobject)
active


  • make the SinkObject active, so that it will respond to players touching it.

dampening( Float newDampening )


  • dampening of SinkObject.

delay( Float delay )


  • Delay until SinkObject starts falling.

doTouch( Entity touchingEntity )


  • sent to entity when touched.

limit( Float newLimit )


  • maximum displacement of the SinkObject.

notactive


  • make the SinkObject not active, so that it won't respond to players touching it.

reset


  • Reset the SinkObject right now.

resetdelay( Float newResetDelay )


  • Delay between when sinkobject starts resetting.

resetsound( String newResetSound )


  • Sound played when sinkobject is resetting.

resetspeed( Float newResetspeed )


  • Speed at which SinkObject resets itself, defaults to 0.002 * speed.

sinksound( String newSinkSound )


  • Sound played when sinkobject is sinking.

speed( Float speed )


  • Speed at which SinkObject starts falling.
SlidingDoor (func_door)
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 -2

doclose


  • 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.
SmokeGrenade (smokegrenade)
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
SoundManager
addmusictrigger


  • Add a new music trigger where the player is standing.

addrandomspeaker


  • Add a new sound where the player is standing.

addreverbtrigger


  • Add a new reverb trigger where the player is standing.

addspeaker


  • Add a new sound where the player is standing.

delete


  • Delete the current sound.

globaltranslate( Vector translate_amount )


  • Translates all sounds and triggers by specified amount.

hide


  • Hides the sounds.

moveplayer


  • Move the player to the current sound position.

next


  • Go to the next sound.

prev


  • Go to the previous sound.

previewreverb


  • Test out the current reverb settings.

replace


  • Replace the current sound position with the player's.

reset


  • Resets the state of all sounds and triggers.

resetreverb


  • reset the reverb settings to a normal.

save


  • Saves the sounds.

show( [ Entity path ] )


  • Show all the sounds.

switchfacet


  • Switch the current facet that we are editing.

updateinput


  • Updates the current sound with user interface values.
Spawn (func_spawn)
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 -2

attackmode( Integer attackmode )


  • Sets the attackmode for this spawn entity.

doActivate( Entity activatingEntity )


  • General trigger event for all entities

modelname( String model_name )


  • Sets the model name for this spawn entity.

pickup_thread( String threadName )


  • Sets the pickup thread for the spawned entity.

spawnchance( Float spawn_chance )


  • Sets the chance that this spawned entity will spawn something when killed, if it is an actor.

spawnitem( String spawn_item_name )


  • Adds this named item to what will be spawned when this spawned entity is killed, if it is an actor.

spawntarget( String spawntarget )


  • Sets spawn target for this spawn entity.

spawntargetname( String spawntargetname )


  • Sets spawn target name for this spawn entity.
SpawnArgs

SpawnChain (func_spawnchain)

SpawnOutOfSight (func_spawnoutofsight)

SplinePath (info_splinepath)
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.
StateScript

TargetList

Teleporter (trigger_teleport)
triggereffect( Entity triggering_entity )


  • Send event to owner of trigger.
TeleporterDestination (func_teleportdest)
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 -2
TempWaypoint

TestPlayerStart (testplayerstart)

ThrobbingBox_ExplodeFlak88 (ThrobbingBox_ExplodeFlak88)

ThrobbingBox_ExplodeNebelwerfer (ThrobbingBox_ExplodeNebelwerfer)

ThrobbingBox_ExplodePlayerFlak88 (ThrobbingBox_ExplodePlayerFlak88)

ThrobbingBox_ExplodePlayerNebelwerfer (ThrobbingBox_ExplodePlayerNebelwerfer)

ThrobbingBox_Explosive (ThrobbingBox_explosive)
ActivateSound( String ActivateSound )

BlowUp

DestroyModel( String DestroyModel )

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

explosionoffset( Vector offset )


  • Set the explosion offset

ExplosionSound( String ExplosionSound )

Radius( Float Radius )

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

UsedModel( String UsedModel )
ThrobbingBox_Stickybomb (ThrobbingBox_Stickybomb)
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
ThrowObject (func_throwobject)
doTouch( Entity touchingEntity )


  • sent to entity when touched.

pickup( Entity entity, String tag_name )


  • Picks up this throw object and attaches it to the entity.

pickupoffset( Vector pickup_offset )


  • Sets the pickup_offset.

throw( Entity owner, Float speed, Entity targetent, [ Float grav ] )


  • Throw this throw object.

throwsound( String throw_sound )


  • Sets the sound to play when object is thrown.
TossObject (TossObject)
bouncesound( String sound )


  • When bouncing, what sound to play on impact

bouncesoundchance( Float chance<0.00...1.00> )


  • When bouncing, the chance that the bounce sound will be played

doTouch( Entity touchingEntity )


  • sent to entity when touched.

stopped


  • sent when entity has stopped bouncing for MOVETYPE_TOSS.
TouchAnim (func_touchanim)

TouchField
triggereffect( Entity triggering_entity )


  • Send event to owner of trigger.
TOWObjective (func_TOWObjective)
AlliesObjNum( Integer AlliesObjNum )


  • Sets the objective number for the allies team

AxisObjNum( Integer AxisObjNum )


  • Sets the objective number for the axis team

ControlledBy( Integer ControlledBy )


  • Sets the team controlling the objective

ControlledBy


  • Objective controller

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
TreeModel (plant_tree)
start


  • Initializes the tree a little
Trigger (trigger_multiple)
activatetrigger( Entity triggering_entity )


  • Activates all of the targets for this trigger.

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 -2

cnt( 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.

message( String message )


  • Set a message to be displayed when this trigger is activated

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

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
TriggerAll (trigger_multipleall)
doActivate( Entity activatingEntity )


  • General trigger event for all entities

doTouch( Entity touchingEntity )


  • sent to entity when touched.
TriggerBox (trigger_box)
maxs( Vector maxs )


  • Sets the maximum bounds of the trigger box.

mins( Vector mins )


  • Sets the minimum bounds of the trigger box.
TriggerByPushObject (trigger_pushobject)
triggername( String targetname_of_object )


  • If set, trigger will only respond to objects with specified name.
TriggerCameraUse (trigger_camerause)
doUse( Entity activatingEntity )


  • sent to entity when it is used by another entity

nottriggerable


  • Turn this trigger off

triggerable


  • Turn this trigger back on
TriggerChangeLevel (trigger_changelevel)
map( String map_name )


  • Sets the map to change to when triggered.

spawnspot( String spawn_spot )


  • Sets the spawn spot to use.

triggereffect( Entity triggering_entity )


  • Send event to owner of trigger.
TriggerClickItem (trigger_clickitem)
model( String modelName )


  • set the model to modelName.
TriggerDamageTargets (trigger_damagetargets)
activatetrigger( Entity triggering_entity )


  • Activates all of the targets for this trigger.

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
TriggerExit (trigger_exit)

triggereffect( Entity triggering_entity )


  • Send event to owner of trigger.
TriggerGivePowerup (trigger_givepowerup)
oneshot


  • Make this a one time trigger.

powerupname( String powerup_name )


  • Specifies the powerup to give to the sentient.

triggereffect( Entity triggering_entity )


  • Send event to owner of trigger.
TriggerHurt (trigger_hurt)
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.
TriggerMusic (trigger_music)
altcurrent( String alternate_current_mood )


  • Sets the alternate current mood to use when triggered.

altfallback( String alterante_fallback_mood )


  • Sets the alternate fallback mood to use when triggered.

current( String current_mood )


  • Sets the current mood to use when triggered.

fallback( String fallback_mood )


  • Sets the fallback mood to use when triggered.

oneshot


  • Make this a one time trigger.

triggereffect( Entity triggering_entity )


  • Send event to owner of trigger.

triggereffectalt( Entity triggering_entity )


  • Send event to owner of trigger. This event is only triggered when using a trigger
    as a multi-faceted edge trigger.
TriggerNoDamage (trigger_nodamage)
doTouch( Entity touchingEntity )


  • sent to entity when touched.

triggereffect( Entity triggering_entity )


  • Send event to owner of trigger.
TriggerOnce (trigger_once)

TriggerPlaySound (play_sound_triggered)
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.
TriggerPush (trigger_push)

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 -2

speed( Float speed )


  • Set the push speed of the TriggerPush

triggereffect( Entity triggering_entity )


  • Send event to owner of trigger.
TriggerPushAny (trigger_pushany)
speed( Float speed )


  • Set the speed.

triggereffect( Entity triggering_entity )


  • Send event to owner of trigger.
TriggerRelay (trigger_relay)

TriggerReverb (trigger_music)
altreverblevel( Float reverbLevel )


  • Sets the reverb level to be used when triggered.

altreverbtype( Integer reverbType )


  • Sets the reverb type.

oneshot


  • Make this a one time trigger.

reverblevel( Float reverbLevel )


  • Sets the reverb level to be used when triggered.

reverbtype( Integer reverbType )


  • Sets the reverb type.

triggereffect( Entity triggering_entity )


  • Send event to owner of trigger.

triggereffectalt( Entity triggering_entity )


  • Send event to owner of trigger. This event is only triggered when using a trigger
    as a multi-faceted edge trigger.
TriggerSave (trigger_save)
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.
TriggerSecret (trigger_secret)
triggereffect( Entity triggering_entity )


  • Send event to owner of trigger.
TriggerSpeaker (sound_speaker)

TriggerUse (trigger_use)
doUse( Entity activatingEntity )


  • sent to entity when it is used by another entity
TriggerUseOnce (trigger_useonce)

TriggerVehicle (trigger_vehicle)

TurretGun
aibulletspread( Float bulletSpreadX, Float bulletSpreadY )


  • Set the spread of the bullets in the x and y axis

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

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

idleCheckOffset( Vector offset )


  • Sets the offset to trace to for collision checking when idling

item_droptofloor


  • Drops the item to the ground.

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

maxuseangle( Float maxuseangle )


  • Set max use angle to allow player to mount the turret.

maxYawOffset( Float maxoffset )


  • Sets the max yaw offset from the turrets central facing direction

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

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

setPlayerUsable( Integer state )


  • Sets wether the turret can be used by players. 0 means no, 1 means yes.

setthread( String value )


  • Sets the name of the thread called when a player uses the turret

setusable( Integer state )


  • Sets wether the turret can be used as a weapon. 0 means no, 1 means yes.

shoot( [ String mode ] )


  • Shoot the weapon

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, any, or player

targettype( String value )


  • Sets the target type to be none, any, or player

targettype


  • Gets the target type

turnSpeed( Float speed )


  • Sets the turret's turn speed

userdistance( Float dist )


  • Sets the distance the user should be placed at while using this turret

viewangles( Vector newAngles )


  • set the view angles of the entity to newAngles.

viewangles


  • get the angles of the entity.

viewjitter( Float amount )


  • 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

yawCenter( Float yaw )


  • Sets the yaw for the center of the turret's turning arc
UseAnim (func_useanim)
anim( String animName )


  • set the animation to use for player.

camera( String cameraPosition )


  • set the camera to use when in this animation.
    topdown, behind, front, side, behind_fixed, side_left, side_right

count( Integer newCount )


  • Sets how many times the UseAnim can be triggered.

doTouch( Entity touchingEntity )


  • sent to entity when touched.

key( String keyName )


  • set the key needed to make this UseAnim function.

num_loops( Integer loopCount )


  • set the number of times to loop an animation per use.

state( String stateName )


  • set the state to use for the player.

triggertarget( String targetname )


  • Sets what should be triggered, when this UseAnim is triggered.
UseAnimDestination (func_useanimdest)
anim( String animName )


  • set the animation to use for player.

num_loops( Integer loopCount )


  • set the number of times to loop an animation per use.

state( String stateName )


  • set the state to use for the player.
UseObject (func_useobject)
activate


  • Allow the useobject to be used.

cone( Float newCone )


  • Sets the cone in angles of where the Useobject can be used.

count( Integer newCount )


  • Sets how many times the UseObject can be triggered.

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_type( String newDamageType )


  • Sets what kind of damage is needed to activate the trigger.

deactivate


  • Do not allow the useobject to be used.

offset( Vector newOffset )


  • Sets the offset to use for this UseObject.

reset_time( Float newResetTime )


  • Sets the time it takes for the UseObject to reset itself.

state( String newState )


  • Sets the state to use for this UseObject.

state_backwards( String newState )


  • Sets the backward state to use for this UseObject.

triggertarget( String targetname )


  • Sets what should be triggered, when this UseObject is triggered.

usematerial( String nameOfUseMaterial )


  • the name of the material that glows when active.

yaw_offset( Float newYawOffset )


  • Sets the yaw offset to use for this UseObject.
Vehicle (script_vehicle)
AnimationSet( String animset )


  • Sets the Animation Set to use.

AttachDriverSlot( Integer slot, Entity entity )


  • Attaches an entity to the specified slot.

AttachPassengerSlot( Integer slot, Entity entity )


  • Attaches an entity to the specified slot.

AttachTurretSlot( Integer slot, Entity entity )


  • Attaches an entity to the specified slot.

back_mass( Float weight )


  • Sets the mass of the back of the vehicle

canjump( Boolean jumpable )


  • Sets whether or not the vehicle can jump

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

damagesounds( Integer on_off )


  • Makes the vehicle play damaged sounds.

DetachDriverSlot( Integer slot, [ Vector exit_position ] )


  • Detaches an entity to the specified slot.

DetachPassengerSlot( Integer slot, [ Vector exit_position ] )


  • Detaches an entity to the specified slot.

DetachTurretSlot( Integer slot, [ Vector exit_position ] )


  • Detaches an entity to the specified slot.

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

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

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

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!

immediateremove


  • Removes this listener immediately.

lock


  • Sets the vehicle to be locked

lockmovement


  • The Vehicle cannot move.

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 )


  • Set the name for the vehicle

nextdrive( Entity next_path )


  • appends the specified path to the current path

QueryDriverSlotAngles( Integer slot )


  • Returns the angles of the specified slot on the vehicle.

QueryDriverSlotEntity( Integer slot )


  • 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 )


  • 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.

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

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.

setsoundparameters( Float min_speed, Float min_pitch, Float max_speed, Float max_pitch )


  • Sets the Sound parameters for this vehicle

setvolumeparameters( Float min_speed, Float min_volume, Float max_speed, Float max_volume )


  • Sets the Volume parameters for this vehicle

setweapon( String weaponname )


  • Set the weapon for the vehicle

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.

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.

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.

vehicleanim( String anim_name, [ Float weight ] )


  • Sets an animation to use in the LD Animation slot.
    Weight defaults to 1.0

vehiclebouncy( 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.
VehicleBase

VehicleCollisionEntity
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
VehicleHalfTrack (VehicleHalfTrack)
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
VehiclePoint (info_vehiclepoint) -> Waypoint -> SimpleArchivedEntity -> SimpleEntity -> Listener -> Class
spawnflags( Integer spawn_flags )


  • Sets the spawn flags.
VehicleSoundEntity
vehiclesoudnentity_updatetraces


  • Updates the traces of a Vehicle Sound Entity

vehiclesoundentity_postspawn


  • PostSpawn of a Vehicle Sound Entity
VehicleTank (VehicleTank)
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
VehicleTankTandem (VehicleTankTandem)

VehicleTurretGun
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.

SoundSet( String soundset )


  • Sets the Sound Set to use.

unlock


  • The turret can be used.

warmupdelay( Float value )


  • Set the warmup delay before use after mounting the weapon.
VehicleTurretGunTandem (VehicleTurretGunTandem)
linkturret( String name )


  • Sets the next turret in the link.
VehicleWheelsX2 (VehicleWheelsX2)
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
VehicleWheelsX4 (VehicleWheelsX4)
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
ViewJitter (func_viewjitter)
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.
ViewMaster
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

viewsetanimslot( Integer animSlot )


  • Set current animation slot that sliders apply to

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
Viewthing (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

viewsavesurfaces


  • Called after the model is spawned to save off the models original surfaces.

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

viewsetanimslot( Integer animSlot )


  • Set current animation slot that sliders apply to

viewthing_think


  • Called every frame to process the view thing.

viewyaw( Float yaw )


  • Set the yaw of the current viewthing
VoteOptions

Waypoint (info_waypoint)

Weapon
additionalstartammo( String ammotype, Integer amount )


  • Gives some additional start ammo of the specified type

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.

airange( String airange )


  • Set the range of this gun for the ai: short, medium, long, sniper

ammo_in_clip( Integer ammoInClip )


  • Set the amount of ammo in the clip

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

anim( String animName )


  • Exec anim commands on server or client.

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

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)

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

cantpartialreload


  • Prevents the weapon from being reloaded part way through a clip

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

clipsize( Integer ammoClipSize )


  • Set the amount of rounds a clip of the weapon holds

cooktime( Float cooktime )


  • sets weapons cook time.

crosshair( Boolean bool )


  • Turn on/off the crosshair for this weapon

donefiring


  • Signals the end of the fire animation

donereloading


  • Signals the end of the reload animation

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)

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

item_pickup( Entity item )


  • Pickup the specified item.

loopfire


  • Makes the weapon fire by looping the fire animation.

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

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


  • Makes a weapon not droppable

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.

projectile( String projectileModel )


  • Set the model of the projectile that this weapon fires

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

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

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

throughmetal( Float dist )


  • Sets how far the bullets can go through metal

throughwood( Float dist )


  • Sets how far the bullets can go through wood

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)

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

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
WindowObject (func_window)
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

debristype( Integer type )


  • Sets the debris type of the Window

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
World (worldspawn)
ai_visiondistance( Float vision_distance )


  • Sets the default AI Vision Distance

animated_farplane( Float farplaneStart, Float farplaneEnd, Float ZStart, Float ZEnd )


  • Set the distance of the far clipping plane based on a farplane range and a Z range

animated_farplane_bias( Float biasStart, Float biasEnd, Float ZStart, Float ZEnd )


  • Set the bias of the far clipping plane based on a bias range and a Z range

animated_farplane_color( Vector colorStart, Vector colorEnd, Float ZStart, Float ZEnd )


  • Set the color of the far clipping plane based on a color range and a Z range

farclipoverride( Float farclipOverride )


  • Override the min config default for the far clip distance

farplane


  • Get the distance of the far clipping plane

farplane( Float farplaneDistance )


  • Set the distance of the far clipping plane

farplane( Float farplaneDistance )


  • Set 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


  • Get the color of the far clipping plane fog

farplane_color( Vector farplaneColor )


  • Set 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
    2 - cull but no bsp culling

farplaneclipcolor( Vector farplaneClipColor )


  • Override the fog color for the min config

get_render_terrain


  • Get the render terrain switch

gravity( Float worldGravity )


  • Set the gravity for the whole world.

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

numarenas( Integer numarenas )


  • Set the number of arenas in the world

render_terrain( Boolean render_terrain )


  • Set to draw or not draw terrain

skyalpha( Float newAlphaForPortalSky )


  • Set the alpha on the sky

skybox_farplane( Float farplaneDistance )


  • Set the distance of the skybox far clipping plane

skybox_farplane( Float farplaneDistance )


  • Set the distance of the skybox far clipping plane

skybox_farplane


  • Get the distance of the skybox far clipping plane

skybox_speed( Float speed )


  • Set the speed of the skybox

skybox_speed( Float speed )


  • Set the speed of the skybox

skybox_speed


  • Get the speed of the skybox

skyportal( Boolean newSkyPortalState )


  • Whether or not to use the sky portal at all

soundtrack( String MusicFile )


  • Set music soundtrack for this level.

wateralpha( Float waterAlpha )


  • Set the alpha of the water screen blend

watercolor( Vector waterColor )


  • Set the watercolor screen blend
178 Game Module Classes.
1827 Game Module Events.