Command |
Class |
Availability |
Description |
Example |
Array |
|
|
|
|
.size |
"Array" |
AA, SH, BT |
Returns the number of elements in the array. |
Code:
local.result = $player.size // Returns the number of players
// Or
local.result = ("abcde").size // Returns: 5
|
Game |
|
|
|
|
.detail |
Game |
AA, SH, BT |
Returns the "detail" cvar. |
Code:
println game.detail // Prints: 1.000
|
.skill |
Game |
AA, SH, BT |
Returns the difficulty level of the game. |
Code:
local.result = game.skill
|
Level |
|
|
|
|
.alarm |
Level |
AA, SH, BT |
Sets/Gets the global level alarm.
zero = global level alarm off.
non-zero = alarm on. |
Code:
level.alarm = 1 // alarm on
println level.alarm // Prints: 1
|
.bombs_planted |
Level |
AA, SH, BT |
Sets/Gets the number of bombs that are set. |
Code:
level bombs_planted 1
// Or
level.bombs_planted++
// Or
level.bombs_planted = 1
local.bombs_planted = level.bombs_planted
|
.clockside |
Level |
AA, SH, BT |
Sets/Gets 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. |
Code:
level clockside "axis"
// Or
level.clockside = "axis"
println level.clockside // Prints: "axis"
|
.dmrespawning |
Level |
AA, SH, BT |
Set to 1 to turn on wave-based DM, to 0 to disable respawns within a round.
Returns 1 if wave-based DM, 0 if respawns are disabled within a round. |
Code:
level dmrespawning 0
// Or
level.dmrespawning = 0
println level.dmrespawning // Prints: 0
|
.dmroundlimit |
Level |
AA, SH, BT |
Sets the default roundlimit, in minutes; can be overridden by 'roundlimit' cvar.
Gets the actual roundlimit, in minutes; may be 'roundlimit' cvar or the default round limit. |
Code:
level dmroundlimit 6
// Or
level.dmroundlimit = 6
println level.dmroundlimit // Prints: 6
|
.found_secrets |
Level |
AA, SH, BT |
Count of found secrets. |
Code:
local.found_secrets = level.found_secrets
|
.loop_protection |
Level |
AA, SH, BT |
Sets/Gets if infinite loop protection is enabled. |
Code:
level.loop_protection = 0
local.result = level.loop_protection
|
.nodrophealth |
Level |
AA, SH, BT |
zero = automatically drop health according to cvars.
non-zero = don't autodrop health (like hard mode). |
Code:
level.nodrophealth = 1
|
.nodropweapons |
Level |
BT |
zero = automatically drop weapons.
non-zero = don't autodrop weapons. |
Code:
level.nodropweapons = 1
|
.objectivebased |
Level |
SH, BT |
Gets whether or not the game is currently objective based or not. |
Code:
local.result = level.objectivebased
|
.papers |
Level |
AA, SH, BT |
The level of papers the player currently has. |
level.papers = 1
local.result = level.papers |
.planting_team |
Level |
AA, SH, BT |
Sets/Gets which team is planting the bomb, 'axis' or 'allies'. |
Code:
level planting_team "allies"
// Or
level.planting_team = "allies"
local.planting_team = level.planting_team
|
.rain_density |
Level |
AA, SH, BT |
Sets/Gets the rain density. |
Code:
level.rain_density = 0.2
local.result = level.rain_density
|
.rain_length |
Level |
AA, SH, BT |
Sets/Gets the rain length. |
Code:
level.rain_length = 2
local.result = level.rain_length
|
.rain_min_dist |
Level |
AA, SH, BT |
Sets/Gets the rain min_dist. |
Code:
level.rain_min_dist = 1800
local.result = level.rain_min_dist
|
.rain_numshaders |
Level |
AA, SH, BT |
Sets/Gets the rain numshaders. |
Code:
level.rain_numshaders = 12
local.result = level.rain_numshaders
|
.rain_shader |
Level |
AA, SH, BT |
Sets/Gets the rain shader.
Default: "textures/rain". |
Code:
level.rain_shader = "textures/snow"
local.result = level.rain_shader
|
.rain_slant |
Level |
AA, SH, BT |
Sets/Gets the rain slant. |
Code:
level.rain_slant = 250
local.result = level.rain_slant
|
.rain_speed |
Level |
AA, SH, BT |
Sets/Gets the rain speed. |
Code:
level.rain_speed = 100
local.result = level.rain_speed
|
.rain_speed_vary |
Level |
AA, SH, BT |
Sets/Gets the rain speed variance. |
Code:
level.rain_speed_vary = 16
local.result = level.rain_speed_vary
|
.rain_width |
Level |
AA, SH, BT |
Sets/Gets the rain width. |
Code:
level.rain_width = 2
local.result = level.rain_width
|
.roundbased |
Level |
AA, SH, BT |
Gets whether or not the game is currently round based or not. |
Code:
local.result = level.roundbased
|
.roundstarted |
Level |
BT |
Gets whether or not the round has started. |
Code:
local.result = level.roundstarted
|
.targets_destroyed |
Level |
AA, SH, BT |
Sets/Gets the number of bomb targets that have been destroyed. |
Code:
level targets_destroyed 1
// Or
level.targets_destroyed = 1
local.result = level.targets_destroyed
|
.targets_to_destroy |
Level |
AA, SH, BT |
Sets/Gets the number of bomb targets that must be destroyed. |
Code:
level targets_to_destroy 2
// Or
level.targets_to_destroy = 2
local.result = level.targets_to_destroy
|
.time |
Level |
AA, SH, BT |
Gets the current level time. |
Code:
local.current_time = level.time
|
.total_secrets |
Level |
AA, SH, BT |
Count of total secrets. |
Code:
local.result = level.total_secrets
|
World |
|
|
|
|
.farplane |
World |
AA, SH, BT |
Sets/Gets the distance of the far clipping plane. |
Code:
$world farplane 2000
level.farplane = $world.farplane
|
.farplane_bias |
World |
SH, BT |
Sets/Gets the distance bias of the far clipping plane. |
Code:
$world farplane_bias 10000
// Or
$world.farplane_bias = 10000
println $world.farplane_bias // Prints: 10000
|
.farplane_color |
World |
AA, SH, BT |
Sets/Gets the color of the far clipping plane fog. |
Code:
$world farplane_color ( 0.333 0.333 0.333 )
// Or
$world.farplane_color = ( 0.333 0.333 0.333 )
println $world.farplane_color // Prints: (0.333000, 0.333000, 0.333000)
|
.get_render_terrain |
World |
SH, BT |
Get the render terrain switch. |
Code:
local.result = $world.get_render_terrain
|
.skybox_farplane |
World |
SH, BT |
Sets/Gets the distance of the skybox far clipping plane. |
Code:
$world skybox_farplane 500
// Or
$world.skybox_farplane = 500
local.skybox_farplane = $world.skybox_farplane
|
.skybox_speed |
World |
SH, BT |
Sets/Gets the speed of the skybox. |
Code:
$world skybox_speed 0.01203
// Or
$world.skybox_speed = 0.01203
local.skybox_speed = $world.skybox_speed
|
Parm |
|
|
|
|
.motionfail |
Parm |
AA, SH, BT |
motionfail... |
|
.movedone |
Parm |
AA, SH, BT |
movedone... |
|
.movefail |
Parm |
AA, SH, BT |
movefail... |
|
.other |
Parm |
AA, SH, BT |
other... |
|
.owner |
Parm |
AA, SH, BT |
Returns the owner. |
|
.previousthread |
Parm |
AA, SH, BT |
Returns the previous thread. |
Code:
local.previousthread = parm.previousthread
|
.sayfail |
Parm |
AA, SH, BT |
sayfail... |
|
.upperfail |
Parm |
AA, SH, BT |
upperfail... |
|
Actor, AISpawnPoint, Sentient |
|
|
|
|
.accuracy |
Actor |
AA, SH, BT |
Set percent to hit. |
Code:
local.actor accuracy 100
// Or
local.actor.accuracy = 100
local.accuracy = local.actor.accuracy
|
.alarmnode |
Actor |
AA, SH, BT |
Sets/Gets the name of the alarm node for the actor (must have type set to alarm for effect). |
Code:
local.actor alarmnode "runwayspot"
// Or
local.actor.alarmnode = "runwayspot"
local.alarmnode = local.actor.alarmnode
|
.alarmthread |
Actor |
AA, SH, BT |
Sets/Gets the name of the alarm thread for the actor (must have type set to alarm for effect). |
Code:
local.actor alarmthread "ai_alarm_fired"
// Or
local.actor.alarmthread = "ai_alarm_fired"
local.alarmthread = local.actor.alarmthread
|
.ammo_grenade |
Actor |
AA, SH, BT |
Gives the AI some grenades.
or
Returns how many grenades an AI has. |
Code:
local.actor ammo_grenade 3
// Or
local.actor.ammo_grenade = 3
local.ammo_grenade = local.actor.ammo_grenade
|
.animname |
Actor |
AA, SH, BT |
Sets/Gets the animname. |
Code:
local.actor.animname = "animation_name"
local.animname = local.actor.animname
|
.attackhandler |
Actor |
AA, SH, BT |
Sets/Gets the current script that will handle attack events.
Default = "anim/attack.scr" |
Code:
local.actor.attackhandler = "anim/attack.scr"
|
.avoidplayer |
Actor |
AA, SH, BT |
Set to 0 if this AI shouldn't automatically get out of the way
non-zero if he should. |
Code:
local.actor avoidplayer 1
local.avoidplayer = local.actor.avoidplayer
|
.balconyheight |
Actor |
AA, SH, BT |
Sets/Gets the minimum height a balcony guy must fall to do special balcony death. |
Code:
local.actor balconyheight 150.0
// Or
local.actor.balconyheight = 150.0
local.balconyheight = local.actor.balconyheight
|
.blendtime |
Actor |
AA, SH, BT |
Sets the crossblend time to something other than the default, in seconds.
Get the crossblend time. |
Code:
local.actor.blendtime = 0.25
local.blendtime = local.actor.blendtime
|
.deathhandler |
Actor |
AA, SH, BT |
Sets/Gets the current script that will handle death events. |
Code:
local.actor.deathhandler = "anim/killed.scr"
|
.disguise_accept_thread |
Actor |
AA, SH, BT |
Sets/Gets the name of the thread for the actor to start when accepting papers |
Code:
local.actor disguise_accept_thread "label"
// Or
local.actor.disguise_accept_thread = "label"
local.get_thread = local.actor.disguise_accept_thread
|
.disguise_level |
Actor
AISpawnPoint |
AA, SH, BT |
Sets/Gets the disguise level of the actor.
May be 1 or 2. |
Code:
local.actor disguise_level 1
// Or
local.actor.disguise_level = 1
local.disguise_level = local.actor.disguise_level
|
.disguise_period |
Actor
AISpawnPoint |
AA, SH, BT |
Sets/Gets the time between the end of one disguise behavior and start of the next. |
Code:
local.actor disguise_period 30
// Or
local.actor.disguise_period = 30
local.period = local.actor.disguise_period
|
.disguise_range |
Actor
AISpawnPoint |
AA, SH, BT |
Sets/Gets the maximum distance for disguise behavior to get triggered. |
Code:
local.actor disguise_range 1000
// Or
local.actor.disguise_range = 1000
local.range = local.actor.disguise_range
|
.distancetoenemy |
Actor |
AA, SH, BT |
Get the distance from the Actor to its enemy. |
Code:
local.distance = local.actor.distancetoenemy
|
.emotion |
Actor |
AA, SH, BT |
The method of setting the facial expression of the Actor. |
Code:
local.actor.emotion = "emotion_happy"
|
.enableEnemy |
Actor |
AA, SH, BT |
Sets enableEnemy variable. |
Code:
local.actor.enableEnemy = 1
|
.enablePain |
Actor |
AA, SH, BT |
Sets enablePain variable. |
Code:
local.actor.enablePain = 0
|
.enemy |
Actor |
AA, SH, BT |
Get the actor's current enemy. |
Code:
local.current_enemy = local.actor.enemy
|
.enemy_visible_change_time |
Actor |
AA, SH, BT |
Get the last time whether or not the enemy is visible changed, in seconds. |
Code:
local.time = local.actor.enemy_visible_change_time
|
.enemysharerange |
Actor
AISpawnPoint |
AA, SH, BT |
Sets/Gets the range outside which the AI will not receive notification that a teammate has a new enemy. |
Code:
local.actor enemysharerange 1500
// Or
local.actor.enemysharerange = 1500
local.enemysharerange = local.actor.enemysharerange
|
.fallheight |
Actor |
AA, SH, BT |
Sets/Gets the fallheight. |
Code:
local.actor fallheight 200
// Or
local.actor.fallheight = 200
local.fallheight = local.actor.fallheight
|
.favoriteenemy |
Actor
AISpawnPoint |
AA, SH, BT |
Sets/Gets this AI's favorite enemy. |
Code:
local.actor favoriteenemy local.enemy
// Or
local.actor.favoriteenemy = local.enemy
local.enemy = local.actor.favoriteenemy
|
.fixedleash |
Actor
AISpawnPoint |
AA, SH, BT |
If non-zero, the leash will never auto-reset.
If zero, the leash may auto-reset. |
Code:
local.actor fixedleash 1
// Or
local.actor.fixedleash = 1
local.result = local.actor.fixedleash
|
.forcedrophealth |
AISpawnPoint
Sentient |
BT |
Force the sentient to drop health no matter what level.nodrophealth is. |
Code:
local.actor forcedrophealth
local.actor.forcedrophealth = 1
local.forcedrophealth = local.actor.forcedrophealth
|
.forcedropweapon |
AISpawnPoint
Sentient |
BT |
Force the sentient to drop weapons no matter what level.nodropweapon is. |
Code:
local.actor forcedropweapon
local.actor.forcedropweapon = 1
local.forcedropweapon = local.actor.forcedropweapon
|
.fov |
Actor
AISpawnPoint |
AA, SH, BT |
Gets/Sets the Field of View angle of the actor. |
Code:
local.actor fov 120
// Or
local.actor.fov = 120
local.fov = local.actor.fov
|
.gren_awareness |
Actor
AISpawnPoint |
AA, SH, BT |
Sets/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) |
Code:
local.actor gren_awareness 0
// Or
local.actor.gren_awareness = 0
local.percent = local.actor.gren_awareness
|
.gun |
Actor
AISpawnPoint |
AA, SH, BT |
Specifies the gun to use.
Gets the gun to being used. |
Code:
local.actor gun "KAR98sniper"
// Or
local.actor.gun = "KAR98sniper"
local.gun = local.actor.gun
|
.hascompletelookahead |
Actor |
AA, SH, BT |
Returns true if there are no corners to turn on the rest of the AI's current path. |
Code:
if (local.actor.hascompletelookahead) {
// statement
}
|
.headmodel |
Actor |
AA, SH, BT |
Sets/Gets the head model. |
Code:
local.actor headmodel "head1"
local.headmodel = local.actor.headmodel
|
.headskin |
Actor |
AA, SH, BT |
Sets/Gets the head skin. |
Code:
local.actor headskin "bignose"
local.headskin = local.actor.headskin
|
.hearing |
Actor, AISpawnPoint |
AA, SH, BT |
Sets/Gets the hearing radius of the actor. |
Code:
local.actor hearing 2500
// Or
local.actor.hearing = 2500
local.hearing = local.actor.hearing
|
.ignorebadplaces |
Actor |
SH, BT |
Sets/Gets whether or not this AI guy will ignore bad places (0 = not suicidal) |
Code:
local.actor ignorebadplaces 1
// Or
local.actor.ignorebadplaces = 1
local.ignorebadplaces = local.actor.ignorebadplaces
|
.inreload |
Actor |
AA, SH, BT |
Set to non-zero to indicate the AI is in a reload.
Returns non-zero if the AI is in a reload. |
Code:
local.actor.inreload = 1
local.inreload = local.actor.inreload
|
.interval |
Actor
AISpawnPoint |
AA, SH, BT |
Sets/Gets the distance AI tries to keep between squadmates while moving. |
Code:
local.actor interval 256
// Or
local.actor.interval = 256
local.distance = local.actor.interval
|
.intervaldir |
Actor |
AA, SH, BT |
Gets the direction the AI would like to move to maintain its interval. |
Code:
local.vector_direction = local.actor.intervaldir
|
.kickdir |
Actor |
AA, SH, BT |
Gets the direction the AI wants to kick. |
Code:
local.vector_kickdir = local.actor.kickdir
|
.last_enemy_visible_time |
Actor |
AA, SH, BT |
Get the last time the enemy was visible, in seconds. |
Code:
local.result = local.actor.last_enemy_visible_time
|
.leash |
Actor |
AA, SH, BT |
Sets/Gets the maximum distance the AI will wander from its leash home. |
Code:
local.actor leash 2000
// Or
local.actor.leash = 2000
local.result = local.actor.leash
|
.lookaroundangle |
Actor |
AA, SH, BT |
Sets/Gets the angle in degrees left or right of center that the AI will look around while patrolling. |
Code:
local.actor lookaroundangle 90
// Or
local.actor.lookaroundangle = 90
local.lookaroundangle = local.actor.lookaroundangle
|
.maxdist |
Actor
AISpawnPoint |
AA, SH, BT |
Sets/Gets the maximum distance the AI tries to allow between itself and the player. |
Code:
local.actor maxdist 400
// Or
local.actor.maxdist = 400
local.maxdist = local.actor.maxdist
|
.mindist |
Actor
AISpawnPoint |
AA, SH, BT |
Sets/Gets the minimum distance the AI tries to keep between itself and the player. |
Code:
local.actor mindist 128
// Or
local.actor.mindist = 128
local.mindist = local.actor.mindist
|
.mood |
Actor |
AA, SH, BT |
Sets/Gets the AI mood... must be "bored", "nervous", "curious", or "alert". |
Code:
local.actor.mood = "bored"
local.actor_mood = local.actor.mood
|
.movedir |
Actor |
AA, SH, BT |
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. |
Code:
local.vector_direction = local.actor.movedir
|
.movedoneradius |
Actor |
AA, SH, BT |
Set the waittill movedone radius, default 0 means don't use manual radius. |
Code:
local.actor.movedoneradius = 150
|
.mumble |
Actor |
AA, SH, BT |
Set to 1 if this guy is allowed to mumble, or 0 if he is not
Returns 1 if this guy is allowed to mumble, or 0 if he is not. |
Code:
local.actor mumble 1
// Or
local.actor.mumble = 1
local.result = local.actor.mumble
|
.nationality |
Actor |
BT |
Sets/Gets the nationality of an actor.
Valid entries are: default, ger, it, usa, uk, and ussr.
Return values are: ger, it, usa, uk, ussr and unset. |
Code:
local.actor nationality "it"
// Or
local.actor.nationality = "it"
local.nationality = local.actor.nationality
|
.no_idle |
Actor |
AA, SH, BT |
Sets/Gets if the actor will not go into idle after playing an animation. |
Code:
local.actor.no_idle = 1
local.no_idle = local.actor.no_idle
|
.nolongpain |
Actor |
AA, SH, BT |
Sets/Gets if long pain is allowed or not.
1 = long pain is not allowed.
0 = long pain is allowed. |
Code:
local.actor nolongpain 1
// Or
local.actor.nolongpain = 1
local.nolongpain = local.actor.nolongpain
|
.nonvislevel |
Actor |
SH, BT |
Visibility level in range 0-1 below which an enemy is treated as non-visible |
Code:
local.actor nonvislevel 0.5
// Or
local.actor.nonvislevel = 0.5
local.nonvislevel = local.actor.nonvislevel
|
.nosurprise |
Actor
AISpawnPoint |
AA, SH, BT |
Set to 0 to allow this guy to play a surprised animation when first encountering an enemy.
Gets whether or not this guy is allowed to play a surprised animation when first encountering an enemy. |
Code:
local.actor nosurprise 0
// Or
local.actor.nosurprise = 0
local.nosurprise = local.actor.nosurprise
|
.noticescale |
Actor
AISpawnPoint |
AA, SH, BT |
Sets/Gets the max multiplier in time to notice an enemy.
(default 100, half as big notices twice as fast) |
Code:
local.actor noticescale 1
// Or
local.actor.noticescale = 1
local.noticescale = local.actor.noticescale
|
.painhandler |
Actor |
AA, SH, BT |
Sets/Gets the current script that will handle pain events. |
Code:
local.actor.painhandler = "anim/pain.scr"
local.painhandler = local.actor.painhandler
|
.pathdist |
Actor |
AA, SH, BT |
Returns total distance along current path to the path goal. |
Code:
local.result = local.actor.pathdist
|
.patrolpath |
Actor |
AA, SH, BT |
Sets/Gets the name of the patrol path for the actor (must have type set to patrol for effect). |
Code:
local.actor patrolpath "patrolpath03b"
// Or
local.actor.patrolpath = "patrolpath03b"
local.patrolpath = local.actor.patrolpath
|
.position |
Actor |
AA, SH, BT |
Sets/Gets the Position the Actor wants to be and should animate towards. |
Code:
local.actor.position = "prone"
local.position = local.actor.position
|
.prealarmthread |
Actor |
BT |
Sets the name of the pre alarm thread for the actor.
(Must have type set to alarm for effect). |
Code:
local.actor prealarmthread "label"
//Or
local.actor.prealarmthread = "label"
|
.runanimrate |
Actor |
SH, BT |
Sets/Gets the rate at which the run animation plays back. |
Code:
local.actor runanimrate 1.5
// Or
local.actor.runanimrate = 1.5
local.runanimrate = local.actor.runanimrate
|
.sight |
Actor
AISpawnPoint |
AA, SH, BT |
Sets/Gets the vision distance of the actor. |
Code:
local.actor sight 2000
// Or
local.actor.sight = 2000
local.sight = local.actor.sight
|
.silent |
Actor |
AA, SH, BT |
Set to 0 to prevent this guy from saying stuff besides pain and death sounds.
Gets whether or not this guy is allowed to say stuff besides pain and death sounds. |
Code:
local.actor silent 1
// Or
local.actor.silent = 1
local.result = local.actor.silent
|
.sound_awareness |
Actor
AISpawnPoint |
AA, SH, BT |
Sets/Gets the awareness of sounds in 0-100 percent chance
of hearing a sound within half of the sound's radius.
Fades to zero outside sound's radius. |
Code:
Sets/Gets the awareness of sounds in 0-100 percent chance
of hearing a sound within half of the sound's radius.
Fades to zero outside sound's radius.
|
.suppresschance |
Actor |
SH, BT |
Sets the percent chance of doing suppressing fire when appropriate (0-100) |
Code:
local.actor suppresschance 80
// Or
local.actor.suppresschance = 80
local.result = local.actor.suppresschance
|
.team |
Entity
Sentient |
AA, SH, BT |
Entity: Used to make multiple entities move together.
Sentient: Returns 'german' or 'american' |
Code:
local.result = local.actor.team
|
.thinkstate |
Actor |
AA, SH, BT |
Gets current AI think state.
Can be: void, idle, pain, killed, attack, curious, disguise, or grenade. |
Code:
local.result = local.actor.thinkstate
|
.threatbias |
Sentient |
AA, SH, BT |
Sets/Gets the threat bias for this player / AI. |
Code:
local.actor threatbias 5000
// Or
local.actor.threatbias = 5000
local.threatbias = local.actor.threatbias
|
.turndoneerror |
Actor |
AA, SH, BT |
Sets/Gets the error amount that turndone will occur for the turnto command. |
Code:
local.actor turndoneerror 70
// Or
local.actor.turndoneerror = 70
local.turndoneerror = local.actor.turndoneerror
|
.turnspeed |
Actor |
AA, SH, BT |
The turn speed of the actor. |
Code:
// Actor
local.actor turnspeed 50
// Or
local.actor.turnspeed = 50
local.turnspeed = local.actor.turnspeed
|
.turret |
Actor
AISpawnPoint |
AA, SH, BT |
Sets/Gets the turret of the actor. |
Code:
local.actor turret $turret
// Or
local.actor.turret = $turret
local.turret = local.actor.turret
|
.type_attack |
Actor
AISpawnPoint |
AA, SH, BT |
Sets/Gets the attack type of the actor. |
Code:
local.actor type_attack "cover"
// Or
local.actor.type_attack = "cover"
local.type_attack = local.actor.type_attack
|
.type_disguise |
Actor
AISpawnPoint |
AA, SH, BT |
Sets/Gets the disguise type of the actor. |
Code:
local.actor type_disguise "salute"
// Or
local.actor.type_disguise = "salute"
local.type_disguise = local.actor.type_disguise
|
.type_grenade |
Actor
AISpawnPoint |
AA, SH, BT |
Sets/Gets the grenade type of the actor. |
Code:
local.actor type_grenade "grenade"
// Or
local.actor.type_grenade = "grenade"
local.type_grenade = local.actor.type_grenade
|
.type_idle |
Actor
AISpawnPoint |
AA, SH, BT |
Sets/Gets the idle type of the actor. |
Code:
local.actor type_idle "idle"
// Or
local.actor.type_idle = "idle"
local.type_idle = local.actor.type_idle
|
.voicetype |
Actor
AISpawnPoint |
AA, SH, BT |
Sets/Gets the voicetype. |
Code:
// Actor
local.actor voicetype "a"
// Or
local.actor.voicetype = "a"
local.voicetype = local.actor.voicetype
|
.waittrigger |
Actor
AISpawnPoint |
AA, SH, BT |
If true, patrol guys and running men wait until triggered to move. |
Code:
local.actor waittrigger 1
// Or
local.actor.waittrigger = 1
local.result = local.actor.waittrigger
|
.weapon |
Actor
AISpawnPoint
Sentient |
AA, SH, BT |
Gives the sentient the weapon specified.
Gets the weapon.
(List of names in global/weapon.scr) |
Code:
local.actor weapon "panzerschrek"
// Or
local.actor.weapon = "panzerschrek"
local.weapon = local.actor.weapon
|
.weapongroup |
Actor |
AA, SH, BT |
Specifies weapon animation set to use in anim scripts. |
Code:
local.weapongroup = local.actor.weapongroup
|
.weapontype |
Actor |
AA, SH, BT |
Gets the weapon type of the actor. |
Code:
local.weapontype = local.actor.weapontype
|
.dontdrophealth |
AISpawnPoint |
BT |
dontdrophealth Setter/Getter |
Code:
local.AISpawnPoint.dontdrophealth
|
.dontdropweapons |
AISpawnPoint |
AA, SH, BT |
dontdropweapons getter. |
Code:
local.result = local.AISpawnPoint.dontdropweapons
|
.enemyname |
AISpawnPoint |
BT |
Use the enemyname parameter for the AI that is being spawned in to set its targetname. |
Code:
local.AISpawnPoint.enemyname = "tentguys"
|
Listener, SimpleEntity, Entity (and subclasses) |
|
|
|
|
.angle |
SimpleEntity |
AA, SH, BT |
Sets/Gets the angles of the entity using just one value.
Sets/Gets the yaw of the entity or an up and down direction if 'newAngle' is [0-359] or -1 or -2 |
Code:
local.entity angle 90
// Or
local.entity.angle = 90
println local.entity.angle // Prints: 90.000
|
.angles |
Entity
SimpleEntity |
AA, SH, BT |
Sets/Gets the angles of the entity. |
Code:
local.entity angles ( 0 90 0 )
// Or
local.entity.angles = ( 0 90 0 )
println local.entity.angles // Prints: (0.000000, 90.000000, 0.000000)
|
.avelocity |
Entity |
AA, SH, BT |
Gets the angular velocity for this entity. |
Code:
// Entity
local.angular_velocity = local.entity.avelocity
|
.brushmodel |
Entity |
AA, SH, BT |
Get the brush modelName. |
Code:
local.brushmodel = local.entity.brushmodel
|
.centroid |
SimpleEntity |
AA, SH, BT |
Entity's centroid vector (center of mass). |
Code:
local.centroid = local.entity.centroid
|
.classname |
Listener
Entity |
AA, SH, BT |
Gets the entity's classname. |
Code:
local.class = local.listener.classname
|
.collisionent |
Vehicle
VehicleTurretGun |
AA, SH, BT |
Sets/Gets the Collision Entity (script model of collision hull) |
Code:
$vehicle collisionent $vehicle_collision
// Or
$vehicle.collisionent = $vehicle_collision
local.collisionent = $vehicle.collisionent
|
.entnum |
Entity |
AA, SH, BT |
The entity's entity number. |
Code:
local.entity_number = local.entity.entnum
|
.forwardvector |
SimpleEntity |
AA, SH, BT |
Get the forward vector of angles. |
Code:
local.forwardvector = local.entity.forwardvector
|
.getmaxs |
Entity |
SH, BT |
Get the maxs of the bounding box of the entity to maxs. |
Code:
local.maxs = local.entity.getmaxs
// Or
local.trigger setsize $player.getmins $player.getmaxs
|
.getmins |
Entity |
SH, BT |
Get the mins of the bounding box of the entity to mins. |
Code:
local.mins = local.entity.getmins
// Or
local.trigger setsize $player.getmins $player.getmaxs
|
.health |
Entity
AISpawnPoint |
AA, SH, BT |
Set the health (and max_health) of the entity to newHealth. |
Code:
local.entity health 100
// Or
local.entity.health = 100
local.health = local.entity.health
|
.isOpen |
Door |
BT |
Check to see if door is open (non-zero return value). |
Code:
$Door.isOpen = 1
local.result = $Door.isOpen
|
.leftvector |
SimpleEntity |
AA, SH, BT |
Get the left vector of angles. |
Code:
local.leftvector = local.entity.leftvector
|
.max_health |
Entity |
AA, SH, BT |
Sets max_health without changing health.
Gets the entity's max health. |
Code:
local.entity max_health 300
// Or
local.entity.max_health = 300
local.max_health = local.entity.max_health
|
.model |
Entity |
AA, SH, BT |
Sets/Gets the model of the entity. |
Code:
local.entity model "models/furniture/table.tik"
// Or
local.entity.model = "models/furniture/table.tik"
local.model = local.entity.model
|
.moving_from_anim |
ScriptModel |
SH, BT |
The script model is moving based on an animation. |
Code:
local.result = local.entity.moving_from_anim
|
.normal_health |
Entity |
AA, SH, BT |
The Normal Health of the entity. |
Code:
local.entity.normal_health
|
.origin |
SimpleEntity |
AA, SH, BT |
Sets/Gets the origin of the entity |
Code:
local.entity origin ( 300 -2450 130 )
// Or
local.entity.origin = ( 300 -2450 130 )
local.origin = local.entity.origin
|
.owner |
Listener
Parm
VehicleCollisionEntity |
AA, SH, BT |
Returns the owner. |
Code:
local.listener.owner
parm.owner
|
.radnum |
Entity |
AA, SH, BT |
Sets/Gets the entity's radnum.
'radnum' is the "Radiant Number" of an entity that was added to
the map using the MohRadiant editor and is stored in the bsp file.
Dynamic entities like players, weapons, and entities spawned from scripts return -1.
$world.radnum always returns 0. |
Code:
local.radnum = local.entity.radnum
|
.rightvector |
SimpleEntity |
AA, SH, BT |
Get the right vector of angles. |
Code:
local.rightvector = local.entity.rightvector
|
.rotatedbbox |
Entity |
AA, SH, BT |
Sets/Gets the entity's bbox to rotate with it. |
Code:
local.entity.rotatedbbox = 1
local.result = local.entity.rotatedbbox
|
.scale |
Entity |
AA, SH, BT |
Sets/Gets the scale of the entity. |
Code:
local.entity scale 2
// Or
local.entity.scale = 2
local.scale = local.entity.scale
|
.target |
SimpleEntity |
AA, SH, BT |
Sets/Gets the target of the entity. |
Code:
local.entity target "targetname"
// Or
local.entity.target = "targetname"
local.target = local.entity.target
|
.targetname |
SimpleEntity |
AA, SH, BT |
Sets/Gets the entity's targetname. |
Code:
local.entity targetname "name"
// Or
local.entity.targetname = "name"
local.targetname = local.entity.targetname
|
.upvector |
SimpleEntity |
AA, SH, BT |
Gets the up vector of angles. |
Code:
local.upvector = local.entity.upvector
|
.velocity |
Entity |
AA, SH, BT |
Sets/Gets the velocity for this entity. |
Code:
local.entity.velocity = ( 0 0 0 ) // No velocity
local.velocity = local.entity.velocity
|
.yaw |
Entity |
AA, SH, BT |
Gets the entity's yaw. |
Code:
local.yaw = local.entity.yaw
|
Player |
|
|
|
|
.adminrights |
Player |
Reborn |
Gets the admin rights of the player (Reborn ClientAdmin System). |
Code:
local.result = local.player.adminrights
|
.dmteam |
Player |
AA, SH, BT |
Returns "allies", "axis", "spectator", or "freeforall". |
Code:
local.team = local.player.dmteam
|
.fireheld |
Player |
AA, SH, BT |
Returns 1 if this player is holding fire, or 0 if he is not. |
Code:
if (local.player.fireheld) {
// local.player is holding fire
}
|
.has_disguise |
Player |
AA, SH, BT |
Sets/Gets disguise mode.
zero = does not have a disguise.
non-zero = has a disguise. |
Code:
$player.has_disguise = 1
println $player.has_disguise // Prints: 1
|
.injail |
Player |
BT |
Set to 1 to indicate when player is in jail, 0 when they are free.
Returns 1 if player is in jail, 0 if out. |
Code:
local.player.injail = 1
println local.player.injail // Prints: 1
|
.inventory |
Player |
Reborn |
Returns player's inventory. |
Code:
local.inventory = local.player.inventory
local.inventory_size = local.player.inventory.size
local.item1 = local.player.inventory[0]
|
.is_disguised |
Player |
AA, SH, BT |
Gets if the player is disguised or not.
zero = not disguised
non-zero = disguised |
Code:
local.is_disguised = $player.is_disguised
|
.isEscaping |
Player |
BT |
Return non-zero if escaping or assisting escape. |
Code:
local.result = local.player.isEscaping
|
.isSpectator |
Player |
BT |
Check to see if player is a spectator (non-zero return value). |
Code:
local.result = local.player.isSpectator
|
.leanleftheld |
Player |
Reborn |
Returns 1 if player is leaning left. Otherwise returns 0. |
Code:
if (local.player.leanleftheld) {
// local.player is leaning left
}
|
.leanrightheld |
Player |
Reborn |
Returns 1 if player is leaning right. Otherwise returns 0. |
Code:
if (local.player.leanrightheld) {
// local.player is leaning right
}
|
.nationalityprefix |
Player |
BT |
Get the three or five letter prefix that denotes the player's nationality. |
Code:
Local.result = local.player.nationalityprefix
|
.netname |
Player |
BT |
Gets player's name and returns it as string. |
Code:
// Breakthrough
local.player_name = local.player.netname
// Reborn
local.player_name = netname local.player
|
.primaryfireheld |
Player |
BT |
Returns 1 if this player is holding the primary fire, or 0 if not. |
Code:
local.result = local.player.primaryfireheld
|
.runheld |
Player |
Reborn |
Returns 1 if player is running. Otherwise returns 0. |
Code:
if (local.player.runheld) {
// local.player is running
}
|
.secfireheld |
Player |
Reborn |
Returns 1 if player is holding secondary fire button. Otherwise returns 0. |
Code:
if (local.player.secfireheld) {
// local.player is holding secondary fire button
}
|
.secondaryfireheld |
Player |
BT |
Returns 1 if this player is holding the secondary fire, or 0 if not. |
Code:
local.result = local.player.secondaryfireheld
|
.useheld |
Player |
AA, SH, BT |
Returns 1 if this player is holding use, or 0 if he is not. |
Code:
if (local.player.useheld) {
// local.player is holding use
}
|
.userinfo |
Player |
Reborn |
Returns player's userinfo. |
Code:
local.userinfo = local.player.userinfo
|
.vehicle |
Player |
BT |
Returns the vehicle the player is using (Breakthrough only).
NULL if player isn't using a vehicle. |
Code:
local.result = local.player.vehicle
|
.viewangles |
Player
TurretGun |
AA, SH, BT |
Sets/Gets the view angles of the entity. |
Code:
local.player.viewangles = ( -12 -90 0 )
local.viewangles = local.player.viewangles
|