Típus |
Kulcs |
Érték |
vector
|
origin |
|
vector |
angles |
|
float |
script_wait |
// Used on patrol nodes to make patrollers wait the specified amount before continuing>>>>>>> 1.58 |
float |
script_additive_delay |
// Additive delay is the # of seconds extra a flood_spawner will wait for each additional spawning. Defaults to 1 second. |
float |
script_delay |
// Used as a substitute for delay_min/max. |
float |
script_delay_min |
// Minimum time for a guy to spawn, if this is on an mg42 then its minimum time between bursts |
float |
script_delay_max |
// Maximum time for a guy to spawn, if this is on an mg42 then its maximum time between bursts |
float |
script_burst_min |
// Put on an mg42, min time of a burst |
float |
script_burst_max |
// Put on an mg42, max time of a burst |
float |
script_turret_reuse_min |
// Minimum time before a new AI will use this turret. |
float |
script_turret_reuse_max |
// Maximum time before a new AI will use this turret. |
float |
delay |
|
float |
script_prespawn_delay |
// A flood spawner will wait this long before the guy spawns |
float |
script_accuracyStationaryMod |
|
float |
script_suppression |
// Suppression wait for this AI |
float |
script_firefxdelay |
// repetition rate on a firefx for exploders |
float |
script_firefxtimeout
|
// Amount of time before a looping effect fades out |
float |
height |
|
float |
script_falldirection |
// Used to specify the direction a treeburst tree trunk falls towards |
float |
script_timeout |
|
float |
script_timescale |
// used to set timescale in credits |
int |
script_repeat |
// # of times an effect in an exploder will repeat |
int |
script_health |
|
int |
script_health_easy |
|
int |
script_ignoreme |
// If this setting exists on a spawner this guy will have his .ignoreme set to true |
int |
script_fxstart |
// Identifies effects so they can be turned on by grouping with a trigger |
int |
script_fxstop |
// Identifies effects so they can be turned off by grouping with a trigger |
int |
script_delete |
|
int |
script_increment |
|
int |
script_patroller |
|
int |
script_offtime |
// Number of milliseconds before guys get off a flak when you hit the off-trigger, defaults to 20000 |
int |
script_offradius |
// Guys get off a flak if a player gets this close to a flak after hitting the off-trigger, default 350 |
int |
script_autosave |
|
string |
script_autosavename |
|
int |
count |
|
int |
script_timer |
// Timeout for friendly_chat |
int |
script_delayed_playerseek |
|
int |
script_triggered_playerseek |
//group a trigger and an ai with this and he the grouped ai will do playerseek behaviour when the trigger is hit |
int |
script_playerseek |
|
int |
script_seekgoal |
|
int |
radius |
|
int |
script_start |
|
int |
script_radius |
// Sets an AI's starting goal radius. On an exploder this sets the radius damage's radius. |
int |
script_followmin |
|
int |
script_followmax |
|
int |
script_startinghealth |
|
int |
script_startinghealth |
|
int |
script_fallback |
|
int |
script_grenades |
|
int |
script_fightdist |
// Spawners will spawn with this fightdist (allows LD to change how aggresively they attack distant targets) |
int |
script_maxdist |
// Spawners will spawn with this maxdist (allows LD to change how far down their path AI will look for enemies) |
int |
script_moveoverride |
// Spawners with this will go to their (targetted) node before fighting. |
int |
script_killspawner |
// When you go through a trigger with this on it, any spawners that have the same # will be deleted. |
string |
script_emptyspawner |
// When you go through a trigger with this on it, any spawners that have the same # will have their count set to 0. |
int |
script_mg42auto |
// When you hit this trigger any grouped mg42s will go into auto mode and clear target. |
int |
script_turret |
|
int |
script_min_friendlies |
// The minimum # of friendlies required to be at a friendly_Chat trigger for the sequence to play. |
int |
script_requires_player |
|
int |
script_sightrange |
|
int |
spawnflags |
|
int |
script_fallback_group |
// Makes stray spawned guys part of bigger falling back movements. |
int |
script_exploder |
// Grouping things that explode |
int |
script_balcony |
// current mechanism for flagging an actor to test for balcony death |
int |
export |
|
int |
script_mg42
|
// Group AI with a node that targets an mg42 and the AI will keep the gun in use. |
int |
script_plane |
// Specifies which plane set this is, so they can all be started together. |
int |
script_speed |
// tank speed to go when battling an enemy tank |
int |
dontdropweapon |
// If set, the AI will not drop a weapon when he dies |
int |
dontdrawoncompass |
// If set, the AI will not be drawn on the player's compass. Only matters for friendlies |
int |
script_noDeathMessage |
// If set, this AI won't play a death message. |
int |
script_order |
// Preston: Used in ship to set suggested order bombs should be planted and radars destroyed. Determines next objective pointed to. |
int |
script_usemg42
|
// If set to false, a friendly will not use be told by friendly_mg42 triggers to use an mg42. |
int |
script_pacifist |
// Set ai to pacifist |
int |
script_parachutegroup |
// Pathfinder parachuters |
int |
script_damage |
// Damage of radius damage on an exploder |
int |
script_idnumber |
// Generic identifier |
int |
script_dawnville_fast |
// Remove guys for dawnville on min spec |
int |
script_fixbasepose |
// Certain guys are being base pose for some reason so this triggers a script fix for them. |
int |
script_shots |
// used for tank triggers - specifies number of shots a tank will shoot at the selected target |
int |
script_stoptoshoot |
// used for tanks, setting this to greater than zero will make a tank stop before firing it's main cannon |
int |
script_shoottanks |
// used for auto flak88s |
int |
script_shootAI |
// used for auto flak88s |
int |
script_startingposition
|
// used for riders of vehicles to manually designate riding postions (also used for walkers) |
int |
script_turretmg |
|
int |
script_mg42portable |
|
int |
script_bcdialog |
// used with dialogue_thread() to stop reactivation of battlechatter for specific characters |
int |
script_forcegrenade |
// Set to 1 to enable AI to throw as many grenades as they want rather than extremely rarely |
int |
script_deathchain |
// Used with nonlinear friendly chains |
int |
script_baseoffire |
// Set to true to make an escorting friendly not rejoin this friendlychain |
int |
script_goalvolume |
// groups guys so they use a goalvolume |
int |
script_oldCorner |
// 1 for old corner animations |
int |
script_stack |
// for walls where friendlies hang out |
int |
script_nofriendlywave |
// disables tracking of this ai for friendly_wave's |
int |
script_forcegoal |
// forces an AI to use the goal radius of the node they target, rather than switch to 2000 (for flood_and_secure spawners) |
int |
script_disconnectpaths |
// makes exploder script_brushes connectpaths when hidden and disconnect when shown. could be used to disable cover nodes. |
int |
script_autotarget |
// Makes an mg42 that targets script origins shoot at the origins when the operator has no enemy |
int |
script_manualtarget
|
// Makes an mg42 that targets script origins shoot at the origins all the time |
int |
script_nowall |
// make AI play a special set of corner animations that dont require a wall |
int |
script_longdeath |
// set to 0 disable long death animations like lying on the ground and shooting |
int |
script_displaceable |
// makes an AI able to change his goal radius from animscript. |
int |
script_grenadespeed |
// used for setting magic grenade launch speeds on script origins |
int |
script_maxspawn |
// used on flood spawn trigger to regulate the max number of ai |
string |
target |
|
string |
targetname |
|
string |
groupname |
|
string |
name |
|
string |
script_objective |
|
string |
script_friendname |
|
string |
script_noteworthy |
// Used to get a string for scripted sequences mainly. |
string |
script_noteworthy2 |
// Extra info when targetname and noteworthy are used up |
string |
script_path |
// Z: probably not used currently |
string |
script_uniquename |
|
string |
script_chain |
// Identifies a friendly chain so you can turn it off with chain_on/chain_off. |
string |
script_triggername |
// Z: used for elevators in the dam |
string |
script_kill_chain |
// On triggering, this trigger will disable chains with a script_chain value equal to the trigger's script_kill_chain value |
string |
script_hint |
|
string |
script_fxcommand |
// What to do with the effect |
string |
script_fxid |
// The id of the effect to do |
string |
weaponinfo |
|
string |
script_hidden |
// the thing which is hidden and appears later (mortars) |
string |
vehicletype |
|
string |
script_personality |
// This guy will use this personality type |
string |
script_squadname |
// squad (spawner cluster) identifier |
string |
script_namenumber |
// generic identifier |
string |
script_commonname |
// additional generic identifier |
string |
script_nodestate |
// generic identifier for nodes |
string |
script_assaultnode |
// generic identifier for nodes |
string |
script_team
|
// how to know which team a tank is on (needed to free up target/targetname for radiant linkability) |
string |
script_mortargroup |
// to group mortars with their triggers |
string |
ambient
|
// String index of the level.ambient_track to play on this trigger. |
string |
script_flaktype |
// set to tank or air to tell the scripts which set of animations to play |
string |
script_waittill |
// set on a friendly_chat trigger to make it wait for an event before waitting for other requirements |
string |
script_animation |
// If defined, patrollers will play a random pause animation at this node. |
string |
script_favoriteenemy |
// used in burnville to set the second floor grenade throwing guy to have the player has his favorite enemy |
string |
script_gameobjectname |
// Preston: Used in multiplayer to identify entities which are deleted if not allowed by the gametype. |
string |
script_objective_name |
// Used in Retrieval multiplayer gamemode to specify an optional name for an objective. |
string |
script_topfloor |
// Z: used for elevators in the dam |
string |
script_sound |
// Plays level.scr_sound ["string"] |
string |
script_animname |
// Animname for a friendly to do a friendly chat thing |
string |
script_firefx |
// Fx to play infinitely from a used exploder |
string |
script_earthquake |
// References level.earthquake variables to do an earthquake |
string |
script_presound |
// To play sounds on exploders before the explosion, for pathfinder only |
string |
script_ender |
// Stop a looping effect |
string |
script_firefxsound |
// Looping sound for an exploder firefx |
string |
script_enable |
// Generic: used by loop_spawner to start/stop spawning of named targets |
string |
script_disable |
// Generic: used by loop_spawner to start/stop spawning of named targets |
string |
script_kill |
// Generic: used by loop_spawner to permanently stop spawning of named targets |
string |
script_endonstring |
|
string |
script_startnotify |
|
string |
script_followmode |
|
string |
script_flak88 |
|
string |
script_skilloverride |
|
string |
script_bctrigger |
|
string |
script_aigroup |
|
string |
script_objective_active |
// used with flood_and_Secure and "friendlychain"s to only be active if this objective |
string |
script_objective_inactive |
// is active |
string |
script_podtype |
|
string |
script_escape |
// Spawners and ai grouped for escaping purposes (fleeing to new location upon depleted group strength) |
string |
script_shareTarget |
// Gives flankers the enemy of the spawners this is grouped with. |
string |
script_flanker |
// Marks a spawner as a flanker |
string |
script_squad |
// Group spawners/ai so they share enemy information |
string |
script_squadmove |
// Group spawners/ai so they share enemy information and do squad move behaviour |
string |
script_area |
// used by battlechatter system |
string |
script_location |
// used by battlechatter system |
string |
script_landmark |
// used by battlechatter system
|
string |
script_color |
// groups AI with nodes/triggers of that color |
string |
script_forcecolor |
// forces an AI to use all nodes of this color |