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< Title > Game Module Classes< / Title >
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< center > Game Module Classes< / center >
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< h2 > < a href = "#Actor" > Actor< / a > , < a href = "#Animate" > Animate< / a > , < a href = "#Entity" > Entity< / a > , < a href = "#ScriptSlave" > ScriptSlave< / a > , < a href = "#ScriptThread" > ScriptThread< / a > , < a href = "#Sentient" > Sentient< / a > , < a href = "#StateMap" > StateMap< / a > , < a href = "#Trigger" > Trigger< / a > , < a href = "#World" > World< / a > < / h2 >
< h2 > < a name = "Actor" > Actor (< i > Actor< / i > )< / a > -> < a href = "#SimpleActor" > SimpleActor< / a > -> < a href = "#Sentient" > Sentient< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > accuracy< / B > ( < i > Float value < / i > )< / tt > < BR >
< ul > Set percent to hit< / ul >
< P > < tt > < B > accuracy< / B > ( < i > Float value < / i > )< / tt > < BR >
< ul > Set percent to hit< / ul >
< P > < tt > < B > accuracy< / B > < / tt > < BR >
< ul > Set percent to hit< / ul >
< P > < tt > < B > aimat< / B > ( < i > String target < / i > )< / tt > < BR >
< ul > Specify the target to aim at.< / ul >
< P > < tt > < B > ai_off< / B > < / tt > < BR >
< ul > Turns the AI off for this actor.< / ul >
< P > < tt > < B > ai_on< / B > < / tt > < BR >
< ul > Turns the AI on for this actor.< / ul >
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< P > < tt > < B > alarmnode< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the name of the alarm node for the actor (must have type set to alarm for effect)< / ul >
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< P > < tt > < B > alarmnode< / B > < / tt > < BR >
< ul > Gets the name of the alarm node for the actor (must have type set to alarm for effect)< / ul >
< P > < tt > < B > alarmnode< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the name of the alarm node for the actor (must have type set to alarm for effect)< / ul >
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< P > < tt > < B > alarmthread< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the name of the alarm thread for the actor (must have type set to alarm for effect)< / ul >
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< P > < tt > < B > alarmthread< / B > < / tt > < BR >
< ul > Gets the name of the alarm thread for the actor (must have type set to alarm for effect)< / ul >
< P > < tt > < B > alarmthread< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the name of the alarm thread for the actor (must have type set to alarm for effect)< / ul >
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< P > < tt > < B > ammo_grenade< / B > ( < i > Integer grenade_count < / i > )< / tt > < BR >
< ul > Gives the AI some grenades< / ul >
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< P > < tt > < B > ammo_grenade< / B > < / tt > < BR >
< ul > Returns how many grenades an AI has< / ul >
< P > < tt > < B > ammo_grenade< / B > ( < i > Integer grenade_count < / i > )< / tt > < BR >
< ul > Gives the AI some grenades< / ul >
< P > < tt > < B > anim< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Play animation.< / ul >
< P > < tt > < B > animfinal< / B > < / tt > < BR >
< ul > Whether the animation was succesfully finished< / ul >
< P > < tt > < B > animloop< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Loop animation.< / ul >
< P > < tt > < B > animname< / B > < / tt > < BR >
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< ul > Sets the animname.< / ul >
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< P > < tt > < B > animname< / B > < / tt > < BR >
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< ul > Gets the animname.< / ul >
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< P > < tt > < B > animscript< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Play the animation script< / ul >
< P > < tt > < B > animscript_attached< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Play a noclip animation even when attached< / ul >
< P > < tt > < B > animscript_noclip< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Play the noclip animation script< / ul >
< P > < tt > < B > animscript_scripted< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Play the scripted animation script< / ul >
< P > < tt > < B > anim_attached< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Play attached animation.< / ul >
< P > < tt > < B > anim_noclip< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Play noclip animation.< / ul >
< P > < tt > < B > anim_scripted< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Play scripted animation.< / ul >
< P > < tt > < B > attachgrenade< / B > < / tt > < BR >
< ul > Used only by grenade return animations to tell the code when to attach the grenade to the actor< / ul >
< P > < tt > < B > attackhandler< / B > < / tt > < BR >
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< ul > Gets the current script that will handle attack events< / ul >
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< P > < tt > < B > attackhandler< / B > < / tt > < BR >
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< ul > Sets the current script that will handle attack events< / ul >
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< P > < tt > < B > attackplayer< / B > < / tt > < BR >
< ul > Force Actor to attack the player< / ul >
< P > < tt > < B > avoidplayer< / B > ( < i > Integer allowavoid < / i > )< / tt > < BR >
< ul > set to 0 if this AI shouldn't automatically get out of the way, non-zero if he should.< BR >
< / ul >
< P > < tt > < B > avoidplayer< / B > ( < i > Integer allowavoid < / i > )< / tt > < BR >
< ul > set to 0 if this AI shouldn't automatically get out of the way, non-zero if he should.< BR >
< / ul >
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< P > < tt > < B > avoidplayer< / B > < / tt > < BR >
< ul > is 0 if this AI won't automatically get out of the way, non-zero if he will< BR >
< / ul >
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< P > < tt > < B > balconyheight< / B > ( < i > Float height < / i > )< / tt > < BR >
< ul > minimum height a balcony guy must fall to do special balcony death< / ul >
< P > < tt > < B > balconyheight< / B > < / tt > < BR >
< ul > minimum height a balcony guy must fall to do special balcony death< / ul >
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< P > < tt > < B > balconyheight< / B > ( < i > Float height < / i > )< / tt > < BR >
< ul > minimum height a balcony guy must fall to do special balcony death< / ul >
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< P > < tt > < B > bedead< / B > < / tt > < BR >
< ul > Forces the actor to be instantly and totally dead; no death animation is played< / ul >
< P > < tt > < B > blendtime< / B > < / tt > < BR >
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< ul > Set the crossblend time to something other than the default, in seconds< / ul >
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< P > < tt > < B > blendtime< / B > < / tt > < BR >
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< ul > Get the crossblend time< / ul >
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< P > < tt > < B > breakspecial< / B > < / tt > < BR >
< ul > tell ai to break special attack< / ul >
< P > < tt > < B > calcgrenadetoss< / B > ( < i > Vector target_position < / i > )< / tt > < BR >
< ul > Called to calculate a grenade toss. Must be called before a grenade throwing animation.< BR >
Returns the name of the script to call with animscript if the toss can succeed, or if the toss won't work.< BR >
Should be called infrequently, and never during the middle of a grenade toss.< / ul >
< P > < tt > < B > calcgrenadetoss2< / B > ( < i > Vector target_position, Float speed < / i > )< / tt > < BR >
< ul > Called to calculate a grenade toss. Must be called before a grenade throwing animation.< BR >
Returns the name of the script to call with animscript if the toss can succeed, or if the toss won't work.< BR >
Should be called infrequently, and never during the middle of a grenade toss.< BR >
The speed parameter is optional. Pass a speed if you just want to override and throw no matter what...< / ul >
< P > < tt > < B > canmoveto< / B > ( < i > Vector position < / i > )< / tt > < BR >
< ul > returns a boolean if the AI can move to a point; for use in anim scripts< / ul >
< P > < tt > < B > canshoot< / B > ( < i > Vector shootOrigin < / i > )< / tt > < BR >
< ul > Determines if it would be possible to shoot the sentient's enemy from the given position.< / ul >
< P > < tt > < B > canshootenemyfrom< / B > ( < i > Vector shootOrigin < / i > )< / tt > < BR >
< ul > Determines if it would be possible to shoot the sentient's enemy from the given position.< / ul >
< P > < tt > < B > crawlto< / B > ( < i > String dest < / i > )< / tt > < BR >
< ul > Specify the location to crawl to.< / ul >
< P > < tt > < B > crouchto< / B > ( < i > String dest < / i > )< / tt > < BR >
< ul > Specify the location to crouch to.< / ul >
< P > < tt > < B > curiousoff< / B > < / tt > < BR >
< ul > Turn off an actor's curious state< / ul >
< P > < tt > < B > curiouson< / B > < / tt > < BR >
< ul > Turn on an actor's curious state< / ul >
< P > < tt > < B > damagepuff< / B > ( < i > Vector position, Vector direction < / i > )< / tt > < BR >
< ul > Spawns a puff of 'blood' smoke at the speficied location in the specified direction.< / ul >
< P > < tt > < B > deathembalm< / B > < / tt > < BR >
< ul > preps the dead actor for turning nonsolid gradually over time< / ul >
< P > < tt > < B > deathhandler< / B > < / tt > < BR >
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< ul > Sets the current script that will handle death events< / ul >
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< P > < tt > < B > deathhandler< / B > < / tt > < BR >
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< ul > Gets the current script that will handle death events< / ul >
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< P > < tt > < B > deathsinkstart< / B > < / tt > < BR >
< ul > Makes the entity sink into the ground and then get removed (this starts it).< / ul >
< P > < tt > < B > defaultnonvislevel< / B > < / tt > < BR >
< ul > updates the default value for 'nonvislevel'< / ul >
< P > < tt > < B > delete< / B > < / tt > < BR >
< ul > Removes this listener immediately.< / ul >
< P > < tt > < B > detachgrenade< / B > < / tt > < BR >
< ul > Used only by grenade return animations to tell the code when to throw the grenade< / ul >
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< P > < tt > < B > disguise_accept_thread< / B > < / tt > < BR >
< ul > Gets the name of the thread for the actor to start when accepting papers< / ul >
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< P > < tt > < B > disguise_accept_thread< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the name of the thread for the actor to start when accepting papers< / ul >
< P > < tt > < B > disguise_accept_thread< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the name of the thread for the actor to start when accepting papers< / ul >
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< P > < tt > < B > disguise_level< / B > ( < i > Integer value < / i > )< / tt > < BR >
< ul > Sets the disguise level of the actor. May be 1 or 2< / ul >
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< P > < tt > < B > disguise_level< / B > < / tt > < BR >
< ul > Gets the disguise level of the actor. May be 1 or 2< / ul >
< P > < tt > < B > disguise_level< / B > ( < i > Integer value < / i > )< / tt > < BR >
< ul > Sets the disguise level of the actor. May be 1 or 2< / ul >
< P > < tt > < B > disguise_period< / B > ( < i > Float period_in_seconds < / i > )< / tt > < BR >
< ul > Sets the time between the end of one disguise behavior and start of the next< / ul >
< P > < tt > < B > disguise_period< / B > ( < i > Float period_in_seconds < / i > )< / tt > < BR >
< ul > Sets the time between the end of one disguise behavior and start of the next< / ul >
< P > < tt > < B > disguise_period< / B > < / tt > < BR >
< ul > Gets the time between the end of one disguise behavior and start of the next< / ul >
< P > < tt > < B > disguise_range< / B > ( < i > Float range_in_units < / i > )< / tt > < BR >
< ul > Sets the maximum distance for disguise behavior to get triggered< / ul >
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< P > < tt > < B > disguise_range< / B > < / tt > < BR >
< ul > Gets the maximum distance for disguise behavior to get triggered< / ul >
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< P > < tt > < B > disguise_range< / B > ( < i > Float range_in_units < / i > )< / tt > < BR >
< ul > Sets the maximum distance for disguise behavior to get triggered< / ul >
< P > < tt > < B > distancetoenemy< / B > < / tt > < BR >
< ul > Get the distance from the Actor to its enemy< / ul >
< P > < tt > < B > doActivate< / B > ( < i > Entity activatingEntity < / i > )< / tt > < BR >
< ul > General trigger event for all entities< / ul >
< P > < tt > < B > dumb< / B > < / tt > < BR >
< ul > Make Actor dumb.< / ul >
< P > < tt > < B > emotion< / B > < / tt > < BR >
< ul > The method of setting the facial expression of the Actor< / ul >
< P > < tt > < B > enableEnemy< / B > < / tt > < BR >
< ul > sets enableEnemy variable< / ul >
< P > < tt > < B > enablePain< / B > < / tt > < BR >
< ul > sets enablePain variable< / ul >
< P > < tt > < B > endactionanim< / B > ( < i > < / i > )< / tt > < BR >
< ul > End any aiming/action animation which is currently playing< / ul >
< P > < tt > < B > enemy< / B > < / tt > < BR >
< ul > Get the actor's current enemy< / ul >
< P > < tt > < B > enemysharerange< / B > < / tt > < BR >
< ul > gets the range outside which the AI will not receive notification that a teammate has a new enemy< / ul >
< P > < tt > < B > enemysharerange< / B > ( < i > Float range < / i > )< / tt > < BR >
< ul > sets the range outside which the AI will not receive notification that a teammate has a new enemy< / ul >
< P > < tt > < B > enemysharerange< / B > ( < i > Float range < / i > )< / tt > < BR >
< ul > sets the range outside which the AI will not receive notification that a teammate has a new enemy< / ul >
< P > < tt > < B > enemyswitchdisable< / B > < / tt > < BR >
< ul > Disable enemy switching...< / ul >
< P > < tt > < B > enemyswitchenable< / B > < / tt > < BR >
< ul > Enable enemy switching...< / ul >
< P > < tt > < B > enemy_visible_change_time< / B > < / tt > < BR >
< ul > Get the last time whether or not the enemy is visible changed, in seconds< / ul >
< P > < tt > < B > entitystart< / B > < / tt > < BR >
< ul > Initialize a Actor.< / ul >
< P > < tt > < B > eyeslookat< / B > ( < i > Entity entity < / i > )< / tt > < BR >
< ul > The actor will look at this entity.< / ul >
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< P > < tt > < B > fallheight< / B > ( < i > Float height < / i > )< / tt > < BR >
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< ul > Set the fallheight< / ul >
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< P > < tt > < B > fallheight< / B > < / tt > < BR >
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< ul > Set the fallheight< / ul >
< P > < tt > < B > favoriteenemy< / B > ( < i > Entity ai_or_player < / i > )< / tt > < BR >
< ul > Gets this AI's favorite enemy< / ul >
< P > < tt > < B > favoriteenemy< / B > ( < i > Entity ai_or_player < / i > )< / tt > < BR >
< ul > Gets this AI's favorite enemy< / ul >
< P > < tt > < B > favoriteenemy< / B > < / tt > < BR >
< ul > Gets this AI's favorite enemy< / ul >
< P > < tt > < B > findenemy< / B > < / tt > < BR >
< ul > Finds the best enemy to target< / ul >
< P > < tt > < B > fire_grenade< / B > < / tt > < BR >
< ul > Used only by grenade throw animations to tell the code when to throw a grenade< / ul >
< P > < tt > < B > fixedleash< / B > ( < i > Float multiplier < / i > )< / tt > < BR >
< ul > if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset< / ul >
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< P > < tt > < B > fixedleash< / B > ( < i > Float multiplier < / i > )< / tt > < BR >
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< ul > if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset< / ul >
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< P > < tt > < B > fixedleash< / B > < / tt > < BR >
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< ul > if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset< / ul >
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< P > < tt > < B > fov< / B > < / tt > < BR >
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< ul > The fov angle of the actor< / ul >
< P > < tt > < B > fov< / B > ( < i > Float angle < / i > )< / tt > < BR >
< ul > The fov angle of the actor< / ul >
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< P > < tt > < B > fov< / B > ( < i > Float angle < / i > )< / tt > < BR >
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< ul > The fov angle of the actor< / ul >
< P > < tt > < B > GetRunAnim< / B > < / tt > < BR >
< ul > Internal usage< / ul >
< P > < tt > < B > GetWalkAnim< / B > < / tt > < BR >
< ul > Internal usage< / ul >
< P > < tt > < B > gren_awareness< / B > ( < i > Float awareness_percent < / i > )< / tt > < BR >
< ul > 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)< / ul >
< P > < tt > < B > gren_awareness< / B > ( < i > Float awareness_percent < / i > )< / tt > < BR >
< ul > 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)< / ul >
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< P > < tt > < B > gren_awareness< / B > < / tt > < BR >
< ul > 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)< / ul >
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< P > < tt > < B > gun< / B > ( < i > String s < / i > )< / tt > < BR >
< ul > specifies the gun to use< / ul >
< P > < tt > < B > gun< / B > ( < i > String s < / i > )< / tt > < BR >
< ul > specifies the gun to use< / ul >
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< P > < tt > < B > gun< / B > < / tt > < BR >
< ul > gets the gun to being used< / ul >
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< P > < tt > < B > hascompletelookahead< / B > < / tt > < BR >
< ul > returns true if there are no corners to turn on the rest of the AI's current path< / ul >
< P > < tt > < B > headmodel< / B > < / tt > < BR >
< ul > gets the head model< / ul >
< P > < tt > < B > headmodel< / B > ( < i > String headmodel < / i > )< / tt > < BR >
< ul > sets the head model< / ul >
< P > < tt > < B > headskin< / B > < / tt > < BR >
< ul > gets the head skin< / ul >
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< P > < tt > < B > headskin< / B > ( < i > String headskin < / i > )< / tt > < BR >
< ul > sets the head skin< / ul >
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< P > < tt > < B > hearing< / B > ( < i > Float radius < / i > )< / tt > < BR >
< ul > The hearing radius of the actor< / ul >
< P > < tt > < B > hearing< / B > ( < i > Float radius < / i > )< / tt > < BR >
< ul > The hearing radius of the actor< / ul >
< P > < tt > < B > hearing< / B > ( < i > Float radius < / i > )< / tt > < BR >
< ul > The hearing radius of the actor< / ul >
< P > < tt > < B > holster< / B > ( < i > Integer holster < / i > )< / tt > < BR >
< ul > If non-zero, affects offhand. Holster weapon< / ul >
< P > < tt > < B > idlesay< / B > ( < i > String animation < / i > )< / tt > < BR >
< ul > The name of an idle dialog animation to play< / ul >
< P > < tt > < B > ignorebadplaces< / B > ( < i > Integer ignore < / i > )< / tt > < BR >
< ul > sets whether or not this AI guy will ignore bad places (0 = not suicidal)< / ul >
< P > < tt > < B > ignorebadplaces< / B > < / tt > < BR >
< ul > gets whether or not this AI guy will ignore bad places (0 = not suicidal)< / ul >
< P > < tt > < B > ignorebadplaces< / B > ( < i > Integer ignore < / i > )< / tt > < BR >
< ul > sets whether or not this AI guy will ignore bad places (0 = not suicidal)< / ul >
< P > < tt > < B > immediateremove< / B > < / tt > < BR >
< ul > Removes this listener immediately.< / ul >
< P > < tt > < B > inreload< / B > < / tt > < BR >
< ul > returns non-zero if the AI is in a reload< / ul >
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< P > < tt > < B > inreload< / B > ( < i > Integer reloading < / i > )< / tt > < BR >
< ul > set to non-zero to indicate the AI is in a reload< / ul >
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< P > < tt > < B > interrupt_point< / B > < / tt > < BR >
< ul > hint from animation scripts to AI code that now is a good time to switch animations< / ul >
< P > < tt > < B > interval< / B > ( < i > Float distance < / i > )< / tt > < BR >
< ul > Sets the distance AI tries to keep between squadmates while moving.< / ul >
< P > < tt > < B > interval< / B > ( < i > Float distance < / i > )< / tt > < BR >
< ul > Sets the distance AI tries to keep between squadmates while moving.< / ul >
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< P > < tt > < B > interval< / B > < / tt > < BR >
< ul > Gets the distance AI tries to keep between squadmates while moving.< / ul >
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< P > < tt > < B > intervaldir< / B > < / tt > < BR >
< ul > the direction the AI would like to move to maintain its interval< / ul >
< P > < tt > < B > is_enemy_visible< / B > < / tt > < BR >
< ul > 0 if the enemy is not currently visible, 1 if he is< / ul >
< P > < tt > < B > kickdir< / B > < / tt > < BR >
< ul > Gets the direction the AI wants to kick< / ul >
< P > < tt > < B > killed< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > event which is sent to an entity once it as been killed< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > last_enemy_visible_time< / B > < / tt > < BR >
< ul > Get the last time the enemy was visible, in seconds< / ul >
< P > < tt > < B > leash< / B > ( < i > Float distance < / i > )< / tt > < BR >
< ul > Sets the maximum distance the AI will wander from its leash home< / ul >
< P > < tt > < B > leash< / B > ( < i > Float distance < / i > )< / tt > < BR >
< ul > Sets the maximum distance the AI will wander from its leash home< / ul >
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< P > < tt > < B > leash< / B > < / tt > < BR >
< ul > Gets the maximum distance the AI will wander from its leash home< / ul >
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< P > < tt > < B > lookaroundangle< / B > ( < i > Float angle < / i > )< / tt > < BR >
< ul > gets the angle in degrees left or right of center that the AI will look around while patrolling< / ul >
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< P > < tt > < B > lookaroundangle< / B > < / tt > < BR >
< ul > gets the angle in degrees left or right of center that the AI will look around while patrolling< / ul >
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< P > < tt > < B > lookaroundangle< / B > ( < i > Float angle < / i > )< / tt > < BR >
< ul > gets the angle in degrees left or right of center that the AI will look around while patrolling< / ul >
< P > < tt > < B > lookat< / B > ( < i > Entity entity < / i > )< / tt > < BR >
< ul > The actor will look at this entity.< / ul >
< P > < tt > < B > maxdist< / B > ( < i > Float distance < / i > )< / tt > < BR >
< ul > Sets the maximum distance the AI tries to allow between itself and the player< / ul >
< P > < tt > < B > maxdist< / B > ( < i > Float distance < / i > )< / tt > < BR >
< ul > Sets the maximum distance the AI tries to allow between itself and the player< / ul >
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< P > < tt > < B > maxdist< / B > < / tt > < BR >
< ul > Gets the maximum distance the AI tries to keep between itself and the player< / ul >
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< P > < tt > < B > mindist< / B > ( < i > Float distance < / i > )< / tt > < BR >
< ul > Sets the minimum distance the AI tries to keep between itself and the player< / ul >
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< P > < tt > < B > mindist< / B > < / tt > < BR >
< ul > Gets the minimum distance the AI tries to keep between itself and the player< / ul >
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< P > < tt > < B > mindist< / B > ( < i > Float distance < / i > )< / tt > < BR >
< ul > Sets the minimum distance the AI tries to keep between itself and the player< / ul >
< P > < tt > < B > mood< / B > < / tt > < BR >
< ul > gets the AI mood: 'bored', 'nervous', 'curious', or 'alert'.< / ul >
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< P > < tt > < B > mood< / B > ( < i > String new_mood < / i > )< / tt > < BR >
< ul > sets the AI mood... must be 'bored', 'nervous', 'curious', or 'alert'.< / ul >
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< P > < tt > < B > movedir< / B > < / tt > < BR >
< ul > 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.< / ul >
< P > < tt > < B > movedoneradius< / B > ( < i > Float radius < / i > )< / tt > < BR >
< ul > Set the waittill movedone radius, default 0 means don't use manual radius< / ul >
< P > < tt > < B > movedoneradius< / B > ( < i > Float radius < / i > )< / tt > < BR >
< ul > Set the waittill movedone radius, default 0 means don't use manual radius< / ul >
< P > < tt > < B > moveto< / B > ( < i > String anim, String dest < / i > )< / tt > < BR >
< ul > Specify the location to move to, with animation anim.< / ul >
< P > < tt > < B > mumble< / B > ( < i > Integer can_mumble < / i > )< / tt > < BR >
< ul > Set to 1 if this guy is allowed to mumble, or 0 if he is not< / ul >
< P > < tt > < B > mumble< / B > ( < i > Integer can_mumble < / i > )< / tt > < BR >
< ul > Set to 1 if this guy is allowed to mumble, or 0 if he is not< / ul >
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< P > < tt > < B > mumble< / B > < / tt > < BR >
< ul > Returns 1 if this guy is allowed to mumble, or 0 if he is not< / ul >
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< P > < tt > < B > nationality< / B > < / tt > < BR >
< ul > Get the nationality of an actor. Return values are ger, it, usa, uk, ussr and unset.< / ul >
< P > < tt > < B > nationality< / B > ( < i > String nationality < / i > )< / tt > < BR >
< ul > Set the nationality of an actor. Valid entries are default, ger, it, usa, uk, and ussr.< / ul >
< P > < tt > < B > nationality< / B > ( < i > String nationality < / i > )< / tt > < BR >
< ul > Set the nationality of an actor. Valid entries are default, ger, it, usa, uk, and ussr.< / ul >
< P > < tt > < B > nolongpain< / B > ( < i > Integer allow < / i > )< / tt > < BR >
< ul > Set to 1 if long pain is not allowed, or 0 if long pain is allowed.< / ul >
< P > < tt > < B > nolongpain< / B > ( < i > Integer allow < / i > )< / tt > < BR >
< ul > Set to 1 if long pain is not allowed, or 0 if long pain is allowed.< / ul >
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< P > < tt > < B > nolongpain< / B > < / tt > < BR >
< ul > Returns 1 if long pain is not allowed, or 0 if long pain is allowed.< / ul >
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< P > < tt > < B > nonvislevel< / B > < / tt > < BR >
< ul > visibility level in range 0-1 below which an enemy is treated as non-visible< / ul >
< P > < tt > < B > nonvislevel< / B > < / tt > < BR >
< ul > visibility level in range 0-1 below which an enemy is treated as non-visible< / ul >
< P > < tt > < B > nonvislevel< / B > < / tt > < BR >
< ul > visibility level in range 0-1 below which an enemy is treated as non-visible< / ul >
< P > < tt > < B > nosurprise< / B > ( < i > Integer nosurprise < / i > )< / tt > < BR >
< ul > set to 0 to allow this guy to play a surprised animation when first encountering an enemy.< BR >
< / ul >
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< P > < tt > < B > nosurprise< / B > < / tt > < BR >
< ul > gets whether or not this guy is allowed to play a surprised animation when first encountering an enemy.< BR >
< / ul >
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< P > < tt > < B > nosurprise< / B > ( < i > Integer nosurprise < / i > )< / tt > < BR >
< ul > set to 0 to allow this guy to play a surprised animation when first encountering an enemy.< BR >
< / ul >
< P > < tt > < B > noticescale< / B > ( < i > Float multiplier < / i > )< / tt > < BR >
< ul > Set the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast)< / ul >
< P > < tt > < B > noticescale< / B > < / tt > < BR >
< ul > Get the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast)< / ul >
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< P > < tt > < B > noticescale< / B > ( < i > Float multiplier < / i > )< / tt > < BR >
< ul > Set the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast)< / ul >
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< P > < tt > < B > no_idle< / B > < / tt > < BR >
< ul > Gets if the actor will not go into idle after playing an animation< / ul >
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< P > < tt > < B > no_idle< / B > < / tt > < BR >
< ul > Specifies if the actor will not go into idle after playing an animation< / ul >
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< P > < tt > < B > pain< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > used to inflict pain to an entity< / ul >
< P > < tt > < B > painhandler< / B > < / tt > < BR >
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< ul > Gets the current script that will handle pain events< / ul >
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< P > < tt > < B > painhandler< / B > < / tt > < BR >
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< ul > Sets the current script that will handle pain events< / ul >
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< P > < tt > < B > pathdist< / B > < / tt > < BR >
< ul > returns total distance along current path to the path goal< / ul >
< P > < tt > < B > patrolpath< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the name of the patrol path for the actor (must have type set to patrol for effect)< / ul >
< P > < tt > < B > patrolpath< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the name of the patrol path for the actor (must have type set to patrol for effect)< / ul >
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< P > < tt > < B > patrolpath< / B > < / tt > < BR >
< ul > Gets the name of the patrol path for the actor (must have type set to patrol for effect)< / ul >
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< P > < tt > < B > physics_off< / B > < / tt > < BR >
< ul > turn physics off.< / ul >
< P > < tt > < B > physics_on< / B > < / tt > < BR >
< ul > turn physics on.< / ul >
< P > < tt > < B > playsound< / B > ( < i > String soundName, [ Integer channel ], [ Float volume ], [ String min_distance ] < / i > )< / tt > < BR >
< ul > play a sound coming from this entity.< BR >
default channel, CHAN_BODY.< / ul >
< P > < tt > < B > pointat< / B > ( < i > Entity entity < / i > )< / tt > < BR >
< ul > The actor will point at this entity.< / ul >
< P > < tt > < B > position< / B > < / tt > < BR >
< ul > The Position the Actor wants to be and should animate towards< / ul >
< P > < tt > < B > position< / B > < / tt > < BR >
< ul > The Position the Actor wants to be and should animate towards< / ul >
< P > < tt > < B > prealarmthread< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the name of the pre alarm thread for the actor (must have type set to alarm for effect)< / ul >
< P > < tt > < B > prealarmthread< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the name of the pre alarm thread for the actor (must have type set to alarm for effect)< / ul >
< P > < tt > < B > ReadyToFire< / B > < / tt > < BR >
< ul > Returns if ready to fire< / ul >
< P > < tt > < B > reload_mg42< / B > < / tt > < BR >
< ul > Reload the mg42 - only used by machinegunner< / ul >
< P > < tt > < B > remove< / B > < / tt > < BR >
< ul > Removes this listener the next time events are processed.< / ul >
< P > < tt > < B > resetleash< / B > < / tt > < BR >
< ul > resets the AI's leash to their current position< / ul >
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< P > < tt > < B > runanimrate< / B > < / tt > < BR >
< ul > Get the rate at which the run animation plays back< / ul >
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< P > < tt > < B > runanimrate< / B > ( < i > Float multiplier < / i > )< / tt > < BR >
< ul > Set the rate at which the run animation plays back< / ul >
< P > < tt > < B > runanimrate< / B > ( < i > Float multiplier < / i > )< / tt > < BR >
< ul > Set the rate at which the run animation plays back< / ul >
< P > < tt > < B > runto< / B > ( < i > String dest < / i > )< / tt > < BR >
< ul > Specify the location to run to.< / ul >
< P > < tt > < B > say< / B > ( < i > String animation < / i > )< / tt > < BR >
< ul > The name of a dialog animation to play< / ul >
< P > < tt > < B > saydone< / B > < / tt > < BR >
< ul > Even used by sound-only special case of say to trigger waittill saydone< / ul >
< P > < tt > < B > setactionanim< / B > ( < i > String base_anim, Float lower_limit, Float upper_limit < / i > )< / tt > < BR >
< ul > Set the base action animation and range that they cover< / ul >
< P > < tt > < B > setaimmotionanim< / B > ( < i > String anim_crouch, String anim_stand < / i > )< / tt > < BR >
< ul > Set aim motion animation (handler scripts only)< / ul >
< P > < tt > < B > setaimtarget< / B > ( < i > Entity entity, Integer bMakeEnemy < / i > )< / tt > < BR >
< ul > Sets the primary weapon's aim target. if you pass a 1 for p2, the target will become the current enemy...< / ul >
< P > < tt > < B > setanim< / B > ( < i > String anim, Integer slot, Float weight, String flagged < / i > )< / tt > < BR >
< ul > Set animation slot< / ul >
< P > < tt > < B > setanimlength< / B > ( < i > Float time < / i > )< / tt > < BR >
< ul > Set the maximum time an animation will play< / ul >
< P > < tt > < B > setmotionanim< / B > ( < i > String anim < / i > )< / tt > < BR >
< ul > Set motion animation (handler scripts only)< / ul >
< P > < tt > < B > setreloadcover< / B > < / tt > < BR >
< ul > do this command to let the ai know it needs to reload; used to reload while going to cover< / ul >
< P > < tt > < B > setsay< / B > ( < i > String animation < / i > )< / tt > < BR >
< ul > The name of a dialog animation to play - used by animation script only< / ul >
< P > < tt > < B > setupperanim< / B > ( < i > String anim < / i > )< / tt > < BR >
< ul > Set the upper body animation - used by animation script only< / ul >
< P > < tt > < B > share_enemy< / B > < / tt > < BR >
< ul > internal code use only - shares an AI's enemy with his squad mates.< / ul >
< P > < tt > < B > share_grenade< / B > < / tt > < BR >
< ul > internal code use only - shares an AI's grenade with his squad mates.< / ul >
< P > < tt > < B > sight< / B > < / tt > < BR >
< ul > Gets the vision distance of the actor.< / ul >
< P > < tt > < B > sight< / B > ( < i > Float max_sight_range < / i > )< / tt > < BR >
< ul > Sets the vision distance of the actor.< / ul >
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< P > < tt > < B > sight< / B > ( < i > Float max_sight_range < / i > )< / tt > < BR >
< ul > Sets the vision distance of the actor.< / ul >
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< P > < tt > < B > silent< / B > ( < i > Integer silent < / i > )< / tt > < BR >
< ul > set to 0 to prevent this guy from saying stuff besides pain and death sounds.< BR >
< / ul >
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< P > < tt > < B > silent< / B > < / tt > < BR >
< ul > gets whether or not this guy is allowed to say stuff besides pain and death sounds< / ul >
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< P > < tt > < B > silent< / B > ( < i > Integer silent < / i > )< / tt > < BR >
< ul > set to 0 to prevent this guy from saying stuff besides pain and death sounds.< BR >
< / ul >
< P > < tt > < B > sound_awareness< / B > ( < i > Float awareness_percent < / i > )< / tt > < BR >
< ul > 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< / ul >
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< P > < tt > < B > sound_awareness< / B > < / tt > < BR >
< ul > 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< / ul >
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< P > < tt > < B > sound_awareness< / B > ( < i > Float awareness_percent < / i > )< / tt > < BR >
< ul > 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< / ul >
< P > < tt > < B > stopped< / B > < / tt > < BR >
< ul > sent when entity has stopped bouncing for MOVETYPE_TOSS.< / ul >
< P > < tt > < B > suppresschance< / B > < / tt > < BR >
< ul > sets the percent chance of doing suppressing fire when appropriate (0-100)< / ul >
< P > < tt > < B > suppresschance< / B > < / tt > < BR >
< ul > sets the percent chance of doing suppressing fire when appropriate (0-100)< / ul >
< P > < tt > < B > suppresschance< / B > < / tt > < BR >
< ul > sets the percent chance of doing suppressing fire when appropriate (0-100)< / ul >
< P > < tt > < B > tether< / B > ( < i > Entity entity < / i > )< / tt > < BR >
< ul > the entity to which the AI's leash should be tethered< / ul >
< P > < tt > < B > thinkstate< / B > < / tt > < BR >
< ul > current ai think state; can be void, idle, pain, killed, attack, curious, disguise, or grenade.< / ul >
< P > < tt > < B > turndoneerror< / B > < / tt > < BR >
< ul > The error amount that turndone will occur for the turnto command.< / ul >
< P > < tt > < B > turndoneerror< / B > ( < i > Float error < / i > )< / tt > < BR >
< ul > The error amount that turndone will occur for the turnto command.< / ul >
< P > < tt > < B > turndoneerror< / B > ( < i > Float error < / i > )< / tt > < BR >
< ul > The error amount that turndone will occur for the turnto command.< / ul >
< P > < tt > < B > turnspeed< / B > < / tt > < BR >
< ul > The turn speed of the actor.< / ul >
< P > < tt > < B > turnspeed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > The turn speed of the actor.< / ul >
< P > < tt > < B > turnspeed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > The turn speed of the actor.< / ul >
< P > < tt > < B > turnto< / B > ( < i > Entity entity < / i > )< / tt > < BR >
< ul > The actor will turn to this entity.< / ul >
< P > < tt > < B > turret< / B > ( < i > String turret < / i > )< / tt > < BR >
< ul > Sets the turret of the actor.< / ul >
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< P > < tt > < B > turret< / B > ( < i > String turret < / i > )< / tt > < BR >
< ul > Sets the turret of the actor.< / ul >
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< P > < tt > < B > turret< / B > < / tt > < BR >
< ul > Gets the turret of the actor.< / ul >
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< P > < tt > < B > type_attack< / B > < / tt > < BR >
< ul > Gets the attack type of the actor.< / ul >
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< P > < tt > < B > type_attack< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the attack type of the actor.< / ul >
< P > < tt > < B > type_attack< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the attack type of the actor.< / ul >
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< P > < tt > < B > type_disguise< / B > < / tt > < BR >
< ul > Gets the disguise type of the actor.< / ul >
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< P > < tt > < B > type_disguise< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the disguise type of the actor.< / ul >
< P > < tt > < B > type_disguise< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the disguise type of the actor.< / ul >
< P > < tt > < B > type_grenade< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the grenade type of the actor.< / ul >
< P > < tt > < B > type_grenade< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the grenade type of the actor.< / ul >
< P > < tt > < B > type_grenade< / B > < / tt > < BR >
< ul > Gets the grenade type of the actor.< / ul >
< P > < tt > < B > type_idle< / B > < / tt > < BR >
< ul > Gets the idle type of the actor.< / ul >
< P > < tt > < B > type_idle< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the idle type of the actor.< / ul >
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< P > < tt > < B > type_idle< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the idle type of the actor.< / ul >
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< P > < tt > < B > unholster< / B > ( < i > Integer holster < / i > )< / tt > < BR >
< ul > If non-zero, affects offhand. Unholster weapon< / ul >
< P > < tt > < B > upperanim< / B > ( < i > String anim < / i > )< / tt > < BR >
< ul > Set the upper body animation< / ul >
< P > < tt > < B > use< / B > ( < i > String name, Integer weapon_hand < / i > )< / tt > < BR >
< ul > Use the specified weapon or item in the hand choosen (optional).< / ul >
< P > < tt > < B > voicetype< / B > < / tt > < BR >
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< ul > Set voicetype to magic letter postfix< / ul >
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< P > < tt > < B > voicetype< / B > < / tt > < BR >
< ul > Set voicetype to magic letter postfix< / ul >
< P > < tt > < B > voicetype< / B > < / tt > < BR >
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< ul > Gets the voice type< / ul >
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< P > < tt > < B > waittrigger< / B > < / tt > < BR >
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< ul > If true, patrol guys and running men wait until triggered to move< / ul >
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< P > < tt > < B > waittrigger< / B > ( < i > Boolean bool < / i > )< / tt > < BR >
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< ul > If true, patrol guys and running men wait until triggered to move< / ul >
< P > < tt > < B > waittrigger< / B > ( < i > Boolean bool < / i > )< / tt > < BR >
< ul > If true, patrol guys and running men wait until triggered to move< / ul >
< P > < tt > < B > walkto< / B > ( < i > String dest < / i > )< / tt > < BR >
< ul > Specify the location to walk to.< / ul >
< P > < tt > < B > weapon< / B > ( < i > String weapon_modelname < / i > )< / tt > < BR >
< ul > Sets the weapon.< / ul >
< P > < tt > < B > weapon< / B > < / tt > < BR >
< ul > Gets the weapon.< / ul >
< P > < tt > < B > weapon< / B > ( < i > String weapon_modelname < / i > )< / tt > < BR >
< ul > Gives the sentient the weapon specified.< / ul >
< P > < tt > < B > weapongroup< / B > < / tt > < BR >
< ul > Specifies weapon animation set to use in anim scripts< / ul >
< P > < tt > < B > weapontype< / B > < / tt > < BR >
< ul > The Weapon Type of the Actor< / ul >
< P > < tt > < B > weapon_internal< / B > ( < i > String s < / i > )< / tt > < BR >
< ul > internal use< / ul >
< P > < tt > < B > writestats< / B > < / tt > < BR >
< ul > Used internally to write stats to a CSV file.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "AISpawnPoint" > AISpawnPoint (< i > info_aispawnpoint< / i > )< / a > -> < a href = "#SimpleArchivedEntity" > SimpleArchivedEntity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > accuracy< / B > ( < i > Float value < / i > )< / tt > < BR >
< ul > Set percent to hit< / ul >
< P > < tt > < B > accuracy< / B > < / tt > < BR >
< ul > Set percent to hit< / ul >
< P > < tt > < B > alarmnode< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the name of the alarm node for the actor (must have type set to alarm for effect)< / ul >
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< P > < tt > < B > alarmnode< / B > < / tt > < BR >
< ul > Gets the name of the alarm node for the actor (must have type set to alarm for effect)< / ul >
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< P > < tt > < B > ammo_grenade< / B > < / tt > < BR >
< ul > Returns how many grenades an AI has< / ul >
< P > < tt > < B > ammo_grenade< / B > ( < i > Integer grenade_count < / i > )< / tt > < BR >
< ul > Gives the AI some grenades< / ul >
< P > < tt > < B > balconyheight< / B > < / tt > < BR >
< ul > minimum height a balcony guy must fall to do special balcony death< / ul >
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< P > < tt > < B > balconyheight< / B > ( < i > Float height < / i > )< / tt > < BR >
< ul > minimum height a balcony guy must fall to do special balcony death< / ul >
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< P > < tt > < B > disguise_level< / B > ( < i > Integer value < / i > )< / tt > < BR >
< ul > Sets the disguise level of the actor. May be 1 or 2< / ul >
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< P > < tt > < B > disguise_level< / B > < / tt > < BR >
< ul > Gets the disguise level of the actor. May be 1 or 2< / ul >
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< P > < tt > < B > disguise_period< / B > ( < i > Float period_in_seconds < / i > )< / tt > < BR >
< ul > Sets the time between the end of one disguise behavior and start of the next< / ul >
< P > < tt > < B > disguise_period< / B > < / tt > < BR >
< ul > Gets the time between the end of one disguise behavior and start of the next< / ul >
< P > < tt > < B > disguise_range< / B > < / tt > < BR >
< ul > Gets the maximum distance for disguise behavior to get triggered< / ul >
< P > < tt > < B > disguise_range< / B > ( < i > Float range_in_units < / i > )< / tt > < BR >
< ul > Sets the maximum distance for disguise behavior to get triggered< / ul >
< P > < tt > < B > dontdrophealth< / B > < / tt > < BR >
< ul > dontdrophealth setter< / ul >
< P > < tt > < B > dontdrophealth< / B > < / tt > < BR >
< ul > dontdrophealth getter< / ul >
< P > < tt > < B > dontdropweapons< / B > ( < i > [ Boolean dont_drop ] < / i > )< / tt > < BR >
< ul > Make the sentient not drop weapons< / ul >
< P > < tt > < B > dontdropweapons< / B > < / tt > < BR >
< ul > dontdropweapons getter< / ul >
< P > < tt > < B > enemyname< / B > ( < i > String enemyname < / i > )< / tt > < BR >
< ul > < / ul >
< P > < tt > < B > enemyname< / B > ( < i > String enemyname < / i > )< / tt > < BR >
< ul > < / ul >
< P > < tt > < B > enemyname< / B > ( < i > String enemyname < / i > )< / tt > < BR >
< ul > < / ul >
< P > < tt > < B > enemysharerange< / B > < / tt > < BR >
< ul > gets the range outside which the AI will not receive notification that a teammate has a new enemy< / ul >
< P > < tt > < B > enemysharerange< / B > ( < i > Float range < / i > )< / tt > < BR >
< ul > sets the range outside which the AI will not receive notification that a teammate has a new enemy< / ul >
< P > < tt > < B > favoriteenemy< / B > ( < i > Entity ai_or_player < / i > )< / tt > < BR >
< ul > Gets this AI's favorite enemy< / ul >
< P > < tt > < B > favoriteenemy< / B > < / tt > < BR >
< ul > Gets this AI's favorite enemy< / ul >
< P > < tt > < B > fixedleash< / B > ( < i > Float multiplier < / i > )< / tt > < BR >
< ul > if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset< / ul >
< P > < tt > < B > fixedleash< / B > < / tt > < BR >
< ul > if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset< / ul >
< P > < tt > < B > forcedrophealth< / B > < / tt > < BR >
< ul > Get if the sentient is forced to drop health no matter what level.nodrophealth is.< / ul >
< P > < tt > < B > forcedropweapon< / B > < / tt > < BR >
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< ul > Force the sentient to drop weapons no matter what level.nodropweapon is.< / ul >
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< P > < tt > < B > forcedropweapon< / B > < / tt > < BR >
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< ul > Get if the sentient is forced to drop health no matter what level.nodrophealth is.< / ul >
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< P > < tt > < B > fov< / B > < / tt > < BR >
< ul > The fov angle of the actor< / ul >
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< P > < tt > < B > fov< / B > ( < i > Float angle < / i > )< / tt > < BR >
< ul > The fov angle of the actor< / ul >
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< P > < tt > < B > gren_awareness< / B > ( < i > Float awareness_percent < / i > )< / tt > < BR >
< ul > 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)< / ul >
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< P > < tt > < B > gren_awareness< / B > < / tt > < BR >
< ul > 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)< / ul >
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< P > < tt > < B > gun< / B > ( < i > String s < / i > )< / tt > < BR >
< ul > specifies the gun to use< / ul >
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< P > < tt > < B > gun< / B > < / tt > < BR >
< ul > gets the gun to being used< / ul >
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< P > < tt > < B > health< / B > ( < i > Integer newHealth < / i > )< / tt > < BR >
< ul > set the health of the entity to newHealth< / ul >
< P > < tt > < B > health< / B > < / tt > < BR >
< ul > entity's health< / ul >
< P > < tt > < B > hearing< / B > ( < i > Float radius < / i > )< / tt > < BR >
< ul > The hearing radius of the actor< / ul >
< P > < tt > < B > hearing< / B > ( < i > Float radius < / i > )< / tt > < BR >
< ul > The hearing radius of the actor< / ul >
< P > < tt > < B > interval< / B > ( < i > Float distance < / i > )< / tt > < BR >
< ul > Sets the distance AI tries to keep between squadmates while moving.< / ul >
< P > < tt > < B > interval< / B > < / tt > < BR >
< ul > Gets the distance AI tries to keep between squadmates while moving.< / ul >
< P > < tt > < B > leash< / B > ( < i > Float distance < / i > )< / tt > < BR >
< ul > Sets the maximum distance the AI will wander from its leash home< / ul >
< P > < tt > < B > leash< / B > < / tt > < BR >
< ul > Gets the maximum distance the AI will wander from its leash home< / ul >
< P > < tt > < B > maxdist< / B > ( < i > Float distance < / i > )< / tt > < BR >
< ul > Sets the maximum distance the AI tries to allow between itself and the player< / ul >
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< P > < tt > < B > maxdist< / B > < / tt > < BR >
< ul > Gets the maximum distance the AI tries to keep between itself and the player< / ul >
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< P > < tt > < B > mindist< / B > ( < i > Float distance < / i > )< / tt > < BR >
< ul > Sets the minimum distance the AI tries to keep between itself and the player< / ul >
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< P > < tt > < B > mindist< / B > < / tt > < BR >
< ul > Gets the minimum distance the AI tries to keep between itself and the player< / ul >
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< P > < tt > < B > model< / B > ( < i > Entity modelName < / i > )< / tt > < BR >
< ul > set the model to modelName.< / ul >
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< P > < tt > < B > model< / B > < / tt > < BR >
< ul > get the modelName.< / ul >
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< P > < tt > < B > nosurprise< / B > < / tt > < BR >
< ul > gets whether or not this guy is allowed to play a surprised animation when first encountering an enemy.< BR >
< / ul >
< P > < tt > < B > nosurprise< / B > ( < i > Integer nosurprise < / i > )< / tt > < BR >
< ul > set to 0 to allow this guy to play a surprised animation when first encountering an enemy.< BR >
< / ul >
< P > < tt > < B > noticescale< / B > < / tt > < BR >
< ul > Get the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast)< / ul >
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< P > < tt > < B > noticescale< / B > ( < i > Float multiplier < / i > )< / tt > < BR >
< ul > Set the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast)< / ul >
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< P > < tt > < B > patrolpath< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the name of the patrol path for the actor (must have type set to patrol for effect)< / ul >
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< P > < tt > < B > patrolpath< / B > < / tt > < BR >
< ul > Gets the name of the patrol path for the actor (must have type set to patrol for effect)< / ul >
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< P > < tt > < B > sight< / B > < / tt > < BR >
< ul > Gets the vision distance of the actor.< / ul >
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< P > < tt > < B > sight< / B > ( < i > Float max_sight_range < / i > )< / tt > < BR >
< ul > Sets the vision distance of the actor.< / ul >
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< P > < tt > < B > sound_awareness< / B > ( < i > Float awareness_percent < / i > )< / tt > < BR >
< ul > 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< / ul >
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< P > < tt > < B > sound_awareness< / B > < / tt > < BR >
< ul > 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< / ul >
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< P > < tt > < B > target< / B > < / tt > < BR >
< ul > entity's target< / ul >
< P > < tt > < B > target< / B > ( < i > String targetname_to_target < / i > )< / tt > < BR >
< ul > target another entity with targetname_to_target.< / ul >
< P > < tt > < B > turret< / B > ( < i > String turret < / i > )< / tt > < BR >
< ul > Sets the turret of the actor.< / ul >
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< P > < tt > < B > turret< / B > < / tt > < BR >
< ul > Gets the turret of the actor.< / ul >
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< P > < tt > < B > type_attack< / B > < / tt > < BR >
< ul > Gets the attack type of the actor.< / ul >
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< P > < tt > < B > type_attack< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the attack type of the actor.< / ul >
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< P > < tt > < B > type_disguise< / B > < / tt > < BR >
< ul > Gets the disguise type of the actor.< / ul >
< P > < tt > < B > type_disguise< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the disguise type of the actor.< / ul >
< P > < tt > < B > type_grenade< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the grenade type of the actor.< / ul >
< P > < tt > < B > type_grenade< / B > < / tt > < BR >
< ul > Gets the grenade type of the actor.< / ul >
< P > < tt > < B > type_idle< / B > < / tt > < BR >
< ul > Gets the idle type of the actor.< / ul >
< P > < tt > < B > type_idle< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the idle type of the actor.< / ul >
< P > < tt > < B > voicetype< / B > < / tt > < BR >
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< ul > Set voicetype to magic letter postfix< / ul >
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< P > < tt > < B > voicetype< / B > < / tt > < BR >
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< ul > Gets the voice type< / ul >
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< P > < tt > < B > waittrigger< / B > < / tt > < BR >
< ul > If true, patrol guys and running men wait until triggered to move< / ul >
< P > < tt > < B > waittrigger< / B > ( < i > Boolean bool < / i > )< / tt > < BR >
< ul > If true, patrol guys and running men wait until triggered to move< / ul >
< P > < tt > < B > weapon< / B > ( < i > String weapon_modelname < / i > )< / tt > < BR >
< ul > Sets the weapon.< / ul >
< P > < tt > < B > weapon< / B > < / tt > < BR >
< ul > Gets the weapon.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "Ammo" > Ammo< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "AmmoEntity" > AmmoEntity< / a > -> < a href = "#Item" > Item< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
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< P > < tt > < B > ammoentity_postspawn< / B > < / tt > < BR >
< ul > Ammo Entity Post Spawn< / ul >
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< / BLOCKQUOTE >
< h2 > < a name = "Animate" > Animate (< i > animate< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > anim< / B > ( < i > String animName < / i > )< / tt > < BR >
< ul > Exec anim commands on server or client.< / ul >
< P > < tt > < B > isloopinganim< / B > ( < i > String anim_name < / i > )< / tt > < BR >
< ul > returns 1 if the anim is a looping anim, or 0 otherwise< / ul >
< P > < tt > < B > pauseanims< / B > ( < i > Integer pause < / i > )< / tt > < BR >
< ul > Pause (or unpause) animations< / ul >
< P > < tt > < B > playerspawn< / B > ( < i > String model_name, [ Float range ], [ Vector vector_offset ], [ Float inFOV ], [ Float speed ] < / i > )< / tt > < BR >
< ul > spawn something near the player, either within the player's view or behind him< BR >
model - name of model to spawn< BR >
range - how close does this need to be to the player to actually get spawned, default 480 (30 foot radius).< BR >
vector_offset - oriented vector offset of where to spawn the item, default (0 0 0)< BR >
inFOV - < BR >
1 - Only spawn when this position is within the FOV of the player< BR >
-1 - Only spawn when this position is outside the FOV of the player< BR >
0 - (default) don't care, always spawn< BR >
speed - how fast the effect should travel, in other words, how long before the effect gets spawned.< BR >
delay is calculated based on the distance between object and player divided by the speed< BR >
0 - no delay< BR >
960 - (default) 60 feet per second. If the object is 60 feet from the player, the player effect will spawn one second later.< / ul >
< P > < tt > < B > setcontrollerangles< / B > ( < i > Integer num, Vector angles < / i > )< / tt > < BR >
< ul > Sets the control angles for the specified bone.< / ul >
< P > < tt > < B > setsynctime< / B > ( < i > Float synctime < / i > )< / tt > < BR >
< ul > Set sync time for entity.< / ul >
< P > < tt > < B > setyawfrombone< / B > ( < i > String bone_name < / i > )< / tt > < BR >
< ul > Set the yaw of the model based on the current animation time< / ul >
< P > < tt > < B > testmojo< / B > ( < i > String model_name, Vector vector_offset < / i > )< / tt > < BR >
< ul > INTERNAL EVENT< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "AnimationEvent" > AnimationEvent< / a > -> < a href = "#Event" > Event< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "Armor" > Armor< / a > -> < a href = "#Item" > Item< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "AttractiveNode" > AttractiveNode< / a > -> < a href = "#SimpleArchivedEntity" > SimpleArchivedEntity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > max_dist< / B > < / tt > < BR >
< ul > Get the max distance for this node< / ul >
< P > < tt > < B > max_dist< / B > ( < i > Float max_dist < / i > )< / tt > < BR >
< ul > Set the max distance for this node to be attracted, -1 for unlimited distance.< / ul >
< P > < tt > < B > priority< / B > ( < i > Integer priority < / i > )< / tt > < BR >
< ul > Set the node priority< / ul >
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< P > < tt > < B > priority< / B > < / tt > < BR >
< ul > Get the node priority< / ul >
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< P > < tt > < B > respawn_time< / B > ( < i > Float respawn_time < / i > )< / tt > < BR >
< ul > Set the how much time will this node re-attract already attracted AIs. The minimum required value is 1, otherwise AI will get stuck.< / ul >
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< P > < tt > < B > respawn_time< / B > < / tt > < BR >
< ul > Get the how much time will this node re-attract already attracted AIs< / ul >
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< P > < tt > < B > setuse< / B > ( < i > Boolean use < / i > )< / tt > < BR >
< ul > Set if AI should use or not< / ul >
< P > < tt > < B > stay_time< / B > < / tt > < BR >
< ul > Get the max stay time for this node< / ul >
< P > < tt > < B > stay_time< / B > ( < i > Float stay_time < / i > )< / tt > < BR >
< ul > Set the maximum stay time AI will stay on this node< / ul >
< P > < tt > < B > team< / B > ( < i > String team < / i > )< / tt > < BR >
< ul > Set the attractive node team. 'none' for no team.< / ul >
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< P > < tt > < B > team< / B > < / tt > < BR >
< ul > Get the attractive node team. 'none' for no team.< / ul >
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< / BLOCKQUOTE >
< h2 > < a name = "BarrelObject" > BarrelObject (< i > func_barrel< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > barreltype< / B > ( < i > String type < / i > )< / tt > < BR >
< ul > Sets the barrel's type< / ul >
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > killed< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > event which is sent to an entity once it as been killed< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "Body" > Body< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "Camera" > Camera (< i > func_camera< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > angles< / B > ( < i > Vector newAngles< 0.00...360.00 > < 0.00...360.00 > < 0.00...360.00 > < / i > )< / tt > < BR >
< ul > set the angles of the entity to newAngles.< / ul >
< P > < tt > < B > auto_active< / B > ( < i > Boolean newActiveState < / i > )< / tt > < BR >
< ul > Whether or not the auto camera is active.< / ul >
< P > < tt > < B > auto_maxfov< / B > ( < i > Float maxFOV < / i > )< / tt > < BR >
< ul > Sets the maximum FOV that should be used when automatically calculating FOV.< / ul >
< P > < tt > < B > auto_radius< / B > ( < i > Float newRadius < / i > )< / tt > < BR >
< ul > Sets the radius of the automatic camera.< / ul >
< P > < tt > < B > auto_starttime< / B > ( < i > Float newTime < / i > )< / tt > < BR >
< ul > Sets how long it takes for the camera to be switched to.< / ul >
< P > < tt > < B > auto_state< / B > ( < i > String state1, [ String state2 ], [ String state3 ], [ String state4 ], [ String state5 ], [ String state6 ] < / i > )< / tt > < BR >
< ul > Sets the states the player needs to be in for this camera to activate.< / ul >
< P > < tt > < B > auto_stoptime< / B > ( < i > Float newTime < / i > )< / tt > < BR >
< ul > Sets how long it takes for the camera switch back to the player.< / ul >
< P > < tt > < B > camera_think< / B > < / tt > < BR >
< ul > Called each frame to allow the camera to adjust its position.< / ul >
< P > < tt > < B > continue< / B > < / tt > < BR >
< ul > Continue the camera movement.< / ul >
< P > < tt > < B > cut< / B > < / tt > < BR >
< ul > switch camera states immediately, do not transition< / ul >
< P > < tt > < B > doActivate< / B > ( < i > Entity activatingEntity < / i > )< / tt > < BR >
< ul > General trigger event for all entities< / ul >
< P > < tt > < B > fadetime< / B > ( < i > Float fadetime < / i > )< / tt > < BR >
< ul > Sets the fade time for camera transitioning.< / ul >
< P > < tt > < B > follow< / B > ( < i > Entity targetEnt, [ Entity targetWatchEnt ] < / i > )< / tt > < BR >
< ul > Makes the camera follow an entity and optionally watch an entity.< / ul >
< P > < tt > < B > follow_distance< / B > ( < i > Float distance < / i > )< / tt > < BR >
< ul > Sets the camera follow distance.< / ul >
< P > < tt > < B > follow_yaw< / B > ( < i > Float yaw < / i > )< / tt > < BR >
< ul > Sets the yaw offset of the camera following an entity.< / ul >
< P > < tt > < B > follow_yaw_absolute< / B > < / tt > < BR >
< ul > Makes the follow camera yaw absolute.< / ul >
< P > < tt > < B > follow_yaw_relative< / B > < / tt > < BR >
< ul > Makes the follow camera yaw relative (not absolute).< / ul >
< P > < tt > < B > fov< / B > ( < i > Float fov, [ Float fadeTime ] < / i > )< / tt > < BR >
< ul > Sets the camera's field of view (fov).< BR >
if fadeTime is specified, camera will fade over that time< BR >
if fov is less than 3, than an auto_fov will be assumed< BR >
the value of fov will be the ratio used for keeping a watch< BR >
entity in the view at the right scale< / ul >
< P > < tt > < B > lookat< / B > ( < i > Entity ent < / i > )< / tt > < BR >
< ul > Makes the camera look at an entity.< / ul >
< P > < tt > < B > moveto< / B > ( < i > Entity ent < / i > )< / tt > < BR >
< ul > Move the camera's position to that of the specified entities.< / ul >
< P > < tt > < B > movetopos< / B > ( < i > Vector position < / i > )< / tt > < BR >
< ul > Move the camera's position to the specified position.< / ul >
< P > < tt > < B > nextcamera< / B > ( < i > String nextCamera < / i > )< / tt > < BR >
< ul > Sets the next camera to use.< / ul >
< P > < tt > < B > nowatch< / B > ( < i > [ Float fadeTime ] < / i > )< / tt > < BR >
< ul > Stop watching an entity or looking along a path.< BR >
Camera is now static as far as orientation.< BR >
if fadeTime is specified, camera will fade over that time< / ul >
< P > < tt > < B > orbit< / B > ( < i > Entity targetEnt, [ Entity targetWatchEnt ] < / i > )< / tt > < BR >
< ul > Makes the camera orbit around an entity and optionally watch an entity.< / ul >
< P > < tt > < B > orbit_height< / B > ( < i > Float height < / i > )< / tt > < BR >
< ul > Sets the orbit camera's height.< / ul >
< P > < tt > < B > pause< / B > < / tt > < BR >
< ul > Pause the camera.< / ul >
< P > < tt > < B > showquakes< / B > ( < i > Boolean showquakes < / i > )< / tt > < BR >
< ul > Sets the camera to show or not show earthquake effects from the player triggered either from the earthquake command, or a viewjitter.< / ul >
< P > < tt > < B > speed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > Sets the camera speed.< / ul >
< P > < tt > < B > start< / B > < / tt > < BR >
< ul > Start camera moving.< / ul >
< P > < tt > < B > stop< / B > < / tt > < BR >
< ul > Stop the camera movement.< / ul >
< P > < tt > < B > turnto< / B > ( < i > Vector angle < / i > )< / tt > < BR >
< ul > Makes the camera look in the specified direction.< / ul >
< P > < tt > < B > watch< / B > ( < i > Entity watchEnt, [ Float fadeTime ] < / i > )< / tt > < BR >
< ul > Makes the camera watch an entity.< BR >
if fadeTime is specified, camera will fade over that time< / ul >
< P > < tt > < B > watchnode< / B > ( < i > [ Float fadeTime ] < / i > )< / tt > < BR >
< ul > Makes the camera watch based on what is stored< BR >
in the camera nodes.< BR >
if fadeTime is specified, camera will fade over that time< / ul >
< P > < tt > < B > watchpath< / B > ( < i > [ Float fadeTime ] < / i > )< / tt > < BR >
< ul > Makes the camera look along the path of travel.< BR >
if fadeTime is specified, camera will fade over that time< / ul >
< P > < tt > < B > watchstring< / B > ( < i > String string, [ Float fadeTime ] < / i > )< / tt > < BR >
< ul > Makes the camera watch based on a string.< BR >
if fadeTime is specified, camera will fade over that time< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "CameraManager" > CameraManager< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > add< / B > < / tt > < BR >
< ul > Add a new point to the camera path where the player is standing.< / ul >
< P > < tt > < B > delete< / B > < / tt > < BR >
< ul > Delete the current path node.< / ul >
< P > < tt > < B > hide< / B > < / tt > < BR >
< ul > Hides the paths.< / ul >
< P > < tt > < B > load< / B > ( < i > String filename < / i > )< / tt > < BR >
< ul > Loads a camera path.< / ul >
< P > < tt > < B > loop< / B > ( < i > [ Entity path ] < / i > )< / tt > < BR >
< ul > Loop the current path or the specified one.< / ul >
< P > < tt > < B > moveplayer< / B > < / tt > < BR >
< ul > Move the player to the current path node position.< / ul >
< P > < tt > < B > new< / B > < / tt > < BR >
< ul > Starts a new path.< / ul >
< P > < tt > < B > next< / B > < / tt > < BR >
< ul > Go to the next path node.< / ul >
< P > < tt > < B > nextpath< / B > < / tt > < BR >
< ul > Go to the next path.< / ul >
< P > < tt > < B > nowatch< / B > < / tt > < BR >
< ul > Set the current path node to watch nothing.< / ul >
< P > < tt > < B > play< / B > ( < i > [ Entity path ] < / i > )< / tt > < BR >
< ul > Play the current path or the specified one once.< / ul >
< P > < tt > < B > prev< / B > < / tt > < BR >
< ul > Go to the previous path node.< / ul >
< P > < tt > < B > prevpath< / B > < / tt > < BR >
< ul > Go to the previous path.< / ul >
< P > < tt > < B > renamepath< / B > ( < i > String newName < / i > )< / tt > < BR >
< ul > Rename the path to the new name.< / ul >
< P > < tt > < B > replace< / B > < / tt > < BR >
< ul > Replace the current path node position/angle with the player's.< / ul >
< P > < tt > < B > save< / B > ( < i > String filename < / i > )< / tt > < BR >
< ul > Saves the camera path.< / ul >
< P > < tt > < B > savemap< / B > ( < i > String filename < / i > )< / tt > < BR >
< ul > Saves the camera path to a map file.< / ul >
< P > < tt > < B > setfadetime< / B > ( < i > Float newFadeTime < / i > )< / tt > < BR >
< ul > Set the fadetime of the current path node.< / ul >
< P > < tt > < B > setfov< / B > ( < i > String newFOV < / i > )< / tt > < BR >
< ul > Set the fov at the current path node.< / ul >
< P > < tt > < B > setpath< / B > ( < i > Entity path < / i > )< / tt > < BR >
< ul > Sets the new path.< / ul >
< P > < tt > < B > setspeed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > Set the speed of the camera at the current path node.< / ul >
< P > < tt > < B > settarget< / B > ( < i > String target < / i > )< / tt > < BR >
< ul > Set the trigger target.< / ul >
< P > < tt > < B > settargetname< / B > ( < i > String targetname < / i > )< / tt > < BR >
< ul > Set the targetname.< / ul >
< P > < tt > < B > show< / B > ( < i > [ Entity path ] < / i > )< / tt > < BR >
< ul > Shows the specified path.< / ul >
< P > < tt > < B > stop< / B > < / tt > < BR >
< ul > Stop the camera playing path.< / ul >
< P > < tt > < B > updateinput< / B > < / tt > < BR >
< ul > Updates the current node with user interface values.< / ul >
< P > < tt > < B > watch< / B > ( < i > String watch < / i > )< / tt > < BR >
< ul > Set the current path node to watch something.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "CarryableTurret" > CarryableTurret< / a > -> < a href = "#InventoryItem" > InventoryItem< / a > -> < a href = "#Weapon" > Weapon< / a > -> < a href = "#Item" > Item< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > dropturret< / B > < / tt > < BR >
< ul > Makes the carryable turret have itself dropped< / ul >
< P > < tt > < B > item_pickup< / B > ( < i > Entity item < / i > )< / tt > < BR >
< ul > Pickup the specified item.< / ul >
< P > < tt > < B > placeturret< / B > < / tt > < BR >
< ul > Try to place the carryable turret< / ul >
< P > < tt > < B > turrettik< / B > < / tt > < BR >
< ul > Tiki of the turret to place< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "Conditional" > Conditional< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "ConsoleEvent" > ConsoleEvent< / a > -> < a href = "#Event" > Event< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "CrateObject" > CrateObject (< i > func_crate< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > debristype< / B > ( < i > Integer type < / i > )< / tt > < BR >
< ul > Sets the debris type of the crate< / ul >
< P > < tt > < B > killed< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > event which is sent to an entity once it as been killed< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "DamageModel" > DamageModel (< i > DamageModel< / i > )< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > killed< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > event which is sent to an entity once it as been killed< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > killthread< / B > ( < i > String thread < / i > )< / tt > < BR >
< ul > Set the thread to execute when this model is killed< / ul >
< P > < tt > < B > killtrace< / B > ( < i > Vector offset, Vector direction, Float radius, Float distance < / i > )< / tt > < BR >
< ul > kills all objects along the trace< BR >
offset - initial offset from origin< BR >
direction - angular offset orientation for trace< BR >
radius - thickness of trace< BR >
distance - how far to trace< / ul >
< P > < tt > < B > orientedbbox< / B > ( < i > Vector mins, Vector maxs, Float yawoffset < / i > )< / tt > < BR >
< ul > spawn an oriented bounding box with the given dimensions and an angular offset< BR >
mins - min dimensions of box< BR >
maxs - max dimensions of box< BR >
yawoffset - angular offset orientation of box< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "Decal" > Decal< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "DM_Manager" > DM_Manager< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > doroundtransition< / B > < / tt > < BR >
< ul > delayed function call to (possibly) determine round winner and restart next round< / ul >
< P > < tt > < B > finishroundtransition< / B > < / tt > < BR >
< ul > delayed function call to do the actual restart for the next round< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "DM_Team" > DM_Team< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "Door" > Door (< i > NormalDoor< / i > )< / a > -> < a href = "#ScriptSlave" > ScriptSlave< / a > -> < a href = "#Mover" > Mover< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > alwaysaway< / B > ( < i > [ Boolean bAlwaysAway ] < / i > )< / tt > < BR >
< ul > Makes the door always open away from the person opening it.< / ul >
< P > < tt > < B > angle< / B > ( < i > Float newAngle < / i > )< / tt > < BR >
< ul > set the angles of the entity using just one value.< BR >
Sets the yaw of the entity or an up and down< BR >
direction if newAngle is[ 0 - 359 ] or - 1 or - 2< / ul >
< P > < tt > < B > close< / B > < / tt > < BR >
< ul > Closes the door.< / ul >
< P > < tt > < B > dmg< / B > ( < i > Integer damage < / i > )< / tt > < BR >
< ul > Sets the amount of damage the door will do to entities that get stuck in it.< / ul >
< P > < tt > < B > doActivate< / B > ( < i > Entity activatingEntity < / i > )< / tt > < BR >
< ul > General trigger event for all entities< / ul >
< P > < tt > < B > doBlocked< / B > ( < i > Entity obstacle < / i > )< / tt > < BR >
< ul > sent to entity when blocked.< / ul >
< P > < tt > < B > doorclosed< / B > < / tt > < BR >
< ul > Called when the door finishes closing.< / ul >
< P > < tt > < B > dooropened< / B > < / tt > < BR >
< ul > Called when the door finishes opening.< / ul >
< P > < tt > < B > doortype< / B > ( < i > String door_type < / i > )< / tt > < BR >
< ul > Sets the defaults for this door< BR >
Door Defaults: wood(default)< BR >
metal< / ul >
< P > < tt > < B > door_triggerfield< / B > ( < i > Entity other < / i > )< / tt > < BR >
< ul > Is called when a doors trigger field is touched.< / ul >
< P > < tt > < B > doUse< / B > ( < i > Entity activatingEntity < / i > )< / tt > < BR >
< ul > sent to entity when it is used by another entity< / ul >
< P > < tt > < B > killed< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > event which is sent to an entity once it as been killed< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > linkdoor< / B > < / tt > < BR >
< ul > Link doors together.< / ul >
< P > < tt > < B > lock< / B > < / tt > < BR >
< ul > Lock the door.< / ul >
< P > < tt > < B > open< / B > ( < i > Entity other < / i > )< / tt > < BR >
< ul > Opens the door.< / ul >
< P > < tt > < B > sound_close_end< / B > ( < i > String sound_close < / i > )< / tt > < BR >
< ul > Sets the sound to use when the door closes.< / ul >
< P > < tt > < B > sound_close_start< / B > ( < i > String sound_close < / i > )< / tt > < BR >
< ul > Sets the sound to use when the door closes.< / ul >
< P > < tt > < B > sound_locked< / B > ( < i > String sound_locked < / i > )< / tt > < BR >
< ul > Sets the sound to use when the door is locked.< / ul >
< P > < tt > < B > sound_message< / B > ( < i > String sound_message < / i > )< / tt > < BR >
< ul > Sets the sound to use when the door displays a message.< / ul >
< P > < tt > < B > sound_open_end< / B > ( < i > String sound_open_end < / i > )< / tt > < BR >
< ul > Sets the sound to use when the door stops to opens.< / ul >
< P > < tt > < B > sound_open_start< / B > ( < i > String sound_open_start < / i > )< / tt > < BR >
< ul > Sets the sound to use when the door starts to opens.< / ul >
< P > < tt > < B > time< / B > ( < i > Float traveltime < / i > )< / tt > < BR >
< ul > Sets the time it takes for the door to open an close.< / ul >
< P > < tt > < B > toggledoor< / B > ( < i > Entity other < / i > )< / tt > < BR >
< ul > Toggles the state of the door (open/close).< / ul >
< P > < tt > < B > triggereffect< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger.< / ul >
< P > < tt > < B > trysolid< / B > < / tt > < BR >
< ul > Trys to make the door solid.< / ul >
< P > < tt > < B > tryToOpen< / B > ( < i > Entity other < / i > )< / tt > < BR >
< ul > Tries to open the door.< / ul >
< P > < tt > < B > unlock< / B > < / tt > < BR >
< ul > Unlock the door.< / ul >
< P > < tt > < B > wait< / B > ( < i > Float wait < / i > )< / tt > < BR >
< ul > Sets the amount of time to wait before automatically shutting.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "DrivableVehicle" > DrivableVehicle (< i > script_drivablevehicle< / i > )< / a > -> < a href = "#Vehicle" > Vehicle< / a > -> < a href = "#VehicleBase" > VehicleBase< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > killed< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > event which is sent to an entity once it as been killed< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "DrivableVehicleTandem" > DrivableVehicleTandem (< i > DrivableVehicleTandem< / i > )< / a > -> < a href = "#DrivableVehicle" > DrivableVehicle< / a > -> < a href = "#Vehicle" > Vehicle< / a > -> < a href = "#VehicleBase" > VehicleBase< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "DynItem" > DynItem< / a > -> < a href = "#Item" > Item< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > kill< / B > < / tt > < BR >
< ul > console based command to kill yourself if stuck.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "EffectEntity" > EffectEntity (< i > effectentity< / i > )< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "Emitter" > Emitter (< i > func_emitter< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > emitter< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Emitter to use< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > ai_event< / B > ( < i > [ String type ], [ Float radius ] < / i > )< / tt > < BR >
< ul > Let the AI know that this entity made a sound,< BR >
type is a string specifying what type of sound it is.< BR >
radius determines how far the sound reaches.< / ul >
< P > < tt > < B > alpha< / B > ( < i > Float newAlpha < / i > )< / tt > < BR >
< ul > Set the alpha of the entity to alpha.< / ul >
< P > < tt > < B > alwaysdraw< / B > < / tt > < BR >
< ul > Sets this entity to always draw< / ul >
< P > < tt > < B > attach< / B > ( < i > Entity parent, String tagname, [ Integer use_angles ] < / i > )< / tt > < BR >
< ul > attach this entity to the parent's legs tag called tagname< / ul >
< P > < tt > < B > attachedmodelanim< / B > ( < i > String tagname, String anim_name, Float crossblend_time, String model_name < / i > )< / tt > < BR >
< ul > Tells models (or specified model) attached to specified tag to play < BR >
specified animation. Crossblend time doesn't work yet.< / ul >
< P > < tt > < B > attachmodel< / B > ( < i > String modelname, String tagname, [ Float scale ], [ String targetname ], [ Boolean detach_at_death ], [ Float removetime ], [ Float fadeintime ], [ Float fadeoutdelay ], [ Float fadetime ], [ Vector offset ] < / i > )< / tt > < BR >
< ul > attach a entity with modelname to this entity to tag called tagname.< BR >
scale - scale of attached entities< BR >
targetname - targetname for attached entities< BR >
detach_at_death - when entity dies, should this model be detached.< BR >
removetime - when the entity should be removed, if not specified, never.< BR >
fadeintime - time to fade the model in over.< BR >
fadeoutdelay - time to wait until we fade the attached model out< BR >
fadeoutspeed - time the model fades out over< BR >
offset - vector offset for the model from the specified tag< / ul >
< P > < tt > < B > avelocity< / B > < / tt > < BR >
< ul > gets the angular velocity for this entity.< / ul >
< P > < tt > < B > bind< / B > ( < i > Entity parent, [ Boolean bind_child ] < / i > )< / tt > < BR >
< ul > bind this entity to the specified entity.< / ul >
< P > < tt > < B > brushmodel< / B > < / tt > < BR >
< ul > get the brush modelName.< / ul >
< P > < tt > < B > cansee< / B > ( < i > Entity entity, [ Float fov ], [ Float vision_distance ] < / i > )< / tt > < BR >
< ul > returns 1 if the entities can see eachother, 0 if not< / ul >
< P > < tt > < B > censor< / B > < / tt > < BR >
< ul > used to ban certain contact when in parentmode< BR >
< / ul >
< P > < tt > < B > classname< / B > ( < i > String nameOfClass < / i > )< / tt > < BR >
< ul > Determines what class to use for this entity,< BR >
this is pre-processed from the BSP at the start< BR >
of the level.< / ul >
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< P > < tt > < B > classname< / B > < / tt > < BR >
< ul > The entity's classname< / ul >
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< P > < tt > < B > claypidgeon< / B > < / tt > < BR >
< ul > turn the entity into a non-solid shootable thing< / ul >
< P > < tt > < B > connect_paths< / B > < / tt > < BR >
< ul > Connects all navigation paths which intersect with the specified entity's volume< / ul >
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > damage_type< / B > ( < i > String meansofdeathstring < / i > )< / tt > < BR >
< ul > Set the type of damage that this entity can take< / ul >
< P > < tt > < B > deathsinkeachframe< / B > < / tt > < BR >
< ul > Makes the entity sink into the ground and then get removed (this gets called each frame).< / ul >
< P > < tt > < B > deathsinkstart< / B > < / tt > < BR >
< ul > Makes the entity sink into the ground and then get removed (this starts it).< / ul >
< P > < tt > < B > delete< / B > < / tt > < BR >
< ul > Removes this listener immediately.< / ul >
< P > < tt > < B > depthhack< / B > ( < i > Integer bEnable < / i > )< / tt > < BR >
< ul > Enable or disable depth hack.< / ul >
< P > < tt > < B > detach< / B > < / tt > < BR >
< ul > detach this entity from its parent.< / ul >
< P > < tt > < B > detachallchildren< / B > < / tt > < BR >
< ul > Detach all the children from the entity.< / ul >
< P > < tt > < B > disconnect_paths< / B > < / tt > < BR >
< ul > disonnects all navigation paths which intersect with the specified entity's volume< / ul >
< P > < tt > < B > dm< / B > ( < i > String command, [ String parm1 ], [ String parm2 ], [ String ... ] < / i > )< / tt > < BR >
< ul > Makes a command be executed only in multiplayer< / ul >
< P > < tt > < B > dmrealism< / B > ( < i > String command, [ String parm1 ], [ String parm2 ], [ String ... ] < / i > )< / tt > < BR >
< ul > Makes a command be executed only in multiplayer realism mode< / ul >
< P > < tt > < B > droptofloor< / B > ( < i > [ Float maxRange ] < / i > )< / tt > < BR >
< ul > drops the entity to the ground, if maxRange is not specified 8192 is used.< / ul >
< P > < tt > < B > duckableglue< / B > ( < i > Entity parent, [ Integer glueAngles ] < / i > )< / tt > < BR >
< ul > glue this entity to the specified entity, but allow ducking.< / ul >
< P > < tt > < B > effects< / B > ( < i > [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] < / i > )< / tt > < BR >
< ul > Change the current entity effects flags.< BR >
Valid flags are as follows:< BR >
+ sets a flag, - clears a flag< BR >
antisbjuice - anti sucknblow juiceeveryframe - process commands every time entity is rendered< / ul >
< P > < tt > < B > entnum< / B > < / tt > < BR >
< ul > The entity's entity number< / ul >
< P > < tt > < B > explosionattack< / B > ( < i > String explosionModel, [ String tagName ] < / i > )< / tt > < BR >
< ul > Spawn an explosion optionally from a specific tag< / ul >
< P > < tt > < B > fade< / B > ( < i > [ Float fadetime< 0.00...max_float > ], [ Float target_alpha< 0.00...1.00 > ] < / i > )< / tt > < BR >
< ul > Fade the entity's alpha, reducing it by 0.03< BR >
every FRAMETIME, until it has faded out, does not remove the entity< / ul >
< P > < tt > < B > fadein< / B > ( < i > [ Float fadetime< 0.00...max_float > ], [ Float target_alpha< 0.00...1.00 > ] < / i > )< / tt > < BR >
< ul > Fade the entity's alpha and scale in, increasing it by 0.03< BR >
every FRAMETIME, until it has faded completely in to 1.0.< BR >
If fadetime or target_alpha are defined, they will override< BR >
the default values.< / ul >
< P > < tt > < B > fadeout< / B > ( < i > [ Float fadetime< 0.00...max_float > ], [ Float target_alpha< 0.00...1.00 > ] < / i > )< / tt > < BR >
< ul > Fade the entity's alpha and scale out, reducing it by 0.03< BR >
every FRAMETIME, until it has faded out. If fadetime or< BR >
target_alpha are defined, they will override the defaults.< BR >
Once the entity has been completely faded, the entity is removed.< / ul >
< P > < tt > < B > flags< / B > ( < i > [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] < / i > )< / tt > < BR >
< ul > Change the current entity flags.< BR >
Valid flags are as follows:< BR >
+ sets a flag, - clears a flag< BR >
blood - should it bleed< BR >
explode - should it explode when dead< BR >
die_gibs - should it spawn gibs when dead< BR >
god - makes the entity invincible< BR >
< / ul >
< P > < tt > < B > forceactivate< / B > < / tt > < BR >
< ul > Forces an entity to activate outside of the player's PVS< / ul >
< P > < tt > < B > getcontrollerangles< / B > ( < i > Integer num < / i > )< / tt > < BR >
< ul > Gets the control angles for the specified bone.< / ul >
< P > < tt > < B > GetLocalYawFromVector< / B > < / tt > < BR >
< ul > Turn a worldspace vector into a local space yaw< / ul >
< P > < tt > < B > getmaxs< / B > < / tt > < BR >
< ul > Get the maxs of the bounding box of the entity to maxs.< / ul >
< P > < tt > < B > getmins< / B > < / tt > < BR >
< ul > Get the mins of the bounding box of the entity to mins.< / ul >
< P > < tt > < B > gettagangles< / B > ( < i > String tag_name < / i > )< / tt > < BR >
< ul > Gets the world angles of the tag< / ul >
< P > < tt > < B > gettagposition< / B > ( < i > String tag_name < / i > )< / tt > < BR >
< ul > Gets the world position of the tag< / ul >
< P > < tt > < B > ghost< / B > < / tt > < BR >
< ul > make non-solid but still send to client regardless of hide status.< / ul >
< P > < tt > < B > glue< / B > ( < i > Entity parent, [ Integer glueAngles ] < / i > )< / tt > < BR >
< ul > glue this entity to the specified entity.< / ul >
< P > < tt > < B > gravity< / B > ( < i > Float gravityValue < / i > )< / tt > < BR >
< ul > Change the gravity on this entity< / ul >
< P > < tt > < B > heal< / B > ( < i > Float health < / i > )< / tt > < BR >
< ul > Adds health to an entity,0-1 fraction of max_health< / ul >
< P > < tt > < B > health< / B > ( < i > Integer newHealth < / i > )< / tt > < BR >
< ul > set the health of the entity to newHealth< / ul >
< P > < tt > < B > health< / B > ( < i > Integer newHealth < / i > )< / tt > < BR >
< ul > set the health of the entity to newHealth< / ul >
< P > < tt > < B > health< / B > < / tt > < BR >
< ul > entity's health< / ul >
< P > < tt > < B > healthonly< / B > ( < i > Integer newHealth < / i > )< / tt > < BR >
< ul > set the health of the entity to newHealth without changing max_health< / ul >
< P > < tt > < B > healthonly< / B > ( < i > Integer newHealth < / i > )< / tt > < BR >
< ul > set the health of the entity to newHealth without changing max_health< / ul >
< P > < tt > < B > hide< / B > < / tt > < BR >
< ul > hide the entity,opposite of show.< / ul >
< P > < tt > < B > hurt< / B > ( < i > Integer damage, [ String means_of_death ], [ Vector direction ] < / i > )< / tt > < BR >
< ul > Inflicts damage if the entity is damageable. If the number of damage< BR >
points specified in the command argument is greater or equal than the< BR >
entity's current health, it will be killed or destroyed.< / ul >
< P > < tt > < B > immediateremove< / B > < / tt > < BR >
< ul > Removes this listener immediately.< / ul >
< P > < tt > < B > immune< / B > ( < i > String immune_string1, [ String immune_string2 ], [ String immune_string3 ], [ String immune_string4 ], [ String immune_string5 ], [ String immune_string6 ] < / i > )< / tt > < BR >
< ul > Adds to the immunity list for this sentient.< / ul >
< P > < tt > < B > inpvs< / B > ( < i > Entity entity < / i > )< / tt > < BR >
< ul > returns 1 if the entities have connected pvs,0 if not< / ul >
< P > < tt > < B > isinside< / B > ( < i > Entity ent < / i > )< / tt > < BR >
< ul > returns 1 if the entity is inside,0 if not< / ul >
< P > < tt > < B > istouching< / B > ( < i > Entity ent < / i > )< / tt > < BR >
< ul > returns 1 if the entities are touching,0 if not< / ul >
< P > < tt > < B > joinTeam< / B > ( < i > Entity teamMember < / i > )< / tt > < BR >
< ul > join a bind team.< / ul >
< P > < tt > < B > kill< / B > < / tt > < BR >
< ul > console based command to kill yourself if stuck.< / ul >
< P > < tt > < B > killattach< / B > < / tt > < BR >
< ul > kill all the attached entities.< / ul >
< P > < tt > < B > killed< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > event which is sent to an entity once it as been killed< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > killtarget< / B > ( < i > String targetName < / i > )< / tt > < BR >
< ul > when dying kill entities with this targetName.< / ul >
< P > < tt > < B > light< / B > ( < i > Float red, Float green, Float blue, Float radius < / i > )< / tt > < BR >
< ul > Create a dynmaic light on this entity.< / ul >
< P > < tt > < B > lightBlue< / B > ( < i > Float red < / i > )< / tt > < BR >
< ul > Set the red component of the dynmaic light on this entity.< / ul >
< P > < tt > < B > lightGreen< / B > ( < i > Float red < / i > )< / tt > < BR >
< ul > Set the red component of the dynmaic light on this entity.< / ul >
< P > < tt > < B > lightOff< / B > < / tt > < BR >
< ul > Turn the configured dynamic light on this entity off.< / ul >
< P > < tt > < B > lightOn< / B > < / tt > < BR >
< ul > Turn the configured dynmaic light on this entity on.< / ul >
< P > < tt > < B > lightRadius< / B > ( < i > Float red < / i > )< / tt > < BR >
< ul > Set the red component of the dynmaic light on this entity.< / ul >
< P > < tt > < B > lightRed< / B > ( < i > Float red < / i > )< / tt > < BR >
< ul > Set the red component of the dynmaic light on this entity.< / ul >
< P > < tt > < B > lightStyle< / B > ( < i > Integer lightStyleIndex < / i > )< / tt > < BR >
< ul > What light style to use for this dynamic light on this entity.< / ul >
< P > < tt > < B > loopsound< / B > ( < i > String soundName, [ Float volume ], [ String minimum_distance ] < / i > )< / tt > < BR >
< ul > play a looped-sound with a certain volume and minimum_distance< BR >
which is attached to the current entity.< / ul >
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< P > < tt > < B > mass< / B > ( < i > Float massAmount < / i > )< / tt > < BR >
< ul > set the mass of this entity.< / ul >
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< P > < tt > < B > max_health< / B > ( < i > Integer newHealth < / i > )< / tt > < BR >
< ul > sets max_health without changing health< / ul >
< P > < tt > < B > max_health< / B > < / tt > < BR >
< ul > gets the entity's max health< / ul >
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< P > < tt > < B > max_health< / B > ( < i > Integer newHealth < / i > )< / tt > < BR >
< ul > sets max_health without changing health< / ul >
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< P > < tt > < B > model< / B > ( < i > Entity modelName < / i > )< / tt > < BR >
< ul > set the model to modelName.< / ul >
< P > < tt > < B > model< / B > ( < i > Entity modelName < / i > )< / tt > < BR >
< ul > set the model to modelName.< / ul >
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< P > < tt > < B > model< / B > < / tt > < BR >
< ul > get the modelName.< / ul >
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< P > < tt > < B > movementstealth< / B > ( < i > Float scale < / i > )< / tt > < BR >
< ul > Sets the current movement stealth scalar for the sentient< / ul >
< P > < tt > < B > neverdraw< / B > < / tt > < BR >
< ul > Sets this entity to never draw< / ul >
< P > < tt > < B > nodamage< / B > < / tt > < BR >
< ul > entity does not take damage.< / ul >
< P > < tt > < B > normaldraw< / B > < / tt > < BR >
< ul > Sets this entity to normal draw< / ul >
< P > < tt > < B > normal_damage< / B > < / tt > < BR >
< ul > The Normal Health of the Actor (0 - 100)< / ul >
< P > < tt > < B > normal_health< / B > < / tt > < BR >
< ul > The Normal Health of the Actor< / ul >
< P > < tt > < B > notarget< / B > ( < i > Boolean setNoTarget < / i > )< / tt > < BR >
< ul > flag an entity as no target.< / ul >
< P > < tt > < B > notsolid< / B > < / tt > < BR >
< ul > make non-solid.< / ul >
< P > < tt > < B > playsound< / B > ( < i > String soundName, [ Integer channel ], [ Float volume ], [ String min_distance ] < / i > )< / tt > < BR >
< ul > play a sound coming from this entity.< BR >
default channel, CHAN_BODY.< / ul >
< P > < tt > < B > pusher< / B > ( < i > Entity inflictor, Entity attacker, Vector direction, Float force < / i > )< / tt > < BR >
< ul > Push an entity in the specified direction with the specified force< / ul >
< P > < tt > < B > quitTeam< / B > < / tt > < BR >
< ul > quit the current bind team< / ul >
< P > < tt > < B > radnum< / B > < / tt > < BR >
< ul > entity's radnum< / ul >
< P > < tt > < B > radnum< / B > ( < i > Integer radnum < / i > )< / tt > < BR >
< ul > set the radnum< / ul >
< P > < tt > < B > realism< / B > ( < i > String command, [ String parm1 ], [ String parm2 ], [ String ... ] < / i > )< / tt > < BR >
< ul > Makes a command be executed only in realism mode< / ul >
< P > < tt > < B > remove< / B > < / tt > < BR >
< ul > Removes this listener the next time events are processed.< / ul >
< P > < tt > < B > removeattachedmodel< / B > ( < i > String tagname < / i > )< / tt > < BR >
< ul > Removes the model attached to this entity at the specified tag.< / ul >
< P > < tt > < B > removeimmune< / B > ( < i > String immune_string1, [ String immune_string2 ], [ String immune_string3 ], [ String immune_string4 ], [ String immune_string5 ], [ String immune_string6 ] < / i > )< / tt > < BR >
< ul > Removes from the immunity list for this sentient.< / ul >
< P > < tt > < B > rendereffects< / B > ( < i > [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] < / i > )< / tt > < BR >
< ul > Change the current render effects flags.< BR >
Valid flags are as follows:< BR >
+ sets a flag, - clears a flag< BR >
dontdraw - send the entity to the client, but don't draw< BR >
betterlighting - do sphere based vertex lighting on the entity< BR >
lensflare - add a lens glow to the entity at its origin< BR >
viewlensflare - add a view dependent lens glow to the entity at its origin< BR >
lightoffset - use the dynamic color values as a light offset to the model< BR >
skyorigin - this entity is the portal sky origin< BR >
minlight - this entity always has some lighting on it< BR >
fullbright - this entity is always fully lit< BR >
additivedynamiclight - the dynamic light should have an additive effect< BR >
lightstyledynamiclight - the dynamic light uses a light style, use the< BR >
'lightstyle' command to set the index of the light style to be used< / ul >
< P > < tt > < B > revive< / B > ( < i > Float health < / i > )< / tt > < BR >
< ul > sets the health,even if dead< / ul >
< P > < tt > < B > rotatedbbox< / B > < / tt > < BR >
< ul > Gets te entity's bbox to rotate with it.< / ul >
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< P > < tt > < B > rotatedbbox< / B > ( < i > Integer on_off < / i > )< / tt > < BR >
< ul > Sets the entity's bbox to rotate with it.< / ul >
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< P > < tt > < B > safesolid< / B > < / tt > < BR >
< ul > make solid but first make sure no one is in my bounds that is thinking.< / ul >
< P > < tt > < B > saydone< / B > < / tt > < BR >
< ul > Even used by sound-only special case of say to trigger waittill saydone< / ul >
< P > < tt > < B > scale< / B > ( < i > Float newScale < / i > )< / tt > < BR >
< ul > set the scale of the entity< / ul >
< P > < tt > < B > scale< / B > ( < i > Float newScale < / i > )< / tt > < BR >
< ul > set the scale of the entity< / ul >
< P > < tt > < B > scale< / B > ( < i > Float newScale < / i > )< / tt > < BR >
< ul > set the scale of the entity< / ul >
< P > < tt > < B > scriptshader< / B > ( < i > String shaderCommand, Float argument1, [ Float argument2 ] < / i > )< / tt > < BR >
< ul > alias for shader command, change a specific shader parameter for the entity.< BR >
Valid shader commands are:< BR >
translation [trans_x] [trans_y] - change the texture translation< BR >
offset [offset_x] [offset_y] - change the texture offset< BR >
rotation [rot_speed] - change the texture rotation speed< BR >
frame [frame_num] - change the animated texture frame< BR >
wavebase [base] - change the base parameter of the wave function< BR >
waveamp [amp] - change the amp parameter of the wave function< BR >
wavebase [phase] - change the phase parameter of the wave function< BR >
wavefreq [freq] - change the frequency parameter of the wave function< BR >
< / ul >
< P > < tt > < B > setcontrollerangles< / B > ( < i > Integer num, Vector angles < / i > )< / tt > < BR >
< ul > Sets the control angles for the specified bone.< / ul >
< P > < tt > < B > sethintstring< / B > ( < i > String string < / i > )< / tt > < BR >
< ul > Sets the hint string for an entity when touching it. '& & 1' will be replaced by the +use key on the client. If hideent/hide is called on this entity, the hint string won't be shown for the client< / ul >
< P > < tt > < B > setshader< / B > ( < i > String shadername < / i > )< / tt > < BR >
< ul > Sets a shader for the entity. An empty string will revert to the normal entity shader.< / ul >
< P > < tt > < B > setshaderdata< / B > ( < i > Float data0, Float data1 < / i > )< / tt > < BR >
< ul > sets the shader controllers for this entity.< / ul >
< P > < tt > < B > setshadertime< / B > ( < i > [ Float timeOffset ], [ Float randomTimeOffset ] < / i > )< / tt > < BR >
< ul > reset the shader time for this entity.< / ul >
< P > < tt > < B > setsize< / B > ( < i > Vector mins, Vector maxs < / i > )< / tt > < BR >
< ul > Set the bounding box of the entity to mins and maxs.< / ul >
< P > < tt > < B > setuselookat< / B > ( < i > Boolean lookat < / i > )< / tt > < BR >
< ul > Sets if the client must look at the entity to use it< / ul >
< P > < tt > < B > shader< / B > ( < i > String shaderCommand, Float argument1, [ Float argument2 ] < / i > )< / tt > < BR >
< ul > change a specific shader parameter for the entity.< BR >
Valid shader commands are:< BR >
translation [trans_x] [trans_y] - change the texture translation< BR >
offset [offset_x] [offset_y] - change the texture offset< BR >
rotation [rot_speed] - change the texture rotation speed< BR >
frame [frame_num] - change the animated texture frame< BR >
wavebase [base] - change the base parameter of the wave function< BR >
waveamp [amp] - change the amp parameter of the wave function< BR >
wavebase [phase] - change the phase parameter of the wave function< BR >
wavefreq [freq] - change the frequency parameter of the wave function< BR >
< / ul >
< P > < tt > < B > shootableonly< / B > < / tt > < BR >
< ul > Makes the entity shootable only.< / ul >
< P > < tt > < B > show< / B > < / tt > < BR >
< ul > show the entity,opposite of hide.< / ul >
< P > < tt > < B > sighttrace< / B > ( < i > Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ] < / i > )< / tt > < BR >
< ul > Performs a trace line from the start to the end, returns 0 if something was hit and 1 otherwise.< / ul >
< P > < tt > < B > solid< / B > < / tt > < BR >
< ul > make solid.< / ul >
< P > < tt > < B > sp< / B > ( < i > String command, [ String parm1 ], [ String parm2 ], [ String ... ] < / i > )< / tt > < BR >
< ul > Makes a command be executed only in single player< / ul >
< P > < tt > < B > spawnflags< / B > ( < i > Integer flags < / i > )< / tt > < BR >
< ul > spawnflags from the BSP,these are set inside the editor< / ul >
< P > < tt > < B > sprealism< / B > ( < i > String command, [ String parm1 ], [ String parm2 ], [ String ... ] < / i > )< / tt > < BR >
< ul > Makes a command be executed only in single player realism mode< / ul >
< P > < tt > < B > stationary< / B > < / tt > < BR >
< ul > entity does not move,causes no physics to be run on it.< / ul >
< P > < tt > < B > stoploopsound< / B > < / tt > < BR >
< ul > Stop the looped-sound on this entity.< / ul >
< P > < tt > < B > stopsound< / B > ( < i > [ Integer channel ] < / i > )< / tt > < BR >
< ul > stop the current sound on the specified channel.< BR >
default channel, CHAN_BODY.< / ul >
< P > < tt > < B > surface< / B > ( < i > String surfaceName, [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] < / i > )< / tt > < BR >
< ul > change a legs surface parameter for the given surface.< BR >
+ sets the flag, - clears the flag< BR >
Valid surface commands are:< BR >
skin1 - set the skin1 offset bit< BR >
skin2 - set the skin2 offset bit< BR >
nodraw - don't draw this surface< / ul >
< P > < tt > < B > svflags< / B > ( < i > [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] < / i > )< / tt > < BR >
< ul > Change the current server flags.< BR >
Valid flags are as follows:< BR >
+ sets a flag, - clears a flag< BR >
broadcast - always send this entity to the client< / ul >
< P > < tt > < B > takedamage< / B > < / tt > < BR >
< ul > makes entity take damage.< / ul >
< P > < tt > < B > team< / B > ( < i > String moveTeam < / i > )< / tt > < BR >
< ul > used to make multiple entities move together.< / ul >
< P > < tt > < B > toss< / B > < / tt > < BR >
< ul > entity has gravity applied to it.< / ul >
< P > < tt > < B > touchtriggers< / B > < / tt > < BR >
< ul > this entity should touch triggers.< / ul >
< P > < tt > < B > trace< / B > ( < i > Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ] < / i > )< / tt > < BR >
< ul > Performs a Trace Line from the start to the end, returns the end or the position it hit at.< / ul >
< P > < tt > < B > trigger< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Trigger the specified target or entity.< / ul >
< P > < tt > < B > unbind< / B > < / tt > < BR >
< ul > unbind this entity.< / ul >
< P > < tt > < B > unglue< / B > < / tt > < BR >
< ul > unglue this entity.< / ul >
< P > < tt > < B > usebbox< / B > < / tt > < BR >
< ul > do not perform perfect collision,use bounding box instead.< / ul >
< P > < tt > < B > velocity< / B > ( < i > Vector velocity < / i > )< / tt > < BR >
< ul > sets the velocity for this entity.< / ul >
2024-08-31 22:13:21 +02:00
< P > < tt > < B > velocity< / B > < / tt > < BR >
< ul > gets the velocity for this entity.< / ul >
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< P > < tt > < B > volumedamage< / B > ( < i > Float damage < / i > )< / tt > < BR >
< ul > does damage to any entity within this's volume< / ul >
< P > < tt > < B > yaw< / B > < / tt > < BR >
< ul > entity's yaw< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "Event" > Event< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "ExplodeObject" > ExplodeObject (< i > func_explodeobject< / i > )< / a > -> < a href = "#MultiExploder" > MultiExploder< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > amount< / B > ( < i > Integer amountOfDebris < / i > )< / tt > < BR >
< ul > How much debris to spawn each time.< / ul >
< P > < tt > < B > debrismodel< / B > ( < i > String debrisModel < / i > )< / tt > < BR >
< ul > What kind of debris to spawn when triggered.< / ul >
< P > < tt > < B > severity< / B > ( < i > Float newSeverity < / i > )< / tt > < BR >
< ul > How violently the debris should be ejected.< / ul >
< P > < tt > < B > triggereffect< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "Exploder" > Exploder (< i > func_exploder< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > dmg< / B > ( < i > Integer damage < / i > )< / tt > < BR >
< ul > Sets the damage the explosion does.< / ul >
< P > < tt > < B > triggereffect< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "ExplodingWall" > ExplodingWall (< i > func_explodingwall< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > anglespeed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > Set the angle speed.< / ul >
< P > < tt > < B > base_velocity< / B > ( < i > Vector velocity < / i > )< / tt > < BR >
< ul > Set the base velocity.< / ul >
< P > < tt > < B > checkonground< / B > < / tt > < BR >
< ul > Check if exploding wall is on ground.< / ul >
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > dmg< / B > ( < i > Integer dmg < / i > )< / tt > < BR >
< ul > Set the damage from the exploding wall.< / ul >
< P > < tt > < B > doTouch< / B > ( < i > Entity touchingEntity < / i > )< / tt > < BR >
< ul > sent to entity when touched.< / ul >
< P > < tt > < B > explosions< / B > ( < i > Integer explosions < / i > )< / tt > < BR >
< ul > Set the number of explosions.< / ul >
< P > < tt > < B > land_angles< / B > ( < i > Vector angles < / i > )< / tt > < BR >
< ul > Set the land angles.< / ul >
< P > < tt > < B > land_radius< / B > ( < i > Float radius < / i > )< / tt > < BR >
< ul > Set the land radius.< / ul >
< P > < tt > < B > random_velocity< / B > ( < i > Vector velocity < / i > )< / tt > < BR >
< ul > Set the amount of random variation of the base velocity.< / ul >
< P > < tt > < B > stoprotating< / B > < / tt > < BR >
< ul > Stop rotating the wall.< / ul >
< P > < tt > < B > triggereffect< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "Explosion" > Explosion< / a > -> < a href = "#Projectile" > Projectile< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > constantdamage< / B > < / tt > < BR >
< ul > Makes the explosion do constant damage over the radius< / ul >
< P > < tt > < B > damageagain< / B > < / tt > < BR >
< ul > This event is generated each frame if explosion is set to damage each frame< / ul >
< P > < tt > < B > damageeveryframe< / B > < / tt > < BR >
< ul > Makes the explosion damage every frame< / ul >
< P > < tt > < B > explosioneffect< / B > ( < i > String explosiontype < / i > )< / tt > < BR >
< ul > Make an explosionType explosion effect< / ul >
< P > < tt > < B > flash< / B > ( < i > Float time, Float r, Float g, Float b, Float radius < / i > )< / tt > < BR >
< ul > Flash player screens< / ul >
< P > < tt > < B > radius< / B > ( < i > Float projectileRadius < / i > )< / tt > < BR >
< ul > set the radius for the explosion< / ul >
< P > < tt > < B > radiusdamage< / B > ( < i > Float radiusDamage < / i > )< / tt > < BR >
< ul > set the radius damage an explosion does< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "FallingRock" > FallingRock (< i > func_fallingrock< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > bounce< / B > < / tt > < BR >
< ul > sent to entity when touched.< / ul >
< P > < tt > < B > dmg< / B > ( < i > Integer dmg < / i > )< / tt > < BR >
< ul > Set the damage from the rock.< / ul >
< P > < tt > < B > doActivate< / B > ( < i > Entity activatingEntity < / i > )< / tt > < BR >
< ul > General trigger event for all entities< / ul >
< P > < tt > < B > doTouch< / B > ( < i > Entity touchingEntity < / i > )< / tt > < BR >
< ul > sent to entity when touched.< / ul >
< P > < tt > < B > noise< / B > ( < i > String sound < / i > )< / tt > < BR >
< ul > Set the sound to play when the rock bounces< / ul >
< P > < tt > < B > rotate< / B > < / tt > < BR >
< ul > rotates the falling rock.< / ul >
< P > < tt > < B > speed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > Set the speed that the rock moves at.< / ul >
< P > < tt > < B > start< / B > < / tt > < BR >
< ul > Starts rock falling.< / ul >
< P > < tt > < B > wait< / B > ( < i > Float wait < / i > )< / tt > < BR >
< ul > How long to wait before rock starts falling.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "FencePost" > FencePost (< i > func_fencepost< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
2024-08-31 22:13:21 +02:00
< P > < tt > < B > killed< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > event which is sent to an entity once it as been killed< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
2023-12-28 20:54:05 +01:00
< / BLOCKQUOTE >
< h2 > < a name = "FixedTurret" > FixedTurret< / a > -> < a href = "#VehicleTank" > VehicleTank< / a > -> < a href = "#DrivableVehicle" > DrivableVehicle< / a > -> < a href = "#Vehicle" > Vehicle< / a > -> < a href = "#VehicleBase" > VehicleBase< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "Fulcrum" > Fulcrum (< i > func_fulcrum< / i > )< / a > -> < a href = "#ScriptSlave" > ScriptSlave< / a > -> < a href = "#Mover" > Mover< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > dampening< / B > ( < i > Float newDampening < / i > )< / tt > < BR >
< ul > dampening of fulcrum.< / ul >
< P > < tt > < B > doTouch< / B > ( < i > Entity touchingEntity < / i > )< / tt > < BR >
< ul > sent to entity when touched.< / ul >
< P > < tt > < B > limit< / B > ( < i > Float newLimit < / i > )< / tt > < BR >
< ul > angular limit for the fulcrum.< / ul >
< P > < tt > < B > movesound< / B > ( < i > String newSinkSound < / i > )< / tt > < BR >
< ul > Sound played when fulcrum is moving.< / ul >
< P > < tt > < B > reset< / B > < / tt > < BR >
< ul > Reset the fulcrum right now.< / ul >
< P > < tt > < B > resetspeed< / B > ( < i > Float newResetspeed < / i > )< / tt > < BR >
< ul > Speed at which fulcrum resets itself, defaults to 0.002 * speed.< / ul >
< P > < tt > < B > speed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > Speed at which fulcrum operates itself.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "FuncBeam" > FuncBeam (< i > func_beam< / i > )< / a > -> < a href = "#ScriptSlave" > ScriptSlave< / a > -> < a href = "#Mover" > Mover< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > activate< / B > < / tt > < BR >
< ul > Activate the beam< / ul >
< P > < tt > < B > angle< / B > ( < i > Float newAngle < / i > )< / tt > < BR >
< ul > set the angles of the entity using just one value.< BR >
Sets the yaw of the entity or an up and down< BR >
direction if newAngle is[ 0 - 359 ] or - 1 or - 2< / ul >
< P > < tt > < B > angles< / B > ( < i > Vector newAngles< 0.00...360.00 > < 0.00...360.00 > < 0.00...360.00 > < / i > )< / tt > < BR >
< ul > set the angles of the entity to newAngles.< / ul >
< P > < tt > < B > color< / B > ( < i > Vector beam_color< 0.00...1.00 > < 0.00...1.00 > < 0.00...1.00 > < / i > )< / tt > < BR >
< ul > Set the color of the beam< / ul >
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > deactivate< / B > < / tt > < BR >
< ul > Deactivate the beam< / ul >
< P > < tt > < B > delay< / B > ( < i > Float delay < / i > )< / tt > < BR >
< ul > Set the amount of delay on the beam updater< / ul >
< P > < tt > < B > doActivate< / B > ( < i > Entity activatingEntity < / i > )< / tt > < BR >
< ul > General trigger event for all entities< / ul >
< P > < tt > < B > endalpha< / B > ( < i > Float alpha < / i > )< / tt > < BR >
< ul > Set the endpoint alpha value of the beam< / ul >
< P > < tt > < B > endpoint< / B > ( < i > Vector beam_end_point < / i > )< / tt > < BR >
< ul > Set the end point of the beam. The beam will be draw from the origin to< BR >
the end point.< / ul >
< P > < tt > < B > findendpoint< / B > < / tt > < BR >
< ul > Find the endpoint of a beam< / ul >
< P > < tt > < B > ignorewalls< / B > ( < i > [ Boolean bool ] < / i > )< / tt > < BR >
< ul > Set if the beam can traverse walls< / ul >
< P > < tt > < B > life< / B > ( < i > Float beam_life < / i > )< / tt > < BR >
< ul > Set the amount of time the beam stays on when activated< / ul >
< P > < tt > < B > maxoffset< / B > ( < i > Float max_offset < / i > )< / tt > < BR >
< ul > Set the maximum offset the beam can travel above, below, forward or back of it's endpoints< / ul >
< P > < tt > < B > minoffset< / B > ( < i > Float min_offset < / i > )< / tt > < BR >
< ul > Set the minimun offset the beam can travel above, below, forward or back of it's endpoints< / ul >
< P > < tt > < B > model< / B > ( < i > Entity modelName < / i > )< / tt > < BR >
< ul > set the model to modelName.< / ul >
< P > < tt > < B > numsegments< / B > ( < i > Integer numsegments < / i > )< / tt > < BR >
< ul > Set the number of segments for the beam< / ul >
< P > < tt > < B > numspherebeams< / B > ( < i > Integer num < / i > )< / tt > < BR >
< ul > Set the number of beams that will be shot out in a sphere like formation< / ul >
< P > < tt > < B > overlap< / B > ( < i > Float beam_overlap < / i > )< / tt > < BR >
< ul > Set the amount of overlap the beams have when they are being strung together< / ul >
< P > < tt > < B > persist< / B > ( < i > Boolean bool < / i > )< / tt > < BR >
< ul > Set the persist property of the beam< / ul >
< P > < tt > < B > radius< / B > ( < i > Float radius < / i > )< / tt > < BR >
< ul > Set the starting radius of the beams if this is a beamsphere< / ul >
< P > < tt > < B > shader< / B > ( < i > String beam_shader < / i > )< / tt > < BR >
< ul > Set the shader that the beam will use< / ul >
< P > < tt > < B > shoot< / B > < / tt > < BR >
< ul > Make the beam cause damage to entities that get in the way< / ul >
< P > < tt > < B > shootradius< / B > ( < i > Float radius < / i > )< / tt > < BR >
< ul > Set the radius of the damage area between beam endpoints< / ul >
< P > < tt > < B > tileshader< / B > ( < i > String beam_shader < / i > )< / tt > < BR >
< ul > Set the shader that the beam will use. This shader will be tiled.< / ul >
< P > < tt > < B > toggledelay< / B > ( < i > [ String [random] ], [ Float time ] < / i > )< / tt > < BR >
< ul > Causes a beam toggling effect. Sets the time between toggling. If random is specified, The time will be between 0 and time< / ul >
< P > < tt > < B > updateendpoint< / B > < / tt > < BR >
< ul > Update the endpoint of a beam< / ul >
< P > < tt > < B > updateorigin< / B > < / tt > < BR >
< ul > Update the origin of a beam< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "FuncLadder" > FuncLadder (< i > func_ladder< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > angle< / B > ( < i > Float newAngle < / i > )< / tt > < BR >
< ul > set the angles of the entity using just one value.< BR >
Sets the yaw of the entity or an up and down< BR >
direction if newAngle is[ 0 - 359 ] or - 1 or - 2< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "FuncRemove" > FuncRemove (< i > func_remove< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "Game" > Game< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
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< P > < tt > < B > detail< / B > < / tt > < BR >
< ul > game.detail< / ul >
< P > < tt > < B > skill< / B > < / tt > < BR >
< ul > game.skill< / ul >
2023-12-28 20:54:05 +01:00
< / BLOCKQUOTE >
< h2 > < a name = "Gib" > Gib (< i > gib< / i > )< / a > -> < a href = "#Mover" > Mover< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > doTouch< / B > ( < i > Entity touchingEntity < / i > )< / tt > < BR >
< ul > sent to entity when touched.< / ul >
< P > < tt > < B > stopped< / B > < / tt > < BR >
< ul > sent when entity has stopped bouncing for MOVETYPE_TOSS.< / ul >
< P > < tt > < B > throwgib< / B > ( < i > Entity ent, Integer velocity, Float scale < / i > )< / tt > < BR >
< ul > Throw a gib.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "GravPath" > GravPath< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "GravPathManager" > GravPathManager< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "GravPathNode" > GravPathNode (< i > info_grav_pathnode< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > activate< / B > < / tt > < BR >
< ul > Activate the grav path.< / ul >
< P > < tt > < B > deactivate< / B > < / tt > < BR >
< ul > Deactivate the grav path.< / ul >
< P > < tt > < B > gravpath_create< / B > < / tt > < BR >
< ul > Create the grav path.< / ul >
< P > < tt > < B > maxspeed< / B > ( < i > Float maxspeed < / i > )< / tt > < BR >
< ul > Set the max speed of the grav path.< / ul >
< P > < tt > < B > radius< / B > ( < i > Float radius < / i > )< / tt > < BR >
< ul > Set the radius of the grav path.< / ul >
< P > < tt > < B > speed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > Set the speed of the grav path.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "GrenadeHint" > GrenadeHint (< i > info_grenadehint< / i > )< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "Health" > Health (< i > health_020< / i > )< / a > -> < a href = "#Item" > Item< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > health_postspawn< / B > < / tt > < BR >
< ul > Health Post Spawn< / ul >
< P > < tt > < B > item_pickup< / B > ( < i > Entity item < / i > )< / tt > < BR >
< ul > Pickup the specified item.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "HelmetObject" > HelmetObject (< i > helmetobject< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "HorizontalPipe" > HorizontalPipe (< i > func_horizontalpipe< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > angle< / B > ( < i > Float newAngle < / i > )< / tt > < BR >
< ul > set the angles of the entity using just one value.< BR >
Sets the yaw of the entity or an up and down< BR >
direction if newAngle is[ 0 - 359 ] or - 1 or - 2< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "Hud" > Hud< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > alignx< / B > < / tt > < BR >
< ul > Gets the horizontal alignment for the HUD. Specified by 'left', 'center', or 'right'< / ul >
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< P > < tt > < B > alignx< / B > ( < i > String align < / i > )< / tt > < BR >
< ul > Sets the horizontal alignment for the HUD. Specified by 'left', 'center', or 'right'< / ul >
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< P > < tt > < B > aligny< / B > ( < i > String align < / i > )< / tt > < BR >
< ul > Sets the vertical alignment for the HUD. Specified by 'top', 'center', or 'bottom'< / ul >
< P > < tt > < B > aligny< / B > < / tt > < BR >
< ul > Gets the vertical alignment for the HUD< / ul >
< P > < tt > < B > alpha< / B > < / tt > < BR >
< ul > Gets the HUD alpha< / ul >
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< P > < tt > < B > alpha< / B > ( < i > Float alpha < / i > )< / tt > < BR >
< ul > Sets the HUD alpha< / ul >
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< P > < tt > < B > color< / B > < / tt > < BR >
< ul > Gets the HUD colors< / ul >
< P > < tt > < B > color< / B > ( < i > Vector color < / i > )< / tt > < BR >
< ul > Sets the HUD colors< / ul >
< P > < tt > < B > fadeovertime< / B > ( < i > Float time < / i > )< / tt > < BR >
< ul > Sets the HUD to transition in color (or alpha) over time< / ul >
< P > < tt > < B > font< / B > < / tt > < BR >
< ul > Gets the HUD font< / ul >
< P > < tt > < B > font< / B > ( < i > String font < / i > )< / tt > < BR >
< ul > Sets the HUD font< / ul >
< P > < tt > < B > getheight< / B > < / tt > < BR >
< ul > Gets the HUD height< / ul >
< P > < tt > < B > gettime< / B > < / tt > < BR >
< ul > Gets the HUD time< / ul >
< P > < tt > < B > getwidth< / B > < / tt > < BR >
< ul > Gets the HUD width< / ul >
< P > < tt > < B > moveovertime< / B > ( < i > Float time < / i > )< / tt > < BR >
< ul > Sets the HUD to move over time< / ul >
< P > < tt > < B > refresh< / B > < / tt > < BR >
< ul > Refresh the HUD< / ul >
< P > < tt > < B > resetdimension< / B > < / tt > < BR >
< ul > Bring the HUD back to normal dimension (non-3D)< / ul >
< P > < tt > < B > scaleovertime< / B > ( < i > Float time, Integer width, Integer height < / i > )< / tt > < BR >
< ul > Sets the HUD to scale over time< / ul >
< P > < tt > < B > setdimension< / B > ( < i > Vector vector_or_offset, Boolean always_show, Boolean depth, [ Entity entity ] < / i > )< / tt > < BR >
< ul > Sets this huddraw element to be a 3D world icon and can specify if this icon is always shown on-screen even if the player isn't looking at.< BR >
It uses xy pos from huddraw_rect.< BR >
If entity is specified, the vector will be an offset relative to the entity.< BR >
depth specify if the icon is shown through walls.< / ul >
< P > < tt > < B > setplayer< / B > ( < i > Entity entity, [ Boolean clears ] < / i > )< / tt > < BR >
< ul > Sets to which player this HUD is shown and possibly clears the HUD to the previous player(s) it was shown. A NULL/NIL entity means the HUD will be shown to all players< BR >
Note : you will need to call in HUD functions again as it won't refresh to the player(s)< / ul >
< P > < tt > < B > setshader< / B > ( < i > String shader, Integer width, Integer height < / i > )< / tt > < BR >
< ul > Sets the HUD shader< / ul >
< P > < tt > < B > settext< / B > ( < i > String text < / i > )< / tt > < BR >
< ul > Sets the HUD text< / ul >
< P > < tt > < B > settimer< / B > ( < i > Float time, [ Float fade_at_time ] < / i > )< / tt > < BR >
< ul > Sets a timer to count down an optionally fade at the specified time< / ul >
< P > < tt > < B > settimerup< / B > ( < i > Float time, [ Float fade_at_time ] < / i > )< / tt > < BR >
< ul > Sets a timer to count up an optionally fade at the specified time< / ul >
< P > < tt > < B > setvirtualsize< / B > ( < i > Boolean virtual < / i > )< / tt > < BR >
< ul > Sets if the HUD should use virtual screen resolution for positioning and size< / ul >
< P > < tt > < B > x< / B > < / tt > < BR >
< ul > Gets the HUD horizontal position< / ul >
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< P > < tt > < B > x< / B > ( < i > Integer x < / i > )< / tt > < BR >
< ul > Sets the HUD horizontal position< / ul >
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< P > < tt > < B > y< / B > ( < i > Integer y < / i > )< / tt > < BR >
< ul > Sets the HUD vertical position< / ul >
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< P > < tt > < B > y< / B > < / tt > < BR >
< ul > Gets the HUD vertical position< / ul >
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< / BLOCKQUOTE >
< h2 > < a name = "InfoLandmark" > InfoLandmark (< i > info_landmark< / i > )< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > landmark_name< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Set the name of this landmark< / ul >
< P > < tt > < B > origin< / B > ( < i > Vector origin < / i > )< / tt > < BR >
< ul > Set the origin of the landmark.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "InfoNotNull" > InfoNotNull (< i > info_notnull< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
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< h2 > < a name = "InfoNull" > InfoNull (< i > info_null< / i > )< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
2023-12-28 20:54:05 +01:00
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "InteractObject" > InteractObject (< i > interactobject< / i > )< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > hiteffect< / B > < / tt > < BR >
< ul > Sets the tiki it will spawn when it's hit< / ul >
< P > < tt > < B > killed< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > event which is sent to an entity once it as been killed< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > killedeffect< / B > < / tt > < BR >
< ul > Sets the tiki it will spawn when it's destroyed< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "InventoryItem" > InventoryItem< / a > -> < a href = "#Weapon" > Weapon< / a > -> < a href = "#Item" > Item< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > activateitem< / B > ( < i > [ String mode ] < / i > )< / tt > < BR >
< ul > Activates the item< / ul >
< P > < tt > < B > activatepapers< / B > < / tt > < BR >
< ul > The activation of the papers item< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "Item" > Item< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > amount< / B > ( < i > Integer amount < / i > )< / tt > < BR >
< ul > Sets the amount of the item.< / ul >
< P > < tt > < B > angle< / B > ( < i > Float newAngle < / i > )< / tt > < BR >
< ul > set the angles of the entity using just one value.< BR >
Sets the yaw of the entity or an up and down< BR >
direction if newAngle is[ 0 - 359 ] or - 1 or - 2< / ul >
< P > < tt > < B > dialogneeded< / B > ( < i > String dialog_needed < / i > )< / tt > < BR >
< ul > Sets the dialog needed string.< / ul >
< P > < tt > < B > dmamount< / B > ( < i > Integer amount < / i > )< / tt > < BR >
< ul > Sets the amount of the item for DM.< / ul >
< P > < tt > < B > dmmaxamount< / B > ( < i > Integer max_amount < / i > )< / tt > < BR >
< ul > Sets the max amount of the item fmr DM.< / ul >
< P > < tt > < B > doUse< / B > ( < i > Entity activatingEntity < / i > )< / tt > < BR >
< ul > sent to entity when it is used by another entity< / ul >
< P > < tt > < B > item_droptofloor< / B > < / tt > < BR >
< ul > Drops the item to the ground.< / ul >
< P > < tt > < B > item_pickup< / B > ( < i > Entity item < / i > )< / tt > < BR >
< ul > Pickup the specified item.< / ul >
< P > < tt > < B > maxamount< / B > ( < i > Integer max_amount < / i > )< / tt > < BR >
< ul > Sets the max amount of the item.< / ul >
< P > < tt > < B > name< / B > ( < i > String item_name < / i > )< / tt > < BR >
< ul > Sets the item name.< / ul >
< P > < tt > < B > no_remove< / B > < / tt > < BR >
< ul > Makes it so the item is not removed from the world when it is picked up.< / ul >
< P > < tt > < B > pickupsound< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > sets the item's pickup sound alias< / ul >
< P > < tt > < B > pickup_done< / B > < / tt > < BR >
< ul > Called when the item pickup is done.< / ul >
< P > < tt > < B > respawn< / B > < / tt > < BR >
< ul > Respawns the item.< / ul >
< P > < tt > < B > respawnsound< / B > < / tt > < BR >
< ul > Turns on the respawn sound for this item.< / ul >
< P > < tt > < B > respawn_done< / B > < / tt > < BR >
< ul > Called when the item respawn is done.< / ul >
< P > < tt > < B > set_respawn< / B > ( < i > Integer respawn < / i > )< / tt > < BR >
< ul > Turns respawn on or off.< / ul >
< P > < tt > < B > set_respawn_time< / B > ( < i > Float respawn_time < / i > )< / tt > < BR >
< ul > Sets the respawn time.< / ul >
< P > < tt > < B > stopped< / B > < / tt > < BR >
< ul > sent when entity has stopped bouncing for MOVETYPE_TOSS.< / ul >
< P > < tt > < B > triggereffect< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger.< / ul >
< P > < tt > < B > viewmodelprefix< / B > ( < i > String prefix < / i > )< / tt > < BR >
< ul > Sets the item's prefix for viewmodelanim.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "Level" > Level< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
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< P > < tt > < B > alarm< / B > < / tt > < BR >
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< ul > zero = global level alarm off,non-zero = alarm on< / ul >
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< P > < tt > < B > alarm< / B > ( < i > Integer alarm_status < / i > )< / tt > < BR >
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< ul > zero = global level alarm off,non-zero = alarm on< / ul >
< P > < tt > < B > badplace< / B > ( < i > String name, Vector origin, Float radius, [ String [team] ], [ Float [duration] ] < / i > )< / tt > < BR >
< ul > Enables a 'bad place' for AI of team 'american', 'german', or (default) 'both' to avoid, and optionally gives it a duration< / ul >
< P > < tt > < B > bombs_planted< / B > ( < i > Integer num < / i > )< / tt > < BR >
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< ul > Sets the number of bombs that are set< / ul >
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< P > < tt > < B > bombs_planted< / B > ( < i > Integer num < / i > )< / tt > < BR >
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< ul > the number of bombs that are set< / ul >
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< P > < tt > < B > bombs_planted< / B > < / tt > < BR >
< ul > Gets the number of bombs that are set< / ul >
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< P > < tt > < B > clockside< / B > ( < i > String axis_allies_draw_kills < / i > )< / tt > < BR >
< ul > 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< / ul >
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< P > < tt > < B > clockside< / B > ( < i > String axis_or_allies < / i > )< / tt > < BR >
< ul > Sets which side the clock is on... 'axis' or 'allies' win when time is up< / ul >
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< P > < tt > < B > clockside< / B > < / tt > < BR >
< ul > Gets which side the clock is on... 'axis' or 'allies' win when time is up< / ul >
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< P > < tt > < B > dmrespawning< / B > < / tt > < BR >
< ul > returns 1 if wave-based DM, 0 if respawns are disabled within a round< / ul >
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< P > < tt > < B > dmrespawning< / B > ( < i > Integer allow_respawn < / i > )< / tt > < BR >
< ul > set to 1 to turn on wave-based DM, to 0 to disable respawns within a round< / ul >
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< P > < tt > < B > dmrespawning< / B > ( < i > Integer allow_respawn < / i > )< / tt > < BR >
< ul > set to 1 to turn on wave-based DM,to 0 to disable respawns within a round< / ul >
< P > < tt > < B > dmroundlimit< / B > ( < i > Integer roundlimit < / i > )< / tt > < BR >
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< ul > sets the default roundlimit, in minutes; can be overridden by 'roundlimit' cvar< / ul >
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< P > < tt > < B > dmroundlimit< / B > ( < i > Integer roundlimit < / i > )< / tt > < BR >
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< ul > sets the default roundlimit,in minutes; can be overridden by 'roundlimit' cvar< / ul >
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< P > < tt > < B > dmroundlimit< / B > < / tt > < BR >
< ul > gets the actual roundlimit, in minutes; may be 'roundlimit' cvar or the default round limit< / ul >
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< P > < tt > < B > force_team_objective< / B > < / tt > < BR >
< ul > Return 1 if each team has a separate objective location< / ul >
< P > < tt > < B > force_team_objective< / B > ( < i > Integer force < / i > )< / tt > < BR >
< ul > Whether or not to force using a separate objective location for each team.< BR >
1 (forced on TOW/Liberation match): different location for each team< BR >
0 (default): teams use same location on non-TOW/non-Liberation match< BR >
< / ul >
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< P > < tt > < B > found_secrets< / B > < / tt > < BR >
< ul > count of found secrets< / ul >
< P > < tt > < B > ignoreclock< / B > ( < i > Integer ignoreclock < / i > )< / tt > < BR >
< ul > Tells a level weather or not to ignore the clock< / ul >
< P > < tt > < B > loop_protection< / B > < / tt > < BR >
< ul > says if infinite loop protection is enabled< / ul >
< P > < tt > < B > loop_protection< / B > ( < i > Integer loop_protection < / i > )< / tt > < BR >
< ul > specify if infinite loop protection is enabled< / ul >
< P > < tt > < B > nodrophealth< / B > ( < i > Integer alarm_status < / i > )< / tt > < BR >
< ul > zero = automatically drop health according to cvars, non-zero = don't autodrop health (like hard mode)< / ul >
< P > < tt > < B > nodropweapon< / B > ( < i > Integer alarm_status < / i > )< / tt > < BR >
< ul > zero = automatically drop weapons according to cvars, non-zero = don't autodrop weapons (like hard mode)< / ul >
< P > < tt > < B > objectivebased< / B > < / tt > < BR >
< ul > Gets wether or not the game is currently objective based or not< / ul >
< P > < tt > < B > papers< / B > < / tt > < BR >
< ul > the level of papers the player currently has< / ul >
< P > < tt > < B > papers< / B > < / tt > < BR >
< ul > the level of papers the player currently has< / ul >
< P > < tt > < B > planting_team< / B > ( < i > String axis_allies_draw_kills < / i > )< / tt > < BR >
< ul > which is planting the bomb,'axis' or 'allies'< / ul >
< P > < tt > < B > planting_team< / B > ( < i > String axis_or_allies < / i > )< / tt > < BR >
< ul > Sets which is planting the bomb,'axis' or 'allies'< / ul >
2024-08-31 22:13:21 +02:00
< P > < tt > < B > planting_team< / B > < / tt > < BR >
< ul > Gets which is planting the bomb,'axis' or 'allies'< / ul >
2023-12-28 20:54:05 +01:00
< P > < tt > < B > rain_density< / B > < / tt > < BR >
< ul > Sets the rain density< / ul >
< P > < tt > < B > rain_density< / B > < / tt > < BR >
< ul > Sets the rain density< / ul >
< P > < tt > < B > rain_length< / B > < / tt > < BR >
< ul > Sets the rain length< / ul >
< P > < tt > < B > rain_length< / B > < / tt > < BR >
< ul > Sets the rain length< / ul >
< P > < tt > < B > rain_min_dist< / B > < / tt > < BR >
< ul > Sets the rain min_dist< / ul >
< P > < tt > < B > rain_min_dist< / B > < / tt > < BR >
< ul > Sets the rain min_dist< / ul >
< P > < tt > < B > rain_numshaders< / B > < / tt > < BR >
< ul > Sets the rain numshaders< / ul >
< P > < tt > < B > rain_numshaders< / B > < / tt > < BR >
< ul > Sets the rain numshaders< / ul >
< P > < tt > < B > rain_shader< / B > < / tt > < BR >
< ul > Sets the rain < / ul >
< P > < tt > < B > rain_shader< / B > < / tt > < BR >
< ul > Sets the rain < / ul >
< P > < tt > < B > rain_slant< / B > < / tt > < BR >
< ul > Sets the rain slant< / ul >
< P > < tt > < B > rain_slant< / B > < / tt > < BR >
< ul > Sets the rain slant< / ul >
< P > < tt > < B > rain_speed< / B > < / tt > < BR >
< ul > Sets the rain speed< / ul >
< P > < tt > < B > rain_speed< / B > < / tt > < BR >
< ul > Sets the rain speed< / ul >
< P > < tt > < B > rain_speed_vary< / B > < / tt > < BR >
< ul > Sets the rain speed variance< / ul >
< P > < tt > < B > rain_speed_vary< / B > < / tt > < BR >
< ul > Sets the rain speed variance< / ul >
< P > < tt > < B > rain_width< / B > < / tt > < BR >
< ul > Sets the rain width< / ul >
< P > < tt > < B > rain_width< / B > < / tt > < BR >
< ul > Sets the rain width< / ul >
< P > < tt > < B > removebadplace< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Removes a 'bad place'< / ul >
< P > < tt > < B > roundbased< / B > < / tt > < BR >
< ul > Gets wether or not the game is currently round based or not< / ul >
< P > < tt > < B > roundstarted< / B > < / tt > < BR >
< ul > non-zero if round has started< / ul >
< P > < tt > < B > targets_destroyed< / B > ( < i > Integer num < / i > )< / tt > < BR >
< ul > Sets the number of bomb targets that have been destroyed< / ul >
2024-08-31 22:13:21 +02:00
< P > < tt > < B > targets_destroyed< / B > < / tt > < BR >
< ul > Gets the number of bomb targets that have been destroyed< / ul >
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< P > < tt > < B > targets_destroyed< / B > ( < i > Integer num < / i > )< / tt > < BR >
< ul > the number of bomb targets that have been destroyed< / ul >
< P > < tt > < B > targets_to_destroy< / B > ( < i > Integer num < / i > )< / tt > < BR >
< ul > Sets the number of bomb targets that must be destroyed< / ul >
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< P > < tt > < B > targets_to_destroy< / B > < / tt > < BR >
< ul > Gets the number of bomb targets that must be destroyed< / ul >
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< P > < tt > < B > targets_to_destroy< / B > ( < i > Integer num < / i > )< / tt > < BR >
< ul > the number of bomb targets that must be destroyed< / ul >
< P > < tt > < B > time< / B > < / tt > < BR >
< ul > current level time< / ul >
< P > < tt > < B > total_secrets< / B > < / tt > < BR >
< ul > count of total secrets< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "Light" > Light (< i > light< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "LightStyleClass" > LightStyleClass< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > cancelFor< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Cancel for event of type name.< / ul >
< P > < tt > < B > classname< / B > < / tt > < BR >
< ul > classname variable< / ul >
< P > < tt > < B > commanddelay< / B > ( < i > Float delay, String command, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] < / i > )< / tt > < BR >
< ul > executes a command after the given delay.< / ul >
< P > < tt > < B > delaythrow< / B > ( < i > String label < / i > )< / tt > < BR >
< ul > Internal usage.< / ul >
< P > < tt > < B > delete< / B > < / tt > < BR >
< ul > Removes this listener immediately.< / ul >
< P > < tt > < B > endon< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Ends the function when the specified event is triggered.< / ul >
< P > < tt > < B > exec< / B > ( < i > String script < / i > )< / tt > < BR >
< ul > Executes the specified script.< / ul >
< P > < tt > < B > exec< / B > ( < i > String script < / i > )< / tt > < BR >
< ul > Executes the specified script.< / ul >
< P > < tt > < B > immediateremove< / B > < / tt > < BR >
< ul > Removes this listener immediately.< / ul >
< P > < tt > < B > inheritsfrom< / B > ( < i > String class < / i > )< / tt > < BR >
< ul > Returns 1 if the class inherits from the specified class. 0 otherwise.< / ul >
< P > < tt > < B > isinheritedby< / B > ( < i > String class < / i > )< / tt > < BR >
< ul > Returns 1 if the class is inherited by the specified class. 0 otherwise.< / ul >
< P > < tt > < B > notify< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Triggers an event. An undefined event will be automatically created by calling waittill or endon.< / ul >
< P > < tt > < B > owner< / B > < / tt > < BR >
< ul > Returns the owner.< / ul >
< P > < tt > < B > remove< / B > < / tt > < BR >
< ul > Removes this listener the next time events are processed.< / ul >
< P > < tt > < B > thread< / B > ( < i > String label < / i > )< / tt > < BR >
< ul > Creates a thread starting at label.< / ul >
< P > < tt > < B > thread< / B > ( < i > String label < / i > )< / tt > < BR >
< ul > Creates a thread starting at label.< / ul >
< P > < tt > < B > throw< / B > ( < i > String label < / i > )< / tt > < BR >
< ul > Throws to the specified label.< / ul >
< P > < tt > < B > unregister< / B > ( < i > String label < / i > )< / tt > < BR >
< ul > Unregisters the label from the event of the same name.< / ul >
< P > < tt > < B > waitexec< / B > ( < i > String script < / i > )< / tt > < BR >
< ul > Executes the specified script and waits until the called thread group is finished.< / ul >
< P > < tt > < B > waitexec< / B > ( < i > String script < / i > )< / tt > < BR >
< ul > Executes the specified script and waits until the called thread group is finished.< / ul >
< P > < tt > < B > waitthread< / B > ( < i > String label < / i > )< / tt > < BR >
< ul > Creates a thread starting at label and waits until the called thread is finished.< / ul >
< P > < tt > < B > waitthread< / B > ( < i > String label < / i > )< / tt > < BR >
< ul > Creates a thread starting at label and waits until the called thread is finished.< / ul >
< P > < tt > < B > waitTill< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Wait until event of type name< / ul >
< P > < tt > < B > waittill_any< / B > ( < i > String name1, [ String ... ] < / i > )< / tt > < BR >
< ul > Wait until any event of type name< / ul >
< P > < tt > < B > waittill_any_timeout< / B > ( < i > Float timeout_time, String name1, [ String ... ] < / i > )< / tt > < BR >
< ul > Wait until any event of type name with a timeout time< / ul >
< P > < tt > < B > waittill_timeout< / B > ( < i > Float timeout_time, String name < / i > )< / tt > < BR >
< ul > Wait until event of type name with a timeout time< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "LODMaster" > LODMaster (< i > lodmaster< / i > )< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > lod_angles< / B > ( < i > Float pitch< 0.00...360.00 > , Float yaw< 0.00...360.00 > , Float roll< 0.00...360.00 > < / i > )< / tt > < BR >
< ul > Set the angles of the model< / ul >
< P > < tt > < B > lod_discard< / B > < / tt > < BR >
< ul > Discard LOD changes< / ul >
< P > < tt > < B > lod_roll< / B > ( < i > Float roll < / i > )< / tt > < BR >
< ul > Set the roll of the model< / ul >
< P > < tt > < B > lod_spawn< / B > ( < i > String model < / i > )< / tt > < BR >
< ul > Edit LOD on the specified model< / ul >
< P > < tt > < B > lod_yaw< / B > ( < i > Float yaw < / i > )< / tt > < BR >
< ul > Set the yaw of the model< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "LODSlave" > LODSlave (< i > lodslave< / i > )< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > lod_discard< / B > < / tt > < BR >
< ul > Discard LOD changes< / ul >
< P > < tt > < B > lod_model< / B > < / tt > < BR >
< ul > Set the model of the current viewthing< / ul >
< P > < tt > < B > lod_think< / B > < / tt > < BR >
< ul > Called every frame to process the view thing.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "MiscModel" > MiscModel (< i > misc_model< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "MonkeyBars" > MonkeyBars (< i > func_monkeybars< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > angle< / B > ( < i > Float newAngle < / i > )< / tt > < BR >
< ul > set the angles of the entity using just one value.< BR >
Sets the yaw of the entity or an up and down< BR >
direction if newAngle is[ 0 - 359 ] or - 1 or - 2< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "Mover" > Mover (< i > mover< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > movedone< / B > ( < i > Entity finishedEntity < / i > )< / tt > < BR >
< ul > Sent to commanding thread when done with move .< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "MultiExploder" > MultiExploder (< i > func_multi_exploder< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > dmg< / B > ( < i > Integer damage < / i > )< / tt > < BR >
< ul > Sets the damage the explosion does.< / ul >
< P > < tt > < B > duration< / B > ( < i > Float duration < / i > )< / tt > < BR >
< ul > Sets the duration of the explosion.< / ul >
< P > < tt > < B > random< / B > ( < i > Float randomness < / i > )< / tt > < BR >
< ul > Sets the randomness value of the explosion.< / ul >
< P > < tt > < B > triggereffect< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger.< / ul >
< P > < tt > < B > wait< / B > ( < i > Float explodewait < / i > )< / tt > < BR >
< ul > Sets the wait time of the explosion.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "Object" > Object< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "Objective" > Objective (< i > func_objective< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > Complete< / B > < / tt > < BR >
< ul > Complete this objective.< / ul >
< P > < tt > < B > doActivate< / B > ( < i > Entity activatingEntity < / i > )< / tt > < BR >
< ul > General trigger event for all entities< / ul >
< P > < tt > < B > ObjectiveNbr< / B > ( < i > Integer index < / i > )< / tt > < BR >
< ul > Sets the objective number.< / ul >
< P > < tt > < B > SetCurrent< / B > < / tt > < BR >
< ul > Set this objective as current.< / ul >
< P > < tt > < B > Text< / B > ( < i > String text < / i > )< / tt > < BR >
< ul > Set current text.< / ul >
< P > < tt > < B > TurnOff< / B > < / tt > < BR >
< ul > Turn Off and cancel the current cycle (if any)< / ul >
< P > < tt > < B > TurnOn< / B > < / tt > < BR >
< ul > Turn On and begin the first cycle< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "Parm" > Parm< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
2024-08-31 22:13:21 +02:00
< P > < tt > < B > motionfail< / B > < / tt > < BR >
< ul > motionfail< / ul >
< P > < tt > < B > movedone< / B > < / tt > < BR >
< ul > movedone< / ul >
< P > < tt > < B > movefail< / B > < / tt > < BR >
< ul > movefail< / ul >
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< P > < tt > < B > other< / B > < / tt > < BR >
< ul > other< / ul >
< P > < tt > < B > owner< / B > < / tt > < BR >
< ul > owner< / ul >
< P > < tt > < B > previousthread< / B > < / tt > < BR >
< ul > previousthread< / ul >
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< P > < tt > < B > sayfail< / B > < / tt > < BR >
< ul > sayfail< / ul >
< P > < tt > < B > upperfail< / B > < / tt > < BR >
< ul > upperfail< / ul >
2023-12-28 20:54:05 +01:00
< / BLOCKQUOTE >
< h2 > < a name = "PathNode" > PathNode (< i > info_pathnode< / i > )< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > delete< / B > < / tt > < BR >
< ul > Removes this listener immediately.< / ul >
< P > < tt > < B > immediateremove< / B > < / tt > < BR >
< ul > Removes this listener immediately.< / ul >
< P > < tt > < B > istouching< / B > ( < i > Entity ent < / i > )< / tt > < BR >
< ul > returns 1 if the entities are touching,0 if not< / ul >
< P > < tt > < B > low_wall_arc< / B > ( < i > Float arc_half_angle < / i > )< / tt > < BR >
< ul > Marks this node as good for low-wall behavior, and gives the arc< / ul >
< P > < tt > < B > spawnflags< / B > ( < i > Integer node_flags < / i > )< / tt > < BR >
< ul > Sets the path nodes flags.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "PathSearch" > PathSearch< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "Player" > Player (< i > player< / i > )< / a > -> < a href = "#Sentient" > Sentient< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > actor< / B > ( < i > String modelname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] < / i > )< / tt > < BR >
< ul > Spawns an actor.< / ul >
< P > < tt > < B > actorinfo< / B > ( < i > Integer actor_number < / i > )< / tt > < BR >
< ul > Prints info on the specified actor.< / ul >
< P > < tt > < B > adddeaths< / B > ( < i > Integer deaths < / i > )< / tt > < BR >
< ul > adds deaths number to player< / ul >
< P > < tt > < B > addkills< / B > ( < i > Integer kills < / i > )< / tt > < BR >
< ul > Give or take kills from the player< / ul >
< P > < tt > < B > adminrights< / B > < / tt > < BR >
< ul > returns client admin rights< / ul >
< P > < tt > < B > animloop_legs< / B > < / tt > < BR >
< ul > Called when the legs animation has finished.< / ul >
< P > < tt > < B > animloop_pain< / B > < / tt > < BR >
< ul > Called when the pain animation has finished.< / ul >
< P > < tt > < B > animloop_torso< / B > < / tt > < BR >
< ul > Called when the torso animation has finished.< / ul >
< P > < tt > < B > armwithweapons< / B > < / tt > < BR >
< ul > give player their primary and secondary weapons.< / ul >
< P > < tt > < B > attachtoladder< / B > < / tt > < BR >
< ul > Attaches the sentient to a ladder< / ul >
< P > < tt > < B > auto_join_team< / B > < / tt > < BR >
< ul > Join the team with fewer players< / ul >
< P > < tt > < B > bindweap< / B > ( < i > Entity weapon, Integer handnum < / i > )< / tt > < BR >
< ul > binds weapon to player and sets him as weapon owner< / ul >
< P > < tt > < B > callvote< / B > ( < i > String arg1, String arg2 < / i > )< / tt > < BR >
< ul > Player calls a vote< / ul >
< P > < tt > < B > canswitchteams< / B > ( < i > Boolean allow_team_change, [ Boolean allow_spectate ] < / i > )< / tt > < BR >
< ul > Specify if this player is allowed to switch teams and spectate. Doesn't override global canswitchteams.< / ul >
< P > < tt > < B > clearcommand< / B > ( < i > [ String command ] < / i > )< / tt > < BR >
< ul > Clears any or a specific client command< / ul >
< P > < tt > < B > coord< / B > < / tt > < BR >
< ul > Prints out current location and angles< / ul >
< P > < tt > < B > correctweaponattachments< / B > < / tt > < BR >
< ul > makes sure the weapons is properly attached when interupting a reload< / ul >
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > damage_multiplier< / B > ( < i > Float damage_multiplier < / i > )< / tt > < BR >
< ul > Sets the current damage multiplier< / ul >
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< P > < tt > < B > damage_multiplier< / B > < / tt > < BR >
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< P > < tt > < B > dead< / B > < / tt > < BR >
< ul > Called when the player is dead.< / ul >
< P > < tt > < B > deadbody< / B > < / tt > < BR >
< ul > Spawn a dead body< / ul >
< P > < tt > < B > dive< / B > ( < i > Float height, [ Float airborne_duration ] < / i > )< / tt > < BR >
< ul > Makes the player dive into prone position.< / ul >
< P > < tt > < B > dmdeathdrop< / B > < / tt > < BR >
< ul > Drops the player inventory in DM after's he's been killed< / ul >
< P > < tt > < B > dmmessage< / B > ( < i > Integer mode, String stuffstrings < / i > )< / tt > < BR >
< ul > sends a DM message to the appropriate players< / ul >
< P > < tt > < B > dmteam< / B > < / tt > < BR >
< ul > returns 'allies','axis','spectator',or 'freeforall'< / ul >
< P > < tt > < B > dog< / B > ( < i > [ Integer god_mode ] < / i > )< / tt > < BR >
< ul > Sets the god mode cheat or toggles it.< / ul >
< P > < tt > < B > earthquake2< / B > ( < i > Float duration, Float magnitude, Boolean no_rampup, Boolean no_rampdown, [ Vector location ], [ Float radius ] < / i > )< / tt > < BR >
< ul > Create a smooth realistic earthquake for a player. Requires sv_reborn to be set.< / ul >
< P > < tt > < B > endlevel< / B > < / tt > < BR >
< ul > Called when the player gets to the end of the level.< / ul >
< P > < tt > < B > ensureforwardoffladder< / B > < / tt > < BR >
< ul > Ensures that the player went forward off the ladder.< / ul >
< P > < tt > < B > ensureoverladder< / B > < / tt > < BR >
< ul > Ensures that the player is at the proper height when getting off the top of a ladder< / ul >
< P > < tt > < B > enter< / B > ( < i > Entity vehicle, [ String driver_anim ] < / i > )< / tt > < BR >
< ul > Called when someone gets into a vehicle.< / ul >
< P > < tt > < B > exit< / B > ( < i > Entity vehicle < / i > )< / tt > < BR >
< ul > Called when driver gets out of the vehicle.< / ul >
< P > < tt > < B > face< / B > ( < i > Vector angles < / i > )< / tt > < BR >
< ul > Force angles to specified vector< / ul >
< P > < tt > < B > finishuseanim< / B > < / tt > < BR >
< ul > Fires off all targets associated with a particular useanim.< / ul >
< P > < tt > < B > finishuseobject< / B > < / tt > < BR >
< ul > Fires off all targets associated with a particular useobject.< / ul >
< P > < tt > < B > fireheld< / B > < / tt > < BR >
< ul > returns 1 if this player is holding fire,or 0 if he is not< / ul >
< P > < tt > < B > forcelegsstate< / B > ( < i > String legsstate < / i > )< / tt > < BR >
< ul > Force the player's legs to a certain state< / ul >
< P > < tt > < B > forcetorsostate< / B > ( < i > String torsostate < / i > )< / tt > < BR >
< ul > Force the player's torso to a certain state< / ul >
< P > < tt > < B > fov< / B > ( < i > [ Float fov ] < / i > )< / tt > < BR >
< ul > Sets the fov.< / ul >
< P > < tt > < B > freezecontrols< / B > ( < i > Boolean freeze_state < / i > )< / tt > < BR >
< ul > Blocks or unblocks control input from this player.< / ul >
< P > < tt > < B > fullheal< / B > < / tt > < BR >
< ul > Heals player.< / ul >
< P > < tt > < B > gameversion< / B > < / tt > < BR >
< ul > Prints the game version.< / ul >
< P > < tt > < B > getconnstate< / B > < / tt > < BR >
< ul > gets connection state. [DEPRECATED]< / ul >
< P > < tt > < B > getcurrentdmweapontype< / B > < / tt > < BR >
< ul > get the player's current DM weapon type.< / ul >
< P > < tt > < B > getdeaths< / B > < / tt > < BR >
< ul > gets deaths number of player< / ul >
< P > < tt > < B > getkills< / B > < / tt > < BR >
< ul > gets kills number of player< / ul >
< P > < tt > < B > getlegsstate< / B > < / tt > < BR >
< ul > Gets the player's current legs state name< / ul >
< P > < tt > < B > getmovement< / B > < / tt > < BR >
< ul > returns the player current movement< / ul >
< P > < tt > < B > getposition< / B > < / tt > < BR >
< ul > returns the player current position< / ul >
< P > < tt > < B > gettorsostate< / B > < / tt > < BR >
< ul > Gets the player's current torso state name< / ul >
< P > < tt > < B > give< / B > ( < i > String name, [ Integer amount ] < / i > )< / tt > < BR >
< ul > Gives the player the specified thing (weapon, ammo, item, etc.) and optionally the amount.< / ul >
< P > < tt > < B > giveweapon< / B > ( < i > String weapon_name < / i > )< / tt > < BR >
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< ul > Gives the player the specified weapon.< / ul >
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< P > < tt > < B > gotkill< / B > ( < i > Entity victim, Integer damage, Entity inflictor, Integer meansofdeath, Boolean gib < / i > )< / tt > < BR >
< ul > event sent to attacker when an entity dies< / ul >
< P > < tt > < B > gvo< / B > < / tt > < BR >
< ul > Retrieves the server's vote options file< / ul >
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< P > < tt > < B > has_disguise< / B > ( < i > Integer is_disguised < / i > )< / tt > < BR >
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< ul > zero = does not have a disguise,non - zero = has a disguise< / ul >
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< P > < tt > < B > has_disguise< / B > < / tt > < BR >
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< ul > zero = does not have a disguise,non - zero = has a disguise< / ul >
< P > < tt > < B > hideent< / B > ( < i > Entity entity < / i > )< / tt > < BR >
< ul > Hides the specified entity to the player.< / ul >
< P > < tt > < B > holster< / B > < / tt > < BR >
< ul > Holsters all wielded weapons, or unholsters previously put away weapons< / ul >
< P > < tt > < B > injail< / B > < / tt > < BR >
< ul > returns 1 if player is in jail,0 if out< / ul >
< P > < tt > < B > injail< / B > ( < i > Integer boolean < / i > )< / tt > < BR >
< ul > set to 1 to indicate when player is in jail,0 when they are free< / ul >
< P > < tt > < B > inventory< / B > ( < i > Entity array < / i > )< / tt > < BR >
< ul > Set up the player's inventory< / ul >
< P > < tt > < B > inventory< / B > < / tt > < BR >
< ul > returns player's inventory< / ul >
< P > < tt > < B > invnext< / B > < / tt > < BR >
< ul > Cycle to player's next item.< / ul >
< P > < tt > < B > invprev< / B > < / tt > < BR >
< ul > Cycle to player's previous item.< / ul >
< P > < tt > < B > iprint< / B > ( < i > String string, [ Integer bold ] < / i > )< / tt > < BR >
< ul > prints a string to the player,optionally in bold< / ul >
< P > < tt > < B > isadmin< / B > < / tt > < BR >
< ul > checks if player is logged as admin< / ul >
< P > < tt > < B > isEscaping< / B > < / tt > < BR >
< ul > Return non-zero if escaping or assisting escape< / ul >
< P > < tt > < B > isSpectator< / B > < / tt > < BR >
< ul > Check to see if player is a spectator (non-zero return value)< / ul >
< P > < tt > < B > is_disguised< / B > < / tt > < BR >
< ul > zero = not disguisednon-zero = disguised< / ul >
< P > < tt > < B > jailassistescape< / B > < / tt > < BR >
< ul > Start the assist jail escape animation< / ul >
< P > < tt > < B > jailescape< / B > < / tt > < BR >
< ul > Start the escape from jail animation< / ul >
< P > < tt > < B > jailescapestop< / B > < / tt > < BR >
< ul > Stop either the escape from jail or assist animation< / ul >
< P > < tt > < B > join_team< / B > ( < i > String team < / i > )< / tt > < BR >
< ul > Join the specified team (allies or axis)< / ul >
< P > < tt > < B > jump< / B > ( < i > Float height < / i > )< / tt > < BR >
< ul > Makes the player jump.< / ul >
< P > < tt > < B > jumpxy< / B > ( < i > Float forwardmove, Float sidemove, Float speed < / i > )< / tt > < BR >
< ul > Makes the sentient jump.< / ul >
< P > < tt > < B > kill< / B > < / tt > < BR >
< ul > console based command to kill yourself if stuck.< / ul >
< P > < tt > < B > killaxis< / B > ( < i > Float radius < / i > )< / tt > < BR >
< ul > Kills all of the axis that are in the passed radius, or all of them if radius is 0.< / ul >
< P > < tt > < B > killclass< / B > ( < i > String classname, [ Integer except_entity_number ] < / i > )< / tt > < BR >
< ul > Kills all of the entities in the specified class.< / ul >
< P > < tt > < B > killed< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > event which is sent to an entity once it as been killed< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > killent< / B > ( < i > Integer entity_number < / i > )< / tt > < BR >
< ul > Kills the specified entity.< / ul >
< P > < tt > < B > killhandler< / B > ( < i > String label < / i > )< / tt > < BR >
< ul > Gets the player's current killed event handler. Returns NIL if no custom killhandler was set.< / ul >
< P > < tt > < B > killhandler< / B > ( < i > String label < / i > )< / tt > < BR >
< ul > Replace the player's killed event by a new scripted handler. None or an empty string will revert to the default killed event handler.< / ul >
< P > < tt > < B > leanleftheld< / B > < / tt > < BR >
< ul > Returns 1 if this player is holding lean left key, or 0 if he is not< / ul >
< P > < tt > < B > leanrightheld< / B > < / tt > < BR >
< ul > returns EV_RETURN if this player is holding lean right key, or 0 if he is not< / ul >
< P > < tt > < B > leave_team< / B > < / tt > < BR >
< ul > Leave the current team< / ul >
< P > < tt > < B > listinventory< / B > < / tt > < BR >
< ul > List of the player's inventory.< / ul >
< P > < tt > < B > logstats< / B > ( < i > Boolean state < / i > )< / tt > < BR >
< ul > Turn on/off the debugging playlog< / ul >
< P > < tt > < B > modheight< / B > ( < i > String height < / i > )< / tt > < BR >
< ul > change the maximum height of the player< BR >
can specify 'stand', 'duck' or 'prone'.< / ul >
< P > < tt > < B > modheightfloat< / B > ( < i > Float height, Float max_z < / i > )< / tt > < BR >
< ul > Specify the view height of the player and the height of his bounding box.< / ul >
< P > < tt > < B > moveposflags< / B > ( < i > String position, [ String movement ] < / i > )< / tt > < BR >
< ul > used by the state files to tell the game dll what the player is doing< / ul >
< P > < tt > < B > moveSpeedScale< / B > < / tt > < BR >
< ul > Gets the player's speed multiplier.< / ul >
< P > < tt > < B > moveSpeedScale< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > Sets the player's speed multiplier (default 1.0).< / ul >
< P > < tt > < B > nationalityprefix< / B > < / tt > < BR >
< ul > get the three or five letter prefix that denotes the player's nationality< / ul >
< P > < tt > < B > netname< / B > < / tt > < BR >
< ul > returns player's name< / ul >
< P > < tt > < B > nextpaintime< / B > ( < i > Float seconds < / i > )< / tt > < BR >
< ul > Set the next time the player experiences pain (Current time + seconds specified).< / ul >
< P > < tt > < B > noclip< / B > < / tt > < BR >
< ul > Toggles the noclip cheat.< / ul >
< P > < tt > < B > notarget< / B > < / tt > < BR >
< ul > Toggles the notarget cheat.< / ul >
< P > < tt > < B > notready< / B > < / tt > < BR >
< ul > makes this player not ready for the round to start< / ul >
< P > < tt > < B > objective< / B > ( < i > Integer num_completed, Integer out_of < / i > )< / tt > < BR >
< ul > Sets the number of objectives completed and the total number of objectives< / ul >
< P > < tt > < B > pain< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > used to inflict pain to an entity< / ul >
< P > < tt > < B > perferredweapon< / B > ( < i > String weapon_name < / i > )< / tt > < BR >
< ul > Overrides your perferred weapon that is displayed in the stats screen.< / ul >
< P > < tt > < B > physics_off< / B > < / tt > < BR >
< ul > turn player physics off.< / ul >
< P > < tt > < B > physics_on< / B > < / tt > < BR >
< ul > turn player physics on.< / ul >
< P > < tt > < B > pickweapon< / B > < / tt > < BR >
< ul > Pick your weapon.< / ul >
< P > < tt > < B > playlocalsound< / B > ( < i > String soundName, [ Boolean loop ], [ Float time ] < / i > )< / tt > < BR >
< ul > Plays a local sound to the player. The sound must be aliased globally. Requires sv_reborn to be set for stereo sounds.< / ul >
< P > < tt > < B > poweruptimer< / B > ( < i > Integer poweruptimer, Integer poweruptype < / i > )< / tt > < BR >
< ul > Sets the powerup timer and powerup type.< / ul >
< P > < tt > < B > primarydmweapon< / B > ( < i > String weaptype < / i > )< / tt > < BR >
< ul > Sets the player's primary DM weapon< / ul >
< P > < tt > < B > primaryfireheld< / B > < / tt > < BR >
< ul > returns 1 if this player is holding the primary fire, or 0 if not< / ul >
< P > < tt > < B > ready< / B > < / tt > < BR >
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< ul > makes this player ready for the round to start< / ul >
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< P > < tt > < B > ready< / B > < / tt > < BR >
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< ul > returns 1 if this player is ready,0 otherwise< / ul >
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< P > < tt > < B > reload< / B > < / tt > < BR >
< ul > Reloads the player's weapon< / ul >
< P > < tt > < B > removeclass< / B > ( < i > String classname, [ Integer except_entity_number ] < / i > )< / tt > < BR >
< ul > Removes all of the entities in the specified class.< / ul >
< P > < tt > < B > removeent< / B > ( < i > Integer entity_number < / i > )< / tt > < BR >
< ul > Removes the specified entity.< / ul >
< P > < tt > < B > resethaveitem< / B > ( < i > String weapon_name < / i > )< / tt > < BR >
< ul > Resets the game var that keeps track that we have gotten this weapon< / ul >
< P > < tt > < B > resetstate< / B > < / tt > < BR >
< ul > Reset the player's state table.< / ul >
< P > < tt > < B > respawn< / B > < / tt > < BR >
< ul > Respawns the player.< / ul >
< P > < tt > < B > runheld< / B > < / tt > < BR >
< ul > returns 1 if this player is holding run key,or 0 if he is not< / ul >
< P > < tt > < B > safeholster< / B > ( < i > Boolean putaway < / i > )< / tt > < BR >
< ul > Holsters all wielded weapons, or unholsters previously put away weapons< BR >
preserves state, so it will not holster or unholster unless necessary< / ul >
< P > < tt > < B > safezoom< / B > ( < i > Boolean zoomin < / i > )< / tt > < BR >
< ul > 0 turns off zoom,and 1 returns zoom to previous setting< / ul >
< P > < tt > < B > score< / B > < / tt > < BR >
< ul > Show the score for the current deathmatch game< / ul >
< P > < tt > < B > secfireheld< / B > < / tt > < BR >
< ul > returns EV_RETURN if this player is holding secondary fire, or 0 if he is not< / ul >
< P > < tt > < B > secondaryfireheld< / B > < / tt > < BR >
< ul > returns 1 if this player is holding the secondary fire, or 0 if not< / ul >
< P > < tt > < B > setanimspeed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > set the player's animation speed multiplier (default 1.0).< / ul >
< P > < tt > < B > setclientflag< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Calls a flag to the script client.< / ul >
< P > < tt > < B > setentshader< / B > ( < i > Entity entity, String shadername < / i > )< / tt > < BR >
< ul > Sets an entity shader for this player. An empty string will revert to the normal entity shader.< / ul >
< P > < tt > < B > setlocalsoundrate< / B > ( < i > String name, Float rate, [ Float time ] < / i > )< / tt > < BR >
< ul > Sets the local sound rate.< / ul >
< P > < tt > < B > setspeed< / B > ( < i > Float speed, [ Integer index ] < / i > )< / tt > < BR >
< ul > Sets the player's speed multiplier (default 1.0). Index specify which array value will be used (maximum 4).< / ul >
< P > < tt > < B > setteam< / B > ( < i > String team_name < / i > )< / tt > < BR >
< ul > sets the player's team without respawning.< BR >
Available team names are 'none', 'spectator', 'freeforall', 'axis' and 'allies'.< / ul >
< P > < tt > < B > setvmaspeed< / B > ( < i > String name, Float speed < / i > )< / tt > < BR >
< ul > Sets the player's animation speed when playing it.< / ul >
< P > < tt > < B > show< / B > < / tt > < BR >
< ul > show the entity,opposite of hide.< / ul >
< P > < tt > < B > showent< / B > ( < i > Entity entity < / i > )< / tt > < BR >
< ul > Shows the specified entity to the player.< / ul >
< P > < tt > < B > skipcinematic< / B > < / tt > < BR >
< ul > Skip the current cinematic< / ul >
< P > < tt > < B > spawn< / B > ( < i > String entityname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] < / i > )< / tt > < BR >
< ul > Spawns an entity.< / ul >
< P > < tt > < B > spectator< / B > < / tt > < BR >
< ul > Become a spectator< / ul >
< P > < tt > < B > startuseobject< / B > < / tt > < BR >
< ul > starts up the useobject's animations.< / ul >
< P > < tt > < B > state< / B > < / tt > < BR >
< ul > Dumps the player's state to the console.< / ul >
< P > < tt > < B > statefile< / B > < / tt > < BR >
< ul > Gets the player's current state file.< / ul >
< P > < tt > < B > statefile< / B > ( < i > [ String statefile ] < / i > )< / tt > < BR >
< ul > Sets the player's current state file (setting NIL, NULL or an empty string will revert to the global statefile).< / ul >
< P > < tt > < B > stats< / B > < / tt > < BR >
< ul > Display the MissionLog.< / ul >
< P > < tt > < B > stoplocalsound< / B > ( < i > String soundName, [ Float time ] < / i > )< / tt > < BR >
< ul > Stops the specified sound.< / ul >
< P > < tt > < B > stopwatch< / B > ( < i > Integer duration < / i > )< / tt > < BR >
< ul > Starts a stopwatch for a given duration... use 0 to clear the stopwatch< / ul >
< P > < tt > < B > stopwatchingactor< / B > ( < i > Entity actor_to_stop_watching < / i > )< / tt > < BR >
< ul > Makes the player's camera stop watching the specified actor.< / ul >
< P > < tt > < B > stufftext< / B > ( < i > String stuffstrings < / i > )< / tt > < BR >
< ul > Stuffs text to the player's console< / ul >
< P > < tt > < B > takepain< / B > ( < i > Boolean bool < / i > )< / tt > < BR >
< ul > Set whether or not to take pain< / ul >
< P > < tt > < B > tele< / B > ( < i > Vector location < / i > )< / tt > < BR >
< ul > Teleport to location< / ul >
< P > < tt > < B > testplayeranim< / B > ( < i > Float weight, [ String anim ] < / i > )< / tt > < BR >
< ul > Plays a test animation on the player< / ul >
< P > < tt > < B > testthread< / B > ( < i > String scriptfile, [ String label ] < / i > )< / tt > < BR >
< ul > Starts the named thread at label if provided.< / ul >
< P > < tt > < B > turn< / B > ( < i > Float yawangle < / i > )< / tt > < BR >
< ul > Causes player to turn the specified amount.< / ul >
< P > < tt > < B > turnlegs< / B > ( < i > Float yawangle < / i > )< / tt > < BR >
< ul > Turns the players legs instantly by the specified amount.< / ul >
< P > < tt > < B > turnupdate< / B > ( < i > Float yaw, Float timeleft < / i > )< / tt > < BR >
< ul > Causes player to turn the specified amount.< / ul >
< P > < tt > < B > turret< / B > < / tt > < BR >
< ul > Returns the turret the player is using. NULL if player isn't using a turret.< / ul >
< P > < tt > < B > turretenter< / B > ( < i > Entity turret, [ String driver_anim ] < / i > )< / tt > < BR >
< ul > Called when someone gets into a turret.< / ul >
< P > < tt > < B > turretexit< / B > ( < i > Entity turret < / i > )< / tt > < BR >
< ul > Called when driver gets out of the turret.< / ul >
< P > < tt > < B > tweakladderpos< / B > < / tt > < BR >
< ul > Tweaks the player's position on a ladder to be proper< / ul >
< P > < tt > < B > unattachfromladder< / B > < / tt > < BR >
< ul > Unattaches the sentient from a ladder< / ul >
< P > < tt > < B > updatepoweruptime< / B > < / tt > < BR >
< ul > Called once a second to decrement powerup time.< / ul >
< P > < tt > < B > useheld< / B > < / tt > < BR >
< ul > returns 1 if this player is holding use,or 0 if he is not< / ul >
< P > < tt > < B > userinfo< / B > < / tt > < BR >
< ul > returns userinfo string< / ul >
< P > < tt > < B > usestuff< / B > < / tt > < BR >
< ul > Makes the player try to use whatever is in front of her.< / ul >
< P > < tt > < B > vehicle< / B > < / tt > < BR >
< ul > Returns the vehicle the player is using. NULL if player isn't using a vehicle.< / ul >
< P > < tt > < B > viewangles< / B > < / tt > < BR >
< ul > get the angles of the entity.< / ul >
< P > < tt > < B > viewangles< / B > ( < i > Vector newAngles < / i > )< / tt > < BR >
< ul > set the view angles of the entity to newAngles.< / ul >
< P > < tt > < B > viewmodelanim< / B > ( < i > String name, [ Integer force_restart ] < / i > )< / tt > < BR >
< ul > Sets the player's view model animation.< / ul >
< P > < tt > < B > viewmodelanimfinished< / B > < / tt > < BR >
< ul > True if the player's current view model finished its animation.< / ul >
< P > < tt > < B > viewmodelanimvalid< / B > ( < i > String anim, [ Boolean fullanim ] < / i > )< / tt > < BR >
< ul > True if the view model animation is valid.< / ul >
< P > < tt > < B > viewmodelgetanim< / B > ( < i > [ Boolean fullanim ] < / i > )< / tt > < BR >
< ul > Gets the player's current view model animation.< / ul >
< P > < tt > < B > visiongetnaked< / B > < / tt > < BR >
< ul > Gets the player's current naked-eye vision.< / ul >
< P > < tt > < B > visionsetblur< / B > ( < i > Float level, [ Float transition_time ] < / i > )< / tt > < BR >
< ul > Sets the player's blur level. Level is a fraction from 0-1< / ul >
< P > < tt > < B > visionsetnaked< / B > ( < i > String vision_name, [ Float transition_time ], [ Float phase ] < / i > )< / tt > < BR >
< ul > Sets the player's naked-eye vision. Optionally give a transition time from the current vision. If vision_name is an empty string, it will revert to the current global vision.< / ul >
< P > < tt > < B > voicetype< / B > ( < i > String voice_name < / i > )< / tt > < BR >
< ul > Sets the voice type to use the player.< / ul >
< P > < tt > < B > vote< / B > ( < i > String arg1 < / i > )< / tt > < BR >
< ul > Player votes either yes or no< / ul >
< P > < tt > < B > waitForState< / B > ( < i > String stateToWaitFor < / i > )< / tt > < BR >
< ul > When set, the player will clear waitforplayer when this state is hit< BR >
in the legs or torso.< / ul >
< P > < tt > < B > watchactor< / B > ( < i > Entity actor_to_watch < / i > )< / tt > < BR >
< ul > Makes the player's camera watch the specified actor.< / ul >
< P > < tt > < B > weapdrop< / B > < / tt > < BR >
< ul > Drops the player's current weapon.< / ul >
< P > < tt > < B > weapnext< / B > < / tt > < BR >
< ul > Cycle to player's next weapon.< / ul >
< P > < tt > < B > weapprev< / B > < / tt > < BR >
< ul > Cycle to player's previous weapon.< / ul >
< P > < tt > < B > whatis< / B > ( < i > Integer entity_number < / i > )< / tt > < BR >
< ul > Prints info on the specified entity.< / ul >
< P > < tt > < B > wuss< / B > < / tt > < BR >
< ul > Gives player all weapons.< / ul >
< P > < tt > < B > zoomoff< / B > < / tt > < BR >
< ul > makes sure that zoom is off< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "PlayerAlliedDeathmatchStart" > PlayerAlliedDeathmatchStart (< i > info_player_allied< / i > )< / a > -> < a href = "#PlayerDeathmatchStart" > PlayerDeathmatchStart< / a > -> < a href = "#PlayerStart" > PlayerStart< / a > -> < a href = "#SimpleArchivedEntity" > SimpleArchivedEntity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "PlayerAxisDeathmatchStart" > PlayerAxisDeathmatchStart (< i > info_player_axis< / i > )< / a > -> < a href = "#PlayerDeathmatchStart" > PlayerDeathmatchStart< / a > -> < a href = "#PlayerStart" > PlayerStart< / a > -> < a href = "#SimpleArchivedEntity" > SimpleArchivedEntity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "PlayerBot" > PlayerBot< / a > -> < a href = "#Player" > Player< / a > -> < a href = "#Sentient" > Sentient< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > gotkill< / B > ( < i > Entity victim, Integer damage, Entity inflictor, Integer meansofdeath, Boolean gib < / i > )< / tt > < BR >
< ul > event sent to attacker when an entity dies< / ul >
< P > < tt > < B > killed< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > event which is sent to an entity once it as been killed< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > stufftext< / B > ( < i > String stuffstrings < / i > )< / tt > < BR >
< ul > Stuffs text to the player's console< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "PlayerDeathmatchStart" > PlayerDeathmatchStart (< i > info_player_deathmatch< / i > )< / a > -> < a href = "#PlayerStart" > PlayerStart< / a > -> < a href = "#SimpleArchivedEntity" > SimpleArchivedEntity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "PlayerIntermission" > PlayerIntermission (< i > info_player_intermission< / i > )< / a > -> < a href = "#Camera" > Camera< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "PlayerStart" > PlayerStart (< i > info_player_start< / i > )< / a > -> < a href = "#SimpleArchivedEntity" > SimpleArchivedEntity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > angle< / B > ( < i > Float newAngle < / i > )< / tt > < BR >
< ul > set the angles of the entity using just one value.< BR >
Sets the yaw of the entity or an up and down< BR >
direction if newAngle is[ 0 - 359 ] or - 1 or - 2< / ul >
< P > < tt > < B > deletespawn< / B > < / tt > < BR >
< ul > delete this spawnpoint when spawning from this spawnpoint< / ul >
< P > < tt > < B > disablespawn< / B > < / tt > < BR >
< ul > forbids spawning from this spawnpoint< / ul >
< P > < tt > < B > enablespawn< / B > < / tt > < BR >
< ul > allows spawning from this spawnpoint< / ul >
< P > < tt > < B > keepspawn< / B > < / tt > < BR >
< ul > keep this spawnpoint when spawning from this spawnpoint< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "PortableTurret" > PortableTurret< / a > -> < a href = "#TurretGun" > TurretGun< / a > -> < a href = "#Weapon" > Weapon< / a > -> < a href = "#Item" > Item< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > clipsize< / B > ( < i > Integer ammoClipSize < / i > )< / tt > < BR >
< ul > Set the amount of rounds a clip of the weapon holds< / ul >
< P > < tt > < B > item_droptofloor< / B > < / tt > < BR >
< ul > Drops the item to the ground.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "PortalCamera" > PortalCamera (< i > portal_camera< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > roll< / B > ( < i > Float roll < / i > )< / tt > < BR >
< ul > Sets the portal camera's roll.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "PortalSurface" > PortalSurface (< i > portal_surface< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > locatecamera< / B > < / tt > < BR >
< ul > Locates the camera position.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "Projectile" > Projectile< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > addownervelocity< / B > ( < i > Boolean bool < / i > )< / tt > < BR >
< ul > Set whether or not the owner's velocity is added to the projectile's velocity< / ul >
< P > < tt > < B > addvelocity< / B > ( < i > Float velocity_x, Float velocity_y, Float velocity_z < / i > )< / tt > < BR >
< ul > Set a velocity to be added to the projectile when it is created< / ul >
< P > < tt > < B > arctotarget< / B > < / tt > < BR >
< ul > Make the projectile follow a normal arc on its way to its target< / ul >
< P > < tt > < B > avelocity< / B > ( < i > [ String [random|crandom] ], [ Float yaw ], [ String [random|crandom] ], [ Float pitch ], [ String [random|crandom] ], [ Float roll ] < / i > )< / tt > < BR >
< ul > set the angular velocity of the projectile< / ul >
< P > < tt > < B > beam< / B > ( < i > String command, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] < / i > )< / tt > < BR >
< ul > send a command to the beam of this projectile< / ul >
< P > < tt > < B > becomebomb< / B > < / tt > < BR >
< ul > Make the projectile into a bomb< / ul >
< P > < tt > < B > bouncesound< / B > < / tt > < BR >
< ul > Set the name of the sound that is played when the projectile bounces< / ul >
< P > < tt > < B > bouncesound_hard< / B > < / tt > < BR >
< ul > Set the name of the sound that is played when the projectile bounces off hard surfaces< / ul >
< P > < tt > < B > bouncesound_metal< / B > < / tt > < BR >
< ul > Set the name of the sound that is played when the projectile bounces off metal< / ul >
< P > < tt > < B > bouncesound_water< / B > < / tt > < BR >
< ul > Set the name of the sound that is played when the projectile bounces off water< / ul >
< P > < tt > < B > bouncetouch< / B > < / tt > < BR >
< ul > Make the projectile bounce when it hits a non-damageable solid< / ul >
< P > < tt > < B > canhitowner< / B > < / tt > < BR >
< ul > Make the projectile be able to hit its owner< / ul >
< P > < tt > < B > chargelife< / B > < / tt > < BR >
< ul > set the projectile's life to be determined by the charge time< / ul >
< P > < tt > < B > chargespeed< / B > < / tt > < BR >
< ul > set the projectile's speed to be determined by the charge time< / ul >
< P > < tt > < B > clearowner< / B > < / tt > < BR >
< ul > Make the projectile be able to hit its owner now< / ul >
< P > < tt > < B > dieinwater< / B > < / tt > < BR >
< ul > Make the projectile die when gets wet< / ul >
< P > < tt > < B > dlight< / B > ( < i > Float red, Float green, Float blue, Float intensity < / i > )< / tt > < BR >
< ul > set the color and intensity of the dynamic light on the projectile< / ul >
< P > < tt > < B > dmlife< / B > ( < i > Float projectileLife < / i > )< / tt > < BR >
< ul > set the life of the projectile in DM< / ul >
< P > < tt > < B > doTouch< / B > ( < i > Entity touchingEntity < / i > )< / tt > < BR >
< ul > sent to entity when touched.< / ul >
< P > < tt > < B > drunk< / B > ( < i > Float amount, Float rate < / i > )< / tt > < BR >
< ul > Make the projectile drunk< / ul >
< P > < tt > < B > explode< / B > < / tt > < BR >
< ul > Make the projectile explode< / ul >
< P > < tt > < B > explodeontouch< / B > < / tt > < BR >
< ul > Make the projectile explode when it touches something damagable< / ul >
< P > < tt > < B > explosionmodel< / B > ( < i > String modelname < / i > )< / tt > < BR >
< ul > Set the modelname of the explosion to be spawned< / ul >
< P > < tt > < B > fuse< / B > ( < i > Integer fuse < / i > )< / tt > < BR >
< ul > set the projectile's life to be determined by the charge time< / ul >
< P > < tt > < B > heatseek< / B > < / tt > < BR >
< ul > Make the projectile heat seek< / ul >
< P > < tt > < B > hitdamage< / B > ( < i > Float projectileHitDamage < / i > )< / tt > < BR >
< ul > set the damage a projectile does when it hits something< / ul >
< P > < tt > < B > impactmarkorientation< / B > ( < i > Float degrees < / i > )< / tt > < BR >
< ul > Set the orientation of the impact mark< / ul >
< P > < tt > < B > impactmarkradius< / B > ( < i > Float radius < / i > )< / tt > < BR >
< ul > Set the radius of the impact mark< / ul >
< P > < tt > < B > impactmarkshader< / B > ( < i > String shader < / i > )< / tt > < BR >
< ul > Set the impact mark of the shader< / ul >
< P > < tt > < B > killed< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > event which is sent to an entity once it as been killed< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > knockback< / B > ( < i > Float projectileKnockback < / i > )< / tt > < BR >
< ul > set the knockback of the projectile when it hits something< / ul >
< P > < tt > < B > life< / B > ( < i > Float projectileLife < / i > )< / tt > < BR >
< ul > set the life of the projectile< / ul >
< P > < tt > < B > meansofdeath< / B > ( < i > String meansOfDeath < / i > )< / tt > < BR >
< ul > set the meansOfDeath of the projectile< / ul >
< P > < tt > < B > minlife< / B > ( < i > Float minProjectileLife < / i > )< / tt > < BR >
< ul > set the minimum life of the projectile (this is for charge up weapons)< / ul >
< P > < tt > < B > minspeed< / B > ( < i > Float minspeed < / i > )< / tt > < BR >
< ul > set the minimum speed of the projectile (this is for charge up weapons)< / ul >
< P > < tt > < B > notouchdamage< / B > < / tt > < BR >
< ul > Makes the projectile not blow up or deal damage when it touches a damagable object< / ul >
< P > < tt > < B > prethink< / B > < / tt > < BR >
< ul > Make the projectile think to update it's velocity< / ul >
< P > < tt > < B > removewhenstopped< / B > < / tt > < BR >
< ul > Make the projectile get removed when it stops< / ul >
< P > < tt > < B > smashthroughglass< / B > ( < i > Integer speed < / i > )< / tt > < BR >
< ul > Makes the projectile smash through windows & other damageble glass objects when going above a set speed< / ul >
< P > < tt > < B > speed< / B > ( < i > Float projectileSpeed < / i > )< / tt > < BR >
< ul > set the speed of the projectile< / ul >
< P > < tt > < B > stopped< / B > < / tt > < BR >
< ul > sent when entity has stopped bouncing for MOVETYPE_TOSS.< / ul >
< P > < tt > < B > updatebeam< / B > < / tt > < BR >
< ul > Update the attached beam< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "ProjectileGenerator" > ProjectileGenerator (< i > ProjectileGenerator< / i > )< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > Accuracy< / B > ( < i > Float Accuracy < / i > )< / tt > < BR >
< ul > Accuracy 0-25 feet< BR >
Default=10< / ul >
< P > < tt > < B > BeginCycle< / B > < / tt > < BR >
< ul > Startup the cycle..< / ul >
< P > < tt > < B > Cycles< / B > ( < i > Integer Cycles < / i > )< / tt > < BR >
< ul > Number of cycles. 0=infinte< BR >
Default=0< / ul >
< P > < tt > < B > doActivate< / B > ( < i > Entity activatingEntity < / i > )< / tt > < BR >
< ul > General trigger event for all entities< / ul >
< P > < tt > < B > EndCycle< / B > < / tt > < BR >
< ul > End the cycle..< / ul >
< P > < tt > < B > FireOnStartUp< / B > < / tt > < BR >
< ul > Default=1; Set this to 0 if you don't want the PG to fire on startup.< / ul >
< P > < tt > < B > gettargetentity< / B > < / tt > < BR >
< ul > Returns entity being targeted by the projectile generator,< / ul >
< P > < tt > < B > ID< / B > ( < i > Integer ID < / i > )< / tt > < BR >
< ul > Sets the ID for this projectile generator< BR >
Default=0:< / ul >
< P > < tt > < B > initialize< / B > < / tt > < BR >
< ul > Initialize object< / ul >
< P > < tt > < B > isturnedon< / B > < / tt > < BR >
< ul > Returns whether the generator is on or off.< / ul >
< P > < tt > < B > launchsound< / B > ( < i > String Sound < / i > )< / tt > < BR >
< ul > Set a launch sound for the projectile.< / ul >
< P > < tt > < B > MaxDelay< / B > ( < i > Float MaxDelay < / i > )< / tt > < BR >
< ul > Maximum time between bursts< BR >
Default=10< / ul >
< P > < tt > < B > MaxDuration< / B > ( < i > Float MaxDuration < / i > )< / tt > < BR >
< ul > Sets the maximum duration of bursts(in seconds)< BR >
Default=3< / ul >
< P > < tt > < B > MaxNumShots< / B > ( < i > Integer MaxNumShots < / i > )< / tt > < BR >
< ul > Sets the maximum # of shots to fire in a cycle< BR >
Default=1< / ul >
< P > < tt > < B > MinDelay< / B > ( < i > Float MinDelay < / i > )< / tt > < BR >
< ul > Minimum time between bursts.< BR >
< / ul >
< P > < tt > < B > MinDuration< / B > ( < i > Float MinDuration < / i > )< / tt > < BR >
< ul > Sets the minimum duration of the bursts (in seconds)< BR >
Default=3< / ul >
< P > < tt > < B > MinNumShots< / B > ( < i > Integer MinNumShots < / i > )< / tt > < BR >
< ul > Sets the minimum # of shots to fire in a cycle< BR >
Default=1< / ul >
< P > < tt > < B > Model< / B > ( < i > String Model < / i > )< / tt > < BR >
< ul > Projectile model to use.< BR >
Default=models/projectiles/bazookashell.tik< / ul >
< P > < tt > < B > target< / B > ( < i > String targetname_to_target < / i > )< / tt > < BR >
< ul > target another entity with targetname_to_target.< / ul >
< P > < tt > < B > TickCycle< / B > < / tt > < BR >
< ul > Tick the cycle..< / ul >
< P > < tt > < B > TurnOff< / B > < / tt > < BR >
< ul > Turn Off and cancel the current cycle (if any)< / ul >
< P > < tt > < B > TurnOn< / B > < / tt > < BR >
< ul > Turn On and begin the first cycle< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "ProjectileGenerator_Gun" > ProjectileGenerator_Gun (< i > ProjectileGenerator_Gun< / i > )< / a > -> < a href = "#ProjectileGenerator" > ProjectileGenerator< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > bulletcount< / B > ( < i > Float bulletCount < / i > )< / tt > < BR >
< ul > Set the number of bullets this weapon shoots when fired< / ul >
< P > < tt > < B > bulletdamage< / B > ( < i > Float bulletDamage < / i > )< / tt > < BR >
< ul > Set the damage that the bullet causes< / ul >
< P > < tt > < B > bulletknockback< / B > ( < i > Float bulletKnockback < / i > )< / tt > < BR >
< ul > Set the knockback that the bullet causes< / ul >
< P > < tt > < B > bulletlarge< / B > ( < i > Integer bulletType < / i > )< / tt > < BR >
< ul > Set if the bullets fired are rifle bullets(1), artillery(2) or larger tracers(3)< / ul >
< P > < tt > < B > bulletrange< / B > ( < i > Float bulletRange < / i > )< / tt > < BR >
< ul > Set the range of the bullets< / ul >
< P > < tt > < B > bulletspread< / B > ( < i > Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] < / i > )< / tt > < BR >
< ul > Set the min & optional max spread of the bullet in the x and y axis< / ul >
< P > < tt > < B > fakebullets< / B > ( < i > Boolean useFakeBullets < / i > )< / tt > < BR >
< ul > Whether or not the projectile generator should fire real bullets.< / ul >
< P > < tt > < B > firedelay< / B > ( < i > Float fFireDelay < / i > )< / tt > < BR >
< ul > Set the minimum time between shots from the weapon< / ul >
< P > < tt > < B > ID< / B > ( < i > Integer ID < / i > )< / tt > < BR >
< ul > Sets the ID for this projectile generator< BR >
Default=0:< / ul >
< P > < tt > < B > meansofdeath< / B > ( < i > String meansOfDeath < / i > )< / tt > < BR >
< ul > Set the meansOfDeath of the weapon.< / ul >
< P > < tt > < B > throughmetal< / B > ( < i > Float dist < / i > )< / tt > < BR >
< ul > Sets how far the bullets can go through metal< / ul >
< P > < tt > < B > throughwood< / B > ( < i > Float dist < / i > )< / tt > < BR >
< ul > Sets how far the bullets can go through wood< / ul >
< P > < tt > < B > tracerfrequency< / B > ( < i > Float frequenct < / i > )< / tt > < BR >
< ul > Set the frequency of making tracers< / ul >
< P > < tt > < B > tracerspeed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > Scale factor of how fast a tracer should travel (valid ranges 0-2)< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "ProjectileGenerator_Heavy" > ProjectileGenerator_Heavy (< i > ProjectileGenerator_Heavy< / i > )< / a > -> < a href = "#ProjectileGenerator" > ProjectileGenerator< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > projectile< / B > ( < i > String projectileModel < / i > )< / tt > < BR >
< ul > Set the model of the projectile that this weapon fires< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "ProjectileGenerator_Projectile" > ProjectileGenerator_Projectile (< i > ProjectileGenerator_Projectile< / i > )< / a > -> < a href = "#ProjectileGenerator" > ProjectileGenerator< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > arc< / B > ( < i > Float arc < / i > )< / tt > < BR >
< ul > arc in front of the player< / ul >
< P > < tt > < B > isdonut< / B > ( < i > Integer isdonut < / i > )< / tt > < BR >
< ul > will target donut< / ul >
< P > < tt > < B > maxdonut< / B > ( < i > Float maxdonut < / i > )< / tt > < BR >
< ul > max extent of donut from player< / ul >
< P > < tt > < B > mindonut< / B > ( < i > Float mindonut < / i > )< / tt > < BR >
< ul > min extent of donut from player< / ul >
< P > < tt > < B > playpreimpact< / B > < / tt > < BR >
< ul > Play a pre-impact sound< / ul >
< P > < tt > < B > preimpactsound< / B > ( < i > String Sound < / i > )< / tt > < BR >
< ul > Set a pre-impact sound.< / ul >
< P > < tt > < B > preimpactsoundprob< / B > ( < i > Float probability < / i > )< / tt > < BR >
< ul > Set the chance for a pre-impact sound to occur.< BR >
Range: ( 0.0, 1.0 ), with 0 having no chance, and 1 always occurring.< / ul >
< P > < tt > < B > preimpactsoundtime< / B > ( < i > Float delay < / i > )< / tt > < BR >
< ul > Set the time before impact to play the preimpact sound.< / ul >
< P > < tt > < B > projectile< / B > ( < i > String projectileModel < / i > )< / tt > < BR >
< ul > Set the model of the projectile that this weapon fires< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "ProjectileTarget" > ProjectileTarget (< i > ProjectileGenerator_Target< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > ID< / B > ( < i > Integer ID < / i > )< / tt > < BR >
< ul > Sets the ID for this projectile generator< BR >
Default=0:< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "PuffDaddy" > PuffDaddy (< i > plant_puffdaddy< / i > )< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > doTouch< / B > ( < i > Entity touchingEntity < / i > )< / tt > < BR >
< ul > sent to entity when touched.< / ul >
< P > < tt > < B > idle< / B > < / tt > < BR >
< ul > Animates the puff daddy.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "PushObject" > PushObject (< i > func_pushobject< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > dmg< / B > ( < i > Integer damage < / i > )< / tt > < BR >
< ul > Set the damage.< / ul >
< P > < tt > < B > doBlocked< / B > ( < i > Entity obstacle < / i > )< / tt > < BR >
< ul > sent to entity when blocked.< / ul >
< P > < tt > < B > pushsound< / B > ( < i > String sound < / i > )< / tt > < BR >
< ul > Set the pushing sound< / ul >
< P > < tt > < B > start< / B > < / tt > < BR >
< ul > Sets up the pushobject.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "Rain" > Rain (< i > func_rain< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "RandomSpawn" > RandomSpawn (< i > func_randomspawn< / i > )< / a > -> < a href = "#Spawn" > Spawn< / a > -> < a href = "#ScriptSlave" > ScriptSlave< / a > -> < a href = "#Mover" > Mover< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > doActivate< / B > ( < i > Entity activatingEntity < / i > )< / tt > < BR >
< ul > General trigger event for all entities< / ul >
< P > < tt > < B > max_time< / B > ( < i > Float maxTime < / i > )< / tt > < BR >
< ul > Maximum time between random spawns.< / ul >
< P > < tt > < B > min_time< / B > ( < i > Float minTime < / i > )< / tt > < BR >
< ul > Minimum time between random spawns.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "RandomSpeaker" > RandomSpeaker (< i > sound_randomspeaker< / i > )< / a > -> < a href = "#TriggerSpeaker" > TriggerSpeaker< / a > -> < a href = "#TriggerPlaySound" > TriggerPlaySound< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > chance< / B > ( < i > Float newChance< 0.00...1.00 > < / i > )< / tt > < BR >
< ul > Sets the chance that the sound will play when triggered.< / ul >
< P > < tt > < B > maxdelay< / B > ( < i > Float max_delay < / i > )< / tt > < BR >
< ul > Sets the maximum time between playings.< / ul >
< P > < tt > < B > mindelay< / B > ( < i > Float min_delay < / i > )< / tt > < BR >
< ul > Sets the minimum time between playings.< / ul >
< P > < tt > < B > triggereffect< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "ReSpawn" > ReSpawn (< i > func_respawn< / i > )< / a > -> < a href = "#Spawn" > Spawn< / a > -> < a href = "#ScriptSlave" > ScriptSlave< / a > -> < a href = "#Mover" > Mover< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "RotatingDoor" > RotatingDoor (< i > func_rotatingdoor< / i > )< / a > -> < a href = "#Door" > Door< / a > -> < a href = "#ScriptSlave" > ScriptSlave< / a > -> < a href = "#Mover" > Mover< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > doclose< / B > < / tt > < BR >
< ul > Closes the door (special doors).< / ul >
< P > < tt > < B > doopen< / B > ( < i > Entity other < / i > )< / tt > < BR >
< ul > Opens the door (special doors).< / ul >
< P > < tt > < B > openangle< / B > ( < i > Float open_angle < / i > )< / tt > < BR >
< ul > Sets the open angle of the door.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "RunThrough" > RunThrough (< i > func_runthrough< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > chance< / B > ( < i > Float chance < / i > )< / tt > < BR >
< ul > chance that trigger will spawn something.< / ul >
< P > < tt > < B > delay< / B > ( < i > Float delay < / i > )< / tt > < BR >
< ul > time between RunThrough being activated.< / ul >
< P > < tt > < B > doTouch< / B > ( < i > Entity touchingEntity < / i > )< / tt > < BR >
< ul > sent to entity when touched.< / ul >
< P > < tt > < B > lip< / B > ( < i > Float lip < / i > )< / tt > < BR >
< ul > distance below trigger we should spawn things.< / ul >
< P > < tt > < B > offset< / B > ( < i > Vector spawn_offset < / i > )< / tt > < BR >
< ul > When triggered, what to offset the spawned object by.< / ul >
< P > < tt > < B > spawnmodel< / B > ( < i > String model_to_spawn < / i > )< / tt > < BR >
< ul > When triggered, what to spawn.< / ul >
< P > < tt > < B > speed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > threshold speed at which RunThrough is activated.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "Script" > Script< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "ScriptAimedStrafingGunfire" > ScriptAimedStrafingGunfire (< i > script_aimedstrafinggunfire< / i > )< / a > -> < a href = "#ScriptSimpleStrafingGunfire" > ScriptSimpleStrafingGunfire< / a > -> < a href = "#ScriptSlave" > ScriptSlave< / a > -> < a href = "#Mover" > Mover< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
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< P > < tt > < B > aimtarget< / B > < / tt > < BR >
< ul > Set the aim target.< / ul >
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< P > < tt > < B > fire< / B > < / tt > < BR >
< ul > Fire.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "ScriptClass" > ScriptClass< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "ScriptDoor" > ScriptDoor (< i > script_door< / i > )< / a > -> < a href = "#Door" > Door< / a > -> < a href = "#ScriptSlave" > ScriptSlave< / a > -> < a href = "#Mover" > Mover< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > angle< / B > ( < i > Float newAngle < / i > )< / tt > < BR >
< ul > set the angles of the entity using just one value.< BR >
Sets the yaw of the entity or an up and down< BR >
direction if newAngle is[ 0 - 359 ] or - 1 or - 2< / ul >
< P > < tt > < B > closethread< / B > ( < i > String closethread < / i > )< / tt > < BR >
< ul > Set the thread to run when the door is closed (required).< / ul >
< P > < tt > < B > doclose< / B > < / tt > < BR >
< ul > Closes the door (special doors).< / ul >
< P > < tt > < B > doinit< / B > < / tt > < BR >
< ul > Sets up the script door.< / ul >
< P > < tt > < B > doopen< / B > ( < i > Entity other < / i > )< / tt > < BR >
< ul > Opens the door (special doors).< / ul >
< P > < tt > < B > initthread< / B > ( < i > String initthread < / i > )< / tt > < BR >
< ul > Set the thread to run when the door is initialized (optional).< / ul >
< P > < tt > < B > openthread< / B > ( < i > String openthread < / i > )< / tt > < BR >
< ul > Set the thread to run when the door is opened (required).< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "ScriptEvent" > ScriptEvent< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "ScriptMaster" > ScriptMaster< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > alias< / B > ( < i > String alias_name, String real_name, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ] < / i > )< / tt > < BR >
< ul > Sets up an alias.< / ul >
< P > < tt > < B > aliascache< / B > ( < i > String alias_name, String real_name, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ] < / i > )< / tt > < BR >
< ul > Sets up an alias and caches the resourse.< / ul >
< P > < tt > < B > cache< / B > ( < i > String resourceName < / i > )< / tt > < BR >
< ul > pre-cache the given resource.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "ScriptModel" > ScriptModel (< i > script_model< / i > )< / a > -> < a href = "#ScriptSlave" > ScriptSlave< / a > -> < a href = "#Mover" > Mover< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > angle< / B > ( < i > Float newAngle < / i > )< / tt > < BR >
< ul > set the angles of the entity using just one value.< BR >
Sets the yaw of the entity or an up and down< BR >
direction if newAngle is[ 0 - 359 ] or - 1 or - 2< / ul >
< P > < tt > < B > anim< / B > ( < i > String anim_name < / i > )< / tt > < BR >
< ul > Sets the script model's animation< / ul >
< P > < tt > < B > animdone< / B > < / tt > < BR >
< ul > Script model animation has finished.< / ul >
< P > < tt > < B > model< / B > ( < i > Entity modelName < / i > )< / tt > < BR >
< ul > set the model to modelName.< / ul >
< P > < tt > < B > moveanim< / B > ( < i > String animName < / i > )< / tt > < BR >
< ul > Makes the script model play an animation and move with the deltas contained in the animation< / ul >
< P > < tt > < B > moving_from_anim< / B > < / tt > < BR >
< ul > The script model is moving based on an animation< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "ScriptModelRealDamage" > ScriptModelRealDamage (< i > script_model_realdamage< / i > )< / a > -> < a href = "#ScriptModel" > ScriptModel< / a > -> < a href = "#ScriptSlave" > ScriptSlave< / a > -> < a href = "#Mover" > Mover< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "ScriptOrigin" > ScriptOrigin (< i > script_origin< / i > )< / a > -> < a href = "#ScriptSlave" > ScriptSlave< / a > -> < a href = "#Mover" > Mover< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > model< / B > ( < i > Entity modelName < / i > )< / tt > < BR >
< ul > set the model to modelName.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "ScriptSimpleStrafingGunfire" > ScriptSimpleStrafingGunfire (< i > script_simplestrafinggunfire< / i > )< / a > -> < a href = "#ScriptSlave" > ScriptSlave< / a > -> < a href = "#Mover" > Mover< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > bulletcount< / B > ( < i > Float bulletCount < / i > )< / tt > < BR >
< ul > Set the number of bullets this weapon shoots when fired< / ul >
< P > < tt > < B > bulletdamage< / B > ( < i > Float bulletDamage < / i > )< / tt > < BR >
< ul > Set the damage that the bullet causes< / ul >
< P > < tt > < B > bulletknockback< / B > ( < i > Float bulletKnockback < / i > )< / tt > < BR >
< ul > Set the knockback that the bullet causes< / ul >
< P > < tt > < B > bulletrange< / B > ( < i > Float bulletRange < / i > )< / tt > < BR >
< ul > Set the range of the bullets< / ul >
< P > < tt > < B > bulletspread< / B > ( < i > Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] < / i > )< / tt > < BR >
< ul > Set the min & optional max spread of the bullet in the x and y axis< / ul >
< P > < tt > < B > fire< / B > < / tt > < BR >
< ul > Fire.< / ul >
< P > < tt > < B > firedelay< / B > ( < i > Float fFireDelay < / i > )< / tt > < BR >
< ul > Set the minimum time between shots from the weapon< / ul >
< P > < tt > < B > off< / B > < / tt > < BR >
< ul > Turn the gunfire off.< / ul >
< P > < tt > < B > on< / B > < / tt > < BR >
< ul > Turn the gunfire on.< / ul >
< P > < tt > < B > projectile< / B > < / tt > < BR >
< ul > Set the projectile model< / ul >
< P > < tt > < B > throughmetal< / B > ( < i > Float dist < / i > )< / tt > < BR >
< ul > Sets how far the bullets can go through metal< / ul >
< P > < tt > < B > throughwood< / B > ( < i > Float dist < / i > )< / tt > < BR >
< ul > Sets how far the bullets can go through wood< / ul >
< P > < tt > < B > tracerfreq< / B > < / tt > < BR >
< ul > Set the frequency of the tracers< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "ScriptSkyOrigin" > ScriptSkyOrigin (< i > script_skyorigin< / i > )< / a > -> < a href = "#ScriptSlave" > ScriptSlave< / a > -> < a href = "#Mover" > Mover< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "ScriptSlave" > ScriptSlave (< i > script_object< / i > )< / a > -> < a href = "#Mover" > Mover< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > angle< / B > ( < i > Float newAngle < / i > )< / tt > < BR >
< ul > set the angles of the entity using just one value.< BR >
Sets the yaw of the entity or an up and down< BR >
direction if newAngle is[ 0 - 359 ] or - 1 or - 2< / ul >
< P > < tt > < B > angles< / B > ( < i > Vector angles < / i > )< / tt > < BR >
< ul > Sets the angles.< / ul >
< P > < tt > < B > bind< / B > ( < i > Entity parent, [ Boolean bind_child ] < / i > )< / tt > < BR >
< ul > bind this entity to the specified entity.< / ul >
< P > < tt > < B > closeportal< / B > < / tt > < BR >
< ul > Close the area portal enclosed in this object< / ul >
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > dmg< / B > ( < i > Integer damage < / i > )< / tt > < BR >
< ul > Set the damage.< / ul >
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< P > < tt > < B > doActivate< / B > ( < i > Entity activatingEntity < / i > )< / tt > < BR >
< ul > General trigger event for all entities< / ul >
< P > < tt > < B > doBlocked< / B > ( < i > Entity obstacle < / i > )< / tt > < BR >
< ul > sent to entity when blocked.< / ul >
< P > < tt > < B > doTouch< / B > ( < i > Entity touchingEntity < / i > )< / tt > < BR >
< ul > sent to entity when touched.< / ul >
< P > < tt > < B > doUse< / B > ( < i > Entity activatingEntity < / i > )< / tt > < BR >
< ul > sent to entity when it is used by another entity< / ul >
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< P > < tt > < B > endpath< / B > < / tt > < BR >
< ul > Stop following the path< / ul >
< P > < tt > < B > explode< / B > ( < i > Float damage < / i > )< / tt > < BR >
< ul > Creates an explosion at the script slave's position< / ul >
< P > < tt > < B > flypath< / B > ( < i > Entity array, Float speed, Float acceleration, Float look_ahead < / i > )< / tt > < BR >
< ul > Makes the script slave fly the specified path with speed and acceleration until reached_distance close to position< / ul >
< P > < tt > < B > followpath< / B > ( < i > Entity path, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] < / i > )< / tt > < BR >
< ul > Makes the script slave follow the specified path. The allowable arguments are ignoreangles,< BR >
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ignorevelocity, normalangles, loop, and a number specifying the start time.< / ul >
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< P > < tt > < B > jumpto< / B > ( < i > String vector_or_entity < / i > )< / tt > < BR >
< ul > Jump to specified vector or entity.< / ul >
< P > < tt > < B > model< / B > ( < i > Entity modelName < / i > )< / tt > < BR >
< ul > set the model to modelName.< / ul >
< P > < tt > < B > modifyflypath< / B > ( < i > Entity array, Float speed, Float acceleration, Float look_ahead < / i > )< / tt > < BR >
< ul > Makes the script slave fly the specified path with speed and acceleration until reached_distance close to position< / ul >
< P > < tt > < B > move< / B > < / tt > < BR >
< ul > Move the script slave.< / ul >
< P > < tt > < B > moveBackward< / B > ( < i > Float dist < / i > )< / tt > < BR >
< ul > Move the position backward.< / ul >
< P > < tt > < B > moveDown< / B > ( < i > Float dist < / i > )< / tt > < BR >
< ul > Move the position down.< / ul >
< P > < tt > < B > moveEast< / B > ( < i > Float dist < / i > )< / tt > < BR >
< ul > Move the position east.< / ul >
< P > < tt > < B > moveForward< / B > ( < i > Float dist < / i > )< / tt > < BR >
< ul > Move the position forward.< / ul >
< P > < tt > < B > moveLeft< / B > ( < i > Float dist < / i > )< / tt > < BR >
< ul > Move the position left.< / ul >
< P > < tt > < B > moveNorth< / B > ( < i > Float dist < / i > )< / tt > < BR >
< ul > Move the position north.< / ul >
< P > < tt > < B > moveRight< / B > ( < i > Float dist < / i > )< / tt > < BR >
< ul > Move the position right.< / ul >
< P > < tt > < B > moveSouth< / B > ( < i > Float dist < / i > )< / tt > < BR >
< ul > Move the position south.< / ul >
< P > < tt > < B > moveto< / B > ( < i > String vector_or_entity < / i > )< / tt > < BR >
< ul > Move to the specified vector or entity.< / ul >
< P > < tt > < B > moveUp< / B > ( < i > Float dist < / i > )< / tt > < BR >
< ul > Move the position up.< / ul >
< P > < tt > < B > moveWest< / B > ( < i > Float dist < / i > )< / tt > < BR >
< ul > Move the position west.< / ul >
< P > < tt > < B > next< / B > < / tt > < BR >
< ul > Goto the next waypoint.< / ul >
< P > < tt > < B > normalangles< / B > ( < i > Boolean bUseNormalAngles < / i > )< / tt > < BR >
< ul > Sets the object to use normal angles when travelling on a spline path< / ul >
< P > < tt > < B > notshootable< / B > < / tt > < BR >
< ul > Makes the script slave not shootable< / ul >
< P > < tt > < B > openportal< / B > < / tt > < BR >
< ul > Open the area portal enclosed in this object< / ul >
< P > < tt > < B > path_relativeyaw< / B > ( < i > Float relativeYaw < / i > )< / tt > < BR >
< ul > Makes the script slave follow the specified path with a yaw offset,< / ul >
< P > < tt > < B > physics_off< / B > < / tt > < BR >
< ul > Turn physics off this script object on< / ul >
< P > < tt > < B > physics_on< / B > ( < i > [ Integer no_collide_entity ] < / i > )< / tt > < BR >
< ul > Turn physics on this script object on< BR >
If no_collide_entity is set to 1 then the script slave will not collide with other entities< / ul >
< P > < tt > < B > physics_velocity< / B > ( < i > Vector impulseVector < / i > )< / tt > < BR >
< ul > Add a physical impulse to an object when it is being physically simulated< / ul >
< P > < tt > < B > rotateaxis< / B > ( < i > Integer axis, Float avelocity < / i > )< / tt > < BR >
< ul > Rotate about the specified axis at the specified angular velocity.< / ul >
< P > < tt > < B > rotateaxisdown< / B > ( < i > Integer axis, Float angle < / i > )< / tt > < BR >
< ul > Rotate the specified axis down by the specified amount.< / ul >
< P > < tt > < B > rotateaxisdownto< / B > ( < i > Integer axis, Float angle < / i > )< / tt > < BR >
< ul > Rotate the specified axis down to angle.< / ul >
< P > < tt > < B > rotateaxisup< / B > ( < i > Integer axis, Float angle < / i > )< / tt > < BR >
< ul > Rotate the specified axis up by the specified amount.< / ul >
< P > < tt > < B > rotateaxisupto< / B > ( < i > Integer axis, Float angle < / i > )< / tt > < BR >
< ul > Rotate the specified axis up to angle.< / ul >
< P > < tt > < B > rotatedownto< / B > ( < i > Vector direction < / i > )< / tt > < BR >
< ul > Rotate down to the specified direction.< / ul >
< P > < tt > < B > rotateto< / B > ( < i > Vector direction < / i > )< / tt > < BR >
< ul > Rotate to the specified direction.< / ul >
< P > < tt > < B > rotateupto< / B > ( < i > Vector direction < / i > )< / tt > < BR >
< ul > Rotate up to the specified direction.< / ul >
< P > < tt > < B > rotateX< / B > ( < i > Float avelocity < / i > )< / tt > < BR >
< ul > Rotate about the x axis at the specified angular velocity.< / ul >
< P > < tt > < B > rotateXdown< / B > ( < i > Float angle < / i > )< / tt > < BR >
< ul > Rotate the x down by the specified amount.< / ul >
< P > < tt > < B > rotateXdownto< / B > ( < i > Float angle < / i > )< / tt > < BR >
< ul > Rotate the x down to angle.< / ul >
< P > < tt > < B > rotateXup< / B > ( < i > Float angle < / i > )< / tt > < BR >
< ul > Rotate the x up by the specified amount.< / ul >
< P > < tt > < B > rotateXupto< / B > ( < i > Float angle < / i > )< / tt > < BR >
< ul > Rotate the x up to angle.< / ul >
< P > < tt > < B > rotateY< / B > ( < i > Float avelocity < / i > )< / tt > < BR >
< ul > Rotate about the y axis at the specified angular velocity.< / ul >
< P > < tt > < B > rotateYdown< / B > ( < i > Float angle < / i > )< / tt > < BR >
< ul > Rotate the y down by the specified amount.< / ul >
< P > < tt > < B > rotateYdownto< / B > ( < i > Float angle < / i > )< / tt > < BR >
< ul > Rotate the y down to angle.< / ul >
< P > < tt > < B > rotateYup< / B > ( < i > Float angle < / i > )< / tt > < BR >
< ul > Rotate the y up by the specified amount.< / ul >
< P > < tt > < B > rotateYupto< / B > ( < i > Float angle < / i > )< / tt > < BR >
< ul > Rotate the y up to angle.< / ul >
< P > < tt > < B > rotateZ< / B > ( < i > Float avelocity < / i > )< / tt > < BR >
< ul > Rotate about the z axis at the specified angular velocity.< / ul >
< P > < tt > < B > rotateZdown< / B > ( < i > Float angle < / i > )< / tt > < BR >
< ul > Rotate the z down by the specified amount.< / ul >
< P > < tt > < B > rotateZdownto< / B > ( < i > Float angle < / i > )< / tt > < BR >
< ul > Rotate the z down to angle.< / ul >
< P > < tt > < B > rotateZup< / B > ( < i > Float angle < / i > )< / tt > < BR >
< ul > Rotate the z up by the specified amount.< / ul >
< P > < tt > < B > rotateZupto< / B > ( < i > Float angle < / i > )< / tt > < BR >
< ul > Rotate the z up to angle.< / ul >
< P > < tt > < B > scriptslave_followingpath< / B > < / tt > < BR >
< ul > Called every frame to actually follow the path< / ul >
< P > < tt > < B > scriptslave_movedone< / B > < / tt > < BR >
< ul > Called when the script slave is doen moving< / ul >
< P > < tt > < B > setdamage< / B > ( < i > Integer damage < / i > )< / tt > < BR >
< ul > Set the damage.< / ul >
< P > < tt > < B > setmeansofdeath< / B > ( < i > String means_of_death < / i > )< / tt > < BR >
< ul > Set the damage means of death.< / ul >
< P > < tt > < B > speed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > Sets the speed.< / ul >
< P > < tt > < B > time< / B > ( < i > Float travel_time < / i > )< / tt > < BR >
< ul > Sets the travel time.< / ul >
< P > < tt > < B > trigger< / B > ( < i > Entity ent < / i > )< / tt > < BR >
< ul > Trigger entities target.< / ul >
< P > < tt > < B > unbind< / B > < / tt > < BR >
< ul > unbind this entity.< / ul >
< P > < tt > < B > waitmove< / B > < / tt > < BR >
< ul > Move the script slave and wait until finished.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "ScriptThread" > ScriptThread< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > abs< / B > ( < i > Float arg < / i > )< / tt > < BR >
< ul > Absolute value of int or float< / ul >
< P > < tt > < B > acos< / B > ( < i > Float x < / i > )< / tt > < BR >
< ul > Compute arc cosine< / ul >
< P > < tt > < B > addobjective< / B > ( < i > Integer objective_number, Integer status, String text, Vector location < / i > )< / tt > < BR >
< ul > Adds/Changes an Objective< / ul >
< P > < tt > < B > aliascache< / B > ( < i > String alias, String realPath, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] < / i > )< / tt > < BR >
< ul > Create an alias to the specified path and cache the resource< / ul >
< P > < tt > < B > all_ai_off< / B > < / tt > < BR >
< ul > Turns all AI off.< / ul >
< P > < tt > < B > all_ai_on< / B > < / tt > < BR >
< ul > Turns all AI on.< / ul >
< P > < tt > < B > angles_pointat< / B > ( < i > Entity parent_entity, Entity entity, Entity target_entity < / i > )< / tt > < BR >
< ul > Returns the angles that points at the target_entity given the base orientation of the parent_entity and the position of the entity.< / ul >
< P > < tt > < B > angles_toforward< / B > ( < i > Vector angles < / i > )< / tt > < BR >
< ul > Returns the forward vector of the specified angles< / ul >
< P > < tt > < B > angles_toleft< / B > ( < i > Vector angles < / i > )< / tt > < BR >
< ul > Returns the left vector of the specified angles< / ul >
< P > < tt > < B > angles_toup< / B > ( < i > Vector angles < / i > )< / tt > < BR >
< ul > Returns the up vector of the specified angles< / ul >
< P > < tt > < B > asin< / B > ( < i > Float x < / i > )< / tt > < BR >
< ul > Compute arc sine< / ul >
< P > < tt > < B > assert< / B > ( < i > Float value < / i > )< / tt > < BR >
< ul > Assert if value is 0.< / ul >
< P > < tt > < B > atan< / B > ( < i > Float arg, [ Float arg2 ] < / i > )< / tt > < BR >
< ul > ArcTangent of float (in degrees not radians)< / ul >
< P > < tt > < B > atan2< / B > ( < i > Float x, Float y < / i > )< / tt > < BR >
< ul > Compute arc tangent with two parameters< / ul >
< P > < tt > < B > bool< / B > ( < i > Integer value < / i > )< / tt > < BR >
< ul > Casts value to a bool.< / ul >
< P > < tt > < B > bsptransition< / B > ( < i > String next_map < / i > )< / tt > < BR >
< ul > Transitions to the next BSP. Keeps player data,and game data.< / ul >
< P > < tt > < B > cache< / B > ( < i > String resource_name < / i > )< / tt > < BR >
< ul > Cache the specified resource.< / ul >
< P > < tt > < B > cam< / B > ( < i > String command, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] < / i > )< / tt > < BR >
< ul > Processes a camera command.< / ul >
< P > < tt > < B > canswitchteams< / B > ( < i > Boolean allow_team_change, [ Boolean allow_spectator ] < / i > )< / tt > < BR >
< ul > Specify if players are allowed to switch teams and spectate. Override player's canswitchteams.< / ul >
< P > < tt > < B > ceil< / B > ( < i > Float x < / i > )< / tt > < BR >
< ul > Round up value< / ul >
< P > < tt > < B > centerprint< / B > ( < i > String stuffToPrint < / i > )< / tt > < BR >
< ul > prints the included message in the middle of all player's screens< / ul >
< P > < tt > < B > chartoint< / B > ( < i > String character < / i > )< / tt > < BR >
< ul > Converts char to int< / ul >
< P > < tt > < B > cinematic< / B > < / tt > < BR >
< ul > Turns on cinematic.< / ul >
< P > < tt > < B > clearfade< / B > < / tt > < BR >
< ul > Clear the fade from the screen< / ul >
< P > < tt > < B > clearletterbox< / B > ( < i > Float time < / i > )< / tt > < BR >
< ul > Clears letterbox mode.< / ul >
< P > < tt > < B > clear_objective_pos< / B > < / tt > < BR >
< ul > Clears the position of the current objective,for when you don't have one< / ul >
< P > < tt > < B > conprintf< / B > ( < i > String text < / i > )< / tt > < BR >
< ul > Prints to console< / ul >
< P > < tt > < B > cos< / B > ( < i > Float arg < / i > )< / tt > < BR >
< ul > Cosine of float (expects degrees not radians)< / ul >
< P > < tt > < B > cosh< / B > ( < i > Float x < / i > )< / tt > < BR >
< ul > Compute hyperbolic cosine< / ul >
< P > < tt > < B > CreateListener< / B > < / tt > < BR >
< ul > Creates a Listener instance.< / ul >
< P > < tt > < B > cuecamera< / B > ( < i > Entity entity, [ Float switchTime ] < / i > )< / tt > < BR >
< ul > Cue the camera. If switchTime is specified, then the camera< BR >
will switch over that length of time.< / ul >
< P > < tt > < B > cueplayer< / B > ( < i > [ Float switchTime ] < / i > )< / tt > < BR >
< ul > Go back to the normal camera. If switchTime is specified,< BR >
then the camera will switch over that length of time.< / ul >
< P > < tt > < B > debugline< / B > ( < i > Vector start, Vector end, [ Float red ], [ Float green ], [ Float blue ], [ Float alpha ] < / i > )< / tt > < BR >
< ul > Draws a debug line from start to end using the given color and alpha for g_numdebuglinedelays server frames< / ul >
< P > < tt > < B > debug_int3< / B > < / tt > < BR >
< ul > Generate an asm int 3< / ul >
< P > < tt > < B > delaythrow< / B > ( < i > String label < / i > )< / tt > < BR >
< ul > Internal usage.< / ul >
< P > < tt > < B > dprintln< / B > ( < i > String string < / i > )< / tt > < BR >
< ul > Prints a debug string.followed by a newline.< / ul >
< P > < tt > < B > drawhud< / B > ( < i > Integer value < / i > )< / tt > < BR >
< ul > Specify if hud is to be drawn< / ul >
< P > < tt > < B > earthquake< / B > ( < i > Float duration, Float magnitude, Float no_rampup, Float no_rampdown < / i > )< / tt > < BR >
< ul > Create an earthquake< / ul >
< P > < tt > < B > earthquake2< / B > ( < i > Float duration, Float magnitude, Boolean no_rampup, Boolean no_rampdown, [ Vector location ], [ Float radius ] < / i > )< / tt > < BR >
< ul > Create a smooth realistic earthquake. Requires sv_reborn to be set.< / ul >
< P > < tt > < B > end< / B > < / tt > < BR >
< ul > Ends the script< / ul >
< P > < tt > < B > entity< / B > ( < i > Integer value < / i > )< / tt > < BR >
< ul > Casts value to an entity.< / ul >
< P > < tt > < B > error< / B > < / tt > < BR >
< ul > Ends the script< / ul >
< P > < tt > < B > exec< / B > ( < i > String script < / i > )< / tt > < BR >
< ul > Executes the specified script.< / ul >
< P > < tt > < B > exec< / B > ( < i > String script < / i > )< / tt > < BR >
< ul > Executes the specified script.< / ul >
< P > < tt > < B > exp< / B > ( < i > Float x < / i > )< / tt > < BR >
< ul > Compute exponential function< / ul >
< P > < tt > < B > fadein< / B > ( < i > Float time, Float red, Float green, Float blue, Float alpha, [ Integer mode ] < / i > )< / tt > < BR >
< ul > Sets up fadein in values.< / ul >
< P > < tt > < B > fadeout< / B > ( < i > Float time, Float red, Float green, Float blue, Float alpha, [ Integer mode ] < / i > )< / tt > < BR >
< ul > Sets up fadeout values.< / ul >
< P > < tt > < B > fadesound< / B > ( < i > Float time, [ Float min_vol ], [ Entity player ] < / i > )< / tt > < BR >
< ul > Fades the sound out over the given time, optionally to one single player.< BR >
min_vol being a 0-1 fraction is the minimum volume.< / ul >
< P > < tt > < B > fclose< / B > ( < i > Integer filehandle < / i > )< / tt > < BR >
< ul > Closes file of given file handle< / ul >
< P > < tt > < B > fcopy< / B > ( < i > String filename, String copyfilename < / i > )< / tt > < BR >
< ul > Copies the file< / ul >
< P > < tt > < B > feof< / B > ( < i > Integer filehandle < / i > )< / tt > < BR >
< ul > Checks for end of file< / ul >
< P > < tt > < B > ferror< / B > ( < i > Integer filehandle < / i > )< / tt > < BR >
< ul > Checks for last file i/o error< / ul >
< P > < tt > < B > fexists< / B > ( < i > String filename < / i > )< / tt > < BR >
< ul > Checks if file exists< / ul >
< P > < tt > < B > fflush< / B > ( < i > Integer filehandle < / i > )< / tt > < BR >
< ul > Flushes given stream. Writes all unsaved data from stream buffer to stream< / ul >
< P > < tt > < B > fgetc< / B > ( < i > Integer filehandle < / i > )< / tt > < BR >
< ul > Reads single character from file< / ul >
< P > < tt > < B > fgets< / B > ( < i > Integer filehandle, Integer maxbuffsize < / i > )< / tt > < BR >
< ul > Reads string line from file< / ul >
< P > < tt > < B > flag_clear< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Clears and deletes a flag.< / ul >
< P > < tt > < B > flag_init< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Initializes a flag so it can be set. Flags MUST be initialized before they can be used for the first time.< / ul >
< P > < tt > < B > flag_set< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Sets a flag which alerts all flag_wait()'s and changes are reflected in flag() checks thereafter.< / ul >
< P > < tt > < B > flag_wait< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Pauses execution flow until a flag has been set.< / ul >
< P > < tt > < B > flist< / B > ( < i > String path, String extension, Integer wantSubs < / i > )< / tt > < BR >
< ul > Returns the list of files with given extension< / ul >
< P > < tt > < B > float< / B > ( < i > Integer value < / i > )< / tt > < BR >
< ul > Casts value to a float.< / ul >
< P > < tt > < B > floor< / B > ( < i > Float x < / i > )< / tt > < BR >
< ul > Round down value< / ul >
< P > < tt > < B > fmod< / B > ( < i > Float x < / i > )< / tt > < BR >
< ul > Compute remainder of division< / ul >
< P > < tt > < B > fnewdir< / B > ( < i > String path < / i > )< / tt > < BR >
< ul > Creates a new directory< / ul >
< P > < tt > < B > fopen< / B > ( < i > String filename, String accesstype < / i > )< / tt > < BR >
< ul > Opens file,returning it's handle< / ul >
< P > < tt > < B > forcemusic< / B > ( < i > String current, [ String fallback ] < / i > )< / tt > < BR >
< ul > Forces the current and fallback (optional) music moods.< / ul >
< P > < tt > < B > fputc< / B > ( < i > Integer filehandle, Integer character < / i > )< / tt > < BR >
< ul > Writes single character to file< / ul >
< P > < tt > < B > fputs< / B > ( < i > Integer filehandle, String text < / i > )< / tt > < BR >
< ul > Writes string line to file< / ul >
< P > < tt > < B > fread< / B > ( < i > Entity player, Integer index, Integer virtual < / i > )< / tt > < BR >
< ul > Reads binary buffer from file< / ul >
< P > < tt > < B > freadall< / B > ( < i > Integer filehandle < / i > )< / tt > < BR >
< ul > Reads whole file and returns it as string< / ul >
< P > < tt > < B > freezeplayer< / B > < / tt > < BR >
< ul > Freeze the player.< / ul >
< P > < tt > < B > fremove< / B > ( < i > String filename < / i > )< / tt > < BR >
< ul > Removes the file< / ul >
< P > < tt > < B > fremovedir< / B > ( < i > String path < / i > )< / tt > < BR >
< ul > Removes a directory< / ul >
< P > < tt > < B > frename< / B > ( < i > String oldfilename, String newfilename < / i > )< / tt > < BR >
< ul > Renames the file< / ul >
< P > < tt > < B > frewind< / B > ( < i > Integer filehandle < / i > )< / tt > < BR >
< ul > Rewinds file carret to files beginning< / ul >
< P > < tt > < B > frexp< / B > ( < i > Float x < / i > )< / tt > < BR >
< ul > Get significand and exponent< / ul >
< P > < tt > < B > fsaveall< / B > ( < i > Integer filehandle, String text < / i > )< / tt > < BR >
< ul > Saves whole text to file< / ul >
< P > < tt > < B > fseek< / B > ( < i > Integer filehandle, Integer offset, Integer startpos < / i > )< / tt > < BR >
< ul > Sets file carret at given position< / ul >
< P > < tt > < B > ftell< / B > ( < i > Integer filehandle < / i > )< / tt > < BR >
< ul > Gets current file carret position< / ul >
< P > < tt > < B > fwrite< / B > ( < i > Entity player, Integer index, Integer virtual < / i > )< / tt > < BR >
< ul > Writes binary buffer to file< / ul >
< P > < tt > < B > getareaentities< / B > ( < i > Vector origin, Vector mins, Vector maxs < / i > )< / tt > < BR >
< ul > Get all entities around the origin< / ul >
< P > < tt > < B > getarraykeys< / B > ( < i > String array < / i > )< / tt > < BR >
< ul > Retrieves a full list containing the name of arrays< / ul >
< P > < tt > < B > getarrayvalues< / B > ( < i > String array < / i > )< / tt > < BR >
< ul > Retrieves the full list of an array that was set-up with name, such as local.array[ "name" ] and return their values< / ul >
< P > < tt > < B > getboundkey1< / B > ( < i > String keyname < / i > )< / tt > < BR >
< ul > return a string describing the key< / ul >
< P > < tt > < B > getboundkey2< / B > ( < i > String keyname < / i > )< / tt > < BR >
< ul > return a string describing the key< / ul >
< P > < tt > < B > getclientnum< / B > ( < i > Entity player < / i > )< / tt > < BR >
< ul > Gets player's client number< / ul >
< P > < tt > < B > getcvar< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > getcvar< / ul >
< P > < tt > < B > getdate< / B > < / tt > < BR >
< ul > Gets current date< / ul >
< P > < tt > < B > getentarray< / B > ( < i > String name, String key < / i > )< / tt > < BR >
< ul > Gets an array of entities that have the given key, name pair (case sensitive)< / ul >
< P > < tt > < B > getentbyentnum< / B > ( < i > Integer ent_num < / i > )< / tt > < BR >
< ul > Gets the specified entity< / ul >
< P > < tt > < B > getip< / B > ( < i > Entity player < / i > )< / tt > < BR >
< ul > Gets player's ip< / ul >
< P > < tt > < B > getping< / B > ( < i > Entity player < / i > )< / tt > < BR >
< ul > Gets player's ping< / ul >
< P > < tt > < B > gettime< / B > < / tt > < BR >
< ul > Gets current time< / ul >
< P > < tt > < B > gettimezone< / B > < / tt > < BR >
< ul > Gets current time zone< / ul >
< P > < tt > < B > goto< / B > ( < i > String label < / i > )< / tt > < BR >
< ul > Goes to the specified label.< / ul >
< P > < tt > < B > hidemenu< / B > ( < i > String name, [ Integer bForce ] < / i > )< / tt > < BR >
< ul > hide menu,with option to force it off< / ul >
< P > < tt > < B > hidemouse< / B > < / tt > < BR >
< ul > hide mouse cursor< / ul >
< P > < tt > < B > huddraw_3d< / B > ( < i > Integer index, Vector vector_or_offset, Integer always_show, Integer depth, [ Entity entity ] < / i > )< / tt > < BR >
< ul > Sets this huddraw element to be a 3D world icon and can specify if this icon is always shown on-screen even if the player isn't looking at.< BR >
Uses xy pos from huddraw_rect.< BR >
If entity is specified, the vector will be an offset relative to the entity.< BR >
depth specify if the icon is shown through walls.< / ul >
< P > < tt > < B > huddraw_align< / B > ( < i > Integer index, String h_align, String v_align < / i > )< / tt > < BR >
< ul > Sets the alignment of a huddraw element for given player. Specified with 'left', 'center', or 'right'< / ul >
< P > < tt > < B > huddraw_alpha< / B > ( < i > Integer index, Float alpha < / i > )< / tt > < BR >
< ul > Sets the alpha of a huddraw element for given player< / ul >
< P > < tt > < B > huddraw_color< / B > ( < i > Integer index, Float red, Float green, Float blue < / i > )< / tt > < BR >
< ul > Sets the color for a huddraw element for given player< / ul >
< P > < tt > < B > huddraw_font< / B > ( < i > Integer index, String fontname < / i > )< / tt > < BR >
< ul > Sets the font to use for given player huddraw element< / ul >
< P > < tt > < B > huddraw_rect< / B > ( < i > Integer index, Integer x, Integer y, Integer width, Integer height < / i > )< / tt > < BR >
< ul > Specifies the position of the upper left corner and size of a huddraw element for given player< / ul >
< P > < tt > < B > huddraw_shader< / B > ( < i > Integer index, String shader < / i > )< / tt > < BR >
< ul > Sets the shader to use for a particular huddraw element for given player< / ul >
< P > < tt > < B > huddraw_string< / B > ( < i > Integer index, String string < / i > )< / tt > < BR >
< ul > Sets a string to be displayed for given player. Clears the shader value< / ul >
< P > < tt > < B > huddraw_timer< / B > ( < i > Integer index, Float duration, Float fade_out_time < / i > )< / tt > < BR >
< ul > Sets a timer to be displayed and fade within the given time in seconds. Clears the string value and the shader value of huddraw element.< / ul >
< P > < tt > < B > huddraw_virtualsize< / B > ( < i > Integer index, Integer virtual < / i > )< / tt > < BR >
< ul > Sets if the huddraw element for given player should use virutal screen resolution for positioning and size< / ul >
< P > < tt > < B > ihuddraw_3d< / B > ( < i > Entity player, Integer index, Vector vector_or_offset, Integer always_show, Integer depth, [ Entity entity ] < / i > )< / tt > < BR >
< ul > Sets this huddraw element to be a 3D world icon for individual player and can specify if this icon is always shown on-screen even if the player isn't looking at.< BR >
Uses xy pos from huddraw_rect.< BR >
If entity is specified, the vector will be an offset relative to the entity.< BR >
depth specify if the icon is shown through walls.< / ul >
< P > < tt > < B > ihuddraw_align< / B > ( < i > Entity player, Integer index, String h_align, String v_align < / i > )< / tt > < BR >
< ul > Sets the alignment of a huddraw element for given player. Specified with 'left', 'center', or 'right'< / ul >
< P > < tt > < B > ihuddraw_alpha< / B > ( < i > Entity player, Integer index, Float alpha < / i > )< / tt > < BR >
< ul > Sets the alpha of a huddraw element for given player< / ul >
< P > < tt > < B > ihuddraw_color< / B > ( < i > Entity player, Integer index, Float red, Float green, Float blue < / i > )< / tt > < BR >
< ul > Sets the color for a huddraw element for given player< / ul >
< P > < tt > < B > ihuddraw_font< / B > ( < i > Entity player, Integer index, String fontname < / i > )< / tt > < BR >
< ul > Sets the font to use for given player huddraw element< / ul >
< P > < tt > < B > ihuddraw_rect< / B > ( < i > Entity player, Integer index, Integer x, Integer y, Integer width, Integer height < / i > )< / tt > < BR >
< ul > Specifies the position of the upper left corner and size of a huddraw element for given player< / ul >
< P > < tt > < B > ihuddraw_shader< / B > ( < i > Entity player, Integer index, String shader < / i > )< / tt > < BR >
< ul > Sets the shader to use for a particular huddraw element for given player< / ul >
< P > < tt > < B > ihuddraw_string< / B > ( < i > Entity player, Integer index, String string < / i > )< / tt > < BR >
< ul > Sets a string to be displayed for given player. Clears the shader value< / ul >
< P > < tt > < B > ihuddraw_timer< / B > ( < i > Entity player, Integer index, Float duration, Float fade_out_time < / i > )< / tt > < BR >
< ul > Sets a timer to be displayed and fade within the given time in seconds for given player. Clears the string value and the shader value of huddraw element.< / ul >
< P > < tt > < B > ihuddraw_virtualsize< / B > ( < i > Entity player, Integer index, Integer virtual < / i > )< / tt > < BR >
< ul > Sets if the huddraw element for given player should use virutal screen resolution for positioning and size< / ul >
< P > < tt > < B > int< / B > ( < i > Integer value < / i > )< / tt > < BR >
< ul > Casts value to an int.< / ul >
< P > < tt > < B > iprintln< / B > ( < i > String string < / i > )< / tt > < BR >
< ul > Prints a string. followed by a newline.< / ul >
< P > < tt > < B > iprintlnbold< / B > ( < i > String string < / i > )< / tt > < BR >
< ul > Prints a string.followed by a newline in a bold/important way.< / ul >
< P > < tt > < B > iprintlnbold_noloc< / B > ( < i > String string < / i > )< / tt > < BR >
< ul > Prints a string.followed by a newline in a bold/important way with no localization conversion.< / ul >
< P > < tt > < B > iprintln_noloc< / B > ( < i > String string < / i > )< / tt > < BR >
< ul > Prints a string.followed by a newline with no localization conversion.< / ul >
< P > < tt > < B > IsAlive< / B > ( < i > Entity ent < / i > )< / tt > < BR >
< ul > Returns true if the specified entity exists and has health > 0.< / ul >
< P > < tt > < B > isarray< / B > ( < i > String object < / i > )< / tt > < BR >
< ul > Checks whether this variable is an array< / ul >
< P > < tt > < B > isdefined< / B > ( < i > String object < / i > )< / tt > < BR >
< ul > Checks whether this entity/variable is defined< / ul >
< P > < tt > < B > isonground< / B > ( < i > Entity entity < / i > )< / tt > < BR >
< ul > Returns 1 if the entity is on ground. 0 otherwise< / ul >
< P > < tt > < B > isoutofbounds< / B > ( < i > Entity entity < / i > )< / tt > < BR >
< ul > Returns 1 if the entity is out of bounds. 0 otherwise< / ul >
< P > < tt > < B > killclass< / B > ( < i > String class_name, [ Integer except ] < / i > )< / tt > < BR >
< ul > Kills everything in the specified class except for the specified entity (optional).< / ul >
< P > < tt > < B > killent< / B > ( < i > Integer ent_num < / i > )< / tt > < BR >
< ul > Kill the specified entity.< / ul >
< P > < tt > < B > landminedamage< / B > ( < i > Entity landmine, Float damage, Float radius < / i > )< / tt > < BR >
< ul > radius damage at landmine< / ul >
< P > < tt > < B > ldexp< / B > ( < i > Float x < / i > )< / tt > < BR >
< ul > Generate number from significand and exponent< / ul >
< P > < tt > < B > letterbox< / B > ( < i > Float time < / i > )< / tt > < BR >
< ul > Puts the game in letterbox mode.< / ul >
< P > < tt > < B > leveltransition< / B > ( < i > String next_map < / i > )< / tt > < BR >
< ul > Transitions to the next Level. Statistics to Map Loading,does not keep player data or game data.< / ul >
< P > < tt > < B > locprint< / B > ( < i > Integer xoffset, Integer yoffset, String stuffToPrint < / i > )< / tt > < BR >
< ul > prints the included message in the specified location of all player's screens< / ul >
< P > < tt > < B > loc_convert_string< / B > ( < i > String in < / i > )< / tt > < BR >
< ul > returns a localized version of the string.< / ul >
< P > < tt > < B > log< / B > ( < i > Float x < / i > )< / tt > < BR >
< ul > Compute natural logarithm< / ul >
< P > < tt > < B > log10< / B > ( < i > Float x < / i > )< / tt > < BR >
< ul > Compute common logarithm< / ul >
< P > < tt > < B > map< / B > ( < i > String map_name < / i > )< / tt > < BR >
< ul > Starts the specified map.< / ul >
< P > < tt > < B > md5string< / B > ( < i > String text < / i > )< / tt > < BR >
< ul > generates MD5 hash of given text< / ul >
< P > < tt > < B > missionfailed< / B > < / tt > < BR >
< ul > Makes the player fail their mission,level restarts.< / ul >
< P > < tt > < B > missiontransition< / B > ( < i > String next_map < / i > )< / tt > < BR >
< ul > Transitions to the next Mission. Statistics to Main Menu,Next Level should be unlocked.< / ul >
< P > < tt > < B > modf< / B > ( < i > Float x < / i > )< / tt > < BR >
< ul > Break into fractional and integral parts< / ul >
< P > < tt > < B > mprint< / B > ( < i > String string < / i > )< / tt > < BR >
< ul > Prints a string.< / ul >
< P > < tt > < B > mprintln< / B > ( < i > String string < / i > )< / tt > < BR >
< ul > Prints a string. followed by a newline< / ul >
< P > < tt > < B > music< / B > ( < i > String current, [ String fallback ] < / i > )< / tt > < BR >
< ul > Sets the current and fallback (optional) music moods.< / ul >
< P > < tt > < B > musicvolume< / B > ( < i > Float volume, Float fade_time < / i > )< / tt > < BR >
< ul > Sets the volume and fade time of the music.< / ul >
< P > < tt > < B > netname< / B > ( < i > Entity player < / i > )< / tt > < BR >
< ul > Gets player's netname< / ul >
< P > < tt > < B > newhud< / B > ( < i > [ Entity player ] < / i > )< / tt > < BR >
< ul > Create a new HUD element. Optionally for a particular client< / ul >
< P > < tt > < B > noncinematic< / B > < / tt > < BR >
< ul > Turns off cinematic.< / ul >
< P > < tt > < B > pause< / B > < / tt > < BR >
< ul > Pauses the thread.< / ul >
< P > < tt > < B > PlayMovie< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Play a Movie...< / ul >
< P > < tt > < B > popmenu< / B > ( < i > Integer index < / i > )< / tt > < BR >
< ul > pop menu< / ul >
< P > < tt > < B > pow< / B > ( < i > Float x, Float y < / i > )< / tt > < BR >
< ul > Raise to power< / ul >
< P > < tt > < B > preg_match< / B > ( < i > String pattern, String subject < / i > )< / tt > < BR >
< ul > Searches subject for a match to the regular expression given in pattern.< / ul >
< P > < tt > < B > print< / B > ( < i > String string < / i > )< / tt > < BR >
< ul > Prints a string.< / ul >
< P > < tt > < B > print3d< / B > ( < i > Vector origin, Float scale, String string < / i > )< / tt > < BR >
< ul > prints a string in 3D space< / ul >
< P > < tt > < B > println< / B > ( < i > String string < / i > )< / tt > < BR >
< ul > Prints a string. followed by a newline.< / ul >
< P > < tt > < B > pushmenu< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > push menu< / ul >
< P > < tt > < B > radiusdamage< / B > ( < i > Vector origin, Integer damage, Integer radius, [ Integer constant_damage ] < / i > )< / tt > < BR >
< ul > radius damage at origin< / ul >
< P > < tt > < B > randomfloat< / B > ( < i > Float max < / i > )< / tt > < BR >
< ul > randomfloat< / ul >
< P > < tt > < B > randomint< / B > ( < i > Integer max < / i > )< / tt > < BR >
< ul > randomint< / ul >
< P > < tt > < B > registercmd< / B > ( < i > String name, String label < / i > )< / tt > < BR >
< ul > Registers a command.< / ul >
< P > < tt > < B > registerev< / B > ( < i > String eventname, String script < / i > )< / tt > < BR >
< ul > Registers script callback handler for specified event< / ul >
< P > < tt > < B > releaseplayer< / B > < / tt > < BR >
< ul > Release the player.< / ul >
< P > < tt > < B > removearchivedclass< / B > ( < i > String class, [ Integer except_entity_number ] < / i > )< / tt > < BR >
< ul > Removes all of the simple archived entities in the specified class.< / ul >
< P > < tt > < B > removeclass< / B > ( < i > String class_name, [ Integer except ] < / i > )< / tt > < BR >
< ul > Removes everything in the specified class except for the specified entity (optional).< / ul >
< P > < tt > < B > removeent< / B > ( < i > Integer ent_num < / i > )< / tt > < BR >
< ul > Removes the specified entity.< / ul >
< P > < tt > < B > restoremusicvolume< / B > ( < i > Float fade_time < / i > )< / tt > < BR >
< ul > Restores the music volume to its previous value.< / ul >
< P > < tt > < B > restoresound< / B > ( < i > Float time, [ Float max_vol ], [ Entity player ] < / i > )< / tt > < BR >
< ul > Fades the sound in over the given time, optionally to one single player.< BR >
max_vol being a 0-1 fraction is the maximum volume.< / ul >
< P > < tt > < B > restoresoundtrack< / B > < / tt > < BR >
< ul > Restores the soundtrack to the previous one.< / ul >
< P > < tt > < B > self< / B > < / tt > < BR >
< ul > self< / ul >
< P > < tt > < B > server< / B > ( < i > [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] < / i > )< / tt > < BR >
< ul > Server only command.< / ul >
< P > < tt > < B > setcurrentobjective< / B > ( < i > Integer objective_number < / i > )< / tt > < BR >
< ul > Sets the specified objective as the current objective< / ul >
< P > < tt > < B > setcvar< / B > ( < i > String cvar_name, String value < / i > )< / tt > < BR >
< ul > Sets the value of the specified cvar.< / ul >
< P > < tt > < B > setlightstyle< / B > ( < i > Integer lightstyleindex, String lightstyledata < / i > )< / tt > < BR >
< ul > Set up the lightstyle with lightstyleindex to the specified data< / ul >
< P > < tt > < B > setscoreboardtoggle< / B > ( < i > String team, Integer value < / i > )< / tt > < BR >
< ul > Sets the specified team's scoreboard toggle< / ul >
< P > < tt > < B > settimer< / B > ( < i > Integer interval, String script < / i > )< / tt > < BR >
< ul > Sets timer that will execute script after given interval.< / ul >
< P > < tt > < B > set_objective_pos< / B > ( < i > Vector pos < / i > )< / tt > < BR >
< ul > Sets the position in the world of the current objective< / ul >
< P > < tt > < B > showmenu< / B > ( < i > String name, [ Integer bForce ] < / i > )< / tt > < BR >
< ul > show menu,with option to force it on< / ul >
< P > < tt > < B > sighttrace< / B > ( < i > Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ] < / i > )< / tt > < BR >
< ul > Performs a trace line from the start to the end, returns 0 if something was hit and 1 otherwise.< / ul >
< P > < tt > < B > sin< / B > ( < i > Float arg < / i > )< / tt > < BR >
< ul > Sine of float (expects degrees not radians)< / ul >
< P > < tt > < B > sinh< / B > ( < i > Float x < / i > )< / tt > < BR >
< ul > Compute hyperbolic sine< / ul >
< P > < tt > < B > soundtrack< / B > ( < i > String soundtrack_name < / i > )< / tt > < BR >
< ul > Changes the soundtrack.< / ul >
< P > < tt > < B > spawn< / B > ( < i > String entityname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] < / i > )< / tt > < BR >
< ul > Spawns an entity.< / ul >
< P > < tt > < B > spawn< / B > ( < i > String entityname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] < / i > )< / tt > < BR >
< ul > Spawns an entity.< / ul >
< P > < tt > < B > sqrt< / B > ( < i > Float arg < / i > )< / tt > < BR >
< ul > Sqrt of float< / ul >
< P > < tt > < B > stopteamrespawn< / B > ( < i > String team < / i > )< / tt > < BR >
< ul > Stops a team (anerican, german, both) from spawning in non-wave deathmatches< / ul >
< P > < tt > < B > string< / B > ( < i > Integer value < / i > )< / tt > < BR >
< ul > Casts value to a string.< / ul >
< P > < tt > < B > strncpy< / B > ( < i > Integer bytes, String source < / i > )< / tt > < BR >
< ul > Returns the copied string with the specified bytes< / ul >
< P > < tt > < B > stuffcmd< / B > ( < i > [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] < / i > )< / tt > < BR >
< ul > Server only command.< / ul >
< P > < tt > < B > stuffsrv< / B > ( < i > String string < / i > )< / tt > < BR >
< ul > Sends command to server< / ul >
< P > < tt > < B > tan< / B > ( < i > Float arg < / i > )< / tt > < BR >
< ul > Tangent of float (expects degrees not radians)< / ul >
< P > < tt > < B > tanh< / B > ( < i > Float x < / i > )< / tt > < BR >
< ul > Compute hyperbolic tangent< / ul >
< P > < tt > < B > teamwin< / B > ( < i > String axis_or_allies < / i > )< / tt > < BR >
< ul > Sets that the 'axis' or the 'allies' have won the map.< / ul >
< P > < tt > < B > team_getscore< / B > ( < i > String team < / i > )< / tt > < BR >
< ul > Get a team's current score.< / ul >
< P > < tt > < B > team_setscore< / B > ( < i > String team, Integer score, [ Integer bAdd ] < / i > )< / tt > < BR >
< ul > Change/Add score to a team.< / ul >
< P > < tt > < B > thread< / B > ( < i > String label < / i > )< / tt > < BR >
< ul > Creates a thread starting at label.< / ul >
< P > < tt > < B > thread< / B > ( < i > String label < / i > )< / tt > < BR >
< ul > Creates a thread starting at label.< / ul >
< P > < tt > < B > throw< / B > ( < i > String label < / i > )< / tt > < BR >
< ul > Throws to the specified label.< / ul >
< P > < tt > < B > timeout< / B > ( < i > Float time < / i > )< / tt > < BR >
< ul > specifies script timeout time< / ul >
< P > < tt > < B > trace< / B > ( < i > Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ] < / i > )< / tt > < BR >
< ul > Performs a Trace Line from the start to the end, returns the end or the position it hit at.< / ul >
< P > < tt > < B > traced< / B > ( < i > Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ], [ Integer mask ] < / i > )< / tt > < BR >
< ul > Performs a Trace Line from the start to the end, returns the array with detailed results< / ul >
< P > < tt > < B > trigger< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Trigger the specified target or entity.< / ul >
< P > < tt > < B > typeof< / B > ( < i > Integer variable < / i > )< / tt > < BR >
< ul > Returns the type of variable< / ul >
< P > < tt > < B > unregisterev< / B > ( < i > String eventname < / i > )< / tt > < BR >
< ul > Unregisters script callback handler for specified event< / ul >
< P > < tt > < B > vector_add< / B > ( < i > Vector vector1, Vector vector2 < / i > )< / tt > < BR >
< ul > Returns vector1 + vector2.< / ul >
< P > < tt > < B > vector_closer< / B > ( < i > Vector vec_a, Vector vec_b, Vector vec_c < / i > )< / tt > < BR >
< ul > returns 1 if the first vector is closer than the second vector to the third vector.< / ul >
< P > < tt > < B > vector_cross< / B > ( < i > Vector vector1, Vector vector2 < / i > )< / tt > < BR >
< ul > Returns vector1 x vector2.< / ul >
< P > < tt > < B > vector_dot< / B > ( < i > Vector vector1, Vector vector2 < / i > )< / tt > < BR >
< ul > Returns vector1 * vector2.< / ul >
< P > < tt > < B > vector_length< / B > ( < i > Vector vector < / i > )< / tt > < BR >
< ul > Returns the length of the specified vector.< / ul >
< P > < tt > < B > vector_normalize< / B > ( < i > Vector vector < / i > )< / tt > < BR >
< ul > Returns the normalized vector of the specified vector.< / ul >
< P > < tt > < B > vector_scale< / B > ( < i > Vector vector1, Float scale_factor < / i > )< / tt > < BR >
< ul > Returns vector1 * scale_factor.< / ul >
< P > < tt > < B > vector_subtract< / B > ( < i > Vector vector1, Vector vector2 < / i > )< / tt > < BR >
< ul > Returns vector1 - vector2.< / ul >
< P > < tt > < B > vector_toangles< / B > ( < i > Vector vector1 < / i > )< / tt > < BR >
< ul > Returns vector1 converted to angles.< / ul >
< P > < tt > < B > vector_within< / B > ( < i > Vector position1, Vector position2, Float distance < / i > )< / tt > < BR >
< ul > returns 1 if the two points are < = distance apart, or 0 if they are greater than distance apart.< / ul >
< P > < tt > < B > visiongetnaked< / B > < / tt > < BR >
< ul > Gets players' global current naked-eye vision.< / ul >
< P > < tt > < B > visionsetnaked< / B > ( < i > String vision_name, [ Float transition_time ] < / i > )< / tt > < BR >
< ul > Sets players' naked-eye vision. Optionally give a transition time from the current vision. If vision_name is an empty string, it will be set to the current map's name.< / ul >
< P > < tt > < B > wait< / B > ( < i > Float wait_time < / i > )< / tt > < BR >
< ul > Wait for the specified amount of time.< / ul >
< P > < tt > < B > waitframe< / B > < / tt > < BR >
< ul > Wait for one server frame.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "ScriptTimer" > ScriptTimer< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "ScriptVariableList" > ScriptVariableList< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "Sentient" > Sentient< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > activatenewweapon< / B > < / tt > < BR >
< ul > Activate the new weapon specified by useWeapon. handsurf allows specifying which hand to use for the player< / ul >
< P > < tt > < B > american< / B > < / tt > < BR >
< ul > Makes the sentient an American.< / ul >
< P > < tt > < B > ammo< / B > ( < i > String type, Integer amount < / i > )< / tt > < BR >
< ul > Gives the sentient some ammo.< / ul >
< P > < tt > < B > armor< / B > ( < i > String type, Integer amount < / i > )< / tt > < BR >
< ul > Gives the sentient some armor.< / ul >
< P > < tt > < B > blockend< / B > < / tt > < BR >
< ul > Is the end of the sentient's block.< / ul >
< P > < tt > < B > blockstart< / B > < / tt > < BR >
< ul > Is the start of the sentient's block.< / ul >
< P > < tt > < B > bloodmodel< / B > ( < i > String bloodModel < / i > )< / tt > < BR >
< ul > set the model to be used when showing blood< / ul >
< P > < tt > < B > charge< / B > ( < i > String hand < / i > )< / tt > < BR >
< ul > Starts the charging of the weapon in the specified hand< / ul >
< P > < tt > < B > checkanims< / B > < / tt > < BR >
< ul > Check the animations in the .tik file versus the statefile< / ul >
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > damagemult< / B > ( < i > Integer location, Float multiplier < / i > )< / tt > < BR >
< ul > Sets the damage multiplier for a particular body location< / ul >
< P > < tt > < B > deactivateweapon< / B > ( < i > String side < / i > )< / tt > < BR >
< ul > Deactivate the weapon in the specified hand.< / ul >
< P > < tt > < B > dontdropweapons< / B > ( < i > [ Boolean dont_drop ] < / i > )< / tt > < BR >
< ul > Make the sentient not drop weapons< / ul >
< P > < tt > < B > dropitems< / B > < / tt > < BR >
< ul > drops inventory items< / ul >
< P > < tt > < B > fire< / B > ( < i > [ String hand ], [ String mode ] < / i > )< / tt > < BR >
< ul > Fires the weapon in the specified hand.< / ul >
< P > < tt > < B > forcedrophealth< / B > < / tt > < BR >
< ul > Get if the sentient is forced to drop health no matter what level.nodrophealth is.< / ul >
< P > < tt > < B > forcedropweapon< / B > < / tt > < BR >
2024-08-31 22:13:21 +02:00
< ul > Force the sentient to drop health no matter what level.nodrophealth is.< / ul >
2023-12-28 20:54:05 +01:00
< P > < tt > < B > forcedropweapon< / B > < / tt > < BR >
2024-08-31 22:13:21 +02:00
< ul > Force the sentient to drop health no matter what level.nodrophealth is.< / ul >
2023-12-28 20:54:05 +01:00
< P > < tt > < B > forcedropweapon< / B > < / tt > < BR >
2024-08-31 22:13:21 +02:00
< ul > Get if the sentient is forced to drop health no matter what level.nodrophealth is.< / ul >
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< P > < tt > < B > forcelandminemeasure< / B > < / tt > < BR >
< ul > Force a remeasurement to all landmines< / ul >
< P > < tt > < B > german< / B > < / tt > < BR >
< ul > Makes the sentient a German.< / ul >
< P > < tt > < B > getactiveweap< / B > ( < i > Integer weaponhand < / i > )< / tt > < BR >
< ul > gets currently active weapon in a given hand< / ul >
< P > < tt > < B > getnewactiveweap< / B > < / tt > < BR >
< ul > gets new active weapon< / ul >
< P > < tt > < B > give< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Gives the sentient the targeted item.< / ul >
< P > < tt > < B > givedynitem< / B > ( < i > String model, String bonename < / i > )< / tt > < BR >
< ul > Pass the args to the item.< / ul >
< P > < tt > < B > item< / B > ( < i > String type, Integer amount < / i > )< / tt > < BR >
< ul > Gives the sentient the specified amount of the specified item.< / ul >
< P > < tt > < B > jumpxy< / B > ( < i > Float forwardmove, Float sidemove, Float speed < / i > )< / tt > < BR >
< ul > Makes the sentient jump.< / ul >
< P > < tt > < B > maxgibs< / B > ( < i > Integer max_number_of_gibs < / i > )< / tt > < BR >
< ul > Sets the maximum amount of generic gibs this sentient will spawn when hit.< / ul >
< P > < tt > < B > maxmouthangle< / B > ( < i > Float max_mouth_angle < / i > )< / tt > < BR >
< ul > Sets the max mouth angle.< / ul >
< P > < tt > < B > meleeattackend< / B > < / tt > < BR >
< ul > Is the end of the sentient's melee attack.< / ul >
< P > < tt > < B > meleeattackstart< / B > < / tt > < BR >
< ul > Is the start of the sentient's melee attack.< / ul >
< P > < tt > < B > noshadow< / B > < / tt > < BR >
< ul > Turns off the shadow for this sentient.< / ul >
< P > < tt > < B > onfire< / B > < / tt > < BR >
< ul > Called every frame when the sentient is on fire.< / ul >
< P > < tt > < B > pingformines< / B > < / tt > < BR >
< ul > actively uncover mines nearby.< / ul >
< P > < tt > < B > pophelmet< / B > < / tt > < BR >
< ul > Pops a sentient's helmet off if he's got one< / ul >
< P > < tt > < B > putawayweapon< / B > ( < i > String whichHand < / i > )< / tt > < BR >
< ul > Put away or deactivate the current weapon, whichHand can be left or right.< / ul >
< P > < tt > < B > releasefire< / B > ( < i > Float fireholdtime < / i > )< / tt > < BR >
< ul > Releases the attack in the time specified.< / ul >
< P > < tt > < B > reloadweapon< / B > ( < i > String hand < / i > )< / tt > < BR >
< ul > Reloads the weapon in the specified hand< / ul >
< P > < tt > < B > sethelmet< / B > ( < i > String tikifile, Float popspeed, Float dmgmult, String surfacename, String [optional_additional_surface_name] < / i > )< / tt > < BR >
< ul > Gives the sentient a helmet and sets the needed info for it< / ul >
< P > < tt > < B > setweaponidlestate< / B > ( < i > Integer state < / i > )< / tt > < BR >
< ul > set the idle state of the given weapon.< / ul >
< P > < tt > < B > shadow< / B > < / tt > < BR >
< ul > Turns on the shadow for this sentient.< / ul >
< P > < tt > < B > spawnbloodygibs< / B > ( < i > [ Integer number_of_gibs ], [ Float scale ] < / i > )< / tt > < BR >
< ul > Spawns some bloody generic gibs.< / ul >
< P > < tt > < B > stopfire< / B > ( < i > String hand < / i > )< / tt > < BR >
< ul > Stops the firing of the weapon in the specified hand.< / ul >
< P > < tt > < B > stoponfire< / B > < / tt > < BR >
< ul > Stops the sentient from being on fire.< / ul >
< P > < tt > < B > stunend< / B > < / tt > < BR >
< ul > Is the end of the sentient's stun.< / ul >
< P > < tt > < B > stunstart< / B > < / tt > < BR >
< ul > Is the start of the sentient's stun.< / ul >
< P > < tt > < B > take< / B > ( < i > String item_name < / i > )< / tt > < BR >
< ul > Takes away the specified item from the sentient.< / ul >
< P > < tt > < B > takeall< / B > < / tt > < BR >
< ul > Clears out the sentient's entire inventory.< / ul >
< P > < tt > < B > team< / B > < / tt > < BR >
< ul > returns 'german' or 'american'< / ul >
< P > < tt > < B > threatbias< / B > ( < i > Integer bias < / i > )< / tt > < BR >
< ul > Sets the threat bias for this player / AI< / ul >
< P > < tt > < B > threatbias< / B > ( < i > Integer bias < / i > )< / tt > < BR >
< ul > Sets the threat bias for this player / AI< / ul >
< P > < tt > < B > threatbias< / B > < / tt > < BR >
< ul > Gets the threat bias for this player / AI< / ul >
< P > < tt > < B > toggleitem< / B > < / tt > < BR >
< ul > Toggles the use of the player's item (first item if he has multiple)< / ul >
< P > < tt > < B > use< / B > ( < i > String name, Integer weapon_hand < / i > )< / tt > < BR >
< ul > Use the specified weapon or item in the hand choosen (optional).< / ul >
< P > < tt > < B > uselast< / B > < / tt > < BR >
< ul > Activates the last active weapon< / ul >
< P > < tt > < B > useweaponclass< / B > ( < i > String name, [ Integer weapon_hand ] < / i > )< / tt > < BR >
< ul > Use the weapon of the specified class in the hand choosen (optional).< / ul >
< P > < tt > < B > weapon< / B > ( < i > String weapon_modelname < / i > )< / tt > < BR >
< ul > Gives the sentient the weapon specified.< / ul >
< P > < tt > < B > weaponcommand< / B > ( < i > String hand, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ] < / i > )< / tt > < BR >
< ul > Pass the args to the active weapon in the specified hand< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "SimpleActor" > SimpleActor< / a > -> < a href = "#Sentient" > Sentient< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > noanimlerp< / B > < / tt > < BR >
< ul > Do not LERP to the next animation< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "SimpleArchivedEntity" > SimpleArchivedEntity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > angle< / B > ( < i > Float newAngle < / i > )< / tt > < BR >
< ul > set the angles of the entity using just one value.< BR >
Sets the yaw of the entity or an up and down< BR >
direction if newAngle is[ 0 - 359 ] or - 1 or - 2< / ul >
< P > < tt > < B > angle< / B > < / tt > < BR >
< ul > get the angles of the entity using just one value.< BR >
Gets the yaw of the entity or an up and down< BR >
direction if newAngle is[ 0 - 359 ] or - 1 or - 2< / ul >
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< P > < tt > < B > angle< / B > ( < i > Float newAngle < / i > )< / tt > < BR >
< ul > set the angles of the entity using just one value.< BR >
Sets the yaw of the entity or an up and down< BR >
direction if newAngle is[ 0 - 359 ] or - 1 or - 2< / ul >
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< P > < tt > < B > angles< / B > ( < i > Vector newAngles< 0.00...360.00 > < 0.00...360.00 > < 0.00...360.00 > < / i > )< / tt > < BR >
< ul > set the angles of the entity to newAngles.< / ul >
< P > < tt > < B > angles< / B > < / tt > < BR >
< ul > get the angles of the entity.< / ul >
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< P > < tt > < B > angles< / B > ( < i > Vector newAngles< 0.00...360.00 > < 0.00...360.00 > < 0.00...360.00 > < / i > )< / tt > < BR >
< ul > set the angles of the entity to newAngles.< / ul >
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< P > < tt > < B > centroid< / B > < / tt > < BR >
< ul > entity's centroid< / ul >
< P > < tt > < B > forwardvector< / B > < / tt > < BR >
< ul > get the forward vector of angles< / ul >
< P > < tt > < B > leftvector< / B > < / tt > < BR >
< ul > get the left vector of angles< / ul >
< P > < tt > < B > origin< / B > ( < i > Vector newOrigin < / i > )< / tt > < BR >
< ul > Set the origin of the entity to newOrigin.< / ul >
< P > < tt > < B > origin< / B > < / tt > < BR >
< ul > entity's origin< / ul >
< P > < tt > < B > origin< / B > ( < i > Vector newOrigin < / i > )< / tt > < BR >
< ul > Set the origin of the entity to newOrigin.< / ul >
< P > < tt > < B > rightvector< / B > < / tt > < BR >
< ul > get the right vector of angles< / ul >
< P > < tt > < B > target< / B > ( < i > String targetname_to_target < / i > )< / tt > < BR >
< ul > target another entity with targetname_to_target.< / ul >
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< P > < tt > < B > target< / B > < / tt > < BR >
< ul > entity's target< / ul >
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< P > < tt > < B > target< / B > ( < i > String targetname_to_target < / i > )< / tt > < BR >
< ul > target another entity with targetname_to_target.< / ul >
< P > < tt > < B > targetname< / B > ( < i > String targetName < / i > )< / tt > < BR >
< ul > set the targetname of the entity to targetName.< / ul >
< P > < tt > < B > targetname< / B > < / tt > < BR >
< ul > entity's targetname< / ul >
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< P > < tt > < B > targetname< / B > ( < i > String targetName < / i > )< / tt > < BR >
< ul > set the targetname of the entity to targetName.< / ul >
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< P > < tt > < B > upvector< / B > < / tt > < BR >
< ul > get the up vector of angles< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "SinkObject" > SinkObject (< i > func_sinkobject< / i > )< / a > -> < a href = "#ScriptSlave" > ScriptSlave< / a > -> < a href = "#Mover" > Mover< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > active< / B > < / tt > < BR >
< ul > make the SinkObject active, so that it will respond to players touching it.< / ul >
< P > < tt > < B > dampening< / B > ( < i > Float newDampening < / i > )< / tt > < BR >
< ul > dampening of SinkObject.< / ul >
< P > < tt > < B > delay< / B > ( < i > Float delay < / i > )< / tt > < BR >
< ul > Delay until SinkObject starts falling.< / ul >
< P > < tt > < B > doTouch< / B > ( < i > Entity touchingEntity < / i > )< / tt > < BR >
< ul > sent to entity when touched.< / ul >
< P > < tt > < B > limit< / B > ( < i > Float newLimit < / i > )< / tt > < BR >
< ul > maximum displacement of the SinkObject.< / ul >
< P > < tt > < B > notactive< / B > < / tt > < BR >
< ul > make the SinkObject not active, so that it won't respond to players touching it.< / ul >
< P > < tt > < B > reset< / B > < / tt > < BR >
< ul > Reset the SinkObject right now.< / ul >
< P > < tt > < B > resetdelay< / B > ( < i > Float newResetDelay < / i > )< / tt > < BR >
< ul > Delay between when sinkobject starts resetting.< / ul >
< P > < tt > < B > resetsound< / B > ( < i > String newResetSound < / i > )< / tt > < BR >
< ul > Sound played when sinkobject is resetting.< / ul >
< P > < tt > < B > resetspeed< / B > ( < i > Float newResetspeed < / i > )< / tt > < BR >
< ul > Speed at which SinkObject resets itself, defaults to 0.002 * speed.< / ul >
< P > < tt > < B > sinksound< / B > ( < i > String newSinkSound < / i > )< / tt > < BR >
< ul > Sound played when sinkobject is sinking.< / ul >
< P > < tt > < B > speed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > Speed at which SinkObject starts falling.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "SlidingDoor" > SlidingDoor (< i > func_door< / i > )< / a > -> < a href = "#Door" > Door< / a > -> < a href = "#ScriptSlave" > ScriptSlave< / a > -> < a href = "#Mover" > Mover< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > angle< / B > ( < i > Float newAngle < / i > )< / tt > < BR >
< ul > set the angles of the entity using just one value.< BR >
Sets the yaw of the entity or an up and down< BR >
direction if newAngle is[ 0 - 359 ] or - 1 or - 2< / ul >
< P > < tt > < B > doclose< / B > < / tt > < BR >
< ul > Closes the door (special doors).< / ul >
< P > < tt > < B > doopen< / B > ( < i > Entity other < / i > )< / tt > < BR >
< ul > Opens the door (special doors).< / ul >
< P > < tt > < B > lip< / B > ( < i > Float lip < / i > )< / tt > < BR >
< ul > Sets the lip of the sliding door.< / ul >
< P > < tt > < B > speed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > Sets the speed of the sliding door.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "SmokeGrenade" > SmokeGrenade (< i > smokegrenade< / i > )< / a > -> < a href = "#EffectEntity" > EffectEntity< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > bouncefactor< / B > ( < i > Float factor < / i > )< / tt > < BR >
< ul > sets how far smoke volumes bounce when they collide with something< / ul >
< P > < tt > < B > fadedelay< / B > ( < i > Float time < / i > )< / tt > < BR >
< ul > sets how long the entity waits until fading out from 1 alpha to 0 alpha, in seconds< / ul >
< P > < tt > < B > fadein< / B > ( < i > Float time < / i > )< / tt > < BR >
< ul > sets fadein time from 0 alpha to 1 alpha, in seconds< / ul >
< P > < tt > < B > life< / B > ( < i > Float life < / i > )< / tt > < BR >
< ul > sets how long the smoke emitter lives< / ul >
< P > < tt > < B > maxalpha< / B > ( < i > Float alpha < / i > )< / tt > < BR >
< ul > sets maximum opacity of an individual smoke particle, in 0-1 range< / ul >
< P > < tt > < B > offset< / B > ( < i > Float offset_x, Float offset_y, Float offset_z < / i > )< / tt > < BR >
< ul > sets offset of the smoke volume from the entity< / ul >
< P > < tt > < B > scale< / B > ( < i > Float scale < / i > )< / tt > < BR >
< ul > sets initial scale of each smoke volume< / ul >
< P > < tt > < B > scalerate< / B > ( < i > Float rate < / i > )< / tt > < BR >
< ul > sets how fast the smoke volume grows< / ul >
< P > < tt > < B > spawnlife< / B > ( < i > Float life < / i > )< / tt > < BR >
< ul > sets how long each smoke volume lives< / ul >
< P > < tt > < B > spawnrate< / B > ( < i > Float rate < / i > )< / tt > < BR >
< ul > sets how many smoke volumes are spawned per second< / ul >
< P > < tt > < B > spin< / B > ( < i > Float avel < / i > )< / tt > < BR >
< ul > sets the number of rotations per second for this entity around its z axis< / ul >
< P > < tt > < B > velocity< / B > ( < i > Float vel_x, Float vel_y, Float vel_z < / i > )< / tt > < BR >
< ul > sets how fast the smoke volume moves away, with x forward and z up< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "SoundManager" > SoundManager< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > addmusictrigger< / B > < / tt > < BR >
< ul > Add a new music trigger where the player is standing.< / ul >
< P > < tt > < B > addrandomspeaker< / B > < / tt > < BR >
< ul > Add a new sound where the player is standing.< / ul >
< P > < tt > < B > addreverbtrigger< / B > < / tt > < BR >
< ul > Add a new reverb trigger where the player is standing.< / ul >
< P > < tt > < B > addspeaker< / B > < / tt > < BR >
< ul > Add a new sound where the player is standing.< / ul >
< P > < tt > < B > delete< / B > < / tt > < BR >
< ul > Delete the current sound.< / ul >
< P > < tt > < B > globaltranslate< / B > ( < i > Vector translate_amount < / i > )< / tt > < BR >
< ul > Translates all sounds and triggers by specified amount.< / ul >
< P > < tt > < B > hide< / B > < / tt > < BR >
< ul > Hides the sounds.< / ul >
< P > < tt > < B > moveplayer< / B > < / tt > < BR >
< ul > Move the player to the current sound position.< / ul >
< P > < tt > < B > next< / B > < / tt > < BR >
< ul > Go to the next sound.< / ul >
< P > < tt > < B > prev< / B > < / tt > < BR >
< ul > Go to the previous sound.< / ul >
< P > < tt > < B > previewreverb< / B > < / tt > < BR >
< ul > Test out the current reverb settings.< / ul >
< P > < tt > < B > replace< / B > < / tt > < BR >
< ul > Replace the current sound position with the player's.< / ul >
< P > < tt > < B > reset< / B > < / tt > < BR >
< ul > Resets the state of all sounds and triggers.< / ul >
< P > < tt > < B > resetreverb< / B > < / tt > < BR >
< ul > reset the reverb settings to a normal.< / ul >
< P > < tt > < B > save< / B > < / tt > < BR >
< ul > Saves the sounds.< / ul >
< P > < tt > < B > show< / B > ( < i > [ Entity path ] < / i > )< / tt > < BR >
< ul > Show all the sounds.< / ul >
< P > < tt > < B > switchfacet< / B > < / tt > < BR >
< ul > Switch the current facet that we are editing.< / ul >
< P > < tt > < B > updateinput< / B > < / tt > < BR >
< ul > Updates the current sound with user interface values.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "Spawn" > Spawn (< i > func_spawn< / i > )< / a > -> < a href = "#ScriptSlave" > ScriptSlave< / a > -> < a href = "#Mover" > Mover< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > angle< / B > ( < i > Float newAngle < / i > )< / tt > < BR >
< ul > set the angles of the entity using just one value.< BR >
Sets the yaw of the entity or an up and down< BR >
direction if newAngle is[ 0 - 359 ] or - 1 or - 2< / ul >
< P > < tt > < B > attackmode< / B > ( < i > Integer attackmode < / i > )< / tt > < BR >
< ul > Sets the attackmode for this spawn entity.< / ul >
< P > < tt > < B > doActivate< / B > ( < i > Entity activatingEntity < / i > )< / tt > < BR >
< ul > General trigger event for all entities< / ul >
< P > < tt > < B > modelname< / B > ( < i > String model_name < / i > )< / tt > < BR >
< ul > Sets the model name for this spawn entity.< / ul >
< P > < tt > < B > pickup_thread< / B > ( < i > String threadName < / i > )< / tt > < BR >
< ul > Sets the pickup thread for the spawned entity.< / ul >
< P > < tt > < B > spawnchance< / B > ( < i > Float spawn_chance < / i > )< / tt > < BR >
< ul > Sets the chance that this spawned entity will spawn something when killed, if it is an actor.< / ul >
< P > < tt > < B > spawnitem< / B > ( < i > String spawn_item_name < / i > )< / tt > < BR >
< ul > Adds this named item to what will be spawned when this spawned entity is killed, if it is an actor.< / ul >
< P > < tt > < B > spawntarget< / B > ( < i > String spawntarget < / i > )< / tt > < BR >
< ul > Sets spawn target for this spawn entity.< / ul >
< P > < tt > < B > spawntargetname< / B > ( < i > String spawntargetname < / i > )< / tt > < BR >
< ul > Sets spawn target name for this spawn entity.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "SpawnArgs" > SpawnArgs< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "SpawnChain" > SpawnChain (< i > func_spawnchain< / i > )< / a > -> < a href = "#Spawn" > Spawn< / a > -> < a href = "#ScriptSlave" > ScriptSlave< / a > -> < a href = "#Mover" > Mover< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "SpawnOutOfSight" > SpawnOutOfSight (< i > func_spawnoutofsight< / i > )< / a > -> < a href = "#Spawn" > Spawn< / a > -> < a href = "#ScriptSlave" > ScriptSlave< / a > -> < a href = "#Mover" > Mover< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "SplinePath" > SplinePath (< i > info_splinepath< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > fadetime< / B > ( < i > Float fadeTime < / i > )< / tt > < BR >
< ul > Sets the fadetime at this node.< / ul >
< P > < tt > < B > fov< / B > ( < i > Float cameraFOV < / i > )< / tt > < BR >
< ul > Sets the fov at this node.< / ul >
< P > < tt > < B > loop< / B > ( < i > String loop_name < / i > )< / tt > < BR >
< ul > Sets the loop name.< / ul >
< P > < tt > < B > speed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > Sets the path speed.< / ul >
< P > < tt > < B > SplinePath_create< / B > < / tt > < BR >
< ul > Creates the spline path from the target list.< / ul >
< P > < tt > < B > triggertarget< / B > ( < i > String target < / i > )< / tt > < BR >
< ul > Sets the trigger target.< / ul >
< P > < tt > < B > watch< / B > ( < i > String watchEntity < / i > )< / tt > < BR >
< ul > Sets the entity to watch at this node.< / ul >
< / BLOCKQUOTE >
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< h2 > < a name = "TargetList" > TargetList< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
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< h2 > < a name = "Teleporter" > Teleporter (< i > trigger_teleport< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > triggereffect< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TeleporterDestination" > TeleporterDestination (< i > func_teleportdest< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > angle< / B > ( < i > Float newAngle < / i > )< / tt > < BR >
< ul > set the angles of the entity using just one value.< BR >
Sets the yaw of the entity or an up and down< BR >
direction if newAngle is[ 0 - 359 ] or - 1 or - 2< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TempWaypoint" > TempWaypoint< / a > -> < a href = "#SimpleArchivedEntity" > SimpleArchivedEntity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "TestPlayerStart" > TestPlayerStart (< i > testplayerstart< / i > )< / a > -> < a href = "#PlayerStart" > PlayerStart< / a > -> < a href = "#SimpleArchivedEntity" > SimpleArchivedEntity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "ThrobbingBox_ExplodeFlak88" > ThrobbingBox_ExplodeFlak88 (< i > ThrobbingBox_ExplodeFlak88< / i > )< / a > -> < a href = "#ThrobbingBox_Explosive" > ThrobbingBox_Explosive< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "ThrobbingBox_ExplodeNebelwerfer" > ThrobbingBox_ExplodeNebelwerfer (< i > ThrobbingBox_ExplodeNebelwerfer< / i > )< / a > -> < a href = "#ThrobbingBox_Explosive" > ThrobbingBox_Explosive< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "ThrobbingBox_ExplodePlayerFlak88" > ThrobbingBox_ExplodePlayerFlak88 (< i > ThrobbingBox_ExplodePlayerFlak88< / i > )< / a > -> < a href = "#ThrobbingBox_Explosive" > ThrobbingBox_Explosive< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "ThrobbingBox_ExplodePlayerNebelwerfer" > ThrobbingBox_ExplodePlayerNebelwerfer (< i > ThrobbingBox_ExplodeNebelwerfer< / i > )< / a > -> < a href = "#ThrobbingBox_Explosive" > ThrobbingBox_Explosive< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "ThrobbingBox_Explosive" > ThrobbingBox_Explosive (< i > ThrobbingBox_Explosive< / i > )< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > ActivateSound< / B > ( < i > String ActivateSound < / i > )< / tt > < BR >
< P > < tt > < B > BlowUp< / B > < / tt > < BR >
< P > < tt > < B > DestroyModel< / B > ( < i > String DestroyModel < / i > )< / tt > < BR >
< P > < tt > < B > doUse< / B > ( < i > Entity activatingEntity < / i > )< / tt > < BR >
< ul > sent to entity when it is used by another entity< / ul >
< P > < tt > < B > Explode< / B > < / tt > < BR >
< ul > Cause the explosion to happen.< / ul >
< P > < tt > < B > explosioneffect< / B > ( < i > String effectModel < / i > )< / tt > < BR >
< ul > Set the explosion effect model< / ul >
< P > < tt > < B > ExplosionSound< / B > ( < i > String ExplosionSound < / i > )< / tt > < BR >
< P > < tt > < B > Radius< / B > ( < i > Float Radius < / i > )< / tt > < BR >
< P > < tt > < B > SetDamage< / B > ( < i > Float Damage < / i > )< / tt > < BR >
< P > < tt > < B > setthread< / B > ( < i > String thread < / i > )< / tt > < BR >
< ul > Set the thread to execute when this object is used< / ul >
< P > < tt > < B > setusethread< / B > ( < i > String thread < / i > )< / tt > < BR >
< ul > Set the thread to execute when this object is used< / ul >
< P > < tt > < B > StopWatchDuration< / B > ( < i > Float StopWatchDuration < / i > )< / tt > < BR >
< P > < tt > < B > TickSound< / B > ( < i > String TickSound < / i > )< / tt > < BR >
< P > < tt > < B > triggered< / B > ( < i > Integer triggered < / i > )< / tt > < BR >
< ul > Set the triggered status (0 or 1)< / ul >
< P > < tt > < B > UsedModel< / B > ( < i > String UsedModel < / i > )< / tt > < BR >
< / BLOCKQUOTE >
< h2 > < a name = "ThrobbingBox_Stickybomb" > ThrobbingBox_Stickybomb (< i > ThrobbingBox_ExplodeNebelwerfer< / i > )< / a > -> < a href = "#ThrobbingBox_Explosive" > ThrobbingBox_Explosive< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > doUse< / B > ( < i > Entity activatingEntity < / i > )< / tt > < BR >
< ul > sent to entity when it is used by another entity< / ul >
< P > < tt > < B > stickybombwet< / B > < / tt > < BR >
< / BLOCKQUOTE >
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< h2 > < a name = "ThrowObject" > ThrowObject (< i > func_throwobject< / i > )< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
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< BLOCKQUOTE >
< P > < tt > < B > doTouch< / B > ( < i > Entity touchingEntity < / i > )< / tt > < BR >
< ul > sent to entity when touched.< / ul >
< P > < tt > < B > pickup< / B > ( < i > Entity entity, String tag_name < / i > )< / tt > < BR >
< ul > Picks up this throw object and attaches it to the entity.< / ul >
< P > < tt > < B > pickupoffset< / B > ( < i > Vector pickup_offset < / i > )< / tt > < BR >
< ul > Sets the pickup_offset.< / ul >
< P > < tt > < B > throw< / B > ( < i > Entity owner, Float speed, Entity targetent, [ Float grav ] < / i > )< / tt > < BR >
< ul > Throw this throw object.< / ul >
< P > < tt > < B > throwsound< / B > ( < i > String throw_sound < / i > )< / tt > < BR >
< ul > Sets the sound to play when object is thrown.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TossObject" > TossObject (< i > TossObject< / i > )< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > bouncesound< / B > ( < i > String sound < / i > )< / tt > < BR >
< ul > When bouncing, what sound to play on impact< / ul >
< P > < tt > < B > bouncesoundchance< / B > ( < i > Float chance< 0.00...1.00 > < / i > )< / tt > < BR >
< ul > When bouncing, the chance that the bounce sound will be played< / ul >
< P > < tt > < B > doTouch< / B > ( < i > Entity touchingEntity < / i > )< / tt > < BR >
< ul > sent to entity when touched.< / ul >
< P > < tt > < B > stopped< / B > < / tt > < BR >
< ul > sent when entity has stopped bouncing for MOVETYPE_TOSS.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TouchAnim" > TouchAnim (< i > func_touchanim< / i > )< / a > -> < a href = "#UseAnim" > UseAnim< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "TouchField" > TouchField< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > triggereffect< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TOWObjective" > TOWObjective (< i > func_towobjective< / i > )< / a > -> < a href = "#Objective" > Objective< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > AlliesObjNum< / B > ( < i > Integer AlliesObjNum < / i > )< / tt > < BR >
< ul > Sets the objective number for the allies team< / ul >
< P > < tt > < B > AxisObjNum< / B > ( < i > Integer AxisObjNum < / i > )< / tt > < BR >
< ul > Sets the objective number for the axis team< / ul >
< P > < tt > < B > ControlledBy< / B > < / tt > < BR >
< ul > Objective controller< / ul >
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< P > < tt > < B > ControlledBy< / B > ( < i > Integer ControlledBy < / i > )< / tt > < BR >
< ul > Sets the team controlling the objective< / ul >
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< P > < tt > < B > initialize< / B > < / tt > < BR >
< ul > Initialize object< / ul >
< P > < tt > < B > SetCurrent< / B > ( < i > Integer TeamNum < / i > )< / tt > < BR >
< ul > Set this objective as the current objective for the specified team.< / ul >
< P > < tt > < B > TakeOver< / B > ( < i > Integer TeamNum < / i > )< / tt > < BR >
< ul > Sets the team controlling the objective. 0 = Axis, 1 = Allies< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "Trigger" > Trigger (< i > trigger_multiple< / i > )< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > activatetrigger< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Activates all of the targets for this trigger.< / ul >
< P > < tt > < B > activator< / B > < / tt > < BR >
< ul > Get's entity who last activated this trigger.< / ul >
< P > < tt > < B > angle< / B > ( < i > Float newAngle < / i > )< / tt > < BR >
< ul > set the angles of the entity using just one value.< BR >
Sets the yaw of the entity or an up and down< BR >
direction if newAngle is[ 0 - 359 ] or - 1 or - 2< / ul >
< P > < tt > < B > cnt< / B > ( < i > Integer count < / i > )< / tt > < BR >
< ul > Set the amount of times this trigger can be triggered< / ul >
< P > < tt > < B > cone< / B > ( < i > Float newTriggerCone < / i > )< / tt > < BR >
< ul > Sets the cone in which directed triggers will trigger.< / ul >
< P > < tt > < B > delay< / B > ( < i > Float delay_time < / i > )< / tt > < BR >
< ul > Set the delay time (time between triggering and firing) for this trigger< / ul >
< P > < tt > < B > doActivate< / B > ( < i > Entity activatingEntity < / i > )< / tt > < BR >
< ul > General trigger event for all entities< / ul >
< P > < tt > < B > doTouch< / B > ( < i > Entity touchingEntity < / i > )< / tt > < BR >
< ul > sent to entity when touched.< / ul >
< P > < tt > < B > edgetriggered< / B > ( < i > Boolean newEdgeTriggered < / i > )< / tt > < BR >
< ul > If true, trigger will only trigger when object enters trigger, not when it is inside it.< / ul >
< P > < tt > < B > killed< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > event which is sent to an entity once it as been killed< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > message< / B > ( < i > String message < / i > )< / tt > < BR >
< ul > Set a message to be displayed when this trigger is activated< / ul >
< P > < tt > < B > model< / B > ( < i > Entity modelName < / i > )< / tt > < BR >
< ul > set the model to modelName.< / ul >
< P > < tt > < B > multifaceted< / B > ( < i > Integer facetDirection < / i > )< / tt > < BR >
< ul > Make this trigger multifaceted. If facet is 1, than trigger is North/South oriented.< BR >
If facet is 2 than trigger is East/West oriented. If facet is 3 than trigger is Up/Down oriented.< / ul >
< P > < tt > < B > noise< / B > ( < i > String sound < / i > )< / tt > < BR >
< ul > Set the sound to play when this trigger is activated< / ul >
< P > < tt > < B > nottriggerable< / B > < / tt > < BR >
< ul > Turn this trigger off< / ul >
< P > < tt > < B > setthread< / B > ( < i > String thread < / i > )< / tt > < BR >
< ul > Set the thread to execute when this trigger is activated< / ul >
< P > < tt > < B > sound< / B > ( < i > String sound < / i > )< / tt > < BR >
< ul > Set the sound to play when this trigger is activated< / ul >
< P > < tt > < B > triggerable< / B > < / tt > < BR >
< ul > Turn this trigger back on< / ul >
< P > < tt > < B > triggerthread< / B > < / tt > < BR >
< ul > Start the trigger thread.< / ul >
< P > < tt > < B > wait< / B > ( < i > Float wait_time < / i > )< / tt > < BR >
< ul > Set the wait time (time bewteen triggerings) for this trigger< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerAll" > TriggerAll (< i > trigger_multipleall< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > doActivate< / B > ( < i > Entity activatingEntity < / i > )< / tt > < BR >
< ul > General trigger event for all entities< / ul >
< P > < tt > < B > doTouch< / B > ( < i > Entity touchingEntity < / i > )< / tt > < BR >
< ul > sent to entity when touched.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerBox" > TriggerBox (< i > trigger_box< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > maxs< / B > ( < i > Vector maxs < / i > )< / tt > < BR >
< ul > Sets the maximum bounds of the trigger box.< / ul >
< P > < tt > < B > mins< / B > ( < i > Vector mins < / i > )< / tt > < BR >
< ul > Sets the minimum bounds of the trigger box.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerByPushObject" > TriggerByPushObject (< i > trigger_pushobject< / i > )< / a > -> < a href = "#TriggerOnce" > TriggerOnce< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > triggername< / B > ( < i > String targetname_of_object < / i > )< / tt > < BR >
< ul > If set, trigger will only respond to objects with specified name.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerCameraUse" > TriggerCameraUse (< i > trigger_camerause< / i > )< / a > -> < a href = "#TriggerUse" > TriggerUse< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > doUse< / B > ( < i > Entity activatingEntity < / i > )< / tt > < BR >
< ul > sent to entity when it is used by another entity< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerChangeLevel" > TriggerChangeLevel (< i > trigger_changelevel< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > map< / B > ( < i > String map_name < / i > )< / tt > < BR >
< ul > Sets the map to change to when triggered.< / ul >
< P > < tt > < B > spawnspot< / B > ( < i > String spawn_spot < / i > )< / tt > < BR >
< ul > Sets the spawn spot to use.< / ul >
< P > < tt > < B > triggereffect< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerClickItem" > TriggerClickItem (< i > trigger_clickitem< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > model< / B > ( < i > Entity modelName < / i > )< / tt > < BR >
< ul > set the model to modelName.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerDamageTargets" > TriggerDamageTargets (< i > trigger_damagetargets< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > activatetrigger< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Activates all of the targets for this trigger.< / ul >
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< P > < tt > < B > damage< / B > ( < i > Integer damage < / i > )< / tt > < BR >
< ul > Sets the amount of damage to do.< / ul >
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< / BLOCKQUOTE >
< h2 > < a name = "TriggerEntity" > TriggerEntity (< i > trigger_entity< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerExit" > TriggerExit (< i > trigger_exit< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > triggereffect< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerGivePowerup" > TriggerGivePowerup (< i > trigger_givepowerup< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > oneshot< / B > < / tt > < BR >
< ul > Make this a one time trigger.< / ul >
< P > < tt > < B > powerupname< / B > ( < i > String powerup_name < / i > )< / tt > < BR >
< ul > Specifies the powerup to give to the sentient.< / ul >
< P > < tt > < B > triggereffect< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerHurt" > TriggerHurt (< i > trigger_hurt< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > damage< / B > ( < i > Integer damage < / i > )< / tt > < BR >
< ul > Sets the amount of damage to do.< / ul >
< P > < tt > < B > damagetype< / B > ( < i > String damageType < / i > )< / tt > < BR >
< ul > Sets the type of damage a TriggerHurt delivers.< / ul >
< P > < tt > < B > doTouch< / B > ( < i > Entity touchingEntity < / i > )< / tt > < BR >
< ul > sent to entity when touched.< / ul >
< P > < tt > < B > triggereffect< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerLandmine" > TriggerLandmine (< i > trigger_landmine< / i > )< / a > -> < a href = "#TriggerEntity" > TriggerEntity< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > damageable< / B > ( < i > Boolean isDamageable < / i > )< / tt > < BR >
< ul > Makes the trigger able to take damage, but it is up to the script to watch this damage< / ul >
< P > < tt > < B > isabandoned< / B > ( < i > Entity owner < / i > )< / tt > < BR >
< ul > Returns true if the owner has abandoned the mine< / ul >
< P > < tt > < B > isimmune< / B > ( < i > Entity owner < / i > )< / tt > < BR >
< ul > Returns true if the given entity is immune to this landmine< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerMusic" > TriggerMusic (< i > trigger_music< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > altcurrent< / B > ( < i > String alternate_current_mood < / i > )< / tt > < BR >
< ul > Sets the alternate current mood to use when triggered.< / ul >
< P > < tt > < B > altfallback< / B > ( < i > String alterante_fallback_mood < / i > )< / tt > < BR >
< ul > Sets the alternate fallback mood to use when triggered.< / ul >
< P > < tt > < B > current< / B > ( < i > String current_mood < / i > )< / tt > < BR >
< ul > Sets the current mood to use when triggered.< / ul >
< P > < tt > < B > fallback< / B > ( < i > String fallback_mood < / i > )< / tt > < BR >
< ul > Sets the fallback mood to use when triggered.< / ul >
< P > < tt > < B > oneshot< / B > < / tt > < BR >
< ul > Make this a one time trigger.< / ul >
< P > < tt > < B > triggereffect< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger.< / ul >
< P > < tt > < B > triggereffectalt< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger. This event is only triggered when using a trigger< BR >
as a multi-faceted edge trigger.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerNoDamage" > TriggerNoDamage (< i > trigger_nodamage< / i > )< / a > -> < a href = "#TriggerUse" > TriggerUse< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > doTouch< / B > ( < i > Entity touchingEntity < / i > )< / tt > < BR >
< ul > sent to entity when touched.< / ul >
< P > < tt > < B > triggereffect< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerOnce" > TriggerOnce (< i > trigger_once< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerPlaySound" > TriggerPlaySound (< i > play_sound_triggered< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > channel< / B > ( < i > Integer channel < / i > )< / tt > < BR >
< ul > Sets the sound channel to play on.< / ul >
< P > < tt > < B > min_dist< / B > ( < i > Float min_dist < / i > )< / tt > < BR >
< ul > Sets the minimum distance.< / ul >
< P > < tt > < B > triggereffect< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger.< / ul >
< P > < tt > < B > volume< / B > ( < i > Float volume < / i > )< / tt > < BR >
< ul > Sets the volume.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerPush" > TriggerPush (< i > trigger_push< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > angle< / B > ( < i > Float newAngle < / i > )< / tt > < BR >
< ul > set the angles of the entity using just one value.< BR >
Sets the yaw of the entity or an up and down< BR >
direction if newAngle is[ 0 - 359 ] or - 1 or - 2< / ul >
< P > < tt > < B > speed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > Set the push speed of the TriggerPush< / ul >
< P > < tt > < B > triggereffect< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerPushAny" > TriggerPushAny (< i > trigger_pushany< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > speed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > Set the speed.< / ul >
< P > < tt > < B > triggereffect< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerRelay" > TriggerRelay (< i > trigger_relay< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerReverb" > TriggerReverb (< i > trigger_music< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > altreverblevel< / B > ( < i > Float reverbLevel < / i > )< / tt > < BR >
< ul > Sets the reverb level to be used when triggered.< / ul >
< P > < tt > < B > altreverbtype< / B > ( < i > Integer reverbType < / i > )< / tt > < BR >
< ul > Sets the reverb type.< / ul >
< P > < tt > < B > oneshot< / B > < / tt > < BR >
< ul > Make this a one time trigger.< / ul >
< P > < tt > < B > reverblevel< / B > ( < i > Float reverbLevel < / i > )< / tt > < BR >
< ul > Sets the reverb level to be used when triggered.< / ul >
< P > < tt > < B > reverbtype< / B > ( < i > Integer reverbType < / i > )< / tt > < BR >
< ul > Sets the reverb type.< / ul >
< P > < tt > < B > triggereffect< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger.< / ul >
< P > < tt > < B > triggereffectalt< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger. This event is only triggered when using a trigger< BR >
as a multi-faceted edge trigger.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerSave" > TriggerSave (< i > trigger_save< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > savename< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Sets the name which is appended to the world.message for this specific autosave< / ul >
< P > < tt > < B > triggereffect< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerSecret" > TriggerSecret (< i > trigger_secret< / i > )< / a > -> < a href = "#TriggerOnce" > TriggerOnce< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > triggereffect< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger.< / ul >
< / BLOCKQUOTE >
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< h2 > < a name = "TriggerSidedUse" > TriggerSidedUse (< i > trigger_sideduse< / i > )< / a > -> < a href = "#TriggerUse" > TriggerUse< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
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< h2 > < a name = "TriggerSpeaker" > TriggerSpeaker (< i > sound_speaker< / i > )< / a > -> < a href = "#TriggerPlaySound" > TriggerPlaySound< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerUse" > TriggerUse (< i > trigger_use< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > doUse< / B > ( < i > Entity activatingEntity < / i > )< / tt > < BR >
< ul > sent to entity when it is used by another entity< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerUseOnce" > TriggerUseOnce (< i > trigger_useonce< / i > )< / a > -> < a href = "#TriggerUse" > TriggerUse< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "TriggerVehicle" > TriggerVehicle (< i > trigger_vehicle< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "TurretGun" > TurretGun< / a > -> < a href = "#Weapon" > Weapon< / a > -> < a href = "#Item" > Item< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > aibulletspread< / B > ( < i > Float bulletSpreadX, Float bulletSpreadY < / i > )< / tt > < BR >
< ul > Set the spread of the bullets in the x and y axis< / ul >
< P > < tt > < B > burstFireSettings< / B > ( < i > Float mintime, Float maxtime, Float mindelay, Float maxdelay < / i > )< / tt > < BR >
< ul > Sets the settings for burst mode firing< / ul >
< P > < tt > < B > clearAimTarget< / B > ( < i > [ String target ] < / i > )< / tt > < BR >
< ul > Makes the turret aim at an entity< / ul >
< P > < tt > < B > convergeTime< / B > ( < i > Float time < / i > )< / tt > < BR >
< ul > Sets the convergence time< / ul >
< P > < tt > < B > dojitter< / B > ( < i > [ Float jitterAmount ] < / i > )< / tt > < BR >
< ul > Apply the jitter without firing< / ul >
< P > < tt > < B > doUse< / B > ( < i > Entity activatingEntity < / i > )< / tt > < BR >
< ul > sent to entity when it is used by another entity< / ul >
< P > < tt > < B > idleCheckOffset< / B > ( < i > Vector offset < / i > )< / tt > < BR >
< ul > Sets the offset to trace to for collision checking when idling< / ul >
< P > < tt > < B > item_droptofloor< / B > < / tt > < BR >
< ul > Drops the item to the ground.< / ul >
< P > < tt > < B > maxIdlePitch< / B > ( < i > Float offset < / i > )< / tt > < BR >
< ul > Sets the offset to trace to for collision checking when idling< / ul >
< P > < tt > < B > maxIdleYaw< / B > ( < i > Float offset < / i > )< / tt > < BR >
< ul > Sets the offset to trace to for collision checking when idling< / ul >
< P > < tt > < B > maxuseangle< / B > ( < i > Float maxuseangle < / i > )< / tt > < BR >
< ul > Set max use angle to allow player to mount the turret.< / ul >
< P > < tt > < B > maxYawOffset< / B > ( < i > Float maxoffset < / i > )< / tt > < BR >
< ul > Sets the max yaw offset from the turrets central facing direction< / ul >
< P > < tt > < B > pitchCaps< / B > ( < i > Vector caps < / i > )< / tt > < BR >
< ul > 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< / ul >
< P > < tt > < B > pitchSpeed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > Sets the turret's pitch speed< / ul >
< P > < tt > < B > psetviewangles< / B > ( < i > Vector offset < / i > )< / tt > < BR >
< ul > Sets the view angles.< / ul >
< P > < tt > < B > setAimOffset< / B > ( < i > Vector offset < / i > )< / tt > < BR >
< ul > Makes the turret aim with specified offset< / ul >
< P > < tt > < B > setAimTarget< / B > ( < i > [ String target ] < / i > )< / tt > < BR >
< ul > Makes the turret aim at an entity< / ul >
< P > < tt > < B > setPlayerUsable< / B > ( < i > Integer state < / i > )< / tt > < BR >
< ul > Sets wether the turret can be used by players. 0 means no, 1 means yes.< / ul >
< P > < tt > < B > setthread< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the name of the thread called when a player uses the turret< / ul >
< P > < tt > < B > setusable< / B > ( < i > Integer state < / i > )< / tt > < BR >
< ul > Sets wether the turret can be used as a weapon. 0 means no, 1 means yes.< / ul >
< P > < tt > < B > shoot< / B > ( < i > [ String mode ] < / i > )< / tt > < BR >
< ul > Shoot the weapon< / ul >
< P > < tt > < B > startFiring< / B > < / tt > < BR >
< ul > Makes the turret start shooting< / ul >
< P > < tt > < B > startyaw< / B > ( < i > Float startyaw < / i > )< / tt > < BR >
< ul > Sets the yaw to be used as the center of our allowed turn arc.< / ul >
< P > < tt > < B > stopFiring< / B > < / tt > < BR >
< ul > Makes the turret stop shooting< / ul >
< P > < tt > < B > suppressHeight< / B > ( < i > Float radius < / i > )< / tt > < BR >
< ul > Sets the vertical radius of suppression fire< / ul >
< P > < tt > < B > suppressTime< / B > ( < i > Float time < / i > )< / tt > < BR >
< ul > Sets the suppression time< / ul >
< P > < tt > < B > suppressWaitTime< / B > ( < i > Float time < / i > )< / tt > < BR >
< ul > Sets the suppression wait nonfiring time before turret returns to default position< / ul >
< P > < tt > < B > suppressWidth< / B > ( < i > Float radius < / i > )< / tt > < BR >
< ul > Sets the horizontal radius of suppression fire< / ul >
2024-08-31 22:13:21 +02:00
< P > < tt > < B > targettype< / B > < / tt > < BR >
< ul > Gets the target type< / ul >
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< P > < tt > < B > targettype< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the target type to be none, any, or player< / ul >
2024-08-31 22:13:21 +02:00
< P > < tt > < B > targettype< / B > ( < i > String value < / i > )< / tt > < BR >
< ul > Sets the target type to be none any, or player< / ul >
2023-12-28 20:54:05 +01:00
< P > < tt > < B > turnSpeed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > Sets the turret's turn speed< / ul >
< P > < tt > < B > userdistance< / B > ( < i > Float dist < / i > )< / tt > < BR >
< ul > Sets the distance the user should be placed at while using this turret< / ul >
< P > < tt > < B > viewangles< / B > < / tt > < BR >
< ul > get the angles of the entity.< / ul >
< P > < tt > < B > viewangles< / B > ( < i > Vector newAngles < / i > )< / tt > < BR >
< ul > set the view angles of the entity to newAngles.< / ul >
< P > < tt > < B > viewjitter< / B > ( < i > Float amount < / i > )< / tt > < BR >
< ul > Sets the amount that the owner's view should be jittered when fired< / ul >
< P > < tt > < B > viewOffset< / B > ( < i > Vector offset < / i > )< / tt > < BR >
< ul > Sets the view offset to use for the turret< / ul >
< P > < tt > < B > yawCenter< / B > ( < i > Float yaw < / i > )< / tt > < BR >
< ul > Sets the yaw for the center of the turret's turning arc< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "UseAnim" > UseAnim (< i > func_useanim< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > anim< / B > ( < i > String animName < / i > )< / tt > < BR >
< ul > set the animation to use for player.< / ul >
< P > < tt > < B > camera< / B > ( < i > String cameraPosition < / i > )< / tt > < BR >
< ul > set the camera to use when in this animation.< BR >
topdown, behind, front, side, behind_fixed, side_left, side_right< / ul >
< P > < tt > < B > count< / B > ( < i > Integer newCount < / i > )< / tt > < BR >
< ul > Sets how many times the UseAnim can be triggered.< / ul >
< P > < tt > < B > doTouch< / B > ( < i > Entity touchingEntity < / i > )< / tt > < BR >
< ul > sent to entity when touched.< / ul >
< P > < tt > < B > key< / B > ( < i > String keyName < / i > )< / tt > < BR >
< ul > set the key needed to make this UseAnim function.< / ul >
< P > < tt > < B > num_loops< / B > ( < i > Integer loopCount < / i > )< / tt > < BR >
< ul > set the number of times to loop an animation per use.< / ul >
< P > < tt > < B > setthread< / B > ( < i > String label < / i > )< / tt > < BR >
< ul > Sets which thread to use when this UseAnim is triggered.< / ul >
< P > < tt > < B > state< / B > ( < i > String stateName < / i > )< / tt > < BR >
< ul > set the state to use for the player.< / ul >
< P > < tt > < B > triggertarget< / B > ( < i > String targetname < / i > )< / tt > < BR >
< ul > Sets what should be triggered, when this UseAnim is triggered.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "UseAnimDestination" > UseAnimDestination (< i > func_useanimdest< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > anim< / B > ( < i > String animName < / i > )< / tt > < BR >
< ul > set the animation to use for player.< / ul >
< P > < tt > < B > num_loops< / B > ( < i > Integer loopCount < / i > )< / tt > < BR >
< ul > set the number of times to loop an animation per use.< / ul >
< P > < tt > < B > state< / B > ( < i > String stateName < / i > )< / tt > < BR >
< ul > set the state to use for the player.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "UseObject" > UseObject (< i > func_useobject< / i > )< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > activate< / B > < / tt > < BR >
< ul > Allow the useobject to be used.< / ul >
< P > < tt > < B > cone< / B > ( < i > Float newCone < / i > )< / tt > < BR >
< ul > Sets the cone in angles of where the Useobject can be used.< / ul >
< P > < tt > < B > count< / B > ( < i > Integer newCount < / i > )< / tt > < BR >
< ul > Sets how many times the UseObject can be triggered.< / ul >
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > damage_type< / B > ( < i > String newDamageType < / i > )< / tt > < BR >
< ul > Sets what kind of damage is needed to activate the trigger.< / ul >
< P > < tt > < B > deactivate< / B > < / tt > < BR >
< ul > Do not allow the useobject to be used.< / ul >
< P > < tt > < B > move_thread< / B > ( < i > String label < / i > )< / tt > < BR >
< ul > Sets which move thread to use when this UseObject has finshed looping.< / ul >
< P > < tt > < B > offset< / B > ( < i > Vector newOffset < / i > )< / tt > < BR >
< ul > Sets the offset to use for this UseObject.< / ul >
< P > < tt > < B > reset_thread< / B > ( < i > String label < / i > )< / tt > < BR >
< ul > Sets which thread to call when resetting.< / ul >
< P > < tt > < B > reset_time< / B > ( < i > Float newResetTime < / i > )< / tt > < BR >
< ul > Sets the time it takes for the UseObject to reset itself.< / ul >
< P > < tt > < B > state< / B > ( < i > String newState < / i > )< / tt > < BR >
< ul > Sets the state to use for this UseObject.< / ul >
< P > < tt > < B > state_backwards< / B > ( < i > String newState < / i > )< / tt > < BR >
< ul > Sets the backward state to use for this UseObject.< / ul >
< P > < tt > < B > stop_thread< / B > ( < i > String label < / i > )< / tt > < BR >
< ul > Sets which stop thread to use when this UseObject is finished.< / ul >
< P > < tt > < B > triggertarget< / B > ( < i > String targetname < / i > )< / tt > < BR >
< ul > Sets what should be triggered, when this UseObject is triggered.< / ul >
< P > < tt > < B > usematerial< / B > ( < i > String nameOfUseMaterial < / i > )< / tt > < BR >
< ul > the name of the material that glows when active.< / ul >
< P > < tt > < B > yaw_offset< / B > ( < i > Float newYawOffset < / i > )< / tt > < BR >
< ul > Sets the yaw offset to use for this UseObject.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "Vehicle" > Vehicle (< i > script_vehicle< / i > )< / a > -> < a href = "#VehicleBase" > VehicleBase< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > AnimationSet< / B > ( < i > String animset < / i > )< / tt > < BR >
< ul > Sets the Animation Set to use.< / ul >
< P > < tt > < B > AttachDriverSlot< / B > ( < i > Integer slot, Entity entity < / i > )< / tt > < BR >
< ul > Attaches an entity to the specified slot.< / ul >
< P > < tt > < B > AttachPassengerSlot< / B > ( < i > Integer slot, Entity entity < / i > )< / tt > < BR >
< ul > Attaches an entity to the specified slot.< / ul >
< P > < tt > < B > AttachTurretSlot< / B > ( < i > Integer slot, Entity entity < / i > )< / tt > < BR >
< ul > Attaches an entity to the specified slot.< / ul >
< P > < tt > < B > back_mass< / B > ( < i > Float weight < / i > )< / tt > < BR >
< ul > Sets the mass of the back of the vehicle< / ul >
< P > < tt > < B > BounceBackwardsVelocity< / B > ( < i > Integer bStayFullSpeed < / i > )< / tt > < BR >
< ul > For vehicles on rails that are moving backwards, reverse our velocity. (Optionally pass bStayFullSpeed to keep vehicle at full speed after the bounce)< / ul >
< P > < tt > < B > BounceForwardsVelocity< / B > < / tt > < BR >
< ul > For vehicles on rails that are moving forwards, reverse our velocity.< / ul >
< P > < tt > < B > canjump< / B > ( < i > Boolean jumpable < / i > )< / tt > < BR >
< ul > Sets whether or not the vehicle can jump< / ul >
< P > < tt > < B > canuse< / B > ( < i > Entity entity < / i > )< / tt > < BR >
< ul > Returns 1 if passed entity can 'use' this vehicle.< / ul >
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< P > < tt > < B > collisionent< / B > < / tt > < BR >
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< ul > Gets the Collision Entity< / ul >
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< P > < tt > < B > collisionent< / B > ( < i > Entity entity < / i > )< / tt > < BR >
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< ul > Gets the Collision Entity< / ul >
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > damagesounds< / B > ( < i > Integer on_off < / i > )< / tt > < BR >
< ul > Makes the vehicle play damaged sounds.< / ul >
< P > < tt > < B > DetachDriverSlot< / B > ( < i > Integer slot, [ Vector exit_position ] < / i > )< / tt > < BR >
< ul > Detaches an entity to the specified slot.< / ul >
< P > < tt > < B > DetachPassengerSlot< / B > ( < i > Integer slot, [ Vector exit_position ] < / i > )< / tt > < BR >
< ul > Detaches an entity to the specified slot.< / ul >
< P > < tt > < B > DetachTurretSlot< / B > ( < i > Integer slot, [ Vector exit_position ] < / i > )< / tt > < BR >
< ul > Detaches an entity to the specified slot.< / ul >
< P > < tt > < B > doBlocked< / B > ( < i > Entity obstacle < / i > )< / tt > < BR >
< ul > sent to entity when blocked.< / ul >
< P > < tt > < B > doTouch< / B > ( < i > Entity touchingEntity < / i > )< / tt > < BR >
< ul > sent to entity when touched.< / ul >
< P > < tt > < B > doUse< / B > ( < i > Entity activatingEntity < / i > )< / tt > < BR >
< ul > sent to entity when it is used by another entity< / ul >
< P > < tt > < B > drivable< / B > < / tt > < BR >
< ul > Make the vehicle drivable< / ul >
< P > < tt > < B > drive< / B > ( < i > Vector position, Float speed, Float acceleration, Float reach_distance, Float look_ahead, [ Vector alternate_position ] < / i > )< / tt > < BR >
< ul > Makes the vehicle drive to position with speed and acceleration until reached_distance close to position< / ul >
< P > < tt > < B > driveNoWait< / B > ( < i > Vector position, Float speed, Float acceleration, Float reach_distance < / i > )< / tt > < BR >
< ul > Makes the vehicle drive to position with speed and acceleration until reached_distance close to position, thread doesn't wait< / ul >
< P > < tt > < B > explosionmodel< / B > ( < i > String model < / i > )< / tt > < BR >
< ul > Sets the TIKI to call when the vehicle dies.< / ul >
< P > < tt > < B > front_mass< / B > ( < i > Float weight < / i > )< / tt > < BR >
< ul > Sets the mass of the front of the vehicle< / ul >
< P > < tt > < B > fullstop< / B > < / tt > < BR >
< ul > Make the Vehicle Stop Moving... Completely!< / ul >
< P > < tt > < B > immediateremove< / B > < / tt > < BR >
< ul > Removes this listener immediately.< / ul >
< P > < tt > < B > lock< / B > < / tt > < BR >
< ul > Sets the vehicle to be locked< / ul >
< P > < tt > < B > lockmovement< / B > < / tt > < BR >
< ul > The Vehicle cannot move.< / ul >
< P > < tt > < B > maxuseangle< / B > ( < i > Float maxuseangle < / i > )< / tt > < BR >
< ul > Set max use angle to allow player to mount the turret.< / ul >
< P > < tt > < B > model< / B > ( < i > Entity modelName < / i > )< / tt > < BR >
< ul > set the model to modelName.< / ul >
< P > < tt > < B > modifydrive< / B > ( < i > Float desired_speed, Float acceleration, Float look_ahead < / i > )< / tt > < BR >
< ul > Modifys the parameters of the current drive.< / ul >
< P > < tt > < B > moveanim< / B > ( < i > String anim_name < / i > )< / tt > < BR >
< ul > move the vehicle with an animation< / ul >
< P > < tt > < B > name< / B > ( < i > String vehicleName < / i > )< / tt > < BR >
< ul > Set the name for the vehicle< / ul >
< P > < tt > < B > nextdrive< / B > ( < i > Entity next_path < / i > )< / tt > < BR >
< ul > appends the specified path to the current path< / ul >
< P > < tt > < B > pathDrivable< / B > ( < i > Boolean pathDrivable < / i > )< / tt > < BR >
< ul > Make the vehicle drivable along a path< / ul >
< P > < tt > < B > projectilevulnerable< / B > ( < i > [ Integer number_of_hits ] < / i > )< / tt > < BR >
< ul > Make vehicle vulnerable to being one-shot by projectiles. If number_of_hits is given, it will take this many shots.< / ul >
< P > < tt > < B > QueryDriverSlotAngles< / B > ( < i > Integer slot < / i > )< / tt > < BR >
< ul > Returns the angles of the specified slot on the vehicle.< / ul >
< P > < tt > < B > QueryDriverSlotEntity< / B > ( < i > Integer slot < / i > )< / tt > < BR >
< ul > Returns an entity at the specified slot.< / ul >
< P > < tt > < B > QueryDriverSlotPosition< / B > ( < i > Integer slot < / i > )< / tt > < BR >
< ul > Returns the position of the specified slot on the vehicle.< / ul >
< P > < tt > < B > QueryDriverSlotStatus< / B > ( < i > Integer slot < / i > )< / tt > < BR >
< ul > Returns the status of the specified slot on the vehicle.< / ul >
< P > < tt > < B > QueryFreeDriverSlot< / B > < / tt > < BR >
< ul > Returns a number that represents the first free driver slot on the vehicle.< / ul >
< P > < tt > < B > QueryFreePassengerSlot< / B > < / tt > < BR >
< ul > Returns a number that represents the first free passenger slot on the vehicle.< / ul >
< P > < tt > < B > QueryFreeTurretSlot< / B > < / tt > < BR >
< ul > Returns a number that represents the first free turret slot on the vehicle.< / ul >
< P > < tt > < B > QueryPassengerSlotEntity< / B > ( < i > Integer slot < / i > )< / tt > < BR >
< ul > Returns an entity at the specified slot.< / ul >
< P > < tt > < B > QueryPassengerSlotPosition< / B > ( < i > Integer slot < / i > )< / tt > < BR >
< ul > Returns the position of the specified slot on the vehicle.< / ul >
< P > < tt > < B > QueryPassengerSlotStatus< / B > ( < i > Integer slot < / i > )< / tt > < BR >
< ul > Returns the status of the specified slot on the vehicle.< / ul >
< P > < tt > < B > QuerySpeed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > Returns the current speed of the vehicle.< / ul >
< P > < tt > < B > QueryTurretSlotEntity< / B > ( < i > Integer slot < / i > )< / tt > < BR >
< ul > Returns an entity at the specified slot.< / ul >
< P > < tt > < B > QueryTurretSlotPosition< / B > ( < i > Integer slot < / i > )< / tt > < BR >
< ul > Returns the position of the specified slot on the vehicle.< / ul >
< P > < tt > < B > QueryTurretSlotStatus< / B > ( < i > Integer slot < / i > )< / tt > < BR >
< ul > Returns the status of the specified slot on the vehicle.< / ul >
< P > < tt > < B > removeondeath< / B > ( < i > Integer removeondeath < / i > )< / tt > < BR >
< ul > If set to a non-zero value, vehicles will not be removed when they die< / ul >
< P > < tt > < B > runsounds< / B > ( < i > Integer on_off < / i > )< / tt > < BR >
< ul > Makes the vehicle play running sounds.< / ul >
< P > < tt > < B > seatanglesoffset< / B > ( < i > Vector angles < / i > )< / tt > < BR >
< ul > Set the angles offset of the seat< / ul >
< P > < tt > < B > seatoffset< / B > ( < i > Vector offset < / i > )< / tt > < BR >
< ul > Set the offset of the seat< / ul >
< P > < tt > < B > setcollisionentity< / B > ( < i > Entity entity < / i > )< / tt > < BR >
< ul > Sets the Collision Entity.< / ul >
< P > < tt > < B > setsoundparameters< / B > ( < i > Float min_speed, Float min_pitch, Float max_speed, Float max_pitch < / i > )< / tt > < BR >
< ul > Sets the Sound parameters for this vehicle< / ul >
< P > < tt > < B > setvolumeparameters< / B > ( < i > Float min_speed, Float min_volume, Float max_speed, Float max_volume < / i > )< / tt > < BR >
< ul > Sets the Volume parameters for this vehicle< / ul >
< P > < tt > < B > setweapon< / B > ( < i > String weaponname < / i > )< / tt > < BR >
< ul > Set the weapon for the vehicle< / ul >
< P > < tt > < B > showweapon< / B > < / tt > < BR >
< ul > Set the weapon to be show in the view< / ul >
< P > < tt > < B > skidding< / B > ( < i > Integer on_off < / i > )< / tt > < BR >
< ul > Makes the vehicle skid around corners.< / ul >
< P > < tt > < B > SoundSet< / B > ( < i > String soundset < / i > )< / tt > < BR >
< ul > Sets the Sound Set to use.< / ul >
< P > < tt > < B > spawnturret< / B > ( < i > Integer slot, String tikifile < / i > )< / tt > < BR >
< ul > Spawns a turret with the specified model and connects it to the specified slot< / ul >
< P > < tt > < B > start< / B > < / tt > < BR >
< ul > Initialize the vehicle.< / ul >
< P > < tt > < B > steerinplace< / B > < / tt > < BR >
< ul > Set the vehicle to turn in place< / ul >
< P > < tt > < B > stop< / B > < / tt > < BR >
< ul > Make the Vehicle Stop Moving... FULL BREAKS!< / ul >
< P > < tt > < B > stopatend< / B > < / tt > < BR >
< ul > Makes the vehicle slow down to a complete stop at the end of the path.< / ul >
< P > < tt > < B > StopBackwardsVelocity< / B > < / tt > < BR >
< ul > Stops any backwards motion for vehicles on rails.< / ul >
< P > < tt > < B > turnrate< / B > ( < i > Float rate < / i > )< / tt > < BR >
< ul > Set the turning rate of the vehicle< / ul >
< P > < tt > < B > undrivable< / B > < / tt > < BR >
< ul > Make the vehicle undrivable< / ul >
< P > < tt > < B > unlock< / B > < / tt > < BR >
< ul > Sets the vehicle to be unlocked< / ul >
< P > < tt > < B > unlockmovement< / B > < / tt > < BR >
< ul > The Vehicle can move again.< / ul >
< P > < tt > < B > vehicleanim< / B > ( < i > String anim_name, [ Float weight ] < / i > )< / tt > < BR >
< ul > Sets an animation to use in the LD Animation slot. < BR >
Weight defaults to 1.0< / ul >
< P > < tt > < B > vehiclebouncy< / B > ( < i > Float bouncycoef < / i > )< / tt > < BR >
< ul > Sets the Bouncy Coefficient for the shocks.< / ul >
< P > < tt > < B > vehicledestroyed< / B > < / tt > < BR >
< ul > Driver is dead< / ul >
< P > < tt > < B > vehicledrag< / B > ( < i > Float size < / i > )< / tt > < BR >
< ul > Sets the Drag Factor< / ul >
< P > < tt > < B > vehicleinit< / B > < / tt > < BR >
< ul > Initialized the Vehicle as the specified file< / ul >
< P > < tt > < B > vehiclemass< / B > ( < i > Float weight < / i > )< / tt > < BR >
< ul > Sets the mass of the vehicle (backmass = frontmass = mass/2)< / ul >
< P > < tt > < B > vehicleradius< / B > ( < i > Float size < / i > )< / tt > < BR >
< ul > Sets the radius of the wheels< / ul >
< P > < tt > < B > vehicleRoll< / B > ( < i > Float min, Float max, Float coef < / i > )< / tt > < BR >
< ul > Sets the Roll min and max and the acceleration coefficient for the shocks.< / ul >
< P > < tt > < B > vehiclerollingresistance< / B > ( < i > Float size < / i > )< / tt > < BR >
< ul > Sets the radius of the wheels< / ul >
< P > < tt > < B > vehiclespeed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > Set the speed of the vehicle< / ul >
< P > < tt > < B > vehiclespringy< / B > ( < i > Float springycoef < / i > )< / tt > < BR >
< ul > Sets the Springy Coefficient for the shocks.< / ul >
< P > < tt > < B > vehicletread< / B > ( < i > Float size < / i > )< / tt > < BR >
< ul > Sets the size of the wheels< / ul >
< P > < tt > < B > VehicleWheelCorners< / B > ( < i > Vector size, Vector offset < / i > )< / tt > < BR >
< ul > Sets the wheel trace corners.< / ul >
< P > < tt > < B > vehicleYaw< / B > ( < i > Float min, Float max, Float coef < / i > )< / tt > < BR >
< ul > Sets the Yaw min and max and the acceleration coefficient for the shocks.< / ul >
< P > < tt > < B > vehicleZ< / B > ( < i > Float min, Float max, Float coef < / i > )< / tt > < BR >
< ul > Sets the Z min and max and the acceleration coefficient for the shocks.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "VehicleBase" > VehicleBase< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "VehicleCollisionEntity" > VehicleCollisionEntity< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
2024-08-31 22:13:21 +02:00
< P > < tt > < B > owner< / B > < / tt > < BR >
< ul > owner< / ul >
2023-12-28 20:54:05 +01:00
< / BLOCKQUOTE >
< h2 > < a name = "VehicleHalfTrack" > VehicleHalfTrack (< i > VehicleHalfTrack< / i > )< / a > -> < a href = "#DrivableVehicle" > DrivableVehicle< / a > -> < a href = "#Vehicle" > Vehicle< / a > -> < a href = "#VehicleBase" > VehicleBase< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > killed< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > event which is sent to an entity once it as been killed< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "VehiclePoint" > VehiclePoint (< i > info_vehiclepoint< / i > )< / a > -> < a href = "#Waypoint" > Waypoint< / a > -> < a href = "#SimpleArchivedEntity" > SimpleArchivedEntity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > spawnflags< / B > ( < i > Integer spawn_flags < / i > )< / tt > < BR >
< ul > Sets the spawn flags.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "VehicleSoundEntity" > VehicleSoundEntity< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > vehiclesoudnentity_updatetraces< / B > < / tt > < BR >
< ul > Updates the traces of a Vehicle Sound Entity< / ul >
< P > < tt > < B > vehiclesoundentity_post< / B > < / tt > < BR >
< ul > PostSpawn of a Vehicle Sound Entity< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "VehicleTank" > VehicleTank (< i > VehicleTank< / i > )< / a > -> < a href = "#DrivableVehicle" > DrivableVehicle< / a > -> < a href = "#Vehicle" > Vehicle< / a > -> < a href = "#VehicleBase" > VehicleBase< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "VehicleTankTandem" > VehicleTankTandem (< i > VehicleTankTandem< / i > )< / a > -> < a href = "#VehicleTank" > VehicleTank< / a > -> < a href = "#DrivableVehicle" > DrivableVehicle< / a > -> < a href = "#Vehicle" > Vehicle< / a > -> < a href = "#VehicleBase" > VehicleBase< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "VehicleTurretGun" > VehicleTurretGun< / a > -> < a href = "#TurretGun" > TurretGun< / a > -> < a href = "#Weapon" > Weapon< / a > -> < a href = "#Item" > Item< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > aimoffset< / B > ( < i > Vector value < / i > )< / tt > < BR >
< ul > Adjust aiming angles by offset.< / ul >
< P > < tt > < B > aimtolerance< / B > ( < i > Vector caps < / i > )< / tt > < BR >
< ul > Sets a tolerance for the angles.< / ul >
< P > < tt > < B > collisionent< / B > < / tt > < BR >
< ul > Gets the Collision Entity< / ul >
2024-08-31 22:13:21 +02:00
< P > < tt > < B > collisionent< / B > ( < i > Entity entity < / i > )< / tt > < BR >
< ul > Sets the Collision Entity< / ul >
2023-12-28 20:54:05 +01:00
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > doUse< / B > ( < i > Entity activatingEntity < / i > )< / tt > < BR >
< ul > sent to entity when it is used by another entity< / ul >
< P > < tt > < B > firewarmupdelay< / B > ( < i > Float value < / i > )< / tt > < BR >
< ul > Set the warmup delay before use after mounting the weapon.< / ul >
< P > < tt > < B > item_droptofloor< / B > < / tt > < BR >
< ul > Drops the item to the ground.< / ul >
< P > < tt > < B > killed< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > event which is sent to an entity once it as been killed< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > lock< / B > < / tt > < BR >
< ul > The turret cannot be used.< / ul >
< P > < tt > < B > playreloadsound< / B > < / tt > < BR >
< ul > Play the turret reload sound.< / ul >
< P > < tt > < B > reloaddelay< / B > ( < i > Float value < / i > )< / tt > < BR >
< ul > Set a delay that implies a reload. Will also play a sound< / ul >
< P > < tt > < B > reloadshots< / B > ( < i > Integer value < / i > )< / tt > < BR >
< ul > Set the number of shots fired before forcing a reload< / ul >
< P > < tt > < B > removeondeath< / B > ( < i > Integer removeondeath < / i > )< / tt > < BR >
< ul > If set to a non-zero value, vehicles will not be removed when they die< / ul >
< P > < tt > < B > setbaseentity< / B > ( < i > Entity base_entity < / i > )< / tt > < BR >
< ul > Sets the base entity to take its orientation from.< / ul >
< P > < tt > < B > setcollisionentity< / B > ( < i > Entity entity < / i > )< / tt > < BR >
< ul > Sets the Collision Entity.< / ul >
< P > < tt > < B > settargetentity< / B > ( < i > Entity ent < / i > )< / tt > < BR >
< ul > Set the entity to point the turret at visually.< / ul >
< P > < tt > < B > SoundSet< / B > ( < i > String soundset < / i > )< / tt > < BR >
< ul > Sets the Sound Set to use.< / ul >
< P > < tt > < B > unlock< / B > < / tt > < BR >
< ul > The turret can be used.< / ul >
< P > < tt > < B > warmupdelay< / B > ( < i > Float value < / i > )< / tt > < BR >
< ul > Set the warmup delay before use after mounting the weapon.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "VehicleTurretGunTandem" > VehicleTurretGunTandem (< i > VehicleTurretGunTandem< / i > )< / a > -> < a href = "#VehicleTurretGun" > VehicleTurretGun< / a > -> < a href = "#TurretGun" > TurretGun< / a > -> < a href = "#Weapon" > Weapon< / a > -> < a href = "#Item" > Item< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > linkturret< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Sets the next turret in the link.< / ul >
< P > < tt > < B > setswitchthread< / B > ( < i > String thread < / i > )< / tt > < BR >
< ul > Set the thread to execute when turret is switched< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "VehicleWheelsX2" > VehicleWheelsX2 (< i > VehicleWheelsX2< / i > )< / a > -> < a href = "#DrivableVehicle" > DrivableVehicle< / a > -> < a href = "#Vehicle" > Vehicle< / a > -> < a href = "#VehicleBase" > VehicleBase< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > killed< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > event which is sent to an entity once it as been killed< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "VehicleWheelsX4" > VehicleWheelsX4 (< i > VehicleWheelsX4< / i > )< / a > -> < a href = "#DrivableVehicle" > DrivableVehicle< / a > -> < a href = "#Vehicle" > Vehicle< / a > -> < a href = "#VehicleBase" > VehicleBase< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > killed< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > event which is sent to an entity once it as been killed< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "ViewJitter" > ViewJitter (< i > func_viewjitter< / i > )< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > donedeath< / B > < / tt > < BR >
< ul > Makes the view jitter only happen once< / ul >
< P > < tt > < B > duration< / B > ( < i > Float time < / i > )< / tt > < BR >
< ul > Sets the length of time it should last. 0 will be instantanious< / ul >
< P > < tt > < B > edgeeffect< / B > ( < i > Float fraction < / i > )< / tt > < BR >
< ul > Sets the fraction of the jitter to apply at the max radius< / ul >
< P > < tt > < B > jitteramount< / B > ( < i > Vector jitterangles < / i > )< / tt > < BR >
< ul > Sets the jitter angles to apply to the player< / ul >
< P > < tt > < B > radius< / B > ( < i > Float radius < / i > )< / tt > < BR >
< ul > Sets the max radius of the view jitter. 0 affects all< / ul >
< P > < tt > < B > timedecay< / B > ( < i > Vector decayrate < / i > )< / tt > < BR >
< ul > Sets jitter decay per second< / ul >
< P > < tt > < B > triggereffect< / B > ( < i > Entity triggering_entity < / i > )< / tt > < BR >
< ul > Send event to owner of trigger.< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "ViewMaster" > ViewMaster< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > viewangles< / B > ( < i > Float pitch< 0.00...360.00 > , Float yaw< 0.00...360.00 > , Float roll< 0.00...360.00 > < / i > )< / tt > < BR >
< ul > Set the angles of the current viewthing< / ul >
< P > < tt > < B > viewanimate< / B > < / tt > < BR >
< ul > Cycle through the animations modes of the current viewthing< BR >
No Animation< BR >
Animation with no motion< BR >
Animation with looping motion< BR >
Animation with motion< BR >
< / ul >
< P > < tt > < B > viewattach< / B > ( < i > String tagname, String model < / i > )< / tt > < BR >
< ul > Attach a model the the specified tagname< / ul >
< P > < tt > < B > viewdelete< / B > < / tt > < BR >
< ul > Delete the current viewthing< / ul >
< P > < tt > < B > viewdeleteall< / B > < / tt > < BR >
< ul > Delete all viewthings< / ul >
< P > < tt > < B > viewdetach< / B > < / tt > < BR >
< ul > Detach the current viewthing from its parent< / ul >
< P > < tt > < B > viewdetachall< / B > < / tt > < BR >
< ul > Detach all the models attached to the current viewthing< / ul >
< P > < tt > < B > viewmodel< / B > ( < i > String viewthingModel < / i > )< / tt > < BR >
< ul > Set the model of the current viewthing< / ul >
< P > < tt > < B > viewnext< / B > < / tt > < BR >
< ul > Advance to the next frame of animation of the current viewthing< / ul >
< P > < tt > < B > viewnextanim< / B > < / tt > < BR >
< ul > Advance to the next animation of the current viewthing< / ul >
< P > < tt > < B > vieworigin< / B > ( < i > Float x, Float y, Float z < / i > )< / tt > < BR >
< ul > Set the origin of the current viewthing< / ul >
< P > < tt > < B > viewpitch< / B > ( < i > Float pitch < / i > )< / tt > < BR >
< ul > Set the pitch of the current viewthing< / ul >
< P > < tt > < B > viewprev< / B > < / tt > < BR >
< ul > Advance to the previous frame of animation of the current viewthing< / ul >
< P > < tt > < B > viewprevanim< / B > < / tt > < BR >
< ul > Advance to the previous animation of the current viewthing< / ul >
< P > < tt > < B > viewroll< / B > ( < i > Float roll < / i > )< / tt > < BR >
< ul > Set the roll of the current viewthing< / ul >
< P > < tt > < B > viewscale< / B > ( < i > Float scale < / i > )< / tt > < BR >
< ul > Set the scale of the current viewthing< / ul >
< P > < tt > < B > viewscaledown< / B > < / tt > < BR >
< ul > Decrease the scale of the current viewthing< / ul >
< P > < tt > < B > viewscaleup< / B > < / tt > < BR >
< ul > Increase the scale of the current viewthing< / ul >
< P > < tt > < B > viewsetanim< / B > ( < i > Float animNum < / i > )< / tt > < BR >
< ul > Set the animation absolutely based off a floating point value< / ul >
< P > < tt > < B > viewspawn< / B > ( < i > String model < / i > )< / tt > < BR >
< ul > Create a viewthing with the specified model< / ul >
< P > < tt > < B > viewthingnext< / B > < / tt > < BR >
< ul > Change the active viewthing to the next viewthing< / ul >
< P > < tt > < B > viewthingprev< / B > < / tt > < BR >
< ul > Change the active viewthing to the previous viewthing< / ul >
< P > < tt > < B > viewyaw< / B > ( < i > Float yaw < / i > )< / tt > < BR >
< ul > Set the yaw of the current viewthing< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "Viewthing" > Viewthing (< i > viewthing< / i > )< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > viewangles< / B > ( < i > Float pitch< 0.00...360.00 > , Float yaw< 0.00...360.00 > , Float roll< 0.00...360.00 > < / i > )< / tt > < BR >
< ul > Set the angles of the current viewthing< / ul >
< P > < tt > < B > viewanimate< / B > < / tt > < BR >
< ul > Cycle through the animations modes of the current viewthing< BR >
No Animation< BR >
Animation with no motion< BR >
Animation with looping motion< BR >
Animation with motion< BR >
< / ul >
< P > < tt > < B > viewattach< / B > ( < i > String tagname, String model < / i > )< / tt > < BR >
< ul > Attach a model the the specified tagname< / ul >
< P > < tt > < B > viewdelete< / B > < / tt > < BR >
< ul > Delete the current viewthing< / ul >
< P > < tt > < B > viewdetach< / B > < / tt > < BR >
< ul > Detach the current viewthing from its parent< / ul >
< P > < tt > < B > viewdetachall< / B > < / tt > < BR >
< ul > Detach all the models attached to the current viewthing< / ul >
< P > < tt > < B > viewlastframe< / B > < / tt > < BR >
< ul > Called when the view things last animation frame is displayed.< / ul >
< P > < tt > < B > viewmodel< / B > ( < i > String viewthingModel < / i > )< / tt > < BR >
< ul > Set the model of the current viewthing< / ul >
< P > < tt > < B > viewnext< / B > < / tt > < BR >
< ul > Advance to the next frame of animation of the current viewthing< / ul >
< P > < tt > < B > viewnextanim< / B > < / tt > < BR >
< ul > Advance to the next animation of the current viewthing< / ul >
< P > < tt > < B > vieworigin< / B > ( < i > Float x, Float y, Float z < / i > )< / tt > < BR >
< ul > Set the origin of the current viewthing< / ul >
< P > < tt > < B > viewpitch< / B > ( < i > Float pitch < / i > )< / tt > < BR >
< ul > Set the pitch of the current viewthing< / ul >
< P > < tt > < B > viewprev< / B > < / tt > < BR >
< ul > Advance to the previous frame of animation of the current viewthing< / ul >
< P > < tt > < B > viewprevanim< / B > < / tt > < BR >
< ul > Advance to the previous animation of the current viewthing< / ul >
< P > < tt > < B > viewroll< / B > ( < i > Float roll < / i > )< / tt > < BR >
< ul > Set the roll of the current viewthing< / ul >
< P > < tt > < B > viewsavesurfaces< / B > < / tt > < BR >
< ul > Called after the model is spawned to save off the models original surfaces.< / ul >
< P > < tt > < B > viewscale< / B > ( < i > Float scale < / i > )< / tt > < BR >
< ul > Set the scale of the current viewthing< / ul >
< P > < tt > < B > viewscaledown< / B > < / tt > < BR >
< ul > Decrease the scale of the current viewthing< / ul >
< P > < tt > < B > viewscaleup< / B > < / tt > < BR >
< ul > Increase the scale of the current viewthing< / ul >
< P > < tt > < B > viewsetanim< / B > ( < i > Float animNum < / i > )< / tt > < BR >
< ul > Set the animation absolutely based off a floating point value< / ul >
< P > < tt > < B > viewthing_think< / B > < / tt > < BR >
< ul > Called every frame to process the view thing.< / ul >
< P > < tt > < B > viewyaw< / B > ( < i > Float yaw < / i > )< / tt > < BR >
< ul > Set the yaw of the current viewthing< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "VoteOptions" > VoteOptions< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "Waypoint" > Waypoint (< i > info_waypoint< / i > )< / a > -> < a href = "#SimpleArchivedEntity" > SimpleArchivedEntity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< / BLOCKQUOTE >
< h2 > < a name = "Weapon" > Weapon< / a > -> < a href = "#Item" > Item< / a > -> < a href = "#Trigger" > Trigger< / a > -> < a href = "#Animate" > Animate< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > additionalstartammo< / B > ( < i > String ammotype, Integer amount < / i > )< / tt > < BR >
< ul > Gives some additional start ammo of the specified type< / ul >
< P > < tt > < B > airange< / B > ( < i > String airange < / i > )< / tt > < BR >
< ul > Set the range of this gun for the ai: short, medium, long, sniper< / ul >
< P > < tt > < B > ai_event< / B > ( < i > [ String type ], [ Float radius ] < / i > )< / tt > < BR >
< ul > Let the AI know that this entity made a sound,< BR >
type is a string specifying what type of sound it is.< BR >
radius determines how far the sound reaches.< / ul >
< P > < tt > < B > ammopickupsound< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > sets the weapon's ammo pickup sound alias< / ul >
< P > < tt > < B > ammorequired< / B > ( < i > Integer amount < / i > )< / tt > < BR >
< ul > Set the amount of ammo this weapon requires to fire< / ul >
< P > < tt > < B > ammotype< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > Set the type of ammo this weapon uses< / ul >
< P > < tt > < B > ammo_in_clip< / B > ( < i > Integer ammoInClip < / i > )< / tt > < BR >
< ul > Set the amount of ammo in the clip< / ul >
< P > < tt > < B > anim< / B > ( < i > String animName < / i > )< / tt > < BR >
< ul > Exec anim commands on server or client.< / ul >
< P > < tt > < B > attachtohand< / B > ( < i > String weapon_hand < / i > )< / tt > < BR >
< ul > Attaches an active weapon to the specified hand< / ul >
< P > < tt > < B > autoaim< / B > < / tt > < BR >
< ul > Turn on auto aiming for the weapon< / ul >
< P > < tt > < B > autoputaway< / B > ( < i > Boolean bool < / i > )< / tt > < BR >
< ul > Set the weapon to be automatically put away when out of ammo< / ul >
< P > < tt > < B > bulletcount< / B > ( < i > Float bulletCount < / i > )< / tt > < BR >
< ul > Set the number of bullets this weapon shoots when fired< / ul >
< P > < tt > < B > bulletdamage< / B > ( < i > Float bulletDamage < / i > )< / tt > < BR >
< ul > Set the damage that the bullet causes< / ul >
< P > < tt > < B > bulletknockback< / B > ( < i > Float bulletKnockback < / i > )< / tt > < BR >
< ul > Set the knockback that the bullet causes< / ul >
< P > < tt > < B > bulletlarge< / B > ( < i > Integer bulletType < / i > )< / tt > < BR >
< ul > Set if the bullets fired are rifle bullets(1), artillery(2) or larger tracers(3)< / ul >
< P > < tt > < B > bulletrange< / B > ( < i > Float bulletRange < / i > )< / tt > < BR >
< ul > Set the range of the bullets< / ul >
< P > < tt > < B > bulletspread< / B > ( < i > Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] < / i > )< / tt > < BR >
< ul > Set the min & optional max spread of the bullet in the x and y axis< / ul >
< P > < tt > < B > cantpartialreload< / B > < / tt > < BR >
< ul > Prevents the weapon from being reloaded part way through a clip< / ul >
< P > < tt > < B > clipsize< / B > ( < i > Integer ammoClipSize < / i > )< / tt > < BR >
< ul > Set the amount of rounds a clip of the weapon holds< / ul >
< P > < tt > < B > clip_add< / B > ( < i > Integer ammoAmount < / i > )< / tt > < BR >
< ul > Add to the weapons ammo clip with ammo from its owner< / ul >
< P > < tt > < B > clip_empty< / B > < / tt > < BR >
< ul > Empties the weapon's clip of ammo,returning it to the owner< / ul >
< P > < tt > < B > clip_fill< / B > < / tt > < BR >
< ul > Fills the weapons ammo clip with ammo from its owner< / ul >
< P > < tt > < B > cooktime< / B > ( < i > Float cooktime < / i > )< / tt > < BR >
< ul > sets weapons cook time.< / ul >
< P > < tt > < B > crosshair< / B > ( < i > Boolean bool < / i > )< / tt > < BR >
< ul > Turn on/off the crosshair for this weapon< / ul >
< P > < tt > < B > dmammorequired< / B > ( < i > Integer amount < / i > )< / tt > < BR >
< ul > Set the amount of ammo this weapon requires to fire< / ul >
< P > < tt > < B > dmbulletcount< / B > ( < i > Float bulletCount < / i > )< / tt > < BR >
< ul > Set the number of bullets this weapon shoots when fired< / ul >
< P > < tt > < B > dmbulletdamage< / B > ( < i > Float bulletDamage < / i > )< / tt > < BR >
< ul > Set the damage that the bullet causes< / ul >
< P > < tt > < B > dmbulletrange< / B > ( < i > Float bulletRange < / i > )< / tt > < BR >
< ul > Set the range of the bullets< / ul >
< P > < tt > < B > dmbulletspread< / B > ( < i > Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] < / i > )< / tt > < BR >
< ul > Set the min & optional max spread of the bullet in the x and y axis< / ul >
< P > < tt > < B > dmcantpartialreload< / B > < / tt > < BR >
< ul > Prevents the weapon from being reloaded part way through a clip for DM< / ul >
< P > < tt > < B > dmcrosshair< / B > ( < i > Boolean bool < / i > )< / tt > < BR >
< ul > Turn on/off the crosshair for this weapon< / ul >
< P > < tt > < B > dmfiredelay< / B > ( < i > Float fFireDelay < / i > )< / tt > < BR >
< ul > Set the minimum time between shots from the weapon< / ul >
< P > < tt > < B > dmfirespreadmult< / B > ( < i > Float scaleadd, Float falloff, Float cap, Float maxtime < / i > )< / tt > < BR >
< ul > Sets a time decayed multiplyer to spread when the weapon is fired< / ul >
< P > < tt > < B > dmmovementspeed< / B > ( < i > Float speedmult < / i > )< / tt > < BR >
< ul > Alters the movement speed of the player when he has the weapon out< / ul >
< P > < tt > < B > dmprojectile< / B > ( < i > String projectileModel < / i > )< / tt > < BR >
< ul > Set the model of the projectile that this weapon fires< / ul >
< P > < tt > < B > dmstartammo< / B > ( < i > Integer amount < / i > )< / tt > < BR >
< ul > Set the starting ammo of this weapon< / ul >
< P > < tt > < B > dmzoomspreadmult< / B > ( < i > Float scale < / i > )< / tt > < BR >
< ul > Sets the spread multiplier for when using the zoom on a zooming weapon< / ul >
< P > < tt > < B > donefiring< / B > < / tt > < BR >
< ul > Signals the end of the fire animation< / ul >
< P > < tt > < B > donereloading< / B > < / tt > < BR >
< ul > Signals the end of the reload animation< / ul >
< P > < tt > < B > fallingangleadjust< / B > < / tt > < BR >
< ul > Adjusts the weapons angles as it falls to the ground< / ul >
< P > < tt > < B > firedelay< / B > ( < i > Float fFireDelay < / i > )< / tt > < BR >
< ul > Set the minimum time between shots from the weapon< / ul >
< P > < tt > < B > firespreadmult< / B > ( < i > Float scaleadd, Float falloff, Float cap, Float maxtime < / i > )< / tt > < BR >
< ul > Sets a time decayed multiplyer to spread when the weapon is fired< / ul >
< P > < tt > < B > firetype< / B > ( < i > String firingType < / i > )< / tt > < BR >
< ul > Set the firing type of the weapon (projectile or bullet)< / ul >
< P > < tt > < B > holsterangles< / B > ( < i > Vector angles < / i > )< / tt > < BR >
< ul > Set the angles of this weapon when it is holstered< / ul >
< P > < tt > < B > holsteroffset< / B > ( < i > Vector offset < / i > )< / tt > < BR >
< ul > Set the positional offset when it is holstered< / ul >
< P > < tt > < B > holsterscale< / B > ( < i > Float scale < / i > )< / tt > < BR >
< ul > Set the scale of this weapon when it is holstered< / ul >
< P > < tt > < B > holstertag< / B > ( < i > String tagname < / i > )< / tt > < BR >
< ul > Set the name of the tag to attach this to when the weapon is holstered.< / ul >
< P > < tt > < B > idle< / B > < / tt > < BR >
< ul > Puts the weapon into an idle state< / ul >
< P > < tt > < B > idleinit< / B > < / tt > < BR >
< ul > Puts the weapon into an idle state and clears all the anim slots< / ul >
< P > < tt > < B > item_pickup< / B > ( < i > Entity item < / i > )< / tt > < BR >
< ul > Pickup the specified item.< / ul >
< P > < tt > < B > loopfire< / B > < / tt > < BR >
< ul > Makes the weapon fire by looping the fire animation.< / ul >
< P > < tt > < B > mainattachtotag< / B > ( < i > String tagname < / i > )< / tt > < BR >
< ul > Set the name of the tag to attach this to it's owner when being used.< / ul >
< P > < tt > < B > makenoise< / B > ( < i > [ Float noise_radius ], [ Boolean force ] < / i > )< / tt > < BR >
< ul > Makes the weapon make noise that actors can hear.< / ul >
< P > < tt > < B > maxchargetime< / B > ( < i > Integer time < / i > )< / tt > < BR >
< ul > Set the maximum time the weapon may be charged up< / ul >
< P > < tt > < B > maxfiremovement< / B > ( < i > Float speedmult < / i > )< / tt > < BR >
< ul > Sets the max speed the player can be moving to fire the weapon (fraction of weapon's running speed)< / ul >
< P > < tt > < B > maxmovementsound< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > sets the weapon's movement fire prevention sound alias< / ul >
< P > < tt > < B > maxrange< / B > ( < i > Float maxRange < / i > )< / tt > < BR >
< ul > Set the maximum range of a weapon so the AI knows how to use it< / ul >
< P > < tt > < B > meansofdeath< / B > ( < i > String meansOfDeath < / i > )< / tt > < BR >
< ul > Set the meansOfDeath of the weapon.< / ul >
< P > < tt > < B > minchargetime< / B > ( < i > Integer time < / i > )< / tt > < BR >
< ul > Set the minimum time the weapon must be charged up< / ul >
< P > < tt > < B > minrange< / B > ( < i > Float minRange < / i > )< / tt > < BR >
< ul > Set the minimum range of a weapon so the AI knows how to use it< / ul >
< P > < tt > < B > movementspeed< / B > ( < i > Float speedmult < / i > )< / tt > < BR >
< ul > Alters the movement speed of the player when he has the weapon out< / ul >
< P > < tt > < B > noammosound< / B > ( < i > String name < / i > )< / tt > < BR >
< ul > sets the weapon's dry fire sound alias< / ul >
< P > < tt > < B > notdroppable< / B > < / tt > < BR >
< ul > Makes a weapon not droppable< / ul >
< P > < tt > < B > numfireanims< / B > ( < i > Integer value < / i > )< / tt > < BR >
< ul > Sets the number of fire animations this weapon uses.< / ul >
< P > < tt > < B > offhandattachtotag< / B > ( < i > String tagname < / i > )< / tt > < BR >
< ul > Set the name of the tag to attach this to it's owner's off hand.< / ul >
< P > < tt > < B > overcooked< / B > < / tt > < BR >
< ul > used when the cookable weapon has been over cooked.< / ul >
< P > < tt > < B > overcooked_warning< / B > < / tt > < BR >
< ul > causes a warning sound to play that the grenade is about to be overcooked.< / ul >
< P > < tt > < B > projectile< / B > ( < i > String projectileModel < / i > )< / tt > < BR >
< ul > Set the model of the projectile that this weapon fires< / ul >
< P > < tt > < B > quiet< / B > < / tt > < BR >
< ul > Makes the weapon make no noise.< / ul >
< P > < tt > < B > range< / B > ( < i > Float range < / i > )< / tt > < BR >
< ul > Set the range of the weapon< / ul >
< P > < tt > < B > rank< / B > ( < i > Integer iOrder, Integer iRank < / i > )< / tt > < BR >
< ul > Set the order value and power ranking for the weapon< / ul >
< P > < tt > < B > ready< / B > < / tt > < BR >
< ul > Signals the end of the ready animation so the weapon can be used< / ul >
< P > < tt > < B > secondary< / B > ( < i > [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ], [ String arg8 ] < / i > )< / tt > < BR >
< ul > Set the secondary mode of the weapon, by passing commands through< / ul >
< P > < tt > < B > secondaryammoinhud< / B > < / tt > < BR >
< ul > Makes the weapon show its secondary ammo to the hud.< / ul >
< P > < tt > < B > semiauto< / B > < / tt > < BR >
< ul > Sets the weapon to fire semi-auto< / ul >
< P > < tt > < B > setaimanim< / B > ( < i > String aimAnimation, Integer aimFrame < / i > )< / tt > < BR >
< ul > Set the aim animation and frame for when a weapon fires< / ul >
< P > < tt > < B > setcurrentfireanim< / B > ( < i > Integer value < / i > )< / tt > < BR >
< ul > Sets the current firing animation.< / ul >
< P > < tt > < B > shareclip< / B > ( < i > Integer shareClip < / i > )< / tt > < BR >
< ul > Sets the weapon to share the same clip between all fire modes< / ul >
< P > < tt > < B > shoot< / B > ( < i > [ String mode ] < / i > )< / tt > < BR >
< ul > Shoot the weapon< / ul >
< P > < tt > < B > startammo< / B > ( < i > Integer amount < / i > )< / tt > < BR >
< ul > Set the starting ammo of this weapon< / ul >
< P > < tt > < B > startingammotoowner< / B > < / tt > < BR >
< ul > Internal event used to give ammo to the owner of the weapon< / ul >
< P > < tt > < B > startitem< / B > ( < i > String itemname < / i > )< / tt > < BR >
< ul > Adds an item to the starting loadout of the weapon< / ul >
< P > < tt > < B > throughmetal< / B > ( < i > Float dist < / i > )< / tt > < BR >
< ul > Sets how far the bullets can go through metal< / ul >
< P > < tt > < B > throughwood< / B > ( < i > Float dist < / i > )< / tt > < BR >
< ul > Sets how far the bullets can go through wood< / ul >
< P > < tt > < B > tracerfrequency< / B > ( < i > Float frequenct < / i > )< / tt > < BR >
< ul > Set the frequency of making tracers< / ul >
< P > < tt > < B > tracerspeed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > Scale factor of how fast a tracer should travel (valid ranges 0-2)< / ul >
< P > < tt > < B > usenoammo< / B > ( < i > Boolean bool < / i > )< / tt > < BR >
< ul > Set the weapon to be able to be used when it's out of ammo< / ul >
< P > < tt > < B > viewkick< / B > ( < i > Float pitchmin, Float pitchmax, [ Float yawmin ], [ Float yawmax ] < / i > )< / tt > < BR >
< ul > Adds kick to the view of the owner when fired.< / ul >
< P > < tt > < B > weapongroup< / B > ( < i > String weapon_group < / i > )< / tt > < BR >
< ul > Sets the weapon group, a set of animations for actor animations scripts to use< / ul >
< P > < tt > < B > weapontype< / B > ( < i > String weapon_type < / i > )< / tt > < BR >
< ul > Sets the weapon type< / ul >
< P > < tt > < B > worldhitspawn< / B > ( < i > String modelname < / i > )< / tt > < BR >
< ul > Set a model to be spawned when the weapon strikes the world->< / ul >
< P > < tt > < B > zoom< / B > ( < i > Integer zoomfov, [ Integer autozoom ] < / i > )< / tt > < BR >
< ul > Sets fov to zoom to on a secondary fire< / ul >
< P > < tt > < B > zoommovement< / B > ( < i > Float speedmult < / i > )< / tt > < BR >
< ul > Sets the max speed the player can move while zoomed (fraction of weapon's running speed)< / ul >
< P > < tt > < B > zoomspreadmult< / B > ( < i > Float scale < / i > )< / tt > < BR >
< ul > Sets the spread multiplier for when using the zoom on a zooming weapon< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "WindowObject" > WindowObject (< i > func_window< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > damage< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > general damage event used by all entities< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< P > < tt > < B > debristype< / B > ( < i > Integer type < / i > )< / tt > < BR >
< ul > Sets the debris type of the Window< / ul >
< P > < tt > < B > killed< / B > ( < i > Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location < / i > )< / tt > < BR >
< ul > event which is sent to an entity once it as been killed< BR >
< BR >
Location values:< BR >
-1 General< BR >
0 Pelvis< BR >
1 Lower Torso< BR >
2 Mid Torso< BR >
3 Upper Torso< BR >
4 Neck< BR >
5 Head< BR >
6 RUpperArm< BR >
7 RForearm< BR >
8 RHand< BR >
9 LUpperArm< BR >
10 LForearm< BR >
11 LHand< BR >
12 RThigh< BR >
13 RCalf< BR >
14 RFoot< BR >
15 LThigh< BR >
16 LCalf< BR >
17 LFoot< BR >
< / ul >
< / BLOCKQUOTE >
< h2 > < a name = "World" > World (< i > worldspawn< / i > )< / a > -> < a href = "#Entity" > Entity< / a > -> < a href = "#SimpleEntity" > SimpleEntity< / a > -> < a href = "#Listener" > Listener< / a > -> < a href = "#Class" > Class< / a > < / h2 >
< BLOCKQUOTE >
< P > < tt > < B > ai_visiondistance< / B > ( < i > Float vision_distance < / i > )< / tt > < BR >
< ul > Sets the default AI Vision Distance< / ul >
< P > < tt > < B > animated_farplane< / B > ( < i > Float farplaneStart, Float farplaneEnd, Float ZStart, Float ZEnd < / i > )< / tt > < BR >
< ul > Set the distance of the far clipping plane based on a farplane range and a Z range< / ul >
< P > < tt > < B > animated_farplane_bias< / B > ( < i > Float biasStart, Float biasEnd, Float ZStart, Float ZEnd < / i > )< / tt > < BR >
< ul > Set the bias of the far clipping plane based on a bias range and a Z range< / ul >
< P > < tt > < B > animated_farplane_color< / B > ( < i > Vector colorStart, Vector colorEnd, Float ZStart, Float ZEnd < / i > )< / tt > < BR >
< ul > Set the color of the far clipping plane based on a color range and a Z range< / ul >
< P > < tt > < B > farclipoverride< / B > ( < i > Float farclipoverride < / i > )< / tt > < BR >
< ul > Override the min config default for the far clip distance< / ul >
< P > < tt > < B > farplane< / B > ( < i > Float farplaneDistance < / i > )< / tt > < BR >
< ul > Set the distance of the far clipping plane< / ul >
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< P > < tt > < B > farplane< / B > < / tt > < BR >
< ul > Get the distance of the far clipping plane< / ul >
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< P > < tt > < B > farplane< / B > ( < i > Float farplaneDistance < / i > )< / tt > < BR >
< ul > Set the distance of the far clipping plane< / ul >
< P > < tt > < B > farplaneclipcolor< / B > ( < i > Vector farplaneclipcolor < / i > )< / tt > < BR >
< ul > Override the fog color for the min config< / ul >
< P > < tt > < B > farplane_bias< / B > ( < i > Float farplaneDistanceBias < / i > )< / tt > < BR >
< ul > Set the distance bias of the far clipping plane< / ul >
< P > < tt > < B > farplane_bias< / B > ( < i > Float farplaneDistanceBias < / i > )< / tt > < BR >
< ul > Set the distance bias of the far clipping plane< / ul >
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< P > < tt > < B > farplane_bias< / B > < / tt > < BR >
< ul > Get the distance bias of the far clipping plane< / ul >
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< P > < tt > < B > farplane_color< / B > ( < i > Vector farplaneColor < / i > )< / tt > < BR >
< ul > Set the color of the far clipping plane fog< / ul >
< P > < tt > < B > farplane_color< / B > ( < i > Vector farplaneColor < / i > )< / tt > < BR >
< ul > Set the color of the far clipping plane fog< / ul >
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< P > < tt > < B > farplane_color< / B > < / tt > < BR >
< ul > Get the color of the far clipping plane fog< / ul >
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< P > < tt > < B > farplane_cull< / B > ( < i > Integer farplaneCull < / i > )< / tt > < BR >
< ul > Whether or not the far clipping plane should cull things out of the world< BR >
0 - no cull< BR >
1 - normal cull< BR >
2 - cull but no bsp culling< / ul >
< P > < tt > < B > get_render_terrain< / B > < / tt > < BR >
< ul > Get the render terrain switch< / ul >
< P > < tt > < B > gravity< / B > ( < i > Float worldGravity < / i > )< / tt > < BR >
< ul > Set the gravity for the whole world.< / ul >
< P > < tt > < B > lavaalpha< / B > ( < i > Float lavaAlpha < / i > )< / tt > < BR >
< ul > Set the alpha of lava screen blend< / ul >
< P > < tt > < B > lavacolor< / B > ( < i > Vector lavaColor < / i > )< / tt > < BR >
< ul > Set the color of lava screen blend< / ul >
< P > < tt > < B > message< / B > ( < i > String worldMessage < / i > )< / tt > < BR >
< ul > Set a message for the world< / ul >
< P > < tt > < B > nextmap< / B > ( < i > String nextMap < / i > )< / tt > < BR >
< ul > Set the next map to change to< / ul >
< P > < tt > < B > northyaw< / B > ( < i > Float yaw < / i > )< / tt > < BR >
< ul > Sets the yaw direction that is considered to be north< / ul >
< P > < tt > < B > render_terrain< / B > ( < i > Boolean render_terrain < / i > )< / tt > < BR >
< ul > Set to draw or not draw terrain< / ul >
< P > < tt > < B > skyalpha< / B > ( < i > Float newAlphaForPortalSky < / i > )< / tt > < BR >
< ul > Set the alpha on the sky< / ul >
< P > < tt > < B > skybox_farplane< / B > ( < i > Float farplaneDistance < / i > )< / tt > < BR >
< ul > Set the distance of the skybox far clipping plane< / ul >
< P > < tt > < B > skybox_farplane< / B > < / tt > < BR >
< ul > Get the distance of the skybox far clipping plane< / ul >
< P > < tt > < B > skybox_farplane< / B > ( < i > Float farplaneDistance < / i > )< / tt > < BR >
< ul > Set the distance of the skybox far clipping plane< / ul >
< P > < tt > < B > skybox_speed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > Set the speed of the skybox< / ul >
< P > < tt > < B > skybox_speed< / B > ( < i > Float speed < / i > )< / tt > < BR >
< ul > Set the speed of the skybox< / ul >
< P > < tt > < B > skybox_speed< / B > < / tt > < BR >
< ul > Get the speed of the skybox< / ul >
< P > < tt > < B > skyportal< / B > ( < i > Boolean newSkyPortalState < / i > )< / tt > < BR >
< ul > Whether or not to use the sky portal at all< / ul >
< P > < tt > < B > soundtrack< / B > ( < i > String MusicFile < / i > )< / tt > < BR >
< ul > Set music soundtrack for this level.< / ul >
< P > < tt > < B > wateralpha< / B > ( < i > Float waterAlpha < / i > )< / tt > < BR >
< ul > Set the alpha of the water screen blend< / ul >
< P > < tt > < B > watercolor< / B > ( < i > Vector waterColor < / i > )< / tt > < BR >
< ul > Set the watercolor screen blend< / ul >
< / BLOCKQUOTE >
< H2 >
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191 Game Module Classes.< BR > 2169 Game Module Events.
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< / H2 >
< / BODY >
< / HTML >