accuracy( Float value )
Set percent to hit
accuracy( Float value )
Set percent to hit
accuracy
Set percent to hit
aimat( String target )
Specify the target to aim at.
ai_off
Turns the AI off for this actor.
ai_on
Turns the AI on for this actor.
alarmnode( String value )
Sets the name of the alarm node for the actor (must have type set to alarm for effect)
alarmnode
Gets the name of the alarm node for the actor (must have type set to alarm for effect)
alarmnode( String value )
Sets the name of the alarm node for the actor (must have type set to alarm for effect)
alarmthread( String value )
Sets the name of the alarm thread for the actor (must have type set to alarm for effect)
alarmthread
Gets the name of the alarm thread for the actor (must have type set to alarm for effect)
alarmthread( String value )
Sets the name of the alarm thread for the actor (must have type set to alarm for effect)
ammo_grenade( Integer grenade_count )
Gives the AI some grenades
ammo_grenade
Returns how many grenades an AI has
ammo_grenade( Integer grenade_count )
Gives the AI some grenades
anim( String name )
Play animation.
animfinal
Whether the animation was succesfully finished
animloop( String name )
Loop animation.
animname
Sets the animname.
animname
Gets the animname.
animscript( String name )
Play the animation script
animscript_attached( String name )
Play a noclip animation even when attached
animscript_noclip( String name )
Play the noclip animation script
animscript_scripted( String name )
Play the scripted animation script
anim_attached( String name )
Play attached animation.
anim_noclip( String name )
Play noclip animation.
anim_scripted( String name )
Play scripted animation.
attachgrenade
Used only by grenade return animations to tell the code when to attach the grenade to the actor
attackhandler
Gets the current script that will handle attack events
attackhandler
Sets the current script that will handle attack events
attackplayer
Force Actor to attack the player
avoidplayer( Integer allowavoid )
set to 0 if this AI shouldn't automatically get out of the way, non-zero if he should.
avoidplayer( Integer allowavoid )
set to 0 if this AI shouldn't automatically get out of the way, non-zero if he should.
avoidplayer
is 0 if this AI won't automatically get out of the way, non-zero if he will
balconyheight( Float height )
minimum height a balcony guy must fall to do special balcony death
balconyheight
minimum height a balcony guy must fall to do special balcony death
balconyheight( Float height )
minimum height a balcony guy must fall to do special balcony death
bedead
Forces the actor to be instantly and totally dead; no death animation is played
blendtime
Set the crossblend time to something other than the default, in seconds
blendtime
Get the crossblend time
breakspecial
tell ai to break special attack
calcgrenadetoss( Vector target_position )
Called to calculate a grenade toss. Must be called before a grenade throwing animation.
Returns the name of the script to call with animscript if the toss can succeed, or if the toss won't work.
Should be called infrequently, and never during the middle of a grenade toss.calcgrenadetoss2( Vector target_position, Float speed )
Called to calculate a grenade toss. Must be called before a grenade throwing animation.
Returns the name of the script to call with animscript if the toss can succeed, or if the toss won't work.
Should be called infrequently, and never during the middle of a grenade toss.
The speed parameter is optional. Pass a speed if you just want to override and throw no matter what...canmoveto( Vector position )
returns a boolean if the AI can move to a point; for use in anim scripts
canshoot( Vector shootOrigin )
Determines if it would be possible to shoot the sentient's enemy from the given position.
canshootenemyfrom( Vector shootOrigin )
Determines if it would be possible to shoot the sentient's enemy from the given position.
crawlto( String dest )
Specify the location to crawl to.
crouchto( String dest )
Specify the location to crouch to.
curiousoff
Turn off an actor's curious state
curiouson
Turn on an actor's curious state
damagepuff( Vector position, Vector direction )
Spawns a puff of 'blood' smoke at the speficied location in the specified direction.
deathembalm
preps the dead actor for turning nonsolid gradually over time
deathhandler
Sets the current script that will handle death events
deathhandler
Gets the current script that will handle death events
deathsinkstart
Makes the entity sink into the ground and then get removed (this starts it).
defaultnonvislevel
updates the default value for 'nonvislevel'
delete
Removes this listener immediately.
detachgrenade
Used only by grenade return animations to tell the code when to throw the grenade
disguise_accept_thread
Gets the name of the thread for the actor to start when accepting papers
disguise_accept_thread( String value )
Sets the name of the thread for the actor to start when accepting papers
disguise_accept_thread( String value )
Sets the name of the thread for the actor to start when accepting papers
disguise_level( Integer value )
Sets the disguise level of the actor. May be 1 or 2
disguise_level
Gets the disguise level of the actor. May be 1 or 2
disguise_level( Integer value )
Sets the disguise level of the actor. May be 1 or 2
disguise_period( Float period_in_seconds )
Sets the time between the end of one disguise behavior and start of the next
disguise_period( Float period_in_seconds )
Sets the time between the end of one disguise behavior and start of the next
disguise_period
Gets the time between the end of one disguise behavior and start of the next
disguise_range( Float range_in_units )
Sets the maximum distance for disguise behavior to get triggered
disguise_range
Gets the maximum distance for disguise behavior to get triggered
disguise_range( Float range_in_units )
Sets the maximum distance for disguise behavior to get triggered
distancetoenemy
Get the distance from the Actor to its enemy
doActivate( Entity activatingEntity )
General trigger event for all entities
dumb
Make Actor dumb.
emotion
The method of setting the facial expression of the Actor
enableEnemy
sets enableEnemy variable
enablePain
sets enablePain variable
endactionanim( )
End any aiming/action animation which is currently playing
enemy
Get the actor's current enemy
enemysharerange
gets the range outside which the AI will not receive notification that a teammate has a new enemy
enemysharerange( Float range )
sets the range outside which the AI will not receive notification that a teammate has a new enemy
enemysharerange( Float range )
sets the range outside which the AI will not receive notification that a teammate has a new enemy
enemyswitchdisable
Disable enemy switching...
enemyswitchenable
Enable enemy switching...
enemy_visible_change_time
Get the last time whether or not the enemy is visible changed, in seconds
entitystart
Initialize a Actor.
eyeslookat( Entity entity )
The actor will look at this entity.
fallheight( Float height )
Set the fallheight
fallheight
Set the fallheight
favoriteenemy( Entity ai_or_player )
Gets this AI's favorite enemy
favoriteenemy( Entity ai_or_player )
Gets this AI's favorite enemy
favoriteenemy
Gets this AI's favorite enemy
findenemy
Finds the best enemy to target
fire_grenade
Used only by grenade throw animations to tell the code when to throw a grenade
fixedleash( Float multiplier )
if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset
fixedleash( Float multiplier )
if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset
fixedleash
if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset
fov
The fov angle of the actor
fov( Float angle )
The fov angle of the actor
fov( Float angle )
The fov angle of the actor
GetRunAnim
Internal usage
GetWalkAnim
Internal usage
gren_awareness( Float awareness_percent )
sets the awareness of grenades in 0-100 percent chance of responding to a grenadewhen the AI sees it (applied once every 0.4 seconds)
gren_awareness( Float awareness_percent )
sets the awareness of grenades in 0-100 percent chance of responding to a grenadewhen the AI sees it (applied once every 0.4 seconds)
gren_awareness
gets the awareness of grenades in 0-100 percent chance of responding to a grenadewhen the AI sees it (applied once every 0.4 seconds)
gun( String s )
specifies the gun to use
gun( String s )
specifies the gun to use
gun
gets the gun to being used
hascompletelookahead
returns true if there are no corners to turn on the rest of the AI's current path
headmodel
gets the head model
headmodel( String headmodel )
sets the head model
headskin
gets the head skin
headskin( String headskin )
sets the head skin
hearing( Float radius )
The hearing radius of the actor
hearing( Float radius )
The hearing radius of the actor
hearing( Float radius )
The hearing radius of the actor
holster( Integer holster )
If non-zero, affects offhand. Holster weapon
idlesay( String animation )
The name of an idle dialog animation to play
ignorebadplaces( Integer ignore )
sets whether or not this AI guy will ignore bad places (0 = not suicidal)
ignorebadplaces
gets whether or not this AI guy will ignore bad places (0 = not suicidal)
ignorebadplaces( Integer ignore )
sets whether or not this AI guy will ignore bad places (0 = not suicidal)
immediateremove
Removes this listener immediately.
inreload
returns non-zero if the AI is in a reload
inreload( Integer reloading )
set to non-zero to indicate the AI is in a reload
interrupt_point
hint from animation scripts to AI code that now is a good time to switch animations
interval( Float distance )
Sets the distance AI tries to keep between squadmates while moving.
interval( Float distance )
Sets the distance AI tries to keep between squadmates while moving.
interval
Gets the distance AI tries to keep between squadmates while moving.
intervaldir
the direction the AI would like to move to maintain its interval
is_enemy_visible
0 if the enemy is not currently visible, 1 if he is
kickdir
Gets the direction the AI wants to kick
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
last_enemy_visible_time
Get the last time the enemy was visible, in seconds
leash( Float distance )
Sets the maximum distance the AI will wander from its leash home
leash( Float distance )
Sets the maximum distance the AI will wander from its leash home
leash
Gets the maximum distance the AI will wander from its leash home
lookaroundangle( Float angle )
gets the angle in degrees left or right of center that the AI will look around while patrolling
lookaroundangle
gets the angle in degrees left or right of center that the AI will look around while patrolling
lookaroundangle( Float angle )
gets the angle in degrees left or right of center that the AI will look around while patrolling
lookat( Entity entity )
The actor will look at this entity.
maxdist( Float distance )
Sets the maximum distance the AI tries to allow between itself and the player
maxdist( Float distance )
Sets the maximum distance the AI tries to allow between itself and the player
maxdist
Gets the maximum distance the AI tries to keep between itself and the player
mindist( Float distance )
Sets the minimum distance the AI tries to keep between itself and the player
mindist
Gets the minimum distance the AI tries to keep between itself and the player
mindist( Float distance )
Sets the minimum distance the AI tries to keep between itself and the player
mood
gets the AI mood: 'bored', 'nervous', 'curious', or 'alert'.
mood( String new_mood )
sets the AI mood... must be 'bored', 'nervous', 'curious', or 'alert'.
movedir
Returns a unit vector pointing in the current direction of motion, or zero if not moving.This still has meaning if velocity is zero but the AI is starting to move on a path.
movedoneradius( Float radius )
Set the waittill movedone radius, default 0 means don't use manual radius
movedoneradius( Float radius )
Set the waittill movedone radius, default 0 means don't use manual radius
moveto( String anim, String dest )
Specify the location to move to, with animation anim.
mumble( Integer can_mumble )
Set to 1 if this guy is allowed to mumble, or 0 if he is not
mumble( Integer can_mumble )
Set to 1 if this guy is allowed to mumble, or 0 if he is not
mumble
Returns 1 if this guy is allowed to mumble, or 0 if he is not
nationality
Get the nationality of an actor. Return values are ger, it, usa, uk, ussr and unset.
nationality( String nationality )
Set the nationality of an actor. Valid entries are default, ger, it, usa, uk, and ussr.
nationality( String nationality )
Set the nationality of an actor. Valid entries are default, ger, it, usa, uk, and ussr.
nolongpain( Integer allow )
Set to 1 if long pain is not allowed, or 0 if long pain is allowed.
nolongpain( Integer allow )
Set to 1 if long pain is not allowed, or 0 if long pain is allowed.
nolongpain
Returns 1 if long pain is not allowed, or 0 if long pain is allowed.
nonvislevel
visibility level in range 0-1 below which an enemy is treated as non-visible
nonvislevel
visibility level in range 0-1 below which an enemy is treated as non-visible
nonvislevel
visibility level in range 0-1 below which an enemy is treated as non-visible
nosurprise( Integer nosurprise )
set to 0 to allow this guy to play a surprised animation when first encountering an enemy.
nosurprise
gets whether or not this guy is allowed to play a surprised animation when first encountering an enemy.
nosurprise( Integer nosurprise )
set to 0 to allow this guy to play a surprised animation when first encountering an enemy.
noticescale( Float multiplier )
Set the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast)
noticescale
Get the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast)
noticescale( Float multiplier )
Set the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast)
no_idle
Gets if the actor will not go into idle after playing an animation
no_idle
Specifies if the actor will not go into idle after playing an animation
pain( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
used to inflict pain to an entity
painhandler
Gets the current script that will handle pain events
painhandler
Sets the current script that will handle pain events
pathdist
returns total distance along current path to the path goal
patrolpath( String value )
Sets the name of the patrol path for the actor (must have type set to patrol for effect)
patrolpath( String value )
Sets the name of the patrol path for the actor (must have type set to patrol for effect)
patrolpath
Gets the name of the patrol path for the actor (must have type set to patrol for effect)
physics_off
turn physics off.
physics_on
turn physics on.
playsound( String soundName, [ Integer channel ], [ Float volume ], [ String min_distance ] )
play a sound coming from this entity.
default channel, CHAN_BODY.pointat( Entity entity )
The actor will point at this entity.
position
The Position the Actor wants to be and should animate towards
position
The Position the Actor wants to be and should animate towards
prealarmthread( String value )
Sets the name of the pre alarm thread for the actor (must have type set to alarm for effect)
prealarmthread( String value )
Sets the name of the pre alarm thread for the actor (must have type set to alarm for effect)
ReadyToFire
Returns if ready to fire
reload_mg42
Reload the mg42 - only used by machinegunner
remove
Removes this listener the next time events are processed.
resetleash
resets the AI's leash to their current position
runanimrate
Get the rate at which the run animation plays back
runanimrate( Float multiplier )
Set the rate at which the run animation plays back
runanimrate( Float multiplier )
Set the rate at which the run animation plays back
runto( String dest )
Specify the location to run to.
say( String animation )
The name of a dialog animation to play
saydone
Even used by sound-only special case of say to trigger waittill saydone
setactionanim( String base_anim, Float lower_limit, Float upper_limit )
Set the base action animation and range that they cover
setaimmotionanim( String anim_crouch, String anim_stand )
Set aim motion animation (handler scripts only)
setaimtarget( Entity entity, Integer bMakeEnemy )
Sets the primary weapon's aim target. if you pass a 1 for p2, the target will become the current enemy...
setanim( String anim, Integer slot, Float weight, String flagged )
Set animation slot
setanimlength( Float time )
Set the maximum time an animation will play
setmotionanim( String anim )
Set motion animation (handler scripts only)
setreloadcover
do this command to let the ai know it needs to reload; used to reload while going to cover
setsay( String animation )
The name of a dialog animation to play - used by animation script only
setupperanim( String anim )
Set the upper body animation - used by animation script only
share_enemy
internal code use only - shares an AI's enemy with his squad mates.
share_grenade
internal code use only - shares an AI's grenade with his squad mates.
sight
Gets the vision distance of the actor.
sight( Float max_sight_range )
Sets the vision distance of the actor.
sight( Float max_sight_range )
Sets the vision distance of the actor.
silent( Integer silent )
set to 0 to prevent this guy from saying stuff besides pain and death sounds.
silent
gets whether or not this guy is allowed to say stuff besides pain and death sounds
silent( Integer silent )
set to 0 to prevent this guy from saying stuff besides pain and death sounds.
sound_awareness( Float awareness_percent )
sets the awareness of sounds in 0-100 percent chance of hearing a sound withinhalf of the sound's radius' fades to zero outside sound's radius
sound_awareness
gets the awareness of sounds in 0-100 percent chance of hearing a sound withinhalf of the sound's radius' fades to zero outside sound's radius
sound_awareness( Float awareness_percent )
sets the awareness of sounds in 0-100 percent chance of hearing a sound withinhalf of the sound's radius' fades to zero outside sound's radius
stopped
sent when entity has stopped bouncing for MOVETYPE_TOSS.
suppresschance
sets the percent chance of doing suppressing fire when appropriate (0-100)
suppresschance
sets the percent chance of doing suppressing fire when appropriate (0-100)
suppresschance
sets the percent chance of doing suppressing fire when appropriate (0-100)
tether( Entity entity )
the entity to which the AI's leash should be tethered
thinkstate
current ai think state; can be void, idle, pain, killed, attack, curious, disguise, or grenade.
turndoneerror
The error amount that turndone will occur for the turnto command.
turndoneerror( Float error )
The error amount that turndone will occur for the turnto command.
turndoneerror( Float error )
The error amount that turndone will occur for the turnto command.
turnspeed
The turn speed of the actor.
turnspeed( Float speed )
The turn speed of the actor.
turnspeed( Float speed )
The turn speed of the actor.
turnto( Entity entity )
The actor will turn to this entity.
turret( String turret )
Sets the turret of the actor.
turret( String turret )
Sets the turret of the actor.
turret
Gets the turret of the actor.
type_attack
Gets the attack type of the actor.
type_attack( String value )
Sets the attack type of the actor.
type_attack( String value )
Sets the attack type of the actor.
type_disguise
Gets the disguise type of the actor.
type_disguise( String value )
Sets the disguise type of the actor.
type_disguise( String value )
Sets the disguise type of the actor.
type_grenade( String value )
Sets the grenade type of the actor.
type_grenade( String value )
Sets the grenade type of the actor.
type_grenade
Gets the grenade type of the actor.
type_idle
Gets the idle type of the actor.
type_idle( String value )
Sets the idle type of the actor.
type_idle( String value )
Sets the idle type of the actor.
unholster( Integer holster )
If non-zero, affects offhand. Unholster weapon
upperanim( String anim )
Set the upper body animation
use( String name, Integer weapon_hand )
Use the specified weapon or item in the hand choosen (optional).
voicetype
Set voicetype to magic letter postfix
voicetype
Set voicetype to magic letter postfix
voicetype
Gets the voice type
waittrigger
If true, patrol guys and running men wait until triggered to move
waittrigger( Boolean bool )
If true, patrol guys and running men wait until triggered to move
waittrigger( Boolean bool )
If true, patrol guys and running men wait until triggered to move
walkto( String dest )
Specify the location to walk to.
weapon( String weapon_modelname )
Sets the weapon.
weapon
Gets the weapon.
weapon( String weapon_modelname )
Gives the sentient the weapon specified.
weapongroup
Specifies weapon animation set to use in anim scripts
weapontype
The Weapon Type of the Actor
weapon_internal( String s )
internal use
writestats
Used internally to write stats to a CSV file.
accuracy( Float value )
Set percent to hit
accuracy
Set percent to hit
alarmnode( String value )
Sets the name of the alarm node for the actor (must have type set to alarm for effect)
alarmnode
Gets the name of the alarm node for the actor (must have type set to alarm for effect)
ammo_grenade
Returns how many grenades an AI has
ammo_grenade( Integer grenade_count )
Gives the AI some grenades
balconyheight
minimum height a balcony guy must fall to do special balcony death
balconyheight( Float height )
minimum height a balcony guy must fall to do special balcony death
disguise_level( Integer value )
Sets the disguise level of the actor. May be 1 or 2
disguise_level
Gets the disguise level of the actor. May be 1 or 2
disguise_period( Float period_in_seconds )
Sets the time between the end of one disguise behavior and start of the next
disguise_period
Gets the time between the end of one disguise behavior and start of the next
disguise_range
Gets the maximum distance for disguise behavior to get triggered
disguise_range( Float range_in_units )
Sets the maximum distance for disguise behavior to get triggered
dontdrophealth
dontdrophealth setter
dontdrophealth
dontdrophealth getter
dontdropweapons( [ Boolean dont_drop ] )
Make the sentient not drop weapons
dontdropweapons
dontdropweapons getter
enemyname( String enemyname )
enemyname( String enemyname )
enemyname( String enemyname )
enemysharerange
gets the range outside which the AI will not receive notification that a teammate has a new enemy
enemysharerange( Float range )
sets the range outside which the AI will not receive notification that a teammate has a new enemy
favoriteenemy( Entity ai_or_player )
Gets this AI's favorite enemy
favoriteenemy
Gets this AI's favorite enemy
fixedleash( Float multiplier )
if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset
fixedleash
if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset
forcedrophealth
Get if the sentient is forced to drop health no matter what level.nodrophealth is.
forcedropweapon
Force the sentient to drop weapons no matter what level.nodropweapon is.
forcedropweapon
Get if the sentient is forced to drop health no matter what level.nodrophealth is.
fov
The fov angle of the actor
fov( Float angle )
The fov angle of the actor
gren_awareness( Float awareness_percent )
sets the awareness of grenades in 0-100 percent chance of responding to a grenadewhen the AI sees it (applied once every 0.4 seconds)
gren_awareness
gets the awareness of grenades in 0-100 percent chance of responding to a grenadewhen the AI sees it (applied once every 0.4 seconds)
gun( String s )
specifies the gun to use
gun
gets the gun to being used
health( Integer newHealth )
set the health of the entity to newHealth
health
entity's health
hearing( Float radius )
The hearing radius of the actor
hearing( Float radius )
The hearing radius of the actor
interval( Float distance )
Sets the distance AI tries to keep between squadmates while moving.
interval
Gets the distance AI tries to keep between squadmates while moving.
leash( Float distance )
Sets the maximum distance the AI will wander from its leash home
leash
Gets the maximum distance the AI will wander from its leash home
maxdist( Float distance )
Sets the maximum distance the AI tries to allow between itself and the player
maxdist
Gets the maximum distance the AI tries to keep between itself and the player
mindist( Float distance )
Sets the minimum distance the AI tries to keep between itself and the player
mindist
Gets the minimum distance the AI tries to keep between itself and the player
model( Entity modelName )
set the model to modelName.
model
get the modelName.
nosurprise
gets whether or not this guy is allowed to play a surprised animation when first encountering an enemy.
nosurprise( Integer nosurprise )
set to 0 to allow this guy to play a surprised animation when first encountering an enemy.
noticescale
Get the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast)
noticescale( Float multiplier )
Set the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast)
patrolpath( String value )
Sets the name of the patrol path for the actor (must have type set to patrol for effect)
patrolpath
Gets the name of the patrol path for the actor (must have type set to patrol for effect)
sight
Gets the vision distance of the actor.
sight( Float max_sight_range )
Sets the vision distance of the actor.
sound_awareness( Float awareness_percent )
sets the awareness of sounds in 0-100 percent chance of hearing a sound withinhalf of the sound's radius' fades to zero outside sound's radius
sound_awareness
gets the awareness of sounds in 0-100 percent chance of hearing a sound withinhalf of the sound's radius' fades to zero outside sound's radius
target
entity's target
target( String targetname_to_target )
target another entity with targetname_to_target.
turret( String turret )
Sets the turret of the actor.
turret
Gets the turret of the actor.
type_attack
Gets the attack type of the actor.
type_attack( String value )
Sets the attack type of the actor.
type_disguise
Gets the disguise type of the actor.
type_disguise( String value )
Sets the disguise type of the actor.
type_grenade( String value )
Sets the grenade type of the actor.
type_grenade
Gets the grenade type of the actor.
type_idle
Gets the idle type of the actor.
type_idle( String value )
Sets the idle type of the actor.
voicetype
Set voicetype to magic letter postfix
voicetype
Gets the voice type
waittrigger
If true, patrol guys and running men wait until triggered to move
waittrigger( Boolean bool )
If true, patrol guys and running men wait until triggered to move
weapon( String weapon_modelname )
Sets the weapon.
weapon
Gets the weapon.
ammoentity_postspawn
Ammo Entity Post Spawn
anim( String animName )
Exec anim commands on server or client.
isloopinganim( String anim_name )
returns 1 if the anim is a looping anim, or 0 otherwise
pauseanims( Integer pause )
Pause (or unpause) animations
playerspawn( String model_name, [ Float range ], [ Vector vector_offset ], [ Float inFOV ], [ Float speed ] )
spawn something near the player, either within the player's view or behind him
model - name of model to spawn
range - how close does this need to be to the player to actually get spawned, default 480 (30 foot radius).
vector_offset - oriented vector offset of where to spawn the item, default (0 0 0)
inFOV -
1 - Only spawn when this position is within the FOV of the player
-1 - Only spawn when this position is outside the FOV of the player
0 - (default) don't care, always spawn
speed - how fast the effect should travel, in other words, how long before the effect gets spawned.
delay is calculated based on the distance between object and player divided by the speed
0 - no delay
960 - (default) 60 feet per second. If the object is 60 feet from the player, the player effect will spawn one second later.setcontrollerangles( Integer num, Vector angles )
Sets the control angles for the specified bone.
setsynctime( Float synctime )
Set sync time for entity.
setyawfrombone( String bone_name )
Set the yaw of the model based on the current animation time
testmojo( String model_name, Vector vector_offset )
INTERNAL EVENT
max_dist
Get the max distance for this node
max_dist( Float max_dist )
Set the max distance for this node to be attracted, -1 for unlimited distance.
priority( Integer priority )
Set the node priority
priority
Get the node priority
respawn_time( Float respawn_time )
Set the how much time will this node re-attract already attracted AIs. The minimum required value is 1, otherwise AI will get stuck.
respawn_time
Get the how much time will this node re-attract already attracted AIs
setuse( Boolean use )
Set if AI should use or not
stay_time
Get the max stay time for this node
stay_time( Float stay_time )
Set the maximum stay time AI will stay on this node
team( String team )
Set the attractive node team. 'none' for no team.
team
Get the attractive node team. 'none' for no team.
barreltype( String type )
Sets the barrel's type
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )
set the angles of the entity to newAngles.
auto_active( Boolean newActiveState )
Whether or not the auto camera is active.
auto_maxfov( Float maxFOV )
Sets the maximum FOV that should be used when automatically calculating FOV.
auto_radius( Float newRadius )
Sets the radius of the automatic camera.
auto_starttime( Float newTime )
Sets how long it takes for the camera to be switched to.
auto_state( String state1, [ String state2 ], [ String state3 ], [ String state4 ], [ String state5 ], [ String state6 ] )
Sets the states the player needs to be in for this camera to activate.
auto_stoptime( Float newTime )
Sets how long it takes for the camera switch back to the player.
camera_think
Called each frame to allow the camera to adjust its position.
continue
Continue the camera movement.
cut
switch camera states immediately, do not transition
doActivate( Entity activatingEntity )
General trigger event for all entities
fadetime( Float fadetime )
Sets the fade time for camera transitioning.
follow( Entity targetEnt, [ Entity targetWatchEnt ] )
Makes the camera follow an entity and optionally watch an entity.
follow_distance( Float distance )
Sets the camera follow distance.
follow_yaw( Float yaw )
Sets the yaw offset of the camera following an entity.
follow_yaw_absolute
Makes the follow camera yaw absolute.
follow_yaw_relative
Makes the follow camera yaw relative (not absolute).
fov( Float fov, [ Float fadeTime ] )
Sets the camera's field of view (fov).
if fadeTime is specified, camera will fade over that time
if fov is less than 3, than an auto_fov will be assumed
the value of fov will be the ratio used for keeping a watch
entity in the view at the right scalelookat( Entity ent )
Makes the camera look at an entity.
moveto( Entity ent )
Move the camera's position to that of the specified entities.
movetopos( Vector position )
Move the camera's position to the specified position.
nextcamera( String nextCamera )
Sets the next camera to use.
nowatch( [ Float fadeTime ] )
Stop watching an entity or looking along a path.
Camera is now static as far as orientation.
if fadeTime is specified, camera will fade over that timeorbit( Entity targetEnt, [ Entity targetWatchEnt ] )
Makes the camera orbit around an entity and optionally watch an entity.
orbit_height( Float height )
Sets the orbit camera's height.
pause
Pause the camera.
showquakes( Boolean showquakes )
Sets the camera to show or not show earthquake effects from the player triggered either from the earthquake command, or a viewjitter.
speed( Float speed )
Sets the camera speed.
start
Start camera moving.
stop
Stop the camera movement.
turnto( Vector angle )
Makes the camera look in the specified direction.
watch( Entity watchEnt, [ Float fadeTime ] )
Makes the camera watch an entity.
if fadeTime is specified, camera will fade over that timewatchnode( [ Float fadeTime ] )
Makes the camera watch based on what is stored
in the camera nodes.
if fadeTime is specified, camera will fade over that timewatchpath( [ Float fadeTime ] )
Makes the camera look along the path of travel.
if fadeTime is specified, camera will fade over that timewatchstring( String string, [ Float fadeTime ] )
Makes the camera watch based on a string.
if fadeTime is specified, camera will fade over that time
add
Add a new point to the camera path where the player is standing.
delete
Delete the current path node.
hide
Hides the paths.
load( String filename )
Loads a camera path.
loop( [ Entity path ] )
Loop the current path or the specified one.
moveplayer
Move the player to the current path node position.
new
Starts a new path.
next
Go to the next path node.
nextpath
Go to the next path.
nowatch
Set the current path node to watch nothing.
play( [ Entity path ] )
Play the current path or the specified one once.
prev
Go to the previous path node.
prevpath
Go to the previous path.
renamepath( String newName )
Rename the path to the new name.
replace
Replace the current path node position/angle with the player's.
save( String filename )
Saves the camera path.
savemap( String filename )
Saves the camera path to a map file.
setfadetime( Float newFadeTime )
Set the fadetime of the current path node.
setfov( String newFOV )
Set the fov at the current path node.
setpath( Entity path )
Sets the new path.
setspeed( Float speed )
Set the speed of the camera at the current path node.
settarget( String target )
Set the trigger target.
settargetname( String targetname )
Set the targetname.
show( [ Entity path ] )
Shows the specified path.
stop
Stop the camera playing path.
updateinput
Updates the current node with user interface values.
watch( String watch )
Set the current path node to watch something.
dropturret
Makes the carryable turret have itself dropped
item_pickup( Entity item )
Pickup the specified item.
placeturret
Try to place the carryable turret
turrettik
Tiki of the turret to place
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
debristype( Integer type )
Sets the debris type of the crate
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
killthread( String thread )
Set the thread to execute when this model is killed
killtrace( Vector offset, Vector direction, Float radius, Float distance )
kills all objects along the trace
offset - initial offset from origin
direction - angular offset orientation for trace
radius - thickness of trace
distance - how far to traceorientedbbox( Vector mins, Vector maxs, Float yawoffset )
spawn an oriented bounding box with the given dimensions and an angular offset
mins - min dimensions of box
maxs - max dimensions of box
yawoffset - angular offset orientation of box
doroundtransition
delayed function call to (possibly) determine round winner and restart next round
finishroundtransition
delayed function call to do the actual restart for the next round
alwaysaway( [ Boolean bAlwaysAway ] )
Makes the door always open away from the person opening it.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is[ 0 - 359 ] or - 1 or - 2close
Closes the door.
dmg( Integer damage )
Sets the amount of damage the door will do to entities that get stuck in it.
doActivate( Entity activatingEntity )
General trigger event for all entities
doBlocked( Entity obstacle )
sent to entity when blocked.
doorclosed
Called when the door finishes closing.
dooropened
Called when the door finishes opening.
doortype( String door_type )
Sets the defaults for this door
Door Defaults: wood(default)
metaldoor_triggerfield( Entity other )
Is called when a doors trigger field is touched.
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
linkdoor
Link doors together.
lock
Lock the door.
open( Entity other )
Opens the door.
sound_close_end( String sound_close )
Sets the sound to use when the door closes.
sound_close_start( String sound_close )
Sets the sound to use when the door closes.
sound_locked( String sound_locked )
Sets the sound to use when the door is locked.
sound_message( String sound_message )
Sets the sound to use when the door displays a message.
sound_open_end( String sound_open_end )
Sets the sound to use when the door stops to opens.
sound_open_start( String sound_open_start )
Sets the sound to use when the door starts to opens.
time( Float traveltime )
Sets the time it takes for the door to open an close.
toggledoor( Entity other )
Toggles the state of the door (open/close).
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
trysolid
Trys to make the door solid.
tryToOpen( Entity other )
Tries to open the door.
unlock
Unlock the door.
wait( Float wait )
Sets the amount of time to wait before automatically shutting.
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
kill
console based command to kill yourself if stuck.
emitter( String name )
Emitter to use
ai_event( [ String type ], [ Float radius ] )
Let the AI know that this entity made a sound,
type is a string specifying what type of sound it is.
radius determines how far the sound reaches.alpha( Float newAlpha )
Set the alpha of the entity to alpha.
alwaysdraw
Sets this entity to always draw
attach( Entity parent, String tagname, [ Integer use_angles ] )
attach this entity to the parent's legs tag called tagname
attachedmodelanim( String tagname, String anim_name, Float crossblend_time, String model_name )
Tells models (or specified model) attached to specified tag to play
specified animation. Crossblend time doesn't work yet.attachmodel( String modelname, String tagname, [ Float scale ], [ String targetname ], [ Boolean detach_at_death ], [ Float removetime ], [ Float fadeintime ], [ Float fadeoutdelay ], [ Float fadetime ], [ Vector offset ] )
attach a entity with modelname to this entity to tag called tagname.
scale - scale of attached entities
targetname - targetname for attached entities
detach_at_death - when entity dies, should this model be detached.
removetime - when the entity should be removed, if not specified, never.
fadeintime - time to fade the model in over.
fadeoutdelay - time to wait until we fade the attached model out
fadeoutspeed - time the model fades out over
offset - vector offset for the model from the specified tagavelocity
gets the angular velocity for this entity.
bind( Entity parent, [ Boolean bind_child ] )
bind this entity to the specified entity.
brushmodel
get the brush modelName.
cansee( Entity entity, [ Float fov ], [ Float vision_distance ] )
returns 1 if the entities can see eachother, 0 if not
censor
used to ban certain contact when in parentmode
classname( String nameOfClass )
Determines what class to use for this entity,
this is pre-processed from the BSP at the start
of the level.classname
The entity's classname
claypidgeon
turn the entity into a non-solid shootable thing
connect_paths
Connects all navigation paths which intersect with the specified entity's volume
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
damage_type( String meansofdeathstring )
Set the type of damage that this entity can take
deathsinkeachframe
Makes the entity sink into the ground and then get removed (this gets called each frame).
deathsinkstart
Makes the entity sink into the ground and then get removed (this starts it).
delete
Removes this listener immediately.
depthhack( Integer bEnable )
Enable or disable depth hack.
detach
detach this entity from its parent.
detachallchildren
Detach all the children from the entity.
disconnect_paths
disonnects all navigation paths which intersect with the specified entity's volume
dm( String command, [ String parm1 ], [ String parm2 ], [ String ... ] )
Makes a command be executed only in multiplayer
dmrealism( String command, [ String parm1 ], [ String parm2 ], [ String ... ] )
Makes a command be executed only in multiplayer realism mode
droptofloor( [ Float maxRange ] )
drops the entity to the ground, if maxRange is not specified 8192 is used.
duckableglue( Entity parent, [ Integer glueAngles ] )
glue this entity to the specified entity, but allow ducking.
effects( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )
Change the current entity effects flags.
Valid flags are as follows:
+ sets a flag, - clears a flag
antisbjuice - anti sucknblow juiceeveryframe - process commands every time entity is renderedentnum
The entity's entity number
explosionattack( String explosionModel, [ String tagName ] )
Spawn an explosion optionally from a specific tag
fade( [ Float fadetime<0.00...max_float> ], [ Float target_alpha<0.00...1.00> ] )
Fade the entity's alpha, reducing it by 0.03
every FRAMETIME, until it has faded out, does not remove the entityfadein( [ Float fadetime<0.00...max_float> ], [ Float target_alpha<0.00...1.00> ] )
Fade the entity's alpha and scale in, increasing it by 0.03
every FRAMETIME, until it has faded completely in to 1.0.
If fadetime or target_alpha are defined, they will override
the default values.fadeout( [ Float fadetime<0.00...max_float> ], [ Float target_alpha<0.00...1.00> ] )
Fade the entity's alpha and scale out, reducing it by 0.03
every FRAMETIME, until it has faded out. If fadetime or
target_alpha are defined, they will override the defaults.
Once the entity has been completely faded, the entity is removed.flags( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )
Change the current entity flags.
Valid flags are as follows:
+ sets a flag, - clears a flag
blood - should it bleed
explode - should it explode when dead
die_gibs - should it spawn gibs when dead
god - makes the entity invincible
forceactivate
Forces an entity to activate outside of the player's PVS
getcontrollerangles( Integer num )
Gets the control angles for the specified bone.
GetLocalYawFromVector
Turn a worldspace vector into a local space yaw
getmaxs
Get the maxs of the bounding box of the entity to maxs.
getmins
Get the mins of the bounding box of the entity to mins.
gettagangles( String tag_name )
Gets the world angles of the tag
gettagposition( String tag_name )
Gets the world position of the tag
ghost
make non-solid but still send to client regardless of hide status.
glue( Entity parent, [ Integer glueAngles ] )
glue this entity to the specified entity.
gravity( Float gravityValue )
Change the gravity on this entity
heal( Float health )
Adds health to an entity,0-1 fraction of max_health
health( Integer newHealth )
set the health of the entity to newHealth
health( Integer newHealth )
set the health of the entity to newHealth
health
entity's health
healthonly( Integer newHealth )
set the health of the entity to newHealth without changing max_health
healthonly( Integer newHealth )
set the health of the entity to newHealth without changing max_health
hide
hide the entity,opposite of show.
hurt( Integer damage, [ String means_of_death ], [ Vector direction ] )
Inflicts damage if the entity is damageable. If the number of damage
points specified in the command argument is greater or equal than the
entity's current health, it will be killed or destroyed.immediateremove
Removes this listener immediately.
immune( String immune_string1, [ String immune_string2 ], [ String immune_string3 ], [ String immune_string4 ], [ String immune_string5 ], [ String immune_string6 ] )
Adds to the immunity list for this sentient.
inpvs( Entity entity )
returns 1 if the entities have connected pvs,0 if not
isinside( Entity ent )
returns 1 if the entity is inside,0 if not
istouching( Entity ent )
returns 1 if the entities are touching,0 if not
joinTeam( Entity teamMember )
join a bind team.
kill
console based command to kill yourself if stuck.
killattach
kill all the attached entities.
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
killtarget( String targetName )
when dying kill entities with this targetName.
light( Float red, Float green, Float blue, Float radius )
Create a dynmaic light on this entity.
lightBlue( Float red )
Set the red component of the dynmaic light on this entity.
lightGreen( Float red )
Set the red component of the dynmaic light on this entity.
lightOff
Turn the configured dynamic light on this entity off.
lightOn
Turn the configured dynmaic light on this entity on.
lightRadius( Float red )
Set the red component of the dynmaic light on this entity.
lightRed( Float red )
Set the red component of the dynmaic light on this entity.
lightStyle( Integer lightStyleIndex )
What light style to use for this dynamic light on this entity.
loopsound( String soundName, [ Float volume ], [ String minimum_distance ] )
play a looped-sound with a certain volume and minimum_distance
which is attached to the current entity.mass( Float massAmount )
set the mass of this entity.
max_health( Integer newHealth )
sets max_health without changing health
max_health
gets the entity's max health
max_health( Integer newHealth )
sets max_health without changing health
model( Entity modelName )
set the model to modelName.
model( Entity modelName )
set the model to modelName.
model
get the modelName.
movementstealth( Float scale )
Sets the current movement stealth scalar for the sentient
neverdraw
Sets this entity to never draw
nodamage
entity does not take damage.
normaldraw
Sets this entity to normal draw
normal_damage
The Normal Health of the Actor (0 - 100)
normal_health
The Normal Health of the Actor
notarget( Boolean setNoTarget )
flag an entity as no target.
notsolid
make non-solid.
playsound( String soundName, [ Integer channel ], [ Float volume ], [ String min_distance ] )
play a sound coming from this entity.
default channel, CHAN_BODY.pusher( Entity inflictor, Entity attacker, Vector direction, Float force )
Push an entity in the specified direction with the specified force
quitTeam
quit the current bind team
radnum
entity's radnum
radnum( Integer radnum )
set the radnum
realism( String command, [ String parm1 ], [ String parm2 ], [ String ... ] )
Makes a command be executed only in realism mode
remove
Removes this listener the next time events are processed.
removeattachedmodel( String tagname )
Removes the model attached to this entity at the specified tag.
removeimmune( String immune_string1, [ String immune_string2 ], [ String immune_string3 ], [ String immune_string4 ], [ String immune_string5 ], [ String immune_string6 ] )
Removes from the immunity list for this sentient.
rendereffects( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )
Change the current render effects flags.
Valid flags are as follows:
+ sets a flag, - clears a flag
dontdraw - send the entity to the client, but don't draw
betterlighting - do sphere based vertex lighting on the entity
lensflare - add a lens glow to the entity at its origin
viewlensflare - add a view dependent lens glow to the entity at its origin
lightoffset - use the dynamic color values as a light offset to the model
skyorigin - this entity is the portal sky origin
minlight - this entity always has some lighting on it
fullbright - this entity is always fully lit
additivedynamiclight - the dynamic light should have an additive effect
lightstyledynamiclight - the dynamic light uses a light style, use the
'lightstyle' command to set the index of the light style to be usedrevive( Float health )
sets the health,even if dead
rotatedbbox
Gets te entity's bbox to rotate with it.
rotatedbbox( Integer on_off )
Sets the entity's bbox to rotate with it.
safesolid
make solid but first make sure no one is in my bounds that is thinking.
saydone
Even used by sound-only special case of say to trigger waittill saydone
scale( Float newScale )
set the scale of the entity
scale( Float newScale )
set the scale of the entity
scale( Float newScale )
set the scale of the entity
scriptshader( String shaderCommand, Float argument1, [ Float argument2 ] )
alias for shader command, change a specific shader parameter for the entity.
Valid shader commands are:
translation [trans_x] [trans_y] - change the texture translation
offset [offset_x] [offset_y] - change the texture offset
rotation [rot_speed] - change the texture rotation speed
frame [frame_num] - change the animated texture frame
wavebase [base] - change the base parameter of the wave function
waveamp [amp] - change the amp parameter of the wave function
wavebase [phase] - change the phase parameter of the wave function
wavefreq [freq] - change the frequency parameter of the wave function
setcontrollerangles( Integer num, Vector angles )
Sets the control angles for the specified bone.
sethintstring( String string )
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
setshader( String shadername )
Sets a shader for the entity. An empty string will revert to the normal entity shader.
setshaderdata( Float data0, Float data1 )
sets the shader controllers for this entity.
setshadertime( [ Float timeOffset ], [ Float randomTimeOffset ] )
reset the shader time for this entity.
setsize( Vector mins, Vector maxs )
Set the bounding box of the entity to mins and maxs.
setuselookat( Boolean lookat )
Sets if the client must look at the entity to use it
shader( String shaderCommand, Float argument1, [ Float argument2 ] )
change a specific shader parameter for the entity.
Valid shader commands are:
translation [trans_x] [trans_y] - change the texture translation
offset [offset_x] [offset_y] - change the texture offset
rotation [rot_speed] - change the texture rotation speed
frame [frame_num] - change the animated texture frame
wavebase [base] - change the base parameter of the wave function
waveamp [amp] - change the amp parameter of the wave function
wavebase [phase] - change the phase parameter of the wave function
wavefreq [freq] - change the frequency parameter of the wave function
shootableonly
Makes the entity shootable only.
show
show the entity,opposite of hide.
sighttrace( Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ] )
Performs a trace line from the start to the end, returns 0 if something was hit and 1 otherwise.
solid
make solid.
sp( String command, [ String parm1 ], [ String parm2 ], [ String ... ] )
Makes a command be executed only in single player
spawnflags( Integer flags )
spawnflags from the BSP,these are set inside the editor
sprealism( String command, [ String parm1 ], [ String parm2 ], [ String ... ] )
Makes a command be executed only in single player realism mode
stationary
entity does not move,causes no physics to be run on it.
stoploopsound
Stop the looped-sound on this entity.
stopsound( [ Integer channel ] )
stop the current sound on the specified channel.
default channel, CHAN_BODY.surface( String surfaceName, [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )
change a legs surface parameter for the given surface.
+ sets the flag, - clears the flag
Valid surface commands are:
skin1 - set the skin1 offset bit
skin2 - set the skin2 offset bit
nodraw - don't draw this surfacesvflags( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )
Change the current server flags.
Valid flags are as follows:
+ sets a flag, - clears a flag
broadcast - always send this entity to the clienttakedamage
makes entity take damage.
team( String moveTeam )
used to make multiple entities move together.
toss
entity has gravity applied to it.
touchtriggers
this entity should touch triggers.
trace( Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ] )
Performs a Trace Line from the start to the end, returns the end or the position it hit at.
trigger( String name )
Trigger the specified target or entity.
unbind
unbind this entity.
unglue
unglue this entity.
usebbox
do not perform perfect collision,use bounding box instead.
velocity( Vector velocity )
sets the velocity for this entity.
velocity
gets the velocity for this entity.
volumedamage( Float damage )
does damage to any entity within this's volume
yaw
entity's yaw
amount( Integer amountOfDebris )
How much debris to spawn each time.
debrismodel( String debrisModel )
What kind of debris to spawn when triggered.
severity( Float newSeverity )
How violently the debris should be ejected.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
dmg( Integer damage )
Sets the damage the explosion does.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
anglespeed( Float speed )
Set the angle speed.
base_velocity( Vector velocity )
Set the base velocity.
checkonground
Check if exploding wall is on ground.
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
dmg( Integer dmg )
Set the damage from the exploding wall.
doTouch( Entity touchingEntity )
sent to entity when touched.
explosions( Integer explosions )
Set the number of explosions.
land_angles( Vector angles )
Set the land angles.
land_radius( Float radius )
Set the land radius.
random_velocity( Vector velocity )
Set the amount of random variation of the base velocity.
stoprotating
Stop rotating the wall.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
constantdamage
Makes the explosion do constant damage over the radius
damageagain
This event is generated each frame if explosion is set to damage each frame
damageeveryframe
Makes the explosion damage every frame
explosioneffect( String explosiontype )
Make an explosionType explosion effect
flash( Float time, Float r, Float g, Float b, Float radius )
Flash player screens
radius( Float projectileRadius )
set the radius for the explosion
radiusdamage( Float radiusDamage )
set the radius damage an explosion does
bounce
sent to entity when touched.
dmg( Integer dmg )
Set the damage from the rock.
doActivate( Entity activatingEntity )
General trigger event for all entities
doTouch( Entity touchingEntity )
sent to entity when touched.
noise( String sound )
Set the sound to play when the rock bounces
rotate
rotates the falling rock.
speed( Float speed )
Set the speed that the rock moves at.
start
Starts rock falling.
wait( Float wait )
How long to wait before rock starts falling.
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
dampening( Float newDampening )
dampening of fulcrum.
doTouch( Entity touchingEntity )
sent to entity when touched.
limit( Float newLimit )
angular limit for the fulcrum.
movesound( String newSinkSound )
Sound played when fulcrum is moving.
reset
Reset the fulcrum right now.
resetspeed( Float newResetspeed )
Speed at which fulcrum resets itself, defaults to 0.002 * speed.
speed( Float speed )
Speed at which fulcrum operates itself.
activate
Activate the beam
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is[ 0 - 359 ] or - 1 or - 2angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )
set the angles of the entity to newAngles.
color( Vector beam_color<0.00...1.00><0.00...1.00><0.00...1.00> )
Set the color of the beam
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
deactivate
Deactivate the beam
delay( Float delay )
Set the amount of delay on the beam updater
doActivate( Entity activatingEntity )
General trigger event for all entities
endalpha( Float alpha )
Set the endpoint alpha value of the beam
endpoint( Vector beam_end_point )
Set the end point of the beam. The beam will be draw from the origin to
the end point.findendpoint
Find the endpoint of a beam
ignorewalls( [ Boolean bool ] )
Set if the beam can traverse walls
life( Float beam_life )
Set the amount of time the beam stays on when activated
maxoffset( Float max_offset )
Set the maximum offset the beam can travel above, below, forward or back of it's endpoints
minoffset( Float min_offset )
Set the minimun offset the beam can travel above, below, forward or back of it's endpoints
model( Entity modelName )
set the model to modelName.
numsegments( Integer numsegments )
Set the number of segments for the beam
numspherebeams( Integer num )
Set the number of beams that will be shot out in a sphere like formation
overlap( Float beam_overlap )
Set the amount of overlap the beams have when they are being strung together
persist( Boolean bool )
Set the persist property of the beam
radius( Float radius )
Set the starting radius of the beams if this is a beamsphere
shader( String beam_shader )
Set the shader that the beam will use
shoot
Make the beam cause damage to entities that get in the way
shootradius( Float radius )
Set the radius of the damage area between beam endpoints
tileshader( String beam_shader )
Set the shader that the beam will use. This shader will be tiled.
toggledelay( [ String [random] ], [ Float time ] )
Causes a beam toggling effect. Sets the time between toggling. If random is specified, The time will be between 0 and time
updateendpoint
Update the endpoint of a beam
updateorigin
Update the origin of a beam
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is[ 0 - 359 ] or - 1 or - 2
detail
game.detail
skill
game.skill
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
doTouch( Entity touchingEntity )
sent to entity when touched.
stopped
sent when entity has stopped bouncing for MOVETYPE_TOSS.
throwgib( Entity ent, Integer velocity, Float scale )
Throw a gib.
activate
Activate the grav path.
deactivate
Deactivate the grav path.
gravpath_create
Create the grav path.
maxspeed( Float maxspeed )
Set the max speed of the grav path.
radius( Float radius )
Set the radius of the grav path.
speed( Float speed )
Set the speed of the grav path.
health_postspawn
Health Post Spawn
item_pickup( Entity item )
Pickup the specified item.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is[ 0 - 359 ] or - 1 or - 2
alignx
Gets the horizontal alignment for the HUD. Specified by 'left', 'center', or 'right'
alignx( String align )
Sets the horizontal alignment for the HUD. Specified by 'left', 'center', or 'right'
aligny( String align )
Sets the vertical alignment for the HUD. Specified by 'top', 'center', or 'bottom'
aligny
Gets the vertical alignment for the HUD
alpha
Gets the HUD alpha
alpha( Float alpha )
Sets the HUD alpha
color
Gets the HUD colors
color( Vector color )
Sets the HUD colors
fadeovertime( Float time )
Sets the HUD to transition in color (or alpha) over time
font
Gets the HUD font
font( String font )
Sets the HUD font
getheight
Gets the HUD height
gettime
Gets the HUD time
getwidth
Gets the HUD width
moveovertime( Float time )
Sets the HUD to move over time
refresh
Refresh the HUD
resetdimension
Bring the HUD back to normal dimension (non-3D)
scaleovertime( Float time, Integer width, Integer height )
Sets the HUD to scale over time
setdimension( Vector vector_or_offset, Boolean always_show, Boolean depth, [ Entity entity ] )
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.
It uses xy pos from huddraw_rect.
If entity is specified, the vector will be an offset relative to the entity.
depth specify if the icon is shown through walls.setplayer( Entity entity, [ Boolean clears ] )
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
Note : you will need to call in HUD functions again as it won't refresh to the player(s)setshader( String shader, Integer width, Integer height )
Sets the HUD shader
settext( String text )
Sets the HUD text
settimer( Float time, [ Float fade_at_time ] )
Sets a timer to count down an optionally fade at the specified time
settimerup( Float time, [ Float fade_at_time ] )
Sets a timer to count up an optionally fade at the specified time
setvirtualsize( Boolean virtual )
Sets if the HUD should use virtual screen resolution for positioning and size
x
Gets the HUD horizontal position
x( Integer x )
Sets the HUD horizontal position
y( Integer y )
Sets the HUD vertical position
y
Gets the HUD vertical position
landmark_name( String name )
Set the name of this landmark
origin( Vector origin )
Set the origin of the landmark.
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
hiteffect
Sets the tiki it will spawn when it's hit
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
killedeffect
Sets the tiki it will spawn when it's destroyed
activateitem( [ String mode ] )
Activates the item
activatepapers
The activation of the papers item
amount( Integer amount )
Sets the amount of the item.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is[ 0 - 359 ] or - 1 or - 2dialogneeded( String dialog_needed )
Sets the dialog needed string.
dmamount( Integer amount )
Sets the amount of the item for DM.
dmmaxamount( Integer max_amount )
Sets the max amount of the item fmr DM.
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
item_droptofloor
Drops the item to the ground.
item_pickup( Entity item )
Pickup the specified item.
maxamount( Integer max_amount )
Sets the max amount of the item.
name( String item_name )
Sets the item name.
no_remove
Makes it so the item is not removed from the world when it is picked up.
pickupsound( String name )
sets the item's pickup sound alias
pickup_done
Called when the item pickup is done.
respawn
Respawns the item.
respawnsound
Turns on the respawn sound for this item.
respawn_done
Called when the item respawn is done.
set_respawn( Integer respawn )
Turns respawn on or off.
set_respawn_time( Float respawn_time )
Sets the respawn time.
stopped
sent when entity has stopped bouncing for MOVETYPE_TOSS.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
viewmodelprefix( String prefix )
Sets the item's prefix for viewmodelanim.
alarm
zero = global level alarm off,non-zero = alarm on
alarm( Integer alarm_status )
zero = global level alarm off,non-zero = alarm on
badplace( String name, Vector origin, Float radius, [ String [team] ], [ Float [duration] ] )
Enables a 'bad place' for AI of team 'american', 'german', or (default) 'both' to avoid, and optionally gives it a duration
bombs_planted( Integer num )
Sets the number of bombs that are set
bombs_planted( Integer num )
the number of bombs that are set
bombs_planted
Gets the number of bombs that are set
clockside( String axis_allies_draw_kills )
Sets which side the clock is on... 'axis' or 'allies' win when time is up, 'kills' gives the win to the team with more live members,'draw' no one wins
clockside( String axis_or_allies )
Sets which side the clock is on... 'axis' or 'allies' win when time is up
clockside
Gets which side the clock is on... 'axis' or 'allies' win when time is up
dmrespawning
returns 1 if wave-based DM, 0 if respawns are disabled within a round
dmrespawning( Integer allow_respawn )
set to 1 to turn on wave-based DM, to 0 to disable respawns within a round
dmrespawning( Integer allow_respawn )
set to 1 to turn on wave-based DM,to 0 to disable respawns within a round
dmroundlimit( Integer roundlimit )
sets the default roundlimit, in minutes; can be overridden by 'roundlimit' cvar
dmroundlimit( Integer roundlimit )
sets the default roundlimit,in minutes; can be overridden by 'roundlimit' cvar
dmroundlimit
gets the actual roundlimit, in minutes; may be 'roundlimit' cvar or the default round limit
force_team_objective
Return 1 if each team has a separate objective location
force_team_objective( Integer force )
Whether or not to force using a separate objective location for each team.
1 (forced on TOW/Liberation match): different location for each team
0 (default): teams use same location on non-TOW/non-Liberation match
found_secrets
count of found secrets
ignoreclock( Integer ignoreclock )
Tells a level weather or not to ignore the clock
loop_protection
says if infinite loop protection is enabled
loop_protection( Integer loop_protection )
specify if infinite loop protection is enabled
nodrophealth( Integer alarm_status )
zero = automatically drop health according to cvars, non-zero = don't autodrop health (like hard mode)
nodropweapon( Integer alarm_status )
zero = automatically drop weapons according to cvars, non-zero = don't autodrop weapons (like hard mode)
objectivebased
Gets wether or not the game is currently objective based or not
papers
the level of papers the player currently has
papers
the level of papers the player currently has
planting_team( String axis_allies_draw_kills )
which is planting the bomb,'axis' or 'allies'
planting_team( String axis_or_allies )
Sets which is planting the bomb,'axis' or 'allies'
planting_team
Gets which is planting the bomb,'axis' or 'allies'
rain_density
Sets the rain density
rain_density
Sets the rain density
rain_length
Sets the rain length
rain_length
Sets the rain length
rain_min_dist
Sets the rain min_dist
rain_min_dist
Sets the rain min_dist
rain_numshaders
Sets the rain numshaders
rain_numshaders
Sets the rain numshaders
rain_shader
Sets the rain
rain_shader
Sets the rain
rain_slant
Sets the rain slant
rain_slant
Sets the rain slant
rain_speed
Sets the rain speed
rain_speed
Sets the rain speed
rain_speed_vary
Sets the rain speed variance
rain_speed_vary
Sets the rain speed variance
rain_width
Sets the rain width
rain_width
Sets the rain width
removebadplace( String name )
Removes a 'bad place'
roundbased
Gets wether or not the game is currently round based or not
roundstarted
non-zero if round has started
targets_destroyed( Integer num )
Sets the number of bomb targets that have been destroyed
targets_destroyed
Gets the number of bomb targets that have been destroyed
targets_destroyed( Integer num )
the number of bomb targets that have been destroyed
targets_to_destroy( Integer num )
Sets the number of bomb targets that must be destroyed
targets_to_destroy
Gets the number of bomb targets that must be destroyed
targets_to_destroy( Integer num )
the number of bomb targets that must be destroyed
time
current level time
total_secrets
count of total secrets
cancelFor( String name )
Cancel for event of type name.
classname
classname variable
commanddelay( Float delay, String command, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
executes a command after the given delay.
delaythrow( String label )
Internal usage.
delete
Removes this listener immediately.
endon( String name )
Ends the function when the specified event is triggered.
exec( String script )
Executes the specified script.
exec( String script )
Executes the specified script.
immediateremove
Removes this listener immediately.
inheritsfrom( String class )
Returns 1 if the class inherits from the specified class. 0 otherwise.
isinheritedby( String class )
Returns 1 if the class is inherited by the specified class. 0 otherwise.
notify( String name )
Triggers an event. An undefined event will be automatically created by calling waittill or endon.
owner
Returns the owner.
remove
Removes this listener the next time events are processed.
thread( String label )
Creates a thread starting at label.
thread( String label )
Creates a thread starting at label.
throw( String label )
Throws to the specified label.
unregister( String label )
Unregisters the label from the event of the same name.
waitexec( String script )
Executes the specified script and waits until the called thread group is finished.
waitexec( String script )
Executes the specified script and waits until the called thread group is finished.
waitthread( String label )
Creates a thread starting at label and waits until the called thread is finished.
waitthread( String label )
Creates a thread starting at label and waits until the called thread is finished.
waitTill( String name )
Wait until event of type name
waittill_any( String name1, [ String ... ] )
Wait until any event of type name
waittill_any_timeout( Float timeout_time, String name1, [ String ... ] )
Wait until any event of type name with a timeout time
waittill_timeout( Float timeout_time, String name )
Wait until event of type name with a timeout time
lod_angles( Float pitch<0.00...360.00>, Float yaw<0.00...360.00>, Float roll<0.00...360.00> )
Set the angles of the model
lod_discard
Discard LOD changes
lod_roll( Float roll )
Set the roll of the model
lod_spawn( String model )
Edit LOD on the specified model
lod_yaw( Float yaw )
Set the yaw of the model
lod_discard
Discard LOD changes
lod_model
Set the model of the current viewthing
lod_think
Called every frame to process the view thing.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is[ 0 - 359 ] or - 1 or - 2
movedone( Entity finishedEntity )
Sent to commanding thread when done with move .
dmg( Integer damage )
Sets the damage the explosion does.
duration( Float duration )
Sets the duration of the explosion.
random( Float randomness )
Sets the randomness value of the explosion.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
wait( Float explodewait )
Sets the wait time of the explosion.
Complete
Complete this objective.
doActivate( Entity activatingEntity )
General trigger event for all entities
ObjectiveNbr( Integer index )
Sets the objective number.
SetCurrent
Set this objective as current.
Text( String text )
Set current text.
TurnOff
Turn Off and cancel the current cycle (if any)
TurnOn
Turn On and begin the first cycle
motionfail
motionfail
movedone
movedone
movefail
movefail
other
other
owner
owner
previousthread
previousthread
sayfail
sayfail
upperfail
upperfail
delete
Removes this listener immediately.
immediateremove
Removes this listener immediately.
istouching( Entity ent )
returns 1 if the entities are touching,0 if not
low_wall_arc( Float arc_half_angle )
Marks this node as good for low-wall behavior, and gives the arc
spawnflags( Integer node_flags )
Sets the path nodes flags.
actor( String modelname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] )
Spawns an actor.
actorinfo( Integer actor_number )
Prints info on the specified actor.
adddeaths( Integer deaths )
adds deaths number to player
addkills( Integer kills )
Give or take kills from the player
adminrights
returns client admin rights
animloop_legs
Called when the legs animation has finished.
animloop_pain
Called when the pain animation has finished.
animloop_torso
Called when the torso animation has finished.
armwithweapons
give player their primary and secondary weapons.
attachtoladder
Attaches the sentient to a ladder
auto_join_team
Join the team with fewer players
bindweap( Entity weapon, Integer handnum )
binds weapon to player and sets him as weapon owner
callvote( String arg1, String arg2 )
Player calls a vote
canswitchteams( Boolean allow_team_change, [ Boolean allow_spectate ] )
Specify if this player is allowed to switch teams and spectate. Doesn't override global canswitchteams.
clearcommand( [ String command ] )
Clears any or a specific client command
coord
Prints out current location and angles
correctweaponattachments
makes sure the weapons is properly attached when interupting a reload
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
damage_multiplier( Float damage_multiplier )
Sets the current damage multiplier
damage_multiplier
dead
Called when the player is dead.
deadbody
Spawn a dead body
dive( Float height, [ Float airborne_duration ] )
Makes the player dive into prone position.
dmdeathdrop
Drops the player inventory in DM after's he's been killed
dmmessage( Integer mode, String stuffstrings )
sends a DM message to the appropriate players
dmteam
returns 'allies','axis','spectator',or 'freeforall'
dog( [ Integer god_mode ] )
Sets the god mode cheat or toggles it.
earthquake2( Float duration, Float magnitude, Boolean no_rampup, Boolean no_rampdown, [ Vector location ], [ Float radius ] )
Create a smooth realistic earthquake for a player. Requires sv_reborn to be set.
endlevel
Called when the player gets to the end of the level.
ensureforwardoffladder
Ensures that the player went forward off the ladder.
ensureoverladder
Ensures that the player is at the proper height when getting off the top of a ladder
enter( Entity vehicle, [ String driver_anim ] )
Called when someone gets into a vehicle.
exit( Entity vehicle )
Called when driver gets out of the vehicle.
face( Vector angles )
Force angles to specified vector
finishuseanim
Fires off all targets associated with a particular useanim.
finishuseobject
Fires off all targets associated with a particular useobject.
fireheld
returns 1 if this player is holding fire,or 0 if he is not
forcelegsstate( String legsstate )
Force the player's legs to a certain state
forcetorsostate( String torsostate )
Force the player's torso to a certain state
fov( [ Float fov ] )
Sets the fov.
freezecontrols( Boolean freeze_state )
Blocks or unblocks control input from this player.
fullheal
Heals player.
gameversion
Prints the game version.
getconnstate
gets connection state. [DEPRECATED]
getcurrentdmweapontype
get the player's current DM weapon type.
getdeaths
gets deaths number of player
getkills
gets kills number of player
getlegsstate
Gets the player's current legs state name
getmovement
returns the player current movement
getposition
returns the player current position
gettorsostate
Gets the player's current torso state name
give( String name, [ Integer amount ] )
Gives the player the specified thing (weapon, ammo, item, etc.) and optionally the amount.
giveweapon( String weapon_name )
Gives the player the specified weapon.
gotkill( Entity victim, Integer damage, Entity inflictor, Integer meansofdeath, Boolean gib )
event sent to attacker when an entity dies
gvo
Retrieves the server's vote options file
has_disguise( Integer is_disguised )
zero = does not have a disguise,non - zero = has a disguise
has_disguise
zero = does not have a disguise,non - zero = has a disguise
hideent( Entity entity )
Hides the specified entity to the player.
holster
Holsters all wielded weapons, or unholsters previously put away weapons
injail
returns 1 if player is in jail,0 if out
injail( Integer boolean )
set to 1 to indicate when player is in jail,0 when they are free
inventory( Entity array )
Set up the player's inventory
inventory
returns player's inventory
invnext
Cycle to player's next item.
invprev
Cycle to player's previous item.
iprint( String string, [ Integer bold ] )
prints a string to the player,optionally in bold
isadmin
checks if player is logged as admin
isEscaping
Return non-zero if escaping or assisting escape
isSpectator
Check to see if player is a spectator (non-zero return value)
is_disguised
zero = not disguisednon-zero = disguised
jailassistescape
Start the assist jail escape animation
jailescape
Start the escape from jail animation
jailescapestop
Stop either the escape from jail or assist animation
join_team( String team )
Join the specified team (allies or axis)
jump( Float height )
Makes the player jump.
jumpxy( Float forwardmove, Float sidemove, Float speed )
Makes the sentient jump.
kill
console based command to kill yourself if stuck.
killaxis( Float radius )
Kills all of the axis that are in the passed radius, or all of them if radius is 0.
killclass( String classname, [ Integer except_entity_number ] )
Kills all of the entities in the specified class.
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
killent( Integer entity_number )
Kills the specified entity.
killhandler( String label )
Gets the player's current killed event handler. Returns NIL if no custom killhandler was set.
killhandler( String label )
Replace the player's killed event by a new scripted handler. None or an empty string will revert to the default killed event handler.
leanleftheld
Returns 1 if this player is holding lean left key, or 0 if he is not
leanrightheld
returns EV_RETURN if this player is holding lean right key, or 0 if he is not
leave_team
Leave the current team
listinventory
List of the player's inventory.
logstats( Boolean state )
Turn on/off the debugging playlog
modheight( String height )
change the maximum height of the player
can specify 'stand', 'duck' or 'prone'.modheightfloat( Float height, Float max_z )
Specify the view height of the player and the height of his bounding box.
moveposflags( String position, [ String movement ] )
used by the state files to tell the game dll what the player is doing
moveSpeedScale
Gets the player's speed multiplier.
moveSpeedScale( Float speed )
Sets the player's speed multiplier (default 1.0).
nationalityprefix
get the three or five letter prefix that denotes the player's nationality
netname
returns player's name
nextpaintime( Float seconds )
Set the next time the player experiences pain (Current time + seconds specified).
noclip
Toggles the noclip cheat.
notarget
Toggles the notarget cheat.
notready
makes this player not ready for the round to start
objective( Integer num_completed, Integer out_of )
Sets the number of objectives completed and the total number of objectives
pain( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
used to inflict pain to an entity
perferredweapon( String weapon_name )
Overrides your perferred weapon that is displayed in the stats screen.
physics_off
turn player physics off.
physics_on
turn player physics on.
pickweapon
Pick your weapon.
playlocalsound( String soundName, [ Boolean loop ], [ Float time ] )
Plays a local sound to the player. The sound must be aliased globally. Requires sv_reborn to be set for stereo sounds.
poweruptimer( Integer poweruptimer, Integer poweruptype )
Sets the powerup timer and powerup type.
primarydmweapon( String weaptype )
Sets the player's primary DM weapon
primaryfireheld
returns 1 if this player is holding the primary fire, or 0 if not
ready
makes this player ready for the round to start
ready
returns 1 if this player is ready,0 otherwise
reload
Reloads the player's weapon
removeclass( String classname, [ Integer except_entity_number ] )
Removes all of the entities in the specified class.
removeent( Integer entity_number )
Removes the specified entity.
resethaveitem( String weapon_name )
Resets the game var that keeps track that we have gotten this weapon
resetstate
Reset the player's state table.
respawn
Respawns the player.
runheld
returns 1 if this player is holding run key,or 0 if he is not
safeholster( Boolean putaway )
Holsters all wielded weapons, or unholsters previously put away weapons
preserves state, so it will not holster or unholster unless necessarysafezoom( Boolean zoomin )
0 turns off zoom,and 1 returns zoom to previous setting
score
Show the score for the current deathmatch game
secfireheld
returns EV_RETURN if this player is holding secondary fire, or 0 if he is not
secondaryfireheld
returns 1 if this player is holding the secondary fire, or 0 if not
setanimspeed( Float speed )
set the player's animation speed multiplier (default 1.0).
setclientflag( String name )
Calls a flag to the script client.
setentshader( Entity entity, String shadername )
Sets an entity shader for this player. An empty string will revert to the normal entity shader.
setlocalsoundrate( String name, Float rate, [ Float time ] )
Sets the local sound rate.
setspeed( Float speed, [ Integer index ] )
Sets the player's speed multiplier (default 1.0). Index specify which array value will be used (maximum 4).
setteam( String team_name )
sets the player's team without respawning.
Available team names are 'none', 'spectator', 'freeforall', 'axis' and 'allies'.setvmaspeed( String name, Float speed )
Sets the player's animation speed when playing it.
show
show the entity,opposite of hide.
showent( Entity entity )
Shows the specified entity to the player.
skipcinematic
Skip the current cinematic
spawn( String entityname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] )
Spawns an entity.
spectator
Become a spectator
startuseobject
starts up the useobject's animations.
state
Dumps the player's state to the console.
statefile
Gets the player's current state file.
statefile( [ String statefile ] )
Sets the player's current state file (setting NIL, NULL or an empty string will revert to the global statefile).
stats
Display the MissionLog.
stoplocalsound( String soundName, [ Float time ] )
Stops the specified sound.
stopwatch( Integer duration )
Starts a stopwatch for a given duration... use 0 to clear the stopwatch
stopwatchingactor( Entity actor_to_stop_watching )
Makes the player's camera stop watching the specified actor.
stufftext( String stuffstrings )
Stuffs text to the player's console
takepain( Boolean bool )
Set whether or not to take pain
tele( Vector location )
Teleport to location
testplayeranim( Float weight, [ String anim ] )
Plays a test animation on the player
testthread( String scriptfile, [ String label ] )
Starts the named thread at label if provided.
turn( Float yawangle )
Causes player to turn the specified amount.
turnlegs( Float yawangle )
Turns the players legs instantly by the specified amount.
turnupdate( Float yaw, Float timeleft )
Causes player to turn the specified amount.
turret
Returns the turret the player is using. NULL if player isn't using a turret.
turretenter( Entity turret, [ String driver_anim ] )
Called when someone gets into a turret.
turretexit( Entity turret )
Called when driver gets out of the turret.
tweakladderpos
Tweaks the player's position on a ladder to be proper
unattachfromladder
Unattaches the sentient from a ladder
updatepoweruptime
Called once a second to decrement powerup time.
useheld
returns 1 if this player is holding use,or 0 if he is not
userinfo
returns userinfo string
usestuff
Makes the player try to use whatever is in front of her.
vehicle
Returns the vehicle the player is using. NULL if player isn't using a vehicle.
viewangles
get the angles of the entity.
viewangles( Vector newAngles )
set the view angles of the entity to newAngles.
viewmodelanim( String name, [ Integer force_restart ] )
Sets the player's view model animation.
viewmodelanimfinished
True if the player's current view model finished its animation.
viewmodelanimvalid( String anim, [ Boolean fullanim ] )
True if the view model animation is valid.
viewmodelgetanim( [ Boolean fullanim ] )
Gets the player's current view model animation.
visiongetnaked
Gets the player's current naked-eye vision.
visionsetblur( Float level, [ Float transition_time ] )
Sets the player's blur level. Level is a fraction from 0-1
visionsetnaked( String vision_name, [ Float transition_time ], [ Float phase ] )
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.
voicetype( String voice_name )
Sets the voice type to use the player.
vote( String arg1 )
Player votes either yes or no
waitForState( String stateToWaitFor )
When set, the player will clear waitforplayer when this state is hit
in the legs or torso.watchactor( Entity actor_to_watch )
Makes the player's camera watch the specified actor.
weapdrop
Drops the player's current weapon.
weapnext
Cycle to player's next weapon.
weapprev
Cycle to player's previous weapon.
whatis( Integer entity_number )
Prints info on the specified entity.
wuss
Gives player all weapons.
zoomoff
makes sure that zoom is off
gotkill( Entity victim, Integer damage, Entity inflictor, Integer meansofdeath, Boolean gib )
event sent to attacker when an entity dies
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
stufftext( String stuffstrings )
Stuffs text to the player's console
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is[ 0 - 359 ] or - 1 or - 2deletespawn
delete this spawnpoint when spawning from this spawnpoint
disablespawn
forbids spawning from this spawnpoint
enablespawn
allows spawning from this spawnpoint
keepspawn
keep this spawnpoint when spawning from this spawnpoint
clipsize( Integer ammoClipSize )
Set the amount of rounds a clip of the weapon holds
item_droptofloor
Drops the item to the ground.
roll( Float roll )
Sets the portal camera's roll.
locatecamera
Locates the camera position.
addownervelocity( Boolean bool )
Set whether or not the owner's velocity is added to the projectile's velocity
addvelocity( Float velocity_x, Float velocity_y, Float velocity_z )
Set a velocity to be added to the projectile when it is created
arctotarget
Make the projectile follow a normal arc on its way to its target
avelocity( [ String [random|crandom] ], [ Float yaw ], [ String [random|crandom] ], [ Float pitch ], [ String [random|crandom] ], [ Float roll ] )
set the angular velocity of the projectile
beam( String command, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
send a command to the beam of this projectile
becomebomb
Make the projectile into a bomb
bouncesound
Set the name of the sound that is played when the projectile bounces
bouncesound_hard
Set the name of the sound that is played when the projectile bounces off hard surfaces
bouncesound_metal
Set the name of the sound that is played when the projectile bounces off metal
bouncesound_water
Set the name of the sound that is played when the projectile bounces off water
bouncetouch
Make the projectile bounce when it hits a non-damageable solid
canhitowner
Make the projectile be able to hit its owner
chargelife
set the projectile's life to be determined by the charge time
chargespeed
set the projectile's speed to be determined by the charge time
clearowner
Make the projectile be able to hit its owner now
dieinwater
Make the projectile die when gets wet
dlight( Float red, Float green, Float blue, Float intensity )
set the color and intensity of the dynamic light on the projectile
dmlife( Float projectileLife )
set the life of the projectile in DM
doTouch( Entity touchingEntity )
sent to entity when touched.
drunk( Float amount, Float rate )
Make the projectile drunk
explode
Make the projectile explode
explodeontouch
Make the projectile explode when it touches something damagable
explosionmodel( String modelname )
Set the modelname of the explosion to be spawned
fuse( Integer fuse )
set the projectile's life to be determined by the charge time
heatseek
Make the projectile heat seek
hitdamage( Float projectileHitDamage )
set the damage a projectile does when it hits something
impactmarkorientation( Float degrees )
Set the orientation of the impact mark
impactmarkradius( Float radius )
Set the radius of the impact mark
impactmarkshader( String shader )
Set the impact mark of the shader
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
knockback( Float projectileKnockback )
set the knockback of the projectile when it hits something
life( Float projectileLife )
set the life of the projectile
meansofdeath( String meansOfDeath )
set the meansOfDeath of the projectile
minlife( Float minProjectileLife )
set the minimum life of the projectile (this is for charge up weapons)
minspeed( Float minspeed )
set the minimum speed of the projectile (this is for charge up weapons)
notouchdamage
Makes the projectile not blow up or deal damage when it touches a damagable object
prethink
Make the projectile think to update it's velocity
removewhenstopped
Make the projectile get removed when it stops
smashthroughglass( Integer speed )
Makes the projectile smash through windows & other damageble glass objects when going above a set speed
speed( Float projectileSpeed )
set the speed of the projectile
stopped
sent when entity has stopped bouncing for MOVETYPE_TOSS.
updatebeam
Update the attached beam
Accuracy( Float Accuracy )
Accuracy 0-25 feet
Default=10BeginCycle
Startup the cycle..
Cycles( Integer Cycles )
Number of cycles. 0=infinte
Default=0doActivate( Entity activatingEntity )
General trigger event for all entities
EndCycle
End the cycle..
FireOnStartUp
Default=1; Set this to 0 if you don't want the PG to fire on startup.
gettargetentity
Returns entity being targeted by the projectile generator,
ID( Integer ID )
Sets the ID for this projectile generator
Default=0:initialize
Initialize object
isturnedon
Returns whether the generator is on or off.
launchsound( String Sound )
Set a launch sound for the projectile.
MaxDelay( Float MaxDelay )
Maximum time between bursts
Default=10MaxDuration( Float MaxDuration )
Sets the maximum duration of bursts(in seconds)
Default=3MaxNumShots( Integer MaxNumShots )
Sets the maximum # of shots to fire in a cycle
Default=1MinDelay( Float MinDelay )
Minimum time between bursts.
MinDuration( Float MinDuration )
Sets the minimum duration of the bursts (in seconds)
Default=3MinNumShots( Integer MinNumShots )
Sets the minimum # of shots to fire in a cycle
Default=1Model( String Model )
Projectile model to use.
Default=models/projectiles/bazookashell.tiktarget( String targetname_to_target )
target another entity with targetname_to_target.
TickCycle
Tick the cycle..
TurnOff
Turn Off and cancel the current cycle (if any)
TurnOn
Turn On and begin the first cycle
bulletcount( Float bulletCount )
Set the number of bullets this weapon shoots when fired
bulletdamage( Float bulletDamage )
Set the damage that the bullet causes
bulletknockback( Float bulletKnockback )
Set the knockback that the bullet causes
bulletlarge( Integer bulletType )
Set if the bullets fired are rifle bullets(1), artillery(2) or larger tracers(3)
bulletrange( Float bulletRange )
Set the range of the bullets
bulletspread( Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] )
Set the min & optional max spread of the bullet in the x and y axis
fakebullets( Boolean useFakeBullets )
Whether or not the projectile generator should fire real bullets.
firedelay( Float fFireDelay )
Set the minimum time between shots from the weapon
ID( Integer ID )
Sets the ID for this projectile generator
Default=0:meansofdeath( String meansOfDeath )
Set the meansOfDeath of the weapon.
throughmetal( Float dist )
Sets how far the bullets can go through metal
throughwood( Float dist )
Sets how far the bullets can go through wood
tracerfrequency( Float frequenct )
Set the frequency of making tracers
tracerspeed( Float speed )
Scale factor of how fast a tracer should travel (valid ranges 0-2)
projectile( String projectileModel )
Set the model of the projectile that this weapon fires
arc( Float arc )
arc in front of the player
isdonut( Integer isdonut )
will target donut
maxdonut( Float maxdonut )
max extent of donut from player
mindonut( Float mindonut )
min extent of donut from player
playpreimpact
Play a pre-impact sound
preimpactsound( String Sound )
Set a pre-impact sound.
preimpactsoundprob( Float probability )
Set the chance for a pre-impact sound to occur.
Range: ( 0.0, 1.0 ), with 0 having no chance, and 1 always occurring.preimpactsoundtime( Float delay )
Set the time before impact to play the preimpact sound.
projectile( String projectileModel )
Set the model of the projectile that this weapon fires
ID( Integer ID )
Sets the ID for this projectile generator
Default=0:
doTouch( Entity touchingEntity )
sent to entity when touched.
idle
Animates the puff daddy.
dmg( Integer damage )
Set the damage.
doBlocked( Entity obstacle )
sent to entity when blocked.
pushsound( String sound )
Set the pushing sound
start
Sets up the pushobject.
doActivate( Entity activatingEntity )
General trigger event for all entities
max_time( Float maxTime )
Maximum time between random spawns.
min_time( Float minTime )
Minimum time between random spawns.
chance( Float newChance<0.00...1.00> )
Sets the chance that the sound will play when triggered.
maxdelay( Float max_delay )
Sets the maximum time between playings.
mindelay( Float min_delay )
Sets the minimum time between playings.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
doclose
Closes the door (special doors).
doopen( Entity other )
Opens the door (special doors).
openangle( Float open_angle )
Sets the open angle of the door.
chance( Float chance )
chance that trigger will spawn something.
delay( Float delay )
time between RunThrough being activated.
doTouch( Entity touchingEntity )
sent to entity when touched.
lip( Float lip )
distance below trigger we should spawn things.
offset( Vector spawn_offset )
When triggered, what to offset the spawned object by.
spawnmodel( String model_to_spawn )
When triggered, what to spawn.
speed( Float speed )
threshold speed at which RunThrough is activated.
aimtarget
Set the aim target.
fire
Fire.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is[ 0 - 359 ] or - 1 or - 2closethread( String closethread )
Set the thread to run when the door is closed (required).
doclose
Closes the door (special doors).
doinit
Sets up the script door.
doopen( Entity other )
Opens the door (special doors).
initthread( String initthread )
Set the thread to run when the door is initialized (optional).
openthread( String openthread )
Set the thread to run when the door is opened (required).
alias( String alias_name, String real_name, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ] )
Sets up an alias.
aliascache( String alias_name, String real_name, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ] )
Sets up an alias and caches the resourse.
cache( String resourceName )
pre-cache the given resource.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is[ 0 - 359 ] or - 1 or - 2anim( String anim_name )
Sets the script model's animation
animdone
Script model animation has finished.
model( Entity modelName )
set the model to modelName.
moveanim( String animName )
Makes the script model play an animation and move with the deltas contained in the animation
moving_from_anim
The script model is moving based on an animation
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
model( Entity modelName )
set the model to modelName.
bulletcount( Float bulletCount )
Set the number of bullets this weapon shoots when fired
bulletdamage( Float bulletDamage )
Set the damage that the bullet causes
bulletknockback( Float bulletKnockback )
Set the knockback that the bullet causes
bulletrange( Float bulletRange )
Set the range of the bullets
bulletspread( Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] )
Set the min & optional max spread of the bullet in the x and y axis
fire
Fire.
firedelay( Float fFireDelay )
Set the minimum time between shots from the weapon
off
Turn the gunfire off.
on
Turn the gunfire on.
projectile
Set the projectile model
throughmetal( Float dist )
Sets how far the bullets can go through metal
throughwood( Float dist )
Sets how far the bullets can go through wood
tracerfreq
Set the frequency of the tracers
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is[ 0 - 359 ] or - 1 or - 2angles( Vector angles )
Sets the angles.
bind( Entity parent, [ Boolean bind_child ] )
bind this entity to the specified entity.
closeportal
Close the area portal enclosed in this object
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
dmg( Integer damage )
Set the damage.
doActivate( Entity activatingEntity )
General trigger event for all entities
doBlocked( Entity obstacle )
sent to entity when blocked.
doTouch( Entity touchingEntity )
sent to entity when touched.
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
endpath
Stop following the path
explode( Float damage )
Creates an explosion at the script slave's position
flypath( Entity array, Float speed, Float acceleration, Float look_ahead )
Makes the script slave fly the specified path with speed and acceleration until reached_distance close to position
followpath( Entity path, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Makes the script slave follow the specified path. The allowable arguments are ignoreangles,
ignorevelocity, normalangles, loop, and a number specifying the start time.jumpto( String vector_or_entity )
Jump to specified vector or entity.
model( Entity modelName )
set the model to modelName.
modifyflypath( Entity array, Float speed, Float acceleration, Float look_ahead )
Makes the script slave fly the specified path with speed and acceleration until reached_distance close to position
move
Move the script slave.
moveBackward( Float dist )
Move the position backward.
moveDown( Float dist )
Move the position down.
moveEast( Float dist )
Move the position east.
moveForward( Float dist )
Move the position forward.
moveLeft( Float dist )
Move the position left.
moveNorth( Float dist )
Move the position north.
moveRight( Float dist )
Move the position right.
moveSouth( Float dist )
Move the position south.
moveto( String vector_or_entity )
Move to the specified vector or entity.
moveUp( Float dist )
Move the position up.
moveWest( Float dist )
Move the position west.
next
Goto the next waypoint.
normalangles( Boolean bUseNormalAngles )
Sets the object to use normal angles when travelling on a spline path
notshootable
Makes the script slave not shootable
openportal
Open the area portal enclosed in this object
path_relativeyaw( Float relativeYaw )
Makes the script slave follow the specified path with a yaw offset,
physics_off
Turn physics off this script object on
physics_on( [ Integer no_collide_entity ] )
Turn physics on this script object on
If no_collide_entity is set to 1 then the script slave will not collide with other entitiesphysics_velocity( Vector impulseVector )
Add a physical impulse to an object when it is being physically simulated
rotateaxis( Integer axis, Float avelocity )
Rotate about the specified axis at the specified angular velocity.
rotateaxisdown( Integer axis, Float angle )
Rotate the specified axis down by the specified amount.
rotateaxisdownto( Integer axis, Float angle )
Rotate the specified axis down to angle.
rotateaxisup( Integer axis, Float angle )
Rotate the specified axis up by the specified amount.
rotateaxisupto( Integer axis, Float angle )
Rotate the specified axis up to angle.
rotatedownto( Vector direction )
Rotate down to the specified direction.
rotateto( Vector direction )
Rotate to the specified direction.
rotateupto( Vector direction )
Rotate up to the specified direction.
rotateX( Float avelocity )
Rotate about the x axis at the specified angular velocity.
rotateXdown( Float angle )
Rotate the x down by the specified amount.
rotateXdownto( Float angle )
Rotate the x down to angle.
rotateXup( Float angle )
Rotate the x up by the specified amount.
rotateXupto( Float angle )
Rotate the x up to angle.
rotateY( Float avelocity )
Rotate about the y axis at the specified angular velocity.
rotateYdown( Float angle )
Rotate the y down by the specified amount.
rotateYdownto( Float angle )
Rotate the y down to angle.
rotateYup( Float angle )
Rotate the y up by the specified amount.
rotateYupto( Float angle )
Rotate the y up to angle.
rotateZ( Float avelocity )
Rotate about the z axis at the specified angular velocity.
rotateZdown( Float angle )
Rotate the z down by the specified amount.
rotateZdownto( Float angle )
Rotate the z down to angle.
rotateZup( Float angle )
Rotate the z up by the specified amount.
rotateZupto( Float angle )
Rotate the z up to angle.
scriptslave_followingpath
Called every frame to actually follow the path
scriptslave_movedone
Called when the script slave is doen moving
setdamage( Integer damage )
Set the damage.
setmeansofdeath( String means_of_death )
Set the damage means of death.
speed( Float speed )
Sets the speed.
time( Float travel_time )
Sets the travel time.
trigger( Entity ent )
Trigger entities target.
unbind
unbind this entity.
waitmove
Move the script slave and wait until finished.
abs( Float arg )
Absolute value of int or float
acos( Float x )
Compute arc cosine
addobjective( Integer objective_number, Integer status, String text, Vector location )
Adds/Changes an Objective
aliascache( String alias, String realPath, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Create an alias to the specified path and cache the resource
all_ai_off
Turns all AI off.
all_ai_on
Turns all AI on.
angles_pointat( Entity parent_entity, Entity entity, Entity target_entity )
Returns the angles that points at the target_entity given the base orientation of the parent_entity and the position of the entity.
angles_toforward( Vector angles )
Returns the forward vector of the specified angles
angles_toleft( Vector angles )
Returns the left vector of the specified angles
angles_toup( Vector angles )
Returns the up vector of the specified angles
asin( Float x )
Compute arc sine
assert( Float value )
Assert if value is 0.
atan( Float arg, [ Float arg2 ] )
ArcTangent of float (in degrees not radians)
atan2( Float x, Float y )
Compute arc tangent with two parameters
bool( Integer value )
Casts value to a bool.
bsptransition( String next_map )
Transitions to the next BSP. Keeps player data,and game data.
cache( String resource_name )
Cache the specified resource.
cam( String command, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Processes a camera command.
canswitchteams( Boolean allow_team_change, [ Boolean allow_spectator ] )
Specify if players are allowed to switch teams and spectate. Override player's canswitchteams.
ceil( Float x )
Round up value
centerprint( String stuffToPrint )
prints the included message in the middle of all player's screens
chartoint( String character )
Converts char to int
cinematic
Turns on cinematic.
clearfade
Clear the fade from the screen
clearletterbox( Float time )
Clears letterbox mode.
clear_objective_pos
Clears the position of the current objective,for when you don't have one
conprintf( String text )
Prints to console
cos( Float arg )
Cosine of float (expects degrees not radians)
cosh( Float x )
Compute hyperbolic cosine
CreateListener
Creates a Listener instance.
cuecamera( Entity entity, [ Float switchTime ] )
Cue the camera. If switchTime is specified, then the camera
will switch over that length of time.cueplayer( [ Float switchTime ] )
Go back to the normal camera. If switchTime is specified,
then the camera will switch over that length of time.debugline( Vector start, Vector end, [ Float red ], [ Float green ], [ Float blue ], [ Float alpha ] )
Draws a debug line from start to end using the given color and alpha for g_numdebuglinedelays server frames
debug_int3
Generate an asm int 3
delaythrow( String label )
Internal usage.
dprintln( String string )
Prints a debug string.followed by a newline.
drawhud( Integer value )
Specify if hud is to be drawn
earthquake( Float duration, Float magnitude, Float no_rampup, Float no_rampdown )
Create an earthquake
earthquake2( Float duration, Float magnitude, Boolean no_rampup, Boolean no_rampdown, [ Vector location ], [ Float radius ] )
Create a smooth realistic earthquake. Requires sv_reborn to be set.
end
Ends the script
entity( Integer value )
Casts value to an entity.
error
Ends the script
exec( String script )
Executes the specified script.
exec( String script )
Executes the specified script.
exp( Float x )
Compute exponential function
fadein( Float time, Float red, Float green, Float blue, Float alpha, [ Integer mode ] )
Sets up fadein in values.
fadeout( Float time, Float red, Float green, Float blue, Float alpha, [ Integer mode ] )
Sets up fadeout values.
fadesound( Float time, [ Float min_vol ], [ Entity player ] )
Fades the sound out over the given time, optionally to one single player.
min_vol being a 0-1 fraction is the minimum volume.fclose( Integer filehandle )
Closes file of given file handle
fcopy( String filename, String copyfilename )
Copies the file
feof( Integer filehandle )
Checks for end of file
ferror( Integer filehandle )
Checks for last file i/o error
fexists( String filename )
Checks if file exists
fflush( Integer filehandle )
Flushes given stream. Writes all unsaved data from stream buffer to stream
fgetc( Integer filehandle )
Reads single character from file
fgets( Integer filehandle, Integer maxbuffsize )
Reads string line from file
flag_clear( String name )
Clears and deletes a flag.
flag_init( String name )
Initializes a flag so it can be set. Flags MUST be initialized before they can be used for the first time.
flag_set( String name )
Sets a flag which alerts all flag_wait()'s and changes are reflected in flag() checks thereafter.
flag_wait( String name )
Pauses execution flow until a flag has been set.
flist( String path, String extension, Integer wantSubs )
Returns the list of files with given extension
float( Integer value )
Casts value to a float.
floor( Float x )
Round down value
fmod( Float x )
Compute remainder of division
fnewdir( String path )
Creates a new directory
fopen( String filename, String accesstype )
Opens file,returning it's handle
forcemusic( String current, [ String fallback ] )
Forces the current and fallback (optional) music moods.
fputc( Integer filehandle, Integer character )
Writes single character to file
fputs( Integer filehandle, String text )
Writes string line to file
fread( Entity player, Integer index, Integer virtual )
Reads binary buffer from file
freadall( Integer filehandle )
Reads whole file and returns it as string
freezeplayer
Freeze the player.
fremove( String filename )
Removes the file
fremovedir( String path )
Removes a directory
frename( String oldfilename, String newfilename )
Renames the file
frewind( Integer filehandle )
Rewinds file carret to files beginning
frexp( Float x )
Get significand and exponent
fsaveall( Integer filehandle, String text )
Saves whole text to file
fseek( Integer filehandle, Integer offset, Integer startpos )
Sets file carret at given position
ftell( Integer filehandle )
Gets current file carret position
fwrite( Entity player, Integer index, Integer virtual )
Writes binary buffer to file
getareaentities( Vector origin, Vector mins, Vector maxs )
Get all entities around the origin
getarraykeys( String array )
Retrieves a full list containing the name of arrays
getarrayvalues( String array )
Retrieves the full list of an array that was set-up with name, such as local.array[ "name" ] and return their values
getboundkey1( String keyname )
return a string describing the key
getboundkey2( String keyname )
return a string describing the key
getclientnum( Entity player )
Gets player's client number
getcvar( String name )
getcvar
getdate
Gets current date
getentarray( String name, String key )
Gets an array of entities that have the given key, name pair (case sensitive)
getentbyentnum( Integer ent_num )
Gets the specified entity
getip( Entity player )
Gets player's ip
getping( Entity player )
Gets player's ping
gettime
Gets current time
gettimezone
Gets current time zone
goto( String label )
Goes to the specified label.
hidemenu( String name, [ Integer bForce ] )
hide menu,with option to force it off
hidemouse
hide mouse cursor
huddraw_3d( Integer index, Vector vector_or_offset, Integer always_show, Integer depth, [ Entity entity ] )
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.
Uses xy pos from huddraw_rect.
If entity is specified, the vector will be an offset relative to the entity.
depth specify if the icon is shown through walls.huddraw_align( Integer index, String h_align, String v_align )
Sets the alignment of a huddraw element for given player. Specified with 'left', 'center', or 'right'
huddraw_alpha( Integer index, Float alpha )
Sets the alpha of a huddraw element for given player
huddraw_color( Integer index, Float red, Float green, Float blue )
Sets the color for a huddraw element for given player
huddraw_font( Integer index, String fontname )
Sets the font to use for given player huddraw element
huddraw_rect( Integer index, Integer x, Integer y, Integer width, Integer height )
Specifies the position of the upper left corner and size of a huddraw element for given player
huddraw_shader( Integer index, String shader )
Sets the shader to use for a particular huddraw element for given player
huddraw_string( Integer index, String string )
Sets a string to be displayed for given player. Clears the shader value
huddraw_timer( Integer index, Float duration, Float fade_out_time )
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.
huddraw_virtualsize( Integer index, Integer virtual )
Sets if the huddraw element for given player should use virutal screen resolution for positioning and size
ihuddraw_3d( Entity player, Integer index, Vector vector_or_offset, Integer always_show, Integer depth, [ Entity entity ] )
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.
Uses xy pos from huddraw_rect.
If entity is specified, the vector will be an offset relative to the entity.
depth specify if the icon is shown through walls.ihuddraw_align( Entity player, Integer index, String h_align, String v_align )
Sets the alignment of a huddraw element for given player. Specified with 'left', 'center', or 'right'
ihuddraw_alpha( Entity player, Integer index, Float alpha )
Sets the alpha of a huddraw element for given player
ihuddraw_color( Entity player, Integer index, Float red, Float green, Float blue )
Sets the color for a huddraw element for given player
ihuddraw_font( Entity player, Integer index, String fontname )
Sets the font to use for given player huddraw element
ihuddraw_rect( Entity player, Integer index, Integer x, Integer y, Integer width, Integer height )
Specifies the position of the upper left corner and size of a huddraw element for given player
ihuddraw_shader( Entity player, Integer index, String shader )
Sets the shader to use for a particular huddraw element for given player
ihuddraw_string( Entity player, Integer index, String string )
Sets a string to be displayed for given player. Clears the shader value
ihuddraw_timer( Entity player, Integer index, Float duration, Float fade_out_time )
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.
ihuddraw_virtualsize( Entity player, Integer index, Integer virtual )
Sets if the huddraw element for given player should use virutal screen resolution for positioning and size
int( Integer value )
Casts value to an int.
iprintln( String string )
Prints a string. followed by a newline.
iprintlnbold( String string )
Prints a string.followed by a newline in a bold/important way.
iprintlnbold_noloc( String string )
Prints a string.followed by a newline in a bold/important way with no localization conversion.
iprintln_noloc( String string )
Prints a string.followed by a newline with no localization conversion.
IsAlive( Entity ent )
Returns true if the specified entity exists and has health > 0.
isarray( String object )
Checks whether this variable is an array
isdefined( String object )
Checks whether this entity/variable is defined
isonground( Entity entity )
Returns 1 if the entity is on ground. 0 otherwise
isoutofbounds( Entity entity )
Returns 1 if the entity is out of bounds. 0 otherwise
killclass( String class_name, [ Integer except ] )
Kills everything in the specified class except for the specified entity (optional).
killent( Integer ent_num )
Kill the specified entity.
landminedamage( Entity landmine, Float damage, Float radius )
radius damage at landmine
ldexp( Float x )
Generate number from significand and exponent
letterbox( Float time )
Puts the game in letterbox mode.
leveltransition( String next_map )
Transitions to the next Level. Statistics to Map Loading,does not keep player data or game data.
locprint( Integer xoffset, Integer yoffset, String stuffToPrint )
prints the included message in the specified location of all player's screens
loc_convert_string( String in )
returns a localized version of the string.
log( Float x )
Compute natural logarithm
log10( Float x )
Compute common logarithm
map( String map_name )
Starts the specified map.
md5string( String text )
generates MD5 hash of given text
missionfailed
Makes the player fail their mission,level restarts.
missiontransition( String next_map )
Transitions to the next Mission. Statistics to Main Menu,Next Level should be unlocked.
modf( Float x )
Break into fractional and integral parts
mprint( String string )
Prints a string.
mprintln( String string )
Prints a string. followed by a newline
music( String current, [ String fallback ] )
Sets the current and fallback (optional) music moods.
musicvolume( Float volume, Float fade_time )
Sets the volume and fade time of the music.
netname( Entity player )
Gets player's netname
newhud( [ Entity player ] )
Create a new HUD element. Optionally for a particular client
noncinematic
Turns off cinematic.
pause
Pauses the thread.
PlayMovie( String name )
Play a Movie...
popmenu( Integer index )
pop menu
pow( Float x, Float y )
Raise to power
preg_match( String pattern, String subject )
Searches subject for a match to the regular expression given in pattern.
print( String string )
Prints a string.
print3d( Vector origin, Float scale, String string )
prints a string in 3D space
println( String string )
Prints a string. followed by a newline.
pushmenu( String name )
push menu
radiusdamage( Vector origin, Integer damage, Integer radius, [ Integer constant_damage ] )
radius damage at origin
randomfloat( Float max )
randomfloat
randomint( Integer max )
randomint
registercmd( String name, String label )
Registers a command.
registerev( String eventname, String script )
Registers script callback handler for specified event
releaseplayer
Release the player.
removearchivedclass( String class, [ Integer except_entity_number ] )
Removes all of the simple archived entities in the specified class.
removeclass( String class_name, [ Integer except ] )
Removes everything in the specified class except for the specified entity (optional).
removeent( Integer ent_num )
Removes the specified entity.
restoremusicvolume( Float fade_time )
Restores the music volume to its previous value.
restoresound( Float time, [ Float max_vol ], [ Entity player ] )
Fades the sound in over the given time, optionally to one single player.
max_vol being a 0-1 fraction is the maximum volume.restoresoundtrack
Restores the soundtrack to the previous one.
self
self
server( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Server only command.
setcurrentobjective( Integer objective_number )
Sets the specified objective as the current objective
setcvar( String cvar_name, String value )
Sets the value of the specified cvar.
setlightstyle( Integer lightstyleindex, String lightstyledata )
Set up the lightstyle with lightstyleindex to the specified data
setscoreboardtoggle( String team, Integer value )
Sets the specified team's scoreboard toggle
settimer( Integer interval, String script )
Sets timer that will execute script after given interval.
set_objective_pos( Vector pos )
Sets the position in the world of the current objective
showmenu( String name, [ Integer bForce ] )
show menu,with option to force it on
sighttrace( Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ] )
Performs a trace line from the start to the end, returns 0 if something was hit and 1 otherwise.
sin( Float arg )
Sine of float (expects degrees not radians)
sinh( Float x )
Compute hyperbolic sine
soundtrack( String soundtrack_name )
Changes the soundtrack.
spawn( String entityname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] )
Spawns an entity.
spawn( String entityname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] )
Spawns an entity.
sqrt( Float arg )
Sqrt of float
stopteamrespawn( String team )
Stops a team (anerican, german, both) from spawning in non-wave deathmatches
string( Integer value )
Casts value to a string.
strncpy( Integer bytes, String source )
Returns the copied string with the specified bytes
stuffcmd( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Server only command.
stuffsrv( String string )
Sends command to server
tan( Float arg )
Tangent of float (expects degrees not radians)
tanh( Float x )
Compute hyperbolic tangent
teamwin( String axis_or_allies )
Sets that the 'axis' or the 'allies' have won the map.
team_getscore( String team )
Get a team's current score.
team_setscore( String team, Integer score, [ Integer bAdd ] )
Change/Add score to a team.
thread( String label )
Creates a thread starting at label.
thread( String label )
Creates a thread starting at label.
throw( String label )
Throws to the specified label.
timeout( Float time )
specifies script timeout time
trace( Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ] )
Performs a Trace Line from the start to the end, returns the end or the position it hit at.
traced( Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ], [ Integer mask ] )
Performs a Trace Line from the start to the end, returns the array with detailed results
trigger( String name )
Trigger the specified target or entity.
typeof( Integer variable )
Returns the type of variable
unregisterev( String eventname )
Unregisters script callback handler for specified event
vector_add( Vector vector1, Vector vector2 )
Returns vector1 + vector2.
vector_closer( Vector vec_a, Vector vec_b, Vector vec_c )
returns 1 if the first vector is closer than the second vector to the third vector.
vector_cross( Vector vector1, Vector vector2 )
Returns vector1 x vector2.
vector_dot( Vector vector1, Vector vector2 )
Returns vector1 * vector2.
vector_length( Vector vector )
Returns the length of the specified vector.
vector_normalize( Vector vector )
Returns the normalized vector of the specified vector.
vector_scale( Vector vector1, Float scale_factor )
Returns vector1 * scale_factor.
vector_subtract( Vector vector1, Vector vector2 )
Returns vector1 - vector2.
vector_toangles( Vector vector1 )
Returns vector1 converted to angles.
vector_within( Vector position1, Vector position2, Float distance )
returns 1 if the two points are <= distance apart, or 0 if they are greater than distance apart.
visiongetnaked
Gets players' global current naked-eye vision.
visionsetnaked( String vision_name, [ Float transition_time ] )
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.
wait( Float wait_time )
Wait for the specified amount of time.
waitframe
Wait for one server frame.
activatenewweapon
Activate the new weapon specified by useWeapon. handsurf allows specifying which hand to use for the player
american
Makes the sentient an American.
ammo( String type, Integer amount )
Gives the sentient some ammo.
armor( String type, Integer amount )
Gives the sentient some armor.
blockend
Is the end of the sentient's block.
blockstart
Is the start of the sentient's block.
bloodmodel( String bloodModel )
set the model to be used when showing blood
charge( String hand )
Starts the charging of the weapon in the specified hand
checkanims
Check the animations in the .tik file versus the statefile
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
damagemult( Integer location, Float multiplier )
Sets the damage multiplier for a particular body location
deactivateweapon( String side )
Deactivate the weapon in the specified hand.
dontdropweapons( [ Boolean dont_drop ] )
Make the sentient not drop weapons
dropitems
drops inventory items
fire( [ String hand ], [ String mode ] )
Fires the weapon in the specified hand.
forcedrophealth
Get if the sentient is forced to drop health no matter what level.nodrophealth is.
forcedropweapon
Force the sentient to drop health no matter what level.nodrophealth is.
forcedropweapon
Force the sentient to drop health no matter what level.nodrophealth is.
forcedropweapon
Get if the sentient is forced to drop health no matter what level.nodrophealth is.
forcelandminemeasure
Force a remeasurement to all landmines
german
Makes the sentient a German.
getactiveweap( Integer weaponhand )
gets currently active weapon in a given hand
getnewactiveweap
gets new active weapon
give( String name )
Gives the sentient the targeted item.
givedynitem( String model, String bonename )
Pass the args to the item.
item( String type, Integer amount )
Gives the sentient the specified amount of the specified item.
jumpxy( Float forwardmove, Float sidemove, Float speed )
Makes the sentient jump.
maxgibs( Integer max_number_of_gibs )
Sets the maximum amount of generic gibs this sentient will spawn when hit.
maxmouthangle( Float max_mouth_angle )
Sets the max mouth angle.
meleeattackend
Is the end of the sentient's melee attack.
meleeattackstart
Is the start of the sentient's melee attack.
noshadow
Turns off the shadow for this sentient.
onfire
Called every frame when the sentient is on fire.
pingformines
actively uncover mines nearby.
pophelmet
Pops a sentient's helmet off if he's got one
putawayweapon( String whichHand )
Put away or deactivate the current weapon, whichHand can be left or right.
releasefire( Float fireholdtime )
Releases the attack in the time specified.
reloadweapon( String hand )
Reloads the weapon in the specified hand
sethelmet( String tikifile, Float popspeed, Float dmgmult, String surfacename, String [optional_additional_surface_name] )
Gives the sentient a helmet and sets the needed info for it
setweaponidlestate( Integer state )
set the idle state of the given weapon.
shadow
Turns on the shadow for this sentient.
spawnbloodygibs( [ Integer number_of_gibs ], [ Float scale ] )
Spawns some bloody generic gibs.
stopfire( String hand )
Stops the firing of the weapon in the specified hand.
stoponfire
Stops the sentient from being on fire.
stunend
Is the end of the sentient's stun.
stunstart
Is the start of the sentient's stun.
take( String item_name )
Takes away the specified item from the sentient.
takeall
Clears out the sentient's entire inventory.
team
returns 'german' or 'american'
threatbias( Integer bias )
Sets the threat bias for this player / AI
threatbias( Integer bias )
Sets the threat bias for this player / AI
threatbias
Gets the threat bias for this player / AI
toggleitem
Toggles the use of the player's item (first item if he has multiple)
use( String name, Integer weapon_hand )
Use the specified weapon or item in the hand choosen (optional).
uselast
Activates the last active weapon
useweaponclass( String name, [ Integer weapon_hand ] )
Use the weapon of the specified class in the hand choosen (optional).
weapon( String weapon_modelname )
Gives the sentient the weapon specified.
weaponcommand( String hand, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ] )
Pass the args to the active weapon in the specified hand
noanimlerp
Do not LERP to the next animation
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is[ 0 - 359 ] or - 1 or - 2angle
get the angles of the entity using just one value.
Gets the yaw of the entity or an up and down
direction if newAngle is[ 0 - 359 ] or - 1 or - 2angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is[ 0 - 359 ] or - 1 or - 2angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )
set the angles of the entity to newAngles.
angles
get the angles of the entity.
angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )
set the angles of the entity to newAngles.
centroid
entity's centroid
forwardvector
get the forward vector of angles
leftvector
get the left vector of angles
origin( Vector newOrigin )
Set the origin of the entity to newOrigin.
origin
entity's origin
origin( Vector newOrigin )
Set the origin of the entity to newOrigin.
rightvector
get the right vector of angles
target( String targetname_to_target )
target another entity with targetname_to_target.
target
entity's target
target( String targetname_to_target )
target another entity with targetname_to_target.
targetname( String targetName )
set the targetname of the entity to targetName.
targetname
entity's targetname
targetname( String targetName )
set the targetname of the entity to targetName.
upvector
get the up vector of angles
active
make the SinkObject active, so that it will respond to players touching it.
dampening( Float newDampening )
dampening of SinkObject.
delay( Float delay )
Delay until SinkObject starts falling.
doTouch( Entity touchingEntity )
sent to entity when touched.
limit( Float newLimit )
maximum displacement of the SinkObject.
notactive
make the SinkObject not active, so that it won't respond to players touching it.
reset
Reset the SinkObject right now.
resetdelay( Float newResetDelay )
Delay between when sinkobject starts resetting.
resetsound( String newResetSound )
Sound played when sinkobject is resetting.
resetspeed( Float newResetspeed )
Speed at which SinkObject resets itself, defaults to 0.002 * speed.
sinksound( String newSinkSound )
Sound played when sinkobject is sinking.
speed( Float speed )
Speed at which SinkObject starts falling.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is[ 0 - 359 ] or - 1 or - 2doclose
Closes the door (special doors).
doopen( Entity other )
Opens the door (special doors).
lip( Float lip )
Sets the lip of the sliding door.
speed( Float speed )
Sets the speed of the sliding door.
bouncefactor( Float factor )
sets how far smoke volumes bounce when they collide with something
fadedelay( Float time )
sets how long the entity waits until fading out from 1 alpha to 0 alpha, in seconds
fadein( Float time )
sets fadein time from 0 alpha to 1 alpha, in seconds
life( Float life )
sets how long the smoke emitter lives
maxalpha( Float alpha )
sets maximum opacity of an individual smoke particle, in 0-1 range
offset( Float offset_x, Float offset_y, Float offset_z )
sets offset of the smoke volume from the entity
scale( Float scale )
sets initial scale of each smoke volume
scalerate( Float rate )
sets how fast the smoke volume grows
spawnlife( Float life )
sets how long each smoke volume lives
spawnrate( Float rate )
sets how many smoke volumes are spawned per second
spin( Float avel )
sets the number of rotations per second for this entity around its z axis
velocity( Float vel_x, Float vel_y, Float vel_z )
sets how fast the smoke volume moves away, with x forward and z up
addmusictrigger
Add a new music trigger where the player is standing.
addrandomspeaker
Add a new sound where the player is standing.
addreverbtrigger
Add a new reverb trigger where the player is standing.
addspeaker
Add a new sound where the player is standing.
delete
Delete the current sound.
globaltranslate( Vector translate_amount )
Translates all sounds and triggers by specified amount.
hide
Hides the sounds.
moveplayer
Move the player to the current sound position.
next
Go to the next sound.
prev
Go to the previous sound.
previewreverb
Test out the current reverb settings.
replace
Replace the current sound position with the player's.
reset
Resets the state of all sounds and triggers.
resetreverb
reset the reverb settings to a normal.
save
Saves the sounds.
show( [ Entity path ] )
Show all the sounds.
switchfacet
Switch the current facet that we are editing.
updateinput
Updates the current sound with user interface values.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is[ 0 - 359 ] or - 1 or - 2attackmode( Integer attackmode )
Sets the attackmode for this spawn entity.
doActivate( Entity activatingEntity )
General trigger event for all entities
modelname( String model_name )
Sets the model name for this spawn entity.
pickup_thread( String threadName )
Sets the pickup thread for the spawned entity.
spawnchance( Float spawn_chance )
Sets the chance that this spawned entity will spawn something when killed, if it is an actor.
spawnitem( String spawn_item_name )
Adds this named item to what will be spawned when this spawned entity is killed, if it is an actor.
spawntarget( String spawntarget )
Sets spawn target for this spawn entity.
spawntargetname( String spawntargetname )
Sets spawn target name for this spawn entity.
fadetime( Float fadeTime )
Sets the fadetime at this node.
fov( Float cameraFOV )
Sets the fov at this node.
loop( String loop_name )
Sets the loop name.
speed( Float speed )
Sets the path speed.
SplinePath_create
Creates the spline path from the target list.
triggertarget( String target )
Sets the trigger target.
watch( String watchEntity )
Sets the entity to watch at this node.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is[ 0 - 359 ] or - 1 or - 2
ActivateSound( String ActivateSound )
BlowUp
DestroyModel( String DestroyModel )
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
Explode
Cause the explosion to happen.
explosioneffect( String effectModel )
Set the explosion effect model
ExplosionSound( String ExplosionSound )
Radius( Float Radius )
SetDamage( Float Damage )
setthread( String thread )
Set the thread to execute when this object is used
setusethread( String thread )
Set the thread to execute when this object is used
StopWatchDuration( Float StopWatchDuration )
TickSound( String TickSound )
triggered( Integer triggered )
Set the triggered status (0 or 1)
UsedModel( String UsedModel )
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
stickybombwet
doTouch( Entity touchingEntity )
sent to entity when touched.
pickup( Entity entity, String tag_name )
Picks up this throw object and attaches it to the entity.
pickupoffset( Vector pickup_offset )
Sets the pickup_offset.
throw( Entity owner, Float speed, Entity targetent, [ Float grav ] )
Throw this throw object.
throwsound( String throw_sound )
Sets the sound to play when object is thrown.
bouncesound( String sound )
When bouncing, what sound to play on impact
bouncesoundchance( Float chance<0.00...1.00> )
When bouncing, the chance that the bounce sound will be played
doTouch( Entity touchingEntity )
sent to entity when touched.
stopped
sent when entity has stopped bouncing for MOVETYPE_TOSS.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
AlliesObjNum( Integer AlliesObjNum )
Sets the objective number for the allies team
AxisObjNum( Integer AxisObjNum )
Sets the objective number for the axis team
ControlledBy
Objective controller
ControlledBy( Integer ControlledBy )
Sets the team controlling the objective
initialize
Initialize object
SetCurrent( Integer TeamNum )
Set this objective as the current objective for the specified team.
TakeOver( Integer TeamNum )
Sets the team controlling the objective. 0 = Axis, 1 = Allies
activatetrigger( Entity triggering_entity )
Activates all of the targets for this trigger.
activator
Get's entity who last activated this trigger.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is[ 0 - 359 ] or - 1 or - 2cnt( Integer count )
Set the amount of times this trigger can be triggered
cone( Float newTriggerCone )
Sets the cone in which directed triggers will trigger.
delay( Float delay_time )
Set the delay time (time between triggering and firing) for this trigger
doActivate( Entity activatingEntity )
General trigger event for all entities
doTouch( Entity touchingEntity )
sent to entity when touched.
edgetriggered( Boolean newEdgeTriggered )
If true, trigger will only trigger when object enters trigger, not when it is inside it.
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
message( String message )
Set a message to be displayed when this trigger is activated
model( Entity modelName )
set the model to modelName.
multifaceted( Integer facetDirection )
Make this trigger multifaceted. If facet is 1, than trigger is North/South oriented.
If facet is 2 than trigger is East/West oriented. If facet is 3 than trigger is Up/Down oriented.noise( String sound )
Set the sound to play when this trigger is activated
nottriggerable
Turn this trigger off
setthread( String thread )
Set the thread to execute when this trigger is activated
sound( String sound )
Set the sound to play when this trigger is activated
triggerable
Turn this trigger back on
triggerthread
Start the trigger thread.
wait( Float wait_time )
Set the wait time (time bewteen triggerings) for this trigger
doActivate( Entity activatingEntity )
General trigger event for all entities
doTouch( Entity touchingEntity )
sent to entity when touched.
maxs( Vector maxs )
Sets the maximum bounds of the trigger box.
mins( Vector mins )
Sets the minimum bounds of the trigger box.
triggername( String targetname_of_object )
If set, trigger will only respond to objects with specified name.
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
map( String map_name )
Sets the map to change to when triggered.
spawnspot( String spawn_spot )
Sets the spawn spot to use.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
model( Entity modelName )
set the model to modelName.
activatetrigger( Entity triggering_entity )
Activates all of the targets for this trigger.
damage( Integer damage )
Sets the amount of damage to do.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
oneshot
Make this a one time trigger.
powerupname( String powerup_name )
Specifies the powerup to give to the sentient.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
damage( Integer damage )
Sets the amount of damage to do.
damagetype( String damageType )
Sets the type of damage a TriggerHurt delivers.
doTouch( Entity touchingEntity )
sent to entity when touched.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
damageable( Boolean isDamageable )
Makes the trigger able to take damage, but it is up to the script to watch this damage
isabandoned( Entity owner )
Returns true if the owner has abandoned the mine
isimmune( Entity owner )
Returns true if the given entity is immune to this landmine
altcurrent( String alternate_current_mood )
Sets the alternate current mood to use when triggered.
altfallback( String alterante_fallback_mood )
Sets the alternate fallback mood to use when triggered.
current( String current_mood )
Sets the current mood to use when triggered.
fallback( String fallback_mood )
Sets the fallback mood to use when triggered.
oneshot
Make this a one time trigger.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
triggereffectalt( Entity triggering_entity )
Send event to owner of trigger. This event is only triggered when using a trigger
as a multi-faceted edge trigger.
doTouch( Entity touchingEntity )
sent to entity when touched.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
channel( Integer channel )
Sets the sound channel to play on.
min_dist( Float min_dist )
Sets the minimum distance.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
volume( Float volume )
Sets the volume.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is[ 0 - 359 ] or - 1 or - 2speed( Float speed )
Set the push speed of the TriggerPush
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
speed( Float speed )
Set the speed.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
altreverblevel( Float reverbLevel )
Sets the reverb level to be used when triggered.
altreverbtype( Integer reverbType )
Sets the reverb type.
oneshot
Make this a one time trigger.
reverblevel( Float reverbLevel )
Sets the reverb level to be used when triggered.
reverbtype( Integer reverbType )
Sets the reverb type.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
triggereffectalt( Entity triggering_entity )
Send event to owner of trigger. This event is only triggered when using a trigger
as a multi-faceted edge trigger.
savename( String name )
Sets the name which is appended to the world.message for this specific autosave
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
aibulletspread( Float bulletSpreadX, Float bulletSpreadY )
Set the spread of the bullets in the x and y axis
burstFireSettings( Float mintime, Float maxtime, Float mindelay, Float maxdelay )
Sets the settings for burst mode firing
clearAimTarget( [ String target ] )
Makes the turret aim at an entity
convergeTime( Float time )
Sets the convergence time
dojitter( [ Float jitterAmount ] )
Apply the jitter without firing
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
idleCheckOffset( Vector offset )
Sets the offset to trace to for collision checking when idling
item_droptofloor
Drops the item to the ground.
maxIdlePitch( Float offset )
Sets the offset to trace to for collision checking when idling
maxIdleYaw( Float offset )
Sets the offset to trace to for collision checking when idling
maxuseangle( Float maxuseangle )
Set max use angle to allow player to mount the turret.
maxYawOffset( Float maxoffset )
Sets the max yaw offset from the turrets central facing direction
pitchCaps( Vector caps )
Sets the pitch caps for the turret. First number is upward cap, second is downward cap, and the third just makes it nice little vector
pitchSpeed( Float speed )
Sets the turret's pitch speed
psetviewangles( Vector offset )
Sets the view angles.
setAimOffset( Vector offset )
Makes the turret aim with specified offset
setAimTarget( [ String target ] )
Makes the turret aim at an entity
setPlayerUsable( Integer state )
Sets wether the turret can be used by players. 0 means no, 1 means yes.
setthread( String value )
Sets the name of the thread called when a player uses the turret
setusable( Integer state )
Sets wether the turret can be used as a weapon. 0 means no, 1 means yes.
shoot( [ String mode ] )
Shoot the weapon
startFiring
Makes the turret start shooting
startyaw( Float startyaw )
Sets the yaw to be used as the center of our allowed turn arc.
stopFiring
Makes the turret stop shooting
suppressHeight( Float radius )
Sets the vertical radius of suppression fire
suppressTime( Float time )
Sets the suppression time
suppressWaitTime( Float time )
Sets the suppression wait nonfiring time before turret returns to default position
suppressWidth( Float radius )
Sets the horizontal radius of suppression fire
targettype
Gets the target type
targettype( String value )
Sets the target type to be none, any, or player
targettype( String value )
Sets the target type to be none any, or player
turnSpeed( Float speed )
Sets the turret's turn speed
userdistance( Float dist )
Sets the distance the user should be placed at while using this turret
viewangles
get the angles of the entity.
viewangles( Vector newAngles )
set the view angles of the entity to newAngles.
viewjitter( Float amount )
Sets the amount that the owner's view should be jittered when fired
viewOffset( Vector offset )
Sets the view offset to use for the turret
yawCenter( Float yaw )
Sets the yaw for the center of the turret's turning arc
anim( String animName )
set the animation to use for player.
camera( String cameraPosition )
set the camera to use when in this animation.
topdown, behind, front, side, behind_fixed, side_left, side_rightcount( Integer newCount )
Sets how many times the UseAnim can be triggered.
doTouch( Entity touchingEntity )
sent to entity when touched.
key( String keyName )
set the key needed to make this UseAnim function.
num_loops( Integer loopCount )
set the number of times to loop an animation per use.
setthread( String label )
Sets which thread to use when this UseAnim is triggered.
state( String stateName )
set the state to use for the player.
triggertarget( String targetname )
Sets what should be triggered, when this UseAnim is triggered.
anim( String animName )
set the animation to use for player.
num_loops( Integer loopCount )
set the number of times to loop an animation per use.
state( String stateName )
set the state to use for the player.
activate
Allow the useobject to be used.
cone( Float newCone )
Sets the cone in angles of where the Useobject can be used.
count( Integer newCount )
Sets how many times the UseObject can be triggered.
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
damage_type( String newDamageType )
Sets what kind of damage is needed to activate the trigger.
deactivate
Do not allow the useobject to be used.
move_thread( String label )
Sets which move thread to use when this UseObject has finshed looping.
offset( Vector newOffset )
Sets the offset to use for this UseObject.
reset_thread( String label )
Sets which thread to call when resetting.
reset_time( Float newResetTime )
Sets the time it takes for the UseObject to reset itself.
state( String newState )
Sets the state to use for this UseObject.
state_backwards( String newState )
Sets the backward state to use for this UseObject.
stop_thread( String label )
Sets which stop thread to use when this UseObject is finished.
triggertarget( String targetname )
Sets what should be triggered, when this UseObject is triggered.
usematerial( String nameOfUseMaterial )
the name of the material that glows when active.
yaw_offset( Float newYawOffset )
Sets the yaw offset to use for this UseObject.
AnimationSet( String animset )
Sets the Animation Set to use.
AttachDriverSlot( Integer slot, Entity entity )
Attaches an entity to the specified slot.
AttachPassengerSlot( Integer slot, Entity entity )
Attaches an entity to the specified slot.
AttachTurretSlot( Integer slot, Entity entity )
Attaches an entity to the specified slot.
back_mass( Float weight )
Sets the mass of the back of the vehicle
BounceBackwardsVelocity( Integer bStayFullSpeed )
For vehicles on rails that are moving backwards, reverse our velocity. (Optionally pass bStayFullSpeed to keep vehicle at full speed after the bounce)
BounceForwardsVelocity
For vehicles on rails that are moving forwards, reverse our velocity.
canjump( Boolean jumpable )
Sets whether or not the vehicle can jump
canuse( Entity entity )
Returns 1 if passed entity can 'use' this vehicle.
collisionent
Gets the Collision Entity
collisionent( Entity entity )
Gets the Collision Entity
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
damagesounds( Integer on_off )
Makes the vehicle play damaged sounds.
DetachDriverSlot( Integer slot, [ Vector exit_position ] )
Detaches an entity to the specified slot.
DetachPassengerSlot( Integer slot, [ Vector exit_position ] )
Detaches an entity to the specified slot.
DetachTurretSlot( Integer slot, [ Vector exit_position ] )
Detaches an entity to the specified slot.
doBlocked( Entity obstacle )
sent to entity when blocked.
doTouch( Entity touchingEntity )
sent to entity when touched.
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
drivable
Make the vehicle drivable
drive( Vector position, Float speed, Float acceleration, Float reach_distance, Float look_ahead, [ Vector alternate_position ] )
Makes the vehicle drive to position with speed and acceleration until reached_distance close to position
driveNoWait( Vector position, Float speed, Float acceleration, Float reach_distance )
Makes the vehicle drive to position with speed and acceleration until reached_distance close to position, thread doesn't wait
explosionmodel( String model )
Sets the TIKI to call when the vehicle dies.
front_mass( Float weight )
Sets the mass of the front of the vehicle
fullstop
Make the Vehicle Stop Moving... Completely!
immediateremove
Removes this listener immediately.
lock
Sets the vehicle to be locked
lockmovement
The Vehicle cannot move.
maxuseangle( Float maxuseangle )
Set max use angle to allow player to mount the turret.
model( Entity modelName )
set the model to modelName.
modifydrive( Float desired_speed, Float acceleration, Float look_ahead )
Modifys the parameters of the current drive.
moveanim( String anim_name )
move the vehicle with an animation
name( String vehicleName )
Set the name for the vehicle
nextdrive( Entity next_path )
appends the specified path to the current path
pathDrivable( Boolean pathDrivable )
Make the vehicle drivable along a path
projectilevulnerable( [ Integer number_of_hits ] )
Make vehicle vulnerable to being one-shot by projectiles. If number_of_hits is given, it will take this many shots.
QueryDriverSlotAngles( Integer slot )
Returns the angles of the specified slot on the vehicle.
QueryDriverSlotEntity( Integer slot )
Returns an entity at the specified slot.
QueryDriverSlotPosition( Integer slot )
Returns the position of the specified slot on the vehicle.
QueryDriverSlotStatus( Integer slot )
Returns the status of the specified slot on the vehicle.
QueryFreeDriverSlot
Returns a number that represents the first free driver slot on the vehicle.
QueryFreePassengerSlot
Returns a number that represents the first free passenger slot on the vehicle.
QueryFreeTurretSlot
Returns a number that represents the first free turret slot on the vehicle.
QueryPassengerSlotEntity( Integer slot )
Returns an entity at the specified slot.
QueryPassengerSlotPosition( Integer slot )
Returns the position of the specified slot on the vehicle.
QueryPassengerSlotStatus( Integer slot )
Returns the status of the specified slot on the vehicle.
QuerySpeed( Float speed )
Returns the current speed of the vehicle.
QueryTurretSlotEntity( Integer slot )
Returns an entity at the specified slot.
QueryTurretSlotPosition( Integer slot )
Returns the position of the specified slot on the vehicle.
QueryTurretSlotStatus( Integer slot )
Returns the status of the specified slot on the vehicle.
removeondeath( Integer removeondeath )
If set to a non-zero value, vehicles will not be removed when they die
runsounds( Integer on_off )
Makes the vehicle play running sounds.
seatanglesoffset( Vector angles )
Set the angles offset of the seat
seatoffset( Vector offset )
Set the offset of the seat
setcollisionentity( Entity entity )
Sets the Collision Entity.
setsoundparameters( Float min_speed, Float min_pitch, Float max_speed, Float max_pitch )
Sets the Sound parameters for this vehicle
setvolumeparameters( Float min_speed, Float min_volume, Float max_speed, Float max_volume )
Sets the Volume parameters for this vehicle
setweapon( String weaponname )
Set the weapon for the vehicle
showweapon
Set the weapon to be show in the view
skidding( Integer on_off )
Makes the vehicle skid around corners.
SoundSet( String soundset )
Sets the Sound Set to use.
spawnturret( Integer slot, String tikifile )
Spawns a turret with the specified model and connects it to the specified slot
start
Initialize the vehicle.
steerinplace
Set the vehicle to turn in place
stop
Make the Vehicle Stop Moving... FULL BREAKS!
stopatend
Makes the vehicle slow down to a complete stop at the end of the path.
StopBackwardsVelocity
Stops any backwards motion for vehicles on rails.
turnrate( Float rate )
Set the turning rate of the vehicle
undrivable
Make the vehicle undrivable
unlock
Sets the vehicle to be unlocked
unlockmovement
The Vehicle can move again.
vehicleanim( String anim_name, [ Float weight ] )
Sets an animation to use in the LD Animation slot.
Weight defaults to 1.0vehiclebouncy( Float bouncycoef )
Sets the Bouncy Coefficient for the shocks.
vehicledestroyed
Driver is dead
vehicledrag( Float size )
Sets the Drag Factor
vehicleinit
Initialized the Vehicle as the specified file
vehiclemass( Float weight )
Sets the mass of the vehicle (backmass = frontmass = mass/2)
vehicleradius( Float size )
Sets the radius of the wheels
vehicleRoll( Float min, Float max, Float coef )
Sets the Roll min and max and the acceleration coefficient for the shocks.
vehiclerollingresistance( Float size )
Sets the radius of the wheels
vehiclespeed( Float speed )
Set the speed of the vehicle
vehiclespringy( Float springycoef )
Sets the Springy Coefficient for the shocks.
vehicletread( Float size )
Sets the size of the wheels
VehicleWheelCorners( Vector size, Vector offset )
Sets the wheel trace corners.
vehicleYaw( Float min, Float max, Float coef )
Sets the Yaw min and max and the acceleration coefficient for the shocks.
vehicleZ( Float min, Float max, Float coef )
Sets the Z min and max and the acceleration coefficient for the shocks.
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
owner
owner
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
spawnflags( Integer spawn_flags )
Sets the spawn flags.
vehiclesoudnentity_updatetraces
Updates the traces of a Vehicle Sound Entity
vehiclesoundentity_post
PostSpawn of a Vehicle Sound Entity
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
aimoffset( Vector value )
Adjust aiming angles by offset.
aimtolerance( Vector caps )
Sets a tolerance for the angles.
collisionent
Gets the Collision Entity
collisionent( Entity entity )
Sets the Collision Entity
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
firewarmupdelay( Float value )
Set the warmup delay before use after mounting the weapon.
item_droptofloor
Drops the item to the ground.
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
lock
The turret cannot be used.
playreloadsound
Play the turret reload sound.
reloaddelay( Float value )
Set a delay that implies a reload. Will also play a sound
reloadshots( Integer value )
Set the number of shots fired before forcing a reload
removeondeath( Integer removeondeath )
If set to a non-zero value, vehicles will not be removed when they die
setbaseentity( Entity base_entity )
Sets the base entity to take its orientation from.
setcollisionentity( Entity entity )
Sets the Collision Entity.
settargetentity( Entity ent )
Set the entity to point the turret at visually.
SoundSet( String soundset )
Sets the Sound Set to use.
unlock
The turret can be used.
warmupdelay( Float value )
Set the warmup delay before use after mounting the weapon.
linkturret( String name )
Sets the next turret in the link.
setswitchthread( String thread )
Set the thread to execute when turret is switched
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
donedeath
Makes the view jitter only happen once
duration( Float time )
Sets the length of time it should last. 0 will be instantanious
edgeeffect( Float fraction )
Sets the fraction of the jitter to apply at the max radius
jitteramount( Vector jitterangles )
Sets the jitter angles to apply to the player
radius( Float radius )
Sets the max radius of the view jitter. 0 affects all
timedecay( Vector decayrate )
Sets jitter decay per second
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
viewangles( Float pitch<0.00...360.00>, Float yaw<0.00...360.00>, Float roll<0.00...360.00> )
Set the angles of the current viewthing
viewanimate
Cycle through the animations modes of the current viewthing
No Animation
Animation with no motion
Animation with looping motion
Animation with motion
viewattach( String tagname, String model )
Attach a model the the specified tagname
viewdelete
Delete the current viewthing
viewdeleteall
Delete all viewthings
viewdetach
Detach the current viewthing from its parent
viewdetachall
Detach all the models attached to the current viewthing
viewmodel( String viewthingModel )
Set the model of the current viewthing
viewnext
Advance to the next frame of animation of the current viewthing
viewnextanim
Advance to the next animation of the current viewthing
vieworigin( Float x, Float y, Float z )
Set the origin of the current viewthing
viewpitch( Float pitch )
Set the pitch of the current viewthing
viewprev
Advance to the previous frame of animation of the current viewthing
viewprevanim
Advance to the previous animation of the current viewthing
viewroll( Float roll )
Set the roll of the current viewthing
viewscale( Float scale )
Set the scale of the current viewthing
viewscaledown
Decrease the scale of the current viewthing
viewscaleup
Increase the scale of the current viewthing
viewsetanim( Float animNum )
Set the animation absolutely based off a floating point value
viewspawn( String model )
Create a viewthing with the specified model
viewthingnext
Change the active viewthing to the next viewthing
viewthingprev
Change the active viewthing to the previous viewthing
viewyaw( Float yaw )
Set the yaw of the current viewthing
viewangles( Float pitch<0.00...360.00>, Float yaw<0.00...360.00>, Float roll<0.00...360.00> )
Set the angles of the current viewthing
viewanimate
Cycle through the animations modes of the current viewthing
No Animation
Animation with no motion
Animation with looping motion
Animation with motion
viewattach( String tagname, String model )
Attach a model the the specified tagname
viewdelete
Delete the current viewthing
viewdetach
Detach the current viewthing from its parent
viewdetachall
Detach all the models attached to the current viewthing
viewlastframe
Called when the view things last animation frame is displayed.
viewmodel( String viewthingModel )
Set the model of the current viewthing
viewnext
Advance to the next frame of animation of the current viewthing
viewnextanim
Advance to the next animation of the current viewthing
vieworigin( Float x, Float y, Float z )
Set the origin of the current viewthing
viewpitch( Float pitch )
Set the pitch of the current viewthing
viewprev
Advance to the previous frame of animation of the current viewthing
viewprevanim
Advance to the previous animation of the current viewthing
viewroll( Float roll )
Set the roll of the current viewthing
viewsavesurfaces
Called after the model is spawned to save off the models original surfaces.
viewscale( Float scale )
Set the scale of the current viewthing
viewscaledown
Decrease the scale of the current viewthing
viewscaleup
Increase the scale of the current viewthing
viewsetanim( Float animNum )
Set the animation absolutely based off a floating point value
viewthing_think
Called every frame to process the view thing.
viewyaw( Float yaw )
Set the yaw of the current viewthing
additionalstartammo( String ammotype, Integer amount )
Gives some additional start ammo of the specified type
airange( String airange )
Set the range of this gun for the ai: short, medium, long, sniper
ai_event( [ String type ], [ Float radius ] )
Let the AI know that this entity made a sound,
type is a string specifying what type of sound it is.
radius determines how far the sound reaches.ammopickupsound( String name )
sets the weapon's ammo pickup sound alias
ammorequired( Integer amount )
Set the amount of ammo this weapon requires to fire
ammotype( String name )
Set the type of ammo this weapon uses
ammo_in_clip( Integer ammoInClip )
Set the amount of ammo in the clip
anim( String animName )
Exec anim commands on server or client.
attachtohand( String weapon_hand )
Attaches an active weapon to the specified hand
autoaim
Turn on auto aiming for the weapon
autoputaway( Boolean bool )
Set the weapon to be automatically put away when out of ammo
bulletcount( Float bulletCount )
Set the number of bullets this weapon shoots when fired
bulletdamage( Float bulletDamage )
Set the damage that the bullet causes
bulletknockback( Float bulletKnockback )
Set the knockback that the bullet causes
bulletlarge( Integer bulletType )
Set if the bullets fired are rifle bullets(1), artillery(2) or larger tracers(3)
bulletrange( Float bulletRange )
Set the range of the bullets
bulletspread( Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] )
Set the min & optional max spread of the bullet in the x and y axis
cantpartialreload
Prevents the weapon from being reloaded part way through a clip
clipsize( Integer ammoClipSize )
Set the amount of rounds a clip of the weapon holds
clip_add( Integer ammoAmount )
Add to the weapons ammo clip with ammo from its owner
clip_empty
Empties the weapon's clip of ammo,returning it to the owner
clip_fill
Fills the weapons ammo clip with ammo from its owner
cooktime( Float cooktime )
sets weapons cook time.
crosshair( Boolean bool )
Turn on/off the crosshair for this weapon
dmammorequired( Integer amount )
Set the amount of ammo this weapon requires to fire
dmbulletcount( Float bulletCount )
Set the number of bullets this weapon shoots when fired
dmbulletdamage( Float bulletDamage )
Set the damage that the bullet causes
dmbulletrange( Float bulletRange )
Set the range of the bullets
dmbulletspread( Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] )
Set the min & optional max spread of the bullet in the x and y axis
dmcantpartialreload
Prevents the weapon from being reloaded part way through a clip for DM
dmcrosshair( Boolean bool )
Turn on/off the crosshair for this weapon
dmfiredelay( Float fFireDelay )
Set the minimum time between shots from the weapon
dmfirespreadmult( Float scaleadd, Float falloff, Float cap, Float maxtime )
Sets a time decayed multiplyer to spread when the weapon is fired
dmmovementspeed( Float speedmult )
Alters the movement speed of the player when he has the weapon out
dmprojectile( String projectileModel )
Set the model of the projectile that this weapon fires
dmstartammo( Integer amount )
Set the starting ammo of this weapon
dmzoomspreadmult( Float scale )
Sets the spread multiplier for when using the zoom on a zooming weapon
donefiring
Signals the end of the fire animation
donereloading
Signals the end of the reload animation
fallingangleadjust
Adjusts the weapons angles as it falls to the ground
firedelay( Float fFireDelay )
Set the minimum time between shots from the weapon
firespreadmult( Float scaleadd, Float falloff, Float cap, Float maxtime )
Sets a time decayed multiplyer to spread when the weapon is fired
firetype( String firingType )
Set the firing type of the weapon (projectile or bullet)
holsterangles( Vector angles )
Set the angles of this weapon when it is holstered
holsteroffset( Vector offset )
Set the positional offset when it is holstered
holsterscale( Float scale )
Set the scale of this weapon when it is holstered
holstertag( String tagname )
Set the name of the tag to attach this to when the weapon is holstered.
idle
Puts the weapon into an idle state
idleinit
Puts the weapon into an idle state and clears all the anim slots
item_pickup( Entity item )
Pickup the specified item.
loopfire
Makes the weapon fire by looping the fire animation.
mainattachtotag( String tagname )
Set the name of the tag to attach this to it's owner when being used.
makenoise( [ Float noise_radius ], [ Boolean force ] )
Makes the weapon make noise that actors can hear.
maxchargetime( Integer time )
Set the maximum time the weapon may be charged up
maxfiremovement( Float speedmult )
Sets the max speed the player can be moving to fire the weapon (fraction of weapon's running speed)
maxmovementsound( String name )
sets the weapon's movement fire prevention sound alias
maxrange( Float maxRange )
Set the maximum range of a weapon so the AI knows how to use it
meansofdeath( String meansOfDeath )
Set the meansOfDeath of the weapon.
minchargetime( Integer time )
Set the minimum time the weapon must be charged up
minrange( Float minRange )
Set the minimum range of a weapon so the AI knows how to use it
movementspeed( Float speedmult )
Alters the movement speed of the player when he has the weapon out
noammosound( String name )
sets the weapon's dry fire sound alias
notdroppable
Makes a weapon not droppable
numfireanims( Integer value )
Sets the number of fire animations this weapon uses.
offhandattachtotag( String tagname )
Set the name of the tag to attach this to it's owner's off hand.
overcooked
used when the cookable weapon has been over cooked.
overcooked_warning
causes a warning sound to play that the grenade is about to be overcooked.
projectile( String projectileModel )
Set the model of the projectile that this weapon fires
quiet
Makes the weapon make no noise.
range( Float range )
Set the range of the weapon
rank( Integer iOrder, Integer iRank )
Set the order value and power ranking for the weapon
ready
Signals the end of the ready animation so the weapon can be used
secondary( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ], [ String arg8 ] )
Set the secondary mode of the weapon, by passing commands through
secondaryammoinhud
Makes the weapon show its secondary ammo to the hud.
semiauto
Sets the weapon to fire semi-auto
setaimanim( String aimAnimation, Integer aimFrame )
Set the aim animation and frame for when a weapon fires
setcurrentfireanim( Integer value )
Sets the current firing animation.
shareclip( Integer shareClip )
Sets the weapon to share the same clip between all fire modes
shoot( [ String mode ] )
Shoot the weapon
startammo( Integer amount )
Set the starting ammo of this weapon
startingammotoowner
Internal event used to give ammo to the owner of the weapon
startitem( String itemname )
Adds an item to the starting loadout of the weapon
throughmetal( Float dist )
Sets how far the bullets can go through metal
throughwood( Float dist )
Sets how far the bullets can go through wood
tracerfrequency( Float frequenct )
Set the frequency of making tracers
tracerspeed( Float speed )
Scale factor of how fast a tracer should travel (valid ranges 0-2)
usenoammo( Boolean bool )
Set the weapon to be able to be used when it's out of ammo
viewkick( Float pitchmin, Float pitchmax, [ Float yawmin ], [ Float yawmax ] )
Adds kick to the view of the owner when fired.
weapongroup( String weapon_group )
Sets the weapon group, a set of animations for actor animations scripts to use
weapontype( String weapon_type )
Sets the weapon type
worldhitspawn( String modelname )
Set a model to be spawned when the weapon strikes the world->
zoom( Integer zoomfov, [ Integer autozoom ] )
Sets fov to zoom to on a secondary fire
zoommovement( Float speedmult )
Sets the max speed the player can move while zoomed (fraction of weapon's running speed)
zoomspreadmult( Float scale )
Sets the spread multiplier for when using the zoom on a zooming weapon
damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
general damage event used by all entities
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
debristype( Integer type )
Sets the debris type of the Window
killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )
event which is sent to an entity once it as been killed
Location values:
-1 General
0 Pelvis
1 Lower Torso
2 Mid Torso
3 Upper Torso
4 Neck
5 Head
6 RUpperArm
7 RForearm
8 RHand
9 LUpperArm
10 LForearm
11 LHand
12 RThigh
13 RCalf
14 RFoot
15 LThigh
16 LCalf
17 LFoot
ai_visiondistance( Float vision_distance )
Sets the default AI Vision Distance
animated_farplane( Float farplaneStart, Float farplaneEnd, Float ZStart, Float ZEnd )
Set the distance of the far clipping plane based on a farplane range and a Z range
animated_farplane_bias( Float biasStart, Float biasEnd, Float ZStart, Float ZEnd )
Set the bias of the far clipping plane based on a bias range and a Z range
animated_farplane_color( Vector colorStart, Vector colorEnd, Float ZStart, Float ZEnd )
Set the color of the far clipping plane based on a color range and a Z range
farclipoverride( Float farclipoverride )
Override the min config default for the far clip distance
farplane( Float farplaneDistance )
Set the distance of the far clipping plane
farplane
Get the distance of the far clipping plane
farplane( Float farplaneDistance )
Set the distance of the far clipping plane
farplaneclipcolor( Vector farplaneclipcolor )
Override the fog color for the min config
farplane_bias( Float farplaneDistanceBias )
Set the distance bias of the far clipping plane
farplane_bias( Float farplaneDistanceBias )
Set the distance bias of the far clipping plane
farplane_bias
Get the distance bias of the far clipping plane
farplane_color( Vector farplaneColor )
Set the color of the far clipping plane fog
farplane_color( Vector farplaneColor )
Set the color of the far clipping plane fog
farplane_color
Get the color of the far clipping plane fog
farplane_cull( Integer farplaneCull )
Whether or not the far clipping plane should cull things out of the world
0 - no cull
1 - normal cull
2 - cull but no bsp cullingget_render_terrain
Get the render terrain switch
gravity( Float worldGravity )
Set the gravity for the whole world.
lavaalpha( Float lavaAlpha )
Set the alpha of lava screen blend
lavacolor( Vector lavaColor )
Set the color of lava screen blend
message( String worldMessage )
Set a message for the world
nextmap( String nextMap )
Set the next map to change to
northyaw( Float yaw )
Sets the yaw direction that is considered to be north
render_terrain( Boolean render_terrain )
Set to draw or not draw terrain
skyalpha( Float newAlphaForPortalSky )
Set the alpha on the sky
skybox_farplane( Float farplaneDistance )
Set the distance of the skybox far clipping plane
skybox_farplane
Get the distance of the skybox far clipping plane
skybox_farplane( Float farplaneDistance )
Set the distance of the skybox far clipping plane
skybox_speed( Float speed )
Set the speed of the skybox
skybox_speed( Float speed )
Set the speed of the skybox
skybox_speed
Get the speed of the skybox
skyportal( Boolean newSkyPortalState )
Whether or not to use the sky portal at all
soundtrack( String MusicFile )
Set music soundtrack for this level.
wateralpha( Float waterAlpha )
Set the alpha of the water screen blend
watercolor( Vector waterColor )
Set the watercolor screen blend