Legend
variable meaning
state True/False (1/0)
m distance, range [m]

Scripting Commands for Multiplayer[edit | edit source]

token values dedi
HUMAN_SetAnim
HUMAN_SetAnim("anim1", 500, 500, 1);
string - animation name
num - blend time [ms]
num - cancel time [ms]
bool - loop [true/false]
_MP_IsItemInTeamInventory
_MP_IsItemInTeamInventory(1, 280, documents)
bool - teamID [true/false]

num - itemID

string - frame

_MP_IsTeamMemberInRange

_MP_IsTeamMemberInRange(1, 20);

num - teamID

num - range [m]

?
_MP_AllTeamMembersAreInRange

_MP_AllTeamMembersAreInRange(1, 20);

num - teamID

num - range [m]

SaveGameValue

SaveGameValue(2, 1);

num - game value

num - game value

_LoadGameValue

Integer a = _LoadGameValue(2);

num - game value
command example Explanation dedi
_MP_IsItemInTeamInventory

_MP_IsItemInTeamInventory(state, itemID, frame)
_MP_IsItemInTeamInventory(1, 280, documents)

_MP_IsItemInTeamInventory(state, 280, Documents) 280: Item ID, Documents: Frame
_MP_IsTeamMemberInRange _MP_IsTeamMemberInRange(teamID, m) teamID: 0 Axis, 1 Allied
_MP_AllTeamMembersAreInRange _MP_AllTeamMembersAreInRange(state, m)
SaveGameValue SaveGameValue(x, y) x[Int]: Game Value y[Int]: Value; Saves Game Value
_LoadGameValue _LoadGameValue(x) Loads Game Value
_GetAlarmType - -
_GetObjectiveStatus _GetObjectiveStatus(x) x: objective number; Gets objective state
_FrameInRange _FrameInRange(frame, m) / _FrameInRange(frame) < m)
_ACTOR_GetState _ACTOR_GetState(frame) Gets actor state of frame
_RandomInt _RandomInt(N) Returns a random integer
_SignalReceived _SignalReceived(N) -
_ItemInRange - - ?
_MineInRange - - ?
_EnemyInRange _EnemyInRange(frame, m)
_PlayerInBox _PlayerInBox(frame)
_PlayerInRange _PlayerInRange(frame, m)
FRM_SwitchFaceTexture FRM_SwitchFaceTexture(me,"e_f001");
FRM_SetGroupLightMap lightmap group name, lightmap level [0 .. 9?] ?
FRM_FinishIndexedParticle ? ?
FRM_DestroyIndexedParticle FRM_DestroyIndexedParticle(int) Destroys Particle "int" ?
FRM_CreateIndexedParticle FRM_CreateIndexedParticle(x, frame, int) x: Particle ID, int: Integer (compare FRM_DestroyIndexedParticle) ?
FRM_CreateParticle FRM_CreateParticle(x, frame) x: Particle ID
FRM_SetLightMap FRM_SetLightMap(frame, x) x: True/False, Enables/Disables light map
FRM_GetPosition ? ?
Car_SetFuel Car_SetFuel(frame, x) x: fuel [1/10 lt]
FRM_SetOn FRM_SetOn(frame, state) Hides/Unhides frame
FRM_SoundAdjustDoppler doppler Z, doppler Y, doppler X [m/s] ?
FRM_SoundAdjustVolume volume [%], (100 = 1.0) ?
FRM_TimerSetOn target car frame? ?
FRM_CreatePhysicalObject collision(state) ?
FRM_TeleportNearFrameBack FRM_TeleportNearFrameBack(frame) ? ?
FRM_TeleportNearFrame FRM_TeleportNearFrame(frame1, frame2, state) frame1: origin frame, frame2: destination frame ?
ITEM_Teleport ITEM_Teleport(frame1, frame2) frame1: origin, frame2: destination ?
FRM_MorphSpeechDelayed FRM_MorphSpeechDelayed(frame, 05991053, v_min, v_max); v_min: min hear distance, v_max: max hear distance
FRM_MorphSpeech FRM_MorphSpeech(frame, 07021500, v_min, v_max); as FRM_MorphSpeechDelayed, here you have to delay manually
FRM_SetTarget ? ?
FRM_TeleportNearCheckpoint FRM_TeleportNearCheckpoint(frame, "checkpoint1", "checkpoint2"); Teleports human/vehicle to checkpoint1, angle towards checkpoint2
FRM_FindChildFrame ?
FRM_FindFrame FRM_FindFrame(frame, "object")
FRM_GetMyFrame FRM_GetMyFrame(me)
FRM_SetAnimationDelayed ?
FRM_StopAnimation ?
FRM_ResetAnimation FRM_ResetAnimation(frame, state) ?
FRM_SetAnimation FRM_SetAnimation(frame, "animation", state) Sets animation to frame(object) ?
WEATHER_SetDir WEATHER_SetDir(-2, -4, -1); Z dir, Y dir, X dir
WEATHER_Debug ? ?
WEATHER_SetColorOut WEATHER_SetColorOut(83, 83, 83, 0) RGBA (0-255)
WEATHER_SetColorIn WEATHER_SetColorIn(73, 73, 73, 128) RGBA (0-255)
WEATHER_SetSize WEATHER_SetSize(2000, 6) length [mm] / width [mm]
WEATHER_SetSpeed WEATHER_SetSpeed(40000) speed [mm/s]
WEATHER_SetCount WEATHER_SetCount(count) number of elements
WEATHER_SetSpace WEATHER_SetSpace(12, 30) width [mm] / length [mm]
WEATHER_SetMode WEATHER_SetMode(0) mode [0-rain, 1-snow]
THUNDERSTORM_MP THUNDERSTORM_MP(time) time [ms]
THUNDERSTORM_SetOn THUNDERSTORM_SetOn(state) light frame lock
WEATHER_SetOn WEATHER_SetOn(1); mode [0-off, 1-on] Turns on/off Weather
DisableWhenevers DisableWhenevers(state) Turns on/off all Whenever at once
DisableAlarms DisableAlarms(state) Turns on/off all alarm types at once
EnableSignal EnableSignal(N, state) Turns on/off signal N
DisableSignals DisableSignals(state) Turns on/off all signals at once
DECORATOR_SetOn ?
DOOR_Lock DOOR_Lock(frame, state) Locks/Unlocks door
SetActorState SetActorState(frame, state) Sets actor state
SetAlarmType SetAlarmType(2, state)
SetPlayerInput ? ?
CheckpointJoin CheckpointJoin("checkpoint1", "checkpoint2") Links two checkpoints which are seperated
CheckpointSeparate CheckpointSeparate("checkpoint1", "checkpoint2") Separates two checkpoints which are linked
FRM_SetShifting reverse [true/false]? ?
MakeExplosion MakeExplosion(frame, x, y); range [mm], damage [zotti] 1000 = 1.0, zotti???
SetWheneverTime SetWheneverTime("Whenever1", t); time to check [ms] (use quotation marks on both, Whenever name and inside the command!)
SetWhenever SetWhenever(whenever, state)
SetObjectiveStatus SetObjectiveStatus(x, y) Values: see Scripting page; Sets objective status
SendSignal SendSignal(frame, N) sends signal no. N (1-31)
Delay Delay(t) t [ms]
ScriptStartPoint ? ?
SUBTITLES_SetText SUBTITLES_SetText(02010415) see Scripting page
SUBTITLES_SetOn SUBTITLES_SetOn(state) see Scripting page
MP_EnableSpawnZone MP_EnableSpawnZone("zone1", state) possible states 0(Axis), 1(Allied), 2(Neutral)
HUMAN_CreateItemInStore HUMAN_CreateItemInStore(x, y) x[Item ID], y[Human Store (see items.dat)]
HUMAN_RemoveItemsFromStore HUMAN_RemoveItemsFromStore(frame, x) x[Item ID]
HUMAN_SETHEARRANGE HUMAN_SETHEARRANGE(m) Sets hear range of humans; Overwrites the value in humans definition
HUMAN_SETSIGHTRANGE HUMAN_SETSIGHTRANGE(m) Sets sight range of humans; Overwrites the value in humans definition
HUMAN_SETAIMODE_Zombie HUMAN_SETAIMODE_Zombie(); very defensive AI-Mode
HUMAN_SETAIMODE_Defensive HUMAN_SETAIMODE_Defensive(); defensive AI-Mode
HUMAN_SETAIMODE_Aggressive HUMAN_SETAIMODE_Aggressive(); aggressive AI-Mode
HUMAN_SETMODE_StandFast HUMAN_SETMODE_StandFast(); Human stands up quickly ?
HUMAN_SETMODE_Stand HUMAN_SETMODE_Stand(); Human changes stance
HUMAN_SETMODE_Crouch HUMAN_SETMODE_Crouch(); Human changes stance
HUMAN_SETMODE_Lie HUMAN_SETMODE_Lie(); Human changes stance
HUMAN_SETMODE_DontSeekBestPos ? ?
HUMAN_SETMODE_Silence HUMAN_SETMODE_Silence(); Human changes into silence mode
HUMAN_SETMODE_Guard HUMAN_SETMODE_Guard(); Human changes into guard mode
HUMAN_SETMODE_Walk HUMAN_SETMODE_Walk(); Human changes pace to walk
HUMAN_SETMODE_Run HUMAN_SETMODE_Run(); Human changes pace to run
FRM_GetNearestPlayer FRM_GetNearestPlayer(frame1, frame2) Gets nearest player to frame1 and stores player as frame2 for further usage
HUMAN_TurnAtNearestPlayer HUMAN_TurnAtNearestPlayer(); Human turns to nearesr player
HUMAN_TurnAt HUMAN_TurnAt(frame) Human turn to frame
HUMAN_MoveToAlarm HUMAN_MoveToAlarm();
HUMAN_SetSniper HUMAN_SetSniper(state, 200) 200 = sniper radius [m]
HUMAN_SetOptimized HUMAN_SetOptimized(state) optimized mode, possible states 0(off), 1, 2?
HUMAN_Suspend HUMAN_Suspend(state) Hides/Unhides human actor
HUMAN_LookAt ? ? difference to TurnAt?
HUMAN_IllFire ? ?
HUMAN_Investigate ?
HUMAN_UseBomb ?
HUMAN_Climb ?
HUMAN_Open ?
HUMAN_Bike ?
HUMAN_Stop ?
HUMAN_Reload ?
HUMAN_Put ?
HUMAN_Unlock ?
HUMAN_DropObject ?
HUMAN_PickObject ?
HUMAN_WeaponUp HUMAN_WeaponUp(state) ?
HUMAN_WeaponOnArm HUMAN_WeaponOnArm(state)
HUMAN_SetIgnoreCircumventionFlag ? ?
HUMAN_DriveNearPlayer HUMAN_DriveNearPlayer(m)
HUMAN_Drive HUMAN_Drive("checkpoint", x) x: speed
HUMAN_Attack HUMAN_Attack(frame, x) x: time[ms]; Forces soldier to attack for stated time
HUMAN_KillAllInBox HUMAN_KillAllInBox(frame) ?
HUMAN_KillEx ?
HUMAN_Kill HUMAN_Kill(frame) Kill human
HUMAN_MoveFromFrame HUMAN_MoveFromFrame(frame, m) Moves away from fram
HUMAN_MoveToFrame HUMAN_MoveToFrame(frame, m) Move towards frame
HUMAN_SetWorkingFrame ? ?
HUMAN_SetAnim string - animation name
num - blend time [ms]
num - cancel time [ms]
bool - loop [true/false]
test
FRM_SwitchFaceTexture FRM_SwitchFaceTexture(frame, "texture") Switches face texture (e.g e_f021) of human actors
HUMAN_DressUniform human model, uniform index? ?
HUMAN_AttackMove ?
HUMAN_Move HUMAN_Move("checkpoint")
HUMAN_SetAlarm HUMAN_SetAlarm(False) Enable(Disable) recent alarm type
HUMAN_BoardVehicle HUMAN_BoardVehicle("vehicle", x, y) x: mount(1)/dismount(0) y: vehicle position(seat)
ScriptAssign ScriptAssign(frame,"script1.scr"); Assigns (alternative) script [*.scr] to an object
OnExit OnExit() {} ? ?
OnGlobalAlarm OnGlobalAlarm() {} ? ?
OnAlarmDone OnAlarmDone() {} see Scripting page
OnAlarm OnAlarm() {} see Scripting page
OnHit OnHit() {}
OnUse OnUse() {}
OnDeath OnDeath() {}
OnSignal OnSignal(1) {}
Whenever see Scripting page
Block Block {} see Scripting page
Return see Scripting page
Gosub see Scripting page
Else Else {} see Scripting page
If If(var==0) {} see Scripting page
GoTo GoTo Loop see Scripting page
Label Label Loop: see Scripting page
Frame Frame Documents see Scripting page
EndScript EndScript() see Scripting page
Integer Integer data type (if you define negative numbers use brackets e.g "a = (-20)"
Enum Enumerated type
String String data type
Bool Boolean data type
Real Real data type

Scripting Commands for Singleplayer[edit | edit source]

Singleplayer
Command Example Explanation
PrintfNumber printfnumber("string", variable) variable to print, used for developers editor
Printf Printf("Hello World!") text to print, used for developers editor
_SPGetGameType - -
_SPGetGameDifficulty - -
_SignalPistolFired - -
_GetDistToActivePlayer - -
_GetCameraState - 0: default, 1:underwater
_IsTeamMemberDead - -
_GetHumanStoreID - -
_GetNumMembersOfClientTeam - -
_IsLanguageVersion - -
_GetCountOfCarnageEnemies - -
_GetNumLiveEnemies - -
_AllEnemiesDead - -
_AllPlayersDead - -
_AllPlayersInRange - -
SetInterfaceTimer game speed [zotti ;-) ], (1000 = normal speed)
AirAttack_SetTarget
SetNPCTeamStatus
AddDebriefingText
AddDiaryText AddDiaryText(30)
AddPauseSound
_SeeFriend - -
_SeeEnemy - -
_IsInInventory - -
FRM_Move
FRM_RotateZ
FRM_RotateY
FRM_RotateX
FRM_SetCameraFrameSlide
FRM_SetCameraFrame
FRM_WatchTrackWithParent
FRM_WatchTrack
FRM_GetActiveCamera
FRM_SetActiveCamera
HUMAN_LookAround HUMAN_LookAround(3) 3 different directions?
HUMAN_MoveRandomRadius
HUMAN_SetWaitForPlayer
SetupTacticalMode
Mission_SetUniformDisguise
HUMAN_RemoveItemsFromStore
HUMAN_SETEVENTS ?
HUMAN_ACTIVITY_BinocularsEnd Puts down binoculars
HUMAN_ACTIVITY_Point points direction
HUMAN_ACTIVITY_Sleep (1) HUMAN_SetAnim("%%spac", 1000, 1000, 1);
HUMAN_ACTIVITY_Sleep (2) HUMAN_SetAnim("%%spac1", 1000, 1000, 1);
HUMAN Sitting- L (1)(Different Stances) HUMAN_SetAnim("%%spac1", 1000, 1000, 1);
HUMAN Sitting- L (2)(Different Stances) HUMAN_SetAnim("%%sedimL2", 1000, 1000, 1);
HUMAN Sitting- L (3)(Different Stances) HUMAN_SetAnim("%%sedimL3", 1000, 1000, 1);
HUMAN Sitting- L (4)(Different Stances) HUMAN_SetAnim("%%sedimL", 1000, 1000, 1);
HUMAN Speaking (1) HUMAN_SetAnim("%%mluvi", 1000, 1000, 1);
HUMAN Speaking (2) HUMAN_SetAnim("%%mluvi1", 1000, 1000, 1);
HUMAN Speaking (3) HUMAN_SetAnim("%%mluvi2", 1000, 1000, 1);
HUMAN Speaking (4) HUMAN_SetAnim("%%mluvi3", 1000, 1000, 1);
HUMAN Speaking (5) HUMAN_SetAnim("%%mluvi4", 1000, 1000, 1);
HUMAN Speaking (6) HUMAN_SetAnim("%%mluvi5", 1000, 1000, 1);
HUMAN Speaking (7) HUMAN_SetAnim("%%mluvi6", 1000, 1000, 1);
HUMAN Speaking (8) HUMAN_SetAnim("%%mluvi7", 1000, 1000, 1);
HUMAN Speaking (9) HUMAN_SetAnim("%%mluvi8", 1000, 1000, 1);
HUMAN Speaking (10) HUMAN_SetAnim("%%rozhovor1", 1000, 1000, 1);
HUMAN Speaking (11) HUMAN_SetAnim("%%rozhovor2", 1000, 1000, 1);
HUMAN Speaking (12) HUMAN_SetAnim("%%rozhovor3", 1000, 1000, 1);
HUMAN Speaking (13) HUMAN_SetAnim("%%rozhovor4", 1000, 1000, 1);
HUMAN Speaking (14) HUMAN_SetAnim("%%kecy1", 1000, 1000, 1);
HUMAN Speaking (15) HUMAN_SetAnim("%%kecy2", 1000, 1000, 1);
HUMAN Speaking (16) HUMAN_SetAnim("%%kecy3", 1000, 1000, 1);
HUMAN Being Board (1) HUMAN_SetAnim("%%nuda", 1000, 1000, 1);
HUMAN Being Board (2) HUMAN_SetAnim("%%nuda1", 1000, 1000, 1);
HUMAN Getting Mad HUMAN_SetAnim("%%rozcilujese", 1000, 1000, 1);
HUMAN Kicks a Stone (1) HUMAN_SetAnim("%%kopkamen1", 1000, 1000, 1);
HUMAN Kicks a Stone (2) HUMAN_SetAnim("%%kopkamen", 1000, 1000, 1);
HUMAN Sitting as a Prisoner HUMAN_SetAnim("%%KUCASEDI", 1000,1000,1);
HUMAN Guard Anims (1) HUMAN_SetAnim("!strazny01", 1000, 1000, 1);
HUMAN Guard Anims (2) HUMAN_SetAnim("!strazny02", 1000, 1000, 1);
HUMAN Guard Anims (3) HUMAN_SetAnim("!strazny03", 1000, 1000, 1);
HUMAN Working (1) HUMAN_SetAnim("%%protahovaniD1", 1000, 1000, 1);
HUMAN Working (2) HUMAN_SetAnim("%%protahovaniD", 1000, 1000, 1);
HUMAN Working (3) HUMAN_SetAnim("%%protahovani", 1000, 1000, 1);
HUMAN Creasing HUMAN_SetAnim("%%maze", 1000, 1000, 1);
HUMAN Spitting (1) HUMAN_SetAnim("%%flus",500,500,1);
HUMAN Spitting (2) HUMAN_SetAnim("%%flus1",500,500,1);
HUMAN Spitting (3) HUMAN_SetAnim("%%kope", 1000, 1000, 1);
HUMAN Kicking (1) HUMAN_SetAnim("%%maze", 1000, 1000, 1);
HUMAN Kicking (2) HUMAN_SetAnim("%%kope1", 1000, 1000, 1);
HUMAN Kicking (3) HUMAN_SetAnim("%%kope2", 1000, 1000, 1);
HUMAN Kicking (4) HUMAN_SetAnim("%%kope3", 1000, 1000, 1);
HUMAN Place Mine (1) HUMAN_SetAnim("%%mina", 1000, 1000, 1);
HUMAN Place Mine (2) HUMAN_SetAnim("%%mina1a", 1000, 1000, 1);
HUMAN Place Mine (3) HUMAN_SetAnim("%%mina2", 1000, 1000, 1);
HUMAN Panics (1) HUMAN_SetAnim("%%panika", 1000, 1000, 1);
HUMAN Panics (2) HUMAN_SetAnim("%%panika1", 1000, 1000, 1);
HUMAN Alarm (1) HUMAN_SetAnim("%%poplachN", 1000, 1000, 1);
HUMAN Alarm (2) HUMAN_SetAnim("%%poplach", 1000, 1000, 1);
HUMAN_ACTIVITY_Sit (1) HUMAN_SetAnim("%%sedimL4", 1000, 1000, 1);
HUMAN_ACTIVITY_Sit (2) HUMAN_SetAnim("%%sedimtak", 1000, 1000, 1);
HUMAN_ACTIVITY_Sit (3) HUMAN_SetAnim("%%sedim", 1000, 1000, 1);
HUMAN_ACTIVITY_Sit (4) HUMAN_SetAnim("%%sedim1", 1000, 1000, 1);
HUMAN_ACTIVITY_Sit (5) HUMAN_SetAnim("%%sedim2", 1000, 1000, 1);
HUMAN_ACTIVITY_Sit (6) HUMAN_SetAnim("%%sedim3", 1000, 1000, 1);
HUMAN_ACTIVITY_Sit (7) HUMAN_SetAnim("%%sedila", 1000, 1000, 1);
HUMAN_ACTIVITY_Sit (8) HUMAN_SetAnim("%%sedila1", 1000, 1000, 1);
HUMAN_ACTIVITY_Sit (9) HUMAN_SetAnim("%%sedilavice1", 1000, 1000, 1);
HUMAN_ACTIVITY_Sit (10) HUMAN_SetAnim("%%sedilavice", 1000, 1000, 1);
HUMAN_ACTIVITY_Piss HUMAN_SetAnim("%%chcije",500,500,1);
HUMAN_ACTIVITY_Sit HUMAN_ACTIVITY_Sit(sit);
HUMAN_ACTIVITY_StandSleep
HUMAN_ACTIVITY_Exercise
HUMAN_ACTIVITY_Salute HUMAN_ACTIVITY_Salute(1) // HUMAN_SetAnim("!salutovani", 500, 500, 1);
HUMAN_ACTIVITY_Turk HUMAN_ACTIVITY_Turk() sits cross-legged
HUMAN_ACTIVITY_Eat
HUMAN_ACTIVITY_DrinkBottle HUMAN_ACTIVITY_DrinkBottle(drink)
HUMAN_ACTIVITY_Read HUMAN_SetAnim("%%studmapu", 1000, 1000, 1);
HUMAN_ACTIVITY_Phone
HUMAN_ACTIVITY_Telegraph
HUMAN_ACTIVITY_Trap
HUMAN_ACTIVITY_PlayPuppet
HUMAN_ACTIVITY_PlayAirplane
HUMAN_ACTIVITY_PlayCar
HUMAN_ACTIVITY_Hot
HUMAN_ACTIVITY_Cold
HUMAN_ACTIVITY_Binoculars Looking through binoculars
HUMAN_ACTIVITY_Hat
HUMAN_ACTIVITY_Shoes
HUMAN_ACTIVITY_CheckWeapon
HUMAN_ACTIVITY_SpotLeft HUMAN_SetAnim("%%turnleft",200,200,1);
HUMAN_ACTIVITY_SpotRight HUMAN_SetAnim("%%turnright",200,200,1);
HUMAN_ACTIVITY_SpotDown
HUMAN_ACTIVITY_SpotUp
HUMAN_ACTIVITY_Shoes
HUMAN_ACTIVITY_Cubes
HUMAN_ACTIVITY_Card HUMAN_ACTIVITY_Card(1); // HUMAN_ACTIVITY_Card(2);
HUMAN_ACTIVITY_Smoke HUMAN_ACTIVITY_Smoke(1);
SetupJunkers88
AddHumanHealth Health to add [%]
PlayCutsceneMusic
PlayMusic PlayMusic(6, 2) index in sound table in chapter 'MUSIC', number of sub-sound in chapter
PlaySound PlaySound(6, 2) 6: number of sound-chapter (sound table)
PlayAvi
__SetupAutoLogging
__LogFrame
__LogNumber
__Log
HINT_ClearAll HINT_ClearAll()
HINT_Add HINT_Add(10530)
OnCutscene OnCutscene {}
OnCutsceneDone OnCutsceneDone {}
CSC_FreeBackPack - -
CSC_FreeHands - -
CSC_ReleaseHuman - -
CSC_GetPlayerNumNoNPC - -
CSC_GetPlayerNum - -
CSC_DuplicateHuman - -
CSC_EndCutscene - -
CSC_RunCLouder - -
CSC_SetCameraAnimation - -
CSC_NoTeamDamage - -
CSC_FrameSetShadow
CSC_SetCameraFOV
CSC_SetupFakeCutscene
CSC_RunCutscene
CSC_FadeOutToColor b [0-255], g [0-255], r [0-255]
CSC_FadeInFromColor b [0-255], g [0-255], r [0-255]
CSC_FadeOut time to fadeout [ms]
CSC_FadeInv time to FadeInv [ms]
CSC_SetTimer acceleration? [zotti/s]
FORMATION_SetScale
FORMATION_SetTypeArrowInvert
FORMATION_SetTypeArrowSharp
FORMATION_SetTypeQuad3X2
FORMATION_SetTypeQuad2X3
FORMATION_SetTypeLine
FORMATION_SetTypeColumn
FORMATION_DelMember
FORMATION_AddMember
FORMATION_Destroy
FORMATION_Create
FORMATION_Create
DOG_SETAIMODE_Defensive
DOG_SETAIMODE_Aggressive
DOG_SETMODE_Lie
DOG_SETMODE_Stand
DOG_SETMODE_Walk
DOG_SETMODE_Run
DOG_HafHaf
DOG_Attack
DOG_Move
DOG_SetOwner
DOG_ClearAlarm
DOG_SetRangeHear
DOG_SetRangeSight
DOG_Suspend
DOG_SetOptimized
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