variable | meaning |
---|---|
state | True/False (1/0) |
m | distance, range [m] |
Scripting Commands for Multiplayer[]
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(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[]
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 |