IW4-Dump-Files/radiant/keys.txt

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2017-07-08 11:47:21 -07:00
// syntax:
// float floatVar
// int intVar
// string stringVar
// Keys that show up in the Radiant shift-g menu go here
int script_breachgroup // Rooms with multiple breachable doors should have each breach prefab set with the same script_breachGroup number (but unique script_slowmo_breach numbers). Doors not triggered by the player will be breached either by friendlies (if level.breachfriendlies are defined) or opened normally.
int script_emptyspawner // When you go through a trigger with this on it, any spawners that have the same # will have their count set to 0.
string script_goalvolume // groups guys so they use a goalvolume
int script_group // another generic index
int script_index // can be used generically as an index for whatever reason
int script_killspawner // Deletes the spawners when the trigger is touched. Group spawners and triggers.
int script_kill_vehicle_spawner // Deletes the vehicle spawner when the trigger is touched. Group vehicle spawners and triggers.
int script_random_killspawner // All but one of the script_randomspawn groups will be deleted. Group all spawners and triggers.
int script_randomspawn // Defines the spawner sub groups for random_killspawner triggers. To spawn 1 out of 3, give each of 3 spawners a different value of this key.
int script_spawnsubgroup // group of ai spawned from spawngroup_trigger
int script_spawngroup // one of the script_spawnsubgroups will spawn from an spawngroup_trigger
int script_slowmo_breach // All entities related to breaching get grouped with this key. Use prefabs/slowmo_breach.map to define the door.
int script_slowmo_breach_spawners // Place spawners with targetname "breach_enemy_spawner" and "breach_hostage_spawner". When a breach starts, one of these groups will spawn.
int script_stealthgroup // puts the AI into a stealth group that is seperate from the notifications and awareness of a different stealth group
int script_triggered_playerseek // group a trigger and an ai with this and he the grouped ai will do playerseek behaviour when the trigger is hit
// Below are keys that will not show up in the Radiant shift-g menu:
vector origin
vector angles
int export
int spawnflags
int radius
int speed
string target
string targetname
string groupname
string name
float script_wait // Script will wait this long between actions
float script_wait_min // Minimum wait time between actions
float script_wait_max // Maximum wait time between actions
float script_wait_add // Additive delay is the # of seconds extra added between actions
float script_delay // Action will be delayed for this long before triggering
float script_delay_post // Action will be delayed for this long before triggering...if used in conjunction with script_flag_wait, then script_delay_post will wait for the flag - THEN wait the delay time as apposed to script delay which waits first, THEN checks the flag
float script_delay_min // Minimum delay before action is triggered
float script_delay_max // Maximum delay before action is triggered
float script_burst
float script_burst_min // Put on an mg turret, min time of a burst
float script_burst_max // Put on an mg turret, max time of a burst
float script_reuse
float script_reuse_min // Minimum time before a new AI will use this turret.
float script_reuse_max // Maximum time before a new AI will use this turret.
float script_faceenemydist // override the self.maxFaceEnemyDist
float delay
float script_suppression // Suppression wait for this AI
float height
float script_falldirection // Used to specify the direction a treeburst tree trunk falls towards
float script_timeout
float script_accuracy // Set this on AI to have them spawn with a modified accuracy
float script_attackeraccuracy // set .attackeraccuracy
int script_startrunning // makes an ai start off running when they spawn rather than doing an exit
int script_cheap // makes vehicles lose some functionality but be far fewer variables
int script_pacifist
int script_ignoreme // If this setting exists on a spawner this guy will have his .ignoreme set to true
int script_ignore_suppression // sets .ignoreSuppression to true if its set.
int script_ignoreall // sets .ignoreall to true if its set.
int script_laser // set so an AI has a laser from their weapon.
int script_repeat // # of times an effect in an exploder will repeat
int script_fxstart // Identifies effects so they can be turned on by grouping with a trigger
int script_fxstop // Identifies effects so they can be turned off by grouping with a trigger
int script_damage // Damage of radius damage on an exploder
float script_firefxdelay // repetition rate on a firefx for exploders
float script_firefxtimeout // Amount of time before a looping effect fades out
string script_firefx // Fx to play infinitely from a used exploder
string script_presound // To play sounds on exploders before the explosion, for pathfinder only
string script_ender // Stop a looping effect
string script_firefxsound // Looping sound for an exploder firefx
float script_brake // the amount to brake from a brake trigger
vector script_angles // generic angles storage
int script_delete
int script_increment
int script_chatgroup // used in cliffhanger to group patroller together and make conversations
int script_patroller // turns this guy into a patroller
int script_pet // set on a AI and a dog to create a pet out of the dog
int script_stealth // turns on stealth system for this ai
int script_stealth_dontseek // dont set your goalpos to the enemy's goalpos on combat
string script_stealth_function // set this to a string for the main stealth function for this ai...make sure to set the function in script with stealth_set_main_stealth_function
int script_idleanim // starts this guy in an idel anim...if script_animation isn't set, then it picks a random one.
int script_idlereach // like idleanim, but the guy reaches his goal first...if script_animation isn't set, then it picks a random one.
int script_offtime // Number of milliseconds before guys get off a flak when you hit the off-trigger, defaults to 20000
int script_offradius // Guys get off a flak if a player gets this close to a flak after hitting the off-trigger, default 350
string script_autosavename
int script_autosave
int count
int script_timer // Timeout for friendly_chat
int script_delayed_playerseek
int script_playerseek
int script_seekgoal
int script_start
int script_radius // Sets an AI's starting goal radius. On an exploder this sets the radius damage's radius.
int script_goalheight // Sets an AI's starting goal height.
int script_followmin
int script_followmax
int script_startinghealth
int script_fallback
int script_grenades
int script_fightdist // Spawners will spawn with this pathEnemyFightDist
int script_maxdist // Spawners will spawn with this pathEnemyLookAhead
int script_moveoverride // Spawners with this will go to their (targetted) node before fighting.
string script_combatmode // Spawners will spawn with self.combatMode set to this value (ex. "ambush", "ambush_nodes_only"
int script_nosurprise // disables surprise
int script_percent // for ending physics explosions
int script_vehiclecargo //used for helis that have attached cargo. Example: seaknight with a scriptLinkTo a cargo net or hanging humvee will attach that cargo and carry it
int script_vehiclenodegroup // used for getting an array of vehicle nodes
int script_mg42auto // When you hit this trigger any grouped mg42s will go into auto mode and clear target.
int script_requires_player
int script_sightrange
int script_fallback_group // Makes stray spawned guys part of bigger falling back movements.
int script_vehiclegroup // links a vehicle to its spawners
int script_vehicle_selfremove // vehicle will delete itself when it reaches the end of its path
string script_exploder // Grouping things that explode
int script_exploder_delay // makes an exploder delay before going off (for exploders triggered by vehicle paths).
string script_prefab_exploder // Override an exploder since exploders in prefabs get unique'd.
int script_balcony // current mechanism for flagging an actor to test for balcony death
int script_mgturret // Group AI with a node that targets an mg42 and the AI will keep the gun in use.
int script_plane // Specifies which plane set this is, so they can all be started together.
int script_explode // Tells a plane to explode with this exploder.
int dontdropweapon // If set, the AI will not drop a weapon when he dies
int dontdrawoncompass // If set, the AI will not be drawn on the player's compass. Only matters for friendlies
int script_usemg42 // If set to false, a friendly will not use be told by friendly_mg42 triggers to use an mg42.
int script_stoptoshoot // used for tanks, setting this to greater than zero will make a tank stop before firing it's main cannon
int script_startingposition // used for riders of vehicles to manually designate riding postions (also used for walkers)
int script_turretmg
int script_forcegrenade // Set to 1 to enable AI to throw as many grenades as they want rather than extremely rarely.
int script_stack // for walls where friendlies hang out
int script_nofriendlywave // disables tracking of this ai for friendly_wave's
int script_forcegoal // forces an AI to use the goal radius of the node they target, rather than switch to 2000 (for flood_and_secure spawners)
int script_dontpeek // forces an AI to not peek out at a cover node
int script_disconnectpaths // makes exploder script_brushes connectpaths when hidden and disconnect when shown. could be used to disable cover nodes.
int script_nowall // make AI play a special set of corner animations that dont require a wall
int script_longdeath // set to 0 disable long death animations like lying on the ground and shooting
int script_diequietly // set to 1 disable death animations with any fireing in them.
int script_displaceable // makes an AI able to change his goal radius from animscript.
int script_grenadespeed // used for setting magic grenade launch speeds on script origins
int script_maxspawn // used on flood spawn trigger to regulate the max number of ai
int script_battlechatter
int script_trigger_group // used to disable a group of triggers when one gets hit.
int script_breach_id // used on a door to force a special type of breach.
string script_slowmo_breach_doortype // The kind of door that will be used in the breach sequence (metal, wood, etc)
int script_airspeed // used in checks for setting speed on helicopter path origins or nodes
int script_yawspeed // used in checks for setting yaw speed on helicopter path origins or nodes
int script_forceyaw // used in checks for a target or goal yaw on helicopter path origins or nodes
int script_cleartargetyaw // used in checks to reset a target yaw on helicopter path origins or nodes
float script_accel // used in checks to change the acceleration on helicopter path origins or nodes
float script_decel // used in checks to change the deceleration on helicopter path origins or nodes
int script_engage // used in checks to fire weapons on helicopter path origins or nodes
int script_engageDelay // used in checks to delay weapons firing on helicopter path origins or nodes
int script_hoverwait // used in checks to set hovering times on helicopter path origins or nodes
int script_pilottalk // used in checks to trigger dialogue on helicopter path origins or nodes
int script_airresistance // makes a helicopter stay tilted forwards, set on node.
string script_attackPattern // used in checks to control weapons firing on helicopter path origins or nodes
string script_firelink // tells a heli to shoot at the script_linked script_origin with the named fire pattern
int script_land // true on a final path node makes the heli land there
string script_helimove // set the helimove type on a node, makes the heli move/turn a certain way
string script_objective
string script_friendname
string script_noteworthy // Used to get a string for scripted sequences mainly.
string script_parameters // generic string used for similar purpose as script_noteworthy
string script_triggername // Z: used for elevators in the dam
string script_fxcommand // What to do with the effect
string script_fxid // The id of the effect to do
string weaponinfo
string script_hidden // the thing which is hidden and appears later (mortars)
string vehicletype
string script_personality // This guy will use this personality type
string script_squadname // squad (spawner cluster) identifier
string script_nodestate // generic identifier for nodes
string script_assaultnode // generic identifier for nodes
string script_team // how to know which team a tank is on (needed to free up target/targetname for radiant linkability)
string script_mortargroup // to group mortars with their triggers
string ambient // String index of the level.ambient_track to play on this trigger.
string script_gameobjectname // Used in multiplayer to add/remove entities based on gametype.
string script_gametype_dm // Preston: Used in multiplayer to add/remove entities based on gametype.
string script_gametype_tdm // Preston: Used in multiplayer to add/remove entities based on gametype.
string script_gametype_ctf // Preston: Used in multiplayer to add/remove entities based on gametype.
string script_gametype_hq // Preston: Used in multiplayer to add/remove entities based on gametype.
string script_gametype_sd // Preston: Used in multiplayer to add/remove entities based on gametype.
string script_mapsize_08 // Preston: Used in multiplayer to add/remove entities based on the set mapsize.
string script_mapsize_16 // Preston: Used in multiplayer to add/remove entities based on the set mapsize.
string script_mapsize_32 // Preston: Used in multiplayer to add/remove entities based on the set mapsize.
string script_mapsize_64 // Preston: Used in multiplayer to add/remove entities based on the set mapsize.
string script_sound // Plays level.scr_sound ["string"]
string script_animation // If defined, patrollers will play a random pause animation at this node.
string script_difficulty // set to easy or hard...easy will only include spawners for easy and normal difficulty, hard will only include spawners for hardened and veteran
string script_destructable_area // used to let destructable walls block off areas of the map (affects spawning, for instance)
string script_earthquake // References level.earthquake variables to do an earthquake
string script_followmode
string script_skilloverride
string script_bctrigger
int script_bcdialog //set to 0 on a spawner/ai when you want to turn off battlechatter forever on that individual
string script_aigroup
string script_objective_active // used with flood_and_Secure and "friendlychain"s to only be active if this objective
string script_objective_inactive // is active
string script_threatbiasgroup // adds spawned ai to this threatbiasgroup
int script_threatbias // set default threatbias for this ai
string script_squad // Group spawners/ai so they share enemy information
string script_area // used by battlechatter system
string script_location // used by battlechatter system
string script_landmark // used by battlechatter system
string script_flag_true // This entity should not activate unless at least one of the flags in this string is true
string script_flag_false // This entity should not activate unless all the flags in this string are false
string script_flag // the flag that gets enabled/disabled by targetname flag_set and flag_unset
string script_ent_flag_set // sets the flag for this vehicle when it hits the node
string script_ent_flag_clear // clears the flag for this vehicle when it hits the node
string script_flag_set // helis using helipath will set this flag when they reach this point
string script_flag_wait // helis using helipath will wait at this point until this flag is set
string script_flag_clear // clears the flag when it hits this spot
string script_color_allies // groups allied AI with nodes/triggers of that color
string script_color_axis // groups axis AI with nodes/triggers of that color
string script_forcecolor // forces an AI to use all nodes of this color
int script_colorlast // the AI will choose nodes with this defined after nodes without it
string script_linkName // Works with script_linkTo
string script_linkTo // A compound string that is a list of script_linkname'd entities that this entity links to.
string script_wtf
string script_type // Used for MP "soft landing"
string script_stance // General purpose string identifier useful for stance related scripting
string script_namenumber // General purpose string identifier for when noteworthy is used up
string script_battleplan // General purpose string identifier used for unique AI directives on spawn
// destructable stuff
int script_accumulate // damage that must accumulate for destruction to occur
int script_threshold // min damage that has any effect
// vehicle stuff
int script_AI_invulnerable //Vehicles with script_AI_invulnerable set to 1 cannot be damaged by AI weapons
int script_missiles //used to determine whether to fire missiles in _attack_heli.gsc
int script_spotlight //set to 1 to enable a spotlight for a helicopter using global logic in _attack_heli.gsc
int script_turret
int script_gatetrigger // vehicles will wait at vehicle nodes with this untill the trigger is hit.
int script_VehicleSpawngroup // spawns associated vehicles and their aigroups (as still designated by script_vehiclegroup on the vehicles and the ai's)
int script_VehicleStartMove // initiates associated vehicles movement on its path, note that if no script_vehicleStart nodes or triggers exist then the vehicle will stay and wait for the level script to initiate it's movement stacking this with script_VehicleSpawngroup will make spawn and go right away.
int script_vehicleGroupDelete // Deletes associated vehicles and their aigroups (as still designated by script_vehiclegroup on the vehicles and the ai's)
int script_physicsjolt // toggle tanks shaking physics as it drives by.
string script_unload // tells the vehicle to unload this group of guys
string script_pathtype // veh_pathtype for the physics vehicle. Constrained or follow. Set on vehicle spawner
string script_transmission // veh_transmission for the physics vehicle. forward or reverse. Set on node
int script_dontunloadonend // set this on a vehicle spawner to make it not unload the guys at the end of the path
int script_deathroll // turns on and off deathroll for vehicles crossing paths
string script_crashtype // designates a crashpath
string script_crashtypeoverride // override the type of crash a vehicle will do when it dies values are "tank", "mobile"
int script_nomg // makes machineguns not spawn at all on a tank. used for big tank battles where they aren't necessary on all the tanks.
int script_badplace // no badplaces on tanks. for tanks that won't be near ai. on big tank battles.
float script_dronelag // amount of timed space between drones following vehicle paths
int script_fireondrones // toggles machineguns firing on drones behavior
float script_moveplaybackrate // rate to move drones at. defaults to 1.
int script_vehicleride
int script_unloadmgguy // set this on the halftrack to make the mg guy unload.
int script_keepdriver // set this on the vehicle to make the vehilce driver not unload.
int script_vehicledetour
int script_avoidvehicles // setting to 0 on a tank will make it not do collision avoidance stuff
int script_avoidplayer // setting to 1 will cause the tank to perform collision avoidance on the player
float script_playerconeradius // used optionally with script_avoidplayer if you want a cone radius other than 200.
string script_vehicledetourtype // describing how a vehicledetour node works, first non default type being "scriptswitch" which will let the script notify the path to become a switch node. Useful in situations where a tank will fight in circles and then procede on whatever script condition.
float script_attackspeed
int script_unloaddelay // make a vehicle delay this long before unloading at the end of a path. < 1 means never unload // nate we should remove this or make it work on all of the unloads.
int script_cobratarget // set to 1 to create a target for this entity on pilotcobra missions
string script_targettype // "air" or "ground" - used for helicopter pilot levels
float script_targetoffset_z // offset from model where missiles should aim - used for helicopter pilot levels
int script_wingman
string script_turningdir // set this to the direction of the anim set you want a vehicle to use. "right","hard_right","left","hard_left","forward"
int script_bombmode_original
int script_bombmode_single
int script_bombmode_dual
string script_label
int script_flakaicount // for setting the amount of ai to spawn on a flak
string script_tankgroup // used to add a tankgroup to vehicles.
float script_chance // chance that an exploder will explode, checked every 4 seconds or whatever script_delay is on the trigger.
// Duhoc_Assault
int script_forcespawn
string script_deleteai
int script_allowdeath
float script_death
float script_death_min
float script_death_max
int script_drones_min
int script_drones_max
int script_droneStartMove
int script_looping
int script_trace
int script_smokegroup
int script_minspec_level
int script_minspec_hooks_level
int script_spawn_here // for camper_spawner
// decoytown
string script_layer
string script_vehicleaianim // this will be a radiant drop down list that tells the ai on the vehicle which animations to play
// flashbang
int script_immunetoflash
int script_health // bringing it back!
int script_stopnode // tells helicopters to stop at a node.
string script_turret_share // shares turret spots for portable mgs
string script_turret_ambush // shares turret spots for portable mgs
int script_dont_link_turret
string ambience_inner
string ambience_outer
int script_mg_angle // this gives option to start the machinegun at an angle
int script_deathchain
int script_nohealth // makes the guy not drop health
// destructible object
string destructible_type // identifier
string script_destruct_collision // set to either pre or post, goes in a destructible prefab for destructibles that move a lot when they blow up
vector script_bg_offset // I'm using this in cobrapilot to move the background pieces into place
int script_flashbangs // set this to > 0 to give an AI flashbangs instead of frag grenades.
float script_dot // used on targetname trigger_lookat triggers to change the fov
int script_drone // setting to 1 makes the spawner a script drone
int squadnum
string script_hint // put on trigger_hint
int script_anglevehicle
// when all the ai and spawners with the same string die
// (or their count depletes to zero), a flag with this string
// gets set
string script_deathflag
int script_delay_spawn // delay spawning by this long, in spawn_ai()
int script_killspawner_group
int script_wheeldirection // 1 goes forward 0 goes backwards.
string script_vehicle_lights_on // set to a group of lights to turn them on
string script_vehicle_lights_off // set to a group of lights to turn them off
int script_fixednode // can force .fixednode on an AI
float fixednodesaferadius // the safe radius
string spawner_id // using this for jeepride, guh, grunt, blarg! -nate
int script_vehicledetourgroup // use this for telling a detour node to only detour vehicles in matching groups
int script_vehicletriggergroup // a more generic grouping. I'm using this so that paths can be shared easier. setting this on a node with other vehicle trigger functions will only effect vehicles in the matching group.
string script_ghettotag // for jeepride.
int script_growl // makes a dog growl as he runs, instead of barking
int script_nobark // makes a dog not make a sound as he moves
string script_attackmetype // for jeepride. set this on nodes to tell it to fire missiles
int script_shotcount // for jeepride. how many missiles to fire at a moving point
int script_dontshootwhilemoving
int script_goalyaw // set to true to set the goal yaw
float script_physics // used for exploder_chunk to use physics throw
float script_decel_fraction // for Jeepride platforms smoother movements
float script_accel_fraction // for Jeepride platforms smoother movements
int script_force_count // set to 1 on spawner - flood spawner will not increment this spawners count if the player didnt see the guy die
int script_ammo_max // weapon placed in radiant - max out all ammo counts, including altmode and left-hand (akimbo) ammo. Setting this will override any of the other ammo setting keys below.
int script_ammo_clip // weapon placed in radiant - this many rounds in the clip - must be used with script_ammo_extra
int script_ammo_extra // weapon placed in radiant - this many rounds outside the clip - must be used with script_ammo_clip
int script_ammo_alt_clip // weapon placed in radiant - this many rounds in the altweapon clip
int script_ammo_alt_extra // weapon placed in radiant - this many rounds outisde the altweapon clip
int script_godmode // makes a vehicle be god mode
int script_node_pausetime // used for attack routing, amount of time to wait at marked goalnode
int script_bulletshield // used to apply toggleable bullet shields to vehicles that have them enabled.
int script_grenadeshield // same as bullet shield
int script_deathflag_longdeath // set to on and script_deathflag guys will notify on death OR longpaindeath
int script_deathtime // after spawning, wait this long, then die shortly after.
float script_forcefire_delay // how long to wait until starting forced MGs
float script_forcefire_duration // how long the MGs are forced to fire
// fog stuff
vector start_color
vector end_color
int start_neardist
int end_neardist
int start_fardist
int end_fardist
string script_fogset_start // fog transition from, fog set must be defined in script by create_vision_set_fog() or create_fog()
string script_fogset_end // fog transition to, fog set must be defined in script by create_vision_set_fog() or create_fog()
int script_char_index // overwrite the character index
int script_char_group // indicate this guy is a member of a group of same chars
string script_rumble // rumble file to play on an exploder
int script_onlyidle
float script_duration
string script_soundalias // play this soundalias on exploders
string animation // Animation applied to a model in radiant to make it animate
float script_savetrigger_timer //used to set minimum required times on autosave triggers in timed missions
string script_mp_style_helicopter //makes SP helicopters take less damage from bullets like MP helicopters do
int script_noflip // this symmetric destructible wont have a 50% chance of flipping 180degrees when it explodes
float script_max_left_angle // Max angle a shutter can swing open in this direction
float script_max_right_angle // Max angle a shutter can swing open in this direction
string script_paintergroup //identifier for painter prefabs
int script_painter_treeorient // turns on tree orientation for painter prefabs
int script_painter_maxdist // maximum distance for painter to plant from player view
int script_nobloodpool // no bloodpool
string subclass // from aitype
string script_visionset //use with trigger_multiple_visionset to change to a vision file
int script_speed // override a vehicle's speed from script
string civilian_walk_animation // used to define which anime group ( defined in level _anim ) this civilian should use for walk loops
int script_count // count value that you can use on non-spawners. Doesn't do anything in global scripts, just available for the LD to use if desired
int script_specialops // Setting to 1 marks this as a special op only entity. Marking as 0 marks it as a non special op entity. Upon map start, will be deleted if the game mode doesn't match.
string script_specialopsname // Set this to match the name of your special ops specific script to keep it around in that map only. For entities that need to go in the main map, but only loaded in a SPECIFIC special op as opposed to all special ops. You can put in more than one name, separating with either : ; , or space.
string script_nodrop // set to 1 to make this AI not drop a weapon when he dies
string script_modelname // no global use -> used in dcemp for entity optimization.
int script_allow_driver_death // allow the driver of a vehicle to die. defaults to undefined or off.
int script_allow_rider_deaths // allow the passengers of a vehicle to die. defaults to undefined or off.