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