t3h_m00kz

COMMAND LIST - MCC Halo 1

Jul 11th, 2023 (edited)
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  1. ; AVAILABLE FUNCTIONS:
  2. <boolean> != <expression> <expression> ; returns true if two expressions are not equal
  3. <boolean> < <number> <number> ; returns true if the first number is smaller than the second.
  4. <boolean> <= <number> <number> ; returns true if the first number is smaller than or equal to the second.
  5. <boolean> = <expression> <expression> ; returns true if two expressions are equal
  6. <boolean> > <number> <number> ; returns true if the first number is larger than the second.
  7. <boolean> >= <number> <number> ; returns true if the first number is larger than or equal to the second.
  8. <boolean> ai_allegiance_broken <team> <team> ; returns whether two teams have an allegiance that is currently broken by traitorous behavior
  9. <boolean> ai_conversation <conversation> ; tries to add an entry to the list of conversations waiting to play. returns FALSE if the required units could not be found to play the conversation, or if the player is too far away and the 'delay' flag is not set.
  10. <boolean> ai_is_attacking <ai> ; returns whether a platoon is in the attacking mode (or if an encounter is specified, returns whether any platoon in that encounter is attacking
  11. <boolean> and <boolean(s)> ; returns true if all specified expressions are true.
  12. <boolean> core_save_name <string> ; saves debug game state to core\<path>
  13. <boolean> custom_animation <unit> <animation_graph> <string> <boolean> ; starts a custom animation playing on a unit (interpolates into animation if last parameter is TRUE
  14. <boolean> custom_animation_list <object_list> <animation_graph> <string> <boolean> ; starts a custom animation playing on a unit list (interpolates into animation if last parameter is TRUE
  15. <boolean> device_group_set <device_group> <real> ; changes the desired value of the specified device group.
  16. <boolean> device_set_position <device> <real> ; set the desired position of the given device (used for devices without explicit device groups
  17. <boolean> game_all_quiet ; returns FALSE if there are bad guys around, projectiles in the air, etc.
  18. <boolean> game_is_authoritative
  19. <boolean> game_is_cooperative ; returns TRUE if the game is cooperative
  20. <boolean> game_reverted ; don't use this for anything, you black-hearted bastards.
  21. <boolean> game_safe_to_save ; returns FALSE if it would be a bad idea to save the player's game right now
  22. <boolean> game_safe_to_speak ; returns FALSE if it would be a bad idea to save the player's game right now
  23. <boolean> game_saving ; checks to see if the game is trying to save the map.
  24. <boolean> mcc_mission_segment <string>
  25. <boolean> not <boolean> ; returns the opposite of the expression.
  26. <boolean> objects_can_see_flag <object_list> <cutscene_flag> <real> ; returns true if any of the specified units are looking within the specified number of degrees of the flag.
  27. <boolean> objects_can_see_object <object_list> <object> <real> ; returns true if any of the specified units are looking within the specified number of degrees of the object.
  28. <boolean> or <boolean(s)> ; returns true if any specified expressions are true.
  29. <boolean> player0_joystick_set_is_normal ; returns TRUE if player0 is using the normal joystick set
  30. <boolean> player0_look_pitch_is_inverted ; returns TRUE if player0's look pitch is inverted
  31. <boolean> player_action_test_accept ; returns true if any player has hit accept since the last call to (player_action_test_reset).
  32. <boolean> player_action_test_action ; returns true if any player has hit the action key since the last call to (player_action_test_reset).
  33. <boolean> player_action_test_back ; returns true if any player has hit the back key since the last call to (player_action_test_reset).
  34. <boolean> player_action_test_grenade_trigger ; returns true if any player has used grenade trigger since the last call to (player_action_test_reset).
  35. <boolean> player_action_test_jump ; returns true if any player has jumped since the last call to (player_action_test_reset).
  36. <boolean> player_action_test_look_relative_all_directions ; returns true if any player has looked up, down, left, and right since the last call to (player_action_test_reset).
  37. <boolean> player_action_test_look_relative_down ; returns true if any player has looked down since the last call to (player_action_test_reset).
  38. <boolean> player_action_test_look_relative_left ; returns true if any player has looked left since the last call to (player_action_test_reset).
  39. <boolean> player_action_test_look_relative_right ; returns true if any player has looked right since the last call to (player_action_test_reset).
  40. <boolean> player_action_test_look_relative_up ; returns true if any player has looked up since the last call to (player_action_test_reset).
  41. <boolean> player_action_test_move_relative_all_directions ; returns true if any player has moved forward, backward, left, and right since the last call to (player_action_test_reset).
  42. <boolean> player_action_test_primary_trigger ; returns true if any player has used primary trigger since the last call to (player_action_test_reset).
  43. <boolean> player_action_test_zoom ; returns true if any player has hit the zoom button since the last call to (player_action_test_reset).
  44. <boolean> player_camera_control <boolean> ; enables/disables camera control globally
  45. <boolean> recording_play <unit> <cutscene_recording> ; make the specified unit run the specified cutscene recording.
  46. <boolean> recording_play_and_delete <unit> <cutscene_recording> ; make the specified unit run the specified cutscene recording, deletes the unit when the animation finishes.
  47. <boolean> recording_play_and_hover <vehicle> <cutscene_recording> ; make the specified vehicle run the specified cutscene recording, hovers the vehicle when the animation finishes.
  48. <boolean> render_lights <boolean> ; enables/disables dynamic lights
  49. <boolean> script_finished <string> ; Returns true if the continuous, dormant or startup script was finished.
  50. <boolean> script_started <string> ; Returns true if the continuous, dormant or startup script was started.
  51. <boolean> show_hud <boolean> ; shows or hides the hud
  52. <boolean> show_hud_help_text <boolean> ; shows or hides the hud help text
  53. <boolean> sound_eax_enabled ; Returns true if EAX extensions are enabled
  54. <boolean> unit_custom_animation_at_frame <unit> <animation_graph> <string> <boolean> <short> ; starts a custom animation playing on a unit at a specific frame index(interpolates into animation if next to last parameter is TRUE
  55. <boolean> unit_get_current_flashlight_state <unit> ; gets the unit's current flashlight state
  56. <boolean> unit_has_weapon <unit> <object_definition> ; returns TRUE if the <unit> has <object> as a weapon, FALSE otherwise
  57. <boolean> unit_has_weapon_readied <unit> <object_definition> ; returns TRUE if the <unit> has <object> as the primary weapon, FALSE otherwise
  58. <boolean> unit_is_playing_custom_animation <unit> ; returns TRUE if the given unit is still playing a custom animation
  59. <boolean> unit_solo_player_integrated_night_vision_is_active ; returns whether the night-vision mode could be activated via the flashlight button
  60. <boolean> vehicle_test_seat <vehicle> <string> <unit> ; tests whether the named seat has a specified unit in it
  61. <boolean> vehicle_test_seat_list <vehicle> <string> <object_list> ; tests whether the named seat has an object in the object list
  62. <boolean> volume_test_object <trigger_volume> <object> ; returns true if the specified object is within the specified volume.
  63. <boolean> volume_test_objects <trigger_volume> <object_list> ; returns true if any of the specified objects are within the specified volume.
  64. <boolean> volume_test_objects_all <trigger_volume> <object_list> ; returns true if any of the specified objects are within the specified volume.
  65. <game_difficulty> game_difficulty_get ; returns the current difficulty setting, but lies to you and will never return easy, instead returning normal
  66. <game_difficulty> game_difficulty_get_real ; returns the actual current difficulty setting without lying
  67. <long> abs_integer <long> ; return the absolute (non-negative) value of an integer
  68. <long> bit_test <long> <short> ; <flags> <bit_index>
  69. <long> bit_toggle <long> <short> <boolean> ; <flags> <bit_index> <on_or_off>
  70. <long> bitwise_and <long> <long> ; <lhs> AND <rhs>
  71. <long> bitwise_flags_toggle <long> <long> <boolean> ; <value> <flags> <on_or_off>
  72. <long> bitwise_left_shift <long> <short> ; <value> LHS <bit_count>
  73. <long> bitwise_or <long> <long> ; <lhs> OR <rhs>
  74. <long> bitwise_right_shift <long> <short> ; <value> RHS <bit_count>
  75. <long> bitwise_xor <long> <long> ; <lhs> XOR <rhs>
  76. <long> game_time ; gets ticks elapsed since the start of the game.
  77. <long> game_time_authoritative ; gets ticks elapsed since the start of the game (relative to the sim authority).
  78. <long> get_executing_running_thread ; Retrieves the current executing thread index
  79. <long> sound_impulse_time <sound> ; returns the time remaining for the specified impulse sound.
  80. <object> list_get <object_list> <short> ; returns an item in an object list.
  81. <object_list> ai_actors <ai> ; converts an ai reference to an object list.
  82. <object_list> local_players ; returns a list of the living player units on the local machine
  83. <object_list> players ; returns a list of the players
  84. <object_list> players_on_multiplayer_team <short> ; returns a list of the living player units on the MP team
  85. <object_list> vehicle_riders <unit> ; returns a list of all riders in a vehicle
  86. <passthrough> begin <expression(s)> ; returns the last expression in a sequence after evaluating the sequence in order.
  87. <passthrough> begin_random <expression(s)> ; evaluates the sequence of expressions in random order and returns the last value evaluated.
  88. <passthrough> cond (<boolean1> <result1>) [(<boolean2> <result2>) [...]] ; returns the value associated with the first true condition.
  89. <passthrough> if <boolean> <then> [<else>] ; returns one of two values based on the value of a condition.
  90. <passthrough> set <variable name> <expression> ; set the value of a global variable.
  91. <real> * <number(s)> ; returns the product of all specified expressions.
  92. <real> + <number(s)> ; returns the sum of all specified expressions.
  93. <real> - <number> <number> ; returns the difference of two expressions.
  94. <real> / <number> <number> ; returns the quotient of two expressions.
  95. <real> abs_real <real> ; return the absolute (non-negative) value of a real
  96. <real> ai_living_fraction <ai> ; return the fraction [0-1] of living actors in the specified encounter and/or squad.
  97. <real> ai_strength <ai> ; return the current strength (average body vitality from 0-1) of the specified encounter and/or squad.
  98. <real> device_get_position <device> ; gets the current position of the given device (used for devices without explicit device groups
  99. <real> device_get_power <device> ; gets the current power of a named device
  100. <real> device_group_get <device_group> ; returns the desired value of the specified device group.
  101. <real> get_pitch_rate <short> ; gets the yaw rate for the given player number
  102. <real> get_yaw_rate <short> ; gets the yaw rate for the given player number
  103. <real> max <number(s)> ; returns the maximum of all specified expressions.
  104. <real> min <number(s)> ; returns the minimum of all specified expressions.
  105. <real> objects_distance_to_flag <object_list> <cutscene_flag> ; returns minimum distance from any of the specified objects to the specified flag. (returns -1 if there are no objects, or no flag, to check
  106. <real> objects_distance_to_object <object_list> <object> ; returns minimum distance from any of the specified objects to the specified destination object. (returns -1 if there are no objects to check
  107. <real> objects_distance_to_position <object_list> <real> <real> <real> ; returns minimum distance from any of the specified objects to the specified position. (returns -1 if there are no objects to check
  108. <real> physics_get_gravity ; get the current global gravity acceleration relative to halo standard gravity
  109. <real> pin <real> <real> <real> ; returns the first value pinned between the second two
  110. <real> real_random_range <real> <real> ; returns a random value in the range [lower bound, upper bound
  111. <real> sound_get_effects_gain ; Returns the game's effects gain
  112. <real> sound_get_gain <string> ; absolutely do not use this either
  113. <real> sound_get_master_gain ; Returns the game's master gain
  114. <real> sound_get_music_gain ; Returns the game's music gain
  115. <real> unit_get_health <unit> ; returns the health [0,1] of the unit, returns -1 if the unit does not exists
  116. <real> unit_get_shield <unit> ; returns the shield [0,1] of the unit, returns -1 if the unit does not exists
  117. <short> ai_command_list_status <object_list> ; gets the status of a number of units running command lists: 0 = none, 1 = finished command list, 2 = waiting for stimulus, 3 = running command list
  118. <short> ai_conversation_line <conversation> ; returns which line the conversation is currently playing, or 999 if the conversation is not currently playing
  119. <short> ai_conversation_status <conversation> ; returns the status of a conversation (0=none, 1=trying to begin, 2=waiting for guys to get in position, 3=playing, 4=waiting to advance, 5=could not begin, 6=finished successfully, 7=aborted midway
  120. <short> ai_going_to_vehicle <unit> ; return the number of actors that are still trying to get into the specified vehicle
  121. <short> ai_living_count <ai> ; return the number of living actors in the specified encounter and/or squad.
  122. <short> ai_nonswarm_count <ai> ; return the number of non-swarm actors in the specified encounter and/or squad.
  123. <short> ai_status <ai> ; returns the most severe combat status of a group of actors (0=inactive, 1=noncombat, 2=guarding, 3=search/suspicious, 4=definite enemy(heard or magic awareness), 5=visible enemy, 6=engaging in combat.
  124. <short> ai_swarm_count <ai> ; return the number of swarm actors in the specified encounter and/or squad.
  125. <short> camera_time ; returns the number of ticks remaining in the current camera interpolation.
  126. <short> hud_get_timer_ticks ; returns the ticks left on the hud timer
  127. <short> list_count <object_list> ; returns the number of objects in a list
  128. <short> list_count_not_dead <object_list> ; returns the number of objects in a list that aren't dead
  129. <short> numeric_countdown_timer_get <short> ; <digit_index>
  130. <short> random_range <short> <short> ; returns a random value in the range [lower bound, upper bound
  131. <short> recording_time <unit> ; return the time remaining in the specified unit's cutscene recording.
  132. <short> scenery_get_animation_time <scenery> ; returns the number of ticks remaining in a custom animation (or zero, if the animation is over).
  133. <short> sound_get_supplementary_buffers ; Get the amount of supplementary buffers
  134. <short> structure_bsp_index ; returns the current structure bsp index
  135. <short> unit_get_custom_animation_time <unit> ; returns the number of ticks remaining in a unit's custom animation (or zero, if the animation is over).
  136. <short> unit_get_total_grenade_count <unit> ; returns the total number of grenades for the given unit, 0 if it does not exist
  137. <short> vehicle_load_magic <unit> <string> <object_list> ; makes a list of units (named or by encounter) magically get into a vehicle, in the substring-specified seats (e.g. CD-passenger... empty string matches all seats
  138. <short> vehicle_unload <unit> <string> ; makes units get out of a vehicle from the substring-specified seats (e.g. CD-passenger... empty string matches all seats
  139. <unit> unit <object> ; converts an object to a unit.
  140. <unit> vehicle_driver <unit> ; returns the driver of a vehicle
  141. <unit> vehicle_gunner <unit> ; returns the gunner of a vehicle
  142. <void> TestPrintBool <string> <boolean> ; Prints the specified boolean with the format '<string> = '<boolean>' to the Shell.
  143. <void> TestPrintReal <string> <real> ; Prints the specified real with the format '<string> = '<real>' to the Shell.
  144. <void> activate_nav_point_flag <navpoint> <unit> <cutscene_flag> <real> ; activates a nav point type <string> attached to (local) player <unit> anchored to a flag with a vertical offset <real>. If the player is not local to the machine, this will fail
  145. <void> activate_nav_point_object <navpoint> <unit> <object> <real> ; activates a nav point type <string> attached to (local) player <unit> anchored to an object with a vertical offset <real>. If the player is not local to the machine, this will fail
  146. <void> activate_team_nav_point_flag <navpoint> <team> <cutscene_flag> <real> ; activates a nav point type <string> attached to a team anchored to a flag with a vertical offset <real>. If the player is not local to the machine, this will fail
  147. <void> activate_team_nav_point_object <navpoint> <team> <object> <real> ; activates a nav point type <string> attached to a team anchored to an object with a vertical offset <real>. If the player is not local to the machine, this will fail
  148. <void> ai <boolean> ; turns all AI on or off.
  149. <void> ai_allegiance <team> <team> ; creates an allegiance between two teams.
  150. <void> ai_allegiance_remove <team> <team> ; destroys an allegiance between two teams.
  151. <void> ai_allow_charge <ai> <boolean> ; either enables or disables charging behavior for a group of actors
  152. <void> ai_allow_dormant <ai> <boolean> ; either enables or disables automatic dormancy for a group of actors
  153. <void> ai_attach <unit> <ai> ; attaches the specified unit to the specified encounter.
  154. <void> ai_attach_free <unit> <actor_variant> ; attaches a unit to a newly created free actor of the specified type
  155. <void> ai_attack <ai> ; makes the specified platoon(s) go into the attacking state.
  156. <void> ai_automatic_migration_target <ai> <boolean> ; enables or disables a squad as being an automatic migration target
  157. <void> ai_berserk <ai> <boolean> ; forces a group of actors to start or stop berserking
  158. <void> ai_braindead <ai> <boolean> ; makes a group of actors braindead, or restores them to life (in their initial state
  159. <void> ai_braindead_by_unit <object_list> <boolean> ; makes a list of objects braindead, or restores them to life. if you pass in a vehicle index, it makes all actors in that vehicle braindead (including any built-in guns
  160. <void> ai_command_list <ai> <ai_command_list> ; tells a group of actors to begin executing the specified command list
  161. <void> ai_command_list_advance <ai> ; tells a group of actors that are running a command list that they may advance further along the list (if they are waiting for a stimulus
  162. <void> ai_command_list_advance_by_unit <unit> ; just like ai_command_list_advance but operates upon a unit instead
  163. <void> ai_command_list_by_unit <unit> <ai_command_list> ; tells a named unit to begin executing the specified command list
  164. <void> ai_conversation_advance <conversation> ; tells a conversation that it may advance
  165. <void> ai_conversation_stop <conversation> ; stops a conversation from playing or trying to play
  166. <void> ai_debug_communication_focus <string(s)> ; focuses (or stops focusing) a set of unit vocalization types.
  167. <void> ai_debug_communication_ignore <string(s)> ; ignores (or stops ignoring) a set of AI communication types when printing out communications.
  168. <void> ai_debug_communication_suppress <string(s)> ; suppresses (or stops suppressing) a set of AI communication types.
  169. <void> ai_defend <ai> ; makes the specified platoon(s) go into the defending state.
  170. <void> ai_detach <unit> ; detaches the specified unit from all AI.
  171. <void> ai_dialogue_triggers <boolean> ; turns impromptu dialogue on or off.
  172. <void> ai_disregard <object_list> <boolean> ; if TRUE, forces all actors to completely disregard the specified units, otherwise lets them acknowledge the units again
  173. <void> ai_erase <ai> ; erases the specified encounter and/or squad.
  174. <void> ai_erase_all ; erases all AI.
  175. <void> ai_exit_vehicle <ai> ; tells a group of actors to get out of any vehicles that they are in
  176. <void> ai_follow_distance <ai> <real> ; sets the distance threshold which will cause squads to migrate when following someone
  177. <void> ai_follow_target_ai <ai> <ai> ; sets the follow target for an encounter to be a group of AI (encounter, squad or platoon
  178. <void> ai_follow_target_disable <ai> ; turns off following for an encounter
  179. <void> ai_follow_target_players <ai> ; sets the follow target for an encounter to be the closest player
  180. <void> ai_follow_target_unit <ai> <unit> ; sets the follow target for an encounter to be a specific unit
  181. <void> ai_force_active <ai> <boolean> ; forces an encounter to remain active (i.e. not freeze in place) even if there are no players nearby
  182. <void> ai_force_active_by_unit <unit> <boolean> ; forces a named actor that is NOT in an encounter to remain active (i.e. not freeze in place) even if there are no players nearby
  183. <void> ai_free <ai> ; removes a group of actors from their encounter and sets them free
  184. <void> ai_free_units <object_list> ; removes a set of units from their encounter (if any) and sets them free
  185. <void> ai_go_to_vehicle <ai> <unit> <string> ; tells a group of actors to get into a vehicle, in the substring-specified seats (e.g. passenger for pelican)... does not interrupt any actors who are already going to vehicles
  186. <void> ai_go_to_vehicle_override <ai> <unit> <string> ; tells a group of actors to get into a vehicle, in the substring-specified seats (e.g. passenger for pelican)... NB: any actors who are already going to vehicles will stop and go to this one instead!
  187. <void> ai_grenades <boolean> ; turns grenade inventory on or off.
  188. <void> ai_kill <ai> ; instantly kills the specified encounter and/or squad.
  189. <void> ai_kill_silent <ai> ; instantly and silently (no animation or sound played) kills the specified encounter and/or squad.
  190. <void> ai_link_activation <ai> <ai> ; links the first encounter so that it will be made active whenever it detects that the second encounter is active
  191. <void> ai_look_at_object <unit> <object> ; tells an actor to look at an object until further notice
  192. <void> ai_magically_see_encounter <ai> <ai> ; makes one encounter magically aware of another.
  193. <void> ai_magically_see_players <ai> ; makes an encounter magically aware of nearby players.
  194. <void> ai_magically_see_unit <ai> <unit> ; makes an encounter magically aware of the specified unit.
  195. <void> ai_maneuver <ai> ; makes all squads in the specified platoon(s) maneuver to their designated maneuver squads.
  196. <void> ai_maneuver_enable <ai> <boolean> ; enables or disables the maneuver/retreat rule for an encounter or platoon. the rule will still trigger, but none of the actors will be given the order to change squads.
  197. <void> ai_migrate <ai> <ai> ; makes all or part of an encounter move to another encounter.
  198. <void> ai_migrate_and_speak <ai> <ai> <string> ; makes all or part of an encounter move to another encounter, and say their 'advance' or 'retreat' speech lines.
  199. <void> ai_migrate_by_unit <object_list> <ai> ; makes a named vehicle or group of units move to another encounter.
  200. <void> ai_place <ai> ; places the specified encounter on the map.
  201. <void> ai_playfight <ai> <boolean> ; sets an encounter to be playfighting or not
  202. <void> ai_prefer_target <object_list> <boolean> ; if TRUE, *ALL* enemies will prefer to attack the specified units. if FALSE, removes the preference.
  203. <void> ai_reconnect ; reconnects all AI information to the current structure bsp (use this after you create encounters or command lists in sapien, or place new firing points or command list points
  204. <void> ai_renew <ai> ; refreshes the health and grenade count of a group of actors, so they are as good as new
  205. <void> ai_retreat <ai> ; makes all squads in the specified platoon(s) maneuver to their designated maneuver squads.
  206. <void> ai_select <ai> ; selects the specified encounter.
  207. <void> ai_set_blind <ai> <boolean> ; enables or disables sight for actors in the specified encounter.
  208. <void> ai_set_current_state <ai> <ai_default_state> ; sets the current state of a group of actors. WARNING: may have unpredictable results on actors that are in combat
  209. <void> ai_set_deaf <ai> <boolean> ; enables or disables hearing for actors in the specified encounter.
  210. <void> ai_set_respawn <ai> <boolean> ; enables or disables respawning in the specified encounter.
  211. <void> ai_set_return_state <ai> <ai_default_state> ; sets the state that a group of actors will return to when they have nothing to do
  212. <void> ai_set_team <ai> <team> ; makes an encounter change to a new team
  213. <void> ai_spawn_actor <ai> ; spawns a single actor in the specified encounter and/or squad.
  214. <void> ai_stop_looking <unit> ; tells an actor to stop looking at whatever it's looking at
  215. <void> ai_teleport_to_starting_location <ai> ; teleports a group of actors to the starting locations of their current squad(s
  216. <void> ai_teleport_to_starting_location_if_unsupported <ai> ; teleports a group of actors to the starting locations of their current squad(s), only if they are not supported by solid ground (i.e. if they are falling after switching BSPs
  217. <void> ai_timer_expire <ai> ; makes a squad's delay timer expire and releases them to enter combat.
  218. <void> ai_timer_start <ai> ; makes a squad's delay timer start counting.
  219. <void> ai_try_to_fight <ai> <ai> ; causes a group of actors to preferentially target another group of actors
  220. <void> ai_try_to_fight_nothing <ai> ; removes the preferential target setting from a group of actors
  221. <void> ai_try_to_fight_player <ai> ; causes a group of actors to preferentially target the player
  222. <void> ai_vehicle_encounter <unit> <ai> ; sets a vehicle to 'belong' to a particular encounter/squad. any actors who get into the vehicle will be placed in this squad. NB: vehicles potentially drivable by multiple teams need their own encounter!
  223. <void> ai_vehicle_enterable_actor_type <unit> <actor_type> ; sets a vehicle as being impulsively enterable for actors of a certain type (grunt, elite, marine etc
  224. <void> ai_vehicle_enterable_actors <unit> <ai> ; sets a vehicle as being impulsively enterable for a certain encounter/squad of actors
  225. <void> ai_vehicle_enterable_disable <unit> ; disables actors from impulsively getting into a vehicle (this is the default state for newly placed vehicles
  226. <void> ai_vehicle_enterable_distance <unit> <real> ; sets a vehicle as being impulsively enterable for actors within a certain distance
  227. <void> ai_vehicle_enterable_team <unit> <team> ; sets a vehicle as being impulsively enterable for actors on a certain team
  228. <void> bind <string> <string> <string> ; binds an input device/button combination to a game control
  229. <void> breadcrumbs_activate_team_nav_point_flag <navpoint> <team> <cutscene_flag> <real> ; activates a nav point type <string> attached to a team anchored to a flag with a vertical offset <real>. If the player is not local to the machine or the improved navpoints setting is disabled, this will fail
  230. <void> breadcrumbs_activate_team_nav_point_object <navpoint> <team> <object> <real> ; activates a nav point type <string> attached to a team anchored to an object with a vertical offset <real>. If the player is not local to the machine or the improved navpoints setting is disabled, this will fail
  231. <void> breadcrumbs_activate_team_nav_point_position <navpoint> <team> <real> <real> <real> <string> <real>; activates a nav point type <string> attached to a team anchored to position xyz <real, real, real> named <_hs_type_string> and with a vertical offset <real>. If the player is not local to the machine or the improved navpoints setting is disabled, this will fail
  232. <void> breadcrumbs_deactivate_team_nav_point <team> <string> ; deactivates a nav point type attached to a team of name <_hs_type_string>
  233. <void> breadcrumbs_deactivate_team_nav_point_flag <team> <cutscene_flag> ; deactivates a nav point type attached to a team anchored to a flag
  234. <void> breadcrumbs_deactivate_team_nav_point_object <team> <object> ; deactivates a nav point type attached to a team anchored to an object
  235. <void> breakable_surfaces_enable <boolean> ; enables or disables breakability of all breakable surfaces on level
  236. <void> breakable_surfaces_reset ; restores all breakable surfaces
  237. <void> breakpoint <string> ; If breakpoints are enabled, pause execution when this statement is hit (displaying the given message).
  238. <void> camera_control <boolean> ; toggles script control of the camera.
  239. <void> camera_set <cutscene_camera_point> <short> ; moves the camera to the specified camera point over the specified number of ticks.
  240. <void> camera_set_animation <animation_graph> <string> ; begins a prerecorded camera animation.
  241. <void> camera_set_dead <unit> ; makes the scripted camera zoom out around a unit as if it were dead.
  242. <void> camera_set_first_person <unit> ; makes the scripted camera follow a unit.
  243. <void> camera_set_relative <cutscene_camera_point> <short> <object> ; moves the camera to the specified camera point over the specified number of ticks (position is relative to the specified object).
  244. <void> cheat_active_camouflage ; gives the player active camouflage
  245. <void> cheat_active_camouflage_local_player <short> ; gives the player active camouflage
  246. <void> cheat_all_chars ; drops all vehicles on player
  247. <void> cheat_all_powerups ; drops all powerups near player
  248. <void> cheat_all_vehicles ; drops all vehicles on player
  249. <void> cheat_all_weapons ; drops all weapons near player
  250. <void> cheat_give_some_gun ; drops shotgun
  251. <void> cheat_spawn_warthog ; drops a warthog near player
  252. <void> cheat_teleport_to_camera ; teleports player to camera location
  253. <void> cheats_load ; reloads the cheats.txt file
  254. <void> checkpoint_load <string> ; load a saved checkpoint
  255. <void> cinematic_abort ; aborts a cinematic
  256. <void> cinematic_screen_effect_set_convolution <short> <short> <real> <real> <real> ; sets the convolution effect
  257. <void> cinematic_screen_effect_set_filter <real> <real> <real> <real> <boolean> <real> ; sets the filter effect
  258. <void> cinematic_screen_effect_set_filter_desaturation_tint <real> <real> <real> ; sets the desaturation filter tint color
  259. <void> cinematic_screen_effect_set_video <short> <real> ; sets the video effect: <noise intensity[0,1]>, <overbright: 0=none, 1=2x, 2=4x>
  260. <void> cinematic_screen_effect_start <boolean> ; starts screen effect; pass TRUE to clear
  261. <void> cinematic_screen_effect_stop ; returns control of the screen effects to the rest of the game
  262. <void> cinematic_set_near_clip_distance <real>
  263. <void> cinematic_set_title <cutscene_title> ; activates the chapter title
  264. <void> cinematic_set_title_delayed <cutscene_title> <real> ; activates the chapter title, delayed by <real> seconds
  265. <void> cinematic_show_letterbox <boolean> ; sets or removes the letterbox bars
  266. <void> cinematic_skip_start_internal
  267. <void> cinematic_skip_stop_internal
  268. <void> cinematic_start ; initializes game to start a cinematic (interruptive) cutscene
  269. <void> cinematic_stop ; initializes the game to end a cinematic (interruptive) cutscene
  270. <void> cinematic_suppress_bsp_object_creation <boolean> ; suppresses or enables the automatic creation of objects during cutscenes due to a bsp switch
  271. <void> cls ; clears console text from the screen
  272. <void> core_load ; loads debug game state from core\core.bin
  273. <void> core_load_at_startup ; loads debug game state from core\core.bin as soon as the map is initialized
  274. <void> core_load_name <string> ; loads debug game state from core\<path>
  275. <void> core_load_name_at_startup <string> ; loads debug game state from core\<path> as soon as the map is initialized
  276. <void> core_save ; saves debug game state to core\core.bin
  277. <void> crash <string> ; crashes (for debugging).
  278. <void> damage_new <damage> <cutscene_flag> ; causes the specified damage at the specified flag.
  279. <void> damage_object <damage> <object> ; causes the specified damage at the specified object.
  280. <void> deactivate_nav_point_flag <unit> <cutscene_flag> ; deactivates a nav point type attached to a player <unit> anchored to a flag
  281. <void> deactivate_nav_point_object <unit> <object> ; deactivates a nav point type attached to a player <unit> anchored to an object
  282. <void> deactivate_team_nav_point_flag <team> <cutscene_flag> ; deactivates a nav point type attached to a team anchored to a flag
  283. <void> deactivate_team_nav_point_object <team> <object> ; deactivates a nav point type attached to a team anchored to an object
  284. <void> debug_camera_load ; loads the saved camera position and facing from camera_<map_name>.txt
  285. <void> debug_camera_load_name <string> ; loads the camera position and facing from <name>_<map_name>.txt
  286. <void> debug_camera_load_simple_name <string> ; loads the camera position and facing from camera_<name>.txt
  287. <void> debug_camera_load_text <string> ; loads the camera position and facing from a passed in string
  288. <void> debug_camera_save ; saves the camera position and facing to camera_<map_name>.txt
  289. <void> debug_camera_save_name <string> ; saves the camera position and facing to <name>_<map_name>.txt
  290. <void> debug_camera_save_simple_name <string> ; saves the camera position and facing to camera_<name>.txt
  291. <void> debug_menu_rebuild ; Reparses the debug menu from the text file.
  292. <void> debug_pvs <boolean> ; displays the current pvs.
  293. <void> debug_script_thread <string> <boolean> ; Verbose threads spew to log about script and function calls.
  294. <void> debug_scripting <boolean> ; Turn on/off hs script debugging.
  295. <void> debug_sounds_enable <string> <boolean> ; enables or disabled all sound classes matching the substring.
  296. <void> debug_teleport_player <short> <short>
  297. <void> determinism_debug_manager_enable_game_state_checksum <boolean> ; enable/disable determinism checkpoints
  298. <void> determinism_debug_manager_enable_log_file_comparision_on_oos <boolean> ; enables/disables determinism log file comparision on oos
  299. <void> determinism_debug_manager_enable_logging <boolean> ; enable/disable determinism logging
  300. <void> determinism_debug_manager_enable_trace <boolean> ; enable determinism tracing
  301. <void> determinism_debug_manager_set_consumer_sample_level <string> <long> ; sets sample level for a consumer
  302. <void> determinism_debug_manager_set_trace_flags <long> ; set which determinism debugging traces should be turned on
  303. <void> determinism_log_compare_log_files <string> <string> ; compares determinism log files
  304. <void> device_group_change_only_once_more_set <device_group> <boolean> ; TRUE allows a device to change states only once
  305. <void> device_group_set_immediate <device_group> <real> ; instantaneously changes the value of the specified device group.
  306. <void> device_one_sided_set <device> <boolean> ; TRUE makes the given device one-sided (only able to be opened from one direction), FALSE makes it two-sided
  307. <void> device_operates_automatically_set <device> <boolean> ; TRUE makes the given device open automatically when any biped is nearby, FALSE makes it not
  308. <void> device_set_never_appears_locked <device> <boolean> ; changes a machine's never_appears_locked flag, but only if paul is a BLAM!
  309. <void> device_set_position_immediate <device> <real> ; instantaneously changes the position of the given device (used for devices without explicit device groups
  310. <void> device_set_power <device> <real> ; immediately sets the power of a named device to the given value
  311. <void> display_scenario_help <short> ; display in-game help dialog
  312. <void> effect_new <effect> <cutscene_flag> ; starts the specified effect at the specified flag.
  313. <void> effect_new_on_object_marker <effect> <object> <string> ; starts the specified effect on the specified object at the specified marker.
  314. <void> enable_hud_help_flash <boolean> ; starts/stops the help text flashing
  315. <void> error_overflow_suppression <boolean> ; enables or disables the suppression of error spamming
  316. <void> event_debugger_break_category <string> <string> ; sets the debugger break level for a named category of network events
  317. <void> event_display_category <string> <string> ; sets the display level for a named category of network events
  318. <void> event_force_display_category <string> <string> ; sets the forced display level for a named category of network events
  319. <void> event_global_display_category <string> ; sets the global event display level
  320. <void> event_global_log_category <string> ; sets the global evetn log level
  321. <void> event_global_remote_log_category <string> ; sets the global remote evetn log level
  322. <void> event_halt_category <string> <string> ; sets the halt (assert/crash) level for a named category of network events
  323. <void> event_list_categories <string> ; lists all categories that exist under a particular category string
  324. <void> event_log_category <string> <string> ; sets the log level for a named category of network events
  325. <void> event_remote_log_category <string> <string> ; sets the remote log level for a named category of network events
  326. <void> events_disable_suppression <boolean> ; enable/disable event suppression
  327. <void> events_enabled <boolean> ; enable/disable all events
  328. <void> events_suppress_console_display <boolean> ; disables console display for events
  329. <void> fade_in <real> <real> <real> <short> ; does a screen fade in from a particular color
  330. <void> fade_out <real> <real> <real> <short> ; does a screen fade out to a particular color
  331. <void> game_difficulty_set <game_difficulty> ; changes the difficulty setting for the next map to be loaded.
  332. <void> game_lost ; causes the player to revert to their previous saved game
  333. <void> game_revert ; reverts to last saved game, if any (for testing, the first bastard that does this to me gets it in the head
  334. <void> game_save ; checks to see if it is safe to save game, then saves (gives up after 8 seconds
  335. <void> game_save_cancel ; cancels any pending game_save, timeout or not
  336. <void> game_save_no_timeout ; checks to see if it is safe to save game, then saves (this version never gives up
  337. <void> game_save_totally_unsafe ; disregards player's current situation
  338. <void> game_skip_ticks <short> ; skips <short> amount of game ticks. ONLY USE IN CUTSCENES!!!
  339. <void> game_speed <real> ; changes the game speed.
  340. <void> game_variant <string> ; set the game engine
  341. <void> game_won ; causes the player to successfully finish the current level and move to the next
  342. <void> garbage_collect_now ; causes all garbage objects except those visible to a player to be collected immediately
  343. <void> help <string> ; prints a description of the named function.
  344. <void> hud_blink_health <boolean> ; starts/stops manual blinking of the health panel
  345. <void> hud_blink_motion_sensor <boolean> ; starts/stops manual blinking of the motion sensor panel
  346. <void> hud_blink_shield <boolean> ; starts/stops manual blinking of the shield panel
  347. <void> hud_clear_messages ; clears all non-state messages on the hud
  348. <void> hud_help_flash_restart ; resets the timer for the help text flashing
  349. <void> hud_set_help_text <hud_message> ; displays <message> as the help text
  350. <void> hud_set_objective_text <hud_message> ; sets <message> as the current objective
  351. <void> hud_set_timer_position <short> <short> <hud_corner> ; sets the timer upper left position to (x, y)=>(<short>, <short>
  352. <void> hud_set_timer_time <short> <short> ; sets the time for the timer to <short> minutes and <short> seconds, and starts and displays timer
  353. <void> hud_set_timer_warning_time <short> <short> ; sets the warning time for the timer to <short> minutes and <short> seconds
  354. <void> hud_show_crosshair <boolean> ; hides/shows the weapon crosshair
  355. <void> hud_show_health <boolean> ; hides/shows the health panel
  356. <void> hud_show_motion_sensor <boolean> ; hides/shows the motion sensor panel
  357. <void> hud_show_shield <boolean> ; hides/shows the shield panel
  358. <void> inspect <expression> ; prints the value of an expression to the screen for debugging purposes.
  359. <void> kill_active_scripts ; Terminates all currently running threads.
  360. <void> kill_thread <long> ; Kill the specified thread
  361. <void> log_print <string> ; prints a string to the hs log file.
  362. <void> magic_melee_attack ; causes player's unit to start a melee attack
  363. <void> magic_seat_name <string> ; all units controlled by the player will assume the given seat name (valid values are 'asleep', 'alert', 'stand', 'crouch' and 'flee'
  364. <void> map_name <string> ; changes the name of the solo player map.
  365. <void> map_reset ; starts the map from the beginning.
  366. <void> multiplayer_map_name <string> ; changes the name of the multiplayer map
  367. <void> net_never_timeout <boolean> ;
  368. <void> numeric_countdown_timer_restart
  369. <void> numeric_countdown_timer_set <long> <boolean> ; <milliseconds>, <auto_start>
  370. <void> numeric_countdown_timer_stop
  371. <void> object_beautify <object> <boolean> ; makes an object pretty for the remainder of the levels' cutscenes.
  372. <void> object_can_take_damage <object_list> ; allows an object to take damage again
  373. <void> object_cannot_take_damage <object_list> ; prevents an object from taking damage
  374. <void> object_create <object_name> ; creates an object from the scenario.
  375. <void> object_create_anew <object_name> ; creates an object, destroying it first if it already exists.
  376. <void> object_create_anew_containing <string> ; creates anew all objects from the scenario whose names contain the given substring.
  377. <void> object_create_containing <string> ; creates all objects from the scenario whose names contain the given substring.
  378. <void> object_destroy <object> ; destroys an object.
  379. <void> object_destroy_all ; destroys all non player objects.
  380. <void> object_destroy_containing <string> ; destroys all objects from the scenario whose names contain the given substring.
  381. <void> object_pvs_activate <object> ; just another (old) name for object_pvs_set_object.
  382. <void> object_pvs_clear ; removes the special place that activates everything it sees.
  383. <void> object_pvs_set_camera <cutscene_camera_point> ; sets the specified cutscene camera point as the special place that activates everything it sees.
  384. <void> object_pvs_set_object <object> ; sets the specified object as the special place that activates everything it sees.
  385. <void> object_set_collideable <object> <boolean> ; FALSE prevents any object from colliding with the given object
  386. <void> object_set_facing <object> <cutscene_flag> ; turns the specified object in the direction of the specified flag.
  387. <void> object_set_melee_attack_inhibited <object> <boolean> ; FALSE prevents object from using melee attack
  388. <void> object_set_permutation <object> <string> <string> ; sets the desired region (use "" for all regions) to the permutation with the given name, e.g. (object_set_permutation flood "right arm" ~damaged
  389. <void> object_set_ranged_attack_inhibited <object> <boolean> ; FALSE prevents object from using ranged attack
  390. <void> object_set_scale <object> <real> <short> ; sets the scale for a given object and interpolates over the given number of frames to achieve that scale
  391. <void> object_set_shield <object> <real> ; sets the shield vitality of the specified object (between 0 and 1).
  392. <void> object_teleport <object> <cutscene_flag> ; moves the specified object to the specified flag.
  393. <void> object_type_predict <object_definition> ; loads textures necessary to draw an object that's about to come on-screen.
  394. <void> objects_attach <object> <string> <object> <string> ; attaches the second object to the first; both strings can be empty
  395. <void> objects_delete_by_definition <object_definition> ; deletes all objects of type <definition>
  396. <void> objects_detach <object> <object> ; detaches from the given parent object the given child object
  397. <void> objects_dump_memory ; debugs object memory usage
  398. <void> objects_predict <object_list> ; loads textures necessary to draw a objects that are about to come on-screen.
  399. <void> pause_hud_timer <boolean> ; pauses or unpauses the hud timer
  400. <void> physics_constants_reset ; resets all physics constants to earthly values
  401. <void> physics_set_gravity <real> ; set global gravity acceleration relative to halo standard gravity
  402. <void> playback ; starts game in film playback mode
  403. <void> player0_look_invert_pitch <boolean> ; invert player0's look
  404. <void> player_action_test_reset ; resets the player action test state so that all tests will return false.
  405. <void> player_add_equipment <unit> <starting_profile> <boolean> ; adds/resets the player's health, shield, and inventory (weapons and grenades) to the named profile. resets if third parameter is true, adds if false.
  406. <void> player_effect_set_max_rotation <real> <real> <real> ; <yaw> <pitch> <roll>
  407. <void> player_effect_set_max_rumble <real> <real> ; DEPRECATED: Use player_effect_set_max_vibrate, this is only to keep compatibility with Custom Edition
  408. <void> player_effect_set_max_translation <real> <real> <real> ; <x> <y> <z>
  409. <void> player_effect_set_max_vibrate <real> <real> ; <left> <right>
  410. <void> player_effect_start <real> <real> ; <max_intensity> <attack time>
  411. <void> player_effect_stop <real> ; <decay>
  412. <void> player_enable_input <boolean> ; toggle player input. the player can still free-look, but nothing else.
  413. <void> players_unzoom_all ; resets zoom levels on all players
  414. <void> print <string> ; prints a string to the console.
  415. <void> print_binds ; prints a list of all input bindings
  416. <void> print_if <boolean> <string> ; prints a string to the console if the condition is true.
  417. <void> profile_load <string> ; Load any included builtin profiles and create profiles on disk.
  418. <void> quit ; quits the game
  419. <void> radiosity_debug_point ; tests sun occlusion at a point.
  420. <void> radiosity_save ; saves radiosity solution.
  421. <void> radiosity_start ; starts radiosity computation.
  422. <void> rasterizer_decals_flush ; flush all decals
  423. <void> rasterizer_fps_accumulate ; average fps
  424. <void> rasterizer_lights_reset_for_new_map
  425. <void> rasterizer_model_ambient_reflection_tint <real> <real> <real> <real>
  426. <void> rasterizer_reload_effects ; check for shader changes
  427. <void> recording_kill <unit> ; kill the specified unit's cutscene recording.
  428. <void> reload_shader_transparent_chicago
  429. <void> render_effects <boolean>
  430. <void> saved_film_disable_version_checking <boolean> ; disable saved film version checking
  431. <void> saved_film_play <short> <string> ; plays a saved film for given controller
  432. <void> saved_film_seek_to_film_tick <long> ; seeks to a film tick
  433. <void> saved_film_set_playback_game_speed <real> ; set the saved film playback speed
  434. <void> saved_film_set_repro_mode <boolean> ; set the saved film into repro mode (splitscreen users are created based on the number of splitscreen players that recorded the film
  435. <void> saved_film_toggle_debug_saving <boolean> ; toggle saving of last film to the debug output directory automatically after each game level
  436. <void> saved_films_delete_on_level_load <boolean> ; toggle deletion last saved film after loading a new game level
  437. <void> saved_films_show_timestamp <boolean> ; toggle showing timestamp for saved film playback
  438. <void> scenery_animation_start <scenery> <animation_graph> <string> ; starts a custom animation playing on a piece of scenery
  439. <void> scenery_animation_start_at_frame <scenery> <animation_graph> <string> <short> ; starts a custom animation playing on a piece of scenery at a specific frame
  440. <void> script_doc ; saves a file called hs_doc.txt with parameters for all script commands.
  441. <void> script_recompile ; recompiles scripts.
  442. <void> script_screen_effect_set_value <short> <real> ; sets a screen effect script value
  443. <void> set_pitch_rate <short> <real> ; sets the yaw rate for the given player number
  444. <void> set_yaw_rate <short> <real> ; sets the yaw rate for the given player number
  445. <void> show_hud_timer <boolean> ; displays the hud timer
  446. <void> sleep <short> [<script>] ; pauses execution of this script (or, optionally, another script) for the specified number of ticks.
  447. <void> sleep_forever [<script>] ; pauses execution of this script (or, optionally, another script) forever.
  448. <void> sleep_until <boolean> [<short>] ; pauses execution of this script until the specified condition is true, checking once per second unless a different number of ticks is specified.
  449. <void> sound_cache_dump_to_file ; dump dat stuff!
  450. <void> sound_cache_flush ; i'm a rebel!
  451. <void> sound_class_set_gain <string> <real> <short> ; changes the gain on the specified sound class(es) to the specified game over the specified number of ticks.
  452. <void> sound_enable <boolean> ; enables or disables all sound.
  453. <void> sound_enable_eax <boolean> ; Enable or disable EAX extensions
  454. <void> sound_enable_hardware <boolean> <boolean> ; Enable or disable hardware sound buffers
  455. <void> sound_impulse_predict <sound> <boolean> ; loads an impulse sound into the sound cache ready for playback.
  456. <void> sound_impulse_start <sound> <object> <real> ; plays an impulse sound from the specified source object (or "none"), with the specified scale.
  457. <void> sound_impulse_stop <sound> ; stops the specified impulse sound.
  458. <void> sound_looping_predict <looping_sound> ; your mom.
  459. <void> sound_looping_set_alternate <looping_sound> <boolean> ; enables or disables the alternate loop/alternate end for a looping sound.
  460. <void> sound_looping_set_scale <looping_sound> <real> ; changes the scale of the sound (which should affect the volume) within the range 0 to 1.
  461. <void> sound_looping_start <looping_sound> <object> <real> ; plays a looping sound from the specified source object (or "none"), with the specified scale.
  462. <void> sound_looping_stop <looping_sound> ; stops the specified looping sound.
  463. <void> sound_set_effects_gain <real> ; Set the game's effects gain
  464. <void> sound_set_env <short> ; Change environment preset
  465. <void> sound_set_factor <real> ; Set the DSound factor value
  466. <void> sound_set_gain <string> <real> ; absolutely do not use this
  467. <void> sound_set_master_gain <real> ; Set the game's master gain
  468. <void> sound_set_music_gain <real> ; Set the game's music gain
  469. <void> sound_set_rolloff <real> ; Set the DSound rolloff value
  470. <void> sound_set_supplementary_buffers <short> <boolean> ; Set the amount of supplementary buffers
  471. <void> structure_lens_flares_place ; places lens flares in the structure bsp
  472. <void> sv_map <string> <string>
  473. <void> switch_bsp <short> ; takes off your condom and changes to a different structure bsp
  474. <void> time_code_reset ; resets the time code timer
  475. <void> time_code_show <boolean> ; shows the time code timer
  476. <void> time_code_start <boolean> ; starts/stops the time code timer
  477. <void> ui_widget_show_path <boolean> ; blah blah
  478. <void> unbind <string> <string> ; unbinds an input device/button combination
  479. <void> unit_aim_without_turning <unit> <boolean> ; allows a unit to aim in place without turning
  480. <void> unit_can_blink <unit> <boolean> ; allows a unit to blink or not (units never blink when they are dead
  481. <void> unit_close <unit> ; closes the hatches on a given unit
  482. <void> unit_doesnt_drop_items <object_list> ; prevents any of the given units from dropping weapons or grenades when they die
  483. <void> unit_enter_vehicle <unit> <vehicle> <string> ; puts the specified unit in the specified vehicle (in the named seat
  484. <void> unit_exit_vehicle <unit> ; makes a unit exit its vehicle
  485. <void> unit_impervious <object_list> <boolean> ; prevents any of the given units from being knocked around or playing ping animations
  486. <void> unit_kill <unit> ; kills a given unit, no saving throw
  487. <void> unit_kill_silent <unit> ; kills a given unit silently (doesn't make them play their normal death animation or sound
  488. <void> unit_open <unit> ; opens the hatches on the given unit
  489. <void> unit_set_current_vitality <unit> <real> <real> ; sets a unit's current body and shield vitality
  490. <void> unit_set_desired_flashlight_state <unit> <boolean> ; sets the unit's desired flashlight state
  491. <void> unit_set_emotion <unit> <short> ; sets a unit's facial expression (-1 is none, other values depend on unit
  492. <void> unit_set_emotion_animation <unit> <string> ; sets the emotion animation to be used for the given unit
  493. <void> unit_set_enterable_by_player <unit> <boolean> ; can be used to prevent the player from entering a vehicle
  494. <void> unit_set_maximum_vitality <unit> <real> <real> ; sets a unit's maximum body and shield vitality
  495. <void> unit_set_seat <unit> <string> ; this unit will assume the named seat
  496. <void> unit_stop_custom_animation <unit> ; stops the custom animation running on the given unit.
  497. <void> unit_suspended <unit> <boolean> ; stops gravity from working on the given unit
  498. <void> units_set_current_vitality <object_list> <real> <real> ; sets a group of units' current body and shield vitality
  499. <void> units_set_desired_flashlight_state <object_list> <boolean> ; sets the units' desired flashlight state
  500. <void> units_set_maximum_vitality <object_list> <real> <real> ; sets a group of units' maximum body and shield vitality
  501. <void> vehicle_hover <vehicle> <boolean> ; stops the vehicle from running real physics and runs fake hovering physics instead.
  502. <void> version ; prints the build version.
  503. <void> volume_teleport_players_not_inside <trigger_volume> <cutscene_flag> ; moves all players outside a specified trigger volume to a specified flag.
  504. <void> wake <script name> ; wakes a sleeping script in the next update.
  505.  
  506. ; AVAILABLE EXTERNAL GLOBALS:
  507. <boolean> allow_out_of_sync
  508. <boolean> breakable_surfaces
  509. <boolean> breakpoints_enabled
  510. <boolean> cheat_bottomless_clip
  511. <boolean> cheat_bump_possession
  512. <boolean> cheat_controller
  513. <boolean> cheat_deathless_player
  514. <boolean> cheat_infinite_ammo
  515. <boolean> cheat_jetpack
  516. <boolean> cheat_medusa
  517. <boolean> cheat_omnipotent
  518. <boolean> cheat_reflexive_damage_effects
  519. <boolean> cheat_super_jump
  520. <boolean> collision_debug
  521. <boolean> collision_debug_features
  522. <boolean> collision_debug_flag_back_facing_surfaces
  523. <boolean> collision_debug_flag_front_facing_surfaces
  524. <boolean> collision_debug_flag_ignore_breakable_surfaces
  525. <boolean> collision_debug_flag_ignore_invisible_surfaces
  526. <boolean> collision_debug_flag_ignore_two_sided_surfaces
  527. <boolean> collision_debug_flag_media
  528. <boolean> collision_debug_flag_objects
  529. <boolean> collision_debug_flag_objects_bipeds
  530. <boolean> collision_debug_flag_objects_controls
  531. <boolean> collision_debug_flag_objects_equipment
  532. <boolean> collision_debug_flag_objects_light_fixtures
  533. <boolean> collision_debug_flag_objects_machines
  534. <boolean> collision_debug_flag_objects_placeholders
  535. <boolean> collision_debug_flag_objects_projectiles
  536. <boolean> collision_debug_flag_objects_scenery
  537. <boolean> collision_debug_flag_objects_vehicles
  538. <boolean> collision_debug_flag_objects_weapons
  539. <boolean> collision_debug_flag_skip_passthrough_bipeds
  540. <boolean> collision_debug_flag_structure
  541. <boolean> collision_debug_flag_try_to_keep_location_valid
  542. <boolean> collision_debug_flag_use_vehicle_physics
  543. <boolean> collision_debug_phantom_bsp
  544. <boolean> collision_debug_repeat
  545. <boolean> collision_debug_spray
  546. <boolean> controls_enable_crouch
  547. <boolean> controls_enable_doubled_spin
  548. <boolean> controls_swap_doubled_spin_state
  549. <boolean> controls_swapped
  550. <boolean> debug_biped_limp_body_disable
  551. <boolean> debug_biped_physics
  552. <boolean> debug_biped_skip_collision
  553. <boolean> debug_biped_skip_update
  554. <boolean> debug_bsp
  555. <boolean> debug_camera
  556. <boolean> debug_collision_skip_objects
  557. <boolean> debug_collision_skip_vectors
  558. <boolean> debug_damage
  559. <boolean> debug_damage_taken
  560. <boolean> debug_decals
  561. <boolean> debug_detail_objects
  562. <boolean> debug_fog_planes
  563. <boolean> debug_framerate
  564. <boolean> debug_frustum
  565. <boolean> debug_game_save
  566. <boolean> debug_ice_cream_flavor_force_coop
  567. <boolean> debug_ice_cream_flavor_status_anger
  568. <boolean> debug_ice_cream_flavor_status_assassins
  569. <boolean> debug_ice_cream_flavor_status_bandanna
  570. <boolean> debug_ice_cream_flavor_status_black_eye
  571. <boolean> debug_ice_cream_flavor_status_blind
  572. <boolean> debug_ice_cream_flavor_status_bonded_pair
  573. <boolean> debug_ice_cream_flavor_status_boom
  574. <boolean> debug_ice_cream_flavor_status_catch
  575. <boolean> debug_ice_cream_flavor_status_eye_patch
  576. <boolean> debug_ice_cream_flavor_status_famine
  577. <boolean> debug_ice_cream_flavor_status_feather
  578. <boolean> debug_ice_cream_flavor_status_fog
  579. <boolean> debug_ice_cream_flavor_status_foreign
  580. <boolean> debug_ice_cream_flavor_status_ghost
  581. <boolean> debug_ice_cream_flavor_status_grunt_birthday_party
  582. <boolean> debug_ice_cream_flavor_status_grunt_funeral
  583. <boolean> debug_ice_cream_flavor_status_i_would_have_been_your_daddy
  584. <boolean> debug_ice_cream_flavor_status_iron
  585. <boolean> debug_ice_cream_flavor_status_malfunction
  586. <boolean> debug_ice_cream_flavor_status_masterblaster
  587. <boolean> debug_ice_cream_flavor_status_mythic
  588. <boolean> debug_ice_cream_flavor_status_pinata
  589. <boolean> debug_ice_cream_flavor_status_recession
  590. <boolean> debug_ice_cream_flavor_status_sputnik
  591. <boolean> debug_ice_cream_flavor_status_streaking
  592. <boolean> debug_ice_cream_flavor_status_styx
  593. <boolean> debug_ice_cream_flavor_status_thats_just_wrong
  594. <boolean> debug_ice_cream_flavor_status_thunderstorm
  595. <boolean> debug_inactive_objects
  596. <boolean> debug_input
  597. <boolean> debug_leaf_portals
  598. <boolean> debug_lights
  599. <boolean> debug_looping_sound
  600. <boolean> debug_material_effects
  601. <boolean> debug_motion_sensor_draw_all_units
  602. <boolean> debug_no_frustum_clip
  603. <boolean> debug_object_garbage_collection
  604. <boolean> debug_object_lights
  605. <boolean> debug_objects
  606. <boolean> debug_objects_biped_autoaim_pills
  607. <boolean> debug_objects_biped_physics_pills
  608. <boolean> debug_objects_bounding_spheres
  609. <boolean> debug_objects_collision_models
  610. <boolean> debug_objects_devices
  611. <boolean> debug_objects_names
  612. <boolean> debug_objects_pathfinding_spheres
  613. <boolean> debug_objects_physics
  614. <boolean> debug_objects_position_velocity
  615. <boolean> debug_objects_root_node
  616. <boolean> debug_objects_unit_mouth_apeture
  617. <boolean> debug_objects_unit_seats
  618. <boolean> debug_objects_unit_vectors
  619. <boolean> debug_objects_vehicle_powered_mass_points
  620. <boolean> debug_obstacle_path
  621. <boolean> debug_obstacle_path_on_failure
  622. <boolean> debug_permanent_decals
  623. <boolean> debug_physics_disable_penetration_freeze
  624. <boolean> debug_player
  625. <boolean> debug_player_teleport
  626. <boolean> debug_point_physics
  627. <boolean> debug_portals
  628. <boolean> debug_render_freeze
  629. <boolean> debug_scripting
  630. <boolean> debug_sound
  631. <boolean> debug_sound_cache
  632. <boolean> debug_sound_cache_graph
  633. <boolean> debug_sound_channels
  634. <boolean> debug_sound_channels_detail
  635. <boolean> debug_sound_hardware
  636. <boolean> debug_sprites
  637. <boolean> debug_structure
  638. <boolean> debug_structure_automatic
  639. <boolean> debug_trigger_volumes
  640. <boolean> debug_unit_animations
  641. <boolean> decals
  642. <boolean> director_camera_switch_fast
  643. <boolean> director_camera_switching
  644. <boolean> display_framerate
  645. <boolean> effects_corpse_nonviolent
  646. <boolean> error_suppress_all
  647. <boolean> find_all_fucked_up_shit
  648. <boolean> force_all_player_views_to_default_player
  649. <boolean> framerate_lock
  650. <boolean> framerate_throttle
  651. <boolean> game_paused
  652. <boolean> global_connection_dont_timeout
  653. <boolean> hs_verbose
  654. <boolean> loud_dialog_hack
  655. <boolean> model_animation_compression
  656. <boolean> object_light_interpolate
  657. <boolean> object_prediction
  658. <boolean> player_autoaim
  659. <boolean> player_magnetism
  660. <boolean> radiosity_lines
  661. <boolean> radiosity_normals
  662. <boolean> rasterizer_active_camouflage
  663. <boolean> rasterizer_active_camouflage_multipass
  664. <boolean> rasterizer_bump_mapping
  665. <boolean> rasterizer_debug_geometry
  666. <boolean> rasterizer_debug_geometry_multipass
  667. <boolean> rasterizer_debug_meter_shader
  668. <boolean> rasterizer_debug_model_vertices
  669. <boolean> rasterizer_debug_transparents
  670. <boolean> rasterizer_detail_objects
  671. <boolean> rasterizer_draw_first_person_weapon_first
  672. <boolean> rasterizer_dynamic_lit_geometry
  673. <boolean> rasterizer_dynamic_screen_geometry
  674. <boolean> rasterizer_dynamic_unlit_geometry
  675. <boolean> rasterizer_environment
  676. <boolean> rasterizer_environment_alpha_testing
  677. <boolean> rasterizer_environment_decals
  678. <boolean> rasterizer_environment_diffuse_lights
  679. <boolean> rasterizer_environment_diffuse_textures
  680. <boolean> rasterizer_environment_fog
  681. <boolean> rasterizer_environment_fog_screen
  682. <boolean> rasterizer_environment_lightmaps
  683. <boolean> rasterizer_environment_reflection_lightmap_mask
  684. <boolean> rasterizer_environment_reflection_mirrors
  685. <boolean> rasterizer_environment_reflections
  686. <boolean> rasterizer_environment_shadows
  687. <boolean> rasterizer_environment_specular_lightmaps
  688. <boolean> rasterizer_environment_specular_lights
  689. <boolean> rasterizer_environment_specular_mask
  690. <boolean> rasterizer_environment_transparents
  691. <boolean> rasterizer_filthy_decal_fog_hack
  692. <boolean> rasterizer_floating_point_zbuffer
  693. <boolean> rasterizer_fog_atmosphere
  694. <boolean> rasterizer_fog_plane
  695. <boolean> rasterizer_fps
  696. <boolean> rasterizer_framerate_stabilization
  697. <boolean> rasterizer_framerate_throttle
  698. <boolean> rasterizer_hud_motion_sensor
  699. <boolean> rasterizer_lens_flares
  700. <boolean> rasterizer_lens_flares_occlusion
  701. <boolean> rasterizer_lens_flares_occlusion_debug
  702. <boolean> rasterizer_lightmaps_filtering
  703. <boolean> rasterizer_lightmaps_incident_radiosity
  704. <boolean> rasterizer_model_transparents
  705. <boolean> rasterizer_models
  706. <boolean> rasterizer_plasma_energy
  707. <boolean> rasterizer_profile_log
  708. <boolean> rasterizer_ray_of_buddha
  709. <boolean> rasterizer_safe_frame_bounds
  710. <boolean> rasterizer_screen_effects
  711. <boolean> rasterizer_screen_flashes
  712. <boolean> rasterizer_shadows_convolution
  713. <boolean> rasterizer_shadows_debug
  714. <boolean> rasterizer_smart
  715. <boolean> rasterizer_stencil_mask
  716. <boolean> rasterizer_water
  717. <boolean> rasterizer_water_mipmapping
  718. <boolean> rasterizer_wireframe
  719. <boolean> rasterizer_zsprites
  720. <boolean> recover_saved_games_hack
  721. <boolean> render_model_index_counts
  722. <boolean> render_model_markers
  723. <boolean> render_model_no_geometry
  724. <boolean> render_model_nodes
  725. <boolean> render_model_vertex_counts
  726. <boolean> render_shadows
  727. <boolean> rider_ejection
  728. <boolean> run_game_scripts
  729. <boolean> structures_use_pvs_for_vs
  730. <boolean> stun_enable
  731. <boolean> temporary_hud
  732. <boolean> terminal_render
  733. <boolean> weather
  734. <long> debug_leaf_index
  735. <long> debug_leaf_portal_index
  736. <long> debug_obstacle_path_goal_surface_index
  737. <long> debug_obstacle_path_start_surface_index
  738. <long> debug_score
  739. <long> model_animation_bullshit0
  740. <long> model_animation_bullshit1
  741. <long> model_animation_bullshit2
  742. <long> model_animation_bullshit3
  743. <long> model_animation_data_compressed_size
  744. <long> model_animation_data_compression_savings_in_bytes
  745. <long> model_animation_data_compression_savings_in_bytes_at_import
  746. <long> model_animation_data_uncompressed_size
  747. <long> slow_server_startup_safety_zone_in_seconds
  748. <real> collision_debug_height
  749. <real> collision_debug_length
  750. <real> collision_debug_point_x
  751. <real> collision_debug_point_y
  752. <real> collision_debug_point_z
  753. <real> collision_debug_vector_i
  754. <real> collision_debug_vector_j
  755. <real> collision_debug_vector_k
  756. <real> collision_debug_width
  757. <real> debug_obstacle_path_goal_point_x
  758. <real> debug_obstacle_path_goal_point_y
  759. <real> debug_obstacle_path_start_point_x
  760. <real> debug_obstacle_path_start_point_y
  761. <real> f0
  762. <real> f1
  763. <real> f2
  764. <real> f3
  765. <real> f4
  766. <real> f5
  767. <real> game_speed_value
  768. <real> model_animation_data_compression_savings_in_percent
  769. <real> mouse_acceleration
  770. <real> object_light_ambient_base
  771. <real> object_light_ambient_scale
  772. <real> object_light_secondary_scale
  773. <real> pad3_scale
  774. <real> rasterizer_detail_objects_offset_multiplier
  775. <real> rasterizer_far_clip_distance
  776. <real> rasterizer_first_person_weapon_far_clip_distance
  777. <real> rasterizer_first_person_weapon_near_clip_distance
  778. <real> rasterizer_lightmap_ambient
  779. <real> rasterizer_model_lighting_ambient
  780. <real> rasterizer_near_clip_distance
  781. <real> rasterizer_zbias
  782. <real> rasterizer_zoffset
  783. <real> sound_gain_under_dialog
  784. <real> sound_obstruction_ratio
  785. <short> developer_mode
  786. <short> freeze_flying_camera
  787. <short> pad3
  788. <short> player_spawn_count
  789. <short> radiosity_quality
  790. <short> radiosity_step_count
  791. <short> rasterizer_debug_model_lod
  792. <short> rasterizer_effects_level
  793. <short> rasterizer_frame_bounds_bottom
  794. <short> rasterizer_frame_bounds_left
  795. <short> rasterizer_frame_bounds_right
  796. <short> rasterizer_frame_bounds_top
  797. <short> rasterizer_lightmap_mode
  798. <short> rasterizer_mode
  799. <short> rasterizer_refresh_rate
  800. <short> rasterizer_stats
  801. <short> screenshot_count
  802. <short> screenshot_size
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