t3h_m00kz

COMMAND LIST - MCC Halo: Reach (1/2)

Jul 11th, 2023 (edited)
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  1. ; AVAILABLE FUNCTIONS:
  2. <ai> actor_from_performance <long> <string_id> ; Get a specified actor from a performance given by its runtime index
  3. <ai> ai_get_squad <ai> ; returns the squad of the given actor. Invalid if the given ai is NOT an actor-type (i.e. is itself a squad or squad group or task
  4. <ai> ai_get_turret_ai <ai> <short> ; returns an the ai controlling the Nth turret attached to the given ai (or its vehicle
  5. <ai> ai_index_from_spawn_formation <ai> <string_id> ; Create an AI index from the given squad and spawn formation
  6. <ai> ai_player_get_vehicle_squad <unit> ; Returns the squad (if any) of the vehicle the player is riding in (note, the argument is a UNIT
  7. <ai> ai_squad_group_get_squad <ai> <short> ; Returns the nth squad from a given squad group.
  8. <ai> object_get_ai <object> ; returns the ai attached to this object, if any
  9. <ai> performance_get_actor <string_id> ; Get the actor who playing the given named role in a performance
  10. <ai> performance_get_actor_by_index <short> ; Get the actor in the given participant slot of a performace
  11. <ai> vs_role <short> ; Returns the given member of the cast (as per more recent vs_cast call
  12. <animation_graph> budget_resource_get_animation_graph <animation_budget_reference> ; Get a non resolving reference to a model animation graph budget reference
  13. <animation_graph> cinematic_tag_reference_get_animation <long> <long> <long> ; Retrieve a looping sound tag from the cinematic system
  14. <bink_definition> cinematic_tag_reference_get_bink <long> ; Retrieve the bink tag from the cinematic system
  15. <boolean> != <expression> <expression> ; returns true if two expressions are not equal
  16. <boolean> < <number> <number> ; returns true if the first number is smaller than the second.
  17. <boolean> <= <number> <number> ; returns true if the first number is smaller than or equal to the second.
  18. <boolean> = <expression> <expression> ; returns true if two expressions are equal
  19. <boolean> > <number> <number> ; returns true if the first number is larger than the second.
  20. <boolean> >= <number> <number> ; returns true if the first number is larger than or equal to the second.
  21. <boolean> ai_allegiance_broken <team> <team> ; returns whether two teams have an allegiance that is currently broken by traitorous behavior
  22. <boolean> ai_carrying_player <ai> ; Returns whether any of the given AI are in a vehicle with the player
  23. <boolean> ai_enabled ; returns whether AI is turned on or off.
  24. <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
  25. <boolean> ai_is_in_fireteam <ai> ; Returns true if the given ai is in a fire team.
  26. <boolean> ai_leadership <ai> ; Returns whether a squad or task has a leader
  27. <boolean> ai_leadership_all <ai> ; Returns whether a task or any of its children has a leader
  28. <boolean> ai_player_any_needs_vehicle ; Returns if any player needs a vehicle at the moment
  29. <boolean> ai_player_needs_vehicle <player> ; Returns if the given player needs a vehicle at the moment
  30. <boolean> ai_set_objective <ai> <string_id> ; Sets the squad's current objective
  31. <boolean> ai_set_task <ai> <string_id> <string_id> ; Sets the current task of the current task
  32. <boolean> ai_set_task_condition <ai> <boolean> ; Latches the task condition true or false
  33. <boolean> ai_vehicle_reserve <vehicle> <boolean> ; Reserves the given vehicle (so that AI may not enter it
  34. <boolean> ai_vehicle_reserve_seat <vehicle> <unit_seat_mapping> <boolean> ; Reserves the given seat on the given vehicle (so that AI may not enter it
  35. <boolean> ai_vitality_pinned <ai> ; Returns true if the ai's units are ALL vitality pinned (see object_vitality_pinned
  36. <boolean> ai_wall_lean <ai> ; Makes the actor lean against a wall RIGHT NOW
  37. <boolean> airstrike_weapons_exist ; returns whether there is a player enable/disable airstrikes.
  38. <boolean> and <boolean(s)> ; returns true if all specified expressions are true.
  39. <boolean> campaign_metagame_enabled ; TRUE if the metagame is enabled
  40. <boolean> campaign_survival_enabled ; TRUE if survival mode is enabled
  41. <boolean> chud_breadcrumbs_using_revised_nav_points ; checks wether revised navpoints are active
  42. <boolean> cinematic_can_be_skipped ; Tests if a cinematic can be skipped
  43. <boolean> cinematic_in_progress ; Tests if a cinematic is in progress
  44. <boolean> cinematic_scripting_object_coop_flags_valid <long> <long> ; Evaluate if a cinematic object should be displayed for the current coop flags
  45. <boolean> cs_command_script_attached <ai> <ai_command_script> ; Returns true if the command script is in the ai's cs queue
  46. <boolean> cs_command_script_running <ai> <ai_command_script> ; Returns true if the ai is running the command script in question
  47. <boolean> cs_moving <ai> ; Returns TRUE if the actor is currently following a path
  48. <boolean> cs_moving ; Returns TRUE if the actor is currently following a path
  49. <boolean> custom_animation <unit> <animation_graph> <string_id> <boolean> ; starts a custom animation playing on a unit (interpolates into animation if last parameter is TRUE
  50. <boolean> custom_animation_list <object_list> <animation_graph> <string_id> <boolean> ; starts a custom animation playing on a unit list (interpolates into animation if last parameter is TRUE
  51. <boolean> custom_animation_loop <unit> <animation_graph> <string_id> <boolean> ; starts a custom animation playing on a unit (interpolates into animation if last parameter is TRUE
  52. <boolean> custom_animation_relative <unit> <animation_graph> <string_id> <boolean> <object> ; starts a custom animation relative to some other object (interpolates into animation if last parameter is TRUE
  53. <boolean> custom_animation_relative_loop <unit> <animation_graph> <string_id> <boolean> <object> ; starts a custom animation relative to some other object (interpolates into animation if last parameter is TRUE
  54. <boolean> device_group_set <device> <device_group> <real> ; changes the desired value of the specified device group.
  55. <boolean> device_set_overlay_track <device> <string_id> ; set the desired overlay animation to use
  56. <boolean> device_set_position <device> <real> ; set the desired position of the given device (used for devices without explicit device groups
  57. <boolean> device_set_position_track <device> <string_id> <real> ; set the desired position track animation to use (optional interpolation time onto track
  58. <boolean> editor_mode ; return if we are currently in the editor
  59. <boolean> flock_create <string_id> ; Create the given flock
  60. <boolean> flock_definition_set <string_id> <any_tag> ; Set the definition of the given flock to the given tag
  61. <boolean> flock_delete <string_id> ; Delete the given flock
  62. <boolean> flock_destroy <string_id> ; Destroy the given flock, killing all members randomly over time.
  63. <boolean> flock_start <string_id> ; The flock starts producing boids
  64. <boolean> flock_stop <string_id> ; The flock stops producing boids
  65. <boolean> game_all_quiet ; returns FALSE if there are bad guys around, projectiles in the air, etc.
  66. <boolean> game_is_cooperative ; returns TRUE if the game is cooperative
  67. <boolean> game_is_playtest ; returns the hs global boolean 'global_playtest_mode' which can be set in your init.txt
  68. <boolean> game_reverted ; don't use this for anything, you black-hearted jerks.
  69. <boolean> game_safe_to_save ; returns FALSE if it would be a bad idea to save the player's game right now
  70. <boolean> game_safe_to_speak ; returns FALSE if it would be a bad idea to play mission dialog right now
  71. <boolean> game_saving ; checks to see if the game is trying to save the map.
  72. <boolean> generate_pathfinding ; Generate pathfinding info for all structure bsps in the current scenario
  73. <boolean> is_object_being_lased <object> ; Check whether an object is being lased by a player.
  74. <boolean> mantini_add_runtime_point_to_set <string> <string> <real> <real> <real> <real> ; Enables mantini to add a point to an in memory point set. ARG: <point_set_name> <point_name> <x> <y> <yaw> <pitch>
  75. <boolean> mantini_add_runtime_point_to_set_from_camera <string> <string> <real> <real> ; Enables mantini to add a point to an in memory point set along the current camera fwd collision point. ARG: <point_set_name> <point_name> <yaw> <pitch>
  76. <boolean> mantini_add_starting_location_to_squad <string> <string> <long> <point_reference> ; Enables mantini to add a spawn point to a squad identified by an AI point. ARG: <squad_name> <starting loc name> <cell_index> <pointref>
  77. <boolean> mantini_add_starting_location_to_squad_from_camera <string> <string> <long> <real> ; Enables mantini to add a spawn point to a squad identified from the camera position. ARG: <squad_name> <starting loc name> <cell_index> <offset in wus>
  78. <boolean> mantini_clear_runtime_squads ; Clears all runtime created squads. Returns false if there were none to clear
  79. <boolean> mantini_create_runtime_point_set <string> ; Enables mantini to create new point sets in memory. ARG: <point_set_name>
  80. <boolean> mantini_create_runtime_squad <string> ; Create a new squad definition entry with the given name. Arg: <squad_name>
  81. <boolean> mantini_remove_pointset <string> ; Clears all point sets after a pointset that contains the specified substring. Returns false if there were none to clear. Arg: <substring to search for in pointset name>
  82. <boolean> mantini_set_spawn_point_variants <ai> <string_id> <string_id> ; Set actor and vehicle variants for spawn point. Arg: <spawn_point> <actor variant> <vehicle variant>
  83. <boolean> mantini_set_spawn_point_vehicle <ai> <string> ; Set vehicle for a spawn point. Arg: <spawn_point> <vehicle tag>
  84. <boolean> mantini_set_spawn_point_weapons <ai> <string> <string> ; Set primary and secondary weapon for a spawn point. Arg: <spawn_point> <primary weapon tag> <secondary weapon tag>
  85. <boolean> mantini_set_squad_cell_spawn_count <string> <long> <long> ; Set cell spawn count. Arg: <squad name> <cell index> <spawn count>
  86. <boolean> mantini_set_squad_team <string> <team> ; Set the team for a runtime squad. Arg: <squad_name> <team>
  87. <boolean> motion_blur_enabled ; check if motion blur is enabled
  88. <boolean> mover_set_program <object> <short> ; Set the motor program of the given mover object
  89. <boolean> mp_round_started ; used to determine if the mp game is in the active-round phase or not
  90. <boolean> not <boolean> ; returns the opposite of the expression.
  91. <boolean> object_get_at_rest <object> ; returns whether or not an object's physics is at rest
  92. <boolean> object_is_reserved <object> ; checks whether a given object has been reserved by a fireteam
  93. <boolean> object_model_target_destroyed <object> <string_id> ; returns TRUE if the specified model target is destroyed
  94. <boolean> object_running_sync_action <object> <string_id> ; Returns true if the given object is running the named sync action
  95. <boolean> object_vitality_pinned <object> ; returns TRUE if the object's vitality is currently pinned at some minimum value because it cannot die.
  96. <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.
  97. <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.
  98. <boolean> on_target_platform ; returns true if the game thinks it's running on the target platform
  99. <boolean> or <boolean(s)> ; returns true if any specified expressions are true.
  100. <boolean> player0_looking_down ; true if the first player is looking down
  101. <boolean> player0_looking_up ; true if the first player is looking up
  102. <boolean> player_action_test_accept ; returns true if any player has hit accept since the last call to (player_action_test_reset).
  103. <boolean> player_action_test_action ; returns true if any player has hit the action key since the last call to (player_action_test_reset).
  104. <boolean> player_action_test_back ; returns true if any player has pressed the back button since the last call to (player_action_test_reset).
  105. <boolean> player_action_test_cancel ; returns true if any player has hit cancel key since the last call to (player_action_test_reset).
  106. <boolean> player_action_test_cinematic_skip ; returns true if any player has pressed the cinematic skip button (player_action_test_reset).
  107. <boolean> player_action_test_context_primary ; returns true if any player has hit the reload button since the last call to (player_action_test_reset).
  108. <boolean> player_action_test_dpad_down ; returns true if any player has pressed dpad down since the last call to (player_action_test_reset).
  109. <boolean> player_action_test_dpad_left ; returns true if any player has pressed dpad left since the last call to (player_action_test_reset).
  110. <boolean> player_action_test_dpad_right ; returns true if any player has pressed dpad right since the last call to (player_action_test_reset).
  111. <boolean> player_action_test_dpad_up ; returns true if any player has pressed dpad up since the last call to (player_action_test_reset).
  112. <boolean> player_action_test_equipment ; returns true if any player has hit the equipment button since the last call to (player_action_test_reset).
  113. <boolean> player_action_test_grenade_trigger ; returns true if any player has used grenade trigger since the last call to (player_action_test_reset).
  114. <boolean> player_action_test_jump ; returns true if any player has hit the jump button since the last call to (player_action_test_reset).
  115. <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).
  116. <boolean> player_action_test_look_relative_down ; returns true if any player has looked down since the last call to (player_action_test_reset).
  117. <boolean> player_action_test_look_relative_left ; returns true if any player has looked left since the last call to (player_action_test_reset).
  118. <boolean> player_action_test_look_relative_right ; returns true if any player has looked right since the last call to (player_action_test_reset).
  119. <boolean> player_action_test_look_relative_up ; returns true if any player has looked up since the last call to (player_action_test_reset).
  120. <boolean> player_action_test_lookstick_backward ; true if the first player pushed backward on lookstick
  121. <boolean> player_action_test_lookstick_forward ; true if the first player pushed forward on lookstick
  122. <boolean> player_action_test_melee ; returns true if any player has hit the melee button since the last call to (player_action_test_reset).
  123. <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).
  124. <boolean> player_action_test_primary_trigger ; returns true if any player has used primary trigger since the last call to (player_action_test_reset).
  125. <boolean> player_action_test_rotate_grenades ; returns true if any player has hit the rotate-grenades button since the last call to (player_action_test_reset).
  126. <boolean> player_action_test_rotate_weapons ; returns true if any player has hit the rotate-weapon button since the last call to (player_action_test_reset).
  127. <boolean> player_action_test_secondary_trigger ; returns true if any player has used secondary trigger since the last call to (player_action_test_reset).
  128. <boolean> player_action_test_start ; returns true if any player has pressed the start button since the last call to (player_action_test_reset).
  129. <boolean> player_action_test_vehicle_trick_primary ; returns true if any player has hit the vehicle trick button on the primary trigger side since the last call to (player_action_test_reset).
  130. <boolean> player_action_test_vehicle_trick_secondary ; returns true if any player has hit the vehicle trick button on the grenade trigger side since the last call to (player_action_test_reset).
  131. <boolean> player_action_test_vision_trigger ; returns true if any player has used vision trigger since the last call to (player_action_test_reset).
  132. <boolean> player_active_camouflage_on ; returns true if any player is active camouflaged
  133. <boolean> player_camera_control <boolean> ; enables/disables camera control globally
  134. <boolean> player_has_female_voice <player> ; returns true if the player has selected the female voice option
  135. <boolean> player_has_skills ; Are you the best?
  136. <boolean> player_in_vehicle <vehicle> ; Returns whether any players are in the given vehicle
  137. <boolean> player_is_in_game <player> ; Returns true if the player is currently in the game.
  138. <boolean> player_machinima_camera_enable_toggle ; Returns true if it is now enabled or not
  139. <boolean> player_night_vision_on ; returns true if any player has night vision on
  140. <boolean> preferred_animation_list_add <object> <string_id> ; adds an animation into the 'preferred list' of animations
  141. <boolean> recording_play <unit> <cutscene_recording> ; make the specified unit run the specified cutscene recording.
  142. <boolean> recording_play_and_delete <unit> <cutscene_recording> ; make the specified unit run the specified cutscene recording, deletes the unit when the animation finishes.
  143. <boolean> recording_play_and_hover <vehicle> <cutscene_recording> ; make the specified vehicle run the specified cutscene recording, hovers the vehicle when the animation finishes.
  144. <boolean> render_lights <boolean> ; enables/disables dynamic lights
  145. <boolean> script_finished <string_id> ; Returns true if the continuous, dormant or startup script was finished.
  146. <boolean> script_started <string_id> ; Returns true if the continuous, dormant or startup script was started.
  147. <boolean> simulation_profiler_enable_downstream_processing <boolean> ; enable/disable the processing of downstream data by the simulation profiler database (default is disabled, so if you want to examine downstream, you need to turn this on at display time. Does not affect recording!
  148. <boolean> 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.
  149. <boolean> sleep_until_game_ticks <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.
  150. <boolean> survival_mode_ammo_crates_enable ; Get the survival mode ammo crates enabled property from the game variant
  151. <boolean> survival_mode_current_wave_is_bonus ; returns true if the current wave is the bonus round
  152. <boolean> survival_mode_current_wave_is_boss ; returns true if the current wave is the final of the round
  153. <boolean> survival_mode_current_wave_is_initial ; returns true if the current wave is the first of the round
  154. <boolean> survival_mode_current_wave_is_last_in_set ; returns true if the currect wave is the last wave before the end of the set
  155. <boolean> survival_mode_current_wave_uses_dropship ; Get the survival mode current wave uses a dropship property from the game variant
  156. <boolean> survival_mode_generator_defend_all ; Get the survival mode generator defend all property from the game variant
  157. <boolean> survival_mode_generator_random_spawn ; Get the survival mode generator random spawn property from the game variant
  158. <boolean> survival_mode_scenario_extras_enable ; Get the survival mode scenario hazards enabled property from the game variant
  159. <boolean> survival_mode_team_respawns_on_wave <team> ; Does this team respawn only when waves complete?
  160. <boolean> survival_mode_weapon_drops_enable ; Get the survival mode weapon drops enabled property from the game variant
  161. <boolean> sync_action_create <unit> <string_id> ; This will spawn all actors necessary to play a sync action and play it
  162. <boolean> tag_is_active <any_tag_not_resolving> ; returns true/false if you can create this tag with the active zones
  163. <boolean> teleport_players_into_vehicle <unit> ; tries to teleport all alive players into the specified vehicle, returns true if all players ended up in the vehicle.
  164. <boolean> thespian_performance_is_blocked ; Returns true if a line is executing that is blocking
  165. <boolean> thespian_performance_setup_and_begin <string_id> <string_id> <real> ; Finds all of the actors needed for the performance, and then starts the performance
  166. <boolean> unit_action_test_accept <player> ; returns true if any player has hit accept since the last call to (player_action_test_reset).
  167. <boolean> unit_action_test_action <player> ; returns true if any player has hit the action key since the last call to (player_action_test_reset).
  168. <boolean> unit_action_test_back <player> ; returns true if any player has pressed the back button since the last call to (player_action_test_reset).
  169. <boolean> unit_action_test_cancel <player> ; returns true if any player has hit cancel key since the last call to (player_action_test_reset).
  170. <boolean> unit_action_test_cinematic_skip <player> ; returns true if any player has pressed the cinematic skip button (player_action_test_reset).
  171. <boolean> unit_action_test_context_primary <player> ; returns true if any player has hit the reload button since the last call to (player_action_test_reset).
  172. <boolean> unit_action_test_dpad_down <player> ; returns true if any player has pressed dpad down since the last call to (player_action_test_reset).
  173. <boolean> unit_action_test_dpad_left <player> ; returns true if any player has pressed dpad left since the last call to (player_action_test_reset).
  174. <boolean> unit_action_test_dpad_right <player> ; returns true if any player has pressed dpad right since the last call to (player_action_test_reset).
  175. <boolean> unit_action_test_dpad_up <player> ; returns true if any player has pressed dpad up since the last call to (player_action_test_reset).
  176. <boolean> unit_action_test_equipment <player> ; returns true if any player has hit the equipment button since the last call to (player_action_test_reset).
  177. <boolean> unit_action_test_grenade_trigger <player> ; returns true if any player has used grenade trigger since the last call to (player_action_test_reset).
  178. <boolean> unit_action_test_jump <player> ; returns true if any player has hit the jump button since the last call to (player_action_test_reset).
  179. <boolean> unit_action_test_look_relative_all_directions <player> ; returns true if any player has looked up, down, left, and right since the last call to (player_action_test_reset).
  180. <boolean> unit_action_test_look_relative_down <player> ; returns true if any player has looked down since the last call to (player_action_test_reset).
  181. <boolean> unit_action_test_look_relative_left <player> ; returns true if any player has looked left since the last call to (player_action_test_reset).
  182. <boolean> unit_action_test_look_relative_right <player> ; returns true if any player has looked right since the last call to (player_action_test_reset).
  183. <boolean> unit_action_test_look_relative_up <player> ; returns true if any player has looked up since the last call to (player_action_test_reset).
  184. <boolean> unit_action_test_melee <player> ; returns true if any player has hit the melee button since the last call to (player_action_test_reset).
  185. <boolean> unit_action_test_move_relative_all_directions <player> ; returns true if any player has moved forward, backward, left, and right since the last call to (player_action_test_reset).
  186. <boolean> unit_action_test_primary_trigger <player> ; returns true if any player has used primary trigger since the last call to (player_action_test_reset).
  187. <boolean> unit_action_test_rotate_grenades <player> ; returns true if any player has hit the rotate-grenades button since the last call to (player_action_test_reset).
  188. <boolean> unit_action_test_rotate_weapons <player> ; returns true if any player has hit the rotate-weapon button since the last call to (player_action_test_reset).
  189. <boolean> unit_action_test_secondary_trigger <player> ; returns true if any player has used weapon secondary trigger since the last call to (player_action_test_reset).
  190. <boolean> unit_action_test_start <player> ; returns true if any player has pressed the start button since the last call to (player_action_test_reset).
  191. <boolean> unit_action_test_vehicle_trick_primary <player> ; returns true if any player has hit the vehicle trick button on the primary trigger side since the last call to (player_action_test_reset).
  192. <boolean> unit_action_test_vehicle_trick_secondary <player> ; returns true if any player has hit the vehicle trick button on the grenade trigger side since the last call to (player_action_test_reset).
  193. <boolean> unit_action_test_vision_trigger <player> ; returns true if any player has used vision trigger since the last call to (player_action_test_reset).
  194. <boolean> unit_custom_animation_at_frame <unit> <animation_graph> <string_id> <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
  195. <boolean> unit_custom_animation_relative_at_frame <unit> <animation_graph> <string_id> <string_id> <boolean> <short> ; starts a custom animation playing on a unit relative to a specific cutscene flag at a specific frame index(interpolates into animation if next to last parameter is TRUE
  196. <boolean> unit_get_enterable_by_player <unit> ; returns true if a player may enter the vehicle
  197. <boolean> unit_has_any_equipment <unit> ; returns TRUE if the <unit> has any equipment, FALSE otherwise
  198. <boolean> unit_has_equipment <unit> <object_definition> ; returns TRUE if the <unit> has equipment <object> , FALSE otherwise
  199. <boolean> unit_has_mandibles_hidden <unit> ; returns TRUE if the given unit needs a mandible replacement
  200. <boolean> unit_has_weapon <unit> <object_definition> ; returns TRUE if the <unit> has <object> as a weapon, FALSE otherwise
  201. <boolean> unit_has_weapon_readied <unit> <object_definition> ; returns TRUE if the <unit> has <object> as the primary weapon, FALSE otherwise
  202. <boolean> unit_in_vehicle <unit> ; returns true if the given unit is seated on a parent unit
  203. <boolean> unit_in_vehicle_type <unit> <long> ; returns true if the unit is in a vehicle that matches the specified vehicle type
  204. <boolean> unit_is_emitting <unit> ; returns whether or not the given unit is current emitting an ai
  205. <boolean> unit_is_emp_stunned <unit> ; This will return whether the unit is stunned by EMP damage
  206. <boolean> unit_is_playing_custom_animation <unit> ; returns TRUE if the given unit is still playing a custom animation
  207. <boolean> unit_is_playing_custom_first_person_animation <unit> ; returns TRUE if the given unit is still playing a custom animation in first person
  208. <boolean> unit_night_vision_on <unit> ; returns true if the unit has a flashlight on
  209. <boolean> unit_start_first_person_custom_animation <unit> <animation_graph> <string_id> <boolean> ; starts a custom animation playing on a unit (puts away weapon if last parameter is TRUE
  210. <boolean> unit_test_seat <unit> <unit_seat_mapping> ; tests whether the named seat has any unit in it
  211. <boolean> vehicle_overturned <vehicle> ; Returns true if the vehicle is overturned
  212. <boolean> vehicle_test_seat <vehicle> <unit_seat_mapping> ; tests whether the named seat has any unit in it
  213. <boolean> vehicle_test_seat_unit <vehicle> <unit_seat_mapping> <unit> ; tests whether the named seat has a specified unit in it (use "" to test all seats for this unit
  214. <boolean> vehicle_test_seat_unit_list <vehicle> <unit_seat_mapping> <object_list> ; tests whether the named seat has an object in the object list (use "" to test all seats for any unit in the list
  215. <boolean> volume_test_object <trigger_volume> <object> ; returns true if the specified object is within the specified volume.
  216. <boolean> volume_test_objects <trigger_volume> <object_list> ; returns true if any of the specified objects are within the specified volume. trigger volume must have been postprocessed
  217. <boolean> volume_test_objects_all <trigger_volume> <object_list> ; returns true if any of the specified objects are within the specified volume. trigger volume must have been postprocessed
  218. <boolean> volume_test_players <trigger_volume> ; returns true if any players are within the specified volume. trigger volume must have been postprocessed
  219. <boolean> volume_test_players_all <trigger_volume> ; returns true if all players are within the specified volume. trigger volume must have been postprocessed
  220. <boolean> vs_cast <ai> <boolean> <short> <string_id> <string_id> <string_id> <string_id> <string_id> <string_id> <string_id> ; Cast 7 actors for a vignette (at the given priority, higher = more important
  221. <boolean> vs_cast <ai> <boolean> <short> <string_id> <string_id> <string_id> <string_id> <string_id> <string_id> ; Cast 6 actors for a vignette (at the given priority, higher = more important
  222. <boolean> vs_cast <ai> <boolean> <short> <string_id> <string_id> <string_id> <string_id> <string_id> ; Cast 5 actors for a vignette (at the given priority, higher = more important
  223. <boolean> vs_cast <ai> <boolean> <short> <string_id> <string_id> <string_id> <string_id> ; Cast 4 actors for a vignette (at the given priority, higher = more important
  224. <boolean> vs_cast <ai> <boolean> <short> <string_id> <string_id> <string_id> ; Cast 3 actors for a vignette (at the given priority, higher = more important
  225. <boolean> vs_cast <ai> <boolean> <short> <string_id> <string_id> ; Cast 2 actors for a vignette (at the given priority, higher = more important
  226. <boolean> vs_cast <ai> <boolean> <short> <string_id> ; Cast 1 actor for a vignette (at the given priority, higher = more important
  227. <cinematic_definition> cinematic_tag_reference_get_cinematic <long> ; Retrieve a cinematic tag from the cinematic system
  228. <cinematic_scene_definition> cinematic_tag_reference_get_scene <long> ; Retrieve a cinematic tag from the cinematic system
  229. <device> device <object> ; converts an object to a vehicle.
  230. <effect> cinematic_tag_reference_get_effect <long> <long> <long> <long> ; Retrieve an effect tag from the cinematic system
  231. <effect_scenery> effect_scenery <object> ; converts an object to a vehicle.
  232. <game_difficulty> game_difficulty_get ; returns the current difficulty setting, but lies to you and will never return easy, instead returning normal
  233. <game_difficulty> game_difficulty_get_real ; returns the actual current difficulty setting without lying
  234. <long> ai_get_point_count <point_reference> ; returns the number of points in the given point set
  235. <long> bink_time ; uh...
  236. <long> campaign_metagame_get_player_score <player> ; Calculates the score for an individual player
  237. <long> cinematic_get_early_exit ; Used to retrieve the state of skippable cinematics
  238. <long> current_zone_set ; returns the current zone set
  239. <long> current_zone_set_fully_active ; returns the current zone set
  240. <long> game_coop_player_count ; returns the number of coop players active in game
  241. <long> game_tick_get ; returns current game tick
  242. <long> get_executing_running_thread ; Retrieves the current executing thread index
  243. <long> mantini_add_cell_to_runtime_squad <string> <string> ; Add a character to a runtime squad. Arg: <squad_name> <character tag>
  244. <long> mantini_get_runtime_squad_cell_count <string> ; Get the cell count of a runtime squad. Arg: <squad_name>
  245. <long> mp_active_player_count_by_team <mp_team> ; given a team index, returns an object list containing all living player objects belonging to that team
  246. <long> mp_player_count_by_team <mp_team> ; given a team index, returns an object list containing all living player objects belonging to that team
  247. <long> performance_new <string_id> <boolean> ; Creates a new instance of a performance given a performance definition name. If last argument true, allows duplicates
  248. <long> rewards_get_cookie_total <controller> ; Fetches the specified controller's lifetime cookie earn total (not his currently available cookies!
  249. <long> rewards_get_grade <controller> ; get player grade for specific controller
  250. <long> rewards_get_sub_grade <controller> ; get player subgrade for specific controller
  251. <long> simulation_profiler_detail_level <long> ; set detail level of simulation profiler capture on the host (affects perf & saved film size). 0-9 are valid, else clamped.
  252. <long> sound_impulse_language_time <sound> ; returns the time remaining for the specified impulse sound. DO NOT CALL IN CUTSCENES.
  253. <long> sound_impulse_time <sound> <long> ; <sound> <total playing time> returns the time remaining for the specified impulse sound based on <total playing time>.
  254. <long> sound_impulse_time <sound> ; returns the time remaining for the specified impulse sound.
  255. <long> survival_mode_bonus_lives_elite_death ; Get the survival mode bonus lives for killing an elite player from the game variant
  256. <long> survival_mode_generator_count ; Get the survival mode generator count from the game variant
  257. <long> survival_mode_get_bonus_lives_awarded ; Get the survival mode bonus lives from the game variant
  258. <long> survival_mode_get_bonus_target ; Get the survival mode bonus target from the game variant
  259. <long> survival_mode_get_elite_life_count ; Get the survival mode elite life count from the game variant
  260. <long> survival_mode_get_mp_round_count ; get the number of mp rounds
  261. <long> survival_mode_get_mp_round_current ; get the current mp round index
  262. <long> survival_mode_get_respawn_time_seconds <mp_team> ; Respawn time for a team
  263. <long> survival_mode_get_set_count ; Get the survival mode set count from the game variant
  264. <long> survival_mode_get_shared_team_life_count ; Get the survival mode spartan life count from the game variant
  265. <long> survival_mode_get_time_limit ; Get the survival mode time limit from the game variant
  266. <long> survival_mode_get_wave_squad ; returns the name of the squad template for the current wave
  267. <long> survival_mode_lives_get <team> ; get the number of lives left in survival mode
  268. <long> survival_mode_max_lives ; Get the survival mode max lives from the game variant
  269. <long> survival_mode_player_count_by_team <team> ; given a team index, returns the player count of that team
  270. <long> tiling_current ; returns the actual tiling configuration (could have been overridden from the requested configuration
  271. <long> user_interface_controller_get_last_level_played <short> ; returns index of last completed solo level for profile index passed in
  272. <long> vehicle_count_bipeds_killed <vehicle> ; returns how many people this vehicle has killed
  273. <looping_sound> budget_resource_get_looping_sound <looping_sound_budget_reference> ; Get a non resolving reference to a looping sound budget reference
  274. <looping_sound> cinematic_tag_reference_get_music_looping <long> <long> <long> <long> ; Retrieve a looping sound tag from the cinematic system
  275. <object> ai_get_object <ai> ; returns the unit/object corresponding to the given actor
  276. <object> cinematic_object_get <string_id> ; Returns an object created by cinematic_object_create
  277. <object> cinematic_scripting_get_object <long> <long> ; Get an object used in a cinematic
  278. <object> list_get <object_list> <short> ; returns an item in an object list.
  279. <object> object_at_marker <object> <string_id> ; returns the object attached to the marker of the given parent object
  280. <object> object_get_parent <object> ; returns the parent of the given object
  281. <object_list> ai_actors <ai> ; converts an ai reference to an object list.
  282. <object_list> game_engine_objects ; returns a list of the special game engine objects
  283. <object_list> local_players ; returns a list of the living player units on the local machine
  284. <object_list> mp_players_by_team <mp_team> ; given a team index, returns an object list containing all living player objects belonging to that team
  285. <object_list> object_list_children <object> <object_definition> ; returns list of child objects by definition.
  286. <object_list> players ; returns a list of the living player units
  287. <object_list> players_elite ; returns a list of the living elite player units
  288. <object_list> players_human ; returns a list of the living spartan player units
  289. <object_list> survival_mode_players_by_team <team> ; given a team index, returns an object list containing all living player objects belonging to that team
  290. <object_list> vehicle_riders <unit> ; returns a list of all riders in a vehicle
  291. <object_list> volume_return_objects <trigger_volume> ; returns list of objects in volume or (max 128).
  292. <object_list> volume_return_objects_by_campaign_type <trigger_volume> <long> ; returns list of objects of the specified campaign metagame type that is in the volume or (max 128).
  293. <object_list> volume_return_objects_by_type <trigger_volume> <long> ; returns list of objects in volume or (max 128).
  294. <passthrough> begin <expression(s)> ; returns the last expression in a sequence after evaluating the sequence in order.
  295. <passthrough> begin_count <expression(s)> ; evaluates the specified number of expressions in a sequence in random order and returns the last value evaluated.
  296. <passthrough> begin_random <expression(s)> ; evaluates the sequence of expressions in random order and returns the last value evaluated.
  297. <passthrough> begin_random_count <expression(s)> ; evaluates the specified number of expressions in a sequence in random order and returns the last value evaluated.
  298. <passthrough> cond (<boolean1> <result1>) [(<boolean2> <result2>) [...]] ; returns the value associated with the first true condition.
  299. <passthrough> if <boolean> <then> [<else>] ; returns one of two values based on the value of a condition.
  300. <passthrough> set <variable name> <expression> ; set the value of a global variable.
  301. <player> elite_player_in_game_get <long> ; Get a player by absolute index
  302. <player> human_player_in_game_get <long> ; Get a player by absolute index
  303. <player> player_in_game_get <long> ; Get a player by absolute index
  304. <point_reference> ai_nearest_point <object> <point_reference> ; returns the nearest point in the given point set to the given object
  305. <point_reference> ai_point_set_get_point <point_reference> <short> ; returns Nth point in the point set
  306. <point_reference> ai_random_smart_point <point_reference> <real> <real> <real> ; returns a point in the given point set that a player is probably going to be able to see. Args are [point set], [min distance], [max distance], [angle-from-forward], all relative to the player
  307. <real> % <number> <number> ; returns the remainder of the division of two numbers
  308. <real> * <number(s)> ; returns the product of all specified expressions.
  309. <real> + <number(s)> ; returns the sum of all specified expressions.
  310. <real> - <number> <number> ; returns the difference of two expressions.
  311. <real> / <number> <number> ; returns the quotient of two expressions.
  312. <real> ai_living_fraction <ai> ; return the fraction [0-1] of living actors in the specified encounter and/or squad.
  313. <real> ai_play_line <ai> <ai_line> ; Play the given mission dialogue line on the given ai
  314. <real> ai_play_line_at_player <ai> <ai_line> ; Play the given mission dialogue line on the given ai, directing the ai's gaze at the nearest visible player
  315. <real> ai_play_line_on_object <object> <ai_line> ; Play the given mission dialogue line on the given object (uses first available variant
  316. <real> ai_play_line_on_object_for_team <object> <ai_line> <mp_team> ; Play the given mission dialogue line on the given object (uses first available variant) if anyone on the local box is on the specified team
  317. <real> ai_strength <ai> ; return the current strength (average body vitality from 0-1) of the specified encounter and/or squad.
  318. <real> device_get_position <device> ; gets the current position of the given device (used for devices without explicit device groups
  319. <real> device_get_power <device> ; gets the current power of a named device
  320. <real> device_group_get <device_group> ; returns the desired value of the specified device group.
  321. <real> get_performance_throttle <string> <long> ; gets the value of a performance throttle for a given number of players
  322. <real> max <number(s)> ; returns the maximum of all specified expressions.
  323. <real> min <number(s)> ; returns the minimum of all specified expressions.
  324. <real> object_buckling_magnitude_get <object> ; returns the amoount [0-1] that a scarab is buckling
  325. <real> object_get_health <object> ; returns the health [0,1] of the object, returns -1 if the object does not exist
  326. <real> object_get_recent_body_damage <object> ; Get object recent body damage
  327. <real> object_get_recent_shield_damage <object> ; Get object recent shield damage
  328. <real> object_get_shield <object> ; returns the shield [0,1] of the object, returns -1 if the object does not exist
  329. <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
  330. <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
  331. <real> objects_distance_to_point <object_list> <point_reference> ; 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
  332. <real> pin <real> <real> <real> ; returns the first value pinned between the second two
  333. <real> real_random_range <real> <real> ; returns a random value in the range [lower bound, upper bound
  334. <real> survival_mode_bonus_multiplier_get ; get the current wave index for survival mode
  335. <real> survival_mode_set_multiplier_get ; get the current wave index for survival mode
  336. <real> unit_get_health <unit> ; returns the health [0,1] of the unit, returns -1 if the unit does not exist
  337. <real> unit_get_shield <unit> ; returns the shield [0,1] of the unit, returns -1 if the unit does not exist
  338. <scenery> scenery <object> ; converts an object to a vehicle.
  339. <short> ai_body_count <ai> ; return the number of actors who have died in the completiong of the given objective/task.
  340. <short> ai_combat_status <ai> ; Returns the highest integer combat status in the given squad-group/squad/actor
  341. <short> ai_enter_squad_vehicles <ai> ; Instructs the ai in the given squad to get in all their vehicles
  342. <short> ai_fighting_count <ai> ; return the number of actors that are fighting in a squad or squad_group
  343. <short> ai_in_vehicle_count <ai> ; return the number of living actors in the specified encounter and/or squad who are currently in a vehicle.
  344. <short> ai_living_count <ai> ; return the number of living actors in the specified encounter and/or squad.
  345. <short> ai_nonswarm_count <ai> ; return the number of non-swarm actors in the specified encounter and/or squad.
  346. <short> ai_play_line_on_point_set <string_id> <point_reference> <short> <string_id> ; Play the given line (with the given 3-letter variant) on the N closest point to players in the given point set
  347. <short> ai_play_line_on_point_set <string_id> <point_reference> <short> ; Play the given line on the N closest point to players in the given point set
  348. <short> ai_spawn_count <ai> ; returns the number of actors spawned in the given squad or squad group
  349. <short> ai_squad_group_get_squad_count <ai> ; Returns the number of squads in a given squad group
  350. <short> ai_swarm_count <ai> ; return the number of swarm actors in the specified encounter and/or squad.
  351. <short> ai_task_count <ai> ; Returns the living count of the AI in the given task OR any of its children
  352. <short> ai_task_status <ai> ; Returns the status of the given objective/task. See ai_task_status_<tab> for return codes.
  353. <short> ai_vehicle_count <ai> ; Returns the number of vehicles being driven / ridden by the actors in the given squad/squad-group/task/etc.
  354. <short> ai_vehicle_get_squad_count <ai> ; Returns the number of vehicles in the given squad.
  355. <short> camera_time ; returns the number of ticks remaining in the current camera interpolation.
  356. <short> cinematic_tag_fade_in_to_cinematic <string_id> ; executes the fade settings setup in the cinematics tag for fading in to the cinematic
  357. <short> cinematic_tag_fade_in_to_game <string_id> ; executes the fade settings setup in the cinematics tag for fading in to the game
  358. <short> cinematic_tag_fade_out_from_cinematic <string_id> ; executes the fade settings setup in the cinematics tag for fading out from the cinematic
  359. <short> cinematic_tag_fade_out_from_game <string_id> ; executes the fade settings setup in the cinematics tag for fading out from the game
  360. <short> cinematic_transition_fade_in_to_cinematic <cinematic_transition_definition> ; executes the fade settings setup in the cinematic transition for fading in to the cinematic
  361. <short> cinematic_transition_fade_in_to_game <cinematic_transition_definition> ; executes the fade settings setup in the cinematic transition for fading in to the game
  362. <short> cinematic_transition_fade_out_from_cinematic <cinematic_transition_definition> ; executes the fade settings setup in the cinematic transition for fading out from the cinematic
  363. <short> cinematic_transition_fade_out_from_game <cinematic_transition_definition> ; executes the fade settings setup in the cinematic transition for fading out from the game
  364. <short> cs_number_queued <ai> ; Returns the number of queued command scripts
  365. <short> game_insertion_point_get ; returns the number of the insertion point the map was started at
  366. <short> list_count <object_list> ; returns the number of objects in a list
  367. <short> list_count_not_dead <object_list> ; returns the number of objects in a list that aren't dead
  368. <short> object_get_bsp <object> ; Returns the BSP index that the object is in
  369. <short> object_get_turret_count <object> ; returns the number of turrets attached to the given object
  370. <short> object_model_targets_destroyed <object> <string_id> ; returns TRUE if the specified model target is destroyed
  371. <short> performance_get_actor_count ; Get the total number of actors currently in the performance
  372. <short> performance_get_last_played_line_index ; Get the index of the last line played in the performance
  373. <short> performance_get_line_count ; Get the total number of lines in the performance
  374. <short> performance_get_role_count ; Get the total number of roles in the performance
  375. <short> random_range <short> <short> ; returns a random value in the range [lower bound, upper bound
  376. <short> recording_time <unit> ; return the time remaining in the specified unit's cutscene recording.
  377. <short> scenery_get_animation_time <scenery> ; returns the number of ticks remaining in a custom animation (or zero, if the animation is over).
  378. <short> survival_mode_get_current_wave_time_limit ; Get the survival mode duration property for the current wave from the game variant
  379. <short> survival_mode_round_get ; get the current round index for survival mode
  380. <short> survival_mode_rounds_per_set ; get the number of rounds per set for survival mode
  381. <short> survival_mode_set_get ; get the current set index for survival mode
  382. <short> survival_mode_wave_get ; get the current wave index for survival mode
  383. <short> survival_mode_waves_per_round ; get the number of waves per round for survival mode
  384. <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).
  385. <short> unit_get_team_index <unit> ; returns the team index of the unit, returns -1 if the unit does not have a team
  386. <short> unit_get_total_grenade_count <unit> ; returns the total number of grenades for the given unit, 0 if it does not exist
  387. <short> vehicle_load_magic <object> <unit_seat_mapping> <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
  388. <short> vehicle_unload <object> <unit_seat_mapping> ; makes units get out of an object from the substring-specified seats (e.g. CD-passenger... empty string matches all seats
  389. <sound> budget_resource_get_sound <sound_budget_reference> ; Get a non resolving reference to a looping sound budget reference
  390. <sound> cinematic_tag_reference_get_dialogue <long> <long> <long> <long> ; Retrieve a sound tag from the cinematic system
  391. <sound> cinematic_tag_reference_get_music <long> <long> <long> <long> ; Retrieve a sound tag from the cinematic system
  392. <unit> ai_get_unit <ai> ; returns the unit/object corresponding to the given actor
  393. <unit> cinematic_unit_get <string_id> ; Returns a unit created by cinematic_object_create
  394. <unit> player_get <long> ; Get a player unit by absolute index
  395. <unit> unit <object> ; converts an object to a unit.
  396. <unit> vehicle_driver <unit> ; returns the driver of a vehicle
  397. <unit> vehicle_gunner <unit> ; returns the gunner of a vehicle
  398. <vehicle> ai_vehicle_get <ai> ; Returns the vehicle that the given actor is in.
  399. <vehicle> ai_vehicle_get_from_spawn_point <ai> ; Returns the vehicle that was spawned at the given spawn point
  400. <vehicle> ai_vehicle_get_from_squad <ai> <short> ; Returns the nth vehicle from the given squad.
  401. <vehicle> ai_vehicle_get_from_starting_location <ai> ; PLEASE START USING ai_vehicle_get_from_spawn_point INSTEAD
  402. <vehicle> object_get_turret <object> <short> ; returns the nth turret attached to the given object
  403. <vehicle> unit_get_vehicle <unit> ; returns the parent vehicle if the given unit is seated in one.
  404. <vehicle> vehicle <object> ; converts an object to a vehicle.
  405. <void> DisablePauseOnDefocus <boolean> ; disable the pause on defocus behaviour - can be used to speed up tag load whilst doing other work
  406. <void> DisableWeaponTimingFeatures ; Disable all weapon debug features
  407. <void> EnablePlayerBarrelStateDebug <boolean> ; enable/disable player weapon barrel state debug info
  408. <void> EnableWeaponTTEDebug <boolean> ; enable/disable player weapon fire rate debug info
  409. <void> ForceAllFullAuto <boolean> ; force all weapons into full auto mode?
  410. <void> ForceFullAutoMagnum <boolean> ; force magnum into full auto mode?
  411. <void> TestPrintBool <string> <boolean> ; Prints the specified boolean with the format '<string> = '<boolean>' to the Shell.
  412. <void> TestPrintReal <string> <real> ; Prints the specified real with the format '<string> = '<real>' to the Shell.
  413. <void> achievement_grant_to_all_players <string_id> ; award named achievement to all players
  414. <void> achievement_grant_to_controller <controller> <string_id> ; award named achievement to player
  415. <void> achievement_grant_to_player <player> <string_id> ; award named achievement to player
  416. <void> achievements_enable <boolean> ; enable or disable the awarding of achievements
  417. <void> achievements_skip_validation_checks <boolean> ; toggle the disabling of validation checks on achievement awarding
  418. <void> add_recycling_volume <trigger_volume> <long> <long> ; removes garbage in specified trigger volume to a max count over n seconds
  419. <void> add_recycling_volume_by_type <trigger_volume> <long> <long> <long> ; removes garbage objects matching the type mask in the specified trigger volume to a max count over n seconds. 1=biped, 2=vehicle, 4=weapon, 8=equipment, and 1024=crate. Add values together for combos, zero means all types Syntax: <trigger_volume> <max_count> <time_to_collect> <type_mask>
  420. <void> ai_activity_abort <ai> ; Aborts the activities running on the given AI(s
  421. <void> ai_activity_set <ai> <string_id> ; Set the given activity running on the given AI(s
  422. <void> ai_actor_dialogue_effect_enable <ai> <boolean> ; turn combat dialogue effects on/off for a particular ai type.
  423. <void> ai_actor_dialogue_enable <ai> <boolean> ; turn combat dialogue on/off for a particular ai type.
  424. <void> ai_add_navpoint <ai> <boolean> ; Add/remove hud navpoint to the actor or squad
  425. <void> ai_allegiance <team> <team> ; creates an allegiance between two teams.
  426. <void> ai_allegiance_break <team> <team> ; fake a betrayal incident between two teams
  427. <void> ai_allegiance_remove <team> <team> ; destroys an allegiance between two teams.
  428. <void> ai_allow_dormant <ai> <boolean> ; either enables or disables automatic dormancy for a group of actors
  429. <void> ai_berserk <ai> <boolean> ; forces a group of actors to start or stop berserking
  430. <void> ai_braindead <ai> <boolean> ; makes a group of actors braindead, or restores them to life (in their initial state
  431. <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
  432. <void> ai_bring_forward <object> <real> ; teleports the given mission critical AI character to the current encounter, if beyond the given range from a player
  433. <void> ai_cannot_die <ai> <boolean> ; AI cannot die from damage (as opposed to by scripting
  434. <void> ai_clear_lod <ai> ; reset the given AI's LOD overrides
  435. <void> ai_debug_dump_behavior_tree <boolean> ; DEBUG, DONT USE!
  436. <void> ai_deselect ; clears the selected encounter.
  437. <void> ai_designer_clump_perception_range <real> ; Override the maximum perception range of designer specified clumps
  438. <void> ai_designer_clump_targeting_group <short> ; Force the designer specified clumps to only target a targeting group
  439. <void> ai_dialogue_break_on_vocalization <string_id> ; break when the following vocalization is chosen for utterance
  440. <void> ai_dialogue_enable <boolean> ; turn combat dialogue on/off
  441. <void> ai_dialogue_log_dump <string> ; dump a file of the given name with csv statistics on vocalizations
  442. <void> ai_dialogue_log_reset ; reset the dialogue log
  443. <void> ai_dialogue_updating_enable <boolean> ; enable updating of dialogue tags at runtime, based on stimuli
  444. <void> ai_disposable <ai> <boolean> ; enables or disables automatic garbage collection for actors in the specified encounter and/or squad.
  445. <void> ai_disregard <object_list> <boolean> ; if TRUE, forces all actors to completely disregard the specified units, otherwise lets them acknowledge the units again
  446. <void> ai_disregard_orphans <ai> ; the given AI will discard all orphan props, terminating search
  447. <void> ai_dont_do_avoidance <ai> <boolean> ; set the AI to not do any vector avoidance when flying
  448. <void> ai_enable <boolean> ; turns all AI on or off.
  449. <void> ai_enable_stuck_flying_kill <ai> <boolean> ; Enable/disable suicide condition for flying vehicles who are 'stuck'
  450. <void> ai_engineer_explode <ai> ; Register an explosion stimulus with all specified actors, causing engineers to explode
  451. <void> ai_erase <ai> ; erases the specified encounter and/or squad.
  452. <void> ai_erase_all ; erases all AI.
  453. <void> ai_erase_inactive <ai> <short> ; Erase inactive actors in the given ai index, and any of those actors who become inactive within the next designated ticks
  454. <void> ai_exit_limbo <ai> ; remove the give AI from limbo, generally induced by spawning in limbo
  455. <void> ai_fast_and_dumb <boolean> ; turn on/off perception performance hacks
  456. <void> ai_fire_dialogue_event <ai> <string> <object> ; Runs a dialogue event on actor closest to a player
  457. <void> ai_flood_disperse <ai> <ai> ; Disperese a flood encounter, stimulating the various forms to break down into infections and transition to the new objective
  458. <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
  459. <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
  460. <void> ai_force_full_lod <ai> ; force the given AI to full detail LOD
  461. <void> ai_force_low_lod <ai> ; force the given AI to low detail LOD
  462. <void> ai_grenades <boolean> ; turns grenade inventory on or off.
  463. <void> ai_grunt_kamikaze <ai> ; Register a kamikaze stimulus with all specified actors, causing grunts to GO WILD
  464. <void> ai_infection_suppress <long> ; disable infection for this number of ticks
  465. <void> ai_kill <ai> ; instantly kills the specified encounter and/or squad.
  466. <void> ai_kill_no_statistics <ai> ; instantly and silently (no animation or sound played) kills the specified encounter and/or squad.
  467. <void> ai_kill_silent <ai> ; instantly and silently (no animation or sound played) kills the specified encounter and/or squad.
  468. <void> ai_lines ; cycles through AI line-spray modes
  469. <void> ai_lod_full_detail_actors <short> ; change the number of full detail AI characters we are allowed
  470. <void> ai_lod_full_detail_actors ; display the number of full detail AI characters we are allowed
  471. <void> ai_magically_see <ai> <ai> ; Make one squad magically aware of another.
  472. <void> ai_magically_see_object <ai> <object> ; Make a squad magically aware of a particular object.
  473. <void> ai_migrate <ai> <ai> ; makes all or part of an encounter move to another encounter.
  474. <void> ai_migrate_infanty <ai> <ai> ; migrates the infantry in an encounter into a different squad.
  475. <void> ai_migrate_persistent <ai> <ai> ; makes all or part of an encounter move to another encounter, and all script commands will function on the migrated squad
  476. <void> ai_object_enable_grenade_attack <object> <boolean> ; if disabled, actors cannot attack the object with grenades <object> <true/false>
  477. <void> ai_object_enable_targeting_from_vehicle <object> <boolean> ; if enabled, actors in vehicles are not allowed to target this object <object> <true/false>
  478. <void> ai_object_set_targeting_bias <object> <real> ; sets the targeting preference for this object in relation to other equal targets [-1, 1]
  479. <void> ai_object_set_targeting_ranges <object> <real> <real> ; sets override weapon ranges for enemies attacking this object <min> <max>
  480. <void> ai_object_set_team <object> <team> ; flag an object as being owned by a certain team
  481. <void> ai_place <ai> <short> ; places the given number of members of the specified squad.
  482. <void> ai_place <ai> ; places the specified squad on the map.
  483. <void> ai_place_cue <string_id> ; Place the named AI cue
  484. <void> ai_place_in_limbo <ai> <short> ; places the given number of members of the specified squad in limbo.
  485. <void> ai_place_in_limbo <ai> ; places the specified squad on the map in limbo.
  486. <void> ai_place_in_vehicle <ai> <ai> ; places the specified squad (1st arg) on the map in the vehicles belonging to the specified vehicle squad (2nd arg).
  487. <void> ai_place_wave <long> <ai> <short> ; Places the given number of squads from the specified wave name into squads defined as part of the given squad group
  488. <void> ai_place_wave <long> <ai> ; Places the specified wave name into squads defined as part of the given squad group
  489. <void> ai_place_wave_in_limbo <long> <ai> <short> ; Places the given number of squads from the specified wave name into squads defined as part of the given squad group in limbo
  490. <void> ai_place_wave_in_limbo <long> <ai> ; Places the specified wave name into squads defined as part of the given squad group in limbo
  491. <void> ai_play_vocalization <string_id> ; Runs a dialogue event on actor closest to a player
  492. <void> ai_play_vocalization_on_team <string_id> <team> ; Runs a dialogue event on actor closest to a player that's allied with the given team
  493. <void> ai_player_add_fireteam_squad <unit> <ai> ; Adds the given squad to the given player's fire team
  494. <void> ai_player_dialogue_enable <boolean> ; turn player combat dialogue on/off
  495. <void> ai_player_remove_fireteam_squad <unit> <ai> ; Removes the given squad from the given player's fire team
  496. <void> ai_player_set_fireteam_max <unit> <short> ; Sets the maximum number of actors allowed in the players fire team.
  497. <void> ai_player_set_fireteam_max_squad_absorb_distance <unit> <real> ; Sets the maximum distance at which this squad can absorb nearby squads.
  498. <void> ai_player_set_fireteam_no_max <unit> ; Sets the maximum number of actors allowed in the players fire team to unlimited.
  499. <void> ai_playfight <ai> <boolean> ; sets an encounter to be playfighting or not
  500. <void> ai_prefer_target <object_list> <boolean> ; if TRUE, *ALL* enemies will prefer to attack the specified units. if FALSE, removes the preference.
  501. <void> ai_prefer_target_ai <ai> <ai> <boolean> ; the given ai (actor, squad, task, etc.) will prefer the given other ai (actor, squad, task, etc.
  502. <void> ai_prefer_target_team <ai> <team> ; the given ai will prefer the indicated team.
  503. <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
  504. <void> ai_remove_cue <string_id> ; Remove the named AI cue
  505. <void> ai_render_evaluations_shading <firing_point_evaluator> ; Add a specific FP evaluation shading to render
  506. <void> ai_render_evaluations_shading_all ; Render all FP evaluation shading
  507. <void> ai_render_evaluations_shading_none ; Render no FP evaluation shading
  508. <void> ai_render_paths_all ; Turns on raw, smoothed, avoided paths and avoidance obstacles
  509. <void> ai_renew <ai> ; refreshes the health and grenade count of a group of actors, so they are as good as new
  510. <void> ai_reset_objective <ai> ; Completely reset the given objective, task or task hierarchy (if passed a gate task).
  511. <void> ai_resurrect <object> ; Resurrect the specified mission critical AI character.
  512. <void> ai_select <ai> ; selects the specified squad.
  513. <void> ai_selected_actor_jump <real> <real> ; Makes the currently selected actor jump x wus forward and y wus up
  514. <void> ai_set_active_camo <ai> <boolean> ; Turn on active camoflage on actor/squad/squad-group
  515. <void> ai_set_blind <ai> <boolean> ; enables or disables sight for actors in the specified encounter.
  516. <void> ai_set_clump <ai> <short> ; Force the given AI into a specific clump
  517. <void> ai_set_combat_status <ai> <short> ; Set the combat status for the given AI
  518. <void> ai_set_deaf <ai> <boolean> ; enables or disables hearing for actors in the specified encounter.
  519. <void> ai_set_fireteam_absorber <ai> <boolean> ; enables or disables fireteam absortion for a given squad in the specified encounter.
  520. <void> ai_set_fireteam_fallback_squad <unit> <ai> ; Sets the squad that AI will migrate into if the player dies.
  521. <void> ai_set_stuck_velocity_threshold <ai> <real> ; Change the velocity threshold at which we will detect 'stuck' directional flying movement
  522. <void> ai_set_targeting_group <ai> <short> <boolean> ; Set the AI to only target other guys of targeting group X (true/false whether the player should also be targeted
  523. <void> ai_set_targeting_group <ai> <short> ; Set the AI to only target other guys of targeting group X
  524. <void> ai_set_team <ai> <team> ; makes an encounter change to a new team
  525. <void> ai_set_weapon_up <ai> <boolean> ; force actor to hold their weapon up, instead of lowering it when idle. this does NOT cause them to draw their weapon if stowed
  526. <void> ai_squad_enumerate_immigrants <ai> <boolean> ; If someone migrates (or simply changes) into this squad, consider him a full member of the squad
  527. <void> ai_squad_patrol_enable <string_id> <boolean> ; Enable/disable a squad patrol
  528. <void> ai_squad_patrol_objective_disallow <ai> <boolean> ; Disallow the selection of an objective by any squad patrol.
  529. <void> ai_suppress_combat <ai> <boolean> ; Turn on/off combat suppression on actor/squad/squad-group
  530. <void> ai_survival_cleanup <ai> <boolean> <boolean> ; Activate cure isolation death for the given AI, and optionally delete inactive actors in that group too (ai, on/off, kill inactive
  531. <void> ai_teleport <ai> <point_reference> ; teleports the given squad to the given point.
  532. <void> ai_teleport_to_spawn_point_if_outside_bsp <ai> ; teleports a group of actors to the spawn points of their current squad(s) if they are currently outside the world.
  533. <void> ai_teleport_to_starting_location_if_outside_bsp <ai> ; PLEASE USE ai_teleport_to_spawn_point_if_outside_bsp INSTEAD
  534. <void> ai_vehicle_enter <ai> <unit> <unit_seat_mapping> ; 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
  535. <void> ai_vehicle_enter <ai> <unit> ; tells a group of actors to get into a vehicle... does not interrupt any actors who are already going to vehicles
  536. <void> ai_vehicle_enter_immediate <ai> <unit> <unit_seat_mapping> ; the given group of actors is snapped into a vehicle, in the substring-specified seats (e.g. passenger for pelican)... does not interrupt any actors who are already going to vehicles
  537. <void> ai_vehicle_enter_immediate <ai> <unit> ; the given group of actors is snapped into a vehicle
  538. <void> ai_vehicle_exit <ai> <unit_seat_mapping> ; tells a group of actors to get out of any vehicles that they are in (if their seat matches the substring
  539. <void> ai_vehicle_exit <ai> ; tells a group of actors to get out of any vehicles that they are in
  540. <void> ai_verify_tags ; Verifies state of ai-related tags (e.g. orders, squads, zones, etc.
  541. <void> airstrike_enable <boolean> ; enable/disable airstrikes
  542. <void> airstrike_set_launches <long> ; sets the number of available airstrikes.
  543. <void> allow_object_to_be_lased <object> <boolean> ; enable/disable object laser designation for prototyping purposes.
  544. <void> animation_cache_flush ; it's just sooooo wrong
  545. <void> animation_cache_stats_reset ;
  546. <void> animation_capture_set_file_name <string> ; sets the file name used for the animation capture
  547. <void> animation_capture_set_origin_object_name <string_id> ; sets the name of the object that will be used as the capture origin
  548. <void> animation_capture_start_recording ; starts capturing animation on the object currently possessed by the player
  549. <void> animation_capture_stop_recording ; stops capturing animation on the object currently possessed by the player
  550. <void> animation_stats_dump ; Dump usage information for the animations in the game
  551. <void> antialias_blur <boolean> ; enable/disable antialias blur
  552. <void> async_set_thread_work_delay_milliseconds <long> <long> ; set an artificial delay time for a specific async thread to test the performance of any asynchronous task work
  553. <void> async_test_hang <real> <long> <long> ; Create and async task that hangs for the specified number of seconds with the specified async category and priority.
  554. <void> attract_mode_set_seconds <long> ; sets number of seconds of the attract mode countdown timer.
  555. <void> attract_mode_start ; starts an attract mode movie
  556. <void> auto_graph <string> ; Toggle graphing of some string quantity (ask a coder to graph the stuff and give you the strings).
  557. <void> auto_graph_enable_list <boolean> ; Start tracking available graphs.
  558. <void> auto_graph_filter_list <string> ; Set a substring filter for available graph tracking.
  559. <void> auto_graph_hide ; Hide all graphs temporarily (without losing the active set or disabling the graphing behind the scenes). Just to see past them.
  560. <void> auto_graph_list ; Display the current set of (filtered) available graphs.
  561. <void> auto_graph_reset ; Turn off all graphs.
  562. <void> bandwidth_profiler_enable <boolean> ; enables bandwidth profiler
  563. <void> bandwidth_profiler_set_context <boolean> ; sets bandwidth profiler context
  564. <void> biped_force_ground_fitting_on <unit> <boolean> ; force ground fitting on, even during custom animations or movement
  565. <void> biped_ragdoll <unit> ; given a dead biped, turns on ragdoll
  566. <void> bitmap_predict <bitmap> ; in: bitmap name. loads all the bitmaps in that bitmap group
  567. <void> branch <condition> <script> ; Stops executing current script when condition met and starts the script indicated in the parameter.
  568. <void> breakable_surfaces_enable <boolean> ; enables or disables breakability of all breakable surfaces on level
  569. <void> breakable_surfaces_reset ; restores all breakable surfaces
  570. <void> breakpoint <string> ; If breakpoints are enabled, pause execution when this statement is hit (displaying the given message).
  571. <void> bug_now <string> ; uploads files for bug <name>
  572. <void> bug_now_auto <boolean> ; uploads bug files, auto named <include_minidump>
  573. <void> bug_now_lite <string> ; uploads files (w/ no minidump) for bug <name>
  574. <void> bug_now_on_next_kill <string> ; uploads files for a bug <name> for the next kill that could produce an incident
  575. <void> cache_block_for_one_frame ; call this to force texture and geometry cache to block until satiated
  576. <void> camera_control <boolean> ; toggles script control of the camera.
  577. <void> camera_pan <cutscene_camera_point> <cutscene_camera_point> <short> <short> <real> <short> <real> ; camera_pan <start point> <end point> <ticks> <ease-in ticks> <start velocity scale> <ease-out ticks> <end velocity scale>
  578. <void> camera_place_relative <object> ; all subsequent camera placement in sapien be marked as relative to this object
  579. <void> camera_place_worldspace ; all subsequent camera placement in sapien will be marked as worldspace
  580. <void> camera_predict_resources_at_frame <animation_graph> <string_id> <unit> <cutscene_flag> <long> ; predict resources at a frame in camera animation.
  581. <void> camera_predict_resources_at_point <cutscene_camera_point> ; predict resources given a camera point
  582. <void> camera_set <cutscene_camera_point> <short> ; moves the camera to the specified camera point over the specified number of ticks.
  583. <void> camera_set_animation <animation_graph> <string_id> ; begins a prerecorded camera animation.
  584. <void> camera_set_animation_relative <animation_graph> <string_id> <unit> <cutscene_flag> ; begins a prerecorded camera animation synchronized to unit relative to cutscene flag.
  585. <void> camera_set_animation_relative_with_speed <animation_graph> <string_id> <unit> <cutscene_flag> <real> ; begins a prerecorded camera animation synchronized to unit relative to cutscene flag.
  586. <void> camera_set_animation_relative_with_speed_loop <animation_graph> <string_id> <unit> <cutscene_flag> <real> <boolean> ; begins a prerecorded camera animation synchronized to unit relative to cutscene flag.
  587. <void> camera_set_animation_relative_with_speed_loop_offset <animation_graph> <string_id> <unit> <cutscene_flag> <real> <boolean> <real> ; begins a prerecorded camera animation synchronized to unit relative to cutscene flag.
  588. <void> camera_set_animation_with_speed <animation_graph> <string_id> <real> ; begins a prerecorded camera animation.
  589. <void> camera_set_briefing <boolean> ; Used for briefing cinematics
  590. <void> camera_set_cinematic ; makes the scripted camera follow the path of a cinematic scene.
  591. <void> camera_set_cinematic_scene <cinematic_scene_definition> <long> <cutscene_flag> ; sets the scene, shot, and cutscene flag for the cinematic camera (NOTE: camera must be in cinematic mode by calling camera_set_cinematic).
  592. <void> camera_set_field_of_view <real> <short> ; sets the field of view
  593. <void> camera_set_first_person <unit> ; makes the scripted camera follow a unit.
  594. <void> camera_set_flying_cam_at_point <unit> <cutscene_camera_point> ; <unit_index> <camera_point> sets a flying camera perspective
  595. <void> camera_set_mode <unit> <long> ; <unit_index> <mode_index> sets user's camera perspective
  596. <void> camera_set_orbiting_cam_at_target_relative_point <unit> <string_id> <real> <real> <real> ; <unit_index> <target_marker_name> <relative_x_position> <relative_y_position> <relative_z_position> sets an orbiting camera pointing at a given marker from an object relative point
  597. <void> camera_set_pan <cutscene_camera_point> <short> ; moves the camera to the specified camera point over the specified number of ticks with a constant speed.
  598. <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).
  599. <void> camera_set_target <unit> <object> ; <unit_index> <object_index> sets the current camera's target
  600. <void> campaign_metagame_award_points <player> <long> ; award bonus metagame points to a player
  601. <void> campaign_metagame_award_skull <player> <skull> ; award a skull to a player
  602. <void> campaign_metagame_time_pause <boolean> ; pause meta game time, while paused your completion multiplier stops going down
  603. <void> cast_squad_in_performance <long> <ai> ; Finds and assigns roles for actors in the given squad in a performance
  604. <void> cc_enable <boolean> ; toggle closed captions
  605. <void> cc_test <boolean> ; test a line of cc text
  606. <void> cheat_active_camouflage <boolean> ; gives the player active camouflage
  607. <void> cheat_active_camouflage_by_player <player> <boolean> ; gives a specific player active camouflage
  608. <void> cheat_all_powerups ; drops all powerups near player
  609. <void> cheat_all_vehicles ; drops all vehicles on player
  610. <void> cheat_all_weapons ; drops all weapons near player
  611. <void> cheat_teleport_to_camera ; teleports player to camera location
  612. <void> cheats_load ; reloads the cheats.txt file
  613. <void> chud_bonus_round_set_timer <real> ; set the bonus timer
  614. <void> chud_bonus_round_show_timer <boolean> ; show the bonus timer
  615. <void> chud_bonus_round_start_timer <boolean> ; tick the bonus timer
  616. <void> chud_breadcrumbs_track_flag <cutscene_flag> <boolean> ; turns on/off the improved navpoint and display text of the specified flag
  617. <void> chud_breadcrumbs_track_flag_with_priority <cutscene_flag> <long> ; turns on the improved navpoint and display text of the specified flag
  618. <void> chud_breadcrumbs_track_object <object> <boolean> ; turns on/off the improved navpoint and display text of the specified object
  619. <void> chud_breadcrumbs_track_object_set_vertical_offset <object> <real> ; set the vertical offset in world units for a chud_breadcrumbs_track_object object
  620. <void> chud_breadcrumbs_track_object_with_priority <object> <long> <string_id> ; turns on the improved navpoint and display text of the specified object
  621. <void> chud_breadcrumbs_track_object_with_priority <object> <long> ; turns on the improved navpoint and display text of the specified object
  622. <void> chud_breadcrumbs_track_position <real> <real> <real> <string> <boolean> ; turns on/off the improved navpoint in the specified position
  623. <void> chud_breadcrumbs_track_position_with_priority <real> <real> <real> <string> <long> <boolean> ; turns on/off the improved navpoint in the specified position
  624. <void> chud_cinematic_fade <real> <real> ; parameter 1 is how, parameter 2 is when
  625. <void> chud_clear_hs_variable <player> <long> ; Clear a CHUD variable
  626. <void> chud_fade_chapter_title_for_player <player> <real> <long> ; fade out the hud to <real> opacity over <integer> ticks
  627. <void> chud_fade_cinematics_for_player <player> <real> <long> ; fade out the hud to <real> opacity over <integer> ticks
  628. <void> chud_fade_crosshair_for_player <player> <real> <long> ; fade out the hud to <real> opacity over <integer> ticks
  629. <void> chud_fade_grenades_for_player <player> <real> <long> ; fade out the hud to <real> opacity over <integer> ticks
  630. <void> chud_fade_messages_for_player <player> <real> <long> ; fade out the hud to <real> opacity over <integer> ticks
  631. <void> chud_fade_motion_sensor_for_player <player> <real> <long> ; fade out the hud to <real> opacity over <integer> ticks
  632. <void> chud_fade_shield_for_player <player> <real> <long> ; fade out the hud to <real> opacity over <integer> ticks
  633. <void> chud_fade_weapon_stats_for_player <player> <real> <long> ; fade out the hud to <real> opacity over <integer> ticks
  634. <void> chud_get_hs_variable <real> <player> ; Get the value of a CHUD variable
  635. <void> chud_post_medal <player> <string_id> ; posts a medal to the given player's HUD.
  636. <void> chud_post_message <player> <string_id> ; posts a string to the given player's HUD.
  637. <void> chud_post_message_HACK <string> ; posts a string to the given user's HUD. Use NONE for all users
  638. <void> chud_set_countdown_hs_variable <player> <long> <real> ; Sets a CHUD variable that counts down to 0
  639. <void> chud_set_countup_hs_variable <player> <long> <real> ; Sets a CHUD variable that counts up forever
  640. <void> chud_set_static_hs_variable <player> <long> <real> ; Sets a CHUD variable
  641. <void> chud_show <boolean> ; hides/shows the entire chud
  642. <void> chud_show_arbiter_ai_navpoint <boolean> ; hides/shows the entire chud
  643. <void> chud_show_cinematic_title <player> <cutscene_title> ; activates the chapter title
  644. <void> chud_show_cinematics <boolean> ; hides/shows the cinematics huds
  645. <void> chud_show_crosshair <boolean> ; hides/shows the crosshair
  646. <void> chud_show_grenades <boolean> ; hides/shows the grenade hud
  647. <void> chud_show_messages <boolean> ; hides/shows the chud messages
  648. <void> chud_show_motion_sensor <boolean> ; hides/shows the motion sensor chud
  649. <void> chud_show_screen_chapter_title <string_id> ; hides/shows the chapter title in the chud
  650. <void> chud_show_screen_objective <string_id> ; hides/shows the objective tip in the chud
  651. <void> chud_show_screen_training <player> <string_id> ; hides/shows the training tip in the chud
  652. <void> chud_show_shield <boolean> ; hides/shows the shield
  653. <void> chud_show_weapon_stats <boolean> ; hides/shows the weapon huds
  654. <void> chud_texture_cam <boolean> ; turns the chud texturecam on/off
  655. <void> chud_track_cutscene_flag_set_vertical_offset <cutscene_flag> <real> ; set the vertical offset in world units for a chud_track_cutscene_flag
  656. <void> chud_track_flag <cutscene_flag> <boolean> ; turns on/off the navpoint and display text of the specified flag
  657. <void> chud_track_flag_for_player <player> <cutscene_flag> <boolean> ; turns on/off the navpoint and display text of the specified flag
  658. <void> chud_track_flag_for_player_with_priority <player> <cutscene_flag> <long> <string_id> ; turns on the navpoint and display text of the specified flag
  659. <void> chud_track_flag_for_player_with_priority <player> <cutscene_flag> <long> ; turns on the navpoint and display text of the specified flag
  660. <void> chud_track_flag_with_priority <cutscene_flag> <long> <string_id> ; turns on the navpoint and display text of the specified flag
  661. <void> chud_track_flag_with_priority <cutscene_flag> <long> ; turns on the navpoint and display text of the specified flag
  662. <void> chud_track_object <object> <boolean> ; turns on/off the navpoint and display text of the specified object
  663. <void> chud_track_object_for_player <player> <object> <boolean> ; turns on/off the navpoint and display text of the specified object
  664. <void> chud_track_object_for_player_with_priority <player> <object> <long> <string_id> ; turns on the navpoint and display text of the specified object
  665. <void> chud_track_object_for_player_with_priority <player> <object> <long> ; turns on the navpoint and display text of the specified object
  666. <void> chud_track_object_set_vertical_offset <object> <real> ; set the vertical offset in world units for a chud_track_object object
  667. <void> chud_track_object_with_priority <object> <long> <string_id> ; turns on the navpoint and display text of the specified object
  668. <void> chud_track_object_with_priority <object> <long> ; turns on the navpoint and display text of the specified object
  669. <void> cinematic_camera_set_easing_in <real> <real> <real> <real> <real> <real> ; controls the camera easing from player position
  670. <void> cinematic_camera_set_easing_out <real> ; controls the camera easing back to the player position
  671. <void> cinematic_clips_destroy ; destroys any existing cinematic clip planes for the current cinematic
  672. <void> cinematic_clips_initialize_for_shot <long> ; intializes the cinematic clip planes for the given shot of the current cinematic
  673. <void> cinematic_clone_players_weapon <object> <string_id> <string_id> ; clone the first player's most reasonable weapon and attach it to the specified object's marker
  674. <void> cinematic_destroy ; Releases everything created by the cinematics system
  675. <void> cinematic_enable_ambience_details <boolean> ; enable/disable ambience details in cinematics
  676. <void> cinematic_get_shot ; Print the stored scene and shot information to the screen
  677. <void> cinematic_light_object <object> <string_id> <cinematic_lightprobe> <cutscene_camera_point> ; attaches cinematic lights to <object> at <marker> using scenario cinematic lighting palette entry <scenario-cinematic-lighting-name> from point of view of camera reference <camera>
  678. <void> cinematic_light_object_off <object> ; Turn off cinematic lighting for the object.
  679. <void> cinematic_lighting_rebuild_all ; Rebuild all cinematic lighting (SH only
  680. <void> cinematic_lighting_update_ambient_light <string> <real> <real> <real> <real> ; Updates the ambient light
  681. <void> cinematic_lighting_update_analytical_light <string> <real> <real> <real> <real> <real> <real> ; Updates the analytical light
  682. <void> cinematic_lighting_update_dynamic_light_direction <string> <long> <real> <real> <real> ; Updates the direction of a loaded cinematic dynamic light
  683. <void> cinematic_lighting_update_scales <string> <real> <real> <real> <real> ; Updates the weights
  684. <void> cinematic_lighting_update_vmf_light <string> <real> <real> <real> <real> <real> <real> <real> ; Updates the vmf light
  685. <void> cinematic_lightmap_shadow_disable ; turn off lightmap shadow in cinematics
  686. <void> cinematic_lightmap_shadow_enable ; turn on lightmap shadow in cinematics
  687. <void> cinematic_lights_destroy ; destroys any existing cinematic lights for the current cinematic
  688. <void> cinematic_lights_destroy_shot ; destroys any non-persistent existing cinematic lights for the current shot
  689. <void> cinematic_lights_initialize_for_shot <long> ; intializes the cinematic lighting for the given shot of the current cinematic
  690. <void> cinematic_move_attached_objects <object> <string_id> <string_id> <string_id> ; move the object's children attached to the first marker to the second marker
  691. <void> cinematic_object_create <string_id> ; Creates an object for use by cinematics
  692. <void> cinematic_object_create_cinematic_anchor <cutscene_flag> ; Creates a cinematic anchor object for use by cinematics
  693. <void> cinematic_object_destroy <string_id> ; Destroys an object created by cinematic_object_create
  694. <void> cinematic_objects_destroy_all ; Destroys all objects created by cinematic_object_create
  695. <void> cinematic_outro_start ; flag this cutscene as an outro cutscene
  696. <void> cinematic_print <string> ; Print status lines for cinematic debugging
  697. <void> cinematic_reset ; Resets the cinematics internal state
  698. <void> cinematic_run_script_by_name <string_id> ; runs a cinematic script by name
  699. <void> cinematic_scripting_clean_up <long> ; Unload the scenario cinematic zone
  700. <void> cinematic_scripting_create_and_animate_cinematic_object <long> <long> <long> <string_id> <boolean> ; Create and Animate a cinematic object.
  701. <void> cinematic_scripting_create_and_animate_cinematic_object_no_animation <long> <long> <long> <boolean> ; Create and Animate a cinematic object.
  702. <void> cinematic_scripting_create_and_animate_object <long> <long> <long> <string_id> <boolean> ; Create and Animate a cinematic object.
  703. <void> cinematic_scripting_create_and_animate_object_no_animation <long> <long> <long> <boolean> ; Create and Animate a cinematic object.
  704. <void> cinematic_scripting_create_cinematic_object <long> <long> ; Create a manually placed cinematic object
  705. <void> cinematic_scripting_create_object <long> <long> ; Create a manually placed cinematic object
  706. <void> cinematic_scripting_create_scene <long> ; Creates cinematic scene
  707. <void> cinematic_scripting_destroy_object <long> <long> ; Destroy a cinematic object
  708. <void> cinematic_scripting_destroy_objects <long> ; Destroys all cinematic object
  709. <void> cinematic_scripting_destroy_scene <long> ; Destroys cinematic scene
  710. <void> cinematic_scripting_fade_out <real> <real> <real> <short> ; Fade out at the end of the cinematic
  711. <void> cinematic_scripting_set_user_input_constraints <long> <long> <long> ; Set user input constraints from a cinematic tag
  712. <void> cinematic_scripting_start_animation <long> <long> <string_id> ; Animate a manually placed cinematic object
  713. <void> cinematic_scripting_start_dialogue <long> <long> <long> <object> ; Play a cinematic dialogue
  714. <void> cinematic_scripting_start_effect <long> <long> <long> <object> ; Play a cinematic effect
  715. <void> cinematic_scripting_start_music <long> <long> <long> ; Play a cinematic music
  716. <void> cinematic_scripting_start_screen_effect <long> <long> <long> ; Play a cinematic screen effect
  717. <void> cinematic_scripting_stop_music <long> <long> <long> ; Stops a cinematic music
  718. <void> cinematic_scripting_stop_screen_effect <long> <long> <long> ; Stop the associated area screen effect.
  719. <void> cinematic_set <cinematic_definition> ; sets the cinematic name for the current cinematic.
  720. <void> cinematic_set_active_camera <string_id> ; Used to change the rasterizer to display one of the texture cameras
  721. <void> cinematic_set_chud_objective <cutscene_title> ; activates the chapter title
  722. <void> cinematic_set_debug_mode <boolean> ; Puts all cinematic playback into debug mode (automatically generated script function!
  723. <void> cinematic_set_early_exit <long> ; Used to store the state of skippable cinematics
  724. <void> cinematic_set_shot <cinematic_scene_definition> <long> ; sets the scene and shot for the current cinematic.
  725. <void> cinematic_set_title <cutscene_title> ; activates the chapter title
  726. <void> cinematic_set_title_delayed <cutscene_title> <real> ; activates the chapter title, delayed by <real> seconds
  727. <void> cinematic_show_letterbox <boolean> ; sets or removes the letterbox bars
  728. <void> cinematic_show_letterbox_immediate <boolean> ; sets or removes the letterbox bars
  729. <void> cinematic_skip_start_internal ;
  730. <void> cinematic_skip_stop_internal ;
  731. <void> cinematic_sleep <short> [<script>] ; cinematic only sleep script call which ignores the 1 frame special case for non 30Hz builds
  732. <void> cinematic_start ; initializes game to start a cinematic (interruptive) cutscene
  733. <void> cinematic_stop ; initializes the game to end a cinematic (interruptive) cutscene
  734. <void> cinematic_subtitle <string_id> <real> ; displays the named subtitle for <real> seconds
  735. <void> cinematic_suppress_bsp_object_creation <boolean> ; suppresses or enables the automatic creation of objects during cutscenes due to a bsp switch
  736. <void> cinematic_zone_activate <long> ; activates scenario cinematic zone (automatically generated script function!
  737. <void> cinematic_zone_activate_for_debugging <long> ; activates scenario cinematic zone for debugging (automatically generated script function!
  738. <void> cinematic_zone_activate_from_editor <any_tag> ; activates cinematic zone from tag (automatically generated script function!
  739. <void> cinematic_zone_deactivate <long> ; deactivates scenario cinematic zone (automatically generated script function!
  740. <void> cinematic_zone_deactivate_from_editor <any_tag> ; deactivates cinematic zone from tag (automatically generated script function!
  741. <void> cls ; clears console text from the screen
  742. <void> collision_debug_lightmaps_print ; Prints the collision_debug_lightmaps text to the console
  743. <void> collision_log_enable <boolean> ; enables or disables collision logging.
  744. <void> command_buffer_cache_playback_enable <boolean> ; Enable/disable command buffer playback
  745. <void> controller_display_storage_device_selection <controller> ; display storage device selection ui for the specified controller
  746. <void> controller_invert_look ; invert look on all attached controllers
  747. <void> controller_lock_models <controller> ; <controller> lock all model permutations for specified controller
  748. <void> controller_lock_single_player_levels <controller> ; <controller> lock all single player levels for specified controller
  749. <void> controller_lock_skulls <controller> ; <controller> lock all campaign skulls for specified controller
  750. <void> controller_look_speed <short> ; set look speed for all attached controllers
  751. <void> controller_set_auto_center_look <controller> <boolean> ; set auto center look for specified controller
  752. <void> controller_set_background_emblem_color <controller> <player_color> ; set tertiary color for specified controller
  753. <void> controller_set_button_preset <controller> <button_preset> ; set button preset for specified controller
  754. <void> controller_set_clench_protection <controller> <boolean> ; set clench protection look for specified controller
  755. <void> controller_set_crouch_lock <controller> <boolean> ; set crouch lock for specified controller
  756. <void> controller_set_custom_button <controller> <long> <long> ; set custom button for specified controller
  757. <void> controller_set_emblem_info <controller> <short> <short> ; set emblem for specified controller
  758. <void> controller_set_flight_stick_aircraft_controls <controller> <boolean> ; set airrcraft flight stick controls for specified controller
  759. <void> controller_set_generic_bonus_toast <controller> <short> ; <controller> <credits> act as if this controller was awarded bonus credits from the LSP
  760. <void> controller_set_initial_bonus_toast <controller> <boolean> ; <controller> set if this controller has seen the 5000 initial credits toast
  761. <void> controller_set_joystick_preset <controller> <joystick_preset> ; set joystick preset for specified controller
  762. <void> controller_set_look_inverted <controller> <boolean> ; set look inversion for specified controller
  763. <void> controller_set_look_sensitivity <controller> <short> ; set look sensitivity for specified controller
  764. <void> controller_set_loyalty_bonus_toast <controller> <short> ; <controller> <credits> act as if this controller was awarded loyalty credits from the LSP
  765. <void> controller_set_nag_message_data <controller> <long> <long> <long> <long> ; <controller> <last global nag msg id> <last per user nag msg id> <last global nag msg view count> <last per-user nag msg view count>
  766. <void> controller_set_new_user_experience <controller> <boolean> ; <controller> set if this controller will get the new user experience
  767. <void> controller_set_player_character_type <controller> <player_model_choice> ; set player character type for specified controller
  768. <void> controller_set_primary_change_color <controller> <player_color> ; set primary change color for specified controller
  769. <void> controller_set_primary_emblem_color <controller> <player_color> ; set primary change color for specified controller
  770. <void> controller_set_secondary_change_color <controller> <player_color> ; set secondary change color for specified controller
  771. <void> controller_set_secondary_emblem_color <controller> <player_color> ; set secondary change color for specified controller
  772. <void> controller_set_single_player_level_completed <controller> <long> <boolean> <game_difficulty> <boolean> ; <controller> <level index> <co-op> <difficulty> <completed> set the single player levels completed state for specified controller
  773. <void> controller_set_single_player_level_unlocked <controller> <short> <boolean> ; <controller> <level index> <bool locked> set single player level locked state for specified controller
  774. <void> controller_set_southpaw <controller> <boolean> ; set southpaw for specified controller
  775. <void> controller_set_subtitle_setting <controller> <subtitle_setting> ; set subtitle setting for specified controller
  776. <void> controller_set_tertiary_change_color <controller> <player_color> ; set tertiary color for specified controller
  777. <void> controller_set_unsignedin_user <controller> <boolean> ; Toggle controller as unsigned-in user
  778. <void> controller_set_vibration_enabled <controller> <boolean> ; set vibration for specified controller
  779. <void> controller_set_voice_output_setting <controller> <voice_output_setting> ; set voice output setting for specified controller
  780. <void> controller_set_waypoint_flags <controller> <long> <boolean> ; Set a waypoint flag in the profile (outgoing to waypoint
  781. <void> controller_temporary_users_always_attached <boolean> ; toggle pretending that temporary users' controllers are always attached
  782. <void> controller_unlock_models <controller> ; <controller> unlock all model permutations for specified controller
  783. <void> controller_unlock_single_player_levels <controller> ; <controller> unlock all single player levels for specified controller
  784. <void> controller_unlock_skulls <controller> ; <controller> unlock all campaign skulls for specified controller
  785. <void> core_force_immediate_save_on_core_load <boolean> ; Forces film core loads to trigger game_save_immediate() on load (which mimics the game save that occurs on core load in stress jobs).
  786. <void> core_load ; loads debug game state from core\core.bin
  787. <void> core_load_game ; loads level and game state from core\core.bin
  788. <void> core_load_game_name <string> ; loads level and game state from core\<path>
  789. <void> core_load_name <string> ; loads debug game state from core\<path>
  790. <void> core_regular_upload_to_debug_server <boolean> ; toggle periodic core uploading to debug server
  791. <void> core_save ; saves debug game state to core\core.bin
  792. <void> core_save_name <string> ; saves debug game state to core\<path>
  793. <void> core_set_upload_option <string> ; sets options for game state uploading (current options are 'default', 'repro', and 'stress'
  794. <void> crash <string> ; crashes (for debugging).
  795. <void> cs_abort_on_alert <ai> <boolean> ; Command script ends prematurely when given actor's combat status raises to 'alert' or higher
  796. <void> cs_abort_on_alert <boolean> ; Command script ends prematurely when actor's combat status raises to 'alert' or higher
  797. <void> cs_abort_on_alert <boolean> ; Command script ends prematurely when given actor's combat status raises to 'alert' or higher
  798. <void> cs_abort_on_combat_status <ai> <short> ; Command script ends prematurely when actor's combat status rises to given level
  799. <void> cs_abort_on_combat_status <short> ; Command script ends prematurely when actor's combat status rises to given level
  800. <void> cs_abort_on_combat_status <short> ; Command script ends prematurely when actor's combat status rises to given level
  801. <void> cs_abort_on_damage <ai> <boolean> ; Command script ends prematurely when actor is damaged
  802. <void> cs_abort_on_damage <boolean> ; Command script ends prematurely when actor is damaged
  803. <void> cs_abort_on_damage <boolean> ; Command script ends prematurely when actor is damaged
  804. <void> cs_abort_on_vehicle_exit <ai> <boolean> ; Command script ends prematurely when actor gets out of its vehicle
  805. <void> cs_abort_on_vehicle_exit <boolean> ; Command script ends prematurely when actor gets out of its vehicle
  806. <void> cs_abort_on_vehicle_exit <boolean> ; Command script ends prematurely when actor gets out of its vehicle
  807. <void> cs_action <ai> <boolean> <point_reference> <short> ; Actor plays an AI action towards the given point. ai_action_<tab> to see action options
  808. <void> cs_action <point_reference> <short> ; Actor plays an AI action towards the given point. ai_action_<tab> to see action options
  809. <void> cs_action_at_object <ai> <boolean> <object> <short> ; Actor plays an AI action towards the given object. ai_action_<tab> to see action options
  810. <void> cs_action_at_object <object> <short> ; Actor plays an AI action towards the given object. ai_action_<tab> to see action options
  811. <void> cs_action_at_player <ai> <boolean> <short> ; Actor plays an AI action towards the nearest_player. ai_action_<tab> to see action options
  812. <void> cs_action_at_player <short> ; Actor plays an AI action towards the nearest_player. ai_action_<tab> to see action options
  813. <void> cs_aim <ai> <boolean> <point_reference> ; Actor aims at the point for the remainder of the cs, or until overridden (overrides look
  814. <void> cs_aim <boolean> <point_reference> ; Actor aims at the point for the remainder of the cs, or until overridden (overrides look
  815. <void> cs_aim_object <ai> <boolean> <object> ; Actor aims at the object for the duration of the cs, or until overridden (overrides look
  816. <void> cs_aim_object <boolean> <object> ; Actor aims at the object for the duration of the cs, or until overridden (overrides look
  817. <void> cs_aim_player <ai> <boolean> ; Actor aims at nearest player for the duration of the cs, or until overridden (overrides look
  818. <void> cs_aim_player <boolean> ; Actor aims at nearest player for the duration of the cs, or until overridden (overrides look
  819. <void> cs_approach <ai> <boolean> <object> <real> <real> <real> ; (approach <object> <distance - how close I want to get> <max-distance - start approaching when target is within this range> <follow-distance - give up when target is outside this range>
  820. <void> cs_approach <object> <real> <real> <real> ; (approach <object> <distance - how close I want to get> <max-distance - start approaching when target is within this range> <follow-distance - give up when target is outside this range>
  821. <void> cs_approach_player <ai> <boolean> <real> <real> <real> ; (approach player <distance - how close I want to get> <max-distance - start approaching when target is within this range> <follow-distance - give up when target is outside this range>
  822. <void> cs_approach_player <real> <real> <real> ; (approach player <distance - how close I want to get> <max-distance - start approaching when target is within this range> <follow-distance - give up when target is outside this range>
  823. <void> cs_approach_stop <ai> ; Actor stops approaching
  824. <void> cs_approach_stop ; Actor stops approaching
  825. <void> cs_attach_to_spline <ai> <boolean> <string_id> ; For use in flying vehicles: Set this vehicle to pathfind using the designated spline.
  826. <void> cs_attach_to_spline <string_id> ; For use in flying vehicles: Set this vehicle to pathfind using the designated spline.
  827. <void> cs_crouch <ai> <boolean> <real> ; Actor crouches / uncrouches, transitioning over the given number of seconds
  828. <void> cs_crouch <ai> <boolean> ; Actor crouches for the remainder of the command script, or until overridden
  829. <void> cs_crouch <boolean> <real> ; Actor crouches / uncrouches, transitioning over the given number of seconds
  830. <void> cs_crouch <boolean> ; Actor crouches for the remainder of the command script, or until overridden
  831. <void> cs_custom_animation <ai> <boolean> <animation_graph> <string_id> <boolean> <point_reference> ; starts a custom animation playing on the actor at the given point (interpolates into animation if last parameter is TRUE
  832. <void> cs_custom_animation <ai> <boolean> <animation_graph> <string_id> <boolean> ; starts a custom animation playing on the actor (interpolates into animation if last parameter is TRUE
  833. <void> cs_custom_animation <animation_graph> <string_id> <boolean> <point_reference> ; starts a custom animation playing on the actor at the given point (interpolates into animation if last parameter is TRUE
  834. <void> cs_custom_animation <animation_graph> <string_id> <boolean> ; starts a custom animation playing on the actor (interpolates into animation if last parameter is TRUE
  835. <void> cs_custom_animation_death <ai> <boolean> <animation_graph> <string_id> <boolean> <point_reference> ; starts a custom animation playing on the actor (interpolates into animation if last parameter is TRUE
  836. <void> cs_custom_animation_death <ai> <boolean> <animation_graph> <string_id> <boolean> ; starts a custom animation playing on the actor (interpolates into animation if last parameter is TRUE
  837. <void> cs_custom_animation_death <animation_graph> <string_id> <boolean> <point_reference> ; starts a custom animation playing on the actor (interpolates into animation if last parameter is TRUE
  838. <void> cs_custom_animation_death <animation_graph> <string_id> <boolean> ; starts a custom animation playing on the actor (interpolates into animation if last parameter is TRUE
  839. <void> cs_custom_animation_loop <ai> <animation_graph> <string_id> <boolean> <point_reference> ; starts a looping custom animation playing on the actor at the given point (interpolates into animation if last parameter is TRUE) NON-BLOCKING
  840. <void> cs_custom_animation_loop <ai> <animation_graph> <string_id> <boolean> ; starts a looping custom animation playing on the actor (interpolates into animation if last parameter is TRUE) NON-BLOCKING
  841. <void> cs_custom_animation_loop <animation_graph> <string_id> <boolean> <point_reference> ; starts a looping custom animation playing on the actor at the given point (interpolates into animation if last parameter is TRUE) NON-BLOCKING
  842. <void> cs_custom_animation_loop <animation_graph> <string_id> <boolean> ; starts a looping custom animation playing on the actor (interpolates into animation if last parameter is TRUE) NON-BLOCKING
  843. <void> cs_deploy_turret <ai> <boolean> <point_reference> ; Deploy a turret at the given script point
  844. <void> cs_deploy_turret <point_reference> ; Deploy a turret at the given script point
  845. <void> cs_die <ai> <boolean> <short> ; Actor dies in specified manner
  846. <void> cs_die <short> ; Actor dies in specified manner
  847. <void> cs_enable_dialogue <ai> <boolean> ; Actor combat dialogue enabled/disabled.
  848. <void> cs_enable_dialogue <boolean> ; Actor combat dialogue enabled/disabled.
  849. <void> cs_enable_looking <ai> <boolean> ; Actor autonomous looking enabled/disabled.
  850. <void> cs_enable_looking <boolean> ; Actor autonomous looking enabled/disabled.
  851. <void> cs_enable_moving <ai> <boolean> ; Actor autonomous moving enabled/disabled.
  852. <void> cs_enable_moving <boolean> ; Actor autonomous moving enabled/disabled.
  853. <void> cs_enable_pathfinding_failsafe <ai> <boolean> ; Actor blocks until pathfinding calls succeed
  854. <void> cs_enable_pathfinding_failsafe <boolean> ; Actor blocks until pathfinding calls succeed
  855. <void> cs_enable_targeting <ai> <boolean> ; Actor autonomous target selection enabled/disabled.
  856. <void> cs_enable_targeting <boolean> ; Actor autonomous target selection enabled/disabled.
  857. <void> cs_face <ai> <boolean> <point_reference> ; Actor faces exactly the point for the remainder of the cs, or until overridden (overrides aim, look
  858. <void> cs_face <boolean> <point_reference> ; Actor faces exactly the point for the remainder of the cs, or until overridden (overrides aim, look
  859. <void> cs_face_object <ai> <boolean> <object> ; Actor faces exactly the given object for the duration of the cs, or until overridden (overrides aim, look
  860. <void> cs_face_object <boolean> <object> ; Actor faces exactly the given object for the duration of the cs, or until overridden (overrides aim, look
  861. <void> cs_face_player <ai> <boolean> ; Actor faces exactly the nearest player for the duration of the cs, or until overridden (overrides aim, look
  862. <void> cs_face_player <boolean> ; Actor faces exactly the nearest player for the duration of the cs, or until overridden (overrides aim, look
  863. <void> cs_fly_by <ai> <boolean> <point_reference> <real> ; Flies the actor through the given point (within the given tolerance
  864. <void> cs_fly_by <ai> <boolean> <point_reference> ; Flies the actor through the given point
  865. <void> cs_fly_by <point_reference> <real> ; Flies the actor through the given point (within the given tolerance
  866. <void> cs_fly_by <point_reference> ; Flies the actor through the given point
  867. <void> cs_fly_to <ai> <boolean> <point_reference> <real> ; Flies the actor to the given point (within the given tolerance
  868. <void> cs_fly_to <ai> <boolean> <point_reference> ; Flies the actor to the given point
  869. <void> cs_fly_to <point_reference> <real> ; Flies the actor to the given point (within the given tolerance
  870. <void> cs_fly_to <point_reference> ; Flies the actor to the given point
  871. <void> cs_fly_to_and_face <ai> <boolean> <point_reference> <point_reference> <real> ; Flies the actor to the given point and orients him in the appropriate direction (within the given tolerance
  872. <void> cs_fly_to_and_face <ai> <boolean> <point_reference> <point_reference> ; Flies the actor to the given point and orients him in the appropriate direction
  873. <void> cs_fly_to_and_face <point_reference> <point_reference> <real> ; Flies the actor to the given point and orients him in the appropriate direction (within the given tolerance
  874. <void> cs_fly_to_and_face <point_reference> <point_reference> ; Flies the actor to the given point and orients him in the appropriate direction
  875. <void> cs_force_combat_status <ai> <short> ; Force the actor's combat status (0= no override, 1=idle, 2= alert, 3= active
  876. <void> cs_force_combat_status <short> ; Force the actor's combat status (0= no override, 1=idle, 2= alert, 3= active
  877. <void> cs_go_by <ai> <boolean> <point_reference> <point_reference> <real> ; Actor moves toward the point, and considers it hit when it breaks the indicated plane, attenuating throttle by the given amount when near the goal
  878. <void> cs_go_by <ai> <boolean> <point_reference> <point_reference> ; Actor moves toward the point, and considers it hit when it breaks the indicated plane
  879. <void> cs_go_by <point_reference> <point_reference> <real> ; Actor moves toward the point, and considers it hit when it breaks the indicated plane, attenuating throttle by the given amount when near the goal
  880. <void> cs_go_by <point_reference> <point_reference> ; Actor moves toward the point, and considers it hit when it breaks the indicated plane
  881. <void> cs_go_to <ai> <boolean> <point_reference> <real> ; Moves the actor to a specified point, attenuating throttle by the given amount when near the goal
  882. <void> cs_go_to <ai> <boolean> <point_reference> ; Moves the actor to a specified point
  883. <void> cs_go_to <point_reference> <real> ; Moves the actor to a specified point, attenuating throttle by the given amount when near the goal
  884. <void> cs_go_to <point_reference> ; Moves the actor to a specified point
  885. <void> cs_go_to_and_face <ai> <boolean> <point_reference> <point_reference> ; Moves the actor to a specified point and has him face the second point
  886. <void> cs_go_to_and_face <point_reference> <point_reference> ; Moves the actor to a specified point and has him face the second point
  887. <void> cs_go_to_and_posture <ai> <boolean> <point_reference> <string_id> ; Actor moves to the point and performs a posture once there
  888. <void> cs_go_to_and_posture <point_reference> <string_id> ; Actor moves to the point and performs a posture once there
  889. <void> cs_go_to_nearest <ai> <boolean> <point_reference> ; Given a point set, AI goes toward the nearest point
  890. <void> cs_go_to_nearest <point_reference> ; Given a point set, AI goes toward the nearest point
  891. <void> cs_go_to_vehicle <ai> <boolean> <vehicle> <unit_seat_mapping> ; Actor gets in the named seat of the appropriate vehicle
  892. <void> cs_go_to_vehicle <ai> <boolean> <vehicle> ; Actor gets in the appropriate vehicle
  893. <void> cs_go_to_vehicle <vehicle> <unit_seat_mapping> ; Actor gets in the named seat of the appropriate vehicle
  894. <void> cs_go_to_vehicle <vehicle> ; Actor gets in the appropriate vehicle
  895. <void> cs_grenade <ai> <boolean> <point_reference> <short> ; Actor throws a grenade, either by tossing (arg2=0), lobbing (1) or bouncing (2
  896. <void> cs_grenade <point_reference> <short> ; Actor throws a grenade, either by tossing (arg2=0), lobbing (1) or bouncing (2
  897. <void> cs_ignore_obstacles <ai> <boolean> ; Actor does not avoid obstacles when true
  898. <void> cs_ignore_obstacles <boolean> ; Actor does not avoid obstacles when true
  899. <void> cs_jump <ai> <boolean> <real> <real> ; Actor jumps in direction of angle at the given velocity (angle, velocity
  900. <void> cs_jump <real> <real> ; Actor jumps in direction of angle at the given velocity (angle, velocity
  901. <void> cs_jump_to_point <ai> <boolean> <real> <real> ; Actor jumps with given horizontal and vertical velocity
  902. <void> cs_jump_to_point <real> <real> ; Actor jumps with given horizontal and vertical velocity
  903. <void> cs_look <ai> <boolean> <point_reference> ; Actor looks at the point for the remainder of the cs, or until overridden
  904. <void> cs_look <boolean> <point_reference> ; Actor looks at the point for the remainder of the cs, or until overridden
  905. <void> cs_look_object <ai> <boolean> <object> ; Actor looks at the object for the duration of the cs, or until overridden
  906. <void> cs_look_object <boolean> <object> ; Actor looks at the object for the duration of the cs, or until overridden
  907. <void> cs_look_player <ai> <boolean> ; Actor looks at nearest player for the duration of the cs, or until overridden
  908. <void> cs_look_player <boolean> ; Actor looks at nearest player for the duration of the cs, or until overridden
  909. <void> cs_lower_weapon <ai> <boolean> ; Actor keeps weapon lowered
  910. <void> cs_lower_weapon <boolean> ; Actor keeps weapon lowered
  911. <void> cs_melee_direction <ai> <boolean> <long> ; Actor performs melee in provided direction (0= front, 1= back, 2= offhand, 3= tackle
  912. <void> cs_melee_direction <long> ; Actor performs melee in provided direction (0= front, 1= back, 2= offhand, 3= tackle
  913. <void> cs_move_in_direction <ai> <boolean> <real> <real> <real> ; Actor moves at given angle, for the given distance, optionally with the given facing (angle, distance, facing
  914. <void> cs_move_in_direction <real> <real> <real> ; Actor moves at given angle, for the given distance, optionally with the given facing (angle, distance, facing
  915. <void> cs_move_towards <ai> <boolean> <object> <boolean> ; Move in the direction of the given object (and melee the target or not
  916. <void> cs_move_towards <ai> <boolean> <object> ; Move in the direction of the given object
  917. <void> cs_move_towards <object> <boolean> ; Move in the direction of the given object (and melee the target or not
  918. <void> cs_move_towards <object> ; Move in the direction of the given object
  919. <void> cs_move_towards_point <ai> <boolean> <point_reference> <real> ; Move to within the given radius of the given point
  920. <void> cs_move_towards_point <point_reference> <real> ; Move to within the given radius of the given point
  921. <void> cs_pause <ai> <boolean> <real> ; The actor does nothing for the given number of seconds
  922. <void> cs_pause <real> ; The actor does nothing for the given number of seconds
  923. <void> cs_play_line <ai> <boolean> <ai_line> ; Play the named line in the current scene
  924. <void> cs_play_line <ai_line> ; Play the named line in the current scene
  925. <void> cs_play_sound <ai> <boolean> <sound> <real> <real> ; Actor plays an impulse sound and the atom blocks for the given percentage of the sound's total length, at the given volume (0..1
  926. <void> cs_play_sound <ai> <boolean> <sound> <real> ; Actor plays an impulse sound and the atom blocks for the given percentage of the sound's total length
  927. <void> cs_play_sound <ai> <boolean> <sound> ; Actor plays an impulse sound and the atom blocks until it is complete
  928. <void> cs_play_sound <sound> <real> <real> ; Actor plays an impulse sound and the atom blocks for the given percentage of the sound's total length, at the given volume (0..1
  929. <void> cs_play_sound <sound> <real> ; Actor plays an impulse sound and the atom blocks for the given percentage of the sound's total length
  930. <void> cs_play_sound <sound> ; Actor plays an impulse sound and the atom blocks until it is complete
  931. <void> cs_player_melee <ai> <boolean> <long> ; Actor performs player-specific melee
  932. <void> cs_player_melee <long> ; Actor performs player-specific melee
  933. <void> cs_posture_exit <ai> ; Actor exits the posture it's in
  934. <void> cs_posture_exit ; Actor exits the posture it's in
  935. <void> cs_posture_set <ai> <string_id> <boolean> ; Actor enters the given posture (enters immediately rather than plays the entry animation if argument is TRUE
  936. <void> cs_posture_set <string_id> <boolean> ; Actor enters the given posture (enters immediately rather than plays the entry animation if argument is TRUE
  937. <void> cs_push_stance <ai> <string_id> ; Actor pushes given stance during this command script
  938. <void> cs_push_stance <string_id> ; Actor pushes given stance during this command script
  939. <void> cs_queue_command_script <ai> <ai_command_script> ; Add a command script onto the end of an actor's command script queue
  940. <void> cs_run_command_script <ai> <ai_command_script> ; Causes the specified actor(s) to start executing a command script immediately (discarding any other command scripts in the queue
  941. <void> cs_set_pathfinding_radius <ai> <real> ; Sets the actor's pathfinding radius (this distance at which a destination is considered to have been reached) for the remainder of the command script
  942. <void> cs_set_pathfinding_radius <real> ; Sets the actor's pathfinding radius (this distance at which a destination is considered to have been reached) for the remainder of the command script
  943. <void> cs_set_style <ai> <style> ; Override the actor's style
  944. <void> cs_set_style <style> ; Override the actor's style
  945. <void> cs_shoot <ai> <boolean> <object> ; Actor shoots at given target
  946. <void> cs_shoot <ai> <boolean> ; Actor is allowed to shoot at its target or not
  947. <void> cs_shoot <boolean> <object> ; Actor shoots at given target
  948. <void> cs_shoot <boolean> ; Actor is allowed to shoot at its target or not
  949. <void> cs_shoot_point <ai> <boolean> <point_reference> ; Actor shoots at given point
  950. <void> cs_shoot_point <boolean> <point_reference> ; Actor shoots at given point
  951. <void> cs_shoot_secondary_trigger <ai> <boolean> ; Actor uses secondary trigger whenever he shoots
  952. <void> cs_shoot_secondary_trigger <boolean> ; Actor uses secondary trigger whenever he shoots
  953. <void> cs_smash_direction <ai> <boolean> <long> ; Actor performs smash in provided direction
  954. <void> cs_smash_direction <long> ; Actor performs smash in provided direction
  955. <void> cs_stack_command_script <ai> <ai_command_script> ; Push a command script to the top of the actor's command script queue
  956. <void> cs_stop_custom_animation <ai> ; Stop running a custom animation
  957. <void> cs_stop_custom_animation ; Stop running a custom animation
  958. <void> cs_stop_sound <ai> <sound> ; Stops the specified impulse sound.
  959. <void> cs_stop_sound <sound> ; Stops the specified impulse sound.
  960. <void> cs_stow <ai> <boolean> ; Actor stows its current weapon, based on the second bool variable
  961. <void> cs_stow <boolean> ; Actor stows its current weapon, based on the second bool variable
  962. <void> cs_suppress_activity_termination <ai> <boolean> ; Autonomous termination of activities is suppressed for the remainder of the command script
  963. <void> cs_suppress_activity_termination <boolean> ; Autonomous termination of activities is suppressed for the remainder of the command script
  964. <void> cs_suppress_dialogue_global <ai> <boolean> ; Combat dialogue is suppressed for the remainder of the command script
  965. <void> cs_suppress_dialogue_global <boolean> ; Combat dialogue is suppressed for the remainder of the command script
  966. <void> cs_swarm_from <ai> <boolean> <point_reference> <real> ; A swarm swarms away from the point in question, going at least the given distance
  967. <void> cs_swarm_from <point_reference> <real> ; A swarm swarms away from the point in question, going at least the given distance
  968. <void> cs_swarm_to <ai> <boolean> <point_reference> <real> ; A swarm swarms towards the point (or point set) in question, the individual forms stopping when they get within the given radius
  969. <void> cs_swarm_to <point_reference> <real> ; A swarm swarms towards the point (or point set) in question, the individual forms stopping when they get within the given radius
  970. <void> cs_teleport <ai> <point_reference> <point_reference> ; Actor teleports to point1 facing point2
  971. <void> cs_teleport <point_reference> <point_reference> ; Actor teleports to point1 facing point2
  972. <void> cs_turn_sharpness <ai> <boolean> <real> ; Set the sharpness of a vehicle turn (values 0 -> 1). Only applicable to nondirectional flying vehicles (e.g. dropships
  973. <void> cs_turn_sharpness <boolean> <real> ; Set the sharpness of a vehicle turn (values 0 -> 1). Only applicable to nondirectional flying vehicles (e.g. dropships
  974. <void> cs_use_equipment <ai> <boolean> <real> ; Actor uses their current equipment for the given number of seconds
  975. <void> cs_use_equipment <real> ; Actor uses their current equipment for the given number of seconds
  976. <void> cs_vehicle_boost <ai> <boolean> ; Enables or disables boost
  977. <void> cs_vehicle_boost <boolean> ; Enables or disables boost
  978. <void> cs_vehicle_speed <ai> <real> ; Set the speed at which the actor will drive a vehicle, expressed as a multiplier 0-1
  979. <void> cs_vehicle_speed <real> ; Set the speed at which the actor will drive a vehicle, expressed as a multiplier 0-1
  980. <void> cs_vehicle_speed_instantaneous <ai> <real> ; Set the instantaneous speed of the vehicle we're driving
  981. <void> cs_vehicle_speed_instantaneous <real> ; Set the instantaneous speed of the vehicle we're driving
  982. <void> cs_vocalize <ai> <boolean> <short> ; Actor emits vocalization of given type
  983. <void> cs_vocalize <short> ; Actor emits vocalization of given type
  984. <void> cs_walk <ai> <boolean> ; Actor walks for the remainder of the command script, or until overridden
  985. <void> cs_walk <boolean> ; Actor walks for the remainder of the command script, or until overridden
  986. <void> cubemap_dynamic_generate ; generates a dynamic cubemap and saves in the cubemaps directory
  987. <void> cui_debug_add_binding_watch <string> ; add binding watch for active screen
  988. <void> cui_debug_add_global_binding_watch <string> ; add global binding watch
  989. <void> cui_debug_add_global_property_watch <string> ; add global property watch
  990. <void> cui_debug_add_property_watch <string> ; add property watch for active screen
  991. <void> cui_debug_clear ; clear all state for active screen
  992. <void> cui_debug_clear_binding_watches ; remove all binding watches for active screen
  993. <void> cui_debug_clear_global ; clear all global state
  994. <void> cui_debug_clear_global_binding_watches ; remove all global binding watches
  995. <void> cui_debug_clear_global_property_watches ; remove all global property watches
  996. <void> cui_debug_clear_property_watches ; remove all property watches for active screen
  997. <void> cui_debug_remove_binding_watch <string> ; remove binding watch for active screen
  998. <void> cui_debug_remove_global_binding_watch <string> ; remove global binding watch
  999. <void> cui_debug_remove_global_property_watch <string> ; remove global property watch
  1000. <void> cui_debug_remove_property_watch <string> ; remove property watch for active screen
  1001. <void> cui_get_active_screens <long> ; <arbitrary int> list the current cui screens
  1002. <void> cui_get_component_properties <long> <long> <string_id> ; <arbitrary int> <window index> <component_name> lists a component's property names, types and values
  1003. <void> cui_get_screen_components <long> <long> ; <arbitrary int> <window index> lists widgets in a screen
  1004. <void> cui_invoke_list_item_by_boolean <long> <long> <string_id> <string_id> <string_id> <boolean> ; <command_index> <window_index> <list_name> <list_data_name> <property_name> <property_value> triggers the list item who's column's value matches the specified one
  1005. <void> cui_invoke_list_item_by_long <long> <long> <string_id> <string_id> <string_id> <long> ; <command_index> <window_index> <list_name> <list_data_name> <property_name> <property_value> triggers the list item who's column's value matches the specified one
  1006. <void> cui_invoke_list_item_by_string_id <long> <long> <string_id> <string_id> <string_id> <string_id> ; <command_index> <window_index> <list_name> <list_data_name> <property_name> <property_value> triggers the list item who's column's value matches the specified one
  1007. <void> cui_invoke_list_item_by_text <long> <long> <string_id> <string_id> <string_id> <string> ; <command_index> <window_index> <list_name> <list_data_name> <property_name> <property_value> triggers the list item who's column's value matches the specified one
  1008. <void> cui_load_screen <cui_screen_definition> ; loads a cui screen from a definition tag
  1009. <void> cui_load_themed_screen <cui_screen_definition> <string_id> ; loads a cui screen from a definition tag
  1010. <void> cui_send_button_press <long> <long> <long> <string> ; <arbitrary int> <window index> <controller index> <button name> sends the button press to the screen. Use controller index -1 for automatically guessing the right controller.
  1011. <void> cui_set_screen_name_override_prefix <string> ; set prefix for cui screen name overrides
  1012. <void> damage_control_get <string> ; gets a damage control setting by string
  1013. <void> damage_control_set <string> <boolean> ; sets a damage control setting by string
  1014. <void> damage_new <damage> <cutscene_flag> ; causes the specified damage at the specified flag.
  1015. <void> damage_object <object> <string_id> <real> ; causes the specified damage at the specified object.
  1016. <void> damage_object_effect <damage> <object> ; causes the specified damage at the specified object.
  1017. <void> damage_objects <object_list> <string_id> <real> ; causes the specified damage at the specified object list.
  1018. <void> damage_objects_effect <damage> <object_list> ; causes the specified damage at the specified object list.
  1019. <void> damage_players <damage> ; damages all players with the given damage effect
  1020. <void> data_mine_debug_menu_setting <string> ; close debug menu and set user experience setting to string
  1021. <void> data_mine_enable <boolean> ; enable/disable data mining
  1022. <void> data_mine_flush ; flush any pending data mine data to disk
  1023. <void> data_mine_insert <string> ; insert text and camera position in the data mine
  1024. <void> data_mine_open_debug_menu ; open debug menu
  1025. <void> data_mine_set_display_mission_segment <boolean> ; toggle display of data mine mission segment
  1026. <void> data_mine_set_header_flag <long> <boolean> ; sets the source flags of the data mine header (used for backend bucketing
  1027. <void> data_mine_set_mission_segment <string> ; sets the mission segment for single player data mine events
  1028. <void> data_mine_upload ; upload all data mining data files to debug server
  1029. <void> debug_button_action_mapping_set <long> <long> ; Allows remapping of individual actions in custom button preset, contact a programmer for a list of what each parameter corresponds to
  1030. <void> debug_camera_load ; loads the saved camera position and facing from camera_<map_name>.txt
  1031. <void> debug_camera_load_name <string> ; loads the camera position and facing from <name>_<map_name>.txt
  1032. <void> debug_camera_load_simple_name <string> ; loads the camera position and facing from camera_<name>.txt
  1033. <void> debug_camera_load_text <string> ; loads the camera position and facing from a passed in string
  1034. <void> debug_camera_save ; saves the camera position and facing to camera_<map_name>.txt
  1035. <void> debug_camera_save_name <string> ; saves the camera position and facing to <name>_<map_name>.txt
  1036. <void> debug_camera_save_simple_name <string> ; saves the camera position and facing to camera_<name>.txt
  1037. <void> debug_initial_spawn_point_objects <boolean> ; toggles debug cycling through multiplayer initial spawn points objects
  1038. <void> debug_instanced_geometry_names_filter <string> ; filters instance debugging by name (substring included, set to emptry string to clear
  1039. <void> debug_key_evaluate <string> <boolean> ; toggles the rendering of the first active user's weapon debugging
  1040. <void> debug_lightmap_inspect ; show the lightmap status
  1041. <void> debug_lock_enforcement <boolean> ; enable or disable assertions in the synchronization manager lock hierarchy
  1042. <void> debug_memory ; dumps memory leaks.
  1043. <void> debug_memory_by_file ; dumps memory leaks by source file.
  1044. <void> debug_memory_for_file <string> ; dumps memory leaks from the specified source file.
  1045. <void> debug_menu_rebuild ; Reparses the debug menu from the text file.
  1046. <void> debug_objects_unit_seats_filter <string> ; set the filter for unit seat debugging. Set to empty string to clear
  1047. <void> debug_rain_toggle ; toggles rain debug modes
  1048. <void> debug_respawn_point_objects <boolean> ; toggles debug cycling through multiplayer respawn points objects
  1049. <void> debug_script_thread <string_id> <boolean> ; Verbose threads spew to log about script and function calls.
  1050. <void> debug_scripting <boolean> ; Turn on/off hs script debugging.
  1051. <void> debug_scripting_globals <boolean> ; Turn on/off hs global debugging.
  1052. <void> debug_scripting_show_thread <string> <boolean> ; shows or hides the display of any thread containing the given substring.
  1053. <void> debug_scripting_variable <string> <boolean> ; Turn on/off debugging of a specific global variable; enclose the variable name with single quote characters ('my_variable'
  1054. <void> debug_scripting_variable_all <boolean> ; Turn on/off debugging of all global variables
  1055. <void> debug_single_tag ; inspect a single tag for programmer within visual studio
  1056. <void> debug_sound_channels_log_start ; starts the sound channel debugger log
  1057. <void> debug_sound_channels_log_start_named <string> ; starts the sound channel debugger log with the specified file name
  1058. <void> debug_sound_channels_log_stop ; stops the sound channel debugger log
  1059. <void> debug_sound_environment_parameter <long> <real> ;
  1060. <void> debug_sound_environment_source_parameter <long> <real> ; blah
  1061. <void> debug_sound_fadeout_time <real> ; set fadeout time for sound channel debugger
  1062. <void> debug_sounds_enable <string> <boolean> ; enables or disables all sound classes matching the substring.
  1063. <void> debug_spawning_dangerous_projectiles <boolean> ; debugs dangerous projectile influences
  1064. <void> debug_spawning_dead_teammates <boolean> ; debug dead teammate influencers
  1065. <void> debug_spawning_deployed_equipment <boolean> ; debugs deployed equipment influences
  1066. <void> debug_spawning_influencers <boolean> ; toggle debugging of any & all dynamic respawn influencers
  1067. <void> debug_spawning_moving_vehicle <boolean> ; debugs moving vehicle danger influences
  1068. <void> debug_spawning_natural_weight <boolean> ; toggles display of the natural weight influence contribution
  1069. <void> debug_spawning_nominal_weight <boolean> ; toggles display of the nominal weight influence contribution
  1070. <void> debug_spawning_proximity_enemy <boolean> ; debugs enemy proximity bias influences
  1071. <void> debug_spawning_proximity_forbid <boolean> ; debugs enemy proximity forbid influences
  1072. <void> debug_spawning_random_influence <boolean> ; toggles display of random influence contribution
  1073. <void> debug_spawning_respawn_zones <boolean> ; debugs respawn zone influences
  1074. <void> debug_spawning_target <string> ; sets target player for respawn influencer debugging display
  1075. <void> debug_spawning_teammates <boolean> ; debugs teammate proximity bias influences
  1076. <void> debug_spawning_use_history <long> ; sets the saved respawn state for respawn influencer debugging display
  1077. <void> debug_spawning_weapon_influences <boolean> ; debugs enemy weapon danger influences
  1078. <void> debug_structure_cluster <long> <long> ; specify a structure and cluster to debug
  1079. <void> debug_tags ; writes all memory being used by tag files into tag_memory_dump.txt
  1080. <void> debug_teleport_player <unit> <unit> ; for testing: teleports one player to another's location
  1081. <void> decorators_split <long> <real> ; duplicates decorator set <index> and moves <percentage> of the decorators into it
  1082. <void> designer_zone_activate <designer_zone> ; activate designer zone
  1083. <void> designer_zone_deactivate <designer_zone> ; deactivates designer zone, deletes objects that were part of that designer zone
  1084. <void> designer_zone_sync ; synchronizes global objects with loaded designer zones
  1085. <void> determinism_debug_manager_enable_game_state_checksum <boolean> ; enable/disable determinism checkpoints
  1086. <void> determinism_debug_manager_enable_log_file_comparision_on_oos <boolean> ; enables/disables determinism log file comparision on oos
  1087. <void> determinism_debug_manager_enable_logging <boolean> ; enable/disable determinism logging
  1088. <void> determinism_debug_manager_enable_trace <boolean> ; enable determinism tracing
  1089. <void> determinism_debug_manager_set_consumer_sample_level <string> <long> ; sets sample level for a consumer
  1090. <void> determinism_debug_manager_set_trace_flags <long> ; set which determinism debugging traces should be turned on
  1091. <void> determinism_log_compare_log_files <string> <string> ; comares determinism log files
  1092. <void> deterministic_end_game ; end game deterministically, by inserting a simulation queue event
  1093. <void> device_animate_overlay <device> <real> <real> <real> <real> ; animate the overlay over time
  1094. <void> device_animate_position <device> <real> <real> <real> <real> <boolean> ; animate the position over time
  1095. <void> device_closes_automatically_set <device> <boolean> ; TRUE makes the given device close automatically after it has opened, FALSE makes it not
  1096. <void> device_group_change_only_once_more_set <device_group> <boolean> ; TRUE allows a device to change states only once
  1097. <void> device_group_set_immediate <device_group> <real> ; instantaneously changes the value of the specified device group.
  1098. <void> device_ignore_player_set <device> <boolean> ; TRUE makes the given device ignore the player (won't open for players), FALSE makes it work for the player
  1099. <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
  1100. <void> device_operates_automatically_set <device> <boolean> ; TRUE makes the given device open automatically when any biped is nearby, FALSE makes it not
  1101. <void> device_set_never_appears_locked <device> <boolean> ; changes a machine's never_appears_locked flag, but only if paul is a bertone
  1102. <void> device_set_position_immediate <device> <real> ; instantaneously changes the position of the given device (used for devices without explicit device groups
  1103. <void> device_set_position_transition_time <device> <real> ; immediately sets the power of a named device to the given value
  1104. <void> device_set_power <device> <real> ; immediately sets the power of a named device to the given value
  1105. <void> director_cycle_debug_camera <long> ; <user index>
  1106. <void> director_debug_camera <boolean> ; enable/disable camera debugging
  1107. <void> director_print_camera_transform <long> ; Spews camera transform for the given output user index. For remote tools.
  1108. <void> director_print_deterministic_camera_transform <long> ; Spews camera transform for the reticule for the given output user index. For remote tools.
  1109. <void> display_video_standard ; displays the video standard the game is in
  1110. <void> display_zone_size_estimates <boolean> ; display zone size estimates HUD
  1111. <void> drop <string> ; drops the named tag e.g. objects\vehicles\banshee\banshee.vehicle
  1112. <void> drop_ai <string> <string> ; Drop an ai with the given weapon at the current camera position
  1113. <void> drop_permutation <string> <string> ; drops the named tag e.g. objects\characters\brute\brute.biped using the specified permutation. permutations are specified as a comma-delimited string of region=permutation pairs (e.g. region1=permutation1,region2=permutation2).
  1114. <void> drop_safe <any_tag> ; drops the named tag e.g. objects\vehicles\banshee\banshee.vehicle
  1115. <void> drop_variant <string> <string> ; drops the named tag e.g. objects\vehicles\banshee\banshee.vehicle using the specified variant name
  1116. <void> dummy_function ; Function that does nothing.
  1117. <void> dump_active_resources ; blah
  1118. <void> dump_active_zone_tags ; blah
  1119. <void> dump_cinematics_script ; dump the cinematic script to cinematic_dump.txt
  1120. <void> dump_designer_zone <designer_zone> ; dump interesting info about a designer zone
  1121. <void> dump_loaded_tags ; dump a list of open tags to tag_dump_<map_name>.txt
  1122. <void> dump_tag_stats ; dump tag group memory usage stats into tag_groups_memory_usage_stats.txt
  1123. <void> effect_new <effect> <cutscene_flag> ; starts the specified effect at the specified flag.
  1124. <void> effect_new_at_ai_point <effect> <point_reference> ; starts the specified effect at the specified ai point.
  1125. <void> effect_new_at_point_set_point <effect> <point_reference> <long> ; starts the specified effect at one of the points in the given a point set.
  1126. <void> effect_new_on_ground <effect> <object> ; starts the specified effect on the ground underneath the object's root.
  1127. <void> effect_new_on_object_marker <effect> <object> <string_id> ; starts the specified effect on the specified object at the specified marker.
  1128. <void> effect_new_on_object_marker_loop <effect> <object> <string_id> ; starts the specified effect on the specified object at the specified marker. Effect loops.
  1129. <void> effect_new_random <effect> <point_reference> <real> <real> ; starts the specified effect at one of the points in the given a point set, with a given yaw/pitch perturbation (in that order
  1130. <void> effect_new_random <effect> <point_reference> ; starts the specified effect at one of the points in the given a point set.
  1131. <void> effect_stop_object_marker <effect> <object> <string_id> ; Stops a running effect that's on a specified object and marker.
  1132. <void> error_geometry_hide <string> ; hides all error geometry with a name that includes the given substring
  1133. <void> error_geometry_hide_all ; hides all error geometry
  1134. <void> error_geometry_list ; prints out a list of all error geometry types and counts
  1135. <void> error_geometry_show <string> ; highlights all error geometry with a name that includes the given substring
  1136. <void> error_geometry_show_all ; highlights all error geometry
  1137. <void> evaluate <script> ; Evaluate the given script
  1138. <void> event_debugger_break_category <string> <event> ; DEPRECATED(use events_category_debugger_break): sets the debugger break level for a named category of network events
  1139. <void> event_display_category <string> <event> ; DEPRECATED(use events_category_display): sets the console display level for a named category of network events
  1140. <void> event_force_display_category <string> <event> ; DEPRECATED(use events_category_force_display): sets the forced console display level for a named category of network events
  1141. <void> event_global_display_category <event> ; DEPRECATED(use events_global_display): sets the global event console display level
  1142. <void> event_global_log_category <event> ; DEPRECATED(use events_global_log): sets the global event log level
  1143. <void> event_global_remote_log_category <event> ; DEPRECATED(use events_global_datamine): sets the global event datamine level
  1144. <void> event_halt_category <string> <event> ; DEPRECATED(use events_category_halt): sets the halt (assert/crash) level for a named category of network events
  1145. <void> event_list_categories <string> ; DEPRECATED(use events_list_categories): lists all categories that exist under a particular category string
  1146. <void> event_logs_snapshot ; copy error files to the error snapshot folder
  1147. <void> events_category_datamine <string> <event> ; sets the datamine level for a named category of network events
  1148. <void> events_category_debugger <string> <event> ; sets the debugger display level for a named category of network events
  1149. <void> events_category_debugger_break <string> <event> ; sets the debugger break level for a named category of network events
  1150. <void> events_category_display <string> <event> ; sets the console display level for a named category of network events
  1151. <void> events_category_force_display <string> <event> ; sets the forced console display level for a named category of network events
  1152. <void> events_category_halt <string> <event> ; sets the halt (assert/crash) level for a named category of network events
  1153. <void> events_category_log <string> <event> ; sets the log level for a named category of network events
  1154. <void> events_disable_suppression <boolean> ; DEPRECATED(use events_suppression): disable/enable event suppression
  1155. <void> events_enabled <boolean> ; enable/disable all events
  1156. <void> events_global_datamine <event> ; sets the global event datamine level
  1157. <void> events_global_debugger <event> ; sets the global event debugger display level
  1158. <void> events_global_display <event> ; sets the global event console display level
  1159. <void> events_global_log <event> ; sets the global event log level
  1160. <void> events_list_categories <string> ; lists all categories that exist under a particular category string
  1161. <void> events_spam_suppression_enable <boolean> ; enables or disables the suppression of event spamming
  1162. <void> events_suppress_console_display <boolean> ; DEPRECATED(use events_suppress_display): disables console display for events
  1163. <void> events_suppress_display <boolean> ; disables console display for events
  1164. <void> events_suppression <boolean> ; enable/disable event suppression
  1165. <void> exit_experience_set_params <string_id> <string> <long> <long> <long> <long> <long> ; sets test parameters to show on the exit experience screen. parameters are: game mode (matchmaking, campaign, survival, custom_game, survival_matchmaking), score bitfield (eg. 10111111111), commendation count, count, challenge count, achievements count, cookies before, cookies after
  1166. <void> f7_profiler_enable <boolean> ; toggles the profile collection on/off - use to eliminate 95% of f7 profiler CPU overhead if desired for testing.
  1167. <void> f7_profiler_substring_activate <string> ; activates profile sections based on a substring. Supports * wildcard. Use profiler_activate "" to reset filtering.
  1168. <void> f7_profiler_substring_deactivate <string> ; deactivates profile sections based on a substring. Supports * wildcard. Use profiler_deactivate "" to reset filtering.
  1169. <void> fade_in <real> <real> <real> <short> ; does a screen fade in from a particular color
  1170. <void> fade_in_for_player <player> ; fade in a player's screen from black
  1171. <void> fade_out <real> <real> <real> <short> ; does a screen fade out to a particular color
  1172. <void> fade_out_for_player <player> ; fade out a player's screen to black
  1173. <void> find <string> ; prints any hs command matching the string passed in
  1174. <void> flag_new <string> <string> ; <name> <description>
  1175. <void> flag_new_at_look <string> <string> ; <name> <description>
  1176. <void> flags_clear ; erases all comment flags when not in editor (sapien
  1177. <void> flags_default_comment <string> ; <default comment flag description>
  1178. <void> flags_default_name <string> ; <default comment flag name>
  1179. <void> flags_set_filter <string> ; <flag name filter>
  1180. <void> floating_point_exceptions_enable <boolean> ; enables/disables floating point exceptions
  1181. <void> flock_destination_copy_position <string_id> <string_id> <string_id> ; Sets the position of one flock destination to the position of another flock destination
  1182. <void> flock_destination_set_enabled <string_id> <string_id> <boolean> ; Sets the enabled flag on the flock destination
  1183. <void> flock_destination_set_position <string_id> <string_id> <point_reference> ; Sets the position of a flock destination to the location of an ai point
  1184. <void> flock_set_targeting_group <string_id> <short> ; Set the flock to only target other guys in targeting group X
  1185. <void> flock_unperch <string_id> ; Cause the given flock to unperch (if it is perched
  1186. <void> font_cache_bitmap_save <string> ; save font cache bitmap to targa file
  1187. <void> font_cache_flush ;
  1188. <void> font_set_emergency ; sets the font system into emergency mode
  1189. <void> force_debugger_always_present <boolean> ; forces is_debugger_present() to return true
  1190. <void> force_debugger_not_present <boolean> ; forces is_debugger_present() to return false
  1191. <void> game_active_skulls <long> ; debug map launching: sets the active skulls of the next map.
  1192. <void> game_award_level_complete_achievements ; awards end of level progress to players
  1193. <void> game_campaign ; debug map launching: sets the next map to run in campaign mode.
  1194. <void> game_can_use_flashlights <boolean> ; allows or disallows the user of player flashlights
  1195. <void> game_coop_players <long> ; debug map launching: sets the number of coop players for the next map.
  1196. <void> game_currency_issue_award_to_team <long> <long> ; Awards the latter amount of money to the former team index. Use 0 or 1 for team index. Host only!
  1197. <void> game_difficulty <game_difficulty> ; debug map launching: sets the difficulty of the next map.
  1198. <void> game_engine_event_test_flavor <long> ; test game engine flavor event
  1199. <void> game_engine_event_test_general <long> ; test game engine general event
  1200. <void> game_export_variant_settings <string> ; export the current game engine variant settings to the specified text file
  1201. <void> game_grief_force_ranked_matchmaking ; Force the griefing system to believe that it is ranked matchmaking
  1202. <void> game_grief_force_social_matchmaking ; Force the griefing system to believe that it is social matchmaking
  1203. <void> game_grief_record_custom_penalty <player> <real> ; Add griefing points to a player
  1204. <void> game_grief_reset ; Reset griefing system for xbox
  1205. <void> game_grief_set_ai_multiplier <real> ; Set the multiplier for ai
  1206. <void> game_grief_set_betrayal_base_penalty <real> ; Set the betrayal base penalty
  1207. <void> game_grief_set_betrayal_boot_cutoff <real> ; Set the betrayal boot cutoff
  1208. <void> game_grief_set_betrayal_decay_seconds <real> ; Set the seconds it takes to decay a griefing point
  1209. <void> game_grief_set_body_damage_base_penalty <real> ; Set the body damage base penalty
  1210. <void> game_grief_set_custom_game_multiplier <real> ; Force the griefing system to believe it is a custom game
  1211. <void> game_grief_set_eject_decay_seconds <real> ; Set the seconds it takes to decay an ejection point
  1212. <void> game_grief_set_ejection_cutoff <real> ; Set the ejection cutoff
  1213. <void> game_grief_set_enemy_ai_nearby_multiplier <real> ; Set the multiplier when an enemy ai is nearby the betrayed
  1214. <void> game_grief_set_enemy_player_nearby_multiplier <real> ; Set the multiplier when an enemy player is nearby the betrayed
  1215. <void> game_grief_set_objects_in_sphere_radius <real> ; Set the maximum distance for nearby enemey players/ai
  1216. <void> game_grief_set_ranked_matchmaking_multiplier <real> ; Set the ranked matchmaking multiplier
  1217. <void> game_grief_set_same_squad_multiplier <real> ; Set the multiplier when both the betrayed and betrayer are in the same matchmaking party
  1218. <void> game_grief_set_shield_damage_base_penalty <real> ; Set the shield damage base penalty
  1219. <void> game_grief_set_social_matchmaking_multiplier <real> ; Set the ranked matchmaking multiplier
  1220. <void> game_initial_zone_set <string> ; debug map launching: sets the initial bsp for the next map.
  1221. <void> game_insertion_point_lock <short> ; unlocks the given insertion point for the current map for all players
  1222. <void> game_insertion_point_set <short> ; debug map launching: sets the map insertion_point
  1223. <void> game_insertion_point_unlock <short> ; unlocks the given insertion point for the current map for all players
  1224. <void> game_lost <boolean> ; marks the game as lost or not lost
  1225. <void> game_multiplayer <string> ; debug map launching: sets the multiplayer engine for the next map.
  1226. <void> game_player_count <long> ; debug map launching: sets the number of splitscreen players for the next map; does NOT set game mode (campaign vs. multiplayer).
  1227. <void> game_rate <real> <real> <real> ; changes game update rate (DANGER: only use if you know what you're doing!
  1228. <void> game_revert ; causes the player to revert to his previous saved game (for testing and cinematic skipping only please!
  1229. <void> game_safe_to_respawn <boolean> <player> ;
  1230. <void> game_safe_to_respawn <boolean> ;
  1231. <void> game_save ; checks to see if it is safe to save game, then saves (gives up after 8 seconds
  1232. <void> game_save_and_quit ; save & quit to the main menu
  1233. <void> game_save_cancel ; cancels any pending game_save, timeout or not
  1234. <void> game_save_cinematic_skip ; don't use this, except in one place.
  1235. <void> game_save_immediate ; disregards player's current situation and saves (BE VERY CAREFUL!
  1236. <void> game_save_no_timeout ; checks to see if it is safe to save game, then saves (this version never gives up
  1237. <void> game_save_unsafe ; saves right now, even if the game is in an immediate-loss state (NEVER USE THIS! EVER!
  1238. <void> game_set_random_holiday ; Set the game to a random holiday (used by stress to verify that setting boxes to random holidays on boot doesn't cause films to go out of sync).
  1239. <void> game_set_variant <string> ; Launches a game variant a on a map
  1240. <void> game_sound_stress_test_message_queue ; Generate a bunch of messages to fill up the message queue.
  1241. <void> game_splitscreen <long> ; debug map launching: sets the number of multiplayer splitscreen players for the next map.
  1242. <void> game_start <string> ; debug map launching: starts a game on the specified map.
  1243. <void> game_start_when_joined <long> ; nicely starts a game when the specified number of users are in the lobby
  1244. <void> game_start_when_ready ; nicely starts the current game once the pregame lobby is stable
  1245. <void> game_survival ; debug map launching: sets the next map to run in survival mode.
  1246. <void> game_tick_rate <long> ; debug map launching: sets the tick rate for the next map.
  1247. <void> game_won ; causes the player to successfully finish the current level and move to the next
  1248. <void> garbage_collect_multiplayer ; runs multiplayer garbage collection
  1249. <void> garbage_collect_now ; causes all garbage objects except those visible to a player to be collected immediately
  1250. <void> garbage_collect_unsafe ; forces all garbage objects to be collected immediately, even those visible to a player (dangerous!
  1251. <void> geometry_cache_flush ; we fear change
  1252. <void> global_preferences_clear ; clears all game preference information
  1253. <void> global_preferences_set_campaign_state <long> ; sets the global preferences campaign state
  1254. <void> gui_debug_music_state <boolean> ; Toggle display of UI music state
  1255. <void> gui_dialog_show <string_id> ; <dialog name>
  1256. <void> gui_error_clear <string_id> <long> ; <error_name> <controller_index> clears an error condition in the ui
  1257. <void> gui_error_post <string_id> <long> <boolean> ; <error_code> <controller_index> <must_be_cleared> sets an error condition in the ui
  1258. <void> gui_error_post_toast <string_id> <long> <boolean> ; <error_code> <controller_index> <must_be_cleared> sets an error condition in the ui
  1259. <void> gui_error_resolve <string_id> <long> ; <error_name> <controller_index> resolves an error condition in the ui
  1260. <void> gui_load_screen <string_id> ; load the named screen
  1261. <void> gui_reset ; cleans out the halox ui screens and errors
  1262. <void> gui_start ; tells the window location manager to resume
  1263. <void> gui_stop ; tells the window location manager to stop bringing up screens on its own
  1264. <void> havok_debug_start ; start up the havok visual debugger
  1265. <void> havok_debug_stop ; stops the havok debug capture
  1266. <void> havok_dump_world <string> <boolean> ; dump the state of the havok world, with our without a movie
  1267. <void> havok_dump_world_close_movie ; end the capture of a havok dump movie
  1268. <void> havok_profile_range <long> <long> ; captures timers and a movie of a specific tick range
  1269. <void> havok_profile_start ; start profiling havok
  1270. <void> havok_profile_stop ; stop profiling havok, and save the results
  1271. <void> havok_reset_allocated_state ; strips down and builds back up all allocated havok memory
  1272. <void> help <string> ; prints a description of the named function.
  1273. <void> hs_make_interactive_scripts_deterministic <boolean> ; Enable or disable the routing of interactive script execution through the simulation system for determinism. You can also use "determinize <normal script call>" to determinize a single script call.
  1274. <void> hud_camera_attach_to_object <long> <object> <string_id> ; attaches the render texture camera to a given object marker
  1275. <void> hud_camera_clear_objects <long> ; clears all objects
  1276. <void> hud_camera_from_player_view <long> ; aligns the hud camera to the player camera
  1277. <void> hud_camera_highlight_object <long> <object> <real> <real> <real> <real> ; highlights an object in the given color
  1278. <void> hud_camera_off <long> ; turns off the hud camera
  1279. <void> hud_camera_on <long> ; turns on the hud camera
  1280. <void> hud_camera_set_position <long> <real> <real> <real> ; sets the render texture camera position
  1281. <void> hud_camera_set_target <long> <real> <real> <real> ; sets the render texture camera target
  1282. <void> hud_camera_spin_around <long> <object> ; makes the hud camera spin around the given object
  1283. <void> hud_camera_structure <long> <boolean> ; toggle rendering of structure in the hud camera
  1284. <void> hud_camera_target_object <long> <object> <string_id> ; targets the render texture camera to view a given object marker
  1285. <void> hud_camera_window <long> <real> <real> <real> <real> ; sets the render window of the hud camera (0...1
  1286. <void> hud_enable_training <boolean> ; true turns training on, false turns it off.
  1287. <void> hud_set_training_text <string_id> ; sets the string id fo the scripted training text
  1288. <void> hud_show_training_text <boolean> ; true turns on scripted training text
  1289. <void> incidents_force_campaign ; Force all incidents to report as campaign
  1290. <void> incidents_force_coop ; Force all incidents to report as coop
  1291. <void> incidents_force_custom_games ; Force all incidents to report as custom games
  1292. <void> incidents_force_firefight ; Force all incidents to report as firefight
  1293. <void> incidents_force_four_player_coop ; Force all incidents to report as 4 player coop
  1294. <void> incidents_force_matchmaking ; Force all incidents to report as matchmaking
  1295. <void> incidents_force_multiplayer ; Force all incidents to report as multiplayer
  1296. <void> incidents_force_solo ; Force all incidents to report as solo
  1297. <void> input_disable_claw_button_combos <boolean> ; disabe the Claw button combos (for monkey testing
  1298. <void> input_suppress_rumble <boolean> ; disable the friggin' rumble
  1299. <void> inspect <expression> ; prints the value of an expression to the screen for debugging purposes.
  1300. <void> interpolator_dump <string_id> ; <name> prints out the status of the specified interpolator
  1301. <void> interpolator_dump_all ; prints out the status of all defined interpolators in the scenario
  1302. <void> interpolator_start <string_id> ; <name> starts up the specified interpolator - uses the name of the interpolator defined in tags, NOT scenario_interpolatorXX!
  1303. <void> interpolator_stop <string_id> ; <name> stops the progression of the specified interpolator - uses the name of the interpolator defined in tags, NOT scenario_interpolatorXX!
  1304. <void> interpolator_stop_all ; stops all interpolators
  1305. <void> kill_active_scripts ; Terminates all currently running threads.
  1306. <void> kill_thread <long> ; Kill the specified thread
  1307. <void> kill_volume_disable <trigger_volume> ; disables a kill volume
  1308. <void> kill_volume_enable <trigger_volume> ; enables a kill volume
  1309. <void> language_set <string> ; change the language for localization
  1310. <void> levels_add_campaign_map <string> ; <scenario> add a single scenario to levels array
  1311. <void> levels_add_campaign_map_with_id <long> <string> ; <map id> <scenario> add scenario to levels array
  1312. <void> levels_add_multiplayer_map <string> ; <scenario> add a single scenario to mp level datum array
  1313. <void> lightmap_memory_inspect ; output the lightmap memory
  1314. <void> load_binary_game_engine <string> ; load a compiled megalo engine
  1315. <void> location_names_print ; Print all valid location names for the current scenario.
  1316. <void> log_print <string> ; prints a string to the hs log file.
  1317. <void> loop_clear ; runs the expression at most once per tick
  1318. <void> loop_it <string> ; runs the expression at most once per tick
  1319. <void> magic_melee_attack ; causes player's unit to start a melee attack
  1320. <void> main_enable_block_detection <long> ; If non-zero, turns on main loop block detection w/ the provided ms threshold.
  1321. <void> main_halt <string> ; goes to a halted pregame state
  1322. <void> main_menu ; goes back to the main menu
  1323. <void> main_synchronous_networking_request_vblank_slip ; Force the main loop to slip an extra vblank during its next sleep to try to get to a more stable place relative to the incoming game tick stream.
  1324. <void> map_info ; prints the map, zone set, active bsps, and current bsp
  1325. <void> map_name <string> ; the same as game_start: launches a game for debugging purposes
  1326. <void> map_reset ; starts the map from the beginning.
  1327. <void> map_reset_random ; starts the map from the beginning with a new random seed.
  1328. <void> motion_blur <boolean> ; enable/disable motion blur
  1329. <void> motl_dump_bitvector_for_scenario ; dumps the multiplayer object type bitvector for the current loaded scenario
  1330. <void> motl_verify_mapinfo_for_scenario ; checks the current level's mapinfo motl bitvector against what is actually loaded
  1331. <void> mp_ai_allegiance <team> <mp_team> ; causes an allegiance to be formed between an AI squad team and a multiplayer team
  1332. <void> mp_allegiance <mp_team> <mp_team> ; create an allegiance between two multiplayer teams
  1333. <void> mp_debug_goal_object_boundary_geometry <boolean> ; toggle debug geometry for multiplayer goal objects
  1334. <void> mp_dump_candy_monitor_state ; dumps the current candy monitor state to a file on disk
  1335. <void> mp_game_won <mp_team> ; given a team index, declares the game a victory for that team and a loss for all others
  1336. <void> mp_respawn_override_timers <mp_team> ; causes all players on the specified team waiting to respawn (due to timer) to respawn immediately
  1337. <void> mp_round_end ; ends the current round with no winning team
  1338. <void> mp_round_end_with_winning_player <player> ; ends the current round with a winning player
  1339. <void> mp_round_end_with_winning_team <mp_team> ; ends the current round with a winning team
  1340. <void> mp_scripts_reset ; on the host in a distributed game, resets the scripts (but not internal hs globals
  1341. <void> net_build_game_variant <boolean> <string> ; writes the current game variant to a file
  1342. <void> net_build_map_variant <boolean> <string> ; writes the current map variant to a file in .bin format (same as .mvar
  1343. <void> net_build_network_config ; writes a new network configuration file
  1344. <void> net_disconnect_and_reconnect_all_channels ; for reproing omaha bug 26715, allows you to instantly unilaterally reset a machine's network message queues, bringing a danger of misinterpreting incoming fragments.
  1345. <void> net_dump_network_statistics ; Dump the current local network statistics structure to a file (same blob that is uploaded to MachineUpdateNetworkStats.ashx).
  1346. <void> net_enable_block_detection <long> ; If non-zero, turns on network block detection w/ the provided ms threshold.
  1347. <void> net_force_host <string> ; Force a particular box (by machine name) to be host whenever possible.
  1348. <void> net_force_host_group <string> ; Force a particular box (by machine name) to be host whenever possible.
  1349. <void> net_force_host_posse <string> ; Force a particular box (by machine name) to be host whenever possible.
  1350. <void> net_force_host_squad <string> ; Force a particular box (by machine name) to be host whenever possible.
  1351. <void> net_get_game_id ; prints the id of the game to the console
  1352. <void> net_load_and_use_game_variant <string> ; loads the contents of a packed game variant file and submits to networking for use in the current game
  1353. <void> net_load_and_use_map_variant <string> ; reads a built map variant and slams it into the squad session.
  1354. <void> net_log_channel_message_queue_state <long> <boolean> ; Turn on/off logging of message queue state every time a message is sent for the specified channel index.
  1355. <void> net_quality_clear ; clear all network quality statistics
  1356. <void> net_quality_dump ; dump all network quality statistics
  1357. <void> net_quality_set_connection_badness_history <boolean> <short> ; set connection history, true/false, # of bits to set
  1358. <void> net_quality_set_group_bridging_badness_history <boolean> <short> ; true/false, # of bits to set
  1359. <void> net_quality_set_group_client_badness_history <boolean> <short> ; set client badness history, true/false, # of bits to set
  1360. <void> net_quality_set_group_host_badness_history <boolean> <short> ; set host badness history, true/false, # of bits to set
  1361. <void> net_quality_set_group_speculative_migration_badness_history <boolean> <short> ; true/false, # of bits to set
  1362. <void> net_quality_set_squad_bridging_badness_history <boolean> <short> ; true/false, # of bits to set
  1363. <void> net_quality_set_squad_client_badness_history <boolean> <short> ; set client badness history, true/false, # of bits to set
  1364. <void> net_quality_set_squad_host_badness_history <boolean> <short> ; set host badness history, true/false, # of bits to set
  1365. <void> net_quality_set_squad_speculative_migration_badness_history <boolean> <short> ; true/false, # of bits to set
  1366. <void> net_set_campaign_insertion_point <short> ; set the campaign insertion point squad session parameter
  1367. <void> net_simulation_set_stream_bandwidth <long> ; Adjusts the per-stream bandwidth cap and forces all streams to limit themselves to that cap immediately.
  1368. <void> net_status_filter <string> ; filters the set of network status to display
  1369. <void> net_test_campaign_difficulty <short> ; network test: sets the difficulty of the campaign game to play
  1370. <void> net_test_channel_delete ; network test: deletes all channels
  1371. <void> net_test_clear_group_session_parameter <long> ; clears a group session parameter
  1372. <void> net_test_clear_squad_session_parameter <long> ; clears a squad session parameter
  1373. <void> net_test_delegate_host <long> ; network test: delegate host to the specified player
  1374. <void> net_test_delegate_leader <long> ; network test: delegate leadership to the specified player
  1375. <void> net_test_disconnect_group ; disconnects the group session
  1376. <void> net_test_disconnect_squad ; disconnects the squad session
  1377. <void> net_test_fatal_error ; creates a fatal simulation error
  1378. <void> net_test_life_cycle_display_states ; display the life cycle states
  1379. <void> net_test_life_cycle_pause <string> <boolean> ; pauses the life cycle in the specified state
  1380. <void> net_test_map_name <string> ; network test: sets the name of the scenario to play
  1381. <void> net_test_ping ; network test: sends a ping
  1382. <void> net_test_player_color <long> ; network test: temporarily sets the color for all local players
  1383. <void> net_test_reset_objects ; network test: resets all objects on the map
  1384. <void> net_test_variant <string_id> ; network test: sets the game variant to play
  1385. <void> net_use_hopper_directory <string> ; set which hopper directory to use
  1386. <void> net_verify_game_variant <string> ; verifies the contents of a packed game variant file
  1387. <void> net_verify_map_variant <string> ; verifies the contents of a packed map variant file
  1388. <void> network_session_security_disable_challenges <boolean> ; disables security challenges
  1389. <void> network_session_security_set_challenge_failure_on_timeout <boolean> ; enable/disable failures on timeouts
  1390. <void> network_session_security_set_challenge_force_fail <boolean> ; force challenge response failures
  1391. <void> network_session_security_set_challenge_response <string> <boolean> <long> ; change challenge responses
  1392. <void> network_storage_files_display_file_names ; displays files network storage is tracking
  1393. <void> network_storage_files_force_download <string> ; forces the download of a network file
  1394. <void> network_storage_run_locally <boolean> ; run off local storage files e:\reach\storage\title\<title_id>\...
  1395. <void> network_storage_set_storage_subdirectory <string> ; <subdirectory> The default is the build number or 'untracked'
  1396. <void> network_storage_set_storage_user <string> ; <user> Use the network file stored on untracked\<user>.
  1397. <void> network_team_picker_unit_test ; run team picker unit tests
  1398. <void> noguchis_mystery_tour <string> ; set the additional music directory to dump into the cache file
  1399. <void> object_can_take_damage <object_list> ; allows an object to take damage again
  1400. <void> object_cannot_die <object> <boolean> ; Set whether the object can die from damage or not (as opposed to by scripting
  1401. <void> object_cannot_die_except_kill_volumes <object> <boolean> ; Set whether the object can die from damage or not (as opposed to by scripting), except for kill volumes.
  1402. <void> object_cannot_take_damage <object_list> ; prevents an object from taking damage
  1403. <void> object_cinematic_collision <object> <boolean> ; makes an object not collide with other cinematic collision objects.
  1404. <void> object_cinematic_lod <object> <boolean> ; makes an object use the highest lod for the remainder of the levels' cutscenes.
  1405. <void> object_cinematic_visibility <object> <boolean> ; makes an object bypass visibility and always render during cinematics.
  1406. <void> object_clear_all_cinematic_function_variables <object> ; clears all funciton variables for sin-o-matic use
  1407. <void> object_clear_cinematic_function_variable <object> <string_id> ; clears one funciton variables for sin-o-matic use
  1408. <void> object_copy_player_appearance <object> <long> ; copy appearance into object from player n (starts counting from 0
  1409. <void> object_create <object_name> ; creates an object from the scenario.
  1410. <void> object_create_anew <object_name> ; creates an object, destroying it first if it already exists.
  1411. <void> object_create_clone <object_name> ; creates an object, potentially resulting in multiple objects if it already exists.
  1412. <void> object_create_folder <folder> ; creates all the objects in the given folder
  1413. <void> object_create_folder_anew <folder> ; creates all the objects in the given folder
  1414. <void> object_create_if_necessary <object_name> ; creates an object if it doesn't already exists.
  1415. <void> object_create_variant <object_name> <string_id> ; creates an object from the scenario with a given variant.
  1416. <void> object_damage_damage_section <object> <string_id> <real> ; applies damage to a damage section, causing all manner of effects/constraint breakage to occur
  1417. <void> object_destroy <object> ; destroys an object.
  1418. <void> object_destroy_all ; destroys all non player objects.
  1419. <void> object_destroy_folder <folder> ; destroys all objects in the given folder.
  1420. <void> object_destroy_type_mask <long> ; destroys all objects matching the type mask
  1421. <void> object_disable_damage_section <object> <string_id> ; disables the specified damage section on the specified object (mostly for debugging purposes
  1422. <void> object_dynamic_simulation_disable <object> <boolean> ; disabled dynamic simulation for this object (makes it fixed
  1423. <void> object_enable_damage_section <object> <string_id> <real> ; enables the specified damage section on the specified object with the specified initial vitality(mostly for debugging purposes
  1424. <void> object_function_set <long> <real> ; sets a global object function (0-3) to value
  1425. <void> object_hide <object> <boolean> ; hides or shows the object passed in
  1426. <void> object_ignores_emp <object> <boolean> ; Sets whether the object will by immune to EMP damage side effects (ie: vehicle disabling
  1427. <void> object_immune_to_friendly_damage <object_list> <boolean> ; controls whether an object takes damage from friendly objects
  1428. <void> object_recycling_clear_history ; clear object recycling history
  1429. <void> object_set_allegiance <object> <team> ; sets what campaign team the object belongs
  1430. <void> object_set_always_active <object> <boolean> ; sets/unsets the object always active flag to ignore pvs changes
  1431. <void> object_set_as_fireteam_target <object> <boolean> ; sets the object as something that the fireteam selection process is interested in.
  1432. <void> object_set_cinematic_function_variable <object> <string_id> <real> <real> ; sets funciton variable for sin-o-matic use
  1433. <void> object_set_custom_animation_speed <object> <real> ; if the object is playing a custom animation, scale it to n playback speed
  1434. <void> object_set_custom_animations_hold_on_last_frame <boolean> ; changes the default behavior for custom animations
  1435. <void> object_set_custom_animations_prevent_lipsync_head_movement <boolean> ; when true, prevents lipsync from bobbing the head during custom animations. default is true.
  1436. <void> object_set_deleted_when_deactivated <object> ; when this object deactivates it will be deleted
  1437. <void> object_set_facing <object> <cutscene_flag> ; turns the specified object in the direction of the specified flag.
  1438. <void> object_set_function_variable <object> <string_id> <real> <real> ; sets funciton variable for sin-o-matic use
  1439. <void> object_set_melee_attack_inhibited <object> <boolean> ; FALSE prevents object from using melee attack
  1440. <void> object_set_model_state_property <object> <long> <boolean> ; sets the desired region (use "" for all regions) to the model state with the given name, e.g. (object_set_region_state marine head destroyed
  1441. <void> object_set_permutation <object> <string_id> <string_id> ; sets the desired region (use "" for all regions) to the permutation with the given name, e.g. (object_set_permutation flood "right arm" ~damaged
  1442. <void> object_set_persistent <object> <boolean> ; <object_index> <true/false> prevent this object from being garbage collected
  1443. <void> object_set_phantom_power <object> <boolean> ; sets phantom power to be latched at 1.0f or 0.0f
  1444. <void> object_set_physics <object> <boolean> ; prevents an object from running physics or colliding with any other objects
  1445. <void> object_set_ranged_attack_inhibited <object> <boolean> ; FALSE prevents object from using ranged attack
  1446. <void> object_set_region_state <object> <string_id> <model_state> ; sets the desired region (use "" for all regions) to the model state with the given name, e.g. (object_set_region_state marine head destroyed
  1447. <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
  1448. <void> object_set_shadowless <object> <boolean> ; set/reset shadow castingness of object
  1449. <void> object_set_shield <object> <real> ; sets the shield vitality of the specified object (between 0 and 1).
  1450. <void> object_set_shield_effect <object> <real> <real> ; sets the shield response effect (not current shield amount) to a given value over the given number of seconds (cinematic use only, remember to call (object_set_shield_effect 0 0) after use!
  1451. <void> object_set_shield_stun <object> <real> ; set how long the shield will be stunned for, 0 is unstunned
  1452. <void> object_set_shield_stun_infinite <object> ; make this objects shield be stunned permanently
  1453. <void> object_set_variant <object> <string_id> ; sets the specified object to the specified model variant
  1454. <void> object_set_velocity <object> <real> <real> <real> ; Sets the (object-relative) velocity of the given object
  1455. <void> object_set_velocity <object> <real> ; Sets the (object-relative) forward velocity of the given object
  1456. <void> object_snapshot <long> <string> ; takes a set of snapshot of object and saves as <snapshot\name>.tif
  1457. <void> object_teleport <object> <cutscene_flag> ; moves the specified object to the specified flag.
  1458. <void> object_teleport_to_ai_point <object> <point_reference> ; moves the specified object to the specified ai point.
  1459. <void> object_thumbnail <string> <string> <string> ; takes snapshots of objects to be used as thumnail previews
  1460. <void> object_type_predict <object_definition> ; loads textures necessary to draw an object that's about to come on-screen.
  1461. <void> object_type_predict_high <object_definition> ; loads textures necessary to draw an object that's about to come on-screen.
  1462. <void> object_type_predict_low <object_definition> ; loads textures necessary to draw an object that's about to come on-screen.
  1463. <void> object_wake_physics <object> ; wakes physics of an object. For example it would make an usupported crate fall
  1464. <void> objectives_clear ; clears the mission objectives.
  1465. <void> objectives_finish <long> ; mark secondary campaign objective N as complete
  1466. <void> objectives_finish_string <string_id> ; mark secondary campaign objective as complete
  1467. <void> objectives_finish_up_to <long> ; mark primary campaign objectives 0..n as complete
  1468. <void> objectives_secondary_finish <long> ; mark secondary campaign objective N as complete
  1469. <void> objectives_secondary_finish_string <string_id> ; mark secondary campaign objective as complete
  1470. <void> objectives_secondary_set_string <long> <string_id> ; set the secondary campaign objective string into the objectives text
  1471. <void> objectives_secondary_show <long> ; show secondary campaign objective N
  1472. <void> objectives_secondary_show_string <string_id> ; show secondary campaign objective
  1473. <void> objectives_secondary_unavailable <long> ; mark secondary campaign objective N as unavailable
  1474. <void> objectives_secondary_unavailable_string <string_id> ; mark secondary campaign objective as unavailable
  1475. <void> objectives_set_string <long> <string_id> ; set the primary campaign objective string into the objectives text
  1476. <void> objectives_show <long> ; show secondary campaign objective N
  1477. <void> objectives_show_string <string_id> ; show secondary campaign objective
  1478. <void> objectives_show_up_to <long> ; show primary campaign objectives 0..n
  1479. <void> objectives_unavailable <long> ; mark secondary campaign objective N as unavailable
  1480. <void> objectives_unavailable_string <string_id> ; mark secondary campaign objective as unavailable
  1481. <void> objects_attach <object> <string_id> <object> <string_id> ; attaches the second object to the first both strings can be empty
  1482. <void> objects_delete_by_definition <object_definition> ; deletes all objects of type <definition>
  1483. <void> objects_detach <object> <object> ; detaches from the given parent object the given child object
  1484. <void> objects_dump_memory ; debugs object memory usage
  1485. <void> objects_predict <object_list> ; loads textures/geometry/sounds necessary to present objects that are about to come on-screen
  1486. <void> objects_predict_high <object_list> ; loads textures/geometry/sounds necessary to present objects that are about to come on-screen
  1487. <void> objects_predict_low <object_list> ; loads textures/geometry/sounds necessary to present objects that are about to come on-screen
  1488. <void> output_window_add_category <string> ; Add an event category to be watched in the output window.
  1489. <void> output_window_list_categories ; List all the event categories being watched in the output window.
  1490. <void> output_window_remove_category <string> ; Remove an event category from being watched in the output window.
  1491. <void> overlapped_display_task_descriptions ; displays all tasks
  1492. <void> overlapped_task_inject_error <string> <boolean> ; inject error for tasks
  1493. <void> overlapped_task_pause <string> <boolean> ; pause tasks
  1494. <void> performance_begin <long> ; Starts the script for a performance if all of the critical roles have been cast
  1495. <void> performance_play_line <string_id> ; play a line (referenced by name) in the performance.
  1496. <void> performance_play_line_by_id <short> ; play a line (referenced by line id) in the performance.
  1497. <void> physical_memory_dump ; dumps a record of all physical memory allocations
  1498. <void> physics_constants_reset ; resets all physics constants to earthly values
  1499. <void> physics_disable_character_ground_adhesion_forces <real> ; turn off ground adhesion forces so you can play tricks with gravity
  1500. <void> physics_set_gravity <real> ; set global gravity acceleration relative to halo standard gravity
  1501. <void> physics_set_velocity_frame <real> <real> <real> ; sets a local frame of motion for updating physics of things that wish to respect it
  1502. <void> play_bink_movie <string> ; um...
  1503. <void> play_bink_movie_from_tag <bink_definition> ; play a bink movie from a tag
  1504. <void> play_credits_skip_to_menu ; plays credits movie, pressing any button will stop credits and launch main menu
  1505. <void> play_credits_unskippable ; plays credits movie, no button press detection (you can still use cinematic skipping around this
  1506. <void> player_action_test_reset ; resets the player action test state so that all tests will return false.
  1507. <void> player_appearance_force_model_area <long> <string_id> ; Force every player to spawn with a particular selection for a particular area
  1508. <void> player_appearance_force_model_area_disable <long> ; Disable forcing every player to spawn with a particular selection for a particular area
  1509. <void> player_control_fade_in_all_input <real> ; fade in all play control over x seconds
  1510. <void> player_control_fade_out_all_input <real> ; fade out all play control over x seconds
  1511. <void> player_control_lock_gaze <player> <point_reference> <real> ; player turn to face point with max velocity degrees/second
  1512. <void> player_control_scale_all_input <real> <real> ; scale input to x strength over y seconds
  1513. <void> player_control_unlock_gaze <player> ; unlock player from any gaze point
  1514. <void> player_disable_movement <boolean> ; toggle player input. the look stick works, but nothing else.
  1515. <void> player_disable_weapon_pickup <boolean> ; enable/disable all players' ability to pick up weapons
  1516. <void> player_effect_set_max_rotation <real> <real> <real> ; <yaw> <pitch> <roll>
  1517. <void> player_effect_set_max_rotation_for_player <player> <real> <real> <real> ; <yaw> <pitch> <roll>
  1518. <void> player_effect_set_max_rumble <real> <real> ; <left> <right>
  1519. <void> player_effect_set_max_rumble_for_player <player> <real> <real> ; <left> <right>
  1520. <void> player_effect_set_max_translation <real> <real> <real> ; <x> <y> <z>
  1521. <void> player_effect_set_max_translation_for_player <player> <real> <real> <real> ; <x> <y> <z>
  1522. <void> player_effect_start <real> <real> ; <max_intensity> <attack time>
  1523. <void> player_effect_start_for_player <player> <real> <real> ; <max_intensity> <attack time>
  1524. <void> player_effect_stop <real> ; <decay>
  1525. <void> player_effect_stop_for_player <player> <real> ; <decay>
  1526. <void> player_enable_input <boolean> ; toggle player input. the player can still free-look, but nothing else.
  1527. <void> player_force_mode <string_id> ; force your will upon the player
  1528. <void> player_has_mad_secret_skills <long> ; You are the best!
  1529. <void> player_invert_look <player> ; invert player's look inversion setting
  1530. <void> player_override_team <long> <team> ; sets the team for a specified player
  1531. <void> player_profile_clear_to_default_values <controller> ; Slam the specified controller to default profile values.
  1532. <void> player_set_elite_loadout <player> ; Set player loadout palette to elite
  1533. <void> player_set_pitch <player> <real> <long> ; sets up player look up test
  1534. <void> player_set_profile <starting_profile> <player> ; sets the profile for this player to spawn/respawn with.
  1535. <void> player_set_profile <starting_profile> ; sets the profile for all players to spawn/respawn with.
  1536. <void> player_set_respawn_vehicle <player> <object_definition> ; sets a vehicle definition for a player to spawn in - the player will continue to spawn in this vehicle until you set it to none
  1537. <void> player_set_spartan_loadout <player> ; Set player loadout palette to spartan
  1538. <void> player_set_stance <string_id> ; Specify the stance for all players currently in the game
  1539. <void> player_training_activate_crouch ; guess
  1540. <void> player_training_activate_equipment ; guess
  1541. <void> player_training_activate_jump ; guess
  1542. <void> player_training_activate_night_vision ; guess
  1543. <void> player_training_activate_stealth ; guess
  1544. <void> player_training_reset <controller> ; Resets all player training data
  1545. <void> players_unzoom_all ; resets zoom levels on all players
  1546. <void> position_predict <real> <real> <real> ; in: x, y, z position. loads textures/geometry/sounds necessary to present locations that are about to come on-screen.
  1547. <void> predict_animation <animation_graph> <string_id> ; begin loading an animation for the graph provided
  1548. <void> predict_bink_movie <string> ; um2...
  1549. <void> predict_bink_movie_from_tag <bink_definition> ; um2...
  1550. <void> preferred_animation_list_clear ; clears the 'preferred list' of animations
  1551. <void> prepare_to_switch_to_zone_set <zone_set> ; prepare for switch to zone set
  1552. <void> print <string> ; prints a string to the console.
  1553. <void> print_if <boolean> <string> ; prints a string to the console if the condition is true.
  1554. <void> print_light_state ; outputs text light state
  1555. <void> profiler_auto_core_save <boolean> ; profiler dumps a core for each encounter
  1556. <void> profiler_dump_history ; dump profile history.
  1557. <void> profiler_output_pulse ; dump profile stats to telnet console.
  1558. <void> pvs_clear ; removes the special place that activates everything it sees.
  1559. <void> pvs_reset ; forces pvs to empty then back to full.
  1560. <void> pvs_set_camera <cutscene_camera_point> ; sets the specified cutscene camera point as the special place that activates everything it sees.
  1561. <void> pvs_set_object <object> ; sets the specified object as the special place that activates everything it sees.
  1562. <void> read_map_variant_and_make_current <string> ; Reads a map variant from a .mvar file in the map_variants subdirectory and slams it into the squad session. Can be executed in the lobby.
  1563. <void> record_movie <short> <real> <short> <short> ; <frame rate> <seconds> <width> <height>
  1564. <void> record_movie_distributed <short> <long> <short> <long> <long> ; <frame rate> <seconds> <screen size> <mod count> <mod index>
  1565. <void> recording_kill <unit> ; kill the specified unit's cutscene recording.
  1566. <void> render_atmosphere_fog <boolean> ; enable/disable atmosphere fog
  1567. <void> render_autoexposure_enable <boolean> ; toggle autoexposure
  1568. <void> render_autoexposure_instant <long> ; instantly adopt auto exposure values in the next N frames
  1569. <void> render_cinematic_motion_blur <boolean> ; enable/disable cinematic motion blur
  1570. <void> render_debug_cheap_particles <boolean> ; toggles displaying the cheap particle buffer in the corner of the screen
  1571. <void> render_debug_colorbars <long> ; show the lightmap status
  1572. <void> render_debug_query_all_object_resources ; Outputs text of texture and geometry memory usage
  1573. <void> render_debug_query_bsp_resources <long> <boolean> ; BSP index and whether to spit out all bitmaps used
  1574. <void> render_debug_query_d3d_resources ; Outputs text of d3d resource usage
  1575. <void> render_debug_query_object_bitmaps <string> ; substring of object definition name to spew out it's debug usage
  1576. <void> render_debug_rain_fog <boolean> ; toggles rendering rain fog
  1577. <void> render_debug_rain_occlusion <boolean> ; toggles displaying the rain occlusion in the corner of the screen
  1578. <void> render_debug_structure_all_cluster_errors <boolean> ; enables cluster error debugging (all
  1579. <void> render_debug_structure_all_fog_planes <boolean> ; enables fog plane debugging (all
  1580. <void> render_debug_structure_cluster_fog <long> ; enables cluster fog debugging
  1581. <void> render_debug_structure_fog_plane <long> ; enables fog plane debugging
  1582. <void> render_debug_structure_fog_plane_infinite_extent <long> ; enables fog plane debugging
  1583. <void> render_debug_structure_fog_zone <long> ; enabled fog zone debugging
  1584. <void> render_debug_structure_fog_zone_floodfill <long> ; enables fog zone debugging
  1585. <void> render_debug_structure_lightmaps_sample_disable ; disables visualization of match samples
  1586. <void> render_debug_structure_lightmaps_sample_enable ; enables visualization of match samples if available
  1587. <void> render_debug_structure_lightmaps_use_pervertex ; sets the lightmap preference to per-vertex, ignores per-pixel if available
  1588. <void> render_debug_structure_lightmaps_use_reset ; resets the lightmap preference setting and updates the internal lightmap bsp data if necessary
  1589. <void> render_debug_structure_line_opacity <real> <real> <real> <real> ; sets the opacity (0 is default
  1590. <void> render_debug_structure_non_occluded_fog_planes <boolean> ; controls non-occluded fog plane debugging
  1591. <void> render_debug_structure_opacity <real> <real> <real> <real> ; sets the opacity (0 is default
  1592. <void> render_debug_structure_text_opacity <real> <real> <real> <real> ; sets the opacity (0 is default
  1593. <void> render_debug_text_using_simple_font <boolean> ; toggles use of the much faster simple_font system for debug text rendering
  1594. <void> render_debug_texture_camera <boolean> ; toggles displaying the texture camera in the corner of the screen
  1595. <void> render_debug_wrinkle_weights_a <real> <real> <real> <real> ; manually set wrinkle weights for mask a
  1596. <void> render_debug_wrinkle_weights_b <real> <real> <real> <real> ; manually set wrinkle weights for mask b
  1597. <void> render_debug_wrinkle_weights_from_console <boolean> ; toggles whether debug wrinkle weights come from animation data or console commands
  1598. <void> render_depth_of_field <real> <real> <real> <real> ; animate depth of field, in focus from <near> to <far>, with depth of field <depth>, in <ticks>
  1599. <void> render_depth_of_field_enable <boolean> ; turns depth of field on and off
  1600. <void> render_disable_vsync <boolean> ; enable/disable vsync
  1601. <void> render_dof_blur_animate <real> <real> ; interpolate depth of field maximum blur to <blur> in <ticks>
  1602. <void> render_dof_focus_depth <real> ; interpolate depth of field to <depth>
  1603. <void> render_exposure <real> <real> ; fade to animated exposure <stops> in <seconds>
  1604. <void> render_exposure_fade_in <real> <real> ; fade to animated exposure <stops> in <seconds>
  1605. <void> render_exposure_fade_out <real> ; fade to default exposure settings in <seconds>
  1606. <void> render_exposure_full <real> <real> <real> <real> <real> ; animate exposure from <initial> to <final> stops using <initial> to <final> opacity in <seconds>
  1607. <void> render_exposure_set_environment_darken <real> ; set environmental darkening
  1608. <void> render_lights_enable_cinematic_shadow <boolean> <object> <string_id> <real> ; enable/disable the specified unit to receive cinematic shadows where the shadow is focused about a radius around a marker name
  1609. <void> render_model_marker_name_filter <string> ; sets a substring to search for when rendering model markers
  1610. <void> render_patchy_fog <boolean> ; enable/disable patchy fog
  1611. <void> render_planar_fog <boolean> ; enable/disable planar fog
  1612. <void> render_postprocess_color_tweaking_reset ; resets hue saturation filters to default
  1613. <void> render_ssao <boolean> ; enable/disable ssao
  1614. <void> render_weather <boolean> ; enable/disable atmosphere fog
  1615. <void> report_zone_size_estimates ; dump zone size estimates to design report log
  1616. <void> rewards_commendation_increment_for_controller <controller> <string_id> ; increment a commendation (by string id) on the specified local controller
  1617. <void> rewards_commendation_increment_for_player <player> <string_id> ; increment a commendation (by string id) on the specified in-game player
  1618. <void> rewards_commendation_set_for_controller <controller> <string_id> <long> ; Set a commendation (by string id) to a specific value on the specified local controller
  1619. <void> rewards_cookies_grant_to_controller <controller> <long> ; grant N cookies to the specified local controller
  1620. <void> rewards_cookies_grant_to_player <player> <long> ; grant a cookie to the specified in-game player. No network synchronization (fake an incident if you need that).
  1621. <void> rewards_dump ; dump the current reward state to logs as _event_warnings
  1622. <void> rewards_flush ; flush current player rewards state to all persistent systems (profile + LSP
  1623. <void> rewards_force_unlock_all_purchasable_items ; Forcibly grants all prerequisites to all items. Will allow you to buy anything that you have sufficient cookies for.
  1624. <void> rewards_lsp_sync ; kick off an LSP sync of player rewards state (cookies & etc
  1625. <void> rewards_profile_write ; kick off an write of player rewards state (cookies & etc) to the profile
  1626. <void> rewards_purchase <controller> <long> <long> <long> ; try to buy an item for the specified local controller. will only succeed if you have sufficient cookies. The three paramters are category index, family index, and item index (from the purchasable items globals tag).
  1627. <void> rewards_reinitialize_from_storage <controller> ; reinitialize the in-memory reward state of the specified controller, pretending it just signed in (causing resyncs w/ profile and LSP).
  1628. <void> rewards_reset_to_default_state <controller> ; reset the player's reward state, push it out to the profile, & the LSP. This should nuke your progression and make you a level 1 peon.
  1629. <void> rewards_set_player_appearance_from_purchase <controller> <long> <long> <long> ; Set the player's appearance to reflect the selection of the specified purchasable item. Will "succeed" even
  1630. <void> rewards_set_purchase_state <controller> <long> <long> ; Set a particular purchase for a particular controller to the specified purchase state (0-32, interpreted as a binary set of purchase flags, in decimal).
  1631. <void> sandbox_load_label_strings <string> ; loads the label strings from the given .mglo file. Only useable in the forge lobby
  1632. <void> saved_film_disable_version_checking <boolean> ; disable saved film version checking
  1633. <void> saved_film_insert_marker <string> ; Inserts a film marker.
  1634. <void> saved_film_play <controller> <string> ; plays a saved film for given controller
  1635. <void> saved_film_play_last ; play back last recorded saved film for given controller
  1636. <void> saved_film_seek_to_film_tick <long> ; seeks to a film tick
  1637. <void> saved_film_seek_to_film_timestamp <real> ; seeks to a film time
  1638. <void> saved_film_seek_to_marker <long> ; Seeks to a film marker.
  1639. <void> saved_film_set_playback_game_speed <real> ; set the saved film playback speed
  1640. <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
  1641. <void> saved_film_toggle_debug_saving <boolean> ; toggle saving of last film to the debug output directory automatically after each game level
  1642. <void> saved_films_show_timestamp <boolean> ; toggle showing timestamp for saved film playback
  1643. <void> saved_games_autosave_free_up_space ; tell the autosave queue to run its cleanup routine for each content type
  1644. <void> saved_games_delete_campaign_save <controller> ; delete the campaign saved game file for a controller
  1645. <void> scenario_content_status_force_clear ; clears any force on the content status system.
  1646. <void> scenario_content_status_force_content ; forces game to use content tags.
  1647. <void> scenario_content_status_force_local ; forces game to use local tags if available.
  1648. <void> scenario_content_status_reload ; looks for local tags on disk if they are not already loaded.
  1649. <void> scenario_print_current_zone_set ; brings out the names of all the bsps in the current zone set.
  1650. <void> scenario_print_zone_sets ; prints out the names of all the zone sets.
  1651. <void> scenery_animation_idle <scenery> ; starts the idle animation (if any) for a piece of scenery
  1652. <void> scenery_animation_start <scenery> <animation_graph> <string_id> ; starts a custom animation playing on a piece of scenery
  1653. <void> scenery_animation_start_at_frame <scenery> <animation_graph> <string_id> <short> ; starts a custom animation playing on a piece of scenery at a specific frame
  1654. <void> scenery_animation_start_at_frame_loop <scenery> <animation_graph> <string_id> <short> ; starts a custom animation playing on a piece of scenery at a specific frame and then loops
  1655. <void> scenery_animation_start_loop <scenery> <animation_graph> <string_id> ; starts a custom looping animation playing on a piece of scenery
  1656. <void> scenery_animation_start_relative <scenery> <animation_graph> <string_id> <object> ; starts a custom animation playing on a piece of scenery relative to a parent object
  1657. <void> scenery_animation_start_relative_at_frame <scenery> <animation_graph> <string_id> <object> <short> ; starts a custom animation playing on a piece of scenery relative to a specific cutscene flag at a specific frame
  1658. <void> scenery_animation_start_relative_loop <scenery> <animation_graph> <string_id> <object> ; starts a custom looping animation playing on a piece of scenery relative to a parent object
  1659. <void> screenshot <string> ; takes a screenshot and saves as <name>.tif
  1660. <void> screenshot_big <short> <string> ; takes an NxN multiple-page screenshot and saves as <name>.tif
  1661. <void> screenshot_big_raw <short> <string> ; takes an NxN multiple-page screenshot and saves as an HDR <name>.tif
  1662. <void> screenshot_cubemap <string> ; takes a cubemap screenshot and saves as <name>.tif
  1663. <void> screenshot_debug ; takes a screenshot and saves as <name>.tif
  1664. <void> screenshot_simple <string> ; takes a simple screenshot and saves as <name>.tif
  1665. <void> screenshot_size <short> <short> <string> ; takes a <width> x <height> screenshot and saves as an HDR <name>.tif
  1666. <void> screenshot_webmap <string> ; takes two special screenshots and saves them, along with the camera information, as <name>.tif, <name>_secondary.tif and <name>_camera.txt
  1667. <void> script_doc ; saves a file called hs_doc.txt with parameters for all script commands.
  1668. <void> script_recompile ; recompiles scripts.
  1669. <void> set_global_doppler_factor <real> ; new doppler factor: <real>
  1670. <void> set_global_mixbin_headroom <long> <long> ; blah
  1671. <void> set_global_sound_environment <real> <real> <real> <real> <long> <real> ; this is your brain on drugs
  1672. <void> set_pc_runtime_language <string> ; sets the pc language from a string
  1673. <void> set_performance_throttle <string> <long> <real> ; sets a default value for a performance throttle for a given number of players
  1674. <void> shader_compile_filter_category_option <string> <string> ; skip compiling for one specifical combination of category and option for templated shader
  1675. <void> shader_compile_filter_shader_type <string> ; skip compiling for one specifical type of templated shader
  1676. <void> shader_compile_shader_pipeline <string> ; set valid part of pipeline for compiling
  1677. <void> shader_compile_target_platform <string> ; set target platform for shader compiling
  1678. <void> shader_predict <shader> ; in: shader name. loads textures necessary for a shader.
  1679. <void> simulation_priority_display_set_color_by_final_priority ; coder feature
  1680. <void> simulation_priority_display_set_color_by_relevance ; coder feature
  1681. <void> simulation_priority_display_set_color_by_update_period ; coder feature
  1682. <void> simulation_priority_display_set_enabled <boolean> ; enable/disable the priority display system
  1683. <void> simulation_priority_display_set_machine_filter ; set machine filter to output user 0's currently watched player (selected via follow cam in film
  1684. <void> simulation_priority_display_set_object_names <boolean> ; enable/disable object name display
  1685. <void> simulation_priority_display_set_priority_scope_second_best ; coder feature
  1686. <void> simulation_priority_display_set_priority_scope_second_worst ; coder feature
  1687. <void> simulation_priority_display_set_priority_scope_tick ; coder feature
  1688. <void> simulation_profiler_enable ; Turns on the simulation/bandwidth profiler and configures it for high level use (similar to the old screen-text-based bandwidth profiler).
  1689. <void> skull_enable <skull> <boolean> ; enable/disable the given skull
  1690. <void> sleep <short> [<script>] ; pauses execution of this script (or, optionally, another script) for the specified number of ticks.
  1691. <void> sleep_forever [<script>] ; pauses execution of this script (or, optionally, another script) forever.
  1692. <void> soft_ceiling_enable <string_id> <boolean> ; turn on or off a soft ceiling
  1693. <void> sound_cache_flush ; i'm a rebel!
  1694. <void> sound_class_debug_sound_start <string> <boolean> ; shows/hides when sounds of sound classes w/ substring start
  1695. <void> sound_class_enable_ducker <string> <boolean> ; enables or disables the ducker on all sound classes matching the substring.
  1696. <void> sound_class_set_gain <string> <real> <short> ; changes the gain on the specified sound class(es) to the specified gain over the specified number of ticks.
  1697. <void> sound_class_set_gain_db <string> <real> <short> ; changes the gain on the specified sound class(es) to the specified gain(dB) over the specified number of ticks.
  1698. <void> sound_class_show_channel <string> <boolean> ; shows/hides sound classes w/ substring in debug_sound_channels view
  1699. <void> sound_disable_acoustic_palette <string_id> ; disable an acoustic palette
  1700. <void> sound_enable_acoustic_palette <string_id> ; reenable a disabled acoustic palette
  1701. <void> sound_impulse_mark_as_outro <sound> ; marks a sound as outro (meaning it plays past an unskipped cinematic).
  1702. <void> sound_impulse_predict <sound> ; your mom part 2.
  1703. <void> sound_impulse_start <sound> <object> <real> ; plays an impulse sound from the specified source object (or "none"), with the specified scale.
  1704. <void> sound_impulse_start_3d <sound> <real> <real> ; <sound> <azimuth> <scale> at the sound's minimum distance
  1705. <void> sound_impulse_start_3d_editor <sound> <real> <real> ; <sound> <azimuth> <scale> at the sound's minimum distance
  1706. <void> sound_impulse_start_cinematic <sound> <object> <real> <real> <real> ; <sound> <object> <scale> <3d gain> <first person gain> plays an impulse sound from the specified source object.
  1707. <void> sound_impulse_start_editor <sound> <object> <real> ; plays an impulse sound from the specified source object (or "none"), with the specified scale.
  1708. <void> sound_impulse_start_effect <sound> <object> <real> <string_id> ; plays an impulse sound from the specified source object (or "none"), with the specified scale and effect.
  1709. <void> sound_impulse_start_effect_editor <sound> <object> <real> <string_id> ; plays an impulse sound from the specified source object (or "none"), with the specified scale and effect.
  1710. <void> sound_impulse_start_naked <sound> <string_id> <string_id> ; <sound> <pitch range name> <permutation index name> through the speakers it was encoded for
  1711. <void> sound_impulse_start_with_subtitle <sound> <object> <real> <string_id> <string_id> ; plays an impulse sound from the specified source object (or "none"), with the specified scale and displays a subtitle.
  1712. <void> sound_impulse_stop <sound> ; stops the specified impulse sound.
  1713. <void> sound_impulse_trigger <sound> <object> <real> <long> ; plays an impulse sound from the specified source object (or "none"), with the specified scale.
  1714. <void> sound_loop_spam ; start all loaded looping sounds
  1715. <void> sound_looping_activate_layer <looping_sound> <long> ; activates a looping sound layer (1-4).
  1716. <void> sound_looping_deactivate_layer <looping_sound> <long> ; deactivates a looping sound layer (1-4).
  1717. <void> sound_looping_predict <looping_sound> ; your mom.
  1718. <void> sound_looping_resume <looping_sound> <object> <real> ; plays a looping sound from the specified source object (or "none"), with the specified scale without playing the intro.
  1719. <void> sound_looping_set_alternate <looping_sound> <boolean> ; enables or disables the alternate loop/alternate end for a looping sound.
  1720. <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.
  1721. <void> sound_looping_start <looping_sound> <object> <real> ; plays a looping sound from the specified source object (or "none"), with the specified scale.
  1722. <void> sound_looping_start_editor <looping_sound> <object> <real> ; plays a looping sound from the specified source object (or "none"), with the specified scale.
  1723. <void> sound_looping_start_with_effect <looping_sound> <object> <real> <string_id> ; plays a looping sound from the specified source object (or "none"), with the specified scale and playback effect.
  1724. <void> sound_looping_stop <looping_sound> ; stops the specified looping sound.
  1725. <void> sound_looping_stop_immediately <looping_sound> ; stops the specified looping sound immediately.
  1726. <void> sound_preload_dialogue_sounds <string> ; <dialogue> preloads the dialogue tag so the sounds it refer to don't hitch in the dialog view.
  1727. <void> sound_start_global_effect <string_id> <real> ; start a global effect
  1728. <void> sound_start_timed_global_effect <string_id> <real> <real> ; start a global sound effect for a given amount of time
  1729. <void> sound_stop_global_effect <string_id> ; stop a global effect
  1730. <void> sound_suppress_ambience_update_on_revert ; call this when transitioning between two cinematics so ambience won't fade in between the skips
  1731. <void> status ; prints the value of all global status variables.
  1732. <void> status_line_dump ; dumps active status_lines to system_log.txt
  1733. <void> status_lines_disable <string> ; disables status_lines that were initialized with identifiers that match the input substring
  1734. <void> status_lines_enable <string> ; enables status_lines that were initialized with identifiers that match the input substring
  1735. <void> stop_bink_movie ; Stops all bink movie playback
  1736. <void> stream_manager_load_core <string> ; slam the network stream manager state with a saved core
  1737. <void> stream_manager_save_cores <long> ; begin dumping cores every X seconds
  1738. <void> string_id_name <long> ; prints the name of the string id to the console
  1739. <void> structure_instance_snapshot <long> ; takes snapshot of all the instances in this bsp
  1740. <void> submit_incident <string_id> ; Fire a global incident for all players
  1741. <void> submit_incident_with_cause_campaign_team <string_id> <team> ; Loops over all players on the campaign team and calls submit_incident_with_cause_player
  1742. <void> submit_incident_with_cause_player <string_id> <player> ; Fire an incident for a player
  1743. <void> submit_incident_with_cause_player_and_effect_player <string_id> <player> <player> ; Fire an incident
  1744. <void> submit_incident_with_cause_player_and_effect_team <string_id> <player> <mp_team> ; Fire an incident
  1745. <void> submit_incident_with_cause_team <string_id> <mp_team> ; Fire an incident for a team
  1746. <void> submit_incident_with_cause_team_and_effect_player <string_id> <mp_team> <player> ; Fire an incident
  1747. <void> submit_incident_with_cause_team_and_effect_team <string_id> <mp_team> <mp_team> ; Fire an incident
  1748. <void> survival_increment_elite_score <player> ; Increments the player's score by one.
  1749. <void> survival_increment_human_score <player> ; Increments the player's score by one.
  1750. <void> survival_mode_award_hero_medal ; lets the engine award the hero medal
  1751. <void> survival_mode_begin_new_set ; Starts a new set
  1752. <void> survival_mode_begin_new_wave ; Starts a new wave
  1753. <void> survival_mode_bonus_multiplier_set <real> ; set the current wave index for survival mode
  1754. <void> survival_mode_end_set ; Ends a set
  1755. <void> survival_mode_end_wave ; Ends a wave
  1756. <void> survival_mode_incident_new <string_id> ; fires a start new set game event
  1757. <void> survival_mode_lives_set <team> <long> ; set the number of lives left in survival mode
  1758. <void> survival_mode_respawn_dead_players ; respawns all dead players even if no lives are left
  1759. <void> survival_mode_set_elite_license_plate <long> <long> <string_id> <string_id> <string_id> ; Shows the license plate for Elites: Variant Icon, Designator Icon, Variant Text, Description Text, Designator Text
  1760. <void> survival_mode_set_multiplier_set <real> ; set the current wave index for survival mode
  1761. <void> survival_mode_set_spartan_license_plate <long> <long> <string_id> <string_id> <string_id> ; Shows the license plate for Spartans: Variant Icon, Designator Icon, Variant Text, Description Text, Designator Text
  1762. <void> survival_mode_sudden_death <boolean> ; Start or stop sudden death for survival mode
  1763. <void> switch_map_and_zone_set <string> <string> ; switches to a different scenario and zone set
  1764. <void> switch_zone_set <zone_set> ; switches to a different zone set
  1765. <void> tag_file_set_backend <string> ; override the tag file system backend
  1766. <void> tag_load_force <string> ; call tag_load
  1767. <void> tag_reload_force <string> ; rather than force a painful xsync to test xsync, allow me to fake a tag_reload
  1768. <void> tag_resources_enable_fast_prediction <boolean> ; turns on/off faster prediction, in case I messed up something
  1769. <void> tag_resources_enable_optional_caching <boolean> ; turns on/off optional resource prediction
  1770. <void> tag_resources_flush_optional ; flushes optional resources
  1771. <void> tag_resources_set_demand_throttle_to_io <boolean> ; turns on/off demand throttling based on io
  1772. <void> tag_resources_set_incremental_publish <boolean> ; turns on/off incremental resource publish (prediction
  1773. <void> tag_resources_set_per_frame_publish <boolean> ; turns on/off per frame resource publish (stress testing
  1774. <void> tag_resources_validate_all_pages <boolean> ; resource validation every main_loop_body call
  1775. <void> tag_unload_force <string> ; call tag_unload
  1776. <void> tags_verify_all ; verifies usage of infidel fields is correct
  1777. <void> test_download_storage_file <string> <string> ; <url> <filename> downloads a file from LSP to the client
  1778. <void> test_fragment_utility_drive <long> <long> <long> ; <file_count> <growth_repetitions> <growth_size> writes files of varying sizes to the utiltiy drive in an effort to fragment it really badly
  1779. <void> test_game_results_load_from_file <string> ; <filename> load game results into memory for use in the carnage report. the format may change build to build causing this to fail or weird results to come up.
  1780. <void> test_game_results_make_random ; makes random game results using the current variant
  1781. <void> test_game_results_save_to_file <string> ; <filename> save game results to a file.
  1782. <void> test_get_squad_session_id ; get the current squad session id
  1783. <void> test_invite_friend <long> <string> ; shows the guide send friend invite ui from the current controller to the specified xuid
  1784. <void> test_memory_allocators <long> <short> <short> <short> <long> <string> ; performs tests on different memory allocators and saves the results
  1785. <void> test_memory_allocators <long> <short> <short> <short> <long> ; performs tests on different memory allocators
  1786. <void> test_player_appearance_decode_from_sneakernet <string> ; applies a sneakernet encoded player appearance to the first signed in controller
  1787. <void> test_player_appearance_encode_for_sneakernet ; creates an encoded player appearance suitable for sneakernet from the first signed in controller
  1788. <void> test_sapien_crash ;
  1789. <void> test_show_are_users_friends <long> <string> ; prints whether the current controller and specified xuid are friends as automation events
  1790. <void> test_show_guide_status ; prints the guide status as automation events.
  1791. <void> test_show_users_xuids ; prints the signed in users' xuids as automation events.
  1792. <void> test_xcr_monkey_enable <boolean> ; enable/disable controller monkeys for all in game players
  1793. <void> texture_cache_flush ; don't make me kick your grunt
  1794. <void> texture_cache_test_malloc ;
  1795. <void> texture_camera_attach_to_object <object> <string_id> ; attaches the render texture camera to a given object marker
  1796. <void> texture_camera_bink ; turns on the render texture camera and renders a bink to it
  1797. <void> texture_camera_enable_dynamic_lights <boolean> ; toggle rendering of dynamic lights in the texture camera
  1798. <void> texture_camera_off ; turns off the render texture camera
  1799. <void> texture_camera_on ; turns on the render texture camera
  1800. <void> texture_camera_position_world_offset <real> <real> <real> ; adds a worldspace offset to the current texture camera position
  1801. <void> texture_camera_render_mode <long> ; switches the texture camera render mode
  1802. <void> texture_camera_set_aspect_ratio <real> ; sets the texture camera aspet ratio
  1803. <void> texture_camera_set_fov <real> ; sets the field of view on the texture camera, in degrees
  1804. <void> texture_camera_set_fov_frame_target <real> ; zooms the field of view to frame the target, with target zoom factor to zoom closer
  1805. <void> texture_camera_set_object_marker <object> <string_id> <real> ; sets the render texture camera to a given object marker
  1806. <void> texture_camera_set_position <real> <real> <real> ; sets the render texture camera position
  1807. <void> texture_camera_set_resolution <long> <long> ; sets the texture camera render resolution
  1808. <void> texture_camera_set_target <real> <real> <real> ; sets the render texture camera target
  1809. <void> texture_camera_target_object <object> <string_id> ; targets the render texture camera to view a given object marker
  1810. <void> thespian_fake_task_transition <string_id> <string_id> ; Unblocks an actor waiting looping animation that's waiting on a task transition
  1811. <void> thespian_folder_activate <folder> ; Activates inactive performances inside a given folder name, waits for actors
  1812. <void> thespian_folder_deactivate <folder> ; Deactivates active performances inside a given folder name
  1813. <void> thespian_performance_activate <string_id> ; Activates an inactive performance with a given name, waits for actors
  1814. <void> thespian_performance_kill_by_ai <ai> ; Kills any performance that has cast an ai from the given squad
  1815. <void> thespian_performance_kill_by_name <string_id> ; Kills any performance with the given name
  1816. <void> thespian_performance_test <string_id> ; Starts a performance with the given name, spawns needed actors
  1817. <void> threadlib_runtests ; runs the unit tests for threadlib
  1818. <void> time_code_reset ; resets the time code timer
  1819. <void> time_code_show <boolean> ; shows the time code timer
  1820. <void> time_code_start <boolean> ; starts/stops the time code timer
  1821. <void> trace_next_frame <long> ; creates a tracedump of the next frame
  1822. <void> trace_next_frame_to_file <long> <string> ; creates a tracedump of the next frame in a specific file
  1823. <void> trace_tick <long> ; creates a tracedump of a specific game tick
  1824. <void> ui_content_resize_cache <long> ; set UI content cache size
  1825. <void> ui_debug_element_bounds <boolean> ; toggle rendering of widget tag block bounds
  1826. <void> ui_debug_load_main_menu ; loads the main menu screen
  1827. <void> ui_debug_show_title_safe_bounds <boolean> ; toggle display of title safe boundary
  1828. <void> ui_debug_text_bounds <boolean> ; toggle rendering of ui text boundaries
  1829. <void> ui_debug_text_font <boolean> ; toggle display of ui text font
  1830. <void> ui_memory_dump <string> ; dump the UI memory tracked allocations to a specified file
  1831. <void> ui_time_scale_step <real> ; move the ui time forward by a specified amount on next tick
  1832. <void> unit_action_test_reset <player> ; resets the player action test state so that all tests will return false.
  1833. <void> unit_add_equipment <unit> <starting_profile> <boolean> <boolean> ; adds/resets the unit's health, shield, and inventory (weapons and grenades) to the named profile. resets if third parameter is true, adds if false. weapons will be marked as garbage if fourth parameter is true (for respawning equipment).
  1834. <void> unit_aim_without_turning <unit> <boolean> ; allows a unit to aim in place without turning
  1835. <void> unit_animation_forced_seat <string_id> ; all units controlled by the player will assume the given seat name (valid values are 'asleep', 'alert', 'stand', 'crouch' and 'flee'
  1836. <void> unit_board_vehicle <unit> <string_id> ; Causes the given unit to attempt to board the named seat
  1837. <void> unit_can_blink <unit> <boolean> ; allows a unit to blink or not (units never blink when they are dead
  1838. <void> unit_close <unit> ; closes the hatches on a given unit
  1839. <void> unit_confirm_cancel_message <player> ; Locks the cancel button until the player presses cancel
  1840. <void> unit_confirm_message <player> ; Locks the accept button until the player presses accept
  1841. <void> unit_doesnt_drop_items <object_list> ; prevents any of the given units from dropping weapons or grenades when they die
  1842. <void> unit_drop_support_weapon <unit> ; forces the given unit to drop its support weapon, if it is holding one
  1843. <void> unit_enable_eye_tracking <unit> <boolean> ; enable/disable eye aiming on a unit
  1844. <void> unit_enable_soft_ping_region <unit> <damage_region> <boolean> ; Enable/disable pain screen damage weight outputs on all units
  1845. <void> unit_enter_vehicle <unit> <vehicle> <string_id> ; puts the specified unit in the specified vehicle (in the named seat
  1846. <void> unit_enter_vehicle_immediate <unit> <vehicle> <string_id> ; puts the specified unit in the specified vehicle (in the named seat
  1847. <void> unit_exit_vehicle <unit> <short> ; makes a unit exit its vehicle (0 = normal exit to airborne, 1 = ejection, 2 = ejection + death, 3 = exit to ground
  1848. <void> unit_exit_vehicle <unit> ; makes a unit exit its vehicle
  1849. <void> unit_falling_damage_disable <unit> <boolean> ; disables falling damage on unit
  1850. <void> unit_force_reload <unit> ; Force the give unit to reload his weapon
  1851. <void> unit_impervious <object_list> <boolean> ; prevents any of the given units from being knocked around or playing ping animations
  1852. <void> unit_kill <unit> ; kills a given unit, no saving throw
  1853. <void> unit_kill_silent <unit> ; kills a given unit silently (doesn't make them play their normal death animation or sound
  1854. <void> unit_limit_lipsync_to_mouth_only <unit> <boolean> ; cinematic lipsync means you can't use all the facial bones, just the mouth
  1855. <void> unit_lower_weapon <unit> <short> ; lower the units weapon over x ticks
  1856. <void> unit_only_takes_damage_from_players_team <unit> <boolean> ; used for the tartarus boss fight
  1857. <void> unit_open <unit> ; opens the hatches on the given unit
  1858. <void> unit_play_random_ping <unit> ; plays a random ping on the unit
  1859. <void> unit_print_soft_ping_regions <unit> ; Print the pain screen state on all the units
  1860. <void> unit_raise_weapon <unit> <short> ; raises the units weapon over x ticks
  1861. <void> unit_set_active_camo <unit> <boolean> <real> ; enable or disable active camo for the given unit over the specified number of seconds
  1862. <void> unit_set_animation_mode <unit> <string_id> ; this unit will assume the named animation mode
  1863. <void> unit_set_current_vitality <unit> <real> <real> ; sets a unit's current body and shield vitality
  1864. <void> unit_set_emotion <unit> <long> <real> <real> ; sets a unit's facial expression (-1 is none, other values depend on unit
  1865. <void> unit_set_emotion_by_name <unit> <string_id> <real> <real> ; sets a unit's facial expression by name with weight and transition time
  1866. <void> unit_set_enterable_by_player <unit> <boolean> ; can be used to prevent the player from entering a vehicle
  1867. <void> unit_set_integrated_flashlight <unit> <boolean> ; sets a unit's flashlight on or off
  1868. <void> unit_set_maximum_vitality <unit> <real> <real> ; sets a unit's maximum body and shield vitality
  1869. <void> unit_set_prefer_tight_camera_track <unit> <boolean> ; sets the unit to prefer a tight camera track
  1870. <void> unit_set_stance <unit> <string_id> ; Specify the desired stance for this unit
  1871. <void> unit_spew_action <unit> ; runs the spew unit action on the specified unit
  1872. <void> unit_stop_custom_animation <unit> ; stops the custom animation running on the given unit.
  1873. <void> unit_stop_first_person_custom_animation <unit> ; ends any custom first person animation running on the unit
  1874. <void> unit_suspended <unit> <boolean> ; stops gravity from working on the given unit
  1875. <void> units_set_current_vitality <object_list> <real> <real> ; sets a group of units' current body and shield vitality
  1876. <void> units_set_maximum_vitality <object_list> <real> <real> ; sets a group of units' maximum body and shield vitality
  1877. <void> update_dropped_tag_permutation <string> <string> ; updates the permutation for a previously dropped tag. permutations are specified as a comma-delimited string of region=permutation pairs (e.g. region1=permutation1,region2=permutation2).
  1878. <void> update_remote_camera ; force synchronization of remote machine camera
  1879. <void> vehicle_auto_turret <vehicle> <trigger_volume> <real> <real> <real> ; Sets the specified trigger volume and parameters for an auto turret
  1880. <void> vehicle_enable_ghost_effects <boolean> ;
  1881. <void> vehicle_flip <vehicle> ; Flips an overturned vehicle
  1882. <void> vehicle_force_alternate_state <vehicle> <boolean> ; Forces alternate state for selected vehicle (like deploying a wolverine
  1883. <void> vehicle_hover <vehicle> <boolean> ; stops the vehicle from running real physics and runs fake hovering physics instead.
  1884. <void> vehicle_set_player_interaction <vehicle> <unit_seat_mapping> <boolean> <boolean> ; Allows players/units to enter/exit given vehicle seat. Arguments <vehicle> <seat> <player_can_enter> <unit_can_exit>
  1885. <void> vehicle_set_unit_interaction <vehicle> <unit_seat_mapping> <boolean> <boolean> ; Allows players/units to enter/exit given vehicle seat. Arguments <vehicle> <seat> <player_can_enter> <unit_can_exit>
  1886. <void> version ; prints the build version.
  1887. <void> voice_force_global_repeater_use <boolean> ; Forces maximum repeater use, with randomly shuffling repeater assignments every few seconds.
  1888. <void> volume_teleport_players_not_inside <trigger_volume> <cutscene_flag> ; moves all players outside a specified trigger volume to a specified flag.
  1889. <void> wake <script name> ; wakes a sleeping script in the next update.
  1890. <void> water_float_reset <object> ; allows an object to continue floating
  1891. <void> waypoint_set_unlock_flag <controller> <long> <boolean> ; Set a waypoint flag in the profile (incoming from waypoint
  1892. <void> weapon_enable_warthog_chaingun_light <boolean> ; turns the trigger for a weapon on/off
  1893. <void> weapon_hold_trigger <weapon> <long> <boolean> ; turns the trigger for a weapon on/off
  1894. <void> weapon_set_primary_barrel_firing <weapon> <boolean> ; Forcefully fire a weapon
  1895. <void> weather_animate <string_id> <real> <real> ; turns on the named weather to a specified amount in the given seconds
  1896. <void> weather_animate_force <string_id> <real> <real> ; turns on the named weather to a specified amount in the given seconds
  1897. <void> write_current_map_variant <boolean> <string> ; writes the current map variant to a file in .mvar format (same as .bin). See map_variants subdirectory on your devkit.
  1898. <void> xoverlapped_debug_render <boolean> ; toggle display a list of active xoverlapped tasks
  1899. <void> zone_set_trigger_volume_enable <string_id> <boolean> ; enables/disables the trigger volume(s) with the given name that cause zone set switches
  1900. <weapon> cinematic_weapon_get <string_id> ; Returns a weapon created by cinematic_object_create
  1901. <weapon> unit_get_primary_weapon <unit> ; return the primary weapon of the specified unit
  1902. <weapon> weapon <object> ; converts an object to a vehicle.
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