t3h_m00kz

COMMAND LIST - MCC Halo 3

Jul 11th, 2023 (edited)
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  1. ; AVAILABLE FUNCTIONS:
  2. <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
  3. <ai> ai_get_turret_ai <ai> <short> ; returns an the ai controlling the Nth turret attached to the given ai (or its vehicle
  4. <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
  5. <ai> object_get_ai <object> ; returns the ai attached to this object, if any
  6. <ai> vs_role <short> ; Returns the given member of the cast (as per more recent vs_cast call
  7. <animation_graph> budget_resource_get_animation_graph <animation budget reference> ; Get a non resolving reference to a model animation graph budget reference
  8. <animation_graph> cinematic_tag_reference_get_animation <long> <long> <long> ; Retrieve a looping sound tag from the cinematic system
  9. <bink definition> cinematic_tag_reference_get_bink <long> ; Retrieve the bink tag from the cinematic system
  10. <boolean> != <expression> <expression> ; returns true if two expressions are not equal
  11. <boolean> < <number> <number> ; returns true if the first number is smaller than the second.
  12. <boolean> <= <number> <number> ; returns true if the first number is smaller than or equal to the second.
  13. <boolean> = <expression> <expression> ; returns true if two expressions are equal
  14. <boolean> > <number> <number> ; returns true if the first number is larger than the second.
  15. <boolean> >= <number> <number> ; returns true if the first number is larger than or equal to the second.
  16. <boolean> achievement_was_earned_by_player <short> <string_id> ; check if player has been awarded named achievement
  17. <boolean> ai_allegiance_broken <team> <team> ; returns whether two teams have an allegiance that is currently broken by traitorous behavior
  18. <boolean> ai_carrying_player <ai> ; Returns whether any of the given AI are in a vehicle with the player
  19. <boolean> ai_enabled ; returns whether AI is turned on or off.
  20. <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
  21. <boolean> ai_leadership <ai> ; Returns whether a squad or task has a leader
  22. <boolean> ai_leadership_all <ai> ; Returns whether a task or any of its children has a leader
  23. <boolean> ai_morph <ai> <short> ; Cause an ai (or a group of ai) to morph to the given form
  24. <boolean> ai_player_any_needs_vehicle ; Returns if any player needs a vehicle at the moment
  25. <boolean> ai_player_needs_vehicle <unit> ; Returns if the given player needs a vehicle at the moment
  26. <boolean> ai_rotate_scenario <real> <real> <real> <real> ; rotates ai points and normals (e.g. firing points, starting locations) around the given axis (x,y,z) by the given rotation angle (degrees
  27. <boolean> ai_set_objective <ai> <string_id> ; Sets the squads current objective
  28. <boolean> ai_set_task <ai> <string_id> <string_id> ; Sets the current task of the current task
  29. <boolean> ai_set_task_condition <ai> <boolean> ; Latches the task condition true or false
  30. <boolean> ai_translate_scenario <real> <real> <real> ; translates ai points and objects by the given x y z.
  31. <boolean> ai_vehicle_reserve <vehicle> <boolean> ; Reserves the given vehicle (so that AI may not enter it
  32. <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
  33. <boolean> ai_vitality_pinned <ai> ; Returns true if the ais units are ALL vitality pinned (see object_vitality_pinned
  34. <boolean> ai_wall_lean <ai> ; Makes the actor lean against a wall RIGHT NOW
  35. <boolean> and <boolean(s)> ; returns true if all specified expressions are true.
  36. <boolean> biped_morph <object> ; Cause a biped to morph to its floodified form
  37. <boolean> campaign_is_finished_easy ; TRUE if any of the players have finished the campaign on easy
  38. <boolean> campaign_is_finished_heroic ; TRUE if any of the players have finished the campaign on heroic
  39. <boolean> campaign_is_finished_legendary ; TRUE if any of the players have finished the campaign on legendary
  40. <boolean> campaign_is_finished_normal ; TRUE if any of the players have finished the campaign on normal
  41. <boolean> campaign_metagame_enabled ; TRUE if the metagame is enabled
  42. <boolean> cinematic_scripting_object_coop_flags_valid <long> <long> <long> ; Evaluate if a cinematic object should be displayed for the current coop flags
  43. <boolean> controller_get_look_invert ; returns TRUE if player0s look pitch is inverted
  44. <boolean> cs_command_script_queued <ai> <ai_command_script> ; Returns true if the command script is in the ais cs queue
  45. <boolean> cs_command_script_running <ai> <ai_command_script> ; Returns true if the ai is running the command script in question
  46. <boolean> cs_moving ; Returns TRUE if the actor is currently following a path
  47. <boolean> cs_moving <ai> ; Returns TRUE if the actor is currently following a path
  48. <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
  49. <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
  50. <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
  51. <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
  52. <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
  53. <boolean> device_group_set <device> <device_group> <real> ; changes the desired value of the specified device group.
  54. <boolean> device_set_overlay_track <device> <string_id> ; set the desired overlay animation to use
  55. <boolean> device_set_position <device> <real> ; set the desired position of the given device (used for devices without explicit device groups
  56. <boolean> device_set_position_track <device> <string_id> <real> ; set the desired position track animation to use (optional interpolation time onto track
  57. <boolean> flock_create <string_id> ; Create the given flock
  58. <boolean> flock_definition_set <string_id> <any tag> ; Set the definition of the given flock to the given tag
  59. <boolean> flock_delete <string_id> ; Delete the given flock
  60. <boolean> flock_start <string_id> ; The flock starts producing boids
  61. <boolean> flock_stop <string_id> ; The flock stops producing boids
  62. <boolean> game_all_quiet ; returns FALSE if there are bad guys around, projectiles in the air, etc.
  63. <boolean> game_is_cooperative ; returns TRUE if the game is cooperative
  64. <boolean> game_is_playtest ; returns the hs global boolean global_playtest_mode which can be set in your init.txt
  65. <boolean> game_reverted ; dont use this for anything, you black-hearted bastards.
  66. <boolean> game_safe_to_save ; returns FALSE if it would be a bad idea to save the players game right now
  67. <boolean> game_safe_to_speak ; returns FALSE if it would be a bad idea to play mission dialog right now
  68. <boolean> game_saving ; checks to see if the game is trying to save the map.
  69. <boolean> generate_pathfinding ; Generate pathfinding info for all structure bsps in the current scenario
  70. <boolean> get_camera_third_person <long> ; <user_index> gets users camera perspective
  71. <boolean> hud_breadcrumbs_using_revised_nav_points ; checks wether revised navpoints are active
  72. <boolean> interpolator_is_active <string_id> ; <name>
  73. <boolean> interpolator_is_finished <string_id> ; <name>
  74. <boolean> is_ace_build ; returns if this is an ACE enabled build
  75. <boolean> mover_set_program <object> <short> ; Set the motor program of the given mover object
  76. <boolean> mp_round_started ; used to determine if the mp game is in the active-round phase or not
  77. <boolean> not <boolean> ; returns the opposite of the expression.
  78. <boolean> object_model_target_destroyed <object> <string_id> ; returns TRUE if the specified model target is destroyed
  79. <boolean> object_vitality_pinned <object> ; returns TRUE if the objects vitality is currently pinned at some minimum value because it cannot die.
  80. <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.
  81. <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.
  82. <boolean> on_target_platform ; returns true if the game thinks its running on the target platform
  83. <boolean> or <boolean(s)> ; returns true if any specified expressions are true.
  84. <boolean> player0_looking_down ; true if the first player is looking down
  85. <boolean> player0_looking_up ; true if the first player is looking up
  86. <boolean> player_action_test_accept ; returns true if any player has hit accept since the last call to (player_action_test_reset).
  87. <boolean> player_action_test_action ; returns true if any player has hit the action key since the last call to (player_action_test_reset).
  88. <boolean> player_action_test_back ; returns true if any player has pressed the back button since the last call to (player_action_test_reset).
  89. <boolean> player_action_test_cancel ; returns true if any player has hit cancel key since the last call to (player_action_test_reset).
  90. <boolean> player_action_test_cinematic_skip ; returns true if any player has pressed the cinematic skip button (player_action_test_reset).
  91. <boolean> player_action_test_grenade_trigger ; returns true if any player has used grenade trigger since the last call to (player_action_test_reset).
  92. <boolean> player_action_test_jump ; returns true if any player has jumped since the last call to (player_action_test_reset).
  93. <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).
  94. <boolean> player_action_test_look_relative_down ; returns true if any player has looked down since the last call to (player_action_test_reset).
  95. <boolean> player_action_test_look_relative_left ; returns true if any player has looked left since the last call to (player_action_test_reset).
  96. <boolean> player_action_test_look_relative_right ; returns true if any player has looked right since the last call to (player_action_test_reset).
  97. <boolean> player_action_test_look_relative_up ; returns true if any player has looked up since the last call to (player_action_test_reset).
  98. <boolean> player_action_test_lookstick_backward ; true if the first player pushed backward on lookstick
  99. <boolean> player_action_test_lookstick_forward ; true if the first player pushed forward on lookstick
  100. <boolean> player_action_test_melee ; returns true if any player has hit the melee button since the last call to (player_action_test_reset).
  101. <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).
  102. <boolean> player_action_test_primary_trigger ; returns true if any player has used primary trigger since the last call to (player_action_test_reset).
  103. <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).
  104. <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).
  105. <boolean> player_action_test_start ; returns true if any player has pressed the start button since the last call to (player_action_test_reset).
  106. <boolean> player_action_test_vision_trigger ; returns true if any player has used vision trigger since the last call to (player_action_test_reset).
  107. <boolean> player_action_test_zoom ; returns true if any player has hit the zoom button since the last call to (player_action_test_reset).
  108. <boolean> player_active_camouflage_on ; returns true if any player is active camouflaged
  109. <boolean> player_camera_control <boolean> ; enables/disables camera control globally
  110. <boolean> player_flashlight_on ; returns true if any player has a flashlight on
  111. <boolean> player_has_skills ; Are you the best?
  112. <boolean> player_in_vehicle <vehicle> ; Returns whether any players are in the given vehicle
  113. <boolean> preferred_animation_list_add <object> <string_id> ; adds an animation into the preferred list of animations
  114. <boolean> recording_play <unit> <cutscene_recording> ; make the specified unit run the specified cutscene recording.
  115. <boolean> recording_play_and_delete <unit> <cutscene_recording> ; make the specified unit run the specified cutscene recording, deletes the unit when the animation finishes.
  116. <boolean> recording_play_and_hover <vehicle> <cutscene_recording> ; make the specified vehicle run the specified cutscene recording, hovers the vehicle when the animation finishes.
  117. <boolean> render_lights <boolean> ; enables/disables dynamic lights
  118. <boolean> script_finished <string> ; Returns true if the continuous, dormant or startup script was finished.
  119. <boolean> script_started <string> ; Returns true if the continuous, dormant or startup script was started.
  120. <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!
  121. <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.
  122. <boolean> tag_is_active <any tag not resolving> ; returns true/false if you can create this tag with the active zones
  123. <boolean> terminal_is_being_read ; returns whether or not a terminal is currently being read
  124. <boolean> terminal_was_accessed <object> ; returns whether or not the given terminal was accessed
  125. <boolean> terminal_was_completed <object> ; returns whether or not the given terminal was read to completion
  126. <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
  127. <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
  128. <boolean> unit_get_enterable_by_player <unit> ; returns true if a player may enter the vehicle
  129. <boolean> unit_has_any_equipment <unit> ; returns TRUE if the <unit> has any equipment, FALSE otherwise
  130. <boolean> unit_has_equipment <unit> <object_definition> ; returns TRUE if the <unit> has equipment <object> , FALSE otherwise
  131. <boolean> unit_has_weapon <unit> <object_definition> ; returns TRUE if the <unit> has <object> as a weapon, FALSE otherwise
  132. <boolean> unit_has_weapon_readied <unit> <object_definition> ; returns TRUE if the <unit> has <object> as the primary weapon, FALSE otherwise
  133. <boolean> unit_in_vehicle <unit> ; returns true if the given unit is seated on a parent unit
  134. <boolean> unit_is_emitting <unit> ; returns whether or not the given unit is current emitting an ai
  135. <boolean> unit_is_playing_custom_animation <unit> ; returns TRUE if the given unit is still playing a custom animation
  136. <boolean> unit_is_playing_custom_first_person_animation <unit> ; returns TRUE if the given unit is still playing a custom animation in first person
  137. <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
  138. <boolean> vehicle_overturned <vehicle> ; Returns true if the vehicle is overturned
  139. <boolean> vehicle_test_seat <vehicle> <string_id> <unit> ; tests whether the named seat has a specified unit in it (use "" to test all seats for this unit
  140. <boolean> vehicle_test_seat_list <vehicle> <string_id> <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
  141. <boolean> volume_test_object <trigger_volume> <object> ; returns true if the specified object is within the specified volume.
  142. <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
  143. <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
  144. <boolean> volume_test_players <trigger_volume> ; returns true if any players are within the specified volume. trigger volume must have been postprocessed
  145. <boolean> volume_test_players_all <trigger_volume> ; returns true if all players are within the specified volume. trigger volume must have been postprocessed
  146. <boolean> vs_cast <ai> <boolean> <short> <string_id> ; Cast 1 actor for a vignette (at the given priority, higher = more important
  147. <boolean> vs_cast <ai> <boolean> <short> <string_id> <string_id> ; Cast 2 actors for a vignette (at the given priority, higher = more important
  148. <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
  149. <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
  150. <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
  151. <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
  152. <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
  153. <boolean> vs_running_atom <ai> ; Returns true if the ai is running any atom
  154. <boolean> vs_running_atom_action <ai> ; Returns true if the ai is running an atom on the action channel
  155. <boolean> vs_running_atom_dialogue <ai> ; Returns true if the ai is running an atom on the dialogue channel
  156. <boolean> vs_running_atom_movement <ai> ; Returns true if the ai is running an atom on the movement channel
  157. <cinematic definition> cinematic_tag_reference_get_cinematic <long> ; Retrieve a cinematic tag from the cinematic system
  158. <cinematic scene definition> cinematic_tag_reference_get_scene <long> <long> ; Retrieve a cinematic tag from the cinematic system
  159. <cinematic scene definition> cortana_tag_reference_get_scene <long> ; Retrieve a cinematic tag from the cinematic system
  160. <effect> cinematic_tag_reference_get_effect <long> <long> <long> <long> ; Retrieve an effect tag from the cinematic system
  161. <effect_scenery> cinematic_object_get_effect_scenery <string> ; Returns a scenery object created by cinematic_object_create
  162. <game_difficulty> game_difficulty_get ; returns the current difficulty setting, but lies to you and will never return easy, instead returning normal
  163. <game_difficulty> game_difficulty_get_real ; returns the actual current difficulty setting without lying
  164. <long> ai_get_point_count <point_reference> ; returns the number of points in the given point set
  165. <long> bink_time ; uh...
  166. <long> cinematic_get_early_exit ; Used to retrieve the state of skippable cinematics
  167. <long> current_zone_set ; returns the current zone set
  168. <long> current_zone_set_fully_active ; returns the current zone set
  169. <long> game_coop_player_count ; returns the number of coop players active in game
  170. <long> game_tick_get ; returns current game tick
  171. <long> get_executing_running_thread ; Retrieves the current executing thread index
  172. <long> interpolator_restart <string_id> ; <name>
  173. <long> interpolator_set_current_value <string_id> <real> ; <name> <current value>
  174. <long> interpolator_start <string_id> <real> <real> ; <name> <final value> <time>
  175. <long> interpolator_start_smooth <string_id> <real> <real> ; <name> <final value> <time>
  176. <long> interpolator_stop <string_id> ; <name>
  177. <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
  178. <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.
  179. <long> sound_impulse_language_time <sound> ; returns the time remaining for the specified impulse sound. DO NOT CALL IN CUTSCENES.
  180. <long> sound_impulse_time <sound> ; returns the time remaining for the specified impulse sound.
  181. <long> sound_impulse_time <sound> <long> ; <sound> <total playing time> returns the time remaining for the specified impulse sound based on <total playing time>.
  182. <long> tiling_current ; returns the actual tiling configuration (could have been overridden from the requested configuration
  183. <long> user_interface_controller_get_last_level_played <short> ; returns index of last completed solo level for profile index passed in
  184. <long> vehicle_count_bipeds_killed <vehicle> ; returns how many people this vehicle has killed
  185. <looping_sound> budget_resource_get_looping_sound <looping sound budget reference> ; Get a non resolving reference to a looping sound budget reference
  186. <looping_sound> cinematic_tag_reference_get_music_looping <long> <long> <long> <long> ; Retrieve a looping sound tag from the cinematic system
  187. <object> ai_get_object <ai> ; returns the unit/object corresponding to the given actor
  188. <object> cinematic_object_get <string> ; Returns an object created by cinematic_object_create
  189. <object> list_get <object_list> <short> ; returns an item in an object list.
  190. <object> object_at_marker <object> <string_id> ; returns the object attached to the marker of the given parent object
  191. <object> object_get_parent <object> ; returns the parent of the given object
  192. <object> object_get_variant_child_object_by_marker_id <object> <string_id> ; returns the children of the object that contains the specified model target
  193. <object_list> ai_actors <ai> ; converts an ai reference to an object list.
  194. <object_list> game_engine_objects ; returns a list of the special game engine objects
  195. <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
  196. <object_list> object_list_children <object> <object_definition> ; returns list of child objects by definition.
  197. <object_list> players ; returns a list of the players (DO NOT USE TO COUNT PLAYERS IN COOP GAME, USE game_coop_player_count
  198. <object_list> position_return_nearby_objects_by_type <real> <real> <real> <real> <long> ; returns list of objects inside radius of position.
  199. <object_list> vehicle_riders <unit> ; returns a list of all riders in a vehicle
  200. <object_list> volume_return_objects <trigger_volume> ; returns list of objects in volume or (max 128).
  201. <object_list> volume_return_objects_by_type <trigger_volume> <long> ; returns list of objects in volume or (max 128).
  202. <passthrough> begin <expression(s)> ; returns the last expression in a sequence after evaluating the sequence in order.
  203. <passthrough> begin_random <expression(s)> ; evaluates the sequence of expressions in random order and returns the last value evaluated.
  204. <passthrough> cond (<boolean1> <result1>) [(<boolean2> <result2>) [...]] ; returns the value associated with the first true condition.
  205. <passthrough> if <boolean> <then> [<else>] ; returns one of two values based on the value of a condition.
  206. <passthrough> set <variable name> <expression> ; set the value of a global variable.
  207. <point_reference> ai_nearest_point <object> <point_reference> ; returns the nearest point in the given point set to the given object
  208. <point_reference> ai_point_set_get_point <point_reference> <short> ; returns Nth point in the point set
  209. <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
  210. <real> * <number(s)> ; returns the product of all specified expressions.
  211. <real> + <number(s)> ; returns the sum of all specified expressions.
  212. <real> - <number> <number> ; returns the difference of two expressions.
  213. <real> / <number> <number> ; returns the quotient of two expressions.
  214. <real> ai_living_fraction <ai> ; return the fraction [0-1] of living actors in the specified encounter and/or squad.
  215. <real> ai_play_line <ai> <ai_line> ; Play the given mission dialogue line on the given ai
  216. <real> ai_play_line_at_player <ai> <ai_line> ; Play the given mission dialogue line on the given ai, directing the ais gaze at the nearest visible player
  217. <real> ai_play_line_on_object <object> <ai_line> ; Play the given mission dialogue line on the given object (uses first available variant
  218. <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
  219. <real> ai_strength <ai> ; return the current strength (average body vitality from 0-1) of the specified encounter and/or squad.
  220. <real> device_get_position <device> ; gets the current position of the given device (used for devices without explicit device groups
  221. <real> device_get_power <device> ; gets the current power of a named device
  222. <real> device_group_get <device_group> ; returns the desired value of the specified device group.
  223. <real> get_performance_throttle <string> <long> ; gets the value of a performance throttle for a given number of players
  224. <real> interpolator_evaluate_at <string_id> <real> <boolean> ; <name> <value in> <use function ON/OFF>
  225. <real> interpolator_evaluate_at_time <string_id> <real> <boolean> ; <name> <time in> <use function ON/OFF>
  226. <real> interpolator_evaluate_at_time_delta <string_id> <real> <boolean> ; <name> <time delta> <use function ON/OFF>
  227. <real> interpolator_evaluate_at_time_fraction <string_id> <real> <boolean> ; <name> <time fraction in> <use function ON/OFF>
  228. <real> interpolator_get_current_phase <string_id> ; <name>
  229. <real> interpolator_get_current_time_fraction <string_id> ; <name>
  230. <real> interpolator_get_current_value <string_id> <boolean> ; <name> <use function ON/OFF>
  231. <real> interpolator_get_final_time <string_id> ; <name>
  232. <real> interpolator_get_final_value <string_id> <boolean> ; <name> <use function ON/OFF>
  233. <real> interpolator_get_start_time <string_id> ; <name>
  234. <real> interpolator_get_start_value <string_id> <boolean> ; <name> <use function ON/OFF>
  235. <real> max <number(s)> ; returns the maximum of all specified expressions.
  236. <real> min <number(s)> ; returns the minimum of all specified expressions.
  237. <real> object_buckling_magnitude_get <object> ; returns the amoount [0-1] that a scarab is buckling
  238. <real> object_get_health <object> ; returns the health [0,1] of the object, returns -1 if the object does not exist
  239. <real> object_get_shield <object> ; returns the shield [0,1] of the object, returns -1 if the object does not exist
  240. <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
  241. <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
  242. <real> pin <real> <real> <real> ; returns the first value pinned between the second two
  243. <real> real_random_range <real> <real> ; returns a random value in the range [lower bound, upper bound
  244. <real> unit_get_health <unit> ; returns the health [0,1] of the unit, returns -1 if the unit does not exist
  245. <real> unit_get_shield <unit> ; returns the shield [0,1] of the unit, returns -1 if the unit does not exist
  246. <scenery> cinematic_object_get_scenery <string> ; Returns a scenery object created by cinematic_object_create
  247. <short> ai_body_count <ai> ; return the number of actors who have died in the completiong of the given objective/task.
  248. <short> ai_combat_status <ai> ; Returns the highest integer combat status in the given squad-group/squad/actor
  249. <short> ai_enter_squad_vehicles <ai> ; Instructs the ai in the given squad to get in all their vehicles
  250. <short> ai_fighting_count <ai> ; return the number of actors that are fighting in a squad or squad_group
  251. <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.
  252. <short> ai_living_count <ai> ; return the number of living actors in the specified encounter and/or squad.
  253. <short> ai_migrate_form <ai> <ai> <short> ;
  254. <short> ai_nonswarm_count <ai> ; return the number of non-swarm actors in the specified encounter and/or squad.
  255. <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
  256. <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
  257. <short> ai_spawn_count <ai> ; returns the number of actors spawned in the given squad or squad group
  258. <short> ai_swarm_count <ai> ; return the number of swarm actors in the specified encounter and/or squad.
  259. <short> ai_task_count <ai> ; Returns the living count of the AI in the given task OR any of its children
  260. <short> ai_task_status <ai> ; Returns the status of the given objective/task. See ai_task_status_<tab> for return codes.
  261. <short> ai_vehicle_count <ai> ; Returns the number of vehicles being driven / ridden by the actors in the given squad/squad-group/task/etc.
  262. <short> ai_vehicle_get_squad_count <ai> ; Returns the number of vehicles in the given squad.
  263. <short> camera_time ; returns the number of ticks remaining in the current camera interpolation.
  264. <short> cs_number_queued <ai> ; Returns the number of queued command scripts
  265. <short> game_insertion_point_get ; returns the number of the insertion point the map was started at
  266. <short> list_count <object_list> ; returns the number of objects in a list
  267. <short> list_count_not_dead <object_list> ; returns the number of objects in a list that arent dead
  268. <short> object_get_turret_count <object> ; returns the number of turrets attached to the given object
  269. <short> object_model_targets_destroyed <object> <string_id> ; returns TRUE if the specified model target is destroyed
  270. <short> random_range <short> <short> ; returns a random value in the range [lower bound, upper bound
  271. <short> recording_time <unit> ; return the time remaining in the specified units cutscene recording.
  272. <short> scenery_get_animation_time <scenery> ; returns the number of ticks remaining in a custom animation (or zero, if the animation is over).
  273. <short> unit_get_custom_animation_time <unit> ; returns the number of ticks remaining in a units custom animation (or zero, if the animation is over).
  274. <short> unit_get_team_index <unit> ; returns the team index of the unit, returns -1 if the unit does not have a team
  275. <short> unit_get_total_grenade_count <unit> ; returns the total number of grenades for the given unit, 0 if it does not exist
  276. <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
  277. <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
  278. <sound> budget_resource_get_sound <sound budget reference> ; Get a non resolving reference to a looping sound budget reference
  279. <sound> cinematic_tag_reference_get_dialogue <long> <long> <long> <long> ; Retrieve a sound tag from the cinematic system
  280. <sound> cinematic_tag_reference_get_music <long> <long> <long> <long> ; Retrieve a sound tag from the cinematic system
  281. <unit> ai_get_unit <ai> ; returns the unit/object corresponding to the given actor
  282. <unit> cinematic_object_get_unit <string> ; Returns a unit created by cinematic_object_create
  283. <unit> player_get <long> ; Get a player by absolute index
  284. <unit> unit <object> ; converts an object to a unit.
  285. <unit> vehicle_driver <unit> ; returns the driver of a vehicle
  286. <unit> vehicle_gunner <unit> ; returns the gunner of a vehicle
  287. <vehicle> ai_vehicle_get <ai> ; Returns the vehicle that the given actor is in.
  288. <vehicle> ai_vehicle_get_from_squad <ai> <short> ; Returns the nth vehicle from the given squad.
  289. <vehicle> ai_vehicle_get_from_starting_location <ai> ; Returns the vehicle that was spawned at the given starting location.
  290. <vehicle> object_get_turret <object> <short> ; returns the nth turret attached to the given object
  291. <void> TestPrintBool <string> <boolean> ; Prints the specified boolean with the format <string> = <boolean> to the Shell.
  292. <void> TestPrintReal <string> <real> ; Prints the specified boolean with the format <string> = <real> to the Shell.
  293. <void> achievement_grant_to_player <short> <string_id> ; award named achievement to player
  294. <void> achievements_enable <boolean> ; enable or disable the awarding of achievements
  295. <void> achievements_skip_validation_checks <boolean> ; toggle the disabling of validation checks on achievement awarding
  296. <void> add_recycling_volume <trigger_volume> <long> <long> ; removes garbage in specified trigger volume to a max count over n seconds
  297. <void> ai_activity_abort <ai> ; Aborts the activities running on the given AI(s
  298. <void> ai_activity_set <ai> <string_id> ; Set the given activity running on the given AI(s
  299. <void> ai_allegiance <team> <team> ; creates an allegiance between two teams.
  300. <void> ai_allegiance_break <team> <team> ; fake a betrayal incident between two teams
  301. <void> ai_allegiance_remove <team> <team> ; destroys an allegiance between two teams.
  302. <void> ai_allow_dormant <ai> <boolean> ; either enables or disables automatic dormancy for a group of actors
  303. <void> ai_berserk <ai> <boolean> ; forces a group of actors to start or stop berserking
  304. <void> ai_braindead <ai> <boolean> ; makes a group of actors braindead, or restores them to life (in their initial state
  305. <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
  306. <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
  307. <void> ai_cannot_die <ai> <boolean> ; AI cannot die from damage (as opposed to by scripting
  308. <void> ai_deselect ; clears the selected encounter.
  309. <void> ai_dialogue_break_on_vocalization <string_id> ; break when the following vocalization is chosen for utterance
  310. <void> ai_dialogue_enable <boolean> ; turn combat dialogue on/off
  311. <void> ai_dialogue_log_dump <string> ; dump a file of the given name with csv statistics on vocalizations
  312. <void> ai_dialogue_log_reset ; reset the dialogue log
  313. <void> ai_disposable <ai> <boolean> ; enables or disables automatic garbage collection for actors in the specified encounter and/or squad.
  314. <void> ai_disregard <object_list> <boolean> ; if TRUE, forces all actors to completely disregard the specified units, otherwise lets them acknowledge the units again
  315. <void> ai_dont_do_avoidance <ai> <boolean> ; set the AI to not do any vector avoidance when flying
  316. <void> ai_enable <boolean> ; turns all AI on or off.
  317. <void> ai_erase <ai> ; erases the specified encounter and/or squad.
  318. <void> ai_erase_all ; erases all AI.
  319. <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
  320. <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
  321. <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
  322. <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
  323. <void> ai_grenades <boolean> ; turns grenade inventory on or off.
  324. <void> ai_infection_suppress <long> ; disable infection for this number of ticks
  325. <void> ai_kill <ai> ; instantly kills the specified encounter and/or squad.
  326. <void> ai_kill_silent <ai> ; instantly and silently (no animation or sound played) kills the specified encounter and/or squad.
  327. <void> ai_lines ; cycles through AI line-spray modes
  328. <void> ai_magically_see <ai> <ai> ; Make one squad magically aware of another.
  329. <void> ai_magically_see_object <ai> <object> ; Make a squad magically aware of a particular object.
  330. <void> ai_migrate <ai> <ai> ; makes all or part of an encounter move to another encounter.
  331. <void> ai_migrate_infanty <ai> <ai> ; migrates the infantry in an encounter into a different squad.
  332. <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
  333. <void> ai_place <ai> ; places the specified squad on the map.
  334. <void> ai_place <ai> <short> ; places the given number of members of the specified squad.
  335. <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).
  336. <void> ai_playfight <ai> <boolean> ; sets an encounter to be playfighting or not
  337. <void> ai_prefer_target <object_list> <boolean> ; if TRUE, *ALL* enemies will prefer to attack the specified units. if FALSE, removes the preference.
  338. <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.
  339. <void> ai_prefer_target_team <ai> <team> ; the given ai will prefer the indicated team.
  340. <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
  341. <void> ai_render_paths_all ; Turns on raw, smoothed, avoided paths and avoidance obstacles
  342. <void> ai_renew <ai> ; refreshes the health and grenade count of a group of actors, so they are as good as new
  343. <void> ai_resurrect <object> ; Resurrect the specified mission critical AI character.
  344. <void> ai_select <ai> ; selects the specified squad.
  345. <void> ai_set_active_camo <ai> <boolean> ; Turn on active camoflage on actor/squad/squad-group
  346. <void> ai_set_blind <ai> <boolean> ; enables or disables sight for actors in the specified encounter.
  347. <void> ai_set_deaf <ai> <boolean> ; enables or disables hearing for actors in the specified encounter.
  348. <void> ai_set_targeting_group <ai> <short> ; Set the AI to only target other guys of targetin group X
  349. <void> ai_set_targeting_group <ai> <short> <boolean> ; Set the AI to only target other guys of targetin group X (true/false whether the player should also be targeted
  350. <void> ai_set_team <ai> <team> ; makes an encounter change to a new team
  351. <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
  352. <void> ai_suppress_combat <ai> <boolean> ; Turn on/off combat suppression on actor/squad/squad-group
  353. <void> ai_teleport <ai> <point_reference> ; teleports the given squad to the given point.
  354. <void> ai_teleport_to_starting_location_if_outside_bsp <ai> ; teleports a group of actors to the starting locations of their current squad(s) if they are currently outside the world.
  355. <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
  356. <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
  357. <void> ai_vehicle_enter_immediate <ai> <unit> ; the given group of actors is snapped into a vehicle
  358. <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
  359. <void> ai_vehicle_exit <ai> ; tells a group of actors to get out of any vehicles that they are in
  360. <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
  361. <void> ai_verify_tags ; Verifies state of ai-related tags (e.g. orders, squads, zones, etc.
  362. <void> animation_cache_flush ; its just sooooo wrong
  363. <void> animation_cache_stats_reset ;
  364. <void> async_set_work_delay_milliseconds <long> ; set an artificial delay time for the performance of any asynchronous task work
  365. <void> attract_mode_set_seconds <long> ; sets number of seconds of the attract mode countdown timer.
  366. <void> attract_mode_start ; starts an attract mode movie
  367. <void> bandwidth_profiler_enable <boolean> ; enables bandwidth profiler
  368. <void> bandwidth_profiler_set_context <boolean> ; sets bandwidth profiler context
  369. <void> biped_force_ground_fitting_on <unit> <boolean> ; force ground fitting on, even during custom animations or movement
  370. <void> biped_ragdoll <unit> ; given a dead biped, turns on ragdoll
  371. <void> bitmap_predict <bitmap> ; in: bitmap name. loads all the bitmaps in that bitmap group
  372. <void> breakable_surfaces_enable <boolean> ; enables or disables breakability of all breakable surfaces on level
  373. <void> breakable_surfaces_reset ; restores all breakable surfaces
  374. <void> breakpoint <string> ; If breakpoints are enabled, pause execution when this statement is hit (displaying the given message).
  375. <void> bug_now <string> ; uploads files for bug <name>
  376. <void> bug_now_auto <boolean> ; uploads bug files, auto named <include_minidump>
  377. <void> bug_now_lite <string> ; uploads files (w/ no minidump) for bug <name>
  378. <void> cache_block_for_one_frame ; call this to force texture and geometry cache to block until satiated
  379. <void> camera_control <boolean> ; toggles script control of the camera.
  380. <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>
  381. <void> camera_place_relative <object> ; all subsequent camera placement in sapien be marked as relative to this object
  382. <void> camera_place_worldspace ; all subsequent camera placement in sapien will be marked as worldspace
  383. <void> camera_predict_resources_at_frame <animation_graph> <string_id> <unit> <cutscene_flag> <long> ; predict resources at a frame in camera animation.
  384. <void> camera_predict_resources_at_point <cutscene_camera_point> ; predict resources given a camera point
  385. <void> camera_set <cutscene_camera_point> <short> ; moves the camera to the specified camera point over the specified number of ticks.
  386. <void> camera_set_animation <animation_graph> <string_id> ; begins a prerecorded camera animation.
  387. <void> camera_set_animation_relative <animation_graph> <string_id> <unit> <cutscene_flag> ; begins a prerecorded camera animation synchronized to unit relative to cutscene flag.
  388. <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.
  389. <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.
  390. <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.
  391. <void> camera_set_animation_with_speed <animation_graph> <string_id> <real> ; begins a prerecorded camera animation.
  392. <void> camera_set_briefing <boolean> ; Used for briefing cinematics
  393. <void> camera_set_cinematic ; makes the scripted camera follow the path of a cinematic scene.
  394. <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).
  395. <void> camera_set_field_of_view <real> <short> ; sets the field of view
  396. <void> camera_set_first_person <unit> ; makes the scripted camera follow a unit.
  397. <void> camera_set_flying_cam_at_point <long> <cutscene_camera_point> ; <user_index> <camera_point> sets a flying camera perspective
  398. <void> camera_set_mode <long> <long> ; <user_index> <mode_index> sets users camera perspective
  399. <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.
  400. <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).
  401. <void> campaign_metagame_award_points <object> <short> ; award bonus metagame points to a player
  402. <void> campaign_metagame_award_primary_skull <object> <short> ; award a primary skull to a player
  403. <void> campaign_metagame_award_secondary_skull <object> <short> ; award a secondary skull to a player
  404. <void> campaign_metagame_time_pause <boolean> ; pause meta game time, while paused your completion multiplier stops going down
  405. <void> cc_enable <boolean> ; toggle closed captions
  406. <void> cc_test <boolean> ; test a line of cc text
  407. <void> cheat_active_camouflage <boolean> ; gives the player active camouflage
  408. <void> cheat_active_camouflage_by_player <short> <boolean> ; gives a specific player active camouflage
  409. <void> cheat_all_powerups ; drops all powerups near player
  410. <void> cheat_all_vehicles ; drops all vehicles on player
  411. <void> cheat_all_weapons ; drops all weapons near player
  412. <void> cheat_teleport_to_camera ; teleports player to camera location
  413. <void> cheats_load ; reloads the cheats.txt file
  414. <void> chud_cinematic_fade <real> <real> ; parameter 1 is how, parameter 2 is when
  415. <void> chud_cortana_set_range_multiplier <real> ; scales the cortana effect distances
  416. <void> chud_cortana_suck <object> <string_id> <boolean> ; turns on the cortana suck, attached to the object at the given marker
  417. <void> chud_show <boolean> ; hides/shows the entire chud
  418. <void> chud_show_arbiter_ai_navpoint <boolean> ; hides/shows the entire chud
  419. <void> chud_show_crosshair <boolean> ; hides/shows the crosshair
  420. <void> chud_show_fire_grenades <boolean> ; hides/shows the firebomb chud
  421. <void> chud_show_grenades <boolean> ; hides/shows the grenade hud
  422. <void> chud_show_messages <boolean> ; hides/shows the chud messages
  423. <void> chud_show_motion_sensor <boolean> ; hides/shows the motion sensor chud
  424. <void> chud_show_shield <boolean> ; hides/shows the shield
  425. <void> chud_show_spike_grenades <boolean> ; hides/shows the spike grenade chud
  426. <void> chud_show_weapon_stats <boolean> ; hides/shows the weapon huds
  427. <void> chud_texture_cam <boolean> ; turns the chud texturecam on/off
  428. <void> cinematic_camera_set_easing_in <real> <real> <real> <real> <real> <real> ; controls the camera easing from player position
  429. <void> cinematic_camera_set_easing_out <real> ; controls the camera easing back to the player position
  430. <void> cinematic_clips_destroy ; destroys any existing cinematic clip planes for the current cinematic
  431. <void> cinematic_clips_initialize_for_shot <long> ; intializes the cinematic clip planes for the given shot of the current cinematic
  432. <void> cinematic_clone_players_weapon <object> <string_id> <string_id> ; clone the first players most reasonable weapon and attach it to the specified objects marker
  433. <void> cinematic_destroy ; Releases everything created by the cinematics system
  434. <void> cinematic_enable_ambience_details <boolean> ; enable/disable ambience details in cinematics
  435. <void> cinematic_get_shot ; Print the stored scene and shot information to the screen
  436. <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>
  437. <void> cinematic_light_object_off <object> ; Turn off cinematic lighting for the object.
  438. <void> cinematic_lighting_rebuild_all ; Rebuild all cinematic lighting (SH only
  439. <void> cinematic_lightmap_shadow_disable ; turn off lightmap shadow in cinematics
  440. <void> cinematic_lightmap_shadow_enable ; turn on lightmap shadow in cinematics
  441. <void> cinematic_lights_destroy ; destroys any existing cinematic lights for the current cinematic
  442. <void> cinematic_lights_initialize_for_shot <long> ; intializes the cinematic lighting for the given shot of the current cinematic
  443. <void> cinematic_move_attached_objects <object> <string_id> <string_id> <string_id> ; move the objects children attached to the first marker to the second marker
  444. <void> cinematic_object_create <string> ; Creates an object for use by cinematics
  445. <void> cinematic_object_create_cinematic_anchor <string> <cutscene_flag> ; Creates a cinematic anchor object for use by cinematics
  446. <void> cinematic_object_destroy <string> ; Destroys an object created by cinematic_object_create
  447. <void> cinematic_outro_start ; flag this cutscene as an outro cutscene
  448. <void> cinematic_print <string> ; Print status lines for cinematic debugging
  449. <void> cinematic_reset ; Resets the cinematics internal state
  450. <void> cinematic_scripting_clean_up <long> ; Unload the scenario cinematic zone
  451. <void> cinematic_scripting_create_and_animate_cinematic_object <long> <long> <long> <object> <string_id> <boolean> ; Create and Animate a cinematic object.
  452. <void> cinematic_scripting_create_and_animate_cinematic_object_no_animation <long> <long> <long> <object> <boolean> ; Create and Animate a cinematic object.
  453. <void> cinematic_scripting_create_and_animate_object <long> <long> <long> <object_name> <object> <string_id> <boolean> ; Create and Animate a cinematic object.
  454. <void> cinematic_scripting_create_and_animate_object_no_animation <long> <long> <long> <object_name> <object> <boolean> ; Create and Animate a cinematic object.
  455. <void> cinematic_scripting_create_cinematic_object <long> <long> <long> ; Create a manually placed cinematic object
  456. <void> cinematic_scripting_create_object <long> <long> <long> <object_name> ; Create a manually placed cinematic object
  457. <void> cinematic_scripting_destroy_cortana_effect_cinematic ; Destroy cortana effect cinematic
  458. <void> cinematic_scripting_destroy_object <long> <long> <long> <object> ; Destroy a cinematic object
  459. <void> cinematic_scripting_fade_out <real> <real> <real> <short> ; Fade out at the end of the cinematic
  460. <void> cinematic_scripting_play_cortana_effect <long> <long> <long> <long> ; Play the associated cortana effect.
  461. <void> cinematic_scripting_start_animation <long> <long> <long> <object> <string_id> ; Animate a manually placed cinematic object
  462. <void> cinematic_scripting_start_dialogue <long> <long> <long> <long> <object> ; Play a cinematic dialogue
  463. <void> cinematic_scripting_start_effect <long> <long> <long> <long> <object> ; Play a cinematic effect
  464. <void> cinematic_scripting_start_music <long> <long> <long> <long> ; Play a cinematic music
  465. <void> cinematic_scripting_stop_music <long> <long> <long> <long> ; Stops a cinematic music
  466. <void> cinematic_set <cinematic definition> ; sets the cinematic name for the current cinematic.
  467. <void> cinematic_set_active_camera <string_id> ; Used to change the rasterizer to display one of the texture cameras
  468. <void> cinematic_set_chud_objective <cutscene_title> ; activates the chapter title
  469. <void> cinematic_set_early_exit <long> ; Used to store the state of skippable cinematics
  470. <void> cinematic_set_shot <cinematic scene definition> <long> ; sets the scene and shot for the current cinematic.
  471. <void> cinematic_set_title <cutscene_title> ; activates the chapter title
  472. <void> cinematic_set_title_delayed <cutscene_title> <real> ; activates the chapter title, delayed by <real> seconds
  473. <void> cinematic_show_letterbox <boolean> ; sets or removes the letterbox bars
  474. <void> cinematic_show_letterbox_immediate <boolean> ; sets or removes the letterbox bars
  475. <void> cinematic_skip_start_internal ;
  476. <void> cinematic_skip_stop_internal ;
  477. <void> cinematic_start ; initializes game to start a cinematic (interruptive) cutscene
  478. <void> cinematic_stop ; initializes the game to end a cinematic (interruptive) cutscene
  479. <void> cinematic_subtitle <string_id> <real> ; displays the named subtitle for <real> seconds
  480. <void> cinematic_suppress_bsp_object_creation <boolean> ; suppresses or enables the automatic creation of objects during cutscenes due to a bsp switch
  481. <void> cinematic_zone_activate <long> ; activates scenario cinematic zone (automatically generated script function!
  482. <void> cinematic_zone_activate_for_debugging <long> ; activates scenario cinematic zone for debugging (automatically generated script function!
  483. <void> cinematic_zone_activate_from_editor <any tag> ; activates cinematic zone from tag (automatically generated script function!
  484. <void> cinematic_zone_deactivate <long> ; deactivates scenario cinematic zone (automatically generated script function!
  485. <void> cinematic_zone_deactivate_from_editor <any tag> ; deactivates cinematic zone from tag (automatically generated script function!
  486. <void> clear_webcache ; clears the webcache
  487. <void> cls ; clears console text from the screen
  488. <void> collision_log_enable <boolean> ; enables or disables collision logging.
  489. <void> color_grading_enable <boolean> ; turn on/off color grading
  490. <void> content_catalogue_display_status <controller> <boolean> <boolean> ; display the status of content catalogue for a controller, optionally showing only open content items
  491. <void> controller_display_storage_device_selection <controller> ; display storage device selection ui for the specified controller
  492. <void> controller_invert_look ; invert look on all attached controllers
  493. <void> controller_lock_models <controller> ; <controller> lock all model permutations for specified controller
  494. <void> controller_lock_single_player_levels <controller> ; <controller> lock all single player levels for specified controller
  495. <void> controller_lock_skulls <controller> ; <controller> lock all campaign skulls for specified controller
  496. <void> controller_look_speed <short> ; set look speed for all attached controllers
  497. <void> controller_set_auto_center_look <controller> <boolean> ; set auto center look for specified controller
  498. <void> controller_set_background_emblem_color <controller> <player color> ; set tertiary color for specified controller
  499. <void> controller_set_button_preset <controller> <button preset> ; set button preset for specified controller
  500. <void> controller_set_crouch_lock <controller> <boolean> ; set crouch lock for specified controller
  501. <void> controller_set_emblem_info <controller> <short> <short> ; set emblem for specified controller
  502. <void> controller_set_flight_stick_aircraft_controls <controller> <boolean> ; set airrcraft flight stick controls for specified controller
  503. <void> controller_set_joystick_preset <controller> <joystick preset> ; set joystick preset for specified controller
  504. <void> controller_set_look_invert <boolean> ; invert player0s look
  505. <void> controller_set_look_inverted <controller> <boolean> ; set look inversion for specified controller
  506. <void> controller_set_look_sensitivity <controller> <short> ; set look sensitivity for specified controller
  507. <void> controller_set_player_character_type <controller> <player character type> ; set player character type for specified controller
  508. <void> controller_set_popup_message_index <controller> <long> ; <controller> <message index> set the highest popup message that the player has accepted
  509. <void> controller_set_primary_change_color <controller> <player color> ; set primary change color for specified controller
  510. <void> controller_set_primary_emblem_color <controller> <player color> ; set primary change color for specified controller
  511. <void> controller_set_secondary_change_color <controller> <player color> ; set secondary change color for specified controller
  512. <void> controller_set_secondary_emblem_color <controller> <player color> ; set secondary change color for specified controller
  513. <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
  514. <void> controller_set_single_player_level_unlocked <controller> <short> <boolean> ; <controller> <level index> <bool locked> set single player level locked state for specified controller
  515. <void> controller_set_skin <controller> <short> <short> ; set skins for specified controller
  516. <void> controller_set_subtitle_setting <controller> <subtitle setting> ; set subtitle setting for specified controller
  517. <void> controller_set_tertiary_change_color <controller> <player color> ; set tertiary color for specified controller
  518. <void> controller_set_unsignedin_user <controller> <boolean> ; Toggle controller as unsigned-in user
  519. <void> controller_set_vibration_enabled <controller> <boolean> ; set vibration for specified controller
  520. <void> controller_set_voice_mask <controller> <voice mask> ; set voice mask for specified controller
  521. <void> controller_set_voice_output_setting <controller> <voice output setting> ; set voice output setting for specified controller
  522. <void> controller_unlock_models <controller> ; <controller> unlock all model permutations for specified controller
  523. <void> controller_unlock_single_player_levels <controller> ; <controller> unlock all single player levels for specified controller
  524. <void> controller_unlock_skulls <controller> ; <controller> unlock all campaign skulls for specified controller
  525. <void> core_load ; loads debug game state from core\core.bin
  526. <void> core_load_game ; loads level and game state from core\core.bin
  527. <void> core_load_game_name <string> ; loads level and game state from core\<path>
  528. <void> core_load_name <string> ; loads debug game state from core\<path>
  529. <void> core_regular_upload_to_debug_server <boolean> ; toggle periodic core uploading to debug server
  530. <void> core_save ; saves debug game state to core\core.bin
  531. <void> core_save_name <string> ; saves debug game state to core\<path>
  532. <void> core_set_upload_option <string> ; sets options for game state uploading (current options are default, repro, and stress
  533. <void> cortana_effect_kill ; kills the cortana effect
  534. <void> cortana_terminal_was_accessed ; Hack for ace as cortanas terminal needs to callback to terminal code
  535. <void> crash <string> ; crashes (for debugging).
  536. <void> create_secure_test_file ; generates a compressed encrypted test file
  537. <void> cs_abort_on_alert <boolean> ; Command script ends prematurely when actors combat status raises to alert or higher
  538. <void> cs_abort_on_alert <boolean> ; Command script ends prematurely when given actors combat status raises to alert or higher
  539. <void> cs_abort_on_combat_status <short> ; Command script ends prematurely when actors combat status rises to given level
  540. <void> cs_abort_on_combat_status <short> ; Command script ends prematurely when actors combat status rises to given level
  541. <void> cs_abort_on_damage <boolean> ; Command script ends prematurely when actor is damaged
  542. <void> cs_abort_on_damage <boolean> ; Command script ends prematurely when actor is damaged
  543. <void> cs_abort_on_vehicle_exit <boolean> ; Command script ends prematurely when actor gets out of its vehicle
  544. <void> cs_abort_on_vehicle_exit <boolean> ; Command script ends prematurely when actor gets out of its vehicle
  545. <void> cs_action <point_reference> <short> ; Actor plays an AI action towards the given point. ai_action_<tab> to see action options
  546. <void> cs_action_at_object <object> <short> ; Actor plays an AI action towards the given object. ai_action_<tab> to see action options
  547. <void> cs_action_at_player <short> ; Actor plays an AI action towards the nearest_player. ai_action_<tab> to see action options
  548. <void> cs_aim <boolean> <point_reference> ; Actor aims at the point for the remainder of the cs, or until overridden (overrides look
  549. <void> cs_aim_object <boolean> <object> ; Actor aims at the object for the duration of the cs, or until overridden (overrides look
  550. <void> cs_aim_player <boolean> ; Actor aims at nearest player for the duration of the cs, or until overridden (overrides look
  551. <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>
  552. <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>
  553. <void> cs_approach_stop ; Actor stops approaching
  554. <void> cs_crouch <boolean> ; Actor crouches for the remainder of the command script, or until overridden
  555. <void> cs_crouch <boolean> <real> ; Actor crouches / uncrouches, transitioning over the given number of seconds
  556. <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
  557. <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
  558. <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
  559. <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
  560. <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
  561. <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
  562. <void> cs_deploy_turret <point_reference> ; Deploy a turret at the given script point
  563. <void> cs_die <short> ; Actor dies in specified manner
  564. <void> cs_draw ; Actor draws its current weapon
  565. <void> cs_enable_dialogue <boolean> ; Actor combat dialogue enabled/disabled.
  566. <void> cs_enable_looking <boolean> ; Actor autonomous looking enabled/disabled.
  567. <void> cs_enable_moving <boolean> ; Actor autonomous moving enabled/disabled.
  568. <void> cs_enable_pathfinding_failsafe <boolean> ; Actor blocks until pathfinding calls succeed
  569. <void> cs_enable_targeting <boolean> ; Actor autonomous target selection enabled/disabled.
  570. <void> cs_equipment <point_reference> ; Actor throws their equipment in the direction of the given point
  571. <void> cs_face <boolean> <point_reference> ; Actor faces exactly the point for the remainder of the cs, or until overridden (overrides aim, look
  572. <void> cs_face_object <boolean> <object> ; Actor faces exactly the given object for the duration of the cs, or until overridden (overrides aim, look
  573. <void> cs_face_player <boolean> ; Actor faces exactly the nearest player for the duration of the cs, or until overridden (overrides aim, look
  574. <void> cs_fly_by <point_reference> ; Flies the actor through the given point
  575. <void> cs_fly_by <point_reference> <real> ; Flies the actor through the given point (within the given tolerance
  576. <void> cs_fly_to <point_reference> ; Flies the actor to the given point
  577. <void> cs_fly_to <point_reference> <real> ; Flies the actor to the given point (within the given tolerance
  578. <void> cs_fly_to_and_face <point_reference> <point_reference> ; Flies the actor to the given point and orients him in the appropriate direction
  579. <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
  580. <void> cs_force_combat_status <short> ; Force the actors combat status (0= no override, 1=idle, 2= alert, 3= active
  581. <void> cs_go_by <point_reference> <point_reference> ; Actor moves toward the point, and considers it hit when it breaks the indicated plane
  582. <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
  583. <void> cs_go_to <point_reference> ; Moves the actor to a specified point
  584. <void> cs_go_to <point_reference> <real> ; Moves the actor to a specified point, attenuating throttle by the given amount when near the goal
  585. <void> cs_go_to_and_face <point_reference> <point_reference> ; Moves the actor to a specified point and has him face the second point
  586. <void> cs_go_to_and_posture <point_reference> <string_id> ; Actor moves to the point and performs a posture once there
  587. <void> cs_go_to_nearest <point_reference> ; Given a point set, AI goes toward the nearest point
  588. <void> cs_go_to_vehicle <vehicle> ; Actor gets in the appropriate vehicle
  589. <void> cs_go_to_vehicle <vehicle> <unit_seat_mapping> ; Actor gets in the named seat of the appropriate vehicle
  590. <void> cs_grenade <point_reference> <short> ; Actor throws a grenade, either by tossing (arg2=0), lobbing (1) or bouncing (2
  591. <void> cs_ignore_obstacles <boolean> ; Actor does not avoid obstacles when true
  592. <void> cs_jump <real> <real> ; Actor jumps in direction of angle at the given velocity (angle, velocity
  593. <void> cs_jump_to_point <real> <real> ; Actor jumps with given horizontal and vertical velocity
  594. <void> cs_look <boolean> <point_reference> ; Actor looks at the point for the remainder of the cs, or until overridden
  595. <void> cs_look_object <boolean> <object> ; Actor looks at the object for the duration of the cs, or until overridden
  596. <void> cs_look_player <boolean> ; Actor looks at nearest player for the duration of the cs, or until overridden
  597. <void> cs_lower_weapon <boolean> ; Actor keeps weapon lowered
  598. <void> cs_melee_direction <long> ; Actor performs melee in provided direction (0= front, 1= back, 2= offhand, 3= tackle
  599. <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
  600. <void> cs_move_towards <object> ; Move in the direction of the given object
  601. <void> cs_move_towards <object> <boolean> ; Move in the direction of the given object (and melee the target or not
  602. <void> cs_movement_mode <short> ; Actor switches to given animation mode
  603. <void> cs_pause <real> ; The actor does nothing for the given number of seconds
  604. <void> cs_play_line <ai_line> ; Play the named line in the current scene
  605. <void> cs_play_sound <sound> ; Actor plays an impulse sound and the atom blocks until it is complete
  606. <void> cs_play_sound <sound> <real> ; Actor plays an impulse sound and the atom blocks for the given percentage of the sounds total length
  607. <void> cs_play_sound <sound> <real> <real> ; Actor plays an impulse sound and the atom blocks for the given percentage of the sounds total length, at the given volume (0..1
  608. <void> cs_player_melee <long> ; Actor performs player-specific melee
  609. <void> cs_posture_exit ; Actor exits the posture its in
  610. <void> cs_posture_set <string_id> <boolean> ; Actor enters the given posture (enters immediately rather than plays the entry animation if argument is TRUE
  611. <void> cs_queue_command_script <ai> <ai_command_script> ; Add a command script onto the end of an actors command script queue
  612. <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
  613. <void> cs_set_pathfinding_radius <real> ; Sets the actors pathfinding radius (this distance at which a destination is considered to have been reached) for the remainder of the command script
  614. <void> cs_set_style <style> ; Override the actors style
  615. <void> cs_shoot <boolean> ; Actor is allowed to shoot at its target or not
  616. <void> cs_shoot <boolean> <object> ; Actor shoots at given target
  617. <void> cs_shoot_point <boolean> <point_reference> ; Actor shoots at given point
  618. <void> cs_shoot_secondary_trigger <boolean> ; Actor uses secondary trigger whenever he shoots
  619. <void> cs_smash_direction <long> ; Actor performs smash in provided direction
  620. <void> cs_stack_command_script <ai> <ai_command_script> ; Push a command script to the top of the actors command script queue
  621. <void> cs_stop_custom_animation ; Stop running a custom animation
  622. <void> cs_stop_sound <sound> ; Stops the specified impulse sound.
  623. <void> cs_stow ; Actor stows its current weapon
  624. <void> cs_suppress_activity_termination <boolean> ; Autonomous termination of activities is suppressed for the remainder of the command script
  625. <void> cs_suppress_dialogue_global <boolean> ; Combat dialogue is suppressed for the remainder of the command script
  626. <void> cs_swarm_from <point_reference> <real> ; A swarm swarms away from the point in question, going at least the given distance
  627. <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
  628. <void> cs_teleport <point_reference> <point_reference> ; Actor teleports to point1 facing point2
  629. <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
  630. <void> cs_vehicle_boost <boolean> ; Enables or disables boost
  631. <void> cs_vehicle_speed <real> ; Set the speed at which the actor will drive a vehicle, expressed as a multiplier 0-1
  632. <void> cs_vehicle_speed_instantaneous <real> ; Set the instantaneous speed of the vehicle were driving
  633. <void> cs_vocalize <short> ; Actor emits vocalization of given type
  634. <void> cs_walk <boolean> ; Actor walks for the remainder of the command script, or until overridden
  635. <void> cubemap_dynamic_generate ; generates a dynamic cubemap and saves in the cubemaps directory
  636. <void> damage_control_get <string> ; gets a damage control setting by string
  637. <void> damage_control_set <string> <boolean> ; sets a damage control setting by string
  638. <void> damage_new <damage> <cutscene_flag> ; causes the specified damage at the specified flag.
  639. <void> damage_object <object> <string_id> <real> ; causes the specified damage at the specified object.
  640. <void> damage_object_effect <damage> <object> ; causes the specified damage at the specified object.
  641. <void> damage_objects <object_list> <string_id> <real> ; causes the specified damage at the specified object list.
  642. <void> damage_objects_effect <damage> <object_list> ; causes the specified damage at the specified object list.
  643. <void> damage_players <damage> ; damages all players with the given damage effect
  644. <void> data_mine_debug_menu_setting <string> ; close debug menu and set user experience setting to string
  645. <void> data_mine_enable <boolean> ; enable/disable data mining
  646. <void> data_mine_flush ; flush any pending data mine data to disk
  647. <void> data_mine_insert <string> ; insert text and camera position in the data mine
  648. <void> data_mine_open_debug_menu ; open debug menu
  649. <void> data_mine_set_display_mission_segment <boolean> ; toggle display of data mine mission segment
  650. <void> data_mine_set_mission_segment <string> ; sets the mission segment for single player data mine events
  651. <void> data_mine_upload ; upload all data mining data files to debug server
  652. <void> debug_camera_load ; loads the saved camera position and facing.
  653. <void> debug_camera_load_name <string> ; loads the camera position and facing from filename
  654. <void> debug_camera_load_text <string> ; loads the camera position and facing from a passed in string
  655. <void> debug_camera_save ; saves the camera position and facing.
  656. <void> debug_camera_save_name <string> ; saves the camera position and facing to filename
  657. <void> debug_initial_spawn_point_objects <boolean> ; toggles debug cycling through multiplayer initial spawn points objects
  658. <void> debug_memory ; dumps memory leaks.
  659. <void> debug_memory_by_file ; dumps memory leaks by source file.
  660. <void> debug_memory_for_file <string> ; dumps memory leaks from the specified source file.
  661. <void> debug_menu_rebuild ; Reparses the debug menu from the text file.
  662. <void> debug_respawn_point_objects <boolean> ; toggles debug cycling through multiplayer respawn points objects
  663. <void> debug_script_thread <string> <boolean> ; Verbose threads spew to log about script and function calls.
  664. <void> debug_scripting <boolean> ; Turn on/off hs script debugging.
  665. <void> debug_scripting_globals <boolean> ; Turn on/off hs global debugging.
  666. <void> debug_scripting_show_thread <string> <boolean> ; shows or hides the display of any thread containing the given substring.
  667. <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
  668. <void> debug_scripting_variable_all <boolean> ; Turn on/off debugging of all global variables
  669. <void> debug_sound_environment_parameter <long> <real> ;
  670. <void> debug_sound_environment_source_parameter <long> <real> ; blah
  671. <void> debug_sounds_enable <string> <boolean> ; enables or disables all sound classes matching the substring.
  672. <void> debug_spawning_dangerous_projectiles <boolean> ; debugs dangerous projectile influences
  673. <void> debug_spawning_deployed_equipment <boolean> ; debugs deployed equipment influences
  674. <void> debug_spawning_influencers <boolean> ; toggle debugging of any & all dynamic respawn influencers
  675. <void> debug_spawning_moving_vehicle <boolean> ; debugs moving vehicle danger influences
  676. <void> debug_spawning_natural_weight <boolean> ; toggles display of the natural weight influence contribution
  677. <void> debug_spawning_nominal_weight <boolean> ; toggles display of the nominal weight influence contribution
  678. <void> debug_spawning_proximity_enemy <boolean> ; debugs enemy proximity bias influences
  679. <void> debug_spawning_proximity_forbid <boolean> ; debugs enemy proximity forbid influences
  680. <void> debug_spawning_random_influence <boolean> ; toggles display of random influence contribution
  681. <void> debug_spawning_respawn_zones <boolean> ; debugs respawn zone influences
  682. <void> debug_spawning_target <string> ; sets target player for respawn influencer debugging display
  683. <void> debug_spawning_teammates <boolean> ; debugs teammate proximity bias influences
  684. <void> debug_spawning_use_history <long> ; sets the saved respawn state for respawn influencer debugging display
  685. <void> debug_spawning_weapon_influences <boolean> ; debugs enemy weapon danger influences
  686. <void> debug_structure_cluster <long> <long> ; specify a structure and cluster to debug
  687. <void> debug_tags ; writes all memory being used by tag files into tag_dump.txt
  688. <void> debug_teleport_player <long> <long> ; for testing: teleports one player to anothers location
  689. <void> decorators_split <long> <real> ; duplicates decorator set <index> and moves <percentage> of the decorators into it
  690. <void> designer_zone_activate <designer_zone> ; activate designer zone
  691. <void> designer_zone_deactivate <designer_zone> ; deactivates designer zone, deletes objects that were part of that designer zone
  692. <void> designer_zone_sync ; synchronizes global objects with loaded designer zones
  693. <void> determinism_debug_manager_enable_game_state_checksum <boolean> ; enable/disable determinism checkpoints
  694. <void> determinism_debug_manager_enable_log_file_comparision_on_oos <boolean> ; enables/disables determinism log file comparision on oos
  695. <void> determinism_debug_manager_enable_logging <boolean> ; enable/disable determinism logging
  696. <void> determinism_debug_manager_enable_trace <boolean> ; enable determinism tracing
  697. <void> determinism_debug_manager_set_consumer_sample_level <string> <long> ; sets sample level for a consumer
  698. <void> determinism_debug_manager_set_trace_flags <long> ; set which determinism debugging traces should be turned on
  699. <void> determinism_log_compare_log_files <string> <string> ; comares determinism log files
  700. <void> deterministic_end_game ; end game deterministically, by inserting a simulation queue event
  701. <void> device_animate_overlay <device> <real> <real> <real> <real> ; animate the overlay over time
  702. <void> device_animate_position <device> <real> <real> <real> <real> <boolean> ; animate the position over time
  703. <void> device_closes_automatically_set <device> <boolean> ; TRUE makes the given device close automatically after it has opened, FALSE makes it not
  704. <void> device_group_change_only_once_more_set <device_group> <boolean> ; TRUE allows a device to change states only once
  705. <void> device_group_set_immediate <device_group> <real> ; instantaneously changes the value of the specified device group.
  706. <void> device_ignore_player_set <device> <boolean> ; TRUE makes the given device ignore the player (wont open for players), FALSE makes it work for the player
  707. <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
  708. <void> device_operates_automatically_set <device> <boolean> ; TRUE makes the given device open automatically when any biped is nearby, FALSE makes it not
  709. <void> device_set_never_appears_locked <device> <boolean> ; changes a machines never_appears_locked flag, but only if paul is a bastard
  710. <void> device_set_position_immediate <device> <real> ; instantaneously changes the position of the given device (used for devices without explicit device groups
  711. <void> device_set_power <device> <real> ; immediately sets the power of a named device to the given value
  712. <void> dip_stats_dump ; save DIP statistics to file
  713. <void> dip_stats_enable <boolean> ; <on> enable DIP statistics
  714. <void> dip_stats_sort_toggle ; toggle DIP statistics sort mode (inclusive DIP, exclusive DIP
  715. <void> director_debug_camera <boolean> ; enable/disable camera debugging
  716. <void> display_video_standard ; displays the video standard the game is in
  717. <void> display_zone_size_estimates <boolean> ; display zone size estimates HUD
  718. <void> drop <string> ; drops the named tag e.g. objects\vehicles\banshee\banshee.vehicle
  719. <void> drop_ai <string> <string> ; Drop an ai with the given weapon at the current camera position
  720. <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).
  721. <void> drop_safe <any tag> ; drops the named tag e.g. objects\vehicles\banshee\banshee.vehicle
  722. <void> drop_variant <string> <string> ; drops the named tag e.g. objects\vehicles\banshee\banshee.vehicle using the specified variant name
  723. <void> dump_active_resources ; blah
  724. <void> dump_active_zone_tags ; blah
  725. <void> dump_cinematics_script ; dump the cinematic script to cinematic_dump.txt
  726. <void> dump_cortana_script ; dump the cinematic script to cinematic_dump_cortana.txt
  727. <void> dump_designer_zone <designer_zone> ; dump interesting info about a designer zone
  728. <void> dump_loaded_tags ; dump a list of open tags to <map_name>_tags.txt
  729. <void> effect_new <effect> <cutscene_flag> ; starts the specified effect at the specified flag.
  730. <void> effect_new_at_ai_point <effect> <point_reference> ; starts the specified effect at the specified ai point.
  731. <void> effect_new_on_ground <effect> <object> ; starts the specified effect on the ground underneath the objects root.
  732. <void> effect_new_on_object_marker <effect> <object> <string_id> ; starts the specified effect on the specified object at the specified marker.
  733. <void> effect_new_random <effect> <point_reference> ; starts the specified effect at one of the points in the given a point set.
  734. <void> error_geometry_hide <string> ; hides all error geometry with a name that includes the given substring
  735. <void> error_geometry_hide_all ; hides all error geometry
  736. <void> error_geometry_list ; prints out a list of all error geometry types and counts
  737. <void> error_geometry_show <string> ; highlights all error geometry with a name that includes the given substring
  738. <void> error_geometry_show_all ; highlights all error geometry
  739. <void> evaluate <script> ; Evaluate the given script
  740. <void> event_debugger_break_category <string> <event> ; sets the debugger break level for a named category of network events
  741. <void> event_display_category <string> <event> ; sets the display level for a named category of network events
  742. <void> event_force_display_category <string> <event> ; sets the forced display level for a named category of network events
  743. <void> event_global_display_category <event> ; sets the global event display level
  744. <void> event_global_log_category <event> ; sets the global evetn log level
  745. <void> event_global_remote_log_category <event> ; sets the global remote evetn log level
  746. <void> event_halt_category <string> <event> ; sets the halt (assert/crash) level for a named category of network events
  747. <void> event_list_categories <string> ; lists all categories that exist under a particular category string
  748. <void> event_log_category <string> <event> ; sets the log level for a named category of network events
  749. <void> event_logs_snapshot ; copy error files to the error snapshot folder
  750. <void> event_remote_log_category <string> <event> ; sets the remote log level for a named category of network events
  751. <void> events_disable_suppression <boolean> ; enable/disable event suppression
  752. <void> events_enabled <boolean> ; enable/disable all events
  753. <void> events_spam_suppression_enable <boolean> ; enables or disables the suppression of event spamming
  754. <void> events_suppress_console_display <boolean> ; disables console display for events
  755. <void> fade_in <real> <real> <real> <short> ; does a screen fade in from a particular color
  756. <void> fade_out <real> <real> <real> <short> ; does a screen fade out to a particular color
  757. <void> find <string> ; prints any hs command matching the string passed in
  758. <void> flag_new <string> <string> ; <name> <description>
  759. <void> flag_new_at_look <string> <string> ; <name> <description>
  760. <void> flags_clear ; erases all comment flags when not in editor (sapien
  761. <void> flags_default_comment <string> ; <default comment flag description>
  762. <void> flags_default_name <string> ; <default comment flag name>
  763. <void> flags_set_filter <string> ; <flag name filter>
  764. <void> floating_point_exceptions_enable <boolean> ; enables/disables floating point exceptions
  765. <void> flock_unperch <string_id> ; Cause the given flock to unperch (if it is perched
  766. <void> font_cache_bitmap_save <string> ; save font cache bitmap to targa file
  767. <void> font_cache_flush ;
  768. <void> font_set_emergency ; sets the font system into emergency mode
  769. <void> force_debugger_always_present <boolean> ; forces is_debugger_present() to return true
  770. <void> force_debugger_not_present <boolean> ; forces is_debugger_present() to return false
  771. <void> force_manifest_redownload ; redownload the online storage manifest
  772. <void> game_achievements_display_achievement_names ; displays the achievement list
  773. <void> game_active_primary_skulls <long> ; debug map launching: sets the active primary skulls of the next map.
  774. <void> game_active_secondary_skulls <long> ; debug map launching: sets the active primary skulls of the next map.
  775. <void> game_award_level_complete_achievements ; causes the player to successfully finish the current level and move to the next
  776. <void> game_can_use_flashlights <boolean> ; allows or disallows the user of player flashlights
  777. <void> game_coop_players <long> ; debug map launching: sets the number of coop players for the next map.
  778. <void> game_difficulty <game_difficulty> ; debug map launching: sets the difficulty of the next map.
  779. <void> game_engine_event_test_assault <long> ; test game engine assault event
  780. <void> game_engine_event_test_ctf <long> ; test game engine ctf event
  781. <void> game_engine_event_test_flavor <long> ; test game engine flavor event
  782. <void> game_engine_event_test_general <long> ; test game engine general event
  783. <void> game_engine_event_test_infection <long> ; test game engine infection event
  784. <void> game_engine_event_test_juggernaut <long> ; test game engine juggernaut event
  785. <void> game_engine_event_test_king <long> ; test game engine king event
  786. <void> game_engine_event_test_oddball <long> ; test game engine oddball event
  787. <void> game_engine_event_test_slayer <long> ; test game engine slayer event
  788. <void> game_engine_event_test_territories <long> ; test game engine territories event
  789. <void> game_engine_event_test_vip <long> ; test game engine vip event
  790. <void> game_export_variant_settings <string> ; export the current game engine variant settings to the specified text file
  791. <void> game_grant_achievement_to_controller_by_string <controller> <string> ; unlocks an achievement for a given controller
  792. <void> game_grant_all_achievements_to_controller <controller> ; unlocks all achievements for a given controller
  793. <void> game_initial_zone_set <long> ; debug map launching: sets the initial bsp for the next map.
  794. <void> game_insertion_point_lock <short> ; unlocks the given insertion point for the current map for all players
  795. <void> game_insertion_point_set <short> ; retroactively sets the insertion point that we started at.
  796. <void> game_insertion_point_unlock <short> ; unlocks the given insertion point for the current map for all players
  797. <void> game_lost <boolean> ; marks the game as lost or not lost
  798. <void> game_multiplayer <string> ; debug map launching: sets the multiplayer engine for the next map.
  799. <void> game_rate <real> <real> <real> ; changes game update rate (DANGER: only use if you know what youre doing!
  800. <void> game_revert ; causes the player to revert to their previous saved game (for testing and cinematic skipping only please!
  801. <void> game_safe_to_respawn <boolean> ;
  802. <void> game_save ; checks to see if it is safe to save game, then saves (gives up after 8 seconds
  803. <void> game_save_and_quit ; save & quit to the main menu
  804. <void> game_save_cancel ; cancels any pending game_save, timeout or not
  805. <void> game_save_cinematic_skip ; dont use this, except in one place.
  806. <void> game_save_immediate ; disregards players current situation and saves (BE VERY CAREFUL!
  807. <void> game_save_no_timeout ; checks to see if it is safe to save game, then saves (this version never gives up
  808. <void> game_save_unsafe ; saves right now, even if the game is in an immediate-loss state (NEVER USE THIS! EVER!
  809. <void> game_set_variant <string> ; debug map launching: sets the multiplayer variant for the next map.
  810. <void> game_splitscreen <long> ; debug map launching: sets the number of multiplayer splitscreen players for the next map.
  811. <void> game_start <string> ; debug map launching: starts a game on the specified map.
  812. <void> game_start_when_joined <long> ; nicely starts a game when the specified number of users are in the lobby
  813. <void> game_start_when_ready ; nicely starts the current game once the pregame lobby is stable
  814. <void> game_tick_rate <long> ; debug map launching: sets the tick rate for the next map.
  815. <void> game_won ; causes the player to successfully finish the current level and move to the next
  816. <void> garbage_collect_multiplayer ; runs multiplayer garbage collection
  817. <void> garbage_collect_now ; causes all garbage objects except those visible to a player to be collected immediately
  818. <void> garbage_collect_unsafe ; forces all garbage objects to be collected immediately, even those visible to a player (dangerous!
  819. <void> generate_rsa_2048_key_pair ; generates an RSA key pair
  820. <void> geometry_cache_flush ; we fear change
  821. <void> give_medal <short> ; awards a medal (0..58) to pad 1 due to pad 2 (if theyre there
  822. <void> global_preferences_clear ; clears all game preference information
  823. <void> gui_debug_bitmap_animation <string_id> <boolean> ; Toggle display of given bitmap widgets animation state
  824. <void> gui_debug_bitmap_bounds <string_id> <boolean> ; Toggle display of given bitmap widgets bounds
  825. <void> gui_debug_bitmap_name <string_id> <boolean> ; Toggle display of given bitmap widgets name
  826. <void> gui_debug_bitmap_rotation <string_id> <boolean> ; Toggle display of given bitmap widgets rotation
  827. <void> gui_debug_group_animation <string_id> <boolean> <boolean> ; Toggle display of given groups animations, optionally recursive
  828. <void> gui_debug_group_bounds <string_id> <boolean> <boolean> ; Toggle display of given groups bounds, optionally recursive
  829. <void> gui_debug_group_name <string_id> <boolean> <boolean> ; Toggle display of given groups name, optionally recursive
  830. <void> gui_debug_group_rotation <string_id> <boolean> <boolean> ; Toggle display of given groups rotation, optionally recursive
  831. <void> gui_debug_list_animation <string_id> <boolean> <boolean> ; Toggle display of given lists animations, optionally recursive
  832. <void> gui_debug_list_bounds <string_id> <boolean> <boolean> ; Toggle display of given lists bounds, optionally recursive
  833. <void> gui_debug_list_item_animation <string_id> <boolean> <boolean> ; Toggle display of given list items animation, optionally recursive
  834. <void> gui_debug_list_item_bounds <string_id> <boolean> <boolean> ; Toggle display of given list items bounds, optionally recursive
  835. <void> gui_debug_list_item_name <string_id> <boolean> <boolean> ; Toggle display of given list items name, optionally recursive
  836. <void> gui_debug_list_item_rotation <string_id> <boolean> <boolean> ; Toggle display of given list items rotation, optionally recursive
  837. <void> gui_debug_list_name <string_id> <boolean> <boolean> ; Toggle display of given lists name, optionally recursive
  838. <void> gui_debug_list_rotation <string_id> <boolean> <boolean> ; Toggle display of given lists rotation, optionally recursive
  839. <void> gui_debug_music_state <boolean> ; Toggle display of UI music state
  840. <void> gui_debug_screen_animation <string_id> <boolean> <boolean> ; Toggle display of given screen animations, optionally recursive
  841. <void> gui_debug_screen_bounds <string_id> <boolean> <boolean> ; Toggle display of given screens bounds, optionally recursive
  842. <void> gui_debug_screen_name <string_id> <boolean> <boolean> ; Toggle display of given screens name, optionally recursive
  843. <void> gui_debug_screen_rotation <string_id> <boolean> <boolean> ; Toggle display of given screens rotation, optionally recursive
  844. <void> gui_debug_text_animation <string_id> <boolean> ; Toggle display of given text widgets animation state
  845. <void> gui_debug_text_bounds <string_id> <boolean> ; Toggle display of given text widgets bounds
  846. <void> gui_debug_text_name <string_id> <boolean> ; Toggle display of given text widgets name
  847. <void> gui_debug_text_rotation <string_id> <boolean> ; Toggle display of given text widgets rotation
  848. <void> gui_dialog_show <string_id> ; <dialog name>
  849. <void> gui_enter_lobby <long> ; <lobby index> index 0-4
  850. <void> gui_error_clear <string_id> <long> ; <error_name> <controller_index> clears an error condition in the ui
  851. <void> gui_error_post <string_id> <long> <boolean> ; <error_code> <controller_index> <must_be_cleared> sets an error condition in the ui
  852. <void> gui_error_post_toast <string_id> <long> <boolean> ; <error_code> <controller_index> <must_be_cleared> sets an error condition in the ui
  853. <void> gui_error_resolve <string_id> <long> ; <error_name> <controller_index> resolves an error condition in the ui
  854. <void> gui_load_screen <string_id> ; load the named screen
  855. <void> gui_print_active_screen_strings ; display strings tag file name for current topmost screen
  856. <void> gui_print_active_screens ; display list of active halox ui screens
  857. <void> gui_reset ; cleans out the halox ui screens and errors
  858. <void> gui_spartan_milestone_show <short> ; show dialog for milestone upgrade (1..3
  859. <void> gui_spartan_rank_show <short> ; show toast for rank upgrade (1..36
  860. <void> gui_spartan_reset_profile <controller> ; reset profile stored milestone and hopper rankings
  861. <void> gui_spartan_set_achievement_day_of_month <short> ; overrides the system times day of the month for 7 on 7 EXP achievement
  862. <void> gui_start ; tells the window location manager to resume
  863. <void> gui_stop ; tells the window location manager to stop bringing up screens on its own
  864. <void> havok_debug_start ; start up the havok visual debugger
  865. <void> havok_dump_world <string> <boolean> ; dump the state of the havok world, with our without a movie
  866. <void> havok_dump_world_close_movie ; end the capture of a havok dump movie
  867. <void> havok_profile_range <long> <long> ; captures timers and a movie of a specific tick range
  868. <void> havok_profile_start ; start profiling havok
  869. <void> havok_profile_stop ; stop profiling havok, and save the results
  870. <void> havok_reset_allocated_state ; strips down and builds back up all allocated havok memory
  871. <void> help <string> ; prints a description of the named function.
  872. <void> hud_activate_team_nav_point_flag <team> <cutscene_flag> <real> ; activates a nav point type <string> attached to a team anchored to a flag with a vertical offset <real>. If the player is not local to the machine, this will fail
  873. <void> hud_breadcrumbs_activate_team_nav_point_flag <team> <cutscene_flag> <real> ; activates a nav point type <string> attached to a team anchored to a flag with a vertical offset <real>. If the player is not local to the machine, this will fail
  874. <void> hud_breadcrumbs_activate_team_nav_point_object <team> <object> <string> <real> ; activates a nav point type <string> attached to a team anchored to an object with a vertical offset <real>. If the player is not local to the machine, this will fail
  875. <void> hud_breadcrumbs_activate_team_nav_point_position <team> <real> <real> <real> <string> <real> ; activates a improved nav point type <string> attached to a team anchored to a position with a vertical offset <real>. If the player is not local to the machine, this will fail
  876. <void> hud_breadcrumbs_deactivate_team_nav_point_flag <team> <cutscene_flag> ; deactivates a nav point type attached to a team anchored to a flag
  877. <void> hud_breadcrumbs_deactivate_team_nav_point_object <team> <string> ; deactivates a nav point type attached to a team anchored to an object
  878. <void> hud_breadcrumbs_deactivate_team_nav_point_position <team> <string> ; deactivates a nav point type attached to a team anchored to a flag
  879. <void> hud_deactivate_team_nav_point_flag <team> <cutscene_flag> ; deactivates a nav point type attached to a team anchored to a flag
  880. <void> hud_enable_training <boolean> ; true turns training on, false turns it off.
  881. <void> hud_set_training_text <string_id> ; sets the string id fo the scripted training text
  882. <void> hud_show_training_text <boolean> ; true turns on scripted training text
  883. <void> input_disable_claw_button_combos <boolean> ; disabe the Claw button combos (for monkey testing
  884. <void> input_suppress_rumble <boolean> ; disable the friggin rumble
  885. <void> inspect <expression> ; prints the value of an expression to the screen for debugging purposes.
  886. <void> interpolator_flip ;
  887. <void> interpolator_restart_all ;
  888. <void> interpolator_stop_all ;
  889. <void> kill_active_scripts ; Terminates all currently running threads.
  890. <void> kill_thread <long> ; Kill the specified thread
  891. <void> kill_volume_disable <trigger_volume> ; disables a kill volume
  892. <void> kill_volume_enable <trigger_volume> ; enables a kill volume
  893. <void> language_set <string> ; change the language for localization
  894. <void> lightshafts_enable <boolean> ; turn on/off lightshafts
  895. <void> log_print <string> ; prints a string to the hs log file.
  896. <void> loop_clear ; runs the expression at most once per tick
  897. <void> loop_it <string> ; runs the expression at most once per tick
  898. <void> magic_melee_attack ; causes players unit to start a melee attack
  899. <void> main_halt ; goes to a halted pregame state
  900. <void> main_menu ; goes back to the main menu
  901. <void> map_info ; prints the map, zone set, active bsps, and current bsp
  902. <void> map_name <string> ; the same as game_start: launches a game for debugging purposes
  903. <void> map_reset ; starts the map from the beginning.
  904. <void> map_reset_random ; starts the map from the beginning with a new random seed.
  905. <void> motion_blur <boolean> ; enable/disable motion blur
  906. <void> mp_ai_allegiance <team> <mp_team> ; causes an allegiance to be formed between an AI squad team and a multiplayer team
  907. <void> mp_ai_kill <ai> ; instantly kills the specified non-authoritative encounter and/or squad.
  908. <void> mp_ai_kill_silent <ai> ; instantly and silently (no animation or sound played) kills the specified non-authoritative encounter and/or squad.
  909. <void> mp_ai_place <ai> ; places the specified squad on the map as a non-authoritative object
  910. <void> mp_ai_place <ai> <short> ; places the given number of members of the specified squad as non-authoritative objects
  911. <void> mp_allegiance <mp_team> <mp_team> ; create an allegiance between two multiplayer teams
  912. <void> mp_debug_goal_object_boundary_geometry <boolean> ; toggle debug geometry for multiplayer goal objects
  913. <void> mp_dump_candy_monitor_state ; dumps the current candy monitor state to a file on disk
  914. <void> mp_game_won <mp_team> ; given a team index, declares the game a victory for that team and a loss for all others
  915. <void> mp_object_belongs_to_team <object> <mp_team> ; causes specified object to belong to the given team, so that only that team can pick it up
  916. <void> mp_object_create <object_name> ; creates a non-authoratative object from the scenario.
  917. <void> mp_object_create_anew <object_name> ; creates a non-authoratative object, destroying it first if it already exists.
  918. <void> mp_object_create_clone <object_name> ; creates a non-authoratative object, potentially resulting in multiple objects if it already exists.
  919. <void> mp_object_destroy <object> ; destroys a non-authoratative object.
  920. <void> mp_respawn_override_timers <mp_team> ; causes all players on the specified team waiting to respawn (due to timer) to respawn immediately
  921. <void> mp_scripts_reset ; on the host in a distributed game, resets the scripts (but not internal hs globals
  922. <void> mp_wake_script <string> ; on the host in a distributed game, sends a message to clients to wake a dormant script
  923. <void> mp_weapon_belongs_to_team <object> <mp_team> ; causes specified weapon to belong to the given team, so that only that team can pick it up
  924. <void> net_banhammer_dump_repeated_play_list ; display repeated play lists
  925. <void> net_banhammer_dump_strings ; display cheat/ban strings
  926. <void> net_banhammer_force_download <boolean> <boolean> ; force banhammer file download
  927. <void> net_banhammer_set_controller_ban_flags <controller> <string> <long> <boolean> ; sets ban flags
  928. <void> net_banhammer_set_controller_cheat_flags <controller> <string> <boolean> ; sets cheat flags
  929. <void> net_build_game_variant <string> ; writes the current game variant to a file
  930. <void> net_build_map_variant <string> ; writes the current map variant to a file
  931. <void> net_build_network_config ; writes a new network configuration file
  932. <void> net_enable_join_friend_loop <long> ; randomly join a friend every <param> seconds, 0 to reset
  933. <void> net_game_set_player_standing <string> <long> ; sets a players standing by gamertag
  934. <void> net_get_game_id ; prints the id of the game to the console
  935. <void> net_join_friend <string> ; join a friends squad session, none to cancel a previous join
  936. <void> net_join_sessionid <string> ; join a squad session by sessionid, none to cancel a previous join
  937. <void> net_join_squad_to_friend <string> ; join our squad to a friends squad session, none to cancel a previous join
  938. <void> net_join_squad_to_sessionid <string> ; join a squad session by sessionid, none to cancel a previous join
  939. <void> net_leaderboard_clear_global_arbitrated <long> ; <user index> clears the global arbitrated stats for the user
  940. <void> net_leaderboard_clear_global_arbitrated_all_users <string> ; clears the global arbitrated stats for all user
  941. <void> net_leaderboard_clear_global_unarbitrated <long> ; <user index> clears the global unarbitrated stats for the user
  942. <void> net_leaderboard_clear_global_unarbitrated_all_users <string> ; clears the global unarbitrated stats for all user
  943. <void> net_leaderboard_clear_hopper <long> ; <user index> clears the hopper stats for the user
  944. <void> net_leaderboard_clear_hopper_all_users <string> ; clears the hopper stats for the all user
  945. <void> net_leaderboard_refresh ; <user index> refreshes stats for everybody in the session
  946. <void> net_leaderboard_set_user_game_stats <long> <long> <long> <long> <long> ; slams more user stats
  947. <void> net_leaderboard_set_user_stats <long> <real> <real> <long> <long> <long> ; slams user leaderboard values locally
  948. <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
  949. <void> net_quality_clear ; clear all network quality statistics
  950. <void> net_quality_dump ; dump all network quality statistics
  951. <void> net_quality_set_connection_badness_history <boolean> <short> ; set connection history, true/false, # of bits to set
  952. <void> net_quality_set_estimated_bandwidth <boolean> <long> ; set upstream bandwidth history, <is reliable> <bandwidth in kbps>
  953. <void> net_quality_set_group_client_badness_history <boolean> <short> ; set client badness history, true/false, # of bits to set
  954. <void> net_quality_set_group_host_badness_history <boolean> <short> ; set host badness history, true/false, # of bits to set
  955. <void> net_quality_set_squad_client_badness_history <boolean> <short> ; set client badness history, true/false, # of bits to set
  956. <void> net_quality_set_squad_host_badness_history <boolean> <short> ; set host badness history, true/false, # of bits to set
  957. <void> net_set_campaign_insertion_point <short> ; sets the campaign insertion point for this squad
  958. <void> net_set_machine_name <string> ; sets the nickname of your xbox
  959. <void> net_set_maximum_player_count <long> ; sets the maximum player count for this squad
  960. <void> net_sim_dropspike_now ; network simulation: starts a packet loss spike immediately
  961. <void> net_sim_reset ; network simulation: resets the simulation state
  962. <void> net_sim_spike_now ; network simulation: starts a latency spike immediately
  963. <void> net_status_filter <string> ; filters the set of network status to display
  964. <void> net_test_campaign_difficulty <short> ; network test: sets the difficulty of the campaign game to play
  965. <void> net_test_channel_delete ; network test: deletes all channels
  966. <void> net_test_clear_group_session_parameter <long> ; clears a group session parameter
  967. <void> net_test_clear_squad_session_parameter <long> ; clears a squad session parameter
  968. <void> net_test_delegate_host <long> ; network test: delegate host to the specified player
  969. <void> net_test_delegate_leader <long> ; network test: delegate leadership to the specified player
  970. <void> net_test_disconnect_group ; disconnects the group session
  971. <void> net_test_disconnect_squad ; disconnects the squad session
  972. <void> net_test_fatal_error ; creates a fatal simulation error
  973. <void> net_test_life_cycle_display_states ; display the life cycle states
  974. <void> net_test_life_cycle_pause <string> <boolean> ; pauses the life cycle in the specified state
  975. <void> net_test_map_name <string> ; network test: sets the name of the scenario to play
  976. <void> net_test_matchmaking_hopper_game_list ; prints games for the current hopper
  977. <void> net_test_matchmaking_hopper_list ; prints the hopper list
  978. <void> net_test_matchmaking_hopper_set_game <long> ; sets the game vairant for the current hopper
  979. <void> net_test_ping ; network test: sends a ping
  980. <void> net_test_player_color <long> ; network test: temporarily sets the color for all local players
  981. <void> net_test_reset_objects ; network test: resets all objects on the map
  982. <void> net_test_variant <string> ; network test: sets the game variant to play
  983. <void> net_use_hopper_directory <string> ; set which hopper directory to use
  984. <void> net_verify_game_variant <string> ; verifies the contents of a packed game variant file
  985. <void> net_verify_map_variant <string> ; verifies the contents of a packed map variant file
  986. <void> netdebug_prefer_internet <boolean> ; hints to the netdebug code that that were on the internet
  987. <void> network_storage_set_storage_subdirectory <string> ; <subdirectory> The default is the build number or untracked
  988. <void> network_storage_set_storage_user <string> ; <user> Use the network file stored on untracked\<user>.
  989. <void> noguchis_mystery_tour <string> ; set the additional music directory to dump into the cache file
  990. <void> object_can_take_damage <object_list> ; allows an object to take damage again
  991. <void> object_cannot_die <object> <boolean> ; Set whether the object can die from damage or not (as opposed to by scripting
  992. <void> object_cannot_take_damage <object_list> ; prevents an object from taking damage
  993. <void> object_cinematic_collision <object> <boolean> ; makes an object not collide with other cinematic collision objects.
  994. <void> object_cinematic_lod <object> <boolean> ; makes an object use the highest lod for the remainder of the levels cutscenes.
  995. <void> object_cinematic_visibility <object> <boolean> ; makes an object bypass visibility and always render during cinematics.
  996. <void> object_clear_all_function_variables <object> ; clears all funciton variables for sin-o-matic use
  997. <void> object_clear_function_variable <object> <string_id> ; clears one funciton variables for sin-o-matic use
  998. <void> object_copy_player_appearance <object> <long> ; copy appearance into object from player n (starts counting from 0
  999. <void> object_create <object_name> ; creates an object from the scenario.
  1000. <void> object_create_anew <object_name> ; creates an object, destroying it first if it already exists.
  1001. <void> object_create_anew_containing <string> ; creates anew all objects from the scenario whose names contain the given substring.
  1002. <void> object_create_clone <object_name> ; creates an object, potentially resulting in multiple objects if it already exists.
  1003. <void> object_create_clone_containing <string> ; creates clones for all objects from the scenario whose names contain the given substring.
  1004. <void> object_create_containing <string> ; creates all objects from the scenario whose names contain the given substring.
  1005. <void> object_create_folder <folder> ; creates all the objects in the given folder
  1006. <void> object_create_folder_anew <folder> ; creates all the objects in the given folder
  1007. <void> object_create_if_necessary <object_name> ; creates an object if it doesnt already exists.
  1008. <void> object_damage_damage_section <object> <string_id> <real> ; applies damage to a damage section, causing all manner of effects/constraint breakage to occur
  1009. <void> object_destroy <object> ; destroys an object.
  1010. <void> object_destroy_all ; destroys all non player objects.
  1011. <void> object_destroy_containing <string> ; destroys all objects from the scenario whose names contain the given substring.
  1012. <void> object_destroy_folder <folder> ; destroys all objects in the given folder.
  1013. <void> object_destroy_type_mask <long> ; destroys all objects matching the type mask
  1014. <void> object_dynamic_simulation_disable <object> <boolean> ; disabled dynamic simulation for this object (makes it fixed
  1015. <void> object_function_set <long> <real> ; sets a global object function (0-3) to value
  1016. <void> object_hide <object> <boolean> ; hides or shows the object passed in
  1017. <void> object_recycling_clear_history ; clear object recycling history
  1018. <void> object_set_always_active <object> <boolean> ; sets/unsets the object always active flag to ignore pvs changes
  1019. <void> object_set_collision_damage_armor_scale <object> <real> ; 0==default of 1.0, otherwise it is scale on how this objects takes collisoin damage, >1 == more protection, <1 == less
  1020. <void> object_set_custom_animation_speed <object> <real> ; if the object is playing a custom animation, scale it to n playback speed
  1021. <void> object_set_custom_animations_hold_on_last_frame <boolean> ; changes the default behavior for custom animations
  1022. <void> object_set_custom_animations_prevent_lipsync_head_movement <boolean> ; when true, prevents lipsync from bobbing the head during custom animations. default is true.
  1023. <void> object_set_deleted_when_deactivated <object> ; when this object deactivates it will be deleted
  1024. <void> object_set_facing <object> <cutscene_flag> ; turns the specified object in the direction of the specified flag.
  1025. <void> object_set_function_variable <object> <string_id> <real> <real> ; sets funciton variable for sin-o-matic use
  1026. <void> object_set_inertia_tensor_scale <object> <real> ; 0==default of 1.0, otherwise it is scale on this objects inertia tensor
  1027. <void> object_set_melee_attack_inhibited <object> <boolean> ; FALSE prevents object from using melee attack
  1028. <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
  1029. <void> object_set_persistent <object> <boolean> ; <object_index> <true/false> prevent this object from being garbage collected
  1030. <void> object_set_phantom_power <object> <boolean> ; sets phantom power to be latched at 1.0f or 0.0f
  1031. <void> object_set_physics <object> <boolean> ; prevents an object from running physics or colliding with any other objects
  1032. <void> object_set_ranged_attack_inhibited <object> <boolean> ; FALSE prevents object from using ranged attack
  1033. <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
  1034. <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
  1035. <void> object_set_shadowless <object> <boolean> ; set/reset shadow castingness of object
  1036. <void> object_set_shield <object> <real> ; sets the shield vitality of the specified object (between 0 and 1).
  1037. <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!
  1038. <void> object_set_shield_stun <object> <real> ; set how long the shield will be stunned for, 0 is unstunned
  1039. <void> object_set_shield_stun_infinite <object> ; make this objects shield be stunned permanently
  1040. <void> object_set_variant <object> <string_id> ; sets the specified object to the specified model variant
  1041. <void> object_set_velocity <object> <real> ; Sets the (object-relative) forward velocity of the given object
  1042. <void> object_set_velocity <object> <real> <real> <real> ; Sets the (object-relative) velocity of the given object
  1043. <void> object_teleport <object> <cutscene_flag> ; moves the specified object to the specified flag.
  1044. <void> object_teleport_to_ai_point <object> <point_reference> ; moves the specified object to the specified ai point.
  1045. <void> object_type_predict <object_definition> ; loads textures necessary to draw an object thats about to come on-screen.
  1046. <void> object_type_predict_high <object_definition> ; loads textures necessary to draw an object thats about to come on-screen.
  1047. <void> object_type_predict_low <object_definition> ; loads textures necessary to draw an object thats about to come on-screen.
  1048. <void> object_wake_physics <object> ; wakes physics of an object. For example it would make an usupported crate fall
  1049. <void> objectives_clear ; clears the mission objectives.
  1050. <void> objectives_finish_up_to <long> ; mark primary campaign objectives 0..n as complete
  1051. <void> objectives_secondary_finish <long> ; mark secondary campaign objective N as complete
  1052. <void> objectives_secondary_show <long> ; show secondary campaign objective N
  1053. <void> objectives_secondary_unavailable <long> ; mark secondary campaign objective N as unavailable
  1054. <void> objectives_show_up_to <long> ; show primary campaign objectives 0..n
  1055. <void> objects_attach <object> <string_id> <object> <string_id> ; attaches the second object to the first both strings can be empty
  1056. <void> objects_delete_by_definition <object_definition> ; deletes all objects of type <definition>
  1057. <void> objects_detach <object> <object> ; detaches from the given parent object the given child object
  1058. <void> objects_dump_memory ; debugs object memory usage
  1059. <void> objects_predict <object_list> ; loads textures/geometry/sounds necessary to present objects that are about to come on-screen
  1060. <void> objects_predict_high <object_list> ; loads textures/geometry/sounds necessary to present objects that are about to come on-screen
  1061. <void> objects_predict_low <object_list> ; loads textures/geometry/sounds necessary to present objects that are about to come on-screen
  1062. <void> online_files_retry ; tell the upload queue to start up again after a failure
  1063. <void> online_files_throttle_bandwidth <long> ; <bytes per second> sets the maximum bandwidth that online_files can use
  1064. <void> online_files_upload <string> <long> ; <filename> <slot_index> enqueues the specified filename for upload
  1065. <void> online_marketplace_refresh ; tells the marketplace manager to take another look at signed in users
  1066. <void> overlapped_display_task_descriptions ; displays all tasks
  1067. <void> overlapped_task_inject_error <string> <boolean> ; inject error for tasks
  1068. <void> overlapped_task_pause <string> <boolean> ; pause tasks
  1069. <void> physical_memory_dump ; dumps a record of all physical memory allocations
  1070. <void> physics_constants_reset ; resets all physics constants to earthly values
  1071. <void> physics_disable_character_ground_adhesion_forces <real> ; turn off ground adhesion forces so you can play tricks with gravity
  1072. <void> physics_set_gravity <real> ; set global gravity acceleration relative to halo standard gravity
  1073. <void> physics_set_velocity_frame <real> <real> <real> ; sets a local frame of motion for updating physics of things that wish to respect it
  1074. <void> play_bink_movie <string> ; um...
  1075. <void> play_bink_movie_from_tag <bink definition> ; play a bink movie from a tag
  1076. <void> play_cortana_effect <string_id> ; scales the cortana effect distances
  1077. <void> play_credits_skip_to_menu ; plays credits movie, pressing any button will stop credits and launch main menu
  1078. <void> play_credits_unskippable ; plays credits movie, no button press detection (you can still use cinematic skipping around this
  1079. <void> player0_set_pitch <real> <long> ; sets up player look up test
  1080. <void> player1_set_pitch <real> <long> ; sets up player look up test
  1081. <void> player2_set_pitch <real> <long> ; sets up player look up test
  1082. <void> player3_set_pitch <real> <long> ; sets up player look up test
  1083. <void> player_action_test_look_down_begin <real> <real> ; sets down player look down test
  1084. <void> player_action_test_look_pitch_end ; ends the look pitch testing
  1085. <void> player_action_test_look_up_begin <real> <real> ; sets up player look up test
  1086. <void> player_action_test_reset ; resets the player action test state so that all tests will return false.
  1087. <void> player_control_fade_in_all_input <real> ; fade in all play control over x seconds
  1088. <void> player_control_fade_out_all_input <real> ; fade out all play control over x seconds
  1089. <void> player_control_lock_gaze <unit> <point_reference> <real> ; player turn to face point with max velocity degrees/second
  1090. <void> player_control_scale_all_input <real> <real> ; scale input to x strength over y seconds
  1091. <void> player_control_unlock_gaze <unit> ; unlock player from any gaze point
  1092. <void> player_disable_movement <boolean> ; toggle player input. the look stick works, but nothing else.
  1093. <void> player_disable_weapon_pickup <boolean> ; enable/disable all players ability to pick up weapons
  1094. <void> player_effect_set_max_rotation <real> <real> <real> ; <yaw> <pitch> <roll>
  1095. <void> player_effect_set_max_rumble <real> <real> ; <left> <right>
  1096. <void> player_effect_set_max_translation <real> <real> <real> ; <x> <y> <z>
  1097. <void> player_effect_start <real> <real> ; <max_intensity> <attack time>
  1098. <void> player_effect_stop <real> ; <decay>
  1099. <void> player_enable_input <boolean> ; toggle player input. the player can still free-look, but nothing else.
  1100. <void> player_force_mode <string_id> ; force your will upon the player
  1101. <void> player_has_mad_secret_skills <long> ; You are the best!
  1102. <void> player_training_activate_crouch ; guess
  1103. <void> player_training_activate_equipment ; guess
  1104. <void> player_training_activate_flashlight ; guess
  1105. <void> player_training_activate_jump ; guess
  1106. <void> player_training_activate_stealth ; guess
  1107. <void> players_unzoom_all ; resets zoom levels on all players
  1108. <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.
  1109. <void> predict_animation <animation_graph> <string_id> ; begin loading an animation for the graph provided
  1110. <void> predict_bink_movie <string> ; um2...
  1111. <void> predict_bink_movie_from_tag <bink definition> ; um2...
  1112. <void> preferred_animation_list_clear ; clears the preferred list of animations
  1113. <void> prepare_to_switch_to_zone_set <zone_set> ; prepare for switch to zone set
  1114. <void> print <string> ; prints a string to the console.
  1115. <void> print_light_state ; outputs text light state
  1116. <void> profile_activate <string> ; activates profile sections based on a substring.
  1117. <void> profile_deactivate <string> ; deactivates profile sections based on a substring.
  1118. <void> profiler_auto_core_save <boolean> ; profiler dumps a core for each encounter
  1119. <void> profiler_dump_history ; dump profile history.
  1120. <void> profiler_enable <boolean> ; toggles the profile display on/off
  1121. <void> profiler_output_pulse ; dump profile stats to telnet console.
  1122. <void> profiler_set_attribute <string> ; sets an attribute to profile by name
  1123. <void> profiler_set_range <long> ; sets the collection range used
  1124. <void> profiler_set_sort_method <long> ; sets the sorting method used
  1125. <void> profiler_set_thread <long> ; sets the thread index being profiled
  1126. <void> pvs_clear ; removes the special place that activates everything it sees.
  1127. <void> pvs_reset ; forces pvs to empty then back to full.
  1128. <void> pvs_set_camera <cutscene_camera_point> ; sets the specified cutscene camera point as the special place that activates everything it sees.
  1129. <void> pvs_set_object <object> ; sets the specified object as the special place that activates everything it sees.
  1130. <void> record_movie <short> <real> <short> <short> ; <frame rate> <seconds> <width> <height>
  1131. <void> record_movie_distributed <short> <long> <short> <long> <long> ; <frame rate> <seconds> <screen size> <mod count> <mod index>
  1132. <void> recording_kill <unit> ; kill the specified units cutscene recording.
  1133. <void> render_atmosphere_fog <boolean> ; enable/disable atmosphere fog
  1134. <void> render_autoexposure_enable <boolean> ; toggle autoexposure
  1135. <void> render_autoexposure_instant <long> ; instantly adopt auto exposure values in the next N frames
  1136. <void> render_cinematic_motion_blur <boolean> ; enable/disable cinematic motion blur
  1137. <void> render_debug_query_all_object_resources ; Outputs text of texture and geometry memory usage
  1138. <void> render_debug_query_bsp_resources <long> <boolean> ; BSP index and whether to spit out all bitmaps used
  1139. <void> render_debug_query_d3d_resources ; Outputs text of d3d resource usage
  1140. <void> render_debug_query_object_bitmaps <string> ; substring of object definition name to spew out its debug usage
  1141. <void> render_debug_structure_all_cluster_errors <boolean> ; enables cluster error debugging (all
  1142. <void> render_debug_structure_all_fog_planes <boolean> ; enables fog plane debugging (all
  1143. <void> render_debug_structure_cluster_fog <long> ; enables cluster fog debugging
  1144. <void> render_debug_structure_fog_plane <long> ; enables fog plane debugging
  1145. <void> render_debug_structure_fog_plane_infinite_extent <long> ; enables fog plane debugging
  1146. <void> render_debug_structure_fog_zone <long> ; enabled fog zone debugging
  1147. <void> render_debug_structure_fog_zone_floodfill <long> ; enables fog zone debugging
  1148. <void> render_debug_structure_lightmaps_sample_disable ; disables visualization of match samples
  1149. <void> render_debug_structure_lightmaps_sample_enable ; enables visualization of match samples if available
  1150. <void> render_debug_structure_lightmaps_use_pervertex ; sets the lightmap preference to per-vertex, ignores per-pixel if available
  1151. <void> render_debug_structure_lightmaps_use_reset ; resets the lightmap preference setting and updates the internal lightmap bsp data if necessary
  1152. <void> render_debug_structure_line_opacity <real> <real> <real> <real> ; sets the opacity (0 is default
  1153. <void> render_debug_structure_non_occluded_fog_planes <boolean> ; controls non-occluded fog plane debugging
  1154. <void> render_debug_structure_opacity <real> <real> <real> <real> ; sets the opacity (0 is default
  1155. <void> render_debug_structure_text_opacity <real> <real> <real> <real> ; sets the opacity (0 is default
  1156. <void> render_debug_text_using_simple_font <boolean> ; toggles use of the much faster simple_font system for debug text rendering
  1157. <void> render_debug_texture_camera <boolean> ; toggles displaying the texture camera in the corner of the screen
  1158. <void> render_debug_video_mode ; displays the current video mode
  1159. <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>
  1160. <void> render_depth_of_field_enable <boolean> ; turns depth of field on and off
  1161. <void> render_dof_blur_animate <real> <real> ; interpolate depth of field maximum blur to <blur> in <ticks>
  1162. <void> render_dof_focus_depth <real> ; interpolate depth of field to <depth>
  1163. <void> render_exposure <real> <real> ; fade to animated exposure <stops> in <seconds>
  1164. <void> render_exposure_fade_in <real> <real> ; fade to animated exposure <stops> in <seconds>
  1165. <void> render_exposure_fade_out <real> ; fade to default exposure settings in <seconds>
  1166. <void> render_exposure_full <real> <real> <real> <real> <real> ; animate exposure from <initial> to <final> stops using <initial> to <final> opacity in <seconds>
  1167. <void> render_exposure_set_environment_darken <real> ; set environmental darkening
  1168. <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
  1169. <void> render_patchy_fog <boolean> ; enable/disable patchy fog
  1170. <void> render_postprocess_color_tweaking_reset ; resets hue saturation filters to default
  1171. <void> render_weather <boolean> ; enable/disable atmosphere fog
  1172. <void> report_zone_size_estimates ; dump zone size estimates to design report log
  1173. <void> saved_film_disable_version_checking <boolean> ; disable saved film version checking
  1174. <void> saved_film_manager_should_record_film_default <boolean> ; Toggle recording of replay in single player game
  1175. <void> saved_film_play <controller> <string> ; plays a saved film for given controller
  1176. <void> saved_film_play_last ; play back last recorded saved film for given controller
  1177. <void> saved_film_seek_to_film_tick <long> ; seeks to a film tick
  1178. <void> saved_film_set_pending_playback_game_speed <real> ; set the pending saved film playback speed
  1179. <void> saved_film_set_playback_game_speed <real> ; set the saved film playback speed
  1180. <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
  1181. <void> saved_film_toggle_debug_saving <boolean> ; toggle saving of last film to the debug output directory automatically after each game level
  1182. <void> saved_films_delete_on_level_load <boolean> ; toggle deletion last saved film after loading a new game level
  1183. <void> saved_films_show_timestamp <boolean> ; toggle showing timestamp for saved film playback
  1184. <void> saved_games_autosave_free_up_space ; tell the autosave queue to run its cleanup routine for each content type
  1185. <void> saved_games_delete_campaign_save <controller> ; delete the campaign saved game file for a controller
  1186. <void> saved_games_enumerate <controller> ; test enumeration of saved game files on a controller
  1187. <void> saved_games_save_last_film <controller> ; test saving of last recorded film for a controller
  1188. <void> scenario_duplicate_bsp_objects <string> <string> ; <input bsp> <output bsp>: duplicate all the objects in the first BSP into the second BSP
  1189. <void> scenario_duplicate_bsp_objects <string> <string> <string> ; <input bsp> <output bsp> <filter>: duplicate filtered objects in the first BSP into the second BSP; available filters: all, crates, scenery, bipeds, machines, terminals, controls, arg_devices
  1190. <void> scenario_reflect <real> <real> <real> <real> ; reflects scenario objects (including decals and decorators) across the given plane (specified by normal x,y,z and offset k
  1191. <void> scenario_reflect <real> <real> <real> <real> <string> <string> ; reflects scenario objects (specified by the filter) in the specified BSP across the given plane (specified by normal x,y,z and offset k
  1192. <void> scenario_rotate <real> <real> <real> <real> ; rotates scenario objects (including decals and decorators) around the given axis (x,y,z) by the given amount (degrees
  1193. <void> scenario_rotate <real> <real> <real> <real> <string> <string> ; rotates scenario objects (specified by the filter) in the specified BSP around the given axis (x,y,z) by the given amount (degrees
  1194. <void> scenario_translate <real> <real> <real> ; translates scenario objects (including decals and decorators) the given amount (x,y,z
  1195. <void> scenario_translate <real> <real> <real> <string> <string> ; translates scenario objects (specified by the filter) in the specified BSP the given amount (x,y,z
  1196. <void> scenery_animation_idle <scenery> ; starts the idle animation (if any) for a piece of scenery
  1197. <void> scenery_animation_start <scenery> <animation_graph> <string_id> ; starts a custom animation playing on a piece of scenery
  1198. <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
  1199. <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
  1200. <void> scenery_animation_start_loop <scenery> <animation_graph> <string_id> ; starts a custom looping animation playing on a piece of scenery
  1201. <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
  1202. <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
  1203. <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
  1204. <void> screenshot <string> ; takes a screenshot and saves as <name>.tif
  1205. <void> screenshot_big <short> <string> ; takes an NxN multiple-page screenshot and saves as <name>.tif
  1206. <void> screenshot_big_raw <short> <string> ; takes an NxN multiple-page screenshot and saves as an HDR <name>.tif
  1207. <void> screenshot_cubemap <string> ; takes a cubemap screenshot and saves as <name>.tif
  1208. <void> screenshot_debug ; takes a screenshot and saves as <name>.tif
  1209. <void> screenshot_simple <string> ; takes a simple screenshot and saves as <name>.tif
  1210. <void> screenshot_size <short> <short> <string> ; takes a <width> x <height> screenshot and saves as an HDR <name>.tif
  1211. <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
  1212. <void> script_doc ; saves a file called hs_doc.txt with parameters for all script commands.
  1213. <void> script_recompile ; recompiles scripts.
  1214. <void> set_camera_third_person <long> <boolean> ; <user_index> <third_person (yes/no)> sets users camera perspective
  1215. <void> set_global_doppler_factor <real> ; new doppler factor: <real>
  1216. <void> set_global_mixbin_headroom <long> <long> ; blah
  1217. <void> set_global_sound_environment <real> <real> <real> <real> <long> <real> ; this is your brain on drugs
  1218. <void> set_pc_runtime_language <string> ; sets the pc language from a string
  1219. <void> set_performance_throttle <string> <long> <real> ; sets a default value for a performance throttle for a given number of players
  1220. <void> shader_predict <shader> ; in: shader name. loads textures necessary for a shader.
  1221. <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).
  1222. <void> sleep <short> [<script>] ; pauses execution of this script (or, optionally, another script) for the specified number of ticks @ 30Hz.
  1223. <void> sleep_for_ticks <short> [<script>] ; pauses execution of this script (or, optionally, another script) for the specified number of ticks.
  1224. <void> sleep_forever [<script>] ; pauses execution of this script (or, optionally, another script) forever.
  1225. <void> soft_ceiling_enable <string_id> <boolean> ; turn on or off a soft ceiling
  1226. <void> sound_cache_flush ; im a rebel!
  1227. <void> sound_class_debug_sound_start <string> <boolean> ; shows/hides when sounds of sound classes w/ substring start
  1228. <void> sound_class_enable_ducker <string> <boolean> ; enables or disables the ducker on all sound classes matching the substring.
  1229. <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.
  1230. <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.
  1231. <void> sound_class_show_channel <string> <boolean> ; shows/hides sound classes w/ substring in debug_sound_channels view
  1232. <void> sound_impulse_mark_as_outro <sound> ; marks a sound as outro (meaning it plays past an unskipped cinematic).
  1233. <void> sound_impulse_predict <sound> ; your mom part 2.
  1234. <void> sound_impulse_start <sound> <object> <real> ; plays an impulse sound from the specified source object (or "none"), with the specified scale.
  1235. <void> sound_impulse_start_3d <sound> <real> <real> ; <sound> <azimuth> <scale> at the sounds minimum distance
  1236. <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.
  1237. <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.
  1238. <void> sound_impulse_start_naked <sound> <string_id> <string_id> ; <sound> <pitch range name> <permutation index name> through the speakers it was encoded for
  1239. <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.
  1240. <void> sound_impulse_stop <sound> ; stops the specified impulse sound.
  1241. <void> sound_impulse_trigger <sound> <object> <real> <long> ; plays an impulse sound from the specified source object (or "none"), with the specified scale.
  1242. <void> sound_loop_spam ; start all loaded looping sounds
  1243. <void> sound_looping_predict <looping_sound> ; your mom.
  1244. <void> sound_looping_set_alternate <looping_sound> <boolean> ; enables or disables the alternate loop/alternate end for a looping sound.
  1245. <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.
  1246. <void> sound_looping_start <looping_sound> <object> <real> ; plays a looping sound from the specified source object (or "none"), with the specified scale.
  1247. <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.
  1248. <void> sound_looping_stop <looping_sound> ; stops the specified looping sound.
  1249. <void> sound_looping_stop_immediately <looping_sound> ; stops the specified looping sound immediately.
  1250. <void> sound_set_global_effect <string_id> <real> ; bleh
  1251. <void> sound_set_global_effect_scale <string_id> <real> ; more bleh
  1252. <void> sound_set_tag_parameter_unsafe <string> <string> <long> <long> <long> <real> <real> <real> ; this is the second sign of the coming of the antichrist
  1253. <void> sound_suppress_ambience_update_on_revert ; call this when transitioning between two cinematics so ambience wont fade in between the skips
  1254. <void> ssao_enable <short> ; turn on/off ssao
  1255. <void> ssao_intensity <real> ; set ssao intensity (1.0 is default
  1256. <void> ssao_radius <real> ; set ssao radius (0.75 is default
  1257. <void> ssao_sampleZThreshold <real> ; set ssao sample z threshold (0.5 is default
  1258. <void> status ; prints the value of all global status variables.
  1259. <void> status_line_dump ; dumps active status_lines to system_log.txt
  1260. <void> status_lines_disable <string> ; disables status_lines that were initialized with identifiers that match the input substring
  1261. <void> status_lines_enable <string> ; enables status_lines that were initialized with identifiers that match the input substring
  1262. <void> stop_bink_movie ; Stops all bink movie playback
  1263. <void> string_id_name <long> ; prints the name of the string id to the console
  1264. <void> switch_bsp <long> ; switches to a different zone set
  1265. <void> switch_map_and_zone_set <string> <long> ; switches to a different scenario and zone set
  1266. <void> switch_zone_set <zone_set> ; switches to a different zone set
  1267. <void> sys_info ; dump cpu, gpu and system information
  1268. <void> tag_file_set_backend <string> ; override the tag file system backend
  1269. <void> tag_load_force <string> ; call tag_load
  1270. <void> tag_reload_force <string> ; rather than force a painful xsync to test xsync, allow me to fake a tag_reload
  1271. <void> tag_resources_enable_fast_prediction <boolean> ; turns on/off faster prediction, in case I messed up something
  1272. <void> tag_resources_enable_optional_caching <boolean> ; turns on/off optional resource prediction
  1273. <void> tag_resources_flush_optional ; flushes optional resources
  1274. <void> tag_resources_set_demand_throttle_to_io <boolean> ; turns on/off demand throttling based on io
  1275. <void> tag_resources_set_incremental_publish <boolean> ; turns on/off incremental resource publish (prediction
  1276. <void> tag_resources_set_per_frame_publish <boolean> ; turns on/off per frame resource publish (stress testing
  1277. <void> tag_resources_validate_all_pages <boolean> ; resource validation every main_loop_body call
  1278. <void> tag_unload_force <string> ; call tag_unload
  1279. <void> tags_verify_all ; verifies usage of infidel fields is correct
  1280. <void> test_auto_get_screen_widgets <long> <long> ; <arbitrary int> <screen index> lists widgets in a screen
  1281. <void> test_auto_get_screens <long> ; <arbitrary int> list the current gui screens
  1282. <void> test_auto_screen_get_data <long> <long> <string_id> <string_id> ; <arbitrary int> <screen index> <datasource string id> <datasource column string id> lists data from a datasource
  1283. <void> test_auto_screen_get_data_columns <long> <long> <string_id> ; <arbitrary int> <screen index> <datasource string id> lists columns that make up this datasource
  1284. <void> test_auto_screen_get_datasources <long> <long> ; <arbitrary int> <screen index> lists screen datasources
  1285. <void> test_auto_screen_invoke_list_item_by_handle <long> <long> <string_id> <long> ; <arbitrary int> <screen index> <list string id> <element handle> triggers the list item specified by the element handle
  1286. <void> test_auto_screen_invoke_list_item_by_name <long> <long> <string_id> <string_id> <string_id> ; <arbitrary int> <screen index> <list string id> <datasource column string id> <column value string id> triggers the list item whos columns value matches the specified one
  1287. <void> test_auto_screen_invoke_list_item_by_text <long> <long> <string_id> <string_id> <string> ; <arbitrary int> <screen index> <list string id> <datasource column string id> <column value string id> triggers the list item whos columns value matches the specified one
  1288. <void> test_auto_screen_send_button_press <long> <long> <string> ; <arbitrary int> <screen index> <button name> sends the button press to the screen
  1289. <void> test_create_content_item_screenshot ; creates a screenshot (which isnt actually viewable
  1290. <void> test_create_content_item_slayer ; creates a slayer variant
  1291. <void> test_download_storage_file <string> <string> ; <url> <filename> downloads a file from LSP to the client
  1292. <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
  1293. <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.
  1294. <void> test_game_results_save_to_file <string> ; <filename> save game results to a file.
  1295. <void> test_get_squad_session_id ; get the current squad session id
  1296. <void> test_invite_friend <long> <string> ; shows the guide send friend invite ui from the current controller to the specified xuid
  1297. <void> test_memory_allocators <long> <short> <short> <short> <long> ; performs tests on different memory allocators
  1298. <void> test_memory_allocators <long> <short> <short> <short> <long> <string> ; performs tests on different memory allocators and saves the results
  1299. <void> test_roster_load_from_file <string> ; <filename> load roster into memory. the format may change build to build causing this to fail or weird results to come up.
  1300. <void> test_roster_save_to_file <string> ; <filename> save roster to a file.
  1301. <void> test_sapien_crash ;
  1302. <void> test_show_are_users_friends <long> <string> ; prints whether the current controller and specified xuid are friends as automation events
  1303. <void> test_show_guide_status ; prints the guide status as automation events.
  1304. <void> test_show_users_xuids ; prints the signed in users xuids as automation events.
  1305. <void> test_xcr_monkey_enable <boolean> ; enable/disable controller monkeys for all in game players
  1306. <void> texture_cache_flush ; dont make me kick your ass
  1307. <void> texture_cache_test_malloc ;
  1308. <void> texture_camera_attach_to_object <object> <string_id> ; attaches the render texture camera to a given object marker
  1309. <void> texture_camera_bink ; turns on the render texture camera and renders a bink to it
  1310. <void> texture_camera_enable_dynamic_lights <boolean> ; toggle rendering of dynamic lights in the texture camera
  1311. <void> texture_camera_off ; turns off the render texture camera
  1312. <void> texture_camera_on ; turns on the render texture camera
  1313. <void> texture_camera_position_world_offset <real> <real> <real> ; adds a worldspace offset to the current texture camera position
  1314. <void> texture_camera_render_mode <long> ; switches the texture camera render mode
  1315. <void> texture_camera_set_aspect_ratio <real> ; sets the texture camera aspet ratio
  1316. <void> texture_camera_set_fov <real> ; sets the field of view on the texture camera, in degrees
  1317. <void> texture_camera_set_fov_frame_target <real> ; zooms the field of view to frame the target, with target zoom factor to zoom closer
  1318. <void> texture_camera_set_object_marker <object> <string_id> <real> ; sets the render texture camera to a given object marker
  1319. <void> texture_camera_set_position <real> <real> <real> ; sets the render texture camera position
  1320. <void> texture_camera_set_resolution <long> <long> ; sets the texture camera render resolution
  1321. <void> texture_camera_set_target <real> <real> <real> ; sets the render texture camera target
  1322. <void> texture_camera_target_object <object> <string_id> ; targets the render texture camera to view a given object marker
  1323. <void> time_code_reset ; resets the time code timer
  1324. <void> time_code_show <boolean> ; shows the time code timer
  1325. <void> time_code_start <boolean> ; starts/stops the time code timer
  1326. <void> trace_next_frame <long> ; creates a tracedump of the next frame
  1327. <void> trace_next_frame_to_file <long> <string> ; creates a tracedump of the next frame in a specific file
  1328. <void> trace_tick <long> ; creates a tracedump of a specific game tick
  1329. <void> ui_debug_element_bounds <boolean> ; toggle rendering of widget tag block bounds
  1330. <void> ui_debug_load_main_menu ; loads the main menu screen
  1331. <void> ui_debug_show_title_safe_bounds <boolean> ; toggle display of title safe boundary
  1332. <void> ui_debug_text_bounds <boolean> ; toggle rendering of ui text boundaries
  1333. <void> ui_debug_text_font <boolean> ; toggle display of ui text font
  1334. <void> ui_memory_dump <string> ; dump the UI memory tracked allocations to a specified file
  1335. <void> ui_set_is_blue <boolean> ; fool the system into thinking it is or is not blue disk
  1336. <void> ui_time_scale_step <real> ; move the ui time forward by a specified amount on next tick
  1337. <void> unit_add_equipment <unit> <starting_profile> <boolean> <boolean> ; adds/resets the units 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).
  1338. <void> unit_aim_without_turning <unit> <boolean> ; allows a unit to aim in place without turning
  1339. <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
  1340. <void> unit_board_vehicle <unit> <string_id> ; Causes the given unit to attempt to board the named seat
  1341. <void> unit_can_blink <unit> <boolean> ; allows a unit to blink or not (units never blink when they are dead
  1342. <void> unit_close <unit> ; closes the hatches on a given unit
  1343. <void> unit_doesnt_drop_items <object_list> ; prevents any of the given units from dropping weapons or grenades when they die
  1344. <void> unit_drop_support_weapon <unit> ; forces the given unit to drop its support weapon, if it is holding one
  1345. <void> unit_enable_eye_tracking <unit> <boolean> ; enable/disable eye aiming on a unit
  1346. <void> unit_enter_vehicle <unit> <vehicle> <string_id> ; puts the specified unit in the specified vehicle (in the named seat
  1347. <void> unit_exit_vehicle <unit> ; makes a unit exit its vehicle
  1348. <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
  1349. <void> unit_falling_damage_disable <unit> <boolean> ; disables falling damage on unit
  1350. <void> unit_force_reload <unit> ; Force the give unit to reload his weapon
  1351. <void> unit_impervious <object_list> <boolean> ; prevents any of the given units from being knocked around or playing ping animations
  1352. <void> unit_kill <unit> ; kills a given unit, no saving throw
  1353. <void> unit_kill_silent <unit> ; kills a given unit silently (doesnt make them play their normal death animation or sound
  1354. <void> unit_limit_lipsync_to_mouth_only <unit> <boolean> ; cinematic lipsync means you cant use all the facial bones, just the mouth
  1355. <void> unit_lower_weapon <unit> <short> ; lower the units weapon over x ticks
  1356. <void> unit_only_takes_damage_from_players_team <unit> <boolean> ; used for the tartarus boss fight
  1357. <void> unit_open <unit> ; opens the hatches on the given unit
  1358. <void> unit_play_random_ping <unit> ; plays a random ping on the unit
  1359. <void> unit_raise_weapon <unit> <short> ; raises the units weapon over x ticks
  1360. <void> unit_set_active_camo <unit> <boolean> <real> ; enable or disable active camo for the given unit over the specified number of seconds
  1361. <void> unit_set_actively_controlled <unit> <boolean> ; sets units actively controlled flag
  1362. <void> unit_set_animation_mode <unit> <string_id> ; this unit will assume the named animation mode
  1363. <void> unit_set_current_vitality <unit> <real> <real> ; sets a units current body and shield vitality
  1364. <void> unit_set_emotion <unit> <long> <real> <real> ; sets a units facial expression (-1 is none, other values depend on unit
  1365. <void> unit_set_emotion_by_name <unit> <string_id> <real> <real> ; sets a units facial expression by name with weight and transition time
  1366. <void> unit_set_enterable_by_player <unit> <boolean> ; can be used to prevent the player from entering a vehicle
  1367. <void> unit_set_integrated_flashlight <unit> <boolean> ; sets a units flashlight on or off
  1368. <void> unit_set_maximum_vitality <unit> <real> <real> ; sets a units maximum body and shield vitality
  1369. <void> unit_set_prefer_tight_camera_track <unit> <boolean> ; sets the unit to prefer a tight camera track
  1370. <void> unit_set_voice <unit> <any tag> ; set the dialogue for the given unit
  1371. <void> unit_spew_action <unit> ; runs the spew unit action on the specified unit
  1372. <void> unit_stop_custom_animation <unit> ; stops the custom animation running on the given unit.
  1373. <void> unit_stop_first_person_custom_animation <unit> ; ends any custom first person animation running on the unit
  1374. <void> unit_suspended <unit> <boolean> ; stops gravity from working on the given unit
  1375. <void> units_set_current_vitality <object_list> <real> <real> ; sets a group of units current body and shield vitality
  1376. <void> units_set_maximum_vitality <object_list> <real> <real> ; sets a group of units maximum body and shield vitality
  1377. <void> update_remote_camera ; force synchronization of remote machine camera
  1378. <void> vehicle_auto_turret <vehicle> <trigger_volume> <real> <real> <real> ; Sets the specified trigger volume and parameters for an auto turret
  1379. <void> vehicle_enable_ghost_effects <boolean> ;
  1380. <void> vehicle_flip <vehicle> ; Flips an overturned vehicle
  1381. <void> vehicle_hover <vehicle> <boolean> ; stops the vehicle from running real physics and runs fake hovering physics instead.
  1382. <void> version ; prints the build version.
  1383. <void> voice_set_force_hud <long> <long> ; sets matchmaking voice hud
  1384. <void> voice_set_force_match_configurations <long> <long> <long> <boolean> ; sets matchmaking voice options
  1385. <void> voice_set_mute <long> <long> <boolean> ; mute a player
  1386. <void> voice_set_outgoing_channel_count <long> <long> ; sets the outgoing channel count <in-game> <out-of-game>
  1387. <void> voice_set_voice_repeater_peer_index <long> ; sets the repeater peer index
  1388. <void> volume_teleport_players_not_inside <trigger_volume> <cutscene_flag> ; moves all players outside a specified trigger volume to a specified flag.
  1389. <void> vs_abort_on_alert <ai> <boolean> ; Command script ends prematurely when given actors combat status raises to alert or higher
  1390. <void> vs_abort_on_alert <boolean> ; Command script ends prematurely when actors combat status raises to alert or higher
  1391. <void> vs_abort_on_combat_status <ai> <short> ; Command script ends prematurely when actors combat status rises to given level
  1392. <void> vs_abort_on_combat_status <short> ; Command script ends prematurely when actors combat status rises to given level
  1393. <void> vs_abort_on_damage <ai> <boolean> ; Command script ends prematurely when actor is damaged
  1394. <void> vs_abort_on_damage <boolean> ; Command script ends prematurely when actor is damaged
  1395. <void> vs_abort_on_vehicle_exit <ai> <boolean> ; Command script ends prematurely when actor gets out of its vehicle
  1396. <void> vs_abort_on_vehicle_exit <boolean> ; Command script ends prematurely when actor gets out of its vehicle
  1397. <void> vs_action <ai> <boolean> <point_reference> <short> ; Actor plays an AI action towards the given point. ai_action_<tab> to see action options
  1398. <void> vs_action_at_object <ai> <boolean> <object> <short> ; Actor plays an AI action towards the given object. ai_action_<tab> to see action options
  1399. <void> vs_action_at_player <ai> <boolean> <short> ; Actor plays an AI action towards the nearest_player. ai_action_<tab> to see action options
  1400. <void> vs_aim <ai> <boolean> <point_reference> ; Actor aims at the point for the remainder of the cs, or until overridden (overrides look
  1401. <void> vs_aim_object <ai> <boolean> <object> ; Actor aims at the object for the duration of the cs, or until overridden (overrides look
  1402. <void> vs_aim_player <ai> <boolean> ; Actor aims at nearest player for the duration of the cs, or until overridden (overrides look
  1403. <void> vs_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>
  1404. <void> vs_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>
  1405. <void> vs_approach_stop <ai> ; Actor stops approaching
  1406. <void> vs_crouch <ai> <boolean> ; Actor crouches for the remainder of the command script, or until overridden
  1407. <void> vs_crouch <ai> <boolean> <real> ; Actor crouches / uncrouches, transitioning over the given number of seconds
  1408. <void> vs_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
  1409. <void> vs_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
  1410. <void> vs_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
  1411. <void> vs_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
  1412. <void> vs_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
  1413. <void> vs_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
  1414. <void> vs_deploy_turret <ai> <boolean> <point_reference> ; Deploy a turret at the given script point
  1415. <void> vs_die <ai> <boolean> <short> ; Actor dies in specified manner
  1416. <void> vs_draw <ai> ; Actor draws its current weapon
  1417. <void> vs_enable_dialogue <ai> <boolean> ; Actor combat dialogue enabled/disabled.
  1418. <void> vs_enable_looking <ai> <boolean> ; Actor autonomous looking enabled/disabled.
  1419. <void> vs_enable_moving <ai> <boolean> ; Actor autonomous moving enabled/disabled.
  1420. <void> vs_enable_pathfinding_failsafe <ai> <boolean> ; Actor blocks until pathfinding calls succeed
  1421. <void> vs_enable_targeting <ai> <boolean> ; Actor autonomous target selection enabled/disabled.
  1422. <void> vs_equipment <ai> <boolean> <point_reference> ; Actor throws their equipment in the direction of the given point
  1423. <void> vs_face <ai> <boolean> <point_reference> ; Actor faces exactly the point for the remainder of the cs, or until overridden (overrides aim, look
  1424. <void> vs_face_object <ai> <boolean> <object> ; Actor faces exactly the given object for the duration of the cs, or until overridden (overrides aim, look
  1425. <void> vs_face_player <ai> <boolean> ; Actor faces exactly the nearest player for the duration of the cs, or until overridden (overrides aim, look
  1426. <void> vs_fly_by <ai> <boolean> <point_reference> ; Flies the actor through the given point
  1427. <void> vs_fly_by <ai> <boolean> <point_reference> <real> ; Flies the actor through the given point (within the given tolerance
  1428. <void> vs_fly_to <ai> <boolean> <point_reference> ; Flies the actor to the given point
  1429. <void> vs_fly_to <ai> <boolean> <point_reference> <real> ; Flies the actor to the given point (within the given tolerance
  1430. <void> vs_fly_to_and_face <ai> <boolean> <point_reference> <point_reference> ; Flies the actor to the given point and orients him in the appropriate direction
  1431. <void> vs_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
  1432. <void> vs_force_combat_status <ai> <short> ; Force the actors combat status (0= no override, 1=idle, 2= alert, 3= active
  1433. <void> vs_go_by <ai> <boolean> <point_reference> <point_reference> ; Actor moves toward the point, and considers it hit when it breaks the indicated plane
  1434. <void> vs_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
  1435. <void> vs_go_to <ai> <boolean> <point_reference> ; Moves the actor to a specified point
  1436. <void> vs_go_to <ai> <boolean> <point_reference> <real> ; Moves the actor to a specified point, attenuating throttle by the given amount when near the goal
  1437. <void> vs_go_to_and_face <ai> <boolean> <point_reference> <point_reference> ; Moves the actor to a specified point and has him face the second point
  1438. <void> vs_go_to_and_posture <ai> <boolean> <point_reference> <string_id> ; Actor moves to the point and performs a posture once there
  1439. <void> vs_go_to_nearest <ai> <boolean> <point_reference> ; Given a point set, AI goes toward the nearest point
  1440. <void> vs_go_to_vehicle <ai> <boolean> <vehicle> ; Actor gets in the appropriate vehicle
  1441. <void> vs_go_to_vehicle <ai> <boolean> <vehicle> <unit_seat_mapping> ; Actor gets in the named seat of the appropriate vehicle
  1442. <void> vs_grenade <ai> <boolean> <point_reference> <short> ; Actor throws a grenade, either by tossing (arg2=0), lobbing (1) or bouncing (2
  1443. <void> vs_ignore_obstacles <ai> <boolean> ; Actor does not avoid obstacles when true
  1444. <void> vs_jump <ai> <boolean> <real> <real> ; Actor jumps in direction of angle at the given velocity (angle, velocity
  1445. <void> vs_jump_to_point <ai> <boolean> <real> <real> ; Actor jumps with given horizontal and vertical velocity
  1446. <void> vs_look <ai> <boolean> <point_reference> ; Actor looks at the point for the remainder of the cs, or until overridden
  1447. <void> vs_look_object <ai> <boolean> <object> ; Actor looks at the object for the duration of the cs, or until overridden
  1448. <void> vs_look_player <ai> <boolean> ; Actor looks at nearest player for the duration of the cs, or until overridden
  1449. <void> vs_lower_weapon <ai> <boolean> ; Actor keeps weapon lowered
  1450. <void> vs_melee_direction <ai> <boolean> <long> ; Actor performs melee in provided direction (0= front, 1= back, 2= offhand, 3= tackle
  1451. <void> vs_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
  1452. <void> vs_move_towards <ai> <boolean> <object> ; Move in the direction of the given object
  1453. <void> vs_move_towards <ai> <boolean> <object> <boolean> ; Move in the direction of the given object (and melee the target or not
  1454. <void> vs_movement_mode <ai> <short> ; Actor switches to given animation mode
  1455. <void> vs_pause <ai> <boolean> <real> ; The actor does nothing for the given number of seconds
  1456. <void> vs_play_line <ai> <boolean> <ai_line> ; Play the named line in the current scene
  1457. <void> vs_play_sound <ai> <boolean> <sound> ; Actor plays an impulse sound and the atom blocks until it is complete
  1458. <void> vs_play_sound <ai> <boolean> <sound> <real> ; Actor plays an impulse sound and the atom blocks for the given percentage of the sounds total length
  1459. <void> vs_play_sound <ai> <boolean> <sound> <real> <real> ; Actor plays an impulse sound and the atom blocks for the given percentage of the sounds total length, at the given volume (0..1
  1460. <void> vs_player_melee <ai> <boolean> <long> ; Actor performs player-specific melee
  1461. <void> vs_posture_exit <ai> ; Actor exits the posture its in
  1462. <void> vs_posture_set <ai> <string_id> <boolean> ; Actor enters the given posture (enters immediately rather than plays the entry animation if argument is TRUE
  1463. <void> vs_release <ai> ; Lets the given ai out of the current command script
  1464. <void> vs_release_all ; Releases all the ai attached to the current thread
  1465. <void> vs_reserve <ai> <boolean> <short> ; Reserves the specified actor(s) for the use of the current script (discarding any other command scripts in the queue
  1466. <void> vs_reserve <ai> <short> ; Reserves the specified actor(s) for the use of the current script (discarding any other command scripts in the queue
  1467. <void> vs_set_cleanup_script <script> ; Sets the script that is automatically called when the current thread ends
  1468. <void> vs_set_pathfinding_radius <ai> <real> ; Sets the actors pathfinding radius (this distance at which a destination is considered to have been reached) for the remainder of the command script
  1469. <void> vs_set_style <ai> <style> ; Override the actors style
  1470. <void> vs_shoot <ai> <boolean> ; Actor is allowed to shoot at its target or not
  1471. <void> vs_shoot <ai> <boolean> <object> ; Actor shoots at given target
  1472. <void> vs_shoot_point <ai> <boolean> <point_reference> ; Actor shoots at given point
  1473. <void> vs_shoot_secondary_trigger <ai> <boolean> ; Actor uses secondary trigger whenever he shoots
  1474. <void> vs_smash_direction <ai> <boolean> <long> ; Actor performs smash in provided direction
  1475. <void> vs_stop_custom_animation <ai> ; Stop running a custom animation
  1476. <void> vs_stop_sound <ai> <sound> ; Stops the specified impulse sound.
  1477. <void> vs_stow <ai> ; Actor stows its current weapon
  1478. <void> vs_suppress_activity_termination <ai> <boolean> ; Autonomous termination of activities is suppressed for the remainder of the command script
  1479. <void> vs_suppress_dialogue_global <ai> <boolean> ; Combat dialogue is suppressed for the remainder of the command script
  1480. <void> vs_swarm_from <ai> <boolean> <point_reference> <real> ; A swarm swarms away from the point in question, going at least the given distance
  1481. <void> vs_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
  1482. <void> vs_teleport <ai> <point_reference> <point_reference> ; Actor teleports to point1 facing point2
  1483. <void> vs_turn_sharpness <ai> <boolean> <real> ; Set the sharpness of a vehicle turn (values 0 -> 1). Only applicable to nondirectional flying vehicles (e.g. dropships
  1484. <void> vs_vehicle_boost <ai> <boolean> ; Enables or disables boost
  1485. <void> vs_vehicle_speed <ai> <real> ; Set the speed at which the actor will drive a vehicle, expressed as a multiplier 0-1
  1486. <void> vs_vehicle_speed_instantaneous <ai> <real> ; Set the instantaneous speed of the vehicle were driving
  1487. <void> vs_vocalize <ai> <boolean> <short> ; Actor emits vocalization of given type
  1488. <void> vs_walk <ai> <boolean> ; Actor walks for the remainder of the command script, or until overridden
  1489. <void> wake <script name> ; wakes a sleeping script in the next update.
  1490. <void> water_float_reset <object> ; allows an object to continue floating
  1491. <void> weapon_enable_warthog_chaingun_light <boolean> ; turns the trigger for a weapon on/off
  1492. <void> weapon_hold_trigger <weapon> <long> <boolean> ; turns the trigger for a weapon on/off
  1493. <void> webstats_disable <boolean> ; disables webstats
  1494. <void> webstats_test_submit <string> ; submits a string to webstats upload
  1495. <void> webstats_test_submit_campaign ; submits a test campaign blob to webstats
  1496. <void> webstats_test_submit_multiplayer ; submits a test multiplayer blob to webstats
  1497. <void> webstats_throttle_bandwidth <long> ; <bytes per second> sets the maximum bandwidth that webstats can use
  1498. <void> xoverlapped_debug_render <boolean> ; toggle display a list of active xoverlapped tasks
  1499. <void> zone_set_trigger_volume_enable <string_id> <boolean> ; enables/disables the trigger volume(s) with the given name that cause zone set switches
  1500. <weapon> unit_get_primary_weapon <unit> ; return the primary weapon of the specified unit
  1501.  
  1502. ; AVAILABLE EXTERNAL GLOBALS:
  1503. <ai> ai_current_actor
  1504. <ai> ai_current_squad
  1505. <ai> ai_render_ai_iterator
  1506. <boolean> ai_debug_all_disposable
  1507. <boolean> ai_debug_ballistic_lineoffire_freeze
  1508. <boolean> ai_debug_blind
  1509. <boolean> ai_debug_combat_status
  1510. <boolean> ai_debug_deaf
  1511. <boolean> ai_debug_evaluate_all_positions
  1512. <boolean> ai_debug_fast_los
  1513. <boolean> ai_debug_force_all_active
  1514. <boolean> ai_debug_ignore_player
  1515. <boolean> ai_debug_invisible_player
  1516. <boolean> ai_debug_path
  1517. <boolean> ai_debug_path_attractor
  1518. <boolean> ai_debug_path_destructible
  1519. <boolean> ai_debug_path_disable_obstacle_avoidance
  1520. <boolean> ai_debug_path_disable_smoothing
  1521. <boolean> ai_debug_path_end_freeze
  1522. <boolean> ai_debug_path_flood
  1523. <boolean> ai_debug_path_giant
  1524. <boolean> ai_debug_path_naive_estimate
  1525. <boolean> ai_debug_path_start_freeze
  1526. <boolean> ai_debug_perception_data
  1527. <boolean> ai_debug_prop_refresh
  1528. <boolean> ai_debug_tracking_data
  1529. <boolean> ai_debug_vignettes
  1530. <boolean> ai_dialogue_datamine_enable
  1531. <boolean> ai_dialogue_test_mode
  1532. <boolean> ai_generate_flood_sector_wrl
  1533. <boolean> ai_hide_actor_errors
  1534. <boolean> ai_inspect_avoidance_failure
  1535. <boolean> ai_maxd_spew
  1536. <boolean> ai_naimad_spew
  1537. <boolean> ai_orders_print_entries
  1538. <boolean> ai_orders_print_entries_verbose
  1539. <boolean> ai_pathfinding_generate_stats
  1540. <boolean> ai_pathfinding_generation_verbose
  1541. <boolean> ai_print_allegiance
  1542. <boolean> ai_print_communication
  1543. <boolean> ai_print_communication_player
  1544. <boolean> ai_print_disposal
  1545. <boolean> ai_print_evaluation_statistics
  1546. <boolean> ai_print_killing_sprees
  1547. <boolean> ai_print_lost_speech
  1548. <boolean> ai_print_major_upgrade
  1549. <boolean> ai_print_migration
  1550. <boolean> ai_print_placement
  1551. <boolean> ai_print_scripting
  1552. <boolean> ai_print_speech
  1553. <boolean> ai_print_vocalizations
  1554. <boolean> ai_profile_disable
  1555. <boolean> ai_profile_random
  1556. <boolean> ai_render
  1557. <boolean> ai_render_action_selection_failure
  1558. <boolean> ai_render_activation
  1559. <boolean> ai_render_active_camo
  1560. <boolean> ai_render_actor_blinddeaf
  1561. <boolean> ai_render_aiming_positions
  1562. <boolean> ai_render_aiming_validity
  1563. <boolean> ai_render_aiming_vectors
  1564. <boolean> ai_render_all_actors
  1565. <boolean> ai_render_area_flight_hints
  1566. <boolean> ai_render_audibility
  1567. <boolean> ai_render_ballistic_lineoffire
  1568. <boolean> ai_render_behavior_debug
  1569. <boolean> ai_render_behavior_stack
  1570. <boolean> ai_render_behavior_stack_all
  1571. <boolean> ai_render_burst_geometry
  1572. <boolean> ai_render_character_names
  1573. <boolean> ai_render_child_stack
  1574. <boolean> ai_render_clump_dialogue
  1575. <boolean> ai_render_clump_props
  1576. <boolean> ai_render_clump_props_all
  1577. <boolean> ai_render_clumps
  1578. <boolean> ai_render_combat_range
  1579. <boolean> ai_render_combat_status
  1580. <boolean> ai_render_command_scripts
  1581. <boolean> ai_render_control
  1582. <boolean> ai_render_current_damage
  1583. <boolean> ai_render_current_state
  1584. <boolean> ai_render_danger_zones
  1585. <boolean> ai_render_deceleration_obstacles
  1586. <boolean> ai_render_decisions
  1587. <boolean> ai_render_decisions_all
  1588. <boolean> ai_render_detailed_state
  1589. <boolean> ai_render_dialogue
  1590. <boolean> ai_render_dialogue_player_weights
  1591. <boolean> ai_render_dialogue_queue
  1592. <boolean> ai_render_dialogue_records
  1593. <boolean> ai_render_dialogue_variants
  1594. <boolean> ai_render_discarded_firing_positions
  1595. <boolean> ai_render_dynamic_firing_positions
  1596. <boolean> ai_render_emotions
  1597. <boolean> ai_render_evaluations
  1598. <boolean> ai_render_evaluations_detailed
  1599. <boolean> ai_render_evaluations_text
  1600. <boolean> ai_render_firing_position_info
  1601. <boolean> ai_render_firing_position_obstacles
  1602. <boolean> ai_render_firing_position_statistics
  1603. <boolean> ai_render_firing_positions
  1604. <boolean> ai_render_firing_positions_all
  1605. <boolean> ai_render_flocks
  1606. <boolean> ai_render_giant_sector_bsps
  1607. <boolean> ai_render_goal_state
  1608. <boolean> ai_render_grenades
  1609. <boolean> ai_render_gun_positions
  1610. <boolean> ai_render_hints
  1611. <boolean> ai_render_hints_detailed
  1612. <boolean> ai_render_hints_movement
  1613. <boolean> ai_render_idle_look
  1614. <boolean> ai_render_inactive_actors
  1615. <boolean> ai_render_intersection_links
  1616. <boolean> ai_render_joint_behaviors
  1617. <boolean> ai_render_leadership
  1618. <boolean> ai_render_lineoffire
  1619. <boolean> ai_render_lineoffire_crouching
  1620. <boolean> ai_render_lineofsight
  1621. <boolean> ai_render_links
  1622. <boolean> ai_render_look_orders
  1623. <boolean> ai_render_melee_check
  1624. <boolean> ai_render_mission_critical
  1625. <boolean> ai_render_morphing
  1626. <boolean> ai_render_non_walkable_sectors
  1627. <boolean> ai_render_object_hints
  1628. <boolean> ai_render_object_hints_all
  1629. <boolean> ai_render_object_properties
  1630. <boolean> ai_render_objectives
  1631. <boolean> ai_render_orders
  1632. <boolean> ai_render_paths
  1633. <boolean> ai_render_paths_avoidance_obstacles
  1634. <boolean> ai_render_paths_avoidance_search
  1635. <boolean> ai_render_paths_avoided
  1636. <boolean> ai_render_paths_current
  1637. <boolean> ai_render_paths_destination
  1638. <boolean> ai_render_paths_distance
  1639. <boolean> ai_render_paths_error_thresholds
  1640. <boolean> ai_render_paths_failed
  1641. <boolean> ai_render_paths_nodes
  1642. <boolean> ai_render_paths_nodes_all
  1643. <boolean> ai_render_paths_nodes_closest
  1644. <boolean> ai_render_paths_nodes_costs
  1645. <boolean> ai_render_paths_nodes_polygons
  1646. <boolean> ai_render_paths_raw
  1647. <boolean> ai_render_paths_selected_only
  1648. <boolean> ai_render_paths_smoothed
  1649. <boolean> ai_render_player_aiming_blocked
  1650. <boolean> ai_render_player_battle_vector
  1651. <boolean> ai_render_player_needs_vehicle
  1652. <boolean> ai_render_player_ratings
  1653. <boolean> ai_render_projectile_aiming
  1654. <boolean> ai_render_props
  1655. <boolean> ai_render_props_dialogue
  1656. <boolean> ai_render_props_no_friends
  1657. <boolean> ai_render_props_salience
  1658. <boolean> ai_render_props_stimulus
  1659. <boolean> ai_render_props_unopposable
  1660. <boolean> ai_render_props_unreachable
  1661. <boolean> ai_render_props_update
  1662. <boolean> ai_render_props_web
  1663. <boolean> ai_render_pursuit
  1664. <boolean> ai_render_recent_damage
  1665. <boolean> ai_render_recent_obstacles
  1666. <boolean> ai_render_secondary_looking
  1667. <boolean> ai_render_sector_bsps
  1668. <boolean> ai_render_sector_geometry_errors
  1669. <boolean> ai_render_sector_link_errors
  1670. <boolean> ai_render_sectors
  1671. <boolean> ai_render_shooting
  1672. <boolean> ai_render_spatial_effects
  1673. <boolean> ai_render_speech
  1674. <boolean> ai_render_states
  1675. <boolean> ai_render_status_flags
  1676. <boolean> ai_render_stimuli
  1677. <boolean> ai_render_strength
  1678. <boolean> ai_render_support_surfaces
  1679. <boolean> ai_render_suppress_combat
  1680. <boolean> ai_render_swarm
  1681. <boolean> ai_render_targets
  1682. <boolean> ai_render_targets_all
  1683. <boolean> ai_render_targets_last_visible
  1684. <boolean> ai_render_teams
  1685. <boolean> ai_render_threats
  1686. <boolean> ai_render_threshold_links
  1687. <boolean> ai_render_tracked_props
  1688. <boolean> ai_render_tracked_props_all
  1689. <boolean> ai_render_trigger
  1690. <boolean> ai_render_user_hints
  1691. <boolean> ai_render_vehicle_attachment
  1692. <boolean> ai_render_vehicle_avoidance
  1693. <boolean> ai_render_vehicle_interest
  1694. <boolean> ai_render_vehicle_reservations
  1695. <boolean> ai_render_vehicle_turns
  1696. <boolean> ai_render_vehicles_enterable
  1697. <boolean> ai_render_vision_cones
  1698. <boolean> ai_render_vitality
  1699. <boolean> ai_show
  1700. <boolean> ai_show_actors
  1701. <boolean> ai_show_line_of_sight
  1702. <boolean> ai_show_paths
  1703. <boolean> ai_show_prop_types
  1704. <boolean> ai_show_sound_distance
  1705. <boolean> ai_show_stats
  1706. <boolean> ai_show_swarms
  1707. <boolean> aim_assist_disable_target_lead_vector
  1708. <boolean> airborne_arc_enabled
  1709. <boolean> allow_480p_resolutions
  1710. <boolean> allow_all_sounds_on_player
  1711. <boolean> allow_insecure_resources
  1712. <boolean> allow_restricted_active_zone_reloads
  1713. <boolean> allow_sound_cache_file_editing
  1714. <boolean> async_display_statistics
  1715. <boolean> async_record_statistics
  1716. <boolean> background_sound_meter_display
  1717. <boolean> beam_create
  1718. <boolean> beam_dump
  1719. <boolean> beam_frame_advance
  1720. <boolean> beam_submit
  1721. <boolean> bertone_control_hack
  1722. <boolean> biped_fake_hard_landing
  1723. <boolean> biped_fake_soft_landing
  1724. <boolean> biped_fitting_enable
  1725. <boolean> biped_fitting_root_offset_enable
  1726. <boolean> biped_meter_display
  1727. <boolean> biped_pivot_allow_player
  1728. <boolean> biped_pivot_enable
  1729. <boolean> bitmaps_interleave_compressed_bitmaps
  1730. <boolean> bitmaps_trim_unused_pixels
  1731. <boolean> breakable_surfaces
  1732. <boolean> breakpoints_enabled
  1733. <boolean> cache_file_builder_allow_sharing
  1734. <boolean> cache_file_builder_dump_tag_sections
  1735. <boolean> campaign_metagame_datamine
  1736. <boolean> catch_exceptions
  1737. <boolean> cheat_bottomless_clip
  1738. <boolean> cheat_bump_possession
  1739. <boolean> cheat_chevy
  1740. <boolean> cheat_controller
  1741. <boolean> cheat_deathless_player
  1742. <boolean> cheat_infinite_ammo
  1743. <boolean> cheat_jetpack
  1744. <boolean> cheat_medusa
  1745. <boolean> cheat_omnipotent
  1746. <boolean> cheat_reflexive_damage_effects
  1747. <boolean> cheat_super_jump
  1748. <boolean> cheat_valhalla
  1749. <boolean> check_system_heap
  1750. <boolean> chud_cortana_debug
  1751. <boolean> chud_debug_crosshair
  1752. <boolean> chud_debug_grid
  1753. <boolean> chud_debug_messages
  1754. <boolean> chud_debug_metagame
  1755. <boolean> chud_enabled
  1756. <boolean> cinematic_debugging_enable
  1757. <boolean> cinematic_prediction_enable
  1758. <boolean> collision_damage_debug
  1759. <boolean> collision_debug
  1760. <boolean> collision_debug_features
  1761. <boolean> collision_debug_flag_allow_early_out
  1762. <boolean> collision_debug_flag_back_facing_surfaces
  1763. <boolean> collision_debug_flag_front_facing_surfaces
  1764. <boolean> collision_debug_flag_ignore_breakable_surfaces
  1765. <boolean> collision_debug_flag_ignore_child_objects
  1766. <boolean> collision_debug_flag_ignore_cinematic_objects
  1767. <boolean> collision_debug_flag_ignore_dead_bipeds
  1768. <boolean> collision_debug_flag_ignore_invisible_surfaces
  1769. <boolean> collision_debug_flag_ignore_nonpathfindable_objects
  1770. <boolean> collision_debug_flag_ignore_passthrough_bipeds
  1771. <boolean> collision_debug_flag_ignore_two_sided_surfaces
  1772. <boolean> collision_debug_flag_instanced_geometry
  1773. <boolean> collision_debug_flag_objects
  1774. <boolean> collision_debug_flag_objects_bipeds
  1775. <boolean> collision_debug_flag_objects_controls
  1776. <boolean> collision_debug_flag_objects_crates
  1777. <boolean> collision_debug_flag_objects_creatures
  1778. <boolean> collision_debug_flag_objects_effect_scenery
  1779. <boolean> collision_debug_flag_objects_equipment
  1780. <boolean> collision_debug_flag_objects_giants
  1781. <boolean> collision_debug_flag_objects_machines
  1782. <boolean> collision_debug_flag_objects_projectiles
  1783. <boolean> collision_debug_flag_objects_scenery
  1784. <boolean> collision_debug_flag_objects_sound_scenery
  1785. <boolean> collision_debug_flag_objects_terminals
  1786. <boolean> collision_debug_flag_objects_vehicles
  1787. <boolean> collision_debug_flag_objects_weapons
  1788. <boolean> collision_debug_flag_structure
  1789. <boolean> collision_debug_flag_try_to_keep_location_valid
  1790. <boolean> collision_debug_flag_water
  1791. <boolean> collision_debug_geometry_sampling
  1792. <boolean> collision_debug_lightmaps
  1793. <boolean> collision_debug_phantom_bsp
  1794. <boolean> collision_debug_repeat
  1795. <boolean> collision_debug_spray
  1796. <boolean> collision_debug_water_proxy
  1797. <boolean> collision_log_detailed
  1798. <boolean> collision_log_extended
  1799. <boolean> collision_log_render
  1800. <boolean> collision_log_time
  1801. <boolean> collision_log_totals_only
  1802. <boolean> console_dump_to_debug_display
  1803. <boolean> console_pauses_game
  1804. <boolean> console_status_string_render
  1805. <boolean> contrail_create
  1806. <boolean> contrail_dump
  1807. <boolean> contrail_frame_advance
  1808. <boolean> contrail_pulse
  1809. <boolean> contrail_submit
  1810. <boolean> cubemap_debug
  1811. <boolean> debug_aim_assist_targets_enabled
  1812. <boolean> debug_aim_assist_targets_names
  1813. <boolean> debug_aim_assist_vectors
  1814. <boolean> debug_bink
  1815. <boolean> debug_biped_landing
  1816. <boolean> debug_biped_throttle
  1817. <boolean> debug_boarding_force_enemy
  1818. <boolean> debug_bsp
  1819. <boolean> debug_camera
  1820. <boolean> debug_camera_projection
  1821. <boolean> debug_campaign_metagame
  1822. <boolean> debug_cinematic_controls_enable
  1823. <boolean> debug_collision_object_payload_collision
  1824. <boolean> debug_collision_skip_instanced_geometry
  1825. <boolean> debug_collision_skip_objects
  1826. <boolean> debug_collision_skip_vectors
  1827. <boolean> debug_controller_latency
  1828. <boolean> debug_damage
  1829. <boolean> debug_damage_effect_obstacles
  1830. <boolean> debug_damage_effects
  1831. <boolean> debug_damage_radius
  1832. <boolean> debug_damage_verbose
  1833. <boolean> debug_disable_ambiant_channel
  1834. <boolean> debug_disable_cinematic_channel
  1835. <boolean> debug_disable_dialog_channel
  1836. <boolean> debug_disable_music_channel
  1837. <boolean> debug_disable_other_channel
  1838. <boolean> debug_disable_vehicle_channel
  1839. <boolean> debug_disable_weapon_channel
  1840. <boolean> debug_display_levels_data
  1841. <boolean> debug_display_mix_data
  1842. <boolean> debug_display_preformance_data
  1843. <boolean> debug_display_sources_data
  1844. <boolean> debug_display_sources_data_state
  1845. <boolean> debug_duckers
  1846. <boolean> debug_effects_allocation
  1847. <boolean> debug_effects_lightprobe_sampling
  1848. <boolean> debug_effects_locations
  1849. <boolean> debug_effects_nonviolent
  1850. <boolean> debug_effects_play_distances
  1851. <boolean> debug_first_person_hide_ammo
  1852. <boolean> debug_first_person_hide_base
  1853. <boolean> debug_first_person_hide_ik
  1854. <boolean> debug_first_person_hide_jitter
  1855. <boolean> debug_first_person_hide_movement
  1856. <boolean> debug_first_person_hide_overlay
  1857. <boolean> debug_first_person_hide_pitch_turn
  1858. <boolean> debug_first_person_models
  1859. <boolean> debug_first_person_weapons
  1860. <boolean> debug_force_all_player_views_to_default_player
  1861. <boolean> debug_game_save
  1862. <boolean> debug_inactive_objects
  1863. <boolean> debug_input
  1864. <boolean> debug_instanced_geometry
  1865. <boolean> debug_instanced_geometry_bounding_spheres
  1866. <boolean> debug_instanced_geometry_collision_geometry
  1867. <boolean> debug_instanced_geometry_names
  1868. <boolean> debug_instanced_geometry_vertex_counts
  1869. <boolean> debug_light_passes
  1870. <boolean> debug_lights
  1871. <boolean> debug_load_panic_to_main_menu
  1872. <boolean> debug_looping_sound
  1873. <boolean> debug_material_default_effects
  1874. <boolean> debug_material_effects
  1875. <boolean> debug_menu_enabled
  1876. <boolean> debug_no_drawing
  1877. <boolean> debug_no_frustum_clip
  1878. <boolean> debug_object_dump_log
  1879. <boolean> debug_object_garbage_collection
  1880. <boolean> debug_object_recycling
  1881. <boolean> debug_object_scheduler
  1882. <boolean> debug_objects
  1883. <boolean> debug_objects_active_nodes
  1884. <boolean> debug_objects_animation
  1885. <boolean> debug_objects_animation_times
  1886. <boolean> debug_objects_attached_bounding_spheres
  1887. <boolean> debug_objects_biped_autoaim_pills
  1888. <boolean> debug_objects_biped_melee_in_range
  1889. <boolean> debug_objects_bounding_spheres
  1890. <boolean> debug_objects_collision_models
  1891. <boolean> debug_objects_constraints
  1892. <boolean> debug_objects_contact_points
  1893. <boolean> debug_objects_devices
  1894. <boolean> debug_objects_disable_node_animation
  1895. <boolean> debug_objects_disable_relaxation
  1896. <boolean> debug_objects_dump_memory_stats
  1897. <boolean> debug_objects_dynamic_render_bounding_spheres
  1898. <boolean> debug_objects_early_movers
  1899. <boolean> debug_objects_expensive_physics
  1900. <boolean> debug_objects_force_awake
  1901. <boolean> debug_objects_freeze_ragdolls
  1902. <boolean> debug_objects_functions
  1903. <boolean> debug_objects_functions_all
  1904. <boolean> debug_objects_garbage
  1905. <boolean> debug_objects_giant_buckle
  1906. <boolean> debug_objects_giant_feet
  1907. <boolean> debug_objects_ground_plane
  1908. <boolean> debug_objects_ignore_node_masks
  1909. <boolean> debug_objects_indices
  1910. <boolean> debug_objects_machines
  1911. <boolean> debug_objects_mass
  1912. <boolean> debug_objects_model_targets
  1913. <boolean> debug_objects_movement_mode
  1914. <boolean> debug_objects_names
  1915. <boolean> debug_objects_names_full
  1916. <boolean> debug_objects_node_bounds
  1917. <boolean> debug_objects_origin
  1918. <boolean> debug_objects_pathfinding
  1919. <boolean> debug_objects_pendulum
  1920. <boolean> debug_objects_physics_control_node
  1921. <boolean> debug_objects_physics_models
  1922. <boolean> debug_objects_player_only
  1923. <boolean> debug_objects_position_velocity
  1924. <boolean> debug_objects_profile_times
  1925. <boolean> debug_objects_render_models
  1926. <boolean> debug_objects_root_node
  1927. <boolean> debug_objects_root_node_print
  1928. <boolean> debug_objects_scenery
  1929. <boolean> debug_objects_sentinel_physics_ignore_lag
  1930. <boolean> debug_objects_skeletons
  1931. <boolean> debug_objects_sound_spheres
  1932. <boolean> debug_objects_spawn_timers
  1933. <boolean> debug_objects_unit_acceleration
  1934. <boolean> debug_objects_unit_camera
  1935. <boolean> debug_objects_unit_emotion
  1936. <boolean> debug_objects_unit_firing
  1937. <boolean> debug_objects_unit_lipsync
  1938. <boolean> debug_objects_unit_lipsync_verbose
  1939. <boolean> debug_objects_unit_melee
  1940. <boolean> debug_objects_unit_mouth_apeture
  1941. <boolean> debug_objects_unit_pathfinding_surface
  1942. <boolean> debug_objects_unit_seats
  1943. <boolean> debug_objects_unit_vectors
  1944. <boolean> debug_objects_vehicle_physics
  1945. <boolean> debug_objects_vehicle_suspension
  1946. <boolean> debug_objects_water_physics
  1947. <boolean> debug_obstacle_path
  1948. <boolean> debug_obstacle_path_on_failure
  1949. <boolean> debug_player
  1950. <boolean> debug_player_control_autoaim_always_active
  1951. <boolean> debug_player_damage
  1952. <boolean> debug_player_input
  1953. <boolean> debug_player_melee_attack
  1954. <boolean> debug_player_network_aiming
  1955. <boolean> debug_player_respawn
  1956. <boolean> debug_player_teleport
  1957. <boolean> debug_players
  1958. <boolean> debug_point_physics
  1959. <boolean> debug_projectiles
  1960. <boolean> debug_pvs
  1961. <boolean> debug_pvs_activation
  1962. <boolean> debug_pvs_editor_mode
  1963. <boolean> debug_pvs_render_all
  1964. <boolean> debug_recording
  1965. <boolean> debug_render_freeze
  1966. <boolean> debug_render_horizontal_splitscreen
  1967. <boolean> debug_sound
  1968. <boolean> debug_sound_cache
  1969. <boolean> debug_sound_cache_status
  1970. <boolean> debug_sound_channel_overflow
  1971. <boolean> debug_sound_channels
  1972. <boolean> debug_sound_environment
  1973. <boolean> debug_sound_environment_parameters
  1974. <boolean> debug_sound_force_first_person_listener
  1975. <boolean> debug_sound_impulse_spam
  1976. <boolean> debug_sound_impulse_time
  1977. <boolean> debug_sound_listeners
  1978. <boolean> debug_sound_manager_channels
  1979. <boolean> debug_sound_manager_channels_status
  1980. <boolean> debug_sound_mute_ambient
  1981. <boolean> debug_sound_mute_dialog
  1982. <boolean> debug_sound_mute_effect_final_mix
  1983. <boolean> debug_sound_mute_effect_obstruction
  1984. <boolean> debug_sound_mute_effect_occlusion
  1985. <boolean> debug_sound_mute_effect_radio
  1986. <boolean> debug_sound_mute_effect_reverb_first
  1987. <boolean> debug_sound_mute_effect_reverb_second
  1988. <boolean> debug_sound_mute_effect_sub_mix
  1989. <boolean> debug_sound_mute_mix_dry
  1990. <boolean> debug_sound_mute_mix_dry_obstruction
  1991. <boolean> debug_sound_mute_mix_radio
  1992. <boolean> debug_sound_mute_mix_wet
  1993. <boolean> debug_sound_mute_mix_wet_occlusion
  1994. <boolean> debug_sound_mute_music
  1995. <boolean> debug_sound_mute_vehicles
  1996. <boolean> debug_sound_mute_weapons
  1997. <boolean> debug_sound_reference_counts
  1998. <boolean> debug_sound_reverb
  1999. <boolean> debug_sound_stabbed
  2000. <boolean> debug_sound_timing
  2001. <boolean> debug_sound_transmission
  2002. <boolean> debug_speaker_output_peak
  2003. <boolean> debug_speaker_output_rms
  2004. <boolean> debug_structure
  2005. <boolean> debug_structure_automatic
  2006. <boolean> debug_structure_cluster_skies
  2007. <boolean> debug_structure_complexity
  2008. <boolean> debug_structure_invisible
  2009. <boolean> debug_structure_markers
  2010. <boolean> debug_structure_sampling
  2011. <boolean> debug_structure_seam_edges
  2012. <boolean> debug_structure_seam_triangles
  2013. <boolean> debug_structure_seams
  2014. <boolean> debug_structure_slip_surfaces
  2015. <boolean> debug_structure_soft_ceilings
  2016. <boolean> debug_structure_soft_ceilings_biped
  2017. <boolean> debug_structure_soft_ceilings_camera
  2018. <boolean> debug_structure_soft_ceilings_huge_vehicle
  2019. <boolean> debug_structure_soft_ceilings_test_observer
  2020. <boolean> debug_structure_soft_ceilings_vehicle
  2021. <boolean> debug_structure_soft_kill
  2022. <boolean> debug_structure_surface_references
  2023. <boolean> debug_structure_unique_colors
  2024. <boolean> debug_structure_water
  2025. <boolean> debug_tag_dependencies
  2026. <boolean> debug_tangent_space
  2027. <boolean> debug_trace_main_events
  2028. <boolean> debug_trigger_volumes
  2029. <boolean> debug_unit_all_animations
  2030. <boolean> debug_unit_animations
  2031. <boolean> debug_unit_illumination
  2032. <boolean> debug_volume_samples
  2033. <boolean> debug_weapons
  2034. <boolean> debug_weapons_barrels
  2035. <boolean> debug_weapons_magazines
  2036. <boolean> debug_weapons_primary
  2037. <boolean> debug_weapons_secondary
  2038. <boolean> debug_weapons_triggers
  2039. <boolean> debug_zone_set_critical_portals
  2040. <boolean> decal_create
  2041. <boolean> decal_cull
  2042. <boolean> decal_disable
  2043. <boolean> decal_dump
  2044. <boolean> decal_fade
  2045. <boolean> decal_frame_advance
  2046. <boolean> decal_render
  2047. <boolean> decal_render_latest_debug
  2048. <boolean> decorator_res_scaled
  2049. <boolean> director_camera_switch_disable
  2050. <boolean> director_camera_switch_fast
  2051. <boolean> director_disable_first_person
  2052. <boolean> director_use_dt
  2053. <boolean> disable_analog_movement
  2054. <boolean> disable_audibility_generation
  2055. <boolean> disable_expensive_physics_rebuilding
  2056. <boolean> disable_main_loop_throttle
  2057. <boolean> disable_network_configuration_download
  2058. <boolean> disable_network_hopper_download
  2059. <boolean> disable_node_interpolation
  2060. <boolean> disable_player_rotation
  2061. <boolean> disable_progress_screen
  2062. <boolean> disable_render_state_cache_optimization
  2063. <boolean> disable_switch_zone_sets
  2064. <boolean> disable_transition_animations
  2065. <boolean> disable_unit_aim_screens
  2066. <boolean> disable_unit_eye_tracking
  2067. <boolean> disable_unit_look_screens
  2068. <boolean> display_colors_in_banded_gamma
  2069. <boolean> display_exposure
  2070. <boolean> display_frame_deltas
  2071. <boolean> display_framerate
  2072. <boolean> display_lag_times
  2073. <boolean> display_precache_progress
  2074. <boolean> display_pulse_rates
  2075. <boolean> display_rumble_status_lines
  2076. <boolean> display_throttle_rates
  2077. <boolean> dont_recompile_shaders
  2078. <boolean> dump_cache_builder_determinism_log
  2079. <boolean> dump_cache_builder_determinism_log_full
  2080. <boolean> e3
  2081. <boolean> editor_director_mouse_wheel_speed_enabled
  2082. <boolean> effect_property_culling
  2083. <boolean> effects_corpse_nonviolent
  2084. <boolean> effects_enable
  2085. <boolean> enable_animation_influenced_flight
  2086. <boolean> enable_better_cpu_gpu_sync
  2087. <boolean> enable_cache_build_resources
  2088. <boolean> enable_cluster_objects_prediction
  2089. <boolean> enable_console_window
  2090. <boolean> enable_controller_flag_drop
  2091. <boolean> enable_entire_pvs_prediction
  2092. <boolean> enable_first_person_prediction
  2093. <boolean> enable_flight_noise
  2094. <boolean> enable_new_ik_method
  2095. <boolean> enable_pc_joystick
  2096. <boolean> enable_pc_sound
  2097. <boolean> enable_player_transitions
  2098. <boolean> enable_sound_over_network
  2099. <boolean> enable_sound_transmission
  2100. <boolean> enable_structure_audibility
  2101. <boolean> enable_structure_prediction
  2102. <boolean> enable_tag_edit_sync
  2103. <boolean> enable_tag_resource_prediction
  2104. <boolean> enable_tag_resource_xsync
  2105. <boolean> enable_xsync_timings
  2106. <boolean> error_geometry_environment_enabled
  2107. <boolean> error_geometry_instance_enabled
  2108. <boolean> error_geometry_lightmap_enabled
  2109. <boolean> error_geometry_object_enabled
  2110. <boolean> error_geometry_seam_enabled
  2111. <boolean> events_debug_spam_render
  2112. <boolean> facial_animation_enable_gestures
  2113. <boolean> facial_animation_enable_lipsync
  2114. <boolean> facial_animation_enable_noise
  2115. <boolean> facial_animation_testing_enabled
  2116. <boolean> flying_camera_has_collision
  2117. <boolean> flying_camera_use_old_controls
  2118. <boolean> font_cache_debug_graph
  2119. <boolean> font_cache_debug_list
  2120. <boolean> font_cache_debug_texture
  2121. <boolean> font_cache_status
  2122. <boolean> force_aligned_utility_drive
  2123. <boolean> force_player_crouching
  2124. <boolean> force_player_walking
  2125. <boolean> force_unit_walking
  2126. <boolean> force_xsync_memory_buyback
  2127. <boolean> framerate_debug
  2128. <boolean> framerate_infinite
  2129. <boolean> framerate_stabilization
  2130. <boolean> framerate_use_system_time
  2131. <boolean> game_engine_debug_statborg
  2132. <boolean> game_paused
  2133. <boolean> game_state_allow_insecure
  2134. <boolean> game_state_verify_on_read
  2135. <boolean> game_state_verify_on_write
  2136. <boolean> game_time_lock
  2137. <boolean> game_time_statistics
  2138. <boolean> geometry_cache_block_warning
  2139. <boolean> geometry_cache_debug_display
  2140. <boolean> geometry_cache_graph
  2141. <boolean> geometry_cache_list
  2142. <boolean> geometry_cache_never_block
  2143. <boolean> geometry_cache_status
  2144. <boolean> giant_ankle_ik
  2145. <boolean> giant_buckle_rotation
  2146. <boolean> giant_elevation_control
  2147. <boolean> giant_foot_ik
  2148. <boolean> giant_force_buckle
  2149. <boolean> giant_force_crouch
  2150. <boolean> giant_force_death
  2151. <boolean> giant_ik
  2152. <boolean> global_playtest_mode
  2153. <boolean> gui_debug_bitmap_bounds_global
  2154. <boolean> gui_debug_group_bounds_global
  2155. <boolean> gui_debug_list_bounds_global
  2156. <boolean> gui_debug_list_item_bounds_global
  2157. <boolean> gui_debug_model_bounds_global
  2158. <boolean> gui_debug_screen_bounds_global
  2159. <boolean> gui_debug_text_bounds_global
  2160. <boolean> halt_on_stack_overflow
  2161. <boolean> havok_batch_add_entities_disabled
  2162. <boolean> havok_cleanup_inactive_agents
  2163. <boolean> havok_disable_deactivation
  2164. <boolean> havok_display_stats
  2165. <boolean> havok_enable_back_stepping
  2166. <boolean> havok_enable_sweep_shapes
  2167. <boolean> havok_initialize_profiling
  2168. <boolean> havok_jumping_beans
  2169. <boolean> havok_memory_always_system
  2170. <boolean> havok_play_biped_impact_effects
  2171. <boolean> havok_play_impact_effects
  2172. <boolean> havok_shape_cache
  2173. <boolean> havok_shape_cache_debug
  2174. <boolean> havok_weld_environment
  2175. <boolean> hs_verbose
  2176. <boolean> ignore_predefined_performance_throttles
  2177. <boolean> impacts_debug
  2178. <boolean> import_sound_write_diagnostic_files
  2179. <boolean> jaime_control_hack
  2180. <boolean> leap_force_end_rotation
  2181. <boolean> leap_force_flight_end_rotation
  2182. <boolean> leap_force_flight_start_rotation
  2183. <boolean> leap_force_start_rotation
  2184. <boolean> light_decorators
  2185. <boolean> light_local_basis
  2186. <boolean> light_volume_create
  2187. <boolean> light_volume_dump
  2188. <boolean> light_volume_frame_advance
  2189. <boolean> light_volume_submit
  2190. <boolean> lightmap_pointsample
  2191. <boolean> log_precache_progress
  2192. <boolean> lruv_lirp_enabled
  2193. <boolean> lsp_allow_lsp_connections
  2194. <boolean> lsp_allow_raw_connections
  2195. <boolean> minidump_force_regular_minidump_with_ui
  2196. <boolean> minidump_use_retail_provider
  2197. <boolean> morph_disallowed
  2198. <boolean> motor_system_debug
  2199. <boolean> net_allow_out_of_sync
  2200. <boolean> net_bandwidth_unlimited
  2201. <boolean> net_bitstream_capture_structure
  2202. <boolean> net_bitstream_display_errors
  2203. <boolean> net_connectivity_model_enabled
  2204. <boolean> net_debug_random_seeds
  2205. <boolean> net_disable_detatched_controller_check
  2206. <boolean> net_disable_flooding
  2207. <boolean> net_distributed_always
  2208. <boolean> net_distributed_never
  2209. <boolean> net_experimental
  2210. <boolean> net_fake_network_quality
  2211. <boolean> net_host_delegation_disable
  2212. <boolean> net_ignore_join_checking
  2213. <boolean> net_ignore_migration_checking
  2214. <boolean> net_ignore_version
  2215. <boolean> net_matchmaking_allow_early_start
  2216. <boolean> net_matchmaking_allow_idle_controllers
  2217. <boolean> net_matchmaking_fail_arbitration
  2218. <boolean> net_matchmaking_force_disband
  2219. <boolean> net_matchmaking_force_gather
  2220. <boolean> net_matchmaking_force_no_joining
  2221. <boolean> net_matchmaking_force_search
  2222. <boolean> net_matchmaking_nat_check_enabled
  2223. <boolean> net_matchmaking_skip_host_migration
  2224. <boolean> net_matchmaking_use_last_map_and_game
  2225. <boolean> net_messages_print
  2226. <boolean> net_never_timeout
  2227. <boolean> net_packet_print_mask
  2228. <boolean> net_rate_unlimited
  2229. <boolean> net_replication_requests_print
  2230. <boolean> net_show_network_quality
  2231. <boolean> net_sim
  2232. <boolean> net_skip_countdown
  2233. <boolean> net_speculative_host_migration_disable
  2234. <boolean> net_status_channels
  2235. <boolean> net_status_connections
  2236. <boolean> net_status_leaderboard
  2237. <boolean> net_status_link
  2238. <boolean> net_status_memory
  2239. <boolean> net_status_message_queues
  2240. <boolean> net_status_observer
  2241. <boolean> net_status_sessions
  2242. <boolean> net_status_sim
  2243. <boolean> net_streams_disable
  2244. <boolean> net_test
  2245. <boolean> net_test_debug_spheres
  2246. <boolean> net_test_replication_scheduler
  2247. <boolean> net_test_update_client
  2248. <boolean> net_test_update_server
  2249. <boolean> net_traffic_print
  2250. <boolean> net_traffic_warnings
  2251. <boolean> net_use_local_time
  2252. <boolean> net_voice_diagnostics
  2253. <boolean> net_window_unlimited
  2254. <boolean> observer_collision_anticipation_enabled
  2255. <boolean> observer_collision_enabled
  2256. <boolean> page_cache_enable_status_lines
  2257. <boolean> particle_create
  2258. <boolean> particle_cull
  2259. <boolean> particle_dump
  2260. <boolean> particle_force_cpu
  2261. <boolean> particle_force_gpu
  2262. <boolean> particle_frame_advance
  2263. <boolean> particle_render
  2264. <boolean> particle_render_debug
  2265. <boolean> particle_render_debug_spheres
  2266. <boolean> physics_debug
  2267. <boolean> player_effects_enabled
  2268. <boolean> player_training_debug
  2269. <boolean> player_training_disable
  2270. <boolean> profiler_datamine_uploads_enabled
  2271. <boolean> proxies_debug
  2272. <boolean> prune_error_geometry
  2273. <boolean> prune_global
  2274. <boolean> prune_global_dialog_sounds
  2275. <boolean> prune_global_keep_playable
  2276. <boolean> prune_global_use_empty
  2277. <boolean> prune_scenario_lightmaps
  2278. <boolean> prune_scenario_material_effects
  2279. <boolean> recover_saved_games_hack
  2280. <boolean> reduce_widescreen_fov_during_cinematics
  2281. <boolean> render_alpha_to_coverage
  2282. <boolean> render_atmosphere_cluster_blend_data
  2283. <boolean> render_bounce_light_only
  2284. <boolean> render_comment_flags
  2285. <boolean> render_comment_flags_look_at
  2286. <boolean> render_comment_flags_text
  2287. <boolean> render_debug_antennas
  2288. <boolean> render_debug_cache_state
  2289. <boolean> render_debug_cinematic_clip
  2290. <boolean> render_debug_cloth
  2291. <boolean> render_debug_cortana_ticks
  2292. <boolean> render_debug_dont_flash_low_res_textures
  2293. <boolean> render_debug_force_4x3_aspect_ratio
  2294. <boolean> render_debug_force_cinematic_lights
  2295. <boolean> render_debug_infinite_framerate
  2296. <boolean> render_debug_leaf_systems
  2297. <boolean> render_debug_lens_flares
  2298. <boolean> render_debug_low_res_textures
  2299. <boolean> render_debug_muffins
  2300. <boolean> render_debug_object_lighting
  2301. <boolean> render_debug_object_lighting_refresh
  2302. <boolean> render_debug_object_lighting_use_air_probe
  2303. <boolean> render_debug_object_lighting_use_device_probe
  2304. <boolean> render_debug_object_lighting_use_scenery_probe
  2305. <boolean> render_debug_pix_events
  2306. <boolean> render_debug_safe_frame_bounds
  2307. <boolean> render_debug_show_4x3_bounds
  2308. <boolean> render_debug_show_air_probes
  2309. <boolean> render_debug_slow_transparents
  2310. <boolean> render_debug_toggle_default_dynamic_lighting
  2311. <boolean> render_debug_toggle_default_sfx
  2312. <boolean> render_debug_toggle_default_static_lighting
  2313. <boolean> render_debug_transparent_cull
  2314. <boolean> render_debug_transparent_cull_flip
  2315. <boolean> render_debug_transparents
  2316. <boolean> render_debug_use_cholocate_mountain
  2317. <boolean> render_decorator_bounds
  2318. <boolean> render_decorator_spheres
  2319. <boolean> render_decorators
  2320. <boolean> render_default_lighting
  2321. <boolean> render_disable_prt
  2322. <boolean> render_disable_screen_effects_not_first_person
  2323. <boolean> render_environment
  2324. <boolean> render_exposure_lock
  2325. <boolean> render_first_person
  2326. <boolean> render_force_tiling
  2327. <boolean> render_instanced_geometry
  2328. <boolean> render_lens_flares
  2329. <boolean> render_light_opaque
  2330. <boolean> render_lightmap_shadows
  2331. <boolean> render_lightmap_shadows_apply
  2332. <boolean> render_lights
  2333. <boolean> render_method_debug
  2334. <boolean> render_model_collision_surface_counts
  2335. <boolean> render_model_collision_vertex_counts
  2336. <boolean> render_model_cost
  2337. <boolean> render_model_geometry_usage
  2338. <boolean> render_model_markers
  2339. <boolean> render_model_names
  2340. <boolean> render_model_no_geometry
  2341. <boolean> render_model_nodes
  2342. <boolean> render_model_point_counts
  2343. <boolean> render_model_skinning_disable
  2344. <boolean> render_model_texture_usage
  2345. <boolean> render_model_triangle_counts
  2346. <boolean> render_model_vertex_counts
  2347. <boolean> render_muffins
  2348. <boolean> render_objects
  2349. <boolean> render_pc_albedo_lighting
  2350. <boolean> render_pc_specular
  2351. <boolean> render_persist
  2352. <boolean> render_postprocess
  2353. <boolean> render_screen_flashes
  2354. <boolean> render_shadow_bounds
  2355. <boolean> render_shadow_bounds_solid
  2356. <boolean> render_shadow_force_fancy
  2357. <boolean> render_shadow_force_old
  2358. <boolean> render_shadow_hires
  2359. <boolean> render_shadow_histencil
  2360. <boolean> render_shadow_objectspace_stencil_clip
  2361. <boolean> render_shadow_opaque
  2362. <boolean> render_shadow_screenspace
  2363. <boolean> render_sky
  2364. <boolean> render_thread_enable
  2365. <boolean> render_tone_curve
  2366. <boolean> render_transparents
  2367. <boolean> render_true_gamma
  2368. <boolean> render_water
  2369. <boolean> render_water_interaction
  2370. <boolean> render_water_tessellated
  2371. <boolean> render_water_wireframe
  2372. <boolean> render_weather_bounds
  2373. <boolean> require_secure_cache_files
  2374. <boolean> run_game_scripts
  2375. <boolean> sapien_keyboard_toggle_for_camera_movement
  2376. <boolean> scenario_load_all_tags
  2377. <boolean> scenario_use_non_bsp_zones
  2378. <boolean> serialize_update_and_render
  2379. <boolean> shared_files_enable
  2380. <boolean> show_ddode
  2381. <boolean> sim_disable_aim_assist
  2382. <boolean> sim_entity_validate
  2383. <boolean> sim_status_views
  2384. <boolean> sim_status_world
  2385. <boolean> skies_delete_on_zone_set_switch_enable
  2386. <boolean> sleep_for_vblank
  2387. <boolean> soft_ceilings_disable
  2388. <boolean> sound_cache_graph
  2389. <boolean> sound_manager_debug_suppression
  2390. <boolean> superforge
  2391. <boolean> superforge_budget
  2392. <boolean> suppress_pathfinding_generation
  2393. <boolean> suppress_upload_debug
  2394. <boolean> synchronization_debug
  2395. <boolean> terminal_render
  2396. <boolean> texture_cache_block_warning
  2397. <boolean> texture_cache_dynamic_low_detail_texture
  2398. <boolean> texture_cache_force_high_detail
  2399. <boolean> texture_cache_force_low_detail
  2400. <boolean> texture_cache_force_medium_detail
  2401. <boolean> texture_cache_graph
  2402. <boolean> texture_cache_list
  2403. <boolean> texture_cache_lod_bias
  2404. <boolean> texture_cache_show_mipmap_bias
  2405. <boolean> texture_cache_status
  2406. <boolean> texture_cache_usage
  2407. <boolean> ui_alpha
  2408. <boolean> ui_alpha_eula_accepted
  2409. <boolean> ui_display_memory
  2410. <boolean> ui_memory_verify
  2411. <boolean> unicode_warn_on_truncation
  2412. <boolean> unit_animation_report_missing_animations
  2413. <boolean> use_dynamic_object_obstruction
  2414. <boolean> use_hdr_bloom_scaling
  2415. <boolean> use_memory_mirror_events
  2416. <boolean> use_new_dialogue_stripping
  2417. <boolean> use_temp_directory_for_files
  2418. <boolean> use_tool_command_legacy
  2419. <boolean> vehicle_disable_acceleration_screens
  2420. <boolean> vehicle_disable_suspension_animations
  2421. <boolean> vehicle_status_display
  2422. <boolean> visibility_debug_audio_clusters
  2423. <boolean> visibility_debug_portals
  2424. <boolean> visibility_debug_use_old_sphere_test
  2425. <boolean> visibility_debug_visible_clusters
  2426. <boolean> water_physics_debug
  2427. <boolean> xov_display_memory
  2428. <boolean> xsync_restricted_tag_groups
  2429. <character_physics> character_force_physics
  2430. <long> ai_render_link_specific
  2431. <long> ai_render_sectors_range_max
  2432. <long> ai_render_sectors_range_min
  2433. <long> airborne_descent_test_count
  2434. <long> cinematic_letterbox_style
  2435. <long> collision_debug_flags
  2436. <long> collision_debug_ignore_object_index
  2437. <long> data_mine_debug_menu_interval
  2438. <long> data_mine_mp_player_update_interval
  2439. <long> data_mine_player_update_interval
  2440. <long> data_mine_spam_enabled
  2441. <long> debug_cluster_index
  2442. <long> debug_determinism_compatible_version
  2443. <long> debug_determinism_version
  2444. <long> debug_leaf0_index
  2445. <long> debug_leaf1_index
  2446. <long> debug_leaf_connection_index
  2447. <long> debug_objects_by_index
  2448. <long> debug_objects_type_mask
  2449. <long> debug_plane_index
  2450. <long> debug_surface_index
  2451. <long> default_scenario_ai_type
  2452. <long> effect_priority_cutoff
  2453. <long> fake_precache_percentage
  2454. <long> g_synchronous_client_maximum_catchup_chunk_size
  2455. <long> giant_hunt_player
  2456. <long> giant_weapon_trigger_time
  2457. <long> giant_weapon_wait_time
  2458. <long> havok_debug_mode
  2459. <long> havok_environment_type
  2460. <long> havok_thread_count
  2461. <long> instance_default_fade_end_pixels
  2462. <long> instance_default_fade_start_pixels
  2463. <long> lsp_service_id_override
  2464. <long> maximum_tool_command_history
  2465. <long> motion_blur_max_viewport_count
  2466. <long> motion_blur_taps
  2467. <long> net_bandwidth_per_channel
  2468. <long> net_bitstream_debug
  2469. <long> net_config_client_badness_rating_threshold_override
  2470. <long> net_config_crash_handling_minidump_type_override
  2471. <long> net_config_crash_handling_ui_display_override
  2472. <long> net_config_disable_bad_bandwidth_anticheating_override
  2473. <long> net_config_disable_bad_client_anticheating_override
  2474. <long> net_config_disable_bad_connectivity_anticheating_override
  2475. <long> net_config_maximum_multiplayer_split_screen_override
  2476. <long> net_enable_block_detection
  2477. <long> net_enable_host_migration_loop
  2478. <long> net_matchmaking_fake_progress
  2479. <long> net_matchmaking_hopper_id_adjustment
  2480. <long> net_matchmaking_mask_maps
  2481. <long> net_maximum_machine_count
  2482. <long> net_maximum_player_count
  2483. <long> net_nat_override
  2484. <long> net_override_base_xp
  2485. <long> net_override_ranked_games_played
  2486. <long> net_rate_client
  2487. <long> net_rate_server
  2488. <long> net_set_channel_disconnect_interval
  2489. <long> net_sim_bandwidth_down_buffer
  2490. <long> net_sim_bandwidth_down_rate
  2491. <long> net_sim_bandwidth_up_buffer
  2492. <long> net_sim_bandwidth_up_rate
  2493. <long> net_sim_drop
  2494. <long> net_sim_dropspike_amount
  2495. <long> net_sim_dropspike_chance
  2496. <long> net_sim_dropspike_duration
  2497. <long> net_sim_latency
  2498. <long> net_sim_latency_period
  2499. <long> net_sim_latency_random
  2500. <long> net_sim_latency_wander
  2501. <long> net_sim_spike_amount
  2502. <long> net_sim_spike_chance
  2503. <long> net_sim_spike_duration
  2504. <long> net_simulation_set_stream_bandwidth
  2505. <long> net_status_leaderboard_mask
  2506. <long> net_test_matchmaking_playlist_index
  2507. <long> net_test_rate
  2508. <long> net_window_size
  2509. <long> observer_collision_water_flags
  2510. <long> online_files_slowdown
  2511. <long> override_player_character_type
  2512. <long> rasterizer_present_immediate_threshold
  2513. <long> rasterizer_triliner_threshold
  2514. <long> render_accum
  2515. <long> render_accum_filter
  2516. <long> render_bling
  2517. <long> render_bloom
  2518. <long> render_bloom_source
  2519. <long> render_buffer_gamma_curve
  2520. <long> render_debug_depth_render
  2521. <long> render_debug_light_probes
  2522. <long> render_debug_save_surface
  2523. <long> render_debug_toggle_default_lightmaps_texaccum
  2524. <long> render_debug_viewport_top_left_shift_x
  2525. <long> render_debug_viewport_top_left_shift_y
  2526. <long> render_downsample
  2527. <long> render_light_clip_planes
  2528. <long> render_screen_res
  2529. <long> render_show_alpha
  2530. <long> render_surface_HDR_mode
  2531. <long> render_surface_LDR_mode
  2532. <long> render_tiling_resolve_fragment_index
  2533. <long> screenshot_anisotropic_level
  2534. <long> sim_bandwidth_eater
  2535. <long> tiling
  2536. <long> ui_alpha_custom_games_enabled
  2537. <long> ui_alpha_lockdown
  2538. <long> visibility_debug_portals_cluster_index
  2539. <long> visibility_debug_portals_structure_bsp_index
  2540. <long> webstats_file_zip_writes_per_frame
  2541. <long> xma_compression_level_default
  2542. <object> debug_objects_object
  2543. <real> ai_debug_path_accept_radius
  2544. <real> ai_debug_path_attractor_radius
  2545. <real> ai_debug_path_attractor_weight
  2546. <real> ai_debug_path_maximum_radius
  2547. <real> ai_debug_path_radius
  2548. <real> aiming_interpolation_rate
  2549. <real> aiming_interpolation_start_delta
  2550. <real> aiming_interpolation_stop_delta
  2551. <real> airborne_descent_test_duration
  2552. <real> animation_blend_change_scale
  2553. <real> animation_throttle_dampening_scale
  2554. <real> biped_hard_landing_recovery_scale
  2555. <real> biped_landing_absorbtion
  2556. <real> biped_soft_landing_recovery_scale
  2557. <real> camera_forward_scale
  2558. <real> camera_fov_scale
  2559. <real> camera_pitch_scale
  2560. <real> camera_side_scale
  2561. <real> camera_up_scale
  2562. <real> camera_yaw_scale
  2563. <real> collision_debug_height
  2564. <real> collision_debug_length
  2565. <real> collision_debug_point_x
  2566. <real> collision_debug_point_y
  2567. <real> collision_debug_point_z
  2568. <real> collision_debug_vector_i
  2569. <real> collision_debug_vector_j
  2570. <real> collision_debug_vector_k
  2571. <real> collision_debug_width
  2572. <real> debug_obstacle_path_goal_point_x
  2573. <real> debug_obstacle_path_goal_point_y
  2574. <real> debug_obstacle_path_start_point_x
  2575. <real> debug_obstacle_path_start_point_y
  2576. <real> debug_unit_active_camo_frequency_modulator
  2577. <real> debug_unit_active_camo_frequency_modulator_bias
  2578. <real> decal_slope_z_bias
  2579. <real> decal_z_bias
  2580. <real> director_camera_speed_scale
  2581. <real> flying_camera_maximum_boost_speed
  2582. <real> flying_camera_movement_delay
  2583. <real> g_editor_edited_object_spring_constant
  2584. <real> g_editor_maximum_edited_object_speed
  2585. <real> g_editor_maximum_rotation_speed
  2586. <real> g_observer_wave_height
  2587. <real> game_speed
  2588. <real> giant_custom_anim_recovery_time
  2589. <real> giant_hunting_max_radius
  2590. <real> giant_hunting_min_radius
  2591. <real> giant_hunting_throttle_scale
  2592. <real> havok_collision_tolerance
  2593. <real> havok_shape_radius
  2594. <real> hdr_bloom_intensity
  2595. <real> leap_arrival_power
  2596. <real> leap_arrival_scale
  2597. <real> leap_cannonball_power
  2598. <real> leap_cannonball_scale
  2599. <real> leap_departure_power
  2600. <real> leap_departure_scale
  2601. <real> leap_flight_path_scale
  2602. <real> leap_idle_power
  2603. <real> leap_idle_scale
  2604. <real> leap_interpolation_limit
  2605. <real> leap_overlay_power
  2606. <real> leap_overlay_scale
  2607. <real> leap_twist_power
  2608. <real> minimum_havok_biped_object_acceleration
  2609. <real> minimum_havok_object_acceleration
  2610. <real> morph_time_ranged_stealth
  2611. <real> morph_time_ranged_tank
  2612. <real> morph_time_stealth_ranged
  2613. <real> morph_time_stealth_tank
  2614. <real> morph_time_tank_ranged
  2615. <real> morph_time_tank_stealth
  2616. <real> motion_blur_center_falloff
  2617. <real> motion_blur_expected_dt
  2618. <real> motion_blur_max_x
  2619. <real> motion_blur_max_y
  2620. <real> motion_blur_scale_x
  2621. <real> motion_blur_scale_y
  2622. <real> net_http_failure_ratio
  2623. <real> player_rotation_scale
  2624. <real> render_HDR_target_stops
  2625. <real> render_black_level_blue
  2626. <real> render_black_level_green
  2627. <real> render_black_level_red
  2628. <real> render_bounce_light_intensity
  2629. <real> render_buffer_gamma
  2630. <real> render_color_balance_blue
  2631. <real> render_color_balance_green
  2632. <real> render_color_balance_red
  2633. <real> render_debug_aspect_ratio_scale
  2634. <real> render_debug_depth_render_scale_b
  2635. <real> render_debug_depth_render_scale_g
  2636. <real> render_debug_depth_render_scale_r
  2637. <real> render_debug_viewport_resolution_scale_x
  2638. <real> render_debug_viewport_resolution_scale_y
  2639. <real> render_exposure_stops
  2640. <real> render_far_clip_distance
  2641. <real> render_first_person_fov_scale
  2642. <real> render_light_intensity
  2643. <real> render_near_clip_distance
  2644. <real> render_postprocess_blue_filter
  2645. <real> render_postprocess_exposure
  2646. <real> render_postprocess_green_filter
  2647. <real> render_postprocess_hue
  2648. <real> render_postprocess_red_filter
  2649. <real> render_postprocess_saturation
  2650. <real> render_screen_gamma
  2651. <real> render_screenspace_center
  2652. <real> render_tiling_viewport_offset_x
  2653. <real> render_tiling_viewport_offset_y
  2654. <real> render_tone_curve_white
  2655. <real> screenshot_gamma
  2656. <real> sound_direct_path_gain
  2657. <real> sound_global_room_gain
  2658. <real> texture_camera_exposure
  2659. <real> texture_camera_illum_scale
  2660. <real> texture_camera_near_plane
  2661. <real> ui_time_scale
  2662. <real> water_physics_velocity_maximum
  2663. <real> water_physics_velocity_minimum
  2664. <real> weather_occlusion_max_height
  2665. <short> ai_action_advance
  2666. <short> ai_action_berserk
  2667. <short> ai_action_cheer
  2668. <short> ai_action_dive_back
  2669. <short> ai_action_dive_forward
  2670. <short> ai_action_dive_left
  2671. <short> ai_action_dive_right
  2672. <short> ai_action_evade_left
  2673. <short> ai_action_evade_right
  2674. <short> ai_action_fallback
  2675. <short> ai_action_hold
  2676. <short> ai_action_point
  2677. <short> ai_action_posing
  2678. <short> ai_action_shakefist
  2679. <short> ai_action_signal_attack
  2680. <short> ai_action_signal_move
  2681. <short> ai_action_surprise_back
  2682. <short> ai_action_surprise_front
  2683. <short> ai_action_taunt
  2684. <short> ai_action_warn
  2685. <short> ai_action_wave
  2686. <short> ai_activity_at_ease
  2687. <short> ai_activity_backup
  2688. <short> ai_activity_bunker
  2689. <short> ai_activity_bunker_open
  2690. <short> ai_activity_captured
  2691. <short> ai_activity_cheering
  2692. <short> ai_activity_combat
  2693. <short> ai_activity_corner
  2694. <short> ai_activity_corner_open
  2695. <short> ai_activity_cower
  2696. <short> ai_activity_crouch
  2697. <short> ai_activity_crouch_drawn
  2698. <short> ai_activity_doze
  2699. <short> ai_activity_eat
  2700. <short> ai_activity_examine
  2701. <short> ai_activity_gaze
  2702. <short> ai_activity_guard
  2703. <short> ai_activity_guard_crouch
  2704. <short> ai_activity_guard_wall
  2705. <short> ai_activity_injured
  2706. <short> ai_activity_kneel
  2707. <short> ai_activity_medic
  2708. <short> ai_activity_none
  2709. <short> ai_activity_patrol
  2710. <short> ai_activity_pee
  2711. <short> ai_activity_poke
  2712. <short> ai_activity_sleep
  2713. <short> ai_activity_sniff
  2714. <short> ai_activity_stand
  2715. <short> ai_activity_stand_drawn
  2716. <short> ai_activity_tai_chi
  2717. <short> ai_activity_track
  2718. <short> ai_activity_typing
  2719. <short> ai_activity_watch
  2720. <short> ai_activity_work
  2721. <short> ai_combat_status_active
  2722. <short> ai_combat_status_alert
  2723. <short> ai_combat_status_asleep
  2724. <short> ai_combat_status_certain
  2725. <short> ai_combat_status_clear_los
  2726. <short> ai_combat_status_dangerous
  2727. <short> ai_combat_status_definite
  2728. <short> ai_combat_status_idle
  2729. <short> ai_combat_status_uninspected
  2730. <short> ai_combat_status_visible
  2731. <short> ai_evaluator_3d_path_available
  2732. <short> ai_evaluator_attack_dangerousenemy
  2733. <short> ai_evaluator_attack_idealrange
  2734. <short> ai_evaluator_attack_leader_distance
  2735. <short> ai_evaluator_attack_same_frame_of_reference
  2736. <short> ai_evaluator_attack_visible
  2737. <short> ai_evaluator_attack_weaponrange
  2738. <short> ai_evaluator_avoidance
  2739. <short> ai_evaluator_combat_move_near_follow_unit
  2740. <short> ai_evaluator_combatmove_lineoffire
  2741. <short> ai_evaluator_combatmove_lineoffire_occluded
  2742. <short> ai_evaluator_combatmove_walkdistance
  2743. <short> ai_evaluator_cover_near_friends
  2744. <short> ai_evaluator_danger_zone
  2745. <short> ai_evaluator_directional_driving
  2746. <short> ai_evaluator_facing
  2747. <short> ai_evaluator_favor_former_firing_position
  2748. <short> ai_evaluator_flag_preferences
  2749. <short> ai_evaluator_flee_to_leader
  2750. <short> ai_evaluator_goal_points_only
  2751. <short> ai_evaluator_goal_preferences
  2752. <short> ai_evaluator_guard_preference
  2753. <short> ai_evaluator_guard_walkdistance
  2754. <short> ai_evaluator_guard_wall_preference
  2755. <short> ai_evaluator_hide_cover
  2756. <short> ai_evaluator_hide_exposed
  2757. <short> ai_evaluator_hide_pre_evaluation
  2758. <short> ai_evaluator_hint_plane
  2759. <short> ai_evaluator_leadership
  2760. <short> ai_evaluator_move_into_danger_zone
  2761. <short> ai_evaluator_obstacle
  2762. <short> ai_evaluator_panic_closetotarget
  2763. <short> ai_evaluator_panic_targetdistance
  2764. <short> ai_evaluator_panic_walkdistance
  2765. <short> ai_evaluator_pathfinding
  2766. <short> ai_evaluator_perch_preferences
  2767. <short> ai_evaluator_point_avoidance
  2768. <short> ai_evaluator_point_preference
  2769. <short> ai_evaluator_postsearch_prefer_original
  2770. <short> ai_evaluator_preference
  2771. <short> ai_evaluator_preferred_group
  2772. <short> ai_evaluator_previously_discarded
  2773. <short> ai_evaluator_pursuit
  2774. <short> ai_evaluator_pursuit_area_discarded
  2775. <short> ai_evaluator_pursuit_available
  2776. <short> ai_evaluator_pursuit_examined_total
  2777. <short> ai_evaluator_pursuit_examined_us
  2778. <short> ai_evaluator_pursuit_targetdistance
  2779. <short> ai_evaluator_pursuit_targethint
  2780. <short> ai_evaluator_pursuit_visible
  2781. <short> ai_evaluator_pursuit_walkdistance
  2782. <short> ai_evaluator_sum
  2783. <short> ai_evaluator_too_far_from_leader
  2784. <short> ai_evaluator_uncover_blocked
  2785. <short> ai_evaluator_uncover_pre_evaluate
  2786. <short> ai_evaluator_uncover_visible
  2787. <short> ai_evaluator_wall_leanable
  2788. <short> ai_movement_asleep
  2789. <short> ai_movement_berserk
  2790. <short> ai_movement_combat
  2791. <short> ai_movement_flaming
  2792. <short> ai_movement_flee
  2793. <short> ai_movement_patrol
  2794. <short> ai_movement_stunned
  2795. <short> ai_render_evaluations_shading
  2796. <short> ai_render_evaluations_shading_type
  2797. <short> ai_render_paths_avoidance_segment
  2798. <short> ai_task_status_empty
  2799. <short> ai_task_status_exhausted
  2800. <short> ai_task_status_inactive
  2801. <short> ai_task_status_never
  2802. <short> ai_task_status_occupied
  2803. <short> debug_recording_newlines
  2804. <short> morph_form_ranged
  2805. <short> morph_form_stealth
  2806. <short> morph_form_tank
  2807. <short> render_debug_colorbars
  2808. <short> render_debug_mode
  2809. <short> render_debug_transparent_sort_method
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