t3h_m00kz

COMMAND LIST - MCC Halo 2

Jul 11th, 2023 (edited)
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  1. ; AVAILABLE FUNCTIONS:
  2. <ai> object_get_ai <object> ; returns the ai attached to this object, if any
  3. <boolean> != <expression> <expression> ; returns true if two expressions are not equal
  4. <boolean> < <number> <number> ; returns true if the first number is smaller than the second.
  5. <boolean> <= <number> <number> ; returns true if the first number is smaller than or equal to the second.
  6. <boolean> = <expression> <expression> ; returns true if two expressions are equal
  7. <boolean> > <number> <number> ; returns true if the first number is larger than the second.
  8. <boolean> >= <number> <number> ; returns true if the first number is larger than or equal to the second.
  9. <boolean> ai_allegiance_broken <team> <team> ; returns whether two teams have an allegiance that is currently broken by traitorous behavior
  10. <boolean> ai_enabled ; returns whether AI is turned on or off.
  11. <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
  12. <boolean> ai_scene <string_id> <ai_command_script> <ai> ; Start the named scene, with the named command script on the named squad
  13. <boolean> ai_scene <string_id> <ai_command_script> <ai> <ai> ; Start the named scene, with the named command script on the named set of squads
  14. <boolean> ai_scene <string_id> <ai_command_script> <ai> <ai> <ai> ; Start the named scene, with the named command script on the named set of squads
  15. <boolean> ai_trigger_test <string> <ai> ; Tests the named trigger on the named squad
  16. <boolean> ai_vehicle_reserve <vehicle> <boolean> ; Reserves the given vehicle (so that AI may not enter it
  17. <boolean> ai_vehicle_reserve_seat <vehicle> <string_id> <boolean> ; Reserves the given seat on the given vehicle (so that AI may not enter it
  18. <boolean> ai_vitality_pinned <ai> ; Returns true if the ai's units are ALL vitality pinned (see object_vitality_pinned
  19. <boolean> ai_wall_lean <ai> ; Makes the actor lean against a wall RIGHT NOW
  20. <boolean> and <boolean(s)> ; returns true if all specified expressions are true.
  21. <boolean> bink_done ; returns true if the movie is done playing
  22. <boolean> controller_get_look_invert ; returns TRUE if player0's look pitch is inverted
  23. <boolean> cs_command_script_queued <ai> <ai_command_script> ; Returns true if the command script is in the ai's cs queue
  24. <boolean> cs_command_script_running <ai> <ai_command_script> ; Returns true if the ai is running the command script in question
  25. <boolean> cs_moving ; Returns TRUE if the actor is currently following a path
  26. <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
  27. <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
  28. <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
  29. <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
  30. <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
  31. <boolean> device_group_set <device> <device_group> <real> ; changes the desired value of the specified device group.
  32. <boolean> device_set_overlay_track <device> <string_id> ; set the desired overlay animation to use
  33. <boolean> device_set_position <device> <real> ; set the desired position of the given device (used for devices without explicit device groups
  34. <boolean> device_set_position_track <device> <string_id> <real> ; set the desired position track animation to use (optional interpolation time onto track
  35. <boolean> flock_create <string_id> ; Create the given flock
  36. <boolean> flock_delete <string_id> ; Delete the given flock
  37. <boolean> flock_start <string_id> ; The flock starts producing boids
  38. <boolean> flock_stop <string_id> ; The flock stops producing boids
  39. <boolean> game_all_quiet ; returns FALSE if there are bad guys around, projectiles in the air, etc.
  40. <boolean> game_is_cooperative ; returns TRUE if the game is cooperative
  41. <boolean> game_is_playtest ; returns the hs global boolean 'global_playtest_mode' which can be set in your init.txt
  42. <boolean> game_reverted ; don't use this for anything, you black-hearted bastards.
  43. <boolean> game_safe_to_save ; returns FALSE if it would be a bad idea to save the player's game right now
  44. <boolean> game_safe_to_speak ; returns FALSE if it would be a bad idea to play mission dialog right now
  45. <boolean> game_saving ; checks to see if the game is trying to save the map.
  46. <boolean> generate_pathfinding ; Generate pathfinding info for all structure bsps in the current scenario
  47. <boolean> ice_cream_flavor_available <long> ;
  48. <boolean> interpolator_is_active <string_id> ; <name>
  49. <boolean> interpolator_is_finished <string_id> ; <name>
  50. <boolean> not <boolean> ; returns the opposite of the expression.
  51. <boolean> object_model_target_destroyed <object> <string_id> ; returns TRUE if the specified model target is destroyed
  52. <boolean> object_vitality_pinned <object> ; returns TRUE if the object's vitality is currently pinned at some minimum value because it cannot die.
  53. <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.
  54. <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.
  55. <boolean> or <boolean(s)> ; returns true if any specified expressions are true.
  56. <boolean> player0_looking_down ; true if the first player is looking down
  57. <boolean> player0_looking_up ; true if the first player is looking up
  58. <boolean> player_action_test_accept ; returns true if any player has hit accept since the last call to (player_action_test_reset).
  59. <boolean> player_action_test_action ; returns true if any player has hit the action key since the last call to (player_action_test_reset).
  60. <boolean> player_action_test_back ; returns true if any player has pressed the back button since the last call to (player_action_test_reset).
  61. <boolean> player_action_test_cancel ; returns true if any player has hit cancel key since the last call to (player_action_test_reset).
  62. <boolean> player_action_test_grenade_trigger ; returns true if any player has used grenade trigger since the last call to (player_action_test_reset).
  63. <boolean> player_action_test_jump ; returns true if any player has jumped since the last call to (player_action_test_reset).
  64. <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).
  65. <boolean> player_action_test_look_relative_down ; returns true if any player has looked down since the last call to (player_action_test_reset).
  66. <boolean> player_action_test_look_relative_left ; returns true if any player has looked left since the last call to (player_action_test_reset).
  67. <boolean> player_action_test_look_relative_right ; returns true if any player has looked right since the last call to (player_action_test_reset).
  68. <boolean> player_action_test_look_relative_up ; returns true if any player has looked up since the last call to (player_action_test_reset).
  69. <boolean> player_action_test_lookstick_backward ; true if the first player pushed backward on lookstick
  70. <boolean> player_action_test_lookstick_forward ; true if the first player pushed forward on lookstick
  71. <boolean> player_action_test_melee ; returns true if any player has hit the melee button since the last call to (player_action_test_reset).
  72. <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).
  73. <boolean> player_action_test_primary_trigger ; returns true if any player has used primary trigger since the last call to (player_action_test_reset).
  74. <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).
  75. <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).
  76. <boolean> player_action_test_start ; returns true if any player has pressed the start button since the last call to (player_action_test_reset).
  77. <boolean> player_action_test_vision_trigger ; returns true if any player has used vision trigger since the last call to (player_action_test_reset).
  78. <boolean> player_action_test_zoom ; returns true if any player has hit the zoom button since the last call to (player_action_test_reset).
  79. <boolean> player_active_camouflage_on ; returns true if any player is active camouflaged
  80. <boolean> player_camera_control <boolean> ; enables/disables camera control globally
  81. <boolean> player_flashlight_on ; returns true if any player has a flashlight on
  82. <boolean> recording_play <unit> <cutscene_recording> ; make the specified unit run the specified cutscene recording.
  83. <boolean> recording_play_and_delete <unit> <cutscene_recording> ; make the specified unit run the specified cutscene recording, deletes the unit when the animation finishes.
  84. <boolean> recording_play_and_hover <vehicle> <cutscene_recording> ; make the specified vehicle run the specified cutscene recording, hovers the vehicle when the animation finishes.
  85. <boolean> render_lights <boolean> ; enables/disables dynamic lights
  86. <boolean> show_hud <boolean> ; shows or hides the hud
  87. <boolean> show_hud_help_text <boolean> ; shows or hides the hud help text
  88. <boolean> show_hud_messages <boolean> ; shows or hides the hud messages
  89. <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
  90. <boolean> unit_get_enterable_by_player <unit> ; returns true if a player may enter the vehicle
  91. <boolean> unit_has_weapon <unit> <object_definition> ; returns TRUE if the <unit> has <object> as a weapon, FALSE otherwise
  92. <boolean> unit_has_weapon_readied <unit> <object_definition> ; returns TRUE if the <unit> has <object> as the primary weapon, FALSE otherwise
  93. <boolean> unit_in_vehicle <unit> ; returns true if the given unit is seated on a parent unit
  94. <boolean> unit_is_emitting <unit> ; returns whether or not the given unit is current emitting an ai
  95. <boolean> unit_is_playing_custom_animation <unit> ; returns TRUE if the given unit is still playing a custom animation
  96. <boolean> vehicle_overturned <vehicle> ; Returns true if the vehicle is overturned
  97. <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
  98. <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
  99. <boolean> volume_test_object <trigger_volume> <object> ; returns true if the specified object is within the specified volume.
  100. <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
  101. <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
  102. <game_difficulty> game_difficulty_get ; returns the current difficulty setting, but lies to you and will never return easy, instead returning normal
  103. <game_difficulty> game_difficulty_get_real ; returns the actual current difficulty setting without lying
  104. <long> game_tick_get ; returns current game tick
  105. <long> game_tick_rate ; returns current game ticks per second rate
  106. <long> game_tick_rate_scalar ; returns current game ticks per second rate relative to k_authored_tick_rate (30Hz
  107. <long> interpolator_restart <string_id> ; <name>
  108. <long> interpolator_set_current_value <string_id> <real> ; <name> <current value>
  109. <long> interpolator_start <string_id> <real> <real> ; <name> <final value> <time>
  110. <long> interpolator_start_smooth <string_id> <real> <real> ; <name> <final value> <time>
  111. <long> interpolator_stop <string_id> ; <name>
  112. <long> sound_impulse_language_time <sound> ; returns the time remaining for the specified impulse sound. DO NOT CALL IN CUTSCENES.
  113. <long> sound_impulse_time <sound> ; returns the time remaining for the specified impulse sound.
  114. <long> sound_impulse_time <sound> <long> ; <sound> <total playing time> returns the time remaining for the specified impulse sound based on <total playing time>.
  115. <long> user_interface_controller_get_last_level_played <short> ; returns index of last completed solo level for profile index passed in
  116. <long> vehicle_count_bipeds_killed <vehicle> ; returns how many people this vehicle has killed
  117. <object> ai_get_object <ai> ; returns the unit/object corresponding to the given actor
  118. <object> list_get <object_list> <short> ; returns an item in an object list.
  119. <object> object_at_marker <object> <string_id> ; returns the object attached to the marker of the given parent object
  120. <object> object_get_parent <object> ; returns the parent of the given object
  121. <object_list> ai_actors <ai> ; converts an ai reference to an object list.
  122. <object_list> game_engine_objects ; returns a list of the special game engine objects
  123. <object_list> object_list_children <object> <object_definition> ; returns list of child objects by definition.
  124. <object_list> players ; returns a list of the players
  125. <object_list> vehicle_riders <unit> ; returns a list of all riders in a vehicle
  126. <object_list> volume_return_objects <trigger_volume> ; returns list of objects in volume or (max 128).
  127. <object_list> volume_return_objects_by_type <trigger_volume> <long> ; returns list of objects in volume or (max 128).
  128. <passthrough> begin <expression(s)> ; returns the last expression in a sequence after evaluating the sequence in order.
  129. <passthrough> begin_random <expression(s)> ; evaluates the sequence of expressions in random order and returns the last value evaluated.
  130. <passthrough> cond (<boolean1> <result1>) [(<boolean2> <result2>) [...]] ; returns the value associated with the first true condition.
  131. <passthrough> if <boolean> <then> [<else>] ; returns one of two values based on the value of a condition.
  132. <passthrough> set <variable name> <expression> ; set the value of a global variable.
  133. <real> * <number(s)> ; returns the product of all specified expressions.
  134. <real> + <number(s)> ; returns the sum of all specified expressions.
  135. <real> - <number> <number> ; returns the difference of two expressions.
  136. <real> / <number> <number> ; returns the quotient of two expressions.
  137. <real> ai_living_fraction <ai> ; return the fraction [0-1] of living actors in the specified encounter and/or squad.
  138. <real> ai_play_line <ai> <string_id> ; Play the given mission dialogue line on the given ai
  139. <real> ai_play_line_at_player <ai> <string_id> ; Play the given mission dialogue line on the given ai, directing the ai's gaze at the nearest visible player
  140. <real> ai_play_line_on_object <object> <string_id> ; Play the given mission dialogue line on the given object (uses first available variant
  141. <real> ai_strength <ai> ; return the current strength (average body vitality from 0-1) of the specified encounter and/or squad.
  142. <real> device_get_position <device> ; gets the current position of the given device (used for devices without explicit device groups
  143. <real> device_get_power <device> ; gets the current power of a named device
  144. <real> device_group_get <device_group> ; returns the desired value of the specified device group.
  145. <real> game_tick_length ; returns how many seconds are in a current game tick
  146. <real> interpolator_evaluate_at <string_id> <real> <boolean> ; <name> <value in> <use function ON/OFF>
  147. <real> interpolator_evaluate_at_time <string_id> <real> <boolean> ; <name> <time in> <use function ON/OFF>
  148. <real> interpolator_evaluate_at_time_delta <string_id> <real> <boolean> ; <name> <time delta> <use function ON/OFF>
  149. <real> interpolator_evaluate_at_time_fraction <string_id> <real> <boolean> ; <name> <time fraction in> <use function ON/OFF>
  150. <real> interpolator_get_current_phase <string_id> ; <name>
  151. <real> interpolator_get_current_time_fraction <string_id> ; <name>
  152. <real> interpolator_get_current_value <string_id> <boolean> ; <name> <use function ON/OFF>
  153. <real> interpolator_get_final_time <string_id> ; <name>
  154. <real> interpolator_get_final_value <string_id> <boolean> ; <name> <use function ON/OFF>
  155. <real> interpolator_get_start_time <string_id> ; <name>
  156. <real> interpolator_get_start_value <string_id> <boolean> ; <name> <use function ON/OFF>
  157. <real> max <number(s)> ; returns the maximum of all specified expressions.
  158. <real> min <number(s)> ; returns the minimum of all specified expressions.
  159. <real> object_get_health <object> ; returns the health [0,1] of the object, returns -1 if the object does not exist
  160. <real> object_get_shield <object> ; returns the shield [0,1] of the object, returns -1 if the object does not exist
  161. <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
  162. <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
  163. <real> objects_distance_to_position <object_list> <real> <real> <real> ; returns minimum distance from any of the specified objects to the specified position. (returns -1 if there are no objects to check
  164. <real> pin <real> <real> <real> ; returns the first value pinned between the second two
  165. <real> real_random_range <real> <real> ; returns a random value in the range [lower bound, upper bound
  166. <real> unit_get_health <unit> ; returns the health [0,1] of the unit, returns -1 if the unit does not exist
  167. <real> unit_get_shield <unit> ; returns the shield [0,1] of the unit, returns -1 if the unit does not exist
  168. <short> ai_combat_status <ai> ; Returns the highest integer combat status in the given squad-group/squad/actor
  169. <short> ai_enter_squad_vehicles <ai> ; Instructs the ai in the given squad to get in all their vehicles
  170. <short> ai_fighting_count <ai> ; return the number of actors that are fighting in a squad or squad_group
  171. <short> ai_living_count <ai> ; return the number of living actors in the specified encounter and/or squad.
  172. <short> ai_nonswarm_count <ai> ; return the number of non-swarm actors in the specified encounter and/or squad.
  173. <short> ai_spawn_count <ai> ; returns the number of actors spawned in the given squad or squad group
  174. <short> ai_swarm_count <ai> ; return the number of swarm actors in the specified encounter and/or squad.
  175. <short> camera_time ; returns the number of ticks remaining in the current camera interpolation.
  176. <short> cs_number_queued <ai> ; Returns the number of queued command scripts
  177. <short> list_count <object_list> ; returns the number of objects in a list
  178. <short> list_count_not_dead <object_list> ; returns the number of objects in a list that aren't dead
  179. <short> object_model_targets_destroyed <object> <string_id> ; returns TRUE if the specified model target is destroyed
  180. <short> random_range <short> <short> ; returns a random value in the range [lower bound, upper bound
  181. <short> recording_time <unit> ; return the time remaining in the specified unit's cutscene recording.
  182. <short> scenery_get_animation_time <scenery> ; returns the number of ticks remaining in a custom animation (or zero, if the animation is over).
  183. <short> structure_bsp_index ; returns the current structure bsp index
  184. <short> unit_get_custom_animation_time <unit> ; returns the number of ticks remaining in a unit's custom animation (or zero, if the animation is over).
  185. <short> unit_get_team_index <unit> ; returns the team index of the unit, returns -1 if the unit does not have a team
  186. <short> unit_get_total_grenade_count <unit> ; returns the total number of grenades for the given unit, 0 if it does not exist
  187. <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
  188. <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
  189. <unit> ai_get_unit <ai> ; returns the unit/object corresponding to the given actor
  190. <unit> unit <object> ; converts an object to a unit.
  191. <unit> vehicle_driver <unit> ; returns the driver of a vehicle
  192. <unit> vehicle_gunner <unit> ; returns the gunner of a vehicle
  193. <vehicle> ai_vehicle_get <ai> ; Returns the vehicle that the given actor is in.
  194. <vehicle> ai_vehicle_get_from_starting_location <ai> ; Returns the vehicle that was spawned at the given starting location.
  195. <void> TestPrintBool <string> <boolean> ; Prints the specified boolean with the format '<string> = '<boolean>' to the Shell.
  196. <void> TestPrintReal <string> <real> ; Prints the specified real with the format '<string> = '<real>' to the Shell.
  197. <void> activate_nav_point_flag <navpoint> <unit> <cutscene_flag> <real> ; activates a nav point type <string> attached to (local) player <unit> anchored to a flag with a vertical offset <real>. If the player is not local to the machine, this will fail
  198. <void> activate_nav_point_object <navpoint> <unit> <object> <real> ; activates a nav point type <string> attached to (local) player <unit> anchored to an object with a vertical offset <real>. If the player is not local to the machine, this will fail
  199. <void> activate_team_nav_point_flag <navpoint> <team> <cutscene_flag> <real> ; activates a nav point type <string> attached to a team anchored to a flag with a vertical offset <real>. If the player is not local to the machine, this will fail
  200. <void> activate_team_nav_point_object <navpoint> <team> <object> <real> ; activates a nav point type <string> attached to a team anchored to an object with a vertical offset <real>. If the player is not local to the machine, this will fail
  201. <void> ai_allegiance <team> <team> ; creates an allegiance between two teams.
  202. <void> ai_allegiance_remove <team> <team> ; destroys an allegiance between two teams.
  203. <void> ai_allow_dormant <ai> <boolean> ; either enables or disables automatic dormancy for a group of actors
  204. <void> ai_attach <unit> <ai> ; attaches the specified unit to the specified encounter.
  205. <void> ai_attach_units <object_list> <ai> ; attaches the specified list of units to the specified encounter.
  206. <void> ai_berserk <ai> <boolean> ; forces a group of actors to start or stop berserking
  207. <void> ai_braindead <ai> <boolean> ; makes a group of actors braindead, or restores them to life (in their initial state
  208. <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
  209. <void> ai_cannot_die <ai> <boolean> ; AI cannot die from damage (as opposed to by scripting
  210. <void> ai_debug_sound_point_set ; drops the AI debugging sound point at the camera location
  211. <void> ai_deselect ; clears the selected encounter.
  212. <void> ai_detach <unit> ; detaches the specified unit from all AI.
  213. <void> ai_detach_units <object_list> ; detaches the specified list of units from all AI.
  214. <void> ai_dialogue_break_on_vocalization <string_id> ; break when the following vocalization is chosen for utterance
  215. <void> ai_dialogue_enable <boolean> ; turn combat dialogue on/off
  216. <void> ai_dialogue_log_dump <string> ; dump a file of the given name with csv statistics on vocalizations
  217. <void> ai_dialogue_log_reset ; reset the dialogue log
  218. <void> ai_disposable <ai> <boolean> ; enables or disables automatic garbage collection for actors in the specified encounter and/or squad.
  219. <void> ai_disregard <object_list> <boolean> ; if TRUE, forces all actors to completely disregard the specified units, otherwise lets them acknowledge the units again
  220. <void> ai_enable <boolean> ; turns all AI on or off.
  221. <void> ai_erase <ai> ; erases the specified encounter and/or squad.
  222. <void> ai_erase_all ; erases all AI.
  223. <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
  224. <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
  225. <void> ai_grenades <boolean> ; turns grenade inventory on or off.
  226. <void> ai_kill <ai> ; instantly kills the specified encounter and/or squad.
  227. <void> ai_kill_silent <ai> ; instantly and silently (no animation or sound played) kills the specified encounter and/or squad.
  228. <void> ai_lines ; cycles through AI line-spray modes
  229. <void> ai_magically_see <ai> <ai> ; Make one squad magically aware of another.
  230. <void> ai_magically_see_object <ai> <object> ; Make a squad magically aware of a particular object.
  231. <void> ai_migrate <ai> <ai> ; makes all or part of an encounter move to another encounter.
  232. <void> ai_overcomes_oversteer <ai> <boolean> ; Don't use this for anything other than bug 3926. AI magically cancels vehicle oversteer.
  233. <void> ai_place <ai> ; places the specified squad on the map.
  234. <void> ai_place <ai> <short> ; places the given number of members of the specified squad.
  235. <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).
  236. <void> ai_playfight <ai> <boolean> ; sets an encounter to be playfighting or not
  237. <void> ai_prefer_target <object_list> <boolean> ; if TRUE, *ALL* enemies will prefer to attack the specified units. if FALSE, removes the preference.
  238. <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
  239. <void> ai_render_paths_all ; Turns on raw, smoothed, avoided paths and avoidance obstacles
  240. <void> ai_renew <ai> ; refreshes the health and grenade count of a group of actors, so they are as good as new
  241. <void> ai_select <ai> ; selects the specified squad.
  242. <void> ai_set_active_camo <ai> <boolean> ; Turn on active camoflage on actor/squad/squad-group
  243. <void> ai_set_blind <ai> <boolean> ; enables or disables sight for actors in the specified encounter.
  244. <void> ai_set_deaf <ai> <boolean> ; enables or disables hearing for actors in the specified encounter.
  245. <void> ai_set_orders <ai> <ai_orders> ; Takes the squad or squad group (arg1) and gives it the order (arg3) in zone (arg2). Use the zone_name/order_name format
  246. <void> ai_set_team <ai> <team> ; makes an encounter change to a new team
  247. <void> ai_suppress_combat <ai> <boolean> ; Turn on/off combat suppression on actor/squad/squad-group
  248. <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.
  249. <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
  250. <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
  251. <void> ai_vehicle_enter_immediate <ai> <unit> ; the given group of actors is snapped into a vehicle
  252. <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
  253. <void> ai_vehicle_exit <ai> ; tells a group of actors to get out of any vehicles that they are in
  254. <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
  255. <void> ai_verify_tags ; Verifies state of ai-related tags (e.g. orders, squads, zones, etc.
  256. <void> attract_mode_set_seconds <long> ; sets number of seconds of the attract mode countdown timer.
  257. <void> attract_mode_start ; starts an attract mode movie
  258. <void> biped_ragdoll <unit> ; given a dead biped, turns on ragdoll
  259. <void> bitmap_predict <bitmap> ; in: bitmap name. loads all the bitmaps in that bitmap group
  260. <void> breadcrumbs_activate_team_nav_point_flag <navpoint> <team> <cutscene_flag> <real> ; activates a nav point type <string> attached to a team anchored to a flag with a vertical offset <real>. If the player is not local to the machine or the improved navpoints setting is disabled, this will fail
  261. <void> breadcrumbs_activate_team_nav_point_object <navpoint> <team> <object> <real> ; activates a nav point type <string> attached to a team anchored to an object with a vertical offset <real>. If the player is not local to the machine or the improved navpoints setting is disabled, this will fail
  262. <void> breadcrumbs_activate_team_nav_point_position <navpoint> <team> <real> <real> <real> <string> <real> ; activates a nav point type <string> attached to a team anchored to position xyz <real, real, real> named <_hs_type_string> and with a vertical offset <real>. If the player is not local to the machine or the improved navpoints setting is disabled, this will fail
  263. <void> breadcrumbs_deactivate_team_nav_point <team> <string> ; deactivates a nav point type attached to a team of name <_hs_type_string>
  264. <void> breadcrumbs_deactivate_team_nav_point_flag <team> <cutscene_flag> ; deactivates a nav point type attached to a team anchored to a flag
  265. <void> breadcrumbs_deactivate_team_nav_point_object <team> <object> ; deactivates a nav point type attached to a team anchored to an object
  266. <void> breakable_surfaces_enable <boolean> ; enables or disables breakability of all breakable surfaces on level
  267. <void> breakable_surfaces_reset ; restores all breakable surfaces
  268. <void> bug_now <string> ; uploads files for bug <name>
  269. <void> bug_now_auto <boolean> ; uploads bug files, auto named <include_minidump>
  270. <void> bug_now_lite <string> ; uploads files (w/ no minidump) for bug <name>
  271. <void> cache_block_for_one_frame ; call this to force texture and geometry cache to block until satiated
  272. <void> camera_control <boolean> ; toggles script control of the camera.
  273. <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>
  274. <void> camera_place_relative <object> ; all subsequent camera placement in sapien be marked as relative to this object
  275. <void> camera_place_worldspace ; all subsequent camera placement in sapien will be marked as worldspace
  276. <void> camera_predict_resources_at_frame <animation_graph> <string_id> <unit> <cutscene_flag> <long> ; predict resources at a frame in camera animation.
  277. <void> camera_predict_resources_at_point <cutscene_camera_point> ; predict resources given a camera point
  278. <void> camera_set <cutscene_camera_point> <short> ; moves the camera to the specified camera point over the specified number of ticks.
  279. <void> camera_set_animation <animation_graph> <string_id> ; begins a prerecorded camera animation.
  280. <void> camera_set_animation_relative <animation_graph> <string_id> <unit> <cutscene_flag> ; begins a prerecorded camera animation synchronized to unit relative to cutscene flag.
  281. <void> camera_set_field_of_view <real> <short> ; sets the field of view
  282. <void> camera_set_first_person <unit> ; makes the scripted camera follow a unit.
  283. <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.
  284. <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).
  285. <void> cheat_active_camouflage <boolean> ; gives the player active camouflage
  286. <void> cheat_active_camouflage_by_player <short> <boolean> ; gives a specific player active camouflage
  287. <void> cheat_all_powerups ; drops all powerups near player
  288. <void> cheat_all_vehicles ; drops all vehicles on player
  289. <void> cheat_all_weapons ; drops all weapons near player
  290. <void> cheat_teleport_to_camera ; teleports player to camera location
  291. <void> cheats_load ; reloads the cheats.txt file
  292. <void> cinematic_clone_players_weapon <object> <string_id> <string_id> ; clone the first player's most reasonable weapon and attach it to the specified object's marker
  293. <void> cinematic_dynamic_reflections <boolean> <boolean> ; sets up dynamic reflections: <enabled: [true, false]> <filtering enabled: [true, false]>
  294. <void> cinematic_enable_ambience_details <boolean> ; enable/disable ambience details in cinematics
  295. <void> cinematic_layer <long> <real> <real> ; interpolates the value of <cinematic layer x> from current position to <value> over <time>
  296. <void> cinematic_lighting_set_ambient_light <real> <real> <real> ; sets the color (red, green, blue) of the cinematic ambient light.
  297. <void> cinematic_lighting_set_primary_light <real> <real> <real> <real> <real> ; sets the pitch, yaw, and color (red, green, blue) of the cinematic shadowing diffuse and specular directional light.
  298. <void> cinematic_lighting_set_secondary_light <real> <real> <real> <real> <real> ; sets the pitch, yaw, and color (red, green, blue) of the cinematic non-shadowing diffuse directional light.
  299. <void> cinematic_lightmap_shadow_disable ; turn off lightmap shadow in cinematics
  300. <void> cinematic_lightmap_shadow_enable ; turn on lightmap shadow in cinematics
  301. <void> cinematic_move_attached_objects <object> <string_id> <string_id> <string_id> ; move the object's children attached to the first marker to the second marker
  302. <void> cinematic_outro_start ; flag this cutscene as an outro cutscene
  303. <void> cinematic_reset_environment_map_bitmap ; resets environment-map bitmap (on flagged shaders) to default instantly
  304. <void> cinematic_reset_environment_map_tint ; resets environment-map tint (on flagged shaders) to default instantly
  305. <void> cinematic_screen_effect_set_crossfade <real> ; transition-time
  306. <void> cinematic_screen_effect_set_crossfade2 <real> <real> ; transition-time, exponent
  307. <void> cinematic_screen_effect_set_depth_of_field <real> <real> <real> <real> <real> <real> <real> ; sets dof: <seperation dist>, <near blur lower bound> <upper bound> <time> <far blur lower bound> <upper bound> <time>
  308. <void> cinematic_screen_effect_start <boolean> ; starts screen effect pass TRUE to clear
  309. <void> cinematic_screen_effect_stop ; returns control of the screen effects to the rest of the game
  310. <void> cinematic_set_environment_map_attenuation <real> <real> <real> ; interpolates environment-map attenuation (on flagged shaders) from <low> to <high> over <time>
  311. <void> cinematic_set_environment_map_bitmap <bitmap> ; sets environment-map bitmap (on flagged shaders) instantly
  312. <void> cinematic_set_environment_map_tint <real> <real> <real> <real> <real> <real> <real> <real> ; perpendicular color: (red green blue brightness), parallel color: (red green blue brightness)... sets environment-map tint (on flagged shaders) instantly
  313. <void> cinematic_set_far_clip_distance <real> ;
  314. <void> cinematic_set_near_clip_distance <real> ;
  315. <void> cinematic_set_title <cutscene_title> ; activates the chapter title
  316. <void> cinematic_set_title_delayed <cutscene_title> <real> ; activates the chapter title, delayed by <real> seconds
  317. <void> cinematic_show_letterbox <boolean> ; sets or removes the letterbox bars
  318. <void> cinematic_show_letterbox_immediate <boolean> ; sets or removes the letterbox bars
  319. <void> cinematic_skip_start_internal ;
  320. <void> cinematic_skip_stop_internal ;
  321. <void> cinematic_start ; initializes game to start a cinematic (interruptive) cutscene
  322. <void> cinematic_start_movie <string> ; starts cinematic movie
  323. <void> cinematic_stop ; initializes the game to end a cinematic (interruptive) cutscene
  324. <void> cinematic_subtitle <string_id> <real> ; displays the named subtitle for <real> seconds
  325. <void> cinematic_suppress_bsp_object_creation <boolean> ; suppresses or enables the automatic creation of objects during cutscenes due to a bsp switch
  326. <void> cls ; clears console text from the screen
  327. <void> collision_log_enable <boolean> ; enables or disables collision logging.
  328. <void> controller_invert_look ; invert look on all attached controllers
  329. <void> controller_look_speed <short> ; set look speed for all attached controllers
  330. <void> controller_set_look_invert <boolean> ; invert player0's look
  331. <void> controller_unlock_solo_levels <short> ; unlocks all the solo player levels for <controller index>'s profile
  332. <void> core_load ; loads debug game state from core\core.bin
  333. <void> core_load_game ; loads level and game state from core\core.bin
  334. <void> core_load_game_name <string> ; loads level and game state from core\<path>
  335. <void> core_load_name <string> ; loads debug game state from core\<path>
  336. <void> core_regular_upload_to_debug_server <boolean> ; toggle periodic core uploading to debug server
  337. <void> core_save ; saves debug game state to core\core.bin
  338. <void> core_save_name <string> ; saves debug game state to core\<path>
  339. <void> core_set_upload_option <string> ; sets options for game state uploading (current options are 'default', 'repro', and 'stress'
  340. <void> crash <string> ; crashes (for debugging).
  341. <void> cs_abort_on_alert <boolean> ; Command script ends prematurely when actor's combat status raises to 'alert' or higher
  342. <void> cs_abort_on_combat_status <short> ; Command script ends prematurely when actor's combat status rises to given level
  343. <void> cs_abort_on_damage <boolean> ; Command script ends prematurely when actor is damaged
  344. <void> cs_aim <boolean> <point reference> ; Actor aims at the point for the remainder of the cs, or until overridden (overrides look
  345. <void> cs_aim_object <boolean> <object> ; Actor aims at the object for the duration of the cs, or until overridden (overrides look
  346. <void> cs_aim_player <boolean> ; Actor aims at nearest player for the duration of the cs, or until overridden (overrides look
  347. <void> cs_animate <long> <short> ; Actor performs animation with given modifier (anim-ref, modifier
  348. <void> cs_approach <object> <real> <real> <real> ; (approach <object> <distance> <max-distance> <follow-distance>
  349. <void> cs_approach_player <real> <real> <real> ; (approach player <distance> <max-distance> <follow-distance>
  350. <void> cs_approach_stop ; Actor stops approaching
  351. <void> cs_crouch <boolean> ; Actor crouches for the remainder of the command script, or until overridden
  352. <void> cs_crouch <boolean> <real> ; Actor crouches / uncrouches, transitioning over the given number of seconds
  353. <void> cs_custom_animation <animation_graph> <string_id> <real> <boolean> ; starts a custom animation playing on the unit (interpolates into animation if last parameter is TRUE
  354. <void> cs_deploy_turret <point reference> ; Deploy a turret at the given script point
  355. <void> cs_die <short> ; Actor dies in specified manner
  356. <void> cs_enable_dialogue <boolean> ; Actor combat dialogue enabled/disabled.
  357. <void> cs_enable_looking <boolean> ; Actor autonomous looking enabled/disabled.
  358. <void> cs_enable_moving <boolean> ; Actor autonomous moving enabled/disabled.
  359. <void> cs_enable_pathfinding_failsafe <boolean> ; Actor blocks until pathfinding calls succeed
  360. <void> cs_enable_targeting <boolean> ; Actor autonomous target selection enabled/disabled.
  361. <void> cs_face <boolean> <point reference> ; Actor faces exactly the point for the remainder of the cs, or until overridden (overrides aim, look
  362. <void> cs_face_object <boolean> <object> ; Actor faces exactly the given object for the duration of the cs, or until overridden (overrides aim, look
  363. <void> cs_face_player <boolean> ; Actor faces exactly the nearest player for the duration of the cs, or until overridden (overrides aim, look
  364. <void> cs_fly_by <point reference> ; Flies the actor through the given point
  365. <void> cs_fly_by <point reference> <real> ; Flies the actor through the given point (within the given tolerance
  366. <void> cs_fly_to <point reference> ; Flies the actor to the given point
  367. <void> cs_fly_to <point reference> <real> ; Flies the actor to the given point (within the given tolerance
  368. <void> cs_fly_to_and_face <point reference> <point reference> ; Flies the actor to the given point and orients him in the appropriate direction
  369. <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
  370. <void> cs_force_combat_status <short> ; Force the actor's combat status (0= no override, 1= asleep, 2=idle, 3= alert, 4= active
  371. <void> cs_formation <short> <ai> <point reference> <point reference> ; Actor initiates a formation of the given type at the given point, facing (initially) at the given other point. Formation types are (0) 1x column (1) 2x column ... (4) wall (5) wedge.
  372. <void> cs_go_by <point reference> <point reference> ; Actor moves toward the point, and considers it hit when it breaks the indicated plane
  373. <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
  374. <void> cs_go_to <point reference> ; Moves the actor to a specified point
  375. <void> cs_go_to <point reference> <real> ; Moves the actor to a specified point, attenuating throttle by the given amount when near the goal
  376. <void> cs_go_to_and_face <point reference> <point reference> ; Moves the actor to a specified point and has him face the second point
  377. <void> cs_go_to_nearest <point reference> ; Given a point set, AI goes toward the nearest point
  378. <void> cs_go_to_vehicle <vehicle> ; Actor gets in the appropriate vehicle
  379. <void> cs_grenade <point reference> <short> ; Actor throws a grenade, either by tossing (arg2=0), lobbing (1) or bouncing (2
  380. <void> cs_ignore_obstacles <boolean> ; Actor does not avoid obstacles when true
  381. <void> cs_jump <real> <real> ; Actor jumps in direction of angle at the given velocity (angle, velocity
  382. <void> cs_jump_to_point <real> <real> ; Actor jumps with given horizontal and vertical velocity
  383. <void> cs_look <boolean> <point reference> ; Actor looks at the point for the remainder of the cs, or until overridden
  384. <void> cs_look_object <boolean> <object> ; Actor looks at the object for the duration of the cs, or until overridden
  385. <void> cs_look_player <boolean> ; Actor looks at nearest player for the duration of the cs, or until overridden
  386. <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
  387. <void> cs_movement_mode <short> ; Actor switches to given animation mode
  388. <void> cs_pause <real> ; The actor does nothing for the given number of seconds
  389. <void> cs_play_line <string_id> ; Play the named line in the current scene
  390. <void> cs_play_sound <sound> ; Actor plays an impulse sound and the atom blocks until it is complete
  391. <void> cs_play_sound <sound> <real> ; Actor plays an impulse sound and the atom blocks for the given percentage of the sound's total length
  392. <void> cs_play_sound <sound> <real> <real> ; Actor plays an impulse sound and the atom blocks for the given percentage of the sound's total length, at the given volume (0..1
  393. <void> cs_queue_command_script <ai> <ai_command_script> ; Add a command script onto the end of an actor's command script queue
  394. <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
  395. <void> cs_run_joint_command_script <ai_command_script> <ai> <ai> ; Causes the specified actor(s) to start executing a command script immediately (discarding any other command scripts in the queue
  396. <void> cs_run_joint_command_script <ai_command_script> <ai> <ai> <ai> ; Causes the specified actor(s) to start executing a command script immediately (discarding any other command scripts in the queue
  397. <void> cs_set_behavior <ai_behavior> ; Actor performs the indicated behavior
  398. <void> cs_set_pathfinding_radius <real> ; Sets the actor's pathfinding radius (this distance at which a destination is considered to have been reached) for the remainder of the command script
  399. <void> cs_set_style <style> ; Override the actor's style
  400. <void> cs_shoot <boolean> ; Actor is allowed to shoot at its target or not
  401. <void> cs_shoot <boolean> <object> ; Actor shoots at given target
  402. <void> cs_shoot_point <boolean> <point reference> ; Actor shoots at given point
  403. <void> cs_stack_command_script <ai> <ai_command_script> ; Push a command script to the top of the actor's command script queue
  404. <void> cs_start_approach <object> <real> <real> <real> ; (approach <object> <distance> <max-distance> <follow-distance>) NON-BLOCKING
  405. <void> cs_start_approach_player <real> <real> <real> ; (approach <distance> <max-distance> <follow-distance>) NON-BLOCKING
  406. <void> cs_start_to <point reference> ; Moves the actor to a specified point. DOES NOT BLOCK SCRIPT EXECUTION.
  407. <void> cs_stop_custom_animation ; Stop running a custom animation
  408. <void> cs_stop_sound <sound> ; Stops the specified impulse sound.
  409. <void> cs_suppress_dialogue_global <boolean> ; Combat dialogue is suppressed for the remainder of the command script
  410. <void> cs_switch <string_id> ; Switch control of the joint command script to the given member
  411. <void> cs_switch_index <short> ; Switch control of the joint command script to the given member
  412. <void> cs_teleport <point reference> <point reference> ; Actor teleports to point1 facing point2
  413. <void> cs_transfer <ai> ; Transfer control of the command script to the given actor (replacing what he has
  414. <void> cs_transfer_queue <ai> ; Transfer control of the command script to the given actor (queueing it
  415. <void> cs_transfer_stack <ai> ; Transfer control of the command script to the given actor (stacking it
  416. <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
  417. <void> cs_vehicle_boost <boolean> ; Enables or disables boost
  418. <void> cs_vehicle_speed <real> ; Set the speed at which the actor will drive a vehicle, expressed as a multiplier 0-1
  419. <void> cs_vehicle_speed_instantaneous <real> ; Set the instantaneous speed of the vehicle we're driving
  420. <void> cs_vocalize <short> ; Actor emits vocalization of given type
  421. <void> damage_control_get <string> ; gets a damage control setting by string
  422. <void> damage_control_set <string> <boolean> ; sets a damage control setting by string
  423. <void> damage_new <damage> <cutscene_flag> ; causes the specified damage at the specified flag.
  424. <void> damage_object <damage> <object> ; causes the specified damage at the specified object.
  425. <void> damage_objects <damage> <object_list> ; causes the specified damage at the specified object list.
  426. <void> damage_players <damage> ; damages all players with the given damage effect
  427. <void> data_mine_debug_menu_setting <string> ; close debug menu and set user experience setting to string
  428. <void> data_mine_display_disk_writes <boolean> ; enable/disable console message on disk writes
  429. <void> data_mine_display_event <string> ; enable displaying of an event
  430. <void> data_mine_display_mission_segment <boolean> ; display the current mission segment
  431. <void> data_mine_enable <boolean> ; enable/disable data mining
  432. <void> data_mine_insert <string> ; insert text and camera position in the data mine
  433. <void> data_mine_playback <string> ; loads and displays data mine data from a file
  434. <void> data_mine_set_mission_segment <string> ; sets the mission segment for single player data mine events
  435. <void> data_mine_track_event <string> ; enable mining of an event
  436. <void> deactivate_nav_point_flag <unit> <cutscene_flag> ; deactivates a nav point type attached to a player <unit> anchored to a flag
  437. <void> deactivate_nav_point_object <unit> <object> ; deactivates a nav point type attached to a player <unit> anchored to an object
  438. <void> deactivate_team_nav_point_flag <team> <cutscene_flag> ; deactivates a nav point type attached to a team anchored to a flag
  439. <void> deactivate_team_nav_point_object <team> <object> ; deactivates a nav point type attached to a team anchored to an object
  440. <void> debug_camera_load ; loads the saved camera position and facing.
  441. <void> debug_camera_load_name <string> ; loads the camera position and facing from filename
  442. <void> debug_camera_load_text <string> ; loads the camera position and facing from a passed in string
  443. <void> debug_camera_save ; saves the camera position and facing.
  444. <void> debug_camera_save_name <string> ; saves the camera position and facing to filename
  445. <void> debug_memory ; dumps memory leaks.
  446. <void> debug_memory_by_file ; dumps memory leaks by source file.
  447. <void> debug_memory_for_file <string> ; dumps memory leaks from the specified source file.
  448. <void> debug_menu_rebuild ; Reparses the debug menu from the text file.
  449. <void> debug_sound_channels_by_substring <string> ; filter display sound channels by substring
  450. <void> debug_sound_environment_parameter <long> <real> ;
  451. <void> debug_sound_environment_source_parameter <long> <real> ; blah
  452. <void> debug_sounds_enable <string> <boolean> ; enables or disables all sound classes matching the substring.
  453. <void> debug_spawning <string> <boolean> ; debugs spawn points for the inputted player
  454. <void> debug_tags ; writes all memory being used by tag files into tag_dump.txt
  455. <void> debug_teleport_player <long> <long> ; for testing: teleports one player to another's location
  456. <void> decorator_rebuild_all ;
  457. <void> determinism_debug_manager_enable_game_state_checksum <boolean> ; enable/disable determinism checkpoints
  458. <void> determinism_debug_manager_enable_log_file_comparision_on_oos <boolean> ; enables/disables determinism log file comparision on oos
  459. <void> determinism_debug_manager_enable_logging <boolean> ; enable/disable determinism logging
  460. <void> determinism_debug_manager_enable_trace <boolean> ; enable determinism tracing
  461. <void> determinism_debug_manager_set_consumer_sample_level <string> <long> ; sets sample level for a consumer
  462. <void> determinism_debug_manager_set_trace_flags <long> ; set which determinism debugging traces should be turned on
  463. <void> determinism_log_compare_log_files <string> <string> ; comares determinism log files
  464. <void> device_animate_overlay <device> <real> <real> <real> <real> ; animate the overlay over time
  465. <void> device_animate_position <device> <real> <real> <real> <real> <boolean> ; animate the position over time
  466. <void> device_closes_automatically_set <device> <boolean> ; TRUE makes the given device close automatically after it has opened, FALSE makes it not
  467. <void> device_group_change_only_once_more_set <device_group> <boolean> ; TRUE allows a device to change states only once
  468. <void> device_group_set_immediate <device_group> <real> ; instantaneously changes the value of the specified device group.
  469. <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
  470. <void> device_operates_automatically_set <device> <boolean> ; TRUE makes the given device open automatically when any biped is nearby, FALSE makes it not
  471. <void> device_set_never_appears_locked <device> <boolean> ; changes a machine's never_appears_locked flag, but only if paul is a bastard
  472. <void> device_set_position_immediate <device> <real> ; instantaneously changes the position of the given device (used for devices without explicit device groups
  473. <void> device_set_power <device> <real> ; immediately sets the power of a named device to the given value
  474. <void> director_debug_camera <boolean> ; enable/disable camera debugging
  475. <void> disable_render_light_suppressor ; disables the code that constrains the max # active lights
  476. <void> drop <string> ; drops the named tag e.g. objects\vehicles\banshee\banshee.vehicle
  477. <void> drop_variant <string> <string> ; drops the named tag e.g. objects\vehicles\banshee\banshee.vehicle
  478. <void> dump_loaded_tags ; dump a list of open tags to <map_name>_tags.txt
  479. <void> effect_new <effect> <cutscene_flag> ; starts the specified effect at the specified flag.
  480. <void> effect_new_on_object_marker <effect> <object> <string_id> ; starts the specified effect on the specified object at the specified marker.
  481. <void> enable_render_light_suppressor ; enables the code that constrains the max # active lights
  482. <void> error_enable <string> <boolean> ; enables/disables display for a class of errors
  483. <void> error_geometry_hide <string> ; hides all error geometry with a name that includes the given substring
  484. <void> error_geometry_hide_all ; hides all error geometry
  485. <void> error_geometry_list ; prints out a list of all error geometry types and counts
  486. <void> error_geometry_show <string> ; highlights all error geometry with a name that includes the given substring
  487. <void> error_geometry_show_all ; highlights all error geometry
  488. <void> error_overflow_suppression <boolean> ; enables or disables the suppression of error spamming
  489. <void> fade_in <real> <real> <real> <short> ; does a screen fade in from a particular color
  490. <void> fade_out <real> <real> <real> <short> ; does a screen fade out to a particular color
  491. <void> flag_new <string> <string> ; <name> <description>
  492. <void> flag_new_at_look <string> <string> ; <name> <description>
  493. <void> flags_clear ; erases all comment flags when not in editor (sapien
  494. <void> flags_default_comment <string> ; <default comment flag description>
  495. <void> flags_default_name <string> ; <default comment flag name>
  496. <void> flags_export ; dump comment flags to a .txt file
  497. <void> flags_export_filtered <string> ; <substring filter>
  498. <void> flags_export_named <string> ; <file name>
  499. <void> flags_export_named_filtered <string> <string> ; <filter string> <file name>
  500. <void> flags_save ; dump comment flags to vrml file
  501. <void> flags_save_filtered <string> ; <substring filter>
  502. <void> flags_save_named <string> ; <file name>
  503. <void> flags_save_named_filtered <string> <string> ; <filter string> <file name>
  504. <void> flags_set_filter <string> ; <flag name filter>
  505. <void> flush_ddm ; flush ddm file
  506. <void> fog_mode_control <boolean> <boolean> <boolean> <boolean> ;
  507. <void> fog_override_atmospheric_fog <real> <string> <real> <real> ;
  508. <void> fog_override_atmospheric_fog_off ;
  509. <void> fog_override_atmospheric_planar_blend <real> ;
  510. <void> fog_override_atmospheric_planar_blend_off ;
  511. <void> fog_override_atmospheric_secondary_blend <real> ;
  512. <void> fog_override_atmospheric_secondary_blend_off ;
  513. <void> fog_override_mode <long> ;
  514. <void> fog_override_mode_off ;
  515. <void> fog_override_off ;
  516. <void> fog_override_planar_fog <real> <string> <real> <real> <real> ;
  517. <void> fog_override_planar_fog_off ;
  518. <void> fog_override_planar_fog_plane <real> <real> <real> ;
  519. <void> fog_override_planar_fog_plane_off ;
  520. <void> fog_override_planar_max_atmospheric_depth <real> ;
  521. <void> fog_override_planar_max_atmospheric_depth_off ;
  522. <void> fog_override_planar_planar_eye_density <real> ;
  523. <void> fog_override_planar_planar_eye_density_off ;
  524. <void> fog_override_secondary_fog <real> <string> <real> <real> ;
  525. <void> fog_override_secondary_fog_off ;
  526. <void> fog_override_sky_fog <real> <string> ;
  527. <void> fog_override_sky_fog_off ;
  528. <void> fog_report ;
  529. <void> fog_report_summary ;
  530. <void> fog_report_verbose ;
  531. <void> font_cache_flush ;
  532. <void> game_can_use_flashlights <boolean> ; allows or disallows the user of player flashlights
  533. <void> game_coop_players <long> ; debug map launching: sets the number of coop players for the next map.
  534. <void> game_difficulty <game_difficulty> ; debug map launching: sets the difficulty of the next map.
  535. <void> game_initial_bsp <long> ; debug map launching: sets the initial bsp for the next map.
  536. <void> game_lost <boolean> ; marks the game as lost or not lost
  537. <void> game_multiplayer <string> ; debug map launching: sets the multiplayer variant for the next map.
  538. <void> game_rate <real> <real> <real> ; changes game update rate (DANGER: only use if you know what you're doing!
  539. <void> game_revert ; causes the player to revert to his previous saved game (for testing, the first bastard that does this to me gets it in the head
  540. <void> game_save ; checks to see if it is safe to save game, then saves (gives up after 8 seconds
  541. <void> game_save_and_quit ; save & quit to the main menu
  542. <void> game_save_cancel ; cancels any pending game_save, timeout or not
  543. <void> game_save_cinematic_skip ; don't use this, except in one place.
  544. <void> game_save_immediate ; disregards player's current situation and saves (BE VERY CAREFUL!
  545. <void> game_save_no_timeout ; checks to see if it is safe to save game, then saves (this version never gives up
  546. <void> game_save_unsafe ; saves right now, even if the game is in an immediate-loss state (NEVER USE THIS! EVER!
  547. <void> game_splitscreen <long> ; debug map launching: sets the number of multiplayer splitscreen players for the next map.
  548. <void> game_start <string> ; debug map launching: starts a game on the specified map.
  549. <void> game_tick_rate <long> ; debug map launching: sets the tick rate for the next map.
  550. <void> game_won ; causes the player to successfully finish the current level and move to the next
  551. <void> garbage_collect_multiplayer ; runs multiplayer garbage collection
  552. <void> garbage_collect_now ; causes all garbage objects except those visible to a player to be collected immediately
  553. <void> garbage_collect_unsafe ; forces all garbage objects to be collected immediately, even those visible to a player (dangerous!
  554. <void> havok_debug_start ; start up the havok visual debugger
  555. <void> havok_dump_world <string> <boolean> ; dump the state of the havok world, with our without a movie
  556. <void> havok_dump_world_close_movie ; end the capture of a havok dump movie
  557. <void> havok_profile_end ; start profiling havok
  558. <void> havok_profile_start ; start profiling havok
  559. <void> havok_reset_allocated_state ; strips down and builds back up all allocated havok memory
  560. <void> help <string> ; prints a description of the named function.
  561. <void> hud_cinematic_fade <real> <real> ; parameter 1 is how, parameter 2 is when
  562. <void> hud_enable_training <boolean> ; true turns training on, false turns it off.
  563. <void> hud_set_training_text <string_id> ; sets the string id fo the scripted training text
  564. <void> hud_show_training_text <boolean> ; true turns on scripted training text
  565. <void> ice_cream_flavor_stock <long> ;
  566. <void> input_suppress_vibration <boolean> ; disable the friggin' vibration
  567. <void> inspect <expression> ; prints the value of an expression to the screen for debugging purposes.
  568. <void> interpolator_flip ;
  569. <void> interpolator_restart_all ;
  570. <void> interpolator_stop_all ;
  571. <void> kill_volume_disable <trigger_volume> ; disables a kill volume
  572. <void> kill_volume_enable <trigger_volume> ; enables a kill volume
  573. <void> king_set_hill <long> ; sets which index the active hill should be
  574. <void> lightmaps_expose <real> <real> <real> ; re-exposes the lightmap palettes
  575. <void> loading_screen_fade_to_white ; sets the next loading screen to just fade to white
  576. <void> magic_melee_attack ; causes player's unit to start a melee attack
  577. <void> main_halt ; goes to a halted pregame state
  578. <void> main_menu ; goes back to the main menu
  579. <void> map_info ; prints the current map and bsp name and index
  580. <void> map_name <string> ; the same as game_start: launches a game for debugging purposes
  581. <void> map_reset ; starts the map from the beginning.
  582. <void> net_event_display_category <string> <network_event> ; sets the display level for a named category of network events
  583. <void> net_event_list_categories <string> ; lists all categories that exist under a particular category string
  584. <void> net_event_log_category <string> <network_event> ; sets the log level for a named category of network events
  585. <void> net_set_machine_name <string> ; sets the nickname of your xbox
  586. <void> net_sim_dropspike_now ; network simulation: starts a packet loss spike immediately
  587. <void> net_sim_reset ; network simulation: resets the simulation state
  588. <void> net_sim_spike_now ; network simulation: starts a latency spike immediately
  589. <void> net_status_filter <string> ; filters the set of network status to display
  590. <void> net_test_campaign_difficulty <short> ; network test: sets the difficulty of the campaign game to play
  591. <void> net_test_channel_delete ; network test: deletes all channels
  592. <void> net_test_channel_loopback ; network test: creates loopback channels
  593. <void> net_test_delegate_host <long> ; network test: delegate hosting to the specified player
  594. <void> net_test_delegate_leader <long> ; network test: delegate leadership to the specified player
  595. <void> net_test_fatal_error ; creates a fatal simulation error
  596. <void> net_test_leave_squad ; network test: leave current squad
  597. <void> net_test_map_name <string> ; network test: sets the name of the scenario to play
  598. <void> net_test_ping ; network test: sends a ping
  599. <void> net_test_player_color <long> ; network test: temporarily sets the color for all local players
  600. <void> net_test_reset_objects ; network test: resets all objects on the map
  601. <void> netdebug_prefer_internet <boolean> ; hints to the netdebug code that that we're on the internet
  602. <void> object_can_take_damage <object_list> ; allows an object to take damage again
  603. <void> object_cannot_die <object> <boolean> ; Set whether the object can die from damage or not (as opposed to by scripting
  604. <void> object_cannot_take_damage <object_list> ; prevents an object from taking damage
  605. <void> object_cinematic_collision <object> <boolean> ; makes an object not collide with other cinematic collision objects.
  606. <void> object_cinematic_lod <object> <boolean> ; makes an object use the highest lod for the remainder of the levels' cutscenes.
  607. <void> object_cinematic_visibility <object> <boolean> ; makes an object bypass visibility and always render during cinematics.
  608. <void> object_clear_all_function_variables <object> ; clears all funciton variables for sin-o-matic use
  609. <void> object_clear_function_variable <object> <string_id> ; clears one funciton variables for sin-o-matic use
  610. <void> object_copy_player_appearance <object> <long> ; copy appearance into object from player n (starts counting from 0
  611. <void> object_create <object_name> ; creates an object from the scenario.
  612. <void> object_create_anew <object_name> ; creates an object, destroying it first if it already exists.
  613. <void> object_create_anew_containing <string> ; creates anew all objects from the scenario whose names contain the given substring.
  614. <void> object_create_clone <object_name> ; creates an object, potentially resulting in multiple objects if it already exists.
  615. <void> object_create_clone_containing <string> ; creates clones for all objects from the scenario whose names contain the given substring.
  616. <void> object_create_containing <string> ; creates all objects from the scenario whose names contain the given substring.
  617. <void> object_damage_damage_section <object> <string_id> <real> ; applies damage to a damage section, causing all manner of effects/constraint breakage to occur
  618. <void> object_destroy <object> ; destroys an object.
  619. <void> object_destroy_all ; destroys all non player objects.
  620. <void> object_destroy_containing <string> ; destroys all objects from the scenario whose names contain the given substring.
  621. <void> object_destroy_type_mask <long> ; destroys all objects matching the type mask
  622. <void> object_dynamic_simulation_disable <object> <boolean> ; disabled dynamic simulation for this object (makes it fixed
  623. <void> object_function_set <long> <real> ; sets a global object function (0-3) to value
  624. <void> object_hide <object> <boolean> ; hides or shows the object passed in
  625. <void> object_set_custom_animations_hold_on_last_frame <boolean> ; changes the default behavior for custom animations
  626. <void> object_set_custom_animations_prevent_lipsync_head_movement <boolean> ; when true, prevents lipsync from bobbing the head during custom animations. default is true.
  627. <void> object_set_deleted_when_deactivated <object> ; when this object deactivates it will be deleted
  628. <void> object_set_facing <object> <cutscene_flag> ; turns the specified object in the direction of the specified flag.
  629. <void> object_set_function_variable <object> <string_id> <real> <real> ; sets funciton variable for sin-o-matic use
  630. <void> object_set_melee_attack_inhibited <object> <boolean> ; FALSE prevents object from using melee attack
  631. <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
  632. <void> object_set_phantom_power <object> <boolean> ; sets phantom power to be latched at 1.0f or 0.0f
  633. <void> object_set_physics <object> <boolean> ; prevents an object from running physics or colliding with any other objects
  634. <void> object_set_ranged_attack_inhibited <object> <boolean> ; FALSE prevents object from using ranged attack
  635. <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
  636. <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
  637. <void> object_set_shadowless <object> <boolean> ; set/reset shadow castingness of object
  638. <void> object_set_shield <object> <real> ; sets the shield vitality of the specified object (between 0 and 1).
  639. <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!
  640. <void> object_set_shield_stun <object> <real> ; set how long the shield will be stunned for, 0 is unstunned
  641. <void> object_set_shield_stun_infinite <object> ; make this objects shield be stunned permanently
  642. <void> object_set_velocity <object> <real> ; Sets the (object-relative) forward velocity of the given object
  643. <void> object_set_velocity <object> <real> <real> <real> ; Sets the (object-relative) velocity of the given object
  644. <void> object_teleport <object> <cutscene_flag> ; moves the specified object to the specified flag.
  645. <void> object_type_predict <object_definition> ; loads textures necessary to draw an object that's about to come on-screen.
  646. <void> object_type_predict_high <object_definition> ; loads textures necessary to draw an object that's about to come on-screen.
  647. <void> object_type_predict_low <object_definition> ; loads textures necessary to draw an object that's about to come on-screen.
  648. <void> object_uses_cinematic_lighting <object> <boolean> ; makes an object use the cinematic directional and ambient lights instead of sampling the lightmap.
  649. <void> object_wake_physics <object> ; wakes physics of an object. For example it would make an usupported crate fall
  650. <void> objectives_clear ; clears the mission objectives.
  651. <void> objectives_finish_up_to <long> ; mark objectives 0..n as complete
  652. <void> objectives_show_up_to <long> ; show objectives 0..n
  653. <void> objects_attach <object> <string_id> <object> <string_id> ; attaches the second object to the first both strings can be empty
  654. <void> objects_delete_by_definition <object_definition> ; deletes all objects of type <definition>
  655. <void> objects_detach <object> <object> ; detaches from the given parent object the given child object
  656. <void> objects_dump_memory ; debugs object memory usage
  657. <void> objects_predict <object_list> ; loads textures/geometry/sounds necessary to present objects that are about to come on-screen
  658. <void> objects_predict_high <object_list> ; loads textures/geometry/sounds necessary to present objects that are about to come on-screen
  659. <void> objects_predict_low <object_list> ; loads textures/geometry/sounds necessary to present objects that are about to come on-screen
  660. <void> physics_constants_reset ; resets all physics constants to earthly values
  661. <void> physics_disable_character_ground_adhesion_forces <real> ; turn off ground adhesion forces so you can play tricks with gravity
  662. <void> physics_set_gravity <real> ; set global gravity acceleration relative to halo standard gravity
  663. <void> physics_set_velocity_frame <real> <real> <real> ; sets a local frame of motion for updating physics of things that wish to respect it
  664. <void> play_bink_movie <string> ; um...
  665. <void> play_credits ; ur...
  666. <void> player_action_test_look_down_begin ; sets down player look down test
  667. <void> player_action_test_look_pitch_end ; ends the look pitch testing
  668. <void> player_action_test_look_up_begin ; sets up player look up test
  669. <void> player_action_test_reset ; resets the player action test state so that all tests will return false.
  670. <void> player_disable_movement <boolean> ; toggle player input. the look stick works, but nothing else.
  671. <void> player_effect_set_max_rotation <real> <real> <real> ; <yaw> <pitch> <roll>
  672. <void> player_effect_set_max_translation <real> <real> <real> ; <x> <y> <z>
  673. <void> player_effect_set_max_vibration <real> <real> ; <left> <right>
  674. <void> player_effect_start <real> <real> ; <max_intensity> <attack time>
  675. <void> player_effect_stop <real> ; <decay>
  676. <void> player_enable_input <boolean> ; toggle player input. the player can still free-look, but nothing else.
  677. <void> player_profile_create <string> <short> <short> <boolean> <boolean> <boolean> ; create a player profile
  678. <void> player_profile_create_corrupt <string> ; create a corrupt player profile, for ui testing
  679. <void> player_training_activate_crouch ; guess
  680. <void> player_training_activate_flashlight ; guess
  681. <void> player_training_activate_stealth ; guess
  682. <void> players_unzoom_all ; resets zoom levels on all players
  683. <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.
  684. <void> predict_bitmap <bitmap> <long> ; predict a bitmap.
  685. <void> predict_lightmap_bucket <structure_bsp> <long> ; predict a geometry block.
  686. <void> predict_model_section <render model> <long> ; predict a geometry block.
  687. <void> predict_structure_section <structure_bsp> <long> <boolean> ; predict a geometry block.
  688. <void> print <string> ; prints a string to the console.
  689. <void> pvs_clear ; removes the special place that activates everything it sees.
  690. <void> pvs_set_camera <cutscene_camera_point> ; sets the specified cutscene camera point as the special place that activates everything it sees.
  691. <void> pvs_set_object <object> ; sets the specified object as the special place that activates everything it sees.
  692. <void> rasterizer_bloom_override <boolean> ; enable
  693. <void> rasterizer_bloom_override_blur_amount <real> ; blur mount
  694. <void> rasterizer_bloom_override_box_factor <real> ; box factor
  695. <void> rasterizer_bloom_override_brightness <real> ; brightness
  696. <void> rasterizer_bloom_override_brightness_alpha <real> ; brightness alpha
  697. <void> rasterizer_bloom_override_high_res <boolean> ; high res
  698. <void> rasterizer_bloom_override_max_factor <real> ; max factor
  699. <void> rasterizer_bloom_override_max_factor_alpha <real> ; max factor alpha
  700. <void> rasterizer_bloom_override_only <boolean> ; only
  701. <void> rasterizer_bloom_override_reset <boolean> ; reset
  702. <void> rasterizer_bloom_override_silver_bullet <boolean> ; silver bullet
  703. <void> rasterizer_bloom_override_threshold <real> ; threshold
  704. <void> rasterizer_blur <short> ; sets the blur (0=disabled, 1=4x, 2=16x
  705. <void> rasterizer_debug_crap_pixel_shader <boolean> ; spew texture usage data per frame
  706. <void> rasterizer_debug_display_bitmap <string> ; displays a bitmap
  707. <void> rasterizer_debug_frame_usage <boolean> ; spew texture usage data per frame
  708. <void> rasterizer_decal_depth_bias <real> ; sets the depth bias offset for decals
  709. <void> rasterizer_decal_depth_bias_slope_scale <real> ; sets the depth bias slope scale for decals
  710. <void> rasterizer_decals_flush ; flush all decals
  711. <void> rasterizer_f2 <real> <real> ;
  712. <void> rasterizer_f3 <real> <real> <real> ;
  713. <void> rasterizer_f4 <real> <real> <real> <real> ;
  714. <void> rasterizer_f5 <real> <real> <real> <real> <real> ;
  715. <void> rasterizer_f6 <real> <real> <real> <real> <real> <real> ;
  716. <void> rasterizer_hud_ten_foot <short> ; sets the 10 foot HUD experience implementation
  717. <void> rasterizer_layers_overdraw ; toggles layer overdraw with z compare off
  718. <void> rasterizer_layers_overdraw_z ; toggles layer overdraw with z compare on
  719. <void> rasterizer_lens_flares_clear_for_frame ;
  720. <void> rasterizer_overdraw ; toggles overdraw with z compare off
  721. <void> rasterizer_overdraw_z ; toggles overdraw with z compare on
  722. <void> rasterizer_profile_exclude <string> ;
  723. <void> rasterizer_profile_exclude_all ;
  724. <void> rasterizer_profile_exclude_all_except <string> ;
  725. <void> rasterizer_profile_include <string> ;
  726. <void> rasterizer_profile_include_all ;
  727. <void> rasterizer_profile_include_all_except <string> ;
  728. <void> rasterizer_solid_decorator_color <real> <real> <real> <real> ;
  729. <void> rasterizer_solid_decorator_decal_color <real> <real> <real> <real> ;
  730. <void> rasterizer_solid_decorator_model_color <real> <real> <real> <real> ;
  731. <void> rasterizer_solid_decorator_sprite_color <real> <real> <real> <real> ;
  732. <void> rasterizer_solid_model_color <real> <real> <real> <real> ;
  733. <void> rasterizer_solid_sky_color <real> <real> <real> <real> ;
  734. <void> rasterizer_solid_structure_color <real> <real> <real> <real> ;
  735. <void> rasterizer_solid_structure_instanced_geometry_color <real> <real> <real> <real> ;
  736. <void> rasterizer_test_screen <long> <real> <real> ;
  737. <void> rasterizer_test_screen_off ;
  738. <void> rasterizer_test_screen_supablur <real> <real> <real> <real> <real> ;
  739. <void> record_movie <short> <long> <short> ; <frame rate> <seconds> <screen size>
  740. <void> record_movie_distributed <short> <long> <short> <long> <long> ; <frame rate> <seconds> <screen size> <mod count> <mod index>
  741. <void> recording_kill <unit> ; kill the specified unit's cutscene recording.
  742. <void> render_debug_structure_all_cluster_errors <boolean> ; enables cluster error debugging (all
  743. <void> render_debug_structure_all_fog_planes <boolean> ; enables fog plane debugging (all
  744. <void> render_debug_structure_cluster_fog <long> ; enables cluster fog debugging
  745. <void> render_debug_structure_cluster_visibility <long> ; enables cluster visibility debugging
  746. <void> render_debug_structure_fog_plane <long> ; enables fog plane debugging
  747. <void> render_debug_structure_fog_plane_infinite_extent <long> ; enables fog plane debugging
  748. <void> render_debug_structure_fog_zone <long> ; enabled fog zone debugging
  749. <void> render_debug_structure_fog_zone_floodfill <long> ; enables fog zone debugging
  750. <void> render_debug_structure_line_opacity <real> <real> <real> <real> ; sets the opacity (0 is default
  751. <void> render_debug_structure_non_occluded_fog_planes <boolean> ; controls non-occluded fog plane debugging
  752. <void> render_debug_structure_opacity <real> <real> <real> <real> ; sets the opacity (0 is default
  753. <void> render_debug_structure_text_opacity <real> <real> <real> <real> ; sets the opacity (0 is default
  754. <void> render_effects <boolean> ;
  755. <void> render_layer_enable <string> <boolean> ; enable/disables a render_layer
  756. <void> render_layer_enable_all <boolean> ; enable/disables all render_layers
  757. <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
  758. <void> scenery_animation_idle <scenery> ; starts the idle animation (if any) for a piece of scenery
  759. <void> scenery_animation_start <scenery> <animation_graph> <string_id> ; starts a custom animation playing on a piece of scenery
  760. <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
  761. <void> scenery_animation_start_loop <scenery> <animation_graph> <string_id> ; starts a custom looping animation playing on a piece of scenery
  762. <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
  763. <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
  764. <void> screenshot <string> ; takes a screenshot and saves as <name>.tif
  765. <void> screenshot_big <short> <string> ; takes an NxN multiple-page screenshot and saves as <name>.tif
  766. <void> screenshot_big_jittered <short> <string> ; takes an NxN subpixel sampled 640x480 screenshot and saves as <name>.tif
  767. <void> screenshot_cubemap <string> ; takes a cubemap screenshot and saves as <name>.tif
  768. <void> script_doc ; saves a file called hs_doc.txt with parameters for all script commands.
  769. <void> script_recompile ; recompiles scripts.
  770. <void> script_screen_effect_set_value <short> <real> ; sets a screen effect script value
  771. <void> script_temporary_disable_lightmap_shadows <boolean> ; disable lightmap shadows
  772. <void> set_global_doppler_factor <real> ; new doppler factor: <real>
  773. <void> set_global_mixbin_headroom <long> <long> ; blah
  774. <void> set_global_sound_environment <real> <real> <real> <real> <long> <real> ; this is your brain on drugs
  775. <void> set_pc_runtime_language <string> ; sets the pc language from a string
  776. <void> set_rasterizer_gamma <real> ; power
  777. <void> shader_predict <shader> ; in: shader name. loads textures necessary for a shader.
  778. <void> sleep <short> [<script>] ; pauses execution of this script (or, optionally, another script) for the specified number of ticks.
  779. <void> sleep_forever [<script>] ; pauses execution of this script (or, optionally, another script) forever.
  780. <void> sleep_until <boolean> [<short>] ; pauses execution of this script until the specified condition is true, checking once per second unless a different number of ticks is specified.
  781. <void> sound_cache_flush ; i'm a rebel!
  782. <void> sound_class_debug_sound_start <string> <boolean> ; shows/hides when sounds of sound classes w/ substring start
  783. <void> sound_class_enable_ducker <string> <boolean> ; enables or disables the ducker on all sound classes matching the substring.
  784. <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.
  785. <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.
  786. <void> sound_class_show_channel <string> <boolean> ; shows/hides sound classes w/ substring in debug_sound_channels view
  787. <void> sound_dump_miles_debug ; dump Miles timing info and other goodies
  788. <void> sound_impulse_predict <sound> ; your mom part 2.
  789. <void> sound_impulse_start <sound> <object> <real> ; plays an impulse sound from the specified source object (or "none"), with the specified scale.
  790. <void> sound_impulse_start_3d <sound> <real> <real> ; <sound> <azimuth> <scale> at the sound's minimum distance
  791. <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.
  792. <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.
  793. <void> sound_impulse_stop <sound> ; stops the specified impulse sound.
  794. <void> sound_impulse_trigger <sound> <object> <real> <long> ; plays an impulse sound from the specified source object (or "none"), with the specified scale.
  795. <void> sound_loop_spam ; start all loaded looping sounds
  796. <void> sound_looping_predict <looping_sound> ; your mom.
  797. <void> sound_looping_set_alternate <looping_sound> <boolean> ; enables or disables the alternate loop/alternate end for a looping sound.
  798. <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.
  799. <void> sound_looping_start <looping_sound> <object> <real> ; plays a looping sound from the specified source object (or "none"), with the specified scale.
  800. <void> sound_looping_stop <looping_sound> ; stops the specified looping sound.
  801. <void> sound_looping_stop_immediately <looping_sound> ; stops the specified looping sound immediately.
  802. <void> sound_set_global_effect <string_id> <real> ; bleh
  803. <void> sound_set_global_effect_scale <string_id> <real> ; more bleh
  804. <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
  805. <void> sound_set_trace_callback_level <long> ; set Miles tracing callback depth
  806. <void> sound_suppress_ambience_update_on_revert ; call this when transitioning between two cinematics so ambience won't fade in between the skips
  807. <void> switch_bsp <short> ; takes off your condom and changes to a different structure bsp
  808. <void> switch_bsp_by_name <structure_bsp> ; leaves your condom on and changes to a different structure bsp by name
  809. <void> tags_verify_all ; verifies usage of infidel fields is correct
  810. <void> test_memory_allocators <long> <short> <short> <short> <long> ; performs tests on different memory allocators
  811. <void> test_memory_allocators <long> <short> <short> <short> <long> <string> ; performs tests on different memory allocators and saves the results
  812. <void> test_telnet_status_enable <boolean> ; enable/disable status events being sent to the telnet console
  813. <void> test_telnet_status_interval <long> ; sets the interval that status events are sent to the telnet console.
  814. <void> test_web_map_snapshot <string> ; takes two special screenshots and saves them, along with the camera information, as <name>.tif, <name>_secondary.tif and <name>_camera.txt
  815. <void> test_xcr_monkey_enable <boolean> ; enable/disable controller monkeys for all in game players
  816. <void> texture_camera_off ; turns off the render texture camera
  817. <void> texture_camera_set_object_marker <object> <string_id> <real> ; sets the render texture camera to a given object marker
  818. <void> time_code_reset ; resets the time code timer
  819. <void> time_code_show <boolean> ; shows the time code timer
  820. <void> time_code_start <boolean> ; starts/stops the time code timer
  821. <void> ui_debug_element_bounds <boolean> ; toggle rendering of widget tag block bounds
  822. <void> ui_debug_load_main_menu ; loads the main menu screen
  823. <void> ui_debug_screen_tag <string> ; test a ui screen
  824. <void> ui_debug_show_current_screen_tag <string> ; displays the current tag path on a specified channel
  825. <void> ui_debug_show_screen_tag_path <boolean> ; display tag path of screens as they load
  826. <void> ui_debug_show_title_safe_bounds <boolean> ; toggle display of title safe boundary
  827. <void> ui_debug_text_bounds <boolean> ; toggle rendering of ui text boundaries
  828. <void> ui_memory_dump <string> ; dump the UI memory tracked allocations to a specified file
  829. <void> ui_set_automation_desired_controller_player_profile <short> <string> <string> ; set desired player profile and gamertag for a controller
  830. <void> ui_set_automation_desired_controller_team <short> <short> ; set desired mp team for a controller
  831. <void> ui_set_automation_desired_desired_network_game_player_count <short> ; set ui / mp automation desired network game player count
  832. <void> ui_set_automation_desired_local_user_count <short> ; set ui / mp automation desired local user count
  833. <void> ui_set_automation_desired_network_game_length_seconds <long> ; set ui / mp automation desired game time length
  834. <void> ui_set_automation_desired_network_session_name <string> ; set ui / mp automation desired session name
  835. <void> ui_set_automation_mode <string> ; set ui automation mode
  836. <void> ui_set_automation_variant_type_and_map <short> <long> ; set ui / mp automation variant and mp map
  837. <void> ui_set_beta <boolean> ; set ui beta testing on/off
  838. <void> ui_test_confirmation <short> ; test confirmation dialog display
  839. <void> ui_test_error_ok <short> ; test error code display w/ ok dialog
  840. <void> ui_test_error_ok_cancel <short> ; test error code display w/ ok-cancel dialog
  841. <void> ui_transition_out_console_window ; transition out any ui on the console window
  842. <void> unit_add_equipment <unit> <starting_profile> <boolean> <boolean> ; adds/resets the unit's health, shield, and inventory (weapons and grenades) to the named profile. resets if third parameter is true, adds if false. weapons will be marked as garbage if fourth parameter is true (for respawning equipment).
  843. <void> unit_aim_without_turning <unit> <boolean> ; allows a unit to aim in place without turning
  844. <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'
  845. <void> unit_board_vehicle <unit> <string_id> ; Causes the given unit to attempt to board the named seat
  846. <void> unit_can_blink <unit> <boolean> ; allows a unit to blink or not (units never blink when they are dead
  847. <void> unit_close <unit> ; closes the hatches on a given unit
  848. <void> unit_doesnt_drop_items <object_list> ; prevents any of the given units from dropping weapons or grenades when they die
  849. <void> unit_enable_eye_tracking <unit> <boolean> ; enable/disable eye aiming on a unit
  850. <void> unit_enter_vehicle <unit> <vehicle> <string_id> ; puts the specified unit in the specified vehicle (in the named seat
  851. <void> unit_exit_vehicle <unit> ; makes a unit exit its vehicle
  852. <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
  853. <void> unit_impervious <object_list> <boolean> ; prevents any of the given units from being knocked around or playing ping animations
  854. <void> unit_kill <unit> ; kills a given unit, no saving throw
  855. <void> unit_kill_silent <unit> ; kills a given unit silently (doesn't make them play their normal death animation or sound
  856. <void> unit_lower_weapon <unit> <short> ; lower the units weapon over x ticks
  857. <void> unit_only_takes_damage_from_players_team <unit> <boolean> ; used for the tartarus boss fight
  858. <void> unit_open <unit> ; opens the hatches on the given unit
  859. <void> unit_raise_weapon <unit> <short> ; raises the units weapon over x ticks
  860. <void> unit_set_active_camo <unit> <boolean> <real> ; enable or disable active camo for the given unit over the specified number of seconds
  861. <void> unit_set_actively_controlled <unit> <boolean> ; sets unit's actively controlled flag
  862. <void> unit_set_animation_mode <unit> <string_id> ; this unit will assume the named animation mode
  863. <void> unit_set_current_vitality <unit> <real> <real> ; sets a unit's current body and shield vitality
  864. <void> unit_set_emotion <unit> <short> ; sets a unit's facial expression (-1 is none, other values depend on unit
  865. <void> unit_set_emotion_animation <unit> <string_id> ; sets the emotion animation to be used for the given unit
  866. <void> unit_set_emotional_state <unit> <string_id> <real> <short> ; sets a unit's facial expression by name with weight and transition time
  867. <void> unit_set_enterable_by_player <unit> <boolean> ; can be used to prevent the player from entering a vehicle
  868. <void> unit_set_maximum_vitality <unit> <real> <real> ; sets a unit's maximum body and shield vitality
  869. <void> unit_set_prefer_tight_camera_track <unit> <boolean> ; sets the unit to prefer a tight camera track
  870. <void> unit_stop_custom_animation <unit> ; stops the custom animation running on the given unit.
  871. <void> unit_suspended <unit> <boolean> ; stops gravity from working on the given unit
  872. <void> units_set_current_vitality <object_list> <real> <real> ; sets a group of units' current body and shield vitality
  873. <void> units_set_maximum_vitality <object_list> <real> <real> ; sets a group of units' maximum body and shield vitality
  874. <void> update_remote_camera ; force synchronization of remote machine camera
  875. <void> vehicle_enable_ghost_effects <boolean> ;
  876. <void> vehicle_flip <vehicle> ; Flips an overturned vehicle
  877. <void> vehicle_hover <vehicle> <boolean> ; stops the vehicle from running real physics and runs fake hovering physics instead.
  878. <void> version ; prints the build version.
  879. <void> voice_set_outgoing_channel_count <long> <long> ; sets the outgoing channel count <in-game> <out-of-game>
  880. <void> voice_set_voice_repeater_peer_index <long> ; sets the repeater peer index
  881. <void> volume_teleport_players_not_inside <trigger_volume> <cutscene_flag> ; moves all players outside a specified trigger volume to a specified flag.
  882. <void> wake <script name> ; wakes a sleeping script in the next update.
  883. <void> weapon_enable_warthog_chaingun_light <boolean> ; turns the trigger for a weapon on/off
  884. <void> weapon_hold_trigger <weapon> <long> <boolean> ; turns the trigger for a weapon on/off
  885. <void> weather_change_intensity <real> <real> ; <time> <intensity>
  886. <void> weather_start <real> ; <time>
  887. <void> weather_stop <real> ; <time>
  888. <void> webstats_disable <boolean> ; disables webstats
  889. <void> webstats_test_submit <string> ; submits a string to webstats upload
  890.  
  891. ; AVAILABLE EXTERNAL GLOBALS:
  892. <ai> ai_current_actor
  893. <ai> ai_current_squad
  894. <boolean> ai_debug_all_disposable
  895. <boolean> ai_debug_ballistic_lineoffire_freeze
  896. <boolean> ai_debug_blind
  897. <boolean> ai_debug_combat_status
  898. <boolean> ai_debug_deaf
  899. <boolean> ai_debug_disable_wounded_sounds
  900. <boolean> ai_debug_evaluate_all_positions
  901. <boolean> ai_debug_fast_los
  902. <boolean> ai_debug_flee_always
  903. <boolean> ai_debug_force_all_active
  904. <boolean> ai_debug_force_crouch
  905. <boolean> ai_debug_force_vocalizations
  906. <boolean> ai_debug_ignore_player
  907. <boolean> ai_debug_invisible_player
  908. <boolean> ai_debug_oversteer_disable
  909. <boolean> ai_debug_path
  910. <boolean> ai_debug_path_attractor
  911. <boolean> ai_debug_path_destructible
  912. <boolean> ai_debug_path_disable_obstacle_avoidance
  913. <boolean> ai_debug_path_disable_smoothing
  914. <boolean> ai_debug_path_end_freeze
  915. <boolean> ai_debug_path_flood
  916. <boolean> ai_debug_path_start_freeze
  917. <boolean> ai_debug_perception_data
  918. <boolean> ai_debug_prop_refresh
  919. <boolean> ai_debug_tracking_data
  920. <boolean> ai_dialogue_test_mode
  921. <boolean> ai_fix_actor_variants
  922. <boolean> ai_fix_defending_guard_firing_positions
  923. <boolean> ai_hide_actor_errors
  924. <boolean> ai_inspect_avoidance_failure
  925. <boolean> ai_naimad_spew
  926. <boolean> ai_orders_print_entries
  927. <boolean> ai_orders_print_entries_verbose
  928. <boolean> ai_pathfinding_generation_verbose
  929. <boolean> ai_print_acknowledgement
  930. <boolean> ai_print_allegiance
  931. <boolean> ai_print_automatic_migration
  932. <boolean> ai_print_bsp_transition
  933. <boolean> ai_print_command_lists
  934. <boolean> ai_print_communication
  935. <boolean> ai_print_communication_player
  936. <boolean> ai_print_conversations
  937. <boolean> ai_print_damage_modifiers
  938. <boolean> ai_print_disposal
  939. <boolean> ai_print_evaluation_statistics
  940. <boolean> ai_print_killing_sprees
  941. <boolean> ai_print_lost_speech
  942. <boolean> ai_print_major_upgrade
  943. <boolean> ai_print_migration
  944. <boolean> ai_print_oversteer
  945. <boolean> ai_print_placement
  946. <boolean> ai_print_pursuit_checks
  947. <boolean> ai_print_respawn
  948. <boolean> ai_print_rule_values
  949. <boolean> ai_print_rules
  950. <boolean> ai_print_scripting
  951. <boolean> ai_print_secondary_looking
  952. <boolean> ai_print_speech
  953. <boolean> ai_print_speech_timers
  954. <boolean> ai_print_surprise
  955. <boolean> ai_print_uncovering
  956. <boolean> ai_print_unfinished_paths
  957. <boolean> ai_print_vocalizations
  958. <boolean> ai_profile_disable
  959. <boolean> ai_profile_random
  960. <boolean> ai_render
  961. <boolean> ai_render_action_selection_failure
  962. <boolean> ai_render_activation
  963. <boolean> ai_render_active_cover_seeking
  964. <boolean> ai_render_aiming_validity
  965. <boolean> ai_render_aiming_vectors
  966. <boolean> ai_render_all_actors
  967. <boolean> ai_render_audibility
  968. <boolean> ai_render_ballistic_lineoffire
  969. <boolean> ai_render_behavior_stack
  970. <boolean> ai_render_behavior_stack_all
  971. <boolean> ai_render_burst_geometry
  972. <boolean> ai_render_charge_decisions
  973. <boolean> ai_render_clump_props
  974. <boolean> ai_render_clump_props_all
  975. <boolean> ai_render_clumps
  976. <boolean> ai_render_combat_status
  977. <boolean> ai_render_command_scripts
  978. <boolean> ai_render_control
  979. <boolean> ai_render_current_damage
  980. <boolean> ai_render_current_state
  981. <boolean> ai_render_danger_zones
  982. <boolean> ai_render_decisions
  983. <boolean> ai_render_detailed_state
  984. <boolean> ai_render_dialogue
  985. <boolean> ai_render_dialogue_player_weights
  986. <boolean> ai_render_dialogue_queue
  987. <boolean> ai_render_dialogue_triggers
  988. <boolean> ai_render_dialogue_variants
  989. <boolean> ai_render_discarded_firing_positions
  990. <boolean> ai_render_dynamic_firing_positions
  991. <boolean> ai_render_emotions
  992. <boolean> ai_render_encounter_activeregion
  993. <boolean> ai_render_evaluations
  994. <boolean> ai_render_firing_position_info
  995. <boolean> ai_render_firing_positions
  996. <boolean> ai_render_firing_positions_all
  997. <boolean> ai_render_flocks
  998. <boolean> ai_render_grenades
  999. <boolean> ai_render_gun_positions
  1000. <boolean> ai_render_hints
  1001. <boolean> ai_render_hints_movement
  1002. <boolean> ai_render_idle_look
  1003. <boolean> ai_render_inactive_actors
  1004. <boolean> ai_render_intersection_links
  1005. <boolean> ai_render_joint_behaviors
  1006. <boolean> ai_render_lineoffire
  1007. <boolean> ai_render_lineoffire_crouching
  1008. <boolean> ai_render_lineofsight
  1009. <boolean> ai_render_links
  1010. <boolean> ai_render_melee_check
  1011. <boolean> ai_render_non_walkable_sectors
  1012. <boolean> ai_render_object_hints
  1013. <boolean> ai_render_object_hints_all
  1014. <boolean> ai_render_object_properties
  1015. <boolean> ai_render_orders
  1016. <boolean> ai_render_paths
  1017. <boolean> ai_render_paths_avoidance_obstacles
  1018. <boolean> ai_render_paths_avoidance_search
  1019. <boolean> ai_render_paths_avoided
  1020. <boolean> ai_render_paths_current
  1021. <boolean> ai_render_paths_destination
  1022. <boolean> ai_render_paths_error_thresholds
  1023. <boolean> ai_render_paths_failed
  1024. <boolean> ai_render_paths_nodes
  1025. <boolean> ai_render_paths_nodes_all
  1026. <boolean> ai_render_paths_nodes_closest
  1027. <boolean> ai_render_paths_nodes_costs
  1028. <boolean> ai_render_paths_nodes_polygons
  1029. <boolean> ai_render_paths_raw
  1030. <boolean> ai_render_paths_selected_only
  1031. <boolean> ai_render_paths_smoothed
  1032. <boolean> ai_render_player_aiming_blocked
  1033. <boolean> ai_render_player_ratings
  1034. <boolean> ai_render_postcombat
  1035. <boolean> ai_render_projectile_aiming
  1036. <boolean> ai_render_props
  1037. <boolean> ai_render_props_no_friends
  1038. <boolean> ai_render_props_target_weight
  1039. <boolean> ai_render_props_unopposable
  1040. <boolean> ai_render_props_unreachable
  1041. <boolean> ai_render_props_web
  1042. <boolean> ai_render_pursuit
  1043. <boolean> ai_render_recent_damage
  1044. <boolean> ai_render_scene_failures
  1045. <boolean> ai_render_scenes
  1046. <boolean> ai_render_secondary_looking
  1047. <boolean> ai_render_sector_bsps
  1048. <boolean> ai_render_sector_geometry_errors
  1049. <boolean> ai_render_sector_link_errors
  1050. <boolean> ai_render_sectors
  1051. <boolean> ai_render_shooting
  1052. <boolean> ai_render_spatial_effects
  1053. <boolean> ai_render_speech
  1054. <boolean> ai_render_states
  1055. <boolean> ai_render_support_surfaces
  1056. <boolean> ai_render_suppress_combat
  1057. <boolean> ai_render_swarm
  1058. <boolean> ai_render_targets
  1059. <boolean> ai_render_targets_last_visible
  1060. <boolean> ai_render_teams
  1061. <boolean> ai_render_threats
  1062. <boolean> ai_render_threshold_links
  1063. <boolean> ai_render_tracked_props
  1064. <boolean> ai_render_trigger
  1065. <boolean> ai_render_user_hints
  1066. <boolean> ai_render_vector_avoidance
  1067. <boolean> ai_render_vector_avoidance_avoid_t
  1068. <boolean> ai_render_vector_avoidance_clear_time
  1069. <boolean> ai_render_vector_avoidance_intermediate
  1070. <boolean> ai_render_vector_avoidance_objects
  1071. <boolean> ai_render_vector_avoidance_rays
  1072. <boolean> ai_render_vector_avoidance_sense_t
  1073. <boolean> ai_render_vector_avoidance_weights
  1074. <boolean> ai_render_vehicle_avoidance
  1075. <boolean> ai_render_vehicle_interest
  1076. <boolean> ai_render_vehicle_turns
  1077. <boolean> ai_render_vehicles_enterable
  1078. <boolean> ai_render_vision_cones
  1079. <boolean> ai_render_vitality
  1080. <boolean> ai_show
  1081. <boolean> ai_show_actors
  1082. <boolean> ai_show_line_of_sight
  1083. <boolean> ai_show_paths
  1084. <boolean> ai_show_prop_types
  1085. <boolean> ai_show_sound_distance
  1086. <boolean> ai_show_stats
  1087. <boolean> ai_show_swarms
  1088. <boolean> allow_all_sounds_on_player
  1089. <boolean> allow_sound_cache_file_editing
  1090. <boolean> always_dirty_structure_objects
  1091. <boolean> async_display_statistics
  1092. <boolean> async_record_statistics
  1093. <boolean> background_sound_meter_display
  1094. <boolean> biped_meter_display
  1095. <boolean> breakable_surfaces
  1096. <boolean> catch_exceptions
  1097. <boolean> cheat_bottomless_clip
  1098. <boolean> cheat_bump_possession
  1099. <boolean> cheat_chevy
  1100. <boolean> cheat_controller
  1101. <boolean> cheat_deathless_player
  1102. <boolean> cheat_infinite_ammo
  1103. <boolean> cheat_jetpack
  1104. <boolean> cheat_medusa
  1105. <boolean> cheat_omnipotent
  1106. <boolean> cheat_reflexive_damage_effects
  1107. <boolean> cheat_super_jump
  1108. <boolean> cheat_valhalla
  1109. <boolean> check_system_heap
  1110. <boolean> collision_damage_debug
  1111. <boolean> collision_debug
  1112. <boolean> collision_debug_features
  1113. <boolean> collision_debug_flag_allow_early_out
  1114. <boolean> collision_debug_flag_back_facing_surfaces
  1115. <boolean> collision_debug_flag_front_facing_surfaces
  1116. <boolean> collision_debug_flag_ignore_breakable_surfaces
  1117. <boolean> collision_debug_flag_ignore_child_objects
  1118. <boolean> collision_debug_flag_ignore_cinematic_objects
  1119. <boolean> collision_debug_flag_ignore_dead_bipeds
  1120. <boolean> collision_debug_flag_ignore_invisible_surfaces
  1121. <boolean> collision_debug_flag_ignore_nonpathfindable_objects
  1122. <boolean> collision_debug_flag_ignore_passthrough_bipeds
  1123. <boolean> collision_debug_flag_ignore_two_sided_surfaces
  1124. <boolean> collision_debug_flag_instanced_geometry
  1125. <boolean> collision_debug_flag_media
  1126. <boolean> collision_debug_flag_objects
  1127. <boolean> collision_debug_flag_objects_bipeds
  1128. <boolean> collision_debug_flag_objects_controls
  1129. <boolean> collision_debug_flag_objects_crates
  1130. <boolean> collision_debug_flag_objects_creatures
  1131. <boolean> collision_debug_flag_objects_equipment
  1132. <boolean> collision_debug_flag_objects_garbage
  1133. <boolean> collision_debug_flag_objects_light_fixtures
  1134. <boolean> collision_debug_flag_objects_machines
  1135. <boolean> collision_debug_flag_objects_projectiles
  1136. <boolean> collision_debug_flag_objects_scenery
  1137. <boolean> collision_debug_flag_objects_sound_scenery
  1138. <boolean> collision_debug_flag_objects_vehicles
  1139. <boolean> collision_debug_flag_objects_weapons
  1140. <boolean> collision_debug_flag_structure
  1141. <boolean> collision_debug_flag_try_to_keep_location_valid
  1142. <boolean> collision_debug_phantom_bsp
  1143. <boolean> collision_debug_repeat
  1144. <boolean> collision_debug_spray
  1145. <boolean> collision_log_detailed
  1146. <boolean> collision_log_extended
  1147. <boolean> collision_log_render
  1148. <boolean> collision_log_time
  1149. <boolean> collision_log_totals_only
  1150. <boolean> colonies
  1151. <boolean> colorbars
  1152. <boolean> console_dump_to_debug_display
  1153. <boolean> console_dump_to_file
  1154. <boolean> console_pauses_game
  1155. <boolean> console_status_string_render
  1156. <boolean> debug_biped_landing
  1157. <boolean> debug_biped_throttle
  1158. <boolean> debug_boarding_force_enemy
  1159. <boolean> debug_bsp
  1160. <boolean> debug_camera
  1161. <boolean> debug_camera_projection
  1162. <boolean> debug_collision_object_payload_collision
  1163. <boolean> debug_collision_skip_instanced_geometry
  1164. <boolean> debug_collision_skip_objects
  1165. <boolean> debug_collision_skip_vectors
  1166. <boolean> debug_colonies
  1167. <boolean> debug_colonies_cells
  1168. <boolean> debug_colonies_change
  1169. <boolean> debug_colonies_spore_pods
  1170. <boolean> debug_colonies_spores
  1171. <boolean> debug_colonies_spread
  1172. <boolean> debug_damage
  1173. <boolean> debug_damage_radius
  1174. <boolean> debug_damage_verbose
  1175. <boolean> debug_decals
  1176. <boolean> debug_detail_objects
  1177. <boolean> debug_effect_names
  1178. <boolean> debug_effects_allocation
  1179. <boolean> debug_effects_locations
  1180. <boolean> debug_effects_nonviolent
  1181. <boolean> debug_effects_play_distances
  1182. <boolean> debug_first_person_hide_ammo
  1183. <boolean> debug_first_person_hide_base
  1184. <boolean> debug_first_person_hide_jitter
  1185. <boolean> debug_first_person_hide_movement
  1186. <boolean> debug_first_person_hide_overlay
  1187. <boolean> debug_first_person_hide_pitch_turn
  1188. <boolean> debug_first_person_models
  1189. <boolean> debug_first_person_weapons
  1190. <boolean> debug_fog_planes
  1191. <boolean> debug_force_all_player_views_to_default_player
  1192. <boolean> debug_game_save
  1193. <boolean> debug_ice_cream_flavor_force_coop
  1194. <boolean> debug_ice_cream_flavor_status_anger
  1195. <boolean> debug_ice_cream_flavor_status_arbiter_envy
  1196. <boolean> debug_ice_cream_flavor_status_assassins
  1197. <boolean> debug_ice_cream_flavor_status_bandanna
  1198. <boolean> debug_ice_cream_flavor_status_black_eye
  1199. <boolean> debug_ice_cream_flavor_status_blind
  1200. <boolean> debug_ice_cream_flavor_status_bonded_pair
  1201. <boolean> debug_ice_cream_flavor_status_boom
  1202. <boolean> debug_ice_cream_flavor_status_catch
  1203. <boolean> debug_ice_cream_flavor_status_eye_patch
  1204. <boolean> debug_ice_cream_flavor_status_famine
  1205. <boolean> debug_ice_cream_flavor_status_feather
  1206. <boolean> debug_ice_cream_flavor_status_fog
  1207. <boolean> debug_ice_cream_flavor_status_foreign
  1208. <boolean> debug_ice_cream_flavor_status_ghost
  1209. <boolean> debug_ice_cream_flavor_status_grunt_birthday_party
  1210. <boolean> debug_ice_cream_flavor_status_grunt_funeral
  1211. <boolean> debug_ice_cream_flavor_status_i_would_have_been_your_daddy
  1212. <boolean> debug_ice_cream_flavor_status_iron
  1213. <boolean> debug_ice_cream_flavor_status_jacked
  1214. <boolean> debug_ice_cream_flavor_status_malfunction
  1215. <boolean> debug_ice_cream_flavor_status_masterblaster
  1216. <boolean> debug_ice_cream_flavor_status_mythic
  1217. <boolean> debug_ice_cream_flavor_status_pinata
  1218. <boolean> debug_ice_cream_flavor_status_prophet_birthday_party
  1219. <boolean> debug_ice_cream_flavor_status_recession
  1220. <boolean> debug_ice_cream_flavor_status_scarab
  1221. <boolean> debug_ice_cream_flavor_status_so_angry
  1222. <boolean> debug_ice_cream_flavor_status_sputnik
  1223. <boolean> debug_ice_cream_flavor_status_streaking
  1224. <boolean> debug_ice_cream_flavor_status_styx
  1225. <boolean> debug_ice_cream_flavor_status_thats_just_wrong
  1226. <boolean> debug_ice_cream_flavor_status_they_come_back
  1227. <boolean> debug_ice_cream_flavor_status_thunderstorm
  1228. <boolean> debug_inactive_objects
  1229. <boolean> debug_input
  1230. <boolean> debug_instanced_geometry
  1231. <boolean> debug_instanced_geometry_bounding_spheres
  1232. <boolean> debug_instanced_geometry_collision_geometry
  1233. <boolean> debug_instanced_geometry_names
  1234. <boolean> debug_instanced_geometry_vertex_counts
  1235. <boolean> debug_light_passes
  1236. <boolean> debug_light_probes
  1237. <boolean> debug_lightmap_sampling
  1238. <boolean> debug_lights
  1239. <boolean> debug_load_panic_to_main_menu
  1240. <boolean> debug_looping_sound
  1241. <boolean> debug_material_default_effects
  1242. <boolean> debug_material_effects
  1243. <boolean> debug_menu_enabled
  1244. <boolean> debug_model_groups_merge_everything
  1245. <boolean> debug_model_groups_merge_nothing
  1246. <boolean> debug_motion_sensor_draw_all_units
  1247. <boolean> debug_no_drawing
  1248. <boolean> debug_no_frustum_clip
  1249. <boolean> debug_object_dump_log
  1250. <boolean> debug_object_garbage_collection
  1251. <boolean> debug_object_lights
  1252. <boolean> debug_objects
  1253. <boolean> debug_objects_active_nodes
  1254. <boolean> debug_objects_animation_times
  1255. <boolean> debug_objects_biped_autoaim_pills
  1256. <boolean> debug_objects_bounding_spheres
  1257. <boolean> debug_objects_collision_models
  1258. <boolean> debug_objects_constraints
  1259. <boolean> debug_objects_contact_points
  1260. <boolean> debug_objects_devices
  1261. <boolean> debug_objects_disable_node_animation
  1262. <boolean> debug_objects_disable_relaxation
  1263. <boolean> debug_objects_dynamic_render_bounding_spheres
  1264. <boolean> debug_objects_early_movers
  1265. <boolean> debug_objects_force_awake
  1266. <boolean> debug_objects_force_render_time_node_processing
  1267. <boolean> debug_objects_freeze_ragdolls
  1268. <boolean> debug_objects_full_names
  1269. <boolean> debug_objects_functions
  1270. <boolean> debug_objects_garbage
  1271. <boolean> debug_objects_ground_plane
  1272. <boolean> debug_objects_ignore_node_masks
  1273. <boolean> debug_objects_indices
  1274. <boolean> debug_objects_machines
  1275. <boolean> debug_objects_mass
  1276. <boolean> debug_objects_model_targets
  1277. <boolean> debug_objects_movement_mode
  1278. <boolean> debug_objects_names
  1279. <boolean> debug_objects_node_bounds
  1280. <boolean> debug_objects_origin
  1281. <boolean> debug_objects_pathfinding
  1282. <boolean> debug_objects_physics_control_node
  1283. <boolean> debug_objects_physics_models
  1284. <boolean> debug_objects_player_only
  1285. <boolean> debug_objects_position_velocity
  1286. <boolean> debug_objects_profile_times
  1287. <boolean> debug_objects_render_models
  1288. <boolean> debug_objects_root_node
  1289. <boolean> debug_objects_sentinel_physics_ignore_lag
  1290. <boolean> debug_objects_sound_spheres
  1291. <boolean> debug_objects_unit_acceleration
  1292. <boolean> debug_objects_unit_camera
  1293. <boolean> debug_objects_unit_emotion
  1294. <boolean> debug_objects_unit_firing
  1295. <boolean> debug_objects_unit_lipsync
  1296. <boolean> debug_objects_unit_lipsync_verbose
  1297. <boolean> debug_objects_unit_mouth_apeture
  1298. <boolean> debug_objects_unit_pathfinding_surface
  1299. <boolean> debug_objects_unit_seats
  1300. <boolean> debug_objects_unit_state
  1301. <boolean> debug_objects_unit_vectors
  1302. <boolean> debug_objects_vehicle_physics
  1303. <boolean> debug_obstacle_path
  1304. <boolean> debug_obstacle_path_on_failure
  1305. <boolean> debug_permanent_decals
  1306. <boolean> debug_player
  1307. <boolean> debug_player_damage
  1308. <boolean> debug_player_melee_attack
  1309. <boolean> debug_player_teleport
  1310. <boolean> debug_players
  1311. <boolean> debug_point_physics
  1312. <boolean> debug_pvs
  1313. <boolean> debug_pvs_activation
  1314. <boolean> debug_pvs_render_all
  1315. <boolean> debug_recording
  1316. <boolean> debug_render_freeze
  1317. <boolean> debug_render_horizontal_splitscreen
  1318. <boolean> debug_resource_predition
  1319. <boolean> debug_scripting
  1320. <boolean> debug_sound
  1321. <boolean> debug_sound_cache
  1322. <boolean> debug_sound_channel_overflow
  1323. <boolean> debug_sound_channels
  1324. <boolean> debug_sound_channels_filters
  1325. <boolean> debug_sound_channels_levels
  1326. <boolean> debug_sound_channels_position
  1327. <boolean> debug_sound_channels_short_names
  1328. <boolean> debug_sound_channels_sound_class
  1329. <boolean> debug_sound_channels_tag_id
  1330. <boolean> debug_sound_channels_type
  1331. <boolean> debug_sound_environment
  1332. <boolean> debug_sound_environment_parameters
  1333. <boolean> debug_sound_impulse_spam
  1334. <boolean> debug_sound_impulse_time
  1335. <boolean> debug_sound_listeners
  1336. <boolean> debug_sound_reference_counts
  1337. <boolean> debug_sound_reverb
  1338. <boolean> debug_sound_stabbed
  1339. <boolean> debug_sound_stereo_weapon_fire_force_3d
  1340. <boolean> debug_sound_transmission
  1341. <boolean> debug_speaker_output_peak
  1342. <boolean> debug_speaker_output_rms
  1343. <boolean> debug_structure
  1344. <boolean> debug_structure_automatic
  1345. <boolean> debug_structure_sampling
  1346. <boolean> debug_structure_surface_references
  1347. <boolean> debug_tag_dependencies
  1348. <boolean> debug_tangent_space
  1349. <boolean> debug_trigger_volumes
  1350. <boolean> debug_unit_all_animations
  1351. <boolean> debug_unit_animations
  1352. <boolean> debug_unit_illumination
  1353. <boolean> debug_vector_palette
  1354. <boolean> decals
  1355. <boolean> director_camera_switch_fast
  1356. <boolean> disable_hud
  1357. <boolean> disable_message_of_the_day_download
  1358. <boolean> disable_network_configuration_download
  1359. <boolean> disable_player_rotation
  1360. <boolean> disable_progress_screen
  1361. <boolean> display_frame_deltas
  1362. <boolean> display_framerate
  1363. <boolean> display_precache_progress
  1364. <boolean> display_vibration_status_lines
  1365. <boolean> e3
  1366. <boolean> editor_strip_dialogue_sounds
  1367. <boolean> effects_corpse_nonviolent
  1368. <boolean> enable_analog_movement
  1369. <boolean> enable_animation_influenced_flight
  1370. <boolean> enable_controller_flag_drop
  1371. <boolean> enable_eye_tracking
  1372. <boolean> enable_flight_noise
  1373. <boolean> enable_pc_sound
  1374. <boolean> enable_player_transitions
  1375. <boolean> font_cache_status
  1376. <boolean> force_campaign_maps_unlocked
  1377. <boolean> force_crash_uploads
  1378. <boolean> force_multiplayer_maps_unlocked
  1379. <boolean> force_player_walking
  1380. <boolean> framerate_debug
  1381. <boolean> framerate_infinite
  1382. <boolean> framerate_stabilization
  1383. <boolean> framerate_use_system_time
  1384. <boolean> g_sound_use_remastered
  1385. <boolean> game_engine_debug_statborg
  1386. <boolean> game_paused
  1387. <boolean> game_time_lock
  1388. <boolean> game_time_statistics
  1389. <boolean> generate_prediction_scripts
  1390. <boolean> geometry_cache_block_warning
  1391. <boolean> geometry_cache_debug_display
  1392. <boolean> geometry_cache_graph
  1393. <boolean> geometry_cache_list
  1394. <boolean> geometry_cache_never_block
  1395. <boolean> geometry_cache_status
  1396. <boolean> global_playtest_mode
  1397. <boolean> halt_on_stack_overflow
  1398. <boolean> havok_cleanup_inactive_agents
  1399. <boolean> havok_display_stats
  1400. <boolean> havok_enable_back_stepping
  1401. <boolean> havok_enable_sweep_shapes
  1402. <boolean> havok_jumping_beans
  1403. <boolean> havok_memory_always_system
  1404. <boolean> havok_play_biped_impact_effects
  1405. <boolean> havok_play_impact_effects
  1406. <boolean> havok_weld_environment
  1407. <boolean> impacts_debug
  1408. <boolean> light_local_basis
  1409. <boolean> lightmap_pointsample
  1410. <boolean> log_cinematic_times
  1411. <boolean> log_precache_progress
  1412. <boolean> lruv_lirp_enabled
  1413. <boolean> net_allow_out_of_sync
  1414. <boolean> net_bandwidth_profiler
  1415. <boolean> net_bandwidth_unlimited
  1416. <boolean> net_bitstream_capture_structure
  1417. <boolean> net_bitstream_display_errors
  1418. <boolean> net_connectivity_model_enabled
  1419. <boolean> net_debug_object_logs
  1420. <boolean> net_debug_random_seeds
  1421. <boolean> net_disable_flooding
  1422. <boolean> net_distributed_always
  1423. <boolean> net_distributed_never
  1424. <boolean> net_event
  1425. <boolean> net_experimental
  1426. <boolean> net_halt_on_critical_events
  1427. <boolean> net_host_delegation_disable
  1428. <boolean> net_ignore_join_checking
  1429. <boolean> net_ignore_migration_checking
  1430. <boolean> net_ignore_version
  1431. <boolean> net_matchmaking_4_box_testing_enabled
  1432. <boolean> net_matchmaking_fail_arbitration
  1433. <boolean> net_matchmaking_nat_check_enabled
  1434. <boolean> net_matchmaking_no_gather
  1435. <boolean> net_matchmaking_no_search
  1436. <boolean> net_matchmaking_observer_enabled
  1437. <boolean> net_messages_print
  1438. <boolean> net_never_timeout
  1439. <boolean> net_packet_print_mask
  1440. <boolean> net_prerelease_settings
  1441. <boolean> net_rate_unlimited
  1442. <boolean> net_replication_requests_print
  1443. <boolean> net_sim
  1444. <boolean> net_skip_countdown
  1445. <boolean> net_status_channels
  1446. <boolean> net_status_connections
  1447. <boolean> net_status_leaderboard
  1448. <boolean> net_status_link
  1449. <boolean> net_status_memory
  1450. <boolean> net_status_message_queues
  1451. <boolean> net_status_observer
  1452. <boolean> net_status_sessions
  1453. <boolean> net_status_sim
  1454. <boolean> net_streams_disable
  1455. <boolean> net_test
  1456. <boolean> net_test_debug_spheres
  1457. <boolean> net_test_replication_scheduler
  1458. <boolean> net_test_update_client
  1459. <boolean> net_test_update_server
  1460. <boolean> net_traffic_print
  1461. <boolean> net_traffic_warnings
  1462. <boolean> net_use_local_time
  1463. <boolean> net_voice_diagnostics
  1464. <boolean> net_window_unlimited
  1465. <boolean> object_light_interpolate
  1466. <boolean> object_light_new
  1467. <boolean> physics_debug
  1468. <boolean> player_training_debug
  1469. <boolean> player_training_disable
  1470. <boolean> rasterizer_DXTC_noise
  1471. <boolean> rasterizer_active_camouflage
  1472. <boolean> rasterizer_active_camouflage_multipass
  1473. <boolean> rasterizer_bump_mapping
  1474. <boolean> rasterizer_counters_enabled
  1475. <boolean> rasterizer_debug_fog_geometry
  1476. <boolean> rasterizer_debug_geometry
  1477. <boolean> rasterizer_debug_geometry_multipass
  1478. <boolean> rasterizer_debug_meter_shader
  1479. <boolean> rasterizer_debug_transparents
  1480. <boolean> rasterizer_decal_flush_on_create
  1481. <boolean> rasterizer_decal_z_offset_slopescale_enabled
  1482. <boolean> rasterizer_decals
  1483. <boolean> rasterizer_detail_objects
  1484. <boolean> rasterizer_draw_first_person_weapon_first
  1485. <boolean> rasterizer_dynamic_gamma_debug
  1486. <boolean> rasterizer_dynamic_lit_geometry
  1487. <boolean> rasterizer_dynamic_screen_geometry
  1488. <boolean> rasterizer_dynamic_unlit_geometry
  1489. <boolean> rasterizer_environment
  1490. <boolean> rasterizer_environment_alpha_testing
  1491. <boolean> rasterizer_environment_specular_mask
  1492. <boolean> rasterizer_far_clip_nudge
  1493. <boolean> rasterizer_filthy_decal_fog_hack
  1494. <boolean> rasterizer_fog_atmosphere
  1495. <boolean> rasterizer_fog_atmospheric_auto_blend
  1496. <boolean> rasterizer_fog_planar_care
  1497. <boolean> rasterizer_fog_planar_separate_enabled
  1498. <boolean> rasterizer_fog_plane
  1499. <boolean> rasterizer_force_specular
  1500. <boolean> rasterizer_frame_dump
  1501. <boolean> rasterizer_hud_motion_sensor
  1502. <boolean> rasterizer_karma_events
  1503. <boolean> rasterizer_karma_events_detailed
  1504. <boolean> rasterizer_lens_flares
  1505. <boolean> rasterizer_lens_flares_occluded_by_active_camo
  1506. <boolean> rasterizer_lens_flares_occlusion
  1507. <boolean> rasterizer_lens_flares_occlusion_debug
  1508. <boolean> rasterizer_light_volume_debug
  1509. <boolean> rasterizer_light_volume_perspective_midpoints
  1510. <boolean> rasterizer_linear_gradients
  1511. <boolean> rasterizer_markers_enabled
  1512. <boolean> rasterizer_model_transparents
  1513. <boolean> rasterizer_models
  1514. <boolean> rasterizer_new_submission_interface
  1515. <boolean> rasterizer_patchy_fog_alpha_modulate
  1516. <boolean> rasterizer_patchy_fog_force_100_percent
  1517. <boolean> rasterizer_profile_log
  1518. <boolean> rasterizer_profile_print_locks
  1519. <boolean> rasterizer_ray_of_buddha
  1520. <boolean> rasterizer_safe_frame_bounds
  1521. <boolean> rasterizer_screen_effects
  1522. <boolean> rasterizer_screen_flashes
  1523. <boolean> rasterizer_selfibloomination_is_fogged
  1524. <boolean> rasterizer_shader_submit_force_extern_refresh
  1525. <boolean> rasterizer_shader_submit_unified
  1526. <boolean> rasterizer_shader_submit_unified_safe
  1527. <boolean> rasterizer_shader_submit_unified_super_safe
  1528. <boolean> rasterizer_shaders
  1529. <boolean> rasterizer_shadow_buffer_cinematic_debug
  1530. <boolean> rasterizer_shadow_buffer_debug
  1531. <boolean> rasterizer_shadow_buffer_use_offsets
  1532. <boolean> rasterizer_shadows_convolution
  1533. <boolean> rasterizer_shadows_debug
  1534. <boolean> rasterizer_smart
  1535. <boolean> rasterizer_soft_display_filter
  1536. <boolean> rasterizer_sort
  1537. <boolean> rasterizer_splitscreen_VB_optimization
  1538. <boolean> rasterizer_stencil_mask
  1539. <boolean> rasterizer_tiny
  1540. <boolean> rasterizer_transparent_pixel_counter
  1541. <boolean> rasterizer_water
  1542. <boolean> rasterizer_water_mipmapping
  1543. <boolean> rasterizer_wbuffer_clip_enable
  1544. <boolean> rasterizer_wireframe
  1545. <boolean> rasterizer_zsprites
  1546. <boolean> recover_saved_games_hack
  1547. <boolean> render_colonies
  1548. <boolean> render_comment_flags
  1549. <boolean> render_comment_flags_look_at
  1550. <boolean> render_comment_flags_text
  1551. <boolean> render_contrails
  1552. <boolean> render_debug_cloth
  1553. <boolean> render_debug_decorator_group_visibility
  1554. <boolean> render_debug_decorator_octree
  1555. <boolean> render_debug_decorator_visibility
  1556. <boolean> render_debug_decorators
  1557. <boolean> render_debug_emitters
  1558. <boolean> render_debug_fake_lightprobes
  1559. <boolean> render_debug_infinite_framerate
  1560. <boolean> render_debug_lightmap_shadows
  1561. <boolean> render_debug_locations
  1562. <boolean> render_debug_no_sapien_textures
  1563. <boolean> render_debug_object_lighting
  1564. <boolean> render_debug_object_lighting_refresh
  1565. <boolean> render_debug_particles
  1566. <boolean> render_debug_set_pix_profile_mode
  1567. <boolean> render_debug_simple_shader
  1568. <boolean> render_debug_single_shader
  1569. <boolean> render_debug_use_sorted_cache
  1570. <boolean> render_decals
  1571. <boolean> render_decorators
  1572. <boolean> render_default_lighting
  1573. <boolean> render_default_lighting_at_console
  1574. <boolean> render_default_lighting_automatic
  1575. <boolean> render_disable_screen_effects_not_first_person
  1576. <boolean> render_dyanmic_objects_sh
  1577. <boolean> render_environment
  1578. <boolean> render_fog
  1579. <boolean> render_instanced_geometry
  1580. <boolean> render_lens_flares
  1581. <boolean> render_light_suppressor_enabled
  1582. <boolean> render_light_traversal
  1583. <boolean> render_lights_specular_fade_disable
  1584. <boolean> render_model_collision_surface_counts
  1585. <boolean> render_model_collision_vertex_counts
  1586. <boolean> render_model_cost
  1587. <boolean> render_model_geometry_usage
  1588. <boolean> render_model_markers
  1589. <boolean> render_model_names
  1590. <boolean> render_model_no_geometry
  1591. <boolean> render_model_nodes
  1592. <boolean> render_model_point_counts
  1593. <boolean> render_model_skinning_disable
  1594. <boolean> render_model_texture_usage
  1595. <boolean> render_model_triangle_counts
  1596. <boolean> render_model_vertex_counts
  1597. <boolean> render_objects
  1598. <boolean> render_old_dof
  1599. <boolean> render_particles
  1600. <boolean> render_particles_render_bounding_sphere
  1601. <boolean> render_particles_use_visibility
  1602. <boolean> render_patchy_fog
  1603. <boolean> render_psystems
  1604. <boolean> render_shadow_force_self_shadow
  1605. <boolean> render_sky
  1606. <boolean> render_submit_opaque
  1607. <boolean> render_submit_profile
  1608. <boolean> render_submit_transparent
  1609. <boolean> render_water_enable
  1610. <boolean> render_weather_enable
  1611. <boolean> render_wsystems
  1612. <boolean> run_game_scripts
  1613. <boolean> scenario_load_fast
  1614. <boolean> scenario_load_fast_and_playable
  1615. <boolean> shader_submit_record_globals_active
  1616. <boolean> shader_submit_record_globals_active_verbose
  1617. <boolean> sim_disable_aim_assist
  1618. <boolean> sim_entity_validate
  1619. <boolean> sim_status_views
  1620. <boolean> sim_status_world
  1621. <boolean> smooth_anim_enabled
  1622. <boolean> sound_cache_graph
  1623. <boolean> ssc_back_projection
  1624. <boolean> ssc_bump_mode_debug
  1625. <boolean> ssc_carmack_optimization
  1626. <boolean> ssc_carmack_reverse
  1627. <boolean> ssc_debug
  1628. <boolean> ssc_debug_edges
  1629. <boolean> ssc_debug_hulls
  1630. <boolean> ssc_debug_lights
  1631. <boolean> ssc_debug_lights_gel
  1632. <boolean> ssc_dsq
  1633. <boolean> ssc_dsq_vis
  1634. <boolean> ssc_env_brev
  1635. <boolean> ssc_env_malice
  1636. <boolean> ssc_env_voltex
  1637. <boolean> ssc_env_zge
  1638. <boolean> ssc_environment_env_map_enabled
  1639. <boolean> ssc_force_legacy
  1640. <boolean> ssc_isq
  1641. <boolean> ssc_isq_point_debug
  1642. <boolean> ssc_isq_sse
  1643. <boolean> ssc_light_diffuse_n_dot_l
  1644. <boolean> ssc_light_diffuse_shadow
  1645. <boolean> ssc_light_gel
  1646. <boolean> ssc_light_n_dot_e_mask
  1647. <boolean> ssc_light_specular_enable
  1648. <boolean> ssc_light_specular_shadow
  1649. <boolean> ssc_lightmap_force_non_bumped
  1650. <boolean> ssc_lightmap_shadow_carmack_optimization
  1651. <boolean> ssc_lightmaps
  1652. <boolean> ssc_multisample_enable
  1653. <boolean> ssc_objects_env_map_enabled
  1654. <boolean> ssc_pop_fix
  1655. <boolean> ssc_radiosity_hack_shadow
  1656. <boolean> ssc_scissor_enable
  1657. <boolean> ssc_shadow
  1658. <boolean> ssc_shadow_cyborg
  1659. <boolean> ssc_shadow_multi_region
  1660. <boolean> ssc_shadow_view
  1661. <boolean> ssc_single_pass_vol
  1662. <boolean> ssc_subcluster_all_visible
  1663. <boolean> ssc_subcluster_debug
  1664. <boolean> ssc_subcluster_freeze
  1665. <boolean> ssc_subcluster_optimization
  1666. <boolean> suppress_pathfinding_generation
  1667. <boolean> suppress_upload_debug
  1668. <boolean> temporary_hud
  1669. <boolean> terminal_render
  1670. <boolean> texture_cache_block_warning
  1671. <boolean> texture_cache_dynamic_low_detail_texture
  1672. <boolean> texture_cache_force_high_detail
  1673. <boolean> texture_cache_force_low_detail
  1674. <boolean> texture_cache_force_medium_detail
  1675. <boolean> texture_cache_graph
  1676. <boolean> texture_cache_list
  1677. <boolean> texture_cache_lod_bias
  1678. <boolean> texture_cache_show_mipmap_bias
  1679. <boolean> texture_cache_status
  1680. <boolean> texture_cache_usage
  1681. <boolean> texture_camera_view
  1682. <boolean> ui_display_memory
  1683. <boolean> ui_force_long_save_progress
  1684. <boolean> unit_animation_report_missing_animations
  1685. <boolean> use_dynamic_object_obstruction
  1686. <boolean> vehicle_status_display
  1687. <boolean> visibility_debug_allow_part_mopp
  1688. <boolean> visibility_debug_dof
  1689. <boolean> visibility_debug_light_cluster_intersections
  1690. <boolean> visibility_debug_portals
  1691. <boolean> visibility_debug_region_projections
  1692. <boolean> visibility_debug_region_volumes
  1693. <boolean> visibility_debug_region_volumes_by_cluster_index
  1694. <boolean> visibility_debug_subcluster_cycle
  1695. <boolean> visibility_debug_subcluster_lighting
  1696. <boolean> visibility_debug_subcluster_lighting_text_list
  1697. <boolean> visibility_debug_volume_intersections
  1698. <boolean> visibility_debug_working_portals
  1699. <boolean> visibility_dont_use_precomputed_lights
  1700. <boolean> visibility_merge_working_portals
  1701. <boolean> visibility_perform_final_checks
  1702. <long> ai_render_link_specific
  1703. <long> ai_render_sectors_range_max
  1704. <long> ai_render_sectors_range_min
  1705. <long> cinematic_letterbox_style
  1706. <long> collision_debug_flags
  1707. <long> collision_debug_ignore_object_index
  1708. <long> debug_cluster_index
  1709. <long> debug_colonies_spore_desires
  1710. <long> debug_leaf0_index
  1711. <long> debug_leaf1_index
  1712. <long> debug_leaf_connection_index
  1713. <long> debug_light_suppressor
  1714. <long> debug_objects_type_mask
  1715. <long> debug_obstacle_path_goal_sector_index
  1716. <long> debug_obstacle_path_start_sector_index
  1717. <long> debug_simulate_gamepad
  1718. <long> debug_view
  1719. <long> havok_debug_mode
  1720. <long> havok_environment_type
  1721. <long> net_bandwidth_per_channel
  1722. <long> net_bitstream_debug
  1723. <long> net_maximum_machine_count
  1724. <long> net_maximum_player_count
  1725. <long> net_rate_client
  1726. <long> net_rate_server
  1727. <long> net_sim_bandwidth_down_buffer
  1728. <long> net_sim_bandwidth_down_rate
  1729. <long> net_sim_bandwidth_up_buffer
  1730. <long> net_sim_bandwidth_up_rate
  1731. <long> net_sim_drop
  1732. <long> net_sim_dropspike_amount
  1733. <long> net_sim_dropspike_chance
  1734. <long> net_sim_dropspike_duration
  1735. <long> net_sim_latency
  1736. <long> net_sim_latency_period
  1737. <long> net_sim_latency_random
  1738. <long> net_sim_latency_wander
  1739. <long> net_sim_spike_amount
  1740. <long> net_sim_spike_chance
  1741. <long> net_sim_spike_duration
  1742. <long> net_status_leaderboard_mask
  1743. <long> net_test_matchmaking_playlist_index
  1744. <long> net_test_rate
  1745. <long> net_window_size
  1746. <long> override_player_character_type
  1747. <long> rasterizer_artist_profile
  1748. <long> rasterizer_busywork
  1749. <long> rasterizer_decal_debug_draw_grid
  1750. <long> rasterizer_decal_z_bias
  1751. <long> rasterizer_flicker_filter
  1752. <long> rasterizer_solid_color_mode
  1753. <long> rasterizer_tessellation_scale
  1754. <long> render_debug_toggle_default_lightmaps_texaccum
  1755. <long> render_light_restrict_by_light_index
  1756. <long> sim_bandwidth_eater
  1757. <long> ssc_light_diffuse_mask_flags
  1758. <long> ssc_light_specular_mask_flags
  1759. <long> ssc_lightmap_control
  1760. <long> ssc_shader_profile_layer
  1761. <long> ssc_shader_profile_mode
  1762. <long> ssc_shadow_debug_cluster
  1763. <long> ssc_shadow_mode
  1764. <long> visibility_debug_light_cluster_intersections_mode
  1765. <long> visibility_debug_portals_cluster_index
  1766. <long> visibility_debug_region_volumes_cluster_index
  1767. <network_event> net_event_display
  1768. <network_event> net_event_log
  1769. <network_event> net_event_log_remote
  1770. <object> debug_objects_object
  1771. <real> ai_debug_path_accept_radius
  1772. <real> ai_debug_path_attractor_radius
  1773. <real> ai_debug_path_attractor_weight
  1774. <real> ai_debug_path_maximum_radius
  1775. <real> banshee_cruising_throttle
  1776. <real> banshee_finger_off_stick_deceleration_factor
  1777. <real> banshee_full_gravity_speed
  1778. <real> banshee_loop_trick_duration
  1779. <real> banshee_maximum_trick_frequency
  1780. <real> banshee_roll_trick_duration
  1781. <real> banshee_strafe_boost_scale_factor
  1782. <real> banshee_zero_gravity_speed
  1783. <real> camera_fov_scale
  1784. <real> collision_debug_height
  1785. <real> collision_debug_length
  1786. <real> collision_debug_point_x
  1787. <real> collision_debug_point_y
  1788. <real> collision_debug_point_z
  1789. <real> collision_debug_vector_i
  1790. <real> collision_debug_vector_j
  1791. <real> collision_debug_vector_k
  1792. <real> collision_debug_width
  1793. <real> colonies_time_scale
  1794. <real> coop_speed_up
  1795. <real> debug_effect_names_distance
  1796. <real> debug_obstacle_path_goal_point_x
  1797. <real> debug_obstacle_path_goal_point_y
  1798. <real> debug_obstacle_path_start_point_x
  1799. <real> debug_obstacle_path_start_point_y
  1800. <real> debug_sound_stereo_weapon_fire_left_scale
  1801. <real> debug_sound_stereo_weapon_fire_right_scale
  1802. <real> debug_unit_active_camo_frequency_modulator
  1803. <real> debug_unit_active_camo_frequency_modulator_bias
  1804. <real> f0
  1805. <real> f1
  1806. <real> f2
  1807. <real> f3
  1808. <real> f4
  1809. <real> f5
  1810. <real> g0
  1811. <real> g1
  1812. <real> g10
  1813. <real> g11
  1814. <real> g2
  1815. <real> g3
  1816. <real> g4
  1817. <real> g5
  1818. <real> g6
  1819. <real> g7
  1820. <real> g8
  1821. <real> g9
  1822. <real> g_shader_and_mipmap_lod_scale
  1823. <real> g_sound_global_gain_db
  1824. <real> game_speed
  1825. <real> havok_back_step_penetration_depth
  1826. <real> havok_collision_tolerance
  1827. <real> havok_shape_radius
  1828. <real> object_light_accuracy_exponent
  1829. <real> object_light_accuracy_lower_bound
  1830. <real> object_light_accuracy_upper_bound
  1831. <real> object_light_ambient_base
  1832. <real> object_light_ambient_brightness
  1833. <real> object_light_ambient_scale
  1834. <real> object_light_primary_brightness
  1835. <real> object_light_primary_exclusion_cone_lower_bound
  1836. <real> object_light_primary_exclusion_cone_upper_bound
  1837. <real> object_light_secondary_brightness
  1838. <real> object_light_secondary_direction_lerp
  1839. <real> object_light_secondary_exclusion_cone_lower_bound
  1840. <real> object_light_secondary_exclusion_cone_upper_bound
  1841. <real> object_light_secondary_rotation
  1842. <real> object_light_secondary_scale
  1843. <real> pad3_scale
  1844. <real> pad_thai
  1845. <real> player_rotation_scale
  1846. <real> rasterizer_LMO_ambient
  1847. <real> rasterizer_LMO_direct
  1848. <real> rasterizer_LMO_indirect
  1849. <real> rasterizer_LMO_specular
  1850. <real> rasterizer_bloom_default_threshold
  1851. <real> rasterizer_decal_z_geometry_offset
  1852. <real> rasterizer_decal_z_offset
  1853. <real> rasterizer_decal_z_slopescale
  1854. <real> rasterizer_decorator_accuracy_max
  1855. <real> rasterizer_decorator_accuracy_min
  1856. <real> rasterizer_depth_of_field_far_filter_box_factor
  1857. <real> rasterizer_depth_of_field_far_filter_max_factor
  1858. <real> rasterizer_depth_of_field_near_filter_box_factor
  1859. <real> rasterizer_depth_of_field_near_filter_max_factor
  1860. <real> rasterizer_detail_objects_offset_multiplier
  1861. <real> rasterizer_dynamic_gamma_bias
  1862. <real> rasterizer_dynamic_gamma_bloom_scale
  1863. <real> rasterizer_dynamic_gamma_contrast_adjust_dt
  1864. <real> rasterizer_dynamic_gamma_dark_adjust_dt
  1865. <real> rasterizer_dynamic_gamma_dark_clamp
  1866. <real> rasterizer_dynamic_gamma_dark_threshold
  1867. <real> rasterizer_dynamic_gamma_light_adjust_dt
  1868. <real> rasterizer_dynamic_gamma_light_clamp
  1869. <real> rasterizer_dynamic_gamma_light_threshold
  1870. <real> rasterizer_far_clip_distance
  1871. <real> rasterizer_first_person_w_scale
  1872. <real> rasterizer_gamma_power
  1873. <real> rasterizer_light_offset
  1874. <real> rasterizer_lightmap_shadow_cutoff_scale
  1875. <real> rasterizer_lightmap_shadow_falloff_scale
  1876. <real> rasterizer_line_width
  1877. <real> rasterizer_near_clip_distance
  1878. <real> rasterizer_profile_objectlock_time
  1879. <real> rasterizer_selfibloomination_scale
  1880. <real> rasterizer_selfibloomination_to_bloom_amount
  1881. <real> rasterizer_shadow_buffer_blur
  1882. <real> rasterizer_shadow_buffer_env_z_offset
  1883. <real> rasterizer_shadow_buffer_env_z_slope
  1884. <real> rasterizer_shadow_buffer_lod_resolution_area_scale
  1885. <real> rasterizer_shadow_buffer_lod_resolution_light_bias_scale
  1886. <real> rasterizer_shadow_buffer_lod_resolution_minimum
  1887. <real> rasterizer_shadow_buffer_lod_samples_area_scale
  1888. <real> rasterizer_shadow_buffer_lod_samples_light_bias_scale
  1889. <real> rasterizer_shadow_buffer_z_offset
  1890. <real> rasterizer_shadow_buffer_z_slope
  1891. <real> rasterizer_vision_distance
  1892. <real> rasterizer_vision_jitter_scale
  1893. <real> rasterizer_vision_noise_scale
  1894. <real> rasterizer_vision_scan_scale
  1895. <real> rasterizer_vision_scan_speed
  1896. <real> sound_global_room_gain
  1897. <real> ssc_ambient_diffuse
  1898. <real> ssc_ambient_diffuse_bump
  1899. <real> ssc_ambient_diffuse_radiosity
  1900. <real> ssc_ambient_envmap
  1901. <real> ssc_e3_clip_scale
  1902. <real> ssc_light_diffuse
  1903. <real> ssc_light_specular
  1904. <real> ssc_lightmap_shadow_darkening
  1905. <real> ssc_lightmap_shadow_extrusion
  1906. <real> ssc_overbright
  1907. <real> ssc_pop_fix_factor
  1908. <real> ssc_texture_diffuse
  1909. <real> ssc_texture_specular
  1910. <real> ssc_viewport_scale
  1911. <real> texture_camera_scale
  1912. <real> ui_time_scale
  1913. <short> ai_combat_status_active
  1914. <short> ai_combat_status_alert
  1915. <short> ai_combat_status_asleep
  1916. <short> ai_combat_status_certain
  1917. <short> ai_combat_status_clear_los
  1918. <short> ai_combat_status_dangerous
  1919. <short> ai_combat_status_definite
  1920. <short> ai_combat_status_idle
  1921. <short> ai_combat_status_uninspected
  1922. <short> ai_combat_status_visible
  1923. <short> ai_movement_asleep
  1924. <short> ai_movement_berserk
  1925. <short> ai_movement_combat
  1926. <short> ai_movement_flaming
  1927. <short> ai_movement_flee
  1928. <short> ai_movement_patrol
  1929. <short> ai_movement_stunned
  1930. <short> ai_render_dialogue_queue_team
  1931. <short> ai_render_paths_avoidance_segment
  1932. <short> anisotropic_binormal
  1933. <short> debug_recording_newlines
  1934. <short> pad3
  1935. <short> pad4
  1936. <short> rasterizer_debug_model_lod
  1937. <short> rasterizer_dynamic_gamma_mode
  1938. <short> rasterizer_frame_bounds_bottom
  1939. <short> rasterizer_frame_bounds_left
  1940. <short> rasterizer_frame_bounds_right
  1941. <short> rasterizer_frame_bounds_top
  1942. <short> rasterizer_lens_flares_dof_region
  1943. <short> rasterizer_mode
  1944. <short> rasterizer_sort_force_layer
  1945. <short> rasterizer_sort_force_order
  1946. <short> rasterizer_stats
  1947. <short> rasterizer_vblank_interval
  1948. <short> ssc_bump_aniso
  1949. <short> ssc_bump_mode
  1950. <short> ssc_debug_text_mode
  1951. <short> ssc_radiosity_hack
  1952. <short> ssc_stencil_mode
  1953. <short> ssc_texture_mode
  1954. <short> taco_salad
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