active( Integer active_flag )
Specifies whether the actor's is active or not.
actor_pickup( String tag_name )
Makes the actor pickup current pickup_ent (should only be called from a tiki).
actor_throw( String tag_name )
Makes the actor throw whatever is in its hand (should only be called from a tiki).
actorfade
Makes the actor fade out.
addhealth( Float health_to_add, Float maxhealth )
Adds health to the actor.
ai_deaf
Makes the actor ignore sounds.
ai_dumb
Makes the actor ignore sounds and sight.
ai_off
Turns the AI off for this actor.
ai_on
Turns the AI on for this actor.
allowfall( [ Boolean allow_fall_bool ] )
Makes the actor ignore falls when trying to move.
allowhangback( Integer allow_bool )
Sets whether or not the actor will bother to hang back.
allowtalk( Integer allow_bool )
Sets whether or not the actor will bother to talk to the player.
alwaysgivewater( Boolean give_water )
Turns the always give water bool on off (gives water from soul sucker weapon).
anim( String anim_name )
Starts the PlayAnim behavior.
anim_done
Called when the actor's animation is done, it is not meant to be called from script.
animal
Makes the actor neutral to all.
attack( Entity ent )
Makes the actor attack the specified entity.
attackablebyactors( Boolean attackable_by_actors )
Sets whether or not this actor is allowed to be attacked by other actors.
attackactors
Sets this actor to attack other actors.
attackmode( Boolean attack_bool )
Makes the actor go directly into attacking the player if bool is true.
attackplayer
Makes enemies of all the players.
bleed_after_death( Boolean bleed_bool )
Sets whether or not the actor will bleed after dying.
blind
Makes the actor permanently blind (will never try to see).
bounceoff
Makes projectiles bounce off of actor (if they can't damage actor).
bounceoffeffect( String bounce_off_effect_name )
Sets the name of the effect to play when something bounces off the actor.
bounceoffevent( Vector object_origin )
Lets the actor know something just bounces off of it.
bullet( String tag_name, [ Boolean use_current_pitch ] )
Fires a bullet from the actor from the specified tag towards the current enemy.
canbefinishedby( String mod1, [ String mod2 ], [ String mod3 ], [ String mod4 ], [ String mod5 ], [ String mod6 ] )
Adds to the can be finished by list for this actor.
canwalkonothers
Allows the actor to walk on top of others.
changetype( String new_model_name )
Changes the actor to the specified new type of actor.
chargewater( Float damage, Float range )
Does a charge water attack.
civilian
Makes the actor nuetral to all, runs from danger.
clearspawnitems
Clears the list of items to spawn when this actor is killed.
damage_once_start
Makes the actor only do melee damage at most once during this attack.
damage_once_stop
Specifies that the actor is done with the damage once event.
damageallowed( Boolean damage_allowed )
Turns melee damage on and off.
damageangles( Float damage_angles )
Sets the the angles where the actor can be hurt (like fov).
damageenemy( Float damage )
Damages the current enemy by the specified amount.
dead
Does everything necessary when an actor dies, it is not meant to be called from script.
deaf
Makes the actor permanently deaf (will always ignore sounds).
deathfade
Makes the actor fade when dead.
deathshrink
Makes the actor shrink when dead.
deathsink
Makes the actor sink into the ground when dead.
deathsize( Vector min, Vector max )
Sets the actors new size for death.
decrementnumspawns
Decrements the number of spawns this actor has.
dialog( String alias, [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Add a dialog to this sentient.
dialogdone
Called when the sentient's dialog is done, it is not meant to be called from script.
diecompletely( Boolean die_bool )
Sets whether or not the actor dies completely (if he doesn't he mostly just runs his kill_thread).
doActivate( Entity activatingEntity )
General trigger event for all entities
doTouch( Entity touchingEntity )
sent to entity when touched.
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
endthread
Ends the actors thread.
enemy
Makes the actor an enemy to the player.
enemytype( String enemytype )
Sets the name of this actor's enemy type.
eyeoffset( Vector eyeoffset )
Sets the actor's eye position.
feetwidth( Float feet_width )
Sets the width of the feet for this actor if different than the bounding box size.
finishedbehavior
Ends the current behavior, it is not meant to be called from script.
fly( [ Boolean fly_bool ] )
Specifies actor as being able to fly (optional bool can turn fly on or off).
forwardspeed( Float forwardspeed )
Sets the actor's forward speed.
fov( Float fov )
Sets the actor's field of view (fov).
friend
Makes the actor allied to the player.
getnearestenemy
Sets currentEnemy to the nearest enemy.
getrandomenemy( Float range )
Sets currentEnemy to a random enemy in range.
goto( String label )
Goes to the specified label.
gotonextstage
Makes the actor goto his next stage.
gotoprevstage
Makes the actor goto his previous stage.
gotostage( Integer stage_number )
Makes the actor goto the specified stage.
havething( Integer thing_number, Boolean have_bool )
Sets whether or not the actor has this thing number.
headtwitch( [ Boolean end ] )
Makes the actors head twitch a little(used while talking).
headtwitcheveryframe
Makes the actors head twitch a little(used while talking).
headwatch( Entity entity_to_watch, [ Float max_speed ] )
Actor watches the specified entity by turning his head.
health( Integer newHealth )
set the health of the entity to newHealth
heardsound( Entity noisyEntity, Vector noisyLocation )
sent to entities when another makes a sound, not for script use
idle( [ String state_name ] )
Tells the actor to go into idle mode.
ifcanhideat( Vector pos, [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Processes command if actor can hide at specified position.
ifenemyvisible( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Process the following command if enemy is visible
ifenemywithin( Float distance, [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Processes command if actor is within distance of its current enemy.
ifnear( String name, Float distance, [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Process the following command if enemy is within specified distance
ignore_placement_warning( String warning_string )
Makes the specified placement warning not get printed for this actor.
ignoremonsterclip
Makes the actor ignore monster clip brushes.
ignorepainfromactors
Makes this actor ignore pain from other actors.
ignorewater( Boolean ignore_water_bool )
Sets whether or not this actor will ignore water when moving.
immortal( Boolean immortal_bool )
Sets whether or not the actor is immortal or not.
inanimate
Makes the actor an inanimate object.
incoming_proj( Entity ent )
Notifies the actor of an incoming projectile.
incrementnumspawns
Increments the number of spawns this actor has.
jumpto( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Actor jumps to specified path node
killed( Entity attacker, Integer damage, Entity inflictor, Integer meansofdeath )
event which is sent to an entity once it as been killed
killthread( String kill_thread )
Sets the actor's kill thread.
lookat( Entity ent )
Specifies an entity to look at.
max_inactive_time( Float max_inactive_time )
Sets the maximum amount of time an actor will stay idle before going to sleep.
Also sepecifies the maximum amount of time an actor will keep looking for an
enemy that the actor can no longer see.maxbosshealth( Float max_boss_health )
Sets the actor's max boss health.
melee( [ Float damage ], [ String tag_name ], [ String means_of_death ], [ Vector attack_vector ], [ Float knockback ], [ Integer use_pitch_to_enemy ], [ Float attack_min_height ] )
Makes the actor do a melee attack.
attack_vector = "width length height"minmeleeheight( Float minimum_height )
Sets the minimum height a melee attack has to be to hurt the actor.
monster
Makes the actor an enemy to player, civilians, and inanimate objects.
mouthangle( Float mouth_angle )
Sets the mouth angle of the sentient.
name( String name )
Specifies the name of this actor type.
neverignoresounds
Makes the actor always listen to sounds even if it already has an enemy.
nochatter
Makes the actor not chatter.
noland
Specifies actor as not being able to walk on land.
nomask
Makes the actor use a mask of 0.
nopainsounds
Makes the actor not broadcast sounds (AI stimuli) when taking pain or killed.
not_allowed_to_kill
Player fails the level if he kills an actor with this set.
notifybehavior
Notifies the current behavior of an event,it is not meant to be called from script.
notifyothersatdeath
Makes the actor notify other actors of the same type when killed.
notsolidmask
Makes the actor use a nonsolid mask.
only_shootable
Makes the actor solid only to projectiles.
pain( Integer damage, Entity attacker, Integer meansofdeath )
used to inflict pain to an entity
painthreshold( Float pain_threshold )
Sets the actor's pain threshold.
part_name( String part_name )
Specifies the name of this part (implying that this is a multi-part creature.
pickupent( Entity entity_to_pickup, String pickup_anim_name )
Makes actor pick up the specified entity
playdialog( [ String sound_file ], [ String state_name ], [ Entity user ] )
Plays a dialog.
proj( String tag_name, String projectile_name, [ Integer number_of_tags ], [ Boolean arc_bool ], [ Float speed ] )
Fires a projectile from the actor towards the current enemy.
push( Vector dir )
Pushes the actor in the specified direction.
pushable
Sets whether or not an actor can be pushed out of the way.
register_parts( Entity entity, Integer forward )
Registers the passed in part as another part of this actor and specifies
whether or not to forward this message to the other parts.register_self
Starts registration process for multi-entity actors
releasenode( Vector pos )
Releases a path node from being reserved.
remove_useless
Removes a useless dead body from the game.
reservenode( Vector pos, Float time )
Reserves a path node for the specified amount of time.
resethead( [ Float max_speed ] )
Actor resets its head back to looking forwards.
runthread( String label )
Runs the specified thread.
runto( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Actor runs to specified path node
sendcommand( String command, String part_name )
Sends a command to another one of its parts.
set_idle_state_name( String new_idle_state_name )
Sets the actor's new idle state name.
setidlethread( String thread )
Sets the thread that will be run if this actor gets back to the idle state again.
setmask( String mask_name )
Sets the actor's mask to the specified mask.
simplepathfinding
Makes the actor use simplier path finding.
sleep
Put the actor to sleep.
solidmask
Makes the actor use a solid mask.
spawnactor( String model_name, String tag_name, Integer how_many, Boolean attack, Float width, Float height, [ Float spawn_offset ] )
Spawns the specified number of actors.
spawnactoratlocation( String model_name, String pathnode_name, Integer how_many_path_nodes, Boolean attack, Float width, Float height )
Spawns the specified actor at the specified pathnode.
spawnblood( String blood_name, String tag_name, [ Boolean use_last_spawn_result ] )
Spawns blood at the specified tag.
spawnchance( Float spawn_chance )
Sets the chance that this actor will spawn something when killed.
spawngib( Vector offset, Float final_pitch, Float width, String cap_name, String surface_name1, [ String surface_name2 ], [ String surface_name3 ], [ String surface_name4 ], [ String surface_name5 ], [ String surface_name6 ], [ String surface_name7 ], [ String surface_name8 ], [ String surface_name9 ] )
Spawns a body part.
spawngibattag( String tag_name, Float final_pitch, Float width, String cap_name, String surface_name1, [ String surface_name2 ], [ String surface_name3 ], [ String surface_name4 ], [ String surface_name5 ], [ String surface_name6 ], [ String surface_name7 ], [ String surface_name8 ], [ String surface_name9 ] )
Spawns a body part.
spawnitem( String spawn_item_name )
Adds this names item to what will be spawned when this actor is killed.
spawnnamedgib( String gib_name, String tag_name, Float final_pitch, Float width )
Spawns a body named gib.
start
Initializes the actor a little, it is not meant to be called from script.
statemap( String statemap_name, [ String state_name ] )
Sets which statemap file to use and optionally what the first state to go to.
staysolid
Makes the actor stay solid after death.
stopdialog
Stops the actor's dialog.
suicide
Makes the actor commit suicide.
swim
Specifies actor as being able to swim.
targetable( Boolean should_target )
Sets whether or not this actor should be targetable by the player.
thread( String label )
Sets which thread to use for this actor.
throwent( String throw_anim_name )
Makes actor throw the entity in hands
touchtriggers( Boolean touch_triggers_bool )
Sets whether or not this actor can touch triggers or not.
trigger_field( Vector min, Vector max )
Specifies to create a trigger field around the actor of the specified size.
trigger_touched( Entity ent )
Notifies the actor that its trigger field has been touched.
turnspeed( Float turnspeed )
Sets the actor's turnspeed.
turnto( Float direction )
Specifies the direction to look in.
turntowardsenemy
Turns the actor towards the current enemy.
updatebosshealth( Float waterlevel )
Tells the actor to update the bosshealth cvar each time it thinks.
usegravity( Boolean use_gravity )
Tells the actor whether or not to use gravity for this animation.
visiondistance( Float vision_distance )
Sets the distance the actor can see.
wakeup
Wake up the actor.
walkto( String pathnode, [ String anim_name ] )
Actor walks to specified path node
walkwatch( String pathnode, Entity entity, [ String anim_name ] )
Actor walks to specified path node and watches the specified entity
warpto( String node_name )
Warps the actor to the specified node
watchoffset( Vector offset )
Sets the actor's watch offset.
waterlevel( Float waterlevel )
Sets the actor's water level.
animdone
Tells the behavior that the current animation is done, it is not meant to be called from script.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
animdone
Tells the behavior that the current animation is done, it is not meant to be called from script.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
anim( String animName )
set the legs animation to animName.
animate_newanim( Integer animNum, Integer bodyPart )
Start a new animation, not for script use.
animdone
Legs animation has finished, not for script use.
setframe( Integer frameNumber, [ String animName ] )
Set the frame on the legs, if anim is not specified, current is assumed.
setmovedelta( Vector moveDelta, Float moveTime )
movement from animation, not for script use.
stopanimating
stop the legs from animating. Animation will end at the end of current cycle.
torso_anim( String animName )
set the torso animation to animName.
torso_animdone
Torso animation has finished, not for script use.
torso_setframe( Integer frameNumber, [ String animName ] )
Set the frame on the torso, if anim is not specified, current is assumed.
torso_stopanimating
stop the torso from animating. Animation will end at the end of current cycle.
antiSBjuice_wearoff
Is called when the effect wears off.
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )
set the angles of the entity to newAngles.
auto_active( Boolean newActiveState )
Whether or not the auto camera is active.
auto_maxfov( Float maxFOV )
Sets the maximum FOV that should be used when automatically calculating FOV.
auto_radius( Float newRadius )
Sets the radius of the automatic camera.
auto_starttime( Float newTime )
Sets how long it takes for the camera to be switched to.
auto_state( String state1, [ String state2 ], [ String state3 ], [ String state4 ], [ String state5 ], [ String state6 ] )
Sets the states the player needs to be in for this camera to activate.
auto_stoptime( Float newTime )
Sets how long it takes for the camera switch back to the player.
camera_think
Called each frame to allow the camera to adjust its position.
continue
Continue the camera movement.
cut
switch camera states immediately, do not transition
doActivate( Entity activatingEntity )
General trigger event for all entities
fadetime( Float fadetime )
Sets the fade time for camera transitioning.
follow( Entity targetEnt, [ Entity targetWatchEnt ] )
Makes the camera follow an entity and optionally watch an entity.
follow_distance( Float distance )
Sets the camera follow distance.
follow_yaw( Float yaw )
Sets the yaw offset of the camera following an entity.
follow_yaw_absolute
Makes the follow camera yaw absolute.
follow_yaw_relative
Makes the follow camera yaw relative (not absolute).
fov( Float fov, [ Float fadeTime ] )
Sets the camera's field of view (fov).
if fadeTime is specified, camera will fade over that time
if fov is less than 3, than an auto_fov will be assumed
the value of fov will be the ratio used for keeping a watch
entity in the view at the right scalelookat( Entity ent )
Makes the camera look at an entity.
moveto( Entity ent )
Move the camera's position to that of the specified entities.
movetopos( Vector position )
Move the camera's position to the specified position.
nextcamera( String nextCamera )
Sets the next camera to use.
nowatch( [ Float fadeTime ] )
Stop watching an entity or looking along a path.
Camera is now static as far as orientation.
if fadeTime is specified, camera will fade over that timeorbit( Entity targetEnt, [ Entity targetWatchEnt ] )
Makes the camera orbit around an entity and optionally watch an entity.
orbit_height( Float height )
Sets the orbit camera's height.
pause
Pause the camera.
setthread( String thread )
Sets the thread to use.
speed( Float speed )
Sets the camera speed.
start
Start camera moving.
stop
Stop the camera movement.
thread( String thread )
Sets the thread to use.
turnto( Vector angle )
Makes the camera look in the specified direction.
watch( Entity watchEnt, [ Float fadeTime ] )
Makes the camera watch an entity.
if fadeTime is specified, camera will fade over that timewatchnode( [ Float fadeTime ] )
Makes the camera watch based on what is stored
in the camera nodes.
if fadeTime is specified, camera will fade over that timewatchpath( [ Float fadeTime ] )
Makes the camera look along the path of travel.
if fadeTime is specified, camera will fade over that time
add
Add a new point to the camera path where the player is standing.
delete
Delete the current path node.
hide
Hides the paths.
load( String filename )
Loads a camera path.
loop( [ Entity path ] )
Loop the current path or the specified one.
moveplayer
Move the player to the current path node position.
new
Starts a new path.
next
Go to the next path node.
nextpath
Go to the next path.
nowatch
Set the current path node to watch nothing.
play( [ Entity path ] )
Play the current path or the specified one once.
prev
Go to the previous path node.
prevpath
Go to the previous path.
renamepath( String newName )
Rename the path to the new name.
replace
Replace the current path node position/angle with the player's.
save( String filename )
Saves the camera path.
savemap( String filename )
Saves the camera path to a map file.
setfadetime( Float newFadeTime )
Set the fadetime of the current path node.
setfov( String newFOV )
Set the fov at the current path node.
setpath( Entity path )
Sets the new path.
setspeed( Float speed )
Set the speed of the camera at the current path node.
settarget( String target )
Set the trigger target.
settargetname( String targetname )
Set the targetname.
setthread( String thread )
Sets the thread for the current path node.
show( [ Entity path ] )
Shows the specified path.
stop
Stop the camera playing path.
updateinput
Updates the current node with user interface values.
watch( String watch )
Set the current path node to watch something.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
damage( Float damage )
Set the amount of damage the COP does
damagedelay( Float delay )
Set the delay between doing damage
knockback( Float knockback )
Set the knockback of the damage effect
maxradius( Float maxradius )
Set the maximum distance for the enemy in order for it to be damaged.
minradius( Float minradius )
Set the minimum distance for the enemy in order for it to be damaged.
useinvitem
Use this inventory item.
clustercount( Integer count )
The number of clusters to spawn
clustermodel( String modelname )
The model of the bombs that are spawned when the main bomb explodes
animdone
Tells the behavior that the current animation is done, it is not meant to be called from script.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2close
Closes the door.
dmg( Integer damage )
Sets the amount of damage the door will do to entities that get stuck in it.
doActivate( Entity activatingEntity )
General trigger event for all entities
doBlocked( Entity obstacle )
sent to entity when blocked.
door_triggerfield( Entity other )
Is called when a doors trigger field is touched.
doorclosed
Called when the door finishes closing.
dooropened
Called when the door finishes opening.
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
killed( Entity attacker, Integer damage, Entity inflictor, Integer meansofdeath )
event which is sent to an entity once it as been killed
linkdoor
Link doors together.
lock
Lock the door.
open( Entity other )
Opens the door.
sound_locked( String sound_locked )
Sets the sound to use when the door is locked.
sound_message( String sound_message )
Sets the sound to use when the door displays a message.
sound_move( String sound_move )
Sets the sound to use when the door moves.
sound_stop( String sound_stop )
Sets the sound to use when the door stops.
time( Float traveltime )
Sets the time it takes for the door to open an close.
toggledoor( Entity other )
Toggles the state of the door (open/close).
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
tryToOpen( Entity other )
Tries to open the door.
unlock
Unlock the door.
wait( Float wait )
Sets the amount of time to wait before automatically shutting.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
killed( Entity attacker, Integer damage, Entity inflictor, Integer meansofdeath )
event which is sent to an entity once it as been killed
duration( Float duration )
Sets the duration of the earthquake.
earthquake_deactivate
Stops the earthquake.
magnitude( Float theMagnitude )
Sets the magnitude of the earthquake.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
item_pickup( Entity item )
Pickup the specified item.
doTouch( Entity touchingEntity )
sent to entity when touched.
emitter( String name )
Emitter to use
idle
Animates the puff daddy.
alias( String alias, String realname, [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String paramater6 ] )
create an alias for the given realname
Valid parameters are as follows:
global - all instances act as one
stop - once used, don't use again
timeout [seconds] - once used wait [seconds] until using again
maxuse [times] - can only be used [times] times.
weight [weight] - random weightingaliascache( String alias, String realname, [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String paramater6 ] )
create an alias for the given realname and cache the resource
Valid parameters are as follows:
global - all instances act as one
stop - once used, don't use again
timeout [seconds] - once used wait [seconds] until using again
maxuse [times] - can only be used [times] times.
weight [weight] - random weightingalpha( Float newAlpha )
Set the alpha of the entity to alpha.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )
set the angles of the entity to newAngles.
attach( Entity parent, String tagname, [ Integer use_angles ] )
attach this entity to the parent's legs tag called tagname
attachmodel( String modelname, String tagname, [ Float scale ], [ String targetname ], [ Boolean detach_at_death ], [ Float removetime ], [ Float fadeintime ], [ Float fadeoutdelay ], [ Float fadetime ], [ Vector offset ] )
attach a entity with modelname to this entity to tag called tagname.
scale - scale of attached entities
targetname - targetname for attached entities
detach_at_death - when entity dies, should this model be detached.
removetime - when the entity should be removed, if not specified, never.
fadeintime - time to fade the model in over.
fadeoutdelay - time to wait until we fade the attached model out
fadeoutspeed - time the model fades out over
offset - vector offset for the model from the specified tagbind( Entity parent )
bind this entity to the specified entity.
cache( String resourceName )
pre-cache the given resource.
censor
used to ban certain contact when in parentmode
classname( String nameOfClass )
Determines what class to use for this entity,
this is pre-processed from the BSP at the start
of the level.damage_type( String meansofdeathstring )
Set the type of damage that this entity can take
deathsinkeachframe
Makes the entity sink into the ground and then get removed (this gets called each frame).
deathsinkstart
Makes the entity sink into the ground and then get removed (this starts it).
detach
detach this entity from its parent.
detachallchildren
Detach all the children from the entity.
droptofloor( [ Float maxRange ] )
drops the entity to the ground, if maxRange is not specified 8192 is used.
effects( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )
Change the current entity effects flags.
Valid flags are as follows:
+ sets a flag, - clears a flag
antisbjuice - anti sucknblow juiceeveryframe - process commands every time entity is renderedexplosionattack( String explosionModel, [ String tagName ] )
Spawn an explosion optionally from a specific tag
fade( [ Float fadetime<0.00...max_float> ], [ Float target_alpha<0.00...1.00> ] )
Fade the entity's alpha, reducing it by 0.03
every FRAMETIME, until it has faded out, does not remove the entityfadein( [ Float fadetime<0.00...max_float> ], [ Float target_alpha<0.00...1.00> ] )
Fade the entity's alpha and scale in, increasing it by 0.03
every FRAMETIME, until it has faded completely in to 1.0.
If fadetime or target_alpha are defined, they will override
the default values.fadeout( [ Float fadetime<0.00...max_float> ], [ Float target_alpha<0.00...1.00> ] )
Fade the entity's alpha and scale out, reducing it by 0.03
every FRAMETIME, until it has faded out. If fadetime or
target_alpha are defined, they will override the defaults.
Once the entity has been completely faded, the entity is removed.flags( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )
Change the current entity flags.
Valid flags are as follows:
+ sets a flag, - clears a flag
blood - should it bleed
explode - should it explode when dead
die_gibs - should it spawn gibs when dead
god - makes the entity invincible
ghost
make non-solid but still send to client regardless of hide status.
gravity( Float gravityValue )
Change the gravity on this entity
health( Integer newHealth )
set the health of the entity to newHealth
hide
hide the entity, opposite of show.
hurt( Integer damage, [ String means_of_death ], [ Vector direction ] )
Inflicts damage if the entity is damageable. If the number of damage
points specified in the command argument is greater or equal than the
entity's current health, it will be killed or destroyed.ifskill( Integer skillLevel, String command, [ String argument1 ], [ String argument2 ], [ String argument3 ], [ String argument4 ], [ String argument5 ] )
if the current skill level is skillLevel than execute command
joinTeam( Entity teamMember )
join a bind team.
kill
console based command to kill yourself if stuck.
killattach
kill all the attached entities.
killtarget( String targetName )
when dying kill entities with this targetName.
light( Float red, Float green, Float blue, Float radius )
Create a dynmaic light on this entity.
lightBlue( Float red )
Set the red component of the dynmaic light on this entity.
lightGreen( Float red )
Set the red component of the dynmaic light on this entity.
lightOff
Turn the configured dynamic light on this entity off.
lightOn
Turn the configured dynmaic light on this entity on.
lightRadius( Float red )
Set the red component of the dynmaic light on this entity.
lightRed( Float red )
Set the red component of the dynmaic light on this entity.
lightStyle( Integer lightStyleIndex )
What light style to use for this dynamic light on this entity.
lookatme
Makes the player look at this object if close.
loopsound( String soundName, [ Float volume ], [ String minimum_distance ] )
play a looped-sound with a certain volume and minimum_distance
which is attached to the current entity.mass( Float massAmount )
set the mass of this entity.
model( Entity modelName )
set the model to modelName.
nodamage
entity does not take damage.
notsolid
make non-solid.
origin( Vector newOrigin )
Set the origin of the entity to newOrigin.
playsound( String soundName, [ Integer channel ], [ Float volume ], [ String min_distance ] )
play a sound coming from this entity.
default channel, CHAN_BODY.processinit( Integer modelIndex )
process the init section of this entity, this is an internal command,
it is not meant to be called from script.quitTeam
quit the current bind team
removeattachedmodel( String tagname )
Removes the model attached to this entity at the specified tag.
rendereffects( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )
Change the current render effects flags.
Valid flags are as follows:
+ sets a flag, - clears a flag
dontdraw - send the entity to the client, but don't draw
betterlighting - do sphere based vertex lighting on the entity
lensflare - add a lens glow to the entity at its origin
viewlensflare - add a view dependent lens glow to the entity at its origin
lightoffset - use the dynamic color values as a light offset to the model
skyorigin - this entity is the portal sky origin
minlight - this entity always has some lighting on it
fullbright - this entity is always fully lit
additivedynamiclight - the dynamic light should have an additive effect
lightstyledynamiclight - the dynamic light uses a light style, use the
'lightstyle' command to set the index of the light style to be usedscale( Float newScale )
set the scale of the entity
scriptshader( String shaderCommand, Float argument1, [ Float argument2 ] )
alias for shader command, change a specific shader parameter for the entity.
Valid shader commands are:
translation [trans_x] [trans_y] - change the texture translation
offset [offset_x] [offset_y] - change the texture offset
rotation [rot_speed] - change the texture rotation speed
frame [frame_num] - change the animated texture frame
wavebase [base] - change the base parameter of the wave function
waveamp [amp] - change the amp parameter of the wave function
wavebase [phase] - change the phase parameter of the wave function
wavefreq [freq] - change the frequency parameter of the wave function
setcontrollerangles( Integer num, Vector angles )
Sets the control angles for the specified bone.
setsize( Vector mins, Vector maxs )
Set the bounding box of the entity to mins and maxs.
shader( String shaderCommand, Float argument1, [ Float argument2 ] )
change a specific shader parameter for the entity.
Valid shader commands are:
translation [trans_x] [trans_y] - change the texture translation
offset [offset_x] [offset_y] - change the texture offset
rotation [rot_speed] - change the texture rotation speed
frame [frame_num] - change the animated texture frame
wavebase [base] - change the base parameter of the wave function
waveamp [amp] - change the amp parameter of the wave function
wavebase [phase] - change the phase parameter of the wave function
wavefreq [freq] - change the frequency parameter of the wave function
show
show the entity, opposite of hide.
solid
make solid.
soundevent( [ Float soundRadius ] )
Let the AI know that this entity made a sound,
radius determines how far the sound reaches.spawnflags( Integer flags )
spawnflags from the BSP, these are set inside the editor
stationary
entity does not move, causes no physics to be run on it.
stoploopsound
Stop the looped-sound on this entity.
stopsound( [ Integer channel ] )
stop the current sound on the specified channel.
default channel, CHAN_BODY.surface( String surfaceName, [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )
change a legs surface parameter for the given surface.
+ sets the flag, - clears the flag
Valid surface commands are:
skin1 - set the skin1 offset bit
skin2 - set the skin2 offset bit
nodraw - don't draw this surfacesvflags( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )
Change the current server flags.
Valid flags are as follows:
+ sets a flag, - clears a flag
broadcast - always send this entity to the clienttakedamage
makes entity take damage.
target( String targetname_to_target )
target another entity with targetname_to_target.
targetname( String targetName )
set the targetname of the entity to targetName.
team( String moveTeam )
used to make multiple entities move together.
touchtriggers
this entity should touch triggers.
trigger( String name )
Trigger the specified target or entity.
unbind
unbind this entity.
usebbox
do not perform perfect collision, use bounding box instead.
amount( Integer amountOfDebris )
How much debris to spawn each time.
debrismodel( String debrisModel )
What kind of debris to spawn when triggered.
severity( Float newSeverity )
How violently the debris should be ejected.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
dmg( Integer damage )
Sets the damage the explosion does.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
anglespeed( Float speed )
Set the angle speed.
base_velocity( Vector velocity )
Set the base velocity.
checkonground
Check if exploding wall is on ground.
dmg( Integer dmg )
Set the damage from the exploding wall.
doTouch( Entity touchingEntity )
sent to entity when touched.
explosions( Integer explosions )
Set the number of explosions.
land_angles( Vector angles )
Set the land angles.
land_radius( Float radius )
Set the land radius.
random_velocity( Vector velocity )
Set the amount of random variation of the base velocity.
stoprotating
Stop rotating the wall.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
constantdamage
Makes the explosion do constant damage over the radius
damageagain
This event is generated each frame if explosion is set to damage each frame
damageeveryframe
Makes the explosion damage every frame
flash( Float time, Float r, Float g, Float b, Float radius )
Flash player screens
radius( Float projectileRadius )
set the radius for the explosion
radiusdamage( Float radiusDamage )
set the radius damage an explosion does
bounce
sent to entity when touched.
dmg( Integer dmg )
Set the damage from the rock.
doActivate( Entity activatingEntity )
General trigger event for all entities
doTouch( Entity touchingEntity )
sent to entity when touched.
noise( String sound )
Set the sound to play when the rock bounces
rotate
rotates the falling rock.
speed( Float speed )
Set the speed that the rock moves at.
start
Starts rock falling.
wait( Float wait )
How long to wait before rock starts falling.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
stunradius( Float radius )
Radius of the stun effect
stuntime( Float time )
Amount of time to stun the target
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
dampening( Float newDampening )
dampening of fulcrum.
doTouch( Entity touchingEntity )
sent to entity when touched.
limit( Float newLimit )
angular limit for the fulcrum.
movesound( String newSinkSound )
Sound played when fulcrum is moving.
reset
Reset the fulcrum right now.
resetspeed( Float newResetspeed )
Speed at which fulcrum resets itself, defaults to 0.002 * speed.
speed( Float speed )
Speed at which fulcrum operates itself.
activate
Activate the beam
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )
set the angles of the entity to newAngles.
color( Vector beam_color<0.00...1.00><0.00...1.00><0.00...1.00> )
Set the color of the beam
deactivate
Deactivate the beam
delay( Float delay )
Set the amount of delay on the beam updater
doActivate( Entity activatingEntity )
General trigger event for all entities
endalpha( Float alpha )
Set the endpoint alpha value of the beam
endpoint( Vector beam_end_point )
Set the end point of the beam. The beam will be draw from the origin to
the end point.findendpoint
Find the endpoint of a beam
life( Float beam_life )
Set the amount of time the beam stays on when activated
maxoffset( Float max_offset )
Set the maximum offset the beam can travel above, below, forward or back of it's endpoints
minoffset( Float min_offset )
Set the minimun offset the beam can travel above, below, forward or back of it's endpoints
model( Entity modelName )
set the model to modelName.
numsegments( Integer numsegments )
Set the number of segments for the beam
numspherebeams( Integer num )
Set the number of beams that will be shot out in a sphere like formation
overlap( Float beam_overlap )
Set the amount of overlap the beams have when they are being strung together
persist( Boolean bool )
Set the persist property of the beam
radius( Float radius )
Set the starting radius of the beams if this is a beamsphere
shader( String beam_shader )
Set the shader that the beam will use
shoot
Make the beam cause damage to entities that get in the way
shootradius( Float radius )
Set the radius of the damage area between beam endpoints
target( String beam_target )
Set the target of the beam. The beam will be drawn from the origin
to the origin of the target entitytileshader( String beam_shader )
Set the shader that the beam will use. This shader will be tiled.
toggledelay( [ String [random] ], [ Float time ] )
Causes a beam toggling effect. Sets the time between toggling. If random is specified, The time will be between 0 and time
updateendpoint
Update the endpoint of a beam
updateorigin
Update the origin of a beam
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
doTouch( Entity touchingEntity )
sent to entity when touched.
stopped
sent when entity has stopped bouncing for MOVETYPE_TOSS.
throwgib( Entity ent, Integer velocity, Float scale )
Throw a gib.
doTouch( Entity touchingEntity )
sent to entity when touched.
debriscount( Integer count )
Number of pieces of debris to spawn
debrismodel( String modelname )
Model name for the debris that is spawned on explosion
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
animdone
Tells the behavior that the current animation is done, it is not meant to be called from script.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
activate
Activate the grav path.
deactivate
Deactivate the grav path.
gravpath_create
Create the grav path.
maxspeed( Float maxspeed )
Set the max speed of the grav path.
radius( Float radius )
Set the radius of the grav path.
speed( Float speed )
Set the speed of the grav path.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
item_pickup( Entity item )
Pickup the specified item.
useinvitem
Use this inventory item.
fallvelocity( Vector fall_velocity )
Sets the fall velocity for this health plant.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2
useinvitem
Use this inventory item.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
amount( Integer amount )
Sets the amount of the item.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2coolitem( [ String dialog ], [ String anim_to_play ] )
Specify that this is a cool item when we pick it up for the first time.
If dialog is specified, than the dialog will be played during the pickup.
If anim_to_play is specified, than the specified anim will be played after
the initial cinematic.dialogneeded( String dialog_needed )
Sets the dialog needed string.
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
forcecoolitem( [ String dialog ], [ String anim_to_play ] )
Specify that this is a cool item when we pick it up regardless of whether or not we have it.
If dialog is specified, than the dialog will be played during the pickup.
If anim_to_play is specified, than the specified anim will be played after
the initial cinematic.item_droptofloor
Drops the item to the ground.
item_pickup( Entity item )
Pickup the specified item.
maxamount( Integer max_amount )
Sets the max amount of the item.
name( String item_name )
Sets the item name.
no_remove
Makes it so the item is not removed from the world when it is picked up.
pickup_done
Called when the item pickup is done.
pickup_thread( String labelName )
A thread that is called when an item is picked up.
respawn
Respawns the item.
respawn_done
Called when the item respawn is done.
respawnsound
Turns on the respawn sound for this item.
set_respawn( Integer respawn )
Turns respawn on or off.
set_respawn_time( Float respawn_time )
Sets the respawn time.
stopped
sent when entity has stopped bouncing for MOVETYPE_TOSS.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
immediateremove
Removes this listener immediately.
remove
Removes this listener the next time events are processed.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2
movedone( Entity finishedEntity )
Sent to commanding thread when done with move .
dmg( Integer damage )
Sets the damage the explosion does.
duration( Float duration )
Sets the duration of the explosion.
random( Float randomness )
Sets the randomness value of the explosion.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
wait( Float explodewait )
Sets the wait time of the explosion.
anim( String animname )
Sets up the object with the specified animname.
killed( Entity attacker, Integer damage, Entity inflictor, Integer meansofdeath )
event which is sent to an entity once it as been killed
shootable
Make the object shootable but not necessarily solid to the player.
animdone
Tells the behavior that the current animation is done, it is not meant to be called from script.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2angles( Vector angles )
Sets the path node's angles.
anim( String animname )
Sets the animname used for this path node.
findchildren
Adds this node to the path manager.
findentities
Finds doors.
origin( Vector origin )
Sets the path node's origin.
spawnflags( Integer node_flags )
Sets the path nodes flags.
target( String target )
Sets the target for this path node.
targetname( String targetname )
Sets the target name for this path node.
ai_calcpath( Integer nodenum1, Integer nodenum2 )
Calculate path from node1 to node2.
ai_clearnodes
Clears all of the path nodes.
ai_disconnectpath( Integer nodenum1, Integer nodenum2 )
Disconnect path between node1 and node2.
ai_load( String filename )
Loads path nodes.
ai_recalcpaths( Integer nodenum )
Update the specified node.
ai_save( String filename )
Save path nodes.
ai_savepaths
Saves the path nodes under the default name.
ai_setflags( Integer nodenum, [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Set the flags for the specified node.
animdone
Tells the behavior that the current animation is done, it is not meant to be called from script.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
activatedualweapons
Activates 2 weapons at once
activatenewweapon
Active the new weapon specified by useWeapon.
activateshield
Activates the player's shield
actor( String modelname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] )
Spawns an actor.
actorinfo( Integer actor_number )
Prints info on the specified actor.
adjust_torso( Boolean boolean )
Turn or off the torso adjustment
animloop_legs
Called when the legs animation has finished.
animloop_torso
Called when the torso animation has finished.
changeoutfit( Integer outfit_stage )
Change the outfit to the specified stage.
clearleftarmtarget
Clears the left arm target of the player
clearrightarmtarget
Clears the right arm target of the player
client_endframe
Called at the end of each frame for each client.
client_move
The movement packet from the client is processed by this event.
damage_multiplier( Float damage_multiplier )
Sets the current damage multiplier
deactivateshield
Deactivates the player's shield
deactivateweapon( String side )
Deactivate the weapon in the specified hand.
dead
Called when the player is dead.
dualwield( String weaponleft, String weaponright )
Dual wield the specified weapons
endlevel
Called when the player gets to the end of the level.
enter( Entity vehicle, [ String driver_anim ] )
Called when someone gets into a vehicle.
evaluatetorsoanim
Evaluate the torso anim for possible changes
exit( Entity vehicle )
Called when driver gets out of the vehicle.
finishuseanim
Fires off all targets associated with a particular useanim.
finishuseobject
Fires off all targets associated with a particular useobject.
forcetorsostate( String torsostate )
Force the player's torso to a certain state
fov( [ Float fov ] )
Sets the fov.
gameversion
Prints the game version.
gib( Integer number, [ Integer power ], [ Float scale ], [ String gibmodel ] )
causes entity to spawn a number of gibs
give( String name, [ Integer amount ] )
Gives the player the specified thing (weapon, ammo, item, etc.) and optionally the amount.
giveweapon( String weapon_name )
Gives the player the specified weapon.
god( [ Integer god_mode ] )
Sets the god mode cheat or toggles it.
gotkill( Entity victim, Integer damage, Entity inflictor, Integer meansofdeath, Boolean gib )
event sent to attacker when an entity dies
headtarget
Sets the Makes the player try to use whatever is in front of her.
hidecoolitem
Player is finished showing the cool item, now hide it
holster
Holsters all wielded weapons, or unholsters previously put away weapons
jump( Float height )
Makes the player jump.
jumpxy( Float forwardmove, Float sidemove, Float speed )
Makes the sentient jump.
kill
console based command to kill yourself if stuck.
killclass( String classname, [ Integer except_entity_number ] )
Kills all of the entities in the specified class.
killed( Entity attacker, Integer damage, Entity inflictor, Integer meansofdeath )
event which is sent to an entity once it as been killed
killent( Integer entity_number )
Kills the specified entity.
listinventory
List of the player's inventory.
logstats( Boolean state )
Turn on/off the debugging playlog
mouthangle( Float mouth_angle )
Sets the mouth angle of the sentient.
nextpaintime( Float seconds )
Set the next time the player experiences pain (Current time + seconds specified).
noclip
Toggles the noclip cheat.
notarget
Toggles the notarget cheat.
pain( Integer damage, Entity attacker, Integer meansofdeath )
used to inflict pain to an entity
pickup
Picks up a shgliek.
playerdone
Clears the waitForPlayer script command, allowing threads to run
poweruptimer( Integer poweruptimer, Integer poweruptype )
Sets the powerup timer and powerup type.
putawayweapon( String whichHand )
Put away or deactivate the current weapon, whichHand can be left, right or dual.
removeclass( String classname, [ Integer except_entity_number ] )
Removes all of the entities in the specified class.
removeent( Integer entity_number )
Removes the specified entity.
resethaveitem( String weapon_name )
Resets the game var that keeps track that we have gotten this weapon
resetstate
Reset the player's state table.
respawn
Respawns the player.
safeholster( Boolean putaway )
Holsters all wielded weapons, or unholsters previously put away weapons
preserves state, so it will not holster or unholster unless necessaryshow
show the entity, opposite of hide.
showcoolitem
Player is showing the cool item, actually display it
skipcinematic
Skip the current cinematic
spawn( String entityname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] )
Spawns an entity.
startcoolitem
Player is starting to show off the cool item
startuseobject
starts up the useobject's animations.
state
Dumps the player's state to the console.
stepup
Causes player to step up
stopcoolitem
Player is starting to show off the cool item
stopwatchingactor( Entity actor_to_stop_watching )
Makes the player's camera stop watching the specified actor.
swipeoff
Turn off the sword swiping for the weapon in the specified hand
swipeon
Turn on the sword swiping for the weapon in the specified hand
swordattack( String hand )
Makes the player attack with the sword in the specified sword.
takepain( Boolean bool )
Set whether or not to take pain
testthread( String scriptfile, [ String label ] )
Starts the named thread at label if provided.
throw
Throws a shgliek.
turn( Float yawangle )
Causes player to turn the specified amount.
turnlegs( Float yawangle )
Turns the players legs instantly by the specified amount.
turnupdate( Float yaw, Float timeleft )
Causes player to turn the specified amount.
updatepoweruptime
Called once a second to decrement powerup time.
use( String name, [ Integer weapon_hand ] )
Use the specified weapon in the hand choosen (optional).
usedualwield
Use the weapons that are on the dual wield list
usestuff
Makes the player try to use whatever is in front of her.
waitForState( String stateToWaitFor )
When set, the player will clear waitforplayer when this state is hit
in the legs or torso.watchactor( Entity actor_to_watch )
Makes the player's camera watch the specified actor.
waterpower
Sets the eden water level of the player.
weaponcommand( String hand, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ] )
Pass the args to the active weapon in the specified hand
whatis( Integer entity_number )
Prints info on the specified entity.
wuss
Gives player all weapons.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2thread( String thread )
Set the thread to execute when this player start is used
roll( Float roll )
Sets the portal camera's roll.
locatecamera
Locates the camera position.
addownervelocity( Boolean bool )
Set whether or not the owner's velocity is added to the projectile's velocity
addvelocity( Float velocity_x, Float velocity_y, Float velocity_z )
Set a velocity to be added to the projectile when it is created
avelocity( [ String [random|crandom] ], [ Float yaw ], [ String [random|crandom] ], [ Float pitch ], [ String [random|crandom] ], [ Float roll ] )
set the angular velocity of the projectile
beam( String command, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
send a command to the beam of this projectile
bouncesound
Set the name of the sound that is played when the projectile bounces
bouncetouch
Make the projectile bounce when it hits a non-damageable solid
canhitowner
Make the projectile be able to hit its owner
chargelife
set the projectile's life to be determined by the charge time
chargespeed
set the projectile's speed to be determined by the charge time
clearowner
Make the projectile be able to hit its owner now
dlight( Float red, Float green, Float blue, Float intensity )
set the color and intensity of the dynamic light on the projectile
doTouch( Entity touchingEntity )
sent to entity when touched.
drunk
Make the projectile drunk
explode
Make the projectile explode
explosionmodel( String modelname )
Set the modelname of the explosion to be spawned
heatseek
Make the projectile heat seek
hitdamage( Float projectileHitDamage )
set the damage a projectile does when it hits something
impactmarkorientation( Float degrees )
Set the orientation of the impact mark
impactmarkradius( Float radius )
Set the radius of the impact mark
impactmarkshader( String shader )
Set the impact mark of the shader
killed( Entity attacker, Integer damage, Entity inflictor, Integer meansofdeath )
event which is sent to an entity once it as been killed
knockback( Float projectileKnockback )
set the knockback of the projectile when it hits something
life( Float projectileLife )
set the life of the projectile
meansofdeath( String meansOfDeath )
set the meansOfDeath of the projectile
minlife( Float minProjectileLife )
set the minimum life of the projectile (this is for charge up weapons)
minspeed( Float minspeed )
set the minimum speed of the projectile (this is for charge up weapons)
prethink
Make the projectile think to update it's velocity
removewhenstopped
Make the projectile get removed when it stops
speed( Float projectileSpeed )
set the speed of the projectile
stopped
sent when entity has stopped bouncing for MOVETYPE_TOSS.
updatebeam
Update the attached beam
doTouch( Entity touchingEntity )
sent to entity when touched.
idle
Animates the puff daddy.
dmg( Integer damage )
Set the damage.
doBlocked( Entity obstacle )
sent to entity when blocked.
pushsound( String sound )
Set the pushing sound
start
Sets up the pushobject.
doActivate( Entity activatingEntity )
General trigger event for all entities
max_time( Float maxTime )
Maximum time between random spawns.
min_time( Float minTime )
Minimum time between random spawns.
chance( Float newChance<0.00...1.00> )
Sets the chance that the sound will play when triggered.
maxdelay( Float max_delay )
Sets the maximum time between playings.
mindelay( Float min_delay )
Sets the minimum time between playings.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
doTouch( Entity touchingEntity )
sent to entity when touched.
doActivate( Entity activatingEntity )
General trigger event for all entities
piecelength( Float length )
The distance between each piece of the rope.
ropebase_setup
Set up the rope base
ropedampener( Float value )
Horizontal velocity dampener for the rope.
ropeshader( String shader )
Set the shader to use on the rope.
stiffness( Float stiffness<-1.00...1.00> )
Movement restricter on the amount that the rope can flex and bend.
Valid values are from -1 (no restriction) to 1 (tried to be perfectly straight.
The position of the first rope piece determines what direction the rope is pushed from the base of the rope.strength( Float strength )
How strongly a stiff rope goes to position.
attachmodel( String modelname )
Attach the specified model the this piece of rope
damage( Float damage )
amount of damage to cause if rope hits something.
doActivate( Entity activatingEntity )
General trigger event for all entities
ropepiece_setup
Set up the rope
target2( String targetname )
Set the target of the rope piece to attach itself to.
wigglemove( Float moveamount )
the amount of force the random wiggling has.
wiggletime( Float time )
number of seconds between each time the rope wiggles.
doclose
Closes the door (special doors).
doopen( Entity other )
Opens the door (special doors).
openangle( Float open_angle )
Sets the open angle of the door.
chance( Float chance )
chance that trigger will spawn something.
delay( Float delay )
time between RunThrough being activated.
doTouch( Entity touchingEntity )
sent to entity when touched.
lip( Float lip )
distance below trigger we should spawn things.
offset( Vector spawn_offset )
When triggered, what to offset the spawned object by.
spawnmodel( String model_to_spawn )
When triggered, what to spawn.
speed( Float speed )
threshold speed at which RunThrough is activated.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2closethread( String closethread )
Set the thread to run when the door is closed (required).
doclose
Closes the door (special doors).
doinit
Sets up the script door.
doopen( Entity other )
Opens the door (special doors).
initthread( String initthread )
Set the thread to run when the door is initialized (optional).
openthread( String openthread )
Set the thread to run when the door is opened (required).
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2anim( String anim_name )
Sets the script model's animation
animonce( String anim_name )
Sets the script model's animation but only plays it once
gib( Integer number, [ Integer power ], [ Float scale ], [ String gibmodel ] )
causes entity to spawn a number of gibs
model( Entity modelName )
set the model to modelName.
model( Entity modelName )
set the model to modelName.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2angles( Vector angles )
Sets the angles.
bind( Entity parent )
bind this entity to the specified entity.
closeportal
Close the area portal enclosed in this object
dmg( Integer damage )
Set the damage.
doActivate( Entity activatingEntity )
General trigger event for all entities
doBlocked( Entity obstacle )
sent to entity when blocked.
doTouch( Entity touchingEntity )
sent to entity when touched.
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
endpath
Stop following the path
explode( Float damage )
Creates an explosion at the script slave's position
followpath( Entity path, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Makes the script slave follow the specified path. The allowable arguments are ignoreangles,
normalangles, loop, and a number specifying the start time.jumpto( String vector_or_entity )
Jump to specified vector or entity.
model( Entity modelName )
set the model to modelName.
moveBackward( Float dist )
Move the position backward.
moveDown( Float dist )
Move the position down.
moveEast( Float dist )
Move the position east.
moveForward( Float dist )
Move the position forward.
moveLeft( Float dist )
Move the position left.
moveNorth( Float dist )
Move the position north.
moveRight( Float dist )
Move the position right.
moveSouth( Float dist )
Move the position south.
moveto( String vector_or_entity )
Move to the specified vector or entity.
moveUp( Float dist )
Move the position up.
moveWest( Float dist )
Move the position west.
newOrders
Inform script that it is about to get new orders.
next
Goto the next waypoint.
noblock
Removes the onblock thread.
nodamage
Removes the ondamage thread.
notouch
Removes the ontouch thread.
notrigger
Removes the ontrigger thread.
notshootable
Makes the script slave not shootable
nouse
Removes the onuse thread.
onblock( String label )
Sets what label to jump to and process script at when blocked.
ondamage( String label )
Sets what label to jump to and process script at when damaged.
ontouch( String label )
Sets what label to jump to and process script at when touched.
ontrigger( String label )
Sets what label to jump to and process script at when triggered.
onuse( String label )
Sets what label to jump to and process script at when used.
openportal
Open the area portal enclosed in this object
physics_off
Turn physics off this script object on
physics_on
Turn physics on this script object on
physics_velocity( Vector impulseVector )
Add a physical impulse to an object when it is being physically simulated
processCommands
Move the script slave.
rotateaxis( Integer axis, Float avelocity )
Rotate about the specified axis at the specified angular velocity.
rotateaxisdown( Integer axis, Float angle )
Rotate the specified axis down by the specified amount.
rotateaxisdownto( Integer axis, Float angle )
Rotate the specified axis down to angle.
rotateaxisup( Integer axis, Float angle )
Rotate the specified axis up by the specified amount.
rotateaxisupto( Integer axis, Float angle )
Rotate the specified axis up to angle.
rotatedownto( Vector direction )
Rotate down to the specified direction.
rotateto( Vector direction )
Rotate to the specified direction.
rotateupto( Vector direction )
Rotate up to the specified direction.
rotateX( Float avelocity )
Rotate about the x axis at the specified angular velocity.
rotateXdown( Float angle )
Rotate the x down by the specified amount.
rotateXdownto( Float angle )
Rotate the x down to angle.
rotateXup( Float angle )
Rotate the x up by the specified amount.
rotateXupto( Float angle )
Rotate the x up to angle.
rotateY( Float avelocity )
Rotate about the y axis at the specified angular velocity.
rotateYdown( Float angle )
Rotate the y down by the specified amount.
rotateYdownto( Float angle )
Rotate the y down to angle.
rotateYup( Float angle )
Rotate the y up by the specified amount.
rotateYupto( Float angle )
Rotate the y up to angle.
rotateZ( Float avelocity )
Rotate about the z axis at the specified angular velocity.
rotateZdown( Float angle )
Rotate the z down by the specified amount.
rotateZdownto( Float angle )
Rotate the z down to angle.
rotateZup( Float angle )
Rotate the z up by the specified amount.
rotateZupto( Float angle )
Rotate the z up to angle.
scriptslave_followingpath
Called every frame to actually follow the path
scriptslave_movedone
Called when the script slave is doen moving
setdamage( Integer damage )
Set the damage.
setmeansofdeath( String means_of_death )
Set the damage means of death.
speed( Float speed )
Sets the speed.
time( Float travel_time )
Sets the travel time.
trigger( Entity ent )
Trigger entities target.
unbind
unbind this entity.
ai_calcpath( Integer nodenum1, Integer nodenum2 )
Calculate path from node1 to node2.
ai_disconnectpath( Integer nodenum1, Integer nodenum2 )
Disconnect path between node1 and node2.
ai_recalcpaths( Integer nodenum )
Update the specified node.
alias( String alias_name, String real_name, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ] )
Sets up an alias.
aliascache( String alias_name, String real_name, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ] )
Sets up an alias and caches the resourse.
all_ai_off
Turns all AI off.
all_ai_on
Turns all AI back on.
assert( Float value )
Assert if value is 0.
break
Asserts so that we can break back into the debugger from script.
cache( String resource_name )
Cache the specified resource.
cam( String command, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Processes a camera command.
centerprint( String stuffToPrint )
prints the included message in the middle of all player's screens
cinematic
Turns on cinematic.
clear( String var_group )
Clears the specified var group.
clearfade
Clear the fade from the screen
clearletterbox( Float time )
Clears letterbox mode.
client( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Client only command.
control( Entity object )
Not used.
cuecamera( Entity entity, [ Float switchTime ] )
Cue the camera. If switchTime is specified, then the camera
will switch over that length of time.cueplayer( [ Float switchTime ] )
Go back to the normal camera. If switchTime is specified,
then the camera will switch over that length of time.death_callback
Death callback.
end
End the thread.
execute
Execute the thread.
fadein( Float time, Float red, Float green, Float blue, Float alpha, [ Integer mode ] )
Sets up fadein in values.
fadeout( Float time, Float red, Float green, Float blue, Float alpha, [ Integer mode ] )
Sets up fadeout values.
fadesound( Float time )
fades the sound out over the given time.
fakeplayer
Will create a fake version of the player, hide the real one and
call the fake one 'fakeplayer'.forcemusic( String current, [ String fallback ] )
Forces the current and fallback (optional) music moods.
freezeplayer
Freeze the player.
goto( String label )
Goes to the specified label.
killclass( String class_name, [ Integer except ] )
Kills everything in the specified class except for the specified entity (optional).
killent( Integer ent_num )
Kill the specified entity.
killthread( String threadName )
kills all threads starting with the specified name
letterbox( Float time )
Puts the game in letterbox mode.
locprint( Integer xoffset, Integer yoffset, String stuffToPrint )
prints the included message in the specified location of all player's screens
map( String map_name )
Starts the specified map.
missionfailed
Makes the player fail their mission, level restarts.
movedone( Entity finishedEntity )
Sent to commanding thread when done with move .
music( String current, [ String fallback ] )
Sets the current and fallback (optional) music moods.
musicvolume( Float volume, Float fade_time )
Sets the volume and fade time of the music.
newline
Prints a newline.
noncinematic
Turns off cinematic.
pause
Pauses the thread.
print( String string )
Prints a string.
printfloat( Float float )
Prints a float.
printint( Integer integer )
Print integer.
printvector( Vector vector )
Prints a vector.
releaseplayer
Release the player.
removeclass( String class_name, [ Integer except ] )
Removes everything in the specified class except for the specified entity (optional).
removeent( Integer ent_num )
Removes the specified entity.
removefakeplayer
Will delete the fake version of the player, un-hide the real one and
return to the normal gamerestoremusicvolume( Float fade_time )
Restores the music volume to its previous value.
restoresoundtrack
Restores the soundtrack to the previous one.
script_callback( Entity slave, String name, Entity other )
Script callback.
server( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Server only command.
setcvar( String cvar_name, String value )
Sets the value of the specified cvar.
setdialogscript( String dialog_script )
Set the script to be used when dialog:: is used
setlightstyle( Integer lightstyleindex, String lightstyledata )
Set up the lightstyle with lightstyleindex to the specified data
skipthread( String thread_name )
Set the thread to skip.
soundtrack( String soundtrack_name )
Changes the soundtrack.
spawn( String entityname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] )
Spawn the specified entity.
stuffcmd( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )
Server only command.
terminate( Integer thread_number )
Terminates the specified thread or the current one if none specified.
thread( String label )
Creates a thread starting at label.
thread_callback
Thread callback.
threadname( String threadName )
sets the name of the thread
trigger( String name )
Trigger the specified target or entity.
variable_callback
Variable callback.
wait( Float wait_time )
Wait for the specified amount of time.
waitFor( Entity ent )
Wait for the specified entity.
waitForDeath( String name )
Wait for death.
waitForDialog( Entity actor, [ Float additional_delay ] )
Wait for end of the dialog for the specified actor.
If additional_delay is specified, than the actor will
wait the dialog length plus the delay.waitForPlayer
Wait for player to be ready.
waitForSound( String sound_name, Float delay )
Wait for end of the named sound plus an optional delay.
waitForThread( Integer thread_number )
Wait for the specified thread.
waitForVariable( String variable_name )
Wait for the specified variable.
*=( Float num )
Multiplies the current float by the specified number.
+=( Float num )
Adds the specified number to the current float.
-=( Float num )
Subtract the specified number to the current float.
/=( Float num )
Divides the current float by the specified number.
=( Float num )
Sets the float to the specified number.
angles_toforward( Vector angles )
Sets the variable (vector) to the forward vector of the specified angles.
angles_toleft( Vector angles )
Sets the variable (vector) to the left vector of the specified angles.
angles_toup( Vector angles )
Sets the variable (vector) to the up vector of the specified angles.
append( String string_to_append )
Appends the specified string to the current string.
appendfloat( Float float_to_append )
Appends the specified float to the current string.
appendint( Integer integer_to_append )
Appends the specified integer to the current string.
div( Integer num )
Divides the current float by the specified number (integer).
getcvar( String cvar_name )
Sets the variable to the value of the cvar.
ifequal( Float num, [ String command ], [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ] )
Processes the specified command if the variable equals the specified number.
ifgreater( Float num, [ String command ], [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ] )
Processes the specified command if the variable is greater than the specified number.
ifgreaterequal( Float num, [ String command ], [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ] )
Processes the specified command if the variable is
greater than or equal to the specified number.ifless( Float num, [ String command ], [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ] )
Processes the specified command if the variable is less than the specified number.
iflessequal( Float num, [ String command ], [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ] )
Processes the specified command if the variable is less than or equal to the specified number.
ifnotequal( Float num, [ String command ], [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ] )
Processes the specified command if the variable doesn't equal the specified number.
ifstrequal( String test_string, [ String command ], [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ] )
Processes the specified command if the variable equals the specified string.
ifstrnotequal( String test_string, [ String command ], [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ] )
Processes the specified command if the variable doesn't equal the specified string.
ifthreadactive( [ String command ], [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ] )
Processes the specified command if the thread
specified by the current integer value is active.ifthreadnotactive( [ String command ], [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ] )
Processes the specified command if the thread specified
by the current integer value is not active.mod( Integer num )
Gets the mod of the current int by the specified number.
randomfloat( Float max_float )
Sets the float to a random number.
randomint( Integer max_int )
Sets the integer to a random number.
string( String new_string )
Sets the value of the string to the specified one.
targetof( Entity ent )
Sets string to the specified entities target.
vector( Vector new_vector )
Sets the variable to the specified vector. New vector can also be a targetname,
the origin of that entity will be used as the vector.vector_add( Vector new_vector )
Adds the specified vector to the variable.
vector_cross( Vector vector1, Vector vector2 )
Sets the variable to the cross product of the specified vectors.
vector_dot( Vector vector1, Vector vector2 )
Sets the variable to the dot product of the specified vectors.
vector_ifequal( Vector test_vector, [ String command ], [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ] )
Processes the specified command if the variable is equal to the specified vector.
vector_ifnotequal( Vector test_vector, [ String command ], [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ] )
Processes the specified command if the variable is not equal to the specified vector.
vector_length( Vector new_vector )
Sets the variable (float) to the length of the specified vector.
vector_normalize
Normalize the variable (vector).
vector_scale( Float scale )
Scales the variable (vector) by the scale value.
vector_setx( Float x_coord )
Sets the x value of the variable (vector).
vector_sety( Float y_coord )
Sets the y value of the variable (vector).
vector_setz( Float z_coord )
Sets the z value of the variable (vector).
vector_subtract( Vector new_vector )
Subtracts the specified vector from the variable.
vector_x( Vector new_vector )
Sets the variable (float) to the x value of the specified vector.
vector_y( Vector new_vector )
Sets the variable (float) to the y value of the specified vector.
vector_z( Vector new_vector )
Sets the variable (float) to the z value of the specified vector.
ammo( String type, Integer amount )
Gives the sentient some ammo.
armor( String type, Integer amount )
Gives the sentient some armor.
blockend
Is the end of the sentient's block.
blockstart
Is the start of the sentient's block.
bloodmodel( String bloodModel )
set the model to be used when showing blood
charge( String hand )
Starts the charging of the weapon in the specified hand
checkanims
Check the animations in the .tik file versus the statefile
fire( String hand )
Fires the weapon in the specified hand.
give( String name )
Gives the sentient the targeted item.
health( Float health )
Gives the sentient the specified amount health.
immune( String immune_string1, [ String immune_string2 ], [ String immune_string3 ], [ String immune_string4 ], [ String immune_string5 ], [ String immune_string6 ] )
Adds to the immunity list for this sentient.
item( String type, Integer amount )
Gives the sentient the specified amount of the specified item.
jumpxy( Float forwardmove, Float sidemove, Float speed )
Makes the sentient jump.
maxgibs( Integer max_number_of_gibs )
Sets the maximum amount of generic gibs this sentient will spawn when hit.
maxmouthangle( Float max_mouth_angle )
Sets the max mouth angle.
meleeattackend
Is the end of the sentient's melee attack.
meleeattackstart
Is the start of the sentient's melee attack.
noshadow
Turns off the shadow for this sentient.
onfire
Called every frame when the sentient is on fire.
releasefire( Float fireholdtime )
Releases the attack in the time specified.
removeimmune( String immune_string1, [ String immune_string2 ], [ String immune_string3 ], [ String immune_string4 ], [ String immune_string5 ], [ String immune_string6 ] )
Removes from the immunity list for this sentient.
shadow
Turns on the shadow for this sentient.
spawnbloodygibs( [ Integer number_of_gibs ], [ Float scale ] )
Spawns some bloody generic gibs.
stopfire( String hand )
Stops the firing of the weapon in the specified hand.
stoponfire
Stops the sentient from being on fire.
stunend
Is the end of the sentient's stun.
stunstart
Is the start of the sentient's stun.
take( String item_name )
Takes away the specified item from the sentient.
updateoffsetcolor
Updates the offset color.
weapon( String weapon_modelname )
Gives the sentient the weapon specified.
damage_reduction( Float percent )
Set the percentage to reduce the amount of damage a sentient takes.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
active
make the SinkObject active, so that it will respond to players touching it.
dampening( Float newDampening )
dampening of SinkObject.
delay( Float delay )
Delay until SinkObject starts falling.
doTouch( Entity touchingEntity )
sent to entity when touched.
limit( Float newLimit )
maximum displacement of the SinkObject.
notactive
make the SinkObject not active, so that it won't respond to players touching it.
reset
Reset the SinkObject right now.
resetdelay( Float newResetDelay )
Delay between when sinkobject starts resetting.
resetsound( String newResetSound )
Sound played when sinkobject is resetting.
resetspeed( Float newResetspeed )
Speed at which SinkObject resets itself, defaults to 0.002 * speed.
sinksound( String newSinkSound )
Sound played when sinkobject is sinking.
speed( Float speed )
Speed at which SinkObject starts falling.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2doclose
Closes the door (special doors).
doopen( Entity other )
Opens the door (special doors).
lip( Float lip )
Sets the lip of the sliding door.
speed( Float speed )
Sets the speed of the sliding door.
waterfactor( Float factor )
Factor by which to scale the amount of water the player gets from shooting the gun
addmusictrigger
Add a new music trigger where the player is standing.
addrandomspeaker
Add a new sound where the player is standing.
addreverbtrigger
Add a new reverb trigger where the player is standing.
addspeaker
Add a new sound where the player is standing.
delete
Delete the current sound.
globaltranslate( Vector translate_amount )
Translates all sounds and triggers by specified amount.
hide
Hides the sounds.
moveplayer
Move the player to the current sound position.
next
Go to the next sound.
prev
Go to the previous sound.
previewreverb
Test out the current reverb settings.
replace
Replace the current sound position with the player's.
reset
Resets the state of all sounds and triggers.
resetreverb
reset the reverb settings to a normal.
save
Saves the sounds.
show( [ Entity path ] )
Show all the sounds.
switchfacet
Switch the current facet that we are editing.
updateinput
Updates the current sound with user interface values.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2attackmode( Integer attackmode )
Sets the attackmode for this spawn entity.
doActivate( Entity activatingEntity )
General trigger event for all entities
modelname( String model_name )
Sets the model name for this spawn entity.
pickup_thread( String threadName )
Sets the pickup thread for the spawned entity.
spawnchance( Float spawn_chance )
Sets the chance that this spawned entity will spawn something when killed, if it is an actor.
spawnitem( String spawn_item_name )
Adds this named item to what will be spawned when this spawned entity is killed, if it is an actor.
spawntarget( String spawntarget )
Sets spawn target for this spawn entity.
spawntargetname( String spawntargetname )
Sets spawn target name for this spawn entity.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
get_clip
Gets the clip brush for the spinning plant actor,it is not meant to be called from script.
fadetime( Float fadeTime )
Sets the fadetime at this node.
fov( Float cameraFOV )
Sets the fov at this node.
loop( String loop_name )
Sets the loop name.
speed( Float speed )
Sets the path speed.
SplinePath_create
Creates the spline path from the target list.
thread( String thread )
Sets the thread.
triggertarget( String target )
Sets the trigger target.
watch( String watchEntity )
Sets the entity to watch at this node.
maxwater( Float wait )
How long to wait before rock starts falling.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
basic_damage( Float amount )
Set the amount of basic damage the sword does without water
basic_knockback( Float amount )
Set the amount of basic knockback the sword does without water
hitspawn( String model )
Set a model to spawn when the sword hits an enemy
water_damage( Float amount )
Set the amount of damage the sword does when using water
water_knockback( Float amount )
Set the amount of knockback the sword does when using water
water_required( Integer amount )
Set the amount of water this sword requires to operate at full strength
animdone
Tells the behavior that the current animation is done, it is not meant to be called from script.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
animdone
Tells the behavior that the current animation is done, it is not meant to be called from script.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
doTouch( Entity touchingEntity )
sent to entity when touched.
pickup( Entity entity, String tag_name )
Picks up this throw object and attaches it to the entity.
pickupoffset( Vector pickup_offset )
Sets the pickup_offset.
throw( Entity owner, Float speed, Entity targetent, [ Float grav ] )
Throw this throw object.
throwsound( String throw_sound )
Sets the sound to play when object is thrown.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
bouncesound( String sound )
When bouncing, what sound to play on impact
bouncesoundchance( Float chance<0.00...1.00> )
When bouncing, the chance that the bounce sound will be played
doTouch( Entity touchingEntity )
sent to entity when touched.
stopped
sent when entity has stopped bouncing for MOVETYPE_TOSS.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
activatetrigger( Entity triggering_entity )
Activates all of the targets for this trigger.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2cnt( Integer count )
Set the amount of times this trigger can be triggered
cone( Float newTriggerCone )
Sets the cone in which directed triggers will trigger.
delay( Float delay_time )
Set the delay time (time between triggering and firing) for this trigger
doActivate( Entity activatingEntity )
General trigger event for all entities
doTouch( Entity touchingEntity )
sent to entity when touched.
edgetriggered( Boolean newEdgeTriggered )
If true, trigger will only trigger when object enters trigger, not when it is inside it.
health( Integer newHealth )
set the health of the entity to newHealth
key( String key )
Set the object needed by the sentient to activate this trigger
killed( Entity attacker, Integer damage, Entity inflictor, Integer meansofdeath )
event which is sent to an entity once it as been killed
message( String message )
Set a message to be displayed when this trigger is activated
model( Entity modelName )
set the model to modelName.
multifaceted( Integer facetDirection )
Make this trigger multifaceted. If facet is 1, than trigger is North/South oriented.
If facet is 2 than trigger is East/West oriented. If facet is 3 than trigger is Up/Down oriented.noise( String sound )
Set the sound to play when this trigger is activated
nottriggerable
Turn this trigger off
sound( String sound )
Set the sound to play when this trigger is activated
thread( String thread )
Set the thread to execute when this trigger is activated
triggerable
Turn this trigger back on
triggerthread
Start the trigger thread.
wait( Float wait_time )
Set the wait time (time bewteen triggerings) for this trigger
maxs( Vector maxs )
Sets the maximum bounds of the trigger box.
mins( Vector mins )
Sets the minimum bounds of the trigger box.
triggername( String targetname_of_object )
If set, trigger will only respond to objects with specified name.
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
map( String map_name )
Sets the map to change to when triggered.
spawnspot( String spawn_spot )
Sets the spawn spot to use.
thread( String thread )
Set the thread to execute when this trigger is activated
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
activatetrigger( Entity triggering_entity )
Activates all of the targets for this trigger.
damage( Integer damage )
Sets the amount of damage to do.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
oneshot
Make this a one time trigger.
powerupname( String powerup_name )
Specifies the powerup to give to the sentient.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
damage( Integer damage )
Sets the amount of damage to do.
damagetype( String damageType )
Sets the type of damage a TriggerHurt delivers.
doTouch( Entity touchingEntity )
sent to entity when touched.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
altcurrent( String alternate_current_mood )
Sets the alternate current mood to use when triggered.
altfallback( String alterante_fallback_mood )
Sets the alternate fallback mood to use when triggered.
current( String current_mood )
Sets the current mood to use when triggered.
fallback( String fallback_mood )
Sets the fallback mood to use when triggered.
oneshot
Make this a one time trigger.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
triggereffectalt( Entity triggering_entity )
Send event to owner of trigger. This event is only triggered when using a trigger
as a multi-faceted edge trigger.
channel( Integer channel )
Sets the sound channel to play on.
min_dist( Float min_dist )
Sets the minimum distance.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
volume( Float volume )
Sets the volume.
angle( Float newAngle )
set the angles of the entity using just one value.
Sets the yaw of the entity or an up and down
direction if newAngle is [0-359] or -1 or -2speed( Float speed )
Set the push speed of the TriggerPush
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
speed( Float speed )
Set the speed.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
altreverblevel( Float reverbLevel )
Sets the reverb level to be used when triggered.
altreverbtype( Integer reverbType )
Sets the reverb type.
oneshot
Make this a one time trigger.
reverblevel( Float reverbLevel )
Sets the reverb level to be used when triggered.
reverbtype( Integer reverbType )
Sets the reverb type.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
triggereffectalt( Entity triggering_entity )
Send event to owner of trigger. This event is only triggered when using a trigger
as a multi-faceted edge trigger.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
triggereffect( Entity triggering_entity )
Send event to owner of trigger.
value( String variableValue )
Set the value of the variable to set.
values can also use one of the following reserved words:
increment - increment the variable
decrement - decrement the variable
toggle - toggle the value of the variablevariable( String variableName )
Set the name of the variable to set
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
animdone
Tells the behavior that the current animation is done, it is not meant to be called from script.
animdone
Tells the behavior that the current animation is done, it is not meant to be called from script.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
anim( String animName )
set the animation to use for player.
camera( String cameraPosition )
set the camera to use when in this animation.
topdown, behind, front, side, behind_fixed, side_left, side_rightcount( Integer newCount )
Sets how many times the UseAnim can be triggered.
doTouch( Entity touchingEntity )
sent to entity when touched.
key( String keyName )
set the key needed to make this UseAnim function.
num_loops( Integer loopCount )
set the number of times to loop an animation per use.
state( String stateName )
set the state to use for the player.
thread( String label )
Sets which thread to use when this UseAnim is triggered.
triggertarget( String targetname )
Sets what should be triggered, when this UseAnim is triggered.
anim( String animName )
set the animation to use for player.
num_loops( Integer loopCount )
set the number of times to loop an animation per use.
state( String stateName )
set the state to use for the player.
activate
Allow the useobject to be used.
cone( Float newCone )
Sets the cone in angles of where the Useobject can be used.
count( Integer newCount )
Sets how many times the UseObject can be triggered.
damage_type( String newDamageType )
Sets what kind of damage is needed to activate the trigger.
deactivate
Do not allow the useobject to be used.
move_thread( String label )
Sets which move thread to use when this UseObject has finshed looping.
offset( Vector newOffset )
Sets the offset to use for this UseObject.
reset_thread( String label )
Sets which thread to call when resetting.
reset_time( Float newResetTime )
Sets the time it takes for the UseObject to reset itself.
state( String newState )
Sets the state to use for this UseObject.
state_backwards( String newState )
Sets the backward state to use for this UseObject.
stop_thread( String label )
Sets which stop thread to use when this UseObject is finished.
triggertarget( String targetname )
Sets what should be triggered, when this UseObject is triggered.
usematerial( String nameOfUseMaterial )
the name of the material that glows when active.
yaw_offset( Float newYawOffset )
Sets the yaw offset to use for this UseObject.
canjump( Boolean jumpable )
Sets whether or not the vehicle can jump
doBlocked( Entity obstacle )
sent to entity when blocked.
doTouch( Entity touchingEntity )
sent to entity when touched.
doUse( Entity activatingEntity )
sent to entity when it is used by another entity
drivable
Make the vehicle drivable
driveranim( String animation )
Set the animation of the driver to use when the driver is in the vehicle
lock
Sets the vehicle to be locked
seatanglesoffset( Vector angles )
Set the angles offset of the seat
seatoffset( Vector offset )
Set the offset of the seat
setweapon( String weaponname )
Set the weapon for the vehicle
showweapon
Set the weapon to be show in the view
start
Initialize the vehicle.
steerinplace
Set the vehicle to turn in place
turnrate( Float rate )
Set the turning rate of the vehicle
undrivable
Make the vehicle undrivable
unlock
Sets the vehicle to be unlocked
vehiclespeed( Float speed )
Set the speed of the vehicle
viewangles( Float pitch<0.00...360.00>, Float yaw<0.00...360.00>, Float roll<0.00...360.00> )
Set the angles of the current viewthing
viewanimate
Cycle through the animations modes of the current viewthing
No Animation
Animation with no motion
Animation with looping motion
Animation with motion
viewattach( String tagname, String model )
Attach a model the the specified tagname
viewdelete
Delete the current viewthing
viewdeleteall
Delete all viewthings
viewdetach
Detach the current viewthing from its parent
viewdetachall
Detach all the models attached to the current viewthing
viewmodel( String viewthingModel )
Set the model of the current viewthing
viewnext
Advance to the next frame of animation of the current viewthing
viewnextanim
Advance to the next animation of the current viewthing
vieworigin( Float x, Float y, Float z )
Set the origin of the current viewthing
viewpitch( Float pitch )
Set the pitch of the current viewthing
viewprev
Advance to the previous frame of animation of the current viewthing
viewprevanim
Advance to the previous animation of the current viewthing
viewroll( Float roll )
Set the roll of the current viewthing
viewscale( Float scale )
Set the scale of the current viewthing
viewscaledown
Decrease the scale of the current viewthing
viewscaleup
Increase the scale of the current viewthing
viewsetanim( Float animNum )
Set the animation absolutely based off a floating point value
viewspawn( String model )
Create a viewthing with the specified model
viewthingnext
Change the active viewthing to the next viewthing
viewthingprev
Change the active viewthing to the previous viewthing
viewyaw( Float yaw )
Set the yaw of the current viewthing
viewangles( Float pitch<0.00...360.00>, Float yaw<0.00...360.00>, Float roll<0.00...360.00> )
Set the angles of the current viewthing
viewanimate
Cycle through the animations modes of the current viewthing
No Animation
Animation with no motion
Animation with looping motion
Animation with motion
viewattach( String tagname, String model )
Attach a model the the specified tagname
viewdelete
Delete the current viewthing
viewdetach
Detach the current viewthing from its parent
viewdetachall
Detach all the models attached to the current viewthing
viewlastframe
Called when the view things last animation frame is displayed.
viewmodel( String viewthingModel )
Set the model of the current viewthing
viewnext
Advance to the next frame of animation of the current viewthing
viewnextanim
Advance to the next animation of the current viewthing
vieworigin( Float x, Float y, Float z )
Set the origin of the current viewthing
viewpitch( Float pitch )
Set the pitch of the current viewthing
viewprev
Advance to the previous frame of animation of the current viewthing
viewprevanim
Advance to the previous animation of the current viewthing
viewroll( Float roll )
Set the roll of the current viewthing
viewsavesurfaces
Called after the model is spawned to save off the models original surfaces.
viewscale( Float scale )
Set the scale of the current viewthing
viewscaledown
Decrease the scale of the current viewthing
viewscaleup
Increase the scale of the current viewthing
viewsetanim( Float animNum )
Set the animation absolutely based off a floating point value
viewthing_think
Called every frame to process the view thing.
viewyaw( Float yaw )
Set the yaw of the current viewthing
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )
Gives the current behavior arguments.
useinvitem
Use this inventory item.
actionincrement( Integer actionLevelIncrement )
Set the action level increment of the weapon.
When the weapon is fired, it will raise the action level by this amountalternate( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ], [ String arg8 ] )
Set the alternate mode of the weapon, by passing commands through
ammo_in_clip( Integer ammoInClip )
Set the amount of ammo in the clip
ammorequired( Integer amount )
Set the amount of ammo this weapon requires to fire
ammotype( String name )
Set the type of ammo this weapon uses
autoaim
Turn on auto aiming for the weapon
autoputaway( Boolean bool )
Set the weapon to be automatically put away when out of ammo
bulletcount( Float bulletCount )
Set the number of bullets this weapon shoots when fired
bulletdamage( Float bulletDamage )
Set the damage that the bullet causes
bulletknockback( Float bulletKnockback )
Set the knockback that the bullet causes
bulletrange( Float bulletRange )
Set the range of the bullets
bulletspread( Float bulletSpreadX, Float bulletSpreadY )
Set the max spread of the bullet in the x and y axis
clipsize( Integer ammoClipSize )
Set the amount of rounds a clip of the weapon holds
crosshair( Boolean bool )
Turn on/off the crosshair for this weapon
donefiring
Signals the end of the fire animation
donereloading
Signals the end of the reload animation
dualattachtotag( String tagname )
Set the name of the tag to attach this to it's owner when wielded dual handed.
dualholsterangles( Vector angles )
Set the angles of this weapon when it's attached to the dual holster
dualholstertag( String tagname )
Set the name of the tag to attach this to when the weapon is put away from dual handed
firetype( String firingType )
Set the firing type of the weapon (projectile or bullet)
hand( String weaponHand )
Set the hand the weapon can be wielded in (lefthand, righthand, both, or any)
holsterscale( Float scale )
Set the scale of the weapon when it's attached to the holster
idle
Puts the weapon into an idle state
item_pickup( Entity item )
Pickup the specified item.
leftattachtotag( String tagname )
Set the name of the tag to attach this to it's owner when wielded in the left hand.
leftholsterangles( Vector angles )
Set the angles of this weapon when it's attached to the left holster
leftholstertag( String tagname )
Set the name of the tag to attach this to when the weapon is put away from the left hand.
loopfire
Makes the weapon fire by looping the fire animation.
makenoise( [ Float noise_radius ], [ Boolean force ] )
Makes the weapon make noise that actors can hear.
maxchargetime( Integer time )
Set the maximum time the weapon may be charged up
maxrange( Float maxRange )
Set the maximum range of a weapon so the AI knows how to use it
meansofdeath( String meansOfDeath )
Set the meansOfDeath of the weapon.
minrange( Float minRange )
Set the minimum range of a weapon so the AI knows how to use it
notdroppable
Makes a weapon not droppable
process_mdl_cmds
Forces a processing of the init commands for the model
projectile( String projectileModel )
Set the model of the projectile that this weapon fires
quiet
Makes the weapon make no noise.
range( Float range )
Set the range of the weapon
ready
Signals the end of the ready animation so the weapon can be used
rightattachtotag( String tagname )
Set the name of the tag to attach this to it's owner when wielded in the right hand.
rightholsterangles( Vector angles )
Set the angles of this weapon when it's attached to the right holster
rightholstertag( String tagname )
Set the name of the tag to attach this to when the weapon is put away from the right hand.
setaimanim( String aimAnimation, Integer aimFrame )
Set the aim animation and frame for when a weapon fires
shoot( [ String mode ] )
Shoot the weapon
soundevent( [ Float soundRadius ] )
Let the AI know that this entity made a sound,
radius determines how far the sound reaches.specialmove( Boolean bool )
Set the weapon whether or not the player can do special movement with it wielded
startammo( Integer amount )
Set the starting ammo of this weapon
startingammotoowner
Internal event used to give ammo to the owner of the weapon
torsoaim( Boolean bool )
Turn on/off the torsoaim for this weapon
usenoammo( Boolean bool )
Set the weapon to be able to be used when it's out of ammo
worldhitspawn( String modelname )
Set a model to be spawned when the weapon strikes the world.
farplane( Float farplaneDistance )
Set the distance of the far clipping plane
farplane_color( Vector farplaneColor )
Set the color of the far clipping plane fog
farplane_cull( Boolean farplaneCull )
Whether or not the far clipping plane should cull things out of the world
gravity( Float worldGravity )
Set the gravity for the whole world.
lavaalpha( Float lavaAlpha )
Set the alpha of lava screen blend
lavacolor( Vector lavaColor )
Set the color of lava screen blend
message( String worldMessage )
Set a message for the world
nextmap( String nextMap )
Set the next map to change to
script( String worldScript )
Set the script for this map
skipthread( String skipThread )
Set the thread for skipping cinematics
skyalpha( Float newAlphaForPortalSky )
Set the alpha on the sky
skyportal( Boolean newSkyPortalState )
Whether or not to use the sky portal at all
soundtrack( String MusicFile )
Set music soundtrack for this level.
wateralpha( Float waterAlpha )
Set the alpha of the water screen blend
watercolor( Vector waterColor )
Set the watercolor screen blend