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Definition at line 6 of file Q3_Interface.h.
00007 {
00008 //# #sep Parm strings
00009 SET_PARM1 = 0,//## %s="" # Set entity parm1
00010 SET_PARM2,//## %s="" # Set entity parm2
00011 SET_PARM3,//## %s="" # Set entity parm3
00012 SET_PARM4,//## %s="" # Set entity parm4
00013 SET_PARM5,//## %s="" # Set entity parm5
00014 SET_PARM6,//## %s="" # Set entity parm6
00015 SET_PARM7,//## %s="" # Set entity parm7
00016 SET_PARM8,//## %s="" # Set entity parm8
00017 SET_PARM9,//## %s="" # Set entity parm9
00018 SET_PARM10,//## %s="" # Set entity parm10
00019 SET_PARM11,//## %s="" # Set entity parm11
00020 SET_PARM12,//## %s="" # Set entity parm12
00021 SET_PARM13,//## %s="" # Set entity parm13
00022 SET_PARM14,//## %s="" # Set entity parm14
00023 SET_PARM15,//## %s="" # Set entity parm15
00024 SET_PARM16,//## %s="" # Set entity parm16
00025
00026 // NOTE!!! If you add any other SET_xxxxxxSCRIPT types, make sure you update the 'case' statements in
00027 // ICARUS_InterrogateScript() (game/g_ICARUS.cpp), or the script-precacher won't find them.
00028
00029 //# #sep Scripts and other file paths
00030 SET_SPAWNSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when spawned //0 - do not change these, these are equal to BSET_SPAWN, etc
00031 SET_USESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when used
00032 SET_AWAKESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when startled
00033 SET_ANGERSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script run when find an enemy for the first time
00034 SET_ATTACKSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when you shoot
00035 SET_VICTORYSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when killed someone
00036 SET_LOSTENEMYSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when you can't find your enemy
00037 SET_PAINSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when hit
00038 SET_FLEESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when hit and low health
00039 SET_DEATHSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when killed
00040 SET_DELAYEDSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run after a delay
00041 SET_BLOCKEDSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when blocked by teammate
00042 SET_FFIRESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player has shot own team repeatedly
00043 SET_FFDEATHSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player kills a teammate
00044 SET_MINDTRICKSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player kills a teammate
00045 SET_VIDEO_PLAY,//## %s="filename" !!"W:\game\base\video\!!#*.roq" # Play a video (inGame)
00046 SET_CINEMATIC_SKIPSCRIPT, //## %s="filename" !!"W:\game\base\scripts\!!#*.txt" # Script to run when skipping the running cinematic
00047
00048 //# #sep Standard strings
00049 SET_ENEMY,//## %s="NULL" # Set enemy by targetname
00050 SET_LEADER,//## %s="NULL" # Set for BS_FOLLOW_LEADER
00051 SET_NAVGOAL,//## %s="NULL" # *Move to this navgoal then continue script
00052 SET_CAPTURE,//## %s="NULL" # Set captureGoal by targetname
00053 SET_VIEWTARGET,//## %s="NULL" # Set angles toward ent by targetname
00054 SET_WATCHTARGET,//## %s="NULL" # Set angles toward ent by targetname, will *continue* to face them... only in BS_CINEMATIC
00055 SET_TARGETNAME,//## %s="NULL" # Set/change your targetname
00056 SET_PAINTARGET,//## %s="NULL" # Set/change what to use when hit
00057 SET_CAMERA_GROUP,//## %s="NULL" # all ents with this cameraGroup will be focused on
00058 SET_CAMERA_GROUP_TAG,//## %s="NULL" # What tag on all clients to try to track
00059 SET_LOOK_TARGET,//## %s="NULL" # object for NPC to look at
00060 SET_ADDRHANDBOLT_MODEL, //## %s="NULL" # object to place on NPC right hand bolt
00061 SET_REMOVERHANDBOLT_MODEL, //## %s="NULL" # object to remove from NPC right hand bolt
00062 SET_ADDLHANDBOLT_MODEL, //## %s="NULL" # object to place on NPC left hand bolt
00063 SET_REMOVELHANDBOLT_MODEL, //## %s="NULL" # object to remove from NPC left hand bolt
00064 SET_CAPTIONTEXTCOLOR, //## %s="" # Color of text RED,WHITE,BLUE, YELLOW
00065 SET_CENTERTEXTCOLOR, //## %s="" # Color of text RED,WHITE,BLUE, YELLOW
00066 SET_SCROLLTEXTCOLOR, //## %s="" # Color of text RED,WHITE,BLUE, YELLOW
00067 SET_COPY_ORIGIN,//## %s="targetname" # Copy the origin of the ent with targetname to your origin
00068 SET_DEFEND_TARGET,//## %s="targetname" # This NPC will attack the target NPC's enemies
00069 SET_TARGET,//## %s="NULL" # Set/change your target
00070 SET_TARGET2,//## %s="NULL" # Set/change your target2, on NPC's, this fires when they're knocked out by the red hypo
00071 SET_LOCATION,//## %s="INVALID" # What trigger_location you're in - Can only be gotten, not set!
00072 SET_REMOVE_TARGET,//## %s="NULL" # Target that is fired when someone completes the BS_REMOVE behaviorState
00073 SET_LOADGAME,//## %s="exitholodeck" # Load the savegame that was auto-saved when you started the holodeck
00074 SET_LOCKYAW,//## %s="off" # Lock legs to a certain yaw angle (or "off" or "auto" uses current)
00075 SET_FULLNAME,//## %s="NULL" # This name will appear when ent is scanned by tricorder
00076 SET_VIEWENTITY,//## %s="NULL" # Make the player look through this ent's eyes - also shunts player movement control to this ent
00077 SET_LOOPSOUND,//## %s="FILENAME" !!"W:\game\base\!!#sound\*.*" # Looping sound to play on entity
00078 SET_ICARUS_FREEZE,//## %s="NULL" # Specify name of entity to freeze - !!!NOTE!!! since the ent is frozen, it cannot unfreeze itself, you must have some other entity unfreeze a frozen ent!!!
00079 SET_ICARUS_UNFREEZE,//## %s="NULL" # Specify name of entity to unfreeze - !!!NOTE!!! since the ent is frozen, it cannot unfreeze itself, you must have some other entity unfreeze a frozen ent!!!
00080
00081 SET_SCROLLTEXT, //## %s="" # key of text string to print
00082 SET_LCARSTEXT, //## %s="" # key of text string to print in LCARS frame
00083
00084 //# #sep vectors
00085 SET_ORIGIN,//## %v="0.0 0.0 0.0" # Set origin explicitly or with TAG
00086 SET_ANGLES,//## %v="0.0 0.0 0.0" # Set angles explicitly or with TAG
00087 SET_TELEPORT_DEST,//## %v="0.0 0.0 0.0" # Set origin here as soon as the area is clear
00088
00089 //# #sep floats
00090 SET_XVELOCITY,//## %f="0.0" # Velocity along X axis
00091 SET_YVELOCITY,//## %f="0.0" # Velocity along Y axis
00092 SET_ZVELOCITY,//## %f="0.0" # Velocity along Z axis
00093 SET_Z_OFFSET,//## %f="0.0" # Vertical offset from original origin... offset/ent's speed * 1000ms is duration
00094 SET_DPITCH,//## %f="0.0" # Pitch for NPC to turn to
00095 SET_DYAW,//## %f="0.0" # Yaw for NPC to turn to
00096 SET_TIMESCALE,//## %f="0.0" # Speed-up slow down game (0 - 1.0)
00097 SET_CAMERA_GROUP_Z_OFS,//## %s="NULL" # when following an ent with the camera, apply this z ofs
00098 SET_VISRANGE,//## %f="0.0" # How far away NPC can see
00099 SET_EARSHOT,//## %f="0.0" # How far an NPC can hear
00100 SET_VIGILANCE,//## %f="0.0" # How often to look for enemies (0 - 1.0)
00101 SET_GRAVITY,//## %f="0.0" # Change this ent's gravity - 800 default
00102 SET_FACEAUX, //## %f="0.0" # Set face to Aux expression for number of seconds
00103 SET_FACEBLINK, //## %f="0.0" # Set face to Blink expression for number of seconds
00104 SET_FACEBLINKFROWN, //## %f="0.0" # Set face to Blinkfrown expression for number of seconds
00105 SET_FACEFROWN, //## %f="0.0" # Set face to Frown expression for number of seconds
00106 SET_FACENORMAL, //## %f="0.0" # Set face to Normal expression for number of seconds
00107 SET_FACEEYESCLOSED, //## %f="0.0" # Set face to Eyes closed
00108 SET_FACEEYESOPENED, //## %f="0.0" # Set face to Eyes open
00109 SET_WAIT, //## %f="0.0" # Change an entity's wait field
00110 SET_FOLLOWDIST, //## %f="0.0" # How far away to stay from leader in BS_FOLLOW_LEADER
00111 SET_SCALE, //## %f="0.0" # Scale the entity model
00112
00113 //# #sep ints
00114 SET_ANIM_HOLDTIME_LOWER,//## %d="0" # Hold lower anim for number of milliseconds
00115 SET_ANIM_HOLDTIME_UPPER,//## %d="0" # Hold upper anim for number of milliseconds
00116 SET_ANIM_HOLDTIME_BOTH,//## %d="0" # Hold lower and upper anims for number of milliseconds
00117 SET_HEALTH,//## %d="0" # Change health
00118 SET_ARMOR,//## %d="0" # Change armor
00119 SET_WALKSPEED,//## %d="0" # Change walkSpeed
00120 SET_RUNSPEED,//## %d="0" # Change runSpeed
00121 SET_YAWSPEED,//## %d="0" # Change yawSpeed
00122 SET_AGGRESSION,//## %d="0" # Change aggression 1-5
00123 SET_AIM,//## %d="0" # Change aim 1-5
00124 SET_FRICTION,//## %d="0" # Change ent's friction - 6 default
00125 SET_SHOOTDIST,//## %d="0" # How far the ent can shoot - 0 uses weapon
00126 SET_HFOV,//## %d="0" # Horizontal field of view
00127 SET_VFOV,//## %d="0" # Vertical field of view
00128 SET_DELAYSCRIPTTIME,//## %d="0" # How many milliseconds to wait before running delayscript
00129 SET_FORWARDMOVE,//## %d="0" # NPC move forward -127(back) to 127
00130 SET_RIGHTMOVE,//## %d="0" # NPC move right -127(left) to 127
00131 SET_STARTFRAME, //## %d="0" # frame to start animation sequence on
00132 SET_ENDFRAME, //## %d="0" # frame to end animation sequence on
00133 SET_ANIMFRAME, //## %d="0" # frame to set animation sequence to
00134 SET_COUNT, //## %d="0" # Change an entity's count field
00135 SET_SHOT_SPACING,//## %d="1000" # Time between shots for an NPC - reset to defaults when changes weapon
00136 SET_MISSIONSTATUSTIME,//## %d="0" # Amount of time until Mission Status should be shown after death
00137 SET_WIDTH,//## %d="0.0" # Width of NPC bounding box.
00138
00139 //# #sep booleans
00140 SET_IGNOREPAIN,//## %t="BOOL_TYPES" # Do not react to pain
00141 SET_IGNOREENEMIES,//## %t="BOOL_TYPES" # Do not acquire enemies
00142 SET_IGNOREALERTS,//## %t="BOOL_TYPES" # Do not get enemy set by allies in area(ambush)
00143 SET_DONTSHOOT,//## %t="BOOL_TYPES" # Others won't shoot you
00144 SET_NOTARGET,//## %t="BOOL_TYPES" # Others won't pick you as enemy
00145 SET_DONTFIRE,//## %t="BOOL_TYPES" # Don't fire your weapon
00146 SET_LOCKED_ENEMY,//## %t="BOOL_TYPES" # Keep current enemy until dead
00147 SET_CROUCHED,//## %t="BOOL_TYPES" # Force NPC to crouch
00148 SET_WALKING,//## %t="BOOL_TYPES" # Force NPC to move at walkSpeed
00149 SET_RUNNING,//## %t="BOOL_TYPES" # Force NPC to move at runSpeed
00150 SET_CHASE_ENEMIES,//## %t="BOOL_TYPES" # NPC will chase after enemies
00151 SET_LOOK_FOR_ENEMIES,//## %t="BOOL_TYPES" # NPC will be on the lookout for enemies
00152 SET_FACE_MOVE_DIR,//## %t="BOOL_TYPES" # NPC will face in the direction it's moving
00153 SET_DONT_FLEE,//## %t="BOOL_TYPES" # NPC will not run from danger
00154 SET_FORCED_MARCH,//## %t="BOOL_TYPES" # NPC will not move unless you aim at him
00155 SET_UNDYING,//## %t="BOOL_TYPES" # Can take damage down to 1 but not die
00156 SET_NOAVOID,//## %t="BOOL_TYPES" # Will not avoid other NPCs or architecture
00157 SET_SOLID,//## %t="BOOL_TYPES" # Make yourself notsolid or solid
00158 SET_PLAYER_USABLE,//## %t="BOOL_TYPES" # Can be activateby the player's "use" button
00159 SET_LOOP_ANIM,//## %t="BOOL_TYPES" # For non-NPCs, loop your animation sequence
00160 SET_INTERFACE,//## %t="BOOL_TYPES" # Player interface on/off
00161 SET_SHIELDS,//## %t="BOOL_TYPES" # NPC has no shields (Borg do not adapt)
00162 SET_INVISIBLE,//## %t="BOOL_TYPES" # Makes an NPC not solid and not visible
00163 SET_VAMPIRE,//## %t="BOOL_TYPES" # Draws only in mirrors/portals
00164 SET_FORCE_INVINCIBLE,//## %t="BOOL_TYPES" # Force Invincibility effect, also godmode
00165 SET_GREET_ALLIES,//## %t="BOOL_TYPES" # Makes an NPC greet teammates
00166 SET_VIDEO_FADE_IN,//## %t="BOOL_TYPES" # Makes video playback fade in
00167 SET_VIDEO_FADE_OUT,//## %t="BOOL_TYPES" # Makes video playback fade out
00168 SET_PLAYER_LOCKED,//## %t="BOOL_TYPES" # Makes it so player cannot move
00169 SET_LOCK_PLAYER_WEAPONS,//## %t="BOOL_TYPES" # Makes it so player cannot switch weapons
00170 SET_NO_IMPACT_DAMAGE,//## %t="BOOL_TYPES" # Stops this ent from taking impact damage
00171 SET_NO_KNOCKBACK,//## %t="BOOL_TYPES" # Stops this ent from taking knockback from weapons
00172 SET_ALT_FIRE,//## %t="BOOL_TYPES" # Force NPC to use altfire when shooting
00173 SET_NO_RESPONSE,//## %t="BOOL_TYPES" # NPCs will do generic responses when this is on (usescripts override generic responses as well)
00174 SET_INVINCIBLE,//## %t="BOOL_TYPES" # Completely unkillable
00175 SET_MISSIONSTATUSACTIVE, //# Turns on Mission Status Screen
00176 SET_NO_COMBAT_TALK,//## %t="BOOL_TYPES" # NPCs will not do their combat talking noises when this is on
00177 SET_NO_ALERT_TALK,//## %t="BOOL_TYPES" # NPCs will not do their combat talking noises when this is on
00178 SET_TREASONED,//## %t="BOOL_TYPES" # Player has turned on his own- scripts will stop, NPCs will turn on him and level changes load the brig
00179 SET_DISABLE_SHADER_ANIM,//## %t="BOOL_TYPES" # Allows turning off an animating shader in a script
00180 SET_SHADER_ANIM,//## %t="BOOL_TYPES" # Sets a shader with an image map to be under frame control
00181 SET_SABERACTIVE,//## %t="BOOL_TYPES" # Turns saber on/off
00182 SET_ADJUST_AREA_PORTALS,//## %t="BOOL_TYPES" # Only set this on things you move with script commands that you *want* to open/close area portals. Default is off.
00183 SET_DMG_BY_HEAVY_WEAP_ONLY,//## %t="BOOL_TYPES" # When true, only a heavy weapon class missile/laser can damage this ent.
00184 SET_SHIELDED,//## %t="BOOL_TYPES" # When true, ion_cannon is shielded from any kind of damage.
00185 SET_NO_GROUPS,//## %t="BOOL_TYPES" # This NPC cannot alert groups or be part of a group
00186 SET_FIRE_WEAPON,//## %t="BOOL_TYPES" # Makes NPC will hold down the fire button, until this is set to false
00187 SET_NO_MINDTRICK,//## %t="BOOL_TYPES" # Makes NPC immune to jedi mind-trick
00188 SET_INACTIVE,//## %t="BOOL_TYPES" # in lieu of using a target_activate or target_deactivate
00189 SET_FUNC_USABLE_VISIBLE,//## %t="BOOL_TYPES" # provides an alternate way of changing func_usable to be visible or not, DOES NOT AFFECT SOLID
00190 SET_SECRET_AREA_FOUND,//## %t="BOOL_TYPES" # Increment secret areas found counter
00191 SET_MISSION_STATUS_SCREEN,//## %t="BOOL_TYPES" # Display Mission Status screen before advancing to next level
00192 SET_END_SCREENDISSOLVE,//## %t="BOOL_TYPES" # End of game dissolve into star background and credits
00193 SET_USE_CP_NEAREST,//## %t="BOOL_TYPES" # NPCs will use their closest combat points, not try and find ones next to the player, or flank player
00194 SET_MORELIGHT,//## %t="BOOL_TYPES" # NPC will have a minlight of 96
00195 SET_NO_FORCE,//## %t="BOOL_TYPES" # NPC will not be affected by force powers
00196 SET_NO_FALLTODEATH,//## %t="BOOL_TYPES" # NPC will not scream and tumble and fall to hit death over large drops
00197 SET_DISMEMBERABLE,//## %t="BOOL_TYPES" # NPC will not be dismemberable if you set this to false (default is true)
00198 SET_NO_ACROBATICS,//## %t="BOOL_TYPES" # Jedi won't jump, roll or cartwheel
00199 SET_USE_SUBTITLES,//## %t="BOOL_TYPES" # When true NPC will always display subtitle regardless of subtitle setting
00200 SET_CLEAN_DAMAGING_ENTS,//## %t="BOOL_TYPES" # Removes entities that could muck up cinematics, explosives, turrets, seekers.
00201 SET_HUD,//## %t="BOOL_TYPES" # Turns on/off HUD
00202
00203 //# #sep calls
00204 SET_SKILL,//## %r%d="0" # Cannot set this, only get it - valid values are 0 through 3
00205
00206 //# #sep Special tables
00207 SET_ANIM_UPPER,//## %t="ANIM_NAMES" # Torso and head anim
00208 SET_ANIM_LOWER,//## %t="ANIM_NAMES" # Legs anim
00209 SET_ANIM_BOTH,//## %t="ANIM_NAMES" # Set same anim on torso and legs
00210 SET_PLAYER_TEAM,//## %t="TEAM_NAMES" # Your team
00211 SET_ENEMY_TEAM,//## %t="TEAM_NAMES" # Team in which to look for enemies
00212 SET_BEHAVIOR_STATE,//## %t="BSTATE_STRINGS" # Change current bState
00213 SET_DEFAULT_BSTATE,//## %t="BSTATE_STRINGS" # Change fallback bState
00214 SET_TEMP_BSTATE,//## %t="BSTATE_STRINGS" # Set/Chang a temp bState
00215 SET_EVENT,//## %t="EVENT_NAMES" # Events you can initiate
00216 SET_WEAPON,//## %t="WEAPON_NAMES" # Change/Stow/Drop weapon
00217 SET_ITEM,//## %t="ITEM_NAMES" # Give items
00218 SET_MUSIC_STATE,//## %t="MUSIC_STATES" # Set the state of the dynamic music
00219
00220 SET_FORCE_HEAL_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
00221 SET_FORCE_JUMP_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
00222 SET_FORCE_SPEED_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
00223 SET_FORCE_PUSH_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
00224 SET_FORCE_PULL_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
00225 SET_FORCE_MINDTRICK_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
00226 SET_FORCE_GRIP_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
00227 SET_FORCE_LIGHTNING_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
00228 SET_SABER_THROW,//## %t="FORCE_LEVELS" # Change force power level
00229 SET_SABER_DEFENSE,//## %t="FORCE_LEVELS" # Change force power level
00230 SET_SABER_OFFENSE,//## %t="FORCE_LEVELS" # Change force power level
00231
00232 SET_OBJECTIVE_SHOW, //## %t="OBJECTIVES" # Show objective on mission screen
00233 SET_OBJECTIVE_HIDE, //## %t="OBJECTIVES" # Hide objective from mission screen
00234 SET_OBJECTIVE_SUCCEEDED,//## %t="OBJECTIVES" # Mark objective as completed
00235 SET_OBJECTIVE_FAILED, //## %t="OBJECTIVES" # Mark objective as failed
00236
00237 SET_MISSIONFAILED, //## %t="MISSIONFAILED" # Mission failed screen activates
00238
00239 SET_TACTICAL_SHOW, //## %t="TACTICAL" # Show tactical info on mission objectives screen
00240 SET_TACTICAL_HIDE, //## %t="TACTICAL" # Hide tactical info on mission objectives screen
00241 SET_OBJECTIVE_CLEARALL, //## # Force all objectives to be hidden
00242 /*
00243 SET_OBJECTIVEFOSTER,
00244 */
00245 SET_MISSIONSTATUSTEXT, //## %t="STATUSTEXT" # Text to appear in mission status screen
00246 SET_MENU_SCREEN,//## %t="MENUSCREENS" # Brings up specified menu screen
00247
00248 SET_CLOSINGCREDITS, //## # Show closing credits
00249
00250 //in-bhc tables
00251 SET_LEAN,//## %t="LEAN_TYPES" # Lean left, right or stop leaning
00252
00253 //# #eol
00254 SET_
00255 } setType_t;
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