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试一下,今天网好象快了,去年的作品 这里联接 http://tieba.baidu.com/p/3160834255
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修正bot换弹药未装填完就放枪bug,修正bot死滞后bug,但是还有一点是双方子弹耗尽对着绕圈现象,呵呵
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我的第一个BOT图,在老外jv_map BOT的基础脚本上,整成,它是MOHDM3毕竟是server-side,完善度95,改善中、、、、、、上图是成功后截图
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最近弄了个ip试运行一下,重温一下旧梦,顺便整理一下那些乱七八糟的东东,那个地址是182。50。2。64,有兴趣的进,呵呵,这里还有人吗?
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AttachPassengerSlot( Integer slot, Entity entity ) Attaches an entity to the specified slot. AttachTurretSlot( Integer slot, Entity entity ) Attaches an entity to the specified slot. back_mass( Float weight ) Sets the mass of the back of the vehicle canjump( Boolean jumpable ) Sets whether or not the vehicle can jump collisionent Gets the Collision Entity collisionent( Entity entity ) Gets the Collision Entity damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) general damage event used by all entities Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot damagesounds( Integer on_off ) Makes the vehicle play damaged sounds. DetachDriverSlot( Integer slot, [ Vector exit_position ] ) Detaches an entity to the specified slot. DetachPassengerSlot( Integer slot, [ Vector exit_position ] ) Detaches an entity to the specified slot. DetachTurretSlot( Integer slot, [ Vector exit_position ] ) Detaches an entity to the specified slot. 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 drive( Vector position, Float speed, Float acceleration, Float reach_distance, Float look_ahead, [ Vector alternate_position ] ) Makes the vehicle drive to position with speed and acceleration until reached_distance close to position driveNoWait( Vector position, Float speed, Float acceleration, Float reach_distance ) Makes the vehicle drive to position with speed and acceleration until reached_distance close to position, thread doesn't wait explosionmodel( String model ) Sets the TIKI to call when the vehicle dies. front_mass( Float weight ) Sets the mass of the front of the vehicle fullstop Make the Vehicle Stop Moving... Completely! immediateremove Removes this listener immediately. lock Sets the vehicle to be locked lockmovement The Vehicle cannot move. model( String modelName ) set the model to modelName. modifydrive( Float desired_speed, Float acceleration, Float look_ahead ) Modifys the parameters of the current drive. moveanim( String anim_name ) move the vehicle with an animation name( String vehicleName ) Set the name for the vehicle nextdrive( Entity next_path ) appends the specified path to the current path QueryDriverSlotAngles( Integer slot ) Returns the angles of the specified slot on the vehicle. QueryDriverSlotEntity( Integer slot ) Returns an entity at the specified slot. QueryDriverSlotPosition( Integer slot ) Returns the position of the specified slot on the vehicle. QueryDriverSlotStatus( Integer slot ) Returns the status of the specified slot on the vehicle. QueryFreeDriverSlot Returns a number that represents the first free driver slot on the vehicle. QueryFreePassengerSlot Returns a number that represents the first free passenger slot on the vehicle. QueryFreeTurretSlot Returns a number that represents the first free turret slot on the vehicle. QueryPassengerSlotEntity( Integer slot ) Returns an entity at the specified slot. QueryPassengerSlotPosition( Integer slot ) Returns the position of the specified slot on the vehicle. QueryPassengerSlotStatus( Integer slot ) Returns the status of the specified slot on the vehicle. QueryTurretSlotEntity( Integer slot ) Returns an entity at the specified slot. QueryTurretSlotPosition( Integer slot ) Returns the position of the specified slot on the vehicle. QueryTurretSlotStatus( Integer slot ) Returns the status of the specified slot on the vehicle. removeondeath( Integer removeondeath ) If set to a non-zero value, vehicles will not be removed when they die runsounds( Integer on_off ) Makes the vehicle play running sounds. seatanglesoffset( Vector angles ) Set the angles offset of the seat seatoffset( Vector offset ) Set the offset of the seat setcollisionentity( Entity entity ) Sets the Collision Entity. setsoundparameters( Float min_speed, Float min_pitch, Float max_speed, Float max_pitch ) Sets the Sound parameters for this vehicle setvolumeparameters( Float min_speed, Float min_volume, Float max_speed, Float max_volume ) Sets the Volume parameters for this vehicle setweapon( String weaponname ) Set the weapon for the vehicle showweapon Set the weapon to be show in the view skidding( Integer on_off ) Makes the vehicle skid around corners. SoundSet( String soundset ) Sets the Sound Set to use. spawnturret( Integer slot, String tikifile ) Spawns a turret with the specified model and connects it to the specified slot start Initialize the vehicle. steerinplace Set the vehicle to turn in place stop Make the Vehicle Stop Moving... FULL BREAKS! stopatend Makes the vehicle slow down to a complete stop at the end of the path. turnrate( Float rate ) Set the turning rate of the vehicle undrivable Make the vehicle undrivable unlock Sets the vehicle to be unlocked unlockmovement The Vehicle can move again. vehicleanim( String anim_name, [ Float weight ] ) Sets an animation to use in the LD Animation slot. Weight defaults to 1.0 vehiclebouncy( Float bouncycoef ) Sets the Bouncy Coefficient for the shocks. vehicledestroyed Driver is dead vehicledrag( Float size ) Sets the Drag Factor vehicleinit Initialized the Vehicle as the specified file vehiclemass( Float weight ) Sets the mass of the vehicle (backmass = frontmass = mass/2) vehicleradius( Float size ) Sets the radius of the wheels vehicleRoll( Float min, Float max, Float coef ) Sets the Roll min and max and the acceleration coefficient for the shocks. vehiclerollingresistance( Float size ) Sets the radius of the wheels vehiclespeed( Float speed ) Set the speed of the vehicle vehiclespringy( Float springycoef ) Sets the Springy Coefficient for the shocks. vehicletread( Float size ) Sets the size of the wheels VehicleWheelCorners( Vector size, Vector offset ) Sets the wheel trace corners. vehicleYaw( Float min, Float max, Float coef ) Sets the Yaw min and max and the acceleration coefficient for the shocks. vehicleZ( Float min, Float max, Float coef ) Sets the Z min and max and the acceleration coefficient for the shocks. VehicleBase → Animate → Entity → SimpleEntity → Listener → Class VehicleCollisionEntity → Entity → SimpleEntity → Listener → Class damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) general damage event used by all entities Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot owner owner VehicleHalfTrack (VehicleHalfTrack) → DrivableVehicle → Vehicle → VehicleBase → Animate → Entity → SimpleEntity → Listener → Class damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) general damage event used by all entities Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) event which is sent to an entity once it as been killed Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot VehiclePoint (info_vehiclepoint) → Waypoint → SimpleArchivedEntity → SimpleEntity → Listener → Class spawnflags( Integer spawn_flags ) Sets the spawn flags. VehicleSoundEntity → Entity → SimpleEntity → Listener → Class vehiclesoudnentity_updatetraces Updates the traces of a Vehicle Sound Entity vehiclesoundentity_postspawn PostSpawn of a Vehicle Sound Entity VehicleTank (VehicleTank) → DrivableVehicle → Vehicle → VehicleBase → Animate → Entity → SimpleEntity → Listener → Class damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) general damage event used by all entities Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot VehicleTankTandem (VehicleTankTandem) → VehicleTank → DrivableVehicle → Vehicle → VehicleBase → Animate → Entity → SimpleEntity → Listener → Class VehicleTurretGun → TurretGun → Weapon → Item → Trigger → Animate → Entity → SimpleEntity → Listener → Class aimoffset( Vector value ) Adjust aiming angles by offset. aimtolerance( Vector caps ) Sets a tolerance for the angles. collisionent Gets the Collision Entity collisionent( Entity entity ) Sets the Collision Entity damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) general damage event used by all entities Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot doUse( Entity activatingEntity ) sent to entity when it is used by another entity firewarmupdelay( Float value ) Set the warmup delay before use after mounting the weapon. item_droptofloor Drops the item to the ground. killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) event which is sent to an entity once it as been killed Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot lock The turret cannot be used. reloaddelay( Float value ) Set a delay that implies a reload. Will also play a sound reloadshots( Integer value ) Set the number of shots fired before forcing a reload removeondeath( Integer removeondeath ) If set to a non-zero value, vehicles will not be removed when they die setbaseentity( Entity base_entity ) Sets the base entity to take its orientation from. setcollisionentity( Entity entity ) Sets the Collision Entity. settargetentity( Entity ent ) Set the entity to point the turret at visually. SoundSet( String soundset ) Sets the Sound Set to use. unlock The turret can be used. warmupdelay( Float value ) Set the warmup delay before use after mounting the weapon. VehicleTurretGunTandem (VehicleTurretGunTandem) → VehicleTurretGun → TurretGun → Weapon → Item → Trigger → Animate → Entity → SimpleEntity → Listener → Class linkturret( String name ) Sets the next turret in the link. VehicleWheelsX2 (VehicleWheelsX2) → DrivableVehicle → Vehicle → VehicleBase → Animate → Entity → SimpleEntity → Listener → Class damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) general damage event used by all entities Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) event which is sent to an entity once it as been killed Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot VehicleWheelsX4 (VehicleWheelsX4) → DrivableVehicle → Vehicle → VehicleBase → Animate → Entity → SimpleEntity → Listener → Class damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) general damage event used by all entities Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) event which is sent to an entity once it as been killed Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot ViewJitter (func_viewjitter) → Trigger → Animate → Entity → SimpleEntity → Listener → Class donedeath Makes the view jitter only happen once duration( Float time ) Sets the length of time it should last. 0 will be instantanious edgeeffect( Float fraction ) Sets the fraction of the jitter to apply at the max radius jitteramount( Vector jitterangles ) Sets the jitter angles to apply to the player radius( Float radius ) Sets the max radius of the view jitter. 0 affects all timedecay( Vector decayrate ) Sets jitter decay per second triggereffect( Entity triggering_entity ) Send event to owner of trigger. ViewMaster → Listener → Class 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 viewscrub( Float animScrub ) Set the animation time based off a floating point value viewsetanim( Float animNum ) Set the animation absolutely based off a floating point value viewsetanim2( Float animNum2 ) Set the animation absolutely based off a floating point value viewsetanimslot( Integer animSlot ) Set current animation slot that sliders apply to 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 Viewthing (viewthing) → Animate → Entity → SimpleEntity → Listener → Class exec( String script ) Don't execute the specified script for 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 viewscrub( Float animScrub ) Set the animation time based off a floating point value viewsetanim( Float animNum ) Set the animation absolutely based off a floating point value viewsetanim2( Float animNum2 ) Set the animation absolutely based off a floating point value viewsetanimslot( Integer animSlot ) Set current animation slot that sliders apply to viewthing_think Called every frame to process the view thing. viewyaw( Float yaw ) Set the yaw of the current viewthing VoteOptions → Class Waypoint (info_waypoint) → SimpleArchivedEntity → SimpleEntity → Listener → Class Weapon → Item → Trigger → Animate → Entity → SimpleEntity → Listener → Class additionalstartammo( String ammotype, Integer amount ) Gives some additional start ammo of the specified type ai_event( [ String type ], [ Float radius ] ) Let the AI know that this entity made a sound, type is a string specifying what type of sound it is. radius determines how far the sound reaches. airange( String airange ) Set the range of this gun for the ai: short, medium, long, sniper ammo_in_clip( Integer ammoInClip ) Set the amount of ammo in the clip ammopickupsound( String name ) sets the weapon's ammo pickup sound alias ammorequired( Integer amount ) Set the amount of ammo this weapon requires to fire ammotype( String name ) Set the type of ammo this weapon uses anim( String animName ) Exec anim commands on server or client. attachtohand( String hand ) Attaches an active weapon to the specified hand 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 bulletlarge( Integer bulletType ) Set if the bullets fired are rifle bullets(1), artillery(2) or larger tracers(3) bulletrange( Float bulletRange ) Set the range of the bullets bulletspread( Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] ) Set the min & optional max spread of the bullet in the x and y axis cantpartialreload Prevents the weapon from being reloaded part way through a clip clip_add( Integer ammoAmount ) Add to the weapons ammo clip with ammo from its owner clip_empty Empties the weapon's clip of ammo, returning it to the owner clip_fill Fills the weapons ammo clip with ammo from its owner clipsize( Integer ammoClipSize ) Set the amount of rounds a clip of the weapon holds cooktime( Float cooktime ) sets weapons cook time. 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 fallingangleadjust Adjusts the weapons angles as it falls to the ground firedelay( Float fFireDelay ) Set the minimum time between shots from the weapon firespreadmult( Float scaleadd, Float falloff, Float cap, Float maxtime ) Sets a time decayed multiplyer to spread when the weapon is fired firetype( String firingType ) Set the firing type of the weapon (projectile or bullet) holsterangles( Vector angles ) Set the angles of this weapon when it is holstered holsteroffset( Vector offset ) Set the positional offset when it is holstered holsterscale( Float scale ) Set the scale of the weapon when it's attached to the holster holstertag( String tagname ) Set the name of the tag to attach this to when the weapon is holstered. idle Puts the weapon into an idle state idleinit Puts the weapon into an idle state and clears all the anim slots item_pickup( Entity item ) Pickup the specified item. loopfire Makes the weapon fire by looping the fire animation. mainattachtotag( String tagname ) Set the name of the tag to attach this to it's owner when being used. 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 maxfiremovement( Float speedmult ) Sets the max speed the player can be moving to fire the weapon (fraction of weapon's running speed) maxmovementsound( String name ) sets the weapon's movement fire prevention sound alias 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. minchargetime( Integer time ) Set the minimum time the weapon must be charged up minrange( Float minRange ) Set the minimum range of a weapon so the AI knows how to use it movementspeed( Float speedmult ) Alters the movement speed of the player when he has the weapon out noammosound( String name ) sets the weapon's dry fire sound alias notdroppable Makes a weapon not droppable numfireanims( Integer value ) Sets the number of fire animations this weapon uses. offhandattachtotag( String tagname ) Set the name of the tag to attach this to it's owner's off hand. overcooked used when the cookable weapon has been over cooked. overcooked_warning causes a warning sound to play that the grenade is about to be overcooked. 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 rank( Integer iOrder,, Integer iRank ) Set the order value and power ranking for the weapon ready Signals the end of the ready animation so the weapon can be used secondary( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ], [ String arg8 ] ) Set the secondary mode of the weapon, by passing commands through secondaryammoinhud Makes the weapon show its secondary ammo to the hud. semiauto Sets the weapon to fire semi-auto setaimanim( String aimAnimation, Integer aimFrame ) Set the aim animation and frame for when a weapon fires setcurrentfireanim( Integer value ) Sets the current firing animation. shareclip( Integer shareClip ) Sets the weapon to share the same clip between all fire modes shoot( [ String mode ] ) Shoot the weapon startammo( Integer amount ) Set the starting ammo of this weapon startingammotoowner Internal event used to give ammo to the owner of the weapon startitem( String itemname ) Adds an item to the starting loadout of the weapon throughmetal( Float dist ) Sets how far the bullets can go through metal throughwood( Float dist ) Sets how far the bullets can go through wood tracerfrequency( Integer frequenct ) Set the frequency of making tracers tracerspeed( Float speed ) Scale factor of how fast a tracer should travel (valid ranges 0-2) usenoammo( Boolean bool ) Set the weapon to be able to be used when it's out of ammo viewkick( Float pitchmin, Float pitchmax, [ Float yawmin ], [ Float yawmax ] ) Adds kick to the view of the owner when fired. weapongroup( String weapon_group ) Sets the weapon group, a set of animations for actor animations scripts to use weaponsubtype( Integer subtype ) sets the weapon's sub-type. Used by smoke grenades. weapontype( String weapon_type ) Sets the weapon type worldhitspawn( String modelname ) Set a model to be spawned when the weapon strikes the world. zoom( Integer zoomfov, [ Integer autozoom ] ) Sets fov to zoom to on a secondary fire zoommovement( Float speedmult ) Sets the max speed the player can move while zoomed (fraction of weapon's running speed) zoomspreadmult( Float scale ) Sets the spread multiplyer for when using the zoom on a zooming weapon WindowObject (func_window) → Entity → SimpleEntity → Listener → Class damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) general damage event used by all entities Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot debristype( Integer type ) Sets the debris type of the Window killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) event which is sent to an entity once it as been killed Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot World (worldspawn) → Entity → SimpleEntity → Listener → Class ai_visiondistance( Float vision_distance ) Sets the default AI Vision Distance animated_farplane( Float farplaneStart, Float farplaneEnd, Float ZStart, Float ZEnd ) Set the distance of the far clipping plane based on a farplane range and a Z range animated_farplane_bias( Float biasStart, Float biasEnd, Float ZStart, Float ZEnd ) Set the bias of the far clipping plane based on a bias range and a Z range animated_farplane_color( Vector colorStart, Vector colorEnd, Float ZStart, Float ZEnd ) Set the color of the far clipping plane based on a color range and a Z range farclipoverride( Float farclipOverride ) Override the min config default for the far clip distance farplane Get the distance of the far clipping plane farplane( Float farplaneDistance ) Set the distance of the far clipping plane farplane( Float farplaneDistance ) Set the distance of the far clipping plane farplane_bias( Float farplaneDistanceBias ) Set the distance bias of the far clipping plane farplane_bias Get the distance bias of the far clipping plane farplane_bias( Float farplaneDistanceBias ) Set the distance bias of the far clipping plane farplane_color( Vector farplaneColor ) Set the color of the far clipping plane fog farplane_color Get the color of the far clipping plane fog farplane_color( Vector farplaneColor ) Set the color of the far clipping plane fog farplane_cull( Integer farplaneCull ) Whether or not the far clipping plane should cull things out of the world 0 - no cull 1 - normal cull 2 - cull but no bsp culling farplaneclipcolor( Vector farplaneClipColor ) Override the fog color for the min config get_render_terrain Get the render terrain switch 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 northyaw( Float yaw ) Sets the yaw direction that is considered to be north numarenas( Integer numarenas ) Set the number of arenas in the world render_terrain( Boolean render_terrain ) Set to draw or not draw terrain skyalpha( Float newAlphaForPortalSky ) Set the alpha on the sky skybox_farplane( Float farplaneDistance ) Set the distance of the skybox far clipping plane skybox_farplane( Float farplaneDistance ) Set the distance of the skybox far clipping plane skybox_farplane Get the distance of the skybox far clipping plane skybox_speed( Float speed ) Set the speed of the skybox skybox_speed( Float speed ) Set the speed of the skybox skybox_speed Get the speed of the skybox 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 178 Game Module Classes. 1827 Game Module Events.
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watchactor( Entity actor_to_watch ) Makes the player's camera watch the specified actor. weapdrop Drops the player's current weapon. weapnext Cycle to player's next weapon. weapprev Cycle to player's previous weapon. whatis( Integer entity_number ) Prints info on the specified entity. wuss Gives player all weapons. zoomoff makes sure that zoom is off PlayerAlliedDeathmatchStart (info_player_allied) → PlayerDeathmatchStart → PlayerStart → SimpleArchivedEntity → SimpleEntity → Listener → Class PlayerAxisDeathmatchStart (info_player_axis) → PlayerDeathmatchStart → PlayerStart → SimpleArchivedEntity → SimpleEntity → Listener → Class PlayerDeathmatchStart (info_player_deathmatch) → PlayerStart → SimpleArchivedEntity → SimpleEntity → Listener → Class arena( Integer arena_number ) set the arena number for this starting position PlayerIntermission (info_player_intermission) → Camera → Entity → SimpleEntity → Listener → Class PlayerStart (info_player_start) → SimpleArchivedEntity → SimpleEntity → Listener → Class 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 disablespawn forbids spawning from this spawnpoint enablespawn allows spawning from this spawnpoint PortableTurret → TurretGun → Weapon → Item → Trigger → Animate → Entity → SimpleEntity → Listener → Class clipsize( Integer ammoClipSize ) Set the amount of rounds a clip of the weapon holds item_droptofloor Drops the item to the ground. PortalCamera (portal_camera) → Entity → SimpleEntity → Listener → Class roll( Float roll ) Sets the portal camera's roll. PortalSurface (portal_surface) → Entity → SimpleEntity → Listener → Class locatecamera Locates the camera position. Projectile (projectile) → Animate → Entity → SimpleEntity → Listener → Class 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 arctotarget Make the projectile follow a normal arc on its way to its target 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 becomebomb Make the projectile into a bomb bouncesound Set the name of the sound that is played when the projectile bounces bouncesound_hard Set the name of the sound that is played when the projectile bounces off hard surfaces bouncesound_metal Set the name of the sound that is played when the projectile bounces off metal bouncesound_water Set the name of the sound that is played when the projectile bounces in water 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 dmlife( Float projectileLife ) set the life of the projectile in DM doTouch( Entity touchingEntity ) sent to entity when touched. drunk( Float amount, Float rate ) Make the projectile drunk explode Make the projectile explode explodeontouch Make the projectile explode when it touches something damagable explosionmodel( String modelname ) Set the modelname of the explosion to be spawned fuse set the projectile's life to be determined by the charge time 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, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) event which is sent to an entity once it as been killed Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot 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) notouchdamage Makes the projectile not blow up or deal damage when it touches a damagable object prethink Make the projectile think to update it's velocity removewhenstopped Make the projectile get removed when it stops smashthroughglass( Integer speed ) Makes the projectile smash through windows & other damageble glass objects when going above a set speed speed( Float projectileSpeed ) set the speed of the projectile stopped sent when entity has stopped bouncing for MOVETYPE_TOSS. updatebeam Update the attached beam ProjectileGenerator (ProjectileGenerator) → Animate → Entity → SimpleEntity → Listener → Class Accuracy( Float Accuracy ) Accuracy 0-25 feet Default=10 BeginCycle Startup the cycle.. Cycles( Integer Cycles ) Number of cycles. 0=infinte Default=0 doActivate( Entity activatingEntity ) General trigger event for all entities EndCycle End the cycle.. FireOnStartUp Default=1; Set this to 0 if you don't want the PG to fire on startup. gettargetentity Returns entity being targeted by the projectile generator, ID( Integer ID ) Sets the ID for this projectile generator Default=0: initialize Initialize object isturnedon Returns whether the generator is on or off. launchsound( String Sound ) Set a launch sound for the projectile. MaxDelay( Float MaxDelay ) Maximum time between bursts Default=10 MaxDuration( Float MaxDuration ) Sets the maximum duration of bursts(in seconds) Default=3 MaxNumShots( Integer MaxNumShots ) Sets the maximum # of shots to fire in a cycle Default=1 MinDelay( Float MinDelay ) Minimum time between bursts. MinDuration( Float MinDuration ) Sets the minimum duration of the bursts (in seconds) Default=3 MinNumShots( Integer MinNumShots ) Sets the minimum # of shots to fire in a cycle Default=1 Model( String Model ) Projectile model to use. Default=models/projectiles/bazookashell.tik target( String targetname_to_target ) target another entity with targetname_to_target. TickCycle Tick the cycle.. TurnOff Turn Off and cancel the current cycle (if any) TurnOn Turn On and begin the first cycle ProjectileGenerator_Gun (ProjectileGenerator_Gun) → ProjectileGenerator → Animate → Entity → SimpleEntity → Listener → Class 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 bulletlarge( Integer bulletType ) Set if the bullets fired are rifle bullets(1), artillery(2) or larger tracers(3) bulletrange( Float bulletRange ) Set the range of the bullets bulletspread( Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] ) Set the min & optional max spread of the bullet in the x and y axis fakebullets( Boolean useFakeBullets ) Whether or not the projectile generator should fire real bullets. firedelay( Float fFireDelay ) Set the minimum time between shots from the weapon ID( Integer ID ) Sets the ID for this projectile generator Default=0: meansofdeath( String meansOfDeath ) Set the meansOfDeath of the weapon. throughmetal( Float dist ) Sets how far the bullets can go through metal throughwood( Float dist ) Sets how far the bullets can go through wood tracerfrequency( Integer frequenct ) Set the frequency of making tracers tracerspeed( Float speed ) Scale factor of how fast a tracer should travel (valid ranges 0-2) ProjectileGenerator_Heavy (ProjectileGenerator_Heavy) → ProjectileGenerator → Animate → Entity → SimpleEntity → Listener → Class projectile( String projectileModel ) Set the model of the projectile that this weapon fires ProjectileGenerator_Projectile (ProjectileGenerator_Projectile) → ProjectileGenerator → Animate → Entity → SimpleEntity → Listener → Class arc( Float arc ) arc in front of the player isdonut( Integer isdonut ) will target donut maxdonut( Float maxdonut ) max extent of donut from player mindonut( Float mindonut ) min extent of donut from player playpreimpact Play a pre-impact sound preimpactsound( String Sound ) Set a pre-impact sound. preimpactsoundprob( Float probability ) Set the chance for a pre-impact sound to occur. Range: ( 0.0, 1.0 ), with 0 having no chance, and 1 always occurring. preimpactsoundtime( Float delay ) Set the time before impact to play the preimpact sound. projectile( String projectileModel ) Set the model of the projectile that this weapon fires ProjectileTarget (ProjectileGenerator_Target) → Entity → SimpleEntity → Listener → Class ID( Integer ID ) Sets the ID for this projectile generator Default=0: PuffDaddy (plant_puffdaddy) → Animate → Entity → SimpleEntity → Listener → Class doTouch( Entity touchingEntity ) sent to entity when touched. idle Animates the puff daddy. PushObject (func_pushobject) → Entity → SimpleEntity → Listener → Class 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. Rain (func_rain) → Entity → SimpleEntity → Listener → Class RandomSpawn (func_randomspawn) → Spawn → ScriptSlave → Mover → Trigger → Animate → Entity → SimpleEntity → Listener → Class 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. RandomSpeaker (sound_randomspeaker) → TriggerSpeaker → TriggerPlaySound → Trigger → Animate → Entity → SimpleEntity → Listener → Class 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. ReSpawn (func_respawn) → Spawn → ScriptSlave → Mover → Trigger → Animate → Entity → SimpleEntity → Listener → Class RotatingDoor (func_rotatingdoor) → Door → ScriptSlave → Mover → Trigger → Animate → Entity → SimpleEntity → Listener → Class 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. RunThrough (func_runthrough) → Entity → SimpleEntity → Listener → Class 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. Script → Class ScriptAimedStrafingGunfire (script_aimedstrafinggunfire) → ScriptSimpleStrafingGunfire → ScriptSlave → Mover → Trigger → Animate → Entity → SimpleEntity → Listener → Class aimtarget Set the aim target. fire Fire. ScriptClass → Listener → Class ScriptDoor (script_door) → Door → ScriptSlave → Mover → Trigger → Animate → Entity → SimpleEntity → Listener → Class 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 doclose Closes the door (special doors). doinit Sets up the script door. doopen( Entity other ) Opens the door (special doors). movedir door's movedir opendot door's open dot product startangles door's size startorigin door's startorigin ScriptMaster → Listener → Class alias( String alias, String realPath, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] ) Create an alias to the specified path aliascache( String alias, String realPath, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] ) Create an alias to the specified path and cache the resource cache( String resourceName ) pre-cache the given resource. ScriptModel (script_model) → ScriptSlave → Mover → Trigger → Animate → Entity → SimpleEntity → Listener → Class 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 anim( String anim_name ) Sets the script model's animation animdone Script model animation has finished. model( String modelName ) set the model to modelName. moveanim( String animName ) Makes the script model play an animation and move with the deltas contained in the animation moving_from_anim The script model is moving based on an animation ScriptModelRealDamage (script_model_realdamage) → ScriptModel → ScriptSlave → Mover → Trigger → Animate → Entity → SimpleEntity → Listener → Class damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) general damage event used by all entities Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot ScriptOrigin (script_origin) → ScriptSlave → Mover → Trigger → Animate → Entity → SimpleEntity → Listener → Class model( String modelName ) set the model to modelName. ScriptSimpleStrafingGunfire (script_simplestrafinggunfire) → ScriptSlave → Mover → Trigger → Animate → Entity → SimpleEntity → Listener → Class 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, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] ) Set the min & optional max spread of the bullet in the x and y axis fire Fire. firedelay( Float fFireDelay ) Set the minimum time between shots from the weapon off Turn the gunfire off. on Turn the gunfire on. projectile Set the projectile model throughmetal( Float dist ) Sets how far the bullets can go through metal throughwood( Float dist ) Sets how far the bullets can go through wood tracerfreq Set the frequency of the tracers ScriptSkyOrigin (script_skyorigin) → ScriptSlave → Mover → Trigger → Animate → Entity → SimpleEntity → Listener → Class ScriptSlave (script_object) → Mover → Trigger → Animate → Entity → SimpleEntity → Listener → Class 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 angles( Vector angles ) Sets the angles. bind( Entity parent ) bind this entity to the specified entity. closeportal Close the area portal enclosed in this object damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) general damage event used by all entities Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot 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 flypath( Entity array, Float speed, Float acceleration, Float look_ahead ) Makes the script slave fly the specified path with speed and acceleration until reached_distance close to 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, ignorevelocity, normalangles, loop, and a number specifying the start time. jumpto( String vector_or_entity ) Jump to specified vector or entity. model( String modelName ) set the model to modelName. modifyflypath( Float speed, Float acceleration, Float look_ahead ) Makes the script slave fly the specified path with speed and acceleration until reached_distance close to position move Move the script slave. 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. moveOffset( Vector dist ) Move the position by the offset vector. 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. next Goto the next waypoint. normalangles( Boolean bUseNormalAngles ) Sets the object to use normal angles when travelling on a spline path notshootable Makes the script slave not shootable openportal Open the area portal enclosed in this object path_relativeyaw( Float relativeYaw ) Makes the script slave follow the specified path with a yaw offset, physics_off Turn physics off this script object on physics_on( [ Integer no_collide_entity ] ) Turn physics on this script object on If no_collide_entity is set to 1 then the script slave will not collide with other entities physics_velocity( Vector impulseVector ) Add a physical impulse to an object when it is being physically simulated 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 done moving setdamage( Integer damage ) Set the damage. setmeansofdeath( String means_of_death ) Set the damage means of death. speed( Float speed ) Sets the speed. stop Stop the script slave. threadmove( String label ) Move the script slave and create thread which waits until finished. time( Float travel_time ) Sets the travel time. trigger( Entity ent ) Trigger entities target. unbind unbind this entity. waitmove Move the script slave and wait until finished. ScriptThread → Listener → Class abs( Float arg ) Absolute value of int or float addobjective( Integer objective_number, Integer status, [ String text ], [ Vector location ] ) Adds/Changes an Objective aliascache( String alias, String realPath, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] ) Create an alias to the specified path and cache the resource all_ai_off Turns all AI off. all_ai_on Turns all AI back on. angles_pointat( Entity parent_entity, Entity entity, Entity target_entity ) Returns the angles that points at the target_entity given the base orientation of the parent_entity and the position of the entity. angles_toforward( Vector angles ) Returns the forward vector of the specified angles angles_toleft( Vector angles ) Returns the left vector of the specified angles angles_toup( Vector angles ) Returns the up vector of the specified angles assert( Float value ) Assert if value is 0. bool( Integer value ) Casts value to a bool. bsptransition( String next_map ) Transitions to the next BSP. Keeps player data, and game data. 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_objective_pos Clears the position of the current objective, for when you don't have one clearfade Clear the fade from the screen clearletterbox( Float time ) Clears letterbox mode. CreateListener Creates a Listener instance. 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. debug_int3 Generate an asm int 3 debugline( Vector start, Vector end, [ Float red ], [ Float green ], [ Float blue ], [ Float alpha ] ) Draws a debug line from start to end using the given color and alpha for g_numdebuglinedelays server frames delaythrow( String label ) Internal usage. dprintln( String string ) Prints a debug string.followed by a newline. drawhud( Integer value ) Specfiy if hud is to be drawn: 0 draws nothing, 1 draws all and 2 draws all minus the weapons bar. earthquake( Float duration, Float magnitude, Float no_rampup, Float no_rampdown ) Create an earthquake end End the thread. entity( Integer value ) Casts value to an entity. error( String message, Integer level ) Generate a script error with specified message and stack level exec( String script ) Executes the specified script. exec( String script ) Executes the specified script. 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. float( Integer value ) Casts value to a float. forcemusic( String current, [ String fallback ] ) Forces the current and fallback (optional) music moods. freezeplayer Freeze the player. getboundkey1( String keyname ) return a string describing the key getboundkey2( String keyname ) return a string describing the key getcvar( String name ) getcvar goto( String label ) Goes to the specified label. hidemenu( String name, [ Integer bForce ] ) hide menu, with option to force it off hidemouse hide mouse cursor huddraw_align( Integer index, String h_align, String v_align ) Sets the alignment of a huddraw element. Specified with 'left', 'center', or 'right' huddraw_alpha( Integer index, Float alpha ) Sets the alpha of a huddraw element. huddraw_color( Integer index, Float red, Float green, Float blue ) Sets the color for a huddraw element huddraw_font( Integer index, String fontname ) Sets the font to use. huddraw_rect( Integer index, Integer x, Integer y, Integer width, Integer height ) Specifies the position of the upper left corner and size of a huddraw element huddraw_shader( Integer index, String shader ) Sets the shader to use for a particular huddraw element huddraw_string( Integer index, String string ) Sets a string to be displayed. Clears the shader value. huddraw_virtualsize( Integer index, Integer virtual ) Sets if the huddraw element should use virutal screen resolution for positioning and size int( Integer value ) Casts value to an int. iprintln( String string ) Prints a string.followed by a newline. iprintln_noloc( String string ) Prints a string.followed by a newline with no localization conversion. iprintlnbold( String string ) Prints a string.followed by a newline in a bold/important way. iprintlnbold_noloc( String string ) Prints a string.followed by a newline in a bold/important way with no localization conversion. IsAlive( Entity ent ) Returns true if the specified entity exists and has health > 0. 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. letterbox( Float time ) Puts the game in letterbox mode. leveltransition( String next_map ) Transitions to the next Level. Statistics to Map Loading, does not keep player data or game data. loc_convert_string( String in ) returns a localized version of the string. 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( Integer novideofade ) Makes the player fail their mission, level restarts. missiontransition( String next_map ) Transitions to the next Mission. Statistics to Main Menu, Next Level should be unlocked. mprint( String string ) Prints a string. mprintln( String string ) Prints a string.followed by a newline. 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. noncinematic Turns off cinematic. pause Pauses the thread. PlayMovie( String name ) Play a Movie... popmenu( Integer index ) pop menu print( String string ) Prints a string. print3d( Vector origin, String string, [ String [strings] ] ) prints a string in 3D space println( String string ) Prints a string.followed by a newline. pushmenu( String name ) push menu radiusdamage( Vector origin, Float damage, Float radius, Integer constant_damage ) radius damage at origin randomfloat( Float max ) randomfloat randomint( Integer max ) randomint 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. restoremusicvolume( Float fade_time ) Restores the music volume to its previous value. restoresoundtrack Restores the soundtrack to the previous one. self self server( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] ) Server only command. set_objective_pos( Vector pos ) Sets the position in the world of the current objective setcurrentobjective( Integer objective_number ) Sets the specified objective as the current objective setcvar( String cvar_name, String value ) Sets the value of the specified cvar. setlightstyle( Integer lightstyleindex, String lightstyledata ) Set up the lightstyle with lightstyleindex to the specified data showmenu( String name, [ Integer bForce ] ) show menu, with option to force it on sighttrace( Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ] ) Performs a trace line from the start to the end, returns 0 if something was hit and 1 otherwise 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. spawn( String entityname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] ) Spawn the specified entity. string( Integer value ) Casts value to a string. stuffcmd( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] ) Server only command. teamwin( String axis_or_allies ) Sets that the 'axis' or the 'allies' have won the map. thread( String label ) Creates a thread starting at label. thread( String label ) Creates a thread starting at label. throw( String label ) Throws to the specified label. timeout( Float time ) specifies script timeout time trace( Vector start, Vector end, [ Integer pass_entities ], [ Vector mins ], [ Vector maxs ] ) Performs a Trace Line from the start to the end, returns the end or the position it hit at trigger( String name ) Trigger the specified target or entity. vector_add( Vector vector1, Vector vector2 ) Returns vector1 + vector2 vector_closer( Vector vec_a, Vector vec_b, Vector vec_c ) returns 1 if the first vector is closer than the second vector to the third vector vector_cross( Vector vector1, Vector vector2 ) Returns vector1 x vector2 vector_dot( Vector vector1, Vector vector2 ) Returns vector1 * vector2 vector_length( Vector vector ) Returns the length of the specified vector. vector_normalize( Vector vector ) Returns the normalized vector of the specified vector. vector_scale( Vector vector1, Float scale_factor ) Returns vector1 * scale_factor vector_subtract( Vector vector1, Vector vector2 ) Returns vector1 - vector2 vector_toangles( Vector vector1 ) Returns vector1 converted to angles. vector_within( Vector position1, Vector position2, Float distance ) returns 1 if the two points are <= distance apart, or 0 if they are greater than distance apart wait( Float wait_time ) Wait for the specified amount of time. waitframe Wait for one server frame. ScriptVariableList → Class Sentient → Animate → Entity → SimpleEntity → Listener → Class activatenewweapon( [ String handsurf ] ) Activate the new weapon specified by useWeapon. handsurf allows specifying which hand to use for the player american Makes the sentient an American. 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 ], [ String mode ] ) Starts the charging of the weapon in the specified hand checkanims Check the animations in the .tik file versus the statefile damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) general damage event used by all entities Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot damagemult( Integer location, Float multiplier ) Sets the damage multiplier for a particular body location deactivateweapon( String side ) Deactivate the weapon in the specified hand. dontdropweapons Make the sentient not drop weapons dropitems drops inventory items fire( [ String hand ], [ String mode ] ) Fires the weapon in the specified hand. german Makes the sentient a German. give( String name ) Gives the sentient the targeted item. givedynitem( String model, String bonename ) Pass the args to the item 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. pophelmet Pops a sentient's helmet off if he's got one putawayweapon( String whichHand ) Put away or deactivate the current weapon, whichHand can be left, right or dual. releasefire( Float fireholdtime ) Releases the attack in the time specified. reloadweapon( [ String hand ] ) Reloads the weapon in the specified hand sethelmet( String tikifile, Float popspeed, Float dmgmult, String surfacename, String [optional ) Gives the sentient a helmet and sets the needed info for it 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. takeall Clears out the sentient's entire inventory. team returns 'german' or 'american' threatbias( Integer bias ) Sets the threat bias for this player / AI threatbias Gets the threat bias for this player / AI threatbias( Integer bias ) Sets the threat bias for this player / AI toggleitem Toggles the use of the player's item (first item if he has multiple) use( String name, [ Integer weapon_hand ] ) Use the specified weapon or item in the hand choosen (optional). uselast Activates the last active weapon useweaponclass( String weaponclass, [ Integer weapon_hand ] ) Use the weapon of the specified class in the hand choosen (optional). weapon( String weapon_modelname ) Gives the sentient the weapon specified. 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 SimpleActor → Sentient → Animate → Entity → SimpleEntity → Listener → Class noanimlerp Do not LERP to the next animation SimpleArchivedEntity → SimpleEntity → Listener → Class SimpleEntity → Listener → Class 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 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 angle get the angles of the entity using just one value. Gets the yaw of the entity or an up and down direction if newAngle is [0-359] or -1 or -2 angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> ) set the angles of the entity to newAngles. angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> ) set the angles of the entity to newAngles. angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> ) get the angles of the entity. centroid entity's centroid forwardvector get the forward vector of angles leftvector get the left vector of angles origin( Vector newOrigin ) Set the origin of the entity to newOrigin. origin( Vector newOrigin ) Set the origin of the entity to newOrigin. origin entity's origin rightvector get the right vector of angles target entity's target target( String targetname_to_target ) entity's target target( String targetname_to_target ) target another entity with targetname_to_target. targetname entity's targetname targetname( String targetName ) set the targetname of the entity to targetName. targetname( String targetName ) set the targetname of the entity to targetName. upvector get the up vector of angles SinkObject (func_sinkobject) → ScriptSlave → Mover → Trigger → Animate → Entity → SimpleEntity → Listener → Class 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. SlidingDoor (func_door) → Door → ScriptSlave → Mover → Trigger → Animate → Entity → SimpleEntity → Listener → Class 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 doclose 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. SmokeGrenade (smokegrenade) → EffectEntity → Animate → Entity → SimpleEntity → Listener → Class bouncefactor( Float factor ) sets how far smoke volumes bounce when they collide with something fadedelay( Float time ) sets how long the entity waits until fading out from 1 alpha to 0 alpha, in seconds fadein( Float time ) sets fadein time from 0 alpha to 1 alpha, in seconds life( Float life ) sets how long the smoke emitter lives maxalpha( Float alpha ) sets maximum opacity of an individual smoke particle, in 0-1 range offset( Float offset_x, Float offset_y, Float offset_z ) sets offset of the smoke volume from the entity scale( Float scale ) sets initial scale of each smoke volume scalerate( Float rate ) sets how fast the smoke volume grows spawnlife( Float life ) sets how long each smoke volume lives spawnrate( Float rate ) sets how many smoke volumes are spawned per second spin( Float avel ) sets the number of rotations per second for this entity around its z axis velocity( Float vel_x, Float vel_y, Float vel_z ) sets how fast the smoke volume moves away, with x forward and z up SoundManager → Listener → Class 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. Spawn (func_spawn) → ScriptSlave → Mover → Trigger → Animate → Entity → SimpleEn
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MOHAA GAME Module Classes(程序代码注释) Game Module Classes Actor, Animate, Entity, ScriptSlave, ScriptThread, Sentient, Trigger, World Actor (Actor) → SimpleActor → Sentient → Animate → Entity → SimpleEntity → Listener → Class accuracy( Float value ) Set percent to hit accuracy( Float value ) Set percent to hit accuracy Set percent to hit ai_off Turns the AI off for this actor. ai_on Turns the AI on for this actor. aimat( String target ) Specify the target to aim at. alarmnode( String value ) Sets the name of the alarm node for the actor (must have type set to alarm for effect) alarmnode( String value ) Sets the name of the alarm node for the actor (must have type set to alarm for effect) alarmnode Gets the name of the alarm node for the actor (must have type set to alarm for effect) alarmthread Gets the name of the alarm thread for the actor (must have type set to alarm for effect) alarmthread( String value ) Sets the name of the alarm thread for the actor (must have type set to alarm for effect) alarmthread( String value ) Sets the name of the alarm thread for the actor (must have type set to alarm for effect) ammo_grenade Returns how many grenades an AI has ammo_grenade( Integer grenade_count ) Gives the AI some grenades ammo_grenade( Integer grenade_count ) Gives the AI some grenades anim( String name ) Play animation. anim_attached( String name ) Play attached animation. anim_noclip( String name ) Play noclip animation. anim_scripted( String name ) Play scripted animation. animfinal Whether the animation was succesfully finished animloop( String name ) Loop animation. animname Gets the animname. animname Sets the animname. animscript( String name ) Play the animation script animscript_attached( String name ) Play a noclip animation even when attached animscript_noclip( String name ) Play the noclip animation script animscript_scripted( String name ) Play the scripted animation script attachgrenade Used only by grenade return animations to tell the code when to attach the grenade to the actor attackhandler Gets the current script that will handle attack events attackhandler Sets the current script that will handle attack events attackplayer Force Actor to attack the player avoidplayer( Integer allowavoid ) set to 0 if this AI shouldn't automatically get out of the way, non-zero if he should. avoidplayer( Integer allowavoid ) set to 0 if this AI shouldn't automatically get out of the way, non-zero if he should. avoidplayer is 0 if this AI won't automatically get out of the way, non-zero if he will balconyheight( Float height ) minimum height a balcony guy must fall to do special balcony death balconyheight( Float height ) minimum height a balcony guy must fall to do special balcony death balconyheight minimum height a balcony guy must fall to do special balcony death bedead Forces the actor to be instantly and totally dead; no death animation is played blendtime Set the crossblend time to something other than the default, in seconds blendtime Get the crossblend time breakspecial tell ai to break special attack calcgrenadetoss( Vector target_position ) Called to calculate a grenade toss. Must be called before a grenade throwing animation. Returns the name of the script to call with animscript if the toss can succeed, or if the toss won't work. Should be called infrequently, and never during the middle of a grenade toss. calcgrenadetoss2( Vector target_position, Float speed ) Called to calculate a grenade toss. Must be called before a grenade throwing animation. Returns the name of the script to call with animscript if the toss can succeed, or if the toss won't work. Should be called infrequently, and never during the middle of a grenade toss. The speed parameter is optional. Pass a speed if you just want to override and throw no matter what... canmoveto( Vector position ) returns a boolean if the AI can move to a point; for use in anim scripts canshoot( Vector shootOrigin ) Determines if it would be possible to shoot the sentient's enemy from the given position. canshootenemyfrom( Vector shootOrigin ) Determines if it would be possible to shoot the sentient's enemy from the given position. crawlto( String dest ) Specify the location to crawl to. crouchto( String dest ) Specify the location to crouch to. damagepuff( Vector position, Vector direction ) Spawns a puff of 'blood' smoke at the speficied location in the specified direction. deathembalm preps the dead actor for turning nonsolid gradually over time deathhandler Sets the current script that will handle death events deathhandler Gets the current script that will handle death events deathsinkstart Makes the entity sink into the ground and then get removed (this starts it). defaultnonvislevel updates the default value for 'nonvislevel' delete Removes this listener immediately. detachgrenade Used only by grenade return animations to tell the code when to throw the grenade disguise_accept_thread( String value ) Sets the name of the thread for the actor to start when accepting papers disguise_accept_thread( String value ) Sets the name of the thread for the actor to start when accepting papers disguise_accept_thread Gets the name of the thread for the actor to start when accepting papers disguise_level Gets the disguise level of the actor. May be 1 or 2 disguise_level( Integer value ) Sets the disguise level of the actor. May be 1 or 2 disguise_level( Integer value ) Sets the disguise level of the actor. May be 1 or 2 disguise_period( Float period_in_seconds ) Sets the time between the end of one disguise behavior and start of the next disguise_period Gets the time between the end of one disguise behavior and start of the next disguise_period( Float period_in_seconds ) Sets the time between the end of one disguise behavior and start of the next disguise_range( Float range_in_units ) Sets the maximum distance for disguise behavior to get triggered disguise_range( Float range_in_units ) Sets the maximum distance for disguise behavior to get triggered disguise_range Gets the maximum distance for disguise behavior to get triggered distancetoenemy Get the distance from the Actor to its enemy doActivate( Entity activatingEntity ) General trigger event for all entities dumb Make Actor dumb. emotion The method of setting the facial expression of the Actor enableEnemy sets enableEnemy variable enablePain sets enablePain variable endactionanim( ) End any aiming/action animation which is currently playing enemy Get the actor's current enemy enemy_visible_change_time Get the last time whether or not the enemy is visible changed, in seconds enemysharerange( Float range ) sets the range outside which the AI will not receive notification that a teammate has a new enemy enemysharerange gets the range outside which the AI will not receive notification that a teammate has a new enemy enemysharerange( Float range ) sets the range outside which the AI will not receive notification that a teammate has a new enemy enemyswitchdisable Disable enemy switching... enemyswitchenable Enable enemy switching... entitystart Initialize a Actor. eyeslookat( Entity entity ) The actor will look at this entity. fallheight( Float height ) Set the fallheight fallheight Set the fallheight favoriteenemy( Entity ai_or_player ) Gets this AI's favorite enemy favoriteenemy( Entity ai_or_player ) Gets this AI's favorite enemy favoriteenemy Gets this AI's favorite enemy findenemy Finds the best enemy to target fire_grenade Used only by grenade throw animations to tell the code when to throw a grenade fixedleash( Float multiplier ) if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset fixedleash if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset fixedleash( Float multiplier ) if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset fov( Float angle ) The fov angle of the actor fov The fov angle of the actor fov( Float angle ) The fov angle of the actor GetRunAnim Internal usage GetWalkAnim Internal usage gren_awareness( Float awareness_percent ) sets the awareness of grenades in 0-100 percent chance of responding to a grenadewhen the AI sees it (applied once every 0.4 seconds) gren_awareness gets the awareness of grenades in 0-100 percent chance of responding to a grenadewhen the AI sees it (applied once every 0.4 seconds) gren_awareness( Float awareness_percent ) sets the awareness of grenades in 0-100 percent chance of responding to a grenadewhen the AI sees it (applied once every 0.4 seconds) gun gets the gun to being used gun( String s ) specifies the gun to use gun( String s ) specifies the gun to use hascompletelookahead returns true if there are no corners to turn on the rest of the AI's current path headmodel gets the head model headmodel( String headmodel ) sets the head model headskin gets the head skin headskin( String headskin ) sets the head skin hearing( Float radius ) The hearing radius of the actor hearing( Float radius ) The hearing radius of the actor hearing( Float radius ) The hearing radius of the actor holster( Integer if ) Holster weapon idlesay( String animation ) The name of an idle dialog animation to play ignorebadplaces( Integer ignore ) sets whether or not this AI guy will ignore bad places (0 = not suicidal) ignorebadplaces gets whether or not this AI guy will ignore bad places (0 = not suicidal) ignorebadplaces( Integer ignore ) sets whether or not this AI guy will ignore bad places (0 = not suicidal) immediateremove Removes this listener immediately. inreload returns non-zero if the AI is in a reload inreload( Integer reloading ) set to non-zero to indicate the AI is in a reload interrupt_point hint from animation scripts to AI code that now is a good time to switch animations interval Gets the distance AI tries to keep between squadmates while moving. interval( Float distance ) Sets the distance AI tries to keep between squadmates while moving. interval( Float distance ) Sets the distance AI tries to keep between squadmates while moving. intervaldir the direction the AI would like to move to maintain its interval is_enemy_visible 0 if the enemy is not currently visible, 1 if he is kickdir Gets the direction the AI wants to kick killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) event which is sent to an entity once it as been killed Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot last_enemy_visible_time Get the last time the enemy was visible, in seconds leash( Float distance ) Sets the maximum distance the AI will wander from its leash home leash( Float distance ) Sets the maximum distance the AI will wander from its leash home leash Gets the maximum distance the AI will wander from its leash home lookaroundangle gets the angle in degrees left or right of center that the AI will look around while patrolling lookaroundangle( Float angle ) gets the angle in degrees left or right of center that the AI will look around while patrolling lookaroundangle( Float angle ) gets the angle in degrees left or right of center that the AI will look around while patrolling lookat( Entity entity ) The actor will look at this entity. maxdist( Float distance ) Sets the maximum distance the AI tries to allow between itself and the player maxdist( Float distance ) Sets the maximum distance the AI tries to allow between itself and the player maxdist Gets the maximum distance the AI tries to keep between itself and the player mindist Gets the minimum distance the AI tries to keep between itself and the player mindist( Float distance ) Sets the minimum distance the AI tries to keep between itself and the player mindist( Float distance ) Sets the minimum distance the AI tries to keep between itself and the player mood gets the AI mood: 'bored', 'nervous', 'curious', or 'alert'. mood( String new_mood ) sets the AI mood... must be 'bored', 'nervous', 'curious', or 'alert'. movedir Returns a unit vector pointing in the current direction of motion, or zero if not moving.This still has meaning if velocity is zero but the AI is starting to move on a path. movedoneradius( Float radius ) Set the waittill movedone radius, default 0 means don't use manual radius movedoneradius( Float radius ) Set the waittill movedone radius, default 0 means don't use manual radius moveto( String anim, String dest ) Specify the location to move to, with animation anim. mumble( Integer can_mumble ) Set to 1 if this guy is allowed to mumble, or 0 if he is not mumble( Integer can_mumble ) Set to 1 if this guy is allowed to mumble, or 0 if he is not mumble Returns 1 if this guy is allowed to mumble, or 0 if he is not no_idle Specifies if the actor will not go into idle after playing an animation no_idle Gets if the actor will not go into idle after playing an animation nolongpain( Integer allow ) Set to 1 if long pain is not allowed, or 0 if long pain is allowed. nolongpain( Integer allow ) Set to 1 if long pain is not allowed, or 0 if long pain is allowed. nolongpain Returns 1 if long pain is not allowed, or 0 if long pain is allowed. nonvislevel visibility level in range 0-1 below which an enemy is treated as non-visible nonvislevel visibility level in range 0-1 below which an enemy is treated as non-visible nonvislevel visibility level in range 0-1 below which an enemy is treated as non-visible nosurprise( Integer nosurprise ) set to 0 to allow this guy to play a surprised animation when first encountering an enemy. nosurprise gets whether or not this guy is allowed to play a surprised animation when first encountering an enemy. nosurprise( Integer nosurprise ) set to 0 to allow this guy to play a surprised animation when first encountering an enemy. noticescale( Float multiplier ) Set the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast) noticescale Get the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast) noticescale( Float multiplier ) Set the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast) pain( Entity attacker, Float damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) used to inflict pain to an entity painhandler Sets the current script that will handle pain events painhandler Gets the current script that will handle pain events pathdist returns total distance along current path to the path goal patrolpath( String value ) Sets the name of the patrol path for the actor (must have type set to patrol for effect) patrolpath( String value ) Sets the name of the patrol path for the actor (must have type set to patrol for effect) patrolpath Gets the name of the patrol path for the actor (must have type set to patrol for effect) physics_off turn physics off. physics_on turn physics on. playsound( String soundName, [ Integer channel ], [ Float volume ], [ Float min_distance ], [ Float pitch ] ) play a sound coming from this entity. default channel, CHAN_BODY. pointat( Entity entity ) The actor will point at this entity. position The Position the Actor wants to be and should animate towards position The Position the Actor wants to be and should animate towards ReadyToFire Returns if ready to fire reload_mg42 Reload the mg42 - only used by machinegunner remove Removes this listener the next time events are processed. resetleash resets the AI's leash to their current position runanimrate Get the rate at which the run animation plays back runanimrate( Float multiplier ) Set the rate at which the run animation plays back runanimrate( Float multiplier ) Set the rate at which the run animation plays back runto( String dest ) Specify the location to run to. say( String animation ) The name of a dialog animation to play saydone Even used by sound-only special case of say to trigger waittill saydone setactionanim( String base_anim, Float lower_limit, Float upper_limit ) Set the base action animation and range that they cover setaimmotionanim( String anim_crouch, String anim_stand ) Set aim motion animation (handler scripts only) setaimtarget( Entity entity, Integer bMakeEnemy ) Sets the primary weapon's aim target. if you pass a 1 for p2, the target will become the current enemy... setanim( String anim, Integer slot, Float weight, String flagged ) Set animation slot setanimlength( Float time ) Set the maximum time an animation will play setmotionanim( String anim ) Set motion animation (handler scripts only) setreloadcover do this command to let the ai know it needs to reload; used to reload while going to cover setsay( String animation ) The name of a dialog animation to play - used by animation script only setupperanim( String anim ) Set the upper body animation - used by animation script only share_enemy internal code use only - shares an AI's enemy with his squad mates. share_grenade internal code use only - shares an AI's grenade with his squad mates. sight( Float max_sight_range ) Sets the vision distance of the actor. sight Gets the vision distance of the actor. sight( Float max_sight_range ) Sets the vision distance of the actor. silent( Integer silent ) set to 0 to prevent this guy from saying stuff besides pain and death sounds. silent gets whether or not this guy is allowed to say stuff besides pain and death sounds silent( Integer silent ) set to 0 to prevent this guy from saying stuff besides pain and death sounds. sound_awareness gets the awareness of sounds in 0-100 percent chance of hearing a sound withinhalf of the sound's radius' fades to zero outside sound's radius sound_awareness( Float awareness_percent ) sets the awareness of sounds in 0-100 percent chance of hearing a sound withinhalf of the sound's radius' fades to zero outside sound's radius sound_awareness( Float awareness_percent ) sets the awareness of sounds in 0-100 percent chance of hearing a sound withinhalf of the sound's radius' fades to zero outside sound's radius stopped sent when entity has stopped bouncing for MOVETYPE_TOSS. suppresschance sets the percent chance of doing suppressing fire when appropriate (0-100) suppresschance sets the percent chance of doing suppressing fire when appropriate (0-100) suppresschance sets the percent chance of doing suppressing fire when appropriate (0-100) tether( Entity entity ) the entity to which the AI's leash should be tethered thinkstate current ai think state; can be void, idle, pain, killed, attack, curious, disguise, or grenade. turndoneerror The error amount that turndone will occur for the turnto command. turndoneerror( Float error ) The error amount that turndone will occur for the turnto command. turndoneerror( Float error ) The error amount that turndone will occur for the turnto command. turnspeed( Float speed ) The turn speed of the actor. turnspeed The turn speed of the actor. turnspeed( Float speed ) The turn speed of the actor. turnto( Entity entity ) The actor will turn to this entity. turret Gets the turret of the actor. turret( String turret ) Sets the turret of the actor. turret( String turret ) Sets the turret of the actor. type_attack Gets the attack type of the actor. type_attack( String value ) Sets the attack type of the actor. type_attack( String value ) Sets the attack type of the actor. type_disguise( String value ) Sets the disguise type of the actor. type_disguise Gets the disguise type of the actor. type_disguise( String value ) Sets the disguise type of the actor. type_grenade( String value ) Sets the grenade type of the actor. type_grenade Gets the grenade type of the actor. type_grenade( String value ) Sets the grenade type of the actor. type_idle( String value ) Sets the idle type of the actor. type_idle Gets the idle type of the actor. type_idle( String value ) Sets the idle type of the actor. unholster( Integer if ) Unholster weapon upperanim( String anim ) Set the upper body animation use( String name, [ Integer weapon_hand ] ) Use the specified weapon or item in the hand choosen (optional). voicetype Gets the voice type voicetype Set voicetype to magic letter postfix voicetype Set voicetype to magic letter postfix waittrigger( Boolean bool ) If true, patrol guys and running men wait until triggered to move waittrigger( Boolean bool ) If true, patrol guys and running men wait until triggered to move waittrigger If true, patrol guys and running men wait until triggered to move walkto( String dest ) Specify the location to walk to. weapon( String weapon_modelname ) Sets the weapon. weapon( String weapon_modelname ) Gives the sentient the weapon specified. weapon Gets the weapon. weapon_internal( String s ) internal use weapongroup Specifies weapon animation set to use in anim scripts weapontype The Weapon Type of the Actor Ammo → Class AmmoEntity → Item → Trigger → Animate → Entity → SimpleEntity → Listener → Class ammoentity_postspawn Ammo Entity Post Spawn Animate (animate) → Entity → SimpleEntity → Listener → Class anim( String animName ) Exec anim commands on server or client. isloopinganim( String anim_name ) returns 1 if the anim is a looping anim, or 0 otherwise pauseanims( Integer pause ) Pause (or unpause) animations playerspawn( String model_name, [ Float range ], [ Vector vector_offset ], [ Float inFOV ], [ Float speed ] ) spawn something near the player, either within the player's view or behind him model - name of model to spawn range - how close does this need to be to the player to actually get spawned, default 480 (30 foot radius). vector_offset - oriented vector offset of where to spawn the item, default (0 0 0) inFOV - 1 - Only spawn when this position is within the FOV of the player -1 - Only spawn when this position is outside the FOV of the player 0 - (default) don't care, always spawn speed - how fast the effect should travel, in other words, how long before the effect gets spawned. delay is calculated based on the distance between object and player divided by the speed 0 - no delay 960 - (default) 60 feet per second. If the object is 60 feet from the player, the player effect will spawn one second later. setcontrollerangles( Integer num, Vector angles ) Sets the control angles for the specified bone. setsynctime( Float synctime ) Set sync time for entity. setyawfrombone( String bone_name ) Set the yaw of the model based on the current animation time testmojo( String model_name, Vector vector_offset ) INTERNAL EVENT AnimationEvent → Event → Class Armor → Item → Trigger → Animate → Entity → SimpleEntity → Listener → Class BarrelObject (func_barrel) → Entity → SimpleEntity → Listener → Class barreltype( String type ) Sets the barrel's type damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) general damage event used by all entities Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) event which is sent to an entity once it as been killed Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot Body → Animate → Entity → SimpleEntity → Listener → Class Camera (func_camera) → Entity → SimpleEntity → Listener → Class 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 scale lookat( 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 time orbit( 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. showquakes( Integer 0 ) Sets the camera to show or not show earthquake effects. speed( Float speed ) Sets the camera speed. start Start camera moving. stop Stop the camera movement. 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 time watchnode( [ Float fadeTime ] ) Makes the camera watch based on what is stored in the camera nodes. if fadeTime is specified, camera will fade over that time watchpath( [ Float fadeTime ] ) Makes the camera look along the path of travel. if fadeTime is specified, camera will fade over that time watchstring( String string, [ Float fadeTime ] ) Makes the camera watch based on a string. if fadeTime is specified, camera will fade over that time CameraManager → Listener → Class add Add a new point to the camera path where the player is standing. cancelFor( String name ) Cancel for current path node event of type name 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. show( [ Entity path ] ) Shows the specified path. stop Stop the camera playing path. updateinput Updates the current node with user interface values. waitTill( String name ) Wait until current path node event of type name watch( String watch ) Set the current path node to watch something. CarryableTurret → InventoryItem → Weapon → Item → Trigger → Animate → Entity → SimpleEntity → Listener → Class dropturret Makes the carryable turret have itself dropped item_pickup( Entity item ) Pickup the specified item. placeturret Try to place the carryable turret turrettik Tiki of the turret to place Class ConsoleEvent → Event → Class CrateObject (func_crate) → Entity → SimpleEntity → Listener → Class damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) general damage event used by all entities Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot debristype( Integer type ) Sets the debris type of the crate killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) event which is sent to an entity once it as been killed Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot DamageModel (DamageModel) → Animate → Entity → SimpleEntity → Listener → Class damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) general damage event used by all entities Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) event which is sent to an entity once it as been killed Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot killthread( String thread ) Set the thread to execute when this model is killed killtrace( Vector offset, Vector direction, Float radius, Float distance ) kills all objects along the trace offset - initial offset from origin direction - angular offset orientation for trace radius - thickness of trace distance - how far to trace orientedbbox( Vector mins, Vector maxs, Float yawoffset ) spawn an oriented bounding box with the given dimensions and an angular offset mins - min dimensions of box maxs - max dimensions of box yawoffset - angular offset orientation of box Decal → Entity → SimpleEntity → Listener → Class DM_Manager → Listener → Class doroundtransition delayed function call to (possibly) determine round winner and restart next round finishroundtransition delayed function call to do the actual restart for the next round DM_Team → Listener → Class Door (NormalDoor) → ScriptSlave → Mover → Trigger → Animate → Entity → SimpleEntity → Listener → Class alwaysaway Makes the door always open away from the person opening it. 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 close 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. doortype( String door_type ) Sets the defaults for this door Door Defaults: wood(default) metal doUse( Entity activatingEntity ) sent to entity when it is used by another entity killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) event which is sent to an entity once it as been killed Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot linkdoor Link doors together. lock Lock the door. open( Entity other ) Opens the door. sound_close_end( String sound_close ) Sets the sound to use when the door closes. sound_close_start( String sound_close ) Sets the sound to use when the door closes. 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_open_end( String sound_open_end ) Sets the sound to use when the door stops to opens. sound_open_start( String sound_open_start ) Sets the sound to use when the door starts to opens. 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. trysolid Trys to make the door solid. 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. DrivableVehicle → Vehicle → VehicleBase → Animate → Entity → SimpleEntity → Listener → Class doBlocked( Entity obstacle ) sent to entity when blocked. doTouch( Entity touchingEntity ) sent to entity when touched. killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) event which is sent to an entity once it as been killed Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot DynItem → Item → Trigger → Animate → Entity → SimpleEntity → Listener → Class damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) general damage event used by all entities Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot kill console based command to kill yourself if stuck. EffectEntity (effectentity) → Animate → Entity → SimpleEntity → Listener → Class Emitter (func_emitter) → Entity → SimpleEntity → Listener → Class doTouch( Entity touchingEntity ) sent to entity when touched. emitter( String name ) Emitter to use idle Animates the puff daddy. Entity → SimpleEntity → Listener → Class ai_event( [ String type ], [ Float radius ] ) Let the AI know that this entity made a sound, type is a string specifying what type of sound it is. radius determines how far the sound reaches. alpha( Float newAlpha ) Set the alpha of the entity to alpha. alwaysdraw Sets this entity to always draw attach( Entity parent, String tagname, [ Integer use_angles ] ) attach this entity to the parent's legs tag called tagname attachedmodelanim( String tagname, String anim_name, Float crossblend_time, String model_name ) Tells models (or specified model) attached to specified tag to play specified animation. Crossbkend time doesn't work yet. 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 tag avelocity gets the angular velocity for this entity. bind( Entity parent ) bind this entity to the specified entity. brushmodel get the brush modelName. cansee( Entity entity, [ Float fov ], [ Float vision_distance ] ) returns 1 if the entities can see eachother, 0 if not; blocked by any entities between them canseenoents( Entity entity, [ Float fov ], [ Float vision_distance ] ) returns 1 if the entities can see eachother, 0 if not; ignores any entities between them censor used to ban certain contact when in parentmode classname The entity's classname classname( String nameOfClass ) Determines what class to use for this entity, this is pre-processed from the BSP at the start of the level. connect_paths Connects all navigation paths which intersect with the specified entity's volume damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location ) general damage event used by all entities Location values: -1 General 0 Pelvis 1 Lower Torso 2 Mid Torso 3 Upper Torso 4 Neck 5 Head 6 RUpperArm 7 RForearm 8 RHand 9 LUpperArm 10 LForearm 11 LHand 12 RThigh 13 RCalf 14 RFoot 15 LThigh 16 LCalf 17 LFoot 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). delete Removes this listener immediately. detach detach this entity from its parent. detachallchildren Detach all the children from the entity. disconnect_paths Disconnects all navigation paths which intersect with the specified entity's volume dm( String command, [ String parms ] ) Makes a command be executed only in multiplayer dmrealism( String command, [ String parms ] ) Makes a command be executed only in miltiplayer realism mode 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 rendered entnum The entity's entity number explosionattack( 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 entity fadein( [ 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 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 forceactivate Forces an entity to activate outside of the player's PVS getcontrollerangles( Integer num ) Gets the control angles for the specified bone. GetLocalYawFromVector Turn a worldspace vector into a local space yaw getmaxs Get the maxs of the bounding box of the entity to maxs.
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AA的MOD还有人搞啊...呵何,支持一下!刚看到这个贴子,有些晚了....SORRY! AA的MOD程序不是很难,毕竟是建在GAME引擎上的东西,有一点计算机语言基础就可以了... 间单的代玛我放在本站我的搏中,可看一下...网上有关的AA教程太少,,,,只能看单人图的.SCR上的程序领捂了... 好的构思,才有好的MOD......呵呵