ef2-ubertools-gdk/Documentation/content/allclasses_g.html
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UberTools GDK
<div class="menutitle" onclick="SwitchMenu('sub0')">&raquo; Introduction &amp; Contents</div>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="../start.html">Introduction</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="../start.html#2">Utilities</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="../start.html#3">Source Files</a><br>
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<br>Level Design<br>
<div class="menutitle" onclick="SwitchMenu('sub1')">&raquo; Setting Up UberRadiant</div>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_setup.html">That Scary Error Msg</a><br>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#3">Building The Room</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#4">Adding a Light</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
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<div class="menutitle" onclick="SwitchMenu('sub3')">&raquo; Constructing Terrain</div>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_terrain.html">Setting up the Tools</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_terrain.html#2">Creating Terrain</a><br>
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<br>Scripting<br>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
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<div class="menutitle" onclick="SwitchMenu('sub6')">&raquo; Global Script Synopsis</div>
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<div class="menutitle" onclick="SwitchMenu('sub7')">&raquo; Classes Reference</div>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="allclasses_g.html">Game Module</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="allclasses_cl.html">Client Module</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="allclasses_cg.html">Client Game Module</a><br>
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<br>Older Documentation<br>
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&nbsp;&nbsp;&nbsp;&nbsp;<a href="fakk2_gui.html">GUI Documentation</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="fakk2_shadermanual.html">Shader Manual</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="fakk2_soundsystem.html">Sound System</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="fakk2_tiki.html">TIKI Model System</a><br>
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<br>Other<br>
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<td valign="top" width="533"><p class="header"><br>
Game Module Classes</p>
<h2><a href="#Actor">Actor</a>, <a href="#Animate">Animate</a>, <a href="#Entity">Entity</a>,
<a href="#ScriptSlave">ScriptSlave</a>, <a href="#Sentient">Sentient</a>,
<a href="#Trigger">Trigger</a>, <a href="#World">World</a></h2>
<h2> <a name="Actor">Actor (<i>monster_generic</i>)</a> -> <a href="#Sentient">Sentient</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>active</B>( <i>Integer active_flag </i>)</tt><BR>
<ul>
Specifies whether the actor's is active or not.
</ul>
<P><tt><B>actor_pickup</B>( <i>String tag_name </i>)</tt><BR>
<ul>
Makes the actor pickup current pickup_ent (should only be called from
a tiki).
</ul>
<P><tt><B>actor_throw</B>( <i>String tag_name </i>)</tt><BR>
<ul>
Makes the actor throw whatever is in its hand (should only be called
from a tiki).
</ul>
<P><tt><B>actorfade</B></tt><BR>
<ul>
Makes the actor fade out.
</ul>
<P><tt><B>actorondamage</B>( <i>String thread_name, [ Integer damage_threshold
] </i>)</tt><BR>
<ul>
sets the thread that is called when actor is damaged
</ul>
<P><tt><B>actortoactordamage</B>( <i>Float modifier </i>)</tt><BR>
<ul>
Amount to modifiy damage by 1 is full damage, 0 would be no damage
</ul>
<P><tt><B>actortype</B>( <i>String actor_type </i>)</tt><BR>
<ul>
sets the actortype
</ul>
<P><tt><B>addcustomthread</B>( <i>String threadType, String threadName
</i>)</tt><BR>
<ul>
Adds a custom thread to the actor. The thread type is the specific type
to call, the name is the thread to call
</ul>
<P><tt><B>aggressive</B>( <i>Float aggressiveness </i>)</tt><BR>
<ul>
sets the aggressiveness of the actor... valid range between 0 and 1
</ul>
<P><tt><B>ai_off</B></tt><BR>
<ul>
Turns the AI off for this actor.
</ul>
<P><tt><B>ai_on</B></tt><BR>
<ul>
Turns the AI on for this actor.
</ul>
<P><tt><B>alertevent</B>( <i>[ Float soundRadius ] </i>)</tt><BR>
<ul>
Alerts Entities within the radius of the enemy's location.
</ul>
<P><tt><B>allowfall</B>( <i>[ Boolean allow_fall_bool ] </i>)</tt><BR>
<ul>
Makes the actor ignore falls when trying to move.
</ul>
<P><tt><B>allowhangback</B>( <i>Integer allow_bool </i>)</tt><BR>
<ul>
Sets whether or not the actor will bother to hang back.
</ul>
<P><tt><B>allowtalk</B>( <i>Integer allow_bool </i>)</tt><BR>
<ul>
Sets whether or not the actor will bother to talk to the player.
</ul>
<P><tt><B>anim</B>( <i>String anim_name </i>)</tt><BR>
<ul>
Starts the PlayAnim behavior.
</ul>
<P><tt><B>anim_done</B></tt><BR>
<ul>
Called when the actor's animation is done, it is not meant to be called
from script.
</ul>
<P><tt><B>animateonce</B>( <i>String anim_name </i>)</tt><BR>
<ul>
Runs the specified animation one time, then holds the last frame
</ul>
<P><tt><B>attachactor</B>( <i>String model, String targetname, String
bone </i>)</tt><BR>
<ul>
attach actor to the given bone
</ul>
<P><tt><B>attachcurrentenemy</B>( <i>String bone </i>)</tt><BR>
<ul>
attach current enemy to the given bone
</ul>
<P><tt><B>attack</B>( <i>Entity ent, [ Boolean force ] </i>)</tt><BR>
<ul>
Makes the actor attack the specified entity.
</ul>
<P><tt><B>attackplayer</B></tt><BR>
<ul>
Makes enemies of all the players.
</ul>
<P><tt><B>bleed_after_death</B>( <i>Boolean bleed_bool </i>)</tt><BR>
<ul>
Sets whether or not the actor will bleed after dying.
</ul>
<P><tt><B>blindlyfollowpath</B>( <i>String anim_name, [ Float offset ],
[ String pathnode ] </i>)</tt><BR>
<ul>
Actor walks to specified path node without avoidance or collision
</ul>
<P><tt><B>blink</B>( <i>Boolean shouldBlink </i>)</tt><BR>
<ul>
Sets whether or not the actor should blink
</ul>
<P><tt><B>bounceoff</B></tt><BR>
<ul>
Makes projectiles bounce off of actor (if they can't damage actor).
</ul>
<P><tt><B>bounceoffeffect</B>( <i>String bounce_off_effect_name </i>)</tt><BR>
<ul>
Sets the name of the effect to play when something bounces off the actor.
</ul>
<P><tt><B>bounceoffevent</B>( <i>Vector object_origin </i>)</tt><BR>
<ul>
Lets the actor know something just bounces off of it.
</ul>
<P><tt><B>branchdialog</B>( <i>String dialogName </i>)</tt><BR>
<ul>
Presents a branch dialog to the player.
</ul>
<P><tt><B>broadcastdialog</B>( <i>String context </i>)</tt><BR>
<ul>
Broadcasts a context dialog
</ul>
<P><tt><B>bullet</B>( <i>String tag_name, Boolean use_current_pitch, Float
damage, Float knockback, String means_of_death, Vector spread, [ Float
range ] </i>)</tt><BR>
<ul>
Fires a bullet from the actor from the specified tag towards the current
enemy.
</ul>
<P><tt><B>canbefinishedby</B>( <i>String mod1, [ String mod2 ], [ String
mod3 ], [ String mod4 ], [ String mod5 ], [ String mod6 ] </i>)</tt><BR>
<ul>
Adds to the can be finished by list for this actor.
</ul>
<P><tt><B>canwalkonothers</B></tt><BR>
<ul>
Allows the actor to walk on top of others.
</ul>
<P><tt><B>changetype</B>( <i>String new_model_name </i>)</tt><BR>
<ul>
Changes the actor to the specified new type of actor.
</ul>
<P><tt><B>chargewater</B>( <i>Float damage, Float range </i>)</tt><BR>
<ul>
Does a charge water attack.
</ul>
<P><tt><B>checkactordead</B>( <i>Entity entity_to_check </i>)</tt><BR>
<ul>
checks if an actor is dead
</ul>
<P><tt><B>childsetanim</B>( <i>String childname, String anim_name </i>)</tt><BR>
<ul>
sets the child to play the anim specified
</ul>
<P><tt><B>childsuicide</B>( <i>String childname </i>)</tt><BR>
<ul>
sets the child to kill itself
</ul>
<P><tt><B>childusebehaviorpackage</B>( <i>String childname, String package_name
</i>)</tt><BR>
<ul>
sets the child to use the specified behavior package but does NOT set
the master state
</ul>
<P><tt><B>cleararmoradaptions</B></tt><BR>
<ul>
clears armor adaptions
</ul>
<P><tt><B>clearCurrentEnemy</B></tt><BR>
<ul>
Sets Current Enemy to Null
</ul>
<P><tt><B>clearspawnitems</B></tt><BR>
<ul>
Clears the list of items to spawn when this actor is killed.
</ul>
<P><tt><B>cleartorsoanim</B></tt><BR>
<ul>
clears the f'ng torso anim
</ul>
<P><tt><B>combattraceinterval</B>( <i>Float interval </i>)</tt><BR>
<ul>
Determines how often an actor will re-trace when doing can-attack types
of checks
</ul>
<P><tt><B>cripple</B>( <i>Integer cripple_flag </i>)</tt><BR>
<ul>
cripple actor ( 1 ) or not cripple actor ( 0 )
</ul>
<P><tt><B>damage_once_start</B></tt><BR>
<ul>
Makes the actor only do melee damage at most once during this attack.
</ul>
<P><tt><B>damage_once_stop</B></tt><BR>
<ul>
Specifies that the actor is done with the damage once event.
</ul>
<P><tt><B>damageallowed</B>( <i>Boolean damage_allowed </i>)</tt><BR>
<ul>
Turns melee damage on and off.
</ul>
<P><tt><B>damageangles</B>( <i>Float damage_angles </i>)</tt><BR>
<ul>
Sets the the angles where the actor can be hurt (like fov).
</ul>
<P><tt><B>damageenemy</B>( <i>Float damage, [ String model ] </i>)</tt><BR>
<ul>
Damages the current enemy by the specified amount.
</ul>
<P><tt><B>damageself</B>( <i>Float damage, String means_of_death </i>)</tt><BR>
<ul>
Damages Self
</ul>
<P><tt><B>dead</B></tt><BR>
<ul>
Does everything necessary when an actor dies, it is not meant to be
called from script.
</ul>
<P><tt><B>deathEffect</B>( <i>String deathEffectName </i>)</tt><BR>
<ul>
Displays a display effect instead of fading, shrinking, etc.
</ul>
<P><tt><B>deathfade</B></tt><BR>
<ul>
Makes the actor fade when dead.
</ul>
<P><tt><B>deathshrink</B></tt><BR>
<ul>
Makes the actor shrink when dead.
</ul>
<P><tt><B>deathsink</B></tt><BR>
<ul>
Makes the actor sink into the ground when dead.
</ul>
<P><tt><B>deathsize</B>( <i>Vector min, Vector max </i>)</tt><BR>
<ul>
Sets the actors new size for death.
</ul>
<P><tt><B>debugevent</B></tt><BR>
<ul>
Called for Debug Purposes from state machine
</ul>
<P><tt><B>debugstates</B>( <i>Integer debug_state </i>)</tt><BR>
<ul>
sets debug level for actor statemachine
</ul>
<P><tt><B>dialog</B>( <i>String alias, [ String token1 ], [ String token2
], [ String token3 ], [ String token4 ], [ String token5 ], [ String
token6 ] </i>)</tt><BR>
<ul>
Add a dialog to this sentient.
</ul>
<P><tt><B>dialoganimdone</B></tt><BR>
<ul>
Not meant to be called from script -- So DONT FREAKIN DO IT!!!!
</ul>
<P><tt><B>dialogdone</B></tt><BR>
<ul>
Called when the sentient's dialog is done, it is not meant to be called
from script.
</ul>
<P><tt><B>dialogMorphMult</B>( <i>Float dialogMorphMult </i>)</tt><BR>
<ul>
Sets the multiplier for all dialog morphs for this actor.
</ul>
<P><tt><B>diecompletely</B>( <i>Boolean die_bool </i>)</tt><BR>
<ul>
Sets whether or not the actor dies completely (if he doesn't he mostly
just runs his kill_thread).
</ul>
<P><tt><B>disable</B>( <i>Integer disable_flag </i>)</tt><BR>
<ul>
disable actor ( 1 ) or not disable actor ( 0 )
</ul>
<P><tt><B>doActivate</B>( <i>Entity activatingEntity </i>)</tt><BR>
<ul>
General trigger event for all entities
</ul>
<P><tt><B>domissionfailure</B>( <i>[ String reason ] </i>)</tt><BR>
<ul>
Fails the mission
</ul>
<P><tt><B>doTouch</B>( <i>Entity touchingEntity </i>)</tt><BR>
<ul>
sent to entity when touched for the first time.
</ul>
<P><tt><B>doUse</B>( <i>Entity activatingEntity </i>)</tt><BR>
<ul>
sent to entity when it is used by another entity
</ul>
<P><tt><B>emotion</B>( <i>[ String expression_name ] </i>)</tt><BR>
<ul>
Sets the actors current emotion.
</ul>
<P><tt><B>endbehavior</B></tt><BR>
<ul>
Ends the current behavior, it is not meant to be called from script.
</ul>
<P><tt><B>endeyebehavior</B></tt><BR>
<ul>
Ends the current eye behavior it is not meant to be called from script.
</ul>
<P><tt><B>endheadbehavior</B></tt><BR>
<ul>
Ends the current head behavior it is not meant to be called from script.
</ul>
<P><tt><B>endtorsobehavior</B></tt><BR>
<ul>
Ends the current torso behavior it is not meant to be called from script.
</ul>
<P><tt><B>enemyaioff</B></tt><BR>
<ul>
turns off the current enemy AI
</ul>
<P><tt><B>enemyaion</B></tt><BR>
<ul>
turns on the current enemy AI
</ul>
<P><tt><B>enemytype</B>( <i>String enemytype </i>)</tt><BR>
<ul>
Sets the name of this actor's enemy type.
</ul>
<P><tt><B>evaluateenemies</B></tt><BR>
<ul>
Makes the actor evaluate his enemy list
</ul>
<P><tt><B>eyeoffset</B>( <i>Vector eyeoffset </i>)</tt><BR>
<ul>
Sets the actor's eye position.
</ul>
<P><tt><B>eyewatch</B>( <i>Entity entity_to_watch, [ Float max_speed ]
</i>)</tt><BR>
<ul>
Actor watches the specified entity by turning his eyes.
</ul>
<P><tt><B>failmission</B>( <i>Float time, [ String reason ] </i>)</tt><BR>
<ul>
Fails the mission in the time specified
</ul>
<P><tt><B>falltodeath</B>( <i>Float forwardmove, Float sidemove, Float
speed, String startanim, String fallanim, String deathanim, [ Float
anim_delay ] </i>)</tt><BR>
<ul>
makes an actor fall to his death
</ul>
<P><tt><B>feetwidth</B>( <i>Float feet_width </i>)</tt><BR>
<ul>
Sets the width of the feet for this actor if different than the bounding
box size.
</ul>
<P><tt><B>fire</B>( <i>[ String hand ], [ String mode ] </i>)</tt><BR>
<ul>
Fires the weapon in the specified hand. With the specified mode (primary,
alternate)
</ul>
<P><tt><B>fly</B>( <i>[ Boolean fly_bool ] </i>)</tt><BR>
<ul>
Specifies actor as being able to fly (optional bool can turn fly on
or off).
</ul>
<P><tt><B>followcombatrange</B>( <i>Float maxRange </i>)</tt><BR>
<ul>
Sets a range that the target considers _close enough_ while following
in a combat situation
</ul>
<P><tt><B>followcombatrangemin</B>( <i>Float minRange </i>)</tt><BR>
<ul>
Sets a minimum range for following in a combat situation
</ul>
<P><tt><B>followrange</B>( <i>Float maxRange </i>)</tt><BR>
<ul>
Sets a range that the target considers _close enough_ while following
</ul>
<P><tt><B>followrangemin</B>( <i>Float minRange </i>)</tt><BR>
<ul>
Sets a minimum range for following
</ul>
<P><tt><B>followtarget</B>( <i>Entity entity_to_follow </i>)</tt><BR>
<ul>
Sets the following target for the actor
</ul>
<P><tt><B>followwaypoints</B>( <i>String waypointnode_name, [ String starting_anim_name
] </i>)</tt><BR>
<ul>
Makes an actor follow a waypoint path starting at , starting at the
start_point
</ul>
<P><tt><B>forcesetclip</B></tt><BR>
<ul>
Makes the actor set his contents to setclip
</ul>
<P><tt><B>forgetenemies</B></tt><BR>
<ul>
Makes the actor forget about all enemies for one frame
</ul>
<P><tt><B>forwardspeed</B>( <i>Float forwardspeed </i>)</tt><BR>
<ul>
Sets the actor's forward speed.
</ul>
<P><tt><B>fov</B>( <i>Float fov </i>)</tt><BR>
<ul>
Sets the actor's field of view (fov).
</ul>
<P><tt><B>fuzzyengine</B>( <i>String fuzzyengine_name </i>)</tt><BR>
<ul>
Sets which fuzzy engine file to use
</ul>
<P><tt><B>fuzzyengineactive</B>( <i>Boolean active </i>)</tt><BR>
<ul>
sets the fuzzy engine active or not
</ul>
<P><tt><B>getstage</B>( <i> </i>)</tt><BR>
<ul>
Returns this actors current stage.
</ul>
<P><tt><B>giveactorweapon</B>( <i>String weapon, [ Integer amount ] </i>)</tt><BR>
<ul>
Gives a weapon to an actor
</ul>
<P><tt><B>gotonextstage</B></tt><BR>
<ul>
Makes the actor goto his next stage.
</ul>
<P><tt><B>gotoprevstage</B></tt><BR>
<ul>
Makes the actor goto his previous stage.
</ul>
<P><tt><B>gotostage</B>( <i>Integer stage_number </i>)</tt><BR>
<ul>
Makes the actor goto the specified stage.
</ul>
<P><tt><B>groupactortype</B>( <i>String actortype </i>)</tt><BR>
<ul>
Sends an actortype event to the whole group
</ul>
<P><tt><B>groupattack</B></tt><BR>
<ul>
Sends and attack event to the whole group with this actors current enemy
</ul>
<P><tt><B>groupdeaththread</B>( <i>String thread_name </i>)</tt><BR>
<ul>
Sets a thread to call when all the members of a group have been killed
</ul>
<P><tt><B>groupmemberinjured</B>( <i>Boolean injured </i>)</tt><BR>
<ul>
Informs us that a group member is injured or not
</ul>
<P><tt><B>groupnumber</B>( <i>Integer group_number </i>)</tt><BR>
<ul>
sets the group number of the actor
</ul>
<P><tt><B>havething</B>( <i>Integer thing_number, Boolean have_bool </i>)</tt><BR>
<ul>
Sets whether or not the actor has this thing number.
</ul>
<P><tt><B>headandeyewatch</B>( <i>Entity entity_to_watch, [ Float max_speed
] </i>)</tt><BR>
<ul>
Actor watches the specified entity by turning his eyes,then head.
</ul>
<P><tt><B>headTwitch</B>( <i>Boolean bool </i>)</tt><BR>
<ul>
Sets whether or not the head should twitch.
</ul>
<P><tt><B>headwatch</B>( <i>Entity entity_to_watch, [ Float max_speed
] </i>)</tt><BR>
<ul>
Actor watches the specified entity by turning his head.
</ul>
<P><tt><B>headwatchtarget</B>( <i>String target, Float speed </i>)</tt><BR>
<ul>
sets the headwatch target... currently to enemy or none
</ul>
<P><tt><B>health</B>( <i>Integer newHealth </i>)</tt><BR>
<ul>
set the health of the entity to newHealth
</ul>
<P><tt><B>heardsound</B>( <i>Entity noisyEntity, Vector noisyLocation,
Integer soundtype </i>)</tt><BR>
<ul>
sent to entities when another makes a sound, not for script use<BR>
</ul>
<P><tt><B>helpernodecommand</B>( <i>String commandtype </i>)</tt><BR>
<ul>
Command from a helper node
</ul>
<P><tt><B>idlestate</B>( <i>[ String state_name ] </i>)</tt><BR>
<ul>
Tells the actor to go into idle mode.
</ul>
<P><tt><B>ifcanhideat</B>( <i>Vector pos, [ String token1 ], [ String
token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [
String token6 ] </i>)</tt><BR>
<ul>
Processes command if actor can hide at specified position.
</ul>
<P><tt><B>ifenemyvisible</B>( <i>[ String token1 ], [ String token2 ],
[ String token3 ], [ String token4 ], [ String token5 ], [ String token6
] </i>)</tt><BR>
<ul>
Process the following command if enemy is visible
</ul>
<P><tt><B>ifenemywithin</B>( <i>Float distance, [ String token1 ], [ String
token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [
String token6 ] </i>)</tt><BR>
<ul>
Processes command if actor is within distance of its current enemy.
</ul>
<P><tt><B>ifnear</B>( <i>String name, Float distance, [ String token1
], [ String token2 ], [ String token3 ], [ String token4 ], [ String
token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Process the following command if enemy is within specified distance
</ul>
<P><tt><B>ignore_placement_warning</B>( <i>String warning_string </i>)</tt><BR>
<ul>
Makes the specified placement warning not get printed for this actor.
</ul>
<P><tt><B>ignoremonsterclip</B></tt><BR>
<ul>
Makes the actor ignore monster clip brushes.
</ul>
<P><tt><B>ignorenextcontext</B>( <i>Boolean flag, String context </i>)</tt><BR>
<ul>
Makes the actor ignore the next context event it receives
</ul>
<P><tt><B>ignorepainfromactors</B></tt><BR>
<ul>
Makes this actor ignore pain from other actors.
</ul>
<P><tt><B>ignorewater</B>( <i>Boolean ignore_water_bool </i>)</tt><BR>
<ul>
Sets whether or not this actor will ignore water when moving.
</ul>
<P><tt><B>immortal</B>( <i>Boolean immortal_bool </i>)</tt><BR>
<ul>
Sets whether or not the actor is immortal or not.
</ul>
<P><tt><B>in_alcove</B>( <i>Integer in_alcove_flat </i>)</tt><BR>
<ul>
in alcove ( 1 ) or not in alcove ( 0 )
</ul>
<P><tt><B>incoming_proj</B>( <i>Entity ent </i>)</tt><BR>
<ul>
Notifies the actor of an incoming projectile.
</ul>
<P><tt><B>incontext</B>( <i>String context </i>)</tt><BR>
<ul>
Used to start a context dialog
</ul>
<P><tt><B>jumpto</B>( <i>String pathnode_or_entity, [ Float launchAngle
], [ Float dummy_arg ] </i>)</tt><BR>
<ul>
Actor jumps to specified path node
</ul>
<P><tt><B>killed</B>( <i>Entity attacker, Float damage, Entity inflictor,
Integer meansofdeath </i>)</tt><BR>
<ul>
event which is sent to an entity once it as been killed
</ul>
<P><tt><B>killthread</B>( <i>String kill_thread </i>)</tt><BR>
<ul>
Sets the actor's kill thread.
</ul>
<P><tt><B>lookat</B>( <i>Entity ent </i>)</tt><BR>
<ul>
Specifies an entity to look at.
</ul>
<P><tt><B>masterstatemap</B>( <i>String statemap_name, [ String state_name
] </i>)</tt><BR>
<ul>
Sets which masterstatemap file to use and optionally what the first
state to go to.
</ul>
<P><tt><B>max_inactive_time</B>( <i>Float max_inactive_time </i>)</tt><BR>
<ul>
Sets the maximum amount of time an actor will stay idle before going
to sleep.<BR>
Also sepecifies the maximum amount of time an actor will keep looking
for an<BR>
enemy that the actor can no longer see.
</ul>
<P><tt><B>maxbosshealth</B>( <i>Float max_boss_health </i>)</tt><BR>
<ul>
Sets the actor's max boss health.
</ul>
<P><tt><B>maxheadpitch</B>( <i>Float maxpitch </i>)</tt><BR>
<ul>
Sets the max pitch the headwatcher can turn the head
</ul>
<P><tt><B>maxheadyaw</B>( <i>Float maxyaw </i>)</tt><BR>
<ul>
Sets the max yaw the headwatcher can turn the head
</ul>
<P><tt><B>maxhealth</B>( <i>Integer newMaxHealth </i>)</tt><BR>
<ul>
set the max_health of the entity to newMaxHealth
</ul>
<P><tt><B>melee</B>( <i>[ Float damage ], [ String tag_name ], [ String
means_of_death ], [ Vector attack_vector ], [ Float knockback ], [ Integer
use_pitch_to_enemy ], [ Float attack_min_height ] </i>)</tt><BR>
<ul>
Makes the actor do a melee attack. attack_vector = width length height
</ul>
<P><tt><B>minmeleeheight</B>( <i>Float minimum_height </i>)</tt><BR>
<ul>
Sets the minimum height a melee attack has to be to hurt the actor.
</ul>
<P><tt><B>mouthangle</B>( <i>Float mouth_angle </i>)</tt><BR>
<ul>
Sets the mouth angle of the sentient.
</ul>
<P><tt><B>movementmode</B>( <i>String movment_mode </i>)</tt><BR>
<ul>
sets the movment mode of the actor
</ul>
<P><tt><B>name</B>( <i>String name </i>)</tt><BR>
<ul>
Specifies the name of this actor type.
</ul>
<P><tt><B>nochatter</B></tt><BR>
<ul>
Makes the actor not chatter.
</ul>
<P><tt><B>noland</B></tt><BR>
<ul>
Specifies actor as not being able to walk on land.
</ul>
<P><tt><B>nomask</B></tt><BR>
<ul>
Makes the actor use a mask of 0.
</ul>
<P><tt><B>nopainsounds</B></tt><BR>
<ul>
Makes the actor not broadcast sounds (AI stimuli) when taking pain or
killed.
</ul>
<P><tt><B>not_allowed_to_kill</B></tt><BR>
<ul>
Player fails the level if he kills an actor with this set.
</ul>
<P><tt><B>notifybehavior</B></tt><BR>
<ul>
Notifies the current behavior of an event,it is not meant to be called
from script.
</ul>
<P><tt><B>notifyeyebehavior</B></tt><BR>
<ul>
Notifies the current eye behavior of an eventit is not meant to be called
from script.
</ul>
<P><tt><B>notifyheadbehavior</B></tt><BR>
<ul>
Notifies the current head behavior of an eventit is not meant to be
called from script.
</ul>
<P><tt><B>notifyothersatdeath</B></tt><BR>
<ul>
Makes the actor notify other actors of the same type when killed.
</ul>
<P><tt><B>notifytorsobehavior</B></tt><BR>
<ul>
Notifies the current torso behavior of an eventit is not meant to be
called from script.
</ul>
<P><tt><B>notsolidmask</B></tt><BR>
<ul>
Makes the actor use a nonsolid mask.
</ul>
<P><tt><B>nouse</B></tt><BR>
<ul>
Clears the on use thread
</ul>
<P><tt><B>onuse</B>( <i>String thread_name </i>)</tt><BR>
<ul>
Sets the thread to call
</ul>
<P><tt><B>pain</B>( <i>Integer damage, Entity attacker, Integer meansofdeath
</i>)</tt><BR>
<ul>
used to inflict pain to an entity
</ul>
<P><tt><B>painthreshold</B>( <i>Float pain_threshold </i>)</tt><BR>
<ul>
Sets the actor's pain threshold.
</ul>
<P><tt><B>part_name</B>( <i>String part_name </i>)</tt><BR>
<ul>
Specifies the name of this part (implying that this is a multi-part
creature.
</ul>
<P><tt><B>permanentrespondto</B>( <i>String stimuli, Boolean respond </i>)</tt><BR>
<ul>
sets AI response to stimuli
</ul>
<P><tt><B>persistData</B>( <i>String var_name, String var_value </i>)</tt><BR>
<ul>
Sets a persistant variable
</ul>
<P><tt><B>pickupent</B>( <i>Entity entity_to_pickup, String pickup_anim_name
</i>)</tt><BR>
<ul>
Makes actor pick up the specified entity
</ul>
<P><tt><B>pickupthrowobject</B>( <i>String bone </i>)</tt><BR>
<ul>
bone to attach object to
</ul>
<P><tt><B>playdialog</B>( <i>[ String sound_file ], [ Float volume ],
[ Float min_dist ], [ Boolean headDisplay ], [ Boolean do_talk ], [
String state_name ], [ Entity user ] </i>)</tt><BR>
<ul>
Plays a dialog.
</ul>
<P><tt><B>posture_anim_done</B></tt><BR>
<ul>
Called when a posture animation is done
</ul>
<P><tt><B>posturestatemap</B>( <i>String statemap, [ Boolean loadingFlag
] </i>)</tt><BR>
<ul>
Sets the state machine for the posture controller
</ul>
<P><tt><B>printmessage</B>( <i>String message </i>)</tt><BR>
<ul>
Prints a warning message to the console
</ul>
<P><tt><B>processgameplaydata</B></tt><BR>
<ul>
Causes any subclass of entity to process any specific gameplay related
data.
</ul>
<P><tt><B>proj</B>( <i>String tag_name, String projectile_name, [ Integer
number_of_tags ], [ Boolean arc_bool ], [ Float speed ], [ Float offset
], [ Boolean lead ], [ Float spread ] </i>)</tt><BR>
<ul>
Fires a projectile from the actor towards the current enemy.
</ul>
<P><tt><B>projectileclose</B>( <i>Entity owener </i>)</tt><BR>
<ul>
Informs Actor that a projectile is close
</ul>
<P><tt><B>push</B>( <i>Vector dir </i>)</tt><BR>
<ul>
Pushes the actor in the specified direction.
</ul>
<P><tt><B>pushable</B>( <i>[ Boolean flag ] </i>)</tt><BR>
<ul>
Sets whether or not an actor can be pushed out of the way.
</ul>
<P><tt><B>putawayweapon</B>( <i>[ String hand ] </i>)</tt><BR>
<ul>
Deactivate the weapon in the specified hand.
</ul>
<P><tt><B>radiusattack</B>( <i>String tag_name, String means_of_death,
Float damage, Float radius, Float knockback, Boolean constant_damage
</i>)</tt><BR>
<ul>
Does a radius attack from the tag name
</ul>
<P><tt><B>register_parts</B>( <i>Entity entity, Integer forward </i>)</tt><BR>
<ul>
Registers the passed in part as another part of this actor and specifies<BR>
whether or not to forward this message to the other parts.
</ul>
<P><tt><B>register_self</B></tt><BR>
<ul>
Starts registration process for multi-entity actors
</ul>
<P><tt><B>registerpackage</B>( <i>String package_name </i>)</tt><BR>
<ul>
registers a behavior package
</ul>
<P><tt><B>releasenode</B>( <i>Vector pos </i>)</tt><BR>
<ul>
Releases a path node from being reserved.
</ul>
<P><tt><B>remove_useless</B></tt><BR>
<ul>
Removes a useless dead body from the game.
</ul>
<P><tt><B>removeactorweapon</B>( <i>String weapon </i>)</tt><BR>
<ul>
removes an actors weapon
</ul>
<P><tt><B>reservenode</B>( <i>Vector pos, Float time </i>)</tt><BR>
<ul>
Reserves a path node for the specified amount of time.
</ul>
<P><tt><B>reseteyes</B>( <i>[ Float max_speed ] </i>)</tt><BR>
<ul>
Actor resets its eyes back to looking forwards.
</ul>
<P><tt><B>resethead</B>( <i>[ Float max_speed ] </i>)</tt><BR>
<ul>
Actor resets its head back to looking forwards.
</ul>
<P><tt><B>resetmovedir</B></tt><BR>
<ul>
Resets and resyncs movedir with animdir
</ul>
<P><tt><B>resettorso</B>( <i>Float max_speed </i>)</tt><BR>
<ul>
Actor resets its torso to looking forwards
</ul>
<P><tt><B>respondto</B>( <i>String stimuli, Boolean respond </i>)</tt><BR>
<ul>
sets AI response to stimuli
</ul>
<P><tt><B>returnproj</B></tt><BR>
<ul>
Returns a projectile to the current enemy
</ul>
<P><tt><B>runalertthread</B></tt><BR>
<ul>
runs an actors alert thread - NOT MEANT TO BE CALLED FROM SCRIPT
</ul>
<P><tt><B>runthread</B>( <i>String label </i>)</tt><BR>
<ul>
Runs the specified thread.
</ul>
<P><tt><B>saveofflasthitbone</B></tt><BR>
<ul>
Saves off the last hit_bone
</ul>
<P><tt><B>selectclosestenemy</B></tt><BR>
<ul>
Sets the actor's current enemy to be the closest enemy in it's hate
list
</ul>
<P><tt><B>SelectNextEnemy</B></tt><BR>
<ul>
Sets the actor's current enemy to be the next enemy in it's hate list,
assuming there is one.
</ul>
<P><tt><B>selfdetonatemodel</B>( <i>String modelname </i>)</tt><BR>
<ul>
Set the modelname of the explosion to be spawned when an actor self-detonates
</ul>
<P><tt><B>sendcommand</B>( <i>String command, String part_name </i>)</tt><BR>
<ul>
Sends a command to another one of its parts.
</ul>
<P><tt><B>sendeventtogroup</B>( <i>String event, [ String parm ], [ String
parm ], [ String parm ], [ String parm ], [ String parm ] </i>)</tt><BR>
<ul>
sends the specified event to the entire group
</ul>
<P><tt><B>set_idle_state_name</B>( <i>String new_idle_state_name </i>)</tt><BR>
<ul>
Sets the actor's new idle state name.
</ul>
<P><tt><B>setabsolutemaxrange</B>( <i>Float absolute_max_range </i>)</tt><BR>
<ul>
sets the absolute maximum range the actor will get from an entity
</ul>
<P><tt><B>setabsoluteminrange</B>( <i>Float absolute_min_range </i>)</tt><BR>
<ul>
sets the absolute minimum range the actor will get from an entity
</ul>
<P><tt><B>setactivatethread</B>( <i>String thread_name </i>)</tt><BR>
<ul>
Sets the thread to call when the AI Activates
</ul>
<P><tt><B>setactivationdelay</B>( <i>Float delay </i>)</tt><BR>
<ul>
If set up to use it, actors will delay action for the specifed delay
time
</ul>
<P><tt><B>setactorflag</B>( <i>String flag_name, [ Boolean flag_bool ]
</i>)</tt><BR>
<ul>
Sets an Actor's flag
</ul>
<P><tt><B>setaimleadfactors</B>( <i>Float minLeadFactor, Float maxLeadFactor
</i>)</tt><BR>
<ul>
sets the lead factor for projectile aiming; 0 = don't lead, 1 = perfect
lead
</ul>
<P><tt><B>setalertthread</B>( <i>String thread_name </i>)</tt><BR>
<ul>
sets a thread to be called when AI goes to alert
</ul>
<P><tt><B>setanim</B>( <i>String anim_name, [ Float animationRate ] </i>)</tt><BR>
<ul>
Sets the animation directly.
</ul>
<P><tt><B>setbehaviorpackage</B>( <i>String package_name </i>)</tt><BR>
<ul>
sets the actor to use the specified behavior package AND sets the masterstate
</ul>
<P><tt><B>SetCheckConeOfFireDistance</B>( <i>Float distance </i>)</tt><BR>
<ul>
Sets how close an actor must be for IN_CONE_OF_FIRE checks from a state
machine.
</ul>
<P><tt><B>setcontextsoundinterval</B>( <i>Float interval </i>)</tt><BR>
<ul>
Sets the context sound ( dialog ) interval
</ul>
<P><tt><B>setdeathknockbackvalues</B>( <i>Float vertical_value, Float
horiz_value </i>)</tt><BR>
<ul>
Sets Death Knockback Values
</ul>
<P><tt><B>setdialogmode</B>( <i>String mode_type </i>)</tt><BR>
<ul>
Sets the Dialog Mode for the actor, valid values are 'anxious', 'normal',
or 'ignore'
</ul>
<P><tt><B>setenemyactorflag</B>( <i>String flag_name, [ Boolean flag_bool
] </i>)</tt><BR>
<ul>
Sets an Actor's flag
</ul>
<P><tt><B>setenemyattached</B>( <i>Boolean attached </i>)</tt><BR>
<ul>
sets whether or not the current enemy is attached -- Quetzal Specific
</ul>
<P><tt><B>setenemytargeted</B>( <i>Boolean targeted </i>)</tt><BR>
<ul>
Sets whether or not the enemy should display targeted shader
</ul>
<P><tt><B>seteyeangleconstraints</B>( <i>Float min_eye_yaw_angle, Float
max_eye_yaw_angle, Float min_eye_pitch_angle, Float max_eye_pitch_angle
</i>)</tt><BR>
<ul>
Sets the constraints on eye movement
</ul>
<P><tt><B>setfloatproperty</B>( <i>String name, Float value </i>)</tt><BR>
<ul>
Sets a float property on the actor
</ul>
<P><tt><B>setheadwatchmaxdistance</B>( <i>Float maxdistance </i>)</tt><BR>
<ul>
Sets the max distance for the headwatcher
</ul>
<P><tt><B>sethitscanresponse</B>( <i>Float chance </i>)</tt><BR>
<ul>
sets chance an actor will respond to hitscan attacks
</ul>
<P><tt><B>setidlethread</B>( <i>String thread </i>)</tt><BR>
<ul>
Sets the thread that will be run if this actor gets back to the idle
state again.
</ul>
<P><tt><B>setmask</B>( <i>String mask_name </i>)</tt><BR>
<ul>
Sets the actor's mask to the specified mask.
</ul>
<P><tt><B>setmasterstate</B>( <i>String state_name </i>)</tt><BR>
<ul>
Sets the master state
</ul>
<P><tt><B>setminpaintime</B>( <i>Float time </i>)</tt><BR>
<ul>
Sets the minimum pain time
</ul>
<P><tt><B>setnodeid</B>( <i>Integer id_number </i>)</tt><BR>
<ul>
Sets the ID number of the helper nodes that this actor can use
</ul>
<P><tt><B>setnotifyflag</B>( <i>String flag_name, [ Boolean flag_bool
] </i>)</tt><BR>
<ul>
Sets an Actor's Notify Flag
</ul>
<P><tt><B>setpackagetendency</B>( <i>String package_name, Float tendency
</i>)</tt><BR>
<ul>
sets the tendency to execute the behavior package
</ul>
<P><tt><B>setplaypainsoundinterval</B>( <i>Float interval </i>)</tt><BR>
<ul>
Sets the pain sound interval
</ul>
<P><tt><B>setposturestate</B>( <i>String currentState, String requestedState
</i>)</tt><BR>
<ul>
Sets the Posture State
</ul>
<P><tt><B>setpreferredmaxrange</B>( <i>Float preferred_max_range </i>)</tt><BR>
<ul>
sets the preferred maximum range the actor would like to be from an
entity
</ul>
<P><tt><B>setpreferredminrange</B>( <i>Float preferred_min_range </i>)</tt><BR>
<ul>
sets the preferred minimum range the actor would like to be from an
entity
</ul>
<P><tt><B>setradiusdialogrange</B>( <i>Float range </i>)</tt><BR>
<ul>
Sets the range for playing radius dialog
</ul>
<P><tt><B>setsimplifiedthink</B>( <i>[ Boolean boolean ] </i>)</tt><BR>
<ul>
change actor to SimplifiedThink think strategy
</ul>
<P><tt><B>setsticktoground</B>( <i>Boolean stick </i>)</tt><BR>
<ul>
Sets a bool that determines whether the actor ground follows
</ul>
<P><tt><B>settalkwatchmode</B>( <i>String mode, [ Boolean useConvAnim
] </i>)</tt><BR>
<ul>
Sets the talk watch mode -- valid entries are turnto, headwatchonly,
and ignore
</ul>
<P><tt><B>setTargetType</B>( <i>Integer set_target_type </i>)</tt><BR>
<ul>
Set Type of Target (0) Any, (1) Player Only, (2) Actors Only (3) Scripted
Only (4) Level_Interaction Triggers Only
</ul>
<P><tt><B>settendency</B>( <i>String name, Float value </i>)</tt><BR>
<ul>
Sets a tendency for the actor
</ul>
<P><tt><B>setturretmode</B>( <i>Boolean on_off </i>)</tt><BR>
<ul>
sets turret mode on or off
</ul>
<P><tt><B>setvalidtarget</B>( <i>Boolean valid_target </i>)</tt><BR>
<ul>
Sets whether or not actor is valid target in actor to actor confrontations
</ul>
<P><tt><B>setvar</B>( <i>String var_name, String var_value </i>)</tt><BR>
<ul>
Sets a variable
</ul>
<P><tt><B>setvartime</B>( <i>String var_name </i>)</tt><BR>
<ul>
Sets the variable name to the current level time
</ul>
<P><tt><B>setweaponready</B>( <i>Boolean ready </i>)</tt><BR>
<ul>
sets if the actor has its weapon ready or not
</ul>
<P><tt><B>simplepathfinding</B></tt><BR>
<ul>
Makes the actor use simplier path finding.
</ul>
<P><tt><B>sleep</B></tt><BR>
<ul>
Put the actor to sleep.
</ul>
<P><tt><B>solidmask</B></tt><BR>
<ul>
Makes the actor use a solid mask.
</ul>
<P><tt><B>spawnactor</B>( <i>String model_name, String tag_name, Integer
how_many, Boolean attack, Float width, Float height, [ Float spawn_offset
], [ Boolean force ], [ Float add_height ] </i>)</tt><BR>
<ul>
Spawns the specified number of actors.
</ul>
<P><tt><B>spawnactoraboveenemy</B>( <i>String model_name, Integer how_many,
Boolean attack, Float width, Float height, Float how_far </i>)</tt><BR>
<ul>
Spawns actors above current enemy
</ul>
<P><tt><B>spawnactoratlocation</B>( <i>String model_name, String pathnode_name,
Integer how_many_path_nodes, Boolean attack, Float width, Float height
</i>)</tt><BR>
<ul>
Spawns the specified actor at the specified pathnode.
</ul>
<P><tt><B>spawnblood</B>( <i>String blood_name, String tag_name, [ Boolean
use_last_spawn_result ] </i>)</tt><BR>
<ul>
Spawns blood at the specified tag.
</ul>
<P><tt><B>spawnchance</B>( <i>Float spawn_chance </i>)</tt><BR>
<ul>
Sets the chance that this actor will spawn something when killed.
</ul>
<P><tt><B>spawngib</B>( <i>Vector offset, Float final_pitch, Float width,
String cap_name, String surface_name1, [ String surface_name2 ], [ String
surface_name3 ], [ String surface_name4 ], [ String surface_name5 ],
[ String surface_name6 ], [ String surface_name7 ], [ String surface_name8
], [ String surface_name9 ] </i>)</tt><BR>
<ul>
Spawns a body part.
</ul>
<P><tt><B>spawngibattag</B>( <i>String tag_name, Float final_pitch, Float
width, String cap_name, String surface_name1, [ String surface_name2
], [ String surface_name3 ], [ String surface_name4 ], [ String surface_name5
], [ String surface_name6 ], [ String surface_name7 ], [ String surface_name8
], [ String surface_name9 ] </i>)</tt><BR>
<ul>
Spawns a body part.
</ul>
<P><tt><B>spawnitem</B>( <i>String spawn_item_name </i>)</tt><BR>
<ul>
Adds this names item to what will be spawned when this actor is killed.
</ul>
<P><tt><B>spawnnamedgib</B>( <i>String gib_name, String tag_name, Float
final_pitch, Float width </i>)</tt><BR>
<ul>
Spawns a body named gib.
</ul>
<P><tt><B>start</B></tt><BR>
<ul>
Initializes the actor a little, it is not meant to be called from script.
</ul>
<P><tt><B>startactivationtimer</B></tt><BR>
<ul>
Sets the activationStart time to the current level time
</ul>
<P><tt><B>statemap</B>( <i>String statemap_name, [ String state_name ]
</i>)</tt><BR>
<ul>
Sets which statemap file to use and optionally what the first state
to go to.
</ul>
<P><tt><B>staysolid</B></tt><BR>
<ul>
Makes the actor stay solid after death.
</ul>
<P><tt><B>steeringdirectionpreference</B>( <i>String preference </i>)</tt><BR>
<ul>
Sends a string to define the way actors will turn when avoiding obstacles
</ul>
<P><tt><B>stopdialog</B></tt><BR>
<ul>
Stops the actor's dialog.
</ul>
<P><tt><B>stopfire</B>( <i>String hand </i>)</tt><BR>
<ul>
Stops the firing of the weapon in the specified hand.
</ul>
<P><tt><B>strictlyfollowpath</B>( <i>Boolean boolean </i>)</tt><BR>
<ul>
Lets the actor know if he should follow paths exactly or if he can go
directly to his goal.
</ul>
<P><tt><B>suicide</B></tt><BR>
<ul>
Makes the actor commit suicide.
</ul>
<P><tt><B>swim</B></tt><BR>
<ul>
Specifies actor as being able to swim.
</ul>
<P><tt><B>talkiness</B>( <i>Float talkiness </i>)</tt><BR>
<ul>
sets the talkiness of the actor... valid range between 0 and 1
</ul>
<P><tt><B>targetable</B>( <i>Boolean should_target </i>)</tt><BR>
<ul>
Sets whether or not this actor should be targetable by the player.
</ul>
<P><tt><B>throwent</B>( <i>String throw_anim_name </i>)</tt><BR>
<ul>
Makes actor throw the entity in hands
</ul>
<P><tt><B>timebetweensleepchecks</B>( <i>Float delay </i>)</tt><BR>
<ul>
sets the time between tests to see if the actor should sleep
</ul>
<P><tt><B>torso_anim_done</B></tt><BR>
<ul>
Called when actor's torso anim is done, If you call this from script,
I will hunt you down, and end you
</ul>
<P><tt><B>tossthrowobject</B>( <i>Float speed, Float gravity </i>)</tt><BR>
<ul>
throws a throw object
</ul>
<P><tt><B>touchtriggers</B>( <i>[ Boolean touch_triggers_bool ] </i>)</tt><BR>
<ul>
Sets whether the entity should touch triggers or not
</ul>
<P><tt><B>trigger_field</B>( <i>Vector min, Vector max </i>)</tt><BR>
<ul>
Specifies to create a trigger field around the actor of the specified
size.
</ul>
<P><tt><B>trigger_touched</B>( <i>Entity ent </i>)</tt><BR>
<ul>
Notifies the actor that its trigger field has been touched.
</ul>
<P><tt><B>turnspeed</B>( <i>Float turnspeed </i>)</tt><BR>
<ul>
Sets the actor's turnspeed.
</ul>
<P><tt><B>turntoangle</B>( <i>Float direction </i>)</tt><BR>
<ul>
Specifies the direction to look in.
</ul>
<P><tt><B>turntowardsenemy</B>( <i>Float angle </i>)</tt><BR>
<ul>
Turns the actor towards the current enemy.
</ul>
<P><tt><B>turntowardsentity</B>( <i>Entity entity </i>)</tt><BR>
<ul>
Turns the actor towards the entity
</ul>
<P><tt><B>turntowardsplayer</B></tt><BR>
<ul>
Turns the actor towards the player.
</ul>
<P><tt><B>unregisterpackage</B>( <i>String package_name </i>)</tt><BR>
<ul>
unregisters a behavior package
</ul>
<P><tt><B>unreservecurrenthelpernode</B></tt><BR>
<ul>
Unreserves the current helper node
</ul>
<P><tt><B>updatebosshealth</B>( <i>[ Boolean updateFlag ], [ Boolean forceOn
] </i>)</tt><BR>
<ul>
Tells the actor to update the bosshealth cvar each time it thinks.
</ul>
<P><tt><B>useactorweapon</B>( <i>String weapon, [ String hand ] </i>)</tt><BR>
<ul>
Makes the specified weapon active for the actor <BR>
If they have the weapon
</ul>
<P><tt><B>useanimset</B>( <i>String anim_set </i>)</tt><BR>
<ul>
Sets the AnimSet... Valid Set Names are AnimSet1 , AnimSet2
</ul>
<P><tt><B>usebehaviorpackage</B>( <i>String package_name </i>)</tt><BR>
<ul>
sets the actor to use the specified behavior package but does NOT set
the master state
</ul>
<P><tt><B>usegravity</B>( <i>Boolean use_gravity </i>)</tt><BR>
<ul>
Tells the actor whether or not to use gravity for this animation.
</ul>
<P><tt><B>useweapondamage</B>( <i>[ String hand ], [ Boolean setflag ]
</i>)</tt><BR>
<ul>
Makes the melee event reference the damage of the weapon in the specified
hand.
</ul>
<P><tt><B>visiondistance</B>( <i>Float vision_distance </i>)</tt><BR>
<ul>
Sets the distance the actor can see.
</ul>
<P><tt><B>wakeup</B></tt><BR>
<ul>
Wake up the actor.
</ul>
<P><tt><B>walkto</B>( <i>String pathnode, [ String anim_name ], [ Float
force ], [ Float maxfailures ] </i>)</tt><BR>
<ul>
Actor walks to specified path node
</ul>
<P><tt><B>walkwatch</B>( <i>String pathnode, Entity entity, [ String anim_name
] </i>)</tt><BR>
<ul>
Actor walks to specified path node and watches the specified entity
</ul>
<P><tt><B>warpto</B>( <i>String node_name </i>)</tt><BR>
<ul>
Warps the actor to the specified node
</ul>
<P><tt><B>whatareyoudoing</B></tt><BR>
<ul>
Makes the actor print a bunch of debug state info to the console
</ul>
<P><tt><B>whatswrong</B></tt><BR>
<ul>
Makes the actor print the current behaviors failure reaon to the console
</ul>
</BLOCKQUOTE>
<h2> <a name="ActorGameComponent">ActorGameComponent (<i>actor_game_component</i>)</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="ActorGroup">ActorGroup (<i>actorgroup</i>)</a> -> <a href="#Group">Group</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="AdaptiveArmor">AdaptiveArmor</a> -> <a href="#Armor">Armor</a>
-> <a href="#Item">Item</a> -> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>loadadaptiondata</B></tt><BR>
<ul>
Used to control timing on adaption information loads
</ul>
<P><tt><B>setadaptionfx</B>( <i>String adaption_fx </i>)</tt><BR>
<ul>
set the adaption fx model
</ul>
<P><tt><B>setFXlife</B>( <i>Float Normal_Time, Float Explosive_Time </i>)</tt><BR>
<ul>
Sets the FX Time
</ul>
</BLOCKQUOTE>
<h2> <a name="Aim">Aim</a> -> <a href="#Behavior">Behavior</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="AimAndMelee">AimAndMelee</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="AimAndShoot">AimAndShoot</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="AlertIdle">AlertIdle</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="Ammo">Ammo</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="AmmoEntity">AmmoEntity</a> -> <a href="#Item">Item</a> ->
<a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="Animate">Animate (<i>animate</i>)</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>anim</B>( <i>String animName </i>)</tt><BR>
<ul>
set the legs animation to animName.
</ul>
<P><tt><B>animate_newanim</B>( <i>Integer animNum, Integer bodyPart </i>)</tt><BR>
<ul>
Start a new animation, not for script use.
</ul>
<P><tt><B>animdone</B></tt><BR>
<ul>
Legs animation has finished, not for script use.
</ul>
<P><tt><B>setframe</B>( <i>Integer frameNumber, [ String animName ] </i>)</tt><BR>
<ul>
Set the frame on the legs, if anim is not specified, current is assumed.
</ul>
<P><tt><B>setmovedelta</B>( <i>Vector moveDelta </i>)</tt><BR>
<ul>
movement from animation, not for script use.
</ul>
<P><tt><B>stopanimating</B></tt><BR>
<ul>
stop the legs from animating. Animation will end at the end of current
cycle.
</ul>
<P><tt><B>torso_anim</B>( <i>String animName </i>)</tt><BR>
<ul>
set the torso animation to animName.
</ul>
<P><tt><B>torso_animdone</B></tt><BR>
<ul>
Torso animation has finished, not for script use.
</ul>
<P><tt><B>torso_setframe</B>( <i>Integer frameNumber, [ String animName
] </i>)</tt><BR>
<ul>
Set the frame on the torso, if anim is not specified, current is assumed.
</ul>
<P><tt><B>torso_stopanimating</B></tt><BR>
<ul>
stop the torso from animating. Animation will end at the end of current
cycle.
</ul>
</BLOCKQUOTE>
<h2> <a name="AnimatedTeleportToPlayer">AnimatedTeleportToPlayer</a> ->
<a href="#Behavior">Behavior</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="AnimatedTeleportToPosition">AnimatedTeleportToPosition</a>
-> <a href="#Behavior">Behavior</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="Archiver">Archiver</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="Armor">Armor</a> -> <a href="#Item">Item</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="BackAwayFromEnemy">BackAwayFromEnemy</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="BackWheels">BackWheels (<i>script_wheelsback</i>)</a> -> <a href="#VehicleBase">VehicleBase</a>
-> <a href="#ScriptModel">ScriptModel</a> -> <a href="#ScriptSlave">ScriptSlave</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="BasicArmor">BasicArmor</a> -> <a href="#Armor">Armor</a> ->
<a href="#Item">Item</a> -> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="Behavior">Behavior</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="Body">Body</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="BurrowAttack">BurrowAttack</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="CallVolumeWayPointNode">CallVolumeWayPointNode (<i>info_waypointnode_callvolume</i>)</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>setactoranim</B>( <i>String anim_name </i>)</tt><BR>
<ul>
sets what primary anim to set an actor to, when it reaches this waypoint
</ul>
<P><tt><B>setwaypointthread</B>( <i>String thread_name </i>)</tt><BR>
<ul>
sets the script thread to be called when the actor reaches this waypoint
</ul>
</BLOCKQUOTE>
<h2> <a name="Camera">Camera (<i>func_camera</i>)</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>angles</B>( <i>Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00>
</i>)</tt><BR>
<ul>
set the angles of the entity to newAngles.
</ul>
<P><tt><B>auto_active</B>( <i>Boolean newActiveState </i>)</tt><BR>
<ul>
Whether or not the auto camera is active.
</ul>
<P><tt><B>auto_maxfov</B>( <i>Float maxFOV </i>)</tt><BR>
<ul>
Sets the maximum FOV that should be used when automatically calculating
FOV.
</ul>
<P><tt><B>auto_radius</B>( <i>Float newRadius </i>)</tt><BR>
<ul>
Sets the radius of the automatic camera.
</ul>
<P><tt><B>auto_starttime</B>( <i>Float newTime </i>)</tt><BR>
<ul>
Sets how long it takes for the camera to be switched to.
</ul>
<P><tt><B>auto_state</B>( <i>String state1, [ String state2 ], [ String
state3 ], [ String state4 ], [ String state5 ], [ String state6 ] </i>)</tt><BR>
<ul>
Sets the states the player needs to be in for this camera to activate.
</ul>
<P><tt><B>auto_stoptime</B>( <i>Float newTime </i>)</tt><BR>
<ul>
Sets how long it takes for the camera switch back to the player.
</ul>
<P><tt><B>camera_think</B></tt><BR>
<ul>
Called each frame to allow the camera to adjust its position.
</ul>
<P><tt><B>continue</B></tt><BR>
<ul>
Continue the camera movement.
</ul>
<P><tt><B>cut</B></tt><BR>
<ul>
switch camera states immediately, do not transition
</ul>
<P><tt><B>doActivate</B>( <i>Entity activatingEntity </i>)</tt><BR>
<ul>
General trigger event for all entities
</ul>
<P><tt><B>fadetime</B>( <i>Float fadetime </i>)</tt><BR>
<ul>
Sets the fade time for camera transitioning.
</ul>
<P><tt><B>follow</B>( <i>Entity targetEnt, [ Entity targetWatchEnt ] </i>)</tt><BR>
<ul>
Makes the camera follow an entity and optionally watch an entity.
</ul>
<P><tt><B>follow_distance</B>( <i>Float distance </i>)</tt><BR>
<ul>
Sets the camera follow distance.
</ul>
<P><tt><B>follow_yaw</B>( <i>Float yaw </i>)</tt><BR>
<ul>
Sets the yaw offset of the camera following an entity.
</ul>
<P><tt><B>follow_yaw_absolute</B></tt><BR>
<ul>
Makes the follow camera yaw absolute.
</ul>
<P><tt><B>follow_yaw_relative</B></tt><BR>
<ul>
Makes the follow camera yaw relative (not absolute).
</ul>
<P><tt><B>fov</B>( <i>Float fov, [ Float fadeTime ] </i>)</tt><BR>
<ul>
Sets the camera's field of view (fov).<BR>
if fadeTime is specified, camera will fade over that time<BR>
if fov is less than 3, than an auto_fov will be assumed<BR>
the value of fov will be the ratio used for keeping a watch<BR>
entity in the view at the right scale
</ul>
<P><tt><B>interpolatefov</B>( <i>Float fov, Float interpolateTime </i>)</tt><BR>
<ul>
This is just like the camera set fov, but this uses a different name<BR>
To prevent naming conflicts.
</ul>
<P><tt><B>loadKFC</B>( <i>String kfcFileName </i>)</tt><BR>
<ul>
Load KFC file, parse it, create an instance of a CameraPath
</ul>
<P><tt><B>lookat</B>( <i>Entity ent </i>)</tt><BR>
<ul>
Makes the camera look at an entity.
</ul>
<P><tt><B>moveto</B>( <i>Entity ent </i>)</tt><BR>
<ul>
Move the camera's position to that of the specified entities.
</ul>
<P><tt><B>movetopos</B>( <i>Vector position </i>)</tt><BR>
<ul>
Move the camera's position to the specified position.
</ul>
<P><tt><B>nextcamera</B>( <i>String nextCamera </i>)</tt><BR>
<ul>
Sets the next camera to use.
</ul>
<P><tt><B>nowatch</B>( <i>[ Float fadeTime ] </i>)</tt><BR>
<ul>
Stop watching an entity or looking along a path.<BR>
Camera is now static as far as orientation.<BR>
if fadeTime is specified, camera will fade over that time
</ul>
<P><tt><B>orbit</B>( <i>Entity targetEnt, [ Entity targetWatchEnt ] </i>)</tt><BR>
<ul>
Makes the camera orbit around an entity and optionally watch an entity.
</ul>
<P><tt><B>orbit_height</B>( <i>Float height </i>)</tt><BR>
<ul>
Sets the orbit camera's height.
</ul>
<P><tt><B>pause</B></tt><BR>
<ul>
Pause the camera.
</ul>
<P><tt><B>setthread</B>( <i>String thread </i>)</tt><BR>
<ul>
Sets the thread to use.
</ul>
<P><tt><B>speed</B>( <i>Float speed </i>)</tt><BR>
<ul>
Sets the camera speed.
</ul>
<P><tt><B>start</B></tt><BR>
<ul>
Start camera moving.
</ul>
<P><tt><B>stop</B></tt><BR>
<ul>
Stop the camera movement.
</ul>
<P><tt><B>thread</B>( <i>String thread </i>)</tt><BR>
<ul>
Sets the thread to use.
</ul>
<P><tt><B>turnto</B>( <i>Vector angle </i>)</tt><BR>
<ul>
Makes the camera look in the specified direction.
</ul>
<P><tt><B>watch</B>( <i>Entity watchEnt, [ Float fadeTime ] </i>)</tt><BR>
<ul>
Makes the camera watch an entity.<BR>
if fadeTime is specified, camera will fade over that time
</ul>
<P><tt><B>watchnode</B>( <i>[ Float fadeTime ] </i>)</tt><BR>
<ul>
Makes the camera watch based on what is stored<BR>
in the camera nodes.<BR>
if fadeTime is specified, camera will fade over that time
</ul>
<P><tt><B>watchpath</B>( <i>[ Float fadeTime ] </i>)</tt><BR>
<ul>
Makes the camera look along the path of travel.<BR>
if fadeTime is specified, camera will fade over that time
</ul>
</BLOCKQUOTE>
<h2> <a name="CameraKeyFrame">CameraKeyFrame</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="CameraKeyFramePath">CameraKeyFramePath</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="CameraManager">CameraManager</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>add</B></tt><BR>
<ul>
Add a new point to the camera path where the player is standing.
</ul>
<P><tt><B>delete</B></tt><BR>
<ul>
Delete the current path node.
</ul>
<P><tt><B>destroyKFCpath</B>( <i>[ Entity path ] </i>)</tt><BR>
<ul>
Delete the specified .kfc file.
</ul>
<P><tt><B>hidepath</B></tt><BR>
<ul>
Hides the paths.
</ul>
<P><tt><B>load</B>( <i>String filename </i>)</tt><BR>
<ul>
Loads a camera path.
</ul>
<P><tt><B>loopPath</B>( <i>[ Entity path ] </i>)</tt><BR>
<ul>
Loop the current path or the specified one.
</ul>
<P><tt><B>moveplayer</B></tt><BR>
<ul>
Move the player to the current path node position.
</ul>
<P><tt><B>new</B></tt><BR>
<ul>
Starts a new path.
</ul>
<P><tt><B>next</B></tt><BR>
<ul>
Go to the next path node.
</ul>
<P><tt><B>nextpath</B></tt><BR>
<ul>
Go to the next path.
</ul>
<P><tt><B>nowatch</B></tt><BR>
<ul>
Set the current path node to watch nothing.
</ul>
<P><tt><B>play</B>( <i>[ Entity path ] </i>)</tt><BR>
<ul>
Play the current path or the specified one once.
</ul>
<P><tt><B>playKFCpath</B>( <i>String kfc_filename, [ Float yaw_offset
], [ Vector origin_offset ] </i>)</tt><BR>
<ul>
Loads a key-framed camera path (.KFC) file. Yaw_offset and origin_offset
are optional.
</ul>
<P><tt><B>prev</B></tt><BR>
<ul>
Go to the previous path node.
</ul>
<P><tt><B>prevpath</B></tt><BR>
<ul>
Go to the previous path.
</ul>
<P><tt><B>renamepath</B>( <i>String newName </i>)</tt><BR>
<ul>
Rename the path to the new name.
</ul>
<P><tt><B>replace</B></tt><BR>
<ul>
Replace the current path node position/angle with the player's.
</ul>
<P><tt><B>save</B>( <i>String filename </i>)</tt><BR>
<ul>
Saves the camera path.
</ul>
<P><tt><B>savemap</B>( <i>String filename </i>)</tt><BR>
<ul>
Saves the camera path to a map file.
</ul>
<P><tt><B>setfadetime</B>( <i>Float newFadeTime </i>)</tt><BR>
<ul>
Set the fadetime of the current path node.
</ul>
<P><tt><B>setfov</B>( <i>String newFOV </i>)</tt><BR>
<ul>
Set the fov at the current path node.
</ul>
<P><tt><B>setpath</B>( <i>Entity path </i>)</tt><BR>
<ul>
Sets the new path.
</ul>
<P><tt><B>setspeed</B>( <i>Float speed </i>)</tt><BR>
<ul>
Set the speed of the camera at the current path node.
</ul>
<P><tt><B>settarget</B>( <i>String target </i>)</tt><BR>
<ul>
Set the trigger target.
</ul>
<P><tt><B>settargetname</B>( <i>String targetname </i>)</tt><BR>
<ul>
Set the targetname.
</ul>
<P><tt><B>setthread</B>( <i>String thread </i>)</tt><BR>
<ul>
Sets the thread for the current path node.
</ul>
<P><tt><B>showpath</B>( <i>[ Entity path ] </i>)</tt><BR>
<ul>
Shows the specified path.
</ul>
<P><tt><B>stop</B></tt><BR>
<ul>
Stop the camera playing path.
</ul>
<P><tt><B>updateinput</B></tt><BR>
<ul>
Updates the current node with user interface values.
</ul>
<P><tt><B>watch</B>( <i>String watch </i>)</tt><BR>
<ul>
Set the current path node to watch something.
</ul>
</BLOCKQUOTE>
<h2> <a name="CameraPath">CameraPath</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="ChangePosture">ChangePosture</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
<P><tt><B>posturechangecompleted</B></tt><BR>
<ul>
Tells the behavior that the requested posture is active
</ul>
</BLOCKQUOTE>
<h2> <a name="ChaoticDodge">ChaoticDodge</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="Cinematic">Cinematic (<i>cinematic</i>)</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>beginCinematic</B>( <i>[ String originName ], [ Boolean callStartThreadFlag
] </i>)</tt><BR>
<ul>
Begins the cinematic at the specified named origin. If theorigin name
isn't specified, begins at 0,0,0 with 0 degrees of yaw rotation.
</ul>
<P><tt><B>beginCinematicAt</B>( <i>[ Vector originVector ], [ Float yawRotation
], [ Boolean callStartThreadFlag ] </i>)</tt><BR>
<ul>
Begins the cinematic at the specified origin with the specified rotation.If
they are not specified, begins at 0,0,0 with 0 degrees of yaw rotation.
</ul>
<P><tt><B>endCinematic</B>( <i>[ Boolean callEndThreadFlag ] </i>)</tt><BR>
<ul>
Stop the cinematic.
</ul>
<P><tt><B>setbeginthread</B>( <i>String threadName </i>)</tt><BR>
<ul>
Sets the thread to call when the cinematic begins.
</ul>
<P><tt><B>setendthread</B>( <i>String threadName </i>)</tt><BR>
<ul>
Sets the thread to call when the cinematic ends.
</ul>
</BLOCKQUOTE>
<h2> <a name="CinematicActor">CinematicActor</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>behaviorfinished</B>( <i>Integer behaviorReturnCode, [ String
behaviorFailureReason ] </i>)</tt><BR>
<ul>
The last behavior finished with the specified return code and optionally
a failure reason.This is sent to controllers of the actor.
</ul>
<P><tt><B>controlost</B></tt><BR>
<ul>
Sent to a controller when it loses control.
</ul>
</BLOCKQUOTE>
<h2> <a name="CinematicArmature">CinematicArmature</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>debug</B></tt><BR>
<ul>
Turns on debugging information for cinematics.
</ul>
<P><tt><B>playCinematic</B>( <i>String cinematic, [ String originname
] </i>)</tt><BR>
<ul>
Play the current cinematic or the specified one once.
</ul>
<P><tt><B>playCinematicAt</B>( <i>String cinematic, [ Vector origin ],
[ Float yaw ] </i>)</tt><BR>
<ul>
Play a cinematic at the specified origin with optional yaw rotatioin.
</ul>
</BLOCKQUOTE>
<h2> <a name="CinematicCamera">CinematicCamera</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>cinematicCameraStopPlaying</B></tt><BR>
<ul>
Stops a cinematic camera.
</ul>
</BLOCKQUOTE>
<h2> <a name="CinematicCut">CinematicCut</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>cinematiccut</B>( <i> </i>)</tt><BR>
<ul>
Makes a cinematic camera cut.
</ul>
<P><tt><B>cinematiccutfadeout</B>( <i> </i>)</tt><BR>
<ul>
Fades out leading to a cinematic camera cut.
</ul>
</BLOCKQUOTE>
<h2> <a name="CinematicOrigin">CinematicOrigin</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="CircleAttack">CircleAttack</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="CircleCurrentEnemy">CircleCurrentEnemy</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="CircleEnemy">CircleEnemy</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="CircleStrafeEntity">CircleStrafeEntity</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="CloseInOnEnemy">CloseInOnEnemy</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="CloseInOnEnemyWhileFiringWeapon">CloseInOnEnemyWhileFiringWeapon</a>
-> <a href="#Behavior">Behavior</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="CloseInOnPlayer">CloseInOnPlayer</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="CorridorCombatWithRangedWeapon">CorridorCombatWithRangedWeapon</a>
-> <a href="#Behavior">Behavior</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
<P><tt><B>posturechangecompleted</B></tt><BR>
<ul>
Tells the behavior that the requested posture is active
</ul>
</BLOCKQUOTE>
<h2> <a name="CoverCombatWithRangedWeapon">CoverCombatWithRangedWeapon</a>
-> <a href="#Behavior">Behavior</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
<P><tt><B>posturechangecompleted</B></tt><BR>
<ul>
Tells the behavior that the requested posture is active
</ul>
</BLOCKQUOTE>
<h2> <a name="CThread">CThread</a> -> <a href="#Interpreter">Interpreter</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>ai_calcpath</B>( <i>Integer nodenum1, Integer nodenum2 </i>)</tt><BR>
<ul>
Calculate path from node1 to node2.
</ul>
<P><tt><B>ai_recalcpaths</B>( <i>Integer nodenum </i>)</tt><BR>
<ul>
Update the specified node.
</ul>
<P><tt><B>alias</B>( <i>String alias_name, String real_name, [ String
arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ] </i>)</tt><BR>
<ul>
Sets up an alias.
</ul>
<P><tt><B>aliascache</B>( <i>String alias_name, String real_name, [ String
arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ] </i>)</tt><BR>
<ul>
Sets up an alias and caches the resourse.
</ul>
<P><tt><B>allowActionMusic</B>( <i>[ Boolean boolean ] </i>)</tt><BR>
<ul>
Sets whether or not action music is allowed or not.
</ul>
<P><tt><B>allowMusicDucking</B>( <i>[ Boolean boolean ] </i>)</tt><BR>
<ul>
Sets whether or not music ducking is allowed.
</ul>
<P><tt><B>arctandegrees</B>( <i>Float y, Float x </i>)</tt><BR>
<ul>
Returns the angle (in degrees) described by a 2d vector pointing to
(x,y).
</ul>
<P><tt><B>assert</B>( <i>Float value </i>)</tt><BR>
<ul>
Assert if value is 0.
</ul>
<P><tt><B>break</B></tt><BR>
<ul>
Asserts so that we can break back into the debugger from script.
</ul>
<P><tt><B>cache</B>( <i>String resource_name </i>)</tt><BR>
<ul>
Cache the specified resource.
</ul>
<P><tt><B>cam</B>( <i>String command, [ String arg1 ], [ String arg2 ],
[ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] </i>)</tt><BR>
<ul>
Processes a camera command.
</ul>
<P><tt><B>cam_fadein</B>( <i>Float time, Float color_red, Float color_green,
Float color_blue, Float alpha, [ Integer mode ] </i>)</tt><BR>
<ul>
Sets up fadein in values.
</ul>
<P><tt><B>cam_fadeout</B>( <i>Float time, Float color_red, Float color_green,
Float color_blue, Float alpha, [ Integer mode ] </i>)</tt><BR>
<ul>
Sets up fadeout values.
</ul>
<P><tt><B>ceil</B>( <i>Float float_value </i>)</tt><BR>
<ul>
Returns the closest integer not smaller than float.
</ul>
<P><tt><B>centerprint</B>( <i>String stuffToPrint </i>)</tt><BR>
<ul>
prints the included message in the middle of all player's screens
</ul>
<P><tt><B>cinematic</B></tt><BR>
<ul>
Turns on cinematic.
</ul>
<P><tt><B>clearfade</B></tt><BR>
<ul>
Clear the fade from the screen
</ul>
<P><tt><B>clearletterbox</B>( <i>Float time </i>)</tt><BR>
<ul>
Clears letterbox mode.
</ul>
<P><tt><B>connectPathnodes</B>( <i>String node1, String node2 </i>)</tt><BR>
<ul>
Connects the 2 specified nodes.
</ul>
<P><tt><B>cosdegrees</B>( <i>Float degrees </i>)</tt><BR>
<ul>
Returns the cosine of the angle specified (in degrees).
</ul>
<P><tt><B>cosradians</B>( <i>Float radians </i>)</tt><BR>
<ul>
Returns the cosine of the angle specified (in radians).
</ul>
<P><tt><B>cprint</B>( <i>String string </i>)</tt><BR>
<ul>
Prints a string.
</ul>
<P><tt><B>createCinematic</B>( <i>String cinematicName </i>)</tt><BR>
<ul>
Creates a cinematic from disk. Returns the created cinematic.Each call
to this function creates a new cinematic, even if acinematic with this
name already exists.
</ul>
<P><tt><B>cuecamera</B>( <i>Entity entity, [ Float switchTime ] </i>)</tt><BR>
<ul>
Cue the camera. If switchTime is specified, then the camera<BR>
will switch over that length of time.
</ul>
<P><tt><B>cueplayer</B>( <i>[ Float switchTime ] </i>)</tt><BR>
<ul>
Go back to the normal camera. If switchTime is specified,<BR>
then the camera will switch over that length of time.
</ul>
<P><tt><B>death_callback</B></tt><BR>
<ul>
Death callback.
</ul>
<P><tt><B>disconnectPathnodes</B>( <i>String node1, String node2 </i>)</tt><BR>
<ul>
Disconnects the 2 specified nodes.
</ul>
<P><tt><B>div</B>( <i>Integer nominator, Integer denominator </i>)</tt><BR>
<ul>
Returns the integer value from nominator / denominator
</ul>
<P><tt><B>doesEntityExist</B>( <i>Entity entity </i>)</tt><BR>
<ul>
Returns whether or not an entity exists.
</ul>
<P><tt><B>doesVarExist</B>( <i>String variable_name </i>)</tt><BR>
<ul>
Returns whether or not a variable exists.
</ul>
<P><tt><B>dontSaveOrientation</B></tt><BR>
<ul>
Makes it so we don't save the player's orientation across this sublevel.
</ul>
<P><tt><B>endPlayerDeathThread</B></tt><BR>
<ul>
Ends the player death thread (goes on to mission failed).
</ul>
<P><tt><B>execute</B></tt><BR>
<ul>
Execute the thread.
</ul>
<P><tt><B>exp</B>( <i>Float x </i>)</tt><BR>
<ul>
Returns the exponential.
</ul>
<P><tt><B>fadeisactive</B>( <i> </i>)</tt><BR>
<ul>
Returns 1 if a fade is in progress.
</ul>
<P><tt><B>fakeplayer</B></tt><BR>
<ul>
Will create a fake version of the player, hide the real one and<BR>
call the fake one 'fakeplayer'.
</ul>
<P><tt><B>floor</B>( <i>Float float_value </i>)</tt><BR>
<ul>
Returns the closest integer not larger than float.
</ul>
<P><tt><B>forcemusic</B>( <i>String current, [ String fallback ] </i>)</tt><BR>
<ul>
Forces the current and fallback (optional) music moods.
</ul>
<P><tt><B>freezeplayer</B></tt><BR>
<ul>
Freeze the player.
</ul>
<P><tt><B>getcurrententity</B>( <i> </i>)</tt><BR>
<ul>
Retrieves the current entity
</ul>
<P><tt><B>getcvar</B>( <i>String cvar_name </i>)</tt><BR>
<ul>
Returns the string value of the specified cvar.
</ul>
<P><tt><B>getcvarfloat</B>( <i>String cvar_name </i>)</tt><BR>
<ul>
Returns the float value of the specified cvar.
</ul>
<P><tt><B>getcvarint</B>( <i>String cvar_name </i>)</tt><BR>
<ul>
Returns the integer value of the specified cvar.
</ul>
<P><tt><B>getentity</B>( <i>String entityname </i>)</tt><BR>
<ul>
Returns the entity with the specified targetname.
</ul>
<P><tt><B>getfloatvar</B>( <i>String variable_name </i>)</tt><BR>
<ul>
Gets a level, game, or entity variable.
</ul>
<P><tt><B>getgameplayfloat</B>( <i>String objname, String propname </i>)</tt><BR>
<ul>
Returns the float value of the object property.
</ul>
<P><tt><B>getgameplaystring</B>( <i>String objname, String propname </i>)</tt><BR>
<ul>
Returns the string value of the object property.
</ul>
<P><tt><B>getintfromstring</B>( <i>String string </i>)</tt><BR>
<ul>
Returns the integer found in a string. Can be called with strings that
contain text, such as enemy12.
</ul>
<P><tt><B>getLevelTime</B>( <i> </i>)</tt><BR>
<ul>
Returns how many seconds.milliseconds the current level has been running.
</ul>
<P><tt><B>getnextentity</B>( <i>Entity currententity </i>)</tt><BR>
<ul>
Returns the next entity in the list with the same name as the current
entity.
</ul>
<P><tt><B>GetNumFreeReliableServerCommands</B>( <i>Entity player </i>)</tt><BR>
<ul>
Returns the number of reliable server command slots that are still available
for use
</ul>
<P><tt><B>getstringvar</B>( <i>String variable_name </i>)</tt><BR>
<ul>
Gets a level, game, or entity variable.
</ul>
<P><tt><B>getvectorvar</B>( <i>String variable_name </i>)</tt><BR>
<ul>
Gets a level, game, or entity variable.
</ul>
<P><tt><B>isactoralive</B>( <i>String actor_name </i>)</tt><BR>
<ul>
Checks if an Actor is alive or not
</ul>
<P><tt><B>isactordead</B>( <i>String actor_name </i>)</tt><BR>
<ul>
Checks if an Actor is dead or not
</ul>
<P><tt><B>killclass</B>( <i>String class_name, [ Integer except ] </i>)</tt><BR>
<ul>
Kills everything in the specified class except for the specified entity
(optional).
</ul>
<P><tt><B>killent</B>( <i>Integer ent_num </i>)</tt><BR>
<ul>
Kill the specified entity.
</ul>
<P><tt><B>killthread</B>( <i>String threadName </i>)</tt><BR>
<ul>
kills all threads starting with the specified name
</ul>
<P><tt><B>letterbox</B>( <i>Float time </i>)</tt><BR>
<ul>
Puts the game in letterbox mode.
</ul>
<P><tt><B>level_ai</B>( <i>Boolean on_or_off </i>)</tt><BR>
<ul>
Turns on or off Level-wide AI for monsters.
</ul>
<P><tt><B>log</B>( <i>Float x </i>)</tt><BR>
<ul>
Returns the log (base 2).
</ul>
<P><tt><B>map</B>( <i>String map_name </i>)</tt><BR>
<ul>
Starts the specified map.
</ul>
<P><tt><B>mod</B>( <i>Integer nominator, Integer denominator </i>)</tt><BR>
<ul>
Returns the integer remainder from nominator / denominator
</ul>
<P><tt><B>movedone</B>( <i>Entity finishedEntity </i>)</tt><BR>
<ul>
Sent to commanding thread when done with move .
</ul>
<P><tt><B>music</B>( <i>String current, [ String fallback ] </i>)</tt><BR>
<ul>
Sets the current and fallback (optional) music moods.
</ul>
<P><tt><B>musicvolume</B>( <i>Float volume, Float fade_time </i>)</tt><BR>
<ul>
Sets the volume and fade time of the music.
</ul>
<P><tt><B>newline</B></tt><BR>
<ul>
Prints a newline.
</ul>
<P><tt><B>noIntermission</B></tt><BR>
<ul>
Makes it so no intermission happens at the end of this level.
</ul>
<P><tt><B>noncinematic</B></tt><BR>
<ul>
Turns off cinematic.
</ul>
<P><tt><B>pause</B></tt><BR>
<ul>
Pauses the thread.
</ul>
<P><tt><B>playerDeathThread</B>( <i>String threadName </i>)</tt><BR>
<ul>
Sets a thread to run when the player dies.
</ul>
<P><tt><B>print</B>( <i>String string, [ String string ], [ String string
], [ String string ], [ String string ], [ String string ], [ String
string ], [ String string ], [ String string ], [ String string ], [
String string ], [ String string ], [ String string ], [ String string
], [ String string ], [ String string ] </i>)</tt><BR>
<ul>
Prints a string.
</ul>
<P><tt><B>printfloat</B>( <i>Float float </i>)</tt><BR>
<ul>
Prints a float.
</ul>
<P><tt><B>printint</B>( <i>Integer integer </i>)</tt><BR>
<ul>
Print integer.
</ul>
<P><tt><B>printvector</B>( <i>Vector vector </i>)</tt><BR>
<ul>
Prints a vector.
</ul>
<P><tt><B>randomfloat</B>( <i>Float max_float </i>)</tt><BR>
<ul>
Sets the float to a random number.
</ul>
<P><tt><B>randomint</B>( <i>Integer max_int </i>)</tt><BR>
<ul>
Sets the integer to a random number.
</ul>
<P><tt><B>releaseplayer</B></tt><BR>
<ul>
Release the player.
</ul>
<P><tt><B>removeActorsNamed</B>( <i>String class_name </i>)</tt><BR>
<ul>
remove all actors in the game that have a matching name field (NOT targetname)
</ul>
<P><tt><B>removeclass</B>( <i>String class_name, [ Integer except ] </i>)</tt><BR>
<ul>
Removes everything in the specified class except for the specified entity
(optional).
</ul>
<P><tt><B>removeent</B>( <i>Integer ent_num </i>)</tt><BR>
<ul>
Removes the specified entity.
</ul>
<P><tt><B>removefakeplayer</B></tt><BR>
<ul>
Will delete the fake version of the player, un-hide the real one and<BR>
return to the normal game
</ul>
<P><tt><B>removevar</B>( <i>String variable_name </i>)</tt><BR>
<ul>
Removes a level, game, or entity variable and frees any memory used
by it
</ul>
<P><tt><B>restoremusicvolume</B>( <i>Float fade_time </i>)</tt><BR>
<ul>
Restores the music volume to its previous value.
</ul>
<P><tt><B>restoresoundtrack</B></tt><BR>
<ul>
Restores the soundtrack to the previous one.
</ul>
<P><tt><B>round</B>( <i>Float float_value </i>)</tt><BR>
<ul>
Returns the rounded value of a float.
</ul>
<P><tt><B>runThreadNamed</B>( <i>String label </i>)</tt><BR>
<ul>
Creates a thread starting at label.
</ul>
<P><tt><B>script_callback</B>( <i>Entity slave, String name, Entity other
</i>)</tt><BR>
<ul>
Script callback.
</ul>
<P><tt><B>SendClientCommand</B>( <i>Entity player, String command </i>)</tt><BR>
<ul>
Sends a command across to the client
</ul>
<P><tt><B>SendClientVar</B>( <i>Entity player, String varName </i>)</tt><BR>
<ul>
Sends a variable across to the client
</ul>
<P><tt><B>setcvar</B>( <i>String cvar_name, String value </i>)</tt><BR>
<ul>
Sets the value of the specified cvar.
</ul>
<P><tt><B>setfloatvar</B>( <i>String variable_name, Float float_value
</i>)</tt><BR>
<ul>
Sets a level, game, or entity variable.
</ul>
<P><tt><B>setgameplayfloat</B>( <i>String objname, String propname, Float
value </i>)</tt><BR>
<ul>
Sets a property float value on an object
</ul>
<P><tt><B>setgameplaystring</B>( <i>String objname, String propname, String
valuestr </i>)</tt><BR>
<ul>
Sets a property string value on an object
</ul>
<P><tt><B>setlightstyle</B>( <i>Integer lightstyleindex, String lightstyledata
</i>)</tt><BR>
<ul>
Set up the lightstyle with lightstyleindex to the specified data
</ul>
<P><tt><B>setstringvar</B>( <i>String variable_name, String string_value
</i>)</tt><BR>
<ul>
Sets a level, game, or entity variable.
</ul>
<P><tt><B>setvectorvar</B>( <i>String variable_name, Vector vector_value
</i>)</tt><BR>
<ul>
Sets a level, game, or entity variable.
</ul>
<P><tt><B>sindegrees</B>( <i>Float degrees </i>)</tt><BR>
<ul>
Returns the sine of the angle specified (in degrees).
</ul>
<P><tt><B>sinradians</B>( <i>Float radians </i>)</tt><BR>
<ul>
Returns the sine of the angle specified (in radians).
</ul>
<P><tt><B>skipthread</B>( <i>String thread_name </i>)</tt><BR>
<ul>
Set the thread to skip.
</ul>
<P><tt><B>soundtrack</B>( <i>String soundtrack_name </i>)</tt><BR>
<ul>
Changes the soundtrack.
</ul>
<P><tt><B>spawn</B>( <i>String entityname, [ String keyname1 ], [ String
value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3
], [ String value3 ], [ String keyname4 ], [ String value4 ] </i>)</tt><BR>
<ul>
Spawn the specified entity.
</ul>
<P><tt><B>sqrt</B>( <i>Float x </i>)</tt><BR>
<ul>
Returns the sign-preserving square root of x.
</ul>
<P><tt><B>stuffcmd</B>( <i>[ String arg1 ], [ String arg2 ], [ String
arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] </i>)</tt><BR>
<ul>
Server only command.
</ul>
<P><tt><B>targetof</B>( <i>Entity entity </i>)</tt><BR>
<ul>
Gets the name of the entity's target
</ul>
<P><tt><B>terminate</B>( <i>Integer thread_number </i>)</tt><BR>
<ul>
Terminates the specified thread or the current one if none specified.
</ul>
<P><tt><B>thread</B>( <i>String label </i>)</tt><BR>
<ul>
Creates a thread starting at label.
</ul>
<P><tt><B>thread_callback</B></tt><BR>
<ul>
Thread callback.
</ul>
<P><tt><B>threadname</B>( <i>String threadName </i>)</tt><BR>
<ul>
sets the name of the thread
</ul>
<P><tt><B>trigger</B>( <i>String entname </i>)</tt><BR>
<ul>
Trigger the specified target.
</ul>
<P><tt><B>triggerentity</B>( <i>Entity entityToTrigger </i>)</tt><BR>
<ul>
Trigger the specified entity.
</ul>
<P><tt><B>vectorcross</B>( <i>Vector vector1, Vector vector2 </i>)</tt><BR>
<ul>
Returns the cross product of vector1 and vector2.
</ul>
<P><tt><B>vectordot</B>( <i>Vector vector1, Vector vector2 </i>)</tt><BR>
<ul>
Returns the dot product of vector1 and vector2.
</ul>
<P><tt><B>vectorforward</B>( <i>Vector vector </i>)</tt><BR>
<ul>
Returns the forward vector of the vector.
</ul>
<P><tt><B>vectorgetx</B>( <i>Vector vector </i>)</tt><BR>
<ul>
Returns the x of the vector.
</ul>
<P><tt><B>vectorgety</B>( <i>Vector vector </i>)</tt><BR>
<ul>
Returns the y of the vector.
</ul>
<P><tt><B>vectorgetz</B>( <i>Vector vector </i>)</tt><BR>
<ul>
Returns the z of the vector.
</ul>
<P><tt><B>vectorleft</B>( <i>Vector vector </i>)</tt><BR>
<ul>
Returns the left vector of the vector.
</ul>
<P><tt><B>vectorlength</B>( <i>Vector vector </i>)</tt><BR>
<ul>
Returns the length of the vector.
</ul>
<P><tt><B>vectornormalize</B>( <i>Vector vector </i>)</tt><BR>
<ul>
Returns the normalized vector.
</ul>
<P><tt><B>vectorscale</B>( <i>Vector vector, Float scale_value </i>)</tt><BR>
<ul>
Returns the vector scaled by scale
</ul>
<P><tt><B>vectorsetx</B>( <i>Vector vector, Float x_value </i>)</tt><BR>
<ul>
Sets the x value of a vector
</ul>
<P><tt><B>vectorsety</B>( <i>Vector vector, Float y_value </i>)</tt><BR>
<ul>
Sets the y value of a vector
</ul>
<P><tt><B>vectorsetz</B>( <i>Vector vector, Float z_value </i>)</tt><BR>
<ul>
Sets the z value of a vector
</ul>
<P><tt><B>vectorToString</B>( <i>Vector vector </i>)</tt><BR>
<ul>
Converts a vector to a string
</ul>
<P><tt><B>vectorup</B>( <i>Vector vector </i>)</tt><BR>
<ul>
Returns the up vector of the vector.
</ul>
<P><tt><B>wait</B>( <i>Float wait_time </i>)</tt><BR>
<ul>
Wait for the specified amount of time.
</ul>
<P><tt><B>waitDialogLength</B>( <i>String dialogName </i>)</tt><BR>
<ul>
Wait for the length of time of the dialog.<BR>
</ul>
<P><tt><B>waitfor</B>( <i>Entity ent </i>)</tt><BR>
<ul>
Wait for the specified entity.
</ul>
<P><tt><B>waitForAnimation</B>( <i>Entity entity, String animName, [ Float
additionalDelay ] </i>)</tt><BR>
<ul>
Waits for time of the animation length plus the additional delayt specified.<BR>
</ul>
<P><tt><B>waitForDeath</B>( <i>String name </i>)</tt><BR>
<ul>
Wait for death.
</ul>
<P><tt><B>waitForDialog</B>( <i>Entity actor, [ Float additional_delay
] </i>)</tt><BR>
<ul>
Wait for end of the dialog for the specified actor.<BR>
If additional_delay is specified, than the actor will<BR>
wait the dialog length plus the delay.
</ul>
<P><tt><B>waitForPlayer</B></tt><BR>
<ul>
Wait for player to be ready.
</ul>
<P><tt><B>waitForSound</B>( <i>String sound_name, Float delay </i>)</tt><BR>
<ul>
Wait for end of the named sound plus an optional delay.
</ul>
<P><tt><B>waitForThread</B>( <i>Integer thread_number </i>)</tt><BR>
<ul>
Wait for the specified thread.
</ul>
</BLOCKQUOTE>
<h2> <a name="Decal">Decal</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="def_t">def_t</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="dfunction_t">dfunction_t</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="Dispenser">Dispenser</a> -> <a href="#Entity">Entity</a> ->
<a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>dispenser_animdone</B></tt><BR>
<ul>
Called when the dispenser's animation is done
</ul>
<P><tt><B>dispenser_instant</B></tt><BR>
<ul>
Makes the dispenser give out its stuff instantly<BR>
</ul>
<P><tt><B>dispenser_maxamount</B>( <i>Float maxAmount </i>)</tt><BR>
<ul>
Sets the total amount that this dispenser can give out.
</ul>
<P><tt><B>dispenser_openDistance</B>( <i>Float openDistance </i>)</tt><BR>
<ul>
Sets the distance from the player that the dispenser will open/close<BR>
</ul>
<P><tt><B>dispenser_rate</B>( <i>Float dispenseRate </i>)</tt><BR>
<ul>
Sets the dispense rate (how many units per second to give out).
</ul>
<P><tt><B>dispenser_regenrate</B>( <i>Float regenRate </i>)</tt><BR>
<ul>
Sets the regen rate (how many units per second to regen).
</ul>
<P><tt><B>dispenser_soundName</B>( <i>String soundName </i>)</tt><BR>
<ul>
Makes the dispenser use the specified looping sound when its being used<BR>
</ul>
<P><tt><B>dispenser_subtype</B>( <i>String subtype </i>)</tt><BR>
<ul>
Sets the subtype of thing to give out.<BR>
There is no subtype for health, the subtype for ammo is the ammo type.
</ul>
<P><tt><B>dispenser_type</B>( <i>String type </i>)</tt><BR>
<ul>
Sets the type of thing to give out.<BR>
Only health and ammo are valid currently.
</ul>
<P><tt><B>doUse</B>( <i>Entity activatingEntity </i>)</tt><BR>
<ul>
sent to entity when it is used by another entity
</ul>
</BLOCKQUOTE>
<h2> <a name="DoAttack">DoAttack</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="DoBeamAttack">DoBeamAttack</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="Door">Door (<i>NormalDoor</i>)</a> -> <a href="#ScriptSlave">ScriptSlave</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>angle</B>( <i>Float newAngle </i>)</tt><BR>
<ul>
set the angles of the entity using just one value.<BR>
Sets the yaw of the entity or an up and down<BR>
direction if newAngle is [0-359] or -1 or -2
</ul>
<P><tt><B>close</B></tt><BR>
<ul>
Closes the door.
</ul>
<P><tt><B>dmg</B>( <i>Integer damage </i>)</tt><BR>
<ul>
Sets the amount of damage the door will do to entities that get stuck
in it.
</ul>
<P><tt><B>doActivate</B>( <i>Entity activatingEntity </i>)</tt><BR>
<ul>
General trigger event for all entities
</ul>
<P><tt><B>doBlocked</B>( <i>Entity obstacle </i>)</tt><BR>
<ul>
sent to entity when blocked.
</ul>
<P><tt><B>door_triggerfield</B>( <i>Entity other </i>)</tt><BR>
<ul>
Is called when a doors trigger field is touched.
</ul>
<P><tt><B>doorclosed</B></tt><BR>
<ul>
Called when the door finishes closing.
</ul>
<P><tt><B>dooropened</B></tt><BR>
<ul>
Called when the door finishes opening.
</ul>
<P><tt><B>doUse</B>( <i>Entity activatingEntity </i>)</tt><BR>
<ul>
sent to entity when it is used by another entity
</ul>
<P><tt><B>extraTriggerSize</B>( <i>Vector extraTriggerSize </i>)</tt><BR>
<ul>
Sets the extra trigger size to use for a door, defaults to (0 0 0).
</ul>
<P><tt><B>gdb_setdamage</B>( <i>String damagestr </i>)</tt><BR>
<ul>
Sets the gameplay version of damage with keywords.
</ul>
<P><tt><B>killed</B>( <i>Entity attacker, Float damage, Entity inflictor,
Integer meansofdeath </i>)</tt><BR>
<ul>
event which is sent to an entity once it as been killed
</ul>
<P><tt><B>linkdoor</B></tt><BR>
<ul>
Link doors together.
</ul>
<P><tt><B>lock</B></tt><BR>
<ul>
Lock the door.
</ul>
<P><tt><B>open</B>( <i>Entity other </i>)</tt><BR>
<ul>
Opens the door.
</ul>
<P><tt><B>sound_locked</B>( <i>String sound_locked </i>)</tt><BR>
<ul>
Sets the sound to use when the door is locked.
</ul>
<P><tt><B>sound_message</B>( <i>String sound_message </i>)</tt><BR>
<ul>
Sets the sound to use when the door displays a message.
</ul>
<P><tt><B>sound_move</B>( <i>String sound_move </i>)</tt><BR>
<ul>
Sets the sound to use when the door moves.
</ul>
<P><tt><B>sound_stop</B>( <i>String sound_stop </i>)</tt><BR>
<ul>
Sets the sound to use when the door stops.
</ul>
<P><tt><B>time</B>( <i>Float traveltime </i>)</tt><BR>
<ul>
Sets the time it takes for the door to open an close.
</ul>
<P><tt><B>toggledoor</B>( <i>Entity other </i>)</tt><BR>
<ul>
Toggles the state of the door (open/close).
</ul>
<P><tt><B>triggereffect</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger.
</ul>
<P><tt><B>tryToOpen</B>( <i>Entity other </i>)</tt><BR>
<ul>
Tries to open the door.
</ul>
<P><tt><B>unlock</B></tt><BR>
<ul>
Unlock the door.
</ul>
<P><tt><B>wait</B>( <i>Float wait </i>)</tt><BR>
<ul>
Sets the amount of time to wait before automatically shutting.
</ul>
</BLOCKQUOTE>
<h2> <a name="DragEnemy">DragEnemy</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="DrivableVehicle">DrivableVehicle (<i>script_drivablevehicle</i>)</a>
-> <a href="#Vehicle">Vehicle</a> -> <a href="#VehicleBase">VehicleBase</a>
-> <a href="#ScriptModel">ScriptModel</a> -> <a href="#ScriptSlave">ScriptSlave</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>killed</B>( <i>Entity attacker, Float damage, Entity inflictor,
Integer meansofdeath </i>)</tt><BR>
<ul>
event which is sent to an entity once it as been killed
</ul>
</BLOCKQUOTE>
<h2> <a name="Earthquake">Earthquake (<i>func_earthquake</i>)</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>distance</B>( <i>Float distance </i>)</tt><BR>
<ul>
Sets the distance that an earthquake will effect things.
</ul>
<P><tt><B>duration</B>( <i>Float duration </i>)</tt><BR>
<ul>
Sets the duration of the earthquake.
</ul>
<P><tt><B>earthquake_deactivate</B></tt><BR>
<ul>
Stops the earthquake.
</ul>
<P><tt><B>earthquake_playsound</B>( <i>[ Boolean bool ] </i>)</tt><BR>
<ul>
Sets whether or not the earthquake plays its looping sound or not (defaults
to true).
</ul>
<P><tt><B>magnitude</B>( <i>Float theMagnitude </i>)</tt><BR>
<ul>
Sets the magnitude of the earthquake.
</ul>
<P><tt><B>triggereffect</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger.
</ul>
</BLOCKQUOTE>
<h2> <a name="EFGameComponent">EFGameComponent (<i>ef_game_component</i>)</a>
-> <a href="#ActorGameComponent">ActorGameComponent</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="Emitter">Emitter (<i>func_emitter</i>)</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>emitter</B>( <i>String name </i>)</tt><BR>
<ul>
Emitter to use
</ul>
</BLOCKQUOTE>
<h2> <a name="Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>addHealthOverTime</B>( <i>Float healthToAdd, Float timeToAdd
</i>)</tt><BR>
<ul>
Specifies how much and howlong to add health.
</ul>
<P><tt><B>alias</B>( <i>String alias, String realname, [ String parameter1
], [ String parameter2 ], [ String parameter3 ], [ String parameter4
], [ String parameter5 ], [ String paramater6 ] </i>)</tt><BR>
<ul>
create an alias for the given realname<BR>
Valid parameters are as follows:<BR>
global - all instances act as one<BR>
stop - once used, don't use again<BR>
timeout [seconds] - once used wait [seconds] until using again<BR>
maxuse [times] - can only be used [times] times.<BR>
weight [weight] - random weighting
</ul>
<P><tt><B>aliascache</B>( <i>String alias, String realname, [ String parameter1
], [ String parameter2 ], [ String parameter3 ], [ String parameter4
], [ String parameter5 ], [ String paramater6 ] </i>)</tt><BR>
<ul>
create an alias for the given realname and cache the resource<BR>
Valid parameters are as follows:<BR>
global - all instances act as one<BR>
stop - once used, don't use again<BR>
timeout [seconds] - once used wait [seconds] until using again<BR>
maxuse [times] - can only be used [times] times.<BR>
weight [weight] - random weighting
</ul>
<P><tt><B>alpha</B>( <i>Float newAlpha </i>)</tt><BR>
<ul>
Set the alpha of the entity to alpha.
</ul>
<P><tt><B>angle</B>( <i>Float newAngle </i>)</tt><BR>
<ul>
set the angles of the entity using just one value.<BR>
Sets the yaw of the entity or an up and down<BR>
direction if newAngle is [0-359] or -1 or -2
</ul>
<P><tt><B>angles</B>( <i>Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00>
</i>)</tt><BR>
<ul>
set the angles of the entity to newAngles.
</ul>
<P><tt><B>anim</B>( <i>String animName </i>)</tt><BR>
<ul>
set the legs animation to animName.
</ul>
<P><tt><B>animate_newanim</B>( <i>Integer animNum, Integer bodyPart </i>)</tt><BR>
<ul>
Start a new animation, not for script use.
</ul>
<P><tt><B>archetype</B>( <i>String archetype </i>)</tt><BR>
<ul>
Sets the archetype name for this entity
</ul>
<P><tt><B>attach</B>( <i>Entity parent, String tagname, [ Integer use_angles
], [ Vector offset ], [ Vector angles_offset ] </i>)</tt><BR>
<ul>
attach this entity to the parent's legs tag called tagname
</ul>
<P><tt><B>attachanim</B>( <i>String anim_name, String tag_name </i>)</tt><BR>
<ul>
sets the anim on an attached entity at the specified tag
</ul>
<P><tt><B>attachmodel</B>( <i>String modelname, String tagname, [ Float
scale ], [ String targetname ], [ Boolean detach_at_death ], [ Float
removetime ], [ Float fadeintime ], [ Float fadeoutdelay ], [ Float
fadetime ], [ Vector offset ], [ Vector angles_offset ] </i>)</tt><BR>
<ul>
attach a entity with modelname to this entity to tag called tagname.<BR>
scale - scale of attached entities<BR>
targetname - targetname for attached entities<BR>
detach_at_death - when entity dies, should this model be detached.<BR>
removetime - when the entity should be removed, if not specified, never.<BR>
fadeintime - time to fade the model in over.<BR>
fadeoutdelay - time to wait until we fade the attached model out<BR>
fadeoutspeed - time the model fades out over<BR>
offset - vector offset for the model from the specified tag<BR>
angles_offset - angles offset for the model from the specified tag
</ul>
<P><tt><B>autocache</B>( <i>String resourceName </i>)</tt><BR>
<ul>
pre-cache the given resource.
</ul>
<P><tt><B>bind</B>( <i>Entity parent </i>)</tt><BR>
<ul>
bind this entity to the specified entity.
</ul>
<P><tt><B>cache</B>( <i>String resourceName </i>)</tt><BR>
<ul>
pre-cache the given resource.
</ul>
<P><tt><B>censor</B></tt><BR>
<ul>
used to ban certain contact when in parentmode<BR>
</ul>
<P><tt><B>cinematicanimdone</B></tt><BR>
<ul>
Called when an entity's cinematic animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>classname</B>( <i>String nameOfClass </i>)</tt><BR>
<ul>
Determines what class to use for this entity,<BR>
this is pre-processed from the BSP at the start<BR>
of the level.
</ul>
<P><tt><B>clearCustomEmitter</B>( <i>String emitterName </i>)</tt><BR>
<ul>
Clears the custom emitter for this Entity
</ul>
<P><tt><B>clearcustomshader</B>( <i>String shader_name </i>)</tt><BR>
<ul>
Clears Custom Shader FX on Entity
</ul>
<P><tt><B>contents</B>( <i>String ct1, [ String ct2 ], [ String ct3 ],
[ String ct4 ], [ String ct5 ], [ String ct6 ] </i>)</tt><BR>
<ul>
The content type of the entity
</ul>
<P><tt><B>damage_type</B>( <i>String meansofdeathstring </i>)</tt><BR>
<ul>
Set the type of damage that this entity can take
</ul>
<P><tt><B>damagemodifier</B>( <i>String modifiertype, String value, Float
multiplier, [ Float chance ], [ Float minpain ], [ Float maxpain ] </i>)</tt><BR>
<ul>
Add a damage modifier to this entities list<BR>
modifiertypes are:<BR>
tikiname, name, group, actortype, targetname, damagetype
</ul>
<P><tt><B>deathsinkeachframe</B></tt><BR>
<ul>
Makes the entity sink into the ground and then get removed (this gets
called each frame).
</ul>
<P><tt><B>deathsinkstart</B></tt><BR>
<ul>
Makes the entity sink into the ground and then get removed (this starts
it).
</ul>
<P><tt><B>detach</B></tt><BR>
<ul>
detach this entity from its parent.
</ul>
<P><tt><B>detachallchildren</B></tt><BR>
<ul>
Detach all the children from the entity.
</ul>
<P><tt><B>displayeffect</B>( <i>String effect_type, [ String effect_name
] </i>)</tt><BR>
<ul>
Displays the named effect.
</ul>
<P><tt><B>doesVarExist</B>( <i>String variable_name </i>)</tt><BR>
<ul>
Returns whether or not a variable exists.
</ul>
<P><tt><B>doradiusdamage</B>( <i>Float damage, String meansofdeath, Float
radius, Float knockback, [ Boolean constant_damage ], [ Float repeat_time
] </i>)</tt><BR>
<ul>
calls RadiusDamage() using the entity information and owner
</ul>
<P><tt><B>droptofloor</B>( <i>[ Float maxRange ] </i>)</tt><BR>
<ul>
drops the entity to the ground, if maxRange is not specified 8192 is
used.
</ul>
<P><tt><B>earthquake</B>( <i>Float magnitude, Float duration, [ Float
distance ] </i>)</tt><BR>
<ul>
Creates an earthquake
</ul>
<P><tt><B>effects</B>( <i>[ String parameter1 ], [ String parameter2 ],
[ String parameter3 ], [ String parameter4 ], [ String parameter5 ],
[ String parameter6 ] </i>)</tt><BR>
<ul>
Change the current entity effects flags.<BR>
Valid flags are as follows:<BR>
+ sets a flag, - clears a flag<BR>
everyframe - process commands every time entity is rendered
</ul>
<P><tt><B>executeobjectprogram</B>( <i>Float time </i>)</tt><BR>
<ul>
executes this objects program at the specified time
</ul>
<P><tt><B>explosionattack</B>( <i>String explosionModel, [ String tagName
] </i>)</tt><BR>
<ul>
Spawn an explosion optionally from a specific tag
</ul>
<P><tt><B>fade</B>( <i>[ Float fadetime<0.00...max_float> ], [ Float target_alpha<0.00...1.00>
] </i>)</tt><BR>
<ul>
Fade the entity's alpha, reducing it by 0.03<BR>
every FRAMETIME, until it has faded out, does not remove the entity
</ul>
<P><tt><B>fadein</B>( <i>[ Float fadetime<0.00...max_float> ], [ Float
target_alpha<0.00...1.00> ] </i>)</tt><BR>
<ul>
Fade the entity's alpha and scale in, increasing it by 0.03<BR>
every FRAMETIME, until it has faded completely in to 1.0.<BR>
If fadetime or target_alpha are defined, they will override<BR>
the default values.
</ul>
<P><tt><B>fadeout</B>( <i>[ Float fadetime<0.00...max_float> ], [ Float
target_alpha<0.00...1.00> ] </i>)</tt><BR>
<ul>
Fade the entity's alpha and scale out, reducing it by 0.03<BR>
every FRAMETIME, until it has faded out. If fadetime or<BR>
target_alpha are defined, they will override the defaults.<BR>
Once the entity has been completely faded, the entity is removed.
</ul>
<P><tt><B>flags</B>( <i>[ String parameter1 ], [ String parameter2 ],
[ String parameter3 ], [ String parameter4 ], [ String parameter5 ],
[ String parameter6 ] </i>)</tt><BR>
<ul>
Change the current entity flags.<BR>
Valid flags are as follows:<BR>
+ sets a flag, - clears a flag<BR>
blood - should it bleed<BR>
explode - should it explode when dead<BR>
die_gibs - should it spawn gibs when dead<BR>
god - makes the entity invincible<BR>
notarget - makes the entity notarget<BR>
</ul>
<P><tt><B>forcealpha</B>( <i>[ Boolean bool ] </i>)</tt><BR>
<ul>
Sets whether or not alpha is forced
</ul>
<P><tt><B>fulltrace</B>( <i>Boolean on_or_off </i>)</tt><BR>
<ul>
Turns fulltrace physics movement on or off for this entity.
</ul>
<P><tt><B>gdb_sethealth</B>( <i>String healthstr </i>)</tt><BR>
<ul>
Sets the gameplay version of health with keywords.
</ul>
<P><tt><B>getangles</B>( <i> </i>)</tt><BR>
<ul>
Retrieves the entity's angles
</ul>
<P><tt><B>getfloatvar</B>( <i>String variable_name </i>)</tt><BR>
<ul>
Gets a level, game, or entity variable.
</ul>
<P><tt><B>gethealth</B>( <i> </i>)</tt><BR>
<ul>
Gets the health of the entity
</ul>
<P><tt><B>getmaxs</B>( <i> </i>)</tt><BR>
<ul>
Returns the maximum extent of the bounding box
</ul>
<P><tt><B>getmins</B>( <i> </i>)</tt><BR>
<ul>
Returns the minimum extent of the bounding box
</ul>
<P><tt><B>getmodelname</B>( <i> </i>)</tt><BR>
<ul>
Retrieves the model name of the entity
</ul>
<P><tt><B>getorigin</B>( <i> </i>)</tt><BR>
<ul>
Gets the origin of the entity.
</ul>
<P><tt><B>getRawTargetName</B>( <i> </i>)</tt><BR>
<ul>
Gets the targetname of the entity without the leading $.
</ul>
<P><tt><B>getstringvar</B>( <i>String variable_name </i>)</tt><BR>
<ul>
Gets a level, game, or entity variable.
</ul>
<P><tt><B>getTarget</B>( <i>[ Boolean wantsPrefix ] </i>)</tt><BR>
<ul>
Returns the name of the current target.
</ul>
<P><tt><B>gettargetentity</B>( <i> </i>)</tt><BR>
<ul>
Returns the current target entity
</ul>
<P><tt><B>getTargetName</B>( <i> </i>)</tt><BR>
<ul>
Gets the targetname of the entity with the leading $.
</ul>
<P><tt><B>getvectorvar</B>( <i>String variable_name </i>)</tt><BR>
<ul>
Gets a level, game, or entity variable.
</ul>
<P><tt><B>getvelocity</B>( <i> </i>)</tt><BR>
<ul>
Returns the Velocity
</ul>
<P><tt><B>ghost</B></tt><BR>
<ul>
make non-solid but still send to client regardless of hide status.
</ul>
<P><tt><B>gravity</B>( <i>Float gravityValue </i>)</tt><BR>
<ul>
Change the gravity on this entity
</ul>
<P><tt><B>health</B>( <i>Integer newHealth </i>)</tt><BR>
<ul>
set the health of the entity to newHealth
</ul>
<P><tt><B>hide</B></tt><BR>
<ul>
hide the entity, opposite of show.
</ul>
<P><tt><B>hurt</B>( <i>Float damage, [ String means_of_death ], [ Vector
direction ] </i>)</tt><BR>
<ul>
Inflicts damage if the entity is damageable. If the number of damage<BR>
points specified in the command argument is greater or equal than the<BR>
entity's current health, it will be killed or destroyed.
</ul>
<P><tt><B>ifskill</B>( <i>Integer skillLevel, String command, [ String
argument1 ], [ String argument2 ], [ String argument3 ], [ String argument4
], [ String argument5 ] </i>)</tt><BR>
<ul>
if the current skill level is skillLevel than execute command
</ul>
<P><tt><B>increaseshotcount</B></tt><BR>
<ul>
boosts the shotsFired on this entity's parent if it is an actor
</ul>
<P><tt><B>iswithindistanceof</B>( <i>Entity targetEntity, Float distance
</i>)</tt><BR>
<ul>
returns 1.0 if this entity is within the specified distance of the target
entity return 0.0 if it is not
</ul>
<P><tt><B>joinTeam</B>( <i>Entity teamMember </i>)</tt><BR>
<ul>
join a bind team.
</ul>
<P><tt><B>kill</B></tt><BR>
<ul>
console based command to kill yourself if stuck.
</ul>
<P><tt><B>killattach</B></tt><BR>
<ul>
kill all the attached entities.
</ul>
<P><tt><B>killtarget</B>( <i>String targetName </i>)</tt><BR>
<ul>
when dying kill entities with this targetName.
</ul>
<P><tt><B>light</B>( <i>Float color_red, Float color_green, Float color_blue,
Float radius </i>)</tt><BR>
<ul>
Create a dynmaic light on this entity.
</ul>
<P><tt><B>lightBlue</B>( <i>Float blue </i>)</tt><BR>
<ul>
Set the blue component of the dynmaic light on this entity.
</ul>
<P><tt><B>lightGreen</B>( <i>Float green </i>)</tt><BR>
<ul>
Set the green component of the dynmaic light on this entity.
</ul>
<P><tt><B>lightOff</B></tt><BR>
<ul>
Turn the configured dynamic light on this entity off.
</ul>
<P><tt><B>lightOn</B></tt><BR>
<ul>
Turn the configured dynmaic light on this entity on.
</ul>
<P><tt><B>lightRadius</B>( <i>Float radius </i>)</tt><BR>
<ul>
Set the radius of the dynmaic light on this entity.
</ul>
<P><tt><B>lightRed</B>( <i>Float red </i>)</tt><BR>
<ul>
Set the red component of the dynmaic light on this entity.
</ul>
<P><tt><B>lightStyle</B>( <i>Integer lightStyleIndex </i>)</tt><BR>
<ul>
What light style to use for this dynamic light on this entity.
</ul>
<P><tt><B>lookatme</B></tt><BR>
<ul>
Makes the player look at this object if close.
</ul>
<P><tt><B>loopsound</B>( <i>String soundName, [ Float volume ], [ String
minimum_distance ] </i>)</tt><BR>
<ul>
play a looped-sound with a certain volume and minimum_distance<BR>
which is attached to the current entity.
</ul>
<P><tt><B>mask</B>( <i>String mask1, [ String mask2 ], [ String mask3
], [ String mask4 ], [ String mask5 ], [ String mask6 ] </i>)</tt><BR>
<ul>
Sets the mask of the entity. Masks can either be real masks or contents.
A +before themask adds it, a - removes it, and nothing sets it
</ul>
<P><tt><B>mass</B>( <i>Integer massAmount </i>)</tt><BR>
<ul>
set the mass of this entity.
</ul>
<P><tt><B>maxhealth</B>( <i>Integer newMaxHealth </i>)</tt><BR>
<ul>
set the max_health of the entity to newMaxHealth
</ul>
<P><tt><B>missionobjective</B>( <i>Boolean missionobjective </i>)</tt><BR>
<ul>
Sets the mission objective flag
</ul>
<P><tt><B>model</B>( <i>String modelName </i>)</tt><BR>
<ul>
set the model to modelName.
</ul>
<P><tt><B>morph</B>( <i>String morph_target_name, [ Float final_percent
], [ Float morph_time ], [ Boolean return_to_zero ] </i>)</tt><BR>
<ul>
Morphs to the specified morph target
</ul>
<P><tt><B>morphcontrol</B></tt><BR>
<ul>
Does all of the morph work each frame
</ul>
<P><tt><B>multiplayer</B>( <i>String realEventName, [ String parm1 ],
[ String parm2 ], [ String parm3 ], [ String parm4 ], [ String parm5
] </i>)</tt><BR>
<ul>
Sends off a real event only if this is a multiplayer game
</ul>
<P><tt><B>networkDetail</B></tt><BR>
<ul>
Sets this entity as detail that doesn't get sent across the network
of set as low bandwidth by the client
</ul>
<P><tt><B>nodamage</B></tt><BR>
<ul>
entity does not take damage.
</ul>
<P><tt><B>note</B>( <i>String note </i>)</tt><BR>
<ul>
This is a comment
</ul>
<P><tt><B>notsolid</B></tt><BR>
<ul>
make non-solid.
</ul>
<P><tt><B>origin</B>( <i>Vector newOrigin </i>)</tt><BR>
<ul>
Set the origin of the entity to newOrigin.
</ul>
<P><tt><B>playsound</B>( <i>String soundName, [ Integer channel ], [ Float
volume ], [ String min_distance ] </i>)</tt><BR>
<ul>
play a sound coming from this entity.<BR>
default channel, CHAN_BODY.
</ul>
<P><tt><B>processinit</B>( <i>Integer modelIndex </i>)</tt><BR>
<ul>
process the init section of this entity, this is an internal command,<BR>
it is not meant to be called from script.
</ul>
<P><tt><B>projectileattack</B>( <i>String projectile_name, [ String tag_name
] </i>)</tt><BR>
<ul>
Launches a projectile
</ul>
<P><tt><B>projectileattackentity</B>( <i>String projectileName, String
entityName, [ Float trajectoryAngle ], [ Float lifespan ] </i>)</tt><BR>
<ul>
Launches a projectile at the named entity
</ul>
<P><tt><B>projectileattackfrompoint</B>( <i>String projectileName, Vector
position, Vector direction, [ Float speed ], [ Float lifespan ] </i>)</tt><BR>
<ul>
Launches a projectile from the desired location
</ul>
<P><tt><B>projectileattackfromtag</B>( <i>String projectileName, String
tagName, [ Float speed ], [ Float lifespan ] </i>)</tt><BR>
<ul>
Launches a projectile from the named tag
</ul>
<P><tt><B>projectileattackpoint</B>( <i>String projectileName, Vector
targetPosition, [ Float trajectoryAngle ], [ Float lifespan ] </i>)</tt><BR>
<ul>
Launches a projectile at the named entity
</ul>
<P><tt><B>projectilecansticktome</B>( <i>Boolean can_stick </i>)</tt><BR>
<ul>
Bool that determines whether projectiles stick in this entity.
</ul>
<P><tt><B>quitTeam</B></tt><BR>
<ul>
quit the current bind team
</ul>
<P><tt><B>randomScale</B>( <i>Float minScale, Float maxScale </i>)</tt><BR>
<ul>
Set the scale of the entity randomly between minScale and maxScale
</ul>
<P><tt><B>removeattachedmodel</B>( <i>String tagname, [ Float fadetime
], [ String modelname ] </i>)</tt><BR>
<ul>
Removes the model attached to this entity at the specified tag.
</ul>
<P><tt><B>removeAttachedModelByTargetname</B>( <i>String targetname </i>)</tt><BR>
<ul>
Removes all models that are attached to this entity with the specified
targetname.
</ul>
<P><tt><B>removevar</B>( <i>String variable_name </i>)</tt><BR>
<ul>
Removes a level, game, or entity variable and frees any memory used
by it
</ul>
<P><tt><B>rendereffects</B>( <i>[ String parameter1 ], [ String parameter2
], [ String parameter3 ], [ String parameter4 ], [ String parameter5
], [ String parameter6 ] </i>)</tt><BR>
<ul>
Change the current render effects flags.<BR>
Valid flags are as follows:<BR>
+ sets a flag, - clears a flag<BR>
dontdraw - send the entity to the client, but don't draw<BR>
betterlighting - do sphere based vertex lighting on the entity<BR>
lensflare - add a lens glow to the entity at its origin<BR>
viewlensflare - add a view dependent lens glow to the entity at its
origin<BR>
lightoffset - use the dynamic color values as a light offset to the
model<BR>
skyorigin - this entity is the portal sky origin<BR>
minlight - this entity always has some lighting on it<BR>
fullbright - this entity is always fully lit<BR>
additivedynamiclight - the dynamic light should have an additive effect<BR>
lightstyledynamiclight - the dynamic light uses a light style, use the<BR>
depthhack - this entity is drawn with depth hack on<BR>
'lightstyle' command to set the index of the light style to be used
</ul>
<P><tt><B>scale</B>( <i>Float newScale </i>)</tt><BR>
<ul>
set the scale of the entity
</ul>
<P><tt><B>scriptshader</B>( <i>String shaderCommand, Float argument1,
[ Float argument2 ] </i>)</tt><BR>
<ul>
alias for shader command, change a specific shader parameter for the
entity.<BR>
Valid shader commands are:<BR>
translation [trans_x] [trans_y] - change the texture translation<BR>
offset [offset_x] [offset_y] - change the texture offset<BR>
rotation [rot_speed] - change the texture rotation speed<BR>
frame [frame_num] - change the animated texture frame<BR>
wavebase [base] - change the base parameter of the wave function<BR>
waveamp [amp] - change the amp parameter of the wave function<BR>
wavebase [phase] - change the phase parameter of the wave function<BR>
wavefreq [freq] - change the frequency parameter of the wave function<BR>
</ul>
<P><tt><B>selfdetonate</B></tt><BR>
<ul>
spawns and explosion and removes this entity
</ul>
<P><tt><B>setcinematicanim</B>( <i>String anim_name </i>)</tt><BR>
<ul>
sets a cinematic anim on an entity
</ul>
<P><tt><B>setcontrollerangles</B>( <i>Integer num, Vector angles </i>)</tt><BR>
<ul>
Sets the control angles for the specified bone.
</ul>
<P><tt><B>setCustomEmitter</B>( <i>String emitterName </i>)</tt><BR>
<ul>
Sets up a custom emitter for this entity.
</ul>
<P><tt><B>setcustomshader</B>( <i>String shader_name </i>)</tt><BR>
<ul>
Sets Custom Shader FX on Entity
</ul>
<P><tt><B>setentityexplosionmodel</B>( <i>String model_name </i>)</tt><BR>
<ul>
sets this entitys explosion model which is used in selfDetonate
</ul>
<P><tt><B>setfloatvar</B>( <i>String variable_name, Float float_value
</i>)</tt><BR>
<ul>
Sets a level, game, or entity variable.
</ul>
<P><tt><B>setframe</B>( <i>Integer frameNumber, [ String animName ] </i>)</tt><BR>
<ul>
Set the frame on the legs, if anim is not specified, current is assumed.
</ul>
<P><tt><B>setgroupid</B>( <i>Integer groupID </i>)</tt><BR>
<ul>
Sets the groupID of this entity
</ul>
<P><tt><B>setmovetype</B>( <i>String movetype </i>)</tt><BR>
<ul>
Sets the move type of this entity<BR>
Valid types are: <BR>
none , stationary , noclip , push , stop<BR>
walk , step , fly , toss , flymissile<BR>
bounce, slider, rope , gib , vehicle
</ul>
<P><tt><B>setobjectprogram</B>( <i>String program </i>)</tt><BR>
<ul>
sets this objects program
</ul>
<P><tt><B>setorigineveryframe</B></tt><BR>
<ul>
Sets the origin every frame ( for bound objects )
</ul>
<P><tt><B>setsize</B>( <i>Vector mins, Vector maxs </i>)</tt><BR>
<ul>
Set the bounding box of the entity to mins and maxs.
</ul>
<P><tt><B>setstringvar</B>( <i>String variable_name, String string_value
</i>)</tt><BR>
<ul>
Sets a level, game, or entity variable.
</ul>
<P><tt><B>settargetposition</B>( <i>String targetbone </i>)</tt><BR>
<ul>
Sets the Target Position Bone
</ul>
<P><tt><B>setvectorvar</B>( <i>String variable_name, Vector vector_value
</i>)</tt><BR>
<ul>
Sets a level, game, or entity variable.
</ul>
<P><tt><B>setvelocity</B>( <i>Vector velocity </i>)</tt><BR>
<ul>
Sets the Velocity
</ul>
<P><tt><B>shader</B>( <i>String shaderCommand, Float argument1, [ Float
argument2 ] </i>)</tt><BR>
<ul>
change a specific shader parameter for the entity.<BR>
Valid shader commands are:<BR>
translation [trans_x] [trans_y] - change the texture translation<BR>
offset [offset_x] [offset_y] - change the texture offset<BR>
rotation [rot_speed] - change the texture rotation speed<BR>
frame [frame_num] - change the animated texture frame<BR>
wavebase [base] - change the base parameter of the wave function<BR>
waveamp [amp] - change the amp parameter of the wave function<BR>
wavebase [phase] - change the phase parameter of the wave function<BR>
wavefreq [freq] - change the frequency parameter of the wave function<BR>
</ul>
<P><tt><B>show</B></tt><BR>
<ul>
show the entity, opposite of hide.
</ul>
<P><tt><B>simplePlayDialog</B>( <i>String sound_file, [ Float volume ],
[ Float min_dist ] </i>)</tt><BR>
<ul>
Plays a dialog without all the special features the actors' have.
</ul>
<P><tt><B>solid</B></tt><BR>
<ul>
make solid.
</ul>
<P><tt><B>soundevent</B>( <i>[ Float soundRadius ], [ String soundtype
] </i>)</tt><BR>
<ul>
Let the AI know that this entity made a sound,<BR>
radius determines how far the sound reaches.
</ul>
<P><tt><B>spawneffect</B>( <i>String modelName, String tagName, [ Float
removeTime ] </i>)</tt><BR>
<ul>
Spawns the effect at the specified tag
</ul>
<P><tt><B>spawnflags</B>( <i>Integer flags </i>)</tt><BR>
<ul>
spawnflags from the BSP, these are set inside the editor
</ul>
<P><tt><B>startStasis</B></tt><BR>
<ul>
Makes the entity go into stasis mode
</ul>
<P><tt><B>stationary</B></tt><BR>
<ul>
entity does not move, causes no physics to be run on it.
</ul>
<P><tt><B>stopanimating</B></tt><BR>
<ul>
stop the legs from animating. Animation will end at the end of current
cycle.
</ul>
<P><tt><B>stoploopsound</B></tt><BR>
<ul>
Stop the looped-sound on this entity.
</ul>
<P><tt><B>stopsound</B>( <i>[ Integer channel ] </i>)</tt><BR>
<ul>
stop the current sound on the specified channel.<BR>
default channel, CHAN_BODY.
</ul>
<P><tt><B>stopStasis</B></tt><BR>
<ul>
Makes the entity stop its stasis mode
</ul>
<P><tt><B>surface</B>( <i>String surfaceName, [ String parameter1 ], [
String parameter2 ], [ String parameter3 ], [ String parameter4 ], [
String parameter5 ], [ String parameter6 ] </i>)</tt><BR>
<ul>
change a legs surface parameter for the given surface.<BR>
+ sets the flag, - clears the flag<BR>
Valid surface commands are:<BR>
skin1 - set the skin1 offset bit<BR>
skin2 - set the skin2 offset bit<BR>
nodraw - don't draw this surface
</ul>
<P><tt><B>svflags</B>( <i>[ String parameter1 ], [ String parameter2 ],
[ String parameter3 ], [ String parameter4 ], [ String parameter5 ],
[ String parameter6 ] </i>)</tt><BR>
<ul>
Change the current server flags.<BR>
Valid flags are as follows:<BR>
+ sets a flag, - clears a flag<BR>
broadcast - always send this entity to the client
</ul>
<P><tt><B>takedamage</B></tt><BR>
<ul>
makes entity take damage.
</ul>
<P><tt><B>target</B>( <i>String targetname_to_target </i>)</tt><BR>
<ul>
target another entity with targetname_to_target.
</ul>
<P><tt><B>targetname</B>( <i>String targetName </i>)</tt><BR>
<ul>
set the targetname of the entity to targetName.
</ul>
<P><tt><B>team</B>( <i>String moveTeam </i>)</tt><BR>
<ul>
used to make multiple entities move together.
</ul>
<P><tt><B>todo</B>( <i>String todo </i>)</tt><BR>
<ul>
This is an item that needs to be done
</ul>
<P><tt><B>torso_stopanimating</B></tt><BR>
<ul>
stop the torso from animating. Animation will end at the end of current
cycle.
</ul>
<P><tt><B>touchtriggers</B>( <i>[ Boolean touch_triggers_bool ] </i>)</tt><BR>
<ul>
Sets whether the entity should touch triggers or not
</ul>
<P><tt><B>traceattack</B>( <i>Float damage, Float range, [ String means_of_death
], [ Float knockback ], [ String tag_name ] </i>)</tt><BR>
<ul>
Does a trace attack
</ul>
<P><tt><B>traceHitsEntity</B>( <i>String tagName, Float length, Entity
entityToCheck </i>)</tt><BR>
<ul>
Does a trace to check to see if it hits this entity<BR>
.Use this very rarely or a programmer will kill you!
</ul>
<P><tt><B>trigger</B>( <i>String name </i>)</tt><BR>
<ul>
Trigger the specified target or entity.
</ul>
<P><tt><B>unbind</B></tt><BR>
<ul>
unbind this entity.
</ul>
<P><tt><B>unmorph</B>( <i>String morph_target_name </i>)</tt><BR>
<ul>
Unmorphs the specified morph target
</ul>
<P><tt><B>useanim</B>( <i>String animname </i>)</tt><BR>
<ul>
Animation for the player to play when this entity is used.
</ul>
<P><tt><B>usebbox</B></tt><BR>
<ul>
do not perform perfect collision, use bounding box instead.
</ul>
<P><tt><B>usecount</B>( <i>Integer count </i>)</tt><BR>
<ul>
Sets the number of times this entity can be used.
</ul>
<P><tt><B>usedata</B>( <i>String animname, String usetype, String threadname
</i>)</tt><BR>
<ul>
Sets data for this usuable entity.
</ul>
<P><tt><B>usemaxdist</B>( <i>Float maxdist </i>)</tt><BR>
<ul>
Sets maximum distance this entity can be used.
</ul>
<P><tt><B>uservar1</B>( <i>String string_value </i>)</tt><BR>
<ul>
Sets an entity variable.
</ul>
<P><tt><B>uservar2</B>( <i>String string_value </i>)</tt><BR>
<ul>
Sets an entity variable.
</ul>
<P><tt><B>uservar3</B>( <i>String string_value </i>)</tt><BR>
<ul>
Sets an entity variable.
</ul>
<P><tt><B>uservar4</B>( <i>String string_value </i>)</tt><BR>
<ul>
Sets an entity variable.
</ul>
<P><tt><B>usethread</B>( <i>String threadname </i>)</tt><BR>
<ul>
Thread to call when this entity is used.
</ul>
<P><tt><B>usetype</B>( <i>String usetype </i>)</tt><BR>
<ul>
Use type (widget name) for the use icon
</ul>
<P><tt><B>viewmode</B>( <i>String viewModeName </i>)</tt><BR>
<ul>
Specifies that this entity uses the specified view mode.
</ul>
<P><tt><B>warp</B>( <i>Vector position </i>)</tt><BR>
<ul>
Warps the entity to the specified position.
</ul>
<P><tt><B>watchoffset</B>( <i>Vector offset </i>)</tt><BR>
<ul>
Sets the entity's watch offset.
</ul>
</BLOCKQUOTE>
<h2> <a name="Equipment">Equipment</a> -> <a href="#Weapon">Weapon</a> ->
<a href="#Item">Item</a> -> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>airstrike</B></tt><BR>
<ul>
call airstrike from equipment
</ul>
<P><tt><B>changemode</B></tt><BR>
<ul>
Change to the next mode.
</ul>
<P><tt><B>hasmodes</B>( <i>String mode1, [ String mode2 ], [ String mode3
], [ String mode4 ], [ String mode5 ], [ String mode6 ], [ String mode7
], [ String mode8 ], [ String mode9 ], [ String mode10 ] </i>)</tt><BR>
<ul>
Specify the modes this equipment has.
</ul>
<P><tt><B>hasradar</B></tt><BR>
<ul>
The equipment has a radar
</ul>
<P><tt><B>hasscanner</B></tt><BR>
<ul>
The equipment has a scanner
</ul>
<P><tt><B>scan</B></tt><BR>
<ul>
Scan
</ul>
<P><tt><B>scanend</B></tt><BR>
<ul>
The end of the scan
</ul>
<P><tt><B>scanstart</B></tt><BR>
<ul>
The start of the scan
</ul>
<P><tt><B>typeName</B>( <i>String typeName </i>)</tt><BR>
<ul>
Sets the type name of this equipment
</ul>
</BLOCKQUOTE>
<h2> <a name="Event">Event</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="ExplodeObject">ExplodeObject (<i>func_explodeobject</i>)</a>
-> <a href="#MultiExploder">MultiExploder</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>amount</B>( <i>Integer amountOfDebris </i>)</tt><BR>
<ul>
How much debris to spawn each time.
</ul>
<P><tt><B>debrismodel</B>( <i>String debrisModel </i>)</tt><BR>
<ul>
What kind of debris to spawn when triggered.
</ul>
<P><tt><B>doexplosion</B>( <i>[ String explosionModel ], [ Float explosionRadius
] </i>)</tt><BR>
<ul>
Causes the object to explode (use dmg to set the damage)
</ul>
<P><tt><B>explodeObject_EarthquakeDistance</B>( <i>Float earthquakeDistance
</i>)</tt><BR>
<ul>
Sets the earthquake distance
</ul>
<P><tt><B>explodeObject_EarthquakeDuration</B>( <i>Float earthquakeDuration
</i>)</tt><BR>
<ul>
Sets the earthquake duration
</ul>
<P><tt><B>explodeObject_EarthquakeMagnitude</B>( <i>Float earthquakeMagnitude
</i>)</tt><BR>
<ul>
Sets the earthquake magnitude
</ul>
<P><tt><B>explodeObject_UseEarthquake</B></tt><BR>
<ul>
Causes the object to spawn an earthquake when it explodes
</ul>
<P><tt><B>explodetiki</B></tt><BR>
<ul>
Specifies that this is an exploding tiki file (visible and solid). Use
only in tiki files
</ul>
<P><tt><B>setsound</B>( <i>String soundname </i>)</tt><BR>
<ul>
Sound played when the debris explosion occurs
</ul>
<P><tt><B>severity</B>( <i>Float newSeverity </i>)</tt><BR>
<ul>
How violently the debris should be ejected.
</ul>
<P><tt><B>triggereffect</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger.
</ul>
</BLOCKQUOTE>
<h2> <a name="Exploder">Exploder (<i>func_exploder</i>)</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>dmg</B>( <i>Integer damage </i>)</tt><BR>
<ul>
Sets the damage the explosion does.
</ul>
<P><tt><B>gdb_setdamage</B>( <i>String damagestr </i>)</tt><BR>
<ul>
Sets the gameplay version of damage with keywords.
</ul>
<P><tt><B>health</B>( <i>Integer newHealth </i>)</tt><BR>
<ul>
set the health of the entity to newHealth
</ul>
<P><tt><B>triggereffect</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger.
</ul>
</BLOCKQUOTE>
<h2> <a name="ExplodingWall">ExplodingWall (<i>func_explodingwall</i>)</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>anglespeed</B>( <i>Float speed </i>)</tt><BR>
<ul>
Set the angle speed.
</ul>
<P><tt><B>base_velocity</B>( <i>Vector velocity </i>)</tt><BR>
<ul>
Set the base velocity.
</ul>
<P><tt><B>checkonground</B></tt><BR>
<ul>
Check if exploding wall is on ground.
</ul>
<P><tt><B>dmg</B>( <i>Integer dmg </i>)</tt><BR>
<ul>
Set the damage from the exploding wall.
</ul>
<P><tt><B>doTouch</B>( <i>Entity touchingEntity </i>)</tt><BR>
<ul>
sent to entity when touched for the first time.
</ul>
<P><tt><B>explosions</B>( <i>Integer explosions </i>)</tt><BR>
<ul>
Set the number of explosions.
</ul>
<P><tt><B>gdb_setdamage</B>( <i>String damagestr </i>)</tt><BR>
<ul>
Sets the gameplay version of damage with keywords.
</ul>
<P><tt><B>land_angles</B>( <i>Vector angles </i>)</tt><BR>
<ul>
Set the land angles.
</ul>
<P><tt><B>land_radius</B>( <i>Float radius </i>)</tt><BR>
<ul>
Set the land radius.
</ul>
<P><tt><B>random_velocity</B>( <i>Vector velocity </i>)</tt><BR>
<ul>
Set the amount of random variation of the base velocity.
</ul>
<P><tt><B>setup</B></tt><BR>
<ul>
Initializes the exploding wall.
</ul>
<P><tt><B>stoprotating</B></tt><BR>
<ul>
Stop rotating the wall.
</ul>
<P><tt><B>triggereffect</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger.
</ul>
</BLOCKQUOTE>
<h2> <a name="Explosion">Explosion</a> -> <a href="#Projectile">Projectile</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>constantdamage</B></tt><BR>
<ul>
Makes the explosion do constant damage over the radius
</ul>
<P><tt><B>damageagain</B></tt><BR>
<ul>
This event is generated each frame if explosion is set to damage each
frame
</ul>
<P><tt><B>damageeveryframe</B></tt><BR>
<ul>
Makes the explosion damage every frame
</ul>
<P><tt><B>flash</B>( <i>Float mintime, Float time, Float color_red, Float
color_green, Float color_blue, Float minradius, Float radius </i>)</tt><BR>
<ul>
Flash player screens
</ul>
<P><tt><B>radius</B>( <i>Float projectileRadius </i>)</tt><BR>
<ul>
set the radius for the explosion
</ul>
<P><tt><B>radiusdamage</B>( <i>Float radiusDamage </i>)</tt><BR>
<ul>
set the radius damage an explosion does
</ul>
</BLOCKQUOTE>
<h2> <a name="EyeWatch">EyeWatch</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="EyeWatchEnemy">EyeWatchEnemy</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FallingRock">FallingRock (<i>func_fallingrock</i>)</a> ->
<a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>bounce</B></tt><BR>
<ul>
sent to entity when touched.
</ul>
<P><tt><B>dmg</B>( <i>Integer dmg </i>)</tt><BR>
<ul>
Set the damage from the rock.
</ul>
<P><tt><B>doActivate</B>( <i>Entity activatingEntity </i>)</tt><BR>
<ul>
General trigger event for all entities
</ul>
<P><tt><B>doTouch</B>( <i>Entity touchingEntity </i>)</tt><BR>
<ul>
sent to entity when touched for the first time.
</ul>
<P><tt><B>gdb_setdamage</B>( <i>String damagestr </i>)</tt><BR>
<ul>
Sets the gameplay version of damage with keywords.
</ul>
<P><tt><B>noise</B>( <i>String sound </i>)</tt><BR>
<ul>
Set the sound to play when the rock bounces
</ul>
<P><tt><B>rotate</B></tt><BR>
<ul>
rotates the falling rock.
</ul>
<P><tt><B>speed</B>( <i>Float speed </i>)</tt><BR>
<ul>
Set the speed that the rock moves at.
</ul>
<P><tt><B>start</B></tt><BR>
<ul>
Starts rock falling.
</ul>
<P><tt><B>wait</B>( <i>Float wait </i>)</tt><BR>
<ul>
How long to wait before rock starts falling.
</ul>
</BLOCKQUOTE>
<h2> <a name="FallToDeath">FallToDeath</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FileRead">FileRead</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="FindCover">FindCover</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FindEnemy">FindEnemy</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FindFlee">FindFlee</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FireWeapon">FireWeapon</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="Flee">Flee</a> -> <a href="#Behavior">Behavior</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FlyCharge">FlyCharge</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FlyCircle">FlyCircle</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FlyCircleAroundWaypoint">FlyCircleAroundWaypoint</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FlyCircleRandomPoint">FlyCircleRandomPoint</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FlyClimb">FlyClimb</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FlyCloseToEnemy">FlyCloseToEnemy</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FlyCloseToParent">FlyCloseToParent</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FlyCloseToPlayer">FlyCloseToPlayer</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FlyDescend">FlyDescend</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FlyDive">FlyDive</a> -> <a href="#Behavior">Behavior</a> ->
<a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FlyNodePath">FlyNodePath</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FlySplinePath">FlySplinePath</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FlyStrafe">FlyStrafe</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FlyToNode">FlyToNode</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FlyToNodeNearestPlayer">FlyToNodeNearestPlayer</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FlyToPoint">FlyToPoint</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="FlyToRandomNode">FlyToRandomNode</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FlyWander">FlyWander</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FollowInFormation">FollowInFormation</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FollowNode">FollowNode</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="FollowNodePath">FollowNodePath</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="FollowPath">FollowPath</a> -> <a href="#Steering">Steering</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="FollowPathBlindly">FollowPathBlindly</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="FollowPathToEntity">FollowPathToEntity</a> -> <a href="#FollowPath">FollowPath</a>
-> <a href="#Steering">Steering</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="FollowPathToPoint">FollowPathToPoint</a> -> <a href="#FollowPath">FollowPath</a>
-> <a href="#Steering">Steering</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="FrontWheels">FrontWheels (<i>script_wheelsfront</i>)</a> ->
<a href="#VehicleBase">VehicleBase</a> -> <a href="#ScriptModel">ScriptModel</a>
-> <a href="#ScriptSlave">ScriptSlave</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="Fulcrum">Fulcrum (<i>func_fulcrum</i>)</a> -> <a href="#ScriptSlave">ScriptSlave</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>dampening</B>( <i>Float newDampening </i>)</tt><BR>
<ul>
dampening of fulcrum.
</ul>
<P><tt><B>doTouch</B>( <i>Entity touchingEntity </i>)</tt><BR>
<ul>
sent to entity when touched for the first time.
</ul>
<P><tt><B>limit</B>( <i>Float newLimit </i>)</tt><BR>
<ul>
angular limit for the fulcrum.
</ul>
<P><tt><B>movesound</B>( <i>String newSinkSound </i>)</tt><BR>
<ul>
Sound played when fulcrum is moving.
</ul>
<P><tt><B>reset</B></tt><BR>
<ul>
Reset the fulcrum right now.
</ul>
<P><tt><B>resetspeed</B>( <i>Float newResetspeed </i>)</tt><BR>
<ul>
Speed at which fulcrum resets itself, defaults to 0.002 * speed.
</ul>
<P><tt><B>speed</B>( <i>Float speed </i>)</tt><BR>
<ul>
Speed at which fulcrum operates itself.
</ul>
</BLOCKQUOTE>
<h2> <a name="FuncBeam">FuncBeam (<i>func_beam</i>)</a> -> <a href="#ScriptSlave">ScriptSlave</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>activate</B></tt><BR>
<ul>
Activate the beam
</ul>
<P><tt><B>angle</B>( <i>Float newAngle </i>)</tt><BR>
<ul>
set the angles of the entity using just one value.<BR>
Sets the yaw of the entity or an up and down<BR>
direction if newAngle is [0-359] or -1 or -2
</ul>
<P><tt><B>angles</B>( <i>Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00>
</i>)</tt><BR>
<ul>
set the angles of the entity to newAngles.
</ul>
<P><tt><B>color</B>( <i>Vector color_beam<0.00...1.00><0.00...1.00><0.00...1.00>
</i>)</tt><BR>
<ul>
Set the color of the beam
</ul>
<P><tt><B>deactivate</B></tt><BR>
<ul>
Deactivate the beam
</ul>
<P><tt><B>delay</B>( <i>Float delay </i>)</tt><BR>
<ul>
Set the amount of delay on the beam updater
</ul>
<P><tt><B>doActivate</B>( <i>Entity activatingEntity </i>)</tt><BR>
<ul>
General trigger event for all entities
</ul>
<P><tt><B>endalpha</B>( <i>Float alpha </i>)</tt><BR>
<ul>
Set the endpoint alpha value of the beam
</ul>
<P><tt><B>endpoint</B>( <i>Vector beam_end_point </i>)</tt><BR>
<ul>
Set the end point of the beam. The beam will be draw from the origin
to<BR>
the end point.
</ul>
<P><tt><B>findendpoint</B></tt><BR>
<ul>
Find the endpoint of a beam
</ul>
<P><tt><B>life</B>( <i>Float beam_life </i>)</tt><BR>
<ul>
Set the amount of time the beam stays on when activated
</ul>
<P><tt><B>maxoffset</B>( <i>Float max_offset </i>)</tt><BR>
<ul>
Set the maximum offset the beam can travel above, below, forward or
back of it's endpoints
</ul>
<P><tt><B>minoffset</B>( <i>Float min_offset </i>)</tt><BR>
<ul>
Set the minimun offset the beam can travel above, below, forward or
back of it's endpoints
</ul>
<P><tt><B>model</B>( <i>String modelName </i>)</tt><BR>
<ul>
set the model to modelName.
</ul>
<P><tt><B>numsegments</B>( <i>Integer numsegments </i>)</tt><BR>
<ul>
Set the number of segments for the beam
</ul>
<P><tt><B>numspherebeams</B>( <i>Integer num </i>)</tt><BR>
<ul>
Set the number of beams that will be shot out in a sphere like formation
</ul>
<P><tt><B>overlap</B>( <i>Float beam_overlap </i>)</tt><BR>
<ul>
Set the amount of overlap the beams have when they are being strung
together
</ul>
<P><tt><B>persist</B>( <i>Boolean bool </i>)</tt><BR>
<ul>
Set the persist property of the beam
</ul>
<P><tt><B>radius</B>( <i>Float radius </i>)</tt><BR>
<ul>
Set the starting radius of the beams if this is a beamsphere
</ul>
<P><tt><B>shader</B>( <i>String beam_shader </i>)</tt><BR>
<ul>
Set the shader that the beam will use
</ul>
<P><tt><B>shoot</B></tt><BR>
<ul>
Make the beam cause damage to entities that get in the way
</ul>
<P><tt><B>shootradius</B>( <i>Float radius </i>)</tt><BR>
<ul>
Set the radius of the damage area between beam endpoints
</ul>
<P><tt><B>target</B>( <i>String beam_target </i>)</tt><BR>
<ul>
Set the target of the beam. The beam will be drawn from the origin<BR>
to the origin of the target entity
</ul>
<P><tt><B>tileshader</B>( <i>String beam_shader </i>)</tt><BR>
<ul>
Set the shader that the beam will use. This shader will be tiled.
</ul>
<P><tt><B>toggledelay</B>( <i>Float time, [ Boolean isRandom ] </i>)</tt><BR>
<ul>
Causes a beam toggling effect. Sets the time between toggling.<BR>
If the isRandom flag is set, the time will be random from 0 to the time
specified.
</ul>
<P><tt><B>updateendpoint</B></tt><BR>
<ul>
Update the endpoint of a beam
</ul>
<P><tt><B>updateorigin</B></tt><BR>
<ul>
Update the origin of a beam
</ul>
</BLOCKQUOTE>
<h2> <a name="FuncRemove">FuncRemove (<i>func_remove</i>)</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="Game">Game</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="GameplayDatabase">GameplayDatabase</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="GameplayObject">GameplayObject</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="GameplayProperty">GameplayProperty</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="GameScript">GameScript</a> -> <a href="#Script">Script</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="GameScriptMarker">GameScriptMarker</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="GeneralCombatWithMeleeWeapon">GeneralCombatWithMeleeWeapon</a>
-> <a href="#Behavior">Behavior</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="GeneralCombatWithRangedWeapon">GeneralCombatWithRangedWeapon</a>
-> <a href="#Behavior">Behavior</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
<P><tt><B>posturechangecompleted</B></tt><BR>
<ul>
Tells the behavior that the requested posture is active
</ul>
</BLOCKQUOTE>
<h2> <a name="GetCloseToEnemy">GetCloseToEnemy</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="GetCloseToPlayer">GetCloseToPlayer</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="GetWithinRangeOfPlayer">GetWithinRangeOfPlayer</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="GhostAttack">GhostAttack</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="Gib">Gib (<i>gib</i>)</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>doTouch</B>( <i>Entity touchingEntity </i>)</tt><BR>
<ul>
sent to entity when touched for the first time.
</ul>
<P><tt><B>stopped</B></tt><BR>
<ul>
sent when entity has stopped bouncing for MOVETYPE_TOSS.
</ul>
<P><tt><B>throwgib</B>( <i>Entity ent, Float velocity, Float scale </i>)</tt><BR>
<ul>
Throw a gib.
</ul>
</BLOCKQUOTE>
<h2> <a name="GoDirectlyToPoint">GoDirectlyToPoint</a> -> <a href="#Steering">Steering</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="GooDebris">GooDebris</a> -> <a href="#Projectile">Projectile</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>doTouch</B>( <i>Entity touchingEntity </i>)</tt><BR>
<ul>
sent to entity when touched for the first time.
</ul>
</BLOCKQUOTE>
<h2> <a name="GooProjectile">GooProjectile</a> -> <a href="#Projectile">Projectile</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>goodebriscount</B>( <i>Integer count </i>)</tt><BR>
<ul>
Number of pieces of debris to spawn
</ul>
<P><tt><B>goodebrismodel</B>( <i>String modelname </i>)</tt><BR>
<ul>
Model name for the debris that is spawned on explosion
</ul>
</BLOCKQUOTE>
<h2> <a name="GotoCurrentHelperNode">GotoCurrentHelperNode</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="GotoDeadEnemy">GotoDeadEnemy</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="GotoEntity">GotoEntity</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="GotoHelperNode">GotoHelperNode</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="GotoHelperNodeEX">GotoHelperNodeEX</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="GotoHelperNodeNearestEnemy">GotoHelperNodeNearestEnemy</a>
-> <a href="#Behavior">Behavior</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="GotoLiftPosition">GotoLiftPosition</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="GotoPathNode">GotoPathNode</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="GotoPoint">GotoPoint</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="GotoSpecified">GotoSpecified</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="GotoWayPoint">GotoWayPoint</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="GravPath">GravPath</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="GravPathManager">GravPathManager</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="GravPathNode">GravPathNode (<i>info_grav_pathnode</i>)</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>activate</B></tt><BR>
<ul>
Activate the grav path.
</ul>
<P><tt><B>deactivate</B></tt><BR>
<ul>
Deactivate the grav path.
</ul>
<P><tt><B>gravpath_create</B></tt><BR>
<ul>
Create the grav path.
</ul>
<P><tt><B>maxspeed</B>( <i>Float maxspeed </i>)</tt><BR>
<ul>
Set the max speed of the grav path.
</ul>
<P><tt><B>radius</B>( <i>Float radius </i>)</tt><BR>
<ul>
Set the radius of the grav path.
</ul>
<P><tt><B>speed</B>( <i>Float speed </i>)</tt><BR>
<ul>
Set the speed of the grav path.
</ul>
</BLOCKQUOTE>
<h2> <a name="Group">Group (<i>group</i>)</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="GroupCoordinator">GroupCoordinator (<i>groupcoordinator</i>)</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="GroupFollow">GroupFollow</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="HeadAndEyeWatch">HeadAndEyeWatch</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="HeadWatch">HeadWatch</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="HeadWatchEnemy">HeadWatchEnemy</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="HealGroupMember">HealGroupMember</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="Health">Health (<i>health_020</i>)</a> -> <a href="#Item">Item</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>item_pickup</B>( <i>Entity item </i>)</tt><BR>
<ul>
Pickup the specified item.
</ul>
</BLOCKQUOTE>
<h2> <a name="HealthInventoryItem">HealthInventoryItem</a> -> <a href="#InventoryItem">InventoryItem</a>
-> <a href="#Item">Item</a> -> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>processgameplaydata</B></tt><BR>
<ul>
Causes any subclass of entity to process any specific gameplay related
data.
</ul>
<P><tt><B>useinvitem</B></tt><BR>
<ul>
Use this inventory item.
</ul>
</BLOCKQUOTE>
<h2> <a name="HelicopterFlyCircle">HelicopterFlyCircle</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="HelicopterFlyToPoint">HelicopterFlyToPoint</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="HelicopterFlyToWaypoint">HelicopterFlyToWaypoint</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="HelicopterStrafeAttack">HelicopterStrafeAttack</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="HelperNode">HelperNode (<i>info_helpernode</i>)</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>activationrange</B>( <i>Float activation_range </i>)</tt><BR>
<ul>
Specifies the range an actor needs to be to consider using the node
</ul>
<P><tt><B>addanim</B>( <i>String anim, String waittype </i>)</tt><BR>
<ul>
Adds an animation to the custom anim list
</ul>
<P><tt><B>angle</B>( <i>Float newAngle </i>)</tt><BR>
<ul>
set the angles of the entity using just one value.<BR>
Sets the yaw of the entity or an up and down<BR>
direction if newAngle is [0-359] or -1 or -2
</ul>
<P><tt><B>animactive</B>( <i>Boolean active </i>)</tt><BR>
<ul>
Specifies if the animation component is active
</ul>
<P><tt><B>animcount</B>( <i>Integer num_times </i>)</tt><BR>
<ul>
Sets the max number of times that an animation can be set on this node
</ul>
<P><tt><B>animtarget</B>( <i>String targetname </i>)</tt><BR>
<ul>
Allows you to specify a target name to apply the animation to
</ul>
<P><tt><B>attacktarget</B>( <i>String targetname </i>)</tt><BR>
<ul>
Specifies a target for a sniping AI to attack
</ul>
<P><tt><B>criticalchange</B></tt><BR>
<ul>
Alerts the node to a critical change
</ul>
<P><tt><B>descriptor</B>( <i>String descriptorValue </i>)</tt><BR>
<ul>
sets an additional descriptor for a node
</ul>
<P><tt><B>maxkills</B>( <i>Integer max_kills </i>)</tt><BR>
<ul>
Specifies the maximum number of kills that can be done from this node
</ul>
<P><tt><B>minenemyrange</B>( <i>Float min_range </i>)</tt><BR>
<ul>
Specifies the minimum range an enemy is allowed to get before actor
leaves this node
</ul>
<P><tt><B>minhealth</B>( <i>Float min_health </i>)</tt><BR>
<ul>
Specifies the minimum health an actor is allowed to get to before leaving
this node
</ul>
<P><tt><B>nodeID</B>( <i>Integer node_id </i>)</tt><BR>
<ul>
Assigns an ID to this node
</ul>
<P><tt><B>origin</B>( <i>Vector newOrigin </i>)</tt><BR>
<ul>
Set the origin of the entity to newOrigin.
</ul>
<P><tt><B>priority</B>( <i>Float priority </i>)</tt><BR>
<ul>
Specfies the priority for this node
</ul>
<P><tt><B>sendnodecommand</B>( <i>String commandToSend </i>)</tt><BR>
<ul>
sends an event to the user of the node
</ul>
<P><tt><B>setcoverdir</B>( <i>String cover_dir </i>)</tt><BR>
<ul>
Specifies the direction from the cover that the AI can attack
</ul>
<P><tt><B>setcovertype</B>( <i>String cover_type </i>)</tt><BR>
<ul>
Specifies the covertype of the node
</ul>
<P><tt><B>setcustomtype</B>( <i>String type </i>)</tt><BR>
<ul>
Specifies a custom helper node type
</ul>
<P><tt><B>setnodeanim</B>( <i>String animation </i>)</tt><BR>
<ul>
Sets the animation that will be played by the actor on this node
</ul>
<P><tt><B>setnodeentrythread</B>( <i>String thread </i>)</tt><BR>
<ul>
Sets the thread that will be called by the actor when it reaches this
node
</ul>
<P><tt><B>setnodeexitthread</B>( <i>String thread </i>)</tt><BR>
<ul>
Sets the thread that will be called by the actor when it leaves this
node
</ul>
<P><tt><B>spawnflags</B>( <i>Integer flags </i>)</tt><BR>
<ul>
spawnflags from the BSP, these are set inside the editor
</ul>
<P><tt><B>target</B>( <i>String targetname_to_target </i>)</tt><BR>
<ul>
target another entity with targetname_to_target.
</ul>
<P><tt><B>targetname</B>( <i>String targetName </i>)</tt><BR>
<ul>
set the targetname of the entity to targetName.
</ul>
<P><tt><B>wait</B>( <i>Float time </i>)</tt><BR>
<ul>
Makes a patrolling AI pause at this node for the specified time
</ul>
<P><tt><B>waitforanim</B>( <i>Boolean wait_for_anim </i>)</tt><BR>
<ul>
Makes the AI wait until the anim is finished before finishing a behavior
</ul>
<P><tt><B>waitrandom</B>( <i>Float max_time </i>)</tt><BR>
<ul>
Makes a patrolling AI pause randomly for a min time of 1 to a max time
of specified
</ul>
</BLOCKQUOTE>
<h2> <a name="HelperNodeController">HelperNodeController (<i>helpernodecontroller</i>)</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>sendevent</B>( <i>String targetname, String eventName, [ String
token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [
String token5 ], [ String token6 ], [ String token7 ] </i>)</tt><BR>
<ul>
Sends the event to the specified node
</ul>
</BLOCKQUOTE>
<h2> <a name="Hibernate">Hibernate</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="HoldableItem">HoldableItem</a> -> <a href="#PowerupBase">PowerupBase</a>
-> <a href="#Item">Item</a> -> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="HoldableItemExplosive">HoldableItemExplosive</a> -> <a href="#HoldableItem">HoldableItem</a>
-> <a href="#PowerupBase">PowerupBase</a> -> <a href="#Item">Item</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="HoldableItemHealth">HoldableItemHealth</a> -> <a href="#HoldableItem">HoldableItem</a>
-> <a href="#PowerupBase">PowerupBase</a> -> <a href="#Item">Item</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="HoldableItemProtection">HoldableItemProtection</a> -> <a href="#HoldableItem">HoldableItem</a>
-> <a href="#PowerupBase">PowerupBase</a> -> <a href="#Item">Item</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="HoldableItemSpawnPowerup">HoldableItemSpawnPowerup</a> ->
<a href="#HoldableItem">HoldableItem</a> -> <a href="#PowerupBase">PowerupBase</a>
-> <a href="#Item">Item</a> -> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>powerupToSpawn</B>( <i>String powerupName </i>)</tt><BR>
<ul>
Sets the powerup to spawn when used.
</ul>
</BLOCKQUOTE>
<h2> <a name="HoldableItemTransporter">HoldableItemTransporter</a> -> <a href="#HoldableItem">HoldableItem</a>
-> <a href="#PowerupBase">PowerupBase</a> -> <a href="#Item">Item</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="HoldPosition">HoldPosition</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="HorseVehicle">HorseVehicle (<i>script_horsevehicle</i>)</a>
-> <a href="#Vehicle">Vehicle</a> -> <a href="#VehicleBase">VehicleBase</a>
-> <a href="#ScriptModel">ScriptModel</a> -> <a href="#ScriptSlave">ScriptSlave</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
animdoneevent
</ul>
<P><tt><B>driveranimdone</B></tt><BR>
<ul>
driveranimdoneevent
</ul>
<P><tt><B>forceforwardspeed</B>( <i>Float speed </i>)</tt><BR>
<ul>
Forces the vehicle to move forward at the specified speed
</ul>
<P><tt><B>sethorsespeed</B>( <i>Float speed </i>)</tt><BR>
<ul>
Set the speed of the horse
</ul>
<P><tt><B>setmovemode</B>( <i>String mode, [ Float angles ] </i>)</tt><BR>
<ul>
Mode ( standard , strafe, or locked ) and a Vector describing the view
Angle )
</ul>
<P><tt><B>waypointname</B>( <i>String waypoint_target_name </i>)</tt><BR>
<ul>
Set the waypoint node name to go to first
</ul>
</BLOCKQUOTE>
<h2> <a name="Hover">Hover</a> -> <a href="#Behavior">Behavior</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="HVMoveMode_FollowPath">HVMoveMode_FollowPath (<i>FollowPath_MoveModeStrategy</i>)</a>
-> <a href="#VehicleMoveMode">VehicleMoveMode</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>waypointname</B>( <i>String waypoint_target_name </i>)</tt><BR>
<ul>
Set the waypoint node name to go to first
</ul>
</BLOCKQUOTE>
<h2> <a name="Idle">Idle</a> -> <a href="#Behavior">Behavior</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="InfoNotNull">InfoNotNull (<i>info_notnull</i>)</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="InfoNull">InfoNull (<i>info_null</i>)</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="Interpreter">Interpreter</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>execute</B></tt><BR>
<ul>
Execute the thread.
</ul>
</BLOCKQUOTE>
<h2> <a name="InventoryItem">InventoryItem</a> -> <a href="#Item">Item</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>useinvitem</B></tt><BR>
<ul>
Use this inventory item.
</ul>
</BLOCKQUOTE>
<h2> <a name="Investigate">Investigate</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="Item">Item</a> -> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>amount</B>( <i>Integer amount </i>)</tt><BR>
<ul>
Sets the amount of the item.
</ul>
<P><tt><B>angle</B>( <i>Float newAngle </i>)</tt><BR>
<ul>
set the angles of the entity using just one value.<BR>
Sets the yaw of the entity or an up and down<BR>
direction if newAngle is [0-359] or -1 or -2
</ul>
<P><tt><B>bot_inventory</B>( <i>Integer botInventoryIndex </i>)</tt><BR>
<ul>
sets the index used for bot inventory pickups
</ul>
<P><tt><B>coolitem</B>( <i>[ String dialog ], [ String anim_to_play ]
</i>)</tt><BR>
<ul>
Specify that this is a cool item when we pick it up for the first time.<BR>
If dialog is specified, than the dialog will be played during the pickup.<BR>
If anim_to_play is specified, than the specified anim will be played
after<BR>
the initial cinematic.
</ul>
<P><tt><B>dialogneeded</B>( <i>String dialog_needed </i>)</tt><BR>
<ul>
Sets the dialog needed string.
</ul>
<P><tt><B>doUse</B>( <i>Entity activatingEntity </i>)</tt><BR>
<ul>
sent to entity when it is used by another entity
</ul>
<P><tt><B>forcecoolitem</B>( <i>[ String dialog ], [ String anim_to_play
] </i>)</tt><BR>
<ul>
Specify that this is a cool item when we pick it up regardless of whether
or not we have it.<BR>
If dialog is specified, than the dialog will be played during the pickup.<BR>
If anim_to_play is specified, than the specified anim will be played
after<BR>
the initial cinematic.
</ul>
<P><tt><B>iconName</B>( <i>String iconName </i>)</tt><BR>
<ul>
Sets the name of the icon to use for this item.
</ul>
<P><tt><B>item_droptofloor</B></tt><BR>
<ul>
Drops the item to the ground.
</ul>
<P><tt><B>item_pickup</B>( <i>Entity item </i>)</tt><BR>
<ul>
Pickup the specified item.
</ul>
<P><tt><B>itemPostSpawn</B></tt><BR>
<ul>
Tells the item that it had spawned successfully
</ul>
<P><tt><B>maxamount</B>( <i>Integer max_amount </i>)</tt><BR>
<ul>
Sets the max amount of the item.
</ul>
<P><tt><B>missingSkin</B>( <i>Integer skinNum </i>)</tt><BR>
<ul>
Sets the skin number to use when its been picked up and is missing
</ul>
<P><tt><B>name</B>( <i>String item_name </i>)</tt><BR>
<ul>
Sets the item name.
</ul>
<P><tt><B>no_remove</B></tt><BR>
<ul>
Makes it so the item is not removed from the world when it is picked
up.
</ul>
<P><tt><B>pickup_done</B></tt><BR>
<ul>
Called when the item pickup is done.
</ul>
<P><tt><B>pickup_thread</B>( <i>String labelName </i>)</tt><BR>
<ul>
A thread that is called when an item is picked up.
</ul>
<P><tt><B>respawn</B></tt><BR>
<ul>
Respawns the item.
</ul>
<P><tt><B>respawn_done</B></tt><BR>
<ul>
Called when the item respawn is done.
</ul>
<P><tt><B>respawnsound</B></tt><BR>
<ul>
Turns on the respawn sound for this item.
</ul>
<P><tt><B>set_respawn</B>( <i>Integer respawn </i>)</tt><BR>
<ul>
Turns respawn on or off.
</ul>
<P><tt><B>set_respawn_time</B>( <i>Float respawn_time </i>)</tt><BR>
<ul>
Sets the respawn time.
</ul>
<P><tt><B>stopped</B></tt><BR>
<ul>
sent when entity has stopped bouncing for MOVETYPE_TOSS.
</ul>
<P><tt><B>triggereffect</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger.
</ul>
</BLOCKQUOTE>
<h2> <a name="Jump">Jump</a> -> <a href="#Steering">Steering</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="JumpToPathNode">JumpToPathNode</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="Land">Land</a> -> <a href="#Behavior">Behavior</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="LeapToEnemy">LeapToEnemy</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="Level">Level</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="LevelInteractionTrigger">LevelInteractionTrigger (<i>trigger_levelinteraction</i>)</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="Levitate">Levitate</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="Light">Light (<i>light</i>)</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="LightStyleClass">LightStyleClass</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>immediateremove</B></tt><BR>
<ul>
Removes this listener immediately.
</ul>
<P><tt><B>remove</B></tt><BR>
<ul>
Removes this listener the next time events are processed.
</ul>
</BLOCKQUOTE>
<h2> <a name="MiscModel">MiscModel (<i>misc_model</i>)</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="ModeCaptureTheFlag">ModeCaptureTheFlag</a> -> <a href="#ModeTeamBase">ModeTeamBase</a>
-> <a href="#MultiplayerModeBase">MultiplayerModeBase</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="ModeDeathmatch">ModeDeathmatch</a> -> <a href="#MultiplayerModeBase">MultiplayerModeBase</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="ModeTeamBase">ModeTeamBase</a> -> <a href="#MultiplayerModeBase">MultiplayerModeBase</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="ModeTeamDeathmatch">ModeTeamDeathmatch</a> -> <a href="#ModeTeamBase">ModeTeamBase</a>
-> <a href="#MultiplayerModeBase">MultiplayerModeBase</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="MoveDirectlyToPoint">MoveDirectlyToPoint</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="MoveFromConeOfFire">MoveFromConeOfFire</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="Mover">Mover (<i>mover</i>)</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>movedone</B>( <i>Entity finishedEntity </i>)</tt><BR>
<ul>
Sent to commanding thread when done with move .
</ul>
</BLOCKQUOTE>
<h2> <a name="MoveRandomDirection">MoveRandomDirection</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="MoveToDistanceFromEnemy">MoveToDistanceFromEnemy</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="MultiExploder">MultiExploder (<i>func_multi_exploder</i>)</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>dmg</B>( <i>Integer damage </i>)</tt><BR>
<ul>
Sets the damage the explosion does.
</ul>
<P><tt><B>duration</B>( <i>Float duration </i>)</tt><BR>
<ul>
Sets the duration of the explosion.
</ul>
<P><tt><B>gdb_setdamage</B>( <i>String damagestr </i>)</tt><BR>
<ul>
Sets the gameplay version of damage with keywords.
</ul>
<P><tt><B>health</B>( <i>Integer newHealth </i>)</tt><BR>
<ul>
set the health of the entity to newHealth
</ul>
<P><tt><B>random</B>( <i>Float randomness </i>)</tt><BR>
<ul>
Sets the randomness value of the explosion.
</ul>
<P><tt><B>triggereffect</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger.
</ul>
<P><tt><B>wait</B>( <i>Float explodewait </i>)</tt><BR>
<ul>
Sets the wait time of the explosion.
</ul>
</BLOCKQUOTE>
<h2> <a name="MultiplayerItem">MultiplayerItem</a> -> <a href="#Item">Item</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>doUse</B>( <i>Entity activatingEntity </i>)</tt><BR>
<ul>
sent to entity when it is used by another entity
</ul>
<P><tt><B>killed</B>( <i>Entity attacker, Float damage, Entity inflictor,
Integer meansofdeath </i>)</tt><BR>
<ul>
event which is sent to an entity once it as been killed
</ul>
<P><tt><B>triggereffect</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger.
</ul>
</BLOCKQUOTE>
<h2> <a name="MultiplayerManager">MultiplayerManager</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="MultiplayerModeBase">MultiplayerModeBase</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="MultiShock">MultiShock</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="Object">Object (<i>object</i>)</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>anim</B>( <i>String animname </i>)</tt><BR>
<ul>
Sets up the object with the specified animname.
</ul>
<P><tt><B>killed</B>( <i>Entity attacker, Float damage, Entity inflictor,
Integer meansofdeath </i>)</tt><BR>
<ul>
event which is sent to an entity once it as been killed
</ul>
<P><tt><B>shootable</B></tt><BR>
<ul>
Make the object shootable but not necessarily solid to the player.
</ul>
</BLOCKQUOTE>
<h2> <a name="Pain">Pain</a> -> <a href="#Behavior">Behavior</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
</BLOCKQUOTE>
<h2> <a name="Path">Path</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="PathManager">PathManager</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>ai_calcallpaths</B></tt><BR>
<ul>
Calculates all of the paths.
</ul>
<P><tt><B>ai_calcpath</B>( <i>Integer nodenum1, Integer nodenum2 </i>)</tt><BR>
<ul>
Calculate path from node1 to node2.
</ul>
<P><tt><B>ai_clearnodes</B></tt><BR>
<ul>
Clears all of the path nodes.
</ul>
<P><tt><B>ai_connectNodes</B>( <i>String node1, String node2 </i>)</tt><BR>
<ul>
Connects the 2 specified nodes.
</ul>
<P><tt><B>ai_disconnectNodes</B>( <i>String node1, String node2 </i>)</tt><BR>
<ul>
Disconnects the 2 specified nodes.
</ul>
<P><tt><B>ai_load</B>( <i>String filename </i>)</tt><BR>
<ul>
Loads path nodes.
</ul>
<P><tt><B>ai_optimize</B></tt><BR>
<ul>
Optimizes the path nodes.
</ul>
<P><tt><B>ai_recalcpaths</B>( <i>Integer nodenum </i>)</tt><BR>
<ul>
Update the specified node.
</ul>
<P><tt><B>ai_save</B>( <i>String filename </i>)</tt><BR>
<ul>
Save path nodes.
</ul>
<P><tt><B>ai_savepaths</B></tt><BR>
<ul>
Saves the path nodes under the default name.
</ul>
<P><tt><B>ai_setflags</B>( <i>Integer nodenum, [ String token1 ], [ String
token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [
String token6 ] </i>)</tt><BR>
<ul>
Set the flags for the specified node.
</ul>
</BLOCKQUOTE>
<h2> <a name="PathNode">PathNode (<i>info_pathnode</i>)</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>angle</B>( <i>Float newAngle </i>)</tt><BR>
<ul>
set the angles of the entity using just one value.<BR>
Sets the yaw of the entity or an up and down<BR>
direction if newAngle is [0-359] or -1 or -2
</ul>
<P><tt><B>angles</B>( <i>Vector angles </i>)</tt><BR>
<ul>
Sets the path node's angles.
</ul>
<P><tt><B>anim</B>( <i>String animname </i>)</tt><BR>
<ul>
Sets the animname used for this path node.
</ul>
<P><tt><B>findchildren</B></tt><BR>
<ul>
Adds this node to the path manager.
</ul>
<P><tt><B>findentities</B></tt><BR>
<ul>
Finds doors.
</ul>
<P><tt><B>jumpangle</B>( <i>Float jumpangle </i>)</tt><BR>
<ul>
Sets the jump angle for this path node.
</ul>
<P><tt><B>origin</B>( <i>Vector origin </i>)</tt><BR>
<ul>
Sets the path node's origin.
</ul>
<P><tt><B>spawnflags</B>( <i>Integer node_flags </i>)</tt><BR>
<ul>
Sets the path nodes flags.
</ul>
<P><tt><B>target</B>( <i>String target </i>)</tt><BR>
<ul>
Sets the target for this path node.
</ul>
<P><tt><B>targetname</B>( <i>String targetname </i>)</tt><BR>
<ul>
Sets the target name for this path node.
</ul>
</BLOCKQUOTE>
<h2> <a name="PathNodeConnection">PathNodeConnection (<i>PathNodeConnection</i>)</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="Patrol">Patrol</a> -> <a href="#Behavior">Behavior</a> ->
<a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="PatrolWayPointNode">PatrolWayPointNode (<i>info_waypointnode_patrolwaypointnode</i>)</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>setactoranim</B>( <i>String anim_name </i>)</tt><BR>
<ul>
sets what primary anim to set an actor to, when it reaches this waypoint
</ul>
<P><tt><B>setwaypointthread</B>( <i>String thread_name </i>)</tt><BR>
<ul>
sets the script thread to be called when the actor reaches this waypoint
</ul>
</BLOCKQUOTE>
<h2> <a name="PatrolWorkHibernate">PatrolWorkHibernate</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="PatrolWorkWander">PatrolWorkWander</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="PickupEnemy">PickupEnemy</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="PickupEntity">PickupEntity</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="PlayAnim">PlayAnim</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="Player">Player (<i>player</i>)</a> -> <a href="#Sentient">Sentient</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>activatedualweapons</B></tt><BR>
<ul>
Activates 2 weapons at once
</ul>
<P><tt><B>activatenewweapon</B></tt><BR>
<ul>
Active the new weapon specified by useWeapon.
</ul>
<P><tt><B>activateshield</B></tt><BR>
<ul>
Activates the player's shield
</ul>
<P><tt><B>actor</B>( <i>String modelname, [ String keyname1 ], [ String
value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3
], [ String value3 ], [ String keyname4 ], [ String value4 ] </i>)</tt><BR>
<ul>
Spawns an actor.
</ul>
<P><tt><B>actorinfo</B>( <i>Integer actor_number </i>)</tt><BR>
<ul>
Prints info on the specified actor.
</ul>
<P><tt><B>addHud</B>( <i>String hudName </i>)</tt><BR>
<ul>
Tells the player to add a hud to his display.
</ul>
<P><tt><B>addmeleeattacker</B>( <i>Entity attack_ent </i>)</tt><BR>
<ul>
Adds the entity to the melee attacker list.
</ul>
<P><tt><B>addrosterteammate1</B>( <i>Entity entity </i>)</tt><BR>
<ul>
Sets the teammate to roster position 1
</ul>
<P><tt><B>addrosterteammate2</B>( <i>Entity entity </i>)</tt><BR>
<ul>
Sets the teammate to roster position 2
</ul>
<P><tt><B>addrosterteammate3</B>( <i>Entity entity </i>)</tt><BR>
<ul>
Sets the teammate to roster position 3
</ul>
<P><tt><B>addrosterteammate4</B>( <i>Entity entity </i>)</tt><BR>
<ul>
Sets the actor to roster position 4
</ul>
<P><tt><B>adjust_torso</B>( <i>Boolean boolean </i>)</tt><BR>
<ul>
Turn or off the torso adjustment
</ul>
<P><tt><B>animateweapon</B>( <i>String anim, [ String hand ], [ Boolean
animatingFlag ] </i>)</tt><BR>
<ul>
Animates the weapon, optionally, in the specific hand (defaults to DUAL)If
the animatingFlag is set to false, it will not set the WEAPON_ANIMATINGas
the status for this animation.
</ul>
<P><tt><B>animloop_legs</B></tt><BR>
<ul>
Called when the legs animation has finished.
</ul>
<P><tt><B>animloop_torso</B></tt><BR>
<ul>
Called when the torso animation has finished.
</ul>
<P><tt><B>attacktype</B>( <i>String attacktype </i>)</tt><BR>
<ul>
Sets the attack type of the attack
</ul>
<P><tt><B>backpackAttachAngles</B>( <i>Vector anglesOffset </i>)</tt><BR>
<ul>
Sets the attachment angles offset for backpacks
</ul>
<P><tt><B>backpackAttachOffset</B>( <i>Vector offset </i>)</tt><BR>
<ul>
Sets the attachment offset for backpacks
</ul>
<P><tt><B>bendtorso</B>( <i>[ Float multiplier ] </i>)</tt><BR>
<ul>
Sets multiplier for the torso bend angles, defaults to 0.75
</ul>
<P><tt><B>callvote</B>( <i>String arg1, [ String arg2 ] </i>)</tt><BR>
<ul>
Player calls a vote
</ul>
<P><tt><B>canTransferEnergy</B></tt><BR>
<ul>
Makes the player able to transfer energy from ammo to armor.
</ul>
<P><tt><B>changechar</B>( <i>String statefile, String model, String replacemodelName,
String spawnNPC </i>)</tt><BR>
<ul>
Changes the character state and model.
</ul>
<P><tt><B>changecharfadein</B></tt><BR>
<ul>
Begins the fade in and swaps character.
</ul>
<P><tt><B>cleardialog</B></tt><BR>
<ul>
Clears the dialog for the player
</ul>
<P><tt><B>clearfinishingmovelist</B></tt><BR>
<ul>
Clears the finishing move list.
</ul>
<P><tt><B>clearincomingmelee</B></tt><BR>
<ul>
Clears the incoming melee flag.
</ul>
<P><tt><B>clearItemText</B></tt><BR>
<ul>
Clears the item text.
</ul>
<P><tt><B>clearstancelegs</B></tt><BR>
<ul>
Clears internal legs stance data.
</ul>
<P><tt><B>clearstancetorso</B></tt><BR>
<ul>
Clears internal torso stance data.
</ul>
<P><tt><B>cleartarget</B></tt><BR>
<ul>
Clears the target of the player
</ul>
<P><tt><B>cleartextdialog</B></tt><BR>
<ul>
Clears the text dialog of the player
</ul>
<P><tt><B>client_endframe</B></tt><BR>
<ul>
Called at the end of each frame for each client.
</ul>
<P><tt><B>client_move</B></tt><BR>
<ul>
The movement packet from the client is processed by this event.
</ul>
<P><tt><B>damage_multiplier</B>( <i>Float damage_multiplier </i>)</tt><BR>
<ul>
Sets the current damage multiplier
</ul>
<P><tt><B>deactivateshield</B></tt><BR>
<ul>
Deactivates the player's shield
</ul>
<P><tt><B>deactivateweapon</B>( <i>String side </i>)</tt><BR>
<ul>
Deactivate the weapon in the specified hand.
</ul>
<P><tt><B>dead</B></tt><BR>
<ul>
Called when the player is dead.
</ul>
<P><tt><B>deadbody</B></tt><BR>
<ul>
Spawn a dead body
</ul>
<P><tt><B>disableinventory</B>( <i>Float disable </i>)</tt><BR>
<ul>
Disables the player's inventory
</ul>
<P><tt><B>disableuseweapon</B>( <i>[ Boolean disable ] </i>)</tt><BR>
<ul>
Disables the weapon use
</ul>
<P><tt><B>doDamageScreenFlash</B>( <i>[ Boolean bool ] </i>)</tt><BR>
<ul>
Makes the screen flash when the player is damaged (or turns it off).
</ul>
<P><tt><B>dofinishingmove</B></tt><BR>
<ul>
Fires off the finishing move.
</ul>
<P><tt><B>doneuseentity</B></tt><BR>
<ul>
When the useentity animation is complete
</ul>
<P><tt><B>dontturnlegs</B>( <i>Boolean flag </i>)</tt><BR>
<ul>
Specifies whether or not to turn the legs while strafing.
</ul>
<P><tt><B>doUse</B>( <i>Entity activatingEntity </i>)</tt><BR>
<ul>
sent to entity when it is used by another entity
</ul>
<P><tt><B>douseentity</B></tt><BR>
<ul>
Called from the tiki on a frame to use an entity.
</ul>
<P><tt><B>driveranimdone</B></tt><BR>
<ul>
driveranimdoneevent
</ul>
<P><tt><B>droprune</B></tt><BR>
<ul>
Drops the player's current rune.
</ul>
<P><tt><B>dualwield</B>( <i>String weaponleft, String weaponright </i>)</tt><BR>
<ul>
Dual wield the specified weapons
</ul>
<P><tt><B>endlevel</B></tt><BR>
<ul>
Called when the player gets to the end of the level.
</ul>
<P><tt><B>enter</B>( <i>Entity vehicle, [ String driver_anim ] </i>)</tt><BR>
<ul>
Called when someone gets into a vehicle.
</ul>
<P><tt><B>equipitems</B></tt><BR>
<ul>
Equips active items from the database.
</ul>
<P><tt><B>evaluatetorsoanim</B></tt><BR>
<ul>
Evaluate the torso anim for possible changes
</ul>
<P><tt><B>exit</B>( <i>Entity vehicle </i>)</tt><BR>
<ul>
Called when driver gets out of the vehicle.
</ul>
<P><tt><B>finishingmove</B>( <i>String state, String direction, [ Float
coneangle ], [ Float distance ], [ Float enemyyaw ], [ Float chance
] </i>)</tt><BR>
<ul>
Changes the viewpoint of the player, alternates between 1st and 3rd
person
</ul>
<P><tt><B>finishuseanim</B></tt><BR>
<ul>
Fires off all targets associated with a particular useanim.
</ul>
<P><tt><B>finishuseobject</B></tt><BR>
<ul>
Fires off all targets associated with a particular useobject.
</ul>
<P><tt><B>flagAttachAngles</B>( <i>Vector anglesOffset </i>)</tt><BR>
<ul>
Sets the attachment angles offset for flags
</ul>
<P><tt><B>flagAttachOffset</B>( <i>Vector offset </i>)</tt><BR>
<ul>
Sets the attachment offset for flags
</ul>
<P><tt><B>forceMoveType</B>( <i>String moveTypeName </i>)</tt><BR>
<ul>
Forces the player to use the named move type
</ul>
<P><tt><B>forcereload</B></tt><BR>
<ul>
Tells the weapon to reload
</ul>
<P><tt><B>forcetimescale</B>( <i>[ Float timescale ] </i>)</tt><BR>
<ul>
Sets the timescale for the game
</ul>
<P><tt><B>forcetorsostate</B>( <i>String torsostate </i>)</tt><BR>
<ul>
Force the player's torso to a certain state
</ul>
<P><tt><B>fov</B>( <i>[ Float fov ] </i>)</tt><BR>
<ul>
Sets the fov.
</ul>
<P><tt><B>freeze</B>( <i>[ Boolean freeze ] </i>)</tt><BR>
<ul>
Freezes the player until the freeze 0 is called
</ul>
<P><tt><B>gameversion</B></tt><BR>
<ul>
Prints the game version.
</ul>
<P><tt><B>gib</B>( <i>Integer number, [ Integer power ], [ Float scale
], [ String gibmodel ] </i>)</tt><BR>
<ul>
causes entity to spawn a number of gibs
</ul>
<P><tt><B>give</B>( <i>String name, [ Integer amount ] </i>)</tt><BR>
<ul>
Gives the player the specified thing (weapon, ammo, item, etc.) and
optionally the amount.
</ul>
<P><tt><B>givepoints</B>( <i>Integer points </i>)</tt><BR>
<ul>
Gives the player points (added to current points)
</ul>
<P><tt><B>giveweapon</B>( <i>String weapon_name </i>)</tt><BR>
<ul>
Gives the player the specified weapon.
</ul>
<P><tt><B>god</B>( <i>[ Integer god_mode ] </i>)</tt><BR>
<ul>
Sets the god mode cheat or toggles it.
</ul>
<P><tt><B>gotkill</B>( <i>Entity victim, Integer damage, Entity inflictor,
Integer meansofdeath, Boolean gib </i>)</tt><BR>
<ul>
event sent to attacker when an entity dies
</ul>
<P><tt><B>headtarget</B></tt><BR>
<ul>
Sets the Makes the player try to use whatever is in front of her.
</ul>
<P><tt><B>headwatchallowed</B>( <i>[ Boolean flag ] </i>)</tt><BR>
<ul>
Sets whether to headwatch or not, default is true.
</ul>
<P><tt><B>hidecoolitem</B></tt><BR>
<ul>
Player is finished showing the cool item, now hide it
</ul>
<P><tt><B>holster</B></tt><BR>
<ul>
Holsters all wielded weapons, or unholsters previously put away weapons
</ul>
<P><tt><B>hudPrint</B>( <i>String string </i>)</tt><BR>
<ul>
Prints to the hud.
</ul>
<P><tt><B>immobilize</B>( <i>[ Boolean immobilize ] </i>)</tt><BR>
<ul>
Immobilizes the player until the immobilize 0 is called (can only look
around)
</ul>
<P><tt><B>isplayeronground</B>( <i> </i>)</tt><BR>
<ul>
Checks if the player is on the ground -- returns 1 if true 0 if false
</ul>
<P><tt><B>joinmpteam</B>( <i>String teamName </i>)</tt><BR>
<ul>
Makes the player join the specified team.
</ul>
<P><tt><B>jump</B>( <i>Float height </i>)</tt><BR>
<ul>
Makes the player jump.
</ul>
<P><tt><B>jumpxy</B>( <i>Float forwardmove, Float sidemove, Float speed
</i>)</tt><BR>
<ul>
Makes the sentient jump.
</ul>
<P><tt><B>kill</B></tt><BR>
<ul>
console based command to kill yourself if stuck.
</ul>
<P><tt><B>killalldialog</B></tt><BR>
<ul>
Calls stopdialog on all the actors in the level
</ul>
<P><tt><B>killclass</B>( <i>String classname, [ Integer except_entity_number
] </i>)</tt><BR>
<ul>
Kills all of the entities in the specified class.
</ul>
<P><tt><B>killed</B>( <i>Entity attacker, Float damage, Entity inflictor,
Integer meansofdeath </i>)</tt><BR>
<ul>
event which is sent to an entity once it as been killed
</ul>
<P><tt><B>killent</B>( <i>Integer entity_number </i>)</tt><BR>
<ul>
Kills the specified entity.
</ul>
<P><tt><B>knockbackmultiplier</B>( <i>Integer knockbackmult </i>)</tt><BR>
<ul>
Sets knockback multiplierfor the player
</ul>
<P><tt><B>listinventory</B></tt><BR>
<ul>
List of the player's inventory.
</ul>
<P><tt><B>loadobjectives</B>( <i>String name </i>)</tt><BR>
<ul>
Loads the a set of objectives
</ul>
<P><tt><B>logstats</B>( <i>Boolean state </i>)</tt><BR>
<ul>
Turn on/off the debugging playlog
</ul>
<P><tt><B>melee</B>( <i>[ Float damage ], [ String means_of_death ], [
Float knockback ] </i>)</tt><BR>
<ul>
Makes the player do a weapon-less melee attack.
</ul>
<P><tt><B>meleedamageend</B>( <i>[ String hand ] </i>)</tt><BR>
<ul>
Stop doing melee damage with the weapon in the specified hand.
</ul>
<P><tt><B>meleedamagestart</B>( <i>[ String hand ] </i>)</tt><BR>
<ul>
Start doing melee damage with the weapon in the specified hand.
</ul>
<P><tt><B>missionfailed</B>( <i>[ String reason ] </i>)</tt><BR>
<ul>
Displays the mission failed screen on the client side
</ul>
<P><tt><B>mouthangle</B>( <i>Float mouth_angle </i>)</tt><BR>
<ul>
Sets the mouth angle of the sentient.
</ul>
<P><tt><B>mpCmd</B>( <i>String command, String parm </i>)</tt><BR>
<ul>
Sends a command from the player to the multiplayer system.
</ul>
<P><tt><B>nextgameplayanim</B>( <i>String objname </i>)</tt><BR>
<ul>
Increments the gameplay animation index.
</ul>
<P><tt><B>nextpaintime</B>( <i>Float seconds </i>)</tt><BR>
<ul>
Set the next time the player experiences pain (Current time + seconds
specified).
</ul>
<P><tt><B>nightvision</B></tt><BR>
<ul>
Toggles player nightvision mode
</ul>
<P><tt><B>noclip</B></tt><BR>
<ul>
Toggles the noclip cheat.
</ul>
<P><tt><B>notarget</B></tt><BR>
<ul>
Toggles the notarget cheat.
</ul>
<P><tt><B>pain</B>( <i>Integer damage, Entity attacker, Integer meansofdeath
</i>)</tt><BR>
<ul>
used to inflict pain to an entity
</ul>
<P><tt><B>playerdone</B></tt><BR>
<ul>
Clears the waitForPlayer script command, allowing threads to run
</ul>
<P><tt><B>playerknockback</B>( <i>Float knockback </i>)</tt><BR>
<ul>
Sets knockback for the player
</ul>
<P><tt><B>playerviewangles</B>( <i>Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00>
</i>)</tt><BR>
<ul>
set the angles of the player to newAngles.
</ul>
<P><tt><B>pointofview</B></tt><BR>
<ul>
Changes the viewpoint of the player, alternates between 1st and 3rd
person
</ul>
<P><tt><B>projdetonate</B>( <i>Boolean detonate </i>)</tt><BR>
<ul>
Event that sets the whether or not to detonate a trigger projectile
(grenade launcher)
</ul>
<P><tt><B>putawayweapon</B>( <i>String whichHand </i>)</tt><BR>
<ul>
Put away or deactivate the current weapon, whichHand can be left, right
or dual.
</ul>
<P><tt><B>reloadviewtiki</B>( <i>String tikiname </i>)</tt><BR>
<ul>
Reloads the specified TIKI file from disk
</ul>
<P><tt><B>removeclass</B>( <i>String classname, [ Integer except_entity_number
] </i>)</tt><BR>
<ul>
Removes all of the entities in the specified class.
</ul>
<P><tt><B>removeent</B>( <i>Integer entity_number </i>)</tt><BR>
<ul>
Removes the specified entity.
</ul>
<P><tt><B>removeHud</B>( <i>String hudName </i>)</tt><BR>
<ul>
Tells the player to remove a hud from his display.
</ul>
<P><tt><B>removepowerup</B></tt><BR>
<ul>
Removes the current powerup.
</ul>
<P><tt><B>removerosterteammate1</B></tt><BR>
<ul>
Removed the teammate from roster position 1
</ul>
<P><tt><B>removerosterteammate2</B></tt><BR>
<ul>
Removed the teammate from roster position 2
</ul>
<P><tt><B>removerosterteammate3</B></tt><BR>
<ul>
Removed the teammate from roster position 3
</ul>
<P><tt><B>removerosterteammate4</B></tt><BR>
<ul>
Removed the teammate from roster position 4
</ul>
<P><tt><B>resethaveitem</B>( <i>String weapon_name </i>)</tt><BR>
<ul>
Resets the game var that keeps track that we have gotten this weapon
</ul>
<P><tt><B>resetstate</B></tt><BR>
<ul>
Reset the player's state table.
</ul>
<P><tt><B>respawn</B></tt><BR>
<ul>
Respawns the player.
</ul>
<P><tt><B>safeholster</B>( <i>Boolean putaway </i>)</tt><BR>
<ul>
Holsters all wielded weapons, or unholsters previously put away weapons<BR>
preserves state, so it will not holster or unholster unless necessary
</ul>
<P><tt><B>score</B></tt><BR>
<ul>
Show the score for the current deathmatch game
</ul>
<P><tt><B>setaim</B>( <i>String aimtype </i>)</tt><BR>
<ul>
Sets the accuracy modifiers for the player
</ul>
<P><tt><B>setgameplayanim</B>( <i>[ Integer index ] </i>)</tt><BR>
<ul>
Sets the gameplay animation index directly.
</ul>
<P><tt><B>setinformationshow</B>( <i>String name, Boolean show </i>)</tt><BR>
<ul>
Sets whether or not a specified information is shown
</ul>
<P><tt><B>setobjectivecomplete</B>( <i>String name, Boolean complete </i>)</tt><BR>
<ul>
Sets whether or not a specified objective is complete
</ul>
<P><tt><B>setobjectivefailed</B>( <i>String name, Boolean failed </i>)</tt><BR>
<ul>
Sets whether or not a specified objective is failed
</ul>
<P><tt><B>setobjectiveshow</B>( <i>String name, Boolean show </i>)</tt><BR>
<ul>
Sets whether or not a specified objective is shown
</ul>
<P><tt><B>setplayerchar</B>( <i>String statefile, String model </i>)</tt><BR>
<ul>
Sets the player character.
</ul>
<P><tt><B>setpoints</B>( <i>Integer points </i>)</tt><BR>
<ul>
Sets the players number of points.
</ul>
<P><tt><B>setstat</B>( <i>String stat_name, Integer stat_value </i>)</tt><BR>
<ul>
Sets a stat value
</ul>
<P><tt><B>setupdialog</B>( <i>Integer entnum, String soundname </i>)</tt><BR>
<ul>
Sets up the dialog for the player
</ul>
<P><tt><B>show</B></tt><BR>
<ul>
show the entity, opposite of hide.
</ul>
<P><tt><B>showcoolitem</B></tt><BR>
<ul>
Player is showing the cool item, actually display it
</ul>
<P><tt><B>showheuristics</B></tt><BR>
<ul>
Shows the current heuristic numbers
</ul>
<P><tt><B>skipcinematic</B></tt><BR>
<ul>
Skip the current cinematic
</ul>
<P><tt><B>spawn</B>( <i>String entityname, [ String keyname1 ], [ String
value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3
], [ String value3 ], [ String keyname4 ], [ String value4 ] </i>)</tt><BR>
<ul>
Spawns an entity.
</ul>
<P><tt><B>specialmoveend</B></tt><BR>
<ul>
Ends charging up for a special move
</ul>
<P><tt><B>specialmovestart</B></tt><BR>
<ul>
Starts charging up for a special move
</ul>
<P><tt><B>specialmovetime</B>( <i>Float time </i>)</tt><BR>
<ul>
Sets how long to wait before triggering the special move.
</ul>
<P><tt><B>stance</B>( <i>Integer stanceNumber </i>)</tt><BR>
<ul>
Makes the player change to the specified stance
</ul>
<P><tt><B>startcoolitem</B></tt><BR>
<ul>
Player is starting to show off the cool item
</ul>
<P><tt><B>startuseobject</B></tt><BR>
<ul>
starts up the useobject's animations.
</ul>
<P><tt><B>state</B></tt><BR>
<ul>
Dumps the player's state to the console.
</ul>
<P><tt><B>stopcoolitem</B></tt><BR>
<ul>
Player is starting to show off the cool item
</ul>
<P><tt><B>stopwatchingactor</B>( <i>Entity entity_to_stop_watching </i>)</tt><BR>
<ul>
Makes the player's camera stop watching the specified entity.
</ul>
<P><tt><B>switchmode</B></tt><BR>
<ul>
Tells the weapon to switch modes of fire
</ul>
<P><tt><B>takepain</B>( <i>Boolean bool </i>)</tt><BR>
<ul>
Set whether or not to take pain
</ul>
<P><tt><B>testthread</B>( <i>String scriptfile, [ String label ] </i>)</tt><BR>
<ul>
Starts the named thread at label if provided.
</ul>
<P><tt><B>turn</B>( <i>Float yawangle, [ Float time ] </i>)</tt><BR>
<ul>
Causes player to turn the specified amount.
</ul>
<P><tt><B>turnlegs</B>( <i>Float yawangle </i>)</tt><BR>
<ul>
Turns the players legs instantly by the specified amount.
</ul>
<P><tt><B>turntowardsentity</B>( <i>Entity entity </i>)</tt><BR>
<ul>
Causes the player to turn towards the specified entity.
</ul>
<P><tt><B>turnupdate</B>( <i>Float yaw, Float timeleft </i>)</tt><BR>
<ul>
Causes player to turn the specified amount.
</ul>
<P><tt><B>use</B>( <i>String name, [ Integer weapon_hand ] </i>)</tt><BR>
<ul>
Use the specified weapon in the hand choosen (optional).
</ul>
<P><tt><B>usedualwield</B></tt><BR>
<ul>
Use the weapons that are on the dual wield list
</ul>
<P><tt><B>useentity</B>( <i>Entity entity </i>)</tt><BR>
<ul>
makes player use the passed in entity
</ul>
<P><tt><B>usestuff</B>( <i>[ Entity usingEntity ] </i>)</tt><BR>
<ul>
Makes the player try to use whatever is in front of her.
</ul>
<P><tt><B>validPlayerModel</B></tt><BR>
<ul>
Specifies that this model is valid for the player.
</ul>
<P><tt><B>vote</B>( <i>String arg1 </i>)</tt><BR>
<ul>
Player votes either yes or no
</ul>
<P><tt><B>waitForState</B>( <i>String stateToWaitFor </i>)</tt><BR>
<ul>
When set, the player will clear waitforplayer when this state is hit<BR>
in the legs or torso.
</ul>
<P><tt><B>warp</B>( <i>Vector position </i>)</tt><BR>
<ul>
Warps the entity to the specified position.
</ul>
<P><tt><B>watchactor</B>( <i>Entity entity_to_watch, [ Float time ], [
Float angle ], [ Boolean watchEntireDuration ] </i>)</tt><BR>
<ul>
Makes the player's camera watch the specified entity.
</ul>
<P><tt><B>watchentity</B>( <i>Entity entityToWatch, [ Float time ], [
Float angle ], [ Boolean watchEntireDuration ] </i>)</tt><BR>
<ul>
Makes the player's camera watch the specified entity.
</ul>
<P><tt><B>weaponcommand</B>( <i>String hand, [ String arg1 ], [ String
arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String
arg6 ], [ String arg7 ] </i>)</tt><BR>
<ul>
Pass the args to the active weapon in the specified hand
</ul>
<P><tt><B>whatis</B>( <i>Integer entity_number </i>)</tt><BR>
<ul>
Prints info on the specified entity.
</ul>
<P><tt><B>wuss</B></tt><BR>
<ul>
Gives player all weapons.
</ul>
</BLOCKQUOTE>
<h2> <a name="PlayerDeathmatchStart">PlayerDeathmatchStart (<i>info_player_deathmatch</i>)</a>
-> <a href="#PlayerStart">PlayerStart</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>spawnpoint_type</B>( <i>String spawnpointType </i>)</tt><BR>
<ul>
Sets the named type of this spawnpoint
</ul>
</BLOCKQUOTE>
<h2> <a name="PlayerIntermission">PlayerIntermission (<i>info_player_intermission</i>)</a>
-> <a href="#Camera">Camera</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="PlayerStart">PlayerStart (<i>info_player_start</i>)</a> ->
<a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>angle</B>( <i>Float newAngle </i>)</tt><BR>
<ul>
set the angles of the entity using just one value.<BR>
Sets the yaw of the entity or an up and down<BR>
direction if newAngle is [0-359] or -1 or -2
</ul>
<P><tt><B>thread</B>( <i>String thread </i>)</tt><BR>
<ul>
Set the thread to execute when this player start is used
</ul>
</BLOCKQUOTE>
<h2> <a name="PortalCamera">PortalCamera (<i>portal_camera</i>)</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>roll</B>( <i>Float roll </i>)</tt><BR>
<ul>
Sets the portal camera's roll.
</ul>
</BLOCKQUOTE>
<h2> <a name="PortalSurface">PortalSurface (<i>portal_surface</i>)</a> ->
<a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>locatecamera</B></tt><BR>
<ul>
Locates the camera position.
</ul>
</BLOCKQUOTE>
<h2> <a name="PositionWayPointNode">PositionWayPointNode (<i>info_waypointnode_position</i>)</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>setactoranim</B>( <i>String anim_name </i>)</tt><BR>
<ul>
sets what primary anim to set an actor to, when it reaches this waypoint
</ul>
<P><tt><B>setwaypointthread</B>( <i>String thread_name </i>)</tt><BR>
<ul>
sets the script thread to be called when the actor reaches this waypoint
</ul>
</BLOCKQUOTE>
<h2> <a name="Powerup">Powerup</a> -> <a href="#PowerupBase">PowerupBase</a>
-> <a href="#Item">Item</a> -> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>amount</B>( <i>Integer amount </i>)</tt><BR>
<ul>
Sets the amount of the item.
</ul>
</BLOCKQUOTE>
<h2> <a name="PowerupBase">PowerupBase</a> -> <a href="#Item">Item</a> ->
<a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>amount</B>( <i>Integer amount </i>)</tt><BR>
<ul>
Sets the amount of the item.
</ul>
<P><tt><B>powerup_modelToAttach</B>( <i>String modelName, [ String tagName
], [ Float removeTime ] </i>)</tt><BR>
<ul>
Sets the model info to use when the powerup is used.
</ul>
<P><tt><B>powerup_modelToSpawn</B>( <i>String modelName </i>)</tt><BR>
<ul>
Sets the model to spawn when the powerup is used (only works on certain
models).
</ul>
<P><tt><B>powerup_shader</B>( <i>String shaderName </i>)</tt><BR>
<ul>
Sets the shader use when the powerup is used.
</ul>
</BLOCKQUOTE>
<h2> <a name="PowerupInvisibility">PowerupInvisibility</a> -> <a href="#Powerup">Powerup</a>
-> <a href="#PowerupBase">PowerupBase</a> -> <a href="#Item">Item</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="PowerupProtection">PowerupProtection</a> -> <a href="#Powerup">Powerup</a>
-> <a href="#PowerupBase">PowerupBase</a> -> <a href="#Item">Item</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="PowerupProtectionTemp">PowerupProtectionTemp</a> -> <a href="#PowerupProtection">PowerupProtection</a>
-> <a href="#Powerup">Powerup</a> -> <a href="#PowerupBase">PowerupBase</a>
-> <a href="#Item">Item</a> -> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="PowerupRegen">PowerupRegen</a> -> <a href="#Powerup">Powerup</a>
-> <a href="#PowerupBase">PowerupBase</a> -> <a href="#Item">Item</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="PowerupSpeed">PowerupSpeed</a> -> <a href="#Powerup">Powerup</a>
-> <a href="#PowerupBase">PowerupBase</a> -> <a href="#Item">Item</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="PowerupStrength">PowerupStrength</a> -> <a href="#Powerup">Powerup</a>
-> <a href="#PowerupBase">PowerupBase</a> -> <a href="#Item">Item</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="Program">Program</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="Projectile">Projectile</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>addownervelocity</B>( <i>Boolean bool </i>)</tt><BR>
<ul>
Set whether or not the owner's velocity is added to the projectile's
velocity
</ul>
<P><tt><B>addvelocity</B>( <i>Float velocity_x, Float velocity_y, Float
velocity_z </i>)</tt><BR>
<ul>
Set a velocity to be added to the projectile when it is created
</ul>
<P><tt><B>anglethink</B></tt><BR>
<ul>
Make the projectile update it's angles in flight
</ul>
<P><tt><B>avelocity</B>( <i>[ String [random|crandom] ], [ Float yaw ],
[ String [random|crandom] ], [ Float pitch ], [ String [random|crandom]
], [ Float roll ] </i>)</tt><BR>
<ul>
set the angular velocity of the projectile
</ul>
<P><tt><B>beam</B>( <i>String command, [ String arg1 ], [ String arg2
], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6
] </i>)</tt><BR>
<ul>
send a command to the beam of this projectile
</ul>
<P><tt><B>bouncefactor</B>( <i>Float bounceFactor </i>)</tt><BR>
<ul>
set the amount of velocity retained when a projectile bounces
</ul>
<P><tt><B>bouncesound</B></tt><BR>
<ul>
Set the name of the sound that is played when the projectile bounces
</ul>
<P><tt><B>bouncetouch</B>( <i>String bouncetype </i>)</tt><BR>
<ul>
Make the projectile bounce when it hits a non-damageable solid
</ul>
<P><tt><B>canhitowner</B></tt><BR>
<ul>
Make the projectile be able to hit its owner
</ul>
<P><tt><B>chargelife</B></tt><BR>
<ul>
set the projectile's life to be determined by the charge time
</ul>
<P><tt><B>chargespeed</B></tt><BR>
<ul>
set the projectile's speed to be determined by the charge time
</ul>
<P><tt><B>clearowner</B></tt><BR>
<ul>
Make the projectile be able to hit its owner now
</ul>
<P><tt><B>controlTurnSpeed</B>( <i>Float controlTurnSpeed </i>)</tt><BR>
<ul>
Sets the max turn speed of a controlled projectile
</ul>
<P><tt><B>dlight</B>( <i>Float color_red, Float color_green, Float color_blue,
Float intensity </i>)</tt><BR>
<ul>
set the color and intensity of the dynamic light on the projectile
</ul>
<P><tt><B>doTouch</B>( <i>Entity touchingEntity </i>)</tt><BR>
<ul>
sent to entity when touched for the first time.
</ul>
<P><tt><B>drunk</B>( <i>[ Boolean drunkFlag ], [ Float angleModifier ]
</i>)</tt><BR>
<ul>
Make the projectile drunk
</ul>
<P><tt><B>explode</B></tt><BR>
<ul>
Make the projectile explode
</ul>
<P><tt><B>explosionmodel</B>( <i>String modelname </i>)</tt><BR>
<ul>
Set the modelname of the explosion to be spawned
</ul>
<P><tt><B>heatseek</B></tt><BR>
<ul>
Make the projectile heat seek
</ul>
<P><tt><B>hitdamage</B>( <i>Float projectileHitDamage </i>)</tt><BR>
<ul>
set the damage a projectile does when it hits something
</ul>
<P><tt><B>impactmarkorientation</B>( <i>Float degrees </i>)</tt><BR>
<ul>
Set the orientation of the impact mark
</ul>
<P><tt><B>impactmarkradius</B>( <i>Float radius </i>)</tt><BR>
<ul>
Set the radius of the impact mark
</ul>
<P><tt><B>impactmarkshader</B>( <i>String shader </i>)</tt><BR>
<ul>
Set the impact mark of the shader
</ul>
<P><tt><B>killed</B>( <i>Entity attacker, Float damage, Entity inflictor,
Integer meansofdeath </i>)</tt><BR>
<ul>
event which is sent to an entity once it as been killed
</ul>
<P><tt><B>knockback</B>( <i>Float projectileKnockback </i>)</tt><BR>
<ul>
set the knockback of the projectile when it hits something
</ul>
<P><tt><B>life</B>( <i>Float projectileLife </i>)</tt><BR>
<ul>
set the life of the projectile
</ul>
<P><tt><B>meansofdeath</B>( <i>String meansOfDeath </i>)</tt><BR>
<ul>
set the meansOfDeath of the projectile
</ul>
<P><tt><B>minlife</B>( <i>Float minProjectileLife </i>)</tt><BR>
<ul>
set the minimum life of the projectile (this is for charge up weapons)
</ul>
<P><tt><B>minOnGroundTime</B>( <i>Float minOnGroundTime </i>)</tt><BR>
<ul>
Specifies how long the projectile has to stay on the ground until it
changes it's animation.
</ul>
<P><tt><B>minspeed</B>( <i>Float minspeed </i>)</tt><BR>
<ul>
set the minimum speed of the projectile (this is for charge up weapons)
</ul>
<P><tt><B>notifyactors</B></tt><BR>
<ul>
Notify's active actors when close
</ul>
<P><tt><B>ownercontrol</B></tt><BR>
<ul>
Make the projectile's angles controlled by the player
</ul>
<P><tt><B>ownerControlLaser</B>( <i>[ Boolean bool ] </i>)</tt><BR>
<ul>
Make's the projectile's angles controlled by the player (laser method)
</ul>
<P><tt><B>proj_HitsProjectiles</B>( <i>Boolean hitsProjectilesBool </i>)</tt><BR>
<ul>
Specifies whether or not this projectile will hit other projectiles.
</ul>
<P><tt><B>proj_NotShootable</B></tt><BR>
<ul>
Specifies that this projectile is not shootable and can't hit shootable
only stuff.
</ul>
<P><tt><B>removewhenstopped</B></tt><BR>
<ul>
Make the projectile get removed when it stops
</ul>
<P><tt><B>scaleByCharge</B>( <i>Float minScale, Float maxScale </i>)</tt><BR>
<ul>
Makes the projectile size scaled by the charge.
</ul>
<P><tt><B>scaleExplosion</B></tt><BR>
<ul>
Make the explosion scale with the projectile.
</ul>
<P><tt><B>setquietexpire</B></tt><BR>
<ul>
If projectile times out without dying, make it not play explosion tiki
</ul>
<P><tt><B>speed</B>( <i>Float projectileSpeed </i>)</tt><BR>
<ul>
set the speed of the projectile
</ul>
<P><tt><B>stickontouch</B>( <i>[ Boolean stick_on_touch ] </i>)</tt><BR>
<ul>
sets whether or not the projectile sticks on contact
</ul>
<P><tt><B>stopped</B></tt><BR>
<ul>
sent when entity has stopped bouncing for MOVETYPE_TOSS.
</ul>
<P><tt><B>triggerdetonate</B>( <i>[ Boolean bool ] </i>)</tt><BR>
<ul>
Make the projectile explode when triggered.
</ul>
<P><tt><B>updatebeam</B></tt><BR>
<ul>
Update the attached beam
</ul>
</BLOCKQUOTE>
<h2> <a name="PuffDaddy">PuffDaddy (<i>plant_puffdaddy</i>)</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>doTouch</B>( <i>Entity touchingEntity </i>)</tt><BR>
<ul>
sent to entity when touched for the first time.
</ul>
<P><tt><B>idle</B></tt><BR>
<ul>
Animates the puff daddy.
</ul>
</BLOCKQUOTE>
<h2> <a name="PushObject">PushObject (<i>func_pushobject</i>)</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>dmg</B>( <i>Integer damage </i>)</tt><BR>
<ul>
Set the damage.
</ul>
<P><tt><B>doBlocked</B>( <i>Entity obstacle </i>)</tt><BR>
<ul>
sent to entity when blocked.
</ul>
<P><tt><B>gdb_setdamage</B>( <i>String damagestr </i>)</tt><BR>
<ul>
Sets the gameplay version of damage with keywords.
</ul>
<P><tt><B>pushsound</B>( <i>String sound </i>)</tt><BR>
<ul>
Set the pushing sound
</ul>
<P><tt><B>start</B></tt><BR>
<ul>
Sets up the pushobject.
</ul>
</BLOCKQUOTE>
<h2> <a name="PuzzleObject">PuzzleObject (<i>puzzle_object</i>)</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>becomeModBarInSkill</B>( <i>Float skill </i>)</tt><BR>
<ul>
Tells a puzzleobject to just display a timed modulation bar in any skill
less than or equal to the specified one.
</ul>
<P><tt><B>doUse</B>( <i>Entity activatingEntity </i>)</tt><BR>
<ul>
sent to entity when it is used by another entity
</ul>
<P><tt><B>puzzleobject_activate</B></tt><BR>
<ul>
Lets the object think and respond to the player again. DOES NOT affect
any change in animation.
</ul>
<P><tt><B>puzzleobject_animdone</B></tt><BR>
<ul>
Called when the puzzle object's animation is done.
</ul>
<P><tt><B>puzzleobject_canceled</B></tt><BR>
<ul>
Received when the puzzle is canceled
</ul>
<P><tt><B>puzzleobject_canceledthread</B>( <i>String threadname </i>)</tt><BR>
<ul>
The thread to call when the puzzle is canceled
</ul>
<P><tt><B>puzzleobject_deactivate</B></tt><BR>
<ul>
Makes the object unresponsive to input and the player. DOES NOT affect
any change in animation.
</ul>
<P><tt><B>puzzleobject_failed</B></tt><BR>
<ul>
Received when the puzzle fails
</ul>
<P><tt><B>puzzleobject_failedthread</B>( <i>String threadname </i>)</tt><BR>
<ul>
The thread to call when the puzzle fails
</ul>
<P><tt><B>puzzleobject_itemtouse</B>( <i>String item </i>)</tt><BR>
<ul>
The item to use on the puzzle
</ul>
<P><tt><B>puzzleobject_itemusedthread</B>( <i>String threadname </i>)</tt><BR>
<ul>
The thread to call when the item is used
</ul>
<P><tt><B>puzzleobject_opendistance</B>( <i>Float openDistance </i>)</tt><BR>
<ul>
Sets the open distance from player that the puzzle object will open
or close
</ul>
<P><tt><B>puzzleobject_reset</B></tt><BR>
<ul>
Resets a previously solved puzzle so that it can be triggered again
</ul>
<P><tt><B>puzzleobject_solved</B></tt><BR>
<ul>
Received when the puzzle is solved
</ul>
<P><tt><B>puzzleobject_solvedthread</B>( <i>String threadname </i>)</tt><BR>
<ul>
The thread to call when the puzzle is solved
</ul>
<P><tt><B>puzzleobject_timerHudName</B>( <i>String hudName </i>)</tt><BR>
<ul>
Sets the hud name to use for the timer hud.
</ul>
<P><tt><B>puzzleobject_timeToUse</B>( <i>Float timeToUse </i>)</tt><BR>
<ul>
Makes the puzzle object solved after the user has used it for long enough.
</ul>
</BLOCKQUOTE>
<h2> <a name="Rain">Rain (<i>func_rain</i>)</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="RandomSpawn">RandomSpawn (<i>func_randomspawn</i>)</a> ->
<a href="#Spawn">Spawn</a> -> <a href="#ScriptSlave">ScriptSlave</a> ->
<a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>doActivate</B>( <i>Entity activatingEntity </i>)</tt><BR>
<ul>
General trigger event for all entities
</ul>
<P><tt><B>max_time</B>( <i>Float maxTime </i>)</tt><BR>
<ul>
Maximum time between random spawns.
</ul>
<P><tt><B>min_time</B>( <i>Float minTime </i>)</tt><BR>
<ul>
Minimum time between random spawns.
</ul>
</BLOCKQUOTE>
<h2> <a name="RandomSpeaker">RandomSpeaker (<i>sound_randomspeaker</i>)</a>
-> <a href="#TriggerSpeaker">TriggerSpeaker</a> -> <a href="#TriggerPlaySound">TriggerPlaySound</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>chance</B>( <i>Float newChance<0.00...1.00> </i>)</tt><BR>
<ul>
Sets the chance that the sound will play when triggered.
</ul>
<P><tt><B>maxdelay</B>( <i>Float max_delay </i>)</tt><BR>
<ul>
Sets the maximum time between playings.
</ul>
<P><tt><B>mindelay</B>( <i>Float min_delay </i>)</tt><BR>
<ul>
Sets the minimum time between playings.
</ul>
<P><tt><B>triggereffect</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger.
</ul>
</BLOCKQUOTE>
<h2> <a name="RangedCombatWithWeapon">RangedCombatWithWeapon</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
<P><tt><B>posturechangecompleted</B></tt><BR>
<ul>
Tells the behavior that the requested posture is active
</ul>
</BLOCKQUOTE>
<h2> <a name="ReSpawn">ReSpawn (<i>func_respawn</i>)</a> -> <a href="#Spawn">Spawn</a>
-> <a href="#ScriptSlave">ScriptSlave</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="RetreatFromEnemy">RetreatFromEnemy</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="RotateToEnemy">RotateToEnemy</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="RotateToEntity">RotateToEntity</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="RotatingDoor">RotatingDoor (<i>func_rotatingdoor</i>)</a>
-> <a href="#Door">Door</a> -> <a href="#ScriptSlave">ScriptSlave</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>doclose</B></tt><BR>
<ul>
Closes the door (special doors).
</ul>
<P><tt><B>doopen</B>( <i>Entity other </i>)</tt><BR>
<ul>
Opens the door (special doors).
</ul>
<P><tt><B>openangle</B>( <i>Float open_angle </i>)</tt><BR>
<ul>
Sets the open angle of the door.
</ul>
</BLOCKQUOTE>
<h2> <a name="Rune">Rune</a> -> <a href="#PowerupBase">PowerupBase</a> ->
<a href="#Item">Item</a> -> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>powerup_respawn</B></tt><BR>
<ul>
Makes the rune respawn in its original position.
</ul>
</BLOCKQUOTE>
<h2> <a name="RuneAmmoRegen">RuneAmmoRegen</a> -> <a href="#Rune">Rune</a>
-> <a href="#PowerupBase">PowerupBase</a> -> <a href="#Item">Item</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="RuneArmorPiercing">RuneArmorPiercing</a> -> <a href="#Rune">Rune</a>
-> <a href="#PowerupBase">PowerupBase</a> -> <a href="#Item">Item</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="RuneDeathQuad">RuneDeathQuad</a> -> <a href="#Rune">Rune</a>
-> <a href="#PowerupBase">PowerupBase</a> -> <a href="#Item">Item</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="RuneEmpathyShield">RuneEmpathyShield</a> -> <a href="#Rune">Rune</a>
-> <a href="#PowerupBase">PowerupBase</a> -> <a href="#Item">Item</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="RunThrough">RunThrough (<i>func_runthrough</i>)</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>chance</B>( <i>Float chance </i>)</tt><BR>
<ul>
chance that trigger will spawn something.
</ul>
<P><tt><B>delay</B>( <i>Float delay </i>)</tt><BR>
<ul>
time between RunThrough being activated.
</ul>
<P><tt><B>doTouch</B>( <i>Entity touchingEntity </i>)</tt><BR>
<ul>
sent to entity when touched for the first time.
</ul>
<P><tt><B>lip</B>( <i>Float lip </i>)</tt><BR>
<ul>
distance below trigger we should spawn things.
</ul>
<P><tt><B>offset</B>( <i>Vector spawn_offset </i>)</tt><BR>
<ul>
When triggered, what to offset the spawned object by.
</ul>
<P><tt><B>spawnmodel</B>( <i>String model_to_spawn </i>)</tt><BR>
<ul>
When triggered, what to spawn.
</ul>
<P><tt><B>speed</B>( <i>Float speed </i>)</tt><BR>
<ul>
threshold speed at which RunThrough is activated.
</ul>
</BLOCKQUOTE>
<h2> <a name="Script">Script</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="ScriptDoor">ScriptDoor (<i>script_door</i>)</a> -> <a href="#Door">Door</a>
-> <a href="#ScriptSlave">ScriptSlave</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>angle</B>( <i>Float newAngle </i>)</tt><BR>
<ul>
set the angles of the entity using just one value.<BR>
Sets the yaw of the entity or an up and down<BR>
direction if newAngle is [0-359] or -1 or -2
</ul>
<P><tt><B>close</B></tt><BR>
<ul>
Closes the door.
</ul>
<P><tt><B>doclose</B></tt><BR>
<ul>
Closes the door (special doors).
</ul>
<P><tt><B>doopen</B>( <i>Entity other </i>)</tt><BR>
<ul>
Opens the door (special doors).
</ul>
<P><tt><B>door_triggerfield</B>( <i>Entity other </i>)</tt><BR>
<ul>
Is called when a doors trigger field is touched.
</ul>
<P><tt><B>doUse</B>( <i>Entity activatingEntity </i>)</tt><BR>
<ul>
sent to entity when it is used by another entity
</ul>
<P><tt><B>forceclose</B></tt><BR>
<ul>
Closes the script door
</ul>
<P><tt><B>forceopen</B></tt><BR>
<ul>
Closes the script door
</ul>
<P><tt><B>getdoorstate</B>( <i> </i>)</tt><BR>
<ul>
Returns the current state
</ul>
<P><tt><B>open</B>( <i>Entity other </i>)</tt><BR>
<ul>
Opens the door.
</ul>
<P><tt><B>openpercentage</B>( <i>Float percentage </i>)</tt><BR>
<ul>
Sets the percentage for the door to open
</ul>
<P><tt><B>scriptdoorsetup</B></tt><BR>
<ul>
Sets up Door
</ul>
<P><tt><B>scriptdoorsetupmovement</B></tt><BR>
<ul>
Sets up Door Movement
</ul>
<P><tt><B>targeted</B>( <i>Boolean flag </i>)</tt><BR>
<ul>
Sets the targeted flag ( 1 ) is true , ( 0 ) is false
</ul>
<P><tt><B>toggle</B>( <i>Boolean flag </i>)</tt><BR>
<ul>
Sets Toggle Mode ( 1 ) is true, ( 0 ) is false
</ul>
</BLOCKQUOTE>
<h2> <a name="ScriptLibrarian">ScriptLibrarian</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="ScriptMaster">ScriptMaster</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="ScriptModel">ScriptModel (<i>script_model</i>)</a> -> <a href="#ScriptSlave">ScriptSlave</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>angle</B>( <i>Float newAngle </i>)</tt><BR>
<ul>
set the angles of the entity using just one value.<BR>
Sets the yaw of the entity or an up and down<BR>
direction if newAngle is [0-359] or -1 or -2
</ul>
<P><tt><B>anim</B>( <i>String anim_name </i>)</tt><BR>
<ul>
Sets the script model's animation
</ul>
<P><tt><B>animdriven</B>( <i>[ Boolean boolean ] </i>)</tt><BR>
<ul>
Sets the script model to be anim driven
</ul>
<P><tt><B>animonce</B>( <i>String anim_name </i>)</tt><BR>
<ul>
Sets the script model's animation but only plays it once
</ul>
<P><tt><B>gib</B>( <i>Integer number, [ Integer power ], [ Float scale
], [ String gibmodel ] </i>)</tt><BR>
<ul>
causes entity to spawn a number of gibs
</ul>
<P><tt><B>model</B>( <i>String modelName </i>)</tt><BR>
<ul>
set the model to modelName.
</ul>
</BLOCKQUOTE>
<h2> <a name="ScriptOrigin">ScriptOrigin (<i>script_origin</i>)</a> -> <a href="#ScriptSlave">ScriptSlave</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>model</B>( <i>String modelName </i>)</tt><BR>
<ul>
set the model to modelName.
</ul>
</BLOCKQUOTE>
<h2> <a name="ScriptSkyOrigin">ScriptSkyOrigin (<i>script_skyorigin</i>)</a>
-> <a href="#ScriptSlave">ScriptSlave</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>baseposition</B>( <i>Vector base_position </i>)</tt><BR>
<ul>
Sets the base position of the sky origin.
</ul>
<P><tt><B>maxtranslationdist</B>( <i>Float max_translation_distance </i>)</tt><BR>
<ul>
Sets the maximum distance the sky origin will translate.
</ul>
<P><tt><B>playerbaseposition</B>( <i>Vector base_position </i>)</tt><BR>
<ul>
Sets the base position for the player for the sky origin.
</ul>
<P><tt><B>translationmult</B>( <i>Float translation_multiplier </i>)</tt><BR>
<ul>
Sets the translation multiplier for the sky origin.
</ul>
</BLOCKQUOTE>
<h2> <a name="ScriptSlave">ScriptSlave (<i>script_object</i>)</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>addrequireddamagemod</B>( <i>String MOD_String </i>)</tt><BR>
<ul>
Adds the required MOD for damage to be applied
</ul>
<P><tt><B>allowAttackFromOtherScriptObjects</B>( <i>Boolean allow_flag
</i>)</tt><BR>
<ul>
Sets the _canBeAttackedByOtherScriptSlaves variable
</ul>
<P><tt><B>angle</B>( <i>Float newAngle </i>)</tt><BR>
<ul>
set the angles of the entity using just one value.<BR>
Sets the yaw of the entity or an up and down<BR>
direction if newAngle is [0-359] or -1 or -2
</ul>
<P><tt><B>angles</B>( <i>Vector angles </i>)</tt><BR>
<ul>
Sets the angles.
</ul>
<P><tt><B>bind</B>( <i>Entity parent </i>)</tt><BR>
<ul>
bind this entity to the specified entity.
</ul>
<P><tt><B>closeportal</B></tt><BR>
<ul>
Close the area portal enclosed in this object
</ul>
<P><tt><B>continuespline</B></tt><BR>
<ul>
makes a script object continue on a spline
</ul>
<P><tt><B>damageEffect</B>( <i>String damageEffectModel </i>)</tt><BR>
<ul>
Sets the damage effect model name.
</ul>
<P><tt><B>dmg</B>( <i>Float damage </i>)</tt><BR>
<ul>
Set the damage.
</ul>
<P><tt><B>doActivate</B>( <i>Entity activatingEntity </i>)</tt><BR>
<ul>
General trigger event for all entities
</ul>
<P><tt><B>doBlocked</B>( <i>Entity obstacle </i>)</tt><BR>
<ul>
sent to entity when blocked.
</ul>
<P><tt><B>doTouch</B>( <i>Entity touchingEntity </i>)</tt><BR>
<ul>
sent to entity when touched for the first time.
</ul>
<P><tt><B>doUse</B>( <i>Entity activatingEntity </i>)</tt><BR>
<ul>
sent to entity when it is used by another entity
</ul>
<P><tt><B>endpath</B></tt><BR>
<ul>
Stop following the path
</ul>
<P><tt><B>followpath</B>( <i>Entity path, [ String arg1 ], [ String arg2
], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6
] </i>)</tt><BR>
<ul>
Makes the script slave follow the specified path. The allowable arguments
are ignoreangles,<BR>
normalangles, loop, and a number specifying the start time.
</ul>
<P><tt><B>gdb_setdamage</B>( <i>String damagestr </i>)</tt><BR>
<ul>
Sets the gameplay version of damage with keywords.
</ul>
<P><tt><B>getforcefieldnumber</B>( <i> </i>)</tt><BR>
<ul>
HACK HACK HACK HACK HACK HACK HACK
</ul>
<P><tt><B>getscanner</B>( <i> </i>)</tt><BR>
<ul>
HACK HACK HACK HACK HACK HACK HACK
</ul>
<P><tt><B>gettriggernumber</B>( <i> </i>)</tt><BR>
<ul>
HACK HACK HACK HACK HACK HACK HACK
</ul>
<P><tt><B>handlesdamage</B>( <i>Boolean damage_flag </i>)</tt><BR>
<ul>
sets the handlesdamage flag on the script slave
</ul>
<P><tt><B>jumpto</B>( <i>String vector_or_entity, [ Float token ], [ Float
token ] </i>)</tt><BR>
<ul>
Jump to specified vector or entity.
</ul>
<P><tt><B>model</B>( <i>String modelName </i>)</tt><BR>
<ul>
set the model to modelName.
</ul>
<P><tt><B>moveBackward</B>( <i>Float dist </i>)</tt><BR>
<ul>
Move the position backward.
</ul>
<P><tt><B>moveDown</B>( <i>Float dist </i>)</tt><BR>
<ul>
Move the position down.
</ul>
<P><tt><B>moveEast</B>( <i>Float dist </i>)</tt><BR>
<ul>
Move the position east.
</ul>
<P><tt><B>moveForward</B>( <i>Float dist </i>)</tt><BR>
<ul>
Move the position forward.
</ul>
<P><tt><B>moveLeft</B>( <i>Float dist </i>)</tt><BR>
<ul>
Move the position left.
</ul>
<P><tt><B>moveNorth</B>( <i>Float dist </i>)</tt><BR>
<ul>
Move the position north.
</ul>
<P><tt><B>moveRight</B>( <i>Float dist </i>)</tt><BR>
<ul>
Move the position right.
</ul>
<P><tt><B>moveSouth</B>( <i>Float dist </i>)</tt><BR>
<ul>
Move the position south.
</ul>
<P><tt><B>moveto</B>( <i>Entity entity_to_move_to </i>)</tt><BR>
<ul>
Move to the specified entity.
</ul>
<P><tt><B>movetopos</B>( <i>Vector position </i>)</tt><BR>
<ul>
Move to the specified position.
</ul>
<P><tt><B>moveUp</B>( <i>Float dist </i>)</tt><BR>
<ul>
Move the position up.
</ul>
<P><tt><B>moveWest</B>( <i>Float dist </i>)</tt><BR>
<ul>
Move the position west.
</ul>
<P><tt><B>newOrders</B></tt><BR>
<ul>
Inform script that it is about to get new orders.
</ul>
<P><tt><B>next</B></tt><BR>
<ul>
Goto the next waypoint.
</ul>
<P><tt><B>noblock</B></tt><BR>
<ul>
Removes the onblock thread.
</ul>
<P><tt><B>nodamage</B></tt><BR>
<ul>
Removes the ondamage thread.
</ul>
<P><tt><B>notouch</B></tt><BR>
<ul>
Removes the ontouch thread.
</ul>
<P><tt><B>notrigger</B></tt><BR>
<ul>
Removes the ontrigger thread.
</ul>
<P><tt><B>notshootable</B></tt><BR>
<ul>
Makes the script slave not shootable
</ul>
<P><tt><B>nouse</B></tt><BR>
<ul>
Removes the onuse thread.
</ul>
<P><tt><B>onblock</B>( <i>String label </i>)</tt><BR>
<ul>
Sets what label to jump to and process script at when blocked.
</ul>
<P><tt><B>ondamage</B>( <i>String label </i>)</tt><BR>
<ul>
Sets what label to jump to and process script at when damaged.
</ul>
<P><tt><B>ontouch</B>( <i>String label </i>)</tt><BR>
<ul>
Sets what label to jump to and process script at when touched.
</ul>
<P><tt><B>ontrigger</B>( <i>String label </i>)</tt><BR>
<ul>
Sets what label to jump to and process script at when triggered.
</ul>
<P><tt><B>onuse</B>( <i>String label </i>)</tt><BR>
<ul>
Sets what label to jump to and process script at when used.
</ul>
<P><tt><B>openportal</B></tt><BR>
<ul>
Open the area portal enclosed in this object
</ul>
<P><tt><B>physics_off</B></tt><BR>
<ul>
Turn physics off this script object on
</ul>
<P><tt><B>physics_on</B></tt><BR>
<ul>
Turn physics on this script object on
</ul>
<P><tt><B>physics_velocity</B>( <i>Vector impulseVector </i>)</tt><BR>
<ul>
Add a physical impulse to an object when it is being physically simulated
</ul>
<P><tt><B>processCommands</B></tt><BR>
<ul>
Move the script slave.
</ul>
<P><tt><B>rotateaxis</B>( <i>Integer axis, Float avelocity </i>)</tt><BR>
<ul>
Rotate about the specified axis at the specified angular velocity.
</ul>
<P><tt><B>rotateaxisdown</B>( <i>Integer axis, Float angle </i>)</tt><BR>
<ul>
Rotate the specified axis down by the specified amount.
</ul>
<P><tt><B>rotateaxisdownto</B>( <i>Integer axis, Float angle </i>)</tt><BR>
<ul>
Rotate the specified axis down to angle.
</ul>
<P><tt><B>rotateaxisup</B>( <i>Integer axis, Float angle </i>)</tt><BR>
<ul>
Rotate the specified axis up by the specified amount.
</ul>
<P><tt><B>rotateaxisupto</B>( <i>Integer axis, Float angle </i>)</tt><BR>
<ul>
Rotate the specified axis up to angle.
</ul>
<P><tt><B>rotatedownto</B>( <i>Vector direction </i>)</tt><BR>
<ul>
Rotate down to the specified direction.
</ul>
<P><tt><B>rotateto</B>( <i>Vector direction </i>)</tt><BR>
<ul>
Rotate to the specified direction.
</ul>
<P><tt><B>rotateupto</B>( <i>Vector direction </i>)</tt><BR>
<ul>
Rotate up to the specified direction.
</ul>
<P><tt><B>rotateX</B>( <i>Float avelocity </i>)</tt><BR>
<ul>
Rotate about the x axis at the specified angular velocity.
</ul>
<P><tt><B>rotateXdown</B>( <i>Float angle </i>)</tt><BR>
<ul>
Rotate the x down by the specified amount.
</ul>
<P><tt><B>rotateXdownto</B>( <i>Float angle </i>)</tt><BR>
<ul>
Rotate the x down to angle.
</ul>
<P><tt><B>rotateXup</B>( <i>Float angle </i>)</tt><BR>
<ul>
Rotate the x up by the specified amount.
</ul>
<P><tt><B>rotateXupto</B>( <i>Float angle </i>)</tt><BR>
<ul>
Rotate the x up to angle.
</ul>
<P><tt><B>rotateY</B>( <i>Float avelocity </i>)</tt><BR>
<ul>
Rotate about the y axis at the specified angular velocity.
</ul>
<P><tt><B>rotateYdown</B>( <i>Float angle </i>)</tt><BR>
<ul>
Rotate the y down by the specified amount.
</ul>
<P><tt><B>rotateYdownto</B>( <i>Float angle </i>)</tt><BR>
<ul>
Rotate the y down to angle.
</ul>
<P><tt><B>rotateYup</B>( <i>Float angle </i>)</tt><BR>
<ul>
Rotate the y up by the specified amount.
</ul>
<P><tt><B>rotateYupto</B>( <i>Float angle </i>)</tt><BR>
<ul>
Rotate the y up to angle.
</ul>
<P><tt><B>rotateZ</B>( <i>Float avelocity </i>)</tt><BR>
<ul>
Rotate about the z axis at the specified angular velocity.
</ul>
<P><tt><B>rotateZdown</B>( <i>Float angle </i>)</tt><BR>
<ul>
Rotate the z down by the specified amount.
</ul>
<P><tt><B>rotateZdownto</B>( <i>Float angle </i>)</tt><BR>
<ul>
Rotate the z down to angle.
</ul>
<P><tt><B>rotateZup</B>( <i>Float angle </i>)</tt><BR>
<ul>
Rotate the z up by the specified amount.
</ul>
<P><tt><B>rotateZupto</B>( <i>Float angle </i>)</tt><BR>
<ul>
Rotate the z up to angle.
</ul>
<P><tt><B>scriptSlave_explode</B>( <i>Float damage </i>)</tt><BR>
<ul>
Creates an explosion at the script slave's position
</ul>
<P><tt><B>scriptslave_followingpath</B></tt><BR>
<ul>
Called every frame to actually follow the path
</ul>
<P><tt><B>scriptslave_movedone</B></tt><BR>
<ul>
Called when the script slave is doen moving
</ul>
<P><tt><B>setBloodModel</B>( <i>String bloodmodel </i>)</tt><BR>
<ul>
Sets the blood model
</ul>
<P><tt><B>setmeansofdeath</B>( <i>String means_of_death </i>)</tt><BR>
<ul>
Set the damage means of death.
</ul>
<P><tt><B>setobjectparms</B>( <i>Float force_field_number, Float trigger_number
</i>)</tt><BR>
<ul>
HACK HACK HACK HACK HACK HACK HACK
</ul>
<P><tt><B>speed</B>( <i>Float speed </i>)</tt><BR>
<ul>
Sets the speed.
</ul>
<P><tt><B>stopspline</B></tt><BR>
<ul>
stops an scriptobject from moving on a spline
</ul>
<P><tt><B>time</B>( <i>Float travel_time </i>)</tt><BR>
<ul>
Sets the travel time.
</ul>
<P><tt><B>trigger</B>( <i>String entname </i>)</tt><BR>
<ul>
Trigger entities target.
</ul>
<P><tt><B>unbind</B></tt><BR>
<ul>
unbind this entity.
</ul>
</BLOCKQUOTE>
<h2> <a name="ScriptVariable">ScriptVariable</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="ScriptVariableList">ScriptVariableList</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="SecretItem">SecretItem</a> -> <a href="#Item">Item</a> ->
<a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="SelectBestWeapon">SelectBestWeapon</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="Sentient">Sentient</a> -> <a href="#Entity">Entity</a> ->
<a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>addhealth</B>( <i>Float health_to_add, [ Float maxhealth ] </i>)</tt><BR>
<ul>
Adds health to the sentient.
</ul>
<P><tt><B>addtomyarmor</B>( <i>Float amountToAdd </i>)</tt><BR>
<ul>
Adds the amount to the current Armor
</ul>
<P><tt><B>ammo</B>( <i>String type, Integer amount, [ Integer max_amount
] </i>)</tt><BR>
<ul>
Gives the sentient some ammo.
</ul>
<P><tt><B>armor</B>( <i>String type, [ Float amount ], [ Boolean pickedup
] </i>)</tt><BR>
<ul>
Gives the sentient some armor.
</ul>
<P><tt><B>armorcommand</B>( <i>String arg1, [ String arg2 ], [ String
arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String
arg7 ], [ String arg8 ] </i>)</tt><BR>
<ul>
Pass the args to the active armor
</ul>
<P><tt><B>beginattack</B></tt><BR>
<ul>
Called before attack animation begins
</ul>
<P><tt><B>blockend</B></tt><BR>
<ul>
Is the end of the sentient's block.
</ul>
<P><tt><B>blockstart</B></tt><BR>
<ul>
Is the start of the sentient's block.
</ul>
<P><tt><B>bloodmodel</B>( <i>String bloodModel </i>)</tt><BR>
<ul>
set the model to be used when showing blood
</ul>
<P><tt><B>cacheStateMachineAnims</B>( <i>String stateMachineName </i>)</tt><BR>
<ul>
Caches all of the anims needed by the statemachine
</ul>
<P><tt><B>catchonfire</B></tt><BR>
<ul>
Catches the actor on fire.
</ul>
<P><tt><B>checkanims</B></tt><BR>
<ul>
Check the animations in the .tik file versus the statefile
</ul>
<P><tt><B>cleardamagethreshold</B></tt><BR>
<ul>
Clears out and resets the damage threshold
</ul>
<P><tt><B>displayfireeffect</B>( <i>[ Boolean flag ] </i>)</tt><BR>
<ul>
Sets whether or not this sentient displays the fire effect when on fire.
</ul>
<P><tt><B>dropitem</B>( <i>String itemName </i>)</tt><BR>
<ul>
Drops the item by the specified name.
</ul>
<P><tt><B>endattack</B></tt><BR>
<ul>
Called after attack animation ends
</ul>
<P><tt><B>fire</B>( <i>[ String hand ], [ String mode ] </i>)</tt><BR>
<ul>
Fires the weapon in the specified hand. With the specified mode (primary,
alternate)
</ul>
<P><tt><B>freeInventory</B></tt><BR>
<ul>
Frees the sentient's inventory
</ul>
<P><tt><B>getActiveWeaponName</B>( <i>[ String hand ] </i>)</tt><BR>
<ul>
Gets the name of the weapon in the specified hand (left, right, or dual).<BR>
If no hand is specified it will return the first it finds
</ul>
<P><tt><B>give</B>( <i>String name </i>)</tt><BR>
<ul>
Gives the sentient the targeted item.
</ul>
<P><tt><B>giveAmmoOverTime</B>( <i>String type, Integer amount, Float
time </i>)</tt><BR>
<ul>
Gives the sentient some ammo over the specified period of time.
</ul>
<P><tt><B>headwatchallowed</B>( <i>[ Boolean flag ] </i>)</tt><BR>
<ul>
Sets whether to headwatch or not, default is true.
</ul>
<P><tt><B>healatinterval</B>( <i>Float percentageToAdd, Float interval,
Float maxPercentage </i>)</tt><BR>
<ul>
Will add the specified amount to health, then, if necessary , will generate
a new event of its<BR>
own type to continue the regen process
</ul>
<P><tt><B>healovertime</B>( <i>Float add_immediately, Float add_at_interval,
Float interval, Float max_percentage </i>)</tt><BR>
<ul>
Will add specified amount of health immediatly, then add more at each
specified time interval<BR>
until health reaches the maxPercentage
</ul>
<P><tt><B>health</B>( <i>Float health </i>)</tt><BR>
<ul>
Gives the sentient the specified amount health.
</ul>
<P><tt><B>immune</B>( <i>String immune_string1, [ String immune_string2
], [ String immune_string3 ], [ String immune_string4 ], [ String immune_string5
], [ String immune_string6 ] </i>)</tt><BR>
<ul>
Adds to the immunity list for this sentient.
</ul>
<P><tt><B>item</B>( <i>String type, Integer amount </i>)</tt><BR>
<ul>
Gives the sentient the specified amount of the specified item.
</ul>
<P><tt><B>jumpxy</B>( <i>Float forwardmove, Float sidemove, Float speed
</i>)</tt><BR>
<ul>
Makes the sentient jump.
</ul>
<P><tt><B>maxgibs</B>( <i>Integer max_number_of_gibs </i>)</tt><BR>
<ul>
Sets the maximum amount of generic gibs this sentient will spawn when
hit.
</ul>
<P><tt><B>maxmouthangle</B>( <i>Float max_mouth_angle </i>)</tt><BR>
<ul>
Sets the max mouth angle.
</ul>
<P><tt><B>meleeattackend</B>( <i>[ String hand ] </i>)</tt><BR>
<ul>
Is the end of the sentient's melee attack.
</ul>
<P><tt><B>meleeattackstart</B>( <i>[ String hand ] </i>)</tt><BR>
<ul>
Is the start of the sentient's melee attack.
</ul>
<P><tt><B>noshadow</B></tt><BR>
<ul>
Turns off the shadow for this sentient.
</ul>
<P><tt><B>onfire</B></tt><BR>
<ul>
Called every frame when the sentient is on fire.
</ul>
<P><tt><B>rangedattackend</B></tt><BR>
<ul>
Is the end of the sentient's hitscan attack.
</ul>
<P><tt><B>rangedattackstart</B></tt><BR>
<ul>
Is the start of the sentient's hitscan attack.
</ul>
<P><tt><B>releasefire</B>( <i>Float fireholdtime </i>)</tt><BR>
<ul>
Releases the attack in the time specified.
</ul>
<P><tt><B>removeimmune</B>( <i>String immune_string1, [ String immune_string2
], [ String immune_string3 ], [ String immune_string4 ], [ String immune_string5
], [ String immune_string6 ] </i>)</tt><BR>
<ul>
Removes from the immunity list for this sentient.
</ul>
<P><tt><B>removeresistance</B>( <i>String resistance_string </i>)</tt><BR>
<ul>
Removes from the resistance list for this sentient.
</ul>
<P><tt><B>resistance</B>( <i>String resistance_string, Integer resistance_amount
</i>)</tt><BR>
<ul>
Adds to the resistance list for this sentient.
</ul>
<P><tt><B>setcriticalhealthpercentage</B>( <i>Float percentage </i>)</tt><BR>
<ul>
Sets the percentage of health that qualifies as critical -- Note, values
must be entered as<BR>
floating point numbers... .10 for example is 10 percent
</ul>
<P><tt><B>setdamagethreshold</B>( <i>Float maxDamage, Float duration </i>)</tt><BR>
<ul>
Sets up the damage threshold
</ul>
<P><tt><B>sethatemodifier</B>( <i>Float hate_modifier </i>)</tt><BR>
<ul>
Sets the hate modifier
</ul>
<P><tt><B>setmyarmoramount</B>( <i>Float amount </i>)</tt><BR>
<ul>
Sets the amount of armor to the specifed number
</ul>
<P><tt><B>setmyarmormultiplier</B>( <i>Float multiplier </i>)</tt><BR>
<ul>
Sets the mulitplier of the armor
</ul>
<P><tt><B>setmyarmorstatus</B>( <i>Boolean flag </i>)</tt><BR>
<ul>
Sets The Active Status on Armor
</ul>
<P><tt><B>setstatefile</B>( <i>String state_file </i>)</tt><BR>
<ul>
Change the state file associated with this character
</ul>
<P><tt><B>setviewmode</B>( <i>String viewModeName, [ Boolean override
] </i>)</tt><BR>
<ul>
Puts this sentient into the specified view mode.<BR>
Override defaults to true.
</ul>
<P><tt><B>shadow</B></tt><BR>
<ul>
Turns on the shadow for this sentient.
</ul>
<P><tt><B>spawnbloodygibs</B>( <i>[ Integer number_of_gibs ], [ Float
scale ] </i>)</tt><BR>
<ul>
Spawns some bloody generic gibs.
</ul>
<P><tt><B>startcharge</B>( <i>String firemode </i>)</tt><BR>
<ul>
Draws back the bow string
</ul>
<P><tt><B>stopfire</B>( <i>String hand </i>)</tt><BR>
<ul>
Stops the firing of the weapon in the specified hand.
</ul>
<P><tt><B>stoponfire</B></tt><BR>
<ul>
Stops the sentient from being on fire.
</ul>
<P><tt><B>stunend</B></tt><BR>
<ul>
Is the end of the sentient's stun.
</ul>
<P><tt><B>stunstart</B></tt><BR>
<ul>
Is the start of the sentient's stun.
</ul>
<P><tt><B>swipeoff</B>( <i>String hand </i>)</tt><BR>
<ul>
Turn off the sword swiping for the weapon in the specified hand
</ul>
<P><tt><B>swipeon</B>( <i>String hand </i>)</tt><BR>
<ul>
Turn on the sword swiping for the weapon in the specified hand
</ul>
<P><tt><B>take</B>( <i>String item_name </i>)</tt><BR>
<ul>
Takes away the specified item from the sentient.
</ul>
<P><tt><B>updateoffsetcolor</B></tt><BR>
<ul>
Updates the offset color.
</ul>
<P><tt><B>weapon</B>( <i>String weapon_modelname </i>)</tt><BR>
<ul>
Gives the sentient the weapon specified.
</ul>
<P><tt><B>weaponanimon</B>( <i>String animname, String hand </i>)</tt><BR>
<ul>
Put the weapon in hand in the animation specified
</ul>
</BLOCKQUOTE>
<h2> <a name="ShieldArmor">ShieldArmor</a> -> <a href="#Armor">Armor</a>
-> <a href="#Item">Item</a> -> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>noprotection</B>( <i>String MOD </i>)</tt><BR>
<ul>
Adds a MOD to the No Protection List
</ul>
<P><tt><B>setarmoractivestatus</B>( <i>Boolean active </i>)</tt><BR>
<ul>
sets the active status
</ul>
<P><tt><B>setarmormultiplier</B>( <i>Float multiplier </i>)</tt><BR>
<ul>
sets the damage multiplier for the armor
</ul>
<P><tt><B>usearmordirection</B>( <i>Float directionAngleMin, Float directionAngleMax
</i>)</tt><BR>
<ul>
Only allows armor to work if attack is within the specifed yaw range
</ul>
</BLOCKQUOTE>
<h2> <a name="Shock">Shock</a> -> <a href="#Behavior">Behavior</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="ShockDown">ShockDown</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="ShockWater">ShockWater</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="ShrapnelBomb">ShrapnelBomb</a> -> <a href="#Projectile">Projectile</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>setshrapnelcount</B>( <i>Integer count </i>)</tt><BR>
<ul>
The number of shrapnel pieces to spawn
</ul>
<P><tt><B>setshrapnelmodel</B>( <i>String modelname </i>)</tt><BR>
<ul>
The model of the shrapnel pieces that are spawned when the main bomb
explodes
</ul>
</BLOCKQUOTE>
<h2> <a name="SimpleMelee">SimpleMelee</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="SinkObject">SinkObject (<i>func_sinkobject</i>)</a> -> <a href="#ScriptSlave">ScriptSlave</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>active</B></tt><BR>
<ul>
make the SinkObject active, so that it will respond to players touching
it.
</ul>
<P><tt><B>dampening</B>( <i>Float newDampening </i>)</tt><BR>
<ul>
dampening of SinkObject.
</ul>
<P><tt><B>delay</B>( <i>Float delay </i>)</tt><BR>
<ul>
Delay until SinkObject starts falling.
</ul>
<P><tt><B>doTouch</B>( <i>Entity touchingEntity </i>)</tt><BR>
<ul>
sent to entity when touched for the first time.
</ul>
<P><tt><B>limit</B>( <i>Float newLimit </i>)</tt><BR>
<ul>
maximum displacement of the SinkObject.
</ul>
<P><tt><B>notactive</B></tt><BR>
<ul>
make the SinkObject not active, so that it won't respond to players
touching it.
</ul>
<P><tt><B>reset</B></tt><BR>
<ul>
Reset the SinkObject right now.
</ul>
<P><tt><B>resetdelay</B>( <i>Float newResetDelay </i>)</tt><BR>
<ul>
Delay between when sinkobject starts resetting.
</ul>
<P><tt><B>resetsound</B>( <i>String newResetSound </i>)</tt><BR>
<ul>
Sound played when sinkobject is resetting.
</ul>
<P><tt><B>resetspeed</B>( <i>Float newResetspeed </i>)</tt><BR>
<ul>
Speed at which SinkObject resets itself, defaults to 0.002 * speed.
</ul>
<P><tt><B>sinksound</B>( <i>String newSinkSound </i>)</tt><BR>
<ul>
Sound played when sinkobject is sinking.
</ul>
<P><tt><B>speed</B>( <i>Float speed </i>)</tt><BR>
<ul>
Speed at which SinkObject starts falling.
</ul>
</BLOCKQUOTE>
<h2> <a name="SlidingDoor">SlidingDoor (<i>func_door</i>)</a> -> <a href="#Door">Door</a>
-> <a href="#ScriptSlave">ScriptSlave</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>angle</B>( <i>Float newAngle </i>)</tt><BR>
<ul>
set the angles of the entity using just one value.<BR>
Sets the yaw of the entity or an up and down<BR>
direction if newAngle is [0-359] or -1 or -2
</ul>
<P><tt><B>doclose</B></tt><BR>
<ul>
Closes the door (special doors).
</ul>
<P><tt><B>doopen</B>( <i>Entity other </i>)</tt><BR>
<ul>
Opens the door (special doors).
</ul>
<P><tt><B>lip</B>( <i>Float lip </i>)</tt><BR>
<ul>
Sets the lip of the sliding door.
</ul>
<P><tt><B>setup</B></tt><BR>
<ul>
Sets up the sliding door.
</ul>
<P><tt><B>speed</B>( <i>Float speed </i>)</tt><BR>
<ul>
Sets the speed of the sliding door.
</ul>
</BLOCKQUOTE>
<h2> <a name="SnipeEnemy">SnipeEnemy</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="SoundManager">SoundManager</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>addmusictrigger</B></tt><BR>
<ul>
Add a new music trigger where the player is standing.
</ul>
<P><tt><B>addrandomspeaker</B></tt><BR>
<ul>
Add a new sound where the player is standing.
</ul>
<P><tt><B>addreverbtrigger</B></tt><BR>
<ul>
Add a new reverb trigger where the player is standing.
</ul>
<P><tt><B>addspeaker</B></tt><BR>
<ul>
Add a new sound where the player is standing.
</ul>
<P><tt><B>delete</B></tt><BR>
<ul>
Delete the current sound.
</ul>
<P><tt><B>globaltranslate</B>( <i>Vector translate_amount </i>)</tt><BR>
<ul>
Translates all sounds and triggers by specified amount.
</ul>
<P><tt><B>hide</B></tt><BR>
<ul>
Hides the sounds.
</ul>
<P><tt><B>moveplayer</B></tt><BR>
<ul>
Move the player to the current sound position.
</ul>
<P><tt><B>next</B></tt><BR>
<ul>
Go to the next sound.
</ul>
<P><tt><B>prev</B></tt><BR>
<ul>
Go to the previous sound.
</ul>
<P><tt><B>previewreverb</B></tt><BR>
<ul>
Test out the current reverb settings.
</ul>
<P><tt><B>replace</B></tt><BR>
<ul>
Replace the current sound position with the player's.
</ul>
<P><tt><B>reset</B></tt><BR>
<ul>
Resets the state of all sounds and triggers.
</ul>
<P><tt><B>resetreverb</B></tt><BR>
<ul>
reset the reverb settings to a normal.
</ul>
<P><tt><B>save</B></tt><BR>
<ul>
Saves the sounds.
</ul>
<P><tt><B>show</B>( <i>[ Entity path ] </i>)</tt><BR>
<ul>
Show all the sounds.
</ul>
<P><tt><B>switchfacet</B></tt><BR>
<ul>
Switch the current facet that we are editing.
</ul>
<P><tt><B>updateinput</B></tt><BR>
<ul>
Updates the current sound with user interface values.
</ul>
</BLOCKQUOTE>
<h2> <a name="Spawn">Spawn (<i>func_spawn</i>)</a> -> <a href="#ScriptSlave">ScriptSlave</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>angle</B>( <i>Float newAngle </i>)</tt><BR>
<ul>
set the angles of the entity using just one value.<BR>
Sets the yaw of the entity or an up and down<BR>
direction if newAngle is [0-359] or -1 or -2
</ul>
<P><tt><B>attackmode</B>( <i>Integer attackmode </i>)</tt><BR>
<ul>
Sets the _attackMode for this spawn entity.
</ul>
<P><tt><B>checkForSpace</B></tt><BR>
<ul>
Checks to see if there is space for the spawn entity.
</ul>
<P><tt><B>clearSpawnKeyValues</B></tt><BR>
<ul>
Clears all of the key/value pairs for the spawner.
</ul>
<P><tt><B>doActivate</B>( <i>Entity activatingEntity </i>)</tt><BR>
<ul>
General trigger event for all entities
</ul>
<P><tt><B>modelname</B>( <i>String model_name1, [ String model_name2 ],
[ String model_name3 ], [ String model_name4 ], [ String model_name5
], [ String model_name6 ], [ String model_name7 ], [ String model_name8
], [ String model_name9 ] </i>)</tt><BR>
<ul>
Sets up to nine model names for this spawn entity.
</ul>
<P><tt><B>pickupthread</B>( <i>String threadName </i>)</tt><BR>
<ul>
Sets the pickup thread for the spawned entity.
</ul>
<P><tt><B>setspawngroupdeaththread</B>( <i>String group_death_thread </i>)</tt><BR>
<ul>
Sets the group death thread to spawn with
</ul>
<P><tt><B>setspawngroupID</B>( <i>Integer groupID </i>)</tt><BR>
<ul>
Sets the groupID to spawn with
</ul>
<P><tt><B>setSpawnKeyValue</B>( <i>String key, String value </i>)</tt><BR>
<ul>
Sets any key/value pair to set on the spawned entity.
</ul>
<P><tt><B>setspawnmasterstatemap</B>( <i>String masterstatemap </i>)</tt><BR>
<ul>
Sets the masterstatemap to spawn with
</ul>
<P><tt><B>setspawnvelocity</B>( <i>Vector velocity </i>)</tt><BR>
<ul>
Sets the velocity to spawn with
</ul>
<P><tt><B>spawn_spawnchance</B>( <i>Float spawn_chance </i>)</tt><BR>
<ul>
Sets the chance that this spawned entity will spawn something when killed,
if it is an actor.
</ul>
<P><tt><B>spawn_spawnitem</B>( <i>String spawn_item_name </i>)</tt><BR>
<ul>
Adds this named item to what will be spawned when this spawned entity
is killed, if it is an actor.
</ul>
<P><tt><B>spawneffectname</B>( <i>String effectType, [ String effectName
] </i>)</tt><BR>
<ul>
Displays this effect on spawn.
</ul>
<P><tt><B>spawnnow</B>( <i> </i>)</tt><BR>
<ul>
Spawns the entity and returns it.
</ul>
<P><tt><B>spawntarget</B>( <i>String spawntarget </i>)</tt><BR>
<ul>
Sets spawn target for this spawn entity.
</ul>
<P><tt><B>spawntargetname</B>( <i>String spawntargetname </i>)</tt><BR>
<ul>
Sets spawn target name for this spawn entity.
</ul>
<P><tt><B>startanim</B>( <i>String animname </i>)</tt><BR>
<ul>
Animation to spawn the actor with
</ul>
<P><tt><B>starthidden</B>( <i>[ Boolean hidden_bool ] </i>)</tt><BR>
<ul>
Sets whether or not the entity starts hidden.
</ul>
</BLOCKQUOTE>
<h2> <a name="SpawnArgs">SpawnArgs</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="SpawnChain">SpawnChain (<i>func_spawnchain</i>)</a> -> <a href="#Spawn">Spawn</a>
-> <a href="#ScriptSlave">ScriptSlave</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>use_3rd_person_camera</B>( <i>Boolean bool </i>)</tt><BR>
<ul>
Whether or not to check from the camera or character.
</ul>
</BLOCKQUOTE>
<h2> <a name="SpawnOutOfSight">SpawnOutOfSight (<i>func_spawnoutofsight</i>)</a>
-> <a href="#Spawn">Spawn</a> -> <a href="#ScriptSlave">ScriptSlave</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>checkFOV</B>( <i>[ Boolean boolean ] </i>)</tt><BR>
<ul>
Use checkFOV to indicate that it's OK to spawn as long as the spawner
is not in the player's FOV.
</ul>
</BLOCKQUOTE>
<h2> <a name="SplinePath">SplinePath (<i>info_splinepath</i>)</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>fadetime</B>( <i>Float fadeTime </i>)</tt><BR>
<ul>
Sets the fadetime at this node.
</ul>
<P><tt><B>fov</B>( <i>Float cameraFOV </i>)</tt><BR>
<ul>
Sets the fov at this node.
</ul>
<P><tt><B>loopSpline</B>( <i>String loop_name </i>)</tt><BR>
<ul>
Sets the loop name.
</ul>
<P><tt><B>movespline</B>( <i>Vector new_position </i>)</tt><BR>
<ul>
Sets the new position of the spline.
</ul>
<P><tt><B>offsetspline</B>( <i>Vector offset </i>)</tt><BR>
<ul>
Offsets the position of the spline.
</ul>
<P><tt><B>speed</B>( <i>Float speed </i>)</tt><BR>
<ul>
Sets the path speed.
</ul>
<P><tt><B>SplinePath_create</B></tt><BR>
<ul>
Creates the spline path from the target list.
</ul>
<P><tt><B>thread</B>( <i>String thread </i>)</tt><BR>
<ul>
Sets the thread.
</ul>
<P><tt><B>triggertarget</B>( <i>String target </i>)</tt><BR>
<ul>
Sets the trigger target.
</ul>
<P><tt><B>turnspline</B>( <i>Vector angle_offset </i>)</tt><BR>
<ul>
Turns the spline.
</ul>
<P><tt><B>watch</B>( <i>String watchEntity </i>)</tt><BR>
<ul>
Sets the entity to watch at this node.
</ul>
</BLOCKQUOTE>
<h2> <a name="StationaryFireCombat">StationaryFireCombat</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="StationaryFireCombatEX">StationaryFireCombatEX</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="StationaryVehicle">StationaryVehicle</a> -> <a href="#Vehicle">Vehicle</a>
-> <a href="#VehicleBase">VehicleBase</a> -> <a href="#ScriptModel">ScriptModel</a>
-> <a href="#ScriptSlave">ScriptSlave</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="Steering">Steering</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="Strafe">Strafe</a> -> <a href="#Behavior">Behavior</a> ->
<a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="SuppressionFireCombat">SuppressionFireCombat</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="Talk">Talk</a> -> <a href="#Behavior">Behavior</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>greetingdone</B></tt><BR>
<ul>
Notifies the talk behavior the greeting dialog is done
</ul>
</BLOCKQUOTE>
<h2> <a name="TargetList">TargetList</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="Team">Team</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="Teleport">Teleport</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="Teleporter">Teleporter (<i>trigger_teleport</i>)</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>stopteleport</B>( <i>Entity entity </i>)</tt><BR>
<ul>
Releases the entity at the end of the teleport.
</ul>
<P><tt><B>teleport</B>( <i>Entity entity </i>)</tt><BR>
<ul>
Teleports the entity to destination.
</ul>
<P><tt><B>teleportthread</B>( <i>String thread_name </i>)</tt><BR>
<ul>
Sets the thread to run when the player is teleported.
</ul>
<P><tt><B>triggereffect</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger.
</ul>
</BLOCKQUOTE>
<h2> <a name="TeleporterDestination">TeleporterDestination (<i>func_teleportdest</i>)</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>angle</B>( <i>Float newAngle </i>)</tt><BR>
<ul>
set the angles of the entity using just one value.<BR>
Sets the yaw of the entity or an up and down<BR>
direction if newAngle is [0-359] or -1 or -2
</ul>
</BLOCKQUOTE>
<h2> <a name="TeleportToPlayer">TeleportToPlayer</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="TeleportToPosition">TeleportToPosition</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="TestPlayerStart">TestPlayerStart (<i>testplayerstart</i>)</a>
-> <a href="#PlayerStart">PlayerStart</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="ThrowEntity">ThrowEntity</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="ThrowObject">ThrowObject (<i>func_throwobject</i>)</a> ->
<a href="#Object">Object</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>doTouch</B>( <i>Entity touchingEntity </i>)</tt><BR>
<ul>
sent to entity when touched for the first time.
</ul>
<P><tt><B>pickup</B>( <i>Entity entity, String tag_name </i>)</tt><BR>
<ul>
Picks up this throw object and attaches it to the entity.
</ul>
<P><tt><B>pickupoffset</B>( <i>Vector pickup_offset </i>)</tt><BR>
<ul>
Sets the pickup_offset.
</ul>
<P><tt><B>throw</B>( <i>Entity owner, Float speed, Entity targetent, [
Float grav ] </i>)</tt><BR>
<ul>
Throw this throw object.
</ul>
<P><tt><B>throwsound</B>( <i>String throw_sound </i>)</tt><BR>
<ul>
Sets the sound to play when object is thrown.
</ul>
</BLOCKQUOTE>
<h2> <a name="TorsoAimAndFireWeapon">TorsoAimAndFireWeapon</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="TorsoTurn">TorsoTurn</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="TorsoWatchEnemy">TorsoWatchEnemy</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="TossObject">TossObject (<i>TossObject</i>)</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>bouncesound</B>( <i>String sound </i>)</tt><BR>
<ul>
When bouncing, what sound to play on impact
</ul>
<P><tt><B>bouncesoundchance</B>( <i>Float chance<0.00...1.00> </i>)</tt><BR>
<ul>
When bouncing, the chance that the bounce sound will be played
</ul>
<P><tt><B>doTouch</B>( <i>Entity touchingEntity </i>)</tt><BR>
<ul>
sent to entity when touched for the first time.
</ul>
<P><tt><B>stopped</B></tt><BR>
<ul>
sent when entity has stopped bouncing for MOVETYPE_TOSS.
</ul>
</BLOCKQUOTE>
<h2> <a name="TouchAnim">TouchAnim (<i>func_touchanim</i>)</a> -> <a href="#UseAnim">UseAnim</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="TouchField">TouchField</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>triggereffect</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger.
</ul>
</BLOCKQUOTE>
<h2> <a name="Trigger">Trigger (<i>trigger_multiple</i>)</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>activatetrigger</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Activates all of the targets for this trigger.
</ul>
<P><tt><B>angle</B>( <i>Float newAngle </i>)</tt><BR>
<ul>
set the angles of the entity using just one value.<BR>
Sets the yaw of the entity or an up and down<BR>
direction if newAngle is [0-359] or -1 or -2
</ul>
<P><tt><B>checkEntList</B>( <i>Float check_the_list </i>)</tt><BR>
<ul>
Checks the ent list to see if everyone is still in the bounding box
</ul>
<P><tt><B>cnt</B>( <i>Integer count </i>)</tt><BR>
<ul>
Set the amount of times this trigger can be triggered
</ul>
<P><tt><B>cone</B>( <i>Float newTriggerCone </i>)</tt><BR>
<ul>
Sets the cone in which directed triggers will trigger.
</ul>
<P><tt><B>delay</B>( <i>Float delay_time </i>)</tt><BR>
<ul>
Set the delay time (time between triggering and firing) for this trigger
</ul>
<P><tt><B>destructible</B>( <i>Boolean boolean </i>)</tt><BR>
<ul>
Makes a trigger destructible. By default this is false.
</ul>
<P><tt><B>doActivate</B>( <i>Entity activatingEntity </i>)</tt><BR>
<ul>
General trigger event for all entities
</ul>
<P><tt><B>doTouch</B>( <i>Entity touchingEntity </i>)</tt><BR>
<ul>
sent to entity when touched for the first time.
</ul>
<P><tt><B>edgetriggered</B>( <i>Boolean newEdgeTriggered </i>)</tt><BR>
<ul>
If true, trigger will only trigger when object enters trigger, not when
it is inside it.
</ul>
<P><tt><B>getLastActivatingEntity</B>( <i> </i>)</tt><BR>
<ul>
Returns the activating entity for this object, or 0 if no activating
entity.
</ul>
<P><tt><B>health</B>( <i>Integer newHealth </i>)</tt><BR>
<ul>
set the health of the entity to newHealth
</ul>
<P><tt><B>instantdeath</B>( <i>String damage_type </i>)</tt><BR>
<ul>
Sets a damage type that will instantly kill the trigger, such as impact,
sword, gas, bullet, etc.
</ul>
<P><tt><B>key</B>( <i>String key </i>)</tt><BR>
<ul>
Set the object needed by the sentient to activate this trigger
</ul>
<P><tt><B>killed</B>( <i>Entity attacker, Float damage, Entity inflictor,
Integer meansofdeath </i>)</tt><BR>
<ul>
event which is sent to an entity once it as been killed
</ul>
<P><tt><B>message</B>( <i>String message </i>)</tt><BR>
<ul>
Set a message to be displayed when this trigger is activated
</ul>
<P><tt><B>model</B>( <i>String modelName </i>)</tt><BR>
<ul>
set the model to modelName.
</ul>
<P><tt><B>multifaceted</B>( <i>Integer facetDirection </i>)</tt><BR>
<ul>
Make this trigger multifaceted. If facet is 1, than trigger is North/South
oriented.<BR>
If facet is 2 than trigger is East/West oriented. If facet is 3 than
trigger is Up/Down oriented.
</ul>
<P><tt><B>noise</B>( <i>String sound </i>)</tt><BR>
<ul>
Set the sound to play when this trigger is activated
</ul>
<P><tt><B>nottriggerable</B></tt><BR>
<ul>
Turn this trigger off
</ul>
<P><tt><B>sound</B>( <i>String sound </i>)</tt><BR>
<ul>
Set the sound to play when this trigger is activated
</ul>
<P><tt><B>thread</B>( <i>String thread </i>)</tt><BR>
<ul>
Set the thread to execute when this trigger is activated
</ul>
<P><tt><B>triggerable</B></tt><BR>
<ul>
Turn this trigger back on
</ul>
<P><tt><B>triggerondamage</B>( <i>Boolean boolean </i>)</tt><BR>
<ul>
Forces the thread to trigger when it takes damage
</ul>
<P><tt><B>triggerondeath</B>( <i>Boolean boolean </i>)</tt><BR>
<ul>
Forces the thread to trigger when it dies
</ul>
<P><tt><B>triggerthread</B></tt><BR>
<ul>
Start the trigger thread.
</ul>
<P><tt><B>wait</B>( <i>Float wait_time </i>)</tt><BR>
<ul>
Set the wait time (time bewteen triggerings) for this trigger
</ul>
</BLOCKQUOTE>
<h2> <a name="TriggerBox">TriggerBox (<i>trigger_box</i>)</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>maxs</B>( <i>Vector maxs </i>)</tt><BR>
<ul>
Sets the maximum bounds of the trigger box.
</ul>
<P><tt><B>mins</B>( <i>Vector mins </i>)</tt><BR>
<ul>
Sets the minimum bounds of the trigger box.
</ul>
</BLOCKQUOTE>
<h2> <a name="TriggerByPushObject">TriggerByPushObject (<i>trigger_pushobject</i>)</a>
-> <a href="#TriggerOnce">TriggerOnce</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>triggername</B>( <i>String targetname_of_object </i>)</tt><BR>
<ul>
If set, trigger will only respond to objects with specified name.
</ul>
</BLOCKQUOTE>
<h2> <a name="TriggerCallVolume">TriggerCallVolume (<i>trigger_volume_callvolume</i>)</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>checkready</B>( <i> </i>)</tt><BR>
<ul>
event to check if trigger has all required ents in place and is ready
</ul>
<P><tt><B>doTouch</B>( <i>Entity touchingEntity </i>)</tt><BR>
<ul>
sent to entity when touched for the first time.
</ul>
<P><tt><B>exitThread</B>( <i>String thread_name </i>)</tt><BR>
<ul>
thread to call when entity exits the trigger
</ul>
<P><tt><B>nottriggerable</B></tt><BR>
<ul>
Turn this trigger off
</ul>
<P><tt><B>requiredentity</B>( <i>String targetname </i>)</tt><BR>
<ul>
sets this entity to be required for a trigger to work
</ul>
<P><tt><B>triggerable</B></tt><BR>
<ul>
Turn this trigger back on
</ul>
<P><tt><B>triggerexit</B>( <i>Float trigger_exit </i>)</tt><BR>
<ul>
called when an entity has left the trigger bounding box
</ul>
</BLOCKQUOTE>
<h2> <a name="TriggerCameraUse">TriggerCameraUse (<i>trigger_camerause</i>)</a>
-> <a href="#TriggerUse">TriggerUse</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>doUse</B>( <i>Entity activatingEntity </i>)</tt><BR>
<ul>
sent to entity when it is used by another entity
</ul>
</BLOCKQUOTE>
<h2> <a name="TriggerChangeLevel">TriggerChangeLevel (<i>trigger_changelevel</i>)</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>map</B>( <i>String map_name </i>)</tt><BR>
<ul>
Sets the map to change to when triggered.
</ul>
<P><tt><B>spawnspot</B>( <i>String spawn_spot </i>)</tt><BR>
<ul>
Sets the spawn spot to use.
</ul>
<P><tt><B>thread</B>( <i>String thread </i>)</tt><BR>
<ul>
Set the thread to execute when this trigger is activated
</ul>
<P><tt><B>triggereffect</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger.
</ul>
</BLOCKQUOTE>
<h2> <a name="TriggerDamageTargets">TriggerDamageTargets (<i>trigger_damagetargets</i>)</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>activatetrigger</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Activates all of the targets for this trigger.
</ul>
<P><tt><B>damage</B>( <i>Float damage </i>)</tt><BR>
<ul>
Sets the amount of damage to do.
</ul>
<P><tt><B>gdb_setdamage</B>( <i>String damagestr </i>)</tt><BR>
<ul>
Sets the gameplay version of damage with keywords.
</ul>
</BLOCKQUOTE>
<h2> <a name="TriggerEntryAndExit">TriggerEntryAndExit (<i>trigger_EntryAndExit</i>)</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>doTouch</B>( <i>Entity touchingEntity </i>)</tt><BR>
<ul>
sent to entity when touched for the first time.
</ul>
<P><tt><B>entryThread</B>( <i>String thread_name </i>)</tt><BR>
<ul>
thread to call when entity enters the trigger
</ul>
<P><tt><B>exitThread</B>( <i>String thread_name </i>)</tt><BR>
<ul>
thread to call when entity exits the trigger
</ul>
<P><tt><B>getforcefieldnumber</B>( <i> </i>)</tt><BR>
<ul>
HACK HACK HACK HACK HACK HACK HACK
</ul>
<P><tt><B>gettriggernumber</B>( <i> </i>)</tt><BR>
<ul>
HACK HACK HACK HACK HACK HACK HACK
</ul>
<P><tt><B>onEntry</B>( <i>String thread_name </i>)</tt><BR>
<ul>
thread to call when entity enters the trigger
</ul>
<P><tt><B>onExit</B>( <i>String thread_name </i>)</tt><BR>
<ul>
thread to call when entity exits the trigger
</ul>
<P><tt><B>settriggerparms</B>( <i>Float force_field_number, Float trigger_number
</i>)</tt><BR>
<ul>
HACK HACK HACK HACK HACK HACK HACK
</ul>
<P><tt><B>triggerenter</B></tt><BR>
<ul>
Marks the trigger as entered
</ul>
<P><tt><B>triggerentexit</B></tt><BR>
<ul>
Marks the trigger as exited
</ul>
<P><tt><B>triggerexit</B>( <i>Float trigger_exit </i>)</tt><BR>
<ul>
called when an entity has left the trigger bounding box
</ul>
</BLOCKQUOTE>
<h2> <a name="TriggerExit">TriggerExit (<i>trigger_exit</i>)</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>triggereffect</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger.
</ul>
</BLOCKQUOTE>
<h2> <a name="TriggerGivePowerup">TriggerGivePowerup (<i>trigger_givepowerup</i>)</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>oneshot</B></tt><BR>
<ul>
Make this a one time trigger.
</ul>
<P><tt><B>powerupname</B>( <i>String powerup_name </i>)</tt><BR>
<ul>
Specifies the powerup to give to the sentient.
</ul>
<P><tt><B>triggereffect</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger.
</ul>
</BLOCKQUOTE>
<h2> <a name="TriggerGroupEvent">TriggerGroupEvent (<i>trigger_groupevent</i>)</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>activatetrigger</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Activates all of the targets for this trigger.
</ul>
<P><tt><B>doActivate</B>( <i>Entity activatingEntity </i>)</tt><BR>
<ul>
General trigger event for all entities
</ul>
<P><tt><B>setgroupnumber</B>( <i>Integer groupNumber </i>)</tt><BR>
<ul>
Sets up the group number the event will be passed to
</ul>
<P><tt><B>setpassevent</B>( <i>String eventName, [ String string1 ], [
String string2 ], [ String string3 ], [ String string4 ], [ String string5
], [ String string6 ], [ String string7 ], [ String string8 ] </i>)</tt><BR>
<ul>
Sets up the event to be passed on to the group
</ul>
</BLOCKQUOTE>
<h2> <a name="TriggerHurt">TriggerHurt (<i>trigger_hurt</i>)</a> -> <a href="#TriggerUse">TriggerUse</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>damage</B>( <i>Float damage </i>)</tt><BR>
<ul>
Sets the amount of damage to do.
</ul>
<P><tt><B>damagetype</B>( <i>String damageType </i>)</tt><BR>
<ul>
Sets the type of damage a TriggerHurt delivers.
</ul>
<P><tt><B>doTouch</B>( <i>Entity touchingEntity </i>)</tt><BR>
<ul>
sent to entity when touched for the first time.
</ul>
<P><tt><B>gdb_setdamage</B>( <i>String damagestr </i>)</tt><BR>
<ul>
Sets the gameplay version of damage with keywords.
</ul>
<P><tt><B>triggereffect</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger.
</ul>
</BLOCKQUOTE>
<h2> <a name="TriggerLadder">TriggerLadder (<i>trigger_ladder</i>)</a> ->
<a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>doTouch</B>( <i>Entity touchingEntity </i>)</tt><BR>
<ul>
sent to entity when touched for the first time.
</ul>
</BLOCKQUOTE>
<h2> <a name="TriggerMusic">TriggerMusic (<i>trigger_music</i>)</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>altcurrent</B>( <i>String alternate_current_mood </i>)</tt><BR>
<ul>
Sets the alternate current mood to use when triggered.
</ul>
<P><tt><B>altfallback</B>( <i>String alterante_fallback_mood </i>)</tt><BR>
<ul>
Sets the alternate fallback mood to use when triggered.
</ul>
<P><tt><B>current</B>( <i>String current_mood </i>)</tt><BR>
<ul>
Sets the current mood to use when triggered.
</ul>
<P><tt><B>fallback</B>( <i>String fallback_mood </i>)</tt><BR>
<ul>
Sets the fallback mood to use when triggered.
</ul>
<P><tt><B>oneshot</B></tt><BR>
<ul>
Make this a one time trigger.
</ul>
<P><tt><B>triggereffect</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger.
</ul>
<P><tt><B>triggereffectalt</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger. This event is only triggered when using
a trigger<BR>
as a multi-faceted edge trigger.
</ul>
</BLOCKQUOTE>
<h2> <a name="TriggerOnce">TriggerOnce (<i>trigger_once</i>)</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="TriggerPlaySound">TriggerPlaySound (<i>play_sound_triggered</i>)</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>channel</B>( <i>Integer channel </i>)</tt><BR>
<ul>
Sets the sound channel to play on.
</ul>
<P><tt><B>min_dist</B>( <i>Float min_dist </i>)</tt><BR>
<ul>
Sets the minimum distance.
</ul>
<P><tt><B>triggereffect</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger.
</ul>
<P><tt><B>volume</B>( <i>Float volume </i>)</tt><BR>
<ul>
Sets the volume.
</ul>
</BLOCKQUOTE>
<h2> <a name="TriggerPush">TriggerPush (<i>trigger_push</i>)</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>angle</B>( <i>Float newAngle </i>)</tt><BR>
<ul>
set the angles of the entity using just one value.<BR>
Sets the yaw of the entity or an up and down<BR>
direction if newAngle is [0-359] or -1 or -2
</ul>
<P><tt><B>speed</B>( <i>Float speed </i>)</tt><BR>
<ul>
Set the push speed of the TriggerPush
</ul>
<P><tt><B>triggereffect</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger.
</ul>
</BLOCKQUOTE>
<h2> <a name="TriggerPushAny">TriggerPushAny (<i>trigger_pushany</i>)</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>speed</B>( <i>Float speed </i>)</tt><BR>
<ul>
Set the speed.
</ul>
<P><tt><B>triggereffect</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger.
</ul>
</BLOCKQUOTE>
<h2> <a name="TriggerRelay">TriggerRelay (<i>trigger_relay</i>)</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="TriggerReverb">TriggerReverb (<i>trigger_music</i>)</a> ->
<a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>altreverblevel</B>( <i>Float reverbLevel </i>)</tt><BR>
<ul>
Sets the reverb level to be used when triggered.
</ul>
<P><tt><B>altreverbtype</B>( <i>Integer reverbType </i>)</tt><BR>
<ul>
Sets the reverb type.
</ul>
<P><tt><B>oneshot</B></tt><BR>
<ul>
Make this a one time trigger.
</ul>
<P><tt><B>reverblevel</B>( <i>Float reverbLevel </i>)</tt><BR>
<ul>
Sets the reverb level to be used when triggered.
</ul>
<P><tt><B>reverbtype</B>( <i>Integer reverbType </i>)</tt><BR>
<ul>
Sets the reverb type.
</ul>
<P><tt><B>triggereffect</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger.
</ul>
<P><tt><B>triggereffectalt</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger. This event is only triggered when using
a trigger<BR>
as a multi-faceted edge trigger.
</ul>
</BLOCKQUOTE>
<h2> <a name="TriggerSecret">TriggerSecret (<i>trigger_secret</i>)</a> ->
<a href="#TriggerOnce">TriggerOnce</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>triggereffect</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger.
</ul>
</BLOCKQUOTE>
<h2> <a name="TriggerSetVariable">TriggerSetVariable (<i>trigger_setvariable</i>)</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>triggereffect</B>( <i>Entity triggering_entity </i>)</tt><BR>
<ul>
Send event to owner of trigger.
</ul>
<P><tt><B>value</B>( <i>String variableValue </i>)</tt><BR>
<ul>
Set the value of the variable to set.<BR>
values can also use one of the following reserved words:<BR>
increment - increment the variable<BR>
decrement - decrement the variable<BR>
toggle - toggle the value of the variable
</ul>
<P><tt><B>variable</B>( <i>String variableName </i>)</tt><BR>
<ul>
Set the name of the variable to set
</ul>
</BLOCKQUOTE>
<h2> <a name="TriggerSpeaker">TriggerSpeaker (<i>sound_speaker</i>)</a>
-> <a href="#TriggerPlaySound">TriggerPlaySound</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="TriggerUse">TriggerUse (<i>trigger_use</i>)</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>doUse</B>( <i>Entity activatingEntity </i>)</tt><BR>
<ul>
sent to entity when it is used by another entity
</ul>
</BLOCKQUOTE>
<h2> <a name="TriggerUseOnce">TriggerUseOnce (<i>trigger_useonce</i>)</a>
-> <a href="#TriggerUse">TriggerUse</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="TriggerVolume">TriggerVolume (<i>trigger_volume</i>)</a> ->
<a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>entryThread</B>( <i>String thread_name </i>)</tt><BR>
<ul>
thread to call when entity enters the trigger
</ul>
<P><tt><B>exitThread</B>( <i>String thread_name </i>)</tt><BR>
<ul>
thread to call when entity exits the trigger
</ul>
<P><tt><B>inContactWithEntity</B>( <i>Entity entityWrapper </i>)</tt><BR>
<ul>
sent to an entity that is in contact with specified entity.
</ul>
<P><tt><B>lostContactWithEntity</B>( <i>Entity entityNoLongerInContact
</i>)</tt><BR>
<ul>
sent to an entity no longer in contact with specified entity.
</ul>
</BLOCKQUOTE>
<h2> <a name="Turn">Turn</a> -> <a href="#Behavior">Behavior</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="TurnInvestigate">TurnInvestigate</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="TurnTo">TurnTo</a> -> <a href="#Behavior">Behavior</a> ->
<a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
</BLOCKQUOTE>
<h2> <a name="TurnToEnemy">TurnToEnemy</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="type_t">type_t</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="UseAlarm">UseAlarm</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
<P><tt><B>helpernodecommand</B>( <i>String commandtype </i>)</tt><BR>
<ul>
Command from a helper node
</ul>
</BLOCKQUOTE>
<h2> <a name="UseAnim">UseAnim (<i>func_useanim</i>)</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>action_type</B>( <i>[ String actionType ] </i>)</tt><BR>
<ul>
Action type (kick, ignite, etc)
</ul>
<P><tt><B>anim</B>( <i>String animName </i>)</tt><BR>
<ul>
set the animation to use for player.
</ul>
<P><tt><B>camera</B>( <i>String cameraPosition </i>)</tt><BR>
<ul>
set the camera to use when in this animation.<BR>
topdown, behind, front, side, behind_fixed, side_left, side_right
</ul>
<P><tt><B>count</B>( <i>Integer newCount </i>)</tt><BR>
<ul>
Sets how many times the UseAnim can be triggered.
</ul>
<P><tt><B>doTouch</B>( <i>Entity touchingEntity </i>)</tt><BR>
<ul>
sent to entity when touched for the first time.
</ul>
<P><tt><B>key</B>( <i>String keyName </i>)</tt><BR>
<ul>
set the key needed to make this UseAnim function.
</ul>
<P><tt><B>num_loops</B>( <i>Integer loopCount </i>)</tt><BR>
<ul>
set the number of times to loop an animation per use.
</ul>
<P><tt><B>state</B>( <i>String stateName </i>)</tt><BR>
<ul>
set the state to use for the player.
</ul>
<P><tt><B>thread</B>( <i>String label </i>)</tt><BR>
<ul>
Sets which thread to use when this UseAnim is triggered.
</ul>
<P><tt><B>triggertarget</B>( <i>String targetname </i>)</tt><BR>
<ul>
Sets what should be triggered, when this UseAnim is triggered.
</ul>
</BLOCKQUOTE>
<h2> <a name="UseAnimDestination">UseAnimDestination (<i>func_useanimdest</i>)</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>anim</B>( <i>String animName </i>)</tt><BR>
<ul>
set the animation to use for player.
</ul>
<P><tt><B>num_loops</B>( <i>Integer loopCount </i>)</tt><BR>
<ul>
set the number of times to loop an animation per use.
</ul>
<P><tt><B>state</B>( <i>String stateName </i>)</tt><BR>
<ul>
set the state to use for the player.
</ul>
</BLOCKQUOTE>
<h2> <a name="UseObject">UseObject (<i>func_useobject</i>)</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>action_type</B>( <i>[ String actionType ] </i>)</tt><BR>
<ul>
The type of action (kick, ignite, etc)
</ul>
<P><tt><B>activate</B></tt><BR>
<ul>
Allow the useobject to be used.
</ul>
<P><tt><B>cone</B>( <i>Float newCone </i>)</tt><BR>
<ul>
Sets the cone in angles of where the Useobject can be used.
</ul>
<P><tt><B>count</B>( <i>Integer newCount </i>)</tt><BR>
<ul>
Sets how many times the UseObject can be triggered.
</ul>
<P><tt><B>damage_type</B>( <i>String newDamageType </i>)</tt><BR>
<ul>
Sets what kind of damage is needed to activate the trigger.
</ul>
<P><tt><B>deactivate</B></tt><BR>
<ul>
Do not allow the useobject to be used.
</ul>
<P><tt><B>move_thread</B>( <i>String label </i>)</tt><BR>
<ul>
Sets which move thread to use when this UseObject has finshed looping.
</ul>
<P><tt><B>movetheplayer</B></tt><BR>
<ul>
Attempt to move the player to the UseObject location.
</ul>
<P><tt><B>offset</B>( <i>Vector newOffset </i>)</tt><BR>
<ul>
Sets the offset to use for this UseObject.
</ul>
<P><tt><B>reset_thread</B>( <i>String label </i>)</tt><BR>
<ul>
Sets which thread to call when resetting.
</ul>
<P><tt><B>reset_time</B>( <i>Float newResetTime </i>)</tt><BR>
<ul>
Sets the time it takes for the UseObject to reset itself.
</ul>
<P><tt><B>state</B>( <i>String newState </i>)</tt><BR>
<ul>
Sets the state to use for this UseObject.
</ul>
<P><tt><B>state_backwards</B>( <i>String newState </i>)</tt><BR>
<ul>
Sets the backward state to use for this UseObject.
</ul>
<P><tt><B>stop_thread</B>( <i>String label </i>)</tt><BR>
<ul>
Sets which stop thread to use when this UseObject is finished.
</ul>
<P><tt><B>triggertarget</B>( <i>String targetname </i>)</tt><BR>
<ul>
Sets what should be triggered, when this UseObject is triggered.
</ul>
<P><tt><B>usematerial</B>( <i>String nameOfUseMaterial </i>)</tt><BR>
<ul>
the name of the material that glows when active.
</ul>
<P><tt><B>yaw_offset</B>( <i>Float newYawOffset </i>)</tt><BR>
<ul>
Sets the yaw offset to use for this UseObject.
</ul>
</BLOCKQUOTE>
<h2> <a name="Vehicle">Vehicle (<i>script_vehicle</i>)</a> -> <a href="#VehicleBase">VehicleBase</a>
-> <a href="#ScriptModel">ScriptModel</a> -> <a href="#ScriptSlave">ScriptSlave</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>canjump</B>( <i>Boolean jumpable </i>)</tt><BR>
<ul>
Sets whether or not the vehicle can jump
</ul>
<P><tt><B>disableinventory</B></tt><BR>
<ul>
Disables the inventory when the player uses this vehicle
</ul>
<P><tt><B>doBlocked</B>( <i>Entity obstacle </i>)</tt><BR>
<ul>
sent to entity when blocked.
</ul>
<P><tt><B>doTouch</B>( <i>Entity touchingEntity </i>)</tt><BR>
<ul>
sent to entity when touched for the first time.
</ul>
<P><tt><B>doUse</B>( <i>Entity activatingEntity </i>)</tt><BR>
<ul>
sent to entity when it is used by another entity
</ul>
<P><tt><B>drivable</B></tt><BR>
<ul>
Make the vehicle drivable
</ul>
<P><tt><B>driveranim</B>( <i>String animation </i>)</tt><BR>
<ul>
Set the animation of the driver to use when the driver is in the vehicle
</ul>
<P><tt><B>lock</B></tt><BR>
<ul>
Sets the vehicle to be locked
</ul>
<P><tt><B>noprediction</B>( <i>Boolean bool </i>)</tt><BR>
<ul>
Turns no prediction on or off
</ul>
<P><tt><B>restrictpitch</B>( <i>Float pitchDelta </i>)</tt><BR>
<ul>
The max and minimum pitch of the driver
</ul>
<P><tt><B>restrictrotation</B>( <i>Float rotateDelta </i>)</tt><BR>
<ul>
The max and min rotation of the driver
</ul>
<P><tt><B>seatanglesoffset</B>( <i>Vector angles </i>)</tt><BR>
<ul>
Set the angles offset of the seat
</ul>
<P><tt><B>seatoffset</B>( <i>Vector offset </i>)</tt><BR>
<ul>
Set the offset of the seat
</ul>
<P><tt><B>setweapon</B>( <i>String weaponname </i>)</tt><BR>
<ul>
Set the weapon for the vehicle
</ul>
<P><tt><B>showweapon</B></tt><BR>
<ul>
Set the weapon to be show in the view
</ul>
<P><tt><B>start</B></tt><BR>
<ul>
Initialize the vehicle.
</ul>
<P><tt><B>steerinplace</B></tt><BR>
<ul>
Set the vehicle to turn in place
</ul>
<P><tt><B>turnrate</B>( <i>Float rate </i>)</tt><BR>
<ul>
Set the turning rate of the vehicle
</ul>
<P><tt><B>undriveable</B></tt><BR>
<ul>
Make the vehicle undrivable
</ul>
<P><tt><B>unlock</B></tt><BR>
<ul>
Sets the vehicle to be unlocked
</ul>
<P><tt><B>vehiclespeed</B>( <i>Float speed </i>)</tt><BR>
<ul>
Set the speed of the vehicle
</ul>
</BLOCKQUOTE>
<h2> <a name="VehicleBase">VehicleBase</a> -> <a href="#ScriptModel">ScriptModel</a>
-> <a href="#ScriptSlave">ScriptSlave</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="VehicleMoveMode">VehicleMoveMode (<i>MoveModeBaseClass</i>)</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="VerticalTakeOff">VerticalTakeOff</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="ViewMaster">ViewMaster</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>viewangles</B>( <i>Float pitch<0.00...360.00>, Float yaw<0.00...360.00>,
Float roll<0.00...360.00> </i>)</tt><BR>
<ul>
Set the angles of the current viewthing
</ul>
<P><tt><B>viewanimate</B></tt><BR>
<ul>
Cycle through the animations modes of the current viewthing<BR>
No Animation<BR>
Animation with no motion<BR>
Animation with looping motion<BR>
Animation with motion<BR>
</ul>
<P><tt><B>viewattach</B>( <i>String tagname, String model </i>)</tt><BR>
<ul>
Attach a model the the specified tagname
</ul>
<P><tt><B>viewchangepitch</B>( <i>Integer offsetamount </i>)</tt><BR>
<ul>
rotate current viewspawn around y axis by specified amount
</ul>
<P><tt><B>viewchangeroll</B>( <i>Integer offsetamount </i>)</tt><BR>
<ul>
rotate current viewspawn around x axis by specified amount
</ul>
<P><tt><B>viewchangeyaw</B>( <i>Integer offsetamount </i>)</tt><BR>
<ul>
rotate current viewspawn around z axis by specified amount
</ul>
<P><tt><B>viewcopy</B></tt><BR>
<ul>
Copies the current viewthing
</ul>
<P><tt><B>viewdelete</B></tt><BR>
<ul>
Delete the current viewthing
</ul>
<P><tt><B>viewdeleteall</B></tt><BR>
<ul>
Delete all viewthings
</ul>
<P><tt><B>viewdetach</B></tt><BR>
<ul>
Detach the current viewthing from its parent
</ul>
<P><tt><B>viewdetachall</B></tt><BR>
<ul>
Detach all the models attached to the current viewthing
</ul>
<P><tt><B>viewflash</B></tt><BR>
<ul>
Flashes the currently select viewthing
</ul>
<P><tt><B>viewlistjump</B>( <i>Integer modelindex </i>)</tt><BR>
<ul>
Jumps to a specific model in a view set (.lst file) of models
</ul>
<P><tt><B>viewlistliftmodel</B>( <i>Float z </i>)</tt><BR>
<ul>
Raise the origin (z) by specified amount
</ul>
<P><tt><B>viewlistnext</B></tt><BR>
<ul>
Delete current viewthing and load next view thing in view list
</ul>
<P><tt><B>viewlistprev</B></tt><BR>
<ul>
Delete current viewthing and load prev view thing in view list
</ul>
<P><tt><B>viewlisttoggledrop</B></tt><BR>
<ul>
Toggle whether objects are dropped upon spawning
</ul>
<P><tt><B>viewmodel</B>( <i>String viewthingModel </i>)</tt><BR>
<ul>
Set the model of the current viewthing
</ul>
<P><tt><B>viewmorph</B></tt><BR>
<ul>
Morphs the current morph
</ul>
<P><tt><B>viewnext</B></tt><BR>
<ul>
Advance to the next frame of animation of the current viewthing
</ul>
<P><tt><B>viewnextanim</B></tt><BR>
<ul>
Advance to the next animation of the current viewthing
</ul>
<P><tt><B>viewnextmorph</B></tt><BR>
<ul>
Goes to the next morph for this model
</ul>
<P><tt><B>viewoffset</B>( <i>Float x, Float y, Float z </i>)</tt><BR>
<ul>
Offsets the origin of the current viewthing
</ul>
<P><tt><B>vieworigin</B>( <i>Float x, Float y, Float z </i>)</tt><BR>
<ul>
Set the origin of the current viewthing
</ul>
<P><tt><B>viewpitch</B>( <i>Float pitch </i>)</tt><BR>
<ul>
Set the pitch of the current viewthing
</ul>
<P><tt><B>viewprev</B></tt><BR>
<ul>
Advance to the previous frame of animation of the current viewthing
</ul>
<P><tt><B>viewprevanim</B></tt><BR>
<ul>
Advance to the previous animation of the current viewthing
</ul>
<P><tt><B>viewprevmorph</B></tt><BR>
<ul>
Goes to the previous morph for this model
</ul>
<P><tt><B>viewresetorigin</B></tt><BR>
<ul>
Sets the origin of current viewspawn to its current origin
</ul>
<P><tt><B>viewroll</B>( <i>Float roll </i>)</tt><BR>
<ul>
Set the roll of the current viewthing
</ul>
<P><tt><B>viewscale</B>( <i>Float scale </i>)</tt><BR>
<ul>
Set the scale of the current viewthing
</ul>
<P><tt><B>viewscaledown</B></tt><BR>
<ul>
Decrease the scale of the current viewthing
</ul>
<P><tt><B>viewscaleup</B></tt><BR>
<ul>
Increase the scale of the current viewthing
</ul>
<P><tt><B>viewsetanim</B>( <i>Float animNum </i>)</tt><BR>
<ul>
Set the animation absolutely based off a floating point value
</ul>
<P><tt><B>viewsetframe</B></tt><BR>
<ul>
Set the animation to a specific frame number.
</ul>
<P><tt><B>viewsetload</B>( <i>String filename </i>)</tt><BR>
<ul>
Loads the specified viewset
</ul>
<P><tt><B>viewsetsave</B></tt><BR>
<ul>
Saves names and positions of currently spawned things data to disk
</ul>
<P><tt><B>viewsetstatic</B>( <i>Integer boolean </i>)</tt><BR>
<ul>
Makes the current viewthing a static (not dynamically lit) object
</ul>
<P><tt><B>viewshoot</B></tt><BR>
<ul>
Shoots current viewthing ahead and sticks it on the wall
</ul>
<P><tt><B>viewspawn</B>( <i>String model </i>)</tt><BR>
<ul>
Create a viewthing with the specified model
</ul>
<P><tt><B>viewspawnfromts</B>( <i>String reloadmodel, [ String spawnmodel
] </i>)</tt><BR>
<ul>
Create a viewthing from the model specified by the ToolServer
</ul>
<P><tt><B>viewthingnext</B></tt><BR>
<ul>
Change the active viewthing to the next viewthing
</ul>
<P><tt><B>viewthingprev</B></tt><BR>
<ul>
Change the active viewthing to the previous viewthing
</ul>
<P><tt><B>viewthingpull</B></tt><BR>
<ul>
Pulls the current viewthing to the camera
</ul>
<P><tt><B>viewtransx</B>( <i>Integer offsetamount </i>)</tt><BR>
<ul>
translate current viewspawn in x direction by specified amount
</ul>
<P><tt><B>viewtransy</B>( <i>Integer offsetamount </i>)</tt><BR>
<ul>
translate current viewspawn in y direction by specified amount
</ul>
<P><tt><B>viewtransz</B>( <i>Integer offsetamount </i>)</tt><BR>
<ul>
translate current viewspawn in z direction by specified amount
</ul>
<P><tt><B>viewunmorph</B></tt><BR>
<ul>
Unmorphs the current morph
</ul>
<P><tt><B>viewxtranslate</B>( <i>Float xtrans </i>)</tt><BR>
<ul>
Translate current viewthing in x direction
</ul>
<P><tt><B>viewyaw</B>( <i>Float yaw </i>)</tt><BR>
<ul>
Set the yaw of the current viewthing
</ul>
<P><tt><B>viewytranslate</B>( <i>Float ytrans </i>)</tt><BR>
<ul>
Translate current viewthing in y direction
</ul>
<P><tt><B>viewztranslate</B>( <i>Float ztrans </i>)</tt><BR>
<ul>
Translate current viewthing in z direction
</ul>
</BLOCKQUOTE>
<h2> <a name="Viewthing">Viewthing (<i>viewthing</i>)</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>viewangles</B>( <i>Float pitch<0.00...360.00>, Float yaw<0.00...360.00>,
Float roll<0.00...360.00> </i>)</tt><BR>
<ul>
Set the angles of the current viewthing
</ul>
<P><tt><B>viewanimate</B></tt><BR>
<ul>
Cycle through the animations modes of the current viewthing<BR>
No Animation<BR>
Animation with no motion<BR>
Animation with looping motion<BR>
Animation with motion<BR>
</ul>
<P><tt><B>viewattach</B>( <i>String tagname, String model </i>)</tt><BR>
<ul>
Attach a model the the specified tagname
</ul>
<P><tt><B>viewchangepitch</B>( <i>Integer offsetamount </i>)</tt><BR>
<ul>
rotate current viewspawn around y axis by specified amount
</ul>
<P><tt><B>viewchangeroll</B>( <i>Integer offsetamount </i>)</tt><BR>
<ul>
rotate current viewspawn around x axis by specified amount
</ul>
<P><tt><B>viewchangeyaw</B>( <i>Integer offsetamount </i>)</tt><BR>
<ul>
rotate current viewspawn around z axis by specified amount
</ul>
<P><tt><B>viewdelete</B></tt><BR>
<ul>
Delete the current viewthing
</ul>
<P><tt><B>viewdetach</B></tt><BR>
<ul>
Detach the current viewthing from its parent
</ul>
<P><tt><B>viewdetachall</B></tt><BR>
<ul>
Detach all the models attached to the current viewthing
</ul>
<P><tt><B>viewflash</B></tt><BR>
<ul>
Flashes the currently select viewthing
</ul>
<P><tt><B>viewlastframe</B></tt><BR>
<ul>
Called when the view things last animation frame is displayed.
</ul>
<P><tt><B>viewmodel</B>( <i>String viewthingModel </i>)</tt><BR>
<ul>
Set the model of the current viewthing
</ul>
<P><tt><B>viewmorph</B></tt><BR>
<ul>
Morphs the current morph
</ul>
<P><tt><B>viewnext</B></tt><BR>
<ul>
Advance to the next frame of animation of the current viewthing
</ul>
<P><tt><B>viewnextanim</B></tt><BR>
<ul>
Advance to the next animation of the current viewthing
</ul>
<P><tt><B>viewnextmorph</B></tt><BR>
<ul>
Goes to the next morph for this model
</ul>
<P><tt><B>vieworigin</B>( <i>Float x, Float y, Float z </i>)</tt><BR>
<ul>
Set the origin of the current viewthing
</ul>
<P><tt><B>viewpitch</B>( <i>Float pitch </i>)</tt><BR>
<ul>
Set the pitch of the current viewthing
</ul>
<P><tt><B>viewprev</B></tt><BR>
<ul>
Advance to the previous frame of animation of the current viewthing
</ul>
<P><tt><B>viewprevanim</B></tt><BR>
<ul>
Advance to the previous animation of the current viewthing
</ul>
<P><tt><B>viewprevmorph</B></tt><BR>
<ul>
Goes to the previous morph for this model
</ul>
<P><tt><B>viewroll</B>( <i>Float roll </i>)</tt><BR>
<ul>
Set the roll of the current viewthing
</ul>
<P><tt><B>viewsavesurfaces</B></tt><BR>
<ul>
Called after the model is spawned to save off the models original surfaces.
</ul>
<P><tt><B>viewscale</B>( <i>Float scale </i>)</tt><BR>
<ul>
Set the scale of the current viewthing
</ul>
<P><tt><B>viewscaledown</B></tt><BR>
<ul>
Decrease the scale of the current viewthing
</ul>
<P><tt><B>viewscaleup</B></tt><BR>
<ul>
Increase the scale of the current viewthing
</ul>
<P><tt><B>viewsetanim</B>( <i>Float animNum </i>)</tt><BR>
<ul>
Set the animation absolutely based off a floating point value
</ul>
<P><tt><B>viewsetframe</B></tt><BR>
<ul>
Set the animation to a specific frame number.
</ul>
<P><tt><B>viewsetstatic</B>( <i>Integer boolean </i>)</tt><BR>
<ul>
Makes the current viewthing a static (not dynamically lit) object
</ul>
<P><tt><B>viewthing_think</B></tt><BR>
<ul>
Called every frame to process the view thing.
</ul>
<P><tt><B>viewunmorph</B></tt><BR>
<ul>
Unmorphs the current morph
</ul>
<P><tt><B>viewyaw</B>( <i>Float yaw </i>)</tt><BR>
<ul>
Set the yaw of the current viewthing
</ul>
</BLOCKQUOTE>
<h2> <a name="Wander">Wander</a> -> <a href="#Behavior">Behavior</a> ->
<a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="WarpToEntity">WarpToEntity</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="WarpToPosition">WarpToPosition</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="Watch">Watch</a> -> <a href="#Behavior">Behavior</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="WatchEntity">WatchEntity</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="WatchEntityEX">WatchEntityEX</a> -> <a href="#Behavior">Behavior</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
</BLOCKQUOTE>
<h2> <a name="Waypoint">Waypoint (<i>info_waypoint</i>)</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="WayPointNode">WayPointNode (<i>info_waypointnode_waypointnode</i>)</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>setactoranim</B>( <i>String anim_name </i>)</tt><BR>
<ul>
sets what primary anim to set an actor to, when it reaches this waypoint
</ul>
<P><tt><B>setwaypointthread</B>( <i>String thread_name </i>)</tt><BR>
<ul>
sets the script thread to be called when the actor reaches this waypoint
</ul>
</BLOCKQUOTE>
<h2> <a name="Weapon">Weapon</a> -> <a href="#Item">Item</a> -> <a href="#Trigger">Trigger</a>
-> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>actionincrement</B>( <i>Integer actionLevelIncrement </i>)</tt><BR>
<ul>
Set the action level increment of the weapon.<BR>
When the weapon is fired, it will raise the action level by this amount
</ul>
<P><tt><B>advancedViewShake</B>( <i>Vector minViewShake, Vector maxViewShake,
[ Float viewShakeDuration ], [ Boolean override ] </i>)</tt><BR>
<ul>
Sets the min shake vector, max shake vector, & duration of the view
shaking while firing this weapon.<BR>
Duration defaults to .05 if not set
</ul>
<P><tt><B>allowAutoSwitch</B>( <i>Boolean allowAutoSwitch </i>)</tt><BR>
<ul>
Specifies whether or not the weapon automatically switches to another
weapon when it's out of ammo.
</ul>
<P><tt><B>altdrawbowstrain</B></tt><BR>
<ul>
Starts the alternate bow draw strain animation
</ul>
<P><tt><B>ammo_in_clip</B>( <i>Integer ammoInClip </i>)</tt><BR>
<ul>
Set the amount of ammo in the clip
</ul>
<P><tt><B>ammoBoost</B>( <i>Integer amount </i>)</tt><BR>
<ul>
Set the ammo given to a sentient that picks up this weapon but already
had a weapon of this type.
</ul>
<P><tt><B>ammorequired</B>( <i>Integer amount </i>)</tt><BR>
<ul>
Set the amount of ammo this weapon requires to fire
</ul>
<P><tt><B>ammotype</B>( <i>String name </i>)</tt><BR>
<ul>
Set the type of ammo this weapon uses
</ul>
<P><tt><B>anim</B>( <i>String animName </i>)</tt><BR>
<ul>
set the legs animation to animName.
</ul>
<P><tt><B>animate_newanim</B>( <i>Integer animNum, Integer bodyPart </i>)</tt><BR>
<ul>
Start a new animation, not for script use.
</ul>
<P><tt><B>arcprojectile</B>( <i>Boolean arc_bool </i>)</tt><BR>
<ul>
Specifies for actors if the projectile should arc
</ul>
<P><tt><B>autoaim</B>( <i>[ Float selection_angle ], [ Float lockon_angle
] </i>)</tt><BR>
<ul>
Turn on auto aiming for the weapon
</ul>
<P><tt><B>autoputaway</B>( <i>Boolean bool </i>)</tt><BR>
<ul>
Set the weapon to be automatically put away when out of ammo
</ul>
<P><tt><B>autoReload</B>( <i>Boolean autoReload </i>)</tt><BR>
<ul>
Specifies whether or not the weapon automatically reloads.
</ul>
<P><tt><B>bulletcount</B>( <i>Float bulletCount </i>)</tt><BR>
<ul>
Set the number of bullets this weapon shoots when fired
</ul>
<P><tt><B>bulletdamage</B>( <i>Float bulletDamage </i>)</tt><BR>
<ul>
Set the damage that the bullet causes
</ul>
<P><tt><B>bulletknockback</B>( <i>Float bulletKnockback </i>)</tt><BR>
<ul>
Set the knockback that the bullet causes
</ul>
<P><tt><B>bulletrange</B>( <i>Float bulletRange </i>)</tt><BR>
<ul>
Set the range of the bullets
</ul>
<P><tt><B>bulletspread</B>( <i>Float bulletSpreadX, Float bulletSpreadY,
[ Float endSpreadX ], [ Float endSpreadY ], [ Float spreadTime ] </i>)</tt><BR>
<ul>
Set the max spread of the bullet in the x and y axis, optionally with
a different end spread and time interval
</ul>
<P><tt><B>burstmode</B>( <i>Integer burstcount </i>)</tt><BR>
<ul>
Set this mode to be burst mode, that uses burstcount ammo
</ul>
<P><tt><B>burstModeDelay</B>( <i>Float burstModeDelay </i>)</tt><BR>
<ul>
Specifies the length of time to use between bursts (do not use this
if you want to use the animation timing)
</ul>
<P><tt><B>canInterruptFiringState</B>( <i>[ Boolean bool ] </i>)</tt><BR>
<ul>
Sets whether or not the weapon can be interrupted during its firing
state.
</ul>
<P><tt><B>changeidle</B></tt><BR>
<ul>
Changes the idle animation
</ul>
<P><tt><B>chargedModels</B>( <i>Integer numChargedModels </i>)</tt><BR>
<ul>
Sets the number of charged models there are to use.
</ul>
<P><tt><B>clearViewShake</B></tt><BR>
<ul>
Clears the current view shake.
</ul>
<P><tt><B>clipsize</B>( <i>Integer ammoClipSize </i>)</tt><BR>
<ul>
Set the amount of rounds a clip of the weapon holds
</ul>
<P><tt><B>controllingProjectile</B>( <i>[ Boolean bool ] </i>)</tt><BR>
<ul>
Sets whether or not the weapon is currently controlling a projectile
or not.
</ul>
<P><tt><B>controlProjHidden</B>( <i>Boolean hiddenBool </i>)</tt><BR>
<ul>
Sets whether or not the projectile control is currently hidden.
</ul>
<P><tt><B>controlProjParms</B>( <i>String emitterName, String soundName
</i>)</tt><BR>
<ul>
Sets the paramaters to use when controlling a projectile.
</ul>
<P><tt><B>crosshair</B>( <i>Boolean bool </i>)</tt><BR>
<ul>
Turn on/off the crosshair for this weapon
</ul>
<P><tt><B>donefiring</B></tt><BR>
<ul>
Signals the end of the fire animation
</ul>
<P><tt><B>doneputaway</B></tt><BR>
<ul>
Called when the weapon is done with it's putaway anim
</ul>
<P><tt><B>donereloading</B></tt><BR>
<ul>
Signals the end of the reload animation
</ul>
<P><tt><B>doneReloadingBurst</B></tt><BR>
<ul>
Signals the end of the reload animation for a burst
</ul>
<P><tt><B>doneswitching</B></tt><BR>
<ul>
Signals the end of the switching to mode animation
</ul>
<P><tt><B>doneswitchtomiddle</B></tt><BR>
<ul>
Signals the end of the switching to 'neutral' animation
</ul>
<P><tt><B>drawbowstrain</B></tt><BR>
<ul>
Starts the bow draw strain animation
</ul>
<P><tt><B>dualattachtotag</B>( <i>String tagname </i>)</tt><BR>
<ul>
Set the name of the tag to attach this to it's owner when wielded dual
handed.
</ul>
<P><tt><B>dualholsterangles</B>( <i>Vector angles </i>)</tt><BR>
<ul>
Set the angles of this weapon when it's attached to the dual holster
</ul>
<P><tt><B>dualholstertag</B>( <i>String tagname </i>)</tt><BR>
<ul>
Set the name of the tag to attach this to when the weapon is put away
from dual handed
</ul>
<P><tt><B>endZoom</B></tt><BR>
<ul>
Ends the zoom
</ul>
<P><tt><B>finishedfiring</B>( <i>Integer finished_firing </i>)</tt><BR>
<ul>
Sets if the gun is finished firing
</ul>
<P><tt><B>fireOffset</B>( <i>Vector fireOffset </i>)</tt><BR>
<ul>
Sets the offset where the weapon will fire from.
</ul>
<P><tt><B>firetype</B>( <i>String firingType </i>)</tt><BR>
<ul>
Set the firing type of the weapon (projectile or bullet)
</ul>
<P><tt><B>forcereload</B></tt><BR>
<ul>
Forces a reload to occur.
</ul>
<P><tt><B>fullAmmoSkin</B>( <i>Integer skinNum, Integer modeNum </i>)</tt><BR>
<ul>
Sets the skin number to use when the weapon has full ammo
</ul>
<P><tt><B>giveAmmoBoost</B></tt><BR>
<ul>
Internal event used to give ammo boost to the player that just picked
up this weapon.
</ul>
<P><tt><B>hand</B>( <i>String weaponHand </i>)</tt><BR>
<ul>
Set the hand the weapon can be wielded in (lefthand, righthand, both,
or any)
</ul>
<P><tt><B>holsterscale</B>( <i>Float scale </i>)</tt><BR>
<ul>
Set the scale of the weapon when it's attached to the holster
</ul>
<P><tt><B>idle</B></tt><BR>
<ul>
Puts the weapon into an idle state
</ul>
<P><tt><B>inczoomfov</B></tt><BR>
<ul>
Increments the zoom fov
</ul>
<P><tt><B>item_pickup</B>( <i>Entity item </i>)</tt><BR>
<ul>
Pickup the specified item.
</ul>
<P><tt><B>leftattachtotag</B>( <i>String tagname </i>)</tt><BR>
<ul>
Set the name of the tag to attach this to it's owner when wielded in
the left hand.
</ul>
<P><tt><B>leftholsterangles</B>( <i>Vector angles </i>)</tt><BR>
<ul>
Set the angles of this weapon when it's attached to the left holster
</ul>
<P><tt><B>leftholstertag</B>( <i>String tagname </i>)</tt><BR>
<ul>
Set the name of the tag to attach this to when the weapon is put away
from the left hand.
</ul>
<P><tt><B>loopfire</B></tt><BR>
<ul>
Makes the weapon fire by looping the fire animation.
</ul>
<P><tt><B>lowarcrange</B>( <i>Float range </i>)</tt><BR>
<ul>
Specifies for actors the range at which to change from high trajectory
to normal
</ul>
<P><tt><B>makenoise</B>( <i>[ Float noise_radius ], [ Boolean force ]
</i>)</tt><BR>
<ul>
Makes the weapon make noise that actors can hear.
</ul>
<P><tt><B>maxchargetime</B>( <i>Integer time </i>)</tt><BR>
<ul>
Set the maximum time the weapon may be charged up
</ul>
<P><tt><B>maxmode</B>( <i>String maxmode </i>)</tt><BR>
<ul>
Overrides the maximum number of modes for this weapon (default is 2)
</ul>
<P><tt><B>maxrange</B>( <i>Float maxRange </i>)</tt><BR>
<ul>
Set the maximum range of a weapon so the AI knows how to use it
</ul>
<P><tt><B>maxViewShakeChange</B>( <i>Float maxViewChange </i>)</tt><BR>
<ul>
Sets the max view change for this weapon.
</ul>
<P><tt><B>meansofdeath</B>( <i>String meansOfDeath </i>)</tt><BR>
<ul>
Set the meansOfDeath of the weapon.
</ul>
<P><tt><B>meleeParms</B>( <i>Float width, Float height, Float length </i>)</tt><BR>
<ul>
Sets the parms of the melee attack.
</ul>
<P><tt><B>minrange</B>( <i>Float minRange </i>)</tt><BR>
<ul>
Set the minimum range of a weapon so the AI knows how to use it
</ul>
<P><tt><B>modeset</B>( <i>[ String arg1 ], [ String arg2 ], [ String arg3
], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7
], [ String arg8 ], [ String arg9 ] </i>)</tt><BR>
<ul>
Set a value for a mode by passing commands through
</ul>
<P><tt><B>moveSpeedModifier</B>( <i>Float modifier </i>)</tt><BR>
<ul>
Sets the move speed modifier for this weapon (when not shooting).
</ul>
<P><tt><B>nextSwitchTime</B>( <i>Float time </i>)</tt><BR>
<ul>
Sets the next switch time.
</ul>
<P><tt><B>noAmmoMode</B></tt><BR>
<ul>
Specifies that the current mode also has a no ammo mode.
</ul>
<P><tt><B>noDelay</B></tt><BR>
<ul>
Specifies that this mode has no delay.
</ul>
<P><tt><B>notdroppable</B></tt><BR>
<ul>
Makes a weapon not droppable
</ul>
<P><tt><B>pauseRegen</B></tt><BR>
<ul>
Pauses the regen of ammo for a little bit.
</ul>
<P><tt><B>playmisssound</B>( <i>Boolean playsound </i>)</tt><BR>
<ul>
Sets whether or not to play a miss sound( snd_ricochet ) at the point
of impact
</ul>
<P><tt><B>powerrating</B>( <i>Float rating </i>)</tt><BR>
<ul>
Specifies how much damage is done per second by the weapon
</ul>
<P><tt><B>process_mdl_cmds</B></tt><BR>
<ul>
Forces a processing of the init commands for the model
</ul>
<P><tt><B>processgameplaydata</B></tt><BR>
<ul>
Causes any subclass of entity to process any specific gameplay related
data.
</ul>
<P><tt><B>projectile</B>( <i>String projectileModel </i>)</tt><BR>
<ul>
Set the model of the projectile that this weapon fires
</ul>
<P><tt><B>projectiledamage</B>( <i>Float proj_damage </i>)</tt><BR>
<ul>
Specifies the damage of the projectile
</ul>
<P><tt><B>projectilespeed</B>( <i>Float proj_speed </i>)</tt><BR>
<ul>
Specifies the speed of the projectile -- Used by AI
</ul>
<P><tt><B>quiet</B></tt><BR>
<ul>
Makes the weapon make no noise.
</ul>
<P><tt><B>range</B>( <i>Float range </i>)</tt><BR>
<ul>
Set the range of the weapon
</ul>
<P><tt><B>ready</B></tt><BR>
<ul>
Signals the end of the ready animation so the weapon can be used
</ul>
<P><tt><B>reduceViewShake</B></tt><BR>
<ul>
Reduces the current view shake.
</ul>
<P><tt><B>regenammo</B>( <i>Integer regenamount, Integer regentime </i>)</tt><BR>
<ul>
Specifics that a weapon regenerates ammo over time
</ul>
<P><tt><B>regenonlywhenidle</B></tt><BR>
<ul>
Specifics that the weapon only regenerates ammo when idle, must still
use regen ammo to set how much.
</ul>
<P><tt><B>rezoom</B></tt><BR>
<ul>
Rezooms to the last zoom fov
</ul>
<P><tt><B>rightattachtotag</B>( <i>String tagname </i>)</tt><BR>
<ul>
Set the name of the tag to attach this to it's owner when wielded in
the right hand.
</ul>
<P><tt><B>rightholsterangles</B>( <i>Vector angles </i>)</tt><BR>
<ul>
Set the angles of this weapon when it's attached to the right holster
</ul>
<P><tt><B>rightholstertag</B>( <i>String tagname </i>)</tt><BR>
<ul>
Set the name of the tag to attach this to when the weapon is put away
from the right hand.
</ul>
<P><tt><B>setaccuracy</B>( <i>String firemode, Float stoppedac, Float
acchange, Float walkac, Float runac, Float crouchac </i>)</tt><BR>
<ul>
Sets the accuracy of the weapon
</ul>
<P><tt><B>setaim</B>( <i>String aimtype </i>)</tt><BR>
<ul>
Sets the aimtype of the weapon (changes according to player state)
</ul>
<P><tt><B>setaimanim</B>( <i>String aimAnimation, Integer aimFrame </i>)</tt><BR>
<ul>
Set the aim animation and frame for when a weapon fires
</ul>
<P><tt><B>setendzoom</B>( <i>Float endzoom </i>)</tt><BR>
<ul>
Sets the end zoom fov
</ul>
<P><tt><B>setfiretimer</B>( <i>String mode, Float mintime </i>)</tt><BR>
<ul>
Specifies the minimum time between shots
</ul>
<P><tt><B>setreticuletime</B>( <i>Float reticuletime </i>)</tt><BR>
<ul>
Reticule time
</ul>
<P><tt><B>setstartzoom</B>( <i>Float startzoom </i>)</tt><BR>
<ul>
Sets the start zoom fov
</ul>
<P><tt><B>setzoomfov</B>( <i>Float zoomfov </i>)</tt><BR>
<ul>
Zoom FOV
</ul>
<P><tt><B>setzoomstage</B>( <i>Float fov1, Float fov2 </i>)</tt><BR>
<ul>
Sets the fov stage
</ul>
<P><tt><B>setzoomtime</B>( <i>Float zoomtime </i>)</tt><BR>
<ul>
Sets the time it takes to zoom from startzoom to endzoom
</ul>
<P><tt><B>shoot</B>( <i>[ String mode ] </i>)</tt><BR>
<ul>
Shoot the weapon
</ul>
<P><tt><B>shootingMoveSpeedModifier</B>( <i>Float modifier </i>)</tt><BR>
<ul>
Sets the move speed modifier for this weapon while shooting.
</ul>
<P><tt><B>shootingskin</B>( <i>Integer skinNum </i>)</tt><BR>
<ul>
Sets the skin number to use when shooting
</ul>
<P><tt><B>soundevent</B>( <i>[ Float soundRadius ], [ String soundtype
] </i>)</tt><BR>
<ul>
Let the AI know that this entity made a sound,<BR>
radius determines how far the sound reaches.
</ul>
<P><tt><B>spreadAnimData</B>( <i>Integer numAnims, Float totalTime </i>)</tt><BR>
<ul>
Sets up the info for spread over time using different fire anims.
</ul>
<P><tt><B>startammo</B>( <i>Integer amount </i>)</tt><BR>
<ul>
Set the starting ammo of this weapon
</ul>
<P><tt><B>startfiring</B></tt><BR>
<ul>
Sets the time that the weapon starts firing (for spread computations)
</ul>
<P><tt><B>startingammotoowner</B></tt><BR>
<ul>
Internal event used to give ammo to the owner of the weapon
</ul>
<P><tt><B>startViewShake</B></tt><BR>
<ul>
Starts the weapons view shake.
</ul>
<P><tt><B>switchmode</B></tt><BR>
<ul>
Specifies that this is a switch mode weapon (right button switches)
</ul>
<P><tt><B>targetidle</B></tt><BR>
<ul>
This weapon have a specific on-target idle
</ul>
<P><tt><B>targetidlethink</B></tt><BR>
<ul>
Think event to check for target on target idle weapons
</ul>
<P><tt><B>targetingskin</B>( <i>Integer skinNum </i>)</tt><BR>
<ul>
Sets the skin number to use when targeting something
</ul>
<P><tt><B>torsoaim</B>( <i>Boolean bool </i>)</tt><BR>
<ul>
Turn on/off the torsoaim for this weapon
</ul>
<P><tt><B>useactoraiming</B>( <i>[ Boolean flag ] </i>)</tt><BR>
<ul>
This weapon aims with it's tag_barrel. Regardless of who is holding
it.
</ul>
<P><tt><B>usenoammo</B>( <i>Boolean bool </i>)</tt><BR>
<ul>
Set the weapon to be able to be used when it's out of ammo
</ul>
<P><tt><B>usesameclip</B></tt><BR>
<ul>
Specifies that ammo comes out of the same clip in all fire modes
</ul>
<P><tt><B>viewShake</B>( <i>Float viewShakeMagnitude, [ Float viewShakeDuration
] </i>)</tt><BR>
<ul>
Sets the magnitude & duration of the view shaking while firing this
weapon.<BR>
Duration defaults to .05 if not set
</ul>
<P><tt><B>weapon_done_animate</B></tt><BR>
<ul>
Signals the end of the ready animation so the weapon can be used
</ul>
<P><tt><B>weaponviewmodel</B>( <i>String filename </i>)</tt><BR>
<ul>
Set the view model name
</ul>
<P><tt><B>weildedScale</B>( <i>Float scale </i>)</tt><BR>
<ul>
Sets the scale of the weapon when it's weilded
</ul>
<P><tt><B>worldhitspawn</B>( <i>String modelname </i>)</tt><BR>
<ul>
Set a model to be spawned when the weapon strikes the world.
</ul>
<P><tt><B>zoom</B></tt><BR>
<ul>
Zooms in
</ul>
</BLOCKQUOTE>
<h2> <a name="WeaponDualWield">WeaponDualWield</a> -> <a href="#Weapon">Weapon</a>
-> <a href="#Item">Item</a> -> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>anim</B>( <i>String animName </i>)</tt><BR>
<ul>
set the legs animation to animName.
</ul>
<P><tt><B>animate_newanim</B>( <i>Integer animNum, Integer bodyPart </i>)</tt><BR>
<ul>
Start a new animation, not for script use.
</ul>
</BLOCKQUOTE>
<h2> <a name="Work">Work</a> -> <a href="#Behavior">Behavior</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>animdone</B></tt><BR>
<ul>
Tells the behavior that the current animation is done, it is not meant
to be called from script.
</ul>
<P><tt><B>args</B>( <i>[ String token1 ], [ String token2 ], [ String
token3 ], [ String token4 ], [ String token5 ], [ String token6 ] </i>)</tt><BR>
<ul>
Gives the current behavior arguments.
</ul>
<P><tt><B>helpernodecommand</B>( <i>String commandtype </i>)</tt><BR>
<ul>
Command from a helper node
</ul>
</BLOCKQUOTE>
<h2> <a name="WorkTrigger">WorkTrigger (<i>trigger_worktrigger</i>)</a>
-> <a href="#Trigger">Trigger</a> -> <a href="#Entity">Entity</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>addworker</B>( <i>String worker_name </i>)</tt><BR>
<ul>
adds a valid worker to the trigger
</ul>
<P><tt><B>doUse</B>( <i>Entity activatingEntity </i>)</tt><BR>
<ul>
sent to entity when it is used by another entity
</ul>
<P><tt><B>setworkanim</B>( <i>String work_anim </i>)</tt><BR>
<ul>
Tells the actor to play this specified animation when using the trigger
</ul>
<P><tt><B>setworktime</B>( <i>Float work_time </i>)</tt><BR>
<ul>
sets how long to work at node ( -1 ) is infinite
</ul>
</BLOCKQUOTE>
<h2> <a name="World">World (<i>worldspawn</i>)</a> -> <a href="#Entity">Entity</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>addAvailableViewMode</B>( <i>String modeName </i>)</tt><BR>
<ul>
Adds this view mode as being available
</ul>
<P><tt><B>addbroken</B>( <i>String brokenThingName </i>)</tt><BR>
<ul>
Adds this thing to the broken list
</ul>
<P><tt><B>canShakeCamera</B>( <i>Boolean canShakeCamera </i>)</tt><BR>
<ul>
Specifies whether or not cinematic camera's can shake from earthquakes.
</ul>
<P><tt><B>clearAvailableViewModes</B></tt><BR>
<ul>
Clears all available modes
</ul>
<P><tt><B>entity_fade_dist</B>( <i>Float entity_fade_dist </i>)</tt><BR>
<ul>
Sets the default distance to fade out entities
</ul>
<P><tt><B>farplane</B>( <i>Float farplaneDistance </i>)</tt><BR>
<ul>
Set the distance of the far clipping plane
</ul>
<P><tt><B>farplane_color</B>( <i>Vector color_farplane </i>)</tt><BR>
<ul>
Set the color of the far clipping plane fog
</ul>
<P><tt><B>farplane_cull</B>( <i>Boolean farplaneCull </i>)</tt><BR>
<ul>
Whether or not the far clipping plane should cull things out of the
world
</ul>
<P><tt><B>farplane_fog</B>( <i>Boolean farplaneFog </i>)</tt><BR>
<ul>
Whether or not to use fog with far plane
</ul>
<P><tt><B>getlightintensity</B>( <i>String light_group_name </i>)</tt><BR>
<ul>
Gets the intensity of a dynamic light
</ul>
<P><tt><B>lavaalpha</B>( <i>Float lavaAlpha </i>)</tt><BR>
<ul>
Set the alpha of lava screen blend
</ul>
<P><tt><B>lavacolor</B>( <i>Vector color_lava </i>)</tt><BR>
<ul>
Set the color of lava screen blend
</ul>
<P><tt><B>light_default_intensity</B>( <i>String light_group_name, Float
light_intensity </i>)</tt><BR>
<ul>
Sets the default intensity of a dynamic light. This is used only when
r_dynamiclightmaps is 0.<BR>
A value below 0 specifies that this light has no default value and will
always be dynamic
</ul>
<P><tt><B>light_fade</B>( <i>String light_group_name, Float end_light_intensity,
Float fade_time </i>)</tt><BR>
<ul>
Sets a up a dynamic light to fade
</ul>
<P><tt><B>light_intensity</B>( <i>String light_group_name, Float light_intensity
</i>)</tt><BR>
<ul>
Sets the intensity of a dynamic light
</ul>
<P><tt><B>light_lightstyle</B>( <i>String light_group_name, String light_style,
[ Boolean stop_at_end ] </i>)</tt><BR>
<ul>
Sets the lightstyle of a dynamic light
</ul>
<P><tt><B>message</B>( <i>String worldMessage </i>)</tt><BR>
<ul>
Set a message for the world
</ul>
<P><tt><B>nextmap</B>( <i>String nextMap </i>)</tt><BR>
<ul>
Set the next map to change to
</ul>
<P><tt><B>physicsVar</B>( <i>String physicsVarName, Float physicsVerValue
</i>)</tt><BR>
<ul>
Sets one of the world's physics variables
</ul>
<P><tt><B>removeAvailableViewMode</B>( <i>String modeName </i>)</tt><BR>
<ul>
Removes this view mode as being available
</ul>
<P><tt><B>removebroken</B>( <i>String brokenThingName </i>)</tt><BR>
<ul>
Removes this thing to the broken list
</ul>
<P><tt><B>script</B>( <i>String worldScript </i>)</tt><BR>
<ul>
Set the script for this map
</ul>
<P><tt><B>skipthread</B>( <i>String skipThread </i>)</tt><BR>
<ul>
Set the thread for skipping cinematics
</ul>
<P><tt><B>skyalpha</B>( <i>Float newAlphaForPortalSky </i>)</tt><BR>
<ul>
Set the alpha on the sky
</ul>
<P><tt><B>skyportal</B>( <i>Boolean newSkyPortalState </i>)</tt><BR>
<ul>
Whether or not to use the sky portal at all
</ul>
<P><tt><B>slimealpha</B>( <i>Float slimeAlpha </i>)</tt><BR>
<ul>
Set the alpha of the slime screen blend
</ul>
<P><tt><B>slimecolor</B>( <i>Vector color_slime </i>)</tt><BR>
<ul>
Set the slimecolor screen blend
</ul>
<P><tt><B>soundtrack</B>( <i>String MusicFile </i>)</tt><BR>
<ul>
Set music soundtrack for this level.
</ul>
<P><tt><B>terrainglobal</B>( <i>Boolean terrain_global_bool </i>)</tt><BR>
<ul>
Turns the terrain drawing as global on or off
</ul>
<P><tt><B>terrainglobalmin</B>( <i>Float terrain_global_min </i>)</tt><BR>
<ul>
Turns the terrain drawing as global on and sets the minimum
</ul>
<P><tt><B>time_scale</B>( <i>Float time_scale </i>)</tt><BR>
<ul>
Sets the time scale for the world
</ul>
<P><tt><B>wateralpha</B>( <i>Float waterAlpha </i>)</tt><BR>
<ul>
Set the alpha of the water screen blend
</ul>
<P><tt><B>watercolor</B>( <i>Vector color_water </i>)</tt><BR>
<ul>
Set the watercolor screen blend
</ul>
<P><tt><B>weather</B>( <i>String type, Float intensity </i>)</tt><BR>
<ul>
Sets the current weather
</ul>
<P><tt><B>wind_direction</B>( <i>Vector wind_direction </i>)</tt><BR>
<ul>
Sets the direction of the wind
</ul>
<P><tt><B>wind_fade</B>( <i>Float end_wind_intensity, Float fade_time
</i>)</tt><BR>
<ul>
Fades the wind intensity to the new value
</ul>
<P><tt><B>wind_gust</B>( <i>Float wind_intensity, Float fade_time, Float
gust_time </i>)</tt><BR>
<ul>
Creates a gust of wind
</ul>
<P><tt><B>wind_intensity</B>( <i>Float wind_intensity </i>)</tt><BR>
<ul>
Sets the intensity of the wind
</ul>
<P><tt><B>wind_minmax</B>( <i>Float min_wind_intensity, Float min_wind_intensity,
[ Float max_change_per_frame ] </i>)</tt><BR>
<ul>
Sets the min & max intensity of the wind
</ul>
</BLOCKQUOTE>
<H2> 345 Game Module Classes.<BR>
2074 Game Module Events. </H2>
<p class="subheader">&nbsp;</p>
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<td class="legal"> Copyright &copy;2003 Ritual Entertainment, Inc. All rights reserved.<br>
Please do not email Ritual Entertainment with questions about the
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
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