cod5-sdk/raw/radiant/clientkeys.txt

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2008-11-20 00:00:00 +00:00
// syntax:
// float floatVar
// int intVar
// string stringVar
// COD5 NOTE: Any additions, ADD TO BOTTOM!!!
vector origin
vector angles
int export
int spawnflags
int radius
int speed
string target
string targetname
string groupname
string name
int script_noenemyinfo // setting to 1 makes a guy spawn with no enemy info
float script_wait // Script will wait this long between actions
float script_wait_min // Minimum wait time between actions
float script_wait_max // Maximum wait time between actions
float script_wait_add // Additive delay is the # of seconds extra added between actions
float script_delay // Action will be delayed for this long before triggering
float script_delay_min // Minimum delay before action is triggered
float script_delay_max // Maximum delay before action is triggered
float script_burst
float script_burst_min // Put on an mg turret, min time of a burst
float script_burst_max // Put on an mg turret, max time of a burst
float script_reuse
float script_reuse_min // Minimum time before a new AI will use this turret.
float script_reuse_max // Maximum time before a new AI will use this turret.
float delay
float script_suppression // Suppression wait for this AI
float height
float script_falldirection // Used to specify the direction a treeburst tree trunk falls towards
float script_timeout
float script_accuracy // Set this on AI to have them spawn with a modified accuracy
int script_cheap // makes vehicles lose some functionality but be far fewer variables
int script_pacifist
int script_ignoreme // If this setting exists on a spawner this guy will have his .ignoreme set to true
int script_ignore_suppression // sets .ignoreSuppression to true if its set.
int script_ignoreall // sets .ignoreall to true if its set.
int script_repeat // # of times an effect in an exploder will repeat
int script_fxstart // Identifies effects so they can be turned on by grouping with a trigger
int script_fxstop // Identifies effects so they can be turned off by grouping with a trigger
int script_damage // Damage of radius damage on an exploder
float script_firefxdelay // repetition rate on a firefx for exploders
float script_firefxtimeout // Amount of time before a looping effect fades out
string script_firefx // Fx to play infinitely from a used exploder
string script_presound // To play sounds on exploders before the explosion, for pathfinder only
string script_ender // Stop a looping effect
string script_firefxsound // Looping sound for an exploder firefx
string script_trailfx // Specifies the trailfx to be used on the entity.
string script_trailfxtag // Specifies the trailfx tag to play off of
float script_trailfxdelay // Specifies the trailfx repeat delay
string script_trailfxsound // Specifies the trailfx sound to play
float script_trailfxtimeout // Specifies the trailfxtimeout
string script_ent_trailfxsound // Specifies the sound to play in conjunction with the trailfx
vector script_angles // generic angles storage
int script_delete
int script_increment
int script_patroller
int script_offtime // Number of milliseconds before guys get off a flak when you hit the off-trigger, defaults to 20000
int script_offradius // Guys get off a flak if a player gets this close to a flak after hitting the off-trigger, default 350
string script_autosavename
int script_autosave
int count
int script_timer // Timeout for friendly_chat
int script_delayed_playerseek
int script_triggered_playerseek //group a trigger and an ai with this and he the grouped ai will do playerseek behaviour when the trigger is hit
int script_playerseek
int script_seekgoal
int script_start
int script_radius // Sets an AI's starting goal radius. On an exploder this sets the radius damage's radius.
int script_followmin
int script_followmax
int script_startinghealth
int script_fallback
int script_grenades
int script_fightdist // Spawners will spawn with this pathEnemyFightDist
int script_maxdist // Spawners will spawn with this pathEnemyLookAhead
int script_moveoverride // Spawners with this will go to their (targetted) node before fighting.
int script_killspawner // When you go through a trigger with this on it, any spawners that have the same # will be deleted.
int script_emptyspawner // When you go through a trigger with this on it, any spawners that have the same # will have their count set to 0.
int script_vehiclenodegroup //used for getting an array of vehicle nodes
int script_mg42auto // When you hit this trigger any grouped mg42s will go into auto mode and clear target.
int script_requires_player
int script_sightrange
int script_fallback_group // Makes stray spawned guys part of bigger falling back movements.
int script_vehiclegroup // links a vehicle to its spawners
int script_vehicle_selfremove // vehicle will delete itself when it reaches the end of its path
int script_exploder // Grouping things that explode
int script_prefab_exploder // Override an exploder since exploders in prefabs get unique'd.
int script_balcony // current mechanism for flagging an actor to test for balcony death
int script_mgturret // Group AI with a node that targets an mg42 and the AI will keep the gun in use.
int script_plane // Specifies which plane set this is, so they can all be started together.
int script_explode // Tells a plane to explode with this exploder.
int dontdropweapon // If set, the AI will not drop a weapon when he dies
int dontdrawoncompass // If set, the AI will not be drawn on the player's compass. Only matters for friendlies
int script_usemg42 // If set to false, a friendly will not use be told by friendly_mg42 triggers to use an mg42.
int script_stoptoshoot // used for tanks, setting this to greater than zero will make a tank stop before firing it's main cannon
int script_startingposition // used for riders of vehicles to manually designate riding postions (also used for walkers)
int script_turretmg
int script_forcegrenade // Set to 1 to enable AI to throw as many grenades as they want rather than extremely rarely.
int script_goalvolume // groups guys so they use a goalvolume
int script_stack // for walls where friendlies hang out
int script_nofriendlywave // disables tracking of this ai for friendly_wave's
int script_forcegoal // forces an AI to use the goal radius of the node they target, rather than switch to 2000 (for flood_and_secure spawners)
int script_disconnectpaths // makes exploder script_brushes connectpaths when hidden and disconnect when shown. could be used to disable cover nodes.
int script_nowall // make AI play a special set of corner animations that dont require a wall
int script_longdeath // set to 0 disable long death animations like lying on the ground and shooting
int script_displaceable // makes an AI able to change his goal radius from animscript.
int script_grenadespeed // used for setting magic grenade launch speeds on script origins
int script_maxspawn // used on flood spawn trigger to regulate the max number of ai
int script_breach_id // used on a door to force a special type of breach.
int script_battlechatter
int script_trigger_group // used to disable a group of triggers when one gets hit.
int script_airspeed // used in checks for setting speed on helicopter path origins or nodes
int script_yawspeed // used in checks for setting yaw speed on helicopter path origins or nodes
int script_forceyaw // used in checks for a target or goal yaw on helicopter path origins or nodes
int script_cleartargetyaw // used in checks to reset a target yaw on helicopter path origins or nodes
int script_accel // used in checks to change the acceleration on helicopter path origins or nodes
int script_decel // used in checks to change the deceleration on helicopter path origins or nodes
int script_engage // used in checks to fire weapons on helicopter path origins or nodes
int script_engageDelay // used in checks to delay weapons firing on helicopter path origins or nodes
int script_hoverwait // used in checks to set hovering times on helicopter path origins or nodes
int script_pilottalk // used in checks to trigger dialogue on helicopter path origins or nodes
string script_attackPattern // used in checks to control weapons firing on helicopter path origins or nodes
string script_objective
string script_friendname
string script_noteworthy // Used to get a string for scripted sequences mainly.
string script_parameters // generic string used for similar purpose as script_noteworthy
string script_triggername // Z: used for elevators in the dam
string script_fxcommand // What to do with the effect
string script_fxid // The id of the effect to do
string weaponinfo
string script_hidden // the thing which is hidden and appears later (mortars)
string vehicletype
string script_personality // This guy will use this personality type
string script_squadname // squad (spawner cluster) identifier
string script_nodestate // generic identifier for nodes
string script_assaultnode // generic identifier for nodes
string script_team // how to know which team a tank is on (needed to free up target/targetname for radiant linkability)
string script_mortargroup // to group mortars with their triggers
string ambient // String index of the level.ambient_track to play on this trigger.
string script_gameobjectname // Used in multiplayer to add/remove entities based on gametype.
string script_gametype_dm // Preston: Used in multiplayer to add/remove entities based on gametype.
string script_gametype_tdm // Preston: Used in multiplayer to add/remove entities based on gametype.
string script_gametype_ctf // Preston: Used in multiplayer to add/remove entities based on gametype.
string script_gametype_hq // Preston: Used in multiplayer to add/remove entities based on gametype.
string script_gametype_sd // Preston: Used in multiplayer to add/remove entities based on gametype.
string script_mapsize_08 // Preston: Used in multiplayer to add/remove entities based on the set mapsize.
string script_mapsize_16 // Preston: Used in multiplayer to add/remove entities based on the set mapsize.
string script_mapsize_32 // Preston: Used in multiplayer to add/remove entities based on the set mapsize.
string script_mapsize_64 // Preston: Used in multiplayer to add/remove entities based on the set mapsize.
string script_sound // Plays level.scr_sound ["string"]
string script_animation // If defined, patrollers will play a random pause animation at this node.
string script_destructable_area // used to let destructable walls block off areas of the map (affects spawning, for instance)
string script_earthquake // References level.earthquake variables to do an earthquake
string script_followmode
string script_skilloverride
string script_bctrigger
int script_bcdialog //set to 0 on a spawner/ai when you want to turn off battlechatter forever on that individual
string script_aigroup
string script_objective_active // used with flood_and_Secure and "friendlychain"s to only be active if this objective
string script_objective_inactive // is active
string script_threatbiasgroup // adds spawned ai to this threatbiasgroup
string script_squad // Group spawners/ai so they share enemy information
string script_area // used by battlechatter system
string script_location // used by battlechatter system
string script_landmark // used by battlechatter system
string script_flag_true // This entity should not activate unless at least one of the flags in this string is true
string script_flag_false // This entity should not activate unless all the flags in this string are false
string script_flag // the flag that gets enabled/disabled by targetname flag_set and flag_unset
string script_flag_set // helis using helipath will set this flag when they reach this point
string script_flag_wait // helis using helipath will wait at this point until this flag is set
string script_flag_clear // clears the flag when it hits this spot
string script_color_allies // groups allied AI with nodes/triggers of that color
string script_color_axis // groups axis AI with nodes/triggers of that color
string script_forcecolor // forces an AI to use all nodes of this color
string script_linkName // Works with script_linkTo
string script_linkTo // A compound string that is a list of script_linkname'd entities that this entity links to.
string script_wtf
string script_stance // General purpose string identifier useful for stance related scripting
string script_namenumber // General purpose string identifier that used to be in this file that I use frequently
// destructable stuff
int script_accumulate // damage that must accumulate for destruction to occur
int script_threshold // min damage that has any effect
// ambient stuff
string script_ambientpackage // declare the ambient package associated with this trigger
string script_ambientroom // declare the room associated with this trigger
int script_ambientpriority // declare the ambient priority associated with this trigger
// vehicle stuff
int script_turret
int script_gatetrigger // vehicles will wait at vehicle nodes with this untill the trigger is hit.
int script_VehicleSpawngroup // spawns associated vehicles and their aigroups (as still designated by script_vehiclegroup on the vehicles and the ai's)
int script_VehicleStartMove // initiates associated vehicles movement on its path, note that if no script_vehicleStart nodes or triggers exist then the vehicle will stay and wait for the level script to initiate it's movement stacking this with script_VehicleSpawngroup will make spawn and go right away.
int script_vehicleGroupDelete // Deletes associated vehicles and their aigroups (as still designated by script_vehiclegroup on the vehicles and the ai's)
int script_physicsjolt //toggle tanks shaking physics as it drives by.
string script_unload // tells the vehicle to unload this group of guys
int script_deathroll //turns on and off deathroll for vehicles crossing paths
string script_crashtype //designates a crashpath
string script_crashtypeoverride //override the type of crash a vehicle will do when it dies values are "tank", "mobile"
int script_nomg //makes machineguns not spawn at all on a tank. used for big tank battles where they aren't necessary on all the tanks.
int script_badplace //no badplaces on tanks. for tanks that won't be near ai. on big tank battles.
float script_dronelag //amount of timed space between drones following vehicle paths
int script_fireondrones //toggles machineguns firing on drones behavior
int script_vehicleride
int script_vehiclewalk
int script_unloadmgguy // set this on the halftrack to make the mg guy unload.
int script_keepdriver // set this on the vehicle to make the vehilce driver not unload.
int script_vehicledetour
int script_avoidvehicles //setting to 0 on a tank will make it not do collision avoidance stuff
int script_avoidplayer // setting to 1 will cause the tank to perform collision avoidance on the player
float script_playerconeradius // used optionally with script_avoidplayer if you want a cone radius other than 200.
string script_vehicledetourtype //describing how a vehicledetour node works, first non default type being "scriptswitch" which will let the script notify the path to become a switch node. Useful in situations where a tank will fight in circles and then procede on whatever script condition.
float script_attackspeed
int script_unloaddelay //make a vehicle delay this long before unloading at the end of a path. < 1 means never unload // nate we should remove this or make it work on all of the unloads.
int script_cobratarget //set to 1 to create a target for this entity on pilotcobra missions
string script_targettype //"air" or "ground" - used for helicopter pilot levels
float script_targetoffset_z //offset from model where missiles should aim - used for helicopter pilot levels
int script_wingman
string script_turningdir // set this to the direction of the anim set you want a vehicle to use. "right","hard_right","left","hard_left","forward"
int script_bombmode_original
int script_bombmode_single
int script_bombmode_dual
string script_label
int script_flakaicount //for setting the amount of ai to spawn on a flak
string script_tankgroup // used to add a tankgroup to vehicles.
float script_chance //chance that an exploder will explode, checked every 4 seconds or whatever script_delay is on the trigger.
int script_forcespawn // Used to forcespawn (aka stalingradspawn) an AI.
int script_allowdeath
float script_death
float script_death_min
float script_death_max
int script_drones_min
int script_drones_max
int script_looping
int script_trace
int script_spawn_here // for camper_spawner
string script_vehicleaianim //this will be a radiant drop down list that tells the ai on the vehicle which animations to play
int script_health // bringing it back!
int script_stopnode //tells helicopters to stop at a node.
string script_turret_share // shares turret spots for portable mgs
string script_turret_ambush // shares turret spots for portable mgs
int script_dont_link_turret
string ambience_inner
string ambience_outer
int script_mg_angle //this gives option to start the machinegun at an angle
int script_deathchain
int script_nohealth // makes the guy not drop health
// destructible object
string destructible_type //identifier
vector script_bg_offset // I'm using this in cobrapilot to move the background pieces into place
int script_flashbangs //set this to > 0 to give an AI flashbangs instead of frag grenades.
float script_dot // used on targetname trigger_lookat triggers to change the fov
int script_drone //setting to 1 makes the spawner a script drone
int squadnum
string script_hint // put on trigger_hint
int script_anglevehicle
// when all the ai and spawners with the same string die
// (or their count depletes to zero), a flag with this string
// gets set
string script_deathflag
string script_delay_goto_goalmin //z: an AI will spawn, but not run to his goal for a random amount of time
string script_delay_goto_goalmax //z: an AI will spawn, but not run to his goal for a random amount of time
int script_random_killspawner //group a trigger with some spawners
int script_randomspawn //use with a script_random_killspawner - script will randomly spawn one of the groups
int script_killspawner_group
int script_wheeldirection // 1 goes forward 0 goes backwards.
int script_light_toggle // set to 1 on vehicle enables vehicles ability to turn on and off lights.
string script_vehicle_lights_on // set to a group of lights to turn them on
string script_vehicle_lights_off // set to a group of lights to turn them off
int script_fixednode // can force .fixednode on an AI
float fixednodesaferadius // the safe radius
string spawner_id //using this for jeepride, guh, grunt, blarg! -nate
int script_vehicledetourgroup // use this for telling a detour node to only detour vehicles in matching groups
int script_vehicletriggergroup // a more generic grouping. I'm using this so that paths can be shared easier. setting this on a node with other vehicle trigger functions will only effect vehicles in the matching group.
string script_ghettotag
// CoD5 Additions
//-----------------------------------------------------------------
// Generic/Misc Keys:
//-------------------
int script_int // Generic INT for anyone to use
float script_float // Generic FLOAT for anyone to use
vector script_vector // Generic VECTOR for anyone to use
string script_string // Generic STRING for anyone to use
string script_notify // Sends out the specified notify to the level when the trigger is triggered
int script_color_auto_disable // Determines if a color trigger will not automatically be toggled off
int script_percent // Fallback uses this to determine the "percent" of AI that will fall back when the trigger is hit.
// Feature Specific Keys:
//-----------------------
// Commentary (MikeD)
string script_commentary // Used with level.commentary[script_commentary]
// Spiderhole (ChrisP)
int script_spiderhole // set on a spawner to make it a spiderhole guy
int script_spiderhole_charge // set the chance to charge at the player ( 0 - 100)
string script_spiderhole_anim // set the animation used to emerge from the spiderhole
// Planes (SRS 05/02/07)
int script_numbombs // used to give a plane an initial number of bombs.
int script_dropbombs // used for vehiclenodes, to tell a plane to drop X bombs
float script_dropbombs_delay // used to set a delay (secs) for the script_numbombs bomb dropping.
float script_dropbombs_delaytrace // used to delay the start of bomb ground traces for X secs (in case it has to pass thru a collidable surface).
// SCRTIPER_MOD: JesseS (05/08/07) script_flak88 added
int script_flak88 // used for spawning and setting up flak88s
int script_vehicleattackgroup // used for attacking vehiclespawngroups.
float script_vehicleattackgroupwait // used for setting a delay before attacking a vehiclespawngroup with script_vehicleattackgroup.
int script_nonmovingvehicle // replaces script_flak88 to define nonmoving vehicles in order to prevent vehicle script errors
// SRS (3/25/08): added key to allow specifying combat_getout anims on vehicle AI spawners
int script_combat_getout // used in _vehicle_aianim.gsc
// MikeD (9/5/2007): Exposed functionality for spawners to respawn in _colors
int script_no_respawn // Disables the AI from being put on the _colors::replace_on_death thread.
// MikeD (11/2/2007): Interactive Objects, pass self in for being the attacker
int script_selfisattacker
// JamesS (1/3/2008): added destructibledef accessible by script
string destructibledef
// SCRIPTER_MOD: JesseS (1/11/2008):
int script_nodropweapon // Used in _spawner to disallow weapon drop on enemies. Ask a lead before using!
// MikeD (1/13/2008)
int script_banzai // Dynamic Bonzai Attack for AI. Set on the spawners.
int script_banzai_spawn // Bonzai Attack for AI once they spawn in. Set on the spawners.
// MikeD (1/17/2008): Tank Mantle support
int script_nomantle // If set, disables mantling for the tank, even discards setting up the variables/fx/animations for the tank.
// SCRIPTER_MOD: JesseS (3/24/2008): Fog trigger support
int script_start_dist // The distance, in world units, at which the fog begins.
int script_halfway_dist // The distance at which the scene will be 50% fogged.
int script_halfway_height // The height at which the scene will be 50% fogged.
int script_base_height // The ground-level Z position at which the fog will start from.
vector script_color // The color components of the fog as a value between 0.0 and 1.0; also the first color of a dynamic light
float script_transition_time // transition time in seconds
string script_vision // vision file name to transition to
float script_vision_time // vision file time to transition to
// Bloodlust 20 may 2008:
// MP Dynamic Lights support
vector script_color2 // The second color of a dynamic light to switch between it and script_color
// MikeD (4/6/2008): Added some Light vars
float script_intensity_min
float script_intensity_max
// MikeD (4/11/2008): Added MG42 "animated" object support
string script_animent // Specifies the targetname of the animated object when the MG42 fires
string script_animname // Specifies the animname of the animated object
// JasonE (4/10/2008)
string twar_owner // team which owns this flag initially
string twar_owner_home // the home flag for the specified team, is this flag is taken by the opposing team the game is over
string twar_axis_dependants // semi-colon seperated list of flags required before capturing this flag (property of script/origin flag_descriptor object)
string twar_allies_dependants // semi-colon seperated list of flags required before capturing this flag (property of script/origin flag_descriptor object)
string classname // used for client side destructables, which convert script_brushmodel info into script structs.
int lightpriority // clientside lights
float intensity // clientside lights
vector _color // clientside lights
string def // clientside lights
float exponent // clientside lights
float fov_inner // clientside lights
float fov_outer // clientside lights
int pl // clientside lights
int clientside; // Clientside spawn stuff.
string model; // clientside exploders.