486 lines
28 KiB
Text
486 lines
28 KiB
Text
// syntax:
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// float floatVar
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// int intVar
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// string stringVar
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// COD5 NOTE: Any additions, ADD TO BOTTOM!!!
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vector origin
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vector angles
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int export
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int spawnflags
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int radius
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int speed
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string target
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string targetname
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string groupname
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string name
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int script_noenemyinfo // setting to 1 makes a guy spawn with no enemy info
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float script_wait // Script will wait this long between actions
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float script_wait_min // Minimum wait time between actions
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float script_wait_max // Maximum wait time between actions
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float script_wait_add // Additive delay is the # of seconds extra added between actions
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float script_delay // Action will be delayed for this long before triggering
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float script_delay_min // Minimum delay before action is triggered
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float script_delay_max // Maximum delay before action is triggered
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float script_burst
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float script_burst_min // Put on an mg turret, min time of a burst
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float script_burst_max // Put on an mg turret, max time of a burst
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float script_reuse
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float script_reuse_min // Minimum time before a new AI will use this turret.
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float script_reuse_max // Maximum time before a new AI will use this turret.
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float delay
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float script_suppression // Suppression wait for this AI
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float height
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float script_falldirection // Used to specify the direction a treeburst tree trunk falls towards
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float script_timeout
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float script_accuracy // Set this on AI to have them spawn with a modified accuracy
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int script_cheap // makes vehicles lose some functionality but be far fewer variables
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int script_pacifist
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int script_ignoreme // If this setting exists on a spawner this guy will have his .ignoreme set to true
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int script_ignore_suppression // sets .ignoreSuppression to true if its set.
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int script_ignoreall // sets .ignoreall to true if its set.
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int script_repeat // # of times an effect in an exploder will repeat
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int script_fxstart // Identifies effects so they can be turned on by grouping with a trigger
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int script_fxstop // Identifies effects so they can be turned off by grouping with a trigger
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int script_damage // Damage of radius damage on an exploder
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float script_firefxdelay // repetition rate on a firefx for exploders
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float script_firefxtimeout // Amount of time before a looping effect fades out
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string script_firefx // Fx to play infinitely from a used exploder
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string script_presound // To play sounds on exploders before the explosion, for pathfinder only
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string script_ender // Stop a looping effect
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string script_firefxsound // Looping sound for an exploder firefx
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string script_trailfx // Specifies the trailfx to be used on the entity.
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string script_trailfxtag // Specifies the trailfx tag to play off of
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float script_trailfxdelay // Specifies the trailfx repeat delay
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string script_trailfxsound // Specifies the trailfx sound to play
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float script_trailfxtimeout // Specifies the trailfxtimeout
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string script_ent_trailfxsound // Specifies the sound to play in conjunction with the trailfx
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vector script_angles // generic angles storage
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int script_delete
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int script_increment
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int script_patroller
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int script_offtime // Number of milliseconds before guys get off a flak when you hit the off-trigger, defaults to 20000
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int script_offradius // Guys get off a flak if a player gets this close to a flak after hitting the off-trigger, default 350
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string script_autosavename
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int script_autosave
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int count
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int script_timer // Timeout for friendly_chat
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int script_delayed_playerseek
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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
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int script_playerseek
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int script_seekgoal
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int script_start
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int script_radius // Sets an AI's starting goal radius. On an exploder this sets the radius damage's radius.
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int script_followmin
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int script_followmax
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int script_startinghealth
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int script_fallback
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int script_grenades
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int script_fightdist // Spawners will spawn with this pathEnemyFightDist
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int script_maxdist // Spawners will spawn with this pathEnemyLookAhead
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int script_moveoverride // Spawners with this will go to their (targetted) node before fighting.
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int script_killspawner // When you go through a trigger with this on it, any spawners that have the same # will be deleted.
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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.
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int script_vehiclenodegroup //used for getting an array of vehicle nodes
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int script_mg42auto // When you hit this trigger any grouped mg42s will go into auto mode and clear target.
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int script_requires_player
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int script_sightrange
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int script_fallback_group // Makes stray spawned guys part of bigger falling back movements.
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int script_vehiclegroup // links a vehicle to its spawners
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int script_vehicle_selfremove // vehicle will delete itself when it reaches the end of its path
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int script_exploder // Grouping things that explode
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int script_exploder_server // Sets the exploder to be on the server side
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int script_prefab_exploder // Override an exploder since exploders in prefabs get unique'd.
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int script_balcony // current mechanism for flagging an actor to test for balcony death
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int script_mgturret // Group AI with a node that targets an mg42 and the AI will keep the gun in use.
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int script_plane // Specifies which plane set this is, so they can all be started together.
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int script_explode // Tells a plane to explode with this exploder.
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int dontdropweapon // If set, the AI will not drop a weapon when he dies
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int dontdrawoncompass // If set, the AI will not be drawn on the player's compass. Only matters for friendlies
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int script_usemg42 // If set to false, a friendly will not use be told by friendly_mg42 triggers to use an mg42.
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int script_stoptoshoot // used for tanks, setting this to greater than zero will make a tank stop before firing it's main cannon
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int script_startingposition // used for riders of vehicles to manually designate riding postions (also used for walkers)
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int script_turretmg
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int script_forcegrenade // Set to 1 to enable AI to throw as many grenades as they want rather than extremely rarely.
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int script_goalvolume // groups guys so they use a goalvolume
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int script_stack // for walls where friendlies hang out
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int script_nofriendlywave // disables tracking of this ai for friendly_wave's
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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)
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int script_disconnectpaths // makes exploder script_brushes connectpaths when hidden and disconnect when shown. could be used to disable cover nodes.
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int script_nowall // make AI play a special set of corner animations that dont require a wall
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int script_longdeath // set to 0 disable long death animations like lying on the ground and shooting
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int script_displaceable // makes an AI able to change his goal radius from animscript.
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int script_grenadespeed // used for setting magic grenade launch speeds on script origins
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int script_maxspawn // used on flood spawn trigger to regulate the max number of ai
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int script_breach_id // used on a door to force a special type of breach.
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int script_battlechatter
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int script_trigger_group // used to disable a group of triggers when one gets hit.
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int script_airspeed // used in checks for setting speed on helicopter path origins or nodes
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int script_yawspeed // used in checks for setting yaw speed on helicopter path origins or nodes
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int script_forceyaw // used in checks for a target or goal yaw on helicopter path origins or nodes
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int script_cleartargetyaw // used in checks to reset a target yaw on helicopter path origins or nodes
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int script_accel // used in checks to change the acceleration on helicopter path origins or nodes
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int script_decel // used in checks to change the deceleration on helicopter path origins or nodes
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int script_engage // used in checks to fire weapons on helicopter path origins or nodes
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int script_engageDelay // used in checks to delay weapons firing on helicopter path origins or nodes
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int script_hoverwait // used in checks to set hovering times on helicopter path origins or nodes
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int script_pilottalk // used in checks to trigger dialogue on helicopter path origins or nodes
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string script_attackPattern // used in checks to control weapons firing on helicopter path origins or nodes
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string script_objective
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string script_friendname
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string script_noteworthy // Used to get a string for scripted sequences mainly.
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string script_parameters // generic string used for similar purpose as script_noteworthy
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string script_triggername // Z: used for elevators in the dam
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string script_fxcommand // What to do with the effect
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string script_fxid // The id of the effect to do
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string weaponinfo
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string script_hidden // the thing which is hidden and appears later (mortars)
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string vehicletype
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string script_personality // This guy will use this personality type
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string script_squadname // squad (spawner cluster) identifier
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string script_nodestate // generic identifier for nodes
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string script_assaultnode // generic identifier for nodes
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string script_team // how to know which team a tank is on (needed to free up target/targetname for radiant linkability)
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string script_mortargroup // to group mortars with their triggers
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string ambient // String index of the level.ambient_track to play on this trigger.
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string script_gameobjectname // Used in multiplayer to add/remove entities based on gametype.
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string script_gametype_dm // Preston: Used in multiplayer to add/remove entities based on gametype.
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string script_gametype_tdm // Preston: Used in multiplayer to add/remove entities based on gametype.
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string script_gametype_ctf // Preston: Used in multiplayer to add/remove entities based on gametype.
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string script_gametype_hq // Preston: Used in multiplayer to add/remove entities based on gametype.
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string script_gametype_sd // Preston: Used in multiplayer to add/remove entities based on gametype.
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string script_mapsize_08 // Preston: Used in multiplayer to add/remove entities based on the set mapsize.
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string script_mapsize_16 // Preston: Used in multiplayer to add/remove entities based on the set mapsize.
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string script_mapsize_32 // Preston: Used in multiplayer to add/remove entities based on the set mapsize.
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string script_mapsize_64 // Preston: Used in multiplayer to add/remove entities based on the set mapsize.
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string script_sound // Plays level.scr_sound ["string"]
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string script_animation // If defined, patrollers will play a random pause animation at this node.
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string script_destructable_area // used to let destructable walls block off areas of the map (affects spawning, for instance)
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string script_earthquake // References level.earthquake variables to do an earthquake
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string script_followmode
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string script_skilloverride
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string script_bctrigger
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int script_bcdialog //set to 0 on a spawner/ai when you want to turn off battlechatter forever on that individual
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string script_aigroup
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string script_objective_active // used with flood_and_Secure and "friendlychain"s to only be active if this objective
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string script_objective_inactive // is active
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string script_threatbiasgroup // adds spawned ai to this threatbiasgroup
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string script_squad // Group spawners/ai so they share enemy information
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string script_area // used by battlechatter system
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string script_location // used by battlechatter system
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string script_landmark // used by battlechatter system
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string script_flag_true // This entity should not activate unless at least one of the flags in this string is true
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string script_flag_false // This entity should not activate unless all the flags in this string are false
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string script_flag // the flag that gets enabled/disabled by targetname flag_set and flag_unset
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string script_flag_set // helis using helipath will set this flag when they reach this point
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string script_flag_wait // helis using helipath will wait at this point until this flag is set
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string script_flag_clear // clears the flag when it hits this spot
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string script_color_allies // groups allied AI with nodes/triggers of that color
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string script_color_axis // groups axis AI with nodes/triggers of that color
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string script_forcecolor // forces an AI to use all nodes of this color
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string script_linkName // Works with script_linkTo
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string script_linkTo // A compound string that is a list of script_linkname'd entities that this entity links to.
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string script_wtf
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string script_stance // General purpose string identifier useful for stance related scripting
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string script_namenumber // General purpose string identifier that used to be in this file that I use frequently
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// destructable stuff
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int script_accumulate // damage that must accumulate for destruction to occur
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int script_threshold // min damage that has any effect
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// ambient stuff
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string script_ambientpackage // declare the ambient package associated with this trigger
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string script_ambientroom // declare the room associated with this trigger
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int script_ambientpriority // declare the ambient priority associated with this trigger
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// vehicle stuff
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int script_turret
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int script_gatetrigger // vehicles will wait at vehicle nodes with this untill the trigger is hit.
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int script_VehicleSpawngroup // spawns associated vehicles and their aigroups (as still designated by script_vehiclegroup on the vehicles and the ai's)
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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.
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int script_vehicleGroupDelete // Deletes associated vehicles and their aigroups (as still designated by script_vehiclegroup on the vehicles and the ai's)
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int script_physicsjolt //toggle tanks shaking physics as it drives by.
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string script_unload // tells the vehicle to unload this group of guys
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int script_deathroll //turns on and off deathroll for vehicles crossing paths
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string script_crashtype //designates a crashpath
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string script_crashtypeoverride //override the type of crash a vehicle will do when it dies values are "tank", "mobile"
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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.
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int script_badplace //no badplaces on tanks. for tanks that won't be near ai. on big tank battles.
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float script_dronelag //amount of timed space between drones following vehicle paths
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int script_fireondrones //toggles machineguns firing on drones behavior
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int script_vehicleride
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int script_vehiclewalk
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int script_unloadmgguy // set this on the halftrack to make the mg guy unload.
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int script_keepdriver // set this on the vehicle to make the vehilce driver not unload.
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int script_vehicledetour
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int script_avoidvehicles //setting to 0 on a tank will make it not do collision avoidance stuff
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int script_avoidplayer // setting to 1 will cause the tank to perform collision avoidance on the player
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float script_playerconeradius // used optionally with script_avoidplayer if you want a cone radius other than 200.
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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.
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float script_attackspeed
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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.
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int script_cobratarget //set to 1 to create a target for this entity on pilotcobra missions
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string script_targettype //"air" or "ground" - used for helicopter pilot levels
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float script_targetoffset_z //offset from model where missiles should aim - used for helicopter pilot levels
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int script_wingman
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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"
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int script_bombmode_original
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int script_bombmode_single
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int script_bombmode_dual
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string script_label
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int script_flakaicount //for setting the amount of ai to spawn on a flak
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string script_tankgroup // used to add a tankgroup to vehicles.
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float script_chance //chance that an exploder will explode, checked every 4 seconds or whatever script_delay is on the trigger.
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int script_forcespawn // Used to forcespawn (aka stalingradspawn) an AI.
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int script_allowdeath
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float script_death
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float script_death_min
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float script_death_max
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int script_drones_min
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int script_drones_max
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int script_looping
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int script_trace
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int script_spawn_here // for camper_spawner
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string script_vehicleaianim //this will be a radiant drop down list that tells the ai on the vehicle which animations to play
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int script_health // bringing it back!
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int script_stopnode //tells helicopters to stop at a node.
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string script_turret_share // shares turret spots for portable mgs
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string script_turret_ambush // shares turret spots for portable mgs
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int script_dont_link_turret
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string ambience_inner
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string ambience_outer
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int script_mg_angle //this gives option to start the machinegun at an angle
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int script_deathchain
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int script_nohealth // makes the guy not drop health
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// destructible object
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string destructible_type //identifier
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vector script_bg_offset // I'm using this in cobrapilot to move the background pieces into place
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int script_flashbangs //set this to > 0 to give an AI flashbangs instead of frag grenades.
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float script_dot // used on targetname trigger_lookat triggers to change the fov
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int script_drone //setting to 1 makes the spawner a script drone
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int squadnum
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string script_hint // put on trigger_hint
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int script_anglevehicle
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// when all the ai and spawners with the same string die
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// (or their count depletes to zero), a flag with this string
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// gets set
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string script_deathflag
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string script_delay_goto_goalmin //z: an AI will spawn, but not run to his goal for a random amount of time
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string script_delay_goto_goalmax //z: an AI will spawn, but not run to his goal for a random amount of time
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int script_random_killspawner //group a trigger with some spawners
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int script_randomspawn //use with a script_random_killspawner - script will randomly spawn one of the groups
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int script_killspawner_group
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int script_wheeldirection // 1 goes forward 0 goes backwards.
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int script_light_toggle // set to 1 on vehicle enables vehicles ability to turn on and off lights.
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string script_vehicle_lights_on // set to a group of lights to turn them on
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string script_vehicle_lights_off // set to a group of lights to turn them off
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int script_fixednode // can force .fixednode on an AI
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float fixednodesaferadius // the safe radius
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string spawner_id //using this for jeepride, guh, grunt, blarg! -nate
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int script_vehicledetourgroup // use this for telling a detour node to only detour vehicles in matching groups
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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.
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string script_ghettotag
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int script_growl // makes a dog growl as he runs, instead of barking
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int script_index // can be used generically as an index for whatever reason
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int script_dontshootwhilemoving
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int script_goalyaw // set to true to set the goal yaw
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float script_physics // used for exploder_chunk to use physics throw
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int script_stealth_dontseek // dont set your goalpos to the enemy's goalpos on combat
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string script_force_count // set to true on spawner - flood spawner will not increment this spawners count if the player didnt see the guy die
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int script_ammo_clip // weapon placed in radiant - this many rounds in the clip - must be used with script_ammo_extra
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int script_ammo_extra // weapon placed in radiant - this many rounds outside the clip - must be used with script_ammo_clip
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int script_ammo_40mm // does nothing right now
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int script_godmode // makes a vehicle be god mode
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int script_bulletshield // used to apply toggleable bullet shields to vehicles that have them enabled.
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int script_deathflag_longdeath // set to on and script_deathflag guys will notify on death OR longpaindeath
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int script_char_index // overwrite the character index
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int script_char_group // indicate this guy is a member of a group of same chars
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string script_rumble // rumble file to play on an exploder
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float script_volumeramp // time to ramp in a vehicles engine noise.
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int script_volume // set to 1 if you want to control the vehicle's volume in your script rather than have it lerp automatically
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int script_onlyidle
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float script_volumeup // on a vehicle node this makes the vehicle go to max volume over this much time
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float script_volumedown // on a vehicle node this makes the vehicle go to no sound over this much time
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float script_duration
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string script_soundalias // play this soundalias on exploders
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float script_savetrigger_timer //used to set minimum required times on autosave triggers in timed missions
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// CoD5 Additions
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//-----------------------------------------------------------------
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// Generic/Misc Keys:
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//-------------------
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int script_int // Generic INT for anyone to use
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float script_float // Generic FLOAT for anyone to use
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vector script_vector // Generic VECTOR for anyone to use
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string script_string // Generic STRING for anyone to use
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string script_notify // Sends out the specified notify to the level when the trigger is triggered
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int script_color_auto_disable // Determines if a color trigger will not automatically be toggled off
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int script_percent // Fallback uses this to determine the "percent" of AI that will fall back when the trigger is hit.
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// Feature Specific Keys:
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//-----------------------
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// Commentary (MikeD)
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string script_commentary // Used with level.commentary[script_commentary]
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// Spiderhole (ChrisP)
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int script_spiderhole // set on a spawner to make it a spiderhole guy
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int script_spiderhole_charge // set the chance to charge at the player ( 0 - 100)
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string script_spiderhole_anim // set the animation used to emerge from the spiderhole
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// Planes (SRS 05/02/07)
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int script_numbombs // used to give a plane an initial number of bombs.
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int script_dropbombs // used for vehiclenodes, to tell a plane to drop X bombs
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float script_dropbombs_delay // used to set a delay (secs) for the script_numbombs bomb dropping.
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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).
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// SCRTIPER_MOD: JesseS (05/08/07) script_flak88 added
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int script_flak88 // used for spawning and setting up flak88s
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int script_vehicleattackgroup // used for attacking vehiclespawngroups.
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float script_vehicleattackgroupwait // used for setting a delay before attacking a vehiclespawngroup with script_vehicleattackgroup.
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int script_nonmovingvehicle // replaces script_flak88 to define nonmoving vehicles in order to prevent vehicle script errors
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// SRS (3/25/08): added key to allow specifying combat_getout anims on vehicle AI spawners
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int script_combat_getout // used in _vehicle_aianim.gsc
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//Sumeet ( 05/30/08 ) : added key to allow specifying combat_idle anims on vehicle spawners
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int script_combat_idle // used in _vehicle_aianim.gsc
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// MikeD (9/5/2007): Exposed functionality for spawners to respawn in _colors
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int script_no_respawn // Disables the AI from being put on the _colors::replace_on_death thread.
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// MikeD (11/2/2007): Interactive Objects, pass self in for being the attacker
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int script_selfisattacker
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// JamesS (1/3/2008): added destructibledef accessible by script
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string destructibledef
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// SCRIPTER_MOD: JesseS (1/11/2008):
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int script_nodropweapon // Used in _spawner to disallow weapon drop on enemies. Ask a lead before using!
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// MikeD (1/13/2008)
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int script_banzai // Dynamic Bonzai Attack for AI. Set on the spawners.
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int script_banzai_spawn // Bonzai Attack for AI once they spawn in. Set on the spawners.
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// MikeD (1/17/2008): Tank Mantle support
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int script_nomantle // If set, disables mantling for the tank, even discards setting up the variables/fx/animations for the tank.
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// SCRIPTER_MOD: JesseS (3/24/2008): Fog trigger support
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int script_start_dist // The distance, in world units, at which the fog begins.
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int script_halfway_dist // The distance at which the scene will be 50% fogged.
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int script_halfway_height // The height at which the scene will be 50% fogged.
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int script_base_height // The ground-level Z position at which the fog will start from.
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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
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float script_transition_time // transition time in seconds
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string script_vision // vision file name to transition to
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float script_vision_time // vision file time to transition to
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// Bloodlust 20 may 2008:
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// MP Dynamic Lights support
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vector script_color2 // The second color of a dynamic light to switch between it and script_color
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// MikeD (4/6/2008): Added some Light vars
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float script_intensity_min
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float script_intensity_max
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// MikeD (4/11/2008): Added MG42 "animated" object support
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string script_animent // Specifies the targetname of the animated object when the MG42 fires
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string script_animname // Specifies the animname of the animated object
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// JasonE (4/10/2008)
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string twar_owner // team which owns this flag initially
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string twar_owner_home // the home flag for the specified team, is this flag is taken by the opposing team the game is over
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string twar_axis_dependants // semi-colon seperated list of flags required before capturing this flag (property of script/origin flag_descriptor object)
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string twar_allies_dependants // semi-colon seperated list of flags required before capturing this flag (property of script/origin flag_descriptor object)
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// NathanM (6/24/2008)
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float script_score // base score for an influencer in the new unified spawning system
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string script_score_curve // shape of score falloff for an influencer in the new unified spawning system
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// MikeD (6/24/2008): Coop specific
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int script_player_min // This is right now used for weapons that are placed in the world the number specified is the number of players required to keep this weapon in the world
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int script_player_chance // This is used to determine the "percent" the player will be chosen as a target for Banzai attacks
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// Austin (6/29/08): Nazi Zombie Game Mode
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string zombie_weapon_upgrade // weapon to be given to the player if they have the points to purchase it
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int zombie_cost // the point cost to perform this action / purchase this weapon
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// NathanM (10-JULY-2008)
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string script_shape // shape of unified spawning system static influencer. can be "sphere" or "cylinder"
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// StefanS (07/10/2008)
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string script_twar_flag // the associated twar flag's script name (flag1, flag2, etc.)
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string tosser // set this to 1 to have the AI supplement system use this spawner, can also specify "banzai", "grenadesuicide", or "standard" for the type of tosser
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// CCheng (7/16/2008)
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int script_max_banzai_distance // the limit of how far banzai guys will look for a target
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int script_banzai_attack_chance // the chance banzai chargers will go into the banzai melee rather than the regular melee
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// Jesse (8/12/08)
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int script_count_lock // if set to anything, locks the count to whatever the scripter set in radiant (for preventing co-op scaling)
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// DSL (9/01/08)
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int script_nochoke // if set to true on a flood spawner, that spawner will remain unchoked.
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int script_choke // if set to true on a trigger spawner, that spawner will be choked.
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