cod5-sdk/raw/radiant/keys.txt
2008-11-20 00:00:00 +00:00

486 lines
28 KiB
Text

// 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_exploder_server // Sets the exploder to be on the server side
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
int script_growl // makes a dog growl as he runs, instead of barking
int script_index // can be used generically as an index for whatever reason
int script_dontshootwhilemoving
int script_goalyaw // set to true to set the goal yaw
float script_physics // used for exploder_chunk to use physics throw
int script_stealth_dontseek // dont set your goalpos to the enemy's goalpos on combat
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
int script_ammo_clip // weapon placed in radiant - this many rounds in the clip - must be used with script_ammo_extra
int script_ammo_extra // weapon placed in radiant - this many rounds outside the clip - must be used with script_ammo_clip
int script_ammo_40mm // does nothing right now
int script_godmode // makes a vehicle be god mode
int script_bulletshield // used to apply toggleable bullet shields to vehicles that have them enabled.
int script_deathflag_longdeath // set to on and script_deathflag guys will notify on death OR longpaindeath
int script_char_index // overwrite the character index
int script_char_group // indicate this guy is a member of a group of same chars
string script_rumble // rumble file to play on an exploder
float script_volumeramp // time to ramp in a vehicles engine noise.
int script_volume // set to 1 if you want to control the vehicle's volume in your script rather than have it lerp automatically
int script_onlyidle
float script_volumeup // on a vehicle node this makes the vehicle go to max volume over this much time
float script_volumedown // on a vehicle node this makes the vehicle go to no sound over this much time
float script_duration
string script_soundalias // play this soundalias on exploders
float script_savetrigger_timer //used to set minimum required times on autosave triggers in timed missions
// 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
//Sumeet ( 05/30/08 ) : added key to allow specifying combat_idle anims on vehicle spawners
int script_combat_idle // 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)
// NathanM (6/24/2008)
float script_score // base score for an influencer in the new unified spawning system
string script_score_curve // shape of score falloff for an influencer in the new unified spawning system
// MikeD (6/24/2008): Coop specific
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
int script_player_chance // This is used to determine the "percent" the player will be chosen as a target for Banzai attacks
// Austin (6/29/08): Nazi Zombie Game Mode
string zombie_weapon_upgrade // weapon to be given to the player if they have the points to purchase it
int zombie_cost // the point cost to perform this action / purchase this weapon
// NathanM (10-JULY-2008)
string script_shape // shape of unified spawning system static influencer. can be "sphere" or "cylinder"
// StefanS (07/10/2008)
string script_twar_flag // the associated twar flag's script name (flag1, flag2, etc.)
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
// CCheng (7/16/2008)
int script_max_banzai_distance // the limit of how far banzai guys will look for a target
int script_banzai_attack_chance // the chance banzai chargers will go into the banzai melee rather than the regular melee
// Jesse (8/12/08)
int script_count_lock // if set to anything, locks the count to whatever the scripter set in radiant (for preventing co-op scaling)
// DSL (9/01/08)
int script_nochoke // if set to true on a flood spawner, that spawner will remain unchoked.
int script_choke // if set to true on a trigger spawner, that spawner will be choked.