============================================ var: sky_height ============================================ var: sky_show_planet ============================================ var: sky_show_stars ============================================ var: sky_show_skybox ============================================ var: sky_show_clouds ============================================ var: sky_show_sky ============================================ command: xcrash desc: One more crash param: ============================================ var: am_hit_everything ============================================ var: am_invert ============================================ var: am_show_filenames ============================================ var: am_show_axes ============================================ var: am_show_closest ============================================ var: gl_disable_depth_reads ============================================ command: gl_fog_end_changeto desc: changes the fog end distance smoothly param: end_val:float [frames:int | ] ============================================ command: gl_fog_start_changeto desc: changes the fog start distance smoothly param: start_val:float [frames:int | ] ============================================ var: gl_fog_blue ============================================ var: gl_fog_green ============================================ var: gl_fog_red ============================================ var: gl_fog_start ============================================ var: gl_fog_end ============================================ var: ui_suppress_prompt ============================================ command: ui_flash_element desc: sets part of the HUD to flash or not flash param: element_name:string fill:int ============================================ command: ui_fill_element desc: sets part of the HUD to completely filled param: element_name:string fill:int ============================================ command: ui_show_element desc: shows or hides part of the HUD param: element_name:string show:int ============================================ command: ui_show_help desc: debugging: enables the HUD help overlays param: enable:int ============================================ command: text_console desc: Turns on the text console display param: name:string ============================================ var: target_max_distance ============================================ command: target_set desc: Sets the target to the specified flag param: flag_id:int min_distance:float ============================================ command: objective_complete desc: Plays the objective-complete sound. param: ============================================ command: objective_set desc: Sets the current objective page. param: page:int [make_silent:string{"silent"} | ] ============================================ command: diary_page_unlock desc: Unlocks a specific diary page on the current level. param: page:int ============================================ command: movie_play desc: function to start a movie playing param: name:string ============================================ command: sound_objects_reset desc: reloads the sounds objects param: ============================================ command: sound_list_broken_links desc: function writes a list of sounds which have broken links to a file param: ============================================ command: sound_impulse_play desc: function plays an impulse sound param: name:string [volume:float | ] ============================================ command: sound_ambient_volume desc: function to set the volume of a playing ambient sound param: name:string volume:float [time:float | ] ============================================ command: sound_ambient_stop desc: function to stop an ambient sound param: name:string ============================================ command: sound_ambient_start desc: function to start an ambient sound param: name:string [volume:float | ] ============================================ command: sound_dialog_play_interrupt desc: function to interrupt the current character dialog and play a new one param: name:string ============================================ command: sound_dialog_play_block desc: function to start character dialog playing after the current dialog finishes param: name:string ============================================ command: sound_dialog_play desc: function to start character dialog playing param: name:string ============================================ command: sound_music_volume desc: function to set the volume of playing music param: name:string volume:float [time:float | ] ============================================ command: sound_music_stop desc: function to stop playing music param: name:string ============================================ command: sound_music_start desc: function to start music playing param: name:string [volume:float | ] ============================================ command: cinematic_stop desc: stop the display of a cinematic insert param: bitmap_name:string end:int velocity:float ============================================ command: cinematic_start desc: start the display of a cinematic insert param: bitmap_name:string draw_width:int draw_height:int start:int end:int velocity:float mirror:bool ============================================ var: cinematic_yoffset ============================================ var: cinematic_xoffset ============================================ var: show_turrets ============================================ var: turret_show_debug ============================================ var: laser_alpha ============================================ var: show_triggers ============================================ var: show_sound_rectangles ============================================ var: show_sound_spheres ============================================ var: show_sound_all ============================================ var: patrolpath_name_distance ============================================ var: show_patrolpaths ============================================ command: flag_view_prefix desc: View flags with a specific prefix param: prefix:string ============================================ var: flag_name_distance ============================================ var: show_flags ============================================ var: flag_new_id ============================================ var: door_pop_lighting ============================================ var: door_show_activation ============================================ var: door_ignore_locks ============================================ var: door_show_debug ============================================ var: character_name_distance ============================================ var: show_characters ============================================ command: script_reload desc: reload scripts for a level param: ============================================ var: sc_bind_f3 ============================================ var: sc_bind_f2 ============================================ command: sc_focus desc: sets which character we're authoring for a film param: chr_index:int ============================================ command: lock_keys desc: locks keys out param: (null) ============================================ command: splash_screen desc: displays a splash screen param: texture:string ============================================ command: message_remove desc: removes a currently displayed message param: [message:string | ] ============================================ command: message desc: sends a message from the subtitle file param: message:string [timer:int] ============================================ command: restore_game desc: restores the game param: ============================================ command: save_game desc: saves the game param: save_point:int [type:string{"autosave"} | ] ============================================ command: timer_stop desc: starts the countdown timer param: ============================================ command: timer_start desc: starts the countdown timer param: duration:float script:string ============================================ command: slowmo desc: starts the slowmotion timer param: duration:int ============================================ command: lose desc: lose this level param: (null) ============================================ command: win desc: win this level param: (null) ============================================ command: dmsg desc: debugging message param: astring:string ============================================ command: dprint desc: debugging print param: astring:string ============================================ command: cutscene_sync desc: marks a point in a cutscene param: (null) ============================================ command: end_cutscene desc: ends a cutscene param: ============================================ command: begin_cutscene desc: begins a cutscene param: (null) ============================================ command: env_shade desc: sets the shade of a block of objects param: gq_ref:int gq_ref:int r:float g:float b:float ============================================ command: env_show desc: turns on or off specified parts of the environment param: gq_ref:int on_off:int{0 | 1} ============================================ command: env_texswap desc: swaps an environment texture param: gq_start:int tex_name:string ============================================ command: fade_out desc: fades the screen out param: [r:float | r:int] [g:float | g:int] [b:float | b:int] ticks:int ============================================ command: fade_in desc: fades the screen in param: ticks:int ============================================ command: input desc: turns input on or off param: on_off:int{0 | 1} ============================================ command: letterbox desc: starts or stops letterboxing param: start_stop:int{0 | 1} ============================================ command: env_setanim_block desc: sets up an animation for an object param: obj_id:int object_name:string ============================================ command: env_setanim desc: sets up an animation for an object param: obj_id:int object_name:string ============================================ command: env_anim_block desc: initiates a environment animation: blocks until completed param: obj_id:int [ obj_id:int | ] ============================================ command: env_anim desc: initiates a environment animation: blocks until completed param: obj_id:int [ obj_id:int | ] ============================================ command: obj_create desc: creates a range of objects param: obj_id:int [ obj_id:int | ] ============================================ command: obj_kill desc: kills a range of object param: obj_id:int [ obj_id:int | ] ============================================ command: obj_shade desc: turns display of an object on or off param: obj_id:int obj_id:int r:float g:float b:float ============================================ command: obj_force_draw desc: locks an object as visible param: obj_id:int [ obj_id:int | ] ============================================ command: obj_show desc: turns display of an object on or off param: obj_id:int [ obj_id:int | ] ============================================ command: obj_hide desc: turns display of an object on or off param: obj_id:int [ obj_id:int | ] ============================================ command: cm_reset desc: resets the camera param: [maxspeed:float | ] [maxFocalAccel:float | ] ============================================ command: cm_wait desc: makes the camera wait until it is no longer busy param: ============================================ command: cm_detach desc: detaches the camera param: ============================================ command: cm_orbit_block desc: puts the camera in orbit mode param: speed:float [stopangle:float| ] ============================================ command: cm_orbit desc: puts the camera in orbit mode param: speed:float [stopangle:float | ] ============================================ command: cm_interpolate_block desc: initiates a camera interpolation param: anim_name:string num_frames:int ============================================ command: cm_interpolate desc: initiates a camera interpolation param: anim_name:string num_frames:int ============================================ command: cm_anim_block desc: initiates a camera animation param: cam_spec:string{"move" | "look" | "both"} anim_name:string ============================================ command: cm_anim desc: initiates a camera animation param: cam_spec:string{"move" | "look" | "both"} anim_name:string ============================================ command: env_broken desc: computes the number of objects in a range that have all their glass broken param: gq_ref:int [gq_endref:int | ] ============================================ var: fx_laser_width ============================================ command: powerup_reset desc: resets all placed powerups to their starting points param: ============================================ command: weapon_reset desc: resets all unheld weapons to their starting state param: ============================================ command: give_powerup desc: Gives a powerup to a character param: powerup_name:string [amount:int | ] [character:int | ] ============================================ var: wp_disable_fade ============================================ var: wp_fadetime ============================================ var: wp_hypostrength ============================================ var: recoil_return_speed ============================================ var: recoil_factor ============================================ var: recoil_max ============================================ var: recoil_base ============================================ var: recoil_edit ============================================ var: wp_kickable ============================================ var: debug_weapons ============================================ var: chr_show_lod ============================================ var: chr_show_bnv ============================================ command: hang desc: hangs the game (used for testing error handling) param: when:string{"now"} ============================================ command: crash desc: crashes the game (used for testing error handling) param: when:string{"now"} ============================================ command: print_state desc: prints an anim state param: state:int ============================================ command: print_type desc: prints an anim type param: type:int ============================================ command: chr_who desc: lists all the players param: (null) ============================================ command: corpse_reset desc: resets corpses to their initial state param: ============================================ command: make_corpse desc: makes a corpse param: corpse_name:string ============================================ command: fall_back desc: makes the player character fall front param: (null) ============================================ command: fall_front desc: makes the player character fall front param: (null) ============================================ command: chr_kill_all_ai desc: kills all the AI param: (null) ============================================ command: chr_draw_dot desc: draws a dot at a specified location param: (null) ============================================ command: chr_weapon desc: Sets the weapon for a give character param: chr_index:int [weapon_name:string | weapon_num:int] ============================================ command: chr_set_class desc: Sets the character class of a specific character param: chr_index:int [class_name:string | class_index:int] ============================================ command: chr_display_combat_stats desc: Displays the characters combat stats param: chr_index:int ============================================ command: chr_main_class desc: Sets the main characters class param: [class_name:string | class_index:int] ============================================ command: chr_location_settocamera desc: Sets the location of any character to the camera location param: chr_index:int ============================================ command: chr_location desc: Sets the location of any character param: chr_index:int [[loc_x:float loc_y:float loc_z:float] | ] ============================================ command: goto desc: Sets the location of the player character param: [[loc_x:float loc_y:float loc_z:float] | ] ============================================ command: chr_disarm desc: Disarms a character or everyone param: chr_index:int ============================================ command: chr_health desc: Sets character's health param: chr_index:int [hit_points:int | ] ============================================ command: chr_focus desc: Selects what character to control param: chr_index:int ============================================ var: wp_pow_adjustment ============================================ var: wp_scale_adjustment ============================================ var: chr_mini_me_amount ============================================ var: chr_big_head_amount ============================================ var: chr_auto_aim_dist ============================================ var: chr_auto_aim_arc ============================================ var: chr_aim_width ============================================ var: chr_block_angle ============================================ var: chr_collision_grow ============================================ var: cm_lookspring_percent ============================================ var: chr_debug_target ============================================ var: chr_show_movement ============================================ var: chr_lod ============================================ var: chr_death_fade_frames ============================================ var: chr_death_fade_start ============================================ var: saved_film_character_offset ============================================ var: gs_show_corpses ============================================ var: wp_force_no_scale ============================================ var: wp_force_half_scale ============================================ var: wp_force_scale ============================================ var: chr_big_head ============================================ var: marketing_line_off ============================================ var: chr_disable_melee ============================================ var: chr_debug_collision ============================================ var: chr_print_sound ============================================ var: chr_debug_sphere ============================================ var: chr_debug_overlay ============================================ var: chr_debug_characters ============================================ var: chr_draw_aiming_vector ============================================ var: chr_draw_facing_vector ============================================ var: chr_active ============================================ var: chr_enable_collision ============================================ var: chr_debug_aiming_screen ============================================ var: chr_debug_impacts ============================================ var: gs_show_shadows ============================================ var: chr_corpse_fade_offscreen ============================================ var: show_laser_env_collision ============================================ var: show_chr_env_collision ============================================ var: chr_mini_me ============================================ var: chr_draw_all_characters ============================================ var: chr_pin_character ============================================ var: chr_draw_weapon ============================================ var: chr_debug_trigger_quad ============================================ var: chr_collision_box ============================================ var: debug_impacts ============================================ var: chr_debug_fall ============================================ var: chr_debug_pathfinding ============================================ var: saved_film_loop ============================================ var: chr_weapon_auto_aim ============================================ var: debug_gun_behavior ============================================ var: debug_scripts ============================================ var: debug_triggers ============================================ var: door_drawframes ============================================ var: footstep_flash ============================================ var: chr_debug_footsteps_verbose ============================================ var: chr_debug_footsteps ============================================ var: chr_all_active ============================================ var: chr_disable_visactive ============================================ var: spatial_footsteps ============================================ command: tr_stop_lookup desc: bla bla bla param: ============================================ command: tr_write_lookup desc: bla bla bla param: file_name:string ============================================ command: tr_write_collection desc: bla bla bla param: collection_name:string file_name:string ============================================ command: tr_write_animation desc: bla bla bla param: anim_name:string file_name:string ============================================ var: ai2_debug_showsettingIDs ============================================ var: ai2_debug_localmove_lines ============================================ var: ai2_debug_localpathfinding ============================================ var: ai2_debug_localmovement ============================================ var: ai2_showintersections ============================================ var: ai2_boss_battle ============================================ var: ai2_barabbas_run ============================================ var: ai2_spacing_weights ============================================ var: ai2_spacing_cookies ============================================ var: ai2_spacing_enable ============================================ var: ai2_melee_weightcorrection ============================================ var: ai2_stopignoring_time ============================================ var: ai2_stopignoring_count ============================================ var: ai2_chump_stop ============================================ var: ai2_ignore_player ============================================ var: ai2_deaf ============================================ var: ai2_blind ============================================ var: ai2_printspawn ============================================ var: ai2_showsounds ============================================ var: ai2_showlinetochar ============================================ var: ai2_showjoblocations ============================================ var: ai2_showhealth ============================================ var: ai2_shownames ============================================ var: ai2_showfights ============================================ var: ai2_showlocalmelee ============================================ var: ai2_showfiringspreads ============================================ var: ai2_showprojectiles ============================================ var: ai2_showlos ============================================ var: ai2_showlasers ============================================ var: ai2_showtargeting ============================================ var: ai2_showprediction ============================================ var: ai2_showvision ============================================ var: ai2_showcombatranges ============================================ var: ai2_showastar ============================================ var: ai2_showactivationpaths ============================================ var: ai2_showconnections ============================================ var: ai2_showpathfindingerrors ============================================ var: ai2_showdynamicgrids ============================================ var: ai2_showgrids ============================================ var: ai2_showpaths ============================================ command: ai2_debug_makesound desc: causes the player to make a sound (alerts nearby AIs) param: [sound_type:string | ] [volume:float | ] ============================================ command: ai2_pathdebugsquare desc: selects a path square in the player's BNV for debugging param: x:int y:int ============================================ command: ai2_chump desc: creates a chump param: ============================================ command: ai2_printbnvindex desc: prints the index of the player's BNV param: ============================================ command: ai2_findconnections desc: finds all BNV connections from the player's location param: [distance:int | ] ============================================ command: ai2_showmem desc: shows AI memory usage param: ============================================ command: ai2_followme desc: tells an AI to follow the player param: [ai_name:string | script_id:int | ] ============================================ command: ai2_lookatme desc: tells an AI to look at the player param: [ai_name:string | script_id:int | ] ============================================ command: ai2_comehere desc: tells an AI to come to the player param: [ai_name:string | script_id:int | ] ============================================ command: who desc: prints AIs that are nearby param: ============================================ command: where desc: prints location of a character param: [ai_name:string | script_id:int | ] ============================================ command: ai2_report_verbose desc: tells an AI to report in verbosely param: [ai_name:string | script_id:int | ] ============================================ command: ai2_report desc: tells an AI to report in param: [ai_name:string | script_id:int | ] ============================================ command: killed_griffen desc: sets if we killed griffen param: murder:bool ============================================ command: powerup_spawn desc: creates a new powerup param: poweruptype:string flag:int ============================================ command: weapon_spawn desc: creates a new weapon param: weapontype:string flag:int ============================================ command: trigvolume_kill desc: kills all the characters inside a trigger volume param: trig_id:int ============================================ command: trigvolume_corpse desc: kills all the corpses inside a trigger volume param: trig_id:int ============================================ command: trigvolume_reset desc: reset a trigger volume to its level-load state param: name:string ============================================ command: trigvolume_trigger desc: fire off a trigger volume param: name:string type:string{"entry" | "inside" | "exit"} [ai_name:string | script_id:int | ] ============================================ command: trigvolume_setscript desc: set the script to call from a trigger volume param: name:string script:string type:string{"entry" | "inside" | "exit"} ============================================ command: trigvolume_enable desc: enable or disable a trigger volume param: name:string enable:int{0 | 1} [type:string{"all" | "entry" | "inside" | "exit"} | ] ============================================ command: trig_speed desc: sets a triggers speed param: trigger_id:int volume:float ============================================ command: trig_show desc: shows a trigger param: trigger_id:int ============================================ command: trig_hide desc: hides a trigger param: trigger_id:int ============================================ command: trig_reset desc: resets a trigger to non-triggered state param: trigger_id:int ============================================ command: trig_deactivate desc: deactivates a trigger param: trigger_id:int ============================================ command: trig_activate desc: activates a trigger param: trigger_id:int ============================================ command: turret_reset desc: resets a turret to initial state param: turret_id:int ============================================ command: turret_deactivate desc: deactivates a turret param: turret_id:int ============================================ command: turret_activate desc: activates a turret param: turret_id:int ============================================ command: console_reset desc: resets a console to initial state param: console_id:int ============================================ command: console_deactivate desc: deactivates a console param: console_id:int ============================================ command: console_activate desc: activates a console param: console_id:int ============================================ command: door_close desc: closes a door (may not stay open) param: door_id:int ============================================ command: door_open desc: opens a door (may not stay open) param: door_id:int ============================================ command: door_unlock desc: unlocks a door param: door_id:int ============================================ command: door_lock desc: locks a door param: door_id:int ============================================ command: door_unjam desc: unjams a door so characters can open it param: door_id:int ============================================ command: door_jam desc: jams a door in its current state param: door_id:int ============================================ command: reset_mechanics desc: resets all level mechanics (triggers, turrets, consoles, etc...) to initial state param: ============================================ command: ai2_skill_delaymax desc: sets an AI's max delay between shots, in frames param: maxdelay:int ============================================ command: ai2_skill_delaymin desc: sets an AI's min delay between shots, in frames param: mindelay:int ============================================ command: ai2_skill_inaccuracy desc: sets an AI's shooting inaccuracy multiplier param: inaccuracy:float ============================================ command: ai2_skill_decay desc: sets an AI's grouping decay param: decay_amount:float ============================================ command: ai2_skill_error desc: sets an AI's grouping error param: error_amount:float ============================================ command: ai2_skill_bestangle desc: sets an AI's best aiming angle in degrees param: best_angle:float ============================================ command: ai2_skill_recoil desc: sets an AI's recoil compensation amount (0-1) param: recoil_compensation:float ============================================ command: ai2_skill_save desc: saves the shooting skill being edited out as a text file param: ============================================ command: ai2_skill_revert desc: reverts the shooting skill being edited to the saved copy param: ============================================ command: ai2_skill_show desc: shows the currently selected shooting skill param: ============================================ command: ai2_skill_select desc: selects a shooting skill to edit param: char_class:string weapon_name:string ============================================ command: ai2_barabbas_retrievegun desc: makes barabbas retrieve his gun if it is lost param: [ai_name:string | script_id:int] ============================================ command: ai2_set_handlesilenterror desc: sets whether handled errors are silent param: handle_silent:bool [subsystem:string | ] ============================================ command: ai2_set_logerror desc: sets the level of errors to log to file param: error_level:string [subsystem:string | ] ============================================ command: ai2_set_reporterror desc: sets the level of errors to report at console param: error_level:string [subsystem:string | ] ============================================ command: ai2_lookatchar desc: tells an AI to look at a character param: [ai_name:string | script_id:int] [ai_name:string | script_id:int] ============================================ command: ai2_movetoflag desc: tells an AI to move to a flag param: [ai_name:string | script_id:int] flag_id:int [setfacing:string{"setfacing"} | ] ============================================ command: ai2_setmovementmode desc: sets an AI's current movement mode param: [ai_name:string | script_id:int] mode:string ============================================ command: ai2_makeignoreplayer desc: makes a single AI ignore the player param: [ai_name:string | script_id:int] on_off:int{0 | 1} ============================================ command: ai2_makedeaf desc: makes a single AI deaf param: [ai_name:string | script_id:int] on_off:int{0 | 1} ============================================ command: ai2_makeblind desc: makes a single AI blind param: [ai_name:string | script_id:int] on_off:int{0 | 1} ============================================ command: ai2_tripalarm desc: trips an alarm param: alarm_id:int [ai_name:string | script_id:int | ] ============================================ command: ai2_setalert desc: sets the alert state of an AI param: [ai_name:string | script_id:int] alert:string ============================================ command: ai2_forget desc: makes one or all AIs forget they saw anything param: [ai_name:string | script_id:int | ] [forget_char:string | ] ============================================ command: ai2_attack desc: forces an AI to attack another character param: [ai_name:string | script_id:int] [target_name:string | target_script_id:int] ============================================ command: ai2_makeaware desc: makes an AI aware of another character param: [ai_name:string | script_id:int] [target_name:string | target_script_id:int] ============================================ command: ai2_panic desc: makes an AI panic or not panic param: [ai_name:string | script_id:int] timer:int ============================================ command: ai2_noncombatant desc: sets or clears an AI's non-combatant state param: [ai_name:string | script_id:int] non_combatant:int{0 | 1} ============================================ command: ai2_neutralbehavior desc: sets up an AI's neutral-interaction param: [ai_name:string | script_id:int] behavior:string ============================================ command: ai2_idle desc: tells an AI to become idle param: [ai_name:string | script_id:int] ============================================ command: ai2_doalarm desc: tells an AI to run for an alarm param: [ai_name:string | script_id:int] [console_id:int | ] ============================================ command: ai2_dopath desc: tells an AI to run a particular path param: [ai_name:string | script_id:int] path_name:string ============================================ command: ai2_setjobstate desc: tells an AI to take its current state as its job param: [ai_name:string | script_id:int] ============================================ command: ai2_inactive desc: forces an AI into inactive mode param: [ai_name:string | script_id:int] ============================================ command: ai2_active desc: forces an AI into active mode param: [ai_name:string | script_id:int] ============================================ command: chr_neutral desc: stops an AI from thinking for itself param: [ai_name:string | script_id:int] passive:int{0 | 1} ============================================ command: chr_freeze desc: stops an AI from thinking for itself param: [ai_name:string | script_id:int] passive:int{0 | 1} ============================================ command: ai2_passive desc: stops an AI from thinking for itself param: [ai_name:string | script_id:int] passive:int{0 | 1} ============================================ command: ai2_allpassive desc: stops all AIs from thinking for themselves param: passive:int{0 | 1} ============================================ command: ai2_kill desc: kills one or more AIs param: [param1:string | ] [param2:string | ] ============================================ command: ai2_spawnall desc: spawns all AI, even those not initially present param: ============================================ command: ai2_spawn desc: creates and starts an AI from a character object param: ai_name:string [force_spawn:string{"force"} | ] ============================================ command: ai2_reset desc: resets AI as if start of level param: [reset_player:int | ] ============================================ command: chr_ultra_mode desc: enables ultra mode for a character param: [ai_name:string | script_id:int] on_off:int{0 | 1} ============================================ command: chr_death_lock desc: this character will not die too much param: [ai_name:string | script_id:int] on_off:int{0 | 1} ============================================ command: chr_shadow desc: turns of the shadow for this character param: [ai_name:string | script_id:int] on_off:int{0 | 1} ============================================ command: chr_wait_health desc: waits until a character's health falls below a value param: [ai_name:string | script_id:int] hit_points:int ============================================ command: chr_super desc: set's a character's super value param: [ai_name:string | script_id:int] super_amount:float ============================================ command: chr_pain desc: forces a character to play a pain sound param: [ai_name:string | script_id:int] pain_type:string ============================================ command: chr_poison desc: slowly poisons a character param: [ai_name:string | script_id:int] damage:int interval:int [initial_interval:int | ] ============================================ command: chr_peace desc: turns off fight mode param: [ai_name:string | script_id:int] ============================================ command: chr_inv_reset desc: clears a characters inventory param: [ai_name:string | script_id:int] ============================================ command: chr_vocalize desc: makes a character utter a vocalization param: [ai_name:string | script_id:int] type:string ============================================ command: chr_talk desc: causes a character to play a line of dialogue param: [ai_name:string | script_id:int] sound_name:string pre_pause:int post_pause:int [priority:string | ] ============================================ command: chr_unkillable desc: makes a character unkillable param: [ai_name:string | script_id:int] [on_off:int{0 | 1}] ============================================ command: chr_invincible desc: makes a character invincible param: [ai_name:string | script_id:int] [on_off:int{0 | 1}] ============================================ command: chr_unstoppable desc: makes a character unstoppable param: [ai_name:string | script_id:int] [on_off:int{0 | 1}] ============================================ command: chr_changeteam desc: changes a character's team param: [ai_name:string | script_id:int] team_name:string ============================================ command: chr_forceholster desc: forces a character to holster their weapon param: [ai_name:string | script_id:int] holster:int{0 | 1} [force_draw:int{0 | 1} | ] ============================================ command: chr_givepowerup desc: gives a character a powerup param: [ai_name:string | script_id:int] powerup:string [amount:int | ] ============================================ command: chr_giveweapon desc: gives a character a new weapon param: [ai_name:string | script_id:int] weapon_name:string ============================================ command: chr_full_health desc: sets a characters health to full by script id param: [ai_name:string | script_id:int] ============================================ command: chr_set_health desc: sets a characters health by script id param: [ai_name:string | script_id:int] hit_points:int ============================================ command: chr_dontaim desc: disables the weapon variant for a character param: [ai_name:string | script_id:int] on_off:int{0 | 1} ============================================ command: chr_weapon_immune desc: makes a character weapon immune param: [ai_name:string | script_id:int] ============================================ command: chr_boss_shield desc: turns on the boss shield for a character param: [ai_name:string | script_id:int] ============================================ command: chr_wait_animstate desc: waits for a character to reach a specific animation state param: (null) ============================================ command: chr_wait_animtype desc: waits for a character to play a specific animation type param: (null) ============================================ command: chr_wait_animation desc: waits for a character to play a specific animation param: (null) ============================================ command: chr_envanim_stop desc: stops any environment animation on a character param: [ai_name:string | script_id:int] ============================================ command: chr_envanim_block desc: plays an environment animation on a character and blocks param: [ai_name:string | script_id:int] anim:string [norotation:string{"norotation"} | ] ============================================ command: chr_envanim desc: plays an environment animation on a character param: [ai_name:string | script_id:int] anim:string [norotation:string{"norotation"} | ] ============================================ command: chr_animate_block desc: plays an animation on a character and blocks until done param: [ai_name:string | script_id:int] anim_name:string [num_frames:int | ] [interp_frames:int | ] ============================================ command: chr_animate desc: plays an animation on a character param: [ai_name:string | script_id:int] anim_name:string [num_frames:int | ] [interp_frames:int | ] ============================================ command: chr_holdkey desc: forces a character to hold a key down for some frames param: [ai_name:string | script_id:int] key_name:string num_frames:int ============================================ command: playback_debug desc: dumps stats for a playback film param: film_name:string ============================================ command: chr_playback_debug desc: dumps stats for a playback film param: film_name:string ============================================ command: playback_block desc: plays back a film and blocks until complete param: [ai_name:string | script_id:int] film_name:string [mode:string{"fromhere" | "interp"} | ] [num_frames:int | ] ============================================ command: chr_playback_block desc: plays back a film and blocks until complete param: [ai_name:string | script_id:int] film_name:string [mode:string{"fromhere" | "interp"} | ] [num_frames:int | ] ============================================ command: playback desc: plays back a film param: [ai_name:string | script_id:int] film_name:string [mode:string{"fromhere" | "interp"} | ] [num_frames:int | ] ============================================ command: chr_playback desc: plays back a film param: [ai_name:string | script_id:int] film_name:string [mode:string{"fromhere" | "interp"} | ] [num_frames:int | ] ============================================ command: ai2_takecontrol desc: makes the AI movement system take control of the player param: on_off:int{0 | 1} ============================================ command: chr_nocollision desc: disables collision for a character param: [ai_name:string | script_id:int] on_off:int{0 | 1} ============================================ command: chr_teleport desc: teleports a character to a flag param: [ai_name:string | script_id:int] flag_id:int ============================================ command: chr_facetoflag desc: snaps a character's facing to a flag's facing param: [ai_name:string | script_id:int] flag_id:int ============================================ command: chr_unlock_active desc: locks the character active param: [ai_name:string | script_id:int] ============================================ command: chr_lock_active desc: locks the character active param: [ai_name:string | script_id:int] ============================================ command: chr_delete desc: deletes a character param: [ai_name:string | script_id:int] ============================================ command: chr_create desc: creates a character from a .txt file param: script_id:int [start_create:string{"start"} | ] ============================================ command: cm_barabus desc: special camera for barabus param: [ai_name:string | script_id:int] away:float up:float time:int ============================================ command: difficulty desc: returns the difficulty level param: ============================================ command: trigvolume_count desc: counts the number of people in a trigger volume param: trig_id:int ============================================ command: did_kill_griffen desc: returns if we did kill griffen param: ============================================ command: chr_has_empty_weapon desc: returns if this character is holding a weapon that is empty param: [ai_name:string | script_id:int] ============================================ command: chr_has_lsi desc: records that the character has the lsi param: [ai_name:string | script_id:int] ============================================ command: chr_is_player desc: returns if this character is the player param: [ai_name:string | script_id:int] ============================================ command: cm_jello desc: toggles camera Jello(tm) mode param: mode:int{0 | 1 } ============================================ var: cm_jello_amt ============================================ var: cm_jello_radius ============================================ var: cm_canter_unarmed ============================================ var: cm_canter_weapon ============================================ var: cm_distance ============================================ var: cm_height ============================================ var: cm_plane_test ============================================ command: debug_env_anim desc: draws a line for an environment animation param: name:string ============================================ command: gs_fov_set desc: sets the field of view param: fov_degrees:float ============================================ command: gs_farclipplane_set desc: sets the far clipping plane param: plane:float ============================================ command: perf_prefix desc: sets the perf prefix param: (null) ============================================ var: gs_input_accel ============================================ var: save_point ============================================ var: draw_every_frame_multiple ============================================ var: chr_buffer_size ============================================ var: gs_screen_shot_reduce ============================================ var: sync_debug ============================================ var: fast_lookup ============================================ var: debug_consoles ============================================ var: ob_show_debug ============================================ var: gs_show_environment ============================================ var: gs_sleep ============================================ var: show_performance_gsu ============================================ var: show_performance_gsd ============================================ var: show_performance ============================================ var: unstoppable ============================================ var: omnipotent ============================================ var: invincible ============================================ var: fast_mode ============================================ var: draw_every_frame ============================================ var: wait_for_key ============================================ var: single_step ============================================ var: gs_show_scripting_count ============================================ var: gs_show_physics_count ============================================ var: gs_show_object_count ============================================ var: env_show_quad_count ============================================ var: gs_stable_ear ============================================ var: chr_debug_handle ============================================ var: gs_show_ui ============================================ var: gs_show_objects ============================================ var: gs_show_characters ============================================ var: gs_show_sky ============================================ var: gs_show_particles ============================================ command: ph_status desc: xxx param: ============================================ var: ph_show_collisions ============================================ var: ph_active ============================================ var: ph_debug_keyforces ============================================ var: p3_debug_collision ============================================ var: p3_furniture_breakable ============================================ var: p3_everything_breakable ============================================ var: p3_glass_breakable ============================================ var: p3_show_env_collision ============================================ command: p3_daodan_disable desc: Disables parts of the daodan shield (for debugging) param: (null) ============================================ command: p3_stopall desc: Stops all environmental particles param: ============================================ command: p3_startall desc: Creates and starts all environmental particles param: ============================================ command: p3_writeusedparticles desc: Writes all particles used on this level to a text file param: ============================================ command: p3_dumpparticles desc: Dump all particles to a text file param: ============================================ command: p3_removedangerous desc: Removes all 'dangerous projectile' particles by making their lifetime expire param: ============================================ command: p3_printtags desc: Prints out all environmental particles with tags param: ============================================ command: particle desc: Sends a command to environmental particles with a given tag param: (null) ============================================ command: particle_temp_kill desc: Kills any temporary particles param: (null) ============================================ command: particle_temp_stop desc: Stops temporary-particle-creation mode param: (null) ============================================ command: particle_temp_start desc: Starts temporary-particle-creation mode param: (null) ============================================ command: p3_callevent desc: Triggers an event on all P3 particles of a specified class param: particle_class:string event_index:int ============================================ command: p3_count desc: Lists a count of P3 particles param: ============================================ command: p3_killnearest desc: Kills the nearest P3 particle param: [no_recreate:bool | ] ============================================ command: p3_killall desc: Kills all P3 particles param: ============================================ command: p3_spawn desc: Spawns a new P3 particle param: particle_class:string [velocity:float | ] ============================================ var: sound_show_debug ============================================ command: co_toggle_text desc: cycles console text color param: ============================================ command: console_print desc: dumps all arguments param: ============================================ command: co_show_all desc: Shows all registered variables and commands param: ============================================ var: co_message_display ============================================ var: co_display ============================================ var: co_priority ============================================ var: co_fade_time ============================================ var: env_ray_number ============================================ var: env_highlight_gq ============================================ var: env_show_ghostgqs ============================================ var: env_show_octnode_gqs ============================================ var: env_show_leafnodes ============================================ var: env_show_octtree ============================================ var: env_drawfrustum ============================================ var: env_collision ============================================ var: env_drawvisonly ============================================ var: env_drawallgqs ============================================ var: env_show_rays ============================================ var: env_show_stairflagged ============================================ command: unbindall desc: removes all bindings param: ============================================ command: unbind desc: removes a binding from a input function param: input_name:string ============================================ command: bind desc: binds an input to a function param: input_name:string to:string{"to"} input_function:string ============================================ var: li_center_cursor ============================================ command: m3_quality_set desc: sets the current graphics quality param: quality:string ============================================ command: m3_display_set desc: sets the active display mode param: device_index:int mode_index:int ============================================ command: m3_display_list desc: lists all the display modes param: ============================================ command: m3_engine_set desc: sets the active engine param: geom_engine:int draw_engine:int ============================================ command: m3_geom_engine_list desc: lists all the engines param: ============================================ command: m3_draw_engine_list desc: lists all the engines param: ============================================ var: m3_buffer_clear ============================================ var: m3_double_buffer ============================================ var: m3_zcompareon ============================================ var: m3_texture ============================================ var: m3_fill_solid ============================================ var: m3_shade_vertex ============================================ var: m3_clear_color ============================================ command: dump_docs desc: Shows all registered variables and commands param: