Game Module Classes

Actor, Animate, Entity, ScriptSlave, Sentient, Trigger, World

Actor (monster_generic) -> Sentient -> Entity -> Listener -> Class

active( Integer active_flag )

    Specifies whether the actor's is active or not.

actor_pickup( String tag_name )

    Makes the actor pickup current pickup_ent (should only be called from a tiki).

actor_throw( String tag_name )

    Makes the actor throw whatever is in its hand (should only be called from a tiki).

actorfade

    Makes the actor fade out.

actorondamage( String thread_name, [ Integer damage_threshold ] )

    sets the thread that is called when actor is damaged

actortoactordamage( Float modifier )

    Amount to modifiy damage by 1 is full damage, 0 would be no damage

actortype( String actor_type )

    sets the actortype

addcustomthread( String threadType, String threadName )

    Adds a custom thread to the actor. The thread type is the specific type to call, the name is the thread to call

aggressive( Float aggressiveness )

    sets the aggressiveness of the actor... valid range between 0 and 1

ai_off

    Turns the AI off for this actor.

ai_on

    Turns the AI on for this actor.

alertevent( [ Float soundRadius ] )

    Alerts Entities within the radius of the enemy's location.

allowfall( [ Boolean allow_fall_bool ] )

    Makes the actor ignore falls when trying to move.

allowhangback( Integer allow_bool )

    Sets whether or not the actor will bother to hang back.

allowtalk( Integer allow_bool )

    Sets whether or not the actor will bother to talk to the player.

anim( String anim_name )

    Starts the PlayAnim behavior.

anim_done

    Called when the actor's animation is done, it is not meant to be called from script.

animateonce( String anim_name )

    Runs the specified animation one time, then holds the last frame

attachactor( String model, String targetname, String bone )

    attach actor to the given bone

attachcurrentenemy( String bone )

    attach current enemy to the given bone

attack( Entity ent, [ Boolean force ] )

    Makes the actor attack the specified entity.

attackplayer

    Makes enemies of all the players.

bleed_after_death( Boolean bleed_bool )

    Sets whether or not the actor will bleed after dying.

blindlyfollowpath( String anim_name, [ Float offset ], [ String pathnode ] )

    Actor walks to specified path node without avoidance or collision

blink( Boolean shouldBlink )

    Sets whether or not the actor should blink

bounceoff

    Makes projectiles bounce off of actor (if they can't damage actor).

bounceoffeffect( String bounce_off_effect_name )

    Sets the name of the effect to play when something bounces off the actor.

bounceoffevent( Vector object_origin )

    Lets the actor know something just bounces off of it.

branchdialog( String dialogName )

    Presents a branch dialog to the player.

broadcastdialog( String context )

    Broadcasts a context dialog

bullet( String tag_name, Boolean use_current_pitch, Float damage, Float knockback, String means_of_death, Vector spread, [ Float range ] )

    Fires a bullet from the actor from the specified tag towards the current enemy.

canbefinishedby( String mod1, [ String mod2 ], [ String mod3 ], [ String mod4 ], [ String mod5 ], [ String mod6 ] )

    Adds to the can be finished by list for this actor.

canwalkonothers

    Allows the actor to walk on top of others.

changetype( String new_model_name )

    Changes the actor to the specified new type of actor.

chargewater( Float damage, Float range )

    Does a charge water attack.

checkactordead( Entity entity_to_check )

    checks if an actor is dead

childsetanim( String childname, String anim_name )

    sets the child to play the anim specified

childsuicide( String childname )

    sets the child to kill itself

childusebehaviorpackage( String childname, String package_name )

    sets the child to use the specified behavior package but does NOT set the master state

cleararmoradaptions

    clears armor adaptions

clearCurrentEnemy

    Sets Current Enemy to Null

clearspawnitems

    Clears the list of items to spawn when this actor is killed.

cleartorsoanim

    clears the f'ng torso anim

combattraceinterval( Float interval )

    Determines how often an actor will re-trace when doing can-attack types of checks

cripple( Integer cripple_flag )

    cripple actor ( 1 ) or not cripple actor ( 0 )

damage_once_start

    Makes the actor only do melee damage at most once during this attack.

damage_once_stop

    Specifies that the actor is done with the damage once event.

damageallowed( Boolean damage_allowed )

    Turns melee damage on and off.

damageangles( Float damage_angles )

    Sets the the angles where the actor can be hurt (like fov).

damageenemy( Float damage, [ String model ] )

    Damages the current enemy by the specified amount.

damageself( Float damage, String means_of_death )

    Damages Self

dead

    Does everything necessary when an actor dies, it is not meant to be called from script.

deathEffect( String deathEffectName )

    Displays a display effect instead of fading, shrinking, etc.

deathfade

    Makes the actor fade when dead.

deathshrink

    Makes the actor shrink when dead.

deathsink

    Makes the actor sink into the ground when dead.

deathsize( Vector min, Vector max )

    Sets the actors new size for death.

debugevent

    Called for Debug Purposes from state machine

debugstates( Integer debug_state )

    sets debug level for actor statemachine

dialog( String alias, [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Add a dialog to this sentient.

dialoganimdone

    Not meant to be called from script -- So DONT FREAKIN DO IT!!!!

dialogdone

    Called when the sentient's dialog is done, it is not meant to be called from script.

dialogMorphMult( Float dialogMorphMult )

    Sets the multiplier for all dialog morphs for this actor.

diecompletely( Boolean die_bool )

    Sets whether or not the actor dies completely (if he doesn't he mostly just runs his kill_thread).

disable( Integer disable_flag )

    disable actor ( 1 ) or not disable actor ( 0 )

doActivate( Entity activatingEntity )

    General trigger event for all entities

domissionfailure( [ String reason ] )

    Fails the mission

doTouch( Entity touchingEntity )

    sent to entity when touched for the first time.

doUse( Entity activatingEntity )

    sent to entity when it is used by another entity

emotion( [ String expression_name ] )

    Sets the actors current emotion.

endbehavior

    Ends the current behavior, it is not meant to be called from script.

endeyebehavior

    Ends the current eye behavior it is not meant to be called from script.

endheadbehavior

    Ends the current head behavior it is not meant to be called from script.

endtorsobehavior

    Ends the current torso behavior it is not meant to be called from script.

enemyaioff

    turns off the current enemy AI

enemyaion

    turns on the current enemy AI

enemytype( String enemytype )

    Sets the name of this actor's enemy type.

evaluateenemies

    Makes the actor evaluate his enemy list

eyeoffset( Vector eyeoffset )

    Sets the actor's eye position.

eyewatch( Entity entity_to_watch, [ Float max_speed ] )

    Actor watches the specified entity by turning his eyes.

failmission( Float time, [ String reason ] )

    Fails the mission in the time specified

falltodeath( Float forwardmove, Float sidemove, Float speed, String startanim, String fallanim, String deathanim, [ Float anim_delay ] )

    makes an actor fall to his death

feetwidth( Float feet_width )

    Sets the width of the feet for this actor if different than the bounding box size.

fire( [ String hand ], [ String mode ] )

    Fires the weapon in the specified hand. With the specified mode (primary, alternate)

fly( [ Boolean fly_bool ] )

    Specifies actor as being able to fly (optional bool can turn fly on or off).

followcombatrange( Float maxRange )

    Sets a range that the target considers _close enough_ while following in a combat situation

followcombatrangemin( Float minRange )

    Sets a minimum range for following in a combat situation

followrange( Float maxRange )

    Sets a range that the target considers _close enough_ while following

followrangemin( Float minRange )

    Sets a minimum range for following

followtarget( Entity entity_to_follow )

    Sets the following target for the actor

followwaypoints( String waypointnode_name, [ String starting_anim_name ] )

    Makes an actor follow a waypoint path starting at , starting at the start_point

forcesetclip

    Makes the actor set his contents to setclip

forgetenemies

    Makes the actor forget about all enemies for one frame

forwardspeed( Float forwardspeed )

    Sets the actor's forward speed.

fov( Float fov )

    Sets the actor's field of view (fov).

fuzzyengine( String fuzzyengine_name )

    Sets which fuzzy engine file to use

fuzzyengineactive( Boolean active )

    sets the fuzzy engine active or not

getstage( )

    Returns this actors current stage.

giveactorweapon( String weapon, [ Integer amount ] )

    Gives a weapon to an actor

gotonextstage

    Makes the actor goto his next stage.

gotoprevstage

    Makes the actor goto his previous stage.

gotostage( Integer stage_number )

    Makes the actor goto the specified stage.

groupactortype( String actortype )

    Sends an actortype event to the whole group

groupattack

    Sends and attack event to the whole group with this actors current enemy

groupdeaththread( String thread_name )

    Sets a thread to call when all the members of a group have been killed

groupmemberinjured( Boolean injured )

    Informs us that a group member is injured or not

groupnumber( Integer group_number )

    sets the group number of the actor

havething( Integer thing_number, Boolean have_bool )

    Sets whether or not the actor has this thing number.

headandeyewatch( Entity entity_to_watch, [ Float max_speed ] )

    Actor watches the specified entity by turning his eyes,then head.

headTwitch( Boolean bool )

    Sets whether or not the head should twitch.

headwatch( Entity entity_to_watch, [ Float max_speed ] )

    Actor watches the specified entity by turning his head.

headwatchtarget( String target, Float speed )

    sets the headwatch target... currently to enemy or none

health( Integer newHealth )

    set the health of the entity to newHealth

heardsound( Entity noisyEntity, Vector noisyLocation, Integer soundtype )

    sent to entities when another makes a sound, not for script use

helpernodecommand( String commandtype )

    Command from a helper node

idlestate( [ String state_name ] )

    Tells the actor to go into idle mode.

ifcanhideat( Vector pos, [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Processes command if actor can hide at specified position.

ifenemyvisible( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Process the following command if enemy is visible

ifenemywithin( Float distance, [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Processes command if actor is within distance of its current enemy.

ifnear( String name, Float distance, [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Process the following command if enemy is within specified distance

ignore_placement_warning( String warning_string )

    Makes the specified placement warning not get printed for this actor.

ignoremonsterclip

    Makes the actor ignore monster clip brushes.

ignorenextcontext( Boolean flag, String context )

    Makes the actor ignore the next context event it receives

ignorepainfromactors

    Makes this actor ignore pain from other actors.

ignorewater( Boolean ignore_water_bool )

    Sets whether or not this actor will ignore water when moving.

immortal( Boolean immortal_bool )

    Sets whether or not the actor is immortal or not.

in_alcove( Integer in_alcove_flat )

    in alcove ( 1 ) or not in alcove ( 0 )

incoming_proj( Entity ent )

    Notifies the actor of an incoming projectile.

incontext( String context )

    Used to start a context dialog

jumpto( String pathnode_or_entity, [ Float launchAngle ], [ Float dummy_arg ] )

    Actor jumps to specified path node

killed( Entity attacker, Float damage, Entity inflictor, Integer meansofdeath )

    event which is sent to an entity once it as been killed

killthread( String kill_thread )

    Sets the actor's kill thread.

lookat( Entity ent )

    Specifies an entity to look at.

masterstatemap( String statemap_name, [ String state_name ] )

    Sets which masterstatemap file to use and optionally what the first state to go to.

max_inactive_time( Float max_inactive_time )

    Sets the maximum amount of time an actor will stay idle before going to sleep.
    Also sepecifies the maximum amount of time an actor will keep looking for an
    enemy that the actor can no longer see.

maxbosshealth( Float max_boss_health )

    Sets the actor's max boss health.

maxheadpitch( Float maxpitch )

    Sets the max pitch the headwatcher can turn the head

maxheadyaw( Float maxyaw )

    Sets the max yaw the headwatcher can turn the head

maxhealth( Integer newMaxHealth )

    set the max_health of the entity to newMaxHealth

melee( [ Float damage ], [ String tag_name ], [ String means_of_death ], [ Vector attack_vector ], [ Float knockback ], [ Integer use_pitch_to_enemy ], [ Float attack_min_height ] )

    Makes the actor do a melee attack. attack_vector = width length height

minmeleeheight( Float minimum_height )

    Sets the minimum height a melee attack has to be to hurt the actor.

mouthangle( Float mouth_angle )

    Sets the mouth angle of the sentient.

movementmode( String movment_mode )

    sets the movment mode of the actor

name( String name )

    Specifies the name of this actor type.

nochatter

    Makes the actor not chatter.

noland

    Specifies actor as not being able to walk on land.

nomask

    Makes the actor use a mask of 0.

nopainsounds

    Makes the actor not broadcast sounds (AI stimuli) when taking pain or killed.

not_allowed_to_kill

    Player fails the level if he kills an actor with this set.

notifybehavior

    Notifies the current behavior of an event,it is not meant to be called from script.

notifyeyebehavior

    Notifies the current eye behavior of an eventit is not meant to be called from script.

notifyheadbehavior

    Notifies the current head behavior of an eventit is not meant to be called from script.

notifyothersatdeath

    Makes the actor notify other actors of the same type when killed.

notifytorsobehavior

    Notifies the current torso behavior of an eventit is not meant to be called from script.

notsolidmask

    Makes the actor use a nonsolid mask.

nouse

    Clears the on use thread

onuse( String thread_name )

    Sets the thread to call

pain( Integer damage, Entity attacker, Integer meansofdeath )

    used to inflict pain to an entity

painthreshold( Float pain_threshold )

    Sets the actor's pain threshold.

part_name( String part_name )

    Specifies the name of this part (implying that this is a multi-part creature.

permanentrespondto( String stimuli, Boolean respond )

    sets AI response to stimuli

persistData( String var_name, String var_value )

    Sets a persistant variable

pickupent( Entity entity_to_pickup, String pickup_anim_name )

    Makes actor pick up the specified entity

pickupthrowobject( String bone )

    bone to attach object to

playdialog( [ String sound_file ], [ Float volume ], [ Float min_dist ], [ Boolean headDisplay ], [ Boolean do_talk ], [ String state_name ], [ Entity user ] )

    Plays a dialog.

posture_anim_done

    Called when a posture animation is done

posturestatemap( String statemap, [ Boolean loadingFlag ] )

    Sets the state machine for the posture controller

printmessage( String message )

    Prints a warning message to the console

processgameplaydata

    Causes any subclass of entity to process any specific gameplay related data.

proj( String tag_name, String projectile_name, [ Integer number_of_tags ], [ Boolean arc_bool ], [ Float speed ], [ Float offset ], [ Boolean lead ], [ Float spread ] )

    Fires a projectile from the actor towards the current enemy.

projectileclose( Entity owener )

    Informs Actor that a projectile is close

push( Vector dir )

    Pushes the actor in the specified direction.

pushable( [ Boolean flag ] )

    Sets whether or not an actor can be pushed out of the way.

putawayweapon( [ String hand ] )

    Deactivate the weapon in the specified hand.

radiusattack( String tag_name, String means_of_death, Float damage, Float radius, Float knockback, Boolean constant_damage )

    Does a radius attack from the tag name

register_parts( Entity entity, Integer forward )

    Registers the passed in part as another part of this actor and specifies
    whether or not to forward this message to the other parts.

register_self

    Starts registration process for multi-entity actors

registerpackage( String package_name )

    registers a behavior package

releasenode( Vector pos )

    Releases a path node from being reserved.

remove_useless

    Removes a useless dead body from the game.

removeactorweapon( String weapon )

    removes an actors weapon

reservenode( Vector pos, Float time )

    Reserves a path node for the specified amount of time.

reseteyes( [ Float max_speed ] )

    Actor resets its eyes back to looking forwards.

resethead( [ Float max_speed ] )

    Actor resets its head back to looking forwards.

resetmovedir

    Resets and resyncs movedir with animdir

resettorso( Float max_speed )

    Actor resets its torso to looking forwards

respondto( String stimuli, Boolean respond )

    sets AI response to stimuli

returnproj

    Returns a projectile to the current enemy

runalertthread

    runs an actors alert thread - NOT MEANT TO BE CALLED FROM SCRIPT

runthread( String label )

    Runs the specified thread.

saveofflasthitbone

    Saves off the last hit_bone

selectclosestenemy

    Sets the actor's current enemy to be the closest enemy in it's hate list

SelectNextEnemy

    Sets the actor's current enemy to be the next enemy in it's hate list, assuming there is one.

selfdetonatemodel( String modelname )

    Set the modelname of the explosion to be spawned when an actor self-detonates

sendcommand( String command, String part_name )

    Sends a command to another one of its parts.

sendeventtogroup( String event, [ String parm ], [ String parm ], [ String parm ], [ String parm ], [ String parm ] )

    sends the specified event to the entire group

set_idle_state_name( String new_idle_state_name )

    Sets the actor's new idle state name.

setabsolutemaxrange( Float absolute_max_range )

    sets the absolute maximum range the actor will get from an entity

setabsoluteminrange( Float absolute_min_range )

    sets the absolute minimum range the actor will get from an entity

setactivatethread( String thread_name )

    Sets the thread to call when the AI Activates

setactivationdelay( Float delay )

    If set up to use it, actors will delay action for the specifed delay time

setactorflag( String flag_name, [ Boolean flag_bool ] )

    Sets an Actor's flag

setaimleadfactors( Float minLeadFactor, Float maxLeadFactor )

    sets the lead factor for projectile aiming; 0 = don't lead, 1 = perfect lead

setalertthread( String thread_name )

    sets a thread to be called when AI goes to alert

setanim( String anim_name, [ Float animationRate ] )

    Sets the animation directly.

setbehaviorpackage( String package_name )

    sets the actor to use the specified behavior package AND sets the masterstate

SetCheckConeOfFireDistance( Float distance )

    Sets how close an actor must be for IN_CONE_OF_FIRE checks from a state machine.

setcontextsoundinterval( Float interval )

    Sets the context sound ( dialog ) interval

setdeathknockbackvalues( Float vertical_value, Float horiz_value )

    Sets Death Knockback Values

setdialogmode( String mode_type )

    Sets the Dialog Mode for the actor, valid values are 'anxious', 'normal', or 'ignore'

setenemyactorflag( String flag_name, [ Boolean flag_bool ] )

    Sets an Actor's flag

setenemyattached( Boolean attached )

    sets whether or not the current enemy is attached -- Quetzal Specific

setenemytargeted( Boolean targeted )

    Sets whether or not the enemy should display targeted shader

seteyeangleconstraints( Float min_eye_yaw_angle, Float max_eye_yaw_angle, Float min_eye_pitch_angle, Float max_eye_pitch_angle )

    Sets the constraints on eye movement

setfloatproperty( String name, Float value )

    Sets a float property on the actor

setheadwatchmaxdistance( Float maxdistance )

    Sets the max distance for the headwatcher

sethitscanresponse( Float chance )

    sets chance an actor will respond to hitscan attacks

setidlethread( String thread )

    Sets the thread that will be run if this actor gets back to the idle state again.

setmask( String mask_name )

    Sets the actor's mask to the specified mask.

setmasterstate( String state_name )

    Sets the master state

setminpaintime( Float time )

    Sets the minimum pain time

setnodeid( Integer id_number )

    Sets the ID number of the helper nodes that this actor can use

setnotifyflag( String flag_name, [ Boolean flag_bool ] )

    Sets an Actor's Notify Flag

setpackagetendency( String package_name, Float tendency )

    sets the tendency to execute the behavior package

setplaypainsoundinterval( Float interval )

    Sets the pain sound interval

setposturestate( String currentState, String requestedState )

    Sets the Posture State

setpreferredmaxrange( Float preferred_max_range )

    sets the preferred maximum range the actor would like to be from an entity

setpreferredminrange( Float preferred_min_range )

    sets the preferred minimum range the actor would like to be from an entity

setradiusdialogrange( Float range )

    Sets the range for playing radius dialog

setsimplifiedthink( [ Boolean boolean ] )

    change actor to SimplifiedThink think strategy

setsticktoground( Boolean stick )

    Sets a bool that determines whether the actor ground follows

settalkwatchmode( String mode, [ Boolean useConvAnim ] )

    Sets the talk watch mode -- valid entries are turnto, headwatchonly, and ignore

setTargetType( Integer set_target_type )

    Set Type of Target (0) Any, (1) Player Only, (2) Actors Only (3) Scripted Only (4) Level_Interaction Triggers Only

settendency( String name, Float value )

    Sets a tendency for the actor

setturretmode( Boolean on_off )

    sets turret mode on or off

setvalidtarget( Boolean valid_target )

    Sets whether or not actor is valid target in actor to actor confrontations

setvar( String var_name, String var_value )

    Sets a variable

setvartime( String var_name )

    Sets the variable name to the current level time

setweaponready( Boolean ready )

    sets if the actor has its weapon ready or not

simplepathfinding

    Makes the actor use simplier path finding.

sleep

    Put the actor to sleep.

solidmask

    Makes the actor use a solid mask.

spawnactor( String model_name, String tag_name, Integer how_many, Boolean attack, Float width, Float height, [ Float spawn_offset ], [ Boolean force ], [ Float add_height ] )

    Spawns the specified number of actors.

spawnactoraboveenemy( String model_name, Integer how_many, Boolean attack, Float width, Float height, Float how_far )

    Spawns actors above current enemy

spawnactoratlocation( String model_name, String pathnode_name, Integer how_many_path_nodes, Boolean attack, Float width, Float height )

    Spawns the specified actor at the specified pathnode.

spawnblood( String blood_name, String tag_name, [ Boolean use_last_spawn_result ] )

    Spawns blood at the specified tag.

spawnchance( Float spawn_chance )

    Sets the chance that this actor will spawn something when killed.

spawngib( Vector offset, Float final_pitch, Float width, String cap_name, String surface_name1, [ String surface_name2 ], [ String surface_name3 ], [ String surface_name4 ], [ String surface_name5 ], [ String surface_name6 ], [ String surface_name7 ], [ String surface_name8 ], [ String surface_name9 ] )

    Spawns a body part.

spawngibattag( String tag_name, Float final_pitch, Float width, String cap_name, String surface_name1, [ String surface_name2 ], [ String surface_name3 ], [ String surface_name4 ], [ String surface_name5 ], [ String surface_name6 ], [ String surface_name7 ], [ String surface_name8 ], [ String surface_name9 ] )

    Spawns a body part.

spawnitem( String spawn_item_name )

    Adds this names item to what will be spawned when this actor is killed.

spawnnamedgib( String gib_name, String tag_name, Float final_pitch, Float width )

    Spawns a body named gib.

start

    Initializes the actor a little, it is not meant to be called from script.

startactivationtimer

    Sets the activationStart time to the current level time

statemap( String statemap_name, [ String state_name ] )

    Sets which statemap file to use and optionally what the first state to go to.

staysolid

    Makes the actor stay solid after death.

steeringdirectionpreference( String preference )

    Sends a string to define the way actors will turn when avoiding obstacles

stopdialog

    Stops the actor's dialog.

stopfire( String hand )

    Stops the firing of the weapon in the specified hand.

strictlyfollowpath( Boolean boolean )

    Lets the actor know if he should follow paths exactly or if he can go directly to his goal.

suicide

    Makes the actor commit suicide.

swim

    Specifies actor as being able to swim.

talkiness( Float talkiness )

    sets the talkiness of the actor... valid range between 0 and 1

targetable( Boolean should_target )

    Sets whether or not this actor should be targetable by the player.

throwent( String throw_anim_name )

    Makes actor throw the entity in hands

timebetweensleepchecks( Float delay )

    sets the time between tests to see if the actor should sleep

torso_anim_done

    Called when actor's torso anim is done, If you call this from script, I will hunt you down, and end you

tossthrowobject( Float speed, Float gravity )

    throws a throw object

touchtriggers( [ Boolean touch_triggers_bool ] )

    Sets whether the entity should touch triggers or not

trigger_field( Vector min, Vector max )

    Specifies to create a trigger field around the actor of the specified size.

trigger_touched( Entity ent )

    Notifies the actor that its trigger field has been touched.

turnspeed( Float turnspeed )

    Sets the actor's turnspeed.

turntoangle( Float direction )

    Specifies the direction to look in.

turntowardsenemy( Float angle )

    Turns the actor towards the current enemy.

turntowardsentity( Entity entity )

    Turns the actor towards the entity

turntowardsplayer

    Turns the actor towards the player.

unregisterpackage( String package_name )

    unregisters a behavior package

unreservecurrenthelpernode

    Unreserves the current helper node

updatebosshealth( [ Boolean updateFlag ], [ Boolean forceOn ] )

    Tells the actor to update the bosshealth cvar each time it thinks.

useactorweapon( String weapon, [ String hand ] )

    Makes the specified weapon active for the actor
    If they have the weapon

useanimset( String anim_set )

    Sets the AnimSet... Valid Set Names are AnimSet1 , AnimSet2

usebehaviorpackage( String package_name )

    sets the actor to use the specified behavior package but does NOT set the master state

usegravity( Boolean use_gravity )

    Tells the actor whether or not to use gravity for this animation.

useweapondamage( [ String hand ], [ Boolean setflag ] )

    Makes the melee event reference the damage of the weapon in the specified hand.

visiondistance( Float vision_distance )

    Sets the distance the actor can see.

wakeup

    Wake up the actor.

walkto( String pathnode, [ String anim_name ], [ Float force ], [ Float maxfailures ] )

    Actor walks to specified path node

walkwatch( String pathnode, Entity entity, [ String anim_name ] )

    Actor walks to specified path node and watches the specified entity

warpto( String node_name )

    Warps the actor to the specified node

whatareyoudoing

    Makes the actor print a bunch of debug state info to the console

whatswrong

    Makes the actor print the current behaviors failure reaon to the console

ActorGameComponent (actor_game_component) -> Listener -> Class

ActorGroup (actorgroup) -> Group -> Listener -> Class

AdaptiveArmor -> Armor -> Item -> Trigger -> Entity -> Listener -> Class

loadadaptiondata

    Used to control timing on adaption information loads

setadaptionfx( String adaption_fx )

    set the adaption fx model

setFXlife( Float Normal_Time, Float Explosive_Time )

    Sets the FX Time

Aim -> Behavior -> Listener -> Class

AimAndMelee -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

AimAndShoot -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

AlertIdle -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

Ammo -> Class

AmmoEntity -> Item -> Trigger -> Entity -> Listener -> Class

Animate (animate) -> Listener -> Class

anim( String animName )

    set the legs animation to animName.

animate_newanim( Integer animNum, Integer bodyPart )

    Start a new animation, not for script use.

animdone

    Legs animation has finished, not for script use.

setframe( Integer frameNumber, [ String animName ] )

    Set the frame on the legs, if anim is not specified, current is assumed.

setmovedelta( Vector moveDelta )

    movement from animation, not for script use.

stopanimating

    stop the legs from animating. Animation will end at the end of current cycle.

torso_anim( String animName )

    set the torso animation to animName.

torso_animdone

    Torso animation has finished, not for script use.

torso_setframe( Integer frameNumber, [ String animName ] )

    Set the frame on the torso, if anim is not specified, current is assumed.

torso_stopanimating

    stop the torso from animating. Animation will end at the end of current cycle.

AnimatedTeleportToPlayer -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

AnimatedTeleportToPosition -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

Archiver -> Class

Armor -> Item -> Trigger -> Entity -> Listener -> Class

BackAwayFromEnemy -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

BackWheels (script_wheelsback) -> VehicleBase -> ScriptModel -> ScriptSlave -> Trigger -> Entity -> Listener -> Class

BasicArmor -> Armor -> Item -> Trigger -> Entity -> Listener -> Class

Behavior -> Listener -> Class

Body -> Entity -> Listener -> Class

BurrowAttack -> Behavior -> Listener -> Class

CallVolumeWayPointNode (info_waypointnode_callvolume) -> Entity -> Listener -> Class

setactoranim( String anim_name )

    sets what primary anim to set an actor to, when it reaches this waypoint

setwaypointthread( String thread_name )

    sets the script thread to be called when the actor reaches this waypoint

Camera (func_camera) -> Entity -> Listener -> Class

angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )

    set the angles of the entity to newAngles.

auto_active( Boolean newActiveState )

    Whether or not the auto camera is active.

auto_maxfov( Float maxFOV )

    Sets the maximum FOV that should be used when automatically calculating FOV.

auto_radius( Float newRadius )

    Sets the radius of the automatic camera.

auto_starttime( Float newTime )

    Sets how long it takes for the camera to be switched to.

auto_state( String state1, [ String state2 ], [ String state3 ], [ String state4 ], [ String state5 ], [ String state6 ] )

    Sets the states the player needs to be in for this camera to activate.

auto_stoptime( Float newTime )

    Sets how long it takes for the camera switch back to the player.

camera_think

    Called each frame to allow the camera to adjust its position.

continue

    Continue the camera movement.

cut

    switch camera states immediately, do not transition

doActivate( Entity activatingEntity )

    General trigger event for all entities

fadetime( Float fadetime )

    Sets the fade time for camera transitioning.

follow( Entity targetEnt, [ Entity targetWatchEnt ] )

    Makes the camera follow an entity and optionally watch an entity.

follow_distance( Float distance )

    Sets the camera follow distance.

follow_yaw( Float yaw )

    Sets the yaw offset of the camera following an entity.

follow_yaw_absolute

    Makes the follow camera yaw absolute.

follow_yaw_relative

    Makes the follow camera yaw relative (not absolute).

fov( Float fov, [ Float fadeTime ] )

    Sets the camera's field of view (fov).
    if fadeTime is specified, camera will fade over that time
    if fov is less than 3, than an auto_fov will be assumed
    the value of fov will be the ratio used for keeping a watch
    entity in the view at the right scale

interpolatefov( Float fov, Float interpolateTime )

    This is just like the camera set fov, but this uses a different name
    To prevent naming conflicts.

loadKFC( String kfcFileName )

    Load KFC file, parse it, create an instance of a CameraPath

lookat( Entity ent )

    Makes the camera look at an entity.

moveto( Entity ent )

    Move the camera's position to that of the specified entities.

movetopos( Vector position )

    Move the camera's position to the specified position.

nextcamera( String nextCamera )

    Sets the next camera to use.

nowatch( [ Float fadeTime ] )

    Stop watching an entity or looking along a path.
    Camera is now static as far as orientation.
    if fadeTime is specified, camera will fade over that time

orbit( Entity targetEnt, [ Entity targetWatchEnt ] )

    Makes the camera orbit around an entity and optionally watch an entity.

orbit_height( Float height )

    Sets the orbit camera's height.

pause

    Pause the camera.

setthread( String thread )

    Sets the thread to use.

speed( Float speed )

    Sets the camera speed.

start

    Start camera moving.

stop

    Stop the camera movement.

thread( String thread )

    Sets the thread to use.

turnto( Vector angle )

    Makes the camera look in the specified direction.

watch( Entity watchEnt, [ Float fadeTime ] )

    Makes the camera watch an entity.
    if fadeTime is specified, camera will fade over that time

watchnode( [ Float fadeTime ] )

    Makes the camera watch based on what is stored
    in the camera nodes.
    if fadeTime is specified, camera will fade over that time

watchpath( [ Float fadeTime ] )

    Makes the camera look along the path of travel.
    if fadeTime is specified, camera will fade over that time

CameraKeyFrame -> Class

CameraKeyFramePath -> Class

CameraManager -> Listener -> Class

add

    Add a new point to the camera path where the player is standing.

delete

    Delete the current path node.

destroyKFCpath( [ Entity path ] )

    Delete the specified .kfc file.

hidepath

    Hides the paths.

load( String filename )

    Loads a camera path.

loopPath( [ Entity path ] )

    Loop the current path or the specified one.

moveplayer

    Move the player to the current path node position.

new

    Starts a new path.

next

    Go to the next path node.

nextpath

    Go to the next path.

nowatch

    Set the current path node to watch nothing.

play( [ Entity path ] )

    Play the current path or the specified one once.

playKFCpath( String kfc_filename, [ Float yaw_offset ], [ Vector origin_offset ] )

    Loads a key-framed camera path (.KFC) file. Yaw_offset and origin_offset are optional.

prev

    Go to the previous path node.

prevpath

    Go to the previous path.

renamepath( String newName )

    Rename the path to the new name.

replace

    Replace the current path node position/angle with the player's.

save( String filename )

    Saves the camera path.

savemap( String filename )

    Saves the camera path to a map file.

setfadetime( Float newFadeTime )

    Set the fadetime of the current path node.

setfov( String newFOV )

    Set the fov at the current path node.

setpath( Entity path )

    Sets the new path.

setspeed( Float speed )

    Set the speed of the camera at the current path node.

settarget( String target )

    Set the trigger target.

settargetname( String targetname )

    Set the targetname.

setthread( String thread )

    Sets the thread for the current path node.

showpath( [ Entity path ] )

    Shows the specified path.

stop

    Stop the camera playing path.

updateinput

    Updates the current node with user interface values.

watch( String watch )

    Set the current path node to watch something.

CameraPath -> Class

ChangePosture -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

posturechangecompleted

    Tells the behavior that the requested posture is active

ChaoticDodge -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

Cinematic (cinematic) -> Entity -> Listener -> Class

beginCinematic( [ String originName ], [ Boolean callStartThreadFlag ] )

    Begins the cinematic at the specified named origin. If theorigin name isn't specified, begins at 0,0,0 with 0 degrees of yaw rotation.

beginCinematicAt( [ Vector originVector ], [ Float yawRotation ], [ Boolean callStartThreadFlag ] )

    Begins the cinematic at the specified origin with the specified rotation.If they are not specified, begins at 0,0,0 with 0 degrees of yaw rotation.

endCinematic( [ Boolean callEndThreadFlag ] )

    Stop the cinematic.

setbeginthread( String threadName )

    Sets the thread to call when the cinematic begins.

setendthread( String threadName )

    Sets the thread to call when the cinematic ends.

CinematicActor -> Listener -> Class

behaviorfinished( Integer behaviorReturnCode, [ String behaviorFailureReason ] )

    The last behavior finished with the specified return code and optionally a failure reason.This is sent to controllers of the actor.

controlost

    Sent to a controller when it loses control.

CinematicArmature -> Listener -> Class

debug

    Turns on debugging information for cinematics.

playCinematic( String cinematic, [ String originname ] )

    Play the current cinematic or the specified one once.

playCinematicAt( String cinematic, [ Vector origin ], [ Float yaw ] )

    Play a cinematic at the specified origin with optional yaw rotatioin.

CinematicCamera -> Listener -> Class

cinematicCameraStopPlaying

    Stops a cinematic camera.

CinematicCut -> Listener -> Class

cinematiccut( )

    Makes a cinematic camera cut.

cinematiccutfadeout( )

    Fades out leading to a cinematic camera cut.

CinematicOrigin -> Listener -> Class

CircleAttack -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

CircleCurrentEnemy -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

CircleEnemy -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

CircleStrafeEntity -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

Class

CloseInOnEnemy -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

CloseInOnEnemyWhileFiringWeapon -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

CloseInOnPlayer -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

CorridorCombatWithRangedWeapon -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

posturechangecompleted

    Tells the behavior that the requested posture is active

CoverCombatWithRangedWeapon -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

posturechangecompleted

    Tells the behavior that the requested posture is active

CThread -> Interpreter -> Listener -> Class

ai_calcpath( Integer nodenum1, Integer nodenum2 )

    Calculate path from node1 to node2.

ai_recalcpaths( Integer nodenum )

    Update the specified node.

alias( String alias_name, String real_name, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ] )

    Sets up an alias.

aliascache( String alias_name, String real_name, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ] )

    Sets up an alias and caches the resourse.

allowActionMusic( [ Boolean boolean ] )

    Sets whether or not action music is allowed or not.

allowMusicDucking( [ Boolean boolean ] )

    Sets whether or not music ducking is allowed.

arctandegrees( Float y, Float x )

    Returns the angle (in degrees) described by a 2d vector pointing to (x,y).

assert( Float value )

    Assert if value is 0.

break

    Asserts so that we can break back into the debugger from script.

cache( String resource_name )

    Cache the specified resource.

cam( String command, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )

    Processes a camera command.

cam_fadein( Float time, Float color_red, Float color_green, Float color_blue, Float alpha, [ Integer mode ] )

    Sets up fadein in values.

cam_fadeout( Float time, Float color_red, Float color_green, Float color_blue, Float alpha, [ Integer mode ] )

    Sets up fadeout values.

ceil( Float float_value )

    Returns the closest integer not smaller than float.

centerprint( String stuffToPrint )

    prints the included message in the middle of all player's screens

cinematic

    Turns on cinematic.

clearfade

    Clear the fade from the screen

clearletterbox( Float time )

    Clears letterbox mode.

connectPathnodes( String node1, String node2 )

    Connects the 2 specified nodes.

cosdegrees( Float degrees )

    Returns the cosine of the angle specified (in degrees).

cosradians( Float radians )

    Returns the cosine of the angle specified (in radians).

cprint( String string )

    Prints a string.

createCinematic( String cinematicName )

    Creates a cinematic from disk. Returns the created cinematic.Each call to this function creates a new cinematic, even if acinematic with this name already exists.

cuecamera( Entity entity, [ Float switchTime ] )

    Cue the camera. If switchTime is specified, then the camera
    will switch over that length of time.

cueplayer( [ Float switchTime ] )

    Go back to the normal camera. If switchTime is specified,
    then the camera will switch over that length of time.

death_callback

    Death callback.

disconnectPathnodes( String node1, String node2 )

    Disconnects the 2 specified nodes.

div( Integer nominator, Integer denominator )

    Returns the integer value from nominator / denominator

doesEntityExist( Entity entity )

    Returns whether or not an entity exists.

doesVarExist( String variable_name )

    Returns whether or not a variable exists.

dontSaveOrientation

    Makes it so we don't save the player's orientation across this sublevel.

endPlayerDeathThread

    Ends the player death thread (goes on to mission failed).

execute

    Execute the thread.

exp( Float x )

    Returns the exponential.

fadeisactive( )

    Returns 1 if a fade is in progress.

fakeplayer

    Will create a fake version of the player, hide the real one and
    call the fake one 'fakeplayer'.

floor( Float float_value )

    Returns the closest integer not larger than float.

forcemusic( String current, [ String fallback ] )

    Forces the current and fallback (optional) music moods.

freezeplayer

    Freeze the player.

getcurrententity( )

    Retrieves the current entity

getcvar( String cvar_name )

    Returns the string value of the specified cvar.

getcvarfloat( String cvar_name )

    Returns the float value of the specified cvar.

getcvarint( String cvar_name )

    Returns the integer value of the specified cvar.

getentity( String entityname )

    Returns the entity with the specified targetname.

getfloatvar( String variable_name )

    Gets a level, game, or entity variable.

getgameplayfloat( String objname, String propname )

    Returns the float value of the object property.

getgameplaystring( String objname, String propname )

    Returns the string value of the object property.

getintfromstring( String string )

    Returns the integer found in a string. Can be called with strings that contain text, such as enemy12.

getLevelTime( )

    Returns how many seconds.milliseconds the current level has been running.

getnextentity( Entity currententity )

    Returns the next entity in the list with the same name as the current entity.

GetNumFreeReliableServerCommands( Entity player )

    Returns the number of reliable server command slots that are still available for use

getstringvar( String variable_name )

    Gets a level, game, or entity variable.

getvectorvar( String variable_name )

    Gets a level, game, or entity variable.

isactoralive( String actor_name )

    Checks if an Actor is alive or not

isactordead( String actor_name )

    Checks if an Actor is dead or not

killclass( String class_name, [ Integer except ] )

    Kills everything in the specified class except for the specified entity (optional).

killent( Integer ent_num )

    Kill the specified entity.

killthread( String threadName )

    kills all threads starting with the specified name

letterbox( Float time )

    Puts the game in letterbox mode.

level_ai( Boolean on_or_off )

    Turns on or off Level-wide AI for monsters.

log( Float x )

    Returns the log (base 2).

map( String map_name )

    Starts the specified map.

mod( Integer nominator, Integer denominator )

    Returns the integer remainder from nominator / denominator

movedone( Entity finishedEntity )

    Sent to commanding thread when done with move .

music( String current, [ String fallback ] )

    Sets the current and fallback (optional) music moods.

musicvolume( Float volume, Float fade_time )

    Sets the volume and fade time of the music.

newline

    Prints a newline.

noIntermission

    Makes it so no intermission happens at the end of this level.

noncinematic

    Turns off cinematic.

pause

    Pauses the thread.

playerDeathThread( String threadName )

    Sets a thread to run when the player dies.

print( String string, [ String string ], [ String string ], [ String string ], [ String string ], [ String string ], [ String string ], [ String string ], [ String string ], [ String string ], [ String string ], [ String string ], [ String string ], [ String string ], [ String string ], [ String string ] )

    Prints a string.

printfloat( Float float )

    Prints a float.

printint( Integer integer )

    Print integer.

printvector( Vector vector )

    Prints a vector.

randomfloat( Float max_float )

    Sets the float to a random number.

randomint( Integer max_int )

    Sets the integer to a random number.

releaseplayer

    Release the player.

removeActorsNamed( String class_name )

    remove all actors in the game that have a matching name field (NOT targetname)

removeclass( String class_name, [ Integer except ] )

    Removes everything in the specified class except for the specified entity (optional).

removeent( Integer ent_num )

    Removes the specified entity.

removefakeplayer

    Will delete the fake version of the player, un-hide the real one and
    return to the normal game

removevar( String variable_name )

    Removes a level, game, or entity variable and frees any memory used by it

restoremusicvolume( Float fade_time )

    Restores the music volume to its previous value.

restoresoundtrack

    Restores the soundtrack to the previous one.

round( Float float_value )

    Returns the rounded value of a float.

runThreadNamed( String label )

    Creates a thread starting at label.

script_callback( Entity slave, String name, Entity other )

    Script callback.

SendClientCommand( Entity player, String command )

    Sends a command across to the client

SendClientVar( Entity player, String varName )

    Sends a variable across to the client

setcvar( String cvar_name, String value )

    Sets the value of the specified cvar.

setfloatvar( String variable_name, Float float_value )

    Sets a level, game, or entity variable.

setgameplayfloat( String objname, String propname, Float value )

    Sets a property float value on an object

setgameplaystring( String objname, String propname, String valuestr )

    Sets a property string value on an object

setlightstyle( Integer lightstyleindex, String lightstyledata )

    Set up the lightstyle with lightstyleindex to the specified data

setstringvar( String variable_name, String string_value )

    Sets a level, game, or entity variable.

setvectorvar( String variable_name, Vector vector_value )

    Sets a level, game, or entity variable.

sindegrees( Float degrees )

    Returns the sine of the angle specified (in degrees).

sinradians( Float radians )

    Returns the sine of the angle specified (in radians).

skipthread( String thread_name )

    Set the thread to skip.

soundtrack( String soundtrack_name )

    Changes the soundtrack.

spawn( String entityname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] )

    Spawn the specified entity.

sqrt( Float x )

    Returns the sign-preserving square root of x.

stuffcmd( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )

    Server only command.

targetof( Entity entity )

    Gets the name of the entity's target

terminate( Integer thread_number )

    Terminates the specified thread or the current one if none specified.

thread( String label )

    Creates a thread starting at label.

thread_callback

    Thread callback.

threadname( String threadName )

    sets the name of the thread

trigger( String entname )

    Trigger the specified target.

triggerentity( Entity entityToTrigger )

    Trigger the specified entity.

vectorcross( Vector vector1, Vector vector2 )

    Returns the cross product of vector1 and vector2.

vectordot( Vector vector1, Vector vector2 )

    Returns the dot product of vector1 and vector2.

vectorforward( Vector vector )

    Returns the forward vector of the vector.

vectorgetx( Vector vector )

    Returns the x of the vector.

vectorgety( Vector vector )

    Returns the y of the vector.

vectorgetz( Vector vector )

    Returns the z of the vector.

vectorleft( Vector vector )

    Returns the left vector of the vector.

vectorlength( Vector vector )

    Returns the length of the vector.

vectornormalize( Vector vector )

    Returns the normalized vector.

vectorscale( Vector vector, Float scale_value )

    Returns the vector scaled by scale

vectorsetx( Vector vector, Float x_value )

    Sets the x value of a vector

vectorsety( Vector vector, Float y_value )

    Sets the y value of a vector

vectorsetz( Vector vector, Float z_value )

    Sets the z value of a vector

vectorToString( Vector vector )

    Converts a vector to a string

vectorup( Vector vector )

    Returns the up vector of the vector.

wait( Float wait_time )

    Wait for the specified amount of time.

waitDialogLength( String dialogName )

    Wait for the length of time of the dialog.

waitfor( Entity ent )

    Wait for the specified entity.

waitForAnimation( Entity entity, String animName, [ Float additionalDelay ] )

    Waits for time of the animation length plus the additional delayt specified.

waitForDeath( String name )

    Wait for death.

waitForDialog( Entity actor, [ Float additional_delay ] )

    Wait for end of the dialog for the specified actor.
    If additional_delay is specified, than the actor will
    wait the dialog length plus the delay.

waitForPlayer

    Wait for player to be ready.

waitForSound( String sound_name, Float delay )

    Wait for end of the named sound plus an optional delay.

waitForThread( Integer thread_number )

    Wait for the specified thread.

Decal -> Entity -> Listener -> Class

def_t -> Class

dfunction_t -> Class

Dispenser -> Entity -> Listener -> Class

dispenser_animdone

    Called when the dispenser's animation is done

dispenser_instant

    Makes the dispenser give out its stuff instantly

dispenser_maxamount( Float maxAmount )

    Sets the total amount that this dispenser can give out.

dispenser_openDistance( Float openDistance )

    Sets the distance from the player that the dispenser will open/close

dispenser_rate( Float dispenseRate )

    Sets the dispense rate (how many units per second to give out).

dispenser_regenrate( Float regenRate )

    Sets the regen rate (how many units per second to regen).

dispenser_soundName( String soundName )

    Makes the dispenser use the specified looping sound when its being used

dispenser_subtype( String subtype )

    Sets the subtype of thing to give out.
    There is no subtype for health, the subtype for ammo is the ammo type.

dispenser_type( String type )

    Sets the type of thing to give out.
    Only health and ammo are valid currently.

doUse( Entity activatingEntity )

    sent to entity when it is used by another entity

DoAttack -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

DoBeamAttack -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

Door (NormalDoor) -> ScriptSlave -> Trigger -> Entity -> Listener -> Class

angle( Float newAngle )

    set the angles of the entity using just one value.
    Sets the yaw of the entity or an up and down
    direction if newAngle is [0-359] or -1 or -2

close

    Closes the door.

dmg( Integer damage )

    Sets the amount of damage the door will do to entities that get stuck in it.

doActivate( Entity activatingEntity )

    General trigger event for all entities

doBlocked( Entity obstacle )

    sent to entity when blocked.

door_triggerfield( Entity other )

    Is called when a doors trigger field is touched.

doorclosed

    Called when the door finishes closing.

dooropened

    Called when the door finishes opening.

doUse( Entity activatingEntity )

    sent to entity when it is used by another entity

extraTriggerSize( Vector extraTriggerSize )

    Sets the extra trigger size to use for a door, defaults to (0 0 0).

gdb_setdamage( String damagestr )

    Sets the gameplay version of damage with keywords.

killed( Entity attacker, Float damage, Entity inflictor, Integer meansofdeath )

    event which is sent to an entity once it as been killed

linkdoor

    Link doors together.

lock

    Lock the door.

open( Entity other )

    Opens the door.

sound_locked( String sound_locked )

    Sets the sound to use when the door is locked.

sound_message( String sound_message )

    Sets the sound to use when the door displays a message.

sound_move( String sound_move )

    Sets the sound to use when the door moves.

sound_stop( String sound_stop )

    Sets the sound to use when the door stops.

time( Float traveltime )

    Sets the time it takes for the door to open an close.

toggledoor( Entity other )

    Toggles the state of the door (open/close).

triggereffect( Entity triggering_entity )

    Send event to owner of trigger.

tryToOpen( Entity other )

    Tries to open the door.

unlock

    Unlock the door.

wait( Float wait )

    Sets the amount of time to wait before automatically shutting.

DragEnemy -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

DrivableVehicle (script_drivablevehicle) -> Vehicle -> VehicleBase -> ScriptModel -> ScriptSlave -> Trigger -> Entity -> Listener -> Class

killed( Entity attacker, Float damage, Entity inflictor, Integer meansofdeath )

    event which is sent to an entity once it as been killed

Earthquake (func_earthquake) -> Trigger -> Entity -> Listener -> Class

distance( Float distance )

    Sets the distance that an earthquake will effect things.

duration( Float duration )

    Sets the duration of the earthquake.

earthquake_deactivate

    Stops the earthquake.

earthquake_playsound( [ Boolean bool ] )

    Sets whether or not the earthquake plays its looping sound or not (defaults to true).

magnitude( Float theMagnitude )

    Sets the magnitude of the earthquake.

triggereffect( Entity triggering_entity )

    Send event to owner of trigger.

EFGameComponent (ef_game_component) -> ActorGameComponent -> Listener -> Class

Emitter (func_emitter) -> Entity -> Listener -> Class

emitter( String name )

    Emitter to use

Entity -> Listener -> Class

addHealthOverTime( Float healthToAdd, Float timeToAdd )

    Specifies how much and howlong to add health.

alias( String alias, String realname, [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String paramater6 ] )

    create an alias for the given realname
    Valid parameters are as follows:
    global - all instances act as one
    stop - once used, don't use again
    timeout [seconds] - once used wait [seconds] until using again
    maxuse [times] - can only be used [times] times.
    weight [weight] - random weighting

aliascache( String alias, String realname, [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String paramater6 ] )

    create an alias for the given realname and cache the resource
    Valid parameters are as follows:
    global - all instances act as one
    stop - once used, don't use again
    timeout [seconds] - once used wait [seconds] until using again
    maxuse [times] - can only be used [times] times.
    weight [weight] - random weighting

alpha( Float newAlpha )

    Set the alpha of the entity to alpha.

angle( Float newAngle )

    set the angles of the entity using just one value.
    Sets the yaw of the entity or an up and down
    direction if newAngle is [0-359] or -1 or -2

angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )

    set the angles of the entity to newAngles.

anim( String animName )

    set the legs animation to animName.

animate_newanim( Integer animNum, Integer bodyPart )

    Start a new animation, not for script use.

archetype( String archetype )

    Sets the archetype name for this entity

attach( Entity parent, String tagname, [ Integer use_angles ], [ Vector offset ], [ Vector angles_offset ] )

    attach this entity to the parent's legs tag called tagname

attachanim( String anim_name, String tag_name )

    sets the anim on an attached entity at the specified tag

attachmodel( String modelname, String tagname, [ Float scale ], [ String targetname ], [ Boolean detach_at_death ], [ Float removetime ], [ Float fadeintime ], [ Float fadeoutdelay ], [ Float fadetime ], [ Vector offset ], [ Vector angles_offset ] )

    attach a entity with modelname to this entity to tag called tagname.
    scale - scale of attached entities
    targetname - targetname for attached entities
    detach_at_death - when entity dies, should this model be detached.
    removetime - when the entity should be removed, if not specified, never.
    fadeintime - time to fade the model in over.
    fadeoutdelay - time to wait until we fade the attached model out
    fadeoutspeed - time the model fades out over
    offset - vector offset for the model from the specified tag
    angles_offset - angles offset for the model from the specified tag

autocache( String resourceName )

    pre-cache the given resource.

bind( Entity parent )

    bind this entity to the specified entity.

cache( String resourceName )

    pre-cache the given resource.

censor

    used to ban certain contact when in parentmode

cinematicanimdone

    Called when an entity's cinematic animation is done, it is not meant to be called from script.

classname( String nameOfClass )

    Determines what class to use for this entity,
    this is pre-processed from the BSP at the start
    of the level.

clearCustomEmitter( String emitterName )

    Clears the custom emitter for this Entity

clearcustomshader( String shader_name )

    Clears Custom Shader FX on Entity

contents( String ct1, [ String ct2 ], [ String ct3 ], [ String ct4 ], [ String ct5 ], [ String ct6 ] )

    The content type of the entity

damage_type( String meansofdeathstring )

    Set the type of damage that this entity can take

damagemodifier( String modifiertype, String value, Float multiplier, [ Float chance ], [ Float minpain ], [ Float maxpain ] )

    Add a damage modifier to this entities list
    modifiertypes are:
    tikiname, name, group, actortype, targetname, damagetype

deathsinkeachframe

    Makes the entity sink into the ground and then get removed (this gets called each frame).

deathsinkstart

    Makes the entity sink into the ground and then get removed (this starts it).

detach

    detach this entity from its parent.

detachallchildren

    Detach all the children from the entity.

displayeffect( String effect_type, [ String effect_name ] )

    Displays the named effect.

doesVarExist( String variable_name )

    Returns whether or not a variable exists.

doradiusdamage( Float damage, String meansofdeath, Float radius, Float knockback, [ Boolean constant_damage ], [ Float repeat_time ] )

    calls RadiusDamage() using the entity information and owner

droptofloor( [ Float maxRange ] )

    drops the entity to the ground, if maxRange is not specified 8192 is used.

earthquake( Float magnitude, Float duration, [ Float distance ] )

    Creates an earthquake

effects( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )

    Change the current entity effects flags.
    Valid flags are as follows:
    + sets a flag, - clears a flag
    everyframe - process commands every time entity is rendered

executeobjectprogram( Float time )

    executes this objects program at the specified time

explosionattack( String explosionModel, [ String tagName ] )

    Spawn an explosion optionally from a specific tag

fade( [ Float fadetime<0.00...max_float> ], [ Float target_alpha<0.00...1.00> ] )

    Fade the entity's alpha, reducing it by 0.03
    every FRAMETIME, until it has faded out, does not remove the entity

fadein( [ Float fadetime<0.00...max_float> ], [ Float target_alpha<0.00...1.00> ] )

    Fade the entity's alpha and scale in, increasing it by 0.03
    every FRAMETIME, until it has faded completely in to 1.0.
    If fadetime or target_alpha are defined, they will override
    the default values.

fadeout( [ Float fadetime<0.00...max_float> ], [ Float target_alpha<0.00...1.00> ] )

    Fade the entity's alpha and scale out, reducing it by 0.03
    every FRAMETIME, until it has faded out. If fadetime or
    target_alpha are defined, they will override the defaults.
    Once the entity has been completely faded, the entity is removed.

flags( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )

    Change the current entity flags.
    Valid flags are as follows:
    + sets a flag, - clears a flag
    blood - should it bleed
    explode - should it explode when dead
    die_gibs - should it spawn gibs when dead
    god - makes the entity invincible
    notarget - makes the entity notarget

forcealpha( [ Boolean bool ] )

    Sets whether or not alpha is forced

fulltrace( Boolean on_or_off )

    Turns fulltrace physics movement on or off for this entity.

gdb_sethealth( String healthstr )

    Sets the gameplay version of health with keywords.

getangles( )

    Retrieves the entity's angles

getfloatvar( String variable_name )

    Gets a level, game, or entity variable.

gethealth( )

    Gets the health of the entity

getmaxs( )

    Returns the maximum extent of the bounding box

getmins( )

    Returns the minimum extent of the bounding box

getmodelname( )

    Retrieves the model name of the entity

getorigin( )

    Gets the origin of the entity.

getRawTargetName( )

    Gets the targetname of the entity without the leading $.

getstringvar( String variable_name )

    Gets a level, game, or entity variable.

getTarget( [ Boolean wantsPrefix ] )

    Returns the name of the current target.

gettargetentity( )

    Returns the current target entity

getTargetName( )

    Gets the targetname of the entity with the leading $.

getvectorvar( String variable_name )

    Gets a level, game, or entity variable.

getvelocity( )

    Returns the Velocity

ghost

    make non-solid but still send to client regardless of hide status.

gravity( Float gravityValue )

    Change the gravity on this entity

health( Integer newHealth )

    set the health of the entity to newHealth

hide

    hide the entity, opposite of show.

hurt( Float damage, [ String means_of_death ], [ Vector direction ] )

    Inflicts damage if the entity is damageable. If the number of damage
    points specified in the command argument is greater or equal than the
    entity's current health, it will be killed or destroyed.

ifskill( Integer skillLevel, String command, [ String argument1 ], [ String argument2 ], [ String argument3 ], [ String argument4 ], [ String argument5 ] )

    if the current skill level is skillLevel than execute command

increaseshotcount

    boosts the shotsFired on this entity's parent if it is an actor

iswithindistanceof( Entity targetEntity, Float distance )

    returns 1.0 if this entity is within the specified distance of the target entity return 0.0 if it is not

joinTeam( Entity teamMember )

    join a bind team.

kill

    console based command to kill yourself if stuck.

killattach

    kill all the attached entities.

killtarget( String targetName )

    when dying kill entities with this targetName.

light( Float color_red, Float color_green, Float color_blue, Float radius )

    Create a dynmaic light on this entity.

lightBlue( Float blue )

    Set the blue component of the dynmaic light on this entity.

lightGreen( Float green )

    Set the green component of the dynmaic light on this entity.

lightOff

    Turn the configured dynamic light on this entity off.

lightOn

    Turn the configured dynmaic light on this entity on.

lightRadius( Float radius )

    Set the radius of the dynmaic light on this entity.

lightRed( Float red )

    Set the red component of the dynmaic light on this entity.

lightStyle( Integer lightStyleIndex )

    What light style to use for this dynamic light on this entity.

lookatme

    Makes the player look at this object if close.

loopsound( String soundName, [ Float volume ], [ String minimum_distance ] )

    play a looped-sound with a certain volume and minimum_distance
    which is attached to the current entity.

mask( String mask1, [ String mask2 ], [ String mask3 ], [ String mask4 ], [ String mask5 ], [ String mask6 ] )

    Sets the mask of the entity. Masks can either be real masks or contents. A +before themask adds it, a - removes it, and nothing sets it

mass( Integer massAmount )

    set the mass of this entity.

maxhealth( Integer newMaxHealth )

    set the max_health of the entity to newMaxHealth

missionobjective( Boolean missionobjective )

    Sets the mission objective flag

model( String modelName )

    set the model to modelName.

morph( String morph_target_name, [ Float final_percent ], [ Float morph_time ], [ Boolean return_to_zero ] )

    Morphs to the specified morph target

morphcontrol

    Does all of the morph work each frame

multiplayer( String realEventName, [ String parm1 ], [ String parm2 ], [ String parm3 ], [ String parm4 ], [ String parm5 ] )

    Sends off a real event only if this is a multiplayer game

networkDetail

    Sets this entity as detail that doesn't get sent across the network of set as low bandwidth by the client

nodamage

    entity does not take damage.

note( String note )

    This is a comment

notsolid

    make non-solid.

origin( Vector newOrigin )

    Set the origin of the entity to newOrigin.

playsound( String soundName, [ Integer channel ], [ Float volume ], [ String min_distance ] )

    play a sound coming from this entity.
    default channel, CHAN_BODY.

processinit( Integer modelIndex )

    process the init section of this entity, this is an internal command,
    it is not meant to be called from script.

projectileattack( String projectile_name, [ String tag_name ] )

    Launches a projectile

projectileattackentity( String projectileName, String entityName, [ Float trajectoryAngle ], [ Float lifespan ] )

    Launches a projectile at the named entity

projectileattackfrompoint( String projectileName, Vector position, Vector direction, [ Float speed ], [ Float lifespan ] )

    Launches a projectile from the desired location

projectileattackfromtag( String projectileName, String tagName, [ Float speed ], [ Float lifespan ] )

    Launches a projectile from the named tag

projectileattackpoint( String projectileName, Vector targetPosition, [ Float trajectoryAngle ], [ Float lifespan ] )

    Launches a projectile at the named entity

projectilecansticktome( Boolean can_stick )

    Bool that determines whether projectiles stick in this entity.

quitTeam

    quit the current bind team

randomScale( Float minScale, Float maxScale )

    Set the scale of the entity randomly between minScale and maxScale

removeattachedmodel( String tagname, [ Float fadetime ], [ String modelname ] )

    Removes the model attached to this entity at the specified tag.

removeAttachedModelByTargetname( String targetname )

    Removes all models that are attached to this entity with the specified targetname.

removevar( String variable_name )

    Removes a level, game, or entity variable and frees any memory used by it

rendereffects( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )

    Change the current render effects flags.
    Valid flags are as follows:
    + sets a flag, - clears a flag
    dontdraw - send the entity to the client, but don't draw
    betterlighting - do sphere based vertex lighting on the entity
    lensflare - add a lens glow to the entity at its origin
    viewlensflare - add a view dependent lens glow to the entity at its origin
    lightoffset - use the dynamic color values as a light offset to the model
    skyorigin - this entity is the portal sky origin
    minlight - this entity always has some lighting on it
    fullbright - this entity is always fully lit
    additivedynamiclight - the dynamic light should have an additive effect
    lightstyledynamiclight - the dynamic light uses a light style, use the
    depthhack - this entity is drawn with depth hack on
    'lightstyle' command to set the index of the light style to be used

scale( Float newScale )

    set the scale of the entity

scriptshader( String shaderCommand, Float argument1, [ Float argument2 ] )

    alias for shader command, change a specific shader parameter for the entity.
    Valid shader commands are:
    translation [trans_x] [trans_y] - change the texture translation
    offset [offset_x] [offset_y] - change the texture offset
    rotation [rot_speed] - change the texture rotation speed
    frame [frame_num] - change the animated texture frame
    wavebase [base] - change the base parameter of the wave function
    waveamp [amp] - change the amp parameter of the wave function
    wavebase [phase] - change the phase parameter of the wave function
    wavefreq [freq] - change the frequency parameter of the wave function

selfdetonate

    spawns and explosion and removes this entity

setcinematicanim( String anim_name )

    sets a cinematic anim on an entity

setcontrollerangles( Integer num, Vector angles )

    Sets the control angles for the specified bone.

setCustomEmitter( String emitterName )

    Sets up a custom emitter for this entity.

setcustomshader( String shader_name )

    Sets Custom Shader FX on Entity

setentityexplosionmodel( String model_name )

    sets this entitys explosion model which is used in selfDetonate

setfloatvar( String variable_name, Float float_value )

    Sets a level, game, or entity variable.

setframe( Integer frameNumber, [ String animName ] )

    Set the frame on the legs, if anim is not specified, current is assumed.

setgroupid( Integer groupID )

    Sets the groupID of this entity

setmovetype( String movetype )

    Sets the move type of this entity
    Valid types are:
    none , stationary , noclip , push , stop
    walk , step , fly , toss , flymissile
    bounce, slider, rope , gib , vehicle

setobjectprogram( String program )

    sets this objects program

setorigineveryframe

    Sets the origin every frame ( for bound objects )

setsize( Vector mins, Vector maxs )

    Set the bounding box of the entity to mins and maxs.

setstringvar( String variable_name, String string_value )

    Sets a level, game, or entity variable.

settargetposition( String targetbone )

    Sets the Target Position Bone

setvectorvar( String variable_name, Vector vector_value )

    Sets a level, game, or entity variable.

setvelocity( Vector velocity )

    Sets the Velocity

shader( String shaderCommand, Float argument1, [ Float argument2 ] )

    change a specific shader parameter for the entity.
    Valid shader commands are:
    translation [trans_x] [trans_y] - change the texture translation
    offset [offset_x] [offset_y] - change the texture offset
    rotation [rot_speed] - change the texture rotation speed
    frame [frame_num] - change the animated texture frame
    wavebase [base] - change the base parameter of the wave function
    waveamp [amp] - change the amp parameter of the wave function
    wavebase [phase] - change the phase parameter of the wave function
    wavefreq [freq] - change the frequency parameter of the wave function

show

    show the entity, opposite of hide.

simplePlayDialog( String sound_file, [ Float volume ], [ Float min_dist ] )

    Plays a dialog without all the special features the actors' have.

solid

    make solid.

soundevent( [ Float soundRadius ], [ String soundtype ] )

    Let the AI know that this entity made a sound,
    radius determines how far the sound reaches.

spawneffect( String modelName, String tagName, [ Float removeTime ] )

    Spawns the effect at the specified tag

spawnflags( Integer flags )

    spawnflags from the BSP, these are set inside the editor

startStasis

    Makes the entity go into stasis mode

stationary

    entity does not move, causes no physics to be run on it.

stopanimating

    stop the legs from animating. Animation will end at the end of current cycle.

stoploopsound

    Stop the looped-sound on this entity.

stopsound( [ Integer channel ] )

    stop the current sound on the specified channel.
    default channel, CHAN_BODY.

stopStasis

    Makes the entity stop its stasis mode

surface( String surfaceName, [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )

    change a legs surface parameter for the given surface.
    + sets the flag, - clears the flag
    Valid surface commands are:
    skin1 - set the skin1 offset bit
    skin2 - set the skin2 offset bit
    nodraw - don't draw this surface

svflags( [ String parameter1 ], [ String parameter2 ], [ String parameter3 ], [ String parameter4 ], [ String parameter5 ], [ String parameter6 ] )

    Change the current server flags.
    Valid flags are as follows:
    + sets a flag, - clears a flag
    broadcast - always send this entity to the client

takedamage

    makes entity take damage.

target( String targetname_to_target )

    target another entity with targetname_to_target.

targetname( String targetName )

    set the targetname of the entity to targetName.

team( String moveTeam )

    used to make multiple entities move together.

todo( String todo )

    This is an item that needs to be done

torso_stopanimating

    stop the torso from animating. Animation will end at the end of current cycle.

touchtriggers( [ Boolean touch_triggers_bool ] )

    Sets whether the entity should touch triggers or not

traceattack( Float damage, Float range, [ String means_of_death ], [ Float knockback ], [ String tag_name ] )

    Does a trace attack

traceHitsEntity( String tagName, Float length, Entity entityToCheck )

    Does a trace to check to see if it hits this entity
    .Use this very rarely or a programmer will kill you!

trigger( String name )

    Trigger the specified target or entity.

unbind

    unbind this entity.

unmorph( String morph_target_name )

    Unmorphs the specified morph target

useanim( String animname )

    Animation for the player to play when this entity is used.

usebbox

    do not perform perfect collision, use bounding box instead.

usecount( Integer count )

    Sets the number of times this entity can be used.

usedata( String animname, String usetype, String threadname )

    Sets data for this usuable entity.

usemaxdist( Float maxdist )

    Sets maximum distance this entity can be used.

uservar1( String string_value )

    Sets an entity variable.

uservar2( String string_value )

    Sets an entity variable.

uservar3( String string_value )

    Sets an entity variable.

uservar4( String string_value )

    Sets an entity variable.

usethread( String threadname )

    Thread to call when this entity is used.

usetype( String usetype )

    Use type (widget name) for the use icon

viewmode( String viewModeName )

    Specifies that this entity uses the specified view mode.

warp( Vector position )

    Warps the entity to the specified position.

watchoffset( Vector offset )

    Sets the entity's watch offset.

Equipment -> Weapon -> Item -> Trigger -> Entity -> Listener -> Class

airstrike

    call airstrike from equipment

changemode

    Change to the next mode.

hasmodes( String mode1, [ String mode2 ], [ String mode3 ], [ String mode4 ], [ String mode5 ], [ String mode6 ], [ String mode7 ], [ String mode8 ], [ String mode9 ], [ String mode10 ] )

    Specify the modes this equipment has.

hasradar

    The equipment has a radar

hasscanner

    The equipment has a scanner

scan

    Scan

scanend

    The end of the scan

scanstart

    The start of the scan

typeName( String typeName )

    Sets the type name of this equipment

Event -> Class

ExplodeObject (func_explodeobject) -> MultiExploder -> Trigger -> Entity -> Listener -> Class

amount( Integer amountOfDebris )

    How much debris to spawn each time.

debrismodel( String debrisModel )

    What kind of debris to spawn when triggered.

doexplosion( [ String explosionModel ], [ Float explosionRadius ] )

    Causes the object to explode (use dmg to set the damage)

explodeObject_EarthquakeDistance( Float earthquakeDistance )

    Sets the earthquake distance

explodeObject_EarthquakeDuration( Float earthquakeDuration )

    Sets the earthquake duration

explodeObject_EarthquakeMagnitude( Float earthquakeMagnitude )

    Sets the earthquake magnitude

explodeObject_UseEarthquake

    Causes the object to spawn an earthquake when it explodes

explodetiki

    Specifies that this is an exploding tiki file (visible and solid). Use only in tiki files

setsound( String soundname )

    Sound played when the debris explosion occurs

severity( Float newSeverity )

    How violently the debris should be ejected.

triggereffect( Entity triggering_entity )

    Send event to owner of trigger.

Exploder (func_exploder) -> Trigger -> Entity -> Listener -> Class

dmg( Integer damage )

    Sets the damage the explosion does.

gdb_setdamage( String damagestr )

    Sets the gameplay version of damage with keywords.

health( Integer newHealth )

    set the health of the entity to newHealth

triggereffect( Entity triggering_entity )

    Send event to owner of trigger.

ExplodingWall (func_explodingwall) -> Trigger -> Entity -> Listener -> Class

anglespeed( Float speed )

    Set the angle speed.

base_velocity( Vector velocity )

    Set the base velocity.

checkonground

    Check if exploding wall is on ground.

dmg( Integer dmg )

    Set the damage from the exploding wall.

doTouch( Entity touchingEntity )

    sent to entity when touched for the first time.

explosions( Integer explosions )

    Set the number of explosions.

gdb_setdamage( String damagestr )

    Sets the gameplay version of damage with keywords.

land_angles( Vector angles )

    Set the land angles.

land_radius( Float radius )

    Set the land radius.

random_velocity( Vector velocity )

    Set the amount of random variation of the base velocity.

setup

    Initializes the exploding wall.

stoprotating

    Stop rotating the wall.

triggereffect( Entity triggering_entity )

    Send event to owner of trigger.

Explosion -> Projectile -> Entity -> Listener -> Class

constantdamage

    Makes the explosion do constant damage over the radius

damageagain

    This event is generated each frame if explosion is set to damage each frame

damageeveryframe

    Makes the explosion damage every frame

flash( Float mintime, Float time, Float color_red, Float color_green, Float color_blue, Float minradius, Float radius )

    Flash player screens

radius( Float projectileRadius )

    set the radius for the explosion

radiusdamage( Float radiusDamage )

    set the radius damage an explosion does

EyeWatch -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

EyeWatchEnemy -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FallingRock (func_fallingrock) -> Entity -> Listener -> Class

bounce

    sent to entity when touched.

dmg( Integer dmg )

    Set the damage from the rock.

doActivate( Entity activatingEntity )

    General trigger event for all entities

doTouch( Entity touchingEntity )

    sent to entity when touched for the first time.

gdb_setdamage( String damagestr )

    Sets the gameplay version of damage with keywords.

noise( String sound )

    Set the sound to play when the rock bounces

rotate

    rotates the falling rock.

speed( Float speed )

    Set the speed that the rock moves at.

start

    Starts rock falling.

wait( Float wait )

    How long to wait before rock starts falling.

FallToDeath -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FileRead -> Class

FindCover -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FindEnemy -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FindFlee -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FireWeapon -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

Flee -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FlyCharge -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FlyCircle -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FlyCircleAroundWaypoint -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FlyCircleRandomPoint -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FlyClimb -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FlyCloseToEnemy -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FlyCloseToParent -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FlyCloseToPlayer -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FlyDescend -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FlyDive -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FlyNodePath -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FlySplinePath -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FlyStrafe -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FlyToNode -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FlyToNodeNearestPlayer -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FlyToPoint -> Behavior -> Listener -> Class

FlyToRandomNode -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FlyWander -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FollowInFormation -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FollowNode -> Class

FollowNodePath -> Class

FollowPath -> Steering -> Listener -> Class

FollowPathBlindly -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

FollowPathToEntity -> FollowPath -> Steering -> Listener -> Class

FollowPathToPoint -> FollowPath -> Steering -> Listener -> Class

FrontWheels (script_wheelsfront) -> VehicleBase -> ScriptModel -> ScriptSlave -> Trigger -> Entity -> Listener -> Class

Fulcrum (func_fulcrum) -> ScriptSlave -> Trigger -> Entity -> Listener -> Class

dampening( Float newDampening )

    dampening of fulcrum.

doTouch( Entity touchingEntity )

    sent to entity when touched for the first time.

limit( Float newLimit )

    angular limit for the fulcrum.

movesound( String newSinkSound )

    Sound played when fulcrum is moving.

reset

    Reset the fulcrum right now.

resetspeed( Float newResetspeed )

    Speed at which fulcrum resets itself, defaults to 0.002 * speed.

speed( Float speed )

    Speed at which fulcrum operates itself.

FuncBeam (func_beam) -> ScriptSlave -> Trigger -> Entity -> Listener -> Class

activate

    Activate the beam

angle( Float newAngle )

    set the angles of the entity using just one value.
    Sets the yaw of the entity or an up and down
    direction if newAngle is [0-359] or -1 or -2

angles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )

    set the angles of the entity to newAngles.

color( Vector color_beam<0.00...1.00><0.00...1.00><0.00...1.00> )

    Set the color of the beam

deactivate

    Deactivate the beam

delay( Float delay )

    Set the amount of delay on the beam updater

doActivate( Entity activatingEntity )

    General trigger event for all entities

endalpha( Float alpha )

    Set the endpoint alpha value of the beam

endpoint( Vector beam_end_point )

    Set the end point of the beam. The beam will be draw from the origin to
    the end point.

findendpoint

    Find the endpoint of a beam

life( Float beam_life )

    Set the amount of time the beam stays on when activated

maxoffset( Float max_offset )

    Set the maximum offset the beam can travel above, below, forward or back of it's endpoints

minoffset( Float min_offset )

    Set the minimun offset the beam can travel above, below, forward or back of it's endpoints

model( String modelName )

    set the model to modelName.

numsegments( Integer numsegments )

    Set the number of segments for the beam

numspherebeams( Integer num )

    Set the number of beams that will be shot out in a sphere like formation

overlap( Float beam_overlap )

    Set the amount of overlap the beams have when they are being strung together

persist( Boolean bool )

    Set the persist property of the beam

radius( Float radius )

    Set the starting radius of the beams if this is a beamsphere

shader( String beam_shader )

    Set the shader that the beam will use

shoot

    Make the beam cause damage to entities that get in the way

shootradius( Float radius )

    Set the radius of the damage area between beam endpoints

target( String beam_target )

    Set the target of the beam. The beam will be drawn from the origin
    to the origin of the target entity

tileshader( String beam_shader )

    Set the shader that the beam will use. This shader will be tiled.

toggledelay( Float time, [ Boolean isRandom ] )

    Causes a beam toggling effect. Sets the time between toggling.
    If the isRandom flag is set, the time will be random from 0 to the time specified.

updateendpoint

    Update the endpoint of a beam

updateorigin

    Update the origin of a beam

FuncRemove (func_remove) -> Entity -> Listener -> Class

Game -> Class

GameplayDatabase -> Listener -> Class

GameplayObject -> Class

GameplayProperty -> Class

GameScript -> Script -> Class

GameScriptMarker -> Class

GeneralCombatWithMeleeWeapon -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

GeneralCombatWithRangedWeapon -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

posturechangecompleted

    Tells the behavior that the requested posture is active

GetCloseToEnemy -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

GetCloseToPlayer -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

GetWithinRangeOfPlayer -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

GhostAttack -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

Gib (gib) -> Entity -> Listener -> Class

doTouch( Entity touchingEntity )

    sent to entity when touched for the first time.

stopped

    sent when entity has stopped bouncing for MOVETYPE_TOSS.

throwgib( Entity ent, Float velocity, Float scale )

    Throw a gib.

GoDirectlyToPoint -> Steering -> Listener -> Class

GooDebris -> Projectile -> Entity -> Listener -> Class

doTouch( Entity touchingEntity )

    sent to entity when touched for the first time.

GooProjectile -> Projectile -> Entity -> Listener -> Class

goodebriscount( Integer count )

    Number of pieces of debris to spawn

goodebrismodel( String modelname )

    Model name for the debris that is spawned on explosion

GotoCurrentHelperNode -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

GotoDeadEnemy -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

GotoEntity -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

GotoHelperNode -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

GotoHelperNodeEX -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

GotoHelperNodeNearestEnemy -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

GotoLiftPosition -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

GotoPathNode -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

GotoPoint -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

GotoSpecified -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

GotoWayPoint -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

GravPath -> Listener -> Class

GravPathManager -> Class

GravPathNode (info_grav_pathnode) -> Entity -> Listener -> Class

activate

    Activate the grav path.

deactivate

    Deactivate the grav path.

gravpath_create

    Create the grav path.

maxspeed( Float maxspeed )

    Set the max speed of the grav path.

radius( Float radius )

    Set the radius of the grav path.

speed( Float speed )

    Set the speed of the grav path.

Group (group) -> Listener -> Class

GroupCoordinator (groupcoordinator) -> Listener -> Class

GroupFollow -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

HeadAndEyeWatch -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

HeadWatch -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

HeadWatchEnemy -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

HealGroupMember -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

Health (health_020) -> Item -> Trigger -> Entity -> Listener -> Class

item_pickup( Entity item )

    Pickup the specified item.

HealthInventoryItem -> InventoryItem -> Item -> Trigger -> Entity -> Listener -> Class

processgameplaydata

    Causes any subclass of entity to process any specific gameplay related data.

useinvitem

    Use this inventory item.

HelicopterFlyCircle -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

HelicopterFlyToPoint -> Behavior -> Listener -> Class

HelicopterFlyToWaypoint -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

HelicopterStrafeAttack -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

HelperNode (info_helpernode) -> Listener -> Class

activationrange( Float activation_range )

    Specifies the range an actor needs to be to consider using the node

addanim( String anim, String waittype )

    Adds an animation to the custom anim list

angle( Float newAngle )

    set the angles of the entity using just one value.
    Sets the yaw of the entity or an up and down
    direction if newAngle is [0-359] or -1 or -2

animactive( Boolean active )

    Specifies if the animation component is active

animcount( Integer num_times )

    Sets the max number of times that an animation can be set on this node

animtarget( String targetname )

    Allows you to specify a target name to apply the animation to

attacktarget( String targetname )

    Specifies a target for a sniping AI to attack

criticalchange

    Alerts the node to a critical change

descriptor( String descriptorValue )

    sets an additional descriptor for a node

maxkills( Integer max_kills )

    Specifies the maximum number of kills that can be done from this node

minenemyrange( Float min_range )

    Specifies the minimum range an enemy is allowed to get before actor leaves this node

minhealth( Float min_health )

    Specifies the minimum health an actor is allowed to get to before leaving this node

nodeID( Integer node_id )

    Assigns an ID to this node

origin( Vector newOrigin )

    Set the origin of the entity to newOrigin.

priority( Float priority )

    Specfies the priority for this node

sendnodecommand( String commandToSend )

    sends an event to the user of the node

setcoverdir( String cover_dir )

    Specifies the direction from the cover that the AI can attack

setcovertype( String cover_type )

    Specifies the covertype of the node

setcustomtype( String type )

    Specifies a custom helper node type

setnodeanim( String animation )

    Sets the animation that will be played by the actor on this node

setnodeentrythread( String thread )

    Sets the thread that will be called by the actor when it reaches this node

setnodeexitthread( String thread )

    Sets the thread that will be called by the actor when it leaves this node

spawnflags( Integer flags )

    spawnflags from the BSP, these are set inside the editor

target( String targetname_to_target )

    target another entity with targetname_to_target.

targetname( String targetName )

    set the targetname of the entity to targetName.

wait( Float time )

    Makes a patrolling AI pause at this node for the specified time

waitforanim( Boolean wait_for_anim )

    Makes the AI wait until the anim is finished before finishing a behavior

waitrandom( Float max_time )

    Makes a patrolling AI pause randomly for a min time of 1 to a max time of specified

HelperNodeController (helpernodecontroller) -> Entity -> Listener -> Class

sendevent( String targetname, String eventName, [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ], [ String token7 ] )

    Sends the event to the specified node

Hibernate -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

HoldableItem -> PowerupBase -> Item -> Trigger -> Entity -> Listener -> Class

HoldableItemExplosive -> HoldableItem -> PowerupBase -> Item -> Trigger -> Entity -> Listener -> Class

HoldableItemHealth -> HoldableItem -> PowerupBase -> Item -> Trigger -> Entity -> Listener -> Class

HoldableItemProtection -> HoldableItem -> PowerupBase -> Item -> Trigger -> Entity -> Listener -> Class

HoldableItemSpawnPowerup -> HoldableItem -> PowerupBase -> Item -> Trigger -> Entity -> Listener -> Class

powerupToSpawn( String powerupName )

    Sets the powerup to spawn when used.

HoldableItemTransporter -> HoldableItem -> PowerupBase -> Item -> Trigger -> Entity -> Listener -> Class

HoldPosition -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

HorseVehicle (script_horsevehicle) -> Vehicle -> VehicleBase -> ScriptModel -> ScriptSlave -> Trigger -> Entity -> Listener -> Class

animdone

    animdoneevent

driveranimdone

    driveranimdoneevent

forceforwardspeed( Float speed )

    Forces the vehicle to move forward at the specified speed

sethorsespeed( Float speed )

    Set the speed of the horse

setmovemode( String mode, [ Float angles ] )

    Mode ( standard , strafe, or locked ) and a Vector describing the view Angle )

waypointname( String waypoint_target_name )

    Set the waypoint node name to go to first

Hover -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

HVMoveMode_FollowPath (FollowPath_MoveModeStrategy) -> VehicleMoveMode -> Listener -> Class

waypointname( String waypoint_target_name )

    Set the waypoint node name to go to first

Idle -> Behavior -> Listener -> Class

InfoNotNull (info_notnull) -> Entity -> Listener -> Class

InfoNull (info_null) -> Listener -> Class

Interpreter -> Listener -> Class

execute

    Execute the thread.

InventoryItem -> Item -> Trigger -> Entity -> Listener -> Class

useinvitem

    Use this inventory item.

Investigate -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

Item -> Trigger -> Entity -> Listener -> Class

amount( Integer amount )

    Sets the amount of the item.

angle( Float newAngle )

    set the angles of the entity using just one value.
    Sets the yaw of the entity or an up and down
    direction if newAngle is [0-359] or -1 or -2

bot_inventory( Integer botInventoryIndex )

    sets the index used for bot inventory pickups

coolitem( [ String dialog ], [ String anim_to_play ] )

    Specify that this is a cool item when we pick it up for the first time.
    If dialog is specified, than the dialog will be played during the pickup.
    If anim_to_play is specified, than the specified anim will be played after
    the initial cinematic.

dialogneeded( String dialog_needed )

    Sets the dialog needed string.

doUse( Entity activatingEntity )

    sent to entity when it is used by another entity

forcecoolitem( [ String dialog ], [ String anim_to_play ] )

    Specify that this is a cool item when we pick it up regardless of whether or not we have it.
    If dialog is specified, than the dialog will be played during the pickup.
    If anim_to_play is specified, than the specified anim will be played after
    the initial cinematic.

iconName( String iconName )

    Sets the name of the icon to use for this item.

item_droptofloor

    Drops the item to the ground.

item_pickup( Entity item )

    Pickup the specified item.

itemPostSpawn

    Tells the item that it had spawned successfully

maxamount( Integer max_amount )

    Sets the max amount of the item.

missingSkin( Integer skinNum )

    Sets the skin number to use when its been picked up and is missing

name( String item_name )

    Sets the item name.

no_remove

    Makes it so the item is not removed from the world when it is picked up.

pickup_done

    Called when the item pickup is done.

pickup_thread( String labelName )

    A thread that is called when an item is picked up.

respawn

    Respawns the item.

respawn_done

    Called when the item respawn is done.

respawnsound

    Turns on the respawn sound for this item.

set_respawn( Integer respawn )

    Turns respawn on or off.

set_respawn_time( Float respawn_time )

    Sets the respawn time.

stopped

    sent when entity has stopped bouncing for MOVETYPE_TOSS.

triggereffect( Entity triggering_entity )

    Send event to owner of trigger.

Jump -> Steering -> Listener -> Class

JumpToPathNode -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

Land -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

LeapToEnemy -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

Level -> Class

LevelInteractionTrigger (trigger_levelinteraction) -> Trigger -> Entity -> Listener -> Class

Levitate -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

Light (light) -> Entity -> Listener -> Class

LightStyleClass -> Class

Listener -> Class

immediateremove

    Removes this listener immediately.

remove

    Removes this listener the next time events are processed.

MiscModel (misc_model) -> Entity -> Listener -> Class

ModeCaptureTheFlag -> ModeTeamBase -> MultiplayerModeBase -> Class

ModeDeathmatch -> MultiplayerModeBase -> Class

ModeTeamBase -> MultiplayerModeBase -> Class

ModeTeamDeathmatch -> ModeTeamBase -> MultiplayerModeBase -> Class

MoveDirectlyToPoint -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

MoveFromConeOfFire -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

Mover (mover) -> Listener -> Class

movedone( Entity finishedEntity )

    Sent to commanding thread when done with move .

MoveRandomDirection -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

MoveToDistanceFromEnemy -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

MultiExploder (func_multi_exploder) -> Trigger -> Entity -> Listener -> Class

dmg( Integer damage )

    Sets the damage the explosion does.

duration( Float duration )

    Sets the duration of the explosion.

gdb_setdamage( String damagestr )

    Sets the gameplay version of damage with keywords.

health( Integer newHealth )

    set the health of the entity to newHealth

random( Float randomness )

    Sets the randomness value of the explosion.

triggereffect( Entity triggering_entity )

    Send event to owner of trigger.

wait( Float explodewait )

    Sets the wait time of the explosion.

MultiplayerItem -> Item -> Trigger -> Entity -> Listener -> Class

doUse( Entity activatingEntity )

    sent to entity when it is used by another entity

killed( Entity attacker, Float damage, Entity inflictor, Integer meansofdeath )

    event which is sent to an entity once it as been killed

triggereffect( Entity triggering_entity )

    Send event to owner of trigger.

MultiplayerManager -> Class

MultiplayerModeBase -> Class

MultiShock -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

Object (object) -> Entity -> Listener -> Class

anim( String animname )

    Sets up the object with the specified animname.

killed( Entity attacker, Float damage, Entity inflictor, Integer meansofdeath )

    event which is sent to an entity once it as been killed

shootable

    Make the object shootable but not necessarily solid to the player.

Pain -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

Path -> Class

PathManager -> Listener -> Class

ai_calcallpaths

    Calculates all of the paths.

ai_calcpath( Integer nodenum1, Integer nodenum2 )

    Calculate path from node1 to node2.

ai_clearnodes

    Clears all of the path nodes.

ai_connectNodes( String node1, String node2 )

    Connects the 2 specified nodes.

ai_disconnectNodes( String node1, String node2 )

    Disconnects the 2 specified nodes.

ai_load( String filename )

    Loads path nodes.

ai_optimize

    Optimizes the path nodes.

ai_recalcpaths( Integer nodenum )

    Update the specified node.

ai_save( String filename )

    Save path nodes.

ai_savepaths

    Saves the path nodes under the default name.

ai_setflags( Integer nodenum, [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Set the flags for the specified node.

PathNode (info_pathnode) -> Listener -> Class

angle( Float newAngle )

    set the angles of the entity using just one value.
    Sets the yaw of the entity or an up and down
    direction if newAngle is [0-359] or -1 or -2

angles( Vector angles )

    Sets the path node's angles.

anim( String animname )

    Sets the animname used for this path node.

findchildren

    Adds this node to the path manager.

findentities

    Finds doors.

jumpangle( Float jumpangle )

    Sets the jump angle for this path node.

origin( Vector origin )

    Sets the path node's origin.

spawnflags( Integer node_flags )

    Sets the path nodes flags.

target( String target )

    Sets the target for this path node.

targetname( String targetname )

    Sets the target name for this path node.

PathNodeConnection (PathNodeConnection) -> Class

Patrol -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

PatrolWayPointNode (info_waypointnode_patrolwaypointnode) -> Entity -> Listener -> Class

setactoranim( String anim_name )

    sets what primary anim to set an actor to, when it reaches this waypoint

setwaypointthread( String thread_name )

    sets the script thread to be called when the actor reaches this waypoint

PatrolWorkHibernate -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

PatrolWorkWander -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

PickupEnemy -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

PickupEntity -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

PlayAnim -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

Player (player) -> Sentient -> Entity -> Listener -> Class

activatedualweapons

    Activates 2 weapons at once

activatenewweapon

    Active the new weapon specified by useWeapon.

activateshield

    Activates the player's shield

actor( String modelname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] )

    Spawns an actor.

actorinfo( Integer actor_number )

    Prints info on the specified actor.

addHud( String hudName )

    Tells the player to add a hud to his display.

addmeleeattacker( Entity attack_ent )

    Adds the entity to the melee attacker list.

addrosterteammate1( Entity entity )

    Sets the teammate to roster position 1

addrosterteammate2( Entity entity )

    Sets the teammate to roster position 2

addrosterteammate3( Entity entity )

    Sets the teammate to roster position 3

addrosterteammate4( Entity entity )

    Sets the actor to roster position 4

adjust_torso( Boolean boolean )

    Turn or off the torso adjustment

animateweapon( String anim, [ String hand ], [ Boolean animatingFlag ] )

    Animates the weapon, optionally, in the specific hand (defaults to DUAL)If the animatingFlag is set to false, it will not set the WEAPON_ANIMATINGas the status for this animation.

animloop_legs

    Called when the legs animation has finished.

animloop_torso

    Called when the torso animation has finished.

attacktype( String attacktype )

    Sets the attack type of the attack

backpackAttachAngles( Vector anglesOffset )

    Sets the attachment angles offset for backpacks

backpackAttachOffset( Vector offset )

    Sets the attachment offset for backpacks

bendtorso( [ Float multiplier ] )

    Sets multiplier for the torso bend angles, defaults to 0.75

callvote( String arg1, [ String arg2 ] )

    Player calls a vote

canTransferEnergy

    Makes the player able to transfer energy from ammo to armor.

changechar( String statefile, String model, String replacemodelName, String spawnNPC )

    Changes the character state and model.

changecharfadein

    Begins the fade in and swaps character.

cleardialog

    Clears the dialog for the player

clearfinishingmovelist

    Clears the finishing move list.

clearincomingmelee

    Clears the incoming melee flag.

clearItemText

    Clears the item text.

clearstancelegs

    Clears internal legs stance data.

clearstancetorso

    Clears internal torso stance data.

cleartarget

    Clears the target of the player

cleartextdialog

    Clears the text dialog of the player

client_endframe

    Called at the end of each frame for each client.

client_move

    The movement packet from the client is processed by this event.

damage_multiplier( Float damage_multiplier )

    Sets the current damage multiplier

deactivateshield

    Deactivates the player's shield

deactivateweapon( String side )

    Deactivate the weapon in the specified hand.

dead

    Called when the player is dead.

deadbody

    Spawn a dead body

disableinventory( Float disable )

    Disables the player's inventory

disableuseweapon( [ Boolean disable ] )

    Disables the weapon use

doDamageScreenFlash( [ Boolean bool ] )

    Makes the screen flash when the player is damaged (or turns it off).

dofinishingmove

    Fires off the finishing move.

doneuseentity

    When the useentity animation is complete

dontturnlegs( Boolean flag )

    Specifies whether or not to turn the legs while strafing.

doUse( Entity activatingEntity )

    sent to entity when it is used by another entity

douseentity

    Called from the tiki on a frame to use an entity.

driveranimdone

    driveranimdoneevent

droprune

    Drops the player's current rune.

dualwield( String weaponleft, String weaponright )

    Dual wield the specified weapons

endlevel

    Called when the player gets to the end of the level.

enter( Entity vehicle, [ String driver_anim ] )

    Called when someone gets into a vehicle.

equipitems

    Equips active items from the database.

evaluatetorsoanim

    Evaluate the torso anim for possible changes

exit( Entity vehicle )

    Called when driver gets out of the vehicle.

finishingmove( String state, String direction, [ Float coneangle ], [ Float distance ], [ Float enemyyaw ], [ Float chance ] )

    Changes the viewpoint of the player, alternates between 1st and 3rd person

finishuseanim

    Fires off all targets associated with a particular useanim.

finishuseobject

    Fires off all targets associated with a particular useobject.

flagAttachAngles( Vector anglesOffset )

    Sets the attachment angles offset for flags

flagAttachOffset( Vector offset )

    Sets the attachment offset for flags

forceMoveType( String moveTypeName )

    Forces the player to use the named move type

forcereload

    Tells the weapon to reload

forcetimescale( [ Float timescale ] )

    Sets the timescale for the game

forcetorsostate( String torsostate )

    Force the player's torso to a certain state

fov( [ Float fov ] )

    Sets the fov.

freeze( [ Boolean freeze ] )

    Freezes the player until the freeze 0 is called

gameversion

    Prints the game version.

gib( Integer number, [ Integer power ], [ Float scale ], [ String gibmodel ] )

    causes entity to spawn a number of gibs

give( String name, [ Integer amount ] )

    Gives the player the specified thing (weapon, ammo, item, etc.) and optionally the amount.

givepoints( Integer points )

    Gives the player points (added to current points)

giveweapon( String weapon_name )

    Gives the player the specified weapon.

god( [ Integer god_mode ] )

    Sets the god mode cheat or toggles it.

gotkill( Entity victim, Integer damage, Entity inflictor, Integer meansofdeath, Boolean gib )

    event sent to attacker when an entity dies

headtarget

    Sets the Makes the player try to use whatever is in front of her.

headwatchallowed( [ Boolean flag ] )

    Sets whether to headwatch or not, default is true.

hidecoolitem

    Player is finished showing the cool item, now hide it

holster

    Holsters all wielded weapons, or unholsters previously put away weapons

hudPrint( String string )

    Prints to the hud.

immobilize( [ Boolean immobilize ] )

    Immobilizes the player until the immobilize 0 is called (can only look around)

isplayeronground( )

    Checks if the player is on the ground -- returns 1 if true 0 if false

joinmpteam( String teamName )

    Makes the player join the specified team.

jump( Float height )

    Makes the player jump.

jumpxy( Float forwardmove, Float sidemove, Float speed )

    Makes the sentient jump.

kill

    console based command to kill yourself if stuck.

killalldialog

    Calls stopdialog on all the actors in the level

killclass( String classname, [ Integer except_entity_number ] )

    Kills all of the entities in the specified class.

killed( Entity attacker, Float damage, Entity inflictor, Integer meansofdeath )

    event which is sent to an entity once it as been killed

killent( Integer entity_number )

    Kills the specified entity.

knockbackmultiplier( Integer knockbackmult )

    Sets knockback multiplierfor the player

listinventory

    List of the player's inventory.

loadobjectives( String name )

    Loads the a set of objectives

logstats( Boolean state )

    Turn on/off the debugging playlog

melee( [ Float damage ], [ String means_of_death ], [ Float knockback ] )

    Makes the player do a weapon-less melee attack.

meleedamageend( [ String hand ] )

    Stop doing melee damage with the weapon in the specified hand.

meleedamagestart( [ String hand ] )

    Start doing melee damage with the weapon in the specified hand.

missionfailed( [ String reason ] )

    Displays the mission failed screen on the client side

mouthangle( Float mouth_angle )

    Sets the mouth angle of the sentient.

mpCmd( String command, String parm )

    Sends a command from the player to the multiplayer system.

nextgameplayanim( String objname )

    Increments the gameplay animation index.

nextpaintime( Float seconds )

    Set the next time the player experiences pain (Current time + seconds specified).

nightvision

    Toggles player nightvision mode

noclip

    Toggles the noclip cheat.

notarget

    Toggles the notarget cheat.

pain( Integer damage, Entity attacker, Integer meansofdeath )

    used to inflict pain to an entity

playerdone

    Clears the waitForPlayer script command, allowing threads to run

playerknockback( Float knockback )

    Sets knockback for the player

playerviewangles( Vector newAngles<0.00...360.00><0.00...360.00><0.00...360.00> )

    set the angles of the player to newAngles.

pointofview

    Changes the viewpoint of the player, alternates between 1st and 3rd person

projdetonate( Boolean detonate )

    Event that sets the whether or not to detonate a trigger projectile (grenade launcher)

putawayweapon( String whichHand )

    Put away or deactivate the current weapon, whichHand can be left, right or dual.

reloadviewtiki( String tikiname )

    Reloads the specified TIKI file from disk

removeclass( String classname, [ Integer except_entity_number ] )

    Removes all of the entities in the specified class.

removeent( Integer entity_number )

    Removes the specified entity.

removeHud( String hudName )

    Tells the player to remove a hud from his display.

removepowerup

    Removes the current powerup.

removerosterteammate1

    Removed the teammate from roster position 1

removerosterteammate2

    Removed the teammate from roster position 2

removerosterteammate3

    Removed the teammate from roster position 3

removerosterteammate4

    Removed the teammate from roster position 4

resethaveitem( String weapon_name )

    Resets the game var that keeps track that we have gotten this weapon

resetstate

    Reset the player's state table.

respawn

    Respawns the player.

safeholster( Boolean putaway )

    Holsters all wielded weapons, or unholsters previously put away weapons
    preserves state, so it will not holster or unholster unless necessary

score

    Show the score for the current deathmatch game

setaim( String aimtype )

    Sets the accuracy modifiers for the player

setgameplayanim( [ Integer index ] )

    Sets the gameplay animation index directly.

setinformationshow( String name, Boolean show )

    Sets whether or not a specified information is shown

setobjectivecomplete( String name, Boolean complete )

    Sets whether or not a specified objective is complete

setobjectivefailed( String name, Boolean failed )

    Sets whether or not a specified objective is failed

setobjectiveshow( String name, Boolean show )

    Sets whether or not a specified objective is shown

setplayerchar( String statefile, String model )

    Sets the player character.

setpoints( Integer points )

    Sets the players number of points.

setstat( String stat_name, Integer stat_value )

    Sets a stat value

setupdialog( Integer entnum, String soundname )

    Sets up the dialog for the player

show

    show the entity, opposite of hide.

showcoolitem

    Player is showing the cool item, actually display it

showheuristics

    Shows the current heuristic numbers

skipcinematic

    Skip the current cinematic

spawn( String entityname, [ String keyname1 ], [ String value1 ], [ String keyname2 ], [ String value2 ], [ String keyname3 ], [ String value3 ], [ String keyname4 ], [ String value4 ] )

    Spawns an entity.

specialmoveend

    Ends charging up for a special move

specialmovestart

    Starts charging up for a special move

specialmovetime( Float time )

    Sets how long to wait before triggering the special move.

stance( Integer stanceNumber )

    Makes the player change to the specified stance

startcoolitem

    Player is starting to show off the cool item

startuseobject

    starts up the useobject's animations.

state

    Dumps the player's state to the console.

stopcoolitem

    Player is starting to show off the cool item

stopwatchingactor( Entity entity_to_stop_watching )

    Makes the player's camera stop watching the specified entity.

switchmode

    Tells the weapon to switch modes of fire

takepain( Boolean bool )

    Set whether or not to take pain

testthread( String scriptfile, [ String label ] )

    Starts the named thread at label if provided.

turn( Float yawangle, [ Float time ] )

    Causes player to turn the specified amount.

turnlegs( Float yawangle )

    Turns the players legs instantly by the specified amount.

turntowardsentity( Entity entity )

    Causes the player to turn towards the specified entity.

turnupdate( Float yaw, Float timeleft )

    Causes player to turn the specified amount.

use( String name, [ Integer weapon_hand ] )

    Use the specified weapon in the hand choosen (optional).

usedualwield

    Use the weapons that are on the dual wield list

useentity( Entity entity )

    makes player use the passed in entity

usestuff( [ Entity usingEntity ] )

    Makes the player try to use whatever is in front of her.

validPlayerModel

    Specifies that this model is valid for the player.

vote( String arg1 )

    Player votes either yes or no

waitForState( String stateToWaitFor )

    When set, the player will clear waitforplayer when this state is hit
    in the legs or torso.

warp( Vector position )

    Warps the entity to the specified position.

watchactor( Entity entity_to_watch, [ Float time ], [ Float angle ], [ Boolean watchEntireDuration ] )

    Makes the player's camera watch the specified entity.

watchentity( Entity entityToWatch, [ Float time ], [ Float angle ], [ Boolean watchEntireDuration ] )

    Makes the player's camera watch the specified entity.

weaponcommand( String hand, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ] )

    Pass the args to the active weapon in the specified hand

whatis( Integer entity_number )

    Prints info on the specified entity.

wuss

    Gives player all weapons.

PlayerDeathmatchStart (info_player_deathmatch) -> PlayerStart -> Entity -> Listener -> Class

spawnpoint_type( String spawnpointType )

    Sets the named type of this spawnpoint

PlayerIntermission (info_player_intermission) -> Camera -> Entity -> Listener -> Class

PlayerStart (info_player_start) -> Entity -> Listener -> Class

angle( Float newAngle )

    set the angles of the entity using just one value.
    Sets the yaw of the entity or an up and down
    direction if newAngle is [0-359] or -1 or -2

thread( String thread )

    Set the thread to execute when this player start is used

PortalCamera (portal_camera) -> Entity -> Listener -> Class

roll( Float roll )

    Sets the portal camera's roll.

PortalSurface (portal_surface) -> Entity -> Listener -> Class

locatecamera

    Locates the camera position.

PositionWayPointNode (info_waypointnode_position) -> Entity -> Listener -> Class

setactoranim( String anim_name )

    sets what primary anim to set an actor to, when it reaches this waypoint

setwaypointthread( String thread_name )

    sets the script thread to be called when the actor reaches this waypoint

Powerup -> PowerupBase -> Item -> Trigger -> Entity -> Listener -> Class

amount( Integer amount )

    Sets the amount of the item.

PowerupBase -> Item -> Trigger -> Entity -> Listener -> Class

amount( Integer amount )

    Sets the amount of the item.

powerup_modelToAttach( String modelName, [ String tagName ], [ Float removeTime ] )

    Sets the model info to use when the powerup is used.

powerup_modelToSpawn( String modelName )

    Sets the model to spawn when the powerup is used (only works on certain models).

powerup_shader( String shaderName )

    Sets the shader use when the powerup is used.

PowerupInvisibility -> Powerup -> PowerupBase -> Item -> Trigger -> Entity -> Listener -> Class

PowerupProtection -> Powerup -> PowerupBase -> Item -> Trigger -> Entity -> Listener -> Class

PowerupProtectionTemp -> PowerupProtection -> Powerup -> PowerupBase -> Item -> Trigger -> Entity -> Listener -> Class

PowerupRegen -> Powerup -> PowerupBase -> Item -> Trigger -> Entity -> Listener -> Class

PowerupSpeed -> Powerup -> PowerupBase -> Item -> Trigger -> Entity -> Listener -> Class

PowerupStrength -> Powerup -> PowerupBase -> Item -> Trigger -> Entity -> Listener -> Class

Program -> Class

Projectile -> Entity -> Listener -> Class

addownervelocity( Boolean bool )

    Set whether or not the owner's velocity is added to the projectile's velocity

addvelocity( Float velocity_x, Float velocity_y, Float velocity_z )

    Set a velocity to be added to the projectile when it is created

anglethink

    Make the projectile update it's angles in flight

avelocity( [ String [random|crandom] ], [ Float yaw ], [ String [random|crandom] ], [ Float pitch ], [ String [random|crandom] ], [ Float roll ] )

    set the angular velocity of the projectile

beam( String command, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )

    send a command to the beam of this projectile

bouncefactor( Float bounceFactor )

    set the amount of velocity retained when a projectile bounces

bouncesound

    Set the name of the sound that is played when the projectile bounces

bouncetouch( String bouncetype )

    Make the projectile bounce when it hits a non-damageable solid

canhitowner

    Make the projectile be able to hit its owner

chargelife

    set the projectile's life to be determined by the charge time

chargespeed

    set the projectile's speed to be determined by the charge time

clearowner

    Make the projectile be able to hit its owner now

controlTurnSpeed( Float controlTurnSpeed )

    Sets the max turn speed of a controlled projectile

dlight( Float color_red, Float color_green, Float color_blue, Float intensity )

    set the color and intensity of the dynamic light on the projectile

doTouch( Entity touchingEntity )

    sent to entity when touched for the first time.

drunk( [ Boolean drunkFlag ], [ Float angleModifier ] )

    Make the projectile drunk

explode

    Make the projectile explode

explosionmodel( String modelname )

    Set the modelname of the explosion to be spawned

heatseek

    Make the projectile heat seek

hitdamage( Float projectileHitDamage )

    set the damage a projectile does when it hits something

impactmarkorientation( Float degrees )

    Set the orientation of the impact mark

impactmarkradius( Float radius )

    Set the radius of the impact mark

impactmarkshader( String shader )

    Set the impact mark of the shader

killed( Entity attacker, Float damage, Entity inflictor, Integer meansofdeath )

    event which is sent to an entity once it as been killed

knockback( Float projectileKnockback )

    set the knockback of the projectile when it hits something

life( Float projectileLife )

    set the life of the projectile

meansofdeath( String meansOfDeath )

    set the meansOfDeath of the projectile

minlife( Float minProjectileLife )

    set the minimum life of the projectile (this is for charge up weapons)

minOnGroundTime( Float minOnGroundTime )

    Specifies how long the projectile has to stay on the ground until it changes it's animation.

minspeed( Float minspeed )

    set the minimum speed of the projectile (this is for charge up weapons)

notifyactors

    Notify's active actors when close

ownercontrol

    Make the projectile's angles controlled by the player

ownerControlLaser( [ Boolean bool ] )

    Make's the projectile's angles controlled by the player (laser method)

proj_HitsProjectiles( Boolean hitsProjectilesBool )

    Specifies whether or not this projectile will hit other projectiles.

proj_NotShootable

    Specifies that this projectile is not shootable and can't hit shootable only stuff.

removewhenstopped

    Make the projectile get removed when it stops

scaleByCharge( Float minScale, Float maxScale )

    Makes the projectile size scaled by the charge.

scaleExplosion

    Make the explosion scale with the projectile.

setquietexpire

    If projectile times out without dying, make it not play explosion tiki

speed( Float projectileSpeed )

    set the speed of the projectile

stickontouch( [ Boolean stick_on_touch ] )

    sets whether or not the projectile sticks on contact

stopped

    sent when entity has stopped bouncing for MOVETYPE_TOSS.

triggerdetonate( [ Boolean bool ] )

    Make the projectile explode when triggered.

updatebeam

    Update the attached beam

PuffDaddy (plant_puffdaddy) -> Entity -> Listener -> Class

doTouch( Entity touchingEntity )

    sent to entity when touched for the first time.

idle

    Animates the puff daddy.

PushObject (func_pushobject) -> Entity -> Listener -> Class

dmg( Integer damage )

    Set the damage.

doBlocked( Entity obstacle )

    sent to entity when blocked.

gdb_setdamage( String damagestr )

    Sets the gameplay version of damage with keywords.

pushsound( String sound )

    Set the pushing sound

start

    Sets up the pushobject.

PuzzleObject (puzzle_object) -> Entity -> Listener -> Class

becomeModBarInSkill( Float skill )

    Tells a puzzleobject to just display a timed modulation bar in any skill less than or equal to the specified one.

doUse( Entity activatingEntity )

    sent to entity when it is used by another entity

puzzleobject_activate

    Lets the object think and respond to the player again. DOES NOT affect any change in animation.

puzzleobject_animdone

    Called when the puzzle object's animation is done.

puzzleobject_canceled

    Received when the puzzle is canceled

puzzleobject_canceledthread( String threadname )

    The thread to call when the puzzle is canceled

puzzleobject_deactivate

    Makes the object unresponsive to input and the player. DOES NOT affect any change in animation.

puzzleobject_failed

    Received when the puzzle fails

puzzleobject_failedthread( String threadname )

    The thread to call when the puzzle fails

puzzleobject_itemtouse( String item )

    The item to use on the puzzle

puzzleobject_itemusedthread( String threadname )

    The thread to call when the item is used

puzzleobject_opendistance( Float openDistance )

    Sets the open distance from player that the puzzle object will open or close

puzzleobject_reset

    Resets a previously solved puzzle so that it can be triggered again

puzzleobject_solved

    Received when the puzzle is solved

puzzleobject_solvedthread( String threadname )

    The thread to call when the puzzle is solved

puzzleobject_timerHudName( String hudName )

    Sets the hud name to use for the timer hud.

puzzleobject_timeToUse( Float timeToUse )

    Makes the puzzle object solved after the user has used it for long enough.

Rain (func_rain) -> Entity -> Listener -> Class

RandomSpawn (func_randomspawn) -> Spawn -> ScriptSlave -> Trigger -> Entity -> Listener -> Class

doActivate( Entity activatingEntity )

    General trigger event for all entities

max_time( Float maxTime )

    Maximum time between random spawns.

min_time( Float minTime )

    Minimum time between random spawns.

RandomSpeaker (sound_randomspeaker) -> TriggerSpeaker -> TriggerPlaySound -> Trigger -> Entity -> Listener -> Class

chance( Float newChance<0.00...1.00> )

    Sets the chance that the sound will play when triggered.

maxdelay( Float max_delay )

    Sets the maximum time between playings.

mindelay( Float min_delay )

    Sets the minimum time between playings.

triggereffect( Entity triggering_entity )

    Send event to owner of trigger.

RangedCombatWithWeapon -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

posturechangecompleted

    Tells the behavior that the requested posture is active

ReSpawn (func_respawn) -> Spawn -> ScriptSlave -> Trigger -> Entity -> Listener -> Class

RetreatFromEnemy -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

RotateToEnemy -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

RotateToEntity -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

RotatingDoor (func_rotatingdoor) -> Door -> ScriptSlave -> Trigger -> Entity -> Listener -> Class

doclose

    Closes the door (special doors).

doopen( Entity other )

    Opens the door (special doors).

openangle( Float open_angle )

    Sets the open angle of the door.

Rune -> PowerupBase -> Item -> Trigger -> Entity -> Listener -> Class

powerup_respawn

    Makes the rune respawn in its original position.

RuneAmmoRegen -> Rune -> PowerupBase -> Item -> Trigger -> Entity -> Listener -> Class

RuneArmorPiercing -> Rune -> PowerupBase -> Item -> Trigger -> Entity -> Listener -> Class

RuneDeathQuad -> Rune -> PowerupBase -> Item -> Trigger -> Entity -> Listener -> Class

RuneEmpathyShield -> Rune -> PowerupBase -> Item -> Trigger -> Entity -> Listener -> Class

RunThrough (func_runthrough) -> Entity -> Listener -> Class

chance( Float chance )

    chance that trigger will spawn something.

delay( Float delay )

    time between RunThrough being activated.

doTouch( Entity touchingEntity )

    sent to entity when touched for the first time.

lip( Float lip )

    distance below trigger we should spawn things.

offset( Vector spawn_offset )

    When triggered, what to offset the spawned object by.

spawnmodel( String model_to_spawn )

    When triggered, what to spawn.

speed( Float speed )

    threshold speed at which RunThrough is activated.

Script -> Class

ScriptDoor (script_door) -> Door -> ScriptSlave -> Trigger -> Entity -> Listener -> Class

angle( Float newAngle )

    set the angles of the entity using just one value.
    Sets the yaw of the entity or an up and down
    direction if newAngle is [0-359] or -1 or -2

close

    Closes the door.

doclose

    Closes the door (special doors).

doopen( Entity other )

    Opens the door (special doors).

door_triggerfield( Entity other )

    Is called when a doors trigger field is touched.

doUse( Entity activatingEntity )

    sent to entity when it is used by another entity

forceclose

    Closes the script door

forceopen

    Closes the script door

getdoorstate( )

    Returns the current state

open( Entity other )

    Opens the door.

openpercentage( Float percentage )

    Sets the percentage for the door to open

scriptdoorsetup

    Sets up Door

scriptdoorsetupmovement

    Sets up Door Movement

targeted( Boolean flag )

    Sets the targeted flag ( 1 ) is true , ( 0 ) is false

toggle( Boolean flag )

    Sets Toggle Mode ( 1 ) is true, ( 0 ) is false

ScriptLibrarian -> Class

ScriptMaster -> Listener -> Class

ScriptModel (script_model) -> ScriptSlave -> Trigger -> Entity -> Listener -> Class

angle( Float newAngle )

    set the angles of the entity using just one value.
    Sets the yaw of the entity or an up and down
    direction if newAngle is [0-359] or -1 or -2

anim( String anim_name )

    Sets the script model's animation

animdriven( [ Boolean boolean ] )

    Sets the script model to be anim driven

animonce( String anim_name )

    Sets the script model's animation but only plays it once

gib( Integer number, [ Integer power ], [ Float scale ], [ String gibmodel ] )

    causes entity to spawn a number of gibs

model( String modelName )

    set the model to modelName.

ScriptOrigin (script_origin) -> ScriptSlave -> Trigger -> Entity -> Listener -> Class

model( String modelName )

    set the model to modelName.

ScriptSkyOrigin (script_skyorigin) -> ScriptSlave -> Trigger -> Entity -> Listener -> Class

baseposition( Vector base_position )

    Sets the base position of the sky origin.

maxtranslationdist( Float max_translation_distance )

    Sets the maximum distance the sky origin will translate.

playerbaseposition( Vector base_position )

    Sets the base position for the player for the sky origin.

translationmult( Float translation_multiplier )

    Sets the translation multiplier for the sky origin.

ScriptSlave (script_object) -> Trigger -> Entity -> Listener -> Class

addrequireddamagemod( String MOD_String )

    Adds the required MOD for damage to be applied

allowAttackFromOtherScriptObjects( Boolean allow_flag )

    Sets the _canBeAttackedByOtherScriptSlaves variable

angle( Float newAngle )

    set the angles of the entity using just one value.
    Sets the yaw of the entity or an up and down
    direction if newAngle is [0-359] or -1 or -2

angles( Vector angles )

    Sets the angles.

bind( Entity parent )

    bind this entity to the specified entity.

closeportal

    Close the area portal enclosed in this object

continuespline

    makes a script object continue on a spline

damageEffect( String damageEffectModel )

    Sets the damage effect model name.

dmg( Float damage )

    Set the damage.

doActivate( Entity activatingEntity )

    General trigger event for all entities

doBlocked( Entity obstacle )

    sent to entity when blocked.

doTouch( Entity touchingEntity )

    sent to entity when touched for the first time.

doUse( Entity activatingEntity )

    sent to entity when it is used by another entity

endpath

    Stop following the path

followpath( Entity path, [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ] )

    Makes the script slave follow the specified path. The allowable arguments are ignoreangles,
    normalangles, loop, and a number specifying the start time.

gdb_setdamage( String damagestr )

    Sets the gameplay version of damage with keywords.

getforcefieldnumber( )

    HACK HACK HACK HACK HACK HACK HACK

getscanner( )

    HACK HACK HACK HACK HACK HACK HACK

gettriggernumber( )

    HACK HACK HACK HACK HACK HACK HACK

handlesdamage( Boolean damage_flag )

    sets the handlesdamage flag on the script slave

jumpto( String vector_or_entity, [ Float token ], [ Float token ] )

    Jump to specified vector or entity.

model( String modelName )

    set the model to modelName.

moveBackward( Float dist )

    Move the position backward.

moveDown( Float dist )

    Move the position down.

moveEast( Float dist )

    Move the position east.

moveForward( Float dist )

    Move the position forward.

moveLeft( Float dist )

    Move the position left.

moveNorth( Float dist )

    Move the position north.

moveRight( Float dist )

    Move the position right.

moveSouth( Float dist )

    Move the position south.

moveto( Entity entity_to_move_to )

    Move to the specified entity.

movetopos( Vector position )

    Move to the specified position.

moveUp( Float dist )

    Move the position up.

moveWest( Float dist )

    Move the position west.

newOrders

    Inform script that it is about to get new orders.

next

    Goto the next waypoint.

noblock

    Removes the onblock thread.

nodamage

    Removes the ondamage thread.

notouch

    Removes the ontouch thread.

notrigger

    Removes the ontrigger thread.

notshootable

    Makes the script slave not shootable

nouse

    Removes the onuse thread.

onblock( String label )

    Sets what label to jump to and process script at when blocked.

ondamage( String label )

    Sets what label to jump to and process script at when damaged.

ontouch( String label )

    Sets what label to jump to and process script at when touched.

ontrigger( String label )

    Sets what label to jump to and process script at when triggered.

onuse( String label )

    Sets what label to jump to and process script at when used.

openportal

    Open the area portal enclosed in this object

physics_off

    Turn physics off this script object on

physics_on

    Turn physics on this script object on

physics_velocity( Vector impulseVector )

    Add a physical impulse to an object when it is being physically simulated

processCommands

    Move the script slave.

rotateaxis( Integer axis, Float avelocity )

    Rotate about the specified axis at the specified angular velocity.

rotateaxisdown( Integer axis, Float angle )

    Rotate the specified axis down by the specified amount.

rotateaxisdownto( Integer axis, Float angle )

    Rotate the specified axis down to angle.

rotateaxisup( Integer axis, Float angle )

    Rotate the specified axis up by the specified amount.

rotateaxisupto( Integer axis, Float angle )

    Rotate the specified axis up to angle.

rotatedownto( Vector direction )

    Rotate down to the specified direction.

rotateto( Vector direction )

    Rotate to the specified direction.

rotateupto( Vector direction )

    Rotate up to the specified direction.

rotateX( Float avelocity )

    Rotate about the x axis at the specified angular velocity.

rotateXdown( Float angle )

    Rotate the x down by the specified amount.

rotateXdownto( Float angle )

    Rotate the x down to angle.

rotateXup( Float angle )

    Rotate the x up by the specified amount.

rotateXupto( Float angle )

    Rotate the x up to angle.

rotateY( Float avelocity )

    Rotate about the y axis at the specified angular velocity.

rotateYdown( Float angle )

    Rotate the y down by the specified amount.

rotateYdownto( Float angle )

    Rotate the y down to angle.

rotateYup( Float angle )

    Rotate the y up by the specified amount.

rotateYupto( Float angle )

    Rotate the y up to angle.

rotateZ( Float avelocity )

    Rotate about the z axis at the specified angular velocity.

rotateZdown( Float angle )

    Rotate the z down by the specified amount.

rotateZdownto( Float angle )

    Rotate the z down to angle.

rotateZup( Float angle )

    Rotate the z up by the specified amount.

rotateZupto( Float angle )

    Rotate the z up to angle.

scriptSlave_explode( Float damage )

    Creates an explosion at the script slave's position

scriptslave_followingpath

    Called every frame to actually follow the path

scriptslave_movedone

    Called when the script slave is doen moving

setBloodModel( String bloodmodel )

    Sets the blood model

setmeansofdeath( String means_of_death )

    Set the damage means of death.

setobjectparms( Float force_field_number, Float trigger_number )

    HACK HACK HACK HACK HACK HACK HACK

speed( Float speed )

    Sets the speed.

stopspline

    stops an scriptobject from moving on a spline

time( Float travel_time )

    Sets the travel time.

trigger( String entname )

    Trigger entities target.

unbind

    unbind this entity.

ScriptVariable -> Listener -> Class

ScriptVariableList -> Class

SecretItem -> Item -> Trigger -> Entity -> Listener -> Class

SelectBestWeapon -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

Sentient -> Entity -> Listener -> Class

addhealth( Float health_to_add, [ Float maxhealth ] )

    Adds health to the sentient.

addtomyarmor( Float amountToAdd )

    Adds the amount to the current Armor

ammo( String type, Integer amount, [ Integer max_amount ] )

    Gives the sentient some ammo.

armor( String type, [ Float amount ], [ Boolean pickedup ] )

    Gives the sentient some armor.

armorcommand( String arg1, [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ], [ String arg8 ] )

    Pass the args to the active armor

beginattack

    Called before attack animation begins

blockend

    Is the end of the sentient's block.

blockstart

    Is the start of the sentient's block.

bloodmodel( String bloodModel )

    set the model to be used when showing blood

cacheStateMachineAnims( String stateMachineName )

    Caches all of the anims needed by the statemachine

catchonfire

    Catches the actor on fire.

checkanims

    Check the animations in the .tik file versus the statefile

cleardamagethreshold

    Clears out and resets the damage threshold

displayfireeffect( [ Boolean flag ] )

    Sets whether or not this sentient displays the fire effect when on fire.

dropitem( String itemName )

    Drops the item by the specified name.

endattack

    Called after attack animation ends

fire( [ String hand ], [ String mode ] )

    Fires the weapon in the specified hand. With the specified mode (primary, alternate)

freeInventory

    Frees the sentient's inventory

getActiveWeaponName( [ String hand ] )

    Gets the name of the weapon in the specified hand (left, right, or dual).
    If no hand is specified it will return the first it finds

give( String name )

    Gives the sentient the targeted item.

giveAmmoOverTime( String type, Integer amount, Float time )

    Gives the sentient some ammo over the specified period of time.

headwatchallowed( [ Boolean flag ] )

    Sets whether to headwatch or not, default is true.

healatinterval( Float percentageToAdd, Float interval, Float maxPercentage )

    Will add the specified amount to health, then, if necessary , will generate a new event of its
    own type to continue the regen process

healovertime( Float add_immediately, Float add_at_interval, Float interval, Float max_percentage )

    Will add specified amount of health immediatly, then add more at each specified time interval
    until health reaches the maxPercentage

health( Float health )

    Gives the sentient the specified amount health.

immune( String immune_string1, [ String immune_string2 ], [ String immune_string3 ], [ String immune_string4 ], [ String immune_string5 ], [ String immune_string6 ] )

    Adds to the immunity list for this sentient.

item( String type, Integer amount )

    Gives the sentient the specified amount of the specified item.

jumpxy( Float forwardmove, Float sidemove, Float speed )

    Makes the sentient jump.

maxgibs( Integer max_number_of_gibs )

    Sets the maximum amount of generic gibs this sentient will spawn when hit.

maxmouthangle( Float max_mouth_angle )

    Sets the max mouth angle.

meleeattackend( [ String hand ] )

    Is the end of the sentient's melee attack.

meleeattackstart( [ String hand ] )

    Is the start of the sentient's melee attack.

noshadow

    Turns off the shadow for this sentient.

onfire

    Called every frame when the sentient is on fire.

rangedattackend

    Is the end of the sentient's hitscan attack.

rangedattackstart

    Is the start of the sentient's hitscan attack.

releasefire( Float fireholdtime )

    Releases the attack in the time specified.

removeimmune( String immune_string1, [ String immune_string2 ], [ String immune_string3 ], [ String immune_string4 ], [ String immune_string5 ], [ String immune_string6 ] )

    Removes from the immunity list for this sentient.

removeresistance( String resistance_string )

    Removes from the resistance list for this sentient.

resistance( String resistance_string, Integer resistance_amount )

    Adds to the resistance list for this sentient.

setcriticalhealthpercentage( Float percentage )

    Sets the percentage of health that qualifies as critical -- Note, values must be entered as
    floating point numbers... .10 for example is 10 percent

setdamagethreshold( Float maxDamage, Float duration )

    Sets up the damage threshold

sethatemodifier( Float hate_modifier )

    Sets the hate modifier

setmyarmoramount( Float amount )

    Sets the amount of armor to the specifed number

setmyarmormultiplier( Float multiplier )

    Sets the mulitplier of the armor

setmyarmorstatus( Boolean flag )

    Sets The Active Status on Armor

setstatefile( String state_file )

    Change the state file associated with this character

setviewmode( String viewModeName, [ Boolean override ] )

    Puts this sentient into the specified view mode.
    Override defaults to true.

shadow

    Turns on the shadow for this sentient.

spawnbloodygibs( [ Integer number_of_gibs ], [ Float scale ] )

    Spawns some bloody generic gibs.

startcharge( String firemode )

    Draws back the bow string

stopfire( String hand )

    Stops the firing of the weapon in the specified hand.

stoponfire

    Stops the sentient from being on fire.

stunend

    Is the end of the sentient's stun.

stunstart

    Is the start of the sentient's stun.

swipeoff( String hand )

    Turn off the sword swiping for the weapon in the specified hand

swipeon( String hand )

    Turn on the sword swiping for the weapon in the specified hand

take( String item_name )

    Takes away the specified item from the sentient.

updateoffsetcolor

    Updates the offset color.

weapon( String weapon_modelname )

    Gives the sentient the weapon specified.

weaponanimon( String animname, String hand )

    Put the weapon in hand in the animation specified

ShieldArmor -> Armor -> Item -> Trigger -> Entity -> Listener -> Class

noprotection( String MOD )

    Adds a MOD to the No Protection List

setarmoractivestatus( Boolean active )

    sets the active status

setarmormultiplier( Float multiplier )

    sets the damage multiplier for the armor

usearmordirection( Float directionAngleMin, Float directionAngleMax )

    Only allows armor to work if attack is within the specifed yaw range

Shock -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

ShockDown -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

ShockWater -> Behavior -> Listener -> Class

ShrapnelBomb -> Projectile -> Entity -> Listener -> Class

setshrapnelcount( Integer count )

    The number of shrapnel pieces to spawn

setshrapnelmodel( String modelname )

    The model of the shrapnel pieces that are spawned when the main bomb explodes

SimpleMelee -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

SinkObject (func_sinkobject) -> ScriptSlave -> Trigger -> Entity -> Listener -> Class

active

    make the SinkObject active, so that it will respond to players touching it.

dampening( Float newDampening )

    dampening of SinkObject.

delay( Float delay )

    Delay until SinkObject starts falling.

doTouch( Entity touchingEntity )

    sent to entity when touched for the first time.

limit( Float newLimit )

    maximum displacement of the SinkObject.

notactive

    make the SinkObject not active, so that it won't respond to players touching it.

reset

    Reset the SinkObject right now.

resetdelay( Float newResetDelay )

    Delay between when sinkobject starts resetting.

resetsound( String newResetSound )

    Sound played when sinkobject is resetting.

resetspeed( Float newResetspeed )

    Speed at which SinkObject resets itself, defaults to 0.002 * speed.

sinksound( String newSinkSound )

    Sound played when sinkobject is sinking.

speed( Float speed )

    Speed at which SinkObject starts falling.

SlidingDoor (func_door) -> Door -> ScriptSlave -> Trigger -> Entity -> Listener -> Class

angle( Float newAngle )

    set the angles of the entity using just one value.
    Sets the yaw of the entity or an up and down
    direction if newAngle is [0-359] or -1 or -2

doclose

    Closes the door (special doors).

doopen( Entity other )

    Opens the door (special doors).

lip( Float lip )

    Sets the lip of the sliding door.

setup

    Sets up the sliding door.

speed( Float speed )

    Sets the speed of the sliding door.

SnipeEnemy -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

SoundManager -> Listener -> Class

addmusictrigger

    Add a new music trigger where the player is standing.

addrandomspeaker

    Add a new sound where the player is standing.

addreverbtrigger

    Add a new reverb trigger where the player is standing.

addspeaker

    Add a new sound where the player is standing.

delete

    Delete the current sound.

globaltranslate( Vector translate_amount )

    Translates all sounds and triggers by specified amount.

hide

    Hides the sounds.

moveplayer

    Move the player to the current sound position.

next

    Go to the next sound.

prev

    Go to the previous sound.

previewreverb

    Test out the current reverb settings.

replace

    Replace the current sound position with the player's.

reset

    Resets the state of all sounds and triggers.

resetreverb

    reset the reverb settings to a normal.

save

    Saves the sounds.

show( [ Entity path ] )

    Show all the sounds.

switchfacet

    Switch the current facet that we are editing.

updateinput

    Updates the current sound with user interface values.

Spawn (func_spawn) -> ScriptSlave -> Trigger -> Entity -> Listener -> Class

angle( Float newAngle )

    set the angles of the entity using just one value.
    Sets the yaw of the entity or an up and down
    direction if newAngle is [0-359] or -1 or -2

attackmode( Integer attackmode )

    Sets the _attackMode for this spawn entity.

checkForSpace

    Checks to see if there is space for the spawn entity.

clearSpawnKeyValues

    Clears all of the key/value pairs for the spawner.

doActivate( Entity activatingEntity )

    General trigger event for all entities

modelname( String model_name1, [ String model_name2 ], [ String model_name3 ], [ String model_name4 ], [ String model_name5 ], [ String model_name6 ], [ String model_name7 ], [ String model_name8 ], [ String model_name9 ] )

    Sets up to nine model names for this spawn entity.

pickupthread( String threadName )

    Sets the pickup thread for the spawned entity.

setspawngroupdeaththread( String group_death_thread )

    Sets the group death thread to spawn with

setspawngroupID( Integer groupID )

    Sets the groupID to spawn with

setSpawnKeyValue( String key, String value )

    Sets any key/value pair to set on the spawned entity.

setspawnmasterstatemap( String masterstatemap )

    Sets the masterstatemap to spawn with

setspawnvelocity( Vector velocity )

    Sets the velocity to spawn with

spawn_spawnchance( Float spawn_chance )

    Sets the chance that this spawned entity will spawn something when killed, if it is an actor.

spawn_spawnitem( String spawn_item_name )

    Adds this named item to what will be spawned when this spawned entity is killed, if it is an actor.

spawneffectname( String effectType, [ String effectName ] )

    Displays this effect on spawn.

spawnnow( )

    Spawns the entity and returns it.

spawntarget( String spawntarget )

    Sets spawn target for this spawn entity.

spawntargetname( String spawntargetname )

    Sets spawn target name for this spawn entity.

startanim( String animname )

    Animation to spawn the actor with

starthidden( [ Boolean hidden_bool ] )

    Sets whether or not the entity starts hidden.

SpawnArgs -> Class

SpawnChain (func_spawnchain) -> Spawn -> ScriptSlave -> Trigger -> Entity -> Listener -> Class

use_3rd_person_camera( Boolean bool )

    Whether or not to check from the camera or character.

SpawnOutOfSight (func_spawnoutofsight) -> Spawn -> ScriptSlave -> Trigger -> Entity -> Listener -> Class

checkFOV( [ Boolean boolean ] )

    Use checkFOV to indicate that it's OK to spawn as long as the spawner is not in the player's FOV.

SplinePath (info_splinepath) -> Entity -> Listener -> Class

fadetime( Float fadeTime )

    Sets the fadetime at this node.

fov( Float cameraFOV )

    Sets the fov at this node.

loopSpline( String loop_name )

    Sets the loop name.

movespline( Vector new_position )

    Sets the new position of the spline.

offsetspline( Vector offset )

    Offsets the position of the spline.

speed( Float speed )

    Sets the path speed.

SplinePath_create

    Creates the spline path from the target list.

thread( String thread )

    Sets the thread.

triggertarget( String target )

    Sets the trigger target.

turnspline( Vector angle_offset )

    Turns the spline.

watch( String watchEntity )

    Sets the entity to watch at this node.

StationaryFireCombat -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

StationaryFireCombatEX -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

StationaryVehicle -> Vehicle -> VehicleBase -> ScriptModel -> ScriptSlave -> Trigger -> Entity -> Listener -> Class

Steering -> Listener -> Class

Strafe -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

SuppressionFireCombat -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

Talk -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

greetingdone

    Notifies the talk behavior the greeting dialog is done

TargetList -> Class

Team -> Class

Teleport -> Behavior -> Listener -> Class

Teleporter (trigger_teleport) -> Trigger -> Entity -> Listener -> Class

stopteleport( Entity entity )

    Releases the entity at the end of the teleport.

teleport( Entity entity )

    Teleports the entity to destination.

teleportthread( String thread_name )

    Sets the thread to run when the player is teleported.

triggereffect( Entity triggering_entity )

    Send event to owner of trigger.

TeleporterDestination (func_teleportdest) -> Entity -> Listener -> Class

angle( Float newAngle )

    set the angles of the entity using just one value.
    Sets the yaw of the entity or an up and down
    direction if newAngle is [0-359] or -1 or -2

TeleportToPlayer -> Behavior -> Listener -> Class

TeleportToPosition -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

TestPlayerStart (testplayerstart) -> PlayerStart -> Entity -> Listener -> Class

ThrowEntity -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

ThrowObject (func_throwobject) -> Object -> Entity -> Listener -> Class

doTouch( Entity touchingEntity )

    sent to entity when touched for the first time.

pickup( Entity entity, String tag_name )

    Picks up this throw object and attaches it to the entity.

pickupoffset( Vector pickup_offset )

    Sets the pickup_offset.

throw( Entity owner, Float speed, Entity targetent, [ Float grav ] )

    Throw this throw object.

throwsound( String throw_sound )

    Sets the sound to play when object is thrown.

TorsoAimAndFireWeapon -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

TorsoTurn -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

TorsoWatchEnemy -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

TossObject (TossObject) -> Entity -> Listener -> Class

bouncesound( String sound )

    When bouncing, what sound to play on impact

bouncesoundchance( Float chance<0.00...1.00> )

    When bouncing, the chance that the bounce sound will be played

doTouch( Entity touchingEntity )

    sent to entity when touched for the first time.

stopped

    sent when entity has stopped bouncing for MOVETYPE_TOSS.

TouchAnim (func_touchanim) -> UseAnim -> Entity -> Listener -> Class

TouchField -> Trigger -> Entity -> Listener -> Class

triggereffect( Entity triggering_entity )

    Send event to owner of trigger.

Trigger (trigger_multiple) -> Entity -> Listener -> Class

activatetrigger( Entity triggering_entity )

    Activates all of the targets for this trigger.

angle( Float newAngle )

    set the angles of the entity using just one value.
    Sets the yaw of the entity or an up and down
    direction if newAngle is [0-359] or -1 or -2

checkEntList( Float check_the_list )

    Checks the ent list to see if everyone is still in the bounding box

cnt( Integer count )

    Set the amount of times this trigger can be triggered

cone( Float newTriggerCone )

    Sets the cone in which directed triggers will trigger.

delay( Float delay_time )

    Set the delay time (time between triggering and firing) for this trigger

destructible( Boolean boolean )

    Makes a trigger destructible. By default this is false.

doActivate( Entity activatingEntity )

    General trigger event for all entities

doTouch( Entity touchingEntity )

    sent to entity when touched for the first time.

edgetriggered( Boolean newEdgeTriggered )

    If true, trigger will only trigger when object enters trigger, not when it is inside it.

getLastActivatingEntity( )

    Returns the activating entity for this object, or 0 if no activating entity.

health( Integer newHealth )

    set the health of the entity to newHealth

instantdeath( String damage_type )

    Sets a damage type that will instantly kill the trigger, such as impact, sword, gas, bullet, etc.

key( String key )

    Set the object needed by the sentient to activate this trigger

killed( Entity attacker, Float damage, Entity inflictor, Integer meansofdeath )

    event which is sent to an entity once it as been killed

message( String message )

    Set a message to be displayed when this trigger is activated

model( String modelName )

    set the model to modelName.

multifaceted( Integer facetDirection )

    Make this trigger multifaceted. If facet is 1, than trigger is North/South oriented.
    If facet is 2 than trigger is East/West oriented. If facet is 3 than trigger is Up/Down oriented.

noise( String sound )

    Set the sound to play when this trigger is activated

nottriggerable

    Turn this trigger off

sound( String sound )

    Set the sound to play when this trigger is activated

thread( String thread )

    Set the thread to execute when this trigger is activated

triggerable

    Turn this trigger back on

triggerondamage( Boolean boolean )

    Forces the thread to trigger when it takes damage

triggerondeath( Boolean boolean )

    Forces the thread to trigger when it dies

triggerthread

    Start the trigger thread.

wait( Float wait_time )

    Set the wait time (time bewteen triggerings) for this trigger

TriggerBox (trigger_box) -> Trigger -> Entity -> Listener -> Class

maxs( Vector maxs )

    Sets the maximum bounds of the trigger box.

mins( Vector mins )

    Sets the minimum bounds of the trigger box.

TriggerByPushObject (trigger_pushobject) -> TriggerOnce -> Trigger -> Entity -> Listener -> Class

triggername( String targetname_of_object )

    If set, trigger will only respond to objects with specified name.

TriggerCallVolume (trigger_volume_callvolume) -> Trigger -> Entity -> Listener -> Class

checkready( )

    event to check if trigger has all required ents in place and is ready

doTouch( Entity touchingEntity )

    sent to entity when touched for the first time.

exitThread( String thread_name )

    thread to call when entity exits the trigger

nottriggerable

    Turn this trigger off

requiredentity( String targetname )

    sets this entity to be required for a trigger to work

triggerable

    Turn this trigger back on

triggerexit( Float trigger_exit )

    called when an entity has left the trigger bounding box

TriggerCameraUse (trigger_camerause) -> TriggerUse -> Trigger -> Entity -> Listener -> Class

doUse( Entity activatingEntity )

    sent to entity when it is used by another entity

TriggerChangeLevel (trigger_changelevel) -> Trigger -> Entity -> Listener -> Class

map( String map_name )

    Sets the map to change to when triggered.

spawnspot( String spawn_spot )

    Sets the spawn spot to use.

thread( String thread )

    Set the thread to execute when this trigger is activated

triggereffect( Entity triggering_entity )

    Send event to owner of trigger.

TriggerDamageTargets (trigger_damagetargets) -> Trigger -> Entity -> Listener -> Class

activatetrigger( Entity triggering_entity )

    Activates all of the targets for this trigger.

damage( Float damage )

    Sets the amount of damage to do.

gdb_setdamage( String damagestr )

    Sets the gameplay version of damage with keywords.

TriggerEntryAndExit (trigger_EntryAndExit) -> Trigger -> Entity -> Listener -> Class

doTouch( Entity touchingEntity )

    sent to entity when touched for the first time.

entryThread( String thread_name )

    thread to call when entity enters the trigger

exitThread( String thread_name )

    thread to call when entity exits the trigger

getforcefieldnumber( )

    HACK HACK HACK HACK HACK HACK HACK

gettriggernumber( )

    HACK HACK HACK HACK HACK HACK HACK

onEntry( String thread_name )

    thread to call when entity enters the trigger

onExit( String thread_name )

    thread to call when entity exits the trigger

settriggerparms( Float force_field_number, Float trigger_number )

    HACK HACK HACK HACK HACK HACK HACK

triggerenter

    Marks the trigger as entered

triggerentexit

    Marks the trigger as exited

triggerexit( Float trigger_exit )

    called when an entity has left the trigger bounding box

TriggerExit (trigger_exit) -> Trigger -> Entity -> Listener -> Class

triggereffect( Entity triggering_entity )

    Send event to owner of trigger.

TriggerGivePowerup (trigger_givepowerup) -> Trigger -> Entity -> Listener -> Class

oneshot

    Make this a one time trigger.

powerupname( String powerup_name )

    Specifies the powerup to give to the sentient.

triggereffect( Entity triggering_entity )

    Send event to owner of trigger.

TriggerGroupEvent (trigger_groupevent) -> Trigger -> Entity -> Listener -> Class

activatetrigger( Entity triggering_entity )

    Activates all of the targets for this trigger.

doActivate( Entity activatingEntity )

    General trigger event for all entities

setgroupnumber( Integer groupNumber )

    Sets up the group number the event will be passed to

setpassevent( String eventName, [ String string1 ], [ String string2 ], [ String string3 ], [ String string4 ], [ String string5 ], [ String string6 ], [ String string7 ], [ String string8 ] )

    Sets up the event to be passed on to the group

TriggerHurt (trigger_hurt) -> TriggerUse -> Trigger -> Entity -> Listener -> Class

damage( Float damage )

    Sets the amount of damage to do.

damagetype( String damageType )

    Sets the type of damage a TriggerHurt delivers.

doTouch( Entity touchingEntity )

    sent to entity when touched for the first time.

gdb_setdamage( String damagestr )

    Sets the gameplay version of damage with keywords.

triggereffect( Entity triggering_entity )

    Send event to owner of trigger.

TriggerLadder (trigger_ladder) -> Trigger -> Entity -> Listener -> Class

doTouch( Entity touchingEntity )

    sent to entity when touched for the first time.

TriggerMusic (trigger_music) -> Trigger -> Entity -> Listener -> Class

altcurrent( String alternate_current_mood )

    Sets the alternate current mood to use when triggered.

altfallback( String alterante_fallback_mood )

    Sets the alternate fallback mood to use when triggered.

current( String current_mood )

    Sets the current mood to use when triggered.

fallback( String fallback_mood )

    Sets the fallback mood to use when triggered.

oneshot

    Make this a one time trigger.

triggereffect( Entity triggering_entity )

    Send event to owner of trigger.

triggereffectalt( Entity triggering_entity )

    Send event to owner of trigger. This event is only triggered when using a trigger
    as a multi-faceted edge trigger.

TriggerOnce (trigger_once) -> Trigger -> Entity -> Listener -> Class

TriggerPlaySound (play_sound_triggered) -> Trigger -> Entity -> Listener -> Class

channel( Integer channel )

    Sets the sound channel to play on.

min_dist( Float min_dist )

    Sets the minimum distance.

triggereffect( Entity triggering_entity )

    Send event to owner of trigger.

volume( Float volume )

    Sets the volume.

TriggerPush (trigger_push) -> Trigger -> Entity -> Listener -> Class

angle( Float newAngle )

    set the angles of the entity using just one value.
    Sets the yaw of the entity or an up and down
    direction if newAngle is [0-359] or -1 or -2

speed( Float speed )

    Set the push speed of the TriggerPush

triggereffect( Entity triggering_entity )

    Send event to owner of trigger.

TriggerPushAny (trigger_pushany) -> Trigger -> Entity -> Listener -> Class

speed( Float speed )

    Set the speed.

triggereffect( Entity triggering_entity )

    Send event to owner of trigger.

TriggerRelay (trigger_relay) -> Trigger -> Entity -> Listener -> Class

TriggerReverb (trigger_music) -> Trigger -> Entity -> Listener -> Class

altreverblevel( Float reverbLevel )

    Sets the reverb level to be used when triggered.

altreverbtype( Integer reverbType )

    Sets the reverb type.

oneshot

    Make this a one time trigger.

reverblevel( Float reverbLevel )

    Sets the reverb level to be used when triggered.

reverbtype( Integer reverbType )

    Sets the reverb type.

triggereffect( Entity triggering_entity )

    Send event to owner of trigger.

triggereffectalt( Entity triggering_entity )

    Send event to owner of trigger. This event is only triggered when using a trigger
    as a multi-faceted edge trigger.

TriggerSecret (trigger_secret) -> TriggerOnce -> Trigger -> Entity -> Listener -> Class

triggereffect( Entity triggering_entity )

    Send event to owner of trigger.

TriggerSetVariable (trigger_setvariable) -> Trigger -> Entity -> Listener -> Class

triggereffect( Entity triggering_entity )

    Send event to owner of trigger.

value( String variableValue )

    Set the value of the variable to set.
    values can also use one of the following reserved words:
    increment - increment the variable
    decrement - decrement the variable
    toggle - toggle the value of the variable

variable( String variableName )

    Set the name of the variable to set

TriggerSpeaker (sound_speaker) -> TriggerPlaySound -> Trigger -> Entity -> Listener -> Class

TriggerUse (trigger_use) -> Trigger -> Entity -> Listener -> Class

doUse( Entity activatingEntity )

    sent to entity when it is used by another entity

TriggerUseOnce (trigger_useonce) -> TriggerUse -> Trigger -> Entity -> Listener -> Class

TriggerVolume (trigger_volume) -> Trigger -> Entity -> Listener -> Class

entryThread( String thread_name )

    thread to call when entity enters the trigger

exitThread( String thread_name )

    thread to call when entity exits the trigger

inContactWithEntity( Entity entityWrapper )

    sent to an entity that is in contact with specified entity.

lostContactWithEntity( Entity entityNoLongerInContact )

    sent to an entity no longer in contact with specified entity.

Turn -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

TurnInvestigate -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

TurnTo -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

TurnToEnemy -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

type_t -> Class

UseAlarm -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

helpernodecommand( String commandtype )

    Command from a helper node

UseAnim (func_useanim) -> Entity -> Listener -> Class

action_type( [ String actionType ] )

    Action type (kick, ignite, etc)

anim( String animName )

    set the animation to use for player.

camera( String cameraPosition )

    set the camera to use when in this animation.
    topdown, behind, front, side, behind_fixed, side_left, side_right

count( Integer newCount )

    Sets how many times the UseAnim can be triggered.

doTouch( Entity touchingEntity )

    sent to entity when touched for the first time.

key( String keyName )

    set the key needed to make this UseAnim function.

num_loops( Integer loopCount )

    set the number of times to loop an animation per use.

state( String stateName )

    set the state to use for the player.

thread( String label )

    Sets which thread to use when this UseAnim is triggered.

triggertarget( String targetname )

    Sets what should be triggered, when this UseAnim is triggered.

UseAnimDestination (func_useanimdest) -> Entity -> Listener -> Class

anim( String animName )

    set the animation to use for player.

num_loops( Integer loopCount )

    set the number of times to loop an animation per use.

state( String stateName )

    set the state to use for the player.

UseObject (func_useobject) -> Entity -> Listener -> Class

action_type( [ String actionType ] )

    The type of action (kick, ignite, etc)

activate

    Allow the useobject to be used.

cone( Float newCone )

    Sets the cone in angles of where the Useobject can be used.

count( Integer newCount )

    Sets how many times the UseObject can be triggered.

damage_type( String newDamageType )

    Sets what kind of damage is needed to activate the trigger.

deactivate

    Do not allow the useobject to be used.

move_thread( String label )

    Sets which move thread to use when this UseObject has finshed looping.

movetheplayer

    Attempt to move the player to the UseObject location.

offset( Vector newOffset )

    Sets the offset to use for this UseObject.

reset_thread( String label )

    Sets which thread to call when resetting.

reset_time( Float newResetTime )

    Sets the time it takes for the UseObject to reset itself.

state( String newState )

    Sets the state to use for this UseObject.

state_backwards( String newState )

    Sets the backward state to use for this UseObject.

stop_thread( String label )

    Sets which stop thread to use when this UseObject is finished.

triggertarget( String targetname )

    Sets what should be triggered, when this UseObject is triggered.

usematerial( String nameOfUseMaterial )

    the name of the material that glows when active.

yaw_offset( Float newYawOffset )

    Sets the yaw offset to use for this UseObject.

Vehicle (script_vehicle) -> VehicleBase -> ScriptModel -> ScriptSlave -> Trigger -> Entity -> Listener -> Class

canjump( Boolean jumpable )

    Sets whether or not the vehicle can jump

disableinventory

    Disables the inventory when the player uses this vehicle

doBlocked( Entity obstacle )

    sent to entity when blocked.

doTouch( Entity touchingEntity )

    sent to entity when touched for the first time.

doUse( Entity activatingEntity )

    sent to entity when it is used by another entity

drivable

    Make the vehicle drivable

driveranim( String animation )

    Set the animation of the driver to use when the driver is in the vehicle

lock

    Sets the vehicle to be locked

noprediction( Boolean bool )

    Turns no prediction on or off

restrictpitch( Float pitchDelta )

    The max and minimum pitch of the driver

restrictrotation( Float rotateDelta )

    The max and min rotation of the driver

seatanglesoffset( Vector angles )

    Set the angles offset of the seat

seatoffset( Vector offset )

    Set the offset of the seat

setweapon( String weaponname )

    Set the weapon for the vehicle

showweapon

    Set the weapon to be show in the view

start

    Initialize the vehicle.

steerinplace

    Set the vehicle to turn in place

turnrate( Float rate )

    Set the turning rate of the vehicle

undriveable

    Make the vehicle undrivable

unlock

    Sets the vehicle to be unlocked

vehiclespeed( Float speed )

    Set the speed of the vehicle

VehicleBase -> ScriptModel -> ScriptSlave -> Trigger -> Entity -> Listener -> Class

VehicleMoveMode (MoveModeBaseClass) -> Listener -> Class

VerticalTakeOff -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

ViewMaster -> Listener -> Class

viewangles( Float pitch<0.00...360.00>, Float yaw<0.00...360.00>, Float roll<0.00...360.00> )

    Set the angles of the current viewthing

viewanimate

    Cycle through the animations modes of the current viewthing
    No Animation
    Animation with no motion
    Animation with looping motion
    Animation with motion

viewattach( String tagname, String model )

    Attach a model the the specified tagname

viewchangepitch( Integer offsetamount )

    rotate current viewspawn around y axis by specified amount

viewchangeroll( Integer offsetamount )

    rotate current viewspawn around x axis by specified amount

viewchangeyaw( Integer offsetamount )

    rotate current viewspawn around z axis by specified amount

viewcopy

    Copies the current viewthing

viewdelete

    Delete the current viewthing

viewdeleteall

    Delete all viewthings

viewdetach

    Detach the current viewthing from its parent

viewdetachall

    Detach all the models attached to the current viewthing

viewflash

    Flashes the currently select viewthing

viewlistjump( Integer modelindex )

    Jumps to a specific model in a view set (.lst file) of models

viewlistliftmodel( Float z )

    Raise the origin (z) by specified amount

viewlistnext

    Delete current viewthing and load next view thing in view list

viewlistprev

    Delete current viewthing and load prev view thing in view list

viewlisttoggledrop

    Toggle whether objects are dropped upon spawning

viewmodel( String viewthingModel )

    Set the model of the current viewthing

viewmorph

    Morphs the current morph

viewnext

    Advance to the next frame of animation of the current viewthing

viewnextanim

    Advance to the next animation of the current viewthing

viewnextmorph

    Goes to the next morph for this model

viewoffset( Float x, Float y, Float z )

    Offsets the origin of the current viewthing

vieworigin( Float x, Float y, Float z )

    Set the origin of the current viewthing

viewpitch( Float pitch )

    Set the pitch of the current viewthing

viewprev

    Advance to the previous frame of animation of the current viewthing

viewprevanim

    Advance to the previous animation of the current viewthing

viewprevmorph

    Goes to the previous morph for this model

viewresetorigin

    Sets the origin of current viewspawn to its current origin

viewroll( Float roll )

    Set the roll of the current viewthing

viewscale( Float scale )

    Set the scale of the current viewthing

viewscaledown

    Decrease the scale of the current viewthing

viewscaleup

    Increase the scale of the current viewthing

viewsetanim( Float animNum )

    Set the animation absolutely based off a floating point value

viewsetframe

    Set the animation to a specific frame number.

viewsetload( String filename )

    Loads the specified viewset

viewsetsave

    Saves names and positions of currently spawned things data to disk

viewsetstatic( Integer boolean )

    Makes the current viewthing a static (not dynamically lit) object

viewshoot

    Shoots current viewthing ahead and sticks it on the wall

viewspawn( String model )

    Create a viewthing with the specified model

viewspawnfromts( String reloadmodel, [ String spawnmodel ] )

    Create a viewthing from the model specified by the ToolServer

viewthingnext

    Change the active viewthing to the next viewthing

viewthingprev

    Change the active viewthing to the previous viewthing

viewthingpull

    Pulls the current viewthing to the camera

viewtransx( Integer offsetamount )

    translate current viewspawn in x direction by specified amount

viewtransy( Integer offsetamount )

    translate current viewspawn in y direction by specified amount

viewtransz( Integer offsetamount )

    translate current viewspawn in z direction by specified amount

viewunmorph

    Unmorphs the current morph

viewxtranslate( Float xtrans )

    Translate current viewthing in x direction

viewyaw( Float yaw )

    Set the yaw of the current viewthing

viewytranslate( Float ytrans )

    Translate current viewthing in y direction

viewztranslate( Float ztrans )

    Translate current viewthing in z direction

Viewthing (viewthing) -> Entity -> Listener -> Class

viewangles( Float pitch<0.00...360.00>, Float yaw<0.00...360.00>, Float roll<0.00...360.00> )

    Set the angles of the current viewthing

viewanimate

    Cycle through the animations modes of the current viewthing
    No Animation
    Animation with no motion
    Animation with looping motion
    Animation with motion

viewattach( String tagname, String model )

    Attach a model the the specified tagname

viewchangepitch( Integer offsetamount )

    rotate current viewspawn around y axis by specified amount

viewchangeroll( Integer offsetamount )

    rotate current viewspawn around x axis by specified amount

viewchangeyaw( Integer offsetamount )

    rotate current viewspawn around z axis by specified amount

viewdelete

    Delete the current viewthing

viewdetach

    Detach the current viewthing from its parent

viewdetachall

    Detach all the models attached to the current viewthing

viewflash

    Flashes the currently select viewthing

viewlastframe

    Called when the view things last animation frame is displayed.

viewmodel( String viewthingModel )

    Set the model of the current viewthing

viewmorph

    Morphs the current morph

viewnext

    Advance to the next frame of animation of the current viewthing

viewnextanim

    Advance to the next animation of the current viewthing

viewnextmorph

    Goes to the next morph for this model

vieworigin( Float x, Float y, Float z )

    Set the origin of the current viewthing

viewpitch( Float pitch )

    Set the pitch of the current viewthing

viewprev

    Advance to the previous frame of animation of the current viewthing

viewprevanim

    Advance to the previous animation of the current viewthing

viewprevmorph

    Goes to the previous morph for this model

viewroll( Float roll )

    Set the roll of the current viewthing

viewsavesurfaces

    Called after the model is spawned to save off the models original surfaces.

viewscale( Float scale )

    Set the scale of the current viewthing

viewscaledown

    Decrease the scale of the current viewthing

viewscaleup

    Increase the scale of the current viewthing

viewsetanim( Float animNum )

    Set the animation absolutely based off a floating point value

viewsetframe

    Set the animation to a specific frame number.

viewsetstatic( Integer boolean )

    Makes the current viewthing a static (not dynamically lit) object

viewthing_think

    Called every frame to process the view thing.

viewunmorph

    Unmorphs the current morph

viewyaw( Float yaw )

    Set the yaw of the current viewthing

Wander -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

WarpToEntity -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

WarpToPosition -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

Watch -> Behavior -> Listener -> Class

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

WatchEntity -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

WatchEntityEX -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

Waypoint (info_waypoint) -> Entity -> Listener -> Class

WayPointNode (info_waypointnode_waypointnode) -> Entity -> Listener -> Class

setactoranim( String anim_name )

    sets what primary anim to set an actor to, when it reaches this waypoint

setwaypointthread( String thread_name )

    sets the script thread to be called when the actor reaches this waypoint

Weapon -> Item -> Trigger -> Entity -> Listener -> Class

actionincrement( Integer actionLevelIncrement )

    Set the action level increment of the weapon.
    When the weapon is fired, it will raise the action level by this amount

advancedViewShake( Vector minViewShake, Vector maxViewShake, [ Float viewShakeDuration ], [ Boolean override ] )

    Sets the min shake vector, max shake vector, & duration of the view shaking while firing this weapon.
    Duration defaults to .05 if not set

allowAutoSwitch( Boolean allowAutoSwitch )

    Specifies whether or not the weapon automatically switches to another weapon when it's out of ammo.

altdrawbowstrain

    Starts the alternate bow draw strain animation

ammo_in_clip( Integer ammoInClip )

    Set the amount of ammo in the clip

ammoBoost( Integer amount )

    Set the ammo given to a sentient that picks up this weapon but already had a weapon of this type.

ammorequired( Integer amount )

    Set the amount of ammo this weapon requires to fire

ammotype( String name )

    Set the type of ammo this weapon uses

anim( String animName )

    set the legs animation to animName.

animate_newanim( Integer animNum, Integer bodyPart )

    Start a new animation, not for script use.

arcprojectile( Boolean arc_bool )

    Specifies for actors if the projectile should arc

autoaim( [ Float selection_angle ], [ Float lockon_angle ] )

    Turn on auto aiming for the weapon

autoputaway( Boolean bool )

    Set the weapon to be automatically put away when out of ammo

autoReload( Boolean autoReload )

    Specifies whether or not the weapon automatically reloads.

bulletcount( Float bulletCount )

    Set the number of bullets this weapon shoots when fired

bulletdamage( Float bulletDamage )

    Set the damage that the bullet causes

bulletknockback( Float bulletKnockback )

    Set the knockback that the bullet causes

bulletrange( Float bulletRange )

    Set the range of the bullets

bulletspread( Float bulletSpreadX, Float bulletSpreadY, [ Float endSpreadX ], [ Float endSpreadY ], [ Float spreadTime ] )

    Set the max spread of the bullet in the x and y axis, optionally with a different end spread and time interval

burstmode( Integer burstcount )

    Set this mode to be burst mode, that uses burstcount ammo

burstModeDelay( Float burstModeDelay )

    Specifies the length of time to use between bursts (do not use this if you want to use the animation timing)

canInterruptFiringState( [ Boolean bool ] )

    Sets whether or not the weapon can be interrupted during its firing state.

changeidle

    Changes the idle animation

chargedModels( Integer numChargedModels )

    Sets the number of charged models there are to use.

clearViewShake

    Clears the current view shake.

clipsize( Integer ammoClipSize )

    Set the amount of rounds a clip of the weapon holds

controllingProjectile( [ Boolean bool ] )

    Sets whether or not the weapon is currently controlling a projectile or not.

controlProjHidden( Boolean hiddenBool )

    Sets whether or not the projectile control is currently hidden.

controlProjParms( String emitterName, String soundName )

    Sets the paramaters to use when controlling a projectile.

crosshair( Boolean bool )

    Turn on/off the crosshair for this weapon

donefiring

    Signals the end of the fire animation

doneputaway

    Called when the weapon is done with it's putaway anim

donereloading

    Signals the end of the reload animation

doneReloadingBurst

    Signals the end of the reload animation for a burst

doneswitching

    Signals the end of the switching to mode animation

doneswitchtomiddle

    Signals the end of the switching to 'neutral' animation

drawbowstrain

    Starts the bow draw strain animation

dualattachtotag( String tagname )

    Set the name of the tag to attach this to it's owner when wielded dual handed.

dualholsterangles( Vector angles )

    Set the angles of this weapon when it's attached to the dual holster

dualholstertag( String tagname )

    Set the name of the tag to attach this to when the weapon is put away from dual handed

endZoom

    Ends the zoom

finishedfiring( Integer finished_firing )

    Sets if the gun is finished firing

fireOffset( Vector fireOffset )

    Sets the offset where the weapon will fire from.

firetype( String firingType )

    Set the firing type of the weapon (projectile or bullet)

forcereload

    Forces a reload to occur.

fullAmmoSkin( Integer skinNum, Integer modeNum )

    Sets the skin number to use when the weapon has full ammo

giveAmmoBoost

    Internal event used to give ammo boost to the player that just picked up this weapon.

hand( String weaponHand )

    Set the hand the weapon can be wielded in (lefthand, righthand, both, or any)

holsterscale( Float scale )

    Set the scale of the weapon when it's attached to the holster

idle

    Puts the weapon into an idle state

inczoomfov

    Increments the zoom fov

item_pickup( Entity item )

    Pickup the specified item.

leftattachtotag( String tagname )

    Set the name of the tag to attach this to it's owner when wielded in the left hand.

leftholsterangles( Vector angles )

    Set the angles of this weapon when it's attached to the left holster

leftholstertag( String tagname )

    Set the name of the tag to attach this to when the weapon is put away from the left hand.

loopfire

    Makes the weapon fire by looping the fire animation.

lowarcrange( Float range )

    Specifies for actors the range at which to change from high trajectory to normal

makenoise( [ Float noise_radius ], [ Boolean force ] )

    Makes the weapon make noise that actors can hear.

maxchargetime( Integer time )

    Set the maximum time the weapon may be charged up

maxmode( String maxmode )

    Overrides the maximum number of modes for this weapon (default is 2)

maxrange( Float maxRange )

    Set the maximum range of a weapon so the AI knows how to use it

maxViewShakeChange( Float maxViewChange )

    Sets the max view change for this weapon.

meansofdeath( String meansOfDeath )

    Set the meansOfDeath of the weapon.

meleeParms( Float width, Float height, Float length )

    Sets the parms of the melee attack.

minrange( Float minRange )

    Set the minimum range of a weapon so the AI knows how to use it

modeset( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ], [ String arg8 ], [ String arg9 ] )

    Set a value for a mode by passing commands through

moveSpeedModifier( Float modifier )

    Sets the move speed modifier for this weapon (when not shooting).

nextSwitchTime( Float time )

    Sets the next switch time.

noAmmoMode

    Specifies that the current mode also has a no ammo mode.

noDelay

    Specifies that this mode has no delay.

notdroppable

    Makes a weapon not droppable

pauseRegen

    Pauses the regen of ammo for a little bit.

playmisssound( Boolean playsound )

    Sets whether or not to play a miss sound( snd_ricochet ) at the point of impact

powerrating( Float rating )

    Specifies how much damage is done per second by the weapon

process_mdl_cmds

    Forces a processing of the init commands for the model

processgameplaydata

    Causes any subclass of entity to process any specific gameplay related data.

projectile( String projectileModel )

    Set the model of the projectile that this weapon fires

projectiledamage( Float proj_damage )

    Specifies the damage of the projectile

projectilespeed( Float proj_speed )

    Specifies the speed of the projectile -- Used by AI

quiet

    Makes the weapon make no noise.

range( Float range )

    Set the range of the weapon

ready

    Signals the end of the ready animation so the weapon can be used

reduceViewShake

    Reduces the current view shake.

regenammo( Integer regenamount, Integer regentime )

    Specifics that a weapon regenerates ammo over time

regenonlywhenidle

    Specifics that the weapon only regenerates ammo when idle, must still use regen ammo to set how much.

rezoom

    Rezooms to the last zoom fov

rightattachtotag( String tagname )

    Set the name of the tag to attach this to it's owner when wielded in the right hand.

rightholsterangles( Vector angles )

    Set the angles of this weapon when it's attached to the right holster

rightholstertag( String tagname )

    Set the name of the tag to attach this to when the weapon is put away from the right hand.

setaccuracy( String firemode, Float stoppedac, Float acchange, Float walkac, Float runac, Float crouchac )

    Sets the accuracy of the weapon

setaim( String aimtype )

    Sets the aimtype of the weapon (changes according to player state)

setaimanim( String aimAnimation, Integer aimFrame )

    Set the aim animation and frame for when a weapon fires

setendzoom( Float endzoom )

    Sets the end zoom fov

setfiretimer( String mode, Float mintime )

    Specifies the minimum time between shots

setreticuletime( Float reticuletime )

    Reticule time

setstartzoom( Float startzoom )

    Sets the start zoom fov

setzoomfov( Float zoomfov )

    Zoom FOV

setzoomstage( Float fov1, Float fov2 )

    Sets the fov stage

setzoomtime( Float zoomtime )

    Sets the time it takes to zoom from startzoom to endzoom

shoot( [ String mode ] )

    Shoot the weapon

shootingMoveSpeedModifier( Float modifier )

    Sets the move speed modifier for this weapon while shooting.

shootingskin( Integer skinNum )

    Sets the skin number to use when shooting

soundevent( [ Float soundRadius ], [ String soundtype ] )

    Let the AI know that this entity made a sound,
    radius determines how far the sound reaches.

spreadAnimData( Integer numAnims, Float totalTime )

    Sets up the info for spread over time using different fire anims.

startammo( Integer amount )

    Set the starting ammo of this weapon

startfiring

    Sets the time that the weapon starts firing (for spread computations)

startingammotoowner

    Internal event used to give ammo to the owner of the weapon

startViewShake

    Starts the weapons view shake.

switchmode

    Specifies that this is a switch mode weapon (right button switches)

targetidle

    This weapon have a specific on-target idle

targetidlethink

    Think event to check for target on target idle weapons

targetingskin( Integer skinNum )

    Sets the skin number to use when targeting something

torsoaim( Boolean bool )

    Turn on/off the torsoaim for this weapon

useactoraiming( [ Boolean flag ] )

    This weapon aims with it's tag_barrel. Regardless of who is holding it.

usenoammo( Boolean bool )

    Set the weapon to be able to be used when it's out of ammo

usesameclip

    Specifies that ammo comes out of the same clip in all fire modes

viewShake( Float viewShakeMagnitude, [ Float viewShakeDuration ] )

    Sets the magnitude & duration of the view shaking while firing this weapon.
    Duration defaults to .05 if not set

weapon_done_animate

    Signals the end of the ready animation so the weapon can be used

weaponviewmodel( String filename )

    Set the view model name

weildedScale( Float scale )

    Sets the scale of the weapon when it's weilded

worldhitspawn( String modelname )

    Set a model to be spawned when the weapon strikes the world.

zoom

    Zooms in

WeaponDualWield -> Weapon -> Item -> Trigger -> Entity -> Listener -> Class

anim( String animName )

    set the legs animation to animName.

animate_newanim( Integer animNum, Integer bodyPart )

    Start a new animation, not for script use.

Work -> Behavior -> Listener -> Class

animdone

    Tells the behavior that the current animation is done, it is not meant to be called from script.

args( [ String token1 ], [ String token2 ], [ String token3 ], [ String token4 ], [ String token5 ], [ String token6 ] )

    Gives the current behavior arguments.

helpernodecommand( String commandtype )

    Command from a helper node

WorkTrigger (trigger_worktrigger) -> Trigger -> Entity -> Listener -> Class

addworker( String worker_name )

    adds a valid worker to the trigger

doUse( Entity activatingEntity )

    sent to entity when it is used by another entity

setworkanim( String work_anim )

    Tells the actor to play this specified animation when using the trigger

setworktime( Float work_time )

    sets how long to work at node ( -1 ) is infinite

World (worldspawn) -> Entity -> Listener -> Class

addAvailableViewMode( String modeName )

    Adds this view mode as being available

addbroken( String brokenThingName )

    Adds this thing to the broken list

canShakeCamera( Boolean canShakeCamera )

    Specifies whether or not cinematic camera's can shake from earthquakes.

clearAvailableViewModes

    Clears all available modes

entity_fade_dist( Float entity_fade_dist )

    Sets the default distance to fade out entities

farplane( Float farplaneDistance )

    Set the distance of the far clipping plane

farplane_color( Vector color_farplane )

    Set the color of the far clipping plane fog

farplane_cull( Boolean farplaneCull )

    Whether or not the far clipping plane should cull things out of the world

farplane_fog( Boolean farplaneFog )

    Whether or not to use fog with far plane

getlightintensity( String light_group_name )

    Gets the intensity of a dynamic light

lavaalpha( Float lavaAlpha )

    Set the alpha of lava screen blend

lavacolor( Vector color_lava )

    Set the color of lava screen blend

light_default_intensity( String light_group_name, Float light_intensity )

    Sets the default intensity of a dynamic light. This is used only when r_dynamiclightmaps is 0.
    A value below 0 specifies that this light has no default value and will always be dynamic

light_fade( String light_group_name, Float end_light_intensity, Float fade_time )

    Sets a up a dynamic light to fade

light_intensity( String light_group_name, Float light_intensity )

    Sets the intensity of a dynamic light

light_lightstyle( String light_group_name, String light_style, [ Boolean stop_at_end ] )

    Sets the lightstyle of a dynamic light

message( String worldMessage )

    Set a message for the world

nextmap( String nextMap )

    Set the next map to change to

physicsVar( String physicsVarName, Float physicsVerValue )

    Sets one of the world's physics variables

removeAvailableViewMode( String modeName )

    Removes this view mode as being available

removebroken( String brokenThingName )

    Removes this thing to the broken list

script( String worldScript )

    Set the script for this map

skipthread( String skipThread )

    Set the thread for skipping cinematics

skyalpha( Float newAlphaForPortalSky )

    Set the alpha on the sky

skyportal( Boolean newSkyPortalState )

    Whether or not to use the sky portal at all

slimealpha( Float slimeAlpha )

    Set the alpha of the slime screen blend

slimecolor( Vector color_slime )

    Set the slimecolor screen blend

soundtrack( String MusicFile )

    Set music soundtrack for this level.

terrainglobal( Boolean terrain_global_bool )

    Turns the terrain drawing as global on or off

terrainglobalmin( Float terrain_global_min )

    Turns the terrain drawing as global on and sets the minimum

time_scale( Float time_scale )

    Sets the time scale for the world

wateralpha( Float waterAlpha )

    Set the alpha of the water screen blend

watercolor( Vector color_water )

    Set the watercolor screen blend

weather( String type, Float intensity )

    Sets the current weather

wind_direction( Vector wind_direction )

    Sets the direction of the wind

wind_fade( Float end_wind_intensity, Float fade_time )

    Fades the wind intensity to the new value

wind_gust( Float wind_intensity, Float fade_time, Float gust_time )

    Creates a gust of wind

wind_intensity( Float wind_intensity )

    Sets the intensity of the wind

wind_minmax( Float min_wind_intensity, Float min_wind_intensity, [ Float max_change_per_frame ] )

    Sets the min & max intensity of the wind

345 Game Module Classes.
2074 Game Module Events.