// syntax: // float floatVar // int intVar // string stringVar // COD7 NOTE: Any additions, ADD TO BOTTOM!!! vector origin vector angles int export int spawnflags int radius int speed string target string targetname string groupname string name int script_noenemyinfo // setting to 1 makes a guy spawn with no enemy info float script_wait // Script will wait this long between actions float script_wait_min // Minimum wait time between actions float script_wait_max // Maximum wait time between actions float script_wait_add // Additive delay is the # of seconds extra added between actions float script_delay // Action will be delayed for this long before triggering float script_delay_min // Minimum delay before action is triggered float script_delay_max // Maximum delay before action is triggered float script_burst float script_burst_min // Put on an mg turret, min time of a burst float script_burst_max // Put on an mg turret, max time of a burst float script_reuse float script_reuse_min // Minimum time before a new AI will use this turret. float script_reuse_max // Maximum time before a new AI will use this turret. float delay float script_suppression // Suppression wait for this AI float height float script_falldirection // Used to specify the direction a treeburst tree trunk falls towards float script_timeout float script_accuracy // Set this on AI to have them spawn with a modified accuracy int script_cheap // makes vehicles lose some functionality but be far fewer variables int script_pacifist int script_ignoreme // If this setting exists on a spawner this guy will have his .ignoreme set to true int script_ignore_suppression // sets .ignoreSuppression to true if its set. int script_ignoreall // sets .ignoreall to true if its set. int script_repeat // # of times an effect in an exploder will repeat int script_fxstart // Identifies effects so they can be turned on by grouping with a trigger int script_fxstop // Identifies effects so they can be turned off by grouping with a trigger int script_damage // Damage of radius damage on an exploder float script_firefxdelay // repetition rate on a firefx for exploders float script_firefxtimeout // Amount of time before a looping effect fades out string script_firefx // Fx to play infinitely from a used exploder string script_presound // To play sounds on exploders before the explosion, for pathfinder only string script_ender // Stop a looping effect string script_firefxsound // Looping sound for an exploder firefx string script_trailfx // Specifies the trailfx to be used on the entity. string script_trailfxtag // Specifies the trailfx tag to play off of float script_trailfxdelay // Specifies the trailfx repeat delay string script_trailfxsound // Specifies the trailfx sound to play float script_trailfxtimeout // Specifies the trailfxtimeout string script_ent_trailfxsound // Specifies the sound to play in conjunction with the trailfx vector script_angles // generic angles storage int script_delete int script_increment int script_patroller int script_offtime // Number of milliseconds before guys get off a flak when you hit the off-trigger, defaults to 20000 int script_offradius // Guys get off a flak if a player gets this close to a flak after hitting the off-trigger, default 350 string script_autosavename int script_autosave int count int script_timer // Timeout for friendly_chat int script_delayed_playerseek int script_triggered_playerseek //group a trigger and an ai with this and he the grouped ai will do playerseek behaviour when the trigger is hit int script_playerseek int script_seekgoal int script_start int script_radius // Sets an AI's starting goal radius. On an exploder this sets the radius damage's radius. int script_followmin int script_followmax int script_startinghealth int script_fallback int script_grenades int script_fightdist // Spawners will spawn with this pathEnemyFightDist int script_maxdist // Spawners will spawn with this pathEnemyLookAhead int script_moveoverride // Spawners with this will go to their (targetted) node before fighting. int script_killspawner // When you go through a trigger with this on it, any spawners that have the same # will be deleted. int script_emptyspawner // When you go through a trigger with this on it, any spawners that have the same # will have their count set to 0. int script_vehiclenodegroup //used for getting an array of vehicle nodes int script_mg42auto // When you hit this trigger any grouped mg42s will go into auto mode and clear target. int script_requires_player int script_sightrange int script_fallback_group // Makes stray spawned guys part of bigger falling back movements. int script_vehiclegroup // links a vehicle to its spawners int script_vehicle_selfremove // vehicle will delete itself when it reaches the end of its path int script_exploder // Grouping things that explode int script_prefab_exploder // Override an exploder since exploders in prefabs get unique'd. int script_balcony // current mechanism for flagging an actor to test for balcony death int script_mgturret // Group AI with a node that targets an mg42 and the AI will keep the gun in use. int script_plane // Specifies which plane set this is, so they can all be started together. int script_explode // Tells a plane to explode with this exploder. int dontdropweapon // If set, the AI will not drop a weapon when he dies int dontdrawoncompass // If set, the AI will not be drawn on the player's compass. Only matters for friendlies int script_usemg42 // If set to false, a friendly will not use be told by friendly_mg42 triggers to use an mg42. int script_stoptoshoot // used for tanks, setting this to greater than zero will make a tank stop before firing it's main cannon int script_startingposition // used for riders of vehicles to manually designate riding postions (also used for walkers) int script_turretmg int script_forcegrenade // Set to 1 to enable AI to throw as many grenades as they want rather than extremely rarely. int script_goalvolume // groups guys so they use a goalvolume int script_stack // for walls where friendlies hang out int script_nofriendlywave // disables tracking of this ai for friendly_wave's int script_forcegoal // forces an AI to use the goal radius of the node they target, rather than switch to 2000 (for flood_and_secure spawners) int script_disconnectpaths // makes exploder script_brushes connectpaths when hidden and disconnect when shown. could be used to disable cover nodes. int script_nowall // make AI play a special set of corner animations that dont require a wall int script_longdeath // set to 0 disable long death animations like lying on the ground and shooting int script_displaceable // makes an AI able to change his goal radius from animscript. int script_grenadespeed // used for setting magic grenade launch speeds on script origins int script_maxspawn // used on flood spawn trigger to regulate the max number of ai int script_breach_id // used on a door to force a special type of breach. int script_battlechatter int script_trigger_group // used to disable a group of triggers when one gets hit. int script_airspeed // used in checks for setting speed on helicopter path origins or nodes int script_yawspeed // used in checks for setting yaw speed on helicopter path origins or nodes int script_forceyaw // used in checks for a target or goal yaw on helicopter path origins or nodes int script_cleartargetyaw // used in checks to reset a target yaw on helicopter path origins or nodes int script_accel // used in checks to change the acceleration on helicopter path origins or nodes int script_decel // used in checks to change the deceleration on helicopter path origins or nodes int script_engage // used in checks to fire weapons on helicopter path origins or nodes int script_engageDelay // used in checks to delay weapons firing on helicopter path origins or nodes int script_hoverwait // used in checks to set hovering times on helicopter path origins or nodes int script_pilottalk // used in checks to trigger dialogue on helicopter path origins or nodes string script_attackPattern // used in checks to control weapons firing on helicopter path origins or nodes string script_objective string script_friendname string script_noteworthy // Used to get a string for scripted sequences mainly. string script_parameters // generic string used for similar purpose as script_noteworthy string script_triggername // Z: used for elevators in the dam string script_fxcommand // What to do with the effect string script_fxid // The id of the effect to do string weaponinfo string script_hidden // the thing which is hidden and appears later (mortars) string vehicletype string script_personality // This guy will use this personality type string script_squadname // squad (spawner cluster) identifier string script_nodestate // generic identifier for nodes string script_assaultnode // generic identifier for nodes string script_team // how to know which team a tank is on (needed to free up target/targetname for radiant linkability) string script_mortargroup // to group mortars with their triggers string ambient // String index of the level.ambient_track to play on this trigger. string script_gameobjectname // Used in multiplayer to add/remove entities based on gametype. string script_gametype_dm // Preston: Used in multiplayer to add/remove entities based on gametype. string script_gametype_tdm // Preston: Used in multiplayer to add/remove entities based on gametype. string script_gametype_ctf // Preston: Used in multiplayer to add/remove entities based on gametype. string script_gametype_hq // Preston: Used in multiplayer to add/remove entities based on gametype. string script_gametype_sd // Preston: Used in multiplayer to add/remove entities based on gametype. string script_mapsize_08 // Preston: Used in multiplayer to add/remove entities based on the set mapsize. string script_mapsize_16 // Preston: Used in multiplayer to add/remove entities based on the set mapsize. string script_mapsize_32 // Preston: Used in multiplayer to add/remove entities based on the set mapsize. string script_mapsize_64 // Preston: Used in multiplayer to add/remove entities based on the set mapsize. string script_sound // Plays level.scr_sound ["string"] string script_animation // If defined, patrollers will play a random pause animation at this node. string script_destructable_area // used to let destructable walls block off areas of the map (affects spawning, for instance) string script_earthquake // References level.earthquake variables to do an earthquake string script_followmode string script_skilloverride string script_bctrigger int script_bcdialog //set to 0 on a spawner/ai when you want to turn off battlechatter forever on that individual string script_aigroup string script_objective_active // used with flood_and_Secure and "friendlychain"s to only be active if this objective string script_objective_inactive // is active string script_threatbiasgroup // adds spawned ai to this threatbiasgroup string script_squad // Group spawners/ai so they share enemy information string script_area // used by battlechatter system string script_location // used by battlechatter system string script_landmark // used by battlechatter system string script_flag_true // This entity should not activate unless at least one of the flags in this string is true string script_flag_false // This entity should not activate unless all the flags in this string are false string script_flag // the flag that gets enabled/disabled by targetname flag_set and flag_unset string script_flag_set // helis using helipath will set this flag when they reach this point string script_flag_wait // helis using helipath will wait at this point until this flag is set string script_flag_clear // clears the flag when it hits this spot string script_color_allies // groups allied AI with nodes/triggers of that color string script_color_axis // groups axis AI with nodes/triggers of that color string script_forcecolor // forces an AI to use all nodes of this color string script_linkName // Works with script_linkTo string script_linkTo // A compound string that is a list of script_linkname'd entities that this entity links to. string script_wtf string script_stance // General purpose string identifier useful for stance related scripting string script_namenumber // General purpose string identifier that used to be in this file that I use frequently // destructable stuff int script_accumulate // damage that must accumulate for destruction to occur int script_threshold // min damage that has any effect // ambient stuff string script_ambientpackage // declare the ambient package associated with this trigger string script_ambientroom // declare the room associated with this trigger int script_ambientpriority // declare the ambient priority associated with this trigger // vehicle stuff int script_turret int script_gatetrigger // vehicles will wait at vehicle nodes with this untill the trigger is hit. int script_VehicleSpawngroup // spawns associated vehicles and their aigroups (as still designated by script_vehiclegroup on the vehicles and the ai's) int script_VehicleStartMove // initiates associated vehicles movement on its path, note that if no script_vehicleStart nodes or triggers exist then the vehicle will stay and wait for the level script to initiate it's movement stacking this with script_VehicleSpawngroup will make spawn and go right away. int script_vehicleGroupDelete // Deletes associated vehicles and their aigroups (as still designated by script_vehiclegroup on the vehicles and the ai's) int script_physicsjolt //toggle tanks shaking physics as it drives by. string script_unload // tells the vehicle to unload this group of guys int script_deathroll //turns on and off deathroll for vehicles crossing paths string script_crashtype //designates a crashpath string script_crashtypeoverride //override the type of crash a vehicle will do when it dies values are "tank", "mobile" int script_nomg //makes machineguns not spawn at all on a tank. used for big tank battles where they aren't necessary on all the tanks. int script_badplace //no badplaces on tanks. for tanks that won't be near ai. on big tank battles. float script_dronelag //amount of timed space between drones following vehicle paths int script_fireondrones //toggles machineguns firing on drones behavior int script_vehicleride int script_vehiclewalk int script_unloadmgguy // set this on the halftrack to make the mg guy unload. int script_keepdriver // set this on the vehicle to make the vehilce driver not unload. int script_vehicledetour int script_avoidvehicles //setting to 0 on a tank will make it not do collision avoidance stuff int script_avoidplayer // setting to 1 will cause the tank to perform collision avoidance on the player float script_playerconeradius // used optionally with script_avoidplayer if you want a cone radius other than 200. string script_vehicledetourtype //describing how a vehicledetour node works, first non default type being "scriptswitch" which will let the script notify the path to become a switch node. Useful in situations where a tank will fight in circles and then procede on whatever script condition. float script_attackspeed int script_unloaddelay //make a vehicle delay this long before unloading at the end of a path. < 1 means never unload // nate we should remove this or make it work on all of the unloads. int script_cobratarget //set to 1 to create a target for this entity on pilotcobra missions string script_targettype //"air" or "ground" - used for helicopter pilot levels float script_targetoffset_z //offset from model where missiles should aim - used for helicopter pilot levels int script_wingman string script_turningdir // set this to the direction of the anim set you want a vehicle to use. "right","hard_right","left","hard_left","forward" int script_bombmode_original int script_bombmode_single int script_bombmode_dual string script_label int script_flakaicount //for setting the amount of ai to spawn on a flak string script_tankgroup // used to add a tankgroup to vehicles. float script_chance //chance that an exploder will explode, checked every 4 seconds or whatever script_delay is on the trigger. int script_forcespawn // Used to forcespawn (aka stalingradspawn) an AI. int script_allowdeath float script_death float script_death_min float script_death_max int script_drones_min int script_drones_max int script_looping int script_trace int script_spawn_here // for camper_spawner string script_vehicleaianim //this will be a radiant drop down list that tells the ai on the vehicle which animations to play int script_health // bringing it back! int script_stopnode //tells helicopters to stop at a node. string script_turret_share // shares turret spots for portable mgs string script_turret_ambush // shares turret spots for portable mgs int script_dont_link_turret string ambience_inner string ambience_outer int script_mg_angle //this gives option to start the machinegun at an angle int script_deathchain int script_nohealth // makes the guy not drop health // destructible object string destructible_type //identifier vector script_bg_offset // I'm using this in cobrapilot to move the background pieces into place int script_flashbangs //set this to > 0 to give an AI flashbangs instead of frag grenades. float script_dot // used on targetname trigger_lookat triggers to change the fov int script_drone //setting to 1 makes the spawner a script drone int squadnum string script_hint // put on trigger_hint int script_anglevehicle // when all the ai and spawners with the same string die // (or their count depletes to zero), a flag with this string // gets set string script_deathflag string script_delay_goto_goalmin //z: an AI will spawn, but not run to his goal for a random amount of time string script_delay_goto_goalmax //z: an AI will spawn, but not run to his goal for a random amount of time int script_random_killspawner //group a trigger with some spawners int script_randomspawn //use with a script_random_killspawner - script will randomly spawn one of the groups int script_killspawner_group int script_wheeldirection // 1 goes forward 0 goes backwards. int script_light_toggle // set to 1 on vehicle enables vehicles ability to turn on and off lights. string script_vehicle_lights_on // set to a group of lights to turn them on string script_vehicle_lights_off // set to a group of lights to turn them off int script_fixednode // can force .fixednode on an AI float fixednodesaferadius // the safe radius string spawner_id //using this for jeepride, guh, grunt, blarg! -nate int script_vehicledetourgroup // use this for telling a detour node to only detour vehicles in matching groups int script_vehicletriggergroup // a more generic grouping. I'm using this so that paths can be shared easier. setting this on a node with other vehicle trigger functions will only effect vehicles in the matching group. string script_ghettotag // CoD5 Additions //----------------------------------------------------------------- // Generic/Misc Keys: //------------------- int script_int // Generic INT for anyone to use float script_float // Generic FLOAT for anyone to use vector script_vector // Generic VECTOR for anyone to use string script_string // Generic STRING for anyone to use string script_notify // Sends out the specified notify to the level when the trigger is triggered int script_color_auto_disable // Determines if a color trigger will not automatically be toggled off int script_percent // Fallback uses this to determine the "percent" of AI that will fall back when the trigger is hit. // Feature Specific Keys: //----------------------- // Commentary (MikeD) string script_commentary // Used with level.commentary[script_commentary] // Spiderhole (ChrisP) int script_spiderhole // set on a spawner to make it a spiderhole guy int script_spiderhole_charge // set the chance to charge at the player ( 0 - 100) string script_spiderhole_anim // set the animation used to emerge from the spiderhole // Planes (SRS 05/02/07) int script_numbombs // used to give a plane an initial number of bombs. int script_dropbombs // used for vehiclenodes, to tell a plane to drop X bombs float script_dropbombs_delay // used to set a delay (secs) for the script_numbombs bomb dropping. float script_dropbombs_delaytrace // used to delay the start of bomb ground traces for X secs (in case it has to pass thru a collidable surface). // SCRTIPER_MOD: JesseS (05/08/07) script_flak88 added int script_flak88 // used for spawning and setting up flak88s int script_vehicleattackgroup // used for attacking vehiclespawngroups. float script_vehicleattackgroupwait // used for setting a delay before attacking a vehiclespawngroup with script_vehicleattackgroup. int script_nonmovingvehicle // replaces script_flak88 to define nonmoving vehicles in order to prevent vehicle script errors // SRS (3/25/08): added key to allow specifying combat_getout anims on vehicle AI spawners int script_combat_getout // used in _vehicle_aianim.gsc // MikeD (9/5/2007): Exposed functionality for spawners to respawn in _colors int script_no_respawn // Disables the AI from being put on the _colors::replace_on_death thread. // MikeD (11/2/2007): Interactive Objects, pass self in for being the attacker int script_selfisattacker // JamesS (1/3/2008): added destructibledef accessible by script string destructibledef // SCRIPTER_MOD: JesseS (1/11/2008): int script_nodropweapon // Used in _spawner to disallow weapon drop on enemies. Ask a lead before using! // MikeD (1/13/2008) int script_banzai // Dynamic Bonzai Attack for AI. Set on the spawners. int script_banzai_spawn // Bonzai Attack for AI once they spawn in. Set on the spawners. // MikeD (1/17/2008): Tank Mantle support int script_nomantle // If set, disables mantling for the tank, even discards setting up the variables/fx/animations for the tank. // SCRIPTER_MOD: JesseS (3/24/2008): Fog trigger support // SCRIPTER_MOD: GavinL (4/15/2010): copied over the server fog support kvps int script_start_dist // The distance, in world units, at which the fog begins. int script_halfway_dist // The distance at which the scene will be 50% fogged. int script_halfway_height // The height at which the scene will be 50% fogged. int script_base_height // The ground-level Z position at which the fog will start from. vector script_color // The color components of the fog as a value between 0.0 and 1.0; also the first color of a dynamic light float script_color_scale // The scale of the color components because the largest value for color is 1 float script_transition_time // transition time in seconds string script_vision // vision file name to transition to float script_vision_time // vision file time to transition to vector script_sun_color // The sun color vector script_sun_direction // The sun direction int script_sun_start_ang // The start angle for the sun int script_sun_stop_ang // The stop angle of the sun float script_max_fog_opacity // The maximum fog opacity // Bloodlust 20 may 2008: // MP Dynamic Lights support vector script_color2 // The second color of a dynamic light to switch between it and script_color // MikeD (4/11/2008): Added MG42 "animated" object support string script_animent // Specifies the targetname of the animated object when the MG42 fires string script_animname // Specifies the animname of the animated object // JasonE (4/10/2008) string twar_owner // team which owns this flag initially string twar_owner_home // the home flag for the specified team, is this flag is taken by the opposing team the game is over string twar_axis_dependants // semi-colon seperated list of flags required before capturing this flag (property of script/origin flag_descriptor object) string twar_allies_dependants // semi-colon seperated list of flags required before capturing this flag (property of script/origin flag_descriptor object) string classname // used for client side destructables, which convert script_brushmodel info into script structs. int lightpriority // clientside lights float intensity // clientside lights vector _color // clientside lights string def // clientside lights float exponent // clientside lights float fov_inner // clientside lights float fov_outer // clientside lights int pl // clientside lights float script_intensity_min float script_intensity_max int clientside // Clientside spawn stuff. string model // clientside exploders. vector script_light2_color // clientside lights float script_light2_intensity // clientside lights float script_light2_radius // clientside lights float script_light2_inner_fov // clientside lights float script_light2_outer_fov // clientside lights int script_light2_exponent // clientside lights string script_mixer_event // clientside lights float script_mixer_ltr_ramp // clientside lights float script_mixer_rtl_ramp // clientside lights string script_light2_targetname // clientside lights float script_light2_intensity_min // clientside lights float script_light2_intensity_max // clientside lights float script_light2_delay_min // clientside lights float script_light2_delay_max // clientside lights int script_light_onetime // clientside lights string script_light_label // clientside lights string script_light_model // clientside lights string script_light_on_model // clientside lights string script_light_off_model // clientside lights string script_light_on_spin_model string script_light_off_spin_model string script_light_spin_fx string script_light_spin_tag int script_prefab_id float script_mixer_robot_min // clientside lights float script_mixer_robot_max // clientside lights string script_light_sound // clientside lights string script_light2_sound // clientside lights string script_sound2 // Plays level.scr_sound ["string"] float script_light2_burst_min // clientside lights float script_light2_burst_max // clientside lights float script_light_rotate_yaw // clientside lights float script_burst_time // clientside lights float script_light2_burst_time // clientside lights float script_fade_duration // clientside lights float script_light2_fade_duration // clientside lights float script_burst_intensity // clientside lights float script_light2_burst_intensity // clientside lights string script_light_type // clientside lights string script_light_fx // clientside lights string script_light2_fx // clientside lights vector script_light_fx_offset // clientside lights int script_light_no_range_check // clientside lights