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500 lines
29 KiB
Plaintext
500 lines
29 KiB
Plaintext
// syntax:
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// float floatVar
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// int intVar
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// string stringVar
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// COD7 NOTE: Any additions, ADD TO BOTTOM!!!
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// COD7 NOTE: Check with your lead before making any modifications to this file!
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vector origin
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vector angles
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int export
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int spawnflags
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int radius
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int speed
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string target
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string targetname
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string groupname
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string name
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int count // how many times a spawner can be spawned from
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int dontdrawoncompass // If set, the AI will not be drawn on the player's compass. Only matters for friendlies
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float delay
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int script_noenemyinfo // setting to 1 makes a guy spawn with no enemy info
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float script_wait // Script will wait this long between actions
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float script_wait_min // Minimum wait time between actions
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float script_wait_max // Maximum wait time between actions
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float script_wait_add // Additive delay is the # of seconds extra added between actions
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string script_waittill // General key of a notify to wait for
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float script_delay // Action will be delayed for this long before triggering
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float script_delay_min // Minimum delay before action is triggered
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float script_delay_max // Maximum delay before action is triggered
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float script_burst
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float script_burst_min // Put on an mg turret, min time of a burst
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float script_burst_max // Put on an mg turret, max time of a burst
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float script_suppression // Suppression wait for this AI
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float height
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float script_timeout
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float script_accuracy // Set this on AI to have them spawn with a modified accuracy
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int script_cheap // makes vehicles lose some functionality but be far fewer variables
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int script_pacifist // makes an ai be a pacifist (sets their .pacifist = true)
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int script_ignoreme // If this setting exists on a spawner this guy will have his .ignoreme set to true and will be ignored by other ai.
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int script_ignore_suppression // sets .ignoreSuppression to true if its set. actors will not be suppressed by gun fire.
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int script_ignoreall // sets .ignoreall to true if its set. makes actors ignore all suppression/damage/danger.
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int script_disable_bleeder // sets .a.canbleed to false if set to 1
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int script_disable_reviver // sets .a.canrevive to false if set to 1
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int script_repeat // # of times an effect in an exploder will repeat
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int script_fxstart // Identifies effects so they can be turned on by grouping with a trigger
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int script_fxstop // Identifies effects so they can be turned off by grouping with a trigger
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int script_damage // Damage of radius damage on an exploder
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float script_firefxdelay // repetition rate on a firefx for exploders
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float script_firefxtimeout // Amount of time before a looping effect fades out
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string script_firefx // Fx to play infinitely from a used exploder
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string script_presound // To play sounds on exploders before the explosion, for pathfinder only
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string script_ender // Stop a looping effect
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string script_firefxsound // Looping sound for an exploder firefx
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string script_trailfx // Specifies the trailfx to be used on the entity.
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string script_trailfxtag // Specifies the trailfx tag to play off of
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float script_trailfxdelay // Specifies the trailfx repeat delay
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string script_trailfxsound // Specifies the trailfx sound to play
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float script_trailfxtimeout // Specifies the trailfxtimeout
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string script_ent_trailfxsound // Specifies the sound to play in conjunction with the trailfx
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vector script_angles // generic angles storage
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int script_delete
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int script_patroller // used to set up a spawner for patrolling through _patrol
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string script_patrol_walk_anim // patrol walk override
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string script_autosavename
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int script_autosave
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float script_timer // Timeout for friendly_chat or general time value
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int script_start
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int script_radius // Sets an AI's starting goal radius. On an exploder this sets the radius damage's radius.
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int script_fallback // For fallback retreat behavior
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int script_grenades // sets a spawner's .grenadeammo, which is the # of grenades an actor starts with when spawned
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int script_fightdist // Spawners will spawn with this pathEnemyFightDist
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int script_maxdist // Spawners will spawn with this pathEnemyLookAhead
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int script_moveoverride // Spawners with this will go to their (targetted) node before fighting.
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int script_killspawner // When you go through a trigger with this on it, any spawners that have the same # will be deleted.
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int script_emptyspawner // When you go through a trigger with this on it, any spawners that have the same # will have their count set to 0.
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int script_mg42auto // When you hit this trigger any grouped mg42s will go into auto mode and clear target.
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int script_requires_player
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int script_sightrange
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int script_fallback_group // Makes stray spawned guys part of bigger falling back movements.
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int script_vehicle_selfremove // vehicle will delete itself when it reaches the end of its path
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int script_exploder // Grouping things that explode
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int script_exploder_server // Sets the exploder to be on the server side
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int script_prefab_exploder // Override an exploder since exploders in prefabs get unique'd.
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int script_usemg42 // If set to false, a friendly will not use be told by friendly_mg42 triggers to use an mg42.
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int script_startingposition // used for riders of vehicles to manually designate riding postions (also used for walkers)
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int script_turretmg
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int script_forcegrenade // Set to 1 to enable AI to throw as many grenades as they want rather than extremely rarely.
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int script_goalvolume // groups guys so they use a goalvolume
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int script_disconnectpaths // makes exploder script_brushes connectpaths when hidden and disconnect when shown. could be used to disable cover nodes.
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int script_longdeath // set to 0 disable long death animations like lying on the ground and shooting
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int script_battlechatter
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int script_trigger_group // used to disable a group of triggers when one gets hit.
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int script_airspeed // used in checks for setting speed on helicopter path origins or nodes
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int script_accel // used in checks to change the acceleration on helicopter path origins or nodes
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int script_decel // used in checks to change the deceleration on helicopter path origins or nodes
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string script_friendname
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string script_noteworthy // Used to get a string for scripted sequences mainly.
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string script_parameters // generic string used for similar purpose as script_noteworthy
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string script_fxcommand // What to do with the effect
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string script_fxid // The id of the effect to do
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string weaponinfo
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string script_hidden // the thing which is hidden and appears later (mortars)
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string vehicletype
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string script_squadname // squad (spawner cluster) identifier
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string script_team // how to know which team a tank is on (needed to free up target/targetname for radiant linkability)
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string ambient // String index of the level.ambient_track to play on this trigger.
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string script_gameobjectname // Used in multiplayer to add/remove entities based on gametype.
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string script_gametype_dm // Preston: Used in multiplayer to add/remove entities based on gametype.
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string script_gametype_tdm // Preston: Used in multiplayer to add/remove entities based on gametype.
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string script_gametype_ctf // Preston: Used in multiplayer to add/remove entities based on gametype.
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string script_gametype_hq // Preston: Used in multiplayer to add/remove entities based on gametype.
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string script_gametype_sd // Preston: Used in multiplayer to add/remove entities based on gametype.
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string script_mapsize_08 // Preston: Used in multiplayer to add/remove entities based on the set mapsize.
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string script_mapsize_16 // Preston: Used in multiplayer to add/remove entities based on the set mapsize.
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string script_mapsize_32 // Preston: Used in multiplayer to add/remove entities based on the set mapsize.
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string script_mapsize_64 // Preston: Used in multiplayer to add/remove entities based on the set mapsize.
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string script_sound // Plays level.scr_sound ["string"]
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string script_animation // If defined, patrollers will play a random pause animation at this node.
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string script_destructable_area // used to let destructable walls block off areas of the map (affects spawning, for instance)
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string script_earthquake // References level.earthquake variables to do an earthquake
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string script_skilloverride // used in setting the difficult of mg turrets. see _mgturret.gsc
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string script_aigroup // specifies an aigroup for a spawner
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string script_threatbiasgroup // adds spawned ai to this threatbiasgroup
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string script_bctrigger // for use with battlechatter triggers
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int script_bcdialog // set to 0 on a spawner/ai when you want to turn off battlechatter forever on that individual
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string script_area // used by battlechatter system
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string script_location // used by battlechatter system
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string script_landmark // used by battlechatter system
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string script_flag_true // This entity should not activate unless at least one of the flags in this string is true
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string script_flag_false // This entity should not activate unless all the flags in this string are false
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string script_flag // the flag that gets enabled/disabled by targetname flag_set and flag_unset
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string script_flag_set // this flag will be set when this trigger is used
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string script_flag_wait // helis using helipath will wait at this point until this flag is set
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string script_flag_clear // clears the flag when it hits this spot
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string script_color_allies // groups allied AI with nodes/triggers of that color
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string script_color_axis // groups axis AI with nodes/triggers of that color
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string script_forcecolor // forces an AI to use all nodes of this color
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// SUMEET ( 7/12/2010 )
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string script_ent_flag_set // flag will be set by a node if set on it while going to the node
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string script_ent_flag_clear // flag will be cleared by a node if set on it while going to the node
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string script_linkName // Works with script_linkTo
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string script_linkTo // A compound string that is a list of script_linkname'd entities that this entity links to.
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// destructable stuff
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int script_accumulate // damage that must accumulate for destruction to occur
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int script_threshold // min damage that has any effect
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// ambient stuff
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string script_ambientpackage // declare the ambient package associated with this trigger
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string script_ambientroom // declare the room associated with this trigger
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int script_ambientpriority // declare the ambient priority associated with this trigger
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// vehicle stuff
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int script_turret
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int script_gatetrigger // vehicles will wait at vehicle nodes with this untill the trigger is hit.
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int script_VehicleSpawngroup // spawns associated vehicles and their aigroups (as still designated by script_vehiclegroup on the vehicles and the ai's)
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int script_VehicleStartMove // initiates associated vehicles movement on its path, note that if no script_vehicleStart nodes or triggers exist then the vehicle will stay and wait for the level script to initiate it's movement stacking this with script_VehicleSpawngroup will make spawn and go right away.
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int script_vehicleGroupDelete // Deletes associated vehicles and their aigroups (as still designated by script_vehiclegroup on the vehicles and the ai's)
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int script_physicsjolt // toggle tanks shaking physics as it drives by.
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string script_unload // tells the vehicle to unload this group of guys examples are "all", "passengers", and "rear_passengers"
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int script_deathroll // turns on and off deathroll for vehicles crossing paths
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string script_crashtype // designates a crashpath
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string script_crashtypeoverride // override the type of crash a vehicle will do when it dies values are "tank", "mobile"
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int script_nomg // makes machineguns not spawn at all on a tank. used for big tank battles where they aren't necessary on all the tanks.
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int script_badplace // no badplaces on tanks. for tanks that won't be near ai. on big tank battles.
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int script_fireondrones // toggles machineguns firing on drones behavior
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string script_followmode // refers to the style in which ai are set to follow a vehicle.
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int script_vehiclewalk // groups spawners with a vehcile they're set to follow on foot
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int script_vehicleride // groups spawners with a vehicle they're set to ride
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int script_unloadmgguy // set this on the halftrack to make the mg guy unload.
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int script_keepdriver // set this on the vehicle to make the vehilce driver not unload.
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int script_vehicledetour
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float script_playerconeradius // used optionally with script_avoidplayer if you want a cone radius other than 200.
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int script_unloaddelay // make a vehicle delay this long before unloading at the end of a path. < 1 means never unload // nate we should remove this or make it work on all of the unloads.
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int script_cobratarget // set to 1 to create a target for this entity on pilotcobra missions
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string script_targettype // "air" or "ground" - used for helicopter pilot levels
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float script_targetoffset_z // offset from model where missiles should aim - used for helicopter pilot levels
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int script_wingman
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string script_turningdir // set this to the direction of the anim set you want a vehicle to use. "right","hard_right","left","hard_left","forward"
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int script_bombmode_original
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int script_bombmode_single
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int script_bombmode_dual
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string script_label // used in audio, gametypes scripts
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string script_tankgroup // used to add a tankgroup to vehicles.
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float script_chance // chance that an exploder will explode, checked every 4 seconds or whatever script_delay is on the trigger.
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int script_forcespawn // Used to forcespawn (aka stalingradspawn) an AI.
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int script_allowdeath // allow an AI to be killed during an animation
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float script_death // set on a drone path point. Drone will die in this many seconds. Set to 0 on second to last script_struct in chain to ensure death.
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float script_death_min // Drone will die between min-max seconds.
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float script_death_max // Drone will die between min-max seconds.
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int script_drones_min // Sets the minimum number of drones to spawn.
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int script_drones_max // Sets the maximum number of drones to spawn.
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int script_looping // Setting to "1" has same functionality as setting script_noteworthy/"looping".
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int script_trace // If set to "1", drones will not spawn in unless the player is looking away from the spawn points.
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int script_spawn_here // for camper_spawner
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int script_special //general purpose KVP;Use as you wish;
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string script_vehicleaianim // this will be a radiant drop down list that tells the ai on the vehicle which animations to play
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int script_health // for setting the health of windows in _interactive_objects
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int script_startinghealth // sets a spawner or vehicle's health right when it's spawned in
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int script_stopnode // tells helicopters to stop at a node.
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string script_turret_share // shares turret spots for portable mgs
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string script_turret_ambush // shares turret spots for portable mgs
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int script_dont_link_turret
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int script_mg_angle // this gives option to start the machinegun at an angle
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int script_deathchain
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string destructible_type // identifier for destructibles
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float script_dot // used on targetname trigger_lookat triggers to change the fov
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int script_drone // setting to 1 makes the spawner a script drone
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string script_hint // put on trigger_hint
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int script_anglevehicle // checked in _vehicle, but doesn't seem of any use...
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string script_deathflag // when all the ai and spawners with the same string die (or their count depletes to zero), a flag with this string gets set
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int script_wheeldirection // 1 goes forward 0 goes backwards.
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int script_lights_on // set to 1 on vehicle or vehicle node to turn on lights
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int script_sirens_on // set to 1 on vehicle or vehicle node to turn on sirens
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int script_fixednode // can force .fixednode on an AI
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float fixednodesaferadius // the safe radius
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string spawner_id // using this for jeepride, guh, grunt, blarg! -nate
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int script_vehicledetourgroup // use this for telling a detour node to only detour vehicles in matching groups
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int script_vehicletriggergroup // a more generic grouping. I'm using this so that paths can be shared easier. setting this on a node with other vehicle trigger functions will only effect vehicles in the matching group.
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int script_growl // makes a dog growl as he runs, instead of barking
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int script_index // can be used generically as an index for whatever reason
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int script_dontshootwhilemoving // sets .dontshootwhilemoving on actor. presumably keeps them from shooting while they're moving
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int script_goalyaw // set to true to set the goal yaw
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float script_physics // used for exploder_chunk to use physics throw
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int script_stealth_dontseek // dont set your goalpos to the enemy's goalpos on combat
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int script_stealth // if defined, then this AI is put into stealth mode
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int script_force_count // set to true on spawner - flood spawner will not increment this spawners count if the player didnt see the guy die
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int script_ammo_clip // weapon placed in radiant - this many rounds in the clip - must be used with script_ammo_extra
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int script_ammo_extra // weapon placed in radiant - this many rounds outside the clip - must be used with script_ammo_clip
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int script_godmode // makes a vehicle be god mode
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int script_bulletshield // used to apply toggleable bullet shields to vehicles that have them enabled.
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int script_deathflag_longdeath // set to on and script_deathflag guys will notify on death OR longpaindeath
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int script_char_index // overwrite the character index
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int script_char_group // indicate this guy is a member of a group of same chars
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string script_rumble // rumble file to play on an exploder
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float script_volumeramp // time to ramp in a vehicles engine noise.
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int script_volume // set to 1 if you want to control the vehicle's volume in your script rather than have it lerp automatically
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int script_onlyidle
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float script_volumeup // on a vehicle node this makes the vehicle go to max volume over this much time
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float script_volumedown // on a vehicle node this makes the vehicle go to no sound over this much time
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float script_duration
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string script_soundalias // play this soundalias on exploders
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float script_savetrigger_timer // used to set minimum required times on autosave triggers in timed missions
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int script_disablereact // disables reaction behavior on this AI
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int script_disablepain // disables pain when set
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int script_disableturns // disables turn locomotion when set
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int script_playerseek // if set then this AI will seek the player
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int script_enable_cqbwalk // enables cqb if set
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int script_disable_cqbwalk // disables cqb if set
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float script_turnrate // override for the default turnrate (ai_turnrate dvar). Degrees per second (360 = one complete turn)
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int script_enable_heat // enables heat if set
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int script_disable_heat // disables heat if set
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int script_sprint // enables/disables cqb or regular sprint if set
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int script_walk // enables/disables cqb or regular walk if set
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// CoD5 Additions
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//-----------------------------------------------------------------
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// Generic/Misc Keys:
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//-------------------
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int script_int // Generic INT for anyone to use
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float script_float // Generic FLOAT for anyone to use
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vector script_vector // Generic VECTOR for anyone to use
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string script_string // Generic STRING for anyone to use
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string script_notify // Sends out the specified notify to the level when the trigger is triggered
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int script_color_auto_disable // Determines if a color trigger will not automatically be toggled off
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int script_percent // Fallback uses this to determine the "percent" of AI that will fall back when the trigger is hit.
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// Feature Specific Keys:
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//-----------------------
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// Spiderhole (ChrisP)
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int script_spiderhole // set on a spawner to make it a spiderhole guy
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int script_spiderhole_charge // set the chance to charge at the player ( 0 - 100)
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string script_spiderhole_anim // set the animation used to emerge from the spiderhole
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// Planes (SRS 05/02/07)
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int script_numbombs // used to give a plane an initial number of bombs.
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int script_dropbombs // used for vehiclenodes, to tell a plane to drop X bombs
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float script_dropbombs_delay // used to set a delay (secs) for the script_numbombs bomb dropping.
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float script_dropbombs_delaytrace // used to delay the start of bomb ground traces for X secs (in case it has to pass thru a collidable surface).
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// SCRTIPER_MOD: JesseS (05/08/07) script_flak88 added
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int script_vehicleattackgroup // used for attacking vehiclespawngroups.
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float script_vehicleattackgroupwait // used for setting a delay before attacking a vehiclespawngroup with script_vehicleattackgroup.
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int script_nonmovingvehicle // replaces script_flak88 to define nonmoving vehicles in order to prevent vehicle script errors
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// SRS (3/25/08): added key to allow specifying combat_getout anims on vehicle AI spawners
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int script_combat_getout // used in _vehicle_aianim.gsc
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//Sumeet ( 05/30/08 ) : added key to allow specifying combat_idle anims on vehicle spawners
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int script_combat_idle // used in _vehicle_aianim.gsc
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// MikeD (9/5/2007): Exposed functionality for spawners to respawn in _colors
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int script_no_respawn // Disables the AI from being put on the _colors::replace_on_death thread.
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// MikeD (11/2/2007): Interactive Objects, pass self in for being the attacker
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int script_selfisattacker
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// JamesS (1/3/2008): added destructibledef accessible by script
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string destructibledef
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string script_dropweapon
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int script_nodropweapon
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int script_nodropsecondaryweapon
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int script_nodropsidearm
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// MikeD (1/13/2008)
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int script_banzai // Dynamic Bonzai Attack for AI. Set on the spawners.
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int script_banzai_spawn // Bonzai Attack for AI once they spawn in. Set on the spawners.
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// SCRIPTER_MOD: JesseS (3/24/2008): Fog trigger support
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int script_start_dist // The distance, in world units, at which the fog begins.
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int script_halfway_dist // The distance at which the scene will be 50% fogged.
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int script_halfway_height // The height at which the scene will be 50% fogged.
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int script_base_height // The ground-level Z position at which the fog will start from.
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vector script_color // The color components of the fog as a value between 0.0 and 1.0; also the first color of a dynamic light
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float script_color_scale // The scale of the color components because the largest value for color is 1
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float script_transition_time // transition time in seconds
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string script_vision // vision file name to transition to
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float script_vision_time // vision file time to transition to
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vector script_sun_color // The sun color
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vector script_sun_direction // The sun direction
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int script_sun_start_ang // The start angle for the sun
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int script_sun_stop_ang // The stop angle of the sun
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float script_max_fog_opacity // The maximum fog opacity
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// MikeD (4/6/2008): Added some Light vars
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float script_intensity_min
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float script_intensity_max
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// MikeD (4/11/2008): Added MG42 "animated" object support
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string script_animent // Specifies the targetname of the animated object when the MG42 fires
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string script_animname // Specifies the animname of the animated object
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// JasonE (4/10/2008)
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string twar_owner // team which owns this flag initially
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string twar_owner_home // the home flag for the specified team, is this flag is taken by the opposing team the game is over
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string twar_axis_dependants // semi-colon seperated list of flags required before capturing this flag (property of script/origin flag_descriptor object)
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string twar_allies_dependants // semi-colon seperated list of flags required before capturing this flag (property of script/origin flag_descriptor object)
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// NathanM (6/24/2008)
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float script_score // base score for an influencer in the new unified spawning system
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string script_score_curve // shape of score falloff for an influencer in the new unified spawning system
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// MikeD (6/24/2008): Coop specific
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int script_player_min // This is right now used for weapons that are placed in the world the number specified is the number of players required to keep this weapon in the world
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int script_player_chance // This is used to determine the "percent" the player will be chosen as a target for Banzai attacks
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// Austin (6/29/08): Nazi Zombie Game Mode
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string zombie_weapon_upgrade // weapon to be given to the player if they have the points to purchase it
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int zombie_cost // the point cost to perform this action / purchase this weapon
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int start_exclude // set to 1 to exclude this magicbox from the set of random start positions
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// NathanM (10-JULY-2008)
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string script_shape // shape of unified spawning system static influencer. can be "sphere" or "cylinder"
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// StefanS (07/10/2008)
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string script_twar_flag // the associated twar flag's script name (flag1, flag2, etc.)
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// CCheng (7/16/2008)
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int script_max_banzai_distance // the limit of how far banzai guys will look for a target
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int script_banzai_attack_chance // the chance banzai chargers will go into the banzai melee rather than the regular melee
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// Jesse (8/12/08)
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int script_count_lock // if set to anything, locks the count to whatever the scripter set in radiant (for preventing co-op scaling)
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// DSL (9/01/08)
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int script_nochoke // if set to true on a flood spawner, that spawner will remain unchoked.
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int script_choke // if set to true on a trigger spawner, that spawner will be choked.
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// Sumeet J ( 2/12/2010 )
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int script_norambo // if set to 1 on node then AI will not perform rambo behavior at this node.
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int script_forcerambo // if set to 1 then AI will always do rambo from this cover node.
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// Sumeet J ( 6/3/2010 )
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int script_disable_idle_strafe // if set then disable exposed idlestrafing and aim awareness
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// CoD7 Additions
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//-----------------------------------------------------------------
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//Sumeet J / Brian B - New Spawn Manager keys.
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//-----------------------------------------------------------------
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// Following values are defined as strings because they allow ranges
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string sm_active_count // Total bumber of AI that can be active from this spawner, defaults to number of spawners in the spawn manager. Supports min and max seperated by space.
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string sm_group_size // The number of AI that can spawn from a spawner at once. Default = 1. Supports min and max seperated by space.
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string sm_spawner_count // The number of spawners that spawn manager will randomly select from the full set of the available spawners, defaults to number of spawners in the spawn manager. Supports min and max seperated by space.
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string sm_count // Total number of AI that can be spawned from this spawn manager. Default = infinity. Supports min and max seperated by space.
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string sm_kill // Used for killing the spawn manager, set on the trigger
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int sm_die // Used for killing the spawn manager, set on the spawn manager and compared against the trigger sm_kill
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string script_spawner_targets // used by spawn manager for assigning spawner targets to spawners, independent of spawn manager
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string script_next_spawn_manager // used by spawn manager, enables next spawn manager, when this spawn manager is killed
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// Sumeet - Color manager system - in the works
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//----------------------------------------------------------------
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string cm_flag // if set waits for the flag to advance the colors
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int cm_dont_kill // if set then it would not kill the associated guys in ai group
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int cm_kill_delay // if set then it will wait and then start killing the AI group
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int cm_delete // if set then the color manager trigger will be deleted once done
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//SMcCaul / JPark / Old Spawn Manager keys, these will be deleted once all maps use new spawn manager
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//-----------------------------------------------------------------
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float script_spawn_delay //script_float
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int script_spawn_active_count
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int script_spawn_active_count_min //script_int
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int script_spawn_active_count_max //script_int
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int script_spawn_group_size //script_cheap
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int script_selected_spawner_count
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int count_min
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int count_max
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// Contextual Melee
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string script_contextual_melee
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// Spec Ops - JamesS
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int script_specialops
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int script_hero // if set, makes this AI a hero character ( calls make_hero ) function in the script.
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// AlexP 2/13/10
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string script_hidingdoor_action // indicates a specific action you want the AI to perform when the behavior kicks off
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int script_hidingdoor_starts_open // if set to 1 on spawner, the door will start in the open state when the behavior kicks off
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int script_hidingdoor_ends_closed // if set to 1 on spawner, the door will close when the behavior ends
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string script_hidingdoor_model // override for default door or window model
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int drivepath // if specified on a vehicle it will try to drive the path and should look more natural without hand tweaking (helicopters and physics vehicles only)
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int script_dont_look // When set to 1, friendlies idling at this cover node won't look at the player.
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int script_forcegoal // Force an AI to ignore whatever else is going on and just get to the current goal position
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int script_rusher // make an AI a rusher when he spawns
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string script_forcegib // Set to cause forcegib on the AI. String is gib reference for gib parts
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string script_tag // generic tag specification. used for vehicle riders. |