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102 lines
3.6 KiB
Markdown
102 lines
3.6 KiB
Markdown
# Black Ops 2 Functions Descriptions and Locations List
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## Built in Functions:
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getgametypesetting( STRING ) - returns the value of a gametypesetting based on the STRING input
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- STRING
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getentitynumber() -
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getentarray() - returns an array of all entities on the map currently OPTIONAL ARGS:
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- STRING arg1: makes the function return all of the entities with this name based on arg2
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- STRING arg2: can be targetname or classname depending on the array of arg1
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getbaseweaponitemindex( weapon_name ) -
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- weapon_name is a STRING
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getreffromitemindex( weapon_name ) -
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- weapon_name is a STRING
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giveweapon( weapon_name ) - gives the entity a weapon
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- weapon_name is a STRING
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switchtoweapon( weapon_name ) - forces the entity to switch to the indicated weapon entity must have the weapon for the switch to occur
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getplayerviewheight() - returns the view height of the entity
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getcurrentweapon() - returns the name of the current weapon as a string that the entity is holding
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gettime() - returns the current time since the game has started as milliseconds increments in 0050
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getweaponammostock() - returns the remaining ammo stock in the weapon the entity is holding
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setweaponammoclip( weapon_name, weapon_clip_to_give ) - sets the weapon clip of the weapon for the entity
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- STRING weapon_name: the name of the weapon
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- INT weapon_clip_to_give the amount of ammo to set the clip to
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setweaponammostock( weapon_name, weapon_stock_to_give ) - sets the weapon stock of the weapon for the entity
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- STRING weapon_name: the name of the weapon
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isthrowinggrenade() - returns a boolean must be called on an entity
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isreloading() - returns a boolean must be called on an entity
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isswitchingweapons() - returns a boolean must be called on an entity
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ismantling() - returns a boolean must be called on an entity
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isonladder() - returns a boolean must be called on an entity
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isalive( entity ) - returns a boolean
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isplayer( entity ) - returns a boolean
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isai( entity ) - returns a boolean based on whether the input is an AI
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loadfx( effect ) - loads an effect in
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randomfloatrange( float1, float2 ) - returns a random float with a value between the 2 inputs values
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playerads() -
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pixendevent() -
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predictspawnpoint( spawnpoint.origin, spawnpoint.angles ) -
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spawn() -
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setclientnamemode( STRING ) -
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### AI related engine functions
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allowattack( boolean ) - controls whether the entity is allowed to attack
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addgoal( goal, goal_radius, goal_priority, goal_name ) - gives the AI a goal where:
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- goal: is generally an entity's or object's origin
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- INT goal_radius: is how close the AI has to be for the goal to be completed
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- INT goal_priority: is how high a priority the AI has in accomplishing the goal over other goals
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- STRING goal_name: is used by other goal functions like atgoal( goal_name ) or cancel( goal_name )
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atgoal( goal ) - returns a boolean if the AI is at the goal input
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cancelgoal( goal ) - cancels the current goal the AI has
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pressads( boolean ) - makes an entity press the ads button
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pressattackbutton( duration ) - makes an entity press the attack button for a duration
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pressusebutton( duration ) - makes an entity press the use buton for the duration
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pressmelee() - makes an entity press the melee button
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gethreats( fov ) - returns the enemies in the AIs fov accepts -1 as an input
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botsighttracepassed( entity ) - returns a boolean if the entity is visible to the entity it being called on
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### Math functions
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## Shared Script Based Functions Between Zombies and MP
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maps/mp/_utility::is_bot() - returns the value of self.pers[ "bot" ], this var is always set on a bots spawn
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common_scripts/utility::cointoss() - returns a specific boolean 50% of the time |