Hi,
the following lists contain events and actions that I’ve found in the source code and in sock’s LDR.
I’ve posted a similar list some time ago at level-designer.de .
But I 've thought it would be a good idea to have these lists also here in the forums.
Note:
I’m not sure if all of these events and actions work.
And I don’t know which events/actions can be used in which entity.
events:
activate
buildstart
built
death
decayed
defused
destroyed
dynamited
failed
message
mg42
pain
playerstart
rebirth
spawn
stopcam
timelimit_hit
trigger
actions:
abortifnotsingleplayer
abortifwarmup
abortmove // no parameter
//=================
accum <buffer_index> <command> <paramater...>
// Commands:
// accum <n> inc <m>
// accum <n> abort_if_less_than <m>
// accum <n> abort_if_greater_than <m>
// accum <n> abort_if_not_equal <m>
// accum <n> abort_if_equal <m>
// accum <n> set <m>
// accum <n> random <m>
// accum <n> bitset <m>
// accum <n> bitreset <m>
// accum <n> abort_if_bitset <m>
// accum <n> abort_if_not_bitset <m>
// accum <n> trigger_if_equal <m> <s> <t> // Gordon: added (12/06/02)
// accum <n> wait_while_equal <m> // Gordon: added (12/06/02)
//=================
addtankammo
aiscriptname
// Arnout: modified to target multiple entities with the same targetname
alertentity <targetname>
allowtankenter
allowtankexit <yes|on|no|off>
// connect this entity onto the tag of another entity
attachtotag <targetname/scriptname> <tagname>
attatchtotrain <targetname> <length>
// nUllSkillZ: should be botdebugging
// nUllSkillZ: found: "BotDebugging ON/OFF // toggles bot debugging"
botgebugging
changemodel <modelname>
construct <targetname>
constructible_chargebarreq <float:fraction>
constructible_class <int:class>
constructible_constructxpbonus <int:xppoints>
constructible_destructxpbonus <int:xppoints>
constructible_duration <int:duration>
constructible_health <int:health>
constructible_weaponclass <int:class>
//=================
cvar <cvarName> <operation> <value>
// Operation can be any of:
// inc
// abort_if_less_than
// abort_if_greater_than
// abort_if_not_equal
// abort_if_not_equals
// abort_if_equal
// abort_if_equals
// bitset
// bitreset
// abort_if_bitset
// abort_if_not_bitset
// set
// random
// trigger_if_equal
// wait_while_equal
//=================
disablemessage
disablespeaker <targetname>
enablespeaker <targetname>
entityscriptname
// The entity will face the given angles, taking <duration> to get their.
// If the GOTOTIME is given instead of a timed duration, the duration calculated from the last gotomarker command will be used instead
faceangles <pitch> <yaw> <roll> <duration/GOTOTIME> [ACCEL/DECCEL]
// Fades all sounds up or down, going from the current level to max or zero in 'time' milliseconds
fadeallsounds [UP/DOWN] time
followpath <direction 0(forward)|1(backward)> <splinename> <speed> [wait]
followspline <direction 0(forward)|1(backward)> <splinename> <speed> [wait]
freezeanimation
//=================
globalaccum <buffer_index> <command> <paramater...>
// Commands:
// globalAccum <n> inc <m>
// globalAccum <n> abort_if_less_than <m>
// globalAccum <n> abort_if_greater_than <m>
// globalAccum <n> abort_if_not_equal <m>
// globalAccum <n> abort_if_equal <m>
// globalAccum <n> set <m>
// globalAccum <n> random <m>
// globalAccum <n> bitset <m>
// globalAccum <n> bitreset <m>
// globalAccum <n> abort_if_bitset <m>
// globalAccum <n> abort_if_not_bitset <m>
// globalAccum <n> trigger_if_equal <m> <s> <t> // Gordon: added (12/06/02)
// globalAccum <n> wait_while_equal <m> // Gordon: added (12/06/02)
//=================
// NOTE: speed may be modified to round the duration to the next 50ms for smooth transitions
gotomarker <targetname> <speed> [accel/deccel] [turntotarget] [wait] [relative <position>]
// Stop moving
halt // no parameter
kill <targetname>
// nUllSkillZ: mu = music
mu_fade <target volume 0.0-1.0> <fadeout time>
mu_play <musicfile> [fadeup time]
mu_queue <musicfile>
mu_start <musicfile> <fadeuptime>
mu_stop
// NOTE: all source animations must be at 20fps
playanim <startframe> <endframe> [looping <FOREVER/duration>] [rate <FPS>]
// Currently only allows playing on the VOICE channel, unless you use a sound script.
// Use the optional LOOPING paramater to attach the sound to the entities looping channel.
playsound <soundname OR scriptname> [LOOPING]
// Mostly for debugging purposes
print <text>
// prints out the value of accum 'accumNumber'
printaccum <accumNumber>
// prints out the value of global accum 'globalaccumnumber'
printglobalaccum <globalaccumnumber>
remapshader <target shader> <new shader>
remapshaderflush // no parameter
remove // no parameter
// removes the bot called 'botname'
removebot <botname>
repairmg42 <targetname>
// causes any currently running scripts to abort, in favour of the current script
resetscript
setaasstate
setautospawn <target spawn> <team>
setbotgoalpriority
setbotgoalstate
setchargetimefactor <team> <class> <factor>
setdamagable <targetname> <0|1>
setdebuglevel
setglobalfog <bool:restore> <int:duration> [float:r] [float:g] [float:b] [float:depthForOpaque]
sethqstatus <team> <status>
SetInitialCamera <camera filename> <black>
setmodelfrombrushmodel
setposition <targetname> <default|invisible|underconstruction>
setrotation <pitchspeed> <yawspeed> <rollspeed>
setspeed <x> <y> <z> [gravity/lowgravity]
setstate
settankammo
spawnbot
spawnrubble <spawnrubble>
startanimation <startframe> <framecount> <fps> [norandom|nolerp|noloop]
// nUllSkillZ: commented out in "g_script.c"
// nUllSkillZ: double entry
// startcam <camera filename> <black>
stopcam // no parameter
stoprotation // no parameter
// Stops any looping sounds for this entity.
stopsound // no parameter
togglespeaker <targetname>
// Calls the specified trigger for the given ai character or script entity
trigger <aiName / scriptName> <trigger>
unfreezeanimation
wait <duration> / random <min> <max>
wm_addteamvoiceannounce <team> <soundname>
wm_allied_respawntime <seconds>
wm_announce <"text to send to all clients">
wm_announce_icon <icon number> <"text to send to all clients">
wm_axis_respawntime <seconds>
wm_endround
wm_number_of_objectives <number>
wm_objective_status <objective_number> <team> <status(0:blank|1:tick|2:cross)>
wm_removeteamvoiceannounce <team> <soundname>
wm_set_defending_team
wm_set_main_objective <objective_number> <team>
wm_set_round_timelimit <number>
wm_setwinner <team>
wm_teamvoiceannounce <team> <soundname>