Overview
Script API FunctionsThis is in your Game directory but people google for things :^)
warning
warning: can’t match cpp function (for GetCycleOriginOffset) in project; skipping
a – 1
- [MANDATORY] <exploder id> id of exploder to activate
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Activates a client side exploderThis is sent as a reliable command, and will not work with killcam or demos.
- [MANDATORY] <exploder id> string id of exploder to activate
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Activates a client side radiant exploder
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Determines whether this actor can use IK functions. Returns true if IK is available, otherwise false.
- [MANDATORY] <pos> awareness location
- [MANDATORY] <material> awareness material
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Draw an awareness indicator
- [MANDATORY] <bonuscard> Bonus Card define from _bonuscards.gsh
- [MANDATORY] <statname> The name of the stat you wish to set
- [MANDATORY] <statincrease> The amount you would like to increase the stat
- [MANDATORY] <currentclassnum> The loadout the player is using
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Sets the indicated stat for that bonus card
- [MANDATORY] <type> the type of bookmark
- [MANDATORY] <time> the time of recording the bookmark
- [MANDATORY] <client1> the client related to the bookmark
- [MANDATORY] <client2> other client which is associated with the bookmark
- [MANDATORY] <scoreEventPriority>
- [MANDATORY] <entityNumber> The entity number
- [MANDATORY] <eType> Entity type
- [MANDATORY] <birthTime> Birth Time
- [MANDATORY] <overrideEntityCamera> Whether to override Entity Camera
- [OPTIONAL] [actorEntityNumber]
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: adds the information to the demo bookmarking system
- [MANDATORY] <name> valid spawn influencer preset name.
- [MANDATORY] <entity> Attached to entity. Goes away when entity is deleted. Unless a time is set.
- [MANDATORY] <team mask> teams that this influencer will affect
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Adds a new influencer of <name> attached to <entity>
- [MANDATORY] <x> X coord (float)
- [MANDATORY] <y> Y coord (float)
- [MANDATORY] <handle> will be used to remove the scrambler (integer)
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Adds new friendly scrambler to the compass
- [MANDATORY] <name> valid spawn influencer preset name.
- [MANDATORY] <origin> center point of the influencer
- [MANDATORY] <team mask> teams that this influencer will affect
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Adds a new influencer of <name> at <origin>
- [MANDATORY] <name> valid spawn influencer preset name.
- [MANDATORY] <origin> center point of the influencer
- [MANDATORY] <angles> angles of entity
- [MANDATORY] <team mask> teams that this influencer will affect
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Adds a new influencer of <name> at <origin> and <angles>
- [MANDATORY] <position> origin
- [MANDATORY] <handle> will be used to remove the sensor
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Adds new sensor grenade radius indicator to the compass
- [MANDATORY] <team> The team
- [MANDATORY] <parentID>
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Adds spawnpoints to the spawn system
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Adds a test client to the map and returns a reference to that client.
a – 2
- [MANDATORY] <value> Amount the event adds to the pool. (integer)
- [MANDATORY] <priority> How important is the event. (integer)
- [MANDATORY] <lifespan> Time the event stays in the pool. (float)
- [MANDATORY] <point of interest> Position the AI will investigate. (vector3)
- [MANDATORY] <originator> Entity that caused the event.
- [OPTIONAL] [unique] Only one of this type can exist in the pool. (integer)
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Add a script event to the sentient’s interest pool.
- [MANDATORY] <weapon> The weapon to add
- [MANDATORY] <weaponModelName> The model name of the weapon
- [MANDATORY] <isDualWield> True if the weapon is dual wield, false otherwise
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Adds a zombie box weapon
- [OPTIONAL] [otherguy] the other guy to aim at
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Set this actor to aim at the specified entity. Call this function without any entity specified to turn it off.
- [OPTIONAL] [pos] the position to aim at
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Set this actor to aim at the specified position. Call this function without any position specified to turn it off.
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Returns true if localclient 0 has crosshairs on friendly
- [MANDATORY] <string> the string to print
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Cause all clients to print the localized version of this string.
- [MANDATORY] <num randoms> number of randoms
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Allocate a pool of random sounds
- [MANDATORY] <localClientNum> Client number of the controller you to enable the action slots
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: always allow action slot input
- [MANDATORY] <stance> (string) A stance, can be ‘prone’, ‘crouch’, ‘stand’. Any number of stances may be added.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Sets the list of the actor’s allowed stances.
- [MANDATORY] <flag> 1 to allow, 0 to disallow
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: sets the allow round animation flag to enabled or disabled
- [MANDATORY] <localClientNum> Client number of the controller you to enable the action slots
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: allow scoreboard or not
- [MANDATORY] <allow> true or false
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: If false, disallows tactical insertions in the bounding area of this entity. Allows tactical insertions otherwise
- [MANDATORY] <weapon> weapon
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Are all the weapon attachments unlocked for this weapon?
- [MANDATORY] <animation> an animation
- [MANDATORY] <note track> a constant string with the name of the note track
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: queries the given animation for a note track
- [MANDATORY] <animation_alias_name>
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Searches animation mapping table to return a animation name when given a animation mapping alias name.
- [MANDATORY] <notify> The notify to send
- [MANDATORY] <origin> The starting position of the anim script
- [MANDATORY] <angles> The starting angle of the anim script
- [MANDATORY] <animation> The animation
- [OPTIONAL] [mode] Valid modes are “normal” and “deathplant”
- [OPTIONAL] [root] The root animation
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Runs an animscript on an entity.
a – 3
- [MANDATORY] <notify> The notify to send
- [MANDATORY] <origin> The starting position of the anim script
- [MANDATORY] <angles> The starting angle of the anim script
- [MANDATORY] <animation> The animation
- [OPTIONAL] [mode] Valid modes are “normal” and “deathplant”
- [OPTIONAL] [root] The root animation
- [OPTIONAL] [rate] The playback rate of animation
- [OPTIONAL] [blend] The blend time for the animation
- [OPTIONAL] [lerp] The lerp time for an aligned animation
- [OPTIONAL] [animation time] The starting animation time in 0-1 range
- [OPTIONAL] [is_scene_animation] Should be true for player scene animations or scripted animations where the player has no control, can be ignored for non-players
- [OPTIONAL] [showPlayerWeaponInFirstPerson] determines if the first person player should have his weapon during cinematics
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Runs an animscript on an entity.
- [MANDATORY] <string> The announcement.
- [MANDATORY] <duration> How long, in seconds, to display the announcement.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Sends an announcement to all clients.
- [MANDATORY] <targetPos> The position to launch the vehicle towards
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Launch a vehicle with just enough force at a target.
- [MANDATORY] <score> A score that all missions must be at to return true (integer)
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Returns true if all missions are at the score specified
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Returns true if this entity’s meshes are streamed in
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Returns the current arena season
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Returns the current arena slot
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Check to see if start-of-level textures are loaded – if they’re not, the streamer forces a black screen.
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Returns true if this entity’s textures are streamed in
- [MANDATORY] <array> array to sort
- [MANDATORY] <origin> the origin from which to compare
- [OPTIONAL] [closest] if set to true the array will be sorted by distance closest to <origin>, if false by distance farthest from <origin>
- [OPTIONAL] [max] if set then only the first <max> count of entities will be returned
- [OPTIONAL] [range] if set then only the entities within <range> will be considered
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Returns a sorted array of entities by closest or farthest distance from <origin>
- [MANDATORY] <array> array to sort
- [MANDATORY] <origin> the origin from which to compare
- [OPTIONAL] [<maxReturnCount] if set then only the first <max> count of entities will be returned
- [OPTIONAL] [minDist] if set then only the entities further than <minDist> will be considered
- [OPTIONAL] [maxDist] if set then only the entities closer then <maxDist will be considered
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Returns a sorted array of entities by closest from <origin>
- [MANDATORY] <position> Position of icon
- [MANDATORY] <teamNum> Team number
- [MANDATORY] <isActive> Whether the icon is active or not
- [OPTIONAL] [isMortar] Whether the artillery is a mortar
- [OPTIONAL] [clientNum] The client number
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Set the artillery icon location
- [MANDATORY] <rate> (float)
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: change the delta animation rate for the entity using ASM.
- [MANDATORY] <modelname> The model name to attach (string).
- [OPTIONAL] [tagname] The tag to attach the model to (string).
- [OPTIONAL] [ignoreCollision] flag to ignore collision. Defaults to false (integer).
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Attach a model to an entity.
- [MANDATORY] <modelname> The model name to attach (string).
- [OPTIONAL] [tagname] The tag to attach the model to (string).
- [OPTIONAL] [ignoreCollision] flag to ignore collision. Defaults to false (integer).
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Attach a shield model to a player.
- [MANDATORY] <weapon> The weapon to attach.
- [OPTIONAL] <renderoptions> The render options for the weapon
- [OPTIONAL] <acvi> The attachment cosmetic variations
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Attaches a weapon to the entity.
b – 1
- [MANDATORY] <name> The name of the bad place. If name is not “”, the bad place can be moved or deleted by using the unique name.
- [MANDATORY] <duration> If duration > 0, the bad place will automatically delete itself after this time. If duration <= 0, the bad place must have a name and will last until manually deleted.
- [MANDATORY] <origin> The origin of the box.
- [MANDATORY] <halfSize> The halfSize of the box.
- [MANDATORY] <team> You must specify at least one team for which this place is bad, but can give several. The allowed teams are ‘axis’, ‘allies’, and ‘neutral’.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Creates a bad place box. AI will flee this position if they can, and will not go into it if they can avoid it.
- [MANDATORY] <name> The name of the bad place. If name is not “”, the bad place can be moved or deleted by using the unique name.
- [MANDATORY] <duration> If duration > 0, the bad place will automatically delete itself after this time. If duration <= 0, the bad place must have a name and will last until manually deleted.
- [MANDATORY] <origin> The origin of the cylinder.
- [MANDATORY] <radius> The radius of the cylinder.
- [MANDATORY] <height> The height of the cylinder.
- [MANDATORY] <team> You must specify at least one team for which this place is bad, but can give several. The allowed teams are ‘axis’, ‘allies’, and ‘neutral’.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Creates a bad place cylinder. AI will flee this position if they can, and will not go into it if they can avoid it.
- [MANDATORY] <bad place identifier> The bad place to delete
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Deletes a bad place. It is okay to delete a bad place name that doesn’t exist. It is not okay to delete the special name “”.
- [MANDATORY] [target] The target of the missile
- [OPTIONAL] [targetOffset] Offset to the target location (vector3)
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Sets the target of the ball to the given entity, and resets if no entity is specified.
- [MANDATORY] <clientnum> The client number of the player to ban.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Bans the specified player.
- [MANDATORY] <start_pos> (point) The start position for the trace.
- [MANDATORY] <end_pos> (point) The end position for the trace.
- [MANDATORY] <hit_characters> (bool) Tell the trace to hit characters or not.
- [MANDATORY] <ignore_ent> (entity) Entity to ingore for trace.
- [OPTIONAL] [ignore_water] (bool) Ignore water – defaults to false.
- [OPTIONAL] [ignore_glass] (bool) Ignore glass – defaults to false.
- [OPTIONAL] [ignore_ent2] (entity) Second entity to ingore for trace.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Performs a bullet trace between two points and returns an array of information about the trace result.
- [MANDATORY] <value> Has to be one of: “none”, “hero” or “normal”
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Sets the blood impact type on the character
- [MANDATORY] <localClientNum> Client number of the player
- [OPTIONAL] true/false. Default is true.
- [OPTIONAL] <level> 0 – 1
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Plays RadioActive/Fire FX
- [MANDATORY] <direction vector> The direction of the bobbing
- [MANDATORY] <amplitude> The amount of the bobbing in units
- [MANDATORY] <period> The period of the bobbing in seconds
- [OPTIONAL] <phase> The phase offset of the bobbing
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Causes a script entity to bob around its origin, along a given vector dir
b – 2
- [MANDATORY] <classnum> The current class num of the player
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Returns how many bonus cards are active, cannot be called on a larry
- [MANDATORY] <mins> Mins of bounding box
- [MANDATORY] <maxs> Maxs of bounding box
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Returns true if the passed in bounding box would telefrag a player if another player was spawned there.
- [MANDATORY] <start> The bullet starting point
- [MANDATORY] <end> The bullet ending point
- [MANDATORY] <spread> Amount of spread
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: uses spread to return a new end position
- [MANDATORY] <start_pos> (point) The start position for the trace.
- [MANDATORY] <end_pos> (point) The end position for the trace.
- [MANDATORY] <hit_characters> (bool) Tell the trace to hit characters or not.
- [MANDATORY] <ignore_ent> (entity) Entity to ingore for trace.
- [OPTIONAL] [ignore_water] (bool) Ignore water – defaults to false.
- [OPTIONAL] [ignore_glass] (bool) Ignore glass – defaults to false.
- [OPTIONAL] [ignore_ent2] (entity) Second entity to ingore for trace.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Performs a bullet trace between two points and returns an array of information about the trace result.
- [MANDATORY] <start> The bullet start point
- [MANDATORY] <end> The bullet end point
- [MANDATORY] <hit characters> An entity to ignore
- [MANDATORY] <ignore entity> An entity to ignore
- [OPTIONAL] [ignore entity 2] An entity to ignore
- [OPTIONAL] [fx vis] check against fx visibility also
- [OPTIONAL] [ignore water] mask contents_water
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Allows script to do a bullet point trace with ( MASK_SHOT & ~CONTENTS_SKY ) returns true if the trace does not hit anything
c – 1
- [MANDATORY] <player> The player to play animation on
- [MANDATORY] <cam_anim> The animation to play
- [MANDATORY] <start_time> The start time of the animation
- [MANDATORY] <align_origin> The origin to align to
- [MANDATORY] <align_angles> The angles to align to
- [OPTIONAL] [lerp_duration] The lerp duration
- [OPTIONAL] [camera_name] The camera name
- [OPTIONAL] [ignoreProcessingInitialNoteTracks] Ignores processing the initial notetracks if the camera time starts earlier
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Plays the camera script on a player.
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Disable the script cam from client script.
- [MANDATORY] <id> int
CATEGORY:
CLIENT/SERVER: Client
- [OPTIONAL] [function] a function pointer to a function that will get called during the camera update, the function should set the scr cam
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Set the function that will get called during the camera update
- [MANDATORY] <node> pathnode to check
- [MANDATORY] <team>
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Returns true if the node is unclaimed, false otherwise.
- [MANDATORY] <start>
- [MANDATORY] <end>
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Check if a path can be found between these positions.
- [MANDATORY] <onOff> (boolean)
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Changes the advertised status
- [MANDATORY] <aliasname> The sound alias to play (string)
CATEGORY:
CLIENT/SERVER: Server
- [MANDATORY] <start> start of the trace
- [MANDATORY] <dir> direction to trace
- [MANDATORY] <dist> distance to trace
- [OPTIONAL] [characterRadius] the radius of the capsule used in trace. default to 0.
- [OPTIONAL] [materialFlags] the flags marking whether a face type can be used
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Run a trace on NavMesh to get the furthest position a character can move in that direction
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Removed all dyn ents that were dynamically spawned (gib pieces, destructible parts, etc)
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Forces the local player to use default values for aim assist. Only works in zombie/campaign mode. Can only be called on players
- [MANDATORY] <animation> The animation or animtree node to clear
- [MANDATORY] <time> The blending time for the clear
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Sets an animation’s goal weight (and the goal weights of all of its descendents) to zero over the specified time.
- [MANDATORY] <animation> The animation or animtree node to clear
- [MANDATORY] <time> The blending time for the clear
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Sets an animation’s goal weight to zero over the specified time.
CATEGORY:
CLIENT/SERVER: Client
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Clears the material override
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: clears closest enemy scrambler from the compass
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Removes all player corpses from the level
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Clears the gravity override for the player.
- [OPTIONAL] <list> which list of spawnpoints to clear
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Clears all spawnpoints out of the system
- [MANDATORY] <team mask> teams that this command will affect
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Clears the objective base weights set in the spawn points
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Clears the sound triggered by steps
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Clears the stowed weapon for the player
c – 2
- [MANDATORY] <slot> Request slot
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Clear a hint from a request slot (0-7)
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Clears the current target for this vehicle or turret.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Clears the top scorer for the end game screen.
- [MANDATORY] <clientnum> The client number that the announcement is sent to.
- [MANDATORY] <string> The announcement.
- [MANDATORY] <duration> How long, in seconds, to display the announcement.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Sends an announcement to a single client.
- [MANDATORY] <trigger> A trigger entity.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Claim a single user trigger.
- [MANDATORY] <client> A client entity.
- [MANDATORY] <string> A message to print.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Print a localized version of this string for a given client
- [MANDATORY] <trigger> A trigger entity.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Release a single user trigger.
- [MANDATORY] <name> The unique name of the system to be registered
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Declares a system who’s state will be communicated over to the client script system when it changes. Takes a unique name, and returns the id of the system.
- [MANDATORY] <id> The integer id of the client system. Returned from call to ClientSysRegister.
- [MANDATORY] <state> Arbitrary string state. Will be sent to the client script system.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Sets the state of a pre registered client system for all clients. The state will be communicated to the client script system.
- [MANDATORY] <entity> entity field
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Creates a new entity at the position/orientation/pose of the original, and kills the original
- [MANDATORY] <type> 0-disable 1-enable
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Enable or disable the CODCaster Keyline effect
- [MANDATORY] <entity> The entity to search the name in
- [MANDATORY] <name> Unique name to identify the field.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Gets the value for a given client field.
- [MANDATORY] <player> A player
- [MANDATORY] <name> Unique name to identify the field.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Gets the value for a given player state client field.
- [MANDATORY] <player> A player
- [MANDATORY] <name> Unique name to identify the field.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Gets the value for a given player uimodel client field.
- [MANDATORY] <name> Unique name to identify the field.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Gets the value for a given client field.
- [MANDATORY] <entity> An entity
- [MANDATORY] <name> Unique name to identify the field.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Increments the value for a given client field.
- [MANDATORY] <player> A player
- [MANDATORY] <name> Unique name to identify the field.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Increments the value for a given player state client field.
- [MANDATORY] <entity> An entity
- [MANDATORY] <name> Unique name to identify the field.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Increments the value for a given client field.
- [MANDATORY] <name> Unique name to identify the field.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Increments the value for a given world client field.
- [MANDATORY] <entity> An entity
- [MANDATORY] <name> Unique name to identify the field.
- [MANDATORY] <value> Value to transmit.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Sets the value for a given client field.
c – 3
- [MANDATORY] <player> A player
- [MANDATORY] <name> Unique name to identify the field.
- [MANDATORY] <value> Value to transmit.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Sets the value for a given player state client field.
- [MANDATORY] <player> A player
- [MANDATORY] <name> Unique name to identify the field.
- [MANDATORY] <value> Value to transmit.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Sets the value for a given player uimodel client field.
- [MANDATORY] <name> Unique name to identify the field.
- [MANDATORY] <value> Value to transmit.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Sets the value for a given world client field.
CATEGORY:
CLIENT/SERVER: Server
CATEGORY:
CLIENT/SERVER: Server
CATEGORY:
CLIENT/SERVER: Server
CATEGORY:
CLIENT/SERVER: Server
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Returns an array of collision result structures
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Connects the paths that intersect with the entity. If the entity is a script_brushmodel then it must have DYNAMICPATH set to connect paths.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Decrement a specified consumable for the player by the specified amount
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Returns the value of the specified consumable for the player
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Increment a specified consumable for the player by the specified amount
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Set a specified consumable for the player to the specified amount
- [OPTIONAL] [team] – if specifed, returns lists of players on different teams, in team based game modes. Valid values “allies”, “axis”, “neutral” & “all”
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Returns a count of the current players, even if they are still connecting to the game.
- [MANDATORY] <model>
- [MANDATORY] <pos> position to spawn at.
- [MANDATORY] <angles> angles to spawn at.
- [MANDATORY] <hitpos> the hit position
- [MANDATORY] <force> The force of the launch
- [OPTIONAL] [fx] particle effects to play on this dynent
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Creates and launches a dynent.
- [MANDATORY] <position> The position
- [MANDATORY] <name> The sound name
- [MANDATORY] <min wait> The minimum wait time
- [MANDATORY] <max wait> The maximum wait time
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Create sound random at the position
- [MANDATORY] <origin> Location at which to spawn the streamer hint.
- [MANDATORY] <factor> The relative importance of this entity’s viewpoint to the main viewpoint.
- [OPTIONAL] [lightingState] The lighting state to stream
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Allows scripter to create a streamer hint entity viewpoint to the player’s viewpoint.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Returns the current session mode index
- [MANDATORY] <cylinder_vec> contains the direction and the length of the cylinder relative to the base origin
- [MANDATORY] <origin> Origin of damage
- [MANDATORY] <near_radius> Radius of the damage at the near end
- [MANDATORY] <far_radius> Radius of the damage at the far end
- [MANDATORY] <max_damage> Max damage, this is the damage at the origin
- [MANDATORY] <min_damage> Max damage, this is the damage at the edge of the radius
- [OPTIONAL] [attacker] Attacker the dealt the damage
- [OPTIONAL] [means_of_death] Means of death of the damage
- [OPTIONAL] [weapon] Weapon used to damage
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: cylinder_dir_vector should contains the direction and the length of the cylinder relative to the base origin
d – 1
- [MANDATORY] <damage position> The point the sight starts at
- [OPTIONAL] [ignore entity] An entity to ignore when doing the traces
- [OPTIONAL] [damage angles] The forward direction of the cone, whose base is at the <damage position>. Must be normalized.
- [OPTIONAL] [cone angle] Angle in degrees from the line of sight to the edge of the cone. Defaults to 65.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Determines how much the entity can be seen from the given position. Performs multiple traces and returns an approximation to how much of the entity is visible from the given point (between 0 and 1). In SinglePlayer this will always be 1 if the entity is partially visible.
- [MANDATORY] <exploder id> id of exploder to deactivate
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Deactivates a client side exploder
- [MANDATORY] <exploder id> string id of exploder to deactivate
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Deactivates a client side radiant exploder
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Removes an entity from the game in the same manner as a trigger_kill
- [MANDATORY] <node> The node to delete
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Delete a dynamically created path node or cover node
CATEGORY:
CLIENT/SERVER: Client
CATEGORY:
CLIENT/SERVER: Client
CATEGORY:
CLIENT/SERVER: Client
CATEGORY:
CLIENT/SERVER: Client
- [MANDATORY] <owner>
- [MANDATORY] <shield_ent>
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Gets the index in a particular class
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Returns the depth (in inches) that the entity is in water. Returns depth in inches, or 0 if the entity isn’t in water. Will work for all water types.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Returns the depth (in inches) that the player is in water. Returns depth in inches, or 0 if the entity isn’t in water. Will work for all water types. More effecient than depthinwater but will only work for players
- [MANDATORY] <modelname> The model name to detach (string)
- [OPTIONAL] [tagname] The tag to detach the model from (string)
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: detaches an attached model from an entity
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: detaches all attached models from an entity
- [MANDATORY] <modelname> The model name to detach (string)
- [OPTIONAL] [tagname] The tag to detach the model from (string)
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Detaches an attached shield model from a player.
- [OPTIONAL] [player] The player who owns the entity
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Detonate the entity and set the owner to the player which is specified.
- [MANDATORY] <victims0> A bit array of entities 0-31 that got hit
- [OPTIONAL] [victims1] A bit array of entities 32-63 that got hit
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Create a directional hit indicator
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Disables Aim assist on the entity. Entity has to be either a brush model or an actor or a vehicle or a script_model.
- [MANDATORY] <label> the name of the field listed in the destructible gdt to disable
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Disables all destructible pieces that have this label set in the destructible gdt
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Stops cooked grenades from killing the player.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Resets the grenade touch damage flag of the entity
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Disable the ability to activate a player’s special offhand weapons
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Sets the icon to be shown on the minimap
- [MANDATORY] <list> list to disable
- [MANDATORY] <team mask> teams that this command will affect
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: disables spawn point list for a the team_mask
d – 2
- [MANDATORY] <localClientNum> Client number of the player
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: REmoves a speed blur on on the screen
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Disables all sounds from a vehicle
- [OPTIONAL] [detailLevel] how detailed the cut part matches the entity. 0 or omitted: box, 1: convex hull fitting rough shape, 2: [SUPER EXPENSIVE] use collision shape directly
- [OPTIONAL] [moveAllowed] sets whether the silhouette moves with the entity (defaults to true)
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Disconnects the paths that intersect with the entity. If the entity is a script_brushmodel then it must have DYNAMICPATH set to disconnect paths.
- [MANDATORY] <health> The amount of damage to do
- [MANDATORY] <source position> The position that the damage comes from
- [OPTIONAL] [attacker] The entity that dealt the damage (such as an AI or player)
- [OPTIONAL] [inflictor] The entity that the damage came from (such as a grenade or turret)
- [OPTIONAL] [hitloc] The location of the damage, default is none; one of: { ‘none’, ‘torso_upper’, ‘torso_lower’, ‘helmet’, ‘head’, ‘neck’, ‘left_arm_upper’, ‘left_arm_lower’, ‘left_hand’, ‘right_arm_upper’, ‘right_arm_lower’, ‘right_hand’, ‘left_leg_upper’, ‘left_leg_lower’, ‘left_foot’, ‘right_leg_upper’, ‘right_leg_lower’, ‘right_foot’ }
- [OPTIONAL] [mod] . The means of death string. Otherwise, the means of death will be ‘MOD_UNKNOWN’.
- [OPTIONAL] [dflags] . Damage flags.
- [OPTIONAL] [weapon] . Weapon used.
- [OPTIONAL] [infdestructible_piece_indexlictor] The destructible piece index from the destructible def gdt”
- [OPTIONAL] [forcePain] true/false; If true, actor->painDeath.iPainTime will be reset to zero”
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Does damage to this entity
- [MANDATORY] <weapon name>
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Returns true if the new weapon is an alt mode of the spawn weapon. Only certain alt variations are valid (not-gl)
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: pop the entity’s position instantaneously to where it moves this time step, rather than smoothly moving there from the previous position
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Used to decrement consumable double xp promotions
- [MANDATORY] <type> 0-disable 1-enable
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Enable or disable the DragonStrike effect
- [MANDATORY] red, green, blue
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Set Dragon Strike Cicle position
- [MANDATORY] vec3_t position
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Set Dragon Strike Cicle position
- [MANDATORY] <node> pathnode
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Draws a node
- [MANDATORY] <node> node to drop
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Drop the node to the floor.
e – 1
- [MANDATORY] <vec3> The value.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Sets the value of a eac path drone.
- [MANDATORY] <scale> scale of the earthquake. Must be greater than 0.
- [MANDATORY] <duration> The duration of the earthquake. Must be greater than 0.
- [MANDATORY] <radius> The radius of the earthquake. Must be greater than 0.
- [OPTIONAL] [target] Target is given if earthquake is to be shown to particular client
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Create an earthquake
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Enables Aim assist on the entity. Entity has to be either a brush model or an actor or a vehicle or a script_model.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Enables all destructible pieces that were previously disabled
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Enables cooked grenades killing the player.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Sets the grenade touch damage flag of the entity
- [MANDATORY] <influencer id> The influencer to enable/disable
- [MANDATORY] <enable> True to enable. False to disable
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Enables or disables the given influencer
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: enables linkto for an entity
- [MANDATORY] <targetname> The targetname of the trigger entity.
- [MANDATORY] <enable> Whether to enable disable the given volume for pathfinding.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Enables/disables a given navmesh trigger
- [MANDATORY] <enable> Whether to enable or disable the obstacle
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Enables or disables the hkai obstacle associated with a given entity.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Enable the ability to activate a player’s special offhand weapons
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Sets the icon to be shown on the minimap
- [MANDATORY] <list> list to enable
- [MANDATORY] <team mask> teams that this command will affect
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: enables spawn point list for a the team_mask
- [MANDATORY] <localClientNum> Client number of the player
- [MANDATORY] <amount> Blur Amount ( 0.0 – 1.0 )
- [MANDATORY] <inner radius> The size of the inner radius ( 0.0 – 1.0 )
- [MANDATORY] <inner outerradius> The size of the inner radius ( 0.0 – 1.0 )
- [OPTIONAL] <velocityShouldScale> false don’t scale with velocity, true scale
- [OPTIONAL] <velocityScale> Specify the velocity when the scale is 1.0
- [OPTIONAL] <blurInTime> Specify the time it takes to complete a blur in
- [OPTIONAL] <blurOutTime> Specify the time it takes to complete a blur out
- [OPTIONAL] <shouldOffset> Specify whether the blur should change as you move left/right or up/down
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Sets a speed blur on on the screen with parameters
e – 2
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Enables all sounds from a vehicle
- [MANDATORY] <player>
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Ends the camera script on a player.
- [MANDATORY] <player> The player to play animation on
- [MANDATORY] <extra_cam_index> The extra camera index
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Ends the extracam camera script on a player.
- [MANDATORY] <localClientNum> The local client number.
- [MANDATORY] <geometryRange> geometry draw distance.
- [MANDATORY] <targetRange> target object draw distance.
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Sets the visual range for EV mode
- [OPTIONAL] [save persistent] if true then player info is retained
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: exits the current level
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Gets the variant for a user for an experiment
- [MANDATORY] <player> The player to play animation on
- [MANDATORY] <extra_cam_index> The extra camera index
- [MANDATORY] <cam_anim> The animation to play
- [MANDATORY] <start_time> The start time of the animation
- [MANDATORY] <align_origin> The origin to align to
- [MANDATORY] <align_angles> The angles to align to
- [OPTIONAL] [lerp_duration] The lerp duration
- [OPTIONAL] [camera_name] The camera name
- [OPTIONAL] [ignoreProcessingInitialNoteTracks] Ignores processing the initial notetracks if the camera time starts earlier
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Plays the camera script on an extracam player.
f – 1
- [MANDATORY] <owner> The player who fakes fire
- [MANDATORY] <origin> the origin of the fake fire
- [MANDATORY] <weapon> The weapon used
- [MANDATORY] <shot count> Number of shots fired
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Simulates gun fire. Sound and radar blip.
- [MANDATORY] <tree> Anim tree name
- [MANDATORY] <anim> Name of anim
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Find specified animation( using animation name ) in a specified animtree( using atr name).
- [MANDATORY] <object> entity to check for flags on
- [MANDATORY] <filterset> filterset to use
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: optimized code replacement for find_dr_filter
- [MANDATORY] <start>.
- [MANDATORY] <end>.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Check if a path can be found between these positions.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Finishes the flashback
- [MANDATORY] <weapon> The weapon in the player loadout.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Starts the flashback and returns the new origin
- [MANDATORY] <localClientNum> The localClientNum to flush the subtitles for
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Flush and clear any current subtitles on the screen for this specific client
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Set the footsteps to play sound and play the footstep fx
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Set the footsteps to play the effect
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Set the footsteps to do nothing. Not to play sound or play any fx
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Set the footsteps to play sound
- [MANDATORY] <name> The sound name
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Force play an ambient sound
f – 2
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Forces Removal of a entity. Does not wait till next snapshot to remove it. Will cause crash if called on animated entity
- [MANDATORY] <localClientNum> Client number to play the animation on
- [MANDATORY] <modeName> Name of the mode to switch to or “default” for user defaults
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Forces the users controller mappings for a specific game mode (or resets to user defaults)
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: toggles pain.forcePain to true; next damage reaction guarenteed
- [MANDATORY] <name> Name of the script bundle to stream
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Force the assets in a script bundle to stream in
- [MANDATORY] <material> Material to force stream
- [OPTIONAL] [textureLods] Texture LODs to not force
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Forces the streamer to load texture LODs for a material even if it isn’t yet visible. Returns true when all levels are loaded. Call StopForceStreamingMaterial when you no longer need it, or Steve will be upset that you’re wasting Streamer memory.
- [MANDATORY] <localClientNum> The localClientNum of the player in question
- [MANDATORY] <weapon> Weapon to look up the materials to stream with
- [MANDATORY] <weaponOptions> Render Options to look up the materials to stream with
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Forces all materials for the combination of weapon and render options to stream in
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Forces all weapon materials to stream in
- [MANDATORY] <model> The model to force stream
- [OPTIONAL] [meshLodsToForce] The mesh LODs to force ( Default is 0 )
- [OPTIONAL] [textureLodsToForce] The texture LODs to force ( Default is 0 )
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Forces the streamer to load model and texture LODs for a model even if it isn’t yet visible. Returns true when all levels are loaded. Call StopForceStreamingXModel when you no longer need it, or Steve will be upset that you’re wasting Streamer memory.
- [MANDATORY] <entity> The entity the value is being set for
- [OPTIONAL] [visible] If the entity should be considered always visible or not (default true)
CATEGORY:
CLIENT/SERVER: Client
SUMMARY: Forces an entity to be visible as if a player was seeing it via tmode
- [MANDATORY] <entity> the entity to use for the origin for tje line of sight blocker
- [MANDATORY] <radius> the radius of the ‘smoke screen’ blocker
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Uses a general entity and a radius to set a line of sight blocker on the server for some AI. Destroyed when the entity is freed.
v – 1
- [MANDATORY] <vector a> The first vector
- [MANDATORY] <vector b> The second vector
CATEGORY: Math
CLIENT/SERVER: Both
SUMMARY: Returns the cross product of two vectors
- [MANDATORY] <vector a> The first vector
- [MANDATORY] <vector b> The second vector
CATEGORY: Math
CLIENT/SERVER: Both
SUMMARY: Returns the dot product of two vectors
- [MANDATORY] <SegmentA> One point on the line
- [MANDATORY] <SegmentB> Another point on the line
- [MANDATORY] <P> The point
CATEGORY: Math
CLIENT/SERVER: Both
SUMMARY: Given a line and a point P, this returns a vector perpendicular to the line and pointing from the line to P.
- [MANDATORY] <from> The vector whose value is used when fraction is 0
- [MANDATORY] <to> The vector whose value is used when fraction is 1
- [MANDATORY] <fraction> The fraction of the way between vectors. Values less than 0 or greater than 1 do linear extrapolation.
CATEGORY: Math
CLIENT/SERVER: Both
SUMMARY: Linear interpolates between two vectors.
- [MANDATORY] <vector> The vector to normalize
CATEGORY: Math
CLIENT/SERVER: Both
SUMMARY: Returns a normalized copy of this vector
- [MANDATORY] <vector a> The first vector
- [MANDATORY] <vector b> The second vector
CATEGORY: Math
CLIENT/SERVER: Both
SUMMARY: Returns the vector projection of vector a onto vector b
- [MANDATORY] <vector> The vector to convert to angles
CATEGORY: Math
CLIENT/SERVER: Both
SUMMARY: Returns a set of angles corresponding to the given vector.
- [MANDATORY] <clientnum> client number – needed for viewport selection.
CATEGORY: Math
CLIENT/SERVER: Client
SUMMARY: returns the horizontal screen aspect