Oni script commands
*** README ***
### file structure ###
readme
first part: commands
second part: BWF commands (BFW = Bungie Frame Work)
third part: OT commands (OT = Object Types)
### line structure ###
script command [parameters] - description - example
### parameter explanation ###
parameter - you have to use this parameter
[parameter] - IMO, this parameter is an option. You can use it or not.
(Null) - type only the script command, nothing else
no parameter given - type the script command and add = 0 or = 1 (sometimes you can add higher numbers, f.e. cm_distance = 200)
### key to the symbols ###
?...? / ??? ... ??? (something between two / six question marks) ==> I'm not sure, if it's right.
!no description! ==> I coudn't find a description.
*example* ==> An example, which I tried and which works fine. (Examples without the *, you can find in the level scripts. If there is no example given, so either I've tested it, but there was no visible effect, or I haven't tested it, because I was to lazy or to stupid to understand the meaning of the command or something else.)
### ==> An extra explanation to the script command above.
### comments ###
Use the script commands at your own risk.
You can do with this file whatever you want.
Sorry for my bad english.
sorted by ssg, tested on a pc, 09/10/2004
09/17/2004 - added *tr_write_collection konoko_animations animcoll.txt*
09/21/2004 - added a lot of new stuff, corrected some mistakes
09/22/2004 - added the parameter explanations
09/26/2004 - corrected some mistakes
10/04/2004 - added *cm_orbit_block 2 180* and corrected a mistake
*** README END ***
--- first part ---
dump_docs (null) - Shows all registered variables and commands - *dump_docs*
### creates a script_commands.txt file (55 kb)
### IMO it's a little bit buggy and the var lines comes without any explanation
AI2_Script
difficulty (null) - returns the difficulty level
trigvolume_count trig_id:int - counts the number of people in a trigger volume - trigvolume_count(36)
did_kill_griffen (null) - returns if we did kill griffen - did_kill_griffen()
chr_has_empty_weapon [ai_name:string | script_id:int] - returns if this character is holding a weapon that is empty - chr_has_empty_weapon(char_0)
chr_has_lsi [ai_name:string | script_id:int] - records that the character has the lsi - chr_has_lsi(0)
ai2_debug_showsettingIDs - shows ID numbers for combat, melee and neutral settings
ai2_debug_localmove_lines - number of lines to cast to debug local-movement code
ai2_debug_localpathfinding - debug local-path code from player's position and facing - *ai2_debug_localpathfinding = 1*
ai2_debug_localmovement - debug local-movement code from player's position - *ai2_debug_localmovement = 1*
ai2_showintersections - debug AI's melee intersections
ai2_boss_battle - enables AI boss-battle target selection - ai2_boss_battle = 1
ai2_barabbas_run - lets Barabbas run while carrying his gun
ai2_spacing_weights - enables position-sensitive weighting of spacing behaviors
ai2_spacing_cookies - number of cookies per fight
ai2_spacing_enable - master enable switch for spacing behavior
ai2_melee_weightcorrection - weights down non-attack techniques so they are never more than attacks - *ai2_melee_weightcorrection = 1*
### ai2_melee_weightcorrection = 1 ==> I dunno what it means, but it changes the far clipping plane in a strange way
ai2_stopignoring_time - set the delay timer before the AI forgets about ignored events
ai2_stopignoring_count - set the number of events before the AI will stop ignoring
chr_is_player [ai_name:string | script_id:int] - returns if this character is the player - chr_is_player(character)
ai2_chump (null) - creates a chump
ai2_chump_stop - stops the chump
ai2_ignore_player - makes all AI ignore the player - ai2_ignore_player = 1
ai2_deaf - turns off the AI's sound sensing system - *ai2_deaf = 1*
ai2_blind - turns off the AI's visual sensing system - *ai2_blind = 1*
ai2_printspawn - prints information about each AI spawn
ai2_showsounds - shows AI sounds as they are generated - *ai2_showsounds = 1*
ai2_showlinetochar - draws a line from the player to every AI - *ai2_showlinetochar = 1*
ai2_showjoblocations - draws a green cross at each AI's job location - *ai2_showjoblocations = 1*
ai2_showhealth - draws a health bar for every AI above their head - *ai2_showhealth = 1*
ai2_shownames - draws the name of every AI above their head - *ai2_shownames = 1*
ai2_showfights - shows fights in progress - *ai2_showfights = 1*
ai2_showlocalmelee - shows local-environment melee awareness - *ai2_showlocalmelee = 1*
ai2_showfiringspreads - shows AI firing spread knowledge - *ai2_showfiringspreads = 1*
ai2_showprojectiles - shows AI projectile knowledge - *ai2_showprojectiles = 1*
ai2_showlos - shows AI line-of-sight checking - *ai2_showlos = 1*
ai2_showlasers - turns on laser sights for AI2 characters
ai2_showtargeting - shows targeting info for AI2 characters - *ai2_showtargeting = 1*
ai2_showprediction - shows prediction info for AI2 characters - *ai2_showprediction = 1*
ai2_showvision - shows each AI's vision cones (central and peripheral) - *ai2_showvision = 1*
ai2_showcombatranges - shows circles that represent the combat ranges of each AI - *ai2_showcombatranges = 1*
ai2_showastar - shows grid squares that are evaluated by the A* pathfinding
ai2_showactivationpaths - turns on inactive ==> active pathfinding rendering - *ai2_showactivationpaths = 1*
ai2_showconnections - turns on pathfinding connection rendering
ai2_showpathfindingerrors - enables visual display of pathfinding errors - *ai2_showpathfindingerrors = 1*
ai2_showgrids - turns on pathfinding grid rendering - *ai2_showgrids = 1*
ai2_showdynamicgrids - turns on pathfinding dynamic grid display - *ai2_showdynamicgrids = 1*
### needs ai2_showgrids = 1
ai2_showpaths - shows the path each AI is following - *ai2_showpaths = 1*
ai2_debug_makesound [sound_type:string] [volume:float] - causes the player to make a sound (alerts nearby AIs)
ai2_pathdebugsquare x:int y:int - selects a path square in the player's BNV for debugging
ai2_printbnvindex (null) - prints the index of the player's BNV
ai2_findconnections [distance:int] - finds all BNV connections from the player's location - *ai2_findconnections 10*
ai2_showmem (null) - shows AI memory usage
ai2_followme [ai_name:string | script_id:int] - tells an AI to follow the player - ai2_followme s2_t05
ai2_lookatme [ai_name:string | script_id:int] - tells an AI to look at the player - ai2_lookatme s2_t05
ai2_comehere [ai_name:string | script_id:int] - tells an AI to come to the player
who (null) - prints AIs that are nearby
where [ai_name:string | script_id:int] - prints location of a character
ai2_report [ai_name:string | script_id:int] - tells an AI to report in - *ai2_report* // *ai2_report A1_s_red01*
### creates a AI2_log.txt file
### don't use char_0 or 0 ==> Oni will crash
ai2_report_verbose [ai_name:string | script_id:int] - tells an AI to report in verbosely - *ai2_report_verbose* // *ai2_report_verbose A1_s_red01*
### creates a AI2_log.txt file too, but it includes more informations
### must be activated with a seperate function during (!) the game
### for example:
### func void report_funtion(void)
### {
### chr_wait_animtype 0 crouch
### ai2_report_verbose
### }
### don't use char_0 or 0 ==> Oni will crash
killed_griffen murder:bool - sets if we killed griffen - killed_griffen 1
powerup_spawn poweruptype:string flag:int - creates a new powerup - powerup_spawn ammo 7042
weapon_spawn weapontype:string flag:int - creates a new weapon - weapon_spawn w3_phr 7045
trigvolume_kill trig_id:int - kills all the characters inside a trigger volume - trigvolume_kill 64
trigvolume_corpse trig_id:int - kills all the corpses inside a trigger volume - trigvolume_corpse 32
trigvolume_reset name:string - reset a trigger volume to its level-load state - trigvolume_reset tv_move4
trigvolume_trigger name:string type:string{"entry" | "inside" | "exit"} [ai_name:string | script_id:int] - fire off a trigger volume
trigvolume_setscript name:string script:string type:string{"entry" | "inside" | "exit"} - set the script to call from a trigger volume
trigvolume_enable name:string enable:int{0 | 1} [type:string{"all" | "entry" | "inside" | "exit"}] - enable or disable a trigger volume - trigvolume_enable lowroad1 0
trig_speed trigger_id:int volume:float - sets a triggers speed - trig_speed 514 .15
trig_show trigger_id:int - shows a trigger - trig_show 91
trig_hide trigger_id:int - hides a trigger - trig_hide 91
trig_reset trigger_id:int - resets a trigger to non-triggered state - trig_reset 91
trig_deactivate trigger_id:int - deactivates a trigger - trig_deactivate 2
trig_activate trigger_id:int - activates a trigger - trig_activate 2
turret_activate turret_id:int - activates a turret
turret_deactivate turret_id:int - deactivates a turret - turret_deactivate 20
turret_reset turret_id:int - resets a turret to initial state
console_reset console_id:int - resets a console to initial state - console_reset 7
console_deactivate console_id:int - deactivates a console - console_deactivate 5
console_activate console_id:int - activates a console - console_activate 14
door_close door_id:int - closes a door (may not stay open) - door_close 27
door_open door_id:int - opens a door (may not stay open) - door_open 21
door_unlock door_id:int - unlocks a door - door_unlock 5
door_lock door_id:int - locks a door - door_lock 6
door_unjam door_id:int - unjams a door so characters can open it - door_unjam 8
door_jam door_id:int - jams a door in its current state - door_jam 5
reset_mechanics (null) - resets all level mechanics (triggers, turrets, consoles, etc...) to initial state
ai2_skill_select char_class:string weapon_name:string - selects a shooting skill to edit
### to use the following ai2_skill_... commands, you have to select a shooting skill to edit
ai2_skill_show (null) - shows the currently selected shooting skill
ai2_skill_revert (null) - reverts the shooting skill being edited to the saved copy
ai2_skill_save (null) - saves the shooting skill being edited out as a text file
ai2_skill_recoil recoil_compensation:float - sets an AI's recoil compensation amount (0-1)
ai2_skill_bestangle best_angle:float - sets an AI's best aiming angle in degrees
ai2_skill_error error_amount:float - sets an AI's grouping error
ai2_skill_decay decay_amount:float - sets an AI's grouping decay
ai2_skill_inaccuracy inaccuracy:float - sets an AI's shooting inaccuracy multiplier
ai2_skill_delaymin mindelay:int - sets an AI's min delay between shots, in frames
ai2_skill_delaymax maxdelay:int - sets an AI's max delay between shots, in frames
ai2_barabbas_retrievegun [ai_name:string | script_id:int] - makes barabbas retrieve his gun if it is lost - ai2_barabbas_retrievegun barabus
ai2_set_handlesilenterror handle_silent:bool [subsystem:string] - sets whether handled errors are silent
ai2_set_logerror error_level:string [subsystem:string] - sets the level of errors to log to file
ai2_set_reporterror error_level:string [subsystem:string] - sets the level of errors to report at console
ai2_lookatchar [ai_name:string | script_id:int] [ai_name:string | script_id:int] - tells an AI to look at a character - ai2_lookatchar 0 Barabus
### needs ai2_takecontrol 1
ai2_movetoflag [ai_name:string | script_id:int] flag_id:int [setfacing:string{"setfacing"}] - tells an AI to move to a flag - ai2_movetoflag 0 1091
### needs ai2_takecontrol 1
ai2_setmovementmode [ai_name:string | script_id:int] mode:string - sets an AI's current movement mode - ai2_setmovementmode finalam_striker_1 walk (creep, run, run_noaim)
### needs ai2_takecontrol 1
ai2_makeignoreplayer [ai_name:string | script_id:int] on_off:int{0 | 1} - makes a single AI ignore the player - ai2_makeignoreplayer ParkStriker 1
ai2_makedeaf [ai_name:string | script_id:int] on_off:int{0 | 1} - makes a single AI deaf - ai2_makedeaf ShinShin 1
ai2_makeblind [ai_name:string | script_id:int] on_off:int{0 | 1} - makes a single AI blind - ai2_makeblind ShinShin 1
ai2_tripalarm - alarm_id:int [ai_name:string | script_id:int] - trips an alarm - ai2_tripalarm 2 0
ai2_setalert [ai_name:string | script_id:int] alert:string - sets the alert state of an AI - ai2_setalert Floor2_Striker_2 high ?(superhigh, normal, low, superlow)?
ai2_forget [ai_name:string | script_id:int] [forget_char:string] - makes one or all AIs forget they saw anything - ai2_forget Sec_Ambush_BOL_1
ai2_attack [ai_name:string | script_id:int] [target_name:string | target_script_id:int] - forces an AI to attack another character - ai2_attack IntroNinja 0
ai2_makeaware [ai_name:string | script_id:int] [target_name:string | target_script_id:int] - makes an AI aware of another character - ai2_makeaware GrifElite04 char_0
ai2_panic [ai_name:string | script_id:int] timer:int - makes an AI panic or not panic - *ai2_panic A1_s_red02 300*
### I've tried ai2_panic A1_s_red02 300 ==> Oni crashed
ai2_noncombatant [ai_name:string | script_id:int] non_combatant:int{0 | 1} - sets or clears an AI's non-combatant state - *ai2_noncombatant A1_intro01 1*
ai2_neutralbehavior [ai_name:string | script_id:int] behavior:string - sets up an AI's neutral-interaction - ai2_neutralbehavior neutral_3 none
ai2_idle [ai_name:string | script_id:int] - tells an AI to become idle - *ai2_idle A1_intro01 1*
ai2_doalarm [ai_name:string | script_id:int] [console_id:int] - tells an AI to run for an alarm - ai2_doalarm ambush_commguy_2 4
### AI is currently passive, ai2_doalarm cannot execute
ai2_dopath [ai_name:string | script_id:int] path_name:string - tells an AI to run a particular path - ai2_dopath A_E3 patrol_49
### AI is currently passive, cannot use ai_dopath
ai2_setjobstate [ai_name:string | script_id:int] - tells an AI to take its current state as its job - ai2_setjobstate E_Er34
### AI is currently passive, cannot set state
ai2_inactive [ai_name:string | script_id:int] - forces an AI into inactive mode
ai2_active [ai_name:string | script_id:int] - forces an AI into active mode
chr_neutral [ai_name:string | script_id:int] passive:int{0 | 1} - stops an AI from thinking for itself - chr_neutral ParkStriker 1
chr_freeze [ai_name:string | script_id:int] passive:int{0 | 1} - stops an AI from thinking for itself - *chr_freeze A1_intro01 1*
### [ai_name:string | script_id:int] = 0 does not work
ai2_passive [ai_name:string | script_id:int] passive:int{0 | 1} - stops an AI from thinking for itself - ai2_passive Intro_Striker_4 1
ai2_allpassive passive:int{0 | 1} - stops all AIs from thinking for themselves - ai2_allpassive 1
ai2_kill [param1:string] [param2:string] - kills one or more AIs - ai2_kill ScanKerr01 // *ai2_kill*
ai2_spawnall (null) - spawns all AI, even those not initially present - *ai2_spawnall*
ai2_spawn ai_name:string [force_spawn:string{"force"}] - creates and starts an AI from a character object - ai2_spawn ambush_striker_2
ai2_reset [reset_player:int] - resets AI as if start of level - *ai2_reset*
chr_ultra_mode [ai_name:string | script_id:int] [on_off:int{0 | 1}] - enables ultra mode for a character
chr_death_lock [ai_name:string | script_id:int] [on_off:int{0 | 1}] - this character will not die too much - chr_death_lock dum_hit_flash 1
chr_shadow [ai_name:string | script_id:int] [on_off:int{0 | 1}] - turns of the shadow for this character - chr_shadow ZomShin 1
chr_wait_health [ai_name:string | script_id:int] health_amount:float - waits until a character's health falls below a value - chr_wait_health Muro 200
chr_super [ai_name:string | script_id:int] super_amount:float - set's a character's super value - chr_super 0 1
chr_pain [ai_name:string | script_id:int] pain_type:string - forces a character to play a pain sound
chr_poison [ai_name:string | script_id:int] damage:int interval:int [initial_interval:int] - slowly poisons a character - chr_poison (konoko, 10, 60, 90);
chr_peace [ai_name:string | script_id:int] - turns off fight mode - chr_peace 0
chr_inv_reset [ai_name:string | script_id:int] - clears a characters inventory - chr_inv_reset ambush_tanker_1a
chr_vocalize [ai_name:string | script_id:int] type:string - makes a character utter a vocalization
chr_talk [ai_name:string | script_id:int] sound_name:string pre_pause:int post_pause:int [priority:string | ] - causes a character to play a line of dialogue - chr_talk victim_mansci_1 c02_62_11sci 0 0
chr_unkillable [ai_name:string | script_id:int] [on_off:int{0 | 1}] - makes a character unkillable - *chr_unkillable A1_intro01 1*
chr_invincible [ai_name:string | script_id:int] [on_off:int{0 | 1}] - makes a character invincible - chr_invincible char_0 1
chr_unstoppable [ai_name:string | script_id:int] [on_off:int{0 | 1}] - makes a character unstoppable - chr_unstoppable IntroMuro 1
chr_changeteam [ai_name:string | script_id:int] team_name:string - changes a character's team - chr_changeteam guard1 Syndicate
chr_forceholster [ai_name:string | script_id:int] holster:int{0 | 1} [force_draw:int{0 | 1}] - forces a character to holster their weapon - chr_forceholster IntroStriker02 1
chr_givepowerup [ai_name:string | script_id:int] powerup:string [amount:int] - gives a character a powerup - *chr_givepowerup 0 ammo 1*
### the same as give_powerup
chr_giveweapon [ai_name:string | script_id:int] weapon_name:string - gives a character a new weapon - chr_giveweapon 0 w1_tap
chr_full_health [ai_name:string | script_id:int] - sets a characters health to full by script id - chr_full_health 0
chr_set_health [ai_name:string | script_id:int] hit_points:int - sets a characters health by script id - chr_set_health dum_hit_flash 50
chr_dontaim [ai_name:string | script_id:int] on_off:int{0 | 1} - disables the weapon variant for a character
chr_weapon_immune [ai_name:string | script_id:int] - makes a character weapon immune - chr_weapon_immune(vat_bot_1); // *chr_weapon_immune 0*
chr_boss_shield [ai_name:string | script_id:int] - turns on the boss shield for a character - chr_boss_shield OutroNinja
chr_wait_animstate [ai_name:string | script_id:int] [anim_name:string] - waits for a character to reach a specific animation state - chr_wait_animstate 0 run_slide
chr_wait_animtype [ai_name:string | script_id:int] [anim_name:string] - waits for a character to play a specific animation type - chr_wait_animtype 0 jump
chr_wait_animation [ai_name:string | script_id:int] [anim_name:string] - waits for a character to play a specific animation - chr_wait_animation 0 KONSPRrun_lt KONSPRrun_rt
chr_envanim_stop [ai_name:string | script_id:int] - stops any environment animation on a character - chr_envanim_stop IntroNinja
chr_envanim_block [ai_name:string | script_id:int] anim:string [norotation:string{"norotation"}] - plays an environment animation on a character and blocks - chr_envanim_block 110 OutroNinjaBox01 norotation
chr_envanim [ai_name:string | script_id:int] anim:string [norotation:string{"norotation"} | ] - plays an environment animation on a character - chr_envanim 111 OutroNinjaBox01 norotation
chr_animate_block [ai_name:string | script_id:int] anim_name:string [num_frames:int] [interp_frames:int] - plays an animation on a character and blocks until done - chr_animate_block 0 KONOKOlev11_cnsl_idle 300
chr_animate [ai_name:string | script_id:int] anim_name:string [num_frames:int] [interp_frames:int] - plays an animation on a character - chr_animate 0 KONOKOcycle_ride 500
chr_holdkey [ai_name:string | script_id:int] key_name:string num_frames:int - forces a character to hold a key down for some frames
playback_debug film_name:string - dumps stats for a playback film
chr_playback_debug film_name:string - dumps stats for a playback film
playback_block [ai_name:string | script_id:int] film_name:string [mode:string{"fromhere" | "interp"}] [num_frames:int] - plays back a film and blocks until complete - playback_block Start_Friend_1 roll fromhere // playback_block hangar1f_enemy_2 bomber_jump interp 30
chr_playback_block [ai_name:string | script_id:int] film_name:string [mode:string{"fromhere" | "interp"}] [num_frames:int] - plays back a film and blocks until complete
playback [ai_name:string | script_id:int] film_name:string [mode:string{"fromhere" | "interp"}] [num_frames:int] - plays back a film - Hangar1_A_Striker_1 hangar1_striker1 interp 30
chr_playback [ai_name:string | script_id:int] film_name:string [mode:string{"fromhere" | "interp"}] [num_frames:int] - plays back a film
ai2_takecontrol on_off:int{0 | 1} - makes the AI movement system take control of the player - ai2_takecontrol 1
chr_nocollision [ai_name:string | script_id:int] on_off:int{0 | 1} - disables collision for a character - chr_nocollision 0 1
chr_teleport [ai_name:string | script_id:int] flag_id:int - teleports a character to a flag - chr_teleport 0 105
chr_facetoflag [ai_name:string | script_id:int] flag_id:int - snaps a character's facing to a flag's facing - chr_facetoflag IntroNinja 600
chr_unlock_active [ai_name:string | script_id:int] - unlocks the character active
chr_lock_active [ai_name:string | script_id:int] - locks the character active - chr_lock_active IntroMuro
chr_delete [ai_name:string | script_id:int] - deletes a character - chr_delete liliput_striker_1
chr_create script_id:int [start_create:string{"start"} | ] - creates a character from a .txt file - chr_create 1050 start
cm_barabus [ai_name:string | script_id:int] away:float up:float time:int - special camera for barabus
lock_keys [key_name:string] - locks keys out - lock_keys // lock_keys keys_all (keys_reload, keys_hypo, keys_walk, keys_inventory, keys_action, keys_pause, keys_attack, keys_crouch, keys_jump, keys_movement)
splash_screen texture:string - displays a splash screen - splash_screen warehouse_splash_screen
message_remove [message:string] - removes a currently displayed message - message_remove c01_50_23
message message:string [timer:int] - sends a message from the subtitle file - message begin_fight 240
restore_game (null) - restores the game - restore_game
save_game save_point:int [type:string{"autosave"}] - saves the game - save_game 1 autosave
timer_stop (null) - stops the countdown timer - timer_stop
timer_start duration:float script:string - starts the countdown timer - timer_start 30 pipe1b
slowmo duration:int - starts the slowmotion timer - slowmo 120
lose (null) - lose this level - lose
win (null) - win this level - win
dmsg astring:string - debugging message - *dmsg "[b. hello]"*
### [b. hello] ==> b stands for blue, it's the colour of the word hello
dprint astring:string - debugging print - dprint last_guards_activated
cutscene_sync (null) - marks a point in a cutscene - cutscene_sync on
end_cutscene (null) - ends a cutscene - end_cutscene
begin_cutscene (null) - begins a cutscene - begin_cutscene
env_shade gq_ref:int gq_ref:int r:float g:float b:float - sets the shade of a block of objects - env_shade 1500 1501 .9 .8 .9
env_show gq_ref:int on_off:int{0 | 1} - turns on or off specified parts of the environment - env_show 31 1
env_texswap gq_start:int tex_name:string - swaps an environment texture
fade_out [r:float | r:int] [g:float | g:int] [b:float | b:int] ticks:int - fades the screen out - fade_out 0 0 0 120
fade_in ticks:int - fades the screen in - fade_in 120
input on_off:int{0 | 1} - turns input on or off - input 0
letterbox start_stop:int{0 | 1} - starts or stops letterboxing - letterbox 0
env_broken gq_ref:int [gq_endref:int] - computes the number of objects in a range that have all their glass broken - env_broken(3001, 3018);
env_setanim_block obj_id:int object_name:string - sets up an animation: blocks until completed
env_setanim obj_id:int object_name:string - sets up an animation for an object - env_setanim 52 truckcabstop
env_anim_block obj_id:int [ obj_id:int] - initiates a environment animation: blocks until completed
env_anim obj_id:int [ obj_id:int] - initiates a environment animation for an object - env_anim 901 906
obj_create obj_id:int [obj_id:int] - creates a range of objects - obj_create 81 82
obj_kill obj_id:int [obj_id:int] - kills a range of object - obj_kill 100 104
obj_shade obj_id:int [obj_id:int] r:float g:float b:float - turns display of an object on or off - obj_shade 801 801 .4 .4 .4
obj_force_draw obj_id:int [obj_id:int] - locks an object as visible - obj_force_draw 501 504
obj_show obj_id:int [obj_id:int] - shows an object - obj_show 481 481
obj_hide obj_id:int [obj_id:int] - hides an object
cm_reset [maxspeed:float] [maxFocalAccel:float] - resets the camera - cm_reset
cm_wait (null) - makes the camera wait until it is no longer busy - cm_wait
cm_detach (null) - detaches the camera - cm_detach
cm_orbit_block speed:float [stopangle:float] - puts the camera in orbit mode - *cm_orbit_block 2 180*
### IMO the same as cm_orbit
cm_orbit speed:float [stopangle:float] - puts the camera in orbit mode - cm_orbit .1
cm_interpolate_block anim_name:string num_frames:int - initiates a camera interpolation - cm_interpolate_block OutroCam05 180
cm_interpolate cam_name:string num_frames:int - initiates a camera interpolation - cm_interpolate GrifCam01 180
cm_anim_block cam_spec:string{"move" | "look" | "both"} anim_name:string - initiates a camera animation - cm_anim_block both OutroCam04
cm_anim cam_spec:string{"move" | "look" | "both"} anim_name:string - initiates a camera animation - cm_anim both OutroCam03
Aiming
am_hit_everything - makes the laser pointer hit all objects
am_invert - inverts the aiming - *am_invert = 1*
am_show_filenames - dumps the closest GQ index file/obj name to console - *am_show_filenames = 1*
am_show_axes - shows world axes
am_show_closest - dumps the closest GQ index to console
Bink
movie_play name:string - function to start a movie playing
Camera
cm_jello mode:int{0 | 1} - toggles camera Jello(tm) mode - cm_jello 1
cm_jello_amt - !no description!
cm_jello_radius - !no description!
cm_canter_unarmed - camera canter - *cm_canter_unarmed = 30*
cm_canter_weapon - camera canter
cm_distance - camera distance - *cm_distance = 200*
cm_height - camera height - *cm_height = 50*
cm_plane_test - jello camera plane test
Character
chr_show_lod - shows the current lod of the main character - *chr_show_lod = 1*
chr_show_bnv - shows the bnv of the main character - *chr_show_bnv = 1*
hang when:string{"now"} - hangs the game (used for testing error handling)
crash when:string{"now"} - crashes the game (used for testing error handling)
print_state state:int - prints an anim state
print_type type:int - prints an anim type
chr_who (null) - lists all the players
corpse_reset - resets corpses to their initial state
make_corpse corpse_name:string - makes a corpse
fall_back (null) - makes the player character fall back - *fall_back*
fall_front (null) - makes the player character fall front - *fall_front*
chr_kill_all_ai (null) - kills all the AI
chr_draw_dot (null) - draws a dot at a specified location
chr_weapon chr_index:int [weapon_name:string | weapon_num:int] - Sets the weapon for a give character
chr_set_class chr_index:int [class_name:string | class_index:int] - Sets the character class of a specific character
chr_display_combat_stats chr_index:int - Displays the characters combat stats
chr_main_class [class_name:string | class_index:int] - Sets the main characters class
chr_location_settocamera chr_index:int - Sets the location of any character to the camera location
chr_location chr_index:int [loc_x:float loc_y:float loc_z:float] - Sets the location of any character
goto [loc_x:float loc_y:float loc_z:float] - Sets the location of the player character
chr_disarm chr_index:int - Disarms a character or everyone
chr_health chr_index:int [hit_points:int] - Sets character's health - chr_health 0 300
### IMO the same as chr_set_health
chr_focus chr_index:int - Selects what character to control
### needs ai2_spawnall
wp_pow_adjustment - !no description!
wp_scale_adjustment - !no description!
chr_mini_me - Decreases the size of the main character - *chr_mini_me = 1*
chr_mini_me_amount - Controls the size of the main character - *chr_mini_me_amount = 20*
### needs chr_mini_me = 1
chr_big_head - Draws everyone with a big head - chr_big_head = 1
chr_big_head_amount - Controls the size of the big head - *chr_big_head_amount = 5*
### needs chr_big_head = 1
chr_auto_aim_dist - distance for auto aiming
chr_auto_aim_arc - number of degress of auto aiming arc
chr_aim_width - number of degress of aiming width
chr_block_angle - controls the angle at which the characters can block
chr_collision_grow - sets character bounding box collision grow amount
cm_lookspring_percent - at what percent of lookspring fight mode turns off
chr_debug_target [chr_index: int] - Selects the character debugging target - *chr_debug_target = 1*
### needs chr_debug_characters = 1
chr_show_movement - Enables movement debugging information for characters
chr_lod - forces a given lod if it is between 0 and 4
chr_death_fade_frames - the number of game ticks until charaters fade over
chr_death_fade_start - the number of game ticks until charaters begin to fade
gs_show_corpses - show corpses - *gs_show_corpses = 0*
wp_force_no_scale - !no description!
wp_force_half_scale - !no description!
wp_force_scale - !no description!
marketing_line_off - turns the laser line off - marketing_line_off = 1
chr_disable_melee - Turns off all melee damage
chr_debug_collision - Turns on/off debugging of collision
chr_print_sound - Turns on printing of the sound effect
chr_debug_sphere - Enables sphere tree debugging for characters - *chr_debug_sphere = 1*
chr_debug_overlay - Enables debugging information for overlays - *chr_debug_overlay = 1*
chr_debug_characters - Enables debugging information for characters - *chr_debug_characters = 1*
chr_draw_aiming_vector - Enables drawing of the aiming vector - *chr_draw_aiming_vector = 1*
chr_draw_facing_vector - Enables drawing of the facing vector - *chr_draw_facing_vector = 1*
chr_active - Enables character activity - *chr_active = 0*
chr_enable_collision - Enables character collision - *chr_enable_collision = 0*
chr_debug_aiming_screen - turns on aiming screen debugging
saved_film_character_offset - !no description!
chr_debug_impacts - Prints debugging info about character melee impacts
gs_show_shadows - Enables character shadows - *gs_show_shadows = 0*
chr_corpse_fade_offscreen - Makes corpses fade when they are offscreen
show_laser_env_collision - Draws laser / environment collisions
show_chr_env_collision - Draws character / environment collisions - *show_chr_env_collision = 1*
chr_draw_all_characters - forces the drawing of all characters - *chr_draw_all_characters = 1*
### Oni can't draw more than 32 characters at once (33 inclusive Konoko)
chr_pin_character - pins a character to the ground - *chr_pin_character = 1*
chr_draw_weapon - controls drawing of weapons - *chr_draw_weapon = 0*
chr_debug_trigger_quad - controls trigger quad debugging - *chr_debug_trigger_quad = 1*
chr_collision_box - toggles character bounding box / bounding sphere collision
debug_impacts - prints impacts as they occur
chr_debug_fall - controls debugging falling
chr_debug_pathfinding - control pathfinding debugging
chr_weapon_auto_aim - enables auto aiming
debug_gun_behavior - enable AI gun behavior debugging
debug_scripts - enable script debugging
debug_triggers - enable trigger volume debugging
door_drawframes - draws doorframes for all unplaced doors
footstep_flash - footstep flash mode - *footstep_flash = 1*
chr_debug_footsteps_verbose - verbose footstep debugging mode
chr_debug_footsteps - footstep debugging mode
chr_all_active - forces all characters to be active - *chr_all_active = 1*
chr_disable_visactive - disable visibility activation - *chr_disable_visactive = 1*
spatial_footsteps - spatial footsteps
saved_film_loop - !no description!
Cinematics
??? cinematic_border - !no description! ???
cinematic_stop bitmap_name:string end:int velocity:float - stop the display of a cinematic insert - cinematic_stop (KONtalkangryfront, 16, 20)
cinematic_start bitmap_name:string draw_width:int draw_height:int start:int end:int velocity:float mirror:bool - start the display of a cinematic insert - cinematic_start (MUROtalking, 180, 180, 15, 1, 15, false)
cinematic_yoffset - Offset from the horizontal edge of the screen for the cinematic insert
cinematic_xoffset - Offset from the vertical edge of the screen for the cinematic insert
Film
sc_bind_f2 - binds f2 to a specific animation
sc_bind_f3 - binds f3 to a specific animation
sc_focus chr_index:int - sets which character we're authoring for a film
GameSettings (Cheats)
carousel - Slow Motion Enabled / Slow Motion Disabled
killmequick - Ultra Mode Enabled / Ultra Mode Disabled
fistsoflegend - Fists Of Legend Enabled / Fists Of Legend Disabled
munitionfrenzy - Weapons Locker Created
moonshadow - Phase Cloak Enabled / Phase Cloak Disabled
elderrune - Regeneration Enabled / Regeneration Disabled
behemoth - Godzilla Mode Enabled / Godzilla Mode Disabled
chenille - Daodan Power Enabled / Daodan Power Disabled
roughjustice - Gatling Guns Enabled / Gatling Guns Disabled
reservoirdogs - Last Man Standing Enabled / Last Man Standing Disabled
superammo - Super Ammo Mode Enabled / Super Ammo Mode Disabled
minime - Mini Mode Enabled / Mini Mode Disabled
bighead - Big Head Enabled / Big Head Disabled
loselevel - Instantly Lose Level
winlevel - Instantly Win Level
glassworld - Glass Furniture Enabled / Glass Furniture Disabled
fatloot - Fat Loot Received
canttouchthis - Unstoppable Enabled / Unstoppable Disabled
touchofdeath - Omnipotence Enabled / Omnipotence Disabled
liveforever - Invincibility Enabled / Invincibility Disabled
shapeshifter - Change Characters Enabled / Change Characters Disabled (change character with F8)
GameState
debug_env_anim name:string - draws a line for an environment animation
gs_fov_set fov_degrees:float - sets the field of view - *gs_fov_set 300*
gs_farclipplane_set plane:float - sets the far clipping plane - gs_farclipplane_set 5000
perf_prefix (null) - sets the perf prefix
save_point - which save point we are on - save_point = 1;
draw_every_frame_multiple - draw every frame multiple
chr_buffer_size - 0 = normal buffer, otherwise buffer duration
gs_screen_shot_reduce - 2^n amount of reduction
gs_input_accel - Use this to control the input sensitivity
sync_debug - enables sync debugging
fast_lookup - enables fast lookup
debug_consoles - prints debugging information about console usage
ob_show_debug - enable physics debugging visuals - *ob_show_debug = 1*
### visible, when opening a door
gs_show_environment - Turns on doing the environment - *gs_show_environment = 0*
### Oni crashed
gs_sleep - Turns on a call to sleep to make debugging easier
show_performance_gsu - !no description!
show_performance_gsd - !no description!
show_performance - Enables performance display - *show_performance = 1*
unstoppable - makes player unstoppable
omnipotent - makes player omnipotent - omnipotent = 1
invincible - makes player invincible - invincible = 1
fast_mode - makes the game run fast - *fast_mode = 1*
draw_every_frame - forces drawing of every frame - *draw_every_frame = 1*
wait_for_key - makes the game wait for a key before level load - *wait_for_key = 0*
### IMO only impossilbe for in-game scripts
single_step - puts the game in single step mode - *single_step = 1*
### no key for next step
gs_show_scripting_count - shows the count of active scripting contexts
gs_show_physics_count - shows the count of physics
gs_show_object_count - shows the count of objects
env_show_quad_count - shows the count of visable environment quads
gs_stable_ear - makes the ear stable
chr_debug_handle - turns on debugging for the handle code
gs_show_ui - Turns on the ui - *gs_show_ui = 0*
gs_show_objects - Turns on the drawing of objects *gs_show_objects = 0*
gs_show_characters - Turns on the drawing of characters - *gs_show_characters = 0*
gs_show_sky - Turns on the sky
gs_show_particles - Turns on the drawing of particles - *gs_show_particles = 0*
InGameUI
??? new_objective - !no description!
ui_suppress_prompt - Suppresses UI prompting about new objectives or moves - ui_suppress_prompt = 1
ui_flash_element element_name:string fill:int - sets part of the HUD to flash or not flash - ui_flash_element compass 1 (health)
ui_fill_element element_name:string fill:int - sets part of the HUD to completely filled
ui_show_element element_name:string show:int - shows or hides part of the HUD - *ui_show_element left 1*
ui_show_help enable:int - debugging: enables the HUD help overlays - *ui_show_help 1*
text_console name:string - Turns on the text console display - text_console level_6d
target_max_distance - Sets the distance at which the radar will start to change from its minimum
target_set flag_id:int min_distance:float - Sets the target to the specified flag - target_set(7085,30.00)
objective_complete - Plays the objective-complete sound
objective_set page:int [make_silent:string{"silent"}] - Sets the current objective page - objective_set(1) // objective_set(7,silent)
diary_page_unlock page:int - Unlocks a specific diary page on the current level
Mokoto
m3_quality_set quality:string - sets the current graphics quality
m3_display_set device_index:int mode_index:int - sets the active display mode
m3_display_list - lists all the display modes
m3_engine_set geom_engine:int draw_engine:int - sets the active engine
m3_geom_engine_list - lists all the engines
m3_draw_engine_list - lists all the engines
m3_buffer_clear - toggles buffer clear
m3_double_buffer - toggles double buffer mode - *m3_double_buffer = 0*
### if m3_double_buffer = 0, the display flickers a lot and you can't exit Oni anymore
m3_zcompareon - true if zcompare is on
m3_texture - !no description!
m3_fill_solid - toggles wireframe/solid - *m3_fill_solid = 0*
m3_shade_vertex - vertex shader on/off - *m3_shade_vertex = 0*
m3_clear_color - !no description!
Particle
p3_debug_collision - Enables collision debugging display
p3_furniture_breakable - Makes all furniture breakable - *p3_furniture_breakable = 1*
p3_everything_breakable - Makes every quad breakable - *p3_everything_breakable = 1*
p3_glass_breakable - Enables breakable glass - *p3_glass_breakable = 1*
p3_show_env_collision - Draws particle / environment collisions - *p3_show_env_collision = 1*
### only visible, when a bullet hits a solid plane
p3_daodan_disable (null) - Disables parts of the daodan shield (for debugging)
p3_stopall (null) - Stops all environmental particles
p3_startall (null) - Creates and starts all environmental particles
p3_writeusedparticles (null) - Writes all particles used on this level to a text file - *p3_writeusedparticles*
p3_dumpparticles (null) - Dump all particles to a text file - *p3_dumpparticles*
p3_removedangerous (null) - Removes all "dangerous projectile" particles by making their lifetime expire - p3_removedangerous
p3_printtags (null) - Prints out all environmental particles with tags
particle (null) - Sends a command to environmental particles with a given tag
particle_temp_kill (null) - Kills any temporary particles - particle_temp_kill
particle_temp_stop (null) - Stops temporary-particle-creation mode - particle_temp_stop
particle_temp_start (null) - Starts temporary-particle-creation mode - particle_temp_start
p3_callevent particle_class:string event_index:int - Triggers an event on all P3 particles of a specified class
p3_count (null) - Lists a count of P3 particles
p3_killnearest [no_recreate:bool] - Kills the nearest P3 particle
p3_killall (null) - Kills all P3 particles
p3_spawn particle_class:string [velocity:float] - Spawns a new P3 particle
Script
script_reload (null) - reload scripts for a level
Sky
sky_height - !no description!
sky_show_planet - Toggles display of the planet (sun/moon)
sky_show_stars - Toggles display of the stars
sky_show_skybox - Toggles display of the skybox - *sky_show_skybox = 0*
sky_show_clouds - Toggles display of the clouds
sky_show_sky - Toggles display of the sky
Sound
sound_objects_reset (null) - reloads the sounds objects
sound_list_broken_links (null) - function writes a list of sounds which have broken links to a file - *sound_list_broken_links*
### creates a BrokenSoundLinks.txt file
sound_impulse_play name:string [volume:float] - function plays an impulse sound - sound_impulse_play glass_big 1.0
sound_ambient_volume name:string [volume:float] [time:float] - function to set the volume of a playing ambient sound - sound_ambient_volume alarm_loop .35 1.0
sound_ambient_stop name:string - function to stop an ambient sound - sound_ambient_stop alarm_loop
sound_ambient_start name:string [volume:float] - function to start an ambient sound - sound_ambient_start alarm_loop
sound_dialog_play_interrupt name:string - function to interrupt the current character dialog and play a new one - sound_dialog_play_interrupt c00_01_66shinatama
sound_dialog_play_block name:string - function to start character dialog playing after the current dialog finishes - sound_dialog_play_block c00_01_67shinatama
sound_dialog_play name:string - function to start character dialog playing - sound_dialog_play c00_01_18shinatama
sound_music_volume name:string volume:float [time:float] - function to set the volume of playing music - sound_music_volume mus_asian 0.35 1.0
sound_music_stop name:string - function to stop playing music - sound_music_stop mus_asian
sound_music_start name:string [volume:float] - function to start music playing - sound_music_start mus_asian 0.75
Sound System 2
sound_show_debug - Displays sound debugging info - *sound_show_debug = 1*
Weapon
powerup_reset (null) - resets all placed powerups to their starting points
weapon_reset (null) - resets all unheld weapons to their starting state
give_powerup powerup_name:string [amount:int] [character:int] - Gives a powerup to a character - give_powerup ammo
wp_disable_fade - Disables weapon fading - wp_disable_fade = 1
wp_fadetime - Sets free time for powerups
wp_hypostrength - Sets strength of hypo spray
recoil_return_speed - return speed
recoil_factor - factor
recoil_max - max
recoil_base - base
recoil_edit - enables editable recoil
wp_kickable - lets the player kick weapons
debug_weapons - prints debugging info about weapon particle events - *debug_weapons = 1*
--- second part ---
BFW_Akira
env_ray_number - sets the number of rays to cast - *env_ray_number = 1*
env_highlight_gq - highlights a particular gq - *env_highlight_gq = 1*
env_show_ghostgqs - When true show ghost GQs
env_show_octnode_gqs - When true the environment only renders triangles in the octnode that contains the manual camera
env_show_leafnodes - Enables display of environment octtree leaf nodes
env_show_octtree - Enables display of environment octtree traversal
env_drawfrustum - Draw the frustum around the environment camera
env_collision - Enables environment collision
env_drawvisonly - Draw only the GQs used for visibility
env_drawallgqs - Draw all the GQs
env_show_rays - Draw the rays
env_show_stairflagged - Show specially flagged noncollision quads
BFW_Console
co_toggle_text (null) - cycles console text color
console_print (null) - dumps all arguments
co_show_all (null) - Shows all registered variables and commands - *co_show_all*
### creates an empty Console_Docs.txt file
co_message_display - enables text message display
co_display - enables console display
co_priority - changes the priority of messages to display on the console
co_fade_time - The fade time of the console
BFW_LI_Platform_Win32
li_center_cursor - Should we center the cursor - *li_center_cursor = 0*
BFW_LocalInput
unbindall (null) - removes all bindings - *unbindall*
unbind input_name:string - removes a binding from a input function - *unbind w*
bind input_name:string to:string{"to"} input_function:string - binds an input to a function - *bind numpad0 to forward*
BFW_Mokoto
??? gl_fog_disabled - fog disabled ???
gl_disable_depth_reads - disable_depth_reads
gl_fog_end_changeto end_val:float [frames:int] - changes the fog end distance smoothly
gl_fog_start_changeto start_val:float [frames:int] - changes the fog start distance smoothly - gl_fog_start_changeto .995 30
gl_fog_blue val:float - fog blue - gl_fog_blue = .15
gl_fog_green val:float - fog green - gl_fog_green = .15
gl_fog_red val:float - fog red - gl_fog_red = .15
gl_fog_start val:float - fog start - gl_fog_start = .975
gl_fog_end val:float - fog end - gl_fog_end = 1
BFW_Object
ph_status (null) - !no description!
ph_show_collisions - toggle display of colliding quads - *ph_show_collisions = 1*
### imo the same as show_chr_env_collision = 1
ph_active - enable physics - *ph_active = 0*
ph_debug_keyforces - Toggle keyboard applied forces
BFW_Totoro
tr_stop_lookup (null) - !no description!
tr_write_lookup file_name:string - !no description! - *tr_write_lookup test.txt*
tr_write_collection collection_name:string file_name:string - writes all animations of a charcter to a file - *tr_write_collection konoko_animations animcoll.txt*
tr_write_animation anim_name:string file_name:string - writes a animation of a character to a file - *tr_write_animation KONSPRrun_lt anim.txt*
--- third part ---
OT_Character
character_name_distance - Specifies the distance from the camera that character names no longer draw
show_characters - Enables the display of character starting positions
OT_Door
door_pop_lighting - uses bad door lighting
door_show_activation - Draws a circle where door activates
door_ignore_locks - Disables all door locks - *door_ignore_locks = 1*
door_show_debug - Shows debug geometry
OT_Flags
flag_view_prefix prefix:string - View flags with a specific prefix
flag_name_distance - Specifies the distance from the camera that flag names no longer draw
show_flags - Enables the display of flags
flag_new_id - Specifies the id for a new flag
OT_PatrolPoint
patrolpath_name_distance - Specifies the distance from the camera that patrol point names no longer draw
show_patrolpaths - Enables the display of AI patrol path objects
OT_Sound
show_sound_rectangles - Sound rectangles will always be drawn, not just when a sound Rectangle is selected
show_sound_spheres - Sound spheres will always be drawn, not just when a sound sphere is selected
show_sound_all - Sound rings will always be drawn, not just when a sound is selected
OT_Trigger
laser_alpha - !no description!
fx_laser_width - !no description!
show_triggers - Enables the display of triggers
OT_Turret
show_turrets - Enables the display of turrets
turret_show_debug - Enables the display of turret debug lines
---
end
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