Message |
Parameters |
Description |
A_Play3DSound |
sound category name, sound name, attachment bone name
(empty = no bone attachment) |
Plays a 3D sound in game world |
A_PlayFloating3DSound |
sound category name, sound name, create to bone
(empty = no bone offset) |
Same as A_Play3DSound but it never moves from it's starting position |
A_PlayMusic |
song name |
|
A_PlayMusicAt |
song name, playing position (seconds), fade time |
start playing music at defined spot |
A_PlaySound |
Sound category name, Sound name |
Plays a 2D sound |
A_StopAll3DSounds |
bone name
(empty = stop all) |
Stops all 3dsounds played from the defined bone |
A_SetVolumeOverride |
volume |
Resets volume of the specified object, 0 - 1.0 |
A_RemoveVolumeOverride |
|
removes a set A_SetVolumeOverride |
AI_AddCommand |
move, act, command |
AI control |
AI_AddPatrolCommand |
1st waypoint, 2nd waypoint, 3rd waypoint |
|
AI_Dump |
|
Dumps receivers AI state |
AI_EnableFeeling |
bool |
Whether a character can feel |
AI_EnableHearing |
bool |
Whether a character can hear |
AI_EnablePerceiving |
bool |
Whether a character has any senses |
AI_EnableSeeing |
bool |
whether a character can see |
AI_EnableVisualization |
bool |
Visualizes AI functionality |
AI_EnableVoiceEvents |
bool |
Controls automatic voice events |
AI_PushCommand |
move, act, command |
Similar as AI_AddCommand, except that it bypasses all previously stacked commands |
AI_PushPatrolCommand |
1st waypoint, 2nd waypoint, 3rd waypoint |
Similar as AI_AddPatrolCommand, except that it bypasses all previously stacked commands |
AI_ResetOnActivate |
|
Resets OnActive event |
AI_RevealTarget |
|
Reveals the location of character's set target |
AI_SetTactic |
tactic name |
Sets a tactic mode |
AI_SetTarget |
target name/group |
|
AI_SetTargetGroups |
group 1 name, group 2 name |
Sets two groups as targets |
AI_StopScripting |
|
Stops current scripting and makes the character return to tactic mode |
AIN_CreateAIBlock |
radius |
Creates a dynamic AI block which blocks the AI net |
AIN_RemoveAllAIBlocks |
|
Removes all AI blocks |
C_AddHealth |
amount (>0) |
|
C_AnimateTexture |
group, frame, timeout (0 = forever) |
Obsolete? Might work, but is not currently in use. |
C_CauseDamage |
Amount (>0) |
|
C_DisplayCrosshair |
bool |
|
C_Dump |
|
Dumps character info to console. Debug feature. |
C_EnableAutoAimTarget |
bool |
|
C_EnableDOCollisions |
bool |
Toggles character collisions against dynamic objects |
C_EnableCinematicMode |
bool |
Enables cinematic mode. In cinematic mode the character has no generic collisions nor gravity and it enables the use of cinematic lighting |
C_EnableEyeBlink |
bool |
Toggles character eye blinking. The eyes will be left at the state they are in when the message is sent |
C_EnableProjectileCollisions |
bool |
Toggles character's collisions against projectiles |
C_EnableShadow |
bool |
Toggles character's shadows |
C_ShowSkinItem |
skin item name, visible (bool) |
Controls character skin items like helmets or ear radios |
C_ForceUpdate |
duration |
Forces an update to the character |
C_FreeRagdoll |
X random rotation (m/s), Y random roration (m/s), Z random rotation (m/s) |
Activates ragdolls for a character |
C_Hide |
bool |
Controls character visibility. Character will not be processed at all when hidden |
C_Jump |
Velocity change upwards (m/s) |
|
C_Kill |
Static death animation index (0-4), 0 kills to current animation pose |
|
C_PickupAmmo |
weapon name, amount |
Gives character ammo |
C_PickupWeapon |
weapon name |
Gives character a weapon |
C_Reload |
|
Forces character to reload weapon |
C_RemoveAllWeapons |
Weapon name
(left with infinite ammo) |
|
C_RemoveAllWeaponsMelee |
Weapon name (left as melee) |
|
C_SetAnimationDumping |
bool |
Dumps characters animation states |
C_SetCinematicLighting |
bool, float heading angle (0..360), float pitch angle (-90..90) |
Sets cinematic lighting for a character. Character must be in C_EnableCinematicMode(true); |
C_SetDodgeImmortal |
bool |
|
C_SetHealth |
amount (0-1.0) |
Sets character health |
C_SetIdle |
animation name, looping (bool) |
|
C_SetImmortal |
bool |
|
C_SetInfiniteAmmo |
weapon name, bool |
|
C_SetInvulnerable |
bool |
|
C_SetCombatAnimations |
bool |
Makes the character use combat animations |
C_SubAnimate |
subanimation name |
Does a subanimation |
C_Teleport |
Waypoint / Trigger / FSM name |
|
C_Use |
|
Character activates a use trigger |
CAM_AnimateAbsolute |
camera path name, room name |
|
CAM_AnimateInPlace |
camera path name |
|
CAM_AnimateParented |
camera path name |
|
CAM_AnimatePlayerParented |
camera path name |
|
CAM_AttachToDO |
skippable (bool) |
Attaches the camera to a dynamic object |
CAM_AttachToDOWithLookAt |
target name (character/fsm/do), skippable (bool) |
Attaches the camera to a dynamic object with a target, which the camera then follows |
CAM_DetachFromDO |
|
detaches the camera from any do and returns to player view |
DG_CreateDanger |
radius, duration, explosion (bool) |
Creates a danger zone |
DG_RemoveAllDangers |
|
Removes all danger zones originated from the receiver object |
DO_Animate |
animation name |
Runs a specified animation on the dynamic object |
DO_TextureAnimate |
texture animation command |
Runs a texture animation on the dynamic object |
DO_EnableCharacterCollisions |
bool |
Toggles collisions against characters |
DO_EnableContinuousUpdate |
bool |
Toggles continous updated |
DO_EnablePhysics |
bool |
Release dynamic object to physics |
DO_Hide |
bool |
Toggles dynamic object visibility. Hidden objects will not be updated |
DO_InvertAnimation |
|
Inverts dynamic object animation |
DO_PauseAnimation |
duration |
Pauses dynamic object animation for a specified time |
DO_ResumeAnimation |
|
Resumes stopped dynamic object animation |
DO_SetHitpoints |
amount |
Sets hitpoints for a dynamic object |
DO_StopAnimation |
|
stops dynamic object animation |
FSM_Randomize |
|
Randomizes the state the object is in |
FSM_Send |
Command name |
Sends a custom event |
FSM_SendConditional |
command name, StoryEvent name |
Sends the specified custom event if the specified storyevent is set to TRUE |
FSM_Switch |
state name |
Switches object state |
FSM_StartTimer |
FSM timer name |
starts a timer |
FSM_PauseTimer |
FSM timer name |
pauses a timer |
FSM_ResumeTimer |
FSM timer name |
resumes a paused timer |
GM_ChangeControlledGameSpeed |
target multiplier, fade time |
|
GM_ChangeFog |
target FOG color, FOG start (meters), FOG end (meters), fade time |
|
GM_ChangeFOV |
target multiplier, fade time |
|
GM_ChangeGameSpeed |
target multiplier, fade time |
|
GM_ChangeGlobalGameSpeed |
target multiplier, fade time |
|
GM_ChangeMotionBlur |
target blur amount, color multiplier RGB, wave speed, wave amplitude, fade time |
|
GM_ChangeRemapEffect |
target remap amount (0..1), color multiplier RGB, fade time |
|
GM_EnableBulletTime |
bool |
|
GM_EnableBulletTimeBlock |
bool |
|
GM_EnableExit |
exit name, bool |
Toggles exits |
GM_EnableExitAIActivation |
exit name, bool |
|
GM_Init |
level name |
|
GM_PrintFSM |
bool |
|
GM_PrintScene |
bool |
|
GM_RedirectInput |
trigger name
(empty = detach input redirection) |
|
GM_ResetLevelItems |
|
|
GM_SendEndOfGameMessages
|
|
Sends the messages defined in data\difficulty.txt, according to current game level |
GM_SendMessageBatch |
message batch name |
|
GM_SetCameraCollisions |
bool |
|
GM_SetDebugFrameLength |
frame length, step-by-step mode |
|
GM_SetGameLevel |
gamelevel name |
|
GM_SetPlayerControlledSlowMotion |
amount (0-1.0) |
|
GM_SetPlayerControls |
bool |
|
GM_TransferPlayerWeaponTo |
character name |
|
GM_SetSecondaryCharacter |
character name |
Enables a health tracker on the hud of the specified character. Can not be toggled off |
GM_SetPlayerLookAtCharacter |
character name, radius |
Makes the player look at the specified character if in range |
GM_SetStoryEventOccured |
storyevent name, occured (bool) |
|
GM_ClearAllStoryEvents |
|
|
GM_DumpStoryEvents |
|
|
GM_StorePlayerInventory |
slot (0 = cinematics, 1 or 2) |
Stores player inventory in specified slot |
GM_RestorePlayerInventory |
slot (0 = cinematics, 1 or 2) |
|
LI_ActivateLevelItem |
bool |
|
LI_CreateLevelItemToBone |
levelitem name, count, bone name |
|
LI_RemoveLevelItem |
|
|
MPGNM_Dump |
|
|
MPGNM_MarkAllNotesRead |
|
|
MPGNM_PickUpNote |
graphic novel page name |
|
MPGNM_RemoveAllNotes |
|
|
MPGNM_RemoveNote |
graphic novel page name |
|
MPHM_ChangeHUDVisibility |
target multiplayer, fade time |
|
MPHM_EnableHUD |
bool |
|
MPHM_FadeToColor |
start color, end color, fade time |
|
MPHM_FlashToColor |
end color, fade in time, stay in time, fade out time |
|
MPHM_Print |
string table string |
|
MPHM_PrintBulletTimeTip |
string table string |
|
MPHM_PrintDirect |
string |
|
MPHM_PrintInventory |
string table string, slot number (0-3) |
|
MPHM_PrintObjective |
string table string, slot number, (0-2) |
|
MPHM_PrintShootDodgeTip |
string table string |
|
MPHM_PrintTip |
string table string |
|
MPHM_PrintTipAlways |
string table string |
|
MPHM_PrintTipNYM |
string table string |
|
MPHM_ShowIntroductionSprite |
string from HUD Introduction sprites |
|
MPHM_ShowObjectives |
|
|
MPS_ConsoleModeToggle |
|
|
MPS_SaveScreenShot |
|
|
MPS_PlayVideo |
pathname to video file, sound track (default 0) |
|
MPS_StatisticsModeToggle |
|
|
P_CreateProjectile |
projectile name, amount |
Creates a projectile to object pivot |
P_CreateProjectileToBone |
projectile name, amount, bone name |
creates a projectile to object bone |
PS_StartEffect |
particle name, bone name
(empty = no bone offset) |
Starts a particle effect |
PS_StopAllEmissions |
bone name
(empty = stop all) |
stops particle effects |
S_AutoSaveGame |
|
|
S_LoadGame |
slot number |
|
S_LoadGameFromFile |
file name |
|
S_LoadLastSavedGame |
|
|
S_ModeSwitch |
mode name |
|
S_ModeSwitchToPreviousMode |
|
|
S_Quit |
|
|
S_SaveGame |
slot number |
|
T_Activate |
|
|
T_Enable |
bool |
Controls whether a trigger is active or not |