FSM Messages in MaxED2

This is the full list of commands available to you in Max Payne 2 and MaxED2. See more about the usage of commands and FSM-scripting from the Dynamic Content article.

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