| _fxAction |
|
| _killfx |
|
| accelSound |
Sets the sound to be played when the mover accelerates. |
| accelTime |
Sets the acceleration time. Set this acceleration time before initiating a new move. |
| accelTo |
Initiates an acceleration to the given speed over the given time in seconds. |
| acos |
|
| activate |
Activates this entity as if it was activated by a trigger. Activator is the entity that caused the action (usually the player). |
| activateTargets |
Causes this entity to activate all it's targets. Similar to how a trigger activates entities. Activator is the entity that caused the action (usually the |
| addToClip |
|
| allowDamage |
|
| allowDrop |
|
| allowHiddenMovement |
normally, when hidden, monsters do not run physics. this enables physics when hidden. |
| allowMovement |
|
| ammoAvailable |
number of shots left in inventory |
| ammoInClip |
|
| angToForward |
Returns a forward vector for the given Euler angles. |
| angToRight |
Returns a right vector for the given Euler angles. |
| angToUp |
Returns an up vector for the given Euler angles. |
| animDistance |
Returns the distance that the anim travels. If the entity has multiple anims with animName, the distance may not match the anim that is played. Use chooseAnim |
| animDone |
Returns true if the animation playing on the given channel is completed considering a number of blend frames. NOTE: weapons only use ANIMCHANNEL_ALL |
| animLength |
Returns the length of the anim in seconds. If the entity has multiple anims with animName, length may not match the anim that is played. Use chooseAnim to get |
| animState |
Sets a new animation state script function for the given channel. |
| animTurn |
enable/disable animation controlled turning. pass in the maximum # of degrees the animation turns. use an amount of 0 to disable. |
| asin |
|
| assert |
Breaks if the condition is zero. (Only works in debug builds.) |
| attackBegin |
|
| attackEnd |
|
| attackMelee |
returns true if the attack hit |
| attackMissile |
returns projectile fired |
| autoReload |
|
| avoidObstacles |
|
| becomeNonSolid |
Makes the moveable non-solid for other entities. |
| becomeRagdoll |
enables the ragdoll if the entity has one |
| becomeSolid |
|
| bind |
binds a command to a key |
| bindPosition |
Fixes this entity's position (but not orientation) relative to another entity, such that when the master entity moves, so does this entity. |
| bindToJoint |
Fixes this entity's position and orientation relative to a bone on another entity, such that when the master's bone moves, so does this entity. |
| bob |
Initiates a translation back and forth along the given vector with the given speed and sphase. |
| burn |
|
| cacheSoundShader |
ensure the specified sound shader is loaded by the system. prevents cache hits when playing sound shaders. |
| callFunction |
calls a function on an entity's script object |
| canBecomeSolid |
|
| canHitEnemy |
|
| canHitEnemyFromAnim |
|
| canHitEnemyFromJoint |
|
| canReachEnemy |
returns true if character can walk to enemy's position. for walking monsters, enemy should be near the floor. |
| canReachEntity |
returns true if character can walk to entity's position. for walking monsters, entity should be near the floor. |
| canReachPosition |
returns true if character can walk to specified position. for walking monsters, position should be near the floor. |
| canSee |
|
| chargeAttack |
|
| checkAnim |
Ensures that the animation exists and causes an error if it doesn't. |
| chooseAnim |
Chooses a random anim and returns the name. Useful for doing move tests on anims. |
| clearAllJoints |
Removes any custom transforms on all joints. |
| clearBurn |
|
| clearEnemy |
|
| clearFlyOffset |
sets the prefered height relative to the player's view height to fly at to the value set in the def file |
| clearJoint |
Removes any custom transforms on the specified joint. |
| clearPersistantArgs |
clears data that persists between maps |
| clearSignal |
Disables the callback function on the specified signal. |
| clearSignalThread |
Clears the script callback function set for when the given signal is raised on the given entity. |
| clipSize |
|
| close |
Closes the door. |
| closePortal |
Closes the renderer portal associated with this mover. |
| closestEnemyToPoint |
Returns the enemy closest to the given location. |
| closestReachableEnemyOfEntity |
finds another character's closest reachable enemy |
| copySpawnArgs |
copies the spawn args from an entity |
| cos |
Returns the cosine of the given angle in degrees. |
| createMissile |
returns projectile created |
| createProjectile |
|
| CrossProduct |
Returns the cross product of the two vectors. |
| debugArrow |
|
| debugBounds |
|
| debugCircle |
|
| debugLine |
line drawing for debug visualization. lifetime of 0 == 1 frame. |
| decelSound |
Sets the sound to be played when the mover decelerates. |
| decelTime |
Sets the deceleration time. Set this deceleration time before initiating a new move. |
| decelTo |
Initiates a deceleration to the given speed over the given time in seconds. |
| directDamage |
|
| disable |
Disables the door. |
| disableAFPush |
|
| disableClip |
|
| disableEyeFocus |
Disables eye focus. |
| disableGravity |
|
| DisableLegIK |
|
| disablePain |
Disables pain animations. |
| disableSplineAngles |
Disables aligning the mover with the spline direction. |
| DisableWalkIK |
|
| disableWeapon |
Lowers and disables the player weapon. |
| distanceTo |
Returns the distance of this entity to another entity. |
| distanceToPoint |
Returns the distance of this entity to a point. |
| DotProduct |
Returns the dot product of the two vectors. |
| drawText |
text drawing for debugging. align can be 0-left, 1-center, 2-right. lifetime of 0 == 1 frame. |
| dropflag |
|
| ejectBrass |
|
| enable |
Enables the door. |
| enableAFPush |
|
| enableAnim |
Enables animation on the given channel. |
| enableClip |
|
| enableDamage |
enable/disable damage |
| enableEyeFocus |
Enables eye focus. |
| enableGravity |
|
| EnableLegIK |
|
| enablePain |
Enables pain animations. |
| enableSplineAngles |
Enables aligning the mover with the spline direction. |
| EnableWalkIK |
|
| enableWeapon |
Enables the player weapon. |
| enemyInCombatCone |
|
| enemyPositionValid |
|
| enemyRange |
|
| enemyRange2D |
|
| entityInAttackCone |
|
| error |
causes an error |
| exitTeleporter |
|
| faceEnemy |
|
| faceEntity |
|
| facingIdeal |
|
| fadeIn |
Fades towards the given color over the given time in seconds. |
| fadeInLight |
Turns the light on over the given time in seconds. |
| fadeOut |
Fades from the given color over the given time in seconds. |
| fadeOutLight |
Turns the light out over the given time in seconds. |
| fadeSound |
Fades the sound on this entity to a new level over a period of time. Use SND_CHANNEL_ANY for all currently playing sounds. |
| fadeTo |
Fades to the given color up to the given alpha over the given time in seconds. |
| findActorsInBounds |
returns an entity within the bounds specified |
| findEnemy |
finds enemy player in PVS |
| findEnemyAI |
finds enemy monster in PVS |
| findEnemyInCombatNodes |
finds enemy player in attack cones |
| finishAction |
Finishes the given wait action. |
| fireMissileAtTarget |
launches a missile at entity specified by 'attack_target'. returns projectile fired |
| firstPerson |
Returns view control to the player entity. |
| flagcapture |
|
| flagreturn |
|
| flashlight |
toggle actor's flashlight |
| footstep |
|
| getAngles |
Returns the current orientation of this entity (relative to bind parent if any). |
| getAngularVelocity |
Gets the current angular velocity of this entity. The angular velocity of a physics object is a vector that passes through the center of mass. The direction of |
| getAnimationLength |
|
| getAnimState |
Returns the name of the current animation state script function used for the given channel. |
| getBlendFrames |
Returns the number of frames to blend between animations on the given channel. NOTE: weapons only use ANIMCHANNEL_ALL |
| getButtons |
Returns the button state from the current user command. |
| getClosestHiddenTarget |
Finds the closest targeted entity of the specified type. |
| getColor |
Gets the color of this entity (shader parms Parm0, Parm1, Parm2). |
| getCombatNode |
|
| getCurrentWeapon |
Returns "weaponX" where X is the number of the weapon the player is currently holding. |
| getCurrentYaw |
|
| getcvar |
Returns the string for a cvar. |
| getDamageGroupScale |
|
| getEmitter |
|
| getEnemy |
|
| getEnemyEyePos |
|
| getEnemyPos |
|
| getEntity |
Returns a reference to the entity with the specified name. |
| getEntityKey |
Retrieves the entity specified by the spawn arg. |
| getFloatKey |
Retrieves the floating point value of a specific spawn arg. |
| getFrameTime |
returns the length of time between game frames. this is not related to renderer frame rate. |
| getGuiParm |
|
| getGuiParmFloat |
|
| getHead |
returns the entity used for the character's head, if it has one. |
| getHealth |
|
| getIdealWeapon |
|
| getIntKey |
Retrieves the integer value of a specific spawn arg. |
| getJointAngle |
returns the angular orientation of the joint in world space |
| getJointHandle |
Looks up the number of the specified joint. Returns INVALID_JOINT if the joint is not found. |
| getJointPos |
returns the position of the joint in world space |
| getJumpVelocity |
|
| getKey |
Retrieves the value of a specific spawn arg. |
| getLightParm |
Gets a shader parameter. |
| getLinearVelocity |
Gets the current linear velocity of this entity. The linear velocity of a physics object is a vector that defines the translation of the center of mass in |
| getMaxs |
Gets the maximum corner of this entity's bounding box. |
| getMins |
Gets the minimum corner of this entity's bounding box. |
| getMove |
Returns the movement relative to the player's view angles from the current user command. vector_x = forward, vector_y = right, vector_z = up |
| getMoveType |
returns the current movetype |
| getName |
Returns the name of this entity. |
| getNextKey |
searches for the name of a spawn arg that matches the prefix. for example, passing in "attack_target" matches "attack_target1", "attack_targetx", |
| getObstacle |
gets the obstacle in the character's path |
| getOrigin |
Returns the current position of this entity (relative to bind parent if any). |
| getOwner |
|
| getPainAnim |
Returns the name of the pain animation. |
| getPersistantFloat |
Returns the floating point value for the given persistant arg |
| getPersistantString |
Returns the string for the given persistant arg |
| getPersistantVector |
Returns the vector for the given persistant arg |
| getPreviousWeapon |
Returns "weaponX" where X is the number of the weapon the player was previously holding. |
| getProjectileState |
gets the current state of the projectile. states are defined in doom_defs.script |
| getRandomTarget |
Finds a random targeted entity of the specified type. |
| getReachableEntityPosition |
returns the position of the entity within the aas if possible, otherwise just the entity position. |
| getShaderParm |
Gets the value of the specified shader parm. |
| getSize |
Gets the size of this entity's bounding box. |
| getState |
|
| getTalkTarget |
returns the entity (player) trying to talk to the character |
| getTarget |
Returns the requested target entity. |
| getTicsPerSecond |
returns the number of game frames per second. this is not related to renderer frame rate. |
| getTime |
Returns the current game time in seconds. |
| getTraceBody |
Returns the number of the body part of the entity which was hit during the last call to trace or tracePoint |
| getTraceEndPos |
Returns the position the trace stopped due to a collision with solid geometry during the last call to trace or tracePoint |
| getTraceEntity |
Returns a reference to the entity which was hit during the last call to trace or tracePoint |
| getTraceFraction |
Returns the fraction of movement completed during the last call to trace or tracePoint. |
| getTraceJoint |
Returns the number of the skeletal joint closest to the location on the entity which was hit during the last call to trace or tracePoint |
| getTraceNormal |
Returns the normal of the hit plane during the last call to trace or tracePoint |
| getTurnDelta |
|
| getTurnRate |
gets the rate the character turns |
| getVectorKey |
Retrieves the vector value of a specific spawn arg. |
| getViewAngles |
Returns the player view angles. |
| getWaitState |
|
| getWeaponEntity |
Returns the entity for the player's weapon |
| getWorldModel |
Returns the entity that controls the world model |
| getWorldOrigin |
Returns the current worldspace position of this entity (regardless of any bind parent). |
| gib |
|
| giveInventoryItem |
|
| gotoFloor |
|
| grabber |
|
| grabberGrabDistance |
|
| grabberHasTarget |
|
| guiNamedEvent |
|
| hasAnim |
Returns true when an entity has a specific animation. |
| hasEnemies |
Returns true if the actor has one or more enemies. |
| hasFunction |
checks if an entity's script object has a specific function |
| heardSound |
|
| hide |
Makes this entity invisible. |
| hideTip |
|
| idleAnim |
Plays the given idle animation on the given channel. Returns false if anim doesn't exist. |
| ignoreDamage |
|
| inAnimState |
Returns true if the given animation state script function is currently used for the given channel. |
| influenceActive |
checks if an influence is active |
| inPDA |
Returns true if the player has the PDA open. |
| isAtRest |
returns true if object is not moving |
| isClient |
networking - checks for client |
| isHidden |
checks if the entity's model is invisible. |
| isInvisible |
|
| isLocked |
Returns true if the door is locked. |
| isMoving |
Returns true if a mover is moving |
| isMultiplayer |
checks if it's a multiplayer game |
| isOpen |
Returns true if the door is open. |
| isPowerupActive |
|
| isRotating |
Returns true if a mover is rotating |
| kickObstacles |
kicks any obstacle in the character's path. pass in $null_entity if you don't have a specific entity to kick. |
| kill |
kills the player |
| killthread |
Kills all threads with the specified name |
| launchMissile |
returns the projectile entity |
| launchMissiles |
Launches a projectile. |
| launchPowerup |
|
| launchProjectile |
|
| launchProjectiles |
|
| launchProjectilesEllipse |
|
| leftFoot |
Changes to left foot and plays footstep sound. |
| levelTrigger |
|
| locateEnemy |
Updates the last known position of the enemy independent from whether or not the enemy is visible. |
| lock |
Locks or unlocks the door. |
| lookAt |
Aims the character's eyes and head toward an entity for a period of time. |
| lookAtEnemy |
Aims the character's eyes and head toward the current enemy for a period of time. |
| markUsed |
Disables the combat node if "use_once" is set on the entity. |
| melee |
|
| meleeAttackToJoint |
|
| motionBlurOff |
|
| motionBlurOn |
|
| move |
Initiates a translation with the given distance in the given yaw direction. Uses the current speed/time and acceleration and deceleration settings. |
| moveOutOfRange |
|
| moveSound |
Sets the sound to be played when the moving. |
| moveStatus |
|
| moveTo |
Initiates a translation to the position of an entity. Uses the current speed/time and acceleration and deceleration settings. |
| moveToAttackPosition |
|
| moveToCover |
|
| moveToEnemy |
|
| moveToEnemyHeight |
|
| moveToEntity |
|
| moveToPos |
Initiates a translation to an absolute position. Uses the current speed/time and acceleration and deceleration settings. |
| moveToPosition |
|
| moveToPositionDirect |
|
| music |
Starts playing background music. |
| muzzleFlash |
|
| netEndReload |
|
| netReload |
|
| nextEnemy |
Returns the next enemy the actor has acquired. |
| nextWeapon |
|
| numSmokeEmitters |
returns the # of emitters defined by 'smokeParticleSystem' in the entitydef |
| numTargets |
Returns the number of entities this entity has targeted. |
| Off |
Turns the light off. |
| On |
Turns the light on. |
| onSignal |
Sets a script callback function for when the given signal is raised on the given entity. |
| open |
Opens the door. |
| openPDA |
Opens the player's PDA. |
| openPortal |
Opens the renderer portal associated with this mover. |
| overrideAnim |
Disables the animation currently playing on the given channel and syncs the animation with the animation of the nearest animating channel. |
| pause |
Pauses the current thread. |
| playAnim |
Plays the given animation on the given channel. Returns false if anim doesn't exist. NOTE: weapons only use ANIMCHANNEL_ALL |
| playCycle |
Continuously repeats the given animation on the given channel. Returns false if anim doesn't exist. NOTE: weapons only use ANIMCHANNEL_ALL |
| postArrival |
|
| preBurn |
|
| precacheGui |
|
| predictEnemyPos |
Tries to predict the player's movement based on the AAS and his direction of movement. |
| preventPain |
Prevents any pain animation from being played for the given time in seconds. |
| print |
Prints the given string to the console. |
| println |
Prints the given line to the console. |
| projectileCreateProjectile |
|
| projectileLaunchProjectile |
|
| pushPointIntoAAS |
tries to push the point into a valid AAS area |
| radiusDamage |
damages entities within a radius defined by the damageDef. inflictor is the entity causing the damage and can be the same as the attacker (in the case of |
| radiusDamageFromJoint |
|
| random |
Returns a random value X where 0 <= X < range. |
| randomInt |
|
| randomPath |
chooses a random path from the entity's targets, ignoring non-path entities. |
| randomTarget |
Returns a random targeted entity. Pass in an entity name to skip that entity. |
| remove |
removes an entity |
| removeBinds |
Removes all attached entities from the game. |
| removeInitialSplineAngles |
Subtracts the initial spline angles to maintain the initial orientation of the mover. |
| removeInventoryItem |
|
| respawn |
Respawn |
| restoreMove |
|
| restorePosition |
Returns this entity to the position stored in the "origin" spawn arg. This is the position the entity was spawned in unless the "origin" key is changed. Note |
| rightFoot |
Changes to right foot and plays footstep sound. |
| rotate |
Initiates a rotation with the given angular speed. Uses the current speed/time and acceleration and deceleration settings. |
| rotateDownTo |
Initiates a rotation about the given axis by decreasing the current angle towards the given angle. Uses the current speed/time and acceleration and |
| rotateOnce |
Initiates a rotation towards the current angles plus the given Euler angles. Uses the current speed/time and acceleration and deceleration settings. |
| rotateTo |
Initiates a rotation towards the given Euler angles. Uses the current speed/time and acceleration and deceleration settings. |
| rotateUpTo |
Initiates a rotation about the given axis by increasing the current angle towards the given angle. Uses the current speed/time and acceleration and |
| rotateVector |
|
| saveMove |
|
| say |
text chat |
| selectWeapon |
Selects the weapon the player is holding. |
| setAngles |
Sets the current orientation of this entity (relative to bind parent if any). |
| setAngularVelocity |
Sets the current angular velocity of this entity. The angular velocity of a physics object is a vector that passes through the center of mass. The direction of |
| setAnimation |
|
| setAnimPrefix |
Sets a string which is placed in front of any animation names. |
| setBlendFrames |
Sets the number of frames to blend between animations on the given channel. NOTE: weapons only use ANIMCHANNEL_ALL |
| setBloomParms |
|
| setBoneMod |
Enables or disables head looking (may be obsolete). |
| setCamera |
Turns over view control to the given camera entity. |
| setColor |
Sets the RGB color of this entity (shader parms Parm0, Parm1, Parm2). |
| SetConstraintPosition |
Moves the constraint with the given name that binds this entity to another entity. |
| setcvar |
Sets a cvar. |
| setDamageCap |
|
| setDamageGroupScale |
|
| setDamageGroupScaleAll |
|
| setEnemy |
|
| setFingerAngle |
|
| setFlyOffset |
sets the prefered height relative to the player's view height to fly at |
| setFlySpeed |
set the speed flying creatures move at. also sets speed for moveTypeSlide. |
| setGravity |
|
| setGui |
|
| setGuiFloat |
Sets a parameter on this entity's GUI. |
| setGuiParm |
Sets a parameter on this entity's GUI. |
| setGuiStates |
|
| setHealth |
|
| setJointAngle |
Modifies the orientation of the joint based on the transform type. |
| setJointPos |
Modifies the position of the joint based on the transform type. |
| setKey |
Sets a key on this entity's spawn args. Note that most spawn args are evaluated when this entity spawns in, so this will not change the entity's behavior in |
| setLightParm |
Sets a shader parameter. |
| setLightParms |
Sets the red/green/blue/alpha shader parms on the light and the model. |
| setLinearVelocity |
Sets the current linear velocity of this entity in units per second. The linear velocity of a physics object is a vector that defines the translation of the |
| setModel |
Sets the model this entity uses. |
| setMoveType |
set the current movetype. movetypes are defined in ai_base.script |
| setName |
Sets the name of this entity. |
| setNeverDormant |
enables or prevents an entity from going dormant |
| setNextState |
sets the next state and waits until thread exits, or a frame delay before calling it. handy for setting the state in the constructor. |
| setOrigin |
Sets the current position of this entity (relative to it's bind parent if any). |
| setOwner |
Sets the owner of this entity. Entity's will never collide with their owner. |
| setPersistantArg |
Sets a key/value pair that persists between maps |
| setPowerupTime |
|
| setRadius |
Sets the size of the bounding box. |
| setRadiusXYZ |
Sets the width/length/height of the light bounding box. |
| setShader |
Sets the shader to be used for the light. |
| setShaderParm |
Sets the value of the specified shader parm. |
| setShaderParms |
Sets shader parms Parm0, Parm1, Parm2, and Parm3 (red, green, blue, and alpha respectively). |
| setSize |
Sets the size of this entity's bounding box. |
| setSkin |
Sets the skin this entity uses. Set to "" to turn off the skin. |
| setSmokeVisibility |
enables/disables smoke particles on bones. pass in the particle #, or ALL_PARTICLES for turning on/off all particle systems. particles are spawned in the order |
| setSpawnArg |
Sets a key/value pair to be used when a new entity is spawned. |
| setState |
sets the next state and goes to it immediately |
| setSteeringSpeed |
|
| setSyncedAnimWeight |
sets the blend amount on multi-point anims. |
| setTalkState |
Sets whether the player can talk to this character or not. |
| setTalkTarget |
sets the entity (player) trying to talk to the character |
| setTorque |
|
| setTurnRate |
set the rate the character turns at |
| setVelocity |
|
| setWaitState |
|
| setWaypoint |
|
| setWorldOrigin |
Sets the current position of this entity (regardless of any bind parent). |
| show |
Makes this entity visible if it has a model. |
| shrivel |
|
| sin |
Returns the sine of the given angle in degrees. |
| slideTo |
|
| spawn |
spawns a game entity |
| SpawnFloat |
Returns the floating point value for the given spawn argument. |
| SpawnString |
Returns the string for the given spawn argument. |
| SpawnVector |
Returns the vector for the given spawn argument. |
| spectatorTouch |
|
| speed |
Sets the movement speed. Set this speed before initiating a new move. |
| sqrt |
Returns the square root of the given number. |
| start |
Starts a spline or anim camera moving. |
| startEmitter |
|
| startFx |
Starts an FX on this entity. |
| startRagdoll |
Switches to a ragdoll taking over the animation. |
| startSound |
Plays the sound specified by the snd_* key/value pair on the channel and returns the length of the sound. This is the preferred method for playing sounds on an |
| startSoundShader |
Plays a specific sound shader on the channel and returns the length of the sound in seconds. This is not the prefered method of playing a sound since you must |
| startSpline |
Starts moving along a spline stored on the given entity. |
| startWarp |
|
| startWeaponLight |
|
| startWeaponParticle |
|
| startWeaponSmoke |
|
| stop |
Stops a spline or anim camera moving. |
| stopAnim |
Stops the animation currently playing on the given channel over the given number of frames. |
| stopAudioLog |
|
| stopEmitter |
|
| stopFingers |
|
| stopFxFov |
|
| stopHelltime |
|
| stopMove |
|
| stopMoving |
Stops any translational movement. |
| stopRagdoll |
turns off the ragdoll |
| stopRotating |
Stops any rotational movement. |
| stopSound |
Stops a specific sound shader on the channel. |
| stopSpline |
Stops moving along a spline. |
| stopThinking |
|
| stopWeaponLight |
|
| stopWeaponParticle |
|
| stopWeaponSmoke |
|
| strLeft |
Returns a string composed of the first num characters |
| strLength |
Returns the number of characters in the string |
| strMid |
Returns a string composed of the characters from start to start + num |
| strRight |
Returns a string composed of the last num characters |
| strSkip |
Returns the string following the first num characters |
| strToFloat |
Returns the numeric value of a string |
| sway |
Initiates a rotation back and forth along the given angles with the given speed and phase. |
| takeflag |
|
| terminate |
Terminates a thread. |
| testAnimAttack |
|
| testAnimMove |
|
| testAnimMoveTowardEnemy |
|
| testChargeAttack |
|
| testMeleeAttack |
|
| testMoveToPosition |
|
| threadname |
Sets the name of the current thread. |
| throwAF |
|
| throwMoveable |
|
| time |
Sets the movement time. Set this time before initiating a new move. |
| toggle |
toggles a cvar |
| toggleBloom |
|
| totalAmmoCount |
amount of ammo in inventory. since each shot may use more than 1 ammo, this is different than ammoAvailable() |
| touches |
Returns true if this entity touches the other entity. |
| trace |
Returns the fraction of movement completed before the box from 'mins' to 'maxs' hits solid geometry when moving from 'start' to 'end'. The 'passEntity' is |
| tracePoint |
Returns the fraction of movement completed before the trace hits solid geometry when moving from 'start' to 'end'. The 'passEntity' is considered non-solid |
| travelDistanceBetweenEntities |
Approximate travel distance between two entities. |
| travelDistanceBetweenPoints |
Approximate travel distance between two points. |
| travelDistanceToEntity |
Approximate travel distance to entity. |
| travelDistanceToPoint |
Approximate travel distance to point. |
| trigger |
triggers an entity |
| triggerFX |
|
| triggerParticles |
|
| turnTo |
|
| turnToEntity |
|
| turnToPos |
|
| unbind |
unbinds any command from a key |
| useAmmo |
eats the specified amount of ammo |
| vagary_ChooseObjectToThrow |
finds a moveable object to throw at the enemy |
| vagary_ThrowObjectAtEnemy |
throws object at enemy |
| vecLength |
Returns the length of the given vector. |
| vecNormalize |
Returns the normalized version of the given vector. |
| VecToAngles |
Returns Euler angles for the given direction. |
| VecToOrthoBasisAngles |
|
| wait |
delays remaining buffered commands one or more frames |
| waitAction |
|
| waitFor |
Waits for the given entity to complete it's move. |
| waitForThread |
Waits for the given thread to terminate. |
| waitFrame |
Suspends execution of current thread for one game frame. |
| waitMove |
|
| wakeOnFlashlight |
Tells the monster to activate when flashlight shines on them. |
| wander |
|
| warning |
Issues a warning. |
| weaponAvailable |
|
| weaponHolstered |
|
| weaponLowering |
|
| weaponOutOfAmmo |
|
| weaponReady |
|
| weaponReloading |
|
| weaponRising |
|
| weaponState |
|