Updated 7/22/2025
Text Prompts and Text Display
Prompt( str ) -- Display text on the bottom of the screen
PromptDuration( str , v ) -- Display text on the bottom of the screen for a given amount of time
PromptTextSize( v ) -- Change the size of the prompt text.
PromptLocal( e , str ) --
PromptLocalForVR( e , str , vrmode) --
Text( x , y, size , txt ) -- set the position and size of text to be displayed on the screen.
TextCenterOnX( x , y , size , txt) -- set the center position and size of text to be displayed on the screen.
TextColor( x , y , size , txt , r , g , b) -- set the position, size and color of text to be displayed on the screen.
TextCenterOnXColor( x , y , size , txt , r , g , b) -- set the center position, size and color of text to be displayed on the screen.
Panel( x , y , x2 , y2) -- create a panel box graphic on the screen with 4 given coordinates
SetFont ( "myFont : 1) To change in game font. Fonts 1-3 are the default ones used.
NOTE: You can place your texture atlas bitmap font file in the Files\fontbank\ folder with the name FPSCR-Font-XX.png where XX is the unique name for your font. When you want to use it, simply call the command SetFont ( "XX", YY ) where XX is the unique name above and YY is the index you want to 'overwrite'. Remember to include the 'FPSCR-Font-XX-Subimages.fnt' file which describes the coordinates within the texture atlas image for the specific bitmap fonts contained therein.
Prompt3D(text,duration) -- renders a 3D text panel in front of camera showing 'text'
PositionPrompt3D( x , y , z , angle) -- repositions 3D text panel to any XYZ world coordinate.
MsgText( str ) -- This will present a customizable Lua Error confirmation dialogue box. It is important to not run this on loop or else it will consistently pop up.
Level Commands
JumpToLevelIfUsed( e ) -- Completes the current level and attempts to proceed to the level/map defined in the "IfUsed" part of the entity or zone properties.
JumpToLevel( levelname ) -- Completes the current level and attempts to proceed to the level/map defined by "levelname" (change to name of next map).
FinishLevel() -- Completes the current level.
Terrain Commands
HideTerrain() -- Hide the Terrain
ShowTerrain() -- Show Terrain (if hidden)
GetTerrainHeight( x , z ) -- where X and Z are the coordinates on the terrain you want to get the height from
Hud Commands
HideHuds() -- Hide default display for health, lives, weapon and ammo
ShowHuds() -- Show default display for health, lives, weapon and ammo
Video Commands
PlayVideo( e , v )
PlayVideoNoSkip( e , v )
StopVideo( e , v ) -- stop playing video
Sound and Music
SetSound( e , v )
PlaySound( e , v )
PlaySoundIfSilent( e , v )
PlayNon3DSound( e , v )
LoopNon3DSound( e , v )
LoopSound( e , v )
StopSound( e , v )
SetSoundSpeed(freq)
SetSoundVolume(vol)
SetCharacterSoundSet(e)
SetCharacterSound(e,str)
PlayCharacterSound(e,str)
PlayCombatMusic(playTime,fadeTime)
music_play_timecue(2,playTime,fadeTime);
PlayFinalAssaultMusic(fadeTime)
DisableMusicReset(v)
LoadGlobalSound ( filename, iID ) -- iID is an index greater than zero and filename points to a WAV file in your game installation
DeleteGlobalSound ( iID ) -- iID is the index of the sound loaded in the load command
PlayGlobalSound ( iID ) -- iID is the index of the sound to be played
LoopGlobalSound ( iID ) -- iID is the index of the sound to be looped
StopGlobalSound ( iID ) -- iID is the index of the sound to be stopped
SetGlobalSoundSpeed ( iID, speed ) -- where iID is the index of the sound to change the speed of
SetGlobalSoundVolume ( iID, volume ) -- iID is the index of the sound to change the volume
GetGlobalSoundExist ( iID ) -- iID is the index of the sound to check existence of
GetGlobalSoundPlaying ( iID ) -- iID is the index of the sound to check if playing
GetGlobalSoundLooping ( iID ) -- iID is the index of the sound to check if looping
PlayRawSound ( iID ) -- iID is the raw engine sound index
LoopRawSound ( iID ) -- iID is the raw engine sound index
StopRawSound ( iID ) -- iID is the raw engine sound index
SetRawSoundVolume ( iID, iVolume ) -- iID is the raw engine sound index and iVolume from 0 to 100
RawSoundExist ( iID ) -- iID is the raw engine sound index
RawSoundPlaying ( iID ) -- iID is the raw engine sound index
PlayFootfallSound: snd=PlayFootfallSound(type,x,y,z,lastsnd) -- triggers footfall sound and returns raw sound index used
Camera Controls
PositionCamera(cam,x,y,z) -- positions the specified camera at the xyz position
PointCamera(cam,x,y,z) -- angles the specified camera towards the xyz position
MoveCamera(cam,step) -- moves the specified camera at its current angle by the step amount
Light Commands
HideLight(e) -- This will hide the dynamic light
ShowLight(e) -- This will show the dynamic light. By default all placed lights are shown/visible.
***** Lua control of dynamic light, you get the light number using entity e number then use that in the other light functions
GetEntityLightNumber( e ) then x, y, z = GetLightPosition( lightNum )
GetEntityLightNumber( e ) -- returns the internal light number held by the entity
GetLightPosition( lightNum ) -- returns the XYZ position of the dynamic light specified
GetLightAngle( LightNum ) -- returns the angle vector of the dynamic light specified
GetLightRGB( lightNum ) -- returns the RGB color of the dynamic light specified
GetLightRange ( lightNum ) -- returns the range value of the dynamic light specified
SetLightPosition ( lightNum, x, y, z ) -- sets the new position of the specified dynamic light
SetLightAngle( lightNum, xv, yv, zv ) -- sets the angle vector of the specified light ( e.g. 0, 0, 1 would be 'North' or +Z axis )
SetLightRGB ( lightNum, r, g, b ) -- sets the new color of the specified dynamic light
SetLightRange ( lightNum, range ) -- sets the new range (1 to 10000) of the specified light
Keyboard Input Commands
GetInKey()
GetScancode()
GetKeyState(y) -- returns 1 in x when keycode specified in y is pressed
Title Menu Commands
StartGame()
LoadGame()
SaveGame()
QuitGame()
LeaveGame()
ResumeGame()
SwitchPage(strPageName)
SwitchPageBack()
LevelFilenameToLoad(strLevelName)
TriggerFadeIn()
SetGameQuality( v )
SetPlayerFOV( v )
SetGameSoundVolume( v )
SetGameMusicVolume( v )
SetLoadingResource( i , v )
Water Commands
HideWater() -- Hide water on the map
ShowWater() -- Show water on the map
SetWaterHeight( value ) -- sets water setting attributes
SetWaterColor( red , green , blue ) -- sets water setting attributes
SetWaterWaveIntensity( value ) -- sets water setting attributes
SetWaterTransparancy( value ) -- sets water setting attributes
SetWaterReflection( value ) -- sets water setting attributes
SetWaterReflectionSparkleIntensity( value ) -- sets water setting attributes
SetWaterFlowDirection( x , y , speed ) small tip: -1 =east/north; 1=west/south - speed is a multiplier of the flowdirection(higher => fast flow)
SetWaterDistortionWaves( value ) -- sets water setting attributes
SetRippleWaterSpeed( value ) -- sets water setting attributes
GetRippleWaterSpeed() -- gets water setting attributes
TriggerWaterRipple( x , y , z ) -- triggers a ripple decal animation at the xyz position
GetWaterHeight() -- gets water setting attributes
GetWaterWaveIntensity() -- gets water setting attributes
GetWaterShaderColorRed() -- gets water setting attributes
GetWaterShaderColorGreen() -- gets water setting attributes
GetWaterShaderColorBlue() -- gets water setting attributes
GetWaterTransparancy() -- gets water setting attributes
GetWaterReflection() -- gets water setting attributes
GetWaterReflectionSparkleIntensity() -- gets water setting attributes
GetWaterFlowDirectionX() -- gets water setting attributes
GetWaterFlowDirectionY() -- gets water setting attributes
GetWaterFlowSpeed() -- gets water setting attributes
GetWaterDistortionWaves() -- gets water setting attributes
ResetUnderwaterState() -- resets the underwater sub-system when player emerges from water
SetUnderwaterOn() -- use this when the player goes underwater for visual changes
SetUnderwaterOff() -- use this when the player goes above water for visual changes
Fog Commands
SetFogNearest( v )
SetFogDistance( v ) -- set the distance of the fog from the camera
SetFogRed( v ) -- change the amount of red in fog
SetFogGreen( v ) -- change the amount of green in fog
SetFogBlue( v ) -- change the amount of blue in fog
SetFogIntensity( v ) -- set the intensity of the fog
GetFogNearest ( ) -- gets the setting value currently used in the game
GetFogDistance ( ) -- gets the setting value currently used in the game
GetFogRed ( ) -- gets the setting value currently used in the game
GetFogGreen ( ) -- gets the setting value currently used in the game
GetFogBlue ( ) -- gets the setting value currently used in the game
GetFogIntensity ( ) -- gets the setting value currently used in the game
Map Ambience Lighting Commands
SetAmbienceIntensity( v )
SetAmbienceRed( v )
SetAmbienceGreen( v )
SetAmbienceBlue( v )
GetAmbienceIntensity ( ) -- gets the setting value currently used in the game
GetAmbienceRed ( ) -- gets the setting value currently used in the game
GetAmbienceGreen ( ) -- gets the setting value currently used in the game
GetAmbienceBlue ( ) -- gets the setting value currently used in the game
Map Surface Lighting Commands
SetSurfaceIntensity( v )
SetSurfaceRed( v )
SetSurfaceGreen( v )
SetSurfaceBlue( v )
SetSurfaceSunFactor( v )
GetSurfaceRed ( ) -- gets the setting value currently used in the game
GetSurfaceGreen ( ) -- gets the setting value currently used in the game
GetSurfaceBlue ( ) -- gets the setting value currently used in the game
GetSurfaceIntensity ( ) -- gets the setting value currently used in the game
Screen Effects Commands
SetSkyTo ( str ) -- where str is the folder name of the skybox you want to change to
SetGlobalSpecular( v )
SetBrightness( v ) -- change the overall brightness of the screen
SetContrast( v ) -- change the overall contrast of the screen
SetPostBloom( v )
SetPostVignetteRadius( v )
SetPostVignetteIntensity( v )
SetPostMotionDistance( v )
SetPostMotionIntensity( v )
SetPostDepthOfFieldDistance( v )
SetPostDepthOfFieldIntensity( v )
SetPostLightRayLength( v )
SetPostLightRayQuality( v )
SetPostLightRayDecay( v )
SetPostSAORadius( v )
SetPostSAOIntensity( v )
SetPostLensFlareIntensity( v )
SetOptionReflection( v )
SetOptionShadows( v )
SetOptionLightRays( v )
SetOptionVegetation( v )
SetOptionOcclusion( v )
SetTerrainLODNear( v )
SetTerrainLODMid( v )
SetTerrainLODFar( v )
SetTerrainSize( v ) -- change the size of the visible terrain
SetVegetationQuantity( v )
SetVegetationWidth( v ) -- set the width of the vegetation
SetVegetationHeight( v ) -- set the height of the vegetation
GetPostVignetteRadius ( ) -- gets the setting value currently used in the game
GetPostVignetteIntensity ( ) -- gets the setting value currently used in the game
GetPostMotionDistance ( ) -- gets the setting value currently used in the game
GetPostMotionIntensity ( ) -- gets the setting value currently used in the game
GetPostDepthOfFieldDistance ( ) -- gets the setting value currently used in the game
GetPostDepthOfFieldIntensity ( ) -- gets the setting value currently used in the game
Images and Sprites
Flashlight Commands
SetFlashLight(1), 1 switches the flash light on, 0 off
SetFlashLightKeyEnabled(1) - 1 for on, 0 for off. Disables the flash light key from being used
SetGamePlayerStateFlashlightKeyEnabled() -- command used by the default player control mechanism
GetGamePlayerStateFlashlightKeyEnabled() -- command used by the default player control mechanism
SetGamePlayerStateFlashlightControl() -- command used by the default player control mechanism
GetGamePlayerStateFlashlightControl() -- command used by the default player control mechanism
Device Commands
GetDeviceWidth() -- returns the display width in pixels
GetDeviceHeight() -- returns the current display height in pixels
GetDesktopWidth() -- returns the current desktop width
GetDesktopHeight() -- returns the current desktop height
Timer Commands
GetTimeElapsed() -- returns the time elapsed since the last cycle
GetTimeElapsed() -- returns the float time slice of the current game cycle
GetElapsedTime() -- returns the elapsed delta time since the last game cycle
Timer: x=Timer() -- returns the global time in milliseconds since the system started
StartTimer( e )
GetTimer( e ) -- return the value of the current time that has passed from the timer
Mouse Control Commands
ActivateMouse()
DeactivateMouse()
MouseMoveX() -- returns the mouse delta since the last time it was called
MouseMoveY() -- returns the mouse delta since the last time it was called
PositionMouse( x , y ) -- repositions the hardware mouse pointer in real-time (screen size coords)
Joystick Commands
JoystickHatAngle() -- command used by the default player control mechanism
JoystickFireXL() -- command used by the default player control mechanism
JoystickX() -- returns a value between -1000 and +1000 representing X axis of controller
JoystickY() -- returns a value between -1000 and +1000 representing Y axis of controller
JoystickZ() -- returns a value between -1000 and +1000 representing Trigger of controller
JoystickTwistX() -- command used by the default player control mechanism
JoystickTwistY() -- command used by the default player control mechanism
JoystickTwistZ() -- command used by the default player control mechanism
Animation Commands
SetAnimation( e )
SetAnimationFrames( e , v )
PlayAnimation( e )
LoopAnimation( e )
StopAnimation( e )
MoveWithAnimation( e , v )
SetAnimationSpeed( e , v )
SetAnimationFrame( e , v )
GetAnimationFrame( e )
CurveValue(dest,current,smooth) -- returns the smoothed value based on the smooth factor
CurveAngle(dest,current,smooth) -- as CurveValue but handles angles from 0-360 degrees
GetDynamicCharacterControllerDidJump() -- returns 1 if controller jumped
GetCharacterControllerDucking() -- returns 1 if the player has been forced to duck
WrapValue(y) -- takes the value y and wraps it to an angle between 0-360 degrees
GetGroundHeight: y=GetGroundHeight( x , z ) -- returns the terrain height of the coordinates specified by x and z
NewXValue(current,angle,distance) -- projects a new x position from the specified angle and distance
NewZValue(current,angle,distance) -- projects a new z position from the specified angle and distance
ControlDynamicCharacterController(iObj, -- controls the physics capsule of the player
fAngleY
fAngleX
fSpeed
fJump
fDucking
fPushAngle
fPushForce
fThrustUpwards )
GetCharacterHitFloor() -- returns a value if the player hits the floor
GetCharacterFallDistance() -- returns the distance the player fell when it hit the floor
RayTerrain( x , y , z , x2 , y2 , z2 ) -- returns 1 if the ray cast hits the terrain geometry
GetRayCollisionX() -- returns the X position of the terrain hit position
GetRayCollisionY() -- returns the Y position of the terrain hit position
GetRayCollisionZ() -- returns the Z position of the terrain hit position
IntersectAll( x1 , y1 , z1 , x2 , y2 , z2 , IgnoreObj ) -- returns 1 if the ray cast hits ANY entity or lightmapped geometry
IntersectStatic(x1 , y1 , z1 , x2 , y2 , z2 , IgnoreObj ) -- returns 1 if the ray cast hits non-animating entity or lightmapped geometry
GetIntersectCollisionX() -- returns the X position of the entity hit position
GetIntersectCollisionY() -- returns the Y position of the entity hit position
GetIntersectCollisionZ() -- returns the Z position of the entity hit position
GetIntersectCollisionNX() -- returns the X normal of the entity hit surface
GetIntersectCollisionNY() -- returns the Y normal of the entity hit surface
GetIntersectCollisionNZ() -- returns the Z normal of the entity hit surface
GetObjectExist( obj ) -- returns if the specified object exists
SetObjectFrame( obj, x ) -- sets the animation frame of the specified object
GetObjectFrame( obj ) -- returns the animation frame of the specified object
SetObjectSpeed( obj , x ) -- sets the animation speed of the specified object
GetObjectSpeed( obj ) -- returns the animation speed of the specified object
PositionObject( obj , x , y , z ) -- sets the position of the specified object
RotateObject( obj , x , y , z ) -- sets the angle of the specified object
GetObjectAngleX( obj ) -- returns the X position of the specified object
GetObjectAngleY( obj ) -- returns the Y position of the specified object
GetObjectAngleZ( obj ) -- returns the Z position of the specified object
RunCharLoop() -- runs the legacy animation system to control character index GetGamePlayerStateCharAnimIndex()
Particles Commands
StartParticleEmitter( e )
StopParticleEmitter( e )
ParticlesGetFreeEmitter() -- where emitterId is the index of the particle emitter
ParticlesAddEmitter(emitterId, -- create a particle emitter with the following parameters..
animationSpeed, --
startsOffRandomAngle, -- 0 no, 1 yes
offsetMinX, -- All these look really daunting if you aren't aware of how particles systems work
offsetMinY, -- but basically they are all ranges of values between which the created particles
offsetMinZ, -- will spawn with or with, so for example if you specify a minimum x offset of
offsetMaxX, -- -100 and a maximum x offset of +100 then all particles generated will be given a
offsetMaxY, -- random starting position within that range of either the player position or an
offsetMaxZ, -- entity position (if using the ParticlesAddEmitterEx variant, see below)
scaleStartMin, --
scaleStartMax, --
scaleEndMin, --
scaleEndMax, --
movementSpeedMinX, --
movementSpeedMinY, --
movementSpeedMinZ, --
movementSpeedMaxX, --
movementSpeedMaxY, --
movementSpeedMaxZ, --
rotateSpeedMinZ, --
rotateSpeedMaxZ, --
lifeMin, --
lifeMax, --
alphaStartMin, -- Alpha range is 0 .. 100, i.e. 0 = invisible ... 100 = fully opaque
alphaStartMax, --
alphaEndMin, --
alphaEndMax, --
frequency -- frequency with which particles are spawned in milliseconds
)
ParticlesAddEmitterEx: Same as ParticlesAddEmitter with 4 extra parameters (i.e. following the frequency parameter)
entityid, -- particles will be spawned at the location of the given entity ( or -1 )
limbindex, -- particles spawned at limb if applicable ( or 0 )
particleimage, -- specified imageFile value will be used ( see ParticlesLoadImage )
imageframe -- for custom images specifies number of frames ( 64, 16 or 4 )
ParticlesDeleteEmitter(emitterId) -- where emitterId is the index of the particle emitter
ParticlesLoadImage( "effectbank\\particles\\flowerpuff.dds" )
Allows dynamic loading of custom image files which can then be passed into ParticlesAddEmitterEx
Note: sprite sheets have to be square, e.g. 2x2 or 6x6 (4 frames and 36 frames respectively), maximum
size is 64x64 (4096 frames)
ParticlesLoadEffect( "effectbank\\reloaded\\decal_basic_additive.fx", emitterId )
Changes the shader effect used for a given particle emitter
-- the following commands allow on-the-fly altering of specific particle creation parameters
ParticlesSpawnParticle( emitterId, xPos, yPos, zPos ) -- forces the emitter to spawn a particle at the specified position
ParticlesSetFrames( emitterId, animationSpeed, startFrame, endFrame )
ParticlesSetSpeed( emitterId, movementSpeedMinX, movementSpeedMinY, movementSpeedMinZ,
movementSpeedMaxX, movementSpeedMaxY, movementSpeedMaxZ )
ParticlesSetOffset( emitterId, offsetMinX, offsetMinY, offsetMinZ,
offsetMaxX, offsetMaxY, offsetMaxZ )
ParticlesSetScale( emitterId, scaleStartMin, scaleStartMax, scaleEndMin, scaleEndMax )
ParticlesSetAlpha( emitterId, alphaStartMin, alphaStartMax, alphaEndMin, alphaEndMax )
ParticlesSetAngle( emitterId, xAngle, yAngle, zAngle ) - Euler angles
-- the '0' parameters below are not yet fully implemented in the engine, basically they are placeholders for the future
ParticlesSetRotation( emitterId, 0, 0, rotateSpeedMinZ, 0, 0, rotateSpeedMaxZ )
ParticlesSetLife( emitterId, lifeMin, lifeMax, maxParticles, 0, maxPerFrame )
-- maxParticles default is 100, maxPerFrame default is 50
-- This command mimics a basic wind effect, all particles will be effected by this ..
ParticlesSetWindVector( windX, windZ ) -- values are X & Z units per frame
-- unless specifically omitted sith this command
ParticlesSetNoWind( emitterId ) -- All particles created by the specified emitter will not be affected by wind.
-- This command mimics a basic gravity component
ParticlesSetGravity( emitterId, startG, endG ) -- values are Y units per frame
Player Commands
FreezePlayer() -- lock the player controls
UnFreezePlayer() -- unlock the player controls
AddPlayerWeapon( e ) --
ChangePlayerWeapon( str )
ChangePlayerWeaponID( id )
ReplacePlayerWeapon( e )
AddPlayerAmmo( e )
AddPlayerHealth( e )
SetPlayerPower(e,v)
AddPlayerPower( e , v )
RemovePlayerWeapons( e )
SetPlayerWeapons(0) disabled player weapons, SetPlayerWeapons(1) restores them
HurtPlayer( e,v ) -- injure the player by a given amount
DrownPlayer( e,v )
GetPlayerDistance(e)
GetPlrObjectPositionX() -- returns the raw x position of the visible player object
GetPlrObjectPositionY() -- returns the raw y position of the visible player object
GetPlrObjectPositionZ() -- returns the raw z position of the visible player object
GetPlrObjectAngleX() -- returns the raw x angle of the visible player object
GetPlrObjectAngleY() -- returns the raw y angle of the visible player object
GetPlrObjectAngleZ() -- returns the raw z angle of the visible player object
Player Mechanics Commands
SetPlayerHealth( v )
SetPlayerLives( v ) -- sets the players lives to a given value
ForcePlayer ( angle, velocity ) where angle is the angle and physics velocity to push the player
SetGamePlayerControlSoundStartIndex ( iValue ) -- sets the player control data to specified value
GetGamePlayerControlSoundStartIndex() -- gets the specified player control data value
GetGamePlayerControlStartStrength() -- command used by the default player control mechanism
GetGamePlayerControlIsRunning() -- command used by the default player control mechanism
GetGamePlayerControlFinalCameraAngley() -- command used by the default player control mechanism
GetGamePlayerControlCx() -- command used by the default player control mechanism
GetGamePlayerControlCy() -- command used by the default player control mechanism
GetGamePlayerControlCz() -- command used by the default player control mechanism
GetGamePlayerControlBasespeed() -- command used by the default player control mechanism
GetGamePlayerControlCanRun() -- command used by the default player control mechanism
GetGamePlayerControlMaxspeed() -- command used by the default player control mechanism
GetGamePlayerControlTopspeed() -- command used by the default player control mechanism
GetGamePlayerControlMovement() -- command used by the default player control mechanism
GetGamePlayerControlMovey() -- command used by the default player control mechanism
GetGamePlayerControlLastMovement() -- command used by the default player control mechanism
GetGamePlayerControlFootfallCount() -- command used by the default player control mechanism
GetGamePlayerControlLastMovement() -- command used by the default player control mechanism
GetGamePlayerControlGravityActive() -- command used by the default player control mechanism
GetGamePlayerControlPlrHitFloorMaterial() -- command used by the default player control mechanism
GetGamePlayerControlUnderwater() -- command used by the default player control mechanism
GetGamePlayerControlJumpMode() -- command used by the default player control mechanism
GetGamePlayerControlJumpModeCanAffectVelocityCountdown: GetGamePlayerControlJumpModeCanAffectVelocityCountdown() -- command used by the default player control mechanism
GetGamePlayerControlSpeed() -- command used by the default player control mechanism
GetGamePlayerControlAccel() -- command used by the default player control mechanism
GetGamePlayerControlSpeedRatio() -- command used by the default player control mechanism
GetGamePlayerControlWobble() -- command used by the default player control mechanism
GetGamePlayerControlWobbleSpeed() -- command used by the default player control mechanism
GetGamePlayerControlWobbleHeight() -- command used by the default player control mechanism
GetGamePlayerControlJumpmax() -- command used by the default player control mechanism
GetGamePlayerControlPushangle() -- command used by the default player control mechanism
GetGamePlayerControlPushforce() -- command used by the default player control mechanism
GetGamePlayerControlFootfallPace() -- command used by the default player control mechanism
GetGamePlayerControlFinalCameraAngley() -- command used by the default player control mechanism
GetGamePlayerControlLockAtHeight() -- command used by the default player control mechanism
GetGamePlayerControlControlHeight() -- command used by the default player control mechanism
GetGamePlayerControlControlHeightCooldown() -- command used by the default player control mechanism
GetGamePlayerControlStoreMovey() -- command used by the default player control mechanism
GetGamePlayerControlPlrHitFloorMaterial() -- command used by the default player control mechanism
GetGamePlayerControlHurtFall() -- command used by the default player control mechanism
GetGamePlayerControlLeanoverAngle() -- command used by the default player control mechanism
GetGamePlayerControlLeanover() -- command used by the default player control mechanism
GetGamePlayerControlCameraShake() -- command used by the default player control mechanism
GetGamePlayerControlFinalCameraAnglex() -- command used by the default player control mechanism
GetGamePlayerControlFinalCameraAngley() -- command used by the default player control mechanism
GetGamePlayerControlFinalCameraAnglez() -- command used by the default player control mechanism
GetGamePlayerControlCamRightMouseMode() -- command used by the default player control mechanism
GetGamePlayerControlCamCollisionSmooth() -- command used by the default player control mechanism
GetGamePlayerControlCamCurrentDistance() -- command used by the default player control mechanism
GetGamePlayerControlCamDoFullRayCheck() -- command used by the default player control mechanism
GetGamePlayerControlLastGoodcx() -- command used by the default player control mechanism
GetGamePlayerControlLastGoodcy() -- command used by the default player control mechanism
GetGamePlayerControlLastGoodcz() -- command used by the default player control mechanism
GetGamePlayerControlCamDoFullRayCheck() -- command used by the default player control mechanism
GetGamePlayerControlFlinchx() -- command used by the default player control mechanism
GetGamePlayerControlFlinchy() -- command used by the default player control mechanism
GetGamePlayerControlFlinchz() -- command used by the default player control mechanism
GetGamePlayerControlFlinchCurrentx() -- command used by the default player control mechanism
GetGamePlayerControlFlinchCurrenty() -- command used by the default player control mechanism
GetGamePlayerControlFlinchCurrentz() -- command used by the default player control mechanism
GetGamePlayerControlFootfallType() -- command used by the default player control mechanism
GetGamePlayerControlRippleCount() -- command used by the default player control mechanism
GetGamePlayerControlLastFootfallSound() -- command used by the default player control mechanism
GetGamePlayerControlInWaterState() -- command used by the default player control mechanism
GetGamePlayerControlDrownTimestamp() -- command used by the default player control mechanism
GetGamePlayerControlDeadTime() -- command used by the default player control mechanism
GetGamePlayerControlSwimTimestamp() -- command used by the default player control mechanism
GetGamePlayerControlRedDeathFog() -- command used by the default player control mechanism
GetGamePlayerControlHeartbeatTimeStamp() -- command used by the default player control mechanism
GetGamePlayerControlThirdpersonEnabled() -- command used by the default player control mechanism
GetGamePlayerControlThirdpersonCharacterIndex() -- command used by the default player control mechanism
GetGamePlayerControlThirdpersonCameraFollow() -- command used by the default player control mechanism
GetGamePlayerControlThirdpersonCameraFocus() -- command used by the default player control mechanism
GetGamePlayerControlThirdpersonCharactere() -- command used by the default player control mechanism
GetGamePlayerControlThirdpersonCameraFollow() -- command used by the default player control mechanism
GetGamePlayerControlThirdpersonShotFired() -- command used by the default player control mechanism
GetGamePlayerControlThirdpersonCameraDistance() -- command used by the default player control mechanism
GetGamePlayerControlThirdpersonCameraSpeed() -- command used by the default player control mechanism
GetGamePlayerControlThirdpersonCameraLocked() -- command used by the default player control mechanism
GetGamePlayerControlThirdpersonCameraHeight() -- command used by the default player control mechanism
GetGamePlayerControlThirdpersonCameraShoulder() -- command used by the default player control mechanism
SetGamePlayerControlJetpackMode() -- command used by the default player control mechanism
SetGamePlayerControlJetpackFuel() -- command used by the default player control mechanism
SetGamePlayerControlJetpackHidden() -- command used by the default player control mechanism
SetGamePlayerControlJetpackCollected() -- command used by the default player control mechanism
SetGamePlayerControlSoundStartIndex() -- command used by the default player control mechanism
SetGamePlayerControlJetpackParticleEmitterIndex() -- command used by the default player control mechanism
SetGamePlayerControlJetpackThrust() -- command used by the default player control mechanism
SetGamePlayerControlStartStrength() -- command used by the default player control mechanism
SetGamePlayerControlIsRunning() -- command used by the default player control mechanism
SetGamePlayerControlFinalCameraAngley() -- command used by the default player control mechanism
SetGamePlayerControlCx() -- command used by the default player control mechanism
SetGamePlayerControlCy() -- command used by the default player control mechanism
SetGamePlayerControlCz() -- command used by the default player control mechanism
SetGamePlayerControlBasespeed() -- command used by the default player control mechanism
SetGamePlayerControlCanRun() -- command used by the default player control mechanism
SetGamePlayerControlMaxspeed() -- command used by the default player control mechanism
SetGamePlayerControlTopspeed() -- command used by the default player control mechanism
SetGamePlayerControlMovement() -- command used by the default player control mechanism
SetGamePlayerControlMovey() -- command used by the default player control mechanism
SetGamePlayerControlLastMovement() -- command used by the default player control mechanism
SetGamePlayerControlFootfallCount() -- command used by the default player control mechanism
SetGamePlayerControlLastMovement() -- command used by the default player control mechanism
SetGamePlayerControlGravityActive() -- command used by the default player control mechanism
SetGamePlayerControlPlrHitFloorMaterial() -- command used by the default player control mechanism
SetGamePlayerControlUnderwater() -- command used by the default player control mechanism
SetGamePlayerControlJumpMode() -- command used by the default player control mechanism
SetGamePlayerControlJumpModeCanAffectVelocityCountdown: SetGamePlayerControlJumpModeCanAffectVelocityCountdown() -- command used by the default player control mechanism
SetGamePlayerControlSpeed() -- command used by the default player control mechanism
SetGamePlayerControlAccel() -- command used by the default player control mechanism
SetGamePlayerControlSpeedRatio() -- command used by the default player control mechanism
SetGamePlayerControlWobble() -- command used by the default player control mechanism
SetGamePlayerControlWobbleSpeed() -- command used by the default player control mechanism
SetGamePlayerControlWobbleHeight() -- command used by the default player control mechanism
SetGamePlayerControlJumpmax() -- command used by the default player control mechanism
SetGamePlayerControlPushangle() -- command used by the default player control mechanism
SetGamePlayerControlPushforce() -- command used by the default player control mechanism
SetGamePlayerControlFootfallPace() -- command used by the default player control mechanism
SetGamePlayerControlFinalCameraAngley() -- command used by the default player control mechanism
SetGamePlayerControlLockAtHeight() -- command used by the default player control mechanism
SetGamePlayerControlControlHeight() -- command used by the default player control mechanism
SetGamePlayerControlControlHeightCooldown() -- command used by the default player control mechanism
SetGamePlayerControlStoreMovey() -- command used by the default player control mechanism
SetGamePlayerControlPlrHitFloorMaterial() -- command used by the default player control mechanism
SetGamePlayerControlHurtFall() -- command used by the default player control mechanism
SetGamePlayerControlLeanoverAngle() -- command used by the default player control mechanism
SetGamePlayerControlLeanover() -- command used by the default player control mechanism
SetGamePlayerControlCameraShake() -- command used by the default player control mechanism
SetGamePlayerControlFinalCameraAnglex() -- command used by the default player control mechanism
SetGamePlayerControlFinalCameraAngley() -- command used by the default player control mechanism
SetGamePlayerControlFinalCameraAnglez() -- command used by the default player control mechanism
SetGamePlayerControlCamRightMouseMode() -- command used by the default player control mechanism
SetGamePlayerControlCamCollisionSmooth() -- command used by the default player control mechanism
SetGamePlayerControlCamCurrentDistance() -- command used by the default player control mechanism
SetGamePlayerControlCamDoFullRayCheck() -- command used by the default player control mechanism
SetGamePlayerControlLastGoodcx() -- command used by the default player control mechanism
SetGamePlayerControlLastGoodcy() -- command used by the default player control mechanism
SetGamePlayerControlLastGoodcz() -- command used by the default player control mechanism
SetGamePlayerControlCamDoFullRayCheck() -- command used by the default player control mechanism
SetGamePlayerControlFlinchx() -- command used by the default player control mechanism
SetGamePlayerControlFlinchy() -- command used by the default player control mechanism
SetGamePlayerControlFlinchz() -- command used by the default player control mechanism
SetGamePlayerControlFlinchCurrentx() -- command used by the default player control mechanism
SetGamePlayerControlFlinchCurrenty() -- command used by the default player control mechanism
SetGamePlayerControlFlinchCurrentz() -- command used by the default player control mechanism
SetGamePlayerControlFootfallType() -- command used by the default player control mechanism
SetGamePlayerControlRippleCount() -- command used by the default player control mechanism
SetGamePlayerControlLastFootfallSound() -- command used by the default player control mechanism
SetGamePlayerControlInWaterState() -- command used by the default player control mechanism
SetGamePlayerControlDrownTimestamp() -- command used by the default player control mechanism
SetGamePlayerControlDeadTime() -- command used by the default player control mechanism
SetGamePlayerControlSwimTimestamp() -- command used by the default player control mechanism
SetGamePlayerControlRedDeathFog() -- command used by the default player control mechanism
SetGamePlayerControlHeartbeatTimeStamp() -- command used by the default player control mechanism
SetGamePlayerControlThirdpersonEnabled() -- command used by the default player control mechanism
SetGamePlayerControlThirdpersonCharacterIndex() -- command used by the default player control mechanism
SetGamePlayerControlThirdpersonCameraFollow() -- command used by the default player control mechanism
SetGamePlayerControlThirdpersonCameraFocus() -- command used by the default player control mechanism
SetGamePlayerControlThirdpersonCharactere() -- command used by the default player control mechanism
SetGamePlayerControlThirdpersonCameraFollow() -- command used by the default player control mechanism
SetGamePlayerControlThirdpersonShotFired() -- command used by the default player control mechanism
SetGamePlayerControlThirdpersonCameraDistance() -- command used by the default player control mechanism
SetGamePlayerControlThirdpersonCameraSpeed() -- command used by the default player control mechanism
SetGamePlayerControlThirdpersonCameraLocked() -- command used by the default player control mechanism
SetGamePlayerControlThirdpersonCameraHeight() -- command used by the default player control mechanism
SetGamePlayerControlThirdpersonCameraShoulder() -- command used by the default player control mechanism
SetGamePlayerStateGunMode() -- command used by the default player control mechanism
GetGamePlayerStateGunMode() -- command used by the default player control mechanism
SetGamePlayerStateFiringMode() -- command used by the default player control mechanism
GetGamePlayerStateFiringMode() -- returns a value of 1 when the LMB is pressed, even if the player has not got any weapons
GetGamePlayerStateWeaponAmmoIndex() -- command used by the default player control mechanism
GetGamePlayerStateAmmoOffset() -- command used by the default player control mechanism
GetGamePlayerStateGunMeleeKey() -- command used by the default player control mechanism
GetGamePlayerStateBlockingAction() -- command used by the default player control mechanism
SetGamePlayerStateGunShootNoAmmo() -- command used by the default player control mechanism
GetGamePlayerStateGunShootNoAmmo() -- command used by the default player control mechanism
SetGamePlayerStateUnderwater() -- command used by the default player control mechanism
GetGamePlayerStateUnderwater() -- command used by the default player control mechanism
SetGamePlayerStateRightMouseHold() -- command used by the default player control mechanism
GetGamePlayerStateRightMouseHold() -- command used by the default player control mechanism
SetGamePlayerStateXBOX() -- command used by the default player control mechanism
GetGamePlayerStateXBOX() -- command used by the default player control mechanism
SetGamePlayerStateGunZoomMode() -- command used by the default player control mechanism
GetGamePlayerStateGunZoomMode() -- command used by the default player control mechanism
SetGamePlayerStateGunZoomMag() -- command used by the default player control mechanism
GetGamePlayerStateGunZoomMag() -- command used by the default player control mechanism
SetGamePlayerStateGunReloadNoAmmo() -- command used by the default player control mechanism
GetGamePlayerStateGunReloadNoAmmo() -- command used by the default player control mechanism
SetGamePlayerStatePlrReloading() -- command used by the default player control mechanism
GetGamePlayerStatePlrReloading() -- command used by the default player control mechanism
SetGamePlayerStateGunAltSwapKey1() -- command used by the default player control mechanism
GetGamePlayerStateGunAltSwapKey1() -- command used by the default player control mechanism
SetGamePlayerStateGunAltSwapKey2() -- command used by the default player control mechanism
GetGamePlayerStateGunAltSwapKey2() -- command used by the default player control mechanism
SetGamePlayerStateWeaponKeySelection() -- command used by the default player control mechanism
GetGamePlayerStateWeaponKeySelection() -- command used by the default player control mechanism
SetGamePlayerStateWeaponIndex() -- command used by the default player control mechanism
GetGamePlayerStateWeaponIndex() -- command used by the default player control mechanism
SetGamePlayerStateCommandNewWeapon() -- command used by the default player control mechanism
GetGamePlayerStateCommandNewWeapon() -- command used by the default player control mechanism
SetGamePlayerStateGunID() -- command used by the default player control mechanism
GetGamePlayerStateGunID() -- command used by the default player control mechanism
SetGamePlayerStateGunSelectionAfterHide() -- command used by the default player control mechanism
GetGamePlayerStateGunSelectionAfterHide() -- command used by the default player control mechanism
SetGamePlayerStateGunBurst() -- command used by the default player control mechanism
GetGamePlayerStateGunBurst() -- command used by the default player control mechanism
SetGamePlayerStatePlrZoomInChange() -- command used by the default player control mechanism
GetGamePlayerStatePlrZoomInChange() -- command used by the default player control mechanism
SetGamePlayerStatePlrZoomIn() -- command used by the default player control mechanism
GetGamePlayerStatePlrZoomIn() -- command used by the default player control mechanism
SetGamePlayerStateLuaActiveMouse() -- command used by the default player control mechanism
GetGamePlayerStateLuaActiveMouse() -- command used by the default player control mechanism
SetGamePlayerStateRealFov() -- command used by the default player control mechanism
GetGamePlayerStateRealFov() -- command used by the default player control mechanism
SetGamePlayerStateDisablePeeking: SetGamePlayerStateDisablePeeking() -- command used by the default player control mechanism
GetGamePlayerStateDisablePeeking() -- command used by the default player control mechanism
SetGamePlayerStatePlrHasFocus() -- command used by the default player control mechanism
GetGamePlayerStatePlrHasFocus() -- command used by the default player control mechanism
SetGamePlayerStateGameRunAsMultiplayer() -- command used by the default player control mechanism
GetGamePlayerStateGameRunAsMultiplayer() -- command used by the default player control mechanism
SetGamePlayerStateSteamWorksRespawnLeft() -- command used by the default player control mechanism
GetGamePlayerStateSteamWorksRespawnLeft() -- command used by the default player control mechanism
SetGamePlayerStateTabMode() -- command used by the default player control mechanism
GetGamePlayerStateTabMode() -- command used by the default player control mechanism
SetGamePlayerStateLowFpsWarning() -- command used by the default player control mechanism
GetGamePlayerStateLowFpsWarning() -- command used by the default player control mechanism
SetGamePlayerStateCameraFov() -- command used by the default player control mechanism
GetGamePlayerStateCameraFov() -- command used by the default player control mechanism
SetGamePlayerStateCameraFovZoomed() -- command used by the default player control mechanism
GetGamePlayerStateCameraFovZoomed() -- command used by the default player control mechanism
SetGamePlayerStateMouseInvert() -- command used by the default player control mechanism
GetGamePlayerStateMouseInvert() -- command used by the default player control mechanism
SetGamePlayerStateSlowMotion() -- command used by the default player control mechanism
GetGamePlayerStateSlowMotion() -- command used by the default player control mechanism
SetGamePlayerStateSmoothCameraKeys() -- command used by the default player control mechanism
GetGamePlayerStateSmoothCameraKeys() -- command used by the default player control mechanism
SetGamePlayerStateCamMouseMoveX() -- command used by the default player control mechanism
GetGamePlayerStateCamMouseMoveX() -- command used by the default player control mechanism
SetGamePlayerStateCamMouseMoveY() -- command used by the default player control mechanism
GetGamePlayerStateCamMouseMoveY() -- command used by the default player control mechanism
SetGamePlayerStateGunRecoilX() -- command used by the default player control mechanism
GetGamePlayerStateGunRecoilX() -- command used by the default player control mechanism
SetGamePlayerStateGunRecoilY() -- command used by the default player control mechanism
GetGamePlayerStateGunRecoilY() -- command used by the default player control mechanism
SetGamePlayerStateGunRecoilAngleX() -- command used by the default player control mechanism
GetGamePlayerStateGunRecoilAngleX() -- command used by the default player control mechanism
SetGamePlayerStateGunRecoilAngleY() -- command used by the default player control mechanism
GetGamePlayerStateGunRecoilAngleY() -- command used by the default player control mechanism
SetGamePlayerStateGunRecoilCorrectY() -- command used by the default player control mechanism
GetGamePlayerStateGunRecoilCorrectY() -- command used by the default player control mechanism
SetGamePlayerStateGunRecoilCorrectX() -- command used by the default player control mechanism
GetGamePlayerStateGunRecoilCorrectX() -- command used by the default player control mechanism
SetGamePlayerStateGunRecoilCorrectAngleY() -- command used by the default player control mechanism
GetGamePlayerStateGunRecoilCorrectAngleY() -- command used by the default player control mechanism
SetGamePlayerStateGunRecoilCorrectAngleX() -- command used by the default player control mechanism
GetGamePlayerStateGunRecoilCorrectAngleX() -- command used by the default player control mechanism
SetGamePlayerStateCamAngleX() -- command used by the default player control mechanism
GetGamePlayerStateCamAngleX() -- command used by the default player control mechanism
SetGamePlayerStateCamAngleY() -- command used by the default player control mechanism
GetGamePlayerStateCamAngleY() -- command used by the default player control mechanism
SetGamePlayerStatePlayerDucking() -- command used by the default player control mechanism
GetGamePlayerStatePlayerDucking() -- command used by the default player control mechanism
SetGamePlayerStateEditModeActive() -- command used by the default player control mechanism
GetGamePlayerStateEditModeActive() -- command used by the default player control mechanism
SetGamePlayerStatePlrKeyShift() -- command used by the default player control mechanism
GetGamePlayerStatePlrKeyShift() -- command used by the default player control mechanism
SetGamePlayerStatePlrKeyShift2() -- command used by the default player control mechanism
GetGamePlayerStatePlrKeyShift2() -- command used by the default player control mechanism
SetGamePlayerStatePlrKeyControl() -- command used by the default player control mechanism
GetGamePlayerStatePlrKeyControl() -- command used by the default player control mechanism
SetGamePlayerStateNoWater() -- command used by the default player control mechanism
GetGamePlayerStateNoWater() -- command used by the default player control mechanism
SetGamePlayerStateWaterlineY() -- command used by the default player control mechanism
GetGamePlayerStateWaterlineY() -- command used by the default player control mechanism
SetGamePlayerStateMoving() -- command used by the default player control mechanism
GetGamePlayerStateMoving() -- command used by the default player control mechanism
SetGamePlayerStateTerrainHeight() -- command used by the default player control mechanism
GetGamePlayerStateTerrainHeight() -- command used by the default player control mechanism
SetGamePlayerStateJetpackVerticalMove() -- command used by the default player control mechanism
GetGamePlayerStateJetpackVerticalMove() -- command used by the default player control mechanism
SetGamePlayerStateTerrainID() -- command used by the default player control mechanism
GetGamePlayerStateTerrainID() -- command used by the default player control mechanism
SetGamePlayerStateEnablePlrSpeedMods() -- command used by the default player control mechanism
GetGamePlayerStateEnablePlrSpeedMods() -- command used by the default player control mechanism
SetGamePlayerStateRiftMode() -- command used by the default player control mechanism
GetGamePlayerStateRiftMode() -- command used by the default player control mechanism
SetGamePlayerStatePlayerX() -- command used by the default player control mechanism
GetGamePlayerStatePlayerX() -- command used by the default player control mechanism
SetGamePlayerStatePlayerY() -- command used by the default player control mechanism
GetGamePlayerStatePlayerY() -- command used by the default player control mechanism
SetGamePlayerStatePlayerZ() -- command used by the default player control mechanism
GetGamePlayerStatePlayerZ() -- command used by the default player control mechanism
SetGamePlayerStateTerrainPlayerX() -- command used by the default player control mechanism
GetGamePlayerStateTerrainPlayerX() -- command used by the default player control mechanism
SetGamePlayerStateTerrainPlayerY() -- command used by the default player control mechanism
GetGamePlayerStateTerrainPlayerY() -- command used by the default player control mechanism
SetGamePlayerStateTerrainPlayerZ() -- command used by the default player control mechanism
GetGamePlayerStateTerrainPlayerZ() -- command used by the default player control mechanism
SetGamePlayerStateTerrainPlayerAX() -- command used by the default player control mechanism
GetGamePlayerStateTerrainPlayerAX() -- command used by the default player control mechanism
SetGamePlayerStateTerrainPlayerAY() -- command used by the default player control mechanism
GetGamePlayerStateTerrainPlayerAY() -- command used by the default player control mechanism
SetGamePlayerStateTerrainPlayerAZ() -- command used by the default player control mechanism
GetGamePlayerStateTerrainPlayerAZ() -- command used by the default player control mechanism
SetGamePlayerStateAdjustBasedOnWobbleY() -- command used by the default player control mechanism
GetGamePlayerStateAdjustBasedOnWobbleY() -- command used by the default player control mechanism
SetGamePlayerStateFinalCamX() -- command used by the default player control mechanism
GetGamePlayerStateFinalCamX() -- command used by the default player control mechanism
SetGamePlayerStateFinalCamY() -- command used by the default player control mechanism
GetGamePlayerStateFinalCamY() -- command used by the default player control mechanism
SetGamePlayerStateFinalCamZ() -- command used by the default player control mechanism
GetGamePlayerStateFinalCamZ() -- command used by the default player control mechanism
SetGamePlayerStateShakeX() -- command used by the default player control mechanism
GetGamePlayerStateShakeX() -- command used by the default player control mechanism
SetGamePlayerStateShakeY() -- command used by the default player control mechanism
GetGamePlayerStateShakeY() -- command used by the default player control mechanism
SetGamePlayerStateShakeZ() -- command used by the default player control mechanism
GetGamePlayerStateShakeZ() -- command used by the default player control mechanism
SetGamePlayerStateImmunity() -- command used by the default player control mechanism
GetGamePlayerStateImmunity() -- command used by the default player control mechanism
SetGamePlayerStateCharAnimIndex() -- command used by the default player control mechanism
GetGamePlayerStateCharAnimIndex() -- command used by the default player control mechanism
SetGamePlayerStateIsMelee() -- by default sets current weapon, can specify optional gunid and firemode
GetGamePlayerStateIsMelee() -- command used by the default player control mechanism
SetGamePlayerStateAlternate() -- by default sets current weapon, can specify optional gunid and firemode
GetGamePlayerStateAlternate() -- command used by the default player control mechanism
SetGamePlayerStateModeShareMags() -- by default sets current weapon, can specify optional gunid and firemode
GetGamePlayerStateModeShareMags() -- command used by the default player control mechanism
SetGamePlayerStateAlternateIsFlak() -- by default sets current weapon, can specify optional gunid and firemode
GetGamePlayerStateAlternateIsFlak() -- command used by the default player control mechanism
SetGamePlayerStateAlternateIsRay() -- by default sets current weapon, can specify optional gunid and firemode
GetGamePlayerStateAlternateIsRay() -- command used by the default player control mechanism
SetFireModeSettingsReloadQty() -- by default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsReloadQty() -- command used by the default player control mechanism
SetFireModeSettingsIsEmpty() -- by default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsIsEmpty() -- command used by the default player control mechanism
SetFireModeSettingsJammed() -- by default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsJammed() -- command used by the default player control mechanism
SetFireModeSettingsJamChance() -- by default sets current weapon, can specify optional gunid and firemodem
GetFireModeSettingsJamChance() -- command used by the default player control mechanism
SetFireModeSettingsMinTimer() -- by default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsMinTimer() -- command used by the default player control mechanism
SetFireModeSettingsAddTimer() -- by default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsAddTimer() -- command used by the default player control mechanism
SetFireModeSettingsShotsFired() -- by default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsShotsFired() -- command used by the default player control mechanism
SetFireModeSettingsCoolTimer() -- by default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsCoolTimer() -- command used by the default player control mechanism
SetFireModeSettingsOverheatAfter() -- by default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsOverheatAfter() -- command used by the default player control mechanism
SetFireModeSettingsJamChanceTime() -- by default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsJamChanceTime() -- command used by the default player control mechanism
SetFireModeSettingsCoolDown() -- by default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsCoolDown() -- command used by the default player control mechanism
SetFireModeSettingsNoSubmergedFire() -- by default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsNoSubmergedFire() -- command used by the default player control mechanism
SetFireModeSettingsSimpleZoom() -- by default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsSimpleZoom() -- command used by the default player control mechanism
SetFireModeSettingsForceZoomOut() -- by default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsForceZoomOut() -- command used by the default player control mechanism
SetFireModeSettingsZoomMode() -- by default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsZoomMode() -- command used by the default player control mechanism
SetFireModeSettingsSimpleZoomAnim() -- by default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsSimpleZoomAnim() -- command used by the default player control mechanism
SetFireModeSettingsPoolIndex() -- by default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsPoolIndex() -- command used by the default player control mechanism
SetFireModeSettingsPlrTurnSpeedMod() -- by default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsPlrTurnSpeedMod() -- command used by the default player control mechanism
SetFireModeSettingsZoomTurnSpeed() -- by default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsZoomTurnSpeed() -- command used by the default player control mechanism
SetFireModeSettingsPlrJumpSpeedMod() -- by default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsPlrJumpSpeedMod() -- command used by the default player control mechanism
SetFireModeSettingsPlrEmptySpeedMod() -- by default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsPlrEmptySpeedMod() -- command used by the default player control mechanism
SetFireModeSettingsPlrMoveSpeedMod() -- by default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsPlrMoveSpeedMod() -- command used by the default player control mechanism
SetFireModeSettingsZoomWalkSpeed() -- by default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsZoomWalkSpeed() -- command used by the default player control mechanism
SetFireModeSettingsPlrReloadSpeedMod() -- default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsPlrReloadSpeedMod() -- command used by the default player control mechanism
SetFireModeSettingsHasEmpty() -- by default sets current weapon, can specify optional gunid and firemode
GetFireModeSettingsHasEmpty() -- command used by the default player control mechanism
GetFireModeSettingsActionBlockStart() -- command used by the default player control mechanism
SetGamePlayerStateGunSound() -- command used by the default player control mechanism
GetGamePlayerStateGunSound() -- command used by the default player control mechanism
SetGamePlayerStateGunAltSound() -- command used by the default player control mechanism
GetGamePlayerStateGunAltSound() -- command used by the default player control mechanism
CopyCharAnimState() -- command used by the default player control mechanism
SetCharAnimStatePlayCsi() -- command used by the default player control mechanism
GetCharAnimStatePlayCsi() -- command used by the default player control mechanism
SetCharAnimStateOriginalE() -- command used by the default player control mechanism
GetCharAnimStateOriginalE() -- command used by the default player control mechanism
SetCharAnimStateObj() -- command used by the default player control mechanism
GetCharAnimStateObj() -- command used by the default player control mechanism
SetCharAnimStateAnimationSpeed() -- command used by the default player control mechanism
GetCharAnimStateAnimationSpeed() -- command used by the default player control mechanism
SetCharAnimStateE() -- command used by the default player control mechanism
GetCharAnimStateE() -- command used by the default player control mechanism
GetCsiStoodVault() -- command used by the default player control mechanism
GetCharSeqTrigger() -- command used by the default player control mechanism
GetEntityElementBankIndex() -- command used by the default player control mechanism
GetEntityElementObj() -- command used by the default player control mechanism
GetEntityElementRagdollified() -- command used by the default player control mechanism
GetEntityElementSpeedModulator() -- command used by the default player control mechanism
GetEntityProfileJumpModifier() -- command used by the default player control mechanism
GetEntityProfileStartOfAIAnim() -- command used by the default player control mechanism
GetEntityProfileJumpHold() -- command used by the default player control mechanism
GetEntityProfileJumpResume() -- command used by the default player control mechanism
SetCharAnimControlsLeaping() -- command used by the default player control mechanism
GetCharAnimControlsLeaping() -- command used by the default player control mechanism
SetCharAnimControlsMoving() -- command used by the default player control mechanism
GetCharAnimControlsMoving() -- command used by the default player control mechanism
GetEntityAnimStart() -- command used by the default player control mechanism
GetEntityAnimFinish() -- command used by the default player control mechanism
Player Jetpack Commands
AddPlayerJetPack( e , fuel )
SetGamePlayerControlJetpackMode ( iValue ) -- sets the player control data to specified value
GetGamePlayerControlJetpackMode() -- gets the specified player control data value
SetGamePlayerControlJetpackFuel ( iValue ) -- sets the player control data to specified value
GetGamePlayerControlJetpackFuel() -- gets the specified player control data value
SetGamePlayerControlJetpackHidden ( iValue ) -- sets the player control data to specified value
GetGamePlayerControlJetpackHidden() -- gets the specified player control data value
SetGamePlayerControlJetpackCollected ( iValue ) -- sets the player control data to specified value
GetGamePlayerControlJetpackCollected() -- gets the specified player control data value
SetGamePlayerControlJetpackParticleEmitterIndex ( iValue ) -- sets the player control data to specified value
GetGamePlayerControlJetpackParticleEmitterIndex() -- gets the specified player control data value
SetGamePlayerControlJetpackThrust ( iValue ) -- sets the player control data to specified value
GetGamePlayerControlJetpackThrust: iValue = GetGamePlayerControlJetpackThrust() -- gets the specified player control data value
GetGamePlayerControlJetpackMode() -- command used by the default player control mechanism
GetGamePlayerControlJetpackFuel() -- command used by the default player control mechanism
GetGamePlayerControlJetpackHidden() -- command used by the default player control mechanism
GetGamePlayerControlJetpackCollected() -- command used by the default player control mechanism
GetGamePlayerControlSoundStartIndex() -- command used by the default player control mechanism
GetGamePlayerControlJetpackParticleEmitterIndex() -- command used by the default player control mechanism
GetGamePlayerControlJetpackThrust() -- command used by the default player control mechanism
Understanding PREEXIT system
----------------------------
SetPreExitValue( e , value ) -- where e is the entity and a value of 2 will exit preexit function
ai_melee_animmove_init( e )
SetPreExitValue( e , 0 ) -- set this to zero to clear out this value for the entity
ai_melee_animmove_preexit( e )
SetPreExitValue( e , 1 ) -- setting this to one will ensure we keep calling preexit over and over
if module_combatmelee.preexit(e,ai_movetype_useanim) == 1 then
SetPreExitValue( e , 2 ) -- when we set this to two, we instruct the engine to stop calling preexit and go to _exit
ai_melee_animmove_exit( e )
module_combatmelee.exit( e )
These AI commands represent a subset of the DarkAI system (further help referenced at Docs\DarkAI Documentation):
NEW MANUAL MODE COMMANDS
DarkAI Commands
AIEntityGoToPosition( obj , x , z ) -- where obj is the object number of the entity.Use this for legacy AI bot movement
AIEntityGoToPosition( obj , x , z , containerindex ) -- where obj is the object number of the entity. New decoupled AI bot manual control
AISetEntityControl( obj , controlmode ) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions
AIEntityStop( obj ) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions
AIGetEntityCanSee( obj , x , z , groundflag) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions
AIGetEntityViewRange( obj ) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions
AIGetEntityHeardSound( obj ) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions
AICouldSee( obj , x , y , z ) -- where obj is the object number of the entity. XYZ of the point in space tested line of sight by the AI
AIGetEntityIsMoving( obj ) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions
AISetEntityPosition( obj , x , y , z) -- where obj is the object number of the entity and XYZ are the new coordinates
AISetEntityTurnSpeed( obj , speed ) -- where obj is the object number and speed is the turning speed for navigating entities
AIGetEntitySpeed( obj ) -- where obj is the object number of the entity and returns the movement speed of the entity
AIGetTotalPaths() -- returns the number of created paths
AIGetPathCountPoints( pathnumber ) -- where pathnumber is the internal number of the path
AIPathGetPointX( pathnumber, pointindex ) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions
AIPathGetPointY( pathnumber, pointindex ) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions
AIPathGetPointZ( pathnumber, pointindex ) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions
AIGetTotalCover() -- returns the number of created cover zones
AICoverGetPointX( coverindex ) -- where coverindex is the index of the cover marker and returns the X position
AICoverGetPointY( coverindex ) -- where coverindex is the index of the cover marker and returns the Y position
AICoverGetPointZ( coverindex ) -- where coverindex is the index of the cover marker and returns the Z position
AICoverGetAngle( coverindex ) -- where coverindex is the index of the cover marker and returns the Y angle position
AICoverGetIfUsed( coverindex ) -- where coverindex is the index of the cover marker and returns string from IFUSED field
SetRotationYSlowly( e, destangle , smoothvalue ) -- where e is the entity and a smooth value of 100 is immediate, where 50 takes twice as long to rotate to destangle
OLD LEGACY AUTOMATIC COMMANDS
AIEntityAssignPatrolPath( obj , pathid ) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions
AIEntityAddTarget( obj , targetid ) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions
AIEntityRemoveTarget( obj , targetid ) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions
AIEntityMoveToCover( obj , x , z ) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions
AIGetEntityCanFire( obj ) -- where obj is the object number of the entity. See DarkAI docs for parameter descriptions
GetHeadTracker() -- returns a value of one if the head tracker is connected
ResetHeadTracker() -- resets the tracker to signal device is facing forward
GetHeadTrackerYaw() - returns the yaw of the head tracker if attached
GetHeadTrackerPitch() - returns the pitch of the head tracker if attached
GetHeadTrackerRoll() - returns the roll of the head tracker if attached
ScaleObject( obj, x, y, z ) -- Scales object in all axis (Note: uses object id not entity!)
***** The following five functions return multiple values, if you do not need them all just replace
***** the ones you don't need with '_' for example : _, _, _, Ax, Ay, Az = GetEntityPosAng( e ) would
***** just give you last three of the 6 values returned
GetObjectPosAng : x, y, z, Ax, Ay, Az = GetObjectPosAng( obj ) -- returns position and Euler angles of object
GetEntityPosAng : x, y, z, Ax, Ay, Az = GetEntityPosAng( e ) -- returns position and Euler angles of entity
GetObjectScales : xs, ys, zs = GetObjectScales( obj ) -- returns scale values of object in all axis (Note: uses object id not entity!)
GetEntityWeight( e ) -- returns the Physics weight value of the entity
***** Collision box is defined by coordinates of two opposing corners, from these it is easy to calculate the size of the object
GetObjectColBox : xmin, ymin, zmin, xmax, ymax, zmax = GetObjectColBox( obj ) -- returns collision cube of object
GetEntityColBox : xmin, ymin, zmin, xmax, ymax, zmax = GetEntityColBox( e ) -- returns collision cube of entity
Game Guru LUA Commands
GlobalLoop( gameloopflag )
RestoreGameFromSlot( 0 )
TriggerFadeIn()
ResetFade()
GameLoopQuit()
PlayerControl()
Common Updater Functions (called by Engine)
UpdateEntitySMALL(e,object,x,y,z)
UpdateEntity(e,object,x,y,z,rx,ry,rz,ave,act,col,key,zon,ezon,plrvis,ani,hea,frm,pdst,avd,lmb,lmi)
UpdateEntityRT(e,object,x,y,z,rx,ry,rz,ave,act,col,key,zon,ezon,plrvis,hea,frm,pdst,avd,lmb,lmi)
UpdateEntityAnimatingFlag(e,ani)
UpdateWeaponStatsItem(mode,index,value)
Misc Entity Commands
SetEntityHealth(e,v) -- set the entity's health (strength).
SetEntityHealthSilent(e,v)
Destroy( e )
SetActivated( e , v )
ActivateIfUsed( e )
RefreshEntity( e )
Collected( e )
Checkpoint( e )
FireWeapon( e )
FireWeaponInstant( e )
SwitchScript( e, str )
Entity Physics Commands
Scale( e , v )
GravityOff( e )
GravityOn( e )
SetEntityRagdollForce( e , limb , x , y , z , v)
Entity Rotation Commands
RotateX( e , v ) -- Rotate entity on X axis.
RotateY( e , v ) -- Rotate entity on Y axis.
RotateZ( e , v ) -- Rotate entity on Z axis.
SetRotation( e , x , y , z) -- Set the rotatation/angle of the entity.
ResetRotation(e , x , y , z)
LookAtPlayer( e )
RotateToPlayerWithOffset( e , angleoffset )
RotateToPlayer( e ) -- Rotate entity on the X axis to immedinately face the player.
RotateToPlayerSlowly( e , v ) -- Rotates the entity on the X axis to face the player with a value to change the speed at which it turns to the player.
RotateToCamera( e ) -- Rotates the entity on the X axis to look towards the active camera.
SetLimbIndex( e , v )
RotateLimbX( e , v )
RotateLimbY( e , v )
RotateLimbZ( e , v )
ResetLimbHit( e )
Entity Position Commands
MoveUp( e , v )
MoveDown( e , v )
MoveForward( e , v )
MoveBackward( e , v )
SetHoverFactor( e , v )
SetPosition( e , x , y , z )
ResetPosition( e , x , y ,z )
ModulateSpeed( e , v )
FreezeAI()
UnFreezeAI()
SetFreezePosition(x,y,z)
SetFreezeAngle(ax,ay,az)
TransportToFreezePosition()
TransportToFreezePositionOnly()
TransportToIfUsed( e )
Entity Visibility Commands
Hide(e) -- this will make the entity invisible.
Show(e) -- this will make the entity visible.
SetOcclusion( 100 ), control the occluder from script! set the occlude from 0 (off) to 100 (max). 10 and under for minimal popping
GetEntityPlayerVisibility( e )
GetEntityInZone( e )
GetFirstEntitySpawn() -- useful for scripts (such as the radar) that need to deal with entities that can come into existence at any time (returns 0 if no new entity)
GetNextEntitySpawn() -- returns the next new spawn in the list, 0 if the of the list is reached
GetPlayerInZone( e )
CollisionOn( e )
CollisionOff( e )
SpawnIfUsed( e )
Spawn( e )
SetAttachmentVisible( e , 1 ). 1 sets the entities attachment to be visible (such as their weapon), 0 switches it off
Ancient LUA commands (superseded by removing hard coded systems)
CharacterControlManual( e )
CharacterControlLimbo( e )
CharacterControlUnarmed( e )
CharacterControlArmed( e )
CharacterControlFidget( e )
CharacterControlDucked( e )
CharacterControlStand( e )
SetCharacterToWalk( e )
SetCharacterToRun( e )
SetCharacterToStrafeLeft( e )
SetCharacterToStrafeRight( e )
SetCharacterVisionDelay( e , v )
LockCharacterPosition( e , v )
UnlockCharacterPosition( e , v )
New Physics Commands
GetObjectColBox
GetObjectScales
GetObjectCentre
GetEntityWeight( e )
AddObjectCollisionCheck
RemoveObjectCollisionCheck
GetTerrainNumCollisions
GetTerrainCollisionDetails
GetObjectNumCollisions
GetObjectCollisionDetails
CreateSingleHinge
CreateDoubleHinge
CreateSingleJoint
CreateDoubleJoint
RemoveObjectConstraints
PhysicsRayCast
SetObjectDamping
PushObject
Multiplayer Commands
GetMultiplayerTeamBased()
SetMultiplayerGameFriendlyFireOff()
SetNameplatesOff()
GetCoOpMode()
GetCoOpEnemiesAlive()
MP_IsServer()
SetMultiplayerGameMode(mode)
GetMultiplayerGameMode(mode)
SetServerTimer(t)
GetServerTimer(t)
GetServerTimerPassed()
ServerRespawnAll()
ServerEndPlay()
GetShowScores()
SetServerKillsToWin( v )
Physics Commands
PushObject -- To be documented
ConstrainObjMotion -- To be documented
ConstrainObjRotation -- To be documented
CreateSingleHinge -- To be documented
CreateSingleJoint -- To be documented
CreateDoubleHinge -- To be documented
CreateDoubleJoint -- To be documented
CreateSliderDouble -- To be documented
RemoveObjectConstraints -- To be documented
RemoveConstraint -- To be documented
PhysicsRayCast -- To be documented
SetObjectDamping -- To be documented
SetHingeLimits -- To be documented
GetHingeAngle -- To be documented
SetHingeMotor -- To be documented
SetSliderMotor -- To be documented
SetBodyScaling -- To be documented
SetSliderLimits -- To be documented
GetSliderPosition -- To be documented
PushObject -- To be documented
ConstrainObjMotion -- To be documented
ConstrainObjRotation -- To be documented
CreateSingleHinge -- To be documented
CreateSingleJoint -- To be documented
CreateDoubleHinge -- To be documented
CreateDoubleJoint -- To be documented
CreateSliderDouble -- To be documented
RemoveObjectConstraints -- To be documented
RemoveConstraint -- To be documented
PhysicsRayCast -- To be documented
SetObjectDamping -- To be documented
SetHingeLimits -- To be documented
GetHingeAngle -- To be documented
SetHingeMotor -- To be documented
SetSliderMotor -- To be documented
SetBodyScaling -- To be documented
SetSliderLimits -- To be documented
GetSliderPosition -- To be documented
Collision Detection Commands
GetObjectNumCollisions -- To be documented
GetObjectCollisionDetails -- To be documented
GetTerrainNumCollisions -- To be documented
GetTerrainCollisionDetails -- To be documented
AddObjectCollisionCheck -- To be documented
RemoveObjectCollisionCheck -- To be documented
Quaternion Commands
QuatToEuler -- To be documented
EulerToQuat -- To be documented
QuatMultiply -- To be documented
QuatSLERP -- To be documented
QuatLERP -- To be documented
"Game Guru" is a trademark of The Game Creators and Dark Basic Professional Limited.
www.GameGuru.ca is not afiliated with TGC or DBPL.