LUA Scripting


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



LoadImages( str , v)
SetImagePosition( x , y )
ShowImage( i )
HideImage( i )
SetImageAlignment( i )
LoadImage: myImage = LoadImage ( "myFolder\\myImage.png" ) -- Anywhere inside GG Files folder (however it is best to put into scriptbank images folder for making standalones)
GetImageWidth ( 1 ) -- get percentage width of image
GetImageHeight ( 1 ) -- get percentage height of image
CreateSprite ( myImage )
PasteSprite ( mySprite ) -- pastes the sprite at its current location (good for pasting sprite BEHIND text)
PasteSpritePosition ( mySprite , x , y ) -- as above but pasted at a specified XY coordinate
DeleteSprite ( mySprite )
SetSpritePosition ( mySprite , x , y )
SetSpriteSize ( mySprite , sizeX , sizeZ ) -- passing -1 as one of the params ensure the sprite retains its aspect ratio
SetSpriteDepth ( mySprite , 10 ) (0 is front, 100 is back)
SetSpriteColor ( mySprite , red , green, blue, alpha )
SetSpriteAngle ( mySprite , 180 )
SetSpriteOffset ( mySprite , 5 , -1 ) -- would be the centre for a 10% width image assigned to a sprite, passing -1 as one of the params ensure the sprite retains its aspect ratio
SetSpriteImage ( mySprite , myImage )

Weapon Commands

UpdateWeaponStats() -- Call this to instantly update all g_Weapon* data
ResetWeaponSystems ( ) -- resets any projectiles currently active in game
SetWeaponSlot ( index, got flag, preference flag ) -- Sets the weapon data directly, index is 1 through 10. The got flag value is the weapon ID of the weapon you have in that slot. By setting it, you can effectively grant the player that weapon without them having to pick it up, but you should ensure that weapon is placed somewhere in the level so it can load it the particulars. The preference flag value also takes a Weapon ID and is used when you want to make sure when a weapon is collected, it will go to that slot, so SetWeaponSlot ( 9, 0, 12 ) will make sure that when you collect Weapon ID 12 it will automatically be assigned to slot 9.
GetWeaponAmmo ( index ) -- Sets the weapon data directly, index is 1 through 10
SetWeaponAmmo ( index, ammo quantity ) -- Sets the weapon data directly, index is 1 through 10
GetWeaponClipAmmo ( index ) -- Sets the weapon data directly, index is 1 through 10
SetWeaponClipAmmo ( index, clip quantity ) -- Sets the weapon data directly, index is 1 through 10
GetWeaponPoolAmmo ( index ) -- Sets the weapon data directly, index is 1 through 10
SetWeaponPoolAmmo ( index, pool ammo quantity ) -- Sets the weapon data directly, index is 1 through 10
GetWeaponSlot ( index ) -- Gets WeaponID from slot, index is 1 through 10
WeaponID = GetPlayerWeaponID ( ) -- Returns the WeaponID the player is currently carrying
GetWeaponID ( GunNameString ) -- Gets WeaponID associated with current GunNameString
GetEntityWeaponID ( e ) -- Gets the WeaponID associated with the entity specified
SetWeaponDamage ( WeaponID, FireModeIndex, Value ) -- Sets damage value of weapon
SetWeaponAccuracy ( WeaponID, FireModeIndex, Value ) -- Sets accuracy value of weapon
SetWeaponReloadQuantity ( WeaponID, FireModeIndex, Value ) -- Sets reload quantity value of weapon
SetWeaponFireIterations ( WeaponID, FireModeIndex, Value ) -- Sets shot iterations value of weapon
SetWeaponRange ( WeaponID, FireModeIndex, Value ) -- Sets range value of weapon
SetWeaponDropoff ( WeaponID, FireModeIndex, Value ) -- Sets dropoff value of weapon
SetWeaponSpotLighting ( WeaponID, FireModeIndex, Value ) -- Sets whether weapon uses spot light effect
GetWeaponDamage ( WeaponID, FireModeIndex ) -- Get damage value of weapon
GetWeaponAccuracy ( WeaponID, FireModeIndex ) -- Get accuracy value of weapon
GetWeaponReloadQuantity ( WeaponID, FireModeIndex ) -- Get reload quantity value of weapon
GetWeaponFireIterations ( WeaponID, FireModeIndex ) -- Get shot iterations value of weapon
GetWeaponRange ( WeaponID, FireModeIndex ) -- Get range value of weapon
GetWeaponDropoff ( WeaponID, FireModeIndex ) -- Get dropoff value of weapon
GetWeaponSpotLighting ( WeaponID, FireModeIndex ) -- Get whether weapon uses spot light effect
WrapAngle ( Angle, Dest, Smoothing ) will smoothly change Angle to Dest, returning in V. Smoothing 0 to 1.
GetAmmoClipMax ( e ) -- returns the maximum units per ammo clip for the held weapon of the entity
GetAmmoClip ( e ) -- returns the current ammo in clip for the held weapon of the entity
SetAmmoClip ( e, ammoquantity ) -- sets the ammo clip quantity for the held weapon of the entity

Camera Commands

SetCameraPanelDistance(v) -- this command is for optimizing what is visibleon the scene based on distance from player
SetCameraPanelFOV(v)
SetCameraPanelZoomPercentage(v)
SetCameraPanelWeaponFOV(v)
SetCameraOverride ( i ) where i is 0-off, 1-position only, 2-angle only, 3-position and angle
SetCameraPosition ( c, x, y, z ) where c should be zero and XYZ are 3D coordinates
SetCameraAngle ( c, x, y, z ) where c should be zero and XYZ are euler angles
GetCameraPositionX ( c ) where V is the X coordinate of the specified camera
GetCameraPositionY ( c ) where V is the Y coordinate of the specified camera
GetCameraPositionZ ( c ) where V is the Z coordinate of the specified camera
GetCameraAngleX ( c ) where V is the X angle of the specified camera
GetCameraAngleY ( c ) where V is the Y angle of the specified camera
GetCameraAngleZ ( c ) where V is the Z angle of the specified camera

Entity Commands

SetEntityActive ( e, active flag ) -- Sets the entity data directly, e is entity index
SetEntityActivated ( e, activated flag ) -- Sets the entity data directly, e is entity index
SetEntityCollected ( e, collected flag ) -- Sets the entity data directly, e is entity index
SetEntityHasKey ( e, haskey flag ) -- Sets the entity data directly, e is entity index
GetEntityVisibility ( e ) -- where e is the entity number and return vis (0-hidden,1-shown)
GetEntityActive ( e ) -- returns 1 if the entity is active and not in process of dying
GetEntityPositionX ( e ) -- where e is the entity number and returns the X position
GetEntityPositionY ( e ) -- where e is the entity number and returns the Y position
GetEntityPositionZ ( e ) -- where e is the entity number and returns the Z position
GetEntityAngleX ( e ) -- where e is the entity number and returns the X angle
GetEntityAngleY ( e ) -- where e is the entity number and returns the Y angle
GetEntityAngleZ ( e ) -- where e is the entity number and returns the Z angle
GetAnimationSpeed ( e ) -- where e is the entity number and speed is the ANIMSPEED of the entity
SetAnimationSpeedModulation ( e, speed ) -- where e is the entity number and speed is animation speed modulator
GetAnimationSpeedModulation ( e ) -- where e is the entity number and speed is the animation speed modulator
GetMovementDelta ( e ) -- where e is the entity number and delta is the movement distance since the last cycle
SetEntityString ( e, slot, string, loadSound ) -- where e is the entity number and slot (0-4) to write the string into
-- set loadSound to 1 to also relplace the sound sample in the specified
-- slot with the one pointed to by 'string'
GetEntityString ( e, slot ) -- where e is the entity number and slot (0-4) is the sound slot index
GetEntitySpawnAtStart ( e ) -- returns the state of the spawn (0-dont spawn at start, 1-spawn at start, 2-spawned during game)
GetEntityFilePath ( e ) -- returns the entity file path to be used for helping inventory image systems
GetEntityAnimationStart ( e, animsetindex ) -- returns frame (Y) stored in FPE under animX = Y,Z where X is animsetindex
GetEntityAnimationFinish ( e, animsetindex ) -- returns frame (Z) stored in FPE under animX = Y,Z where X is animsetindex
GetEntityAnimationFound ( e, animsetindex ) -- returns a 1 if this value was set in FPE anim system (not CSI)
FreezeEntity ( e, mode ) -- where e is the entity index and mode is reserved. Will freeze entity physics position
UnFreezeEntity ( e ) -- where e is the entity index to be unfrozen from a previous call to FreezeEntity


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








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