Script events (Prey)
- Entity Events
- System Events
- Camera Events
- Light Events
- Forcefield Events
- Animate Events
- Mover Events
- Door Events
- Four Fingered Claw Events
- Moveable Events
- Skeletal Animation Events
- Weapon Events
- Projectile Events
- Combat Node Events
- Actor Events
- Player Events
- Path Node Events
- AI Events
- Utility Functions
The information on this page is specific to Prey .
Script events are the commands used in Prey’s native scripting language.
Existing script events as of version 0.2.95 (demo).
Entity Events
- activate
- activateTargets
- bind
- bindPosition
- bindToJoint
- cacheSoundShader
- callFunction
- clearSignal
- distanceTo
- distanceToPoint
- fadeSound
- getAngles
- getAngularVelocity
- getColor
- getEntityKey
- getFloatKey
- getIntKey
- getKey
- getLinearVelocity
- getMaxs
- getMins
- getName
- getNextKey
- getOrigin
- getShaderParm
- getSize
- getTarget
- getVectorKey
- getWorldOrigin
- hasFunction
- hide
- isHidden
- numTargets
- randomTarget
- remove
- removeBinds
- restorePosition
- setAngles
- setAngularVelocity
- setColor
- setGuiFloat
- setGuiParm
- setKey
- setLinearVelocity
- setModel
- setName
- setNeverDormant
- setOrigin
- setOwner
- setShaderParm
- setShaderParms
- setSize
- setSkin
- setWorldOrigin
- show
- startFx
- startSound
- startSoundShader
- stopSound
- touches
- unbind
- wait
- waitFrame
System Events
- angToForward
- angToRight
- angToUp
- assert
- clearPersistantArgs
- clearSignalThread
- copySpawnArgs
- cos
- CrossProduct
- debugArrow
- debugBounds
- debugCircle
- debugLine
- DotProduct
- drawText
- error
- fadeIn
- fadeOut
- fadeTo
- firstPerson
- getcvar
- getEntity
- getFrameTime
- getPersistantFloat
- getPersistantString
- getPersistantVector
- getTicsPerSecond
- getTime
- getTraceBody
- getTraceEndPos
- getTraceEntity
- getTraceFraction
- getTraceJoint
- getTraceNormal
- influenceActive
- isClient
- isMultiplayer
- killthread
- music
- onSignal
- pause
- println
- radiusDamage
- random
- respawn
- say
- setCamera
- setcvar
- setPersistantArg
- setSpawnArg
- sin
- spawn
- SpawnFloat
- SpawnString
- SpawnVector
- sqrt
- strLeft
- strLength
- strMid
- strRight
- strSkip
- strToFloat
- terminate
- threadname
- trace
- tracePoint
- trigger
- vecLength
- vecNormalize
- VecToAngles
- waitFor
- waitForThread
- warning
Camera Events
Light Events
- fadeInLight
- fadeOutLight
- getLightParm
- Off
- On
- setLightParm
- setLightParms
- setRadius
- setRadiusXYZ
- setShader
Forcefield Events
Animate Events
Mover Events
- accelSound
- accelTime
- accelTo
- bob
- closePortal
- decelSound
- decelTime
- decelTo
- disableSplineAngles
- enableSplineAngles
- isMoving
- isRotating
- move
- moveSound
- moveTo
- moveToPos
- openPortal
- removeInitialSplineAngles
- rotate
- rotateDownTo
- rotateOnce
- rotateTo
- rotateUpTo
- speed
- startSpline
- stopMoving
- stopRotating
- stopSpline
- sway
- time
Door Events
Four Fingered Claw Events
Moveable Events
Skeletal Animation Events
Weapon Events
- addToClip
- allowDrop
- ammoAvailable
- ammoInClip
- animDone
- autoReload
- clipSize
- createProjectile
- flashlight
- getBlendFrames
- getOwner
- getWorldModel
- isInvisible
- launchProjectiles
- melee
- netEndReload
- netReload
- nextWeapon
- playAnim
- playCycle
- setBlendFrames
- totalAmmoCount
- useAmmo
- weaponHolstered
- weaponLowering
- weaponOutOfAmmo
- weaponReady
- weaponReloading
- weaponRising
- weaponState
Projectile Events
Combat Node Events
Actor Events
- animDistance
- animLength
- animState
- checkAnim
- chooseAnim
- closestEnemyToPoint
- disableEyeFocus
- disablePain
- enableAnim
- enableEyeFocus
- enablePain
- finishAction
- getAnimState
- getHead
- getPainAnim
- getState
- hasAnim
- hasEnemies
- idleAnim
- inAnimState
- nextEnemy
- overrideAnim
- preventPain
- setAnimPrefix
- SetConstraintPosition
- setNextState
- setState
- setSyncedAnimWeight
- stopAnim
Player Events
- disableWeapon
- enableWeapon
- getButtons
- getCurrentWeapon
- getMove
- getPreviousWeapon
- getViewAngles
- getWeaponEntity
- selectWeapon
Path Node Events
AI Events
- allowDamage
- allowHiddenMovement
- allowMovement
- animTurn
- attackBegin
- attackEnd
- attackMelee
- attackMissile
- becomeRagdoll
- becomeSolid
- burn
- canBecomeSolid
- canHitEnemy
- canHitEnemyFromAnim
- canHitEnemyFromJoint
- canReachEnemy
- canReachEntity
- canReachPosition
- canSee
- chargeAttack
- clearBurn
- clearEnemy
- clearFlyOffset
- closestReachableEnemyOfEntity
- createMissile
- directDamage
- disableAFPush
- disableClip
- disableGravity
- enableAFPush
- enableClip
- enableGravity
- enemyInCombatCone
- enemyPositionValid
- enemyRange
- enemyRange2D
- entityInAttackCone
- faceEnemy
- faceEntity
- facingIdeal
- findActorsInBounds
- findEnemy
- findEnemyAI
- findEnemyInCombatNodes
- fireMissileAtTarget
- getClosestHiddenTarget
- getCombatNode
- getCurrentYaw
- getEnemy
- getEnemyEyePos
- getEnemyPos
- getHealth
- getJumpVelocity
- getMoveType
- getObstacle
- getRandomTarget
- getReachableEntityPosition
- getTalkTarget
- getTurnDelta
- getTurnRate
- heardSound
- ignoreDamage
- kickObstacles
- kill
- launchMissile
- locateEnemy
- lookAt
- lookAtEnemy
- meleeAttackToJoint
- moveOutOfRange
- moveStatus
- moveToAttackPosition
- moveToCover
- moveToEnemy
- moveToEnemyHeight
- moveToEntity
- moveToPosition
- muzzleFlash
- numSmokeEmitters
- preBurn
- predictEnemyPos
- pushPointIntoAAS
- radiusDamageFromJoint
- restoreMove
- saveMove
- setBoneMod
- setEnemy
- setFlyOffset
- setFlySpeed
- setHealth
- setMoveType
- setSmokeVisibility
- setTalkState
- setTalkTarget
- setTurnRate
- shrivel
- slideTo
- stopMove
- stopRagdoll
- stopThinking
- testAnimAttack
- testAnimMove
- testAnimMoveTowardEnemy
- testChargeAttack
- testMeleeAttack
- testMoveToPosition
- travelDistanceBetweenEntities
- travelDistanceBetweenPoints
- travelDistanceToEntity
- travelDistanceToPoint
- turnTo
- turnToEntity
- turnToPos
- waitAction
- waitMove
- wakeOnFlashlight
- wander