rich_is_bored@Posted: Wed Jul 07, 2004 6:18 pm :
ATTENTION

This thread is no longer maintained and the information contained therein may not be accurate.

We have passed the task of documentation over to our sister site, http://www.modwiki.net where the community can play a more active role in maintaining up to date and accurate documentation.

Introduction

I think it's time I wrote up a more complete command reference for scripts. But I need everyone's help.

I'm starting a thread here in hopes that it takes on the form of a wiki. Of course this means that people with rights to edit threads can edit changes into this post.

If you don't have rights but would like to make a contribution just make a post below and I'll append it. The list is too huge for one post and unfortunately, in order to keep the list uninterupted, I'll have to delete your posts after I edit them into the list.

Hopefully this will serve well as a means to populate BNA's database with definitions.


Scripting Command Reference (Wiki)

____________________________________________________________

accelTime

Category:
Func_movers

Syntax
void accelTime( float time );

Description
Sets the acceleration time. Set this acceleration time before initiating a new move.

Example
Code:
    $machineclaw1_carrier.accelTime (.50);


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activate

Category:
Entities

Syntax
void activate( entity activator );

Description
Activates this entity as if it was activated by a trigger.
Activator is the entity that caused the action (usually the player).

Example
Code:
NA

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activateTargets

Category:
Entities

Syntax
void activateTargets( entity activator );

Description
Activates this entity as if it was activated by a trigger.
Activator is the entity that caused the action (usually the player).

Example
Code:
NA

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angToForward

Category:
System

Syntax
vector angToForward( vector angles );

Description
Returns a forward vector for the given Euler angles.

Example
Code:
NA

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angToRight

Category:
System

Syntax
vector angToRight( vector angles );

Description
Returns a right vector for the given Euler angles.

Example
Code:
NA

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angToUp

Category:
System

Syntax
vector angToUp( vector angles );

Description
Returns an up vector for the given Euler angles.

Example
Code:
NA

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assert

Category:
System

Syntax
void assert( float condition );

Description
Breaks if the condition is zero. (Only works in debug builds.)

Example
Code:
NA

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attackBegin

Category:
AI

Syntax
void attackBegin( string damageDef );

Description
NA

Example
Code:
NA

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attackEnd

Category:
AI

Syntax
void attackEnd();

Description
NA

Example
Code:
NA

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attackMelee

Category:
AI

Syntax
float attackMelee( string damageDef );

Description
returns true if the attack hit.

Example
Code:
NA

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attackMissle

Category:
AI

Syntax
entity attackMissile( string jointname );

Description
Returns projectile fired.

Example
Code:
NA

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becomeNonSolid

Category:
func_movable

Syntax
void becomeNonSolid();

Description
Makes the moveable non-solid for other entities.

Example
Code:
NA

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bind

Category:
Entities

Syntax
void bind( entity master )

Description
Fixes this entity's position and orientation relative to another entity, such that when the master entity moves, so does this entity.

Example
Code:
NA

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bindPosition

Category:
Entities

Syntax
void bindPosition( entity master )

Description
Fixes this entity's position (but not orientation) relative to another entity, such that when the master entity moves, so does this entity.

Example
Code:
$exampleChild.bindPosition( $exampleParent );

____________________________________________________________

bindToJoint

Category:
Entities

Syntax
void bindToJoint( entity master, string boneName, float rotateWithMaster )

Description
Fixes this entity's position and orientation relative to a bone on another entity, such that when the master's bone moves, so does this entity.

Example
Code:
$exampleChild.bindToJoint( $exampleParent, "exampleBone", 1 );

____________________________________________________________

bob

Category:
func_mover

Syntax
void bob( float speed, float phase, vector distance );

Description
Initiates a translation back and forth along the given vector with the given speed and phase.

Example
Code:
NA

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canBecomeSolid

Category:
AI

Syntax
float canBecomeSolid();

Description
NA

Example
Code:
NA

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clearEnemy

Category:
NA

Syntax
void clearEnemy();

Description
NA

Example
Code:
NA

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clearSignal

Category:
Entities

Syntax
void clearSignal( float signalNum );

Description
Disables the callback function on the specified signal.

Example
Code:
NA

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clearSignalThread

Category:
System

Syntax
void clearSignalThread( float signalNum, entity ent );

Description
Clears the script callback function set for when the given signal is raised on the given entity.

Example
Code:
NA

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close

Category:
Doors

Syntax
void close();

Description
Closes the door.

Example
Code:
NA

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closePortal

Category:
func_movers

Syntax
void closePortal();

Description
Closes the renderer portal associated with this mover.

Example
Code:
NA

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cos

Category:
System

Syntax
float cos( float degrees );

Description
Returns the cosine of the given angle in degrees.

Example
Code:
NA

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createMissile

Category:
AI

Syntax
entity createMissile( string jointname );

Description
Returns projectile created.

Example
Code:
NA

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CrossProduct

Category:
System

Syntax
vector CrossProduct( vector vec1, vector vec2 );

Description
Returns the cross product of the two vectors.

Example
Code:
NA

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decelSound

Category:
func_movers

Syntax
void decelSound( string sound );

Description
Sets the sound to be played when the mover decelerates.

Example
Code:
NA

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decelTime

Category:
func_movers

Syntax
void decelTime( float time );

Description
Sets the deceleration time. Set this deceleration time before initiating a new move.

Example
Code:
NA

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disable

Category:
Doors

Syntax
void disable();

Description
Disables the door.

Example
Code:
NA

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DotProduct

Category:
System

Syntax
float DotProduct( vector vec1, vector vec2 );

Description
Returns the dot product of the two vectors.

Example
Code:
NA

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enable

Category:
Doors

Syntax
void enable();

Description
Enables the door.

Example
Code:
NA

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enemyRange

Category:
AI

Syntax
float enemyRange();

Description
NA

Example
Code:
NA

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faceEnemy

Category:
AI

Syntax
void faceEnemy();

Description
NA

Example
Code:
NA

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facingIdeal

Category:
AI

Syntax
float facingIdeal();

Description
NA

Example
Code:
NA

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fadeIn

Category:
System


Syntax
void fadeIn( vector color, float time );

Description
Fades towards the given color over the given time in seconds.

Example
Code:
NA

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fadeOut

Category:
System

Syntax
void fadeOut( vector color, float time );

Description
Fades from the given color over the given time in seconds.

Example
Code:
NA

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fadeTo

Category:
System

Syntax
void fadeTo( vector color, float alpha, float time );

Description
Fades to the given color up to the given alpha over the given time in seconds.

Example
Code:
NA

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firstPerson

Category:
System

Syntax
void firstPerson();

Description
Returns view control to the player entity.

Example
Code:
NA

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getAngles

Category:
Entities

Syntax
vector getAngles();

Description
Returns the current orientation of this entity (relative to bind parent if any).

Example
Code:
NA

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getAngularVelocity

Category:
Entities

Syntax
vector getAngularVelocity();

Description
Gets the current angular velocity of this entity. The angular velocity of a physics object is a vector that passes through the center of mass. The direction of this vector defines the axis of rotation and the magnitude defines the rate of rotation about the axis in radians per second.

Example
Code:
NA

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getButtons

Category:
Player

Syntax
float[i] getButtons();

Description
Returns the button state from the current user command.

Example
Code:
NA

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getcvar

Category:
System

Syntax
[i]string[i] getcvar( [i]string[i] name );

Description
Returns the string for a cvar.

Example
Code:
NA

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getEntity

Category:
System

Syntax
[i]entity
getEntity( string name );

Description
Returns a reference to the entity with the specified name.

Example
Code:
NA

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getFloatKey

Category:
Entities

Syntax
float getFloatKey( string key );

Description
Retrieves the floating point value of a specific spawn arg.

Example
Code:
NA

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getFrameTime

Category:
System

Syntax
float getFrameTime();

Description
Returns the length of time between game frames. This is not related to renderer frame rate.

Example
Code:
NA

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getIntKey

Category:
Entities

Syntax
float getIntKey( string key );

Description
Retrieves the integer value of a specific spawn arg.

Example
Code:
NA

____________________________________________________________

getKey

Category:
Entities

Syntax
string getKey( string key );

Description
Retrieves the value of a specific spawn arg.

Example
Code:
NA

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getLinearVelocity

Category:
Entities

Syntax
vector getLinearVelocity();

Description
Gets the current linear velocity of this entity. The linear velocity of a physics object is a vector that defines the translation of the center of mass in units per second.

Example
Code:
NA

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getMaxs

Category:
Entities

Syntax
vector getMaxs();

Description
Gets the maximum corner of this entity's bounding box.

Example
Code:
NA

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getMins

Category:
Entities

Syntax
vector getMins();

Description
Gets the minimum corner of this entity's bounding box.

Example
Code:
NA

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getMove

Category:
Player

Syntax
vector getMove();

Description
Returns the movement relative to the player's view angles from the current user command.
vector_x = forward, vector_y = right, vector_z = up

Example
Code:
NA

____________________________________________________________

getName

Category:
Entities

Syntax
string getName();

Description
Returns the name of this entity.

Example
Code:
$exampleEntity.getName();

____________________________________________________________

getOrigin

Category:
Entities

Syntax
vector getOrigin();

Description
Returns the current position of this entity (relative to bind parent if any).

Example
Code:
NA

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getSize

Category:
Entities

Syntax
vector getSize();

Description
Gets the size of this entity's bounding box.

Example
Code:
NA

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getTarget

Category:
Entities

Syntax
entity getTarget( float num );

Description
Returns the requested target entity.

Example
Code:
$exampleEntity.getTarget( 1 );

____________________________________________________________

getTime

Category:
System

Syntax
float getTime();

Description
Returns the current game time in seconds.

Example
Code:
NA

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getVectorKey

Category:
Entities

Syntax
vector getVectorKey( string key );

Description
Retrieves the vector value of a specific spawn arg.

Example
Code:
NA

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getViewAngles

Category:
Player

Syntax
vector getViewAngles();

Description
Returns the player view angles.

Example
Code:
NA

____________________________________________________________

getWorldOrigin

Category:
Entities

Syntax
vector getWorldOrigin();

Description
Returns the current worldspace position of this entity (regardless of any bind parent).

Example
Code:
$exampleEntity.getWorldOrigin();

____________________________________________________________

hasAnim

Category:
Actors

Syntax
float hasAnim( float channel, string animName );

Description
Returns true when an entity has a specific animation.

Example
Code:
NA

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hide

Category:
Entities

Syntax
void hide();

Description
Makes this entity invisible.

Example
Code:
NA

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killthread

Category:
System

Syntax
void killthread( string threadName );

Description
Kills all threads with the specified name

Example
Code:
NA

____________________________________________________________

move

Category:
func_movers

Syntax
void move( float angle, float distance );

Description
Initiates a translation with the given distance in the given yaw direction. Uses the current speed/time and acceleration and deceleration settings.

Example
Code:
NA

____________________________________________________________

moveTo

Category:
func_movers

Syntax
void moveTo( entity targetEntity );

Description
Initiates a translation to the position of an entity. Uses the current speed/time and acceleration and deceleration settings.

Example
Code:
NA

____________________________________________________________

numTargets

Category:
Entities

Syntax
float numTargets();

Description
Returns the number of entities this entity has targeted.

Example
Code:
$exampleEntity.numTargets();

____________________________________________________________
onSignal

Category:
System

Syntax
void onSignal( float signalNum, entity ent, string functionName );

Description
Sets a script callback function for when the given signal is raised on the given entity.

Example
Code:
NA

____________________________________________________________

Pause

Category:
System

Syntax
void pause();

Description
Pauses the current thread.

Example
Code:
NA

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Print

Category:
System

Syntax
void print( string text );

Description
Prints the given string to the console.

Example
Code:
NA

____________________________________________________________

println

Category:
System

Syntax
void println( string text );

Description
Prints the given line to the console.

Example
Code:
NA

____________________________________________________________



rich_is_bored@Posted: Wed Aug 11, 2004 6:11 am :
____________________________________________________________

random

Category:
System

Syntax
float random( float range );

Description
Returns a random value X where 0 <= X < range.

Example
Code:
NA

____________________________________________________________

randomTarget

Category:
Entities

Syntax
entity randomTarget( string ignoreName );

Description
Returns a random targeted entity. Pass in an entity name to skip that entity.

Example
Code:
$exampleEntity.randomTarget( ignoreThisEntity );

____________________________________________________________

remove

Category:
Entities

Syntax
void remove();

Description
Removes this entity from the game.

Example
Code:
$exampleEntity.remove();

____________________________________________________________

removeBinds

Category:
Entities

Syntax
void removeBinds();

Description
Removes all attached entities from the game.

Example
Code:
NA

____________________________________________________________

rotate

Category:
func_movers

Syntax
void rotate( vector angleSpeed );

Description
Initiates a rotation with the given angular speed. Uses the current speed/time and acceleration and deceleration settings.

Example
Code:
NA

____________________________________________________________

rotateDownTo

Category:
func_movers

Syntax
void rotateDownTo( float axis, float angle );

Description
Initiates a rotation about the given axis by decreasing the current angle towards the given angle. Uses the current speed/time and acceleration and deceleration settings.

Example
Code:
NA

____________________________________________________________

rotateOnce

Category:
func_movers

Syntax
void rotateOnce( vector angles );

Description
Initiates a rotation towards the current angles plus the given Euler angles. Uses the current speed/time and acceleration and deceleration settings.

Example
Code:
NA

____________________________________________________________

rotateTo

Category:
func_movers

Syntax
void rotateTo( vector angles );

Description
Initiates a rotation towards the given Euler angles. Uses the current speed/time and acceleration and deceleration settings.

Example
Code:
NA

____________________________________________________________

rotateUpTo

Category:
func_movers

Syntax
void rotateUpTo( float axis, float angle );

Description
Initiates a rotation about the given axis by increasing the current angle towards the given angle. Uses the current speed/time and acceleration and deceleration settings.

Example
Code:
NA

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say

Category:
System

Syntax
void say( string text );

Description
Print this line on the network

Example
Code:
NA

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setAngles

Category:
Entities

Syntax
void setAngles( vector angles );

Description
Sets the current orientation of this entity (relative to bind parent if any).

Example
Code:
NA

____________________________________________________________

setAngularVelocity

Category:
Entities

Syntax
void setAngularVelocity( vector velocity );

Description
Sets the current angular velocity of this entity. The angular velocity of a physics object is a vector that passes through the center of mass. The direction of this vector defines the axis of rotation and the magnitude defines the rate of rotation about the axis in radians per second.

Example
Code:
NA

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setCamera

Category:
System

Syntax
void setCamera( entity cameraEnt );

Description
Turns over view control to the given camera entity.

Example
Code:
NA

____________________________________________________________

setColor

Category:
Entities

Syntax
void setColor( float red, float green, float blue );

Description
Sets the RGB color of this entity (shader parms Parm0, Parm1, Parm2).

Example
Code:
NA

____________________________________________________________

setcvar

Category:
System

Syntax
void setcvar( string name, string value );

Description
Sets a cvar.

Example
Code:
NA

____________________________________________________________

setGuiFloat

Category:
Entities

Syntax
void setGuiFloat( string key, float value );

Description
Sets a parameter on this entity's GUI.

Example
Code:
NA

____________________________________________________________

setGuiParm

Category:
Entities

Syntax
void setGuiParm( string key, string value );

Description
Sets a parameter on this entity's GUI.

Example
Code:
NA

____________________________________________________________

setHealth

Category:
AI

Syntax
void setHealth( float health );

Description
NA

Example
Code:
NA

____________________________________________________________

setKey

Category:
Entities

Syntax
void setKey( string key, string value );

Description
Sets a key on this entity's spawn args. Note that most spawn args are evaluated when this entity spawns in, so this will not change the entity's behavior in most cases. This is chiefly for saving data the script needs in an entity for later retrieval.

Example
Code:
NA

____________________________________________________________

setLightParm

Category:
Lights

Syntax
void setLightParm( float parmNum, float value );

Description
Sets a shader parameter.

Example
Code:
NA

____________________________________________________________

setLightParms

Category:
Lights

Syntax
void setLightParms( float parm0, float parm1, float parm2, float parm3 );

Description
Sets the red/green/blue/alpha shader parms on the light and the model.

Example
Code:
NA

____________________________________________________________

setLinearVelocity

Category:
Entities

Syntax
void setLinearVelocity( vector velocity );

Description
Sets the current linear velocity of this entity in units per second. The linear velocity of a physics object is a vector that defines the translation of the center of mass in units per second.

Example
Code:
NA

____________________________________________________________

setModel

Category:
Entities

Syntax
void setModel( string modelName );

Description
Sets the model this entity uses.

Example
Code:
$exampleEntity.setModel( "modelname" );

____________________________________________________________

setName

Category:
Entities

Syntax
void setName( string name );

Description
Sets the name of this entity.

Example
Code:
$exampleEntity.setName( newName );

____________________________________________________________

setOrigin

Category:
Entities

Syntax
void setOrigin( vector origin );

Description
Sets the current position of this entity (relative to it's bind parent if any).

Example
Code:
NA

____________________________________________________________

setOwner

Category:
Entities

Syntax
void setOwner( entity owner );

Description
Sets the owner of this entity. Entity's will never collide with their owner.

Example
Code:
$exampleEntity.setOwner( $ownerEntity );

____________________________________________________________

setRadius

Category:
Lights

Syntax
void setRadius( float radius );

Description
Sets the size of the bounding box.

Example
Code:
NA

____________________________________________________________

setRadiusXYZ

Category:
Lights

Syntax
void setRadiusXYZ( float x, float y, float z );

Description
Sets the width/length/height of the light bounding box.

Example
Code:
NA

____________________________________________________________

setShader

Category:
Lights

Syntax
void setShader( string shader );

Description
Sets the shader to be used for the light.

Example
Code:
NA

____________________________________________________________

setShaderParm

Category:
Lights

Syntax
void setShaderParm( float parm, float value );

Description
Sets the value of the specified shader parm.

Example
Code:
NA

____________________________________________________________

setShaderParms

Category:
NA

Syntax
void setShaderParms( float parm0, float parm1, float parm2, float parm3 );

Description
Sets shader parms Parm0, Parm1, Parm2, and Parm3 (red, green, blue, and alpha respectively).

Example
Code:
NA

____________________________________________________________

setSize

Category:
Entities

Syntax
void setSize( vector min, vector max );

Description
Sets the size of this entity's bounding box.

Example
Code:
NA

____________________________________________________________

setSkin

Category:
Entities

Syntax
void setSkin( string skinName );

Description
Sets the skin this entity uses. Set to "" to turn off the skin.

Example
Code:
$exampleEntity.setSkin( "skinName" );

____________________________________________________________

setSpawnArg

Category:
System

Syntax
void setSpawnArg( string key, string value );

Description
Sets a key/value pair to be used when a new entity is spawned.

Example
Code:
NA

____________________________________________________________

setState

Category:
Actors

Syntax
void setState( string stateFunc );

Description
Sets the next state and goes to it immediately

Example
Code:
NA

____________________________________________________________

setWorldOrigin

Category:
Entities

Syntax
void setWorldOrigin( vector origin );

Description
Sets the current position of this entity (regardless of any bind parent).

Example
Code:
$exampleEntity.setWorldOrigin( vector );

____________________________________________________________


show

Category:
Entities

Syntax
void show();

Description
Makes this entity visible if it has a model.

Example
Code:
NA

____________________________________________________________

shrivel

Category:
AI

Syntax
void shrivel( float time );

Description
NA

Example
Code:
NA

____________________________________________________________

sin

Category:
System

Syntax
float sin( float degrees );

Description
Returns the sine of the given angle in degrees.

Example
Code:
NA

____________________________________________________________

spawn

Category:
System

Syntax
entity spawn( string classname );

Description
Creates an entity of the specified classname and returns a reference to the entity.

Example
Code:
NA

____________________________________________________________

spawnFloat

Category:
System

Syntax
float SpawnFloat( string key, float default );

Description
Returns the floating point value for the given spawn argument.

Example
Code:
NA

____________________________________________________________

spawnString

Category:
System

Syntax
string SpawnString( string key, string default );

Description
Returns the string for the given spawn argument.

Example
Code:
NA

____________________________________________________________

spawnVector

Category:
System

Syntax
vector SpawnVector( string key, vector default );

Description
Returns the vector for the given spawn argument.

Example
Code:
NA

____________________________________________________________

speed

Category:
func_movers

Syntax
void speed( float speed );

Description
Sets the movement speed. Set this speed before initiating a new move.

Example
Code:
NA

____________________________________________________________

start

Category:
Cameras

Syntax
void start();

Description
Starts a spline or anim camera moving.

Example
Code:
NA

____________________________________________________________

stop

Category:
Cameras

Syntax
void stop();

Description
Stops a spline or anim camera moving.

Example
Code:
NA

____________________________________________________________

stopMove

Category:
AI

Syntax
void stopMove();

Description
NA

Example
Code:
NA

____________________________________________________________

sway

Category:
func_movers

Syntax
void sway( float speed, float phase, vector angles );

Description
Initiates a rotation back and forth along the given angles with the given speed and phase.

Example
Code:
NA

____________________________________________________________

terminate

Category:
System

Syntax
void terminate( float threadNumber );

Description
Terminates a thread.

Example
Code:
NA

____________________________________________________________

testAnimMove

Category:
AI

Syntax
float testAnimMove( string animname );

Description
NA

Example
Code:
NA

____________________________________________________________

testMeleeAttack

Category:
AI

Syntax
float testMeleeAttack();

Description
NA

Example
Code:
NA

____________________________________________________________

threadname

Category:
System

Syntax
void threadname( string name );

Description
Sets the name of the current thread.

Example
Code:
NA

____________________________________________________________

time

Category:
func_movers

Syntax
void time( float time );

Description
Sets the movement time. Set this time before initiating a new move.

Example
Code:
NA

____________________________________________________________

touches

Category:
Entities

Syntax
float touches( entity other );

Description
Returns true if this entity touches the other entity.

Example
Code:
NA

____________________________________________________________

trigger

Category:
System

Syntax
void trigger( entity entityToTrigger );

Description
Triggers the given entity.

Example
Code:
NA

____________________________________________________________

unbind

Category:
Entities

Syntax
void unbind();

Description
Detaches this entity from its master.

Example
Code:
$exampleChild.unbind();

____________________________________________________________

vecLength

Category:
System

Syntax
float vecLength( vector vec );

Description
Returns the length of the given vector.

Example
Code:
NA

____________________________________________________________

vecNormalize

Category:
System

Syntax
vector vecNormalize( vector vec );

Description
Returns the normalized version of the given vector.

Example
Code:
NA

____________________________________________________________

wait

Category:
Entities

Syntax
void wait( float time );

Description
Suspends execution of the current thread for the given number of seconds.

Example
Code:
NA

____________________________________________________________

waitFor

Category:
Entities

Syntax
void waitFor( entity mover );

Description
Waits for the given entity to complete it's move.

Example
Code:
NA

____________________________________________________________

waitForThread

Category:
Entities

Syntax
void waitForThread( float threadNumber );

Description
Waits for the given thread to terminate.

Example
Code:
NA

____________________________________________________________

waitMove

Category:
AI

Syntax
void waitMove();

Description
NA

Example
Code:
NA

____________________________________________________________

wander

Category:
AI

Syntax
void wander();

Description
NA

Example
Code:
NA

____________________________________________________________

weaponHolstered

Category:
Weapons

Syntax
void weaponHolstered();

Description
NA

Example
Code:
NA

____________________________________________________________



CraiZE@Posted: Wed Aug 11, 2004 12:18 pm :
You updated it nicerly, but i just wanted to go about variables, and am stuck as you remove "float" ? :cry:



rich_is_bored@Posted: Wed Aug 11, 2004 2:16 pm :
Float isn't a command. It's a Data Type. It's basically shorthand for floating point number as in a number with a decimal point.

I'll write up a thread on data types when I have time. Right now most all of it is dedicated to this thread.



_shank@Posted: Wed Aug 11, 2004 4:32 pm :
thx for taking the trouble...



foo-bar@Posted: Thu Aug 12, 2004 3:07 am :
Since I saw this post it perked my interest in the Doom3 scripting world, so I began converting this forum post into a real Wiki. I am not completely finished yet (in fact I have only done the AI category commands) but it is available at: http://fubared.homeip.net/doom-tiki

I dont mean to take the spotlight off of anyone here, but please take a look and maybe help out with putting the whole thing together. I just hope this wiki that I am working on will be of some use around here.

[Edit]
Ok, now I have the AI, Actors, Cameras, Doors, and Entities categories finished.
[/Edit]



iceheart@Posted: Thu Aug 12, 2004 3:29 am :
http://junk.stroms.biz/d3_script_index.php

So far it contains ALL script events and utility functions plus their syntax and the comments from doom3_events.script.



rich_is_bored@Posted: Thu Aug 12, 2004 5:51 pm :
Unstickying this thread so your list can take the place of mine.



CalamityJones@Posted: Fri Dec 01, 2006 1:06 am :
for the move command, you might want to add the specific directions that can be used...

i.e.

$[entity].move(UP, [number]);
$[entity].move(DOWN, [number]);
$[entity].move(RIGHT, [number]);
$[entity].move(LEFT, [number]);
$[entity].move(FORWARD, [number]);
$[entity].move(BACK, [number]);

Most importantly though, the directions seem to reference the SIDE elevation... in other words, setting something to move right on the top down view will in fact make it move down (looking at it from top-down) :P



rich_is_bored@Posted: Fri Dec 01, 2006 5:48 am :
How's this? :D

http://www.modwiki.net/wiki/Scripting

Yeah, this thread is ancient and for all intensive purposes obsolete. The wiki is the new home for documentation.

The idea is to cut out the middle man in respect to keeping information up to date and correct. Instead of people asking myself or another mod to make changes to a thread, you guys can edit the articles on the wiki yourselves.

But thanks for bringing this thread to my attention. I will lock it and edit the first post to make that point clear.

You are more than welcome to sift through the articles on the wiki and make changes.