Scripting actions
From FleshWorks
Contents |
AI
These are the scripting actions belonging to the category "AI". They probably need to be further categorized (alertness, health, factions, etc.)
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Stop overriding AI Movement Model property [AIMovementModelProperty]
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Stop overriding AI Sensory Model property [AISensoryModelProperty]
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Stop overriding AI Combat Model property [AICombatModelProperty]
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Stop overriding AI Faction Model property [AIFactionModelProperty]
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Stop overriding AI Behavior Model property [AIBehaviorModelProperty]
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Stop my animation
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Start my animation [String] with rate [Float]
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Change Disposition: Set the faction with GUID [Int] to disposition [Enum:EFactionDisposition] toward the faction with GUID [Int]
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Change Disposition: Set the faction with GUID [Int] to disposition [Enum:EFactionDisposition] toward the player
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Change Disposition: Set the faction disposition toward the player to [Enum:EFactionDisposition] for the AI attached to this script
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Change Disposition: Set the faction disposition toward the faction with GUID [Int] to [Enum:EFactionDisposition] for the AI attached to this script
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Patrol: Stop all linked AI(s) [LinkFlavor] patrolling
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Alertness: Set the minimum possible alertness level to [Float] for the AI attached to this script.
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Alertness: Set the maximum possible alertness level to [Float] for the AI attached to this script.
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Play AI bark [String]
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Override AI Sensory Model property [AISensoryModelProperty] with the value [Float]
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Override AI Movement Model property [AIMovementModelProperty] with the value [Float]
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Override AI Faction property [AIFactionModelProperty] with the value [Float]
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Override AI Combat Model property [AICombatModelProperty] with the value [Float]
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Override AI Behavior Model property [AIBehaviorModelProperty] with the value [Float]
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Alertness: Reset the minimum and maximum alertness levels for the AI attached to this script if they have been overriden using trigger script actions.
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DO NOT USE -- Guard the NPC linked to via a TriggerScript link named [String]
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DO NOT USE -- Flee the NPC linked to via a TriggerScript link named [String]
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Patrol: Enter patrol path pointed to by a TriggerLink named [String]
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AIModels: Change the Faction Model of this AI to [AIFactionModel]
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AIModels: Change the Combat Model of this AI to [AICombatModel]
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AIModels: Change the Movement Model of this AI to [AIMovementModel]
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AIModels: Change the Sensory Model of this AI to [AISensoryModel]
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AIModels: Change the Behavior Model of this AI to [AIBehaviorModel]
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Alertness: Add (or subtract) a fixed total of [Float] alertness (out of 100) to the AI attached to this script.
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DO NOT USE: Stop guarding
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Flee: Stop fleeing
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Guard the player
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Flee the player
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Flee: Flee to FleePoint pointed to by a TriggerLink named [String]
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Reprimand: AI attached via [LinkFlavor] will issue a [Enum:WarnReason] type reprimand to the player.
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Forget: All AIs through [LinkFlavor] forget evidence and ramp down.
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Change Disposition: Attached AI and all of its allies will become hostile to pawn (and its allies) pointed to by a TriggerLink named [String]
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Change Disposition: Attached AI and nearby allies will Become hostile toward the player and his or her allies.
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Change Disposition: Attached AI will go hostile to pawn pointed to by a TriggerLink named [String] and VICE-VERSA
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Patrol: Set default patrol to path pointed to via TriggerLink named [String]
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Set primary target to pawn pointed to by a TriggerLink named [String]
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Play AI Bark [String] on the attached AI actor and delay actions until bark is done
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Get AI attached via [LinkFlavor] to start issuing fence barks
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Get AI attached via [LinkFlavor] to start issuing store barks
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Facial Animation: AI attached via [LinkFlavor] will play [Enum:EFacialAnimations] at Alpha [Float] for [Float] seconds. Blend-in will take [Float] seconds, blend-out will take [Float] seconds.
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Facial Animation: AI attached via [LinkFlavor] will stop playing the current facial expression over the next [Float] seconds.
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Invisibility: Pawns attached via [LinkFlavor] will become invisible for the next [Float] seconds.
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Make the linked AI(s) [LinkFlavor] approach linked object of [LinkFlavor] until it is within [Float] feet.
Bink
These are the scripting actions belonging to the category "Bink":
Conversations
These are the scripting actions belonging to the category "Conversations":
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Resume paused conversation
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Queue conversation [String] to play
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Resume conversation camera control
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Queue first conversation on linked object(s) [LinkFlavor] to play
Doors
These are the scripting actions belonging to the category "Doors":
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Close any doors on linked object(s) [LinkFlavor]
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Open any doors on linked object(s) [LinkFlavor]
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Propagate [DoorState] to linked objects of [LinkFlavor]
Elevators
These are the scripting actions belonging to the category "Elevators":
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Move elevator at end of [LinkFlavor] to next floor going up [Bool]
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Call elevator at end of [LinkFlavor] to destination at end of [LinkFlavor]
Emitters
These are the scripting actions belonging to the category "Emitters":
Flags&Messages
These are the scripting actions belonging to the category "Flags&Messages":
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Send trigger message [String]
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Propagate message [String] to linked objects(s) [LinkFlavor]
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Seed random stream [String] with [Int]
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Increment counter
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Reset counter to zero
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Set flag [Flag] to [Bool] expires on map change [Bool] expires on mission [Int]
Global Variables
These are the scripting actions belonging to the category "Global Variables":
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Set [GlobalInt] to [Int]
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Set [GlobalInt] to a random number from stream [String] between [Int] and [Int]
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Set [GlobalInt] to [GlobalInt] [Operator] [GlobalInt]
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Set [GlobalInt] to [GlobalInt]
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Modify [GlobalInt] by [Int]
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Modfiy [GlobalInt] by [GlobalInt]
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Modify [GlobalInt] by [Property:boolintfloat] of linked object(s) of [LinkFlavor]
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Seed random stream [String] with [GlobalInt]
Goals
These are the scripting actions belonging to the category "Goals":
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Set goal [String] to [Enum:eGoalState]
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End Mission [Bool] successfully
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Clear all goals on player
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Add goal named [String] in conversation [String]
Lights
These are the scripting actions belonging to the category "Lights":
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Modulate lights at end of [LinkFlavor] color between (H= [Float] ,S= [Float] ,V= [Float] ) and (H= [Float] ,S= [Float] ,V= [Float] ) with period [Float] seconds [Int] times
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Make lights at end of [LinkFlavor] flicker on and off (off time min= [Float] ,max= [Float] ; on time min= [Float] ,max= [Float] ) [Int] times
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Flash lights at end of [LinkFlavor] (H= [Float] ,S= [Float] ,V= [Float] ) [Int] times, where colored duration = [Float] and uncolored duration = [Float]
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Fade in lights at end of [LinkFlavor] over [Float] seconds
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Fade out lights at end of [LinkFlavor] over [Float] seconds
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Analog flicker object(s) [LinkFlavor] Brightness:Min= [Float] Max= [Float] OffTime:Min= [Float] Bias= [Float] Max= [Float] OnTime:Min= [Float] Bias= [Float] Max= [Float] Flicker:Min= [Float] Max= [Float] BetweenFlickers:Min= [Float] Max= [Float] ; [Int] repetitions
Matinee
These are the scripting actions belonging to the category "Matinee":
Objects
These are the scripting actions belonging to the category "Objects":
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Set the stimulus application to [Bool] for linked object(s) [LinkFlavor]
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Stop rotating object
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Start rotating object about axis X: [Float] Y: [Float] Z: [Float] degrees/sec
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Spawn object type at end of [LinkFlavor] at hard point [String] on linked object(s) [LinkFlavor]
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Spawn object type at end of [LinkFlavor] at all locations at the end of [LinkFlavor]
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Spawn a pool with [Int] radius, using the object linked by [LinkFlavor]
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Set angular velocity to X= [Float] Y= [Float] Z= [Float] degrees/second on linked object(s) [LinkFlavor]
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Destroy linked object(s) [LinkFlavor]
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Activate linked object(s) at the end of [LinkFlavor]
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Apply [Float] units of health at [Enum:eBodyLocation] to linked objects(s) [LinkFlavor]
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Apply [Float] units of stimulus [Enum:eStimulusType] to linked object(s) [LinkFlavor]
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Destroy all links of type [LinkFlavor] on this object.
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Sever rigid attachment links named [String] and add objects to physics.
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Impart impulse stim amount [Float] from player to linked object(s) [LinkFlavor]
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Add actor(s) at end of [LinkFlavor] to physics
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Remove actor(s) at end of [LinkFlavor] from physics
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Spawn object of [Class] and create a [LinkFlavor] link from spawned object to this object
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Change the health state property on all linked object(s) [LinkFlavor] to [Enum:eHealthState]
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Impart a physics impulse with vector X= [Float] Y= [Float] Z= [Float] to linked object [LinkFlavor] , offset from center of mass by X= [Float] Y= [Float] Z= [Float].
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Spawn object type at end of [LinkFlavor] at my location plus X= [Float] Y= [Float] Z= [Float] , inheriting all my links
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Cause an event as if object [LinkFlavor] had frobbed object(s) [LinkFlavor]
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Delete linked object(s) [LinkFlavor]
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Destroy the puddle associated with this actor
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Spawn and attach object type at end of Rigid Attachment Link(s) with name [String] to me
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Change static mesh to skin [String]
Player
These are the scripting actions belonging to the category "Player":
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Resurrect the player
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Popup a window with text from the file [String]
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Restore the removed player inventory.
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Remove the player inventory so that it may be restored.
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Delete all items of type [Enum:eInvType] from the player's immediate inventory
Properties
These are the scripting actions belonging to the category "Properties":
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Set [Property] to [Value] on linked objects of [LinkFlavor]
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Toggle [ToggleProperty] on linked objects of type [LinkFlavor]
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Alter [Property] by [Float] with a min value of [Value] and add [Float] to min value to obtain max value on linked objects of [LinkFlavor]
Scripts
These are the scripting actions belonging to the category "Scripts":
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Reset script conditions but not actions(continue to execute actions)
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Disable trigger script
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Delay [Float] REALTIME seconds
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Delay a random number of GAME seconds from minimum [Float] to maximum [Float]
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Break into debugger
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Execute command [String]
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Set simtime pause to [Bool]
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Switch to store mode.
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Switch to fence mode.
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Kick the user to the Title Screen.
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Delay [Float] GAME seconds
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Reset script conditions and actions
Sounds
These are the scripting actions belonging to the category "Sounds":
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Stop playing [SoundSchema] on my object
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Play sound schema [SoundSchema] at my location
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Finish playing the [SoundSchema] quickly (don't finish current loop) on my object
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Finish playing the [SoundSchema] smoothly (finish current loop) on my object
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Play sound schema [SoundSchema] in 2D Sound
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Play sound schema named by my property [Property] at my location
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Play sound schema named by my property [Property] in 2D Sound
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Stop playing the sound schema named by my property [Property] at my location
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Finish playing the sound schema named by my property [Property] at my location
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Change every zone that uses schema [String] for music or ambience to use schema [String] instead.
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Stop playing 2D sound from [SoundSchema]
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Set all sounds enabled to [Bool]
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Play sound [SoundSchema] in 2D and delay actions until sound is done
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Play sound [SoundSchema] at my 3D location and delay actions until sound is done
Teleport
These are the scripting actions belonging to the category "Teleport":
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Teleport the player to DestinationTeleporter= [String] and use player's orientation= [Bool] as opposed to using the teleporter destination orientation
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Teleport the player to DestinationMap= [String] DestinationTeleporter= [String] . Clear saved maps? [Bool]
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Teleport the object(s) at end of [LinkFlavor] to DestinationTeleporter= [String]
Volumes
These are the scripting actions belonging to the category "Volumes":
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Set the 'Enabled' flag to [Bool] for a volume pointed to by a TriggerLink named [String]
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Destroy all objects within volume(s) at end of link [LinkFlavor]
Weapons&Inventory
These are the scripting actions belonging to the category "Weapons&Inventory":
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Switch my objects to use arrow physics.
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Add [Int] [InventoryClass] objects to the player inventory
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Delete [Int] [InventoryClass] objects from the player inventory
Other
These are the scripting actions that don't belong to a category:
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Activate screen tinting to RGBA [Int] [Int] [Int] [Int]
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Break link of [LinkFlavor] named [String] on this object.
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Change level fog color settings to Red: [Byte/Enum] , Green: [Byte/Enum] , Blue: [Byte/Enum] , Alpha: [Byte/Enum] over [Float] seconds.
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Change level fog range settings to Start: [Float] , End: [Float] , over [Float] seconds.
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Copy links of group [Name] from linked object(s) of [LinkFlavor] to linked object(s) of [LinkFlavor]
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Create flinders as specified by [LinkFlavor] from myself, in the general direction of my local vector (X= [Float] Y= [Float] Z= [Float] ) and with velocity [Float]
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Deactivate screen tinting
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Flash a non-blocking message using string tag definition [String]
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Flash non-blocking, formatted text from file [String] and fade out after [Float] seconds
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Make a rigid attachment FROM bone [String] on object thru [LinkFlavor] TO bone [String] on [LinkFlavor]. Delete that object when I am destroyed: [Bool] .
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Record the action [String] under the [Enum:EFaction] faction list.
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Remove all links of group [Name] from linked object(s) of [LinkFlavor]
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Reset the stimtime played timer
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Send a camera command [String]
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Set Travel Enabled to [Bool]
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Set [InventoryClass] in players inventory to [Int] . Suppress popup notification? [Bool]
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Set [Property] (Int/Float/Byte property) to [Value] on linked objects of [LinkFlavor] , changing it over a period of [Float] seconds.
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Set physics keyframed state on actor(s) at end of [LinkFlavor] to [Bool]
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Set text on TextWindow [String] to the string [Property] from [LinkFlavor]
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Set world render enabled to [Bool]
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Shift screen color from RGBA [Int] [Int] [Int] [Int] to RGBA [Int] [Int] [Int] [Int] in [Float] seconds
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Show the book that this script is on.
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Sit / Sleep: ONLY USE IMMEDIATELY AFTER FORGET ACTION. Pawns attached via [LinkFlavor] will sit back down or sleep, based on any Sitting or Sleeping Links they have.
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Start [String] bone control on linked object(s) [LinkFlavor] with target object [LinkFlavor]
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Start over, looping infinitely until my owner is destroyed
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Stop [String] bone control on linked object(s) [LinkFlavor]
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Unlock the primary controller.
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Wake the player at location [Int]
