Scripting actions

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AI

These are the scripting actions belonging to the category "AI". They probably need to be further categorized (alertness, health, factions, etc.)

  • Image:action_icon.png Stop overriding AI Movement Model property [AIMovementModelProperty]
  • Image:action_icon.png Stop overriding AI Sensory Model property [AISensoryModelProperty]
  • Image:action_icon.png Stop overriding AI Combat Model property [AICombatModelProperty]
  • Image:action_icon.png Stop overriding AI Faction Model property [AIFactionModelProperty]
  • Image:action_icon.png Stop overriding AI Behavior Model property [AIBehaviorModelProperty]
  • Image:action_icon.png Stop my animation
  • Image:action_icon.png Start my animation [String] with rate [Float]
  • Image:action_icon.png Change Disposition: Set the faction with GUID [Int] to disposition [Enum:EFactionDisposition] toward the faction with GUID [Int]
  • Image:action_icon.png Change Disposition: Set the faction with GUID [Int] to disposition [Enum:EFactionDisposition] toward the player
  • Image:action_icon.png Change Disposition: Set the faction disposition toward the player to [Enum:EFactionDisposition] for the AI attached to this script
  • Image:action_icon.png Change Disposition: Set the faction disposition toward the faction with GUID [Int] to [Enum:EFactionDisposition] for the AI attached to this script
  • Image:action_icon.png Patrol: Stop all linked AI(s) [LinkFlavor] patrolling
  • Image:action_icon.png Alertness: Set the minimum possible alertness level to [Float] for the AI attached to this script.
  • Image:action_icon.png Alertness: Set the maximum possible alertness level to [Float] for the AI attached to this script.
  • Image:action_icon.png Play AI bark [String]
  • Image:action_icon.png Override AI Sensory Model property [AISensoryModelProperty] with the value [Float]
  • Image:action_icon.png Override AI Movement Model property [AIMovementModelProperty] with the value [Float]
  • Image:action_icon.png Override AI Faction property [AIFactionModelProperty] with the value [Float]
  • Image:action_icon.png Override AI Combat Model property [AICombatModelProperty] with the value [Float]
  • Image:action_icon.png Override AI Behavior Model property [AIBehaviorModelProperty] with the value [Float]
  • Image:action_icon.png Alertness: Reset the minimum and maximum alertness levels for the AI attached to this script if they have been overriden using trigger script actions.
  • Image:action_icon.png DO NOT USE -- Guard the NPC linked to via a TriggerScript link named [String]
  • Image:action_icon.png DO NOT USE -- Flee the NPC linked to via a TriggerScript link named [String]
  • Image:action_icon.png Patrol: Enter patrol path pointed to by a TriggerLink named [String]
  • Image:action_icon.png AIModels: Change the Faction Model of this AI to [AIFactionModel]
  • Image:action_icon.png AIModels: Change the Combat Model of this AI to [AICombatModel]
  • Image:action_icon.png AIModels: Change the Movement Model of this AI to [AIMovementModel]
  • Image:action_icon.png AIModels: Change the Sensory Model of this AI to [AISensoryModel]
  • Image:action_icon.png AIModels: Change the Behavior Model of this AI to [AIBehaviorModel]
  • Image:action_icon.png Alertness: Add (or subtract) a fixed total of [Float] alertness (out of 100) to the AI attached to this script.
  • Image:action_icon.png DO NOT USE: Stop guarding
  • Image:action_icon.png Flee: Stop fleeing
  • Image:action_icon.png Guard the player
  • Image:action_icon.png Flee the player
  • Image:action_icon.png Flee: Flee to FleePoint pointed to by a TriggerLink named [String]
  • Image:action_icon.png Reprimand: AI attached via [LinkFlavor] will issue a [Enum:WarnReason] type reprimand to the player.
  • Image:action_icon.png Forget: All AIs through [LinkFlavor] forget evidence and ramp down.
  • Image:action_icon.png Change Disposition: Attached AI and all of its allies will become hostile to pawn (and its allies) pointed to by a TriggerLink named [String]
  • Image:action_icon.png Change Disposition: Attached AI and nearby allies will Become hostile toward the player and his or her allies.
  • Image:action_icon.png Change Disposition: Attached AI will go hostile to pawn pointed to by a TriggerLink named [String] and VICE-VERSA
  • Image:action_icon.png Patrol: Set default patrol to path pointed to via TriggerLink named [String]
  • Image:action_icon.png Set primary target to pawn pointed to by a TriggerLink named [String]
  • Image:action_icon.png Play AI Bark [String] on the attached AI actor and delay actions until bark is done
  • Image:action_icon.png Get AI attached via [LinkFlavor] to start issuing fence barks
  • Image:action_icon.png Get AI attached via [LinkFlavor] to start issuing store barks
  • Image:action_icon.png 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.
  • Image:action_icon.png Facial Animation: AI attached via [LinkFlavor] will stop playing the current facial expression over the next [Float] seconds.
  • Image:action_icon.png Invisibility: Pawns attached via [LinkFlavor] will become invisible for the next [Float] seconds.
  • Image:action_icon.png 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":

  • Image:action_icon.png Play the [String] bink file
  • Image:action_icon.png Play the [String] bink file, allow interruption [Bool] ?

Conversations

These are the scripting actions belonging to the category "Conversations":

  • Image:action_icon.png Resume paused conversation
  • Image:action_icon.png Queue conversation [String] to play
  • Image:action_icon.png Resume conversation camera control
  • Image:action_icon.png Queue first conversation on linked object(s) [LinkFlavor] to play

Doors

These are the scripting actions belonging to the category "Doors":

  • Image:action_icon.png Close any doors on linked object(s) [LinkFlavor]
  • Image:action_icon.png Open any doors on linked object(s) [LinkFlavor]
  • Image:action_icon.png Propagate [DoorState] to linked objects of [LinkFlavor]

Elevators

These are the scripting actions belonging to the category "Elevators":

  • Image:action_icon.png Move elevator at end of [LinkFlavor] to next floor going up [Bool]
  • Image:action_icon.png Call elevator at end of [LinkFlavor] to destination at end of [LinkFlavor]

Emitters

These are the scripting actions belonging to the category "Emitters":

  • Image:action_icon.png Reset emitter(s) at end of link(s) of type [LinkFlavor]

Flags&Messages

These are the scripting actions belonging to the category "Flags&Messages":

  • Image:action_icon.png Send trigger message [String]
  • Image:action_icon.png Propagate message [String] to linked objects(s) [LinkFlavor]
  • Image:action_icon.png Seed random stream [String] with [Int]
  • Image:action_icon.png Increment counter
  • Image:action_icon.png Reset counter to zero
  • Image:action_icon.png 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":

  • Image:action_icon.png Set [GlobalInt] to [Int]
  • Image:action_icon.png Set [GlobalInt] to a random number from stream [String] between [Int] and [Int]
  • Image:action_icon.png Set [GlobalInt] to [GlobalInt] [Operator] [GlobalInt]
  • Image:action_icon.png Set [GlobalInt] to [GlobalInt]
  • Image:action_icon.png Modify [GlobalInt] by [Int]
  • Image:action_icon.png Modfiy [GlobalInt] by [GlobalInt]
  • Image:action_icon.png Modify [GlobalInt] by [Property:boolintfloat] of linked object(s) of [LinkFlavor]
  • Image:action_icon.png Seed random stream [String] with [GlobalInt]

Goals

These are the scripting actions belonging to the category "Goals":

  • Image:action_icon.png Set goal [String] to [Enum:eGoalState]
  • Image:action_icon.png End Mission [Bool] successfully
  • Image:action_icon.png Clear all goals on player
  • Image:action_icon.png Add goal named [String] in conversation [String]

Lights

These are the scripting actions belonging to the category "Lights":

  • Image:action_icon.png 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
  • Image:action_icon.png Make lights at end of [LinkFlavor] flicker on and off (off time min= [Float] ,max= [Float] ; on time min= [Float] ,max= [Float] ) [Int] times
  • Image:action_icon.png Flash lights at end of [LinkFlavor] (H= [Float] ,S= [Float] ,V= [Float] ) [Int] times, where colored duration = [Float] and uncolored duration = [Float]
  • Image:action_icon.png Fade in lights at end of [LinkFlavor] over [Float] seconds
  • Image:action_icon.png Fade out lights at end of [LinkFlavor] over [Float] seconds
  • Image:action_icon.png 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":

  • Image:action_icon.png Stop matinee scene tagged [String]
  • Image:action_icon.png Start matinee scene tagged [String]

Objects

These are the scripting actions belonging to the category "Objects":

  • Image:action_icon.png Set the stimulus application to [Bool] for linked object(s) [LinkFlavor]
  • Image:action_icon.png Stop rotating object
  • Image:action_icon.png Start rotating object about axis X: [Float] Y: [Float] Z: [Float] degrees/sec
  • Image:action_icon.png Spawn object type at end of [LinkFlavor] at hard point [String] on linked object(s) [LinkFlavor]
  • Image:action_icon.png Spawn object type at end of [LinkFlavor] at all locations at the end of [LinkFlavor]
  • Image:action_icon.png Spawn a pool with [Int] radius, using the object linked by [LinkFlavor]
  • Image:action_icon.png Set angular velocity to X= [Float] Y= [Float] Z= [Float] degrees/second on linked object(s) [LinkFlavor]
  • Image:action_icon.png Destroy linked object(s) [LinkFlavor]
  • Image:action_icon.png Activate linked object(s) at the end of [LinkFlavor]
  • Image:action_icon.png Apply [Float] units of health at [Enum:eBodyLocation] to linked objects(s) [LinkFlavor]
  • Image:action_icon.png Apply [Float] units of stimulus [Enum:eStimulusType] to linked object(s) [LinkFlavor]
  • Image:action_icon.png Destroy all links of type [LinkFlavor] on this object.
  • Image:action_icon.png Sever rigid attachment links named [String] and add objects to physics.
  • Image:action_icon.png Impart impulse stim amount [Float] from player to linked object(s) [LinkFlavor]
  • Image:action_icon.png Add actor(s) at end of [LinkFlavor] to physics
  • Image:action_icon.png Remove actor(s) at end of [LinkFlavor] from physics
  • Image:action_icon.png Spawn object of [Class] and create a [LinkFlavor] link from spawned object to this object
  • Image:action_icon.png Change the health state property on all linked object(s) [LinkFlavor] to [Enum:eHealthState]
  • Image:action_icon.png 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].
  • Image:action_icon.png Spawn object type at end of [LinkFlavor] at my location plus X= [Float] Y= [Float] Z= [Float] , inheriting all my links
  • Image:action_icon.png Cause an event as if object [LinkFlavor] had frobbed object(s) [LinkFlavor]
  • Image:action_icon.png Delete linked object(s) [LinkFlavor]
  • Image:action_icon.png Destroy the puddle associated with this actor
  • Image:action_icon.png Spawn and attach object type at end of Rigid Attachment Link(s) with name [String] to me
  • Image:action_icon.png Change static mesh to skin [String]

Player

These are the scripting actions belonging to the category "Player":

  • Image:action_icon.png Resurrect the player
  • Image:action_icon.png Popup a window with text from the file [String]
  • Image:action_icon.png Restore the removed player inventory.
  • Image:action_icon.png Remove the player inventory so that it may be restored.
  • Image:action_icon.png Delete all items of type [Enum:eInvType] from the player's immediate inventory

Properties

These are the scripting actions belonging to the category "Properties":

  • Image:action_icon.png Set [Property] to [Value] on linked objects of [LinkFlavor]
  • Image:action_icon.png Toggle [ToggleProperty] on linked objects of type [LinkFlavor]
  • Image:action_icon.png 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":

  • Image:action_icon.png Reset script conditions but not actions(continue to execute actions)
  • Image:action_icon.png Disable trigger script
  • Image:action_icon.png Delay [Float] REALTIME seconds
  • Image:action_icon.png Delay a random number of GAME seconds from minimum [Float] to maximum [Float]
  • Image:action_icon.png Break into debugger
  • Image:action_icon.png Execute command [String]
  • Image:action_icon.png Set simtime pause to [Bool]
  • Image:action_icon.png Switch to store mode.
  • Image:action_icon.png Switch to fence mode.
  • Image:action_icon.png Kick the user to the Title Screen.
  • Image:action_icon.png Delay [Float] GAME seconds
  • Image:action_icon.png Reset script conditions and actions

Sounds

These are the scripting actions belonging to the category "Sounds":

  • Image:action_icon.png Stop playing [SoundSchema] on my object
  • Image:action_icon.png Play sound schema [SoundSchema] at my location
  • Image:action_icon.png Finish playing the [SoundSchema] quickly (don't finish current loop) on my object
  • Image:action_icon.png Finish playing the [SoundSchema] smoothly (finish current loop) on my object
  • Image:action_icon.png Play sound schema [SoundSchema] in 2D Sound
  • Image:action_icon.png Play sound schema named by my property [Property] at my location
  • Image:action_icon.png Play sound schema named by my property [Property] in 2D Sound
  • Image:action_icon.png Stop playing the sound schema named by my property [Property] at my location
  • Image:action_icon.png Finish playing the sound schema named by my property [Property] at my location
  • Image:action_icon.png Change every zone that uses schema [String] for music or ambience to use schema [String] instead.
  • Image:action_icon.png Stop playing 2D sound from [SoundSchema]
  • Image:action_icon.png Set all sounds enabled to [Bool]
  • Image:action_icon.png Play sound [SoundSchema] in 2D and delay actions until sound is done
  • Image:action_icon.png 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":

  • Image:action_icon.png Teleport the player to DestinationTeleporter= [String] and use player's orientation= [Bool] as opposed to using the teleporter destination orientation
  • Image:action_icon.png Teleport the player to DestinationMap= [String] DestinationTeleporter= [String] . Clear saved maps? [Bool]
  • Image:action_icon.png Teleport the object(s) at end of [LinkFlavor] to DestinationTeleporter= [String]

Volumes

These are the scripting actions belonging to the category "Volumes":

  • Image:action_icon.png Set the 'Enabled' flag to [Bool] for a volume pointed to by a TriggerLink named [String]
  • Image:action_icon.png Destroy all objects within volume(s) at end of link [LinkFlavor]


Weapons&Inventory

These are the scripting actions belonging to the category "Weapons&Inventory":

  • Image:action_icon.png Switch my objects to use arrow physics.
  • Image:action_icon.png Add [Int] [InventoryClass] objects to the player inventory
  • Image:action_icon.png Delete [Int] [InventoryClass] objects from the player inventory

Other

These are the scripting actions that don't belong to a category:

  • Image:action_icon.png Activate screen tinting to RGBA [Int] [Int] [Int] [Int]
  • Image:action_icon.png Break link of [LinkFlavor] named [String] on this object.
  • Image:action_icon.png Change level fog color settings to Red: [Byte/Enum] , Green: [Byte/Enum] , Blue: [Byte/Enum] , Alpha: [Byte/Enum] over [Float] seconds.
  • Image:action_icon.png Change level fog range settings to Start: [Float] , End: [Float] , over [Float] seconds.
  • Image:action_icon.png Copy links of group [Name] from linked object(s) of [LinkFlavor] to linked object(s) of [LinkFlavor]
  • Image:action_icon.png 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]
  • Image:action_icon.png Deactivate screen tinting
  • Image:action_icon.png Flash a non-blocking message using string tag definition [String]
  • Image:action_icon.png Flash non-blocking, formatted text from file [String] and fade out after [Float] seconds
  • Image:action_icon.png Make a rigid attachment FROM bone [String] on object thru [LinkFlavor] TO bone [String] on [LinkFlavor]. Delete that object when I am destroyed: [Bool] .
  • Image:action_icon.png Record the action [String] under the [Enum:EFaction] faction list.
  • Image:action_icon.png Remove all links of group [Name] from linked object(s) of [LinkFlavor]
  • Image:action_icon.png Reset the stimtime played timer
  • Image:action_icon.png Send a camera command [String]
  • Image:action_icon.png Set Travel Enabled to [Bool]
  • Image:action_icon.png Set [InventoryClass] in players inventory to [Int] . Suppress popup notification? [Bool]
  • Image:action_icon.png Set [Property] (Int/Float/Byte property) to [Value] on linked objects of [LinkFlavor] , changing it over a period of [Float] seconds.
  • Image:action_icon.png Set physics keyframed state on actor(s) at end of [LinkFlavor] to [Bool]
  • Image:action_icon.png Set text on TextWindow [String] to the string [Property] from [LinkFlavor]
  • Image:action_icon.png Set world render enabled to [Bool]
  • Image:action_icon.png Shift screen color from RGBA [Int] [Int] [Int] [Int] to RGBA [Int] [Int] [Int] [Int] in [Float] seconds
  • Image:action_icon.png Show the book that this script is on.
  • Image:action_icon.png 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.
  • Image:action_icon.png Start [String] bone control on linked object(s) [LinkFlavor] with target object [LinkFlavor]
  • Image:action_icon.png Start over, looping infinitely until my owner is destroyed
  • Image:action_icon.png Stop [String] bone control on linked object(s) [LinkFlavor]
  • Image:action_icon.png Unlock the primary controller.
  • Image:action_icon.png Wake the player at location [Int]
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