TDM Script Reference/2.06

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Revision as of 06:07, 1 November 2012 by Greebo (talk | contribs) (import doc partially, these memory problems suck)
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This page has been generated automatically by the tdm_gen_script_event_doc console command.

Generated by The Dark Mod 1.09, code revision 5640, last update: 2012-10-31 23:00

General utility functions not related to specific entities are listed under idThread. They're accessed in scripts using the dummy "sys" object, e.g. sys.waitFrame(), or float brown_position = sys.strFind("The quick brown fox", "brown", 0, 0, -1).

TDM Script Event Reference

Alphabetic List

scriptEvent void accelSound(string sound);

Sets the sound to be played when the mover accelerates.
Spawnclasses responding to this event: idMover

scriptEvent void accelTime(float time);

Sets the acceleration time. Set this acceleration time before initiating a new move.
Spawnclasses responding to this event: idMover

scriptEvent void accelTo(float speed, float time);

Initiates an acceleration to the given speed over the given time in seconds.
Spawnclasses responding to this event: idMover

scriptEvent void activate(entity activator);

Activates this entity as if it was activated by a trigger.
activator: the entity that caused the action (usually the player)
Spawnclasses responding to this event: CTarget_AddObjectives, CTarget_CallScriptFunction, CTarget_ChangeEntityRelation, CTarget_ChangeLockState, CTarget_ChangeTarget, CTarget_InterMissionTrigger, CTarget_SetEntityRelation, CTarget_SetFrobable, CTarget_SetObjectiveComponentState, CTarget_SetObjectiveState, CTarget_SetObjectiveVisibility, CTarget_SetRelations, CTarget_SetTeam, CTarget_StartConversation, idAFEntity_Generic, idAFEntity_WithAttachedHead, idAI, idActivator, idAnimated, idBeam, idBrittleFracture, idCameraAnim, idCameraView, idCombatNode, idDamagable, idEarthQuake, idEntityFx, idExplodable, idForceField, idFuncAASObstacle, idFuncAASPortal, idFuncPortal, idFuncSmoke, idItem, idLight, idMoveable, idMover, idMover_Binary, idPhantomObjects, idPlayerStart, idPortalSky, idRiser, idRotater, idShaking, idSound, idStaticEntity, idTarget_CallObjectFunction, idTarget_Damage, idTarget_EnableLevelWeapons, idTarget_EndLevel, idTarget_FadeEntity, idTarget_FadeSoundClass, idTarget_Give, idTarget_LightFadeIn, idTarget_LightFadeOut, idTarget_PostScriptEvent, idTarget_Remove, idTarget_RemoveWeapons, idTarget_SessionCommand, idTarget_SetFov, idTarget_SetGlobalShaderTime, idTarget_SetInfluence, idTarget_SetKeyVal, idTarget_SetModel, idTarget_SetShaderParm, idTarget_SetShaderTime, idTarget_Show, idTarget_WaitForButton, idTrigger_Count, idTrigger_EntityName, idTrigger_Fade, idTrigger_Hurt, idTrigger_Multi, idTrigger_Timer, idTrigger_Touch, idVacuumSeparatorEntity

scriptEvent void activateContacts();

Activate objects sitting on this object.
Spawnclasses responding to this event: idEntity

scriptEvent void activateTargets(entity activator);

Causes this entity to activate all it's targets. Similar to how a trigger activates entities.
activator: the entity that caused the action (usually the player)
Spawnclasses responding to this event: idEntity

scriptEvent void addDescendant(entity vine);

Event called using vine.*()
Spawnclasses responding to this event: tdmVine

scriptEvent void addInvItem(entity inv_item);

Adds the given item to the inventory. Depending on the type the passed entity will be removed from the game (as for loot items) or hidden.
Spawnclasses responding to this event: idEntity

scriptEvent void addItemToInv(entity target);

Adds the entity to the given entity's inventory. Depending on the type the entity will be removed from the game (as for loot items) or hidden. Example: $book->addItemToInv($player1);
Spawnclasses responding to this event: idEntity

scriptEvent void addTarget(entity target);

Add a target to this entity.
target: the entity to add as target
Spawnclasses responding to this event: idEntity

scriptEvent void addToClip(float amount);

No description
Spawnclasses responding to this event: idWeapon

scriptEvent void alert(string type, float val);

ai generalized alerts
Spawnclasses responding to this event: idAI

scriptEvent void allowDamage();

no description
Spawnclasses responding to this event: idAI

scriptEvent void allowDrop(float allow);

no description
Spawnclasses responding to this event: idWeapon

scriptEvent void allowHiddenMovement(float enable);

Normally, when hidden, monsters do not run physics. This enables physics when hidden.
Spawnclasses responding to this event: idAI

scriptEvent void allowMovement(float allow);

No description
Spawnclasses responding to this event: idAI

scriptEvent float ammoAvailable();

Number of shots left in inventory
Spawnclasses responding to this event: idWeapon

scriptEvent float ammoInClip();

No description
Spawnclasses responding to this event: idWeapon

scriptEvent vector angToForward(vector angles);

Returns a forward vector for the given Euler angles.
Spawnclasses responding to this event: idThread

scriptEvent vector angToRight(vector angles);

Returns a right vector for the given Euler angles.
Spawnclasses responding to this event: idThread

scriptEvent vector angToUp(vector angles);

Returns an up vector for the given Euler angles.
Spawnclasses responding to this event: idThread

scriptEvent float animDistance(float channel, string animName);

Returns the distance that the anim travels. If the entity has multiple anims with animName, the distance may not match the anim that is played. Use chooseAnim to get a non-random anim and pass that string into animDistance.
Spawnclasses responding to this event: idActor

scriptEvent float animDone(float channel, float blendOutFrames);

Returns true if the animation playing on the given channel is completed considering a number of blend frames.
Spawnclasses responding to this event: idActor, idWeapon

scriptEvent float animIsPaused(float channel);

Return whether the given anim channel is paused
Spawnclasses responding to this event: idActor, idWeapon

scriptEvent float animLength(float channel, string animName);

Returns the length of the anim in seconds. If the entity has multiple anims with animName, length may not match the anim that is played. Use chooseAnim to get a non-random anim and pass that string into animLength.
Spawnclasses responding to this event: idActor

scriptEvent void animState(float channel, string stateFunction, float blendFrame);

Sets a new animation state script function for the given channel.
Spawnclasses responding to this event: idActor

scriptEvent void animTurn(float angle);

Enable/disable animation controlled turning.
angle: Pass in the maximum # of degrees the animation turns. Use an amount of 0 to disable.
Spawnclasses responding to this event: idAI

scriptEvent void assert(float condition);

Breaks if the condition is zero. (Only works in debug builds.)
Spawnclasses responding to this event: idThread

scriptEvent void attach(entity ent, string attName);

Attach an entity to the AI. Entity spawnArgs checked for attachments are: - "origin", "angles", and "joint". These must be set prior to calling attach.
attName: the desired name of the attachment, e.g., 'melee_weapon'
Spawnclasses responding to this event: idActor

scriptEvent void attachToPos(entity ent, string position, string attName);

Attach an entity to the AI, using a named attachment position
attName: the desired name of the attachment, e.g., 'melee_weapon'
Spawnclasses responding to this event: idActor

scriptEvent void attackBegin(string damageDef);

no description
Spawnclasses responding to this event: idAI

scriptEvent void attackEnd();

no description
Spawnclasses responding to this event: idAI

scriptEvent float attackMelee(string damageDef);

Returns true if the attack hit
Spawnclasses responding to this event: idAI

scriptEvent entity attackMissile(string jointName);

returns projectile fired
Spawnclasses responding to this event: idAI

scriptEvent void bark(string sound);

Let the AI bark a certain sound.
sound: sound name, e.g. 'snd_warn_response'
Spawnclasses responding to this event: idAI

scriptEvent void becomeNonSolid();

Makes the moveable non-solid for other entities.
Spawnclasses responding to this event: idAI, idMoveable

scriptEvent float becomeRagdoll();

enables the ragdoll if the entity has one
Spawnclasses responding to this event: idAI

scriptEvent void becomeSolid();

no description
Spawnclasses responding to this event: idAI

scriptEvent void bind(entity master);

Fixes this entity's position and orientation relative to another entity, such that when the master entity moves, so does this entity.
master: the entity to bind to
Spawnclasses responding to this event: idEntity

scriptEvent void bindPosition(entity master);

Fixes this entity's position (but not orientation) relative to another entity, such that when the master entity moves, so does this entity.
master: the entity to bind to
Spawnclasses responding to this event: idEntity

scriptEvent void bindToBody(entity master, float bodyID, float orientated);

Bind to AF body
master: entity to bind to
bodyID: AF body ID to bind to
orientated: binds the orientation as well as position, if set to 1
Spawnclasses responding to this event: idEntity

scriptEvent void bindToJoint(entity master, string boneName, float rotateWithMaster);

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.
master: the entity to bind to
boneName: the bone name
rotateWithMaster: -
Spawnclasses responding to this event: idEntity

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

Initiates a translation back and forth along the given vector with the given speed and phase.
Spawnclasses responding to this event: idMover

scriptEvent void burn();

no description
Spawnclasses responding to this event: idAI

scriptEvent void cacheSoundShader(string shaderName);

Ensure the specified sound shader is loaded by the system. Prevents cache misses when playing sound shaders.
shaderName: the sound shader to cache
Spawnclasses responding to this event: idEntity, idThread

scriptEvent void callFunction(string functionName);

Calls a function on an entity's script object. See also scripts/tdm_events.script for callGlobalFunction.
Spawnclasses responding to this event: idEntity

scriptEvent void callGlobalFunction(string functionName, entity other);

calls a global function and passes the other entity along as the first argument calls the function in a new thread, so it continues executing in the current thread right away (unlike entity.callFunction( "blah"))
Spawnclasses responding to this event: idEntity

scriptEvent void callGui(float handle, string namedEvent);

Calls a named event in a GUI.
Spawnclasses responding to this event: idEntity

scriptEvent float canBecomeSolid();

no description
Spawnclasses responding to this event: idAI

scriptEvent float canBeUsedBy(entity ent);

Returns true if the entity can be used by the argument entity
Spawnclasses responding to this event: idEntity

scriptEvent float canHitEnemy();

no description
Spawnclasses responding to this event: idAI

scriptEvent float canHitEnemyFromAnim(string anim);

no description
Spawnclasses responding to this event: idAI

scriptEvent float canHitEnemyFromJoint(string jointname);

no description
Spawnclasses responding to this event: idAI

scriptEvent float canPlant(vector traceStart, vector traceEnd, entity ignore, entity vine);

No description
Spawnclasses responding to this event: idThread

scriptEvent float canReachEnemy();

Returns true if character can walk to enemy's position. For walking monsters, enemy should be near the floor.
Spawnclasses responding to this event: idAI

scriptEvent float canReachEntity(entity ent);

Returns true if character can walk to entity's position. For walking monsters, entity should be near the floor.
Spawnclasses responding to this event: idAI

scriptEvent float canReachPosition(vector pos);

Returns true if character can walk to specified position. For walking monsters, position should be near the floor.
Spawnclasses responding to this event: idAI

scriptEvent float canSee(entity ent);

no description
Spawnclasses responding to this event: idAI

scriptEvent float canSeeEntity(entity target, float useLighting);

This is a general version of idAI::canSee, that can be used by all entities. It doesn't regard FOV, it just performs a trace to check whether the target is occluded by world geometry. Is probably useful for stim/response as well Pass useLighting = true to take the lighting of the target entity into account. Use "isEntityHidden" as a script event with a threshold. The constant threshold value for useLighting is defined within the SDK in game/entity.h.
Spawnclasses responding to this event: idEntity

scriptEvent float canSeeExt(entity ent, float b_useFOV, float b_useLighting);

This is an alternate version of canSee that can optionally choose to use field of vision and lighting calculations.
b_useFOV: If 0 the entity will be visible even if the AI's back is turned to it
b_useLighting: If b_useLighting is 0 the entity will be visible in complete darkness. If it is 1, the entity will only be visible if there is light shining on it, but the slightest light is enought. Use "isEntityHidden" as a script event with a threshold instead.
Spawnclasses responding to this event: idAI

scriptEvent float canSeePositionExt(vector position, float b_useFOV, float b_useLighting);

This is an alternate version of canSeeExt that tests a location rather than an entity. Note that any actor at the position may make it not seeable from a distance.
b_useFOV: If 0 the entity will be visible even if the AI's back is turned to it
b_useLighting: If 0 the entity will be visible in complete darkness
Spawnclasses responding to this event: idAI

scriptEvent float canWater();

Event called using vine.*()
Spawnclasses responding to this event: tdmVine

scriptEvent void changeEntityRelation(entity ent, float relationChange);

This changes the current relation to an entity by adding the new amount.
Spawnclasses responding to this event: idEntity

scriptEvent void changeInvIcon(string name, string category, string icon);

Sets the inventory icon of the given item in the given category to <icon>.
name: name of the item
category: the item's category
Spawnclasses responding to this event: idEntity

scriptEvent void changeInvItemCount(string name, string category, float amount);

Decreases the inventory item stack count by amount. The item is addressed using the name and category of the item. These are usually defined on the inventory item entity ("inv_name", "inv_category") Amount can be both negative and positive.
name: name of the item
category: the item's category
Spawnclasses responding to this event: idEntity

scriptEvent void changeInvLightgemModifier(string name, string category, float amount);

Sets the lightgem modifier value of the given item. Valid arguments are between 0 and 32 (which is the maximum lightgem value).
name: name of the item
category: the item's category
Spawnclasses responding to this event: idEntity

scriptEvent float changeLootAmount(float type, float amount);

Changes the loot amount of the given Type (e.g. GOODS) by <amount> The new value of the changed type is returned (e.g. the new GOODS value if this has been changed). Note: The LOOT_TOTAL type can't be changed and 0 is returned.
Spawnclasses responding to this event: idEntity

scriptEvent void changeWeaponName(string weaponName, string displayName);

Changes the display name of the given weapon item to something different. Pass an empty string to reset the display name to the definition as found in the weaponDef.
Spawnclasses responding to this event: idPlayer

scriptEvent void changeWeaponProjectile(string weaponName, string projectileDefName);

Changes the projectile entityDef name of the given weapon (e.g. "broadhead") to the specified entityDef (e.g. "atdm:projectile_broadhead").
Spawnclasses responding to this event: idPlayer

scriptEvent void chargeAttack(string damageDef);

no description
Spawnclasses responding to this event: idAI

scriptEvent void checkAAS();

No description
Spawnclasses responding to this event: idPlayer

scriptEvent void checkAbsence();

description missing
Spawnclasses responding to this event: idEntity

scriptEvent void checkAnim(float channel, string animName);

Ensures that the animation exists and causes an error if it doesn't.
Spawnclasses responding to this event: idActor

scriptEvent string chooseAnim(float channel, string animName);

Chooses a random anim and returns the name. Useful for doing move tests on anims.
Spawnclasses responding to this event: idActor

scriptEvent void clearActiveInventoryMap();

Clear the active inventory map entity
Spawnclasses responding to this event: idPlayer

scriptEvent void clearActiveInventoryMapEnt();

Clear the active inventory map entity
Spawnclasses responding to this event: idPlayer

scriptEvent void clearAllJoints();

Removes any custom transforms on all joints.
Spawnclasses responding to this event: idAnimatedEntity

scriptEvent void clearBurn();

no description
Spawnclasses responding to this event: idAI

scriptEvent void clearController();

Need separate clearController because scripting doesn't like passing in $null_entity? (greebo: one could remove this function and set the argument type of setController to 'E'.
Spawnclasses responding to this event: CAIVehicle

scriptEvent void clearEnemy();

Clears the enemy entity
Spawnclasses responding to this event: idAI

scriptEvent void clearFlyOffset();

Sets the preferred height relative to the player's view height to fly at to the value set in the def file.
Spawnclasses responding to this event: idAI

scriptEvent void clearJoint(float jointnum);

Removes any custom transforms on the specified joint.
Spawnclasses responding to this event: idAnimatedEntity

scriptEvent void clearMouseDeadTime();

No description
Spawnclasses responding to this event: idPlayer

scriptEvent void clearPersistantArgs();

Clears data that persists between maps.
Spawnclasses responding to this event: idThread

scriptEvent void clearSignal(float signalNum);

Disables the callback function on the specified signal.
signalNum: signal number
Spawnclasses responding to this event:

scriptEvent void clearSignalThread(float signalNum, entity ent);

Clears the script callback function set for when the given signal is raised on the given entity.
Spawnclasses responding to this event: idThread

scriptEvent void clearWatered();

Event called using vine.*()
Spawnclasses responding to this event: tdmVine

scriptEvent float clipSize();

No description
Spawnclasses responding to this event: idWeapon

scriptEvent void Close();

Closes the frobmover, regardless of its previous state. Mover must be open, otherwise nothing happens.
Spawnclasses responding to this event: CBinaryFrobMover

scriptEvent void closeHidingSpotSearch();

This should be called when the script is done with the hiding spot search to free up memory.
Spawnclasses responding to this event: idAI

scriptEvent void closePortal();

Closes the renderer portal associated with this mover.
Spawnclasses responding to this event: idMover, idMover_Binary

scriptEvent entity closestEnemyToPoint(vector point);

Returns the enemy closest to the given location.
Spawnclasses responding to this event: idActor

scriptEvent entity closestReachableEnemy();

Used for determining tactile alert targets
Spawnclasses responding to this event: idAI

scriptEvent entity closestReachableEnemyOfEntity(entity team_mate);

Finds another character's closest reachable enemy
Spawnclasses responding to this event: idAI

scriptEvent float continueSearchForHidingSpots();

This method continues searching for hiding spots. It will only find so many before returning so as not to cause long delays. Detected spots are added to the currently building hiding spot list. The return value is 0 if the end of the search was reached, or 1 if there is more processing to do (call this method again next AI frame)
Spawnclasses responding to this event: idAI

scriptEvent void copyBind(entity other);

copy bind information of other to this entity (i.e., bind this entity to the same entity that other is bound to)
Spawnclasses responding to this event: idEntity

scriptEvent void copySpawnArgs(entity ent);

copies the spawn args from an entity
Spawnclasses responding to this event: idThread

scriptEvent float cos(float degrees);

Returns the cosine of the given angle in degrees.
Spawnclasses responding to this event: idThread

scriptEvent entity createMissile(string jointname);

returns projectile created
Spawnclasses responding to this event: idAI

scriptEvent entity createMissileFromDef(string defName, string jointName);

No description
Spawnclasses responding to this event: idAI

scriptEvent float createOverlay(string guiFile, float layer);

Creates a GUI overlay. (must be used on the player)
Spawnclasses responding to this event: idEntity

scriptEvent entity createProjectile();

no description
Spawnclasses responding to this event: idWeapon

scriptEvent void CreateTimer(float stimId, float hour, float minutes, float seconds, float milliseconds);

No description
Spawnclasses responding to this event: idEntity

scriptEvent vector CrossProduct(vector vec1, vector vec2);

Returns the cross product of the two vectors.
Spawnclasses responding to this event: idThread

scriptEvent void cullAll();

Cull (remove from world) all entities.
Spawnclasses responding to this event: Seed

scriptEvent void customDeath();

No description
Spawnclasses responding to this event: idPlayer

scriptEvent void damage(entity inflictor, entity attacker, vector dir, string damageDefName, float damageScale);

Deals damage to this entity (gets translated into the idEntity::Damage() method within the SDK).
inflictor: the entity causing the damage (maybe a projectile)
attacker: the "parent" entity of the inflictor, the one that is responsible for the inflictor (can be the same)
dir: the direction the attack is coming from.
damageDefName: the name of the damage entityDef to know what damage is being dealt to <self> (e.g. "damage_lava")
damageScale: the scale of the damage (pass 1.0 as default, this should be ok).
Spawnclasses responding to this event: idEntity

scriptEvent void dampenSound(float dampen);

Toggle whether the shattering sound is dampened on the window, e.g., when covered by moss.
dampen: 1 = dampened, 0 = not dampened
Spawnclasses responding to this event: idBrittleFracture

scriptEvent void deathMenu();

No description
Spawnclasses responding to this event: idPlayer

scriptEvent void debugArrow(vector color, vector start, vector end, float size, float lifetime);

line drawing for debug visualization. lifetime of 0 == 1 frame.
Spawnclasses responding to this event: idThread

scriptEvent void debugBounds(vector color, vector mins, vector maxs, float lifetime);

line drawing for debug visualization. lifetime of 0 == 1 frame.
Spawnclasses responding to this event: idThread

scriptEvent void debugCircle(vector color, vector origin, vector dir, float radius, float numSteps, float lifetime);

line drawing for debug visualization. lifetime of 0 == 1 frame.
Spawnclasses responding to this event: idThread

scriptEvent void debugLine(vector color, vector start, vector end, float lifetime);

line drawing for debug visualization. lifetime of 0 == 1 frame.
Spawnclasses responding to this event: idThread

scriptEvent void debug_tdm_material(string file);

For temporary debuging purposes only. Should be removed eventually.
Spawnclasses responding to this event: idThread

scriptEvent void decelSound(string sound);

Sets the sound to be played when the mover decelerates.
Spawnclasses responding to this event: idMover

scriptEvent void decelTime(float time);

Sets the deceleration time. Set this deceleration time before initiating a new move.
Spawnclasses responding to this event: idMover

scriptEvent void decelTo(float speed, float time);

Initiates a deceleration to the given speed over the given time in seconds.
Spawnclasses responding to this event: idMover

scriptEvent void destroyOverlay(float handle);

Destroys a GUI overlay. (must be used on the player)
Spawnclasses responding to this event: idEntity

scriptEvent void directDamage(entity damageTarget, string damageDef);

no description
Spawnclasses responding to this event: idAI

scriptEvent void disable();

Disables the mover/trigger
Spawnclasses responding to this event: Seed, idMover_Binary, idTrigger

scriptEvent void disableAFPush();

no description
Spawnclasses responding to this event: idAI

scriptEvent void disableAnimchannel(float channel);

Used to disable a certain animchannel (for example if the ai is dead)
Spawnclasses responding to this event: idActor

scriptEvent void disableClip();

no description
Spawnclasses responding to this event: idAI

scriptEvent void disableEyeFocus();

Disables eye focus.
Spawnclasses responding to this event: idActor

scriptEvent void disableGravity();

no description
Spawnclasses responding to this event: idAI

scriptEvent void DisableLegIK(float num);

disables leg IK
Spawnclasses responding to this event: idActor

scriptEvent void disablePain();

Disables pain animations.
Spawnclasses responding to this event: idActor

scriptEvent void disableSplineAngles();

Disables aligning the mover with the spline direction.
Spawnclasses responding to this event: idMover

scriptEvent void DisableWalkIK();

disables walk IK
Spawnclasses responding to this event: idActor

scriptEvent void disableWeapon();

Lowers and disables the player weapon.
Spawnclasses responding to this event: idPlayer

scriptEvent float distanceTo(entity other);

Returns the distance of this entity to another entity.
Spawnclasses responding to this event: idEntity

scriptEvent float distanceToPoint(vector point);

Returns the distance of this entity to a point.
Spawnclasses responding to this event: idEntity

scriptEvent float DotProduct(vector vec1, vector vec2);

Returns the dot product of the two vectors.
Spawnclasses responding to this event: idThread

scriptEvent void drawText(string text, vector origin, float scale, vector color, float align, float lifetime);

text drawing for debugging. lifetime of 0 == 1 frame.
align: 0 = left, 1 = center, 2 = right
Spawnclasses responding to this event: idThread

scriptEvent void dropAttachment(string attName);

Drop the attachment for the given attachment name.
Spawnclasses responding to this event: idActor

scriptEvent void dropAttachmentInd(float index);

Drop the attachment for the given index.
Spawnclasses responding to this event: idActor

scriptEvent void dropTorch();

no description
Spawnclasses responding to this event: idAI

scriptEvent void ejectBrass();

no description
Spawnclasses responding to this event: idWeapon

scriptEvent void emitterAddModel(string modelName, vector modelOffset);

Adds a new particle (or regular, if you wish) model to the emitter, located at modelOffset units away from the emitter's origin.
Spawnclasses responding to this event: idFuncEmitter

scriptEvent float emitterGetNumModels();

Returns the number of models/particles this emitter has. Always >= 1.
Spawnclasses responding to this event: idFuncEmitter

scriptEvent void emptyHand(string hand);

no description
Spawnclasses responding to this event: idAI

scriptEvent void enable();

Enables the mover/trigger
Spawnclasses responding to this event: Seed, idMover_Binary, idTrigger

scriptEvent void enableAFPush();

no description
Spawnclasses responding to this event: idAI

scriptEvent void enableAnim(float channel, float blendFrames);

Enables animation on the given channel.
Spawnclasses responding to this event: idActor

scriptEvent void enableClip();

no description
Spawnclasses responding to this event: idAI

scriptEvent void enableDamage(float enable);

enable/disable damage
Spawnclasses responding to this event: idMoveable

scriptEvent void enableEyeFocus();

Enables eye focus.
Spawnclasses responding to this event: idActor

scriptEvent void enableGravity();

no description
Spawnclasses responding to this event: idAI

scriptEvent void EnableLegIK(float num);

enables leg IK
Spawnclasses responding to this event: idActor

scriptEvent void enablePain();

Enables pain animations.
Spawnclasses responding to this event: idActor

scriptEvent void enableSplineAngles();

Enables aligning the mover with the spline direction.
Spawnclasses responding to this event: idMover

scriptEvent void EnableWalkIK();

enables walk IK
Spawnclasses responding to this event: idActor

scriptEvent void enableWeapon();

Enables the player weapon.
Spawnclasses responding to this event: idPlayer

scriptEvent float endState();

Ends the current state with the given name, returns TRUE if more than one state is remaining.
Spawnclasses responding to this event: idAI

scriptEvent void endZoom(float duration);

Starts the zoom out event, which performs a gradual transition back to the default FOV. May be called during a transition as well to intercept a pending zoom in transition.
duration: duration of the transition in msec
Spawnclasses responding to this event: idPlayer

scriptEvent float enemyInCombatCone(entity combatNode, float use_current_enemy_location);

no description
Spawnclasses responding to this event: idAI

scriptEvent float enemyPositionValid();

no description
Spawnclasses responding to this event: idAI

scriptEvent float enemyRange();

no description
Spawnclasses responding to this event: idAI

scriptEvent float enemyRange2D();

no description
Spawnclasses responding to this event: idAI

scriptEvent float entityInAttackCone(entity ent);

no description
Spawnclasses responding to this event: idAI

scriptEvent void error(string text);

Issues an error.
Spawnclasses responding to this event: idThread

scriptEvent void exitTeleporter();

No description
Spawnclasses responding to this event: idPlayer

scriptEvent void extinguishLights();

Extinguishes all lights (i.e. the <self> entity plus all bound lights)
Spawnclasses responding to this event: idEntity

scriptEvent void faceEnemy();

No description
Spawnclasses responding to this event: idAI

scriptEvent void faceEntity(entity ent);

No description
Spawnclasses responding to this event: idAI

scriptEvent float facingIdeal();

No description
Spawnclasses responding to this event: idAI

scriptEvent void fadeIn(vector color, float time);

Fades towards the given color over the given time in seconds.
time: in seconds
Spawnclasses responding to this event: idThread

scriptEvent void fadeInLight(float time);

Turns the light on over the given time in seconds.
time: in seconds
Spawnclasses responding to this event: idLight

scriptEvent void fadeOut(vector color, float time);

Fades from the given color over the given time in seconds.
time: in seconds
Spawnclasses responding to this event: idThread

scriptEvent void fadeOutLight(float time);

Turns the light out over the given time in seconds.
time: in seconds
Spawnclasses responding to this event: idLight

scriptEvent void fadeSound(float channel, float newLevel, float fadeTime);

Fades the sound on this entity to a new level over a period of time. Use SND_CHANNEL_ANY for all currently playing sounds.
Spawnclasses responding to this event: idEntity

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

Fades to the given color up to the given alpha over the given time in seconds.
time: in seconds
Spawnclasses responding to this event: idThread

scriptEvent void fadeToLight(vector color, float time);

Fades the light to the given color over a given time.
Spawnclasses responding to this event: idLight

scriptEvent entity findActorsInBounds(vector mins, vector maxs);

Returns an entity within the bounds specified
Spawnclasses responding to this event: idAI

scriptEvent entity findEnemy(float onlyInFov);

Finds enemy player in PVS
Spawnclasses responding to this event: idAI

scriptEvent entity findEnemyAI(float onlyInFov);

Finds enemy monster in PVS
Spawnclasses responding to this event: idAI

scriptEvent entity findEnemyInCombatNodes();

Finds enemy player in attack cones
Spawnclasses responding to this event: idAI

scriptEvent entity findFriendlyAI(float team);

Use this to find a visible AI friendly to ourselves. It basically iterates over all active entities in the map and looks for friendly actors. The pythagorean distance is taken to evaluate the distance. Don't call this every frame, this might get expensive in larger maps. Returns the nearest visible actor entity or the $null_entity, if none was found.
team: used to constrain the search to a given team. Set this to -1 to let the code ignore this argument
Spawnclasses responding to this event: idAI

scriptEvent void finishAction(string action);

Finishes the given wait action.
Spawnclasses responding to this event: idActor

scriptEvent void finishChannelAction(float channel, string animname);

Overloaded finishAction function for setting the waitstate on each channel separately
Spawnclasses responding to this event: idActor

scriptEvent entity fireMissileAtTarget(string jointname, string targetname);

Launches a missile at entity specified by 'attack_target'. returns projectile fired
Spawnclasses responding to this event: idAI

scriptEvent void firstPerson();

Returns view control to the player entity.
Spawnclasses responding to this event: idThread

scriptEvent void flashlight(float enable);

no description
Spawnclasses responding to this event: idWeapon

scriptEvent float flee(entity entToFleeFrom, float algorithm, float distanceOption);

Flee from the given entity. Pass the escape point lookup algorithm (e.g. EP_FIND_GUARDED) and the distanceOption (e.g. EP_DIST_NEAREST) to specify how the best escape point can be found. Refer to the tdm_defs.script file to see all the constants. When algorithm is set to EP_FIND_AAS_AREA_FAR_FROM_THREAT, the distanceOption is interpreted as minimum threat distance. Returns FALSE if no escape point could be found.
Spawnclasses responding to this event: idAI

scriptEvent void footstep();

No description
Spawnclasses responding to this event: idActor, idAnimated

scriptEvent void foundBody(entity body);

Objective callback for when an AI finds a body.
Spawnclasses responding to this event: idAI

scriptEvent float frob();

Frobs the entity (i.e. simulates a frob action performed by the player). Returns TRUE if the entity is frobable, FALSE otherwise.
Spawnclasses responding to this event: idEntity

scriptEvent void frobHilight(float state);

ishtvan: Tries to make the entity frobhilight or not
Spawnclasses responding to this event: idEntity

scriptEvent void frobRidable(entity playerController);

Called when a player directly mounts or dismounts a ridable AI.
Spawnclasses responding to this event: CAIVehicle

scriptEvent void Gas_Knockout(entity inflictor);

AI knockout
inflictor: the entity causing the knockout, can be the $null_entity
Spawnclasses responding to this event: idAI

scriptEvent entity getActualStruckEnt();

Getter for projectile result variable
Spawnclasses responding to this event: CProjectileResult

scriptEvent float getAcuity(string type);

ai generalized alerts
Spawnclasses responding to this event: idAI

scriptEvent entity getAlertActor();

Get the actor that alerted the AI in this frame.
Spawnclasses responding to this event: idAI

scriptEvent float getAlertLevelOfOtherAI(entity otherEntity);

This event gets the alert number of another AI (AI_AlertLevel variable value) Returns the alert number of the other AI, 0.0 if its not an AI or is NULL
otherEntity: the other AI entity who's alert number is being queried
Spawnclasses responding to this event: idAI

scriptEvent vector getAngles();

Returns the current orientation of this entity (relative to bind parent if any).
Spawnclasses responding to this event: idEntity

scriptEvent vector getAngularVelocity();

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.
Spawnclasses responding to this event: idEntity

scriptEvent vector getAngularVelocityB(float id);

Get the angular velocitiy of a particular body Returns (0,0,0) if the body ID is invalid.
Spawnclasses responding to this event: idAFEntity_Base

scriptEvent string getAnimState(float channel);

Returns the name of the current animation state script function used for the given channel.
Spawnclasses responding to this event: idActor

scriptEvent entity getAttachment(string attName);

Get the attached entity with the given attachment name Will be NULL if the name is invalid or if the entity no longer exists
Spawnclasses responding to this event: idActor

scriptEvent entity getAttachmentInd(float index);

Get the attached entity at the given index Will be NULL if the index is invalid or the entity no longer exists
Spawnclasses responding to this event: idActor

scriptEvent float getAttackFlag(float combatType);

Returns 1 if the given attack flag is activated.
combatType: see tdm_defs.script for possible enum values
Spawnclasses responding to this event: idActor

scriptEvent float getAudThresh();

no description
Spawnclasses responding to this event: idAI

scriptEvent vector getAxialDir();

Getter for projectile result variable
Spawnclasses responding to this event: CProjectileResult

scriptEvent entity getBindChild(float ind);

Returns the ind_th bind child of this entity or NULL if index is invalid. NOTE: indices start at zero
ind: child index
Spawnclasses responding to this event: idEntity

scriptEvent entity getBindMaster();

Returns the entity's bindmaster
Spawnclasses responding to this event: idEntity

scriptEvent float getBlendFrames(float channel);

Returns the number of frames to blend between animations on the given channel.
Spawnclasses responding to this event: idActor, idWeapon

scriptEvent float getButtons();

Returns the button state from the current user command.
Spawnclasses responding to this event: idPlayer

scriptEvent float getClipMask();

Returns the clipmask of the physics object.
Spawnclasses responding to this event: idEntity

scriptEvent entity getClosestHiddenTarget(string entity_type);

Finds the closest targeted entity of the specified type.
Spawnclasses responding to this event: idAI

scriptEvent vector getColor();

Gets the color of this entity (shader parms Parm0, Parm1, Parm2).
Spawnclasses responding to this event: idEntity

scriptEvent entity getCombatNode();

No description
Spawnclasses responding to this event: idAI

scriptEvent float getContents();

Returns the contents of the physics object.
Spawnclasses responding to this event: idEntity

scriptEvent string getCurInvCategory();

Returns the name of the currently highlighted inventory category.
Spawnclasses responding to this event: idEntity

scriptEvent string getCurInvIcon();

Returns the icon of the currently highlighted inventory item.
Spawnclasses responding to this event: idEntity

scriptEvent entity getCurInvItemEntity();

Returns the currently highlighted inventory item entity.
Spawnclasses responding to this event: idEntity

scriptEvent string getCurInvItemId();

Returns the name of the currently highlighted inventory item (the one defined in "inv_item_id"). Most items will return an empty string, unless the "inv_item_id" is set on purpose.
Spawnclasses responding to this event: idEntity

scriptEvent string getCurInvItemName();

Returns the name of the currently highlighted inventory item (the one defined in "inv_name").
Spawnclasses responding to this event: idEntity

scriptEvent float getCurrentMissionNum();

Returns the number of the current mission (0-based, the first mission has number 0).
Spawnclasses responding to this event: idThread

scriptEvent string getCurrentWeapon();

Returns weaponX where X is the number of the weapon the player is currently holding.
Spawnclasses responding to this event: idPlayer

scriptEvent float getCurrentYaw();

no description
Spawnclasses responding to this event: idAI

scriptEvent string getCurWeaponName();

Returns the name of the current weapon, as defined by "inv_weapon_name" in the weaponDef.
Spawnclasses responding to this event: idPlayer

scriptEvent string getcvar(string name);

Returns the string for a cvar.
Spawnclasses responding to this event: idThread

scriptEvent entity GetDoor();

Returns the associated door entity for this handle.
Spawnclasses responding to this event: CFrobDoorHandle

scriptEvent entity GetDoorhandle();

Returns the handle entity of this door. Can return NULL (== $null_entity)
Spawnclasses responding to this event: CFrobDoor

scriptEvent entity getEnemy();

no description
Spawnclasses responding to this event: idAI

scriptEvent vector getEnemyEyePos();

no description
Spawnclasses responding to this event: idAI

scriptEvent vector getEnemyPos();

no description
Spawnclasses responding to this event: idAI

scriptEvent entity getEntity(string name);

Returns a reference to the entity with the specified name.
Spawnclasses responding to this event: idThread

scriptEvent entity getEntityKey(string key);

Retrieves the entity specified by the spawn arg.
key: spawnarg name
Spawnclasses responding to this event: idEntity

scriptEvent vector getEyePos();

Get eye position of the player and the AI
Spawnclasses responding to this event: idActor

scriptEvent vector getFinalAngVel();

Getter for projectile result variable
Spawnclasses responding to this event: CProjectileResult

scriptEvent vector getFinalVel();

Getter for projectile result variable
Spawnclasses responding to this event: CProjectileResult

scriptEvent float getFloatKey(string key);

Retrieves the floating point value of a specific spawn arg.
key: spawnarg name
Spawnclasses responding to this event: idEntity

scriptEvent float getFov();

This returns the current FOV of the player.
Spawnclasses responding to this event: idPlayer

scriptEvent float getFrameTime();

returns the length of time between game frames. this is not related to renderer frame rate.
Spawnclasses responding to this event: idThread

scriptEvent entity getFrobbed();

Returns the currently frobhilighted entity. Sets "frob only used by" mode
Spawnclasses responding to this event: idPlayer

scriptEvent string getGui(float handle);

Returns the file currently loaded by a GUI.
Spawnclasses responding to this event: idEntity

scriptEvent float getGuiFloat(float handle, string key);

Returns a GUI parameter.
Spawnclasses responding to this event: idEntity

scriptEvent float getGuiInt(float handle, string key);

Returns a GUI parameter.
Spawnclasses responding to this event: idEntity

scriptEvent string getGuiString(float handle, string key);

Returns a GUI parameter.
Spawnclasses responding to this event: idEntity

scriptEvent entity getHead();

Returns the entity used for the character's head, if it has one.
Spawnclasses responding to this event: idActor

scriptEvent float getHealth();

Returns the current health.
Spawnclasses responding to this event: idActor

scriptEvent vector getHinderance(string source);

Used to get hinderance from a source.
Spawnclasses responding to this event: idPlayer

scriptEvent string getIdealWeapon();

No description
Spawnclasses responding to this event:

scriptEvent float getImmobilization(string source);

Used to get immobilization from a source. Warning: Not a finalized version. It's subject to change, so use it at your own risk.)
Spawnclasses responding to this event: idPlayer

scriptEvent float getIncidenceAngle();

Getter for projectile result variable
Spawnclasses responding to this event: CProjectileResult

scriptEvent float getIntKey(string key);

Retrieves the integer value of a specific spawn arg.
key: spawnarg name
Spawnclasses responding to this event: idEntity

scriptEvent float getInventoryOverlay();

Gets the default inventory overlay for the player. All other entities will return an invalid value.
Spawnclasses responding to this event: idPlayer

scriptEvent vector getJointAngle(float jointnum);

Returns the angular orientation of the joint in world space.
Spawnclasses responding to this event: idAnimatedEntity

scriptEvent float getJointHandle(string jointname);

Looks up the number of the specified joint. Returns INVALID_JOINT if the joint is not found.
Spawnclasses responding to this event: idAnimatedEntity

scriptEvent vector getJointPos(float jointnum);

Returns the position of the joint in world space.
Spawnclasses responding to this event: idAnimatedEntity

scriptEvent vector getJumpVelocity(vector pos, float speed, float max_jump_height);

no description
Spawnclasses responding to this event: idAI

scriptEvent string getKey(string key);

Retrieves the value of a specific spawn arg.
key: spawnarg name
Spawnclasses responding to this event: idEntity

scriptEvent vector getLightInPVS(float falloff, float scaling);

Computes the sum of all light in the PVS of the entity you call this on, and returns a vector with the sum.
falloff: 0: no falloff with distance 0.5: sqrt(linear) falloff (dist 100 => 1/10) 1: linear falloff (dist 100 => 1/100) 2: square falloff (dist 100 => 1/10000)
scaling: factor to scale the distance, can be used to lower/raise distance factor after the linear or square scaling has been used good looking values are approx: sqrt(linear): 0.01, linear: 0.1, square 1.0
Spawnclasses responding to this event: idEntity

scriptEvent float getLightLevel();

Get level (intensity) of a light, <= 0.0 indicates it is off
Spawnclasses responding to this event: idLight

scriptEvent vector getLightOrigin();

Get the light origin (independent of its visual model)
Spawnclasses responding to this event: idLight

scriptEvent float getLightParm(float parmNum);

Gets a shader parameter.
Spawnclasses responding to this event: idLight, idWeapon

scriptEvent vector getLinearVelocity();

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.
Spawnclasses responding to this event: idEntity

scriptEvent vector getLinearVelocityB(float id);

Get the linear velocitiy of a particular body Returns (0,0,0) if the body ID is invalid.
Spawnclasses responding to this event: idAFEntity_Base

scriptEvent entity getLocation();

Returns the idLocation entity corresponding to the entity's current location. This was player-specific before, but is now available to all entities.
Spawnclasses responding to this event: idEntity

scriptEvent entity GetLock();

Returns the associated lock of this handle.
Spawnclasses responding to this event: CFrobLockHandle

scriptEvent float getLootAmount(float type);

Returns the amount of loot for the given type (e.g. LOOT_GOODS). Pass LOOT_TOTAL to return the sum of all loot types.
Spawnclasses responding to this event: idEntity

scriptEvent entity getMainAmbientLight();

No description
Spawnclasses responding to this event: idThread

scriptEvent float getMass(float body);

Gets mass of a body for an entity
Spawnclasses responding to this event: idEntity

scriptEvent vector getMaxs();

Gets the maximum corner of this entity's bounding box.
Spawnclasses responding to this event: idEntity

scriptEvent float getMeleeActPhase();

Returns the current melee action phase (holding,recovering,etc).
Spawnclasses responding to this event: idActor

scriptEvent float getMeleeActState();

Returns the current melee action state (attacking/defending).
Spawnclasses responding to this event: idActor

scriptEvent float getMeleeActType();

Returns the current melee action type (overhead,thrust,etc.).
Spawnclasses responding to this event: idActor

scriptEvent float getMeleeLastActTime();

Returns the melee type of the last attack to hit this actor. Defaults to MELEETYPE_UNBLOCKABLE if we were not hit before.
Spawnclasses responding to this event: idActor

scriptEvent float getMeleeLastHitByType();

Returns the game time that the most recent melee action ended (in ms)
Spawnclasses responding to this event: idActor

scriptEvent float getMeleeResult();

Get the result of the last melee action Follows MELEERESULT_* enum defined in tdm_defs.script
Spawnclasses responding to this event: idActor

scriptEvent vector getMins();

Gets the minimum corner of this entity's bounding box.
Spawnclasses responding to this event: idEntity

scriptEvent float getMouseGesture();

Returns the results of the last mouse gesture in enum form. (see the definition for MOUSEDIR_* for which numbers correspond to which directions)
Spawnclasses responding to this event: idPlayer

scriptEvent vector getMove();

Returns the movement relative to the player's view angles from the current user command. vector_x = forward, vector_y = right, vector_z = up
Spawnclasses responding to this event: idPlayer

scriptEvent string getMoveAnim();

Returns the name of the player-requested movement anim for a player controlled AI vehicle
Spawnclasses responding to this event: CAIVehicle

scriptEvent float getMoveSpeed();

Get the movement speed.
Spawnclasses responding to this event: idMover

scriptEvent float getMoveTime();

Gets the movement time.
Spawnclasses responding to this event: idMover

scriptEvent float getMoveType();

Returns the current movetype
Spawnclasses responding to this event: idAI

scriptEvent string getName();

Returns the name of this entity.
Spawnclasses responding to this event: idEntity

scriptEvent string getNextHinderance(string prefix, string lastMatch);

Used to get the next hinderance from a source.
Spawnclasses responding to this event: idPlayer

scriptEvent string getNextIdleAnim();

This returns the name of the next idle anim to be played on this AI (used by AnimState scripts).
Spawnclasses responding to this event: idAI

scriptEvent string getNextImmobilization(string prefix, string lastMatch);

Used to get immobilization from a source. Warning: Not a finalized version. It's subject to change, so use it at your own risk.)
Spawnclasses responding to this event: idPlayer

scriptEvent entity getNextInvItem();

Cycles the standard cursor to the next inventory item. Returns the item entity pointed to after the operation is complete.
Spawnclasses responding to this event: idEntity

scriptEvent string getNextKey(string prefix, string lastMatch);

searches for the name of a spawn arg that matches the prefix. for example, passing in "attack_target" matches "attack_target1", "attack_targetx", "attack_target_enemy", etc. The returned string is the name of the key which can then be passed into functions like getKey() to lookup the value of that spawn arg. This is useful for when you have multiple values to look up, like when you target multiple objects. To find the next matching key, pass in the previous result and the next key returned will be the first one that matches after the previous result. pass in to get the first match. returns when no more keys match. Note to coders: this is the same as MatchPrefix in the game code.
Spawnclasses responding to this event: idEntity

scriptEvent string getNextTurnHinderance(string prefix, string lastMatch);

Get the next hinderance on the view turning from a source
Spawnclasses responding to this event: idPlayer

scriptEvent vector getNthHidingSpotLocation(float hidingSpotIndex);

This event returns the Nth hiding spot location.
hidingSpotIndex: 0 based hiding spot index
Spawnclasses responding to this event: idAI

scriptEvent float getNthHidingSpotType(float hidingSpotIndex);

This event returns the Nth hiding spot type.
hidingSpotIndex: 0 based hiding spot index
Spawnclasses responding to this event: idAI

scriptEvent float getNumAttachments();

Return the number of attachments on an AI. Used to iterate through the attachments if desired.
Spawnclasses responding to this event: idActor

scriptEvent float getNumBodies();

Returns the number of bodies in the AF. If the AF physics pointer is NULL, it returns 0.
Spawnclasses responding to this event: idAFEntity_Base

scriptEvent float getNumHidingSpots();

This event returns the number of hiding spots by the current hiding spot query. If there is no current query, this returns -1
Spawnclasses responding to this event: idAI

scriptEvent float getNumMeleeWeapons();

Returns the number of melee weapons attached to an actor. This refers to the TDM-style attachments with the spawnarg 'is_weapon_melee' set to '1'.
Spawnclasses responding to this event: idActor

scriptEvent float getNumRangedWeapons();

Returns the number of ranged weapons attached to an actor. This refers to the TDM-style attachments with the spawnarg 'is_weapon_ranged' set to '1'.
Spawnclasses responding to this event: idActor

scriptEvent float getObjectiveComp(float ObjNum, float CompNum);

Used to get the state of custom objective components
Spawnclasses responding to this event: idPlayer

scriptEvent float getObjectiveState(float ObjNum);

returns the current state of the objective with the number ObjNum (taking 'user' objective indices, starting at 1 instead of 0) State is one of the following: OBJ_INCOMPLETE = 0, OBJ_COMPLETE = 1, OBJ_INVALID = 2, OBJ_FAILED = 3
Spawnclasses responding to this event: idPlayer

scriptEvent vector getObservationPosition(vector targetPoint, float visualAcuityZeroToOne);

This event is used to get a position that the AI can move to observe a given position. It is useful for looking at hiding spots that can't be reached, and performing other investigation functions. Returns a world position from which the observation can take place. Returns the current AI origin if no such point is found. @sideEffect This uses the AI_DEST_UNREACHABLE flag variable to indicate if a point was found. It will be true if none was found, false if one was found.
targetPoint: the world position to be observed
visualAcuityZeroToOne: the visual acuity of the AI on a scale of 0.0 to 1.0 where 0.0 is blind and 1.0 is perfect vision.
Spawnclasses responding to this event: idAI

scriptEvent entity getObstacle();

Gets the obstacle in the character's path
Spawnclasses responding to this event: idAI

scriptEvent vector getOrigin();

Returns the current position of this entity (relative to bind parent if any).
Spawnclasses responding to this event: idEntity

scriptEvent entity getOwner();

Returns the owning entity
Spawnclasses responding to this event: idWeapon

scriptEvent string getPainAnim();

Returns the name of the pain animation.
Spawnclasses responding to this event: idActor

scriptEvent float getPersistantFloat(string key);

Returns the floating point value for the given persistent arg
Spawnclasses responding to this event: idThread

scriptEvent string getPersistantString(string key);

Returns the string for the given persistent arg
Spawnclasses responding to this event: idThread

scriptEvent vector getPersistantVector(string key);

Returns the vector for the given persistent arg
Spawnclasses responding to this event: idThread

scriptEvent float getPortalHandle();

Returns the portal handle.
Spawnclasses responding to this event: idLocationSeparatorEntity

scriptEvent float getPortSoundLoss(float handle);

Sound propagation scriptfunction on the sys object
Spawnclasses responding to this event: idThread

scriptEvent entity getPrevInvItem();

Cycles the standard cursor to the previous inventory item. Returns the item entity pointed to after the operation is complete.
Spawnclasses responding to this event: idEntity

scriptEvent string getPreviousWeapon();

Returns weaponX where X is the number of the weapon the player was previously holding.
Spawnclasses responding to this event: idPlayer

scriptEvent entity getPrime();

Event called using vine.*()
Spawnclasses responding to this event: tdmVine

scriptEvent float getProjectileState();

Gets the current state of the projectile. States are defined in doom_defs.script
Spawnclasses responding to this event: idProjectile

scriptEvent float getProjMass();

Getter for projectile result variable
Spawnclasses responding to this event: CProjectileResult

scriptEvent vector getRadius();

Returns the light radius.
Spawnclasses responding to this event: idLight

scriptEvent entity getRandomTarget(string entity_type);

Finds a random targeted entity of the specified type.
Spawnclasses responding to this event: idAI

scriptEvent vector getReachableEntityPosition(entity ent);

Returns the position of the entity within the AAS if possible, otherwise just the entity position.
Spawnclasses responding to this event: idAI

scriptEvent float getRelation(float team1, float team2);

No description
Spawnclasses responding to this event: idThread

scriptEvent float getRelationEnt(entity ent);

no description
Spawnclasses responding to this event: idAI

scriptEvent entity GetResponseEntity();

Returns the entity which should take the response. Some entities like AI heads are not responding themselves to stims, but relay it to another entity (i.e. the bodies they're attached to).
Spawnclasses responding to this event: idEntity

scriptEvent float getShaderParm(float parm);

Gets the value of the specified shader parm.
parm: shader parm index
Spawnclasses responding to this event: idEntity

scriptEvent vector getSize();

Gets the size of this entity's bounding box.
Spawnclasses responding to this event: idEntity

scriptEvent vector getSndDir();

ai hearing of sound
Spawnclasses responding to this event: idAI

scriptEvent float getSomeOfOtherEntitiesHidingSpotList(entity otherEntity);

This event splits off half of the hiding spot list of another entity and sets our hiding spot list to the "taken" points. As such, it is useful for getting hiding spots from a seraching AI that this AI is trying to assist. Returns the number of points in the list gotten.
otherEntity: The other entity who's hiding spots we are taking
Spawnclasses responding to this event: idAI

scriptEvent string getState();

Gets the current state.
Spawnclasses responding to this event: idActor

scriptEvent entity getStruckEnt();

Getter for projectile result variable
Spawnclasses responding to this event: CProjectileResult

scriptEvent vector getSurfNormal();

Getter for projectile result variable
Spawnclasses responding to this event: CProjectileResult

scriptEvent string getSurfType();

Getter for projectile result variable
Spawnclasses responding to this event: CProjectileResult

scriptEvent entity getTactEnt();

ai sense of touch
Spawnclasses responding to this event: idAI

scriptEvent entity getTalkTarget();

Returns the entity (player) trying to talk to the character
Spawnclasses responding to this event: idAI

scriptEvent entity getTarget(float num);

Returns the requested target entity.
num: The target number.
Spawnclasses responding to this event: idEntity

scriptEvent float getTDMVersion();

Get the current TDM version as integer. The value will be 108 for v1.08, 109 for v1.09 and 200 for v2.00 etc.
Spawnclasses responding to this event: idThread

scriptEvent float getTeam();

Returns the current team number.
Spawnclasses responding to this event: idEntity

scriptEvent float getTicsPerSecond();

returns the number of game frames per second. this is not related to renderer frame rate.
Spawnclasses responding to this event: idThread

scriptEvent float getTime();

Returns the current game time in seconds.
Spawnclasses responding to this event: idThread

scriptEvent string getTraceBody();

Returns the number of the body part of the entity which was hit during the last call to trace or tracePoint
Spawnclasses responding to this event: idThread

scriptEvent vector getTraceEndPos();

Returns the position the trace stopped due to a collision with solid geometry during the last call to trace or tracePoint
Spawnclasses responding to this event: idThread

scriptEvent entity getTraceEntity();

Returns a reference to the entity which was hit during the last call to trace or tracePoint
Spawnclasses responding to this event: idThread

scriptEvent float getTraceFraction();

Returns the fraction of movement completed during the last call to trace or tracePoint.
Spawnclasses responding to this event: idThread

scriptEvent string getTraceJoint();

Returns the number of the skeletal joint closest to the location on the entity which was hit during the last call to trace or tracePoint
Spawnclasses responding to this event: idThread

scriptEvent vector getTraceNormal();

Returns the normal of the hit plane during the last call to trace or tracePoint
Spawnclasses responding to this event: idThread

scriptEvent float getTurnDelta();

no description
Spawnclasses responding to this event: idAI

scriptEvent vector getTurnHinderance(string source);

  • Get the hinderance on the view turning from a source
Spawnclasses responding to this event: idPlayer

scriptEvent float getTurnRate();

Gets the rate the character turns.
Spawnclasses responding to this event: idAI

scriptEvent vector getVectorKey(string key);

Retrieves the vector value of a specific spawn arg.
key: spawnarg name
Spawnclasses responding to this event: idEntity

scriptEvent vector getViewAngles();

Returns the player view angles.
Spawnclasses responding to this event: idPlayer

scriptEvent vector getVinePlantLoc();

Event important to the growing of vines from vine arrows
Spawnclasses responding to this event: idEntity

scriptEvent vector getVinePlantNormal();

Event important to the growing of vines from vine arrows
Spawnclasses responding to this event: idEntity

scriptEvent vector getVisDir();

ai visibility
Spawnclasses responding to this event: idAI

scriptEvent entity getWeaponEntity();

Returns the entity for the player's weapon
Spawnclasses responding to this event: idPlayer

scriptEvent entity getWorldModel();

Returns the entity that controls the world model
Spawnclasses responding to this event: idWeapon

scriptEvent vector getWorldOrigin();

Returns the current world-space position of this entity (regardless of any bind parent).
Spawnclasses responding to this event: idEntity

scriptEvent void gib(string damageDefName);

No description
Spawnclasses responding to this event: idAFEntity_Gibbable, idMoveableItem

scriptEvent void giveHealthPool(float amount);

This increases/decreases the healthpool of the player by the given amount. The healthpool is gradually decreased over time, healing (damaging?) the player.
Spawnclasses responding to this event: idPlayer

scriptEvent void handleMissionEvent(entity objEnt, float eventType, string argument);

Generic interface for passing on mission events from scripts to the SDK. Available since TDM 1.02
objEnt: the entity that triggered this event (e.g. a readable)
eventType: a numeric identifier (enumerated both in MissionData.h and tdm_defs.script) specifying the type of event
argument: an optional string parameter, eventtype-specific.
Spawnclasses responding to this event: idThread

scriptEvent float hasAnim(float channel, string animName);

Returns true when an entity has a specific animation.
Spawnclasses responding to this event: idActor

scriptEvent float hasEnemies();

Returns true if the actor has one or more enemies.
Spawnclasses responding to this event: idActor

scriptEvent float hasFunction(string functionName);

checks if an entity's script object has a specific function
Spawnclasses responding to this event: idEntity

scriptEvent float hasSeenEvidence();

This returns 1 when the AI has seen evidence of intruders before (an enemy, a body...)
Spawnclasses responding to this event: idAI

scriptEvent float heal(string healDefName, float healScale);

Heals the entity this is called on using the specified healing entityDef. Returns 1 if the entity could be healed, 0 otherwise (if the entity is already at full health, for ex.)
healDefName: the name of the entityDef containing the healing information (e.g. "heal_potion")
healScale: the scaling value to be applied to the healAmount found in the healEntityDef
Spawnclasses responding to this event: idEntity

scriptEvent entity heldEntity();

Returns the entity currently being held, or $null if the player's hands are empty.
Spawnclasses responding to this event: idPlayer

scriptEvent void hide();

Makes this entity invisible.
Spawnclasses responding to this event: idEntity

scriptEvent void hideByLODBias();

internal
Spawnclasses responding to this event: idEntity

scriptEvent float holdEntity(entity entity);

Forces the player to hold an entity (e.g. puts it into the grabber). Drops whatever is in the player's hands if $null is passed to it. Returns 1 if successful, 0 if not.
Spawnclasses responding to this event: idPlayer

scriptEvent float idleAnim(float channel, string animName);

Plays the given idle animation on the given channel. Returns false if anim doesn't exist.
Spawnclasses responding to this event: idActor

scriptEvent void ignoreDamage();

no description
Spawnclasses responding to this event: idAI

scriptEvent float inAnimState(float channel, string stateFunc);

Returns true if the given animation state script function is currently used for the given channel.
Spawnclasses responding to this event: idActor

scriptEvent float influenceActive();

Checks if an influence is active
Spawnclasses responding to this event: idThread

scriptEvent float inPVS();

Returns non-zero if this entity is in PVS. For lights, it will return true when the light's bounding box is in PVS, even though the light may not actually be in PVS. (an unmoved shadowcasting light may not be visible to PVS areas its bounding box intersects with)
Spawnclasses responding to this event: idEntity

scriptEvent float isAtRest();

Returns true if object is not moving
Spawnclasses responding to this event: idMoveable

scriptEvent float isClient();

networking - checks for client
Spawnclasses responding to this event: idThread

scriptEvent float isDroppable();

Get whether an item may be dropped from the inventory
Spawnclasses responding to this event: idEntity

scriptEvent float isEnemy(entity ent);

Returns true if the given entity is an enemy.
ent: The entity in question
Spawnclasses responding to this event: idEntity

scriptEvent float isEntityHidden(entity ent, float f_sightThreshold);

This is an alternate version of canSee, using FOV, distance and lighting.
f_sightThreshold: goes from 0.0 (entity visible in complete darkness) to 1.0 (entity only visible if completely lit up).
Spawnclasses responding to this event: idAI

scriptEvent float isFriend(entity ent);

Returns true if the given entity is a friend.
ent: The entity in question
Spawnclasses responding to this event: idEntity

scriptEvent float isFrobable();

Get whether the entity is frobable
Spawnclasses responding to this event: idEntity

scriptEvent float isHidden();

checks if the entity's model is invisible.
Spawnclasses responding to this event: idEntity

scriptEvent float isHilighted();

Returns true if entity is currently frobhilighted.
Spawnclasses responding to this event: idEntity

scriptEvent float isInLiquid();

Returns 1 if the entity is in or touching a liquid.
Spawnclasses responding to this event: idEntity

scriptEvent float isInvisible();

no description
Spawnclasses responding to this event: idWeapon

scriptEvent float isLight();

No description
Spawnclasses responding to this event: idEntity

scriptEvent float IsLocked();

Returns true (nonzero) if the mover is currently locked.
Spawnclasses responding to this event: CBinaryFrobMover

scriptEvent float isMoving();

Returns true if a mover is moving
Spawnclasses responding to this event: idMover

scriptEvent float isMultiplayer();

checks if it's a multiplayer game
Spawnclasses responding to this event: idThread

scriptEvent float isNeutral(entity ent);

Returns true if the given entity is neutral.
ent: The entity in question
Spawnclasses responding to this event: idEntity

scriptEvent float IsOpen();

Returns true (nonzero) if the mover is open, which is basically the same as "not closed". A mover is considered closed when it is at its close position.
Spawnclasses responding to this event: CBinaryFrobMover

scriptEvent float IsPickable();

Returns true (nonzero) if this frobmover is pickable.
Spawnclasses responding to this event: CBinaryFrobMover

scriptEvent float isRotating();

Returns true if a mover is rotating
Spawnclasses responding to this event: idMover

scriptEvent float isType(string spawnclass);

Returns true if this entity is of the given type.
spawnclass: spawn class name
Spawnclasses responding to this event: idEntity

scriptEvent float isVineFriendly();

Vine-arrow event
Spawnclasses responding to this event: CProjectileResult

scriptEvent void kickObstacles(entity kickEnt, float force);

Kicks any obstacle in the character's path.
kickEnt: pass in $null_entity if you don't have a specific entity to kick
Spawnclasses responding to this event: idAI

scriptEvent void kill();

Kills the monster.
Spawnclasses responding to this event: idAI

scriptEvent void killthread(string threadName);

Kills all threads with the specified name
Spawnclasses responding to this event: idThread

scriptEvent void KO_Knockout(entity inflictor);

AI knockout
inflictor: is the entity causing the knockout, can be the $null_entity
Spawnclasses responding to this event: idAI

scriptEvent void launch(vector start, vector dir, vector velocity);

Launches the projectile from <start> in direction <dir> with the given <velocity>
Spawnclasses responding to this event: idProjectile

scriptEvent entity launchMissile(vector origin, vector angles);

Returns the projectile entity
Spawnclasses responding to this event: idAI

scriptEvent void launchMissiles(string projectilename, string sound, string launchbone, string targetbone, float numshots, float framedelay);

Launches a projectile.
Spawnclasses responding to this event: idAnimated

scriptEvent void launchProjectiles(float num_projectiles, float spread, float fuseOffset, float launchPower, float dmgPower);

no description
Spawnclasses responding to this event: idWeapon

scriptEvent void leftFoot();

Changes to left foot and plays footstep sound.
Spawnclasses responding to this event: idActor, idAnimated, idTestModel

scriptEvent float loadExternalData(string declFile, string prefix);

Load an external xdata declaration.
Spawnclasses responding to this event: idEntity

scriptEvent void locateEnemy();

Updates the last known position of the enemy independent from whether or not the enemy is visible.
Spawnclasses responding to this event: idAI

scriptEvent void Lock();

Locks the mover. Calls to Open() will not succeed after this call.
Spawnclasses responding to this event: CBinaryFrobMover

scriptEvent float log(float x);

Returns the log of the given argument
Spawnclasses responding to this event: idThread

scriptEvent void logString(float logClass, float logType, string output);

This is the script counterpart to DM_LOG
Spawnclasses responding to this event: idThread

scriptEvent void lookAt(entity focusEntity, float duration);

Aims the character's eyes and head toward an entity for a period of time.
Spawnclasses responding to this event: idAI

scriptEvent void lookAtAngles(float yawAngleClockwise, float pitchAngleUp, float rollAngle, float durationInSeconds);

A look at event that just looks at a set of angles relative to the current body facing of the AI. This method is just like the vanilla Doom3 lookAt and lookAtEnemy methods, but it looks at the specified angles from the current body facing of the AI.
yawAngleClockwise: Negative angles are to the left of the AIs body and positive angles are to the right.
pitchAngleUp: Negative values are down and positive values are up where down and up are defined by the body axis.
rollAngle: This is currently unused and does nothing.
durationInSeconds: The duration to look in seconds.
Spawnclasses responding to this event: idAI

scriptEvent void lookAtEnemy(float duration);

Aims the character's eyes and head toward the current enemy for a period of time.
Spawnclasses responding to this event: idAI

scriptEvent void lookAtPosition(vector lookAtWorldPosition, float durationInSeconds);

This method is just like the vanilla Doom3 lookAt and lookAtEnemy methods, but instead of looking at an entity, it looks at a position in worldspace. That is, it turns the head of the AI to look at the position.
lookAtWorldPosition: position in space to look at
durationInSeconds: duration to look in seconds
Spawnclasses responding to this event: idAI

scriptEvent string lookupReplacementAnim(string anim);

Returns the current replacement animation for "anim". Returns empty if no replacement anim
Spawnclasses responding to this event: idActor

scriptEvent void markUsed();

Disables the combat node if "use_once" is set on the entity.
Spawnclasses responding to this event: idCombatNode

scriptEvent float melee();

no description
Spawnclasses responding to this event: idWeapon

scriptEvent void meleeActionFinished();

Called when the animation for the melee action has finished.
Spawnclasses responding to this event: idActor

scriptEvent void meleeActionHeld();

Called when the melee action reaches the "hold" point.
Spawnclasses responding to this event: idActor

scriptEvent void meleeActionReleased();

Called when the melee action is released from the hold point.
Spawnclasses responding to this event: idActor

scriptEvent void meleeAttackStarted(float attType);

Registers the start of a given melee attack Intended to be called from a script that also starts the animation
Spawnclasses responding to this event: idActor

scriptEvent float meleeAttackToJoint(string joint, string damageDef);

no description
Spawnclasses responding to this event: idAI

scriptEvent float meleeBestParry();

Returns the melee type integer of the best parry given the enemy attacks at the time If no attacking enemy is found, returns default of MELEETYPE_RL Follows MELEETYPE_* enum defined in tdm_defs.script
Spawnclasses responding to this event: idActor

scriptEvent string meleeNameForNum(float num);

Converts a melee type integer to a string name suffix Used for finding the right animation for a given type, etc. Possible names are, in order: "Over, LR, RL, Thrust, General" Where general blocks all attacks types except unblockable
Spawnclasses responding to this event: idActor

scriptEvent void meleeParryStarted(float parType);

Registers the start of a given melee parry Intended to be called from a script that also starts the animation
Spawnclasses responding to this event: idActor

scriptEvent void missionFailed();

No description
Spawnclasses responding to this event: idPlayer

scriptEvent void missionSuccess();

No description
Spawnclasses responding to this event: idPlayer

scriptEvent float mouseGestureFinished();

Returns true if the player is not currently doing a mouse gesture.
Spawnclasses responding to this event: idPlayer

scriptEvent void move(float angle, float distance);

Initiates a translation with the given distance in the given yaw direction. Uses the current speed/time and acceleration and deceleration settings.
Spawnclasses responding to this event: idMover

scriptEvent void moveOutOfRange(entity ent, float range);

no description
Spawnclasses responding to this event: idAI

scriptEvent void moveSound(string sound);

Sets the sound to be played when the moving.
Spawnclasses responding to this event: idMover

scriptEvent float moveStatus();

no description
Spawnclasses responding to this event: idAI

scriptEvent void moveTo(entity targetEntity);

Initiates a translation to the position of an entity. Uses the current speed/time and acceleration and deceleration settings.
Spawnclasses responding to this event: idMover

scriptEvent void moveToAttackPosition(entity ent, string attack_anim);

No description
Spawnclasses responding to this event: idAI

scriptEvent void moveToCover();

no description
Spawnclasses responding to this event: idAI

scriptEvent void moveToCoverFrom(entity ent);

no description
Spawnclasses responding to this event: idAI

scriptEvent void moveToEnemy();

no description
Spawnclasses responding to this event: idAI

scriptEvent void moveToEnemyHeight();

no description
Spawnclasses responding to this event: idAI

scriptEvent void moveToEntity(entity destination);

No description
Spawnclasses responding to this event: idAI

scriptEvent void moveToPos(vector pos);

Initiates a translation to an absolute position. Uses the current speed/time and acceleration and deceleration settings.
Spawnclasses responding to this event: idMover

scriptEvent void moveToPosition(vector position);

No description
Spawnclasses responding to this event: idAI

scriptEvent void music(string shaderName);

Starts playing background music.
Spawnclasses responding to this event: idThread

scriptEvent void muzzleFlash(string jointname);

no description
Spawnclasses responding to this event: idAI

scriptEvent void netEndReload();

no description
Spawnclasses responding to this event: idWeapon

scriptEvent void netReload();

no description
Spawnclasses responding to this event: idWeapon

scriptEvent entity nextEnemy(entity lastEnemy);

Returns the next enemy the actor has acquired.
Spawnclasses responding to this event: idActor

scriptEvent void nextWeapon();

No description
Spawnclasses responding to this event: idWeapon

scriptEvent void noShadows(float noShadows);

Sets the noShadow property on the entity to true/false, turning shadowcasting on or off for this entity.
noShadows: 1 = disable shadows, 0 = enable shadows
Spawnclasses responding to this event: idEntity

scriptEvent void noShadowsDelayed(float noShadows, float delay);

Sets the noShadow property on the entity to true/false after delay in ms, turning shadows cast by this entity on or off.
noShadows: 1 = disable shadows, 0 = enable shadows
delay: delay in ms
Spawnclasses responding to this event: idEntity

scriptEvent float numBindChildren();

Returns the number of bound entities lower down in the bind chain than this entity
Spawnclasses responding to this event: idEntity

scriptEvent float numSmokeEmitters();

Returns the # of emitters defined by 'smokeParticleSystem' in the entitydef
Spawnclasses responding to this event: idAI

scriptEvent float numTargets();

Returns the number of entities this entity has targeted.
Spawnclasses responding to this event: idEntity

scriptEvent void objectiveCompUnlatch(float ObjNum, float CompNum);

Unlatch an irreversible objective component that has latched into a state
Spawnclasses responding to this event: idPlayer

scriptEvent void objectiveUnlatch(float ObjNum);

Unlatch an irreversible objective that has latched into a state
Spawnclasses responding to this event: idPlayer

scriptEvent void Off();

Turns the entity off.
Spawnclasses responding to this event: idLight, idSound

scriptEvent void offsetRelation(float team1, float team2, float val);

No description
Spawnclasses responding to this event: idThread

scriptEvent void On();

Turns the entity on.
Spawnclasses responding to this event: idLight, idSound

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

Sets a script callback function for when the given signal is raised on the given entity.
Spawnclasses responding to this event: idThread

scriptEvent void Open();

Opens the frobmover, regardless of its previous state. The mover will not move when it's locked.
Spawnclasses responding to this event: CBinaryFrobMover, CFrobLock

scriptEvent void OpenDoor(float master);

The OpenDoor method is necessary to give the FrobDoorHandles a "low level" open routine. The CFrobDoor::Open() call is re-routed to the FrobDoorHandle::Tap() method, so there must be a way to actually let the door open. Which is what this method does. Note: Shouldn't be called directly by scripters, call handle->Tap() instead. Unless you know what you're doing.
Spawnclasses responding to this event: CFrobDoor

scriptEvent void openPortal();

Opens the renderer portal associated with this mover.
Spawnclasses responding to this event: idMover, idMover_Binary

scriptEvent void Operate();

Call this to operate this entity.
Spawnclasses responding to this event: CFrobButton, CFrobLever

scriptEvent void overrideAnim(float channel);

Disables the animation currently playing on the given channel and syncs the animation with the animation of the nearest animating channel.
Spawnclasses responding to this event: idActor

scriptEvent void pause();

Pauses the current thread.
Spawnclasses responding to this event: idThread

scriptEvent void pauseAnim(float channel, float bPause);

Pause all animations playing on the given channel. NOTE: Can also be used used by idWeapons
bPause: true = pause, false = unpause
Spawnclasses responding to this event: idActor, idWeapon

scriptEvent void pauseGame();

Pauses the game. This should only be called for threads that are explicitly maintained by a special SDK method, because ordinary threads won't get executed during g_stopTime == true. Note: This is used by the objective GUI threads. Note: Must be called on the player entity, not the sys entity.
Spawnclasses responding to this event: idPlayer

scriptEvent void performRelight();

Deal with doused lights.
Spawnclasses responding to this event: idAI

scriptEvent float playAndLipSync(string soundName, string animName);

Play the given sound, using the given lipsync animation. The lipsync animation should just be a simple non-loopable animation of the mouth opening in a linear fashion. The code will select individual frames from this to construct a simple lipsyncing effect which is in time with the sound. Returns the length of the played sound in seconds.
Spawnclasses responding to this event: idAI

scriptEvent float playAnim(float channel, string animName);

Plays the given animation on the given channel. Returns false if anim doesn't exist.
Spawnclasses responding to this event: idActor, idWeapon

scriptEvent float playCycle(float channel, string animName);

Continuously repeats the given animation on the given channel. Returns false if anim doesn't exist.
Spawnclasses responding to this event: idActor, idWeapon

scriptEvent void playStartSound();

No description
Spawnclasses responding to this event: idPlayer

scriptEvent float pointInLiquid(vector point, entity ignoreEntity);

Checks if a point is in a liquid, returns 1 if this is the case.
Spawnclasses responding to this event: idThread

scriptEvent float pow(float x, float y);

Returns the power of x to y
Spawnclasses responding to this event: idThread

scriptEvent void preBurn();

no description
Spawnclasses responding to this event: idAI

scriptEvent vector predictEnemyPos(float time);

Tries to predict the player's movement based on the AAS and his direction of movement.
Spawnclasses responding to this event: idAI

scriptEvent void preventPain(float duration);

Prevents any pain animation from being played for the given time in seconds.
duration: time in seconds
Spawnclasses responding to this event: idActor

scriptEvent void print(string text);

Prints the given string to the console.
Spawnclasses responding to this event: idThread

scriptEvent void println(string text);

Prints the given line to the console.
Spawnclasses responding to this event: idThread

scriptEvent void processBlindStim(entity stimSource, float skipVisibilityCheck);

No description
Spawnclasses responding to this event: idAI

scriptEvent void processVisualStim(entity stimSource);

Use this call to let the AI react to a visual stim (coming from the source entity).
Spawnclasses responding to this event: idAI

scriptEvent void propSound(string name);

Sound propagation scriptfunctions on all entities propagate a sound directly without playing an audible sound
Spawnclasses responding to this event: idEntity

scriptEvent void propSoundMod(string name, float volMod);

propagate a sound directly with a volume modifier
Spawnclasses responding to this event: idEntity

scriptEvent vector pushPointIntoAAS(vector post);

Tries to push the point into a valid AAS area
Spawnclasses responding to this event: idAI

scriptEvent void pushState(string stateName);

Pushes the state with the given name, current one is postponed.
Spawnclasses responding to this event: idAI

scriptEvent void radiusDamage(vector origin, entity inflictor, entity attacker, entity ignore, string damageDefName, float dmgPower);

damages entities within a radius defined by the damageDef. inflictor is the entity causing the damage and can be the same as the attacker (in the case of projectiles, the projectile is the inflictor, while the attacker is the character that fired the projectile).
inflictor: the entity causing the damage
ignore: an entity to not cause damage to
dmgPower: scales the damage (for cases where damage is dependent on time)
Spawnclasses responding to this event: idThread

scriptEvent void radiusDamageFromJoint(string jointname, string damageDef);

no description
Spawnclasses responding to this event: idAI

scriptEvent float random(float range);

Returns a random value X where 0 <= X < range.
Spawnclasses responding to this event: idThread

scriptEvent entity randomPath();

no description
Spawnclasses responding to this event: idAI, idPathCorner

scriptEvent entity randomTarget(string ignoreName);

Returns a random targeted entity. Pass in an entity name to skip that entity.
ignoreName: the name of an entity to ignore
Spawnclasses responding to this event: idEntity

scriptEvent float rangedThreatTo(entity target);

Could this entity threaten the given (target) entity from a distance?
Spawnclasses responding to this event: idEntity

scriptEvent void readLightgemModifierFromWorldspawn();

No description
Spawnclasses responding to this event: idPlayer

scriptEvent void reAttachToCoords(string attName, string joint, vector offset, vector angles);

Reattach an existing attachment
attName: the name of the attachment we want to reattach.
joint: the name of the joint to attach to
offset: the translation offset from joint
angles: a (pitch, yaw, roll) angle vector that defines the rotation of the attachment relative to the joint's orientation
Spawnclasses responding to this event: idActor

scriptEvent void reAttachToPos(string attName, string position);

Reattach an existing attachment to a named attachment position. Example: reAttachToPos( melee_weapon, right_hand_held )
attName: the name of the attachment we want to reattach.
position: the new position we want to attach it to.
Spawnclasses responding to this event: idActor

scriptEvent void remove();

internal
Spawnclasses responding to this event: idClass

scriptEvent void removeBinds();

Removes all attached entities from the game
Spawnclasses responding to this event: idEntity

scriptEvent void removeInitialSplineAngles();

Subtracts the initial spline angles to maintain the initial orientation of the mover.
Spawnclasses responding to this event: idMover

scriptEvent void removeKey(string key);

Removes a key from an object's spawnargs, so things like getNextKey() don't retrieve it.
key: the spawnarg to remove
Spawnclasses responding to this event: idEntity

scriptEvent void removeReplacementAnim(string anim);

Removes the replacement for the given "anim"
Spawnclasses responding to this event: idActor

scriptEvent void removeTarget(entity target);

Remove a target from this entity.
target: the entity to remove from the targets
Spawnclasses responding to this event: idEntity

scriptEvent float replaceInvItem(entity oldItem, entity newItem);

Replaces the entity <oldItem> with <newItem> in the inventory, while keeping <oldItem>'s inventory position intact. Note: The position guarantee only applies if <oldItem> and newItem share the same category. If the categories are different, the position of <newItem> is likely to be different than the one of <oldItem>. Note that <oldItem> will be removed from the inventory. If <newItem> is the $null_entity, <oldItem> is just removed and no replacement happens. Returns 1 if the operation was successful, 0 otherwise.
newItem: can be $null_entity
Spawnclasses responding to this event: idEntity

scriptEvent void ResetTimer(float stimId);

No description
Spawnclasses responding to this event: idEntity

scriptEvent void resetWeaponProjectile(string weaponName);

Reloads the original projectile def name from the weaponDef. Used to revert a change made by the event changeWeaponProjectile().
Spawnclasses responding to this event: idPlayer

scriptEvent void resetZoom();

Cancels any pending zoom transitions and resets the FOV to normal.
Spawnclasses responding to this event: idPlayer

scriptEvent void resortHidingSpotSearch(vector newCenter, vector newRadius);

This re-sorts an existing search based on a new search center and radius.
newCenter: the new center of the search
newRadius: the new radius of the search. Points outside the original search will not be added.
Spawnclasses responding to this event: idAI

scriptEvent void respawn();

Respawn
Spawnclasses responding to this event: idItem

scriptEvent void ResponseAdd(float type);

No description
Spawnclasses responding to this event: idEntity

scriptEvent void ResponseAllow(float type, entity responder);

No description
Spawnclasses responding to this event: idEntity

scriptEvent void ResponseEnable(float type, float state);

No description
state: 0 = disabled, 1 = enabled
Spawnclasses responding to this event: idEntity

scriptEvent void ResponseIgnore(float type, entity responder);

This functions must be called on the stim entity. It will add the response to the ignore list, so that subsequent stims, should not trigger the stim anymore.
Spawnclasses responding to this event: idEntity

scriptEvent void ResponseRemove(float type);

No description
Spawnclasses responding to this event: idEntity

scriptEvent void ResponseSetAction(float type, string action);

No description
Spawnclasses responding to this event: idEntity

scriptEvent void ResponseTrigger(entity source, float stimType);

Fires a response on this entity, without a stim (a stand-alone response, so to say)
Spawnclasses responding to this event: idEntity

scriptEvent void restartPatrol();

no description
Spawnclasses responding to this event: idAI

scriptEvent void RestartTimer(float stimId);

No description
Spawnclasses responding to this event: idEntity

scriptEvent void restoreAddedEnts();

No description
Spawnclasses responding to this event: idAFEntity_Base

scriptEvent void restoreMove();

no description
Spawnclasses responding to this event: idAI

scriptEvent void restorePosition();

Returns this entity to the position stored in the "origin" spawn arg. This is the position the entity was spawned in unless the "origin" key is changed. Note that there is no guarantee that the entity won't be stuck in another entity when moved, so care should be taken to make sure that isn't possible.
Spawnclasses responding to this event: idEntity

scriptEvent void rightFoot();

Changes to right foot and plays footstep sound.
Spawnclasses responding to this event: idActor, idAnimated, idTestModel

scriptEvent void ropeRemovalCleanup(entity ropeEnt);

Called when rope arrow ropes are removed, removes stale pointers on the player object.
Spawnclasses responding to this event: idPlayer

scriptEvent void rotate(vector angleSpeed);

Initiates a rotation with the given angular speed. Uses the current speed/time and acceleration and deceleration settings.
Spawnclasses responding to this event: idMover

scriptEvent void rotateDownTo(float axis, float angle);

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.
Spawnclasses responding to this event: idMover

scriptEvent void rotateOnce(vector angles);

Initiates a rotation towards the current angles plus the given Euler angles. Uses the current speed/time and acceleration and deceleration settings.
Spawnclasses responding to this event: idMover

scriptEvent void rotateTo(vector angles);

Initiates a rotation towards the given Euler angles. Uses the current speed/time and acceleration and deceleration settings.
Spawnclasses responding to this event: idMover

scriptEvent void rotateUpTo(float axis, float angle);

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.
Spawnclasses responding to this event: idMover

scriptEvent void saveMove();

no description
Spawnclasses responding to this event: idAI

scriptEvent void say(string text);

Multiplayer - Print this line on the network
Spawnclasses responding to this event: idThread

scriptEvent void scaleVine(float factor);

Event called using vine.*()
Spawnclasses responding to this event: tdmVine

scriptEvent void selectWeapon(string weapon);

Selects the weapon the player is holding.
Spawnclasses responding to this event: idPlayer

scriptEvent void sessionCommand(string cmd);

Sends the sessioncommand to the game
Spawnclasses responding to this event: idThread

scriptEvent void setActiveInventoryMapEnt(entity mapEnt);

Notify the player about a new active map entity. This clears out any previously active maps.
Spawnclasses responding to this event: idPlayer

scriptEvent void setAcuity(string type, float val);

ai generalized alerts
Spawnclasses responding to this event: idAI

scriptEvent void setAlertGracePeriod(float frac, float duration, float count);

This starts the alert grace period for an AI. Should be called in the same frame as the alert that pushes them into a higher state.
frac: the fraction of the alert below which they should ignore alerts during the grace period.
duration: the duration of the period in seconds
count: the number of alerts ignored above which the grace period is invalid
Spawnclasses responding to this event: idAI

scriptEvent void setAlertLevel(float newLevel);

Set the alert level (AI_AlertLevel). This should always be called instead of setting AI_AlertLevel directly.
Spawnclasses responding to this event: idAI

scriptEvent void setAngles(vector angles);

Sets the current orientation of this entity (relative to bind parent if any)
angles: the new orientation
Spawnclasses responding to this event: idEntity

scriptEvent void setAngularVelocity(vector velocity);

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.
Spawnclasses responding to this event: idEntity

scriptEvent void setAngularVelocityB(vector velocity, float id);

Set the angular velocity of a particular body
Spawnclasses responding to this event: idAFEntity_Base

scriptEvent void setAnimPrefix(string prefix);

Sets a string which is placed in front of any animation names.
Spawnclasses responding to this event: idActor

scriptEvent void setAttackFlag(float combatType, float enabled);

Activate or deactivate the given attack flag
combatType: see tdm_defs.script for possible enum values
Spawnclasses responding to this event: idActor

scriptEvent void setAudThresh(float val);

no description
Spawnclasses responding to this event: idAI

scriptEvent void setBlendFrames(float channel, float blendFrame);

Sets the number of frames to blend between animations on the given channel.
Spawnclasses responding to this event: idActor, idWeapon

scriptEvent void setBoneMod(float allowBoneMod);

Enables or disables head looking (may be obsolete).
Spawnclasses responding to this event: idAI

scriptEvent void setCamera(entity cameraEnt);

Turns over view control to the given camera entity.
Spawnclasses responding to this event: idThread

scriptEvent void setClipMask(float clipMask);

Sets the clipmask of the physics object.
Spawnclasses responding to this event: idEntity

scriptEvent void setColor(float parm0, float parm1, float parm2);

Sets the RGB color of this entity (shader parms Parm0, Parm1, Parm2).
parm0: red
parm1: green
parm2: blue
Spawnclasses responding to this event: idEntity

scriptEvent void SetConstraintPosition(string constraintName, vector position);

Moves the constraint with the given name that binds this entity to another entity.
Spawnclasses responding to this event: idAFEntity_Base

scriptEvent void setContents(float contents);

Sets the contents of the physics object.
Spawnclasses responding to this event: idEntity

scriptEvent void setController(entity playerController);

Let a player assume movement control of an AI vehicle (may be remote control as in a player on a coach pulled by a horse)
Spawnclasses responding to this event: CAIVehicle

scriptEvent float setCurInvCategory(string categoryName);

Sets the inventory cursor to the first item of the named category. Returns 1 on success, 0 on failure (e.g. wrong category name)
Spawnclasses responding to this event: idEntity

scriptEvent entity setCurInvItem(string itemName);

Sets the inventory cursor to the named item. Returns: the item entity of the newly selected item (can be $null_entity).
Spawnclasses responding to this event: idEntity

scriptEvent void setcvar(string name, string value);

Sets a cvar.
Spawnclasses responding to this event: idThread

scriptEvent void setDroppable(float droppable);

Set whether an item may be dropped from the inventory.
droppable: if non-zero the item becomes droppable, when called with 0 the item becomes non-droppable
Spawnclasses responding to this event: idEntity

scriptEvent void setEnemy(entity enemy);

Make the given entity an enemy.
Spawnclasses responding to this event: idAI

scriptEvent void setEntityRelation(entity ent, float relation);

Set a relation to another entity, this can be friendly (>0), neutral(0) or hostile (<0)
Spawnclasses responding to this event: idEntity

scriptEvent void setFlyOffset(float offset);

Sets the preferred height relative to the player's view height to fly at.
Spawnclasses responding to this event: idAI

scriptEvent void setFlySpeed(float speed);

Set the speed flying creatures move at. Also sets speed for moveTypeSlide.
Spawnclasses responding to this event: idAI

scriptEvent void setFrobable(float frobable);

Set whether the entity is frobable
Spawnclasses responding to this event: idEntity

scriptEvent void setFrobOnlyUsedByInv(float OnOff);

Engages or disengages a mode where we only frobhilight entities that can be used by our current inventory item. This also disables general frobactions and only allows "used by" frob actions.
Spawnclasses responding to this event: idPlayer

scriptEvent void setGui(float handle, string guiFile);

Loads a new file into an existing GUI.
Spawnclasses responding to this event: idEntity

scriptEvent void setGuiFloat(float handle, string key, float val);

Sets a GUI parameter.
Spawnclasses responding to this event: idEntity

scriptEvent void setGuiInt(float handle, string key, float val);

Sets a GUI parameter.
Spawnclasses responding to this event: idEntity

scriptEvent void setGuiString(float handle, string key, string val);

Sets a GUI parameter.
Spawnclasses responding to this event: idEntity

scriptEvent void setGuiStringFromKey(float handle, string key, entity src, string srcKey);

This is a kludge. It is equivelant to: setGuiString( handle, key, src.getKey(srcKey) ) However, it's used to bypass the 127 char size limit on script strings.
Spawnclasses responding to this event: idEntity

scriptEvent void setHealth(float health);

Use these to set the health of AI or players (this also updates the AI_DEAD flag)
Spawnclasses responding to this event: idActor

scriptEvent void setHinderance(string source, float mCap, float fCap);

Used to set hinderance from a source.
mCap: mCap values from all sources are multiplied together to define a cap
fCap: fCap values are not additive, the smallest one among all the sources is used
Spawnclasses responding to this event: idPlayer

scriptEvent void setImmobilization(string source, float type);

Used to set immobilization from a source. Warning: Not a finalized version. It's subject to change, so use it at your own risk.)
Spawnclasses responding to this event: idPlayer

scriptEvent void setJointAngle(float jointnum, float transform_type, vector angles);

Modifies the orientation of the joint based on the transform type.
Spawnclasses responding to this event: idAnimatedEntity

scriptEvent void setJointPos(float jointnum, float transform_type, vector pos);

Modifies the position of the joint based on the transform type.
Spawnclasses responding to this event: idAnimatedEntity

scriptEvent void setKey(string key, string value);

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.
key: the spawnarg to set
value: the value to store
Spawnclasses responding to this event: idEntity

scriptEvent void setLightgemModifier(string modifierName, float value);

Sets the named lightgem modifier to a certain value. An example would be the player lantern: setLightgemModifier("lantern", 32). This way multiple modifiers can be set by concurrent script threads.
Spawnclasses responding to this event: idPlayer

scriptEvent void setLightOrigin(vector pos);

Set origin of lights independent of model origin
Spawnclasses responding to this event: idLight

scriptEvent void setLightParm(float parmNum, float value);

Sets a shader parameter.
Spawnclasses responding to this event: idLight, idWeapon

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

Sets the red/green/blue/alpha shader parms on the light and the model.
Spawnclasses responding to this event: idLight, idWeapon

scriptEvent void setLinearVelocity(vector velocity);

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.
Spawnclasses responding to this event: idEntity

scriptEvent void setLinearVelocityB(vector velocity, float id);

Set the linear velocity of a particular body
Spawnclasses responding to this event: idAFEntity_Base

scriptEvent void setModel(string modelName);

Sets the model this entity uses
Spawnclasses responding to this event: idEntity

scriptEvent void setMoveType(float movetype);

Set the current movetype. movetypes are defined in tdm_ai.script
Spawnclasses responding to this event: idAI

scriptEvent void setName(string name);

Sets the name of this entity.
name: the new name
Spawnclasses responding to this event: idEntity

scriptEvent void setNeverDormant(float enable);

enables or prevents an entity from going dormant
enable: 1 = enable, 0 = disable
Spawnclasses responding to this event: idEntity

scriptEvent void setNextState(string stateFunc);

Sets the next state and waits until thread exits, or a frame delay before calling it. Handy for setting the state in the constructor.
Spawnclasses responding to this event: idActor

scriptEvent void setObjectiveComp(float ObjNum, float CompNum, float state);

Used to set the state of custom objective components
ObjNum: objective number (taking 'user' objective indices, starting at 1)
CompNum: component number
state: 1 or 0 for true or false
Spawnclasses responding to this event: idPlayer

scriptEvent void setObjectiveEnabling(float ObjNum, string strIn);

Set an objective's enabling objectives (objectives that must be completed before that objective may be completed).
strIn: takes the form of a string that is a space-delimited list of integer objectives representing the new enabling objectives. E.g. : '1 2 3 4'
Spawnclasses responding to this event: idPlayer

scriptEvent void setObjectiveOngoing(float ObjNum, float val);

Sets objective ongoing.
val: 1 for true, 0 for false
Spawnclasses responding to this event: idPlayer

scriptEvent void setObjectiveOptional(float ObjNum, float val);

Sets objective mandatory.
val: 1 for true, 0 for false
Spawnclasses responding to this event: idPlayer

scriptEvent void setObjectiveState(float ObjNum, float State);

Used to set the state of objectives from the script. For example, use this to invalidate an objective when something happens in your mission. The first argument is the numerical index of the objective (taking 'user' objective indices, starting at 1). Choose from the following for the second argument: OBJ_INCOMPLETE, OBJ_COMPLETE, OBJ_INVALID, OBJ_FAILED. Use this on $player1 like $player1.setObjectiveState(1, OBJ_COMPLETE);
Spawnclasses responding to this event: idPlayer

scriptEvent void setObjectiveText(float ObjNum, string newText);

Modify the displayed text for an objective. Can also be a string template like #str_20000
Spawnclasses responding to this event: idPlayer

scriptEvent void setObjectiveVisible(float ObjNum, float val);

Sets objective visibility.
val: 1 for true, 0 for false
Spawnclasses responding to this event: idPlayer

scriptEvent void setOrigin(vector origin);

Sets the current position of this entity (relative to it's bind parent if any)
origin: the new origin
Spawnclasses responding to this event: idEntity

scriptEvent void setOwner(entity owner);

Sets the owner of this entity. Entities will never collide with their owner.
owner: the entity which will be made owner of this entity
Spawnclasses responding to this event: idEntity

scriptEvent void setPersistantArg(string key, string value);

Sets a key/value pair that persists between maps
Spawnclasses responding to this event: idThread

scriptEvent void setPortSoundLoss(float handle, float value);

Sound propagation scriptfunction on the sys object
Spawnclasses responding to this event: idThread

scriptEvent void setPrime(entity vine);

Event called using vine.*()
Spawnclasses responding to this event: tdmVine

scriptEvent void setRadius(float radius);

Sets the size of the bounding box, x=y=z=radius.
Spawnclasses responding to this event: idLight

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

Sets the width/length/height of the light bounding box.
Spawnclasses responding to this event: idLight

scriptEvent void setRelation(float team1, float team2, float val);

No description
Spawnclasses responding to this event: idThread

scriptEvent void setReplacementAnim(string animToReplace, string replacement);

Replaces the animation "animToReplace" with "replacement"
Spawnclasses responding to this event: idActor

scriptEvent void setShader(string shader);

Sets the shader to be used for the light.
Spawnclasses responding to this event: idLight

scriptEvent void setShaderParm(float parm, float value);

Sets the value of the specified shader parm.
parm: shader parm index
value: new value
Spawnclasses responding to this event: idEntity, idThread

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

Sets shader parms Parm0, Parm1, Parm2, and Parm3 (red, green, blue, and alpha respectively).
parm0: red
parm1: green
parm2: blue
parm3: alpha
Spawnclasses responding to this event: idEntity

scriptEvent void setSize(vector min, vector max);

Sets the size of this entity's bounding box.
min: minimum corner coordinates
max: maximum corner coordinates
Spawnclasses responding to this event: idEntity

scriptEvent void setSkin(string skinName);

Sets the skin this entity uses. Set to "" to turn off the skin.
Spawnclasses responding to this event: idEntity

scriptEvent void setSmokeVisibility(float particle_num, float on);

enables/disables smoke particles on bones. pass in the particle #, or ALL_PARTICLES for turning on/off all particle systems. particles are spawned in the order they appear in the entityDef
Spawnclasses responding to this event: idAI

scriptEvent void setSoundVolume(float newLevel);

Set the volume of the sound to play, must be issued before startSoundShader.
Spawnclasses responding to this event: idEntity

scriptEvent void setSpawnArg(string key, string value);

Sets a key/value pair to be used when a new entity is spawned.
Spawnclasses responding to this event: idThread

scriptEvent void setStartedOff();

no description
Spawnclasses responding to this event: idLight

scriptEvent void setState(string stateFunc);

Sets the next state and goes to it immediately
Spawnclasses responding to this event: idActor

scriptEvent void setSyncedAnimWeight(float channel, float animindex, float weight);

Sets the blend amount on multi-point anims.
Spawnclasses responding to this event: idActor

scriptEvent void setTalkState(float state);

Sets whether the player can talk to this character or not.
Spawnclasses responding to this event: idAI

scriptEvent void setTalkTarget(entity target);

Sets the entity (player) trying to talk to the character
Spawnclasses responding to this event: idAI

scriptEvent void setTeam(float newTeam);

Sets the team number of this entity.
Spawnclasses responding to this event: idEntity

scriptEvent void SetTimerState(float stimId, float state);

No description
Spawnclasses responding to this event: idEntity

scriptEvent void setTurnHinderance(string source, float mCap, float fCap);

Set the hinderance on the view turning from a source
mCap: mCap values from all sources are multiplied together to define a cap
fCap: fCap values are not additive, the smallest one among all the sources is used
Spawnclasses responding to this event: idPlayer

scriptEvent void setTurnRate(float rate);

Set the rate the character turns at
Spawnclasses responding to this event: idAI

scriptEvent void setWatered();

Event called using vine.*()
Spawnclasses responding to this event: tdmVine

scriptEvent void setWorldOrigin(vector origin);

Sets the current position of this entity (regardless of any bind parent).
Spawnclasses responding to this event: idEntity

scriptEvent void shooterFireProjectile();

Fires a projectile.
Spawnclasses responding to this event: tdmFuncShooter

scriptEvent float shooterGetAmmo();

Get the ammonition
Spawnclasses responding to this event: tdmFuncShooter

scriptEvent float shooterGetState();

Returns the current state of this shooter.
Spawnclasses responding to this event: tdmFuncShooter

scriptEvent void shooterSetAmmo(float newAmmo);

Set the ammonition
Spawnclasses responding to this event: tdmFuncShooter

scriptEvent void shooterSetState(float state);

Activates / deactivates the shooter entity.
state: 1 = active, 0 = inactive
Spawnclasses responding to this event: tdmFuncShooter

scriptEvent void show();

Makes this entity visible if it has a model.
Spawnclasses responding to this event: idEntity

scriptEvent void showAttachment(string attName, float show);

Show or hide an attachment.
show: true shows attachment, false hides it.
Spawnclasses responding to this event: idActor, idWeapon

scriptEvent void showAttachmentInd(float index, float show);

Show or hide an attachment by array index.
index: starts at 0.
show: true shows attachment, false hides it.
Spawnclasses responding to this event: idActor, idWeapon

scriptEvent void shrivel(float time);

no description
Spawnclasses responding to this event: idAI

scriptEvent float sin(float degrees);

Returns the sine of the given angle in degrees.
Spawnclasses responding to this event: idThread

scriptEvent void slideTo(vector position, float time);

No description
Spawnclasses responding to this event: idAI

scriptEvent void smoking(float state);

flame is now smoking (1), or not (0)
state: 1 = smoking, 0 = not smoking
Spawnclasses responding to this event: idLight

scriptEvent entity spawn(string classname);

Creates an entity of the specified classname and returns a reference to the entity.
Spawnclasses responding to this event: idThread

scriptEvent float SpawnFloat(string key, float default);

Returns the floating point value for the given spawn argument.
Spawnclasses responding to this event: idThread

scriptEvent string SpawnString(string key, string default);

Returns the string for the given spawn argument.
Spawnclasses responding to this event: idThread

scriptEvent entity spawnThrowableProjectile(string projectileName, string jointName);

This method spawns a projectile of the type named by the caller and attaches it to the joint given by the caller. The projectile becomes the AI's firable projectile. Returns a pointer to a projectile entity that can be thrown by the AI. You can use AI_LaunchMissle (e* = launchMissle(v,v) ) to throw the stone.
projectileName: The name of the projectile to spawn (as seen in a .def file) Must be descended from idProjectile
jointName: The name of the joint on the model to which the particle should be attached for throwing. If this is NULL or the empty string, then it is attached to the model center.
Spawnclasses responding to this event: idAI

scriptEvent vector SpawnVector(string key, vector default);

Returns the vector for the given spawn argument.
Spawnclasses responding to this event: idThread

scriptEvent void speed(float speed);

Sets the movement speed. Set this speed before initiating a new move.
Spawnclasses responding to this event: idMover

scriptEvent float sqrt(float square);

Returns the square root of the given number.
Spawnclasses responding to this event: idThread

scriptEvent void start();

Starts a spline or anim camera moving.
Spawnclasses responding to this event: idCameraAnim

scriptEvent void startFx(string fx);

Starts an FX on this entity.
Spawnclasses responding to this event: idEntity

scriptEvent void startGamePlayTimer();

No description
Spawnclasses responding to this event: idPlayer

scriptEvent void startMouseGesture(float key, float thresh, float test, float inverted, float turnHinderance, float decideTime, float deadTime);

Start tracking a mouse gesture that started when the key impulse was pressed. Discretizes analog mouse movement into a few different gesture possibilities. Impulse arg can also be a button, see the UB_* enum in usercmdgen.h. For now, only one mouse gesture check at a time.
thresh: Waits until the threshold mouse input thresh is reached before deciding.
test: determines which test to do (0 = up/down, 1 = left/right, 2 = 4 directions, 3 = 8 directions).
inverted: inverts the movement if set to 1, does not if 0
turnHinderance: Sets the max player view turn rate when checking this mouse gesture (0 => player view locked, 1.0 => no effect on view turning)
decideTime: time in milliseconds after which the mouse gesture is auto-decided, in the event that the mouse movement threshold was not reached. A DecideTime of -1 means wait forever until the button is released.
deadTime: how long after attack is pressed that mouse control remains dampened by the fraction turnHinderance.
Spawnclasses responding to this event: idPlayer

scriptEvent void startRagdoll();

Switches to a ragdoll taking over the animation.
Spawnclasses responding to this event: idAnimated

scriptEvent float startSearchForHidingSpots(vector hideFromPos, vector minSearchBounds, vector maxSearchBounds, float hidingSpotTypesAllowed, entity ignoreEntity);

This event finds hiding spots in the bounds given by two vectors. This method will only start the search, if it returns 1, you should call continueSearchForHidingSpots every frame to do more processing until that function returns 0. The return value is a 0 for failure, 1 for success.
hideFromPos: a vector which gives the location of the eye from which hiding is desired.
minSearchBounds: a vector giving the minimums in each dimension for the search space
maxSearchBounds: a vector giving the maximums in each dimension for the search space
hidingSpotTypesAllowed: the bit flags of the types of hiding spots for which the search should look.
ignoreEntity: indicates an entity that should be ignored in the visual occlusion checks. This is usually the searcher itself but can be the $null_entity.
Spawnclasses responding to this event: idAI

scriptEvent float startSearchForHidingSpotsWithExclusionArea(vector hideFromLocation, vector minBounds, vector maxBounds, vector exclusionMinBounds, vector exclusionMaxBounds, float hidingSpotTypesAllowed, entity ignoreEntity);

This method finds hiding spots in the bounds given by two vectors, and also excludes any points contained within a different pair of vectors. This method will only start the search, if it returns 1, you should call continueSearchForHidingSpots every frame to do more processing until that function returns 0. The return value is a 0 for failure, 1 for success.
hideFromLocation: a vector which gives the location of the eye from which hiding is desired.
minBounds: the minimums in each dimension for the search space.
maxBounds: the maximums in each dimension for the search space.
exclusionMinBounds: give the min bounds of an area where spots should NOT be tested. This overrides the third and fourth parameters where they overlap (producing a dead zone where points are not tested)
exclusionMaxBounds: give the max bounds of an area where spots should NOT be tested
hidingSpotTypesAllowed: the bit flags of the types of hiding spots for which the search should look.
ignoreEntity: indicates an entity that should be ignored in the visual occlusion checks. This is usually the searcher itself but can be $null_entity.
Spawnclasses responding to this event: idAI

scriptEvent float startSound(string sound, float channel, float netSync);

Plays the sound specified by the snd_* key/value pair on the channel and returns the length of the sound in seconds. This is the preferred method for playing sounds on an entity since it ensures that the sound is precached.
sound: the spawnarg to reference, e.g. 'snd_move'
channel: the channel to play on
netSync: -
Spawnclasses responding to this event: idEntity

scriptEvent float startSoundShader(string shaderName, float channel);

Plays a specific sound shader on the channel and returns the length of the sound in seconds. This is not the preferred method of playing a sound since you must ensure that the sound is loaded.
shaderName: the sound shader to play
channel: the channel to play the sound on
Spawnclasses responding to this event: idEntity

scriptEvent void startSpline(entity spline);

Starts moving along a spline stored on the given entity.
Spawnclasses responding to this event: idMover

scriptEvent void StartTimer(float stimId);

No description
Spawnclasses responding to this event: idEntity

scriptEvent void startZoom(float duration, float startFOV, float endFOV);

Call this to start the zoom in event. The player FOV is gradually zoomed in until over the given timespan.
duration: duration of the transition in msec
startFOV: The start FOV, this is clamped to [1..179]
endFOV: The end FOV, this is clamped to [1..179]
Spawnclasses responding to this event: idPlayer

scriptEvent void StimAdd(float type, float radius);

No description
Spawnclasses responding to this event: idEntity

scriptEvent void StimClearIgnoreList(float type);

This clears the ignore list for the stim of the given type It can be used if an entity changes state in some way that it would no longer be ignored
Spawnclasses responding to this event: idEntity

scriptEvent void StimEnable(float type, float state);

No description
state: 0 = disabled, 1 = enabled
Spawnclasses responding to this event: idEntity

scriptEvent void StimRemove(float type);

No description
Spawnclasses responding to this event: idEntity

scriptEvent void stop();

Stops a spline or anim camera moving.
Spawnclasses responding to this event: idCameraAnim

scriptEvent void stopAnim(float channel, float frames);

Stops the animation currently playing on the given channel over the given number of frames.
Spawnclasses responding to this event: idActor

scriptEvent void stopFxFov();

No description
Spawnclasses responding to this event: idPlayer

scriptEvent void stopMouseGesture();

No description
Spawnclasses responding to this event: idPlayer

scriptEvent void stopMove();

no description
Spawnclasses responding to this event: idAI

scriptEvent void stopMoving();

Stops any translational movement.
Spawnclasses responding to this event: idMover

scriptEvent void stopRagdoll();

turns off the ragdoll
Spawnclasses responding to this event: idAI

scriptEvent void stopRotating();

Stops any rotational movement.
Spawnclasses responding to this event: idMover

scriptEvent void stopSound(float channel, float netSync);

Stops a specific sound shader on the channel.
channel: the channel to stop playback on
netSync: -
Spawnclasses responding to this event: idEntity

scriptEvent void stopSpline();

Stops moving along a spline.
Spawnclasses responding to this event: idMover

scriptEvent void stopThinking();

no description
Spawnclasses responding to this event: idAI

scriptEvent void StopTimer(float stimId);

No description
Spawnclasses responding to this event: idEntity

scriptEvent string strLeft(string text, float num);

Returns a string composed of the first num characters
Spawnclasses responding to this event: idThread

scriptEvent float strLength(string text);

Returns the number of characters in the string
Spawnclasses responding to this event: idThread

scriptEvent string strMid(string text, float start, float num);

Returns a string composed of the characters from start to start + num
Spawnclasses responding to this event: idThread

scriptEvent string strRight(string text, float num);

Returns a string composed of the last num characters
Spawnclasses responding to this event: idThread

scriptEvent string strSkip(string text, float num);

Returns the string following the first num characters
Spawnclasses responding to this event: idThread

scriptEvent float strToFloat(string text);

Returns the numeric value of a string
Spawnclasses responding to this event: idThread

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

Initiates a rotation back and forth along the given angles with the given speed and phase.
Spawnclasses responding to this event: idMover

scriptEvent void Switch(float newState);

Set the new lever state to the argument (0 = off)
Spawnclasses responding to this event: CFrobLever

scriptEvent void switchState(string stateName);

Switches to the state with the given name, current one is ended.
Spawnclasses responding to this event: idAI

scriptEvent void syncAnimChannels(float fromChannel, float toChannel, float blendFrames);

Synchronises the channels
Spawnclasses responding to this event: idActor

scriptEvent void Tap();

Operates this handle.
Spawnclasses responding to this event: CFrobHandle

scriptEvent void TDM_Lock_OnLockPicked();

internal
Spawnclasses responding to this event: CFrobDoor, CFrobLock, idProjectile

scriptEvent void TDM_Lock_StatusUpdate();

internal
Spawnclasses responding to this event: CFrobDoor, CFrobLock

scriptEvent void teleportTo(entity other);

Teleports the entity to the position of the other entity, plus a possible offset and random offset (defined on the spawnargs of the entity to be teleported)
Spawnclasses responding to this event: idEntity

scriptEvent void terminate(float threadNumber);

Terminates a thread.
Spawnclasses responding to this event: idThread

scriptEvent float testAnimAttack(string animname);

no description
Spawnclasses responding to this event: idAI

scriptEvent float testAnimMove(string animname);

no description
Spawnclasses responding to this event: idAI

scriptEvent float testAnimMoveTowardEnemy(string animname);

no description
Spawnclasses responding to this event: idAI

scriptEvent float testChargeAttack();

no description
Spawnclasses responding to this event: idAI

scriptEvent float testMeleeAttack();

no description
Spawnclasses responding to this event: idAI

scriptEvent float testMoveToPosition(vector position);

no description
Spawnclasses responding to this event: idAI

scriptEvent void threadname(string name);

Sets the name of the current thread.
Spawnclasses responding to this event: idThread

scriptEvent void throwAF();

no description
Spawnclasses responding to this event: idAI

scriptEvent void throwMoveable();

no description
Spawnclasses responding to this event: idAI

scriptEvent void time(float time);

Sets the movement time. Set this time before initiating a new move.
Spawnclasses responding to this event: idMover

scriptEvent void Toggle();

Turns the forcefield on and off.
Spawnclasses responding to this event: idForceField

scriptEvent void ToggleLock();

Toggles the lock state. Unlocked movers will be locked and vice versa. The notes above concerning Unlock() still apply if this call unlocks the mover.
Spawnclasses responding to this event: CBinaryFrobMover

scriptEvent void ToggleOpen();

Toggles the mover state. Closes when fully open, opens when fully closed. If the mover is "interrupted" (e.g. when the player frobbed the mover in between), the move direction depends on the state of the internal "intent_open" flag.
Spawnclasses responding to this event: CBinaryFrobMover

scriptEvent float totalAmmoCount();

Amount of ammo in inventory. since each shot may use more than 1 ammo, this is different than ammoAvailable()
Spawnclasses responding to this event: idWeapon

scriptEvent float touches(entity other);

Returns true if this entity touches the other entity.
other: the entity to check against
Spawnclasses responding to this event: idEntity

scriptEvent float trace(vector start, vector end, vector mins, vector maxs, float contents_mask, entity passEntity);

Returns the fraction of movement completed before the box from 'mins' to 'maxs' hits solid geometry when moving from 'start' to 'end'. The 'passEntity' is considered non-solid during the move.
Spawnclasses responding to this event: idThread

scriptEvent float tracePoint(vector start, vector end, float contents_mask, entity passEntity);

Returns the fraction of movement completed before the trace hits solid geometry when moving from 'start' to 'end'. The 'passEntity' is considered non-solid during the move.
Spawnclasses responding to this event: idThread

scriptEvent string translate(string input);

Translates a string (like #str_12345) into the current language
Spawnclasses responding to this event: idThread

scriptEvent float travelDistanceBetweenEntities(entity source, entity dest);

Approximate travel distance between two entities.
Spawnclasses responding to this event: idAI

scriptEvent float travelDistanceBetweenPoints(vector source, vector dest);

Approximate travel distance between two points.
Spawnclasses responding to this event: idAI

scriptEvent float travelDistanceToEntity(entity destination);

Approximate travel distance to entity.
Spawnclasses responding to this event: idAI

scriptEvent float travelDistanceToPoint(vector destination);

Approximate travel distance to point.
Spawnclasses responding to this event: idAI

scriptEvent void trigger(entity entityToTrigger);

Triggers the given entity.
Spawnclasses responding to this event: idThread

scriptEvent void triggerMissionEnd();

No description
Spawnclasses responding to this event: idPlayer

scriptEvent void triggerParticles(string jointName);

no description
Spawnclasses responding to this event: idAI

scriptEvent void turnTo(float yaw);

no description
Spawnclasses responding to this event: idAI

scriptEvent void turnToEntity(entity ent);

no description
Spawnclasses responding to this event: idAI

scriptEvent void turnToPos(vector pos);

no description
Spawnclasses responding to this event: idAI

scriptEvent void unbind();

Detaches this entity from its master.
Spawnclasses responding to this event: idEntity

scriptEvent void Unlock();

Unlocks the mover. Calls to Open() will succeed after this call. Depending on the value of the spawnarg "open_on_unlock" the mover might automatically open after this call.
Spawnclasses responding to this event: CBinaryFrobMover

scriptEvent void unpauseGame();

Unpauses the game. Most scripts are not executed during g_stopTime == true and won't get into the position of calling this.
Spawnclasses responding to this event: idPlayer

scriptEvent void useAmmo(float amount);

Eats the specified amount of ammo
Spawnclasses responding to this event: idWeapon

scriptEvent float vecLength(vector vec);

Returns the length of the given vector.
Spawnclasses responding to this event: idThread

scriptEvent vector vecNormalize(vector vec);

Returns the normalized version of the given vector.
Spawnclasses responding to this event: idThread

scriptEvent vector VecToAngles(vector vec);

Returns Euler angles for the given direction.
Spawnclasses responding to this event: idThread

scriptEvent entity visScan();

ai visibility
Spawnclasses responding to this event: idAI

scriptEvent void wait(float time);

Suspends execution of the current thread for the given number of seconds.
Spawnclasses responding to this event: idEntity, idThread

scriptEvent void waitAction(string name);

no description
Spawnclasses responding to this event: idAI

scriptEvent void waitFor(entity mover);

Waits for the given entity to complete it's move.
Spawnclasses responding to this event: idThread

scriptEvent void waitForRender(entity e);

Suspends the current thread until 'e' might have been rendered. It's event based, so it doesn't waste CPU repeatedly checking inPVS(). e.inPVS() will very likely be true when the thread resumes. If e.inPVS() is true, calling waitForRender() will probably just wait a frame, unless D3 can figure out that the entity doesn't need to be rendered. Optimizations regarding shadowcasting lights may not apply to this function - it is based purely off whether or not the entity's bounding box is visible.
Spawnclasses responding to this event: idThread

scriptEvent void waitForThread(float threadNumber);

Waits for the given thread to terminate.
Spawnclasses responding to this event: idThread

scriptEvent void waitFrame();

Suspends execution of current thread for one game frame.
Spawnclasses responding to this event: idEntity, idThread

scriptEvent void waitMove();

no description
Spawnclasses responding to this event: idAI

scriptEvent void wakeOnFlashlight(float enable);

Tells the monster to activate when flashlight shines on them.
Spawnclasses responding to this event: idAI

scriptEvent void wander();

no description
Spawnclasses responding to this event: idAI

scriptEvent void warning(string text);

Issues a warning.
Spawnclasses responding to this event: idThread

scriptEvent float wasDamaged();

Check if the player was damaged this frame.
Spawnclasses responding to this event: idPlayer

scriptEvent void weaponHolstered();

no description
Spawnclasses responding to this event: idWeapon

scriptEvent void weaponLowering();

no description
Spawnclasses responding to this event: idWeapon

scriptEvent void weaponOutOfAmmo();

no description
Spawnclasses responding to this event: idWeapon

scriptEvent void weaponReady();

no description
Spawnclasses responding to this event: idWeapon

scriptEvent void weaponReloading();

no description
Spawnclasses responding to this event: idWeapon

scriptEvent void weaponRising();

no description
Spawnclasses responding to this event: idWeapon

scriptEvent void weaponState(string stateFunction, float blendFrames);

no description
Spawnclasses responding to this event: idWeapon

Events by Spawnclass / Entity Type

idActor

scriptEvent float animDistance(float channel, string animName);

Returns the distance that the anim travels. If the entity has multiple anims with animName, the distance may not match the anim that is played. Use chooseAnim to get a non-random anim and pass that string into animDistance.

scriptEvent float animDone(float channel, float blendOutFrames);

Returns true if the animation playing on the given channel is completed considering a number of blend frames.

scriptEvent float animIsPaused(float channel);

Return whether the given anim channel is paused

scriptEvent float animLength(float channel, string animName);

Returns the length of the anim in seconds. If the entity has multiple anims with animName, length may not match the anim that is played. Use chooseAnim to get a non-random anim and pass that string into animLength.

scriptEvent void animState(float channel, string stateFunction, float blendFrame);

Sets a new animation state script function for the given channel.

scriptEvent void attach(entity ent, string attName);

Attach an entity to the AI. Entity spawnArgs checked for attachments are: - "origin", "angles", and "joint". These must be set prior to calling attach.
attName: the desired name of the attachment, e.g., 'melee_weapon'

scriptEvent void attachToPos(entity ent, string position, string attName);

Attach an entity to the AI, using a named attachment position
attName: the desired name of the attachment, e.g., 'melee_weapon'

scriptEvent void checkAnim(float channel, string animName);

Ensures that the animation exists and causes an error if it doesn't.

scriptEvent string chooseAnim(float channel, string animName);

Chooses a random anim and returns the name. Useful for doing move tests on anims.

scriptEvent entity closestEnemyToPoint(vector point);

Returns the enemy closest to the given location.

scriptEvent void disableAnimchannel(float channel);

Used to disable a certain animchannel (for example if the ai is dead)

scriptEvent void disableEyeFocus();

Disables eye focus.

scriptEvent void DisableLegIK(float num);

disables leg IK

scriptEvent void disablePain();

Disables pain animations.

scriptEvent void DisableWalkIK();

disables walk IK

scriptEvent void dropAttachment(string attName);

Drop the attachment for the given attachment name.

scriptEvent void dropAttachmentInd(float index);

Drop the attachment for the given index.

scriptEvent void enableAnim(float channel, float blendFrames);

Enables animation on the given channel.

scriptEvent void enableEyeFocus();

Enables eye focus.

scriptEvent void EnableLegIK(float num);

enables leg IK

scriptEvent void enablePain();

Enables pain animations.

scriptEvent void EnableWalkIK();

enables walk IK

scriptEvent void finishAction(string action);

Finishes the given wait action.

scriptEvent void finishChannelAction(float channel, string animname);

Overloaded finishAction function for setting the waitstate on each channel separately

scriptEvent void footstep();

No description

scriptEvent string getAnimState(float channel);

Returns the name of the current animation state script function used for the given channel.

scriptEvent entity getAttachment(string attName);

Get the attached entity with the given attachment name Will be NULL if the name is invalid or if the entity no longer exists

scriptEvent entity getAttachmentInd(float index);

Get the attached entity at the given index Will be NULL if the index is invalid or the entity no longer exists

scriptEvent float getAttackFlag(float combatType);

Returns 1 if the given attack flag is activated.
combatType: see tdm_defs.script for possible enum values

scriptEvent float getBlendFrames(float channel);

Returns the number of frames to blend between animations on the given channel.

scriptEvent vector getEyePos();

Get eye position of the player and the AI

scriptEvent entity getHead();

Returns the entity used for the character's head, if it has one.

scriptEvent float getHealth();

Returns the current health.

scriptEvent float getMeleeActPhase();

Returns the current melee action phase (holding,recovering,etc).

scriptEvent float getMeleeActState();

Returns the current melee action state (attacking/defending).

scriptEvent float getMeleeActType();

Returns the current melee action type (overhead,thrust,etc.).

scriptEvent float getMeleeLastActTime();

Returns the melee type of the last attack to hit this actor. Defaults to MELEETYPE_UNBLOCKABLE if we were not hit before.

scriptEvent float getMeleeLastHitByType();

Returns the game time that the most recent melee action ended (in ms)

scriptEvent float getMeleeResult();

Get the result of the last melee action Follows MELEERESULT_* enum defined in tdm_defs.script

scriptEvent float getNumAttachments();

Return the number of attachments on an AI. Used to iterate through the attachments if desired.

scriptEvent float getNumMeleeWeapons();

Returns the number of melee weapons attached to an actor. This refers to the TDM-style attachments with the spawnarg 'is_weapon_melee' set to '1'.

scriptEvent float getNumRangedWeapons();

Returns the number of ranged weapons attached to an actor. This refers to the TDM-style attachments with the spawnarg 'is_weapon_ranged' set to '1'.

scriptEvent string getPainAnim();

Returns the name of the pain animation.

scriptEvent string getState();

Gets the current state.

scriptEvent float hasAnim(float channel, string animName);

Returns true when an entity has a specific animation.

scriptEvent float hasEnemies();

Returns true if the actor has one or more enemies.

scriptEvent float idleAnim(float channel, string animName);

Plays the given idle animation on the given channel. Returns false if anim doesn't exist.

scriptEvent float inAnimState(float channel, string stateFunc);

Returns true if the given animation state script function is currently used for the given channel.

scriptEvent void leftFoot();

Changes to left foot and plays footstep sound.

scriptEvent string lookupReplacementAnim(string anim);

Returns the current replacement animation for "anim". Returns empty if no replacement anim

scriptEvent void meleeActionFinished();

Called when the animation for the melee action has finished.

scriptEvent void meleeActionHeld();

Called when the melee action reaches the "hold" point.

scriptEvent void meleeActionReleased();

Called when the melee action is released from the hold point.

scriptEvent void meleeAttackStarted(float attType);

Registers the start of a given melee attack Intended to be called from a script that also starts the animation

scriptEvent float meleeBestParry();

Returns the melee type integer of the best parry given the enemy attacks at the time If no attacking enemy is found, returns default of MELEETYPE_RL Follows MELEETYPE_* enum defined in tdm_defs.script

scriptEvent string meleeNameForNum(float num);

Converts a melee type integer to a string name suffix Used for finding the right animation for a given type, etc. Possible names are, in order: "Over, LR, RL, Thrust, General" Where general blocks all attacks types except unblockable

scriptEvent void meleeParryStarted(float parType);

Registers the start of a given melee parry Intended to be called from a script that also starts the animation

scriptEvent entity nextEnemy(entity lastEnemy);

Returns the next enemy the actor has acquired.

scriptEvent void overrideAnim(float channel);

Disables the animation currently playing on the given channel and syncs the animation with the animation of the nearest animating channel.

scriptEvent void pauseAnim(float channel, float bPause);

Pause all animations playing on the given channel. NOTE: Can also be used used by idWeapons
bPause: true = pause, false = unpause

scriptEvent float playAnim(float channel, string animName);

Plays the given animation on the given channel. Returns false if anim doesn't exist.

scriptEvent float playCycle(float channel, string animName);

Continuously repeats the given animation on the given channel. Returns false if anim doesn't exist.

scriptEvent void preventPain(float duration);

Prevents any pain animation from being played for the given time in seconds.
duration: time in seconds

scriptEvent void reAttachToCoords(string attName, string joint, vector offset, vector angles);

Reattach an existing attachment
attName: the name of the attachment we want to reattach.
joint: the name of the joint to attach to
offset: the translation offset from joint
angles: a (pitch, yaw, roll) angle vector that defines the rotation of the attachment relative to the joint's orientation

scriptEvent void reAttachToPos(string attName, string position);

Reattach an existing attachment to a named attachment position. Example: reAttachToPos( melee_weapon, right_hand_held )
attName: the name of the attachment we want to reattach.
position: the new position we want to attach it to.

scriptEvent void removeReplacementAnim(string anim);

Removes the replacement for the given "anim"

scriptEvent void rightFoot();

Changes to right foot and plays footstep sound.

scriptEvent void setAnimPrefix(string prefix);

Sets a string which is placed in front of any animation names.

scriptEvent void setAttackFlag(float combatType, float enabled);

Activate or deactivate the given attack flag
combatType: see tdm_defs.script for possible enum values

scriptEvent void setBlendFrames(float channel, float blendFrame);

Sets the number of frames to blend between animations on the given channel.

scriptEvent void setHealth(float health);

Use these to set the health of AI or players (this also updates the AI_DEAD flag)

scriptEvent void setNextState(string stateFunc);

Sets the next state and waits until thread exits, or a frame delay before calling it. Handy for setting the state in the constructor.

scriptEvent void setReplacementAnim(string animToReplace, string replacement);

Replaces the animation "animToReplace" with "replacement"

scriptEvent void setState(string stateFunc);

Sets the next state and goes to it immediately

scriptEvent void setSyncedAnimWeight(float channel, float animindex, float weight);

Sets the blend amount on multi-point anims.

scriptEvent void showAttachment(string attName, float show);

Show or hide an attachment.
show: true shows attachment, false hides it.

scriptEvent void showAttachmentInd(float index, float show);

Show or hide an attachment by array index.
index: starts at 0.
show: true shows attachment, false hides it.

scriptEvent void stopAnim(float channel, float frames);

Stops the animation currently playing on the given channel over the given number of frames.

scriptEvent void syncAnimChannels(float fromChannel, float toChannel, float blendFrames);

Synchronises the channels

idAFEntity_Base

scriptEvent vector getAngularVelocityB(float id);

Get the angular velocitiy of a particular body Returns (0,0,0) if the body ID is invalid.

scriptEvent vector getLinearVelocityB(float id);

Get the linear velocitiy of a particular body Returns (0,0,0) if the body ID is invalid.

scriptEvent float getNumBodies();

Returns the number of bodies in the AF. If the AF physics pointer is NULL, it returns 0.

scriptEvent void restoreAddedEnts();

No description

scriptEvent void setAngularVelocityB(vector velocity, float id);

Set the angular velocity of a particular body

scriptEvent void SetConstraintPosition(string constraintName, vector position);

Moves the constraint with the given name that binds this entity to another entity.

scriptEvent void setLinearVelocityB(vector velocity, float id);

Set the linear velocity of a particular body

idAFEntity_Gibbable

scriptEvent void gib(string damageDefName);

No description

idAFEntity_Generic

scriptEvent void activate(entity activator);

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

idAFEntity_WithAttachedHead

scriptEvent void activate(entity activator);

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

CAIVehicle

scriptEvent void clearController();

Need separate clearController because scripting doesn't like passing in $null_entity? (greebo: one could remove this function and set the argument type of setController to 'E'.

scriptEvent void frobRidable(entity playerController);

Called when a player directly mounts or dismounts a ridable AI.

scriptEvent string getMoveAnim();

Returns the name of the player-requested movement anim for a player controlled AI vehicle

scriptEvent void setController(entity playerController);

Let a player assume movement control of an AI vehicle (may be remote control as in a player on a coach pulled by a horse)

idCombatNode

scriptEvent void activate(entity activator);

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

scriptEvent void markUsed();

Disables the combat node if "use_once" is set on the entity.

idAI

scriptEvent void activate(entity activator);

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

scriptEvent void alert(string type, float val);

ai generalized alerts

scriptEvent void allowDamage();

no description

scriptEvent void allowHiddenMovement(float enable);

Normally, when hidden, monsters do not run physics. This enables physics when hidden.

scriptEvent void allowMovement(float allow);

No description

scriptEvent void animTurn(float angle);

Enable/disable animation controlled turning.
angle: Pass in the maximum # of degrees the animation turns. Use an amount of 0 to disable.

scriptEvent void attackBegin(string damageDef);

no description

scriptEvent void attackEnd();

no description

scriptEvent float attackMelee(string damageDef);

Returns true if the attack hit

scriptEvent entity attackMissile(string jointName);

returns projectile fired

scriptEvent void bark(string sound);

Let the AI bark a certain sound.
sound: sound name, e.g. 'snd_warn_response'

scriptEvent void becomeNonSolid();

Makes the moveable non-solid for other entities.

scriptEvent float becomeRagdoll();

enables the ragdoll if the entity has one

scriptEvent void becomeSolid();

no description

scriptEvent void burn();

no description

scriptEvent float canBecomeSolid();

no description

scriptEvent float canHitEnemy();

no description

scriptEvent float canHitEnemyFromAnim(string anim);

no description

scriptEvent float canHitEnemyFromJoint(string jointname);

no description

scriptEvent float canReachEnemy();

Returns true if character can walk to enemy's position. For walking monsters, enemy should be near the floor.

scriptEvent float canReachEntity(entity ent);

Returns true if character can walk to entity's position. For walking monsters, entity should be near the floor.

scriptEvent float canReachPosition(vector pos);

Returns true if character can walk to specified position. For walking monsters, position should be near the floor.

scriptEvent float canSee(entity ent);

no description

scriptEvent float canSeeExt(entity ent, float b_useFOV, float b_useLighting);

This is an alternate version of canSee that can optionally choose to use field of vision and lighting calculations.
b_useFOV: If 0 the entity will be visible even if the AI's back is turned to it
b_useLighting: If b_useLighting is 0 the entity will be visible in complete darkness. If it is 1, the entity will only be visible if there is light shining on it, but the slightest light is enought. Use "isEntityHidden" as a script event with a threshold instead.

scriptEvent float canSeePositionExt(vector position, float b_useFOV, float b_useLighting);

This is an alternate version of canSeeExt that tests a location rather than an entity. Note that any actor at the position may make it not seeable from a distance.
b_useFOV: If 0 the entity will be visible even if the AI's back is turned to it
b_useLighting: If 0 the entity will be visible in complete darkness

scriptEvent void chargeAttack(string damageDef);

no description

scriptEvent void clearBurn();

no description

scriptEvent void clearEnemy();

Clears the enemy entity

scriptEvent void clearFlyOffset();

Sets the preferred height relative to the player's view height to fly at to the value set in the def file.

scriptEvent void closeHidingSpotSearch();

This should be called when the script is done with the hiding spot search to free up memory.

scriptEvent entity closestReachableEnemy();

Used for determining tactile alert targets

scriptEvent entity closestReachableEnemyOfEntity(entity team_mate);

Finds another character's closest reachable enemy

scriptEvent float continueSearchForHidingSpots();

This method continues searching for hiding spots. It will only find so many before returning so as not to cause long delays. Detected spots are added to the currently building hiding spot list. The return value is 0 if the end of the search was reached, or 1 if there is more processing to do (call this method again next AI frame)

scriptEvent entity createMissile(string jointname);

returns projectile created

scriptEvent entity createMissileFromDef(string defName, string jointName);

No description

scriptEvent void directDamage(entity damageTarget, string damageDef);

no description

scriptEvent void disableAFPush();

no description

scriptEvent void disableClip();

no description

scriptEvent void disableGravity();

no description

scriptEvent void dropTorch();

no description

scriptEvent void emptyHand(string hand);

no description

scriptEvent void enableAFPush();

no description

scriptEvent void enableClip();

no description

scriptEvent void enableGravity();

no description

scriptEvent float endState();

Ends the current state with the given name, returns TRUE if more than one state is remaining.

scriptEvent float enemyInCombatCone(entity combatNode, float use_current_enemy_location);

no description

scriptEvent float enemyPositionValid();

no description

scriptEvent float enemyRange();

no description

scriptEvent float enemyRange2D();

no description

scriptEvent float entityInAttackCone(entity ent);

no description

scriptEvent void faceEnemy();

No description

scriptEvent void faceEntity(entity ent);

No description

scriptEvent float facingIdeal();

No description

scriptEvent entity findActorsInBounds(vector mins, vector maxs);

Returns an entity within the bounds specified

scriptEvent entity findEnemy(float onlyInFov);

Finds enemy player in PVS

scriptEvent entity findEnemyAI(float onlyInFov);

Finds enemy monster in PVS

scriptEvent entity findEnemyInCombatNodes();

Finds enemy player in attack cones

scriptEvent entity findFriendlyAI(float team);

Use this to find a visible AI friendly to ourselves. It basically iterates over all active entities in the map and looks for friendly actors. The pythagorean distance is taken to evaluate the distance. Don't call this every frame, this might get expensive in larger maps. Returns the nearest visible actor entity or the $null_entity, if none was found.
team: used to constrain the search to a given team. Set this to -1 to let the code ignore this argument

scriptEvent entity fireMissileAtTarget(string jointname, string targetname);

Launches a missile at entity specified by 'attack_target'. returns projectile fired

scriptEvent float flee(entity entToFleeFrom, float algorithm, float distanceOption);

Flee from the given entity. Pass the escape point lookup algorithm (e.g. EP_FIND_GUARDED) and the distanceOption (e.g. EP_DIST_NEAREST) to specify how the best escape point can be found. Refer to the tdm_defs.script file to see all the constants. When algorithm is set to EP_FIND_AAS_AREA_FAR_FROM_THREAT, the distanceOption is interpreted as minimum threat distance. Returns FALSE if no escape point could be found.

scriptEvent void foundBody(entity body);

Objective callback for when an AI finds a body.

scriptEvent void Gas_Knockout(entity inflictor);

AI knockout
inflictor: the entity causing the knockout, can be the $null_entity

scriptEvent float getAcuity(string type);

ai generalized alerts

scriptEvent entity getAlertActor();

Get the actor that alerted the AI in this frame.

scriptEvent float getAlertLevelOfOtherAI(entity otherEntity);

This event gets the alert number of another AI (AI_AlertLevel variable value) Returns the alert number of the other AI, 0.0 if its not an AI or is NULL
otherEntity: the other AI entity who's alert number is being queried

scriptEvent float getAudThresh();

no description

scriptEvent entity getClosestHiddenTarget(string entity_type);

Finds the closest targeted entity of the specified type.

scriptEvent entity getCombatNode();

No description

scriptEvent float getCurrentYaw();

no description

scriptEvent entity getEnemy();

no description

scriptEvent vector getEnemyEyePos();

no description

scriptEvent vector getEnemyPos();

no description

scriptEvent vector getJumpVelocity(vector pos, float speed, float max_jump_height);

no description

scriptEvent float getMoveType();

Returns the current movetype

scriptEvent string getNextIdleAnim();

This returns the name of the next idle anim to be played on this AI (used by AnimState scripts).

scriptEvent vector getNthHidingSpotLocation(float hidingSpotIndex);

This event returns the Nth hiding spot location.
hidingSpotIndex: 0 based hiding spot index

scriptEvent float getNthHidingSpotType(float hidingSpotIndex);

This event returns the Nth hiding spot type.
hidingSpotIndex: 0 based hiding spot index

scriptEvent float getNumHidingSpots();

This event returns the number of hiding spots by the current hiding spot query. If there is no current query, this returns -1

scriptEvent vector getObservationPosition(vector targetPoint, float visualAcuityZeroToOne);

This event is used to get a position that the AI can move to observe a given position. It is useful for looking at hiding spots that can't be reached, and performing other investigation functions. Returns a world position from which the observation can take place. Returns the current AI origin if no such point is found. @sideEffect This uses the AI_DEST_UNREACHABLE flag variable to indicate if a point was found. It will be true if none was found, false if one was found.
targetPoint: the world position to be observed
visualAcuityZeroToOne: the visual acuity of the AI on a scale of 0.0 to 1.0 where 0.0 is blind and 1.0 is perfect vision.

scriptEvent entity getObstacle();

Gets the obstacle in the character's path

scriptEvent entity getRandomTarget(string entity_type);

Finds a random targeted entity of the specified type.

scriptEvent vector getReachableEntityPosition(entity ent);

Returns the position of the entity within the AAS if possible, otherwise just the entity position.

scriptEvent float getRelationEnt(entity ent);

no description

scriptEvent vector getSndDir();

ai hearing of sound

scriptEvent float getSomeOfOtherEntitiesHidingSpotList(entity otherEntity);

This event splits off half of the hiding spot list of another entity and sets our hiding spot list to the "taken" points. As such, it is useful for getting hiding spots from a seraching AI that this AI is trying to assist. Returns the number of points in the list gotten.
otherEntity: The other entity who's hiding spots we are taking

scriptEvent entity getTactEnt();

ai sense of touch

scriptEvent entity getTalkTarget();

Returns the entity (player) trying to talk to the character

scriptEvent float getTurnDelta();

no description

scriptEvent float getTurnRate();

Gets the rate the character turns.

scriptEvent vector getVisDir();

ai visibility

scriptEvent float hasSeenEvidence();

This returns 1 when the AI has seen evidence of intruders before (an enemy, a body...)

scriptEvent void ignoreDamage();

no description

scriptEvent float isEntityHidden(entity ent, float f_sightThreshold);

This is an alternate version of canSee, using FOV, distance and lighting.
f_sightThreshold: goes from 0.0 (entity visible in complete darkness) to 1.0 (entity only visible if completely lit up).

scriptEvent void kickObstacles(entity kickEnt, float force);

Kicks any obstacle in the character's path.
kickEnt: pass in $null_entity if you don't have a specific entity to kick

scriptEvent void kill();

Kills the monster.

scriptEvent void KO_Knockout(entity inflictor);

AI knockout
inflictor: is the entity causing the knockout, can be the $null_entity

scriptEvent entity launchMissile(vector origin, vector angles);

Returns the projectile entity

scriptEvent void locateEnemy();

Updates the last known position of the enemy independent from whether or not the enemy is visible.

scriptEvent void lookAt(entity focusEntity, float duration);

Aims the character's eyes and head toward an entity for a period of time.

scriptEvent void lookAtAngles(float yawAngleClockwise, float pitchAngleUp, float rollAngle, float durationInSeconds);

A look at event that just looks at a set of angles relative to the current body facing of the AI. This method is just like the vanilla Doom3 lookAt and lookAtEnemy methods, but it looks at the specified angles from the current body facing of the AI.
yawAngleClockwise: Negative angles are to the left of the AIs body and positive angles are to the right.
pitchAngleUp: Negative values are down and positive values are up where down and up are defined by the body axis.
rollAngle: This is currently unused and does nothing.
durationInSeconds: The duration to look in seconds.

scriptEvent void lookAtEnemy(float duration);

Aims the character's eyes and head toward the current enemy for a period of time.

scriptEvent void lookAtPosition(vector lookAtWorldPosition, float durationInSeconds);

This method is just like the vanilla Doom3 lookAt and lookAtEnemy methods, but instead of looking at an entity, it looks at a position in worldspace. That is, it turns the head of the AI to look at the position.
lookAtWorldPosition: position in space to look at
durationInSeconds: duration to look in seconds

scriptEvent float meleeAttackToJoint(string joint, string damageDef);

no description

scriptEvent void moveOutOfRange(entity ent, float range);

no description

scriptEvent float moveStatus();

no description

scriptEvent void moveToAttackPosition(entity ent, string attack_anim);

No description

scriptEvent void moveToCover();

no description

scriptEvent void moveToCoverFrom(entity ent);

no description

scriptEvent void moveToEnemy();

no description

scriptEvent void moveToEnemyHeight();

no description

scriptEvent void moveToEntity(entity destination);

No description

scriptEvent void moveToPosition(vector position);

No description

scriptEvent void muzzleFlash(string jointname);

no description

scriptEvent float numSmokeEmitters();

Returns the # of emitters defined by 'smokeParticleSystem' in the entitydef

scriptEvent void performRelight();

Deal with doused lights.

scriptEvent float playAndLipSync(string soundName, string animName);

Play the given sound, using the given lipsync animation. The lipsync animation should just be a simple non-loopable animation of the mouth opening in a linear fashion. The code will select individual frames from this to construct a simple lipsyncing effect which is in time with the sound. Returns the length of the played sound in seconds.

scriptEvent void preBurn();

no description

scriptEvent vector predictEnemyPos(float time);

Tries to predict the player's movement based on the AAS and his direction of movement.

scriptEvent void processBlindStim(entity stimSource, float skipVisibilityCheck);

No description

scriptEvent void processVisualStim(entity stimSource);

Use this call to let the AI react to a visual stim (coming from the source entity).

scriptEvent vector pushPointIntoAAS(vector post);

Tries to push the point into a valid AAS area

scriptEvent void pushState(string stateName);

Pushes the state with the given name, current one is postponed.

scriptEvent void radiusDamageFromJoint(string jointname, string damageDef);

no description

scriptEvent entity randomPath();

no description

scriptEvent void resortHidingSpotSearch(vector newCenter, vector newRadius);

This re-sorts an existing search based on a new search center and radius.
newCenter: the new center of the search
newRadius: the new radius of the search. Points outside the original search will not be added.

scriptEvent void restartPatrol();

no description

scriptEvent void restoreMove();

no description

scriptEvent void saveMove();

no description

scriptEvent void setAcuity(string type, float val);

ai generalized alerts

scriptEvent void setAlertGracePeriod(float frac, float duration, float count);

This starts the alert grace period for an AI. Should be called in the same frame as the alert that pushes them into a higher state.
frac: the fraction of the alert below which they should ignore alerts during the grace period.
duration: the duration of the period in seconds
count: the number of alerts ignored above which the grace period is invalid

scriptEvent void setAlertLevel(float newLevel);

Set the alert level (AI_AlertLevel). This should always be called instead of setting AI_AlertLevel directly.

scriptEvent void setAudThresh(float val);

no description

scriptEvent void setBoneMod(float allowBoneMod);

Enables or disables head looking (may be obsolete).

scriptEvent void setEnemy(entity enemy);

Make the given entity an enemy.

scriptEvent void setFlyOffset(float offset);

Sets the preferred height relative to the player's view height to fly at.

scriptEvent void setFlySpeed(float speed);

Set the speed flying creatures move at. Also sets speed for moveTypeSlide.

scriptEvent void setMoveType(float movetype);

Set the current movetype. movetypes are defined in tdm_ai.script

scriptEvent void setSmokeVisibility(float particle_num, float on);

enables/disables smoke particles on bones. pass in the particle #, or ALL_PARTICLES for turning on/off all particle systems. particles are spawned in the order they appear in the entityDef

scriptEvent void setTalkState(float state);

Sets whether the player can talk to this character or not.

scriptEvent void setTalkTarget(entity target);

Sets the entity (player) trying to talk to the character

scriptEvent void setTurnRate(float rate);

Set the rate the character turns at

scriptEvent void shrivel(float time);

no description

scriptEvent void slideTo(vector position, float time);

No description

scriptEvent entity spawnThrowableProjectile(string projectileName, string jointName);

This method spawns a projectile of the type named by the caller and attaches it to the joint given by the caller. The projectile becomes the AI's firable projectile. Returns a pointer to a projectile entity that can be thrown by the AI. You can use AI_LaunchMissle (e* = launchMissle(v,v) ) to throw the stone.
projectileName: The name of the projectile to spawn (as seen in a .def file) Must be descended from idProjectile
jointName: The name of the joint on the model to which the particle should be attached for throwing. If this is NULL or the empty string, then it is attached to the model center.

scriptEvent float startSearchForHidingSpots(vector hideFromPos, vector minSearchBounds, vector maxSearchBounds, float hidingSpotTypesAllowed, entity ignoreEntity);

This event finds hiding spots in the bounds given by two vectors. This method will only start the search, if it returns 1, you should call continueSearchForHidingSpots every frame to do more processing until that function returns 0. The return value is a 0 for failure, 1 for success.
hideFromPos: a vector which gives the location of the eye from which hiding is desired.
minSearchBounds: a vector giving the minimums in each dimension for the search space
maxSearchBounds: a vector giving the maximums in each dimension for the search space
hidingSpotTypesAllowed: the bit flags of the types of hiding spots for which the search should look.
ignoreEntity: indicates an entity that should be ignored in the visual occlusion checks. This is usually the searcher itself but can be the $null_entity.

scriptEvent float startSearchForHidingSpotsWithExclusionArea(vector hideFromLocation, vector minBounds, vector maxBounds, vector exclusionMinBounds, vector exclusionMaxBounds, float hidingSpotTypesAllowed, entity ignoreEntity);

This method finds hiding spots in the bounds given by two vectors, and also excludes any points contained within a different pair of vectors. This method will only start the search, if it returns 1, you should call continueSearchForHidingSpots every frame to do more processing until that function returns 0. The return value is a 0 for failure, 1 for success.
hideFromLocation: a vector which gives the location of the eye from which hiding is desired.
minBounds: the minimums in each dimension for the search space.
maxBounds: the maximums in each dimension for the search space.
exclusionMinBounds: give the min bounds of an area where spots should NOT be tested. This overrides the third and fourth parameters where they overlap (producing a dead zone where points are not tested)
exclusionMaxBounds: give the max bounds of an area where spots should NOT be tested
hidingSpotTypesAllowed: the bit flags of the types of hiding spots for which the search should look.
ignoreEntity: indicates an entity that should be ignored in the visual occlusion checks. This is usually the searcher itself but can be $null_entity.

scriptEvent void stopMove();

no description

scriptEvent void stopRagdoll();

turns off the ragdoll

scriptEvent void stopThinking();

no description

scriptEvent void switchState(string stateName);

Switches to the state with the given name, current one is ended.

scriptEvent float testAnimAttack(string animname);

no description

scriptEvent float testAnimMove(string animname);

no description

scriptEvent float testAnimMoveTowardEnemy(string animname);

no description

scriptEvent float testChargeAttack();

no description

scriptEvent float testMeleeAttack();

no description

scriptEvent float testMoveToPosition(vector position);

no description

scriptEvent void throwAF();

no description

scriptEvent void throwMoveable();

no description

scriptEvent float travelDistanceBetweenEntities(entity source, entity dest);

Approximate travel distance between two entities.

scriptEvent float travelDistanceBetweenPoints(vector source, vector dest);

Approximate travel distance between two points.

scriptEvent float travelDistanceToEntity(entity destination);

Approximate travel distance to entity.

scriptEvent float travelDistanceToPoint(vector destination);

Approximate travel distance to point.

scriptEvent void triggerParticles(string jointName);

no description

scriptEvent void turnTo(float yaw);

no description

scriptEvent void turnToEntity(entity ent);

no description

scriptEvent void turnToPos(vector pos);

no description

scriptEvent entity visScan();

ai visibility

scriptEvent void waitAction(string name);

no description

scriptEvent void waitMove();

no description

scriptEvent void wakeOnFlashlight(float enable);

Tells the monster to activate when flashlight shines on them.

scriptEvent void wander();

no description

idTestModel

scriptEvent void leftFoot();

Changes to left foot and plays footstep sound.

scriptEvent void rightFoot();

Changes to right foot and plays footstep sound.

CBinaryFrobMover

scriptEvent void Close();

Closes the frobmover, regardless of its previous state. Mover must be open, otherwise nothing happens.

scriptEvent float IsLocked();

Returns true (nonzero) if the mover is currently locked.

scriptEvent float IsOpen();

Returns true (nonzero) if the mover is open, which is basically the same as "not closed". A mover is considered closed when it is at its close position.

scriptEvent float IsPickable();

Returns true (nonzero) if this frobmover is pickable.

scriptEvent void Lock();

Locks the mover. Calls to Open() will not succeed after this call.

scriptEvent void Open();

Opens the frobmover, regardless of its previous state. The mover will not move when it's locked.

scriptEvent void ToggleLock();

Toggles the lock state. Unlocked movers will be locked and vice versa. The notes above concerning Unlock() still apply if this call unlocks the mover.

scriptEvent void ToggleOpen();

Toggles the mover state. Closes when fully open, opens when fully closed. If the mover is "interrupted" (e.g. when the player frobbed the mover in between), the move direction depends on the state of the internal "intent_open" flag.

scriptEvent void Unlock();

Unlocks the mover. Calls to Open() will succeed after this call. Depending on the value of the spawnarg "open_on_unlock" the mover might automatically open after this call.

idBrittleFracture

scriptEvent void activate(entity activator);

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

scriptEvent void dampenSound(float dampen);

Toggle whether the shattering sound is dampened on the window, e.g., when covered by moss.
dampen: 1 = dampened, 0 = not dampened

idCameraView

scriptEvent void activate(entity activator);

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

idCameraAnim

scriptEvent void activate(entity activator);

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

scriptEvent void start();

Starts a spline or anim camera moving.

scriptEvent void stop();

Stops a spline or anim camera moving.

idFuncEmitter

scriptEvent void emitterAddModel(string modelName, vector modelOffset);

Adds a new particle (or regular, if you wish) model to the emitter, located at modelOffset units away from the emitter's origin.

scriptEvent float emitterGetNumModels();

Returns the number of models/particles this emitter has. Always >= 1.

idEntity

scriptEvent void activateContacts();

Activate objects sitting on this object.

scriptEvent void activateTargets(entity activator);

Causes this entity to activate all it's targets. Similar to how a trigger activates entities.
activator: the entity that caused the action (usually the player)

scriptEvent void addInvItem(entity inv_item);

Adds the given item to the inventory. Depending on the type the passed entity will be removed from the game (as for loot items) or hidden.

scriptEvent void addItemToInv(entity target);

Adds the entity to the given entity's inventory. Depending on the type the entity will be removed from the game (as for loot items) or hidden. Example: $book->addItemToInv($player1);

scriptEvent void addTarget(entity target);

Add a target to this entity.
target: the entity to add as target

scriptEvent void bind(entity master);

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

scriptEvent void bindPosition(entity master);

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

scriptEvent void bindToBody(entity master, float bodyID, float orientated);

Bind to AF body
master: entity to bind to
bodyID: AF body ID to bind to
orientated: binds the orientation as well as position, if set to 1

scriptEvent void bindToJoint(entity master, string boneName, float rotateWithMaster);

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.
master: the entity to bind to
boneName: the bone name
rotateWithMaster: -

scriptEvent void cacheSoundShader(string shaderName);

Ensure the specified sound shader is loaded by the system. Prevents cache misses when playing sound shaders.
shaderName: the sound shader to cache

scriptEvent void callFunction(string functionName);

Calls a function on an entity's script object. See also scripts/tdm_events.script for callGlobalFunction.

scriptEvent void callGlobalFunction(string functionName, entity other);

calls a global function and passes the other entity along as the first argument calls the function in a new thread, so it continues executing in the current thread right away (unlike entity.callFunction( "blah"))

scriptEvent void callGui(float handle, string namedEvent);

Calls a named event in a GUI.

scriptEvent float canBeUsedBy(entity ent);

Returns true if the entity can be used by the argument entity

scriptEvent float canSeeEntity(entity target, float useLighting);

This is a general version of idAI::canSee, that can be used by all entities. It doesn't regard FOV, it just performs a trace to check whether the target is occluded by world geometry. Is probably useful for stim/response as well Pass useLighting = true to take the lighting of the target entity into account. Use "isEntityHidden" as a script event with a threshold. The constant threshold value for useLighting is defined within the SDK in game/entity.h.

scriptEvent void changeEntityRelation(entity ent, float relationChange);

This changes the current relation to an entity by adding the new amount.

scriptEvent void changeInvIcon(string name, string category, string icon);

Sets the inventory icon of the given item in the given category to <icon>.
name: name of the item
category: the item's category

scriptEvent void changeInvItemCount(string name, string category, float amount);

Decreases the inventory item stack count by amount. The item is addressed using the name and category of the item. These are usually defined on the inventory item entity ("inv_name", "inv_category") Amount can be both negative and positive.
name: name of the item
category: the item's category

scriptEvent void changeInvLightgemModifier(string name, string category, float amount);