FANDOM


Legend
variable meaning
state True/False (1/0)
m distance, range [m]

Scripting Commands for Multiplayer Edit

token values dedi
HUMAN_SetAnim
HUMAN_SetAnim("anim1", 500, 500, 1);
string - animation name
num - blend time [ms]
num - cancel time [ms]
bool - loop [true/false]
_MP_IsItemInTeamInventory
_MP_IsItemInTeamInventory(1, 280, documents)
bool - teamID [true/false]

num - itemID

string - frame

_MP_IsTeamMemberInRange

_MP_IsTeamMemberInRange(1, 20);

num - teamID

num - range [m]

?
_MP_AllTeamMembersAreInRange

_MP_AllTeamMembersAreInRange(1, 20);

num - teamID

num - range [m]

SaveGameValue

SaveGameValue(2, 1);

num - game value

num - game value

_LoadGameValue

Integer a = _LoadGameValue(2);

num - game value
command example Explanation dedi
_MP_IsItemInTeamInventory

_MP_IsItemInTeamInventory(state, itemID, frame)
_MP_IsItemInTeamInventory(1, 280, documents)

_MP_IsItemInTeamInventory(state, 280, Documents)280: Item ID, Documents: Frame
_MP_IsTeamMemberInRange_MP_IsTeamMemberInRange(teamID, m)teamID: 0 Axis, 1 Allied
_MP_AllTeamMembersAreInRange_MP_AllTeamMembersAreInRange(state, m)
SaveGameValueSaveGameValue(x, y)x[Int]: Game Value y[Int]: Value; Saves Game Value
_LoadGameValue_LoadGameValue(x)Loads Game Value
_GetAlarmType--
_GetObjectiveStatus_GetObjectiveStatus(x)x: objective number; Gets objective state
_FrameInRange_FrameInRange(frame, m) / _FrameInRange(frame) < m)
_ACTOR_GetState_ACTOR_GetState(frame)Gets actor state of frame
_RandomInt_RandomInt(N)Returns a random integer
_SignalReceived_SignalReceived(N)-
_ItemInRange--?
_MineInRange--?
_EnemyInRange_EnemyInRange(frame, m)
_PlayerInBox_PlayerInBox(frame)
_PlayerInRange_PlayerInRange(frame, m)
FRM_SetGroupLightMaplightmap group name, lightmap level [0 .. 9?]?
FRM_FinishIndexedParticle??
FRM_DestroyIndexedParticleFRM_DestroyIndexedParticle(int)Destroys Particle "int"?
FRM_CreateIndexedParticleFRM_CreateIndexedParticle(x, frame, int)x: Particle ID, int: Integer (compare FRM_DestroyIndexedParticle) ?
FRM_CreateParticleFRM_CreateParticle(x, frame)x: Particle ID
FRM_SetLightMapFRM_SetLightMap(frame, x)x: True/False, Enables/Disables light map
FRM_GetPosition??
Car_SetFuelCar_SetFuel(frame, x)x: fuel [1/10 lt]
FRM_SetOnFRM_SetOn(frame, state)Hides/Unhides frame
FRM_SoundAdjustDopplerdoppler Z, doppler Y, doppler X [m/s]?
FRM_SoundAdjustVolumevolume [%], (100 = 1.0)?
FRM_TimerSetOntarget car frame??
FRM_CreatePhysicalObjectcollision(state)?
FRM_TeleportNearFrameBackFRM_TeleportNearFrameBack(frame)??
FRM_TeleportNearFrameFRM_TeleportNearFrame(frame1, frame2, state)frame1: origin frame, frame2: destination frame?
ITEM_TeleportITEM_Teleport(frame1, frame2)frame1: origin, frame2: destination?
FRM_MorphSpeechDelayedFRM_MorphSpeechDelayed(frame, 05991053, v_min, v_max);v_min: min hear distance, v_max: max hear distance
FRM_MorphSpeechFRM_MorphSpeech(frame, 07021500, v_min, v_max);as FRM_MorphSpeechDelayed, here you have to delay manually
FRM_SetTarget??
FRM_TeleportNearCheckpointFRM_TeleportNearCheckpoint(frame, "checkpoint1", "checkpoint2");Teleports human/vehicle to checkpoint1, angle towards checkpoint2
FRM_FindChildFrame?
FRM_FindFrameFRM_FindFrame(frame, "object")
FRM_GetMyFrameFRM_GetMyFrame(me)
FRM_SetAnimationDelayed?
FRM_StopAnimation?
FRM_ResetAnimationFRM_ResetAnimation(frame, state)?
FRM_SetAnimationFRM_SetAnimation(frame, "animation", state)Sets animation to frame(object)?
WEATHER_SetDirZ dir, Y dir, X dir
WEATHER_Debug??
WEATHER_SetColorOutWEATHER_SetColorOut(83, 83, 83, 0)RGBA (0-255)
WEATHER_SetColorInWEATHER_SetColorIn(73, 73, 73, 128)RGBA (0-255)
WEATHER_SetSizeWEATHER_SetSize(2000, 6)length [mm] / width [mm]
WEATHER_SetSpeedWEATHER_SetSpeed(40000)speed [mm/s]
WEATHER_SetCountWEATHER_SetCount(count)number of elements
WEATHER_SetSpaceWEATHER_SetSpace(12, 30)width [mm] / length [mm]
WEATHER_SetModeWEATHER_SetMode(0)mode [0-rain, 1-snow]
THUNDERSTORM_MPTHUNDERSTORM_MP(time) time [ms]
THUNDERSTORM_SetOnTHUNDERSTORM_SetOn(state)light frame lock
WEATHER_SetOn?
DisableWheneversDisableWhenevers(state)Turns on/off all Whenever at once
DisableAlarmsDisableAlarms(state)Turns on/off all alarm types at once
EnableSignalEnableSignal(N, state)Turns on/off signal N
DisableSignalsDisableSignals(state)Turns on/off all signals at once
DECORATOR_SetOn?
DOOR_LockDOOR_Lock(frame, state)Locks/Unlocks door
SetActorStateSetActorState(frame, state)Sets actor state
SetAlarmTypeSetAlarmType(2, state)
SetPlayerInput??
CheckpointJoinCheckpointJoin("checkpoint1", "checkpoint2")Links two checkpoints which are seperated
CheckpointSeparateCheckpointSeparate("checkpoint1", "checkpoint2")Separates two checkpoints which are linked
FRM_SetShiftingreverse [true/false]??
MakeExplosionMakeExplosion(frame, x, y);range [mm], damage [zotti] 1000 = 1.0, zotti???
SetWheneverTimeSetWheneverTime("Whenever1", t);time to check [ms] (use quotation marks on both, Whenever name and inside the command!)
SetWheneverSetWhenever(whenever, state)
SetObjectiveStatusSetObjectiveStatus(x, y)Values: see Scripting page; Sets objective status
SendSignalSendSignal(frame, N)sends signal no. N (1-31)
DelayDelay(t)t [ms]
ScriptStartPoint??
SUBTITLES_SetTextSUBTITLES_SetText(02010415)see Scripting page
SUBTITLES_SetOnSUBTITLES_SetOn(state)see Scripting page
MP_EnableSpawnZoneMP_EnableSpawnZone("zone1", state)possible states 0(Axis), 1(Allied), 2(Neutral)
HUMAN_CreateItemInStoreHUMAN_CreateItemInStore(x, y)x[Item ID], y[Human Store (see items.dat)]
HUMAN_RemoveItemsFromStoreHUMAN_RemoveItemsFromStore(frame, x)x[Item ID]
HUMAN_SETHEARRANGEHUMAN_SETHEARRANGE(m)Sets hear range of humans; Overwrites the value in humans definition
HUMAN_SETSIGHTRANGEHUMAN_SETSIGHTRANGE(m)Sets sight range of humans; Overwrites the value in humans definition
FRAME_SETAIMODE_ZombieFRAME_SETAIMODE_Zombie(frame)very defensive AI-Mode
FRAME_SETAIMODE_DefensiveFRAME_SETAIMODE_Defensive(frame)defensive AI-Mode
FRAME_SETAIMODE_AggressiveFRAME_SETAIMODE_Aggressive(frame)aggressive AI-Mode
HUMAN_SETAIMODE_ZombieHUMAN_SETAIMODE_Zombie()very defensive AI-Mode
HUMAN_SETAIMODE_DefensiveHUMAN_SETAIMODE_Defensive()defensive AI-Mode
HUMAN_SETAIMODE_AggressiveHUMAN_SETAIMODE_Aggressive()aggressive AI-Mode
HUMAN_SETMODE_StandFastHUMAN_SETMODE_StandFast()Human stands up quickly?
HUMAN_SETMODE_StandHuman changes stance
HUMAN_SETMODE_CrouchHuman changes stance
HUMAN_SETMODE_LieHuman changes stance
HUMAN_SETMODE_DontSeekBestPos??
HUMAN_SETMODE_SilenceHuman changes into silence mode
HUMAN_SETMODE_GuardHuman changes into guard mode
HUMAN_SETMODE_WalkHuman changes pace to walk
HUMAN_SETMODE_RunHuman changes pace to run
FRM_GetNearestPlayerFRM_GetNearestPlayer(frame1, frame2)Gets nearest player to frame1 and stores player as frame2 for further usage
HUMAN_TurnAtNearestPlayerHUMAN_TurnAtNearestPlayer()Human turns to nearesr player
HUMAN_TurnAtHUMAN_TurnAt(frame)Human turn to frame
HUMAN_MoveToAlarmHUMAN_MoveToAlarm()
HUMAN_SetSniperHUMAN_SetSniper(state, 200)200 = sniper radius [m]
HUMAN_SetOptimizedHUMAN_SetOptimized(state)optimized mode, possible states 0(off), 1, 2?
HUMAN_SuspendHUMAN_Suspend(state)Hides/Unhides human actor
HUMAN_LookAt?? difference to TurnAt?
HUMAN_IllFire??
HUMAN_Investigate?
HUMAN_UseBomb?
HUMAN_Climb?
HUMAN_Open?
HUMAN_Bike?
HUMAN_Stop?
HUMAN_Reload?
HUMAN_Put?
HUMAN_Unlock?
HUMAN_DropObject?
HUMAN_PickObject?
HUMAN_WeaponUpHUMAN_WeaponUp(state)?
HUMAN_WeaponOnArmHUMAN_WeaponOnArm(state)
HUMAN_SetIgnoreCircumventionFlag??
HUMAN_DriveNearPlayerHUMAN_DriveNearPlayer(m)
HUMAN_DriveHUMAN_Drive("checkpoint", x)x: speed
HUMAN_AttackHUMAN_Attack(frame, x)x: time[ms]; Forces soldier to attack for stated time
HUMAN_KillAllInBoxHUMAN_KillAllInBox(frame)?
HUMAN_KillEx?
HUMAN_KillHUMAN_Kill(frame)Kill human
HUMAN_MoveFromFrameHUMAN_MoveFromFrame(frame, m)Moves away from fram
HUMAN_MoveToFrameHUMAN_MoveToFrame(frame, m)Move towards frame
HUMAN_SetWorkingFrame??
HUMAN_SetAnimstring - animation name
num - blend time [ms]
num - cancel time [ms]
bool - loop [true/false]
test
FRM_SwitchFaceTextureFRM_SwitchFaceTexture(frame, "texture")Switches face texture (e.g e_f021) of human actors
HUMAN_DressUniformhuman model, uniform index??
HUMAN_AttackMove?
HUMAN_MoveHUMAN_Move("checkpoint")
HUMAN_SetAlarmHUMAN_SetAlarm(False)Enable(Disable) recent alarm type
HUMAN_BoardVehicleHUMAN_BoardVehicle("vehicle", x, y)x: mount(1)/dismount(0) y: vehicle position(seat)
ScriptAssignScriptAssign(frame,"script1.scr");Assigns (alternative) script [*.scr] to an object
OnExitOnExit() {}??
OnGlobalAlarmOnGlobalAlarm() {}??
OnAlarmDoneOnAlarmDone() {}see Scripting page
OnAlarmOnAlarm() {}see Scripting page
OnHitOnHit() {}
OnUseOnUse() {}
OnDeathOnDeath() {}
OnSignalOnSignal(1) {}
Wheneversee Scripting page
BlockBlock {}see Scripting page
Returnsee Scripting page
Gosubsee Scripting page
ElseElse {}see Scripting page
IfIf(var==0) {}see Scripting page
GoToGoTo Loopsee Scripting page
LabelLabel Loop:see Scripting page
FrameFrame Documentssee Scripting page
EndScriptEndScript()see Scripting page
IntegerInteger data type (if you define negative numbers use brackets e.g "a = (-20)"
EnumEnumerated type
StringString data type
BoolBoolean data type
RealReal data type

Scripting Commands for Singleplayer Edit

Singleplayer
Command Example Explanation
PrintfNumberprintfnumber("string", variable)variable to print, used for developers editor
PrintfPrintf("Hello World!")text to print, used for developers editor
_SPGetGameType--
_SPGetGameDifficulty--
_SignalPistolFired--
_GetDistToActivePlayer--
_GetCameraState-0: default, 1:underwater
_IsTeamMemberDead--
_GetHumanStoreID--
_GetNumMembersOfClientTeam--
_IsLanguageVersion--
_GetCountOfCarnageEnemies--
_GetNumLiveEnemies--
_AllEnemiesDead--
_AllPlayersDead--
_AllPlayersInRange--
SetInterfaceTimergame speed [zotti ;-) ], (1000 = normal speed)
AirAttack_SetTarget
SetNPCTeamStatus
AddDebriefingText
AddDiaryText AddDiaryText(30)
AddPauseSound
_SeeFriend--
_SeeEnemy--
_IsInInventory--
FRM_Move
FRM_RotateZ
FRM_RotateY
FRM_RotateX
FRM_SetCameraFrameSlide
FRM_SetCameraFrame
FRM_WatchTrackWithParent
FRM_WatchTrack
FRM_GetActiveCamera
FRM_SetActiveCamera
HUMAN_LookAroundHUMAN_LookAround(3)3 different directions?
HUMAN_MoveRandomRadius
HUMAN_SetWaitForPlayer
SetupTacticalMode
Mission_SetUniformDisguise
HUMAN_SETEVENTS?
HUMAN_ACTIVITY_BinocularsEndPuts down binoculars
HUMAN_ACTIVITY_Pointpoints direction
HUMAN_ACTIVITY_Sleep
HUMAN_ACTIVITY_Sit
HUMAN_ACTIVITY_Piss
HUMAN_ACTIVITY_StandSleep
HUMAN_ACTIVITY_Exercise
HUMAN_ACTIVITY_Salute
HUMAN_ACTIVITY_Turksits cross-legged
HUMAN_ACTIVITY_Eat
HUMAN_ACTIVITY_DrinkBottle
HUMAN_ACTIVITY_Read
HUMAN_ACTIVITY_Phone
HUMAN_ACTIVITY_Telegraph
HUMAN_ACTIVITY_Trap
HUMAN_ACTIVITY_PlayPuppet
HUMAN_ACTIVITY_PlayAirplane
HUMAN_ACTIVITY_PlayCar
HUMAN_ACTIVITY_Hot
HUMAN_ACTIVITY_Cold
HUMAN_ACTIVITY_BinocularsLooking through binoculars
HUMAN_ACTIVITY_Hat
HUMAN_ACTIVITY_Shoes
HUMAN_ACTIVITY_CheckWeapon
HUMAN_ACTIVITY_SpotLeft
HUMAN_ACTIVITY_SpotRight
HUMAN_ACTIVITY_SpotDown
HUMAN_ACTIVITY_SpotUp
HUMAN_ACTIVITY_Shoes
HUMAN_ACTIVITY_Cubes
HUMAN_ACTIVITY_Card
HUMAN_ACTIVITY_Smoke
SetupJunkers88
AddHumanHealthHealth to add [%]
PlayCutsceneMusic
PlayMusicPlayMusic(6, 2)index in sound table in chapter 'MUSIC', number of sub-sound in chapter
PlaySoundPlaySound(6, 2)6: number of sound-chapter (sound table)
PlayAvi
__SetupAutoLogging
__LogFrame
__LogNumber
__Log
HINT_ClearAllHINT_ClearAll()
HINT_AddHINT_Add(10530)
OnCutsceneOnCutscene {}
OnCutsceneDoneOnCutsceneDone {}
CSC_FreeBackPack--
CSC_FreeHands--
CSC_ReleaseHuman--
CSC_GetPlayerNumNoNPC--
CSC_GetPlayerNum--
CSC_DuplicateHuman--
CSC_EndCutscene--
CSC_RunCLouder--
CSC_SetCameraAnimation--
CSC_NoTeamDamage--
CSC_FrameSetShadow
CSC_SetCameraFOV
CSC_SetupFakeCutscene
CSC_RunCutscene
CSC_FadeInFromColorb [0-255], g [0-255], r [0-255]
CSC_FadeOuttime to fadeout [ms]
CSC_FadeIntime to fadein [ms]
CSC_SetTimeracceleration? [zotti/s]
FORMATION_SetScale
FORMATION_SetTypeArrowInvert
FORMATION_SetTypeArrowSharp
FORMATION_SetTypeQuad3X2
FORMATION_SetTypeQuad2X3
FORMATION_SetTypeLine
FORMATION_SetTypeColumn
FORMATION_DelMember
FORMATION_AddMember
FORMATION_Destroy
FORMATION_Create

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