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Faction Files :: Projects :: RF:G Scriptx Functions
[ activity_disable_diversions ]Disables all diversions.
TRUE: Disable Diversions
FALSE: Enable Diversions
BOOL: New Diversion Status

(Stephen Tobias)
[ activity_restore_object ]Registers a restorable object list with an activity node.
Only the top level parent objects should be registered.

OBJECT: Activity Spawn Object the restorable object should be bound to
OBJECT LIST: List of objects that should be restored

(Stephen Tobias)
[ activity_set_spawn ]Sets the ambient activity spawn status.
TRUE: Ambient Modal Activity Spawning is Enabled
FALSE: Ambient Modal Activity Spawning is Disabled
BOOL: New Activity Spawn Status

(Stephen Tobias)
[ activity_spawn ]Spawn a specific activity.

OBJECT: Activity Spawn Object

Currently, only raid nodes are supported, and this action is only intended for use with the first activity after the turorial mission.

(Jeff Keely)
[ add_time_to_timer ]Adds time the amount of time remaining on the timer.

TIMER: the timer
NUMBER: the amount of time to add in seconds

(Jeff Keely)
[ cap_alert_level ]Caps the alert level. Will bring the alert level within the range and not allow it to exceed the range.

NUMBER: the minimum desired alert level (0 = green, 1 = yellow, 2 = yellow, 3 = red)
NUMBER: the maximum desired alert level (0 = green, 1 = yellow, 2 = yellow, 3 = red)

(Rob Rypka)
[ disable_convoy ]Disables a specific convoy in the game

OBJECT: Convoy End Point to exclude from being disabled
BOOL: True to disable this convoy, False to enable it

(Stephen Tobias)
[ disable_convoys_except ]Disables ALL convoys in the world except the one passed in
Any Convoys disabeld in this manner will be re-enabled when the next district is liberated

OBJECT: Convoy End Point to exclude from being disabled

(Stephen Tobias)
[ disable_convoys_except ]Disables ALL convoys in the world.
Any Convoys disabeld in this manner will be re-enabled when the next district is liberated, or if this function is called again

BOOL: Set to true if the convoys are intended to be disabled, false if they should be re-enabled

(Stephen Tobias)
[ display_timer ]Displays the timer on the HUD.

TIMER: the timer

(Jeff Keely)
[ hide_timer ]Hides the timer.

TIMER: the timer

(Jeff Keely)
[ log_objective_complete ]Write out objective-complete data to file.

(Jeff Keely)
[ mission_clear_unique_data ]Clears the mission data needed for unique mission processing in code.


(Aaron Canary)
[ mission_failure ]****DEPRECATED****

Sets the mission_failure event.

Note: You also need to call mission_terminate when you are done handling the failure results.

(Jeff Keely)
[ mission_restore_object ]Registers a restorable object list with a mission node.

OBJECT: Mission Spawn Object the restorable object should be bound to
OBJECT LIST: List of objects that should be restored

(Stephen Tobias)
[ mission_set_failed ]Sets the mission failure event and gives an explanation for why it failed.

STRING: Explanation for why the mission was failed.


(Matt Gawalek)
[ mission_set_unique_data ]Sets the mission data needed for unique mission processing in code. Must be set after a mission is active

OBJECT: object handle 1
OBJECT: object handle 2
OBJECT: object handle 3
NUMBER: number 1
NUMBER: number 2
Note: This is intended for special processing needed for certain missions and will require programming support.
(Aaron Canary)
[ mission_success ]Sets the mission_success event.

Note: You also need to call mission_terminate when you are done handling the success results.

(Jeff Keely)
[ mission_terminate ]Terminate the currently active mission.

(Jeff Keely)
[ mover_set_visible_over_fow ]Changes whether a building's icon is visible over FOW.

OBJECT: Building to be changed
BOOL: TRUE if the building should be visible over FOW, FALSE otherwise

(Matt Gawalek)
[ pause_timer ]Pause the timer.

TIMER: the timer

(Jeff Keely)
[ raid_register_object ]Registers a raid target object.
This command NEEDS to be called before the raid in question starts up.
Only the top level parent objects should be registered.

OBJECT: Parent Raid Spawn Object the target will be bound to.
OBJECT LIST: List of objects that should be the target of the raid.

(Stephen Tobias)
[ remove_timer ]Removes the timer.

TIMER: the timer

(Jeff Keely)
[ riding_shotgun_start ]Starts a Riding Shotgun Activity.
OBJECT: Riding Shotgun Node to start

(Rob Rypka)
[ satellite_camera_max_range ]set max distance that the player can move away from the target.

(Aaron Canary)
[ satellite_camera_position ]You can set the camera positioning from the tweak table, but this will change for all missions
(Aaron Canary)
[ satellite_camera_set_target ]Set the target to follow in satellite camera mode.

OBJECT: The target.
NUMBER: camera max range (0 sets to ~spawn dist)

(Rob Rypka)
[ satellite_camera_show_disconnect_screen ]Shows the "disconnect" screen for the satellite camera.

(Aaron Canary)
[ satellite_camera_start ]Start satellite camera mode.

(Rob Rypka)
[ satellite_camera_stop ]Stop the satellite camera mode and return the player to the initial position.
NOTE: Currently, this cannot be done inside a mission - it must be done after
it's completed, as it requires a save and load.

(Rob Rypka)
[ set_timer ]Sets the amount of time remaining on the timer.

TIMER: the timer
NUMBER: the amount of time remaining in seconds

(Jeff Keely)
[ spawn convoy ]Spawns a convoy to follow the patrol passed in.

OBJECT: Patrol Node
CONVOY: Type of Convoy to spawn

(Stephen Tobias)
[ spawn courier ]Spawns a courier for an activity.

OBJECT: Patrol Node to spawn the courier on

(Stephen Tobias)
[ spawn_timer ]Creates a timer that counts downwards by default.

NUMBER: initial amount of time (in seconds). Using an initial time of zero makes the timer count up.

Returns handle to timer

(Jeff Keely)
[ start_mission_vrail ]Starts a Mission Vehicle Rail.
NOTE: This is intended for use in the mission system. This is not the activity version.

VRAIL: Vehicle Rail Definition to use
OBJECT: Patrol to Activate for the Activity
OBJECT: Drop-off point once the activity is finished (Any Object)

(Stephen Tobias)
[ start_mission_vrail_manual ]Method of Manually starting a Mission VRail.
The Vehicle and Squad must be spawned before the activity is allowed to begin.

VRAIL: Vehicle Rail Definition to use
OBJECT: Patrol to Activate for the Activity
OBJECT: Handle of the squad to be used for the VRail. (Should contain only one member.)
OBJECT: Handle of the vehicle to be used the VRail

(Stephen Tobias)
[ start_vrail ]Starts a Vehicle Rail Activity.
NOTE: This will not start during a mission.

VRAIL: Vehicle Rail Definition to use
OBJECT: Patrol to Activate for the Activity
OBJECT: Drop-off point once the activity is finished (Any Object)

(Stephen Tobias)
[ unpause_timer ]Unpause (restart) the timer.

TIMER: the timer

(Jeff Keely)
[ vrail_chase_vehicle_count ]Changes the number of chase vehicles in the vehicle rail activity.
WARNING: This only works after the activity has started.

NUMBER: New number of chase vehicles

(Stephen Tobias)
[ vrail_clear_spawn_region ]Disallows VRail spawning at the given spawn region for either VRail type.
You only need to clear the flags from previously set regions during the mission.

LIST: Spawn Region we want to disable

(Stephen Tobias)
[ vrail_get_squad ]Returns the vrail squad from the vrail activity.


(Matt Gawalek)
[ vrail_play_next_story_section ]Starts the next section of dialogue for the vrail (riding shotgun) activity.
NOTE: This should only be used within managed scripts for activity vrails. Use of this action
outside of this scope will break the vrail activity.

(Matt Gawalek)
[ vrail_set_spawn_region ]Allows VRail spawning at the given spawn region for either VRail type.

LIST: Spawn Region we want to enable

(Stephen Tobias)
Releases a squad from a spawn node to a management system. OBJECT: Squad Spawn Node we want to turn over the squad from to the other management system (Stephen Tobias) ]
[ action_node_set_disabled ]Sets an action node (or group of action nodes) to be disabled/enabled.
BOOL: True if the action node(s) should be disabled, false if they should be enabled.
OBJECT LIST: List of action nodes to set disabled/enabled.

(Matt Gawalek)
[ activity_enable_specific ]Enable a specific instance of an activity.

OBJECT LIST: list of activity nodes to enable.

Note: Currently this action only works on house arrest nodes.

(Jeff Keely)
[ activity_is_active ]Returns true if any modal activity is active.

(Stephen Tobias)
[ activity_status_change ]Returns true when raid status changes to the state passed in for the team passed in.

OBJECT: Spawn Node the Activity would spawn from
ACTIVITY STATE: The sate we want to trigger on

(Stephen Tobias)
[ add ]Returns the result of adding two or more numbers (X + Y + ...)

NUMBER: X
NUMBER: Y
...

(Jeff Keely)
[ add_dialogue_line_on_human ]Continue a dialogue with a voice or radio line from a particular human.

VOICE LINE: the voice line to play
HUMAN: the person on which to play the line
PARENT LINE: line that this line keys off of
TIME OFFSET: positive or negative offset from the end of the parent line to start this line, in seconds

Voice lines defined in rfg_lines_scripted.xtbl

(Dave Fried)
[ add_dialogue_line_on_persona ]Continue a dialogue with a voice or radio line from a particular persona.

VOICE LINE: the voice line to play
PERSONA: the voice persona to use
PARENT LINE: line that this line keys off of
TIME OFFSET: positive or negative offset from the end of the parent line to start this line, in seconds

Voice lines defined in rfg_lines_scripted.xtbl

(Dave Fried)
[ add_dialogue_line_on_persona ]Continue a dialogue with a voice or radio line from a particular persona.

VOICE LINE: the voice line to play
PERSONA: the voice persona to use
PA_HANDLE: the PA group to use
PARENT LINE: line that this line keys off of
TIME OFFSET: positive or negative offset from the end of the parent line to start this line, in seconds

Voice lines defined in rfg_lines_scripted.xtbl

(Rob Rypka)
[ add_dialogue_line_on_player ]Continue a dialogue with a voice or radio line from the local player.

VOICE LINE: the voice line to play
PARENT LINE: line that this line keys off of
TIME OFFSET: positive or negative offset from the end of the parent line to start this line, in seconds

Voice lines defined in rfg_lines_scripted.xtbl

(Dave Fried)
[ add_icon ]Adds an icon to the player's map and connects it with the given objective.

OBJECTIVE: the objective
NUMBER: index of bitmap to be used (0 = red star, 1 = blue, 2 = green, 3 = white)
OBJECT: object the icon is attached to, there can be a variable number of objects

(Jeff Keely)
[ add_icon ]Adds an icon to the player's map.

OBJECT: object the icon is attached to
NUMBER: index of bitmap to be used (0 = red star, 1 = blue, 2 = green, 3 = white, 4 = mission_obj)

(Aaron Canary)
[ add_mission_objective ]Adds a mission_objective.

MISSION_OBJECTIVE: the mission_objective

(Jeff Keely)
[ add_mission_objective_icon ]Adds an icon to the player's map and connects it with the given mission_objective.

MISSION_OBJECTIVE: the mission_objective
NUMBER: index of bitmap to be used (0 = red star, 1 = blue, 2 = green, 3 = white)
OBJECT: object the icon is attached to, there can be a variable number of objects

(Jeff Keely)
[ add_mission_objective_icon_closest ]Adds an icon to the player's map and connects it with the given mission_objective. Minimap only renders closest icons.

MISSION_OBJECTIVE: the mission_objective
NUMBER: index of bitmap to be used (0 = red star, 1 = blue, 2 = green, 3 = white)
OBJECT: object the icon is attached to, there can be a variable number of objects

(Neil Ryan)
[ add_objective ]Adds an objective to the system.

OBJECTIVE: the objective

(Jeff Keely)
[ add_player_marker ]Adds a player marker to the map which displays a GPS route.

OBJECT: object which is at the location to add the marker

(JT Hooker)
[ add_weapon_to_arsenal ]Makes a weapon available at the player's base.

WEAPON: the type of weapon (see weapons.xtbl)

(Frank Force)
[ ai_ignore_npc ]Tells all humans to ignore a particular NPC (or not).

NPC: Human to ignore (or not).
BOOL: Whether they should ignore or not.

(Dave Fried)
[ ai_ignore_player ]Tells the Human or Squad to either ignore or acknowledge the player now.

OBJECT: Human or Squad who you want to modify with respect to the player.
BOOL: Value as to whether they should ignore or not.
BOOL: Squad leader only. Only valid if the object is a squad

(Chris Neihengen)
[ air_bomb_attack_list_add ]Add the specified object to the list of objects for all air bombs to attack.
Note: this is not guaranteed to work for moving objects.

OBJECT: The object to attack
NUMBER: The number of seconds until the object is being targeted at the maximum probability

(Rob Rypka)
[ air_bomb_attack_list_clear ]Remove all objects from the air bomb attack list.
(Rob Rypka)
[ air_bomb_attack_list_remove ]Remove the specified object from the list of objects for all air bombs to attack, if it is there.
Note: destroyed/dead objects are removed automatically.

OBJECT: The object to no longer attack
(Rob Rypka)
[ air_bomb_avoid_list_add ]Add the specified object to the list of objects for all air bombs to avoid.
Note: this is not guaranteed to work for moving objects.

OBJECT: The object to avoid
NUMBER: The amount of time until the object is removed from the avoid list (set to 0 if
you want to remove it manually).

(Rob Rypka)
[ air_bomb_avoid_list_clear ]Remove all objects from the air bomb avoid list.
(Rob Rypka)
[ air_bomb_avoid_list_remove ]Remove the specified object from the list of objects for all air bombs to avoid, if it is there.
OBJECT: The object to no longer avoid
(Rob Rypka)
[ air_bomb_destroy_target ]Aggressively attack target. Only attack targets in attack list. Attack until destroyed.
(Neil Ryan)
[ air_bomb_hit_target ]Send one air bomb set at a target.
OBJECT: The object to hit.

(Rob Rypka)
[ air_bomb_kill_player ]Bomb the player until he is dead (heat seeking).
(Neil Ryan)
[ air_bomb_running ]Returns true if specified air bomb is running

(Neil Ryan)
[ air_bomb_start_stationary ]Start an air bomb centered at an object that does not update its position if that object moves.
The bombs' trajectories will make the bombs appear to originate from the origin object.

STRING: Name of the air bomb from air_bombing.xtbl
OBJECT: The "center" object
OBJECT: The "origin" object

Returns a handle to the air bomb instance.
(Rob Rypka)
[ air_bomb_start_stationary ]Start an air bomb centered at an object that updates its position when that object moves.
The bombs' trajectories will make the bombs appear to originate from the origin object.

STRING: Name of the air bomb from air_bombing.xtbl
OBJECT: The "center" object
OBJECT: The "origin" object

Returns a handle to the air bomb instance.
(Rob Rypka)
[ air_bomb_stop ]Stop all air bombs of the specified type.

STRING: Name of the air bomb from air_bombing.xtbl
(Rob Rypka)
[ air_bomb_stop ]Stop the air bomb at the specified handle.

NUMBER: Handle of the air bomb
(Rob Rypka)
[ air_bomb_stop_all ]Stop all current air bombs.
(Rob Rypka)
[ alert_level_changed ]Returns true when the alert level is raised to the specified level or higher.

NUMBER: The alert level at which the event is triggered (1 = yellow, 2 = orange, 3 = red).

(Rob Rypka)
[ allow_use_of_special_roads ]Changes the value of whether a squad or npc can use special roads while driving

OBJECT: Squad or npc to change flag on.
BOOL: Value to change to

(Chris Neihengen)
[ and ]Returns true if all of the inputs (2 or more) are true.

BOOL: input 1
BOOL: input 2
...

(Jeff Keely)
[ asd_setup_bomber ]Tell this ASD, when the truck reaches this PATROL NODE, stop teh truck and spawn these BOMBERS.

OBJECT: Air Strike Defense node we are using for the activity.
OBJECT: Truck's Patrol Node where it will stop to shoot.
OBJECT: Squad Spawn Node where a bomber will spawn.
OBJECT: Squad Spawn Node where a bomber will spawn.
OBJECT: Squad Spawn Node where a bomber will spawn.

(Aaron Canary)
[ attack buildings ]Spawn X number of special squads to attack building list

NUMBER: Number of squads to spawn
OBJECT LIST: List of buildings to destroy

(Stephen Tobias)
[ audio_play_automobile_megaphone ]Play a voice or radio line from a particular voice persona from an automobile.
VOICE LINE: the voice line to play
PERSONA: the voice persona to use
OBJECT: the automobile to use
Voice lines defined in rfg_lines_scripted.xtbl

(Neil Ryan)
[ audio_play_foley_2D ]Play a 2D audio foley.

FOLEY: The foley to play
Returns a handle to the foley

(Matt Gawalek)
[ bail_vehicle ]Tell everyone to exit current vehicle.

OBJECT: The vehicle.
BOOL: parameter ignored. Just set to false for now.

(Aaron Canary)
[ bombing run ]Either starts or ends a bombing run for a bomber

OBJECT: Squad with bomber
BOOL: True to start run. False to end run.

(Chris Neihengen)
[ break_or_rejoin_road ]Breaks or rejoins a road at the particular trigger region

OBJECT: Trigger region to base the break on.
BOOL: True means break road, false means repair road

(Chris Neihengen)
[ bridge_becomes_unusable ]This event is generated when the AI determines that a bridge is unusable.

OBJECT: The bridge.

(Rob Rypka)
[ briefing_start_voice ]Play a mission briefing line on a particular persona.
NOTE: Use the add_dialogue_line_on* commands to add additional lines to a briefing.

VOICE LINE: the voice line to play
PERSONA: the voice persona to use

Voice lines defined in rfg_lines_scripted.xtbl

(Dave Fried)
[ building_damaged ]Returns true when a specific building is damaged.

OBJECT: the building

(Jeff Keely)
[ building_damaged_by_explosion_type ]Returns true when a specific building is damaged by a specific explosion type.

OBJECT: The building.
EXPLOSION TYPE: The explosion type

(Rob Rypka)
[ building_destroyed ]Returns true when a specific building has been completely destroyed.

OBJECT: the building

(Jeff Keely)
[ building_destroyed_message ]Displays the building destroyed message with custom text.

(Neil Ryan)
[ building_show_damage_on_minimap ]Set this building to show damage on the minimap, even if it not 'important' or EDF owned.

OBJECT: the building

(Rob Rypka)
[ change_ambient_flag_on_road ]Changes the value of the ambient flag for a road at the trigger region

OBJECT: Trigger region to grab the road from.
BOOL: Value to set the ambient flag to

(Chris Neihengen)
[ change_flyer_patrol_height ]Sets the flyer height(relative or absolute)

OBJECT: Flyer squad
FLOAT: Value to set the height to
BOOL: Relative(true) or absolute(false)

(Chris Neihengen)
[ civilian_morale_lowered ]Returns true when the civilian morale value falls to (or below) the given percentage.

NUMBER: (1.0 - 0.0] the percentage of civilian morale at which this event is triggered

(Stephen Tobias)
[ civilian_morale_raised ]Returns true when the civilian morale value rises to (or above) the given percentage.

NUMBER: [1.0 - 0.0) the percentage of civilian morale at which this event is triggered

(Stephen Tobias)
[ clear_desired_target ]Clears the desired target for a particular entity.

OBJECT: Human or Squad whose target you wish to set.

(Chris Neihengen)
[ clear_player_weapons ]Clears the player's weapons (player will have no weapons unless he is given some or picks some up).

(Frank Force)
[ complete_mission_objective ]Marks an mission_objective with the given name (case sensitive) as complete.

MISSION_OBJECTIVE: the mission_objective

(Jeff Keely)
[ complete_mission_objective_silent ]Marks an mission_objective with the given name (case sensitive) as complete, but does NOT show the complete stamp in the HUD.

MISSION_OBJECTIVE: the mission_objective

(Matt Gawalek)
[ complete_objective ]Marks an objective with the given name (case sensitive) as complete, but does NOT show the complete message in the HUD.

OBJECTIVE: the objective

(Matt Gawalek)
[ complete_objective ]Marks an objective with the given name (case sensitive) as complete.

OBJECTIVE: the objective

(Jeff Keely)
[ continuous_attack_add_priority_spawn ]Set a list of spawn regions for as high priority for continuous attack.

OBJECT_LIST: List of spawn regions to set as high spawn priority for continuous attacks (MAX 4)

NOTE: You can set as many spawn regions as high priority as you would like;
however only the first 4 eligible regions found (based on distance
to player) will be considered when selecting a spawn region to spawn
squads from.

(Matt Gawalek)
[ continuous_attack_change_attacker_count ]Changes the number of attackers for continuous attack by the specified amount.

NUMBER: Amount of attackers to change the attacker count by (can be positive or negative).

(Stephen Tobias, Matt Gawalek)
[ continuous_attack_end ]Ends the last continuous attack that was started.


(Stephen Tobias)
[ continuous_attack_num_squads_reached_end ]Returns true when the specified number of squads have reached the end of their patrol.

NUMBER: the number of squads that must reach the end of their patrol for the event to trigger.

(Matt Gawalek)
[ continuous_attack_remove_priority_spawn ]Remove a list of spawn regions from being high priority for continuous attack.

OBJECT_LIST: List of spawn regions to clear from being high spawn priority for continuous attacks

NOTE: You can set as many spawn regions as high priority as you would like;
however only the first 4 eligible regions found (based on distance
to player) will be considered when selecting a spawn region to spawn
squads from.

(Matt Gawalek)
[ continuous_attack_set_attacker_count ]Sets the number of attackers being used by the continuous attack.

NUMBER: New Number of attackers.

(Stephen Tobias, Matt Gawalek)
[ continuous_attack_set_spawn_group ]Set the squad sub-group that is actively spawned for the continuous attack.

NUMBER: Index of the sub-group (this should match what is set in activity_continuous_attack.xtbl)


(Matt Gawalek)
[ continuous_attack_start ]Spawn a continuous attack on the target object that is based on the given vrail entry.

OBJECT: The object to attack.
VRAIL: The vrail entry to use.

(Stephen Tobias)
[ continuous_support_start ]Allows the Continuous Support System to manage the squad spawn node passed in

OBJECT: Squad Spawn Node the Continuous Support system will manage
NUMBER: The respawn delay for the squad passed in (seconds)

(Stephen Tobias)
[ continuous_support_start ]Removes a squad spawn node from the Continuous Support System

OBJECT: Squad Spawn Node the Continuous Support system should stop managing

(Stephen Tobias)
[ continuous_support_update ]Updates special information used by the continuous support system

OBJECT: Squad Spawn Node we are updating the spawn information for
OBJECT: New Spawn Region the node should use. This field can be invalid, if you want to use the default system
NUMBER: Minimum Spawn Distance this node should use. If the player is under this distance, the squad won't spawn

(Stephen Tobias)
[ courier_escape ]Causes the courier to escape from the player.


(Nick Heilmann)
[ courier_exit_and_defend ]Make the courier exit his vehicle and defend something.

OBJECT: The object to defend.

(Nick Heilmann)
[ custom_action_wounded_follow ]Assigns an NPC a custom action to follow the player while walking. This is intended to be a wounded follow for DLC

OBJECT: Squad Spawn Node for the NPC we want to set the action on
BOOL: True to enable the action, False to disabled it

(Neil Ryan)
[ debug_console_command ]Sends a message to the console to be executed.*

STRING: command to be executed

* Note: This will not work in release mode, for debug and prototype purposes only!

(Jeff Keely)
[ delete_chunk ]Remove a chunk from the world - it should not have any children.

OBJECT: the chunk to remove.

(Dave Fried)
[ dialogue_line_finished ]Returns true when a specific dialogue line ends.

VOICE LINE: the voice line in the dialogue

(Dave Fried)
[ dialogue_line_started ]Returns true when a specific dialogue line starts.

VOICE LINE: the voice line in the dialogue

(Dave Fried)
[ disable_guerrilla_reinforcement ]Disables or Enables the Guerrilla Reinforcements.
BOOL: New Reinforcement Status, true disables reinforcements

(Stephen Tobias)
[ disable_minimap_static_zone ]Disables the current static zone.


(Albert DeBacker)
[ disable_mission_critical_area ]Disables the currently enabled mission critical area.

(Albert DeBacker)
[ disable_non_pain_voice_lines ]Prevents NPCs in a squad from playing any voice lines that are not pain or death.
SQUAD: the squad to disable voice lines for.
VALUE: true if they are not allowed to play any voice lines but pain or death.

(Will Alberts)
[ disable_reinforcements ]Disables EDF reinforcements.

(Matt Gawalek)
[ disable_restricted_area ]Disable the restricted area(s).

OBJECT LIST: List of restricted areas to disable

(Dave Fried)
[ disable_safehouse_vip ]Disables / Enables a safehouse VIP character type.

HUMAN TYPE: Special NPC type that should be disabled
BOOL: True, if the human should be disabled, false if it should be enabled

(Stephen Tobias)
[ disable_spawn_node ]Disables a Spawn Node, but does not despawn any child objects.

OBJECT: The spawn node that should be disabled.
BOOL: Set to true, if the node should be enabled again at the end of the mission.

(Stephen Tobias)
[ disable_team_squad_spawns ]Disables all the squad spawns for a specific team. This is a mission only command.
TEAM: Team we should be disabling squad spawns for

(Stephen Tobias)
[ disable_threaten_actions ]Allows you to toggle the threaten actions for EDF. The threatening behavior will be re-enabled at the end of any mission.

BOOL: True to disable the action, False to turn them back on


(Stephen Tobias)
[ disable_turret_for_npcs ]Disables a turret for only NPCs for a fixed period of time.

OBJECT: the turret spawn object
NUMBER: the number of seconds the turret should be disabled for

(Stephen Tobias)
[ district_control ]Returns the control value of the player's current district

(Neil Ryan)
[ district_specific_control ]Returns the control value of the specified district

DISTRICT: the name of the district

(JT Hooker)
[ divide ]Returns the result of dividing two numbers (X / Y)

NUMBER: X
NUMBER: Y

(Jeff Keely)
[ dlc_found_fuel_cell ]Awards the player with finding a hidden fuel cell.

(Scott Honnigford)
[ drive_disabled ]Sets whether a squad should drive through disabled cells

OBJECT: Squad to set flag on
BOOL: True, means yes, False, means no

(Chris Neihengen)
[ drive_to_location ]Tells an NPC or squad to drive to a location based on an object

SN_OBJECT: The NPC or Squad that should drive(must already be in vehicle)
SN_OBJECT: Destination object
SN_BOOL: Whether the NPCs should drive directly i.e. ignore navmesh

(Chris Neihengen)
[ drive_to_location_ca ]Tells all the current continuous attack squads to drive to a location based on an object

SN_OBJECT: Destination object
SN_BOOL: Whether the NPCs should drive directly i.e. ignore navmesh

(Chris Neihengen)
[ drive_to_location_vrail ]Tells all the current continuous attack squads to drive to a location based on an object

SN_OBJECT: Destination object
SN_BOOL: Whether the NPCs should drive directly i.e. ignore navmesh

(Chris Neihengen)
[ edf_control_lowered ]Returns true when the edf control value falls to (or below) the given percentage.

NUMBER: (1.0 - 0.0] the percentage of edf control at which this event is triggered

(Stephen Tobias)
[ edf_squad_despawn_all ]Despawns all EDF squads currently in the game.

(Matt Gawalek)
[ effect_spawn ]Spawn an effect (visual, sound, etc) at an object's position/orient.

OBJECT: building
EFFECT: type of effect
BOOL: whether the effect is looping

Returns handle to effect.

(Jeff Keely)
..edit (Matt Gawalek)
[ effect_spawn_at_script_point ]Spawn an effect (visual, sound, etc) at a specific point.

POINT->OBJECT: building
POINT->NUMBER: associated script point
EFFECT: type of effect
BOOL: whether the effect is looping

Returns handle to effect.

(Jeff Keely)
..edit (Matt Gawalek)
[ enable_dialogue ]Enables or disables new dialogs from beginning.

BOOL: Allow new dialogs to begin.

(Will Alberts)
[ enable_minimap_static_zone ]Enables an area where the minimap turns to static.

OBJECT: The object to center the zone on.
NUMBER: The radius of the zone

(Albert DeBacker)
[ enable_mission_critical_area ]Defines an area that once left will cause the mission to fail after 5 seconds.

OBJECT: the object to center the sphere on.
NUMBER: the radius of the sphere.

(Albert DeBacker)
[ enable_nav_cells ]Enables disabled nav cells within a bounding box

OBJECT: The bounding box object

(JT Hooker)
[ enable_reinforcements ]Enables EDF reinforcements.

(Matt Gawalek)
[ enable_restricted_area ]Enable the restricted area(s).

OBJECT LIST: List of restricted areas to enable

(Dave Fried)
[ enable_team_squad_spawns ]Re-enables all the squad spawns for a specific team. This is a mission only command.
TEAM: Team we should be enabling squad spawns for

(Stephen Tobias)
[ equal ]Returns true if X is equal to Y.

NUMBER: X
NUMBER: Y

(Jeff Keely)
[ explosion_spawn ]Spawn an explosion (damage, visual, sound, etc) at the object's position/orient.

OBJECT: building, object, etc.
EXPLOSION: type of explosion

(Jeff Keely)
..edit (Matt Gawalek)
[ explosion_spawn_at_script_point ]Spawn an explosion (damage, visual, sound, etc) at a specific point. If no script points exist, explosion is created at object's center.

POINT->OBJECT: building, object, etc.
POINT->NUMBER: associated script point. (0 if object has no script points [dummy object])
EXPLOSION: type of explosion

(Jeff Keely)
..edit (Matt Gawalek)
[ fire_upon_vehicles_in_way ]When in override patrol, if your path is obstructed by an guerrilla or civilian vehicle, fire on it.

OBJECT: Human or Squad you want to fire upon vehicles.
BOOL: Value as to whether to fire or not.

(Chris Neihengen)
[ fodder_active_on_object ]Makes fodder units stay near their active object rather than the player

OBJECT: The squad to change their fodder orders

(Chris Neihengen)
[ fog_of_war_show_important_buildings ]Sets all medium and high importance buildings, riding shotgun, guerrilla express,
demolitions master, and offensive raids in the given district to show above fog of war.

DISTRICT: The district in which to show buildings and activities.

(Jeff Keely)
[ force_npc_use_action_node ]Forces a NPC to use a specified action node.

OBJECT: The NPC.
OBJECT: the action node to use.

(Albert DeBacker)
[ fullscreen_map_show ]Brings up the fullscreen map, displays a tooltip.

(Rob Rypka)
[ get_active_courier_squad_handle ]Gets the handle to the current courier activity's squad.


(Nick Heilmann)
[ get_alert_level ]Returns the current alert level as a number (0 = green, 1 = yellow, 2 = orange, 3 = red).

(Stephen Tobias)
[ get_alert_value ]Returns the current alert value.

(Stephen Tobias)
[ get_nearest_npc_on_team ]Returns the closest live NPC on a particular team to the player

TEAM: the team of the NPC

(Dave Fried)
[ get_npc_by_name ]Returns the NPC with the given name (case-insensitive)

STRING: the name of the NPC

(Stephen Tobias)
[ get_npc_from_spawn_object ]Returns the most recent NPC spawned from a specific NPC spawn object.
You may also specify a squad spawn object, but the squad must have exactly one member!

OBJECT: the NPC or squad spawn object

(Stephen Tobias)
[ get_npc_from_vehcile ]Returns the handle for the driver in the specified vehicle

OBJECT: handle to the vehicle

(Matt Gawalek)
[ get_player_handle ]Returns a handle to the (local) player.

(Jeff Keely)
[ get_player_vehicle_handle ]Returns a handle to the (local) player's vehicle.

(Neil Ryan)
[ get_squad_from_spawn_object ]Returns the last squad spawned from the spawn object
NOTE: The squad may not exist when you get it from the node

OBJECT: the squad spawn object

(Stephen Tobias)
[ get_team_dispositions ]Returns the current disposition between two teams.

Input values:
NUMBER: Team 1
NUMBER: Team 2
Values:
0: Guerrilla
1: EDF
2: Civilian
3: Marauder


Return values:
0 = Hostile
1 = Unfriendly
2 = None
3 = Friendly
4 = Allied

(Will Alberts)
[ get_turret_from_spawn_object ]Returns the last turret spawned from the spawn object
NOTE: The turret may not exist when you get it from the node

OBJECT: the turret spawn object

(Stephen Tobias)
[ get_vehicle_from_convoy ]Returns the a vehicle from the a convoy using the patrol passed in

OBJECT: Patrol Node the convoy is using
NUMBER: The Index of the Vehicle you want
NOTE: The Index is in the range of 0 to number of vehicles minus 1.

(Stephen Tobias)
[ get_vehicle_from_spawn_object ]Returns the last vehicle spawned from the spawn object
NOTE: The vehicle may not exist when you get it from the node

OBJECT: the vehicle spawn object

(Stephen Tobias)
[ get_vehicle_from_squad ]Returns the vehicle owned by a particular squad.
OBJECT: the squad object

(Dave Fried)
[ get_vehicle_from_vrail ]Returns the vehicle the player should be in for a vrail activity


(Stephen Tobias)
[ get_vehicle_hitpoints ]Returns the current hit-points for the specified vehicle.
OBJECT: the vehicle object handle
(Matt Gawalek)
[ give_player_weapon ]Give the player a weapon. If the player already has this weapon, this action just increases the ammo count for that weapon.

WEAPON: the type of weapon (see weapons.xtbl)
NUMBER: the ammo count

(Frank Force)
[ greater_or_equal ]Returns true if X is greater than Y.

NUMBER: X
NUMBER: Y

(Jeff Keely)
[ greater_or_equal ]Returns true if X is greater than or equal to Y.

NUMBER: X
NUMBER: Y

(Jeff Keely)
[ greater_or_equal ]Returns true if X is less than Y.

NUMBER: X
NUMBER: Y

(Jeff Keely)
[ ha_defender_change ]Returns true when House Arrest activity drops below the defender count passed in.

OBJECT: the house arrest node we want to know about
NUMBER: the number of defenders we need to exceed in order to trip this event

(Stephen Tobias)
[ handbook_show ]Bring's up the guerrilla handbook UI screen (and pauses the game).


(Matt Gawalek)
[ handbook_unlock_entry ]Unlocks an entry in the Guerrilla Handbook by the entry's name.

STRING: Name of the Guerrilla Handbook entry to unlock.

(Matt Gawalek)
[ hide_hud ]hides the minimap and hud elements.
BOOL: hides hud when true

(Matt Gawalek)
[ human_dead ]Returns true when a specific human dies.

OBJECT: the human

(Jeff Keely)
[ human_is_assigned_custom_behavior ]Returns true if the NPC is still performing a custom behavior assigned through
a script, such as the Old Coot actions.

HUMAN: the human we're asking about

(Dave Fried)
[ human_is_being_rendered ]Returns true if this human is being rendered as of the last pass.

OBJECT: The human.

(Mark Gabby)
[ human_is_playing_voice_line ]Returns true if the human is playing a voice line or has a voice line queued
through the dialogue system that has yet to play.

HUMAN: the human we're asking about

(Dave Fried)
[ human_is_visible ]Triggered when a human who was being rendered is not rendered.

(Mark Gabby)
[ human_look_at_start ]human will start looking at something.

SN_OBJECT: The human we want to look

SN_OBJECT: the object to look at.

SN_BOOL: true, human turns torso, for aiming gun or pointing; false, just turns head.
(Aaron Canary)
[ human_look_at_stop ]human will return to normal

SN_OBJECT: The human we want to return.


(Aaron Canary)
[ human_set_invulnerable ]Make the specified human invulnerable, or not. It gets cleaned up automatically at the end of the mission

OBJECT: The human (can be the player, too).
BOOL: Truth here indicates invulnerability.

(Rob Rypka)
[ human_set_team ]Set the human to the specified team

OBJECT: handle to the human
(Matt Gawalek)
[ human_teleport ]Teleport a human to a new location.

SN_OBJECT: The human we want to teleport

SN_OBJECT: dummy object position to teleport to.


(Aaron Canary)
[ human_teleport_into_vehicle ]Teleport a human into a vehicle.

SN_OBJECT: The human we want to teleport

SN_OBJECT: The vehicle.

SN_NUMBER: The seat. [-1:any, 0:driver, 1:turret
[ human_type_dead ]Returns true when a human of a specified type dies.

HUMAN TYPE: the type of the human.

(Rob Rypka)
[ item_acquired ]Returns true anytime the player acquires an ammo type.

OBJECT: the item object handle

(Aaron Canary)
[ kiosk_unlock_line ]Add this line to the kiosk's available lines. This may result in another line being removed

VOICE LINE: The line for the kiosk.

(Rob Rypka)
[ less_or_equal ]Returns true if X is less than or equal to Y.

NUMBER: X
NUMBER: Y

(Jeff Keely)
[ link_nav_points ]Links or unlinks two navpoints

OBJECT: The first navpoint
OBJECT: The second navpoint
BOOL: True means link, False means unlink.

(JT Hooker)
[ lower_alert_level ]Lower the alert level. This only has an effect if the alert level is above the given alert level.

NUMBER: the desired alert level (0 = green, 1 = yellow, 2 = yellow, 3 = red)

(Stephen Tobias)
[ lower_alert_value ]Lowers the alert value. Alert level is determined by this alert value and the level value ranges specified in a table file.

NUMBER: amount by which to lower the alert value

(Stephen Tobias)
[ lower_civilian_morale ]Raise the civilian morale. This has no effect if the morale is already at zero.

NUMBER: the amount by which to lower the moral (actual positive value, not a percentage)

(Stephen Tobias)
[ lower_edf_control ]Lower the edf control at the local player's location. This has no effect if the control is already at zero.

NUMBER: the amount by which to lower the control (actual value, not a percentage)

(Rob Rypka)
[ lower_edf_control ]Lower the edf control in the district of a particular object, so you can guarantee that
a control change is applied to the right district, regardless of where the player is. This
has no effect if the control is already at zero.

NUMBER: the amount by which to lower the control (actual value, not a percentage)
OBJECT: the object from which to derive the district

(Rob Rypka)
[ man_flyer ]Tells the Human or Squad to man a flyer if one is available.

OBJECT: Human or Squad who you want to man flyers.
OBJECT: Flyer you want the squad or human to man.

(Chris Neihengen)
[ mission_add_ground_marker_action_node ]Adds a ground marker effect to the action node found associated with an object.

OBJECT: The host object.
NUMBER: The radius.

(Rob Rypka)
[ mission_add_ground_marker_offset ]Adds a ground marker effect to an object with the specified radius and offset.

OBJECT: The host object.
NUMBER: The radius.
NUMBER: Offset in the object's x-axis
NUMBER: Offset in the object's z-axis

(Rob Rypka)
[ mission_add_ground_marker_vehicle_entry ]Adds a ground marker effects to the ground entry points to the vehcile.

OBJECT: The host vehicle.
NUMBER: The radius.

(Aaron Canary)
[ mission_draft_mode ]Turns on the mission draft mode. This allows continuous guerrilla conversions


(Stephen Tobias)
[ mission_end_warp ]Causes the player to warp to a detination object when the current mission terminates.

OBJECT: The object the player will warp to when the mission ends.

(Stephen Tobias)
[ mission_failure ]Returns true when the mission's success criteria may no longer be met.

(Jeff Keely)
[ mission_hostage_icons_remove ]Removes hostage icons from the mission HUD.

(Matt Gawalek)
[ mission_hostage_icons_show ]Shows hostage icons in the mission HUD for the list of NPCs.
OBJECT LIST: list of NPC spawn nodes that spawned NPCs to show hostage icons for. (Max is 3)

Note: This console command can only be used while a mission is active,
and can't be used with a timer.

(Matt Gawalek)
[ mission_is_active ]Returns true when any mission is active.

(Jeff Keely)
[ mission_lock_ped_level ]Locks the ambient ped level for a specific alert and density level

ALERT LEVEL: alert level the density should be locked at
DENSITY LEVEL: desired density at the above alert level

(Stephen Tobias)
[ mission_lock_veh_level ]Locks the ambient vehicle level for a specific alert and density level

ALERT LEVEL: alert level the density should be locked at
DENSITY LEVEL: desired density at the above alert level

(Stephen Tobias)
[ mission_objective_complete ]Returns true when the mission objective is completed (successful, failed, or canceled).

(Jeff Keely)
[ mission_remove_ground_marker ]Removes a ground marker effect attached to the specified object.

OBJECT: The host object.

(Rob Rypka)
[ mission_save_checkpoint ]Saves the game as a mission checkpoint.


(Jeff Keely)
[ mission_specific_failure ]Returns true when the specific mission's success criteria may no longer be met.

(Jeff Keely)
[ mission_specific_success ]Returns true when the specific mission's success criteria is met.

(Jeff Keely)
[ mission_success ]Returns true when the mission's success criteria is met.

(Jeff Keely)
[ mission_vrail_completed ]Returns true when the mission vrail has completed.


(Stephen Tobias)
[ morale_offset_decrease ]Increase the effective morale offset for guerrilla conversion.

NUMBER: the amount of increase to morale offset.

(Rob Rypka)
[ morale_offset_increase ]Increase the effective morale offset for guerrilla conversion.

NUMBER: the amount of increase to morale offset.

(Rob Rypka)
[ morale_offset_set ]Set the effective morale offset for guerrilla conversion.

NUMBER: the new morale offset.

(Rob Rypka)
[ move_to_location ]Tells an NPC or squad to move to an object's position

SN_OBJECT: The NPC or squad that should move
SN_OBJECT: The navpoint that the NPC should move to
SN_BOOL: Whether the NPC should run or not
SN_BOOL: Whether the NPC should fire on a target if it has one
SN_BOOL: Whether the NPC should use a vehicle if it has access to one

(Chris Neihengen)
[ mover_has_moved ]Returns true if this mover is moving more than a certain threshold or has tipped over.

OBJECT: The mover.

(Rob Rypka)
[ multiply ]Returns the result of multiplying two or more numbers (X * Y * ...)

NUMBER: X
NUMBER: Y
...

(Jeff Keely)
[ music_set_limited_level ]Set the game music to a limited level (the music will not be able to change levels up or down)
NOTE: To set the music back to the default behavior, you must set the limited level to silence.
(Matt Gawalek)
[ music_set_minimum_level ]Set the game music to a minimum level

(Matt Gawalek)
[ nearest_road_becomes_blocked ]This event is generated when the AI determines a road is blocked. You specify
an object that must be on/very near/overlapping the road (such as a navpoint or
trigger region) to catch the event, because scripts cannot directly target
roads in CLOE.

OBJECT: The object that should be on or very close to the road

(Dave Fried)
[ new_target_available ]Runs the new target available action (HUD message).

(Neil Ryan)
[ not ]Returns the opposite value of the input (true if false, false otherwise).

BOOL: input

(Jeff Keely)
[ not_equal ]Returns true if X is not equal to Y.

NUMBER: X
NUMBER: Y

(Jeff Keely)
[ npc_anyone_enters_vehicle ]Returns true when any NPC enters the specified vehicle.

OBJECT: The vehicle.

(Rob Rypka)
[ npc_combat_damage_enable ]Allow/disallow NPCs from damaging each other in combat.

BOOL: If true, NPCs may damage each other in combat (default); if false, no damage is done.

(Dave Fried)
[ npc_despawned ]Returns true if a specific NPC has been destroyed

OBJECT: NPC Handle

(Stephen Tobias)
[ npc_disable_ambient_vehicles ]Set ambient vehicles spawning either enabled or disabled.
BOOL: True if ambient vehicles should be disabled from spawn, false otherwise.
(Matt Gawaelk)
[ npc_enters_player_vehicle ]Returns true when the specified NPC enters the player's vehicle.
TARGET: specific NPC who will trigger this event.

(Dave Fried)
[ npc_exit_vehicle ]Tell npc to exit current vehicle.

OBJECT: The NPC to exit.
BOOL: parameter ignored. Just set to false for now.

(Aaron Canary)
[ npc_give_weapon_and_equip ]Give an NPC a weapon and equip it.

OBJECT: the NPC.
WEAPON: the type of weapon (see weapons.xtbl)
NUMBER: the ammo count

(Rob Rypka)
[ npc_is_alive ]Returns true if the given NPC is alive (and serialized in).

OBJECT: the npc

(Jeff Keely)
[ npc_is_in_specific_vehicle ]Returns true if the given NPC is in the specified vehicle.

OBJECT: the npc
OBJECT: the vehicle

(Jeff Keely)
[ npc_kill_with_phantom_bullet ]Kill the specified npc with a phantom 'bullet' originating from the other object.

OBJECT: The NPC.
OBJECT: The source of the bullet.

(Rob Rypka)
[ npc_set_debris_pusher ]Set the human to push debris out of the way like the player does

OBJECT: handle to the human
(Neil Ryan)
[ num_buildings_damaged ]Returns the number of buildings in the list that have been damaged (at all).

OBJECT LIST: list of buildings (can be one or more)

(Jeff Keely)
[ num_buildings_destroyed ]Returns the number of buildings in the list that have been destroyed.

OBJECT LIST: list of buildings (can be one or more)

(Jeff Keely)
[ num_missions_complete ]Returns the number of missions that have been completed

(Neil Ryan)
[ object_in_trigger_region ]Returns true when the specified object is inside a specific trigger region.

OBJECT: the object
OBJECT: the trigger

Note: Make sure your triggers aren't extremely thin or this function might fail to trigger.

(Rob Rypka)
[ object_remove ]This is toooo dangerous. We won't let you do this.

SN_OBJECT: The object to be removed.

(Aaron Canary)
[ object_set_position ]Moves an object to the position of the second object (can use a dummy object to specify where it should be placed)

SN_OBJECT: The object to be moved
SN_OBJECT: Reference for the position the moved object should be placed

(Matt Gawalek)
[ objective_complete ]Returns true when the objective is completed (successful, failed, or canceled).

(Jeff Keely)
[ objective_highlight_add_func ]Adds an objective highlight to the specified object.

NUMBER: {0: RED, 1: YELLOW, 2: BLUE}
OBJECT: An object.

(Aaron Canary)
[ objective_highlight_add_list ]Adds an objective highlight to the specified object.

OBJECT: The object.
NUMBER: {0: Destroy, 1: Neutral}

(Aaron Canary)
[ objective_highlight_remove_func ]Removes an objective highlight from the specified object.

OBJECT: An object.

(Aaron Canary)
[ objective_highlight_remove_list ]Removes an objective highlight from the specified object.

OBJECT: The object.

(Aaron Canary)
[ old_coot_tell_story ]Have the target human do the old-coot-telling-a-story behavior.

HUMAN: The NPC to do the behavior

(Dave Fried)
[ or ]Returns true if any of the inputs (2 or more) are true.

BOOL: input 1
BOOL: input 2
...

(Jeff Keely)
[ orders_active ]Makes the squads orders active or inactive

OBJECT: The squad to affect.

(Chris Neihengen)
[ orders_attack ]Assign orders for the given squad to attack the given target object.

SQUAD: The squad to assign these orders to.
OBJECT: The object to attack.

(Dave Fried)
[ orders_defend ]Assign orders for the given squad to defend the given object.

SQUAD: The squad to assign these orders to.
OBJECT: The object to defend.

(Dave Fried)
[ orders_fodder ]Assign orders for the given squad to act as fodder for the player.

OBJECT: The squad to assign these orders to.
OBJECT: Center of the fodder region.

(Chris Neihengen)
[ orders_patrol ]Assign orders for the given squad to go on patrol.

SQUAD: The squad to assign these orders to.
PATROL: The patrol object to use.

(Dave Fried)
[ orders_terrorize ]Assign orders for the given squad (of one) to go to a position and start shooting up all unfriendlies.

SQUAD: The squad to assign these orders to.
OBJECT: Where to do the behavior - should be a spawn object, guard node, or other oriented object.

(Dave Fried)
[ orders_terrorize_attack_chance ]Chance that NPCs assigned to terrorize will attack an enemy over a closer civilian.

CHANCE: Percent chance that the NPC will prefer enemies.

(Dave Fried)
[ orders_terrorize_spawn ]Spawn a squad (of one) and assign terrorize orders.

SQUAD SPAWN: The squad spawn object to create the terrorizer at.

(Dave Fried)
[ party_time_rock_remove ]Removes an object permanently. Please consult Steven Tobias before using.

SN_OBJECT: The object to be removed.

(Aaron Canary)
[ patrol_any_squad_reached_node ]Returns true when any squad reaches the specified nav node in the patrol.
OBJECT: Patrol nav node

(Matt Gawalek)
[ patrol_clear_override ]Clears the selected patrol from being an override patrol.

OBJECT: Object handle of the patrol

(Matt Gawalek)
[ patrol_path_add_to_map ]Adds a patrol path to the mini and fullscreen maps.

NOTE: You must make sure to remove any paths you add when you are done,
otherwise they will never get cleaned up.

OBJECT: Patrol object for the patrol to add.

(Matt Gawalek)
[ patrol_path_add_to_map_guerrilla ]Adds a Guerrilla patrol path to the mini and fullscreen maps.

NOTE: You must make sure to remove any paths you add when you are done,
otherwise they will never get cleaned up.

OBJECT: Patrol object for the patrol to add.

(Albert DeBacker)
[ patrol_path_remove_from_map ]Removes a patrol path from the mini and fullscreen maps.

NOTE: Make sure you call this on any paths you create when you are done with them.

OBJECT: Patrol object for the patrol that was added to the map.

(Matt Gawalek)
[ patrol_pause ]Pauses the selected patrol.

OBJECT: Object handle of the patrol

(Chris Neihengen)
[ patrol_set_override ]Sets the selected patrol as an override patrol.

OBJECT: Object handle of the patrol

(Matt Gawalek)
[ patrol_squad_reached_node ]Returns true when a particular squad reaches the specified nav node in the patrol.
OBJECT: Patrol nav node
OBJECT: Squad

(Matt Gawalek)
[ patrol_unpause ]Unpauses the selected patrol.

OBJECT: Object handle of the patrol

(Chris Neihengen)
[ pause_time_of_day ]Pauses the time of day at its current value. Be sure to unpause when done.

BOOL: True to pause, false to unpause.

(Mark Gabby)
[ play_animation ]Have the target human play an animation.

OBJECT: The NPC to play the animation
ANIMATION_ACTION: The animation to play
BOOL: If true, the NPC will turn to the player before doing the animation

(Dave Fried)
[ play_animation ]Have the target human turn to a target object and play an animation.

OBJECT: The NPC to play the animation
ANIMATION_ACTION: The animation to play
OBJECT: Target object the NPC should turn towards

(Dave Fried)
[ play_radio_message_on_human ]*** DEPRECATED ***
Use play_voice_line_on_* instead.

MESSAGE ID: the radio message

OBJECT: the human we want to play the message

Radio Messages are defined in rfg_lines_radio.xtbl

(Dave Fried)
[ play_radio_message_on_human ]*** DEPRECATED ***
Use play_voice_line_on_* instead.

MESSAGE ID: the radio message

TEAM: the team we want to pick a persona from

Radio Messages are defined in rfg_lines_radio.xtbl

(Dave Fried)
[ play_radio_message_on_persona ]*** DEPRECATED ***
Use play_voice_line_on_* instead.

MESSAGE ID: the radio message

PERSONA: the persona who should play the line

Radio Messages are defined in rfg_lines_radio.xtbl

(Dave Fried)
[ play_two_person_animation ]Plays an animation on the target and the player.

OBJECT: The NPC to play the animation
ANIMATION_ACTION: The animation tag to play

(Eric Braun)
[ play_unlocking_voice_line_on_human ]Play a selection from an unlocking voice line pool on a character.
UNLOCKING GROUP: the group to choose from
HUMAN: the human to play the line

(Dave Fried)
[ play_voice_line ]*** DEPRECATED ***
Use play_voice_line_on_* instead.

OBJECT: The NPC to say the line.
VOICE_LINE: The voice line to say.

(Dave Fried)
[ play_voice_line_on_human ]Play a voice or radio line from a particular human.
NOTE: This can be used as the start of a dialogue containing mutliple lines -
see add_dialogue_line_on* commands.

VOICE LINE: the voice line to play
HUMAN: the person on which to play the line
PRIORITY: 0 = ambient, 1 = low, 2 = medium, 3 = high

Voice lines defined in rfg_lines_scripted.xtbl

(Dave Fried)
[ play_voice_line_on_persona ]Play a voice or radio line from a particular voice persona.
NOTE: This can be used as the start of a dialogue containing mutliple lines -
see add_dialogue_line_on* commands.

VOICE LINE: the voice line to play
PERSONA: the voice persona to use
PA_HANDLE: the PA group to use
Voice lines defined in rfg_lines_scripted.xtbl

(Rob Rypka)
[ play_voice_line_on_persona ]Play a voice or radio line from a particular voice persona.
NOTE: This can be used as the start of a dialogue containing mutliple lines -
see add_dialogue_line_on* commands.

VOICE LINE: the voice line to play
PERSONA: the voice persona to use
PRIORITY: 0 = ambient, 1 = low, 2 = medium, 3 = high

Voice lines defined in rfg_lines_scripted.xtbl

(Dave Fried)
[ play_voice_line_on_player ]Play a voice or radio line from the local player.
NOTE: This can be used as the start of a dialogue containing mutliple lines -
see add_dialogue_line_on* commands.

VOICE LINE: the voice line to play
PRIORITY: 0 = ambient, 1 = low, 2 = medium, 3 = high

Voice lines defined in rfg_lines_scripted.xtbl

(Dave Fried)
[ player_ammo_type_is_full ]Returns true if the player is full of the specified ammo type.

SN_WEAPON: The weapon type.

(Albert DeBacker)
[ player_completed_GoT ]Returns true if player has the guns of tharsis upgrade

(Neil Ryan)
[ player_damaged_by_explosion_type ]Returns true when the local player is damaged by a specific explosion type.

EXPLOSION TYPE: The explosion type

(Rob Rypka)
[ player_damages_vehicle ]Returns true if the player damages a specific vehicle

OBJECT: Vehicle to damage.

(Rob Rypka)
[ player_disable_input ]Disables player movment, weapon triggers, melee attack, detonation,
weapon switch, map, handbook, etc. Player can still look around and
access the pause menu.

(Jeff Keely)
[ player_enable_input ]Enables player movement, weapon triggers, melee attack, detonation,
weapon switch, map, handbook, etc.

(Jeff Keely)
[ player_enter_radiation ]Start giving the player radiation damage over time.

NUMBER: the amount of damage per second

(Neil Ryan)
[ player_enter_restricted_area ]Returns true when the player enters the given restricted area.

OBJECT: the restricted area

(Dave Fried)
[ player_enter_trigger_region ]Returns true when the object enters the given trigger region.
This only works on human type objects (an NPC or the player).

OBJECT: the object
OBJECT: the trigger region

(Jeff Keely)
[ player_enter_trigger_region ]Returns true when the player enters the given trigger region.

OBJECT: the trigger region

(Jeff Keely)
[ player_enters_any_vehicle ]Returns true when the player enters any vehicle.

(Matt Gawalek)
[ player_enters_critical_area ]Returns true if the player is in a mission critical area.


(Albert DeBacker)
[ player_enters_vehicle ]Returns true when the player enters a specific vehicle.
OBJECT: specific vehicle which will trigger this event.

(Matt Gawalek)
[ player_exit_radiation ]Stop giving the player radiation damage over time.


(Neil Ryan)
[ player_exit_restricted_area ]Returns true when the player exits the given restricted area.

OBJECT: the restricted area

(Dave Fried)
[ player_exit_trigger_region ]Returns true when the object exits the given trigger region.
This only works on human type objects (an NPC or the player).

OBJECT: the object
OBJECT: the trigger region

(Jeff Keely)
[ player_exit_trigger_region ]Returns true when the player exits the given trigger region.

OBJECT: the trigger region

(Jeff Keely)
[ player_exit_vehicle ]force player to exit current vehicle.

BOOL: force teleport.

(Aaron Canary)
[ player_exits_any_vehicle ]Returns true when the player exits any vehicle.

(Matt Gawalek)
[ player_exits_vehicle ]Returns true when the player exits a specific vehicle.
OBJECT: specific vehicle which will trigger this event.

(Matt Gawalek)
[ player_fires_weapon ]Returns true when the player fires a weapon.


(Rob Rypka)
[ player_free_jailed_npc ]Frees an NPC created with 'spawn jailed npc'.

NPC: the NPC to be freed.

(Neil Ryan)
[ player_free_trapped_npc ]Frees an NPC created with 'spawn trapped npc'.

NPC: the NPC to be freed.

(Dave Fried)
[ player_gets_num_salvage ]Returns true when the player has collected the specified number of salvage.
NUMBER: The salvage value required for the event.

(Rob Rypka)
[ player_has_purchased_nano_forge ]Returns true if player has purchased the nano forge

(Will Alberts)
[ player_has_radiation_upgrade ]Returns true if player has the radiation shield upgrade

(Neil Ryan)
[ player_in_any_car ]Returns true when the player is using any vehicle.

(Jeff Keely)
[ player_in_any_turret ]Returns true when the player is using any turret.

(Jeff Keely)
[ player_in_building ]Returns true when the player is inside a specific building.

OBJECT: the building

(Jeff Keely)
[ player_in_car ]Returns true when the player is using a vehicle type.

VEHICLE: the vehicle type

(Jeff Keely)
[ player_in_npc_los ]Returns true if the passed-in npc can see the player.
Note: You can see the los line by running 'show_script_los' in a debug build.

The line is green if the NPC can see the player and red if he can't.

OBJECT: The npc that you're querying.

(Mark Gabby)
[ player_in_radius ]Returns true if the player is within a certain radius of an object. This ignores the y dimension,
resulting in an infinite cylinder (like streaming).
Note: You can see the active radii by running 'show_script_radius' in a debug build.

OBJECT: The object from which to check.
NUMBER: The radius.

(Rob Rypka)
[ player_in_restricted_area ]Returns true when the player is inside a specific restricted area.

OBJECT: the restricted area

(Rob Rypka)
[ player_in_specific_car ]Returns true when the player is using the specified vehicle.

VEHICLE: the vehicle object handle

(Jeff Keely)
[ player_in_trigger_region ]Returns true when the player is inside a specific trigger region.

OBJECT: the trigger

Note: Make sure your triggers aren't extremely thin or this function might fail to trigger.

(Jeff Keely)
[ player_in_turret ]Returns true when the player is using a specific turret.

OBJECT: the turret

(Jeff Keely)
[ player_in_zone ]Returns true if the player is inside the specified zone.

NUMBER: The X coordinate of the zone in the grid (blah_XX_YY.stuff).
NUMBER: The Y coordinate of the zone in the grid (blah_XX_YY.stuff).
For example, if you want to see if the player is in Zone blah_08_10, use 8 and 10 for X and Y respectively.

(Rob Rypka)
[ player_is_damaged ]Returns true if the local player is damaged.


(Matt Gawalek)
[ player_kills_any_vehicle ]Returns true when the player kills any vehicle.

(Steve Tobias)
[ player_kills_npc ]Returns true when the player kills a specific NPC.
OBJECT: The NPC.

(Rob Rypka)
[ player_kills_vehicle ]Returns true when the player kills a specific vehicle.

(Steve Tobias)
[ player_kills_vehicle_team ]Returns true when the player kills a vehicle of the team specified.
TEAM: Team of destroyed vehicle

(Matt Gawalek)
[ player_kills_vehicle_team_from_vehicle ]Returns true if the player kills a vehicle of a specific team while in a specific vehicle.
OBJECT: Vehicle handle the player is in
TEAM: Vehicle team for killed vehicles

(Matt Gawalek)
[ player_play_voice_line ]*** DEPRECATED ***
Use play_voice_line_on_* instead.

VOICE_LINE: The voice line to say.

(Dave Fried)
[ player_set_mission_never_die ]Make the local player use never_die functionality, or not. It gets cleaned up automatically at the end of the mission.

BOOL: Turn on never_die, or not.

(Rob Rypka)
[ player_set_vehicle_disabled ]Set whether or not the player can enter the vehicle

OBJECT: The vehicle to set
BOOL: If true, don't allow the player to enter the vehicle, otherwise the player can enter the vehicle

(Matt Gawalek)
[ player_set_vehicle_disallow_exit ]Set whether or not the player can exit the vehicle

BOOL: If true, don't allow the player to exit the vehicle, otherwise the player can exit the vehicle

(Jeff Keely)
[ player_squad_add_npc ]Tells an NPC to join the player squad

TARGET: The NPC we want to join the player


(Dave Fried)
[ player_squad_add_squad_members ]Tells all NPCs in a squad to join the player squad

TARGET: The squad we want to merge with the player's


(Dave Fried)
[ player_squad_remove_all ]Tells NPCs to leave the player squad


(Dave Fried)
[ player_squad_size ]Returns the number of squadmates in the player's squad, not
counting the player and not counting rescued hostages (i.e. from House Arrest).

(Dave Fried)
[ player_started_action_node ]Returns true when the player starts using the specified action node.
OBJECT: Handle to the action node

(Rob Rypka)
[ player_under_attack ]Returns true when an NPC/squad attacks the player.

(Dave Fried)
[ player_used_action_node ]Returns true when the player uses the specified action node.
OBJECT: Handle to the action node

(Matt Gawalek)
[ post_event ]This is one method of communicating to another script that the condition for this script has been met, so the same condition does not have to be copied in multiple places.

STRING: name of the user event (make sure it's unique)

(Jeff Keely)
[ post_local_message ]Displays a localized message on the center of the screen to the player.

MESSAGE: message id to display (limited to 127 characters)

(Mike Wilson)
[ post_message ]Displays a debug only message on the center of the screen to the player.

STRING: message to display (limited to 127 characters)

(Jeff Keely)
[ post_radio_message ]*** DEPRECATED ***
Use play_voice_line_on_* instead.

MESSAGE ID: the radio message

Radio Messages are defined in rfg_lines_radio.xtbl

(Dave Fried)
[ propaganda_destroyed ]Runs the propaganda destroyed action (HUD message and morale increase).

(Neil Ryan)
[ public_address_add_speaker ]Adds an object as a speaker to be tracked as a speaker in the specified PA group
OBJECT_LIST: speakers to remove from the list.

(Rob Rypka)
[ public_address_add_speaker ]Adds an object as a speaker to be tracked as a speaker in the specified PA group
PA_HANDLE: The handle of the PA group.
OBJECT_LIST: speakers to add to the PA group.

(Rob Rypka)
[ public_address_restore_ambient ]Restore the normal table-driven ambient behavior for a speaker group.
Note: If an ambient line is currently playing, it will finish. Use 'stop_dialogue' to end specific lines.

PA_HANDLE: The handle of the PA group.

(Rob Rypka)
[ public_address_start_ambient ]Start periodic ambient lines from a PA speaker group.
Note: the number of seconds is approximate - the dialogue system may override.

PA_HANDLE: The handle of the PA group.
VOICE LINE: the voice line to play
PERSONA: the voice persona to use
NUMBER: minimum number of seconds between messages
NUMBER: maximum number of seconds between messages

(Rob Rypka)
[ public_address_stop_ambient ]Stop the ambient lines coming from a speaker group.

PA_HANDLEt The handle of the PA group.

(Rob Rypka)
[ raid_complete ]Returns true when a raid is complete.

OBJECT: the raid node we want to know when it completes
TEAM: the team that won

(Stephen Tobias)
[ raid_status_change ]Returns true when raid status changes to the state passed in for the team passed in.

OBJECT: the raid node we want to know about
TEAM: the team we want to know about
RAID STATE: the state the raid status needs to change to

(Stephen Tobias)
[ raise_alert_level ]Raise the alert level. This only has an effect if the alert level is below the given alert level.

NUMBER: the desired alert level (0 = green, 1 = yellow, 2 = yellow, 3 = red)

(Stephen Tobias)
[ raise_alert_value ]Raises the alert value. Alert level is determined by this alert value and the level value ranges specified in a table file.

NUMBER: amount by which to raise the alert value

(Stephen Tobias)
[ raise_civilian_morale ]Raise the civilian morale. This has no effect if the morale is already at its maximum value.

NUMBER: the amount by which to lower the morale (actual value, not a percentage)

(Stephen Tobias)
[ random ]Returns and random number (integer) between the two numbers X, Y [X <= rand <= Y
[ release_mission_hostage ]Releases a specially spawned mission hostage. Only the squad leader will be released

OBJECT: Squad Spawn Node the hostage spawned from

(Stephen Tobias)
[ remove_area_restriction ]Removes an area restriction.

OBJECT: The area (trigger region) to remove.

(Rob Rypka)
[ remove_effect ]Remove an effect (visual, sound, etc).

OBJECT: the effect (can use a variable returned by spawn_effect action)

(Jeff Keely)
[ remove_icon ]Removes a map icon from the player's map.

OBJECT: object the icon is attached to

(Jeff Keely)
[ remove_item_spawn ]Removes item by a spawn object.

SN_OBJECT: The item spawn object to be removed.

(Aaron Canary)
[ remove_mission_objective ]Removes an mission_objective with the given name (case sensitive).

STRING: name of the mission_objective

(Jeff Keely)
[ remove_objective ]Removes an objective with the given name (case sensitive).

STRING: name of the objective

(Jeff Keely)
[ remove_objective_icon ]Removes an icon from the player's map that was connected to the given mission_objective.

MISSION_OBJECTIVE: the mission_objective
OBJECT: object the icon is attached to, there can be a variable number of objects

(Jeff Keely)
[ remove_player_marker ]Removes the current marker from the GPS.


(JT Hooker)
[ remove_vehicle_turret_fov_constraints ]Remove vertical and horizontal FOV constraints from a vehicle's turret.
This should probably only be used to allow the flyers in the tutorial to shoot Dan and the player.

OBJECT: The vehicle

(Will Alberts)
[ restore_object ]Restore an object and its restorable children to their original state.

OBJECT: the object

(Jeff Keely)
[ safehouse_activity_disable ]Disables the safehouse(s) temporarily for an activity.
OBJECT LIST: List of safehouse objects to disable

(Rob Rypka)
[ safehouse_activity_enable ]Enables the safehouse(s) after the activity is done.
OBJECT LIST: List of safehouse objects to enable

(Rob Rypka)
[ safehouse_despawn_squad ]Despawns the specified squad belonging to the specified safehouse.
OBJECT: The safehouse to despawn the squad at.
STRING: The name of the squad to despawn.

(Mark Gabby)
[ safehouse_disable ]Disables the safehouse(s).
OBJECT LIST: List of safehouse objects to disable

(Rob Rypka)
[ safehouse_disable_until_stream ]Disables the safehouse(s) temporarily until it streams out.
OBJECT LIST: List of safehouse objects to disable

(Rob Rypka)
[ safehouse_enable ]Enables the safehouse(s).
OBJECT LIST: List of safehouse objects to enable

(Rob Rypka)
[ safehouse_set_visible ]Set the visibility of a safehouse (ie. If the safehouse should appear on the map).
BOOL: TRUE to set safehouse(s) to visible, or FALSE to set safehouse(s) as NOT visible.
OBJECT LIST: List of safehouse objects to change visibility

(Matt Gawalek)
[ salvage_created ]Returns true when salvage is created.


(Nick Heilmann)
[ satellite_reaches_target ]Returns true when the satellite reaches the specified target.

OBJECT: Handle to the target object.

(Rob Rypka)
[ satellite_set_weapon_source ]This sets the source position for the satellite camera weapon using an object specified.

OBJECT: The object to use (for its position). Make sure it's persistent.

(Rob Rypka)
[ satellite_temp_message ]This displays a custom message on the satellite hud for the specified time.

STRING: The string - must go through localization tables.
NUMBER: Time to display (in ms).

(Rob Rypka)
[ set_building_owner ]Set building owner.

OBJECT: the building
TEAM: team that owns the building

(Jeff Keely)
[ set_civilian_morale ]Changes the civilian morale to a specific level.

NUMBER: The new civilian morale level

WARNING: This should only be used for testing. Use raise or lower for normal game play.

(Stephen Tobias)
[ set_complaint_flag ]Sets a special flag on an NPC that will make him complain when ever he is attacked by the player.

OBJECT: Squad Spawn Node, Squad or NPC to set this flag on.

(Stephen Tobias)
[ set_desired_target ]Sets the desired target for a particular entity(only works during override patrols).

OBJECT: Human or Squad whose target you wish to set.
OBJECT: Object you want attacked.

(Chris Neihengen)
[ set_edf_progression_level ]Set the EDF progression level.

NUMBER: New tech level 0 - 7

(Stephen Tobias)
[ set_global_vehicle_driver_panic ]Sets whether or not AI vehicle drivers should panic.

BOOL: If true, AI drivers will panic; driving off road and junk.

(Will Alberts)
[ set_infinite_mass ]Sets whether a vehicle has extra collision mass or not.

OBJECT: Vehicle you want to set extra mass value on.
BOOL: Value as to whether to have extra mass or not.
FLOAT: Mass multiplier if turning extra mass on.

(Chris Neihengen & Jay Kreibich)
[ set_infinite_mass ]Sets whether a vehicle has infinite mass or not.

OBJECT: Vehicle you want to set infinite mass value on.
BOOL: Value as to whether to have infinite mass or not.

(Chris Neihengen)
[ set_marauder_progression ]Sets the Marauder progression level.

NUMBER: New Marauder Tech Level

(Stephen Tobias)
[ set_marauder_weapon_prob ]Old Script, use set_marauder_progression instead

NUMBER: Spawn probability

(Stephen Tobias)
[ set_npc_hitpoints ]Set the maximum hit-points for the specified NPC.
If there is a change in maximum hit points, the NPC will be healed to full health.

NUMBER: New Maximum Hit Point value
LIST: Object List to apply the hit point change to. Spawn Node, Squad or NPC handle.

(Stephen Tobias)
[ set_npc_only_ride_with_player ]Set whether or not an NPC is limited to only riding in the player's vehicle.

OBJECT: The NPC to set
BOOL: If true, the NPC must only ride with the player; if false, s/he may enter and use any vehicle as normal.

(Dave Fried)
[ set_priority_target ]Mark/clear the target's "priority target" flag.

OBJECT: The NPC or vehicle to mark/clear as priority
BOOL: If true, mark the target as priority; if fase, mark as non-priority

(Dave Fried)
[ set_raid_regions ]Begins a raid with the selected raid node.

OBJECT: Raid node want to change the regions for
BOOL: True, if you want to change the attacker regions. False for defenders
OBJECT: Object we want to assign the raid NPCs to during the Withdraw State
OBJECT: Object we want to assign the raid NPCs to during the Standard State
OBJECT: Object we want to assign the raid NPCs to during the Attack State

(Stephen Tobias)
[ set_reduced_npc_damage ]Sets a flag on an NPC that lowers the amount of damage they take from other NPCs.

OBJECT: The NPC or squad to set the flag on.
BOOL: If true, the NPC will take less damage from other NPCs.

(Will Alberts)
[ set_squad_icons ]Assign each member of the existing squad the specified icon.

OBJECT: The squad that is already spawned.
NUMBER: Index of bitmap to be used (0 = red star, 1 = blue, 2 = green, 3 = white, 4 = mission_obj)
NUMBER: Type of icon to use (0 = normal, 1 = sticky, 2 = sticky closest)

(Neil Ryan)
[ set_team_dispositions ]Sets the dispositions of the two selected teams to one another.
NUMBER: Team 1 ID
NUMBER: Team 2 ID
Team IDS:
0: Guerrilla
1: EDF
2: Civilian
3: Marauder

NUMBER: Disposition
Values:
0: Hostile
1: Unfriendly
2: None
3: Friendly
4: Allied

(Will Alberts)
[ set_tech_level ]Change the guerrilla tech level by specified amount.

NUMBER: Desired change to tech level value (can be positive or negative)

(Rob Rypka)
[ set_tech_level ]Set the guerrilla tech level.

NUMBER: New tech level value

(Rob Rypka)
[ set_time_of_day ]Sets the time of day, using 24-hour time.
For example, to set 23:15 ( 11:15pm ), send 23 for hours and 15 for minutes.

NUMBER: Hours.
NUMBER: Minutes.

(Mark Gabby)
[ set_vehicle_enabled_for_npc_drivers ]Set whether or not NPCs can choose to drive the vehicle.

OBJECT: The vehicle to set
BOOL: If true, allow NPCs to drive (vehicles start as true by default); if false, disallow them from driving

(Dave Fried)
[ set_vehicle_hitpoints ]Set the maximum hit-points for the specified vehicle, while maintaining current damage percentage.

OBJECT: the vehicle
NUMBER: hit-points

(Matt Gawalek)
[ set_vehicle_turrets_enabled_for_npcs ]Set whether or not NPCs can use the vehicle's turrets

OBJECT: The vehicle to set
BOOL: If true, allow NPCs to use the vehicle's turrets; if false, disallow them from using them

(Will Alberts)
[ show_important_buildings ]Disables/Enables the displaying of important buildings on the maps

BOOL: enable/disable displaying of important buildings

(Albert DeBacker)
[ spawn_jailed_npc ]Creates an AI who cowers until the player rescues him/her.

SPAWN NODE: the node at which the NPC will be spawned

(Neil Ryan)
[ spawn_marauder_lookout ]Creates a marauder who does special lookout behavior.

SPAWN NODE: the node at which the NPC will be spawned
GROUND NODE: the node at which the NPC will do the lookout behavior
DISTANCE: the distance from the player at which the NPC will flee/disappear

(Dave Fried)
[ spawn_near_squad ]Spawns a squad from a node that may be too near the player
Squads spawned from this command are moved out of LOS from the player, THEN spawned

OBJECT: The squad node to spawn at.
Returns handle to squad

(Stephen Tobias)
[ spawn_npc ]Spawns an NPC from an NPC spawn object
Note that it is almost always better to use a squad spawn object,
unless you plan to immediately add the NPC to the player's squad (for example).
OBJECT: The NPC spawn node to spawn at.
Returns the NPC's handle

(Dave Fried)
[ spawn_region_disable ]Prevents further spawning from a spawn region.

OBJECT: the spawn region to disable.

(Dave Fried)
[ spawn_roadblock ]Spawns a roadblock.

OBJECT: the the roadblock to be spawned

(Stephen Tobias)
[ spawn_saboteur ]Creates an NPC who plants a singularity bomb.

SPAWN NODE: the node at which the NPC will be spawned
GROUND NODE: the node at which the NPC will try to place the bomb

(Dave Fried)
[ spawn_squad ]Spawns a squad at the given squad spawn node.

OBJECT: The squad node to spawn at.
Returns handle to squad

(Stephen Tobias)
[ spawn_squad_with_icons ]Spawns a squad at the given squad spawn node and assign each the specified icon.

OBJECT: The squad node to spawn at.
NUMBER: Index of bitmap to be used (0 = red star, 1 = blue, 2 = green, 3 = white, 4 = mission_obj)
NUMBER: Type of icon to use (0 = normal, 1 = sticky, 2 = sticky closest)
Returns handle to squad

(Neil Ryan)
[ spawn_trapped_npc ]Creates an AI who cowers until the player rescues him/her.

SPAWN NODE: the node at which the NPC will be spawned

(Dave Fried)
[ spawn_turret ]Spawns a turret at the given turret spawn node.

OBJECT: The turret node to spawn at.
Returns handle to turret

(Stephen Tobias)
[ spawn_vehicle ]Spawns a vehicle at the given vehicle spawn node.

OBJECT: The vehicle node to spawn at.
Returns handle to vehicle

(Stephen Tobias)
[ spawn_vehicle_hostage ]Creates an AI in a vehicle with custom hostage AI.

VEHICLE: The vehicle to spawn into
HUMAN TYPE: The type of character to spawn
SEAT INDEX: Index of the seat to spawn into

(Dave Fried)
[ squad_any_member_enters_vehicle ]Returns true when someone in the specified squad enters a vehicle.

OBJECT: The squad.
OBJECT: The vehicle.

(Rob Rypka)
[ squad_assign_new_vehicle ]Assigns a new vehicle to a squad. The current vehicle (if any) will be abandoned.
OBJECT: the squad to receive the new vehicle
OBJECT: the vehicle to assign to the squad

(Dave Fried)
[ squad_assign_team ]Assigns a new team to a squad.
OBJECT: the squad to have its team seat
TEAM: the new team to set

(Dave Fried)
[ squad_despawn ]Despawns a guerrilla squad.

OBJECT: The squad.
BOOL: Force and instant despawn if true (squad members and vehicles will just disappear).

(Rob Rypka)
[ squad_despawn ]Despawns a squad.

OBJECT: The squad.

(Stephen Tobias)
[ squad_despawn ]Despawns a squad.

OBJECT: The squad.
OBJECT: The object the squad should despawn at.

(Stephen Tobias)
[ squad_despawn_immediate ]Despawns a squad immediatly. Be extreamly carefull with this action,
because it will force the squad to disappear. "squad_despawn" is the
prefered method for removing a squad.

OBJECT: The squad.

(Rob Rypka, Matt Gawalek)
[ squad_despawn_priority ]Despawns a squad with a spcific priority level. This can allow a squad to say in game for a longer period of time.

OBJECT: The squad.
PRIORITY: Low, Medium or High
Low Priority spawns wait until the player isn't looking or they are far away
Medium and High have max time-out values to remove the squad if the player is still near

(Stephen Tobias)
[ squad_exists ]Returns true if the specified object is actually a squad in the game.

OBJECT: handle to the object we hope might be a squad.

(Rob Rypka)
[ squad_force_abandon_vehicle ]Forces a squad to relinquish its vehicle.
OBJECT: the squad which should abandon its vehicle

(Dave Fried)
[ squad_killed ]Returns true when the squad passed in was killed.

OBJECT: the squad

(Jeff Keely)
[ squad_marauder_despawn_all ]Despawns all marauder squads currently in the game.

(Will Alberts)
[ squad_member_killed ]Returns true when a squad member from the squad passed in was killed.

OBJECT: the squad

(Neil Ryan)
[ squad_members_despawned ]Returns true the squad despawns its squad members for streaming purposes)

OBJECT: Squad Handle

(Stephen Tobias)
[ squad_members_spawned ]Returns true when the sqaud members of the spawn node are spawned.
OBJECT: Squad spawn node

(Neil Ryan)
[ squad_node_disable_spawning ]Prevents squad nodes from spawning their squads when the node streams in.
Squads can still be manually set to spawn with the "spawn_squad" action.

BOOL: TRUE to disable squad node spawning, FALSE to re-enable squad node spawning.

(Matt Gawalek)
[ squad_set_mission_invulnerable_on_humans ]Make the specified squad's humans invulnerable, or not. It gets cleaned up automatically at the end of the mission

OBJECT: The squad.
BOOL: Truth here indicates invulnerability.

(Rob Rypka)
[ squad_set_mission_invulnerable_on_humans ]Ragdoll the player when next hit with an explosion.

NUMBER: Time in milliseconds before the player can get up.

(Rob Rypka)
[ squad_set_mission_invulnerable_on_vehicle ]Make the specified squad's vehicle invulnerable, or not. It gets cleaned up automatically at the end of the mission

OBJECT: The squad.
BOOL: Truth here indicates invulnerability.

(Dave Fried)
[ squad_vehicle_is_functional ]This is a more robust version of vehicle_is_functional.
This function expects a squad spawn node handle and derives the squad vehicle from it.
If the squad vehicle spawned from that node is still functional, it returns true.
Functional means, the vehicle is alive, upright and not on fire.
Since a squad is involved, the vehicle does not necessarily need to be serialized.

OBJECT: Squad Spawn Object

(Stephen Tobias)
[ squads_are_alive ]counts number of squads alive. if all are streaming, assumes all are alive.

OBJECT: A squad or squad spawn node.

(Aaron Canary)
[ start_raid ]Begins a raid with the selected raid node.

OBJECT: Raid node we are using for the raid

(Stephen Tobias)
[ start_temporary_morale ]Start using the 'Temporary Morale' value to control AI behavior instead of the district one.

(Rob Rypka)
[ stop_all_dialogue ]Stop all dialogues.

(Will Alberts)
[ stop_dialogue ]Stop a dialogue that began with a particular line.

VOICE LINE: the voice line that started the conversation
IMMEDIATE: if true, cut off voice mid-sentence; if false, let the current line(s) play out before stopping

Voice lines defined in rfg_lines_scripted.xtbl

(Dave Fried)
[ sub_piece_damaged ]Returns true when a specific building's specific sub piece is damaged a specific amount.

POINT->OBJECT: building
POINT->NUMBER: associated script point
NUMBER: (0.0 - 1.0] where 0.0 is no damage and 1.0 is completely destroyed.

(Jeff Keely)
[ subtract ]Returns the result of subtracting two numbers (X - Y)

NUMBER: X
NUMBER: Y

(Jeff Keely)
[ temporary_morale_decrease ]Decrease the temporary morale value by a delta.

NUMBER: the new temporary morale delta

(Rob Rypka)
[ temporary_morale_end ]Go back to using the district-based value to control AI behavior instead of the district one.

(Rob Rypka)
[ temporary_morale_increase ]Increase the temporary morale value by a delta.

NUMBER: the new temporary morale delta
(Rob Rypka)
[ temporary_morale_set ]Set the temporary morale value.

NUMBER: the new temporary morale value
(Rob Rypka)
[ then ]Starts evaluating second input once first input is true.
Returns true if the second input is true.
Note: The first input may no longer be true by the time the second input becomes true.

BOOL: input 1
BOOL: input 2

(Jeff Keely)
[ timer_elapsed ]Returns true when the timer elapses.

(Jeff Keely)
[ timer_has_less_time_remaining ]Returns true if the timer has less than the specified amount of time remaining.

SN_TIMER: The timer.
SN_NUMBER: Time, in seconds.

(Rob Rypka)
[ tool_tip_add ]Displays a Tool Tip based on the table entry.

TOOL TIP: The tool tip table entry to use.
NUMBER: Delay (in seconds) before displaying the tool tip.

(Rob Rypka)
[ trigger_region_create ]Creates a circular trigger region.

OBJECT: Object that the area is centered on.
NUMBER: Radius (in meters) of the area.
BOOL: Set to true if the trigger region should be attached to the target object (will move with target object).
Returns handle to trigger region

(Rob Rypka, Matt Gawalek)
[ trigger_region_disable ]Disables a trigger region.

OBJECT: List trigger region to disable

(Rob Rypka)
[ trigger_region_disable_list ]Disable the trigger regions.

OBJECT LIST: List of trigger regions to disable

(Rob Rypka)
[ trigger_region_enable ]Enables a trigger region.

OBJECT: List trigger region to enable

(Rob Rypka)
[ trigger_region_enable_list ]Enable the trigger regions.

OBJECT LIST: List of trigger regions to enable

(Rob Rypka)
[ turret_destroyed ]Returns true when a specific turret is destroyed.

OBJECT: the turret

(Jeff Keely)
[ turret_is_functional ]Returns true if the turret is functional (serialized).

OBJECT: The turret to check.

(Jeff Keely)
[ turret_start_autofire ]Tell the selected turret to start its autofire pattern.

OBJECT: The turret or vehicle.
NUMBER: Delay (in seconds) between moving to fire on targets.

(Rob Rypka)
[ turret_stop_autofire ]Tell the selected turret to stop its autofire pattern.

OBJECT: The turret or vehicle.

(Rob Rypka)
[ upgrade_unlock_level ]Unlock a specified level for the given upgrade
UPGRADE: upgrade category (see upgrades.xtbl)
NUMBER: level of upgrade to unlock

(Neil Ryan)
[ user_event ]Returns true when the specified user_event has been triggered (by post_event).

STRING: name of the user event (make sure it's unique)

(Jeff Keely)
[ vehicle_avoid_despawning_player_vehicles ]Tell the vehicles system to try harder not to despawn vehicles the player has used.
NOTE: You *must* be in a mission to use this. Also, it will automatically turn off
when the mission is over.

(Rob Rypka)
[ vehicle_bomb_arm ]Arm a vehicle with a vehicle bomb.

OBJECT: the vehicle

(Jeff Keely)
[ vehicle_damage_threshold ]Returns true when a specific vehicle drops below a percentage of its original health.

(Steve Tobias)
[ vehicle_destroyed ]Returns true when a specific vehicle is destroyed.

OBJECT: the vehicle

(Jeff Keely)
[ vehicle_disable_accelerator ]Disable a vehicle's accelerator.

OBJECT: The vehicle.
BOOL: If true, the accelerator will be disabled.

(Rob Rypka)
[ vehicle_ignore_vehicles_in_path ]Will not avoid other vehicles when driving.

OBJECT: Human or Squad you want to ignore other vehicles.
BOOL: Values as to whether to ignore vehicles or not

(Chris Neihengen)
[ vehicle_is_functional ]Returns true if the given vehicle is serialized, alive, not on fire, and not upside down.

OBJECT: the vehicle

(Dave Fried)
[ vehicle_is_usable ]Returns true if an AI could get into the vehicle.

OBJECT: the vehicle

(Dave Fried)
[ vehicle_set_mission_invulnerable ]Make the specified vehicle invulnerable, or not. It gets cleaned up automatically at the end of the mission

VEHICLE: The vehicle to set.
BOOL: Truth here indicates invulnerability.

(Dave Fried)
[ vehicle_under_attack ]Returns true when the specified NPC/squad attacks the specified vehicle.

OBJECT: Specified Vehicle
OBJECT: Specified Attacker NPC or Squad

(Rob Rypka)
[ vehicle_under_attack_any_npc ]Returns true when any NPC/squad attacks the specified vehicle.

OBJECT: Specified Vehicle

(Rob Rypka)
[ video_cutscene_play ]Play a video cutscene, and warp to the specified object when it's done.

STRING: Name of the video. If this is invalid, you get the THQ video.
OBJECT: The object to warp to after playing the cutscene. If this is invalid, you'll just be put back.

(Rob Rypka)
[ video_cutscene_play_with_credits ]Play a video cutscene, then the plays the credits and warp to the specified object when it's done.

STRING: Name of the video. If this is invalid, you get the THQ video.
OBJECT: The object to warp to after the credits. If this is invalid, you'll just be put back.

(Albert DeBacker)
[ walker_mount_vehicle ]Returns true when the walker mounts a vehicle.
OBJECT: Handle to the walker

(Matt Gawalek)
[ walker_spawn_enable ]Enables / Disables base-layer walker spawn nodes

BOOL: Status of the new spawn.

(Stephen Tobias)
[ weapon_acquired ]Returns true when the player first acquires a weapon type.

WEAPON: the weapon type

(Frank Force)
[ weapon_ammo_acquired ]Returns true anytime the player acquires an ammo type.

WEAPON: the weapon type

(Aaron Canary)

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