This page is incomplete! You can contribute information using GitHub issues or pull requests.

Like earlier games, Halo Reach supports scripting with HaloScript.

Operators and keywords

Expression

Functions

Since HR documentation will be an ongoing work-in-progress, please refer to the more complete H1 scripting page for info on common functions.

Function

(<void> achievements_enable <boolean>)

enable or disable the awarding of achievements

(<void> achievements_skip_validation_checks <boolean>)

toggle the disabling of validation checks on achievement awarding

(<void> achievement_grant_to_all_players <string_id>)

award named achievement to all players

(<void> achievement_grant_to_controller <controller> <string_id>)

award named achievement to player

(<void> achievement_grant_to_player <player> <string_id>)

award named achievement to player

(<ai> actor_from_performance <long> <string_id>)

Get a specified actor from a performance given by its runtime index

(<void> add_recycling_volume <trigger_volume> <long> <long>)

removes garbage in specified trigger volume to a max count over n seconds

(<void> add_recycling_volume_by_type <trigger_volume> <long> <long> <long>)

removes garbage objects matching the type mask in the specified trigger volume to a max count over n seconds. 1=biped, 2=vehicle, 4=weapon, 8=equipment, and 1024=crate. Add values together for combos, zero means all types Syntax: <trigger_volume> <max_count> <time_to_collect> <type_mask>

(<void> airstrike_enable <boolean>)

enable/disable airstrikes

(<void> airstrike_set_launches <long>)

sets the number of available airstrikes.

(<boolean> airstrike_weapons_exist)

returns whether there is a player enable/disable airstrikes.

(<void> ai_activity_abort <ai>)

Aborts the activities running on the given AI(s)

(<void> ai_activity_set <ai> <string_id>)

Set the given activity running on the given AI(s)

(<object_list> ai_actors <ai>)

converts an ai reference to an object list.

(<void> ai_actor_dialogue_effect_enable <ai> <boolean>)

turn combat dialogue effects on/off for a particular ai type.

(<void> ai_actor_dialogue_enable <ai> <boolean>)

turn combat dialogue on/off for a particular ai type.

(<void> ai_add_navpoint <ai> <boolean>)

Add/remove hud navpoint to the actor or squad

(<void> ai_allegiance <team> <team>)

creates an allegiance between two teams.

(<void> ai_allegiance_break <team> <team>)

fake a betrayal incident between two teams

(<boolean> ai_allegiance_broken <team> <team>)

returns whether two teams have an allegiance that is currently broken by traitorous behavior

(<void> ai_allegiance_remove <team> <team>)

destroys an allegiance between two teams.

(<void> ai_allow_dormant <ai> <boolean>)

either enables or disables automatic dormancy for a group of actors

(<void> ai_berserk <ai> <boolean>)

forces a group of actors to start or stop berserking

(<short> ai_body_count <ai>)

return the number of actors who have died in the completiong of the given objective/task.

(<void> ai_braindead <ai> <boolean>)

makes a group of actors braindead, or restores them to life (in their initial state)

(<void> ai_braindead_by_unit <object_list> <boolean>)

makes a list of objects braindead, or restores them to life. if you pass in a vehicle index, it makes all actors in that vehicle braindead (including any built-in guns)

(<void> ai_bring_forward <object> <real>)

teleports the given mission critical AI character to the current encounter, if beyond the given range from a player

(<void> ai_cannot_die <ai> <boolean>)

AI cannot die from damage (as opposed to by scripting)

(<boolean> ai_carrying_player <ai>)

Returns whether any of the given AI are in a vehicle with the player

(<void> ai_clear_lod <ai>)

reset the given AI's LOD overrides

(<short> ai_combat_status <ai>)

Returns the highest integer combat status in the given squad-group/squad/actor

(<void> ai_debug_dump_behavior_tree <boolean>)

DEBUG, DONT USE!

(<void> ai_deselect)

clears the selected encounter.

(<void> ai_designer_clump_perception_range <real>)

Override the maximum perception range of designer specified clumps

(<void> ai_designer_clump_targeting_group <short>)

Force the designer specified clumps to only target a targeting group

(<void> ai_dialogue_break_on_vocalization <string_id>)

break when the following vocalization is chosen for utterance

(<void> ai_dialogue_enable <boolean>)

turn combat dialogue on/off

(<void> ai_dialogue_log_dump <string>)

dump a file of the given name with csv statistics on vocalizations

(<void> ai_dialogue_log_reset)

reset the dialogue log

(<void> ai_dialogue_updating_enable <boolean>)

enable updating of dialogue tags at runtime, based on stimuli

(<void> ai_disposable <ai> <boolean>)

enables or disables automatic garbage collection for actors in the specified encounter and/or squad.

(<void> ai_disregard <object_list> <boolean>)

if TRUE, forces all actors to completely disregard the specified units, otherwise lets them acknowledge the units again

(<void> ai_disregard_orphans <ai>)

the given AI will discard all orphan props, terminating search

(<void> ai_dont_do_avoidance <ai> <boolean>)

set the AI to not do any vector avoidance when flying

(<void> ai_enable <boolean>)

turns all AI on or off.

(<boolean> ai_enabled)

returns whether AI is turned on or off.

(<void> ai_enable_stuck_flying_kill <ai> <boolean>)

Enable/disable suicide condition for flying vehicles who are 'stuck'

(<void> ai_engineer_explode <ai>)

Register an explosion stimulus with all specified actors, causing engineers to explode

(<short> ai_enter_squad_vehicles <ai>)

Instructs the ai in the given squad to get in all their vehicles

(<void> ai_erase <ai>)

erases the specified encounter and/or squad.

(<void> ai_erase_all)

erases all AI.

(<void> ai_erase_inactive <ai> <short>)

Erase inactive actors in the given ai index, and any of those actors who become inactive within the next designated ticks

(<void> ai_exit_limbo <ai>)

remove the give AI from limbo, generally induced by spawning in limbo

(<void> ai_fast_and_dumb <boolean>)

turn on/off perception performance hacks

(<short> ai_fighting_count <ai>)

return the number of actors that are fighting in a squad or squad_group

(<void> ai_fire_dialogue_event <ai> <string> <object>)

Runs a dialogue event on actor closest to a player

(<void> ai_flood_disperse <ai> <ai>)

Disperese a flood encounter, stimulating the various forms to break down into infections and transition to the new objective

(<void> ai_force_active <ai> <boolean>)

forces an encounter to remain active (i.e. not freeze in place) even if there are no players nearby

(<void> ai_force_active_by_unit <unit> <boolean>)

forces a named actor that is NOT in an encounter to remain active (i.e. not freeze in place) even if there are no players nearby

(<void> ai_force_full_lod <ai>)

force the given AI to full detail LOD

(<void> ai_force_low_lod <ai>)

force the given AI to low detail LOD

(<object> ai_get_object <ai>)

returns the unit/object corresponding to the given actor

(<long> ai_get_point_count <point_reference>)

returns the number of points in the given point set

(<ai> ai_get_squad <ai>)

returns the squad of the given actor. Invalid if the given ai is NOT an actor-type (i.e. is itself a squad or squad group or task

(<ai> ai_get_turret_ai <ai> <short>)

returns an the ai controlling the Nth turret attached to the given ai (or its vehicle)

(<unit> ai_get_unit <ai>)

returns the unit/object corresponding to the given actor

(<void> ai_grenades <boolean>)

turns grenade inventory on or off.

(<void> ai_grunt_kamikaze <ai>)

Register a kamikaze stimulus with all specified actors, causing grunts to GO WILD

(<ai> ai_index_from_spawn_formation <ai> <string_id>)

Create an AI index from the given squad and spawn formation

(<void> ai_infection_suppress <long>)

disable infection for this number of ticks

(<short> ai_in_vehicle_count <ai>)

return the number of living actors in the specified encounter and/or squad who are currently in a vehicle.

(<boolean> ai_is_attacking <ai>)

returns whether a platoon is in the attacking mode (or if an encounter is specified, returns whether any platoon in that encounter is attacking)

(<boolean> ai_is_in_fireteam <ai>)

Returns true if the given ai is in a fire team.

(<void> ai_kill <ai>)

instantly kills the specified encounter and/or squad.

(<void> ai_kill_no_statistics <ai>)

instantly and silently (no animation or sound played) kills the specified encounter and/or squad.

(<void> ai_kill_silent <ai>)

instantly and silently (no animation or sound played) kills the specified encounter and/or squad.

(<boolean> ai_leadership <ai>)

Returns whether a squad or task has a leader

(<boolean> ai_leadership_all <ai>)

Returns whether a task or any of its children has a leader

(<void> ai_lines)

cycles through AI line-spray modes

(<short> ai_living_count <ai>)

return the number of living actors in the specified encounter and/or squad.

(<real> ai_living_fraction <ai>)

return the fraction [0-1] of living actors in the specified encounter and/or squad.

(<void> ai_lod_full_detail_actors <short>)

change the number of full detail AI characters we are allowed

(<void> ai_lod_full_detail_actors)

display the number of full detail AI characters we are allowed

(<void> ai_magically_see <ai> <ai>)

Make one squad magically aware of another.

(<void> ai_magically_see_object <ai> <object>)

Make a squad magically aware of a particular object.

(<void> ai_migrate <ai> <ai>)

makes all or part of an encounter move to another encounter.

(<void> ai_migrate_infanty <ai> <ai>)

migrates the infantry in an encounter into a different squad.

(<void> ai_migrate_persistent <ai> <ai>)

makes all or part of an encounter move to another encounter, and all script commands will function on the migrated squad

(<point_reference> ai_nearest_point <object> <point_reference>)

returns the nearest point in the given point set to the given object

(<short> ai_nonswarm_count <ai>)

return the number of non-swarm actors in the specified encounter and/or squad.

(<void> ai_object_enable_grenade_attack <object> <boolean>)

if disabled, actors cannot attack the object with grenades <object> <true/false>

(<void> ai_object_enable_targeting_from_vehicle <object> <boolean>)

if enabled, actors in vehicles are not allowed to target this object <object> <true/false>

(<void> ai_object_set_targeting_bias <object> <real>)

sets the targeting preference for this object in relation to other equal targets [-1, 1]

(<void> ai_object_set_targeting_ranges <object> <real> <real>)

sets override weapon ranges for enemies attacking this object <min> <max>

(<void> ai_object_set_team <object> <team>)

flag an object as being owned by a certain team

(<void> ai_place <ai>)

places the specified squad on the map.

(<void> ai_place <ai> <short>)

places the given number of members of the specified squad.

(<void> ai_place_cue <string_id>)

Place the named AI cue

(<void> ai_place_in_limbo <ai>)

places the specified squad on the map in limbo.

(<void> ai_place_in_limbo <ai> <short>)

places the given number of members of the specified squad in limbo.

(<void> ai_place_in_vehicle <ai> <ai>)

places the specified squad (1st arg) on the map in the vehicles belonging to the specified vehicle squad (2nd arg).

(<void> ai_place_wave <long> <ai>)

Places the specified wave name into squads defined as part of the given squad group

(<void> ai_place_wave <long> <ai> <short>)

Places the given number of squads from the specified wave name into squads defined as part of the given squad group

(<void> ai_place_wave_in_limbo <long> <ai>)

Places the specified wave name into squads defined as part of the given squad group in limbo

(<void> ai_place_wave_in_limbo <long> <ai> <short>)

Places the given number of squads from the specified wave name into squads defined as part of the given squad group in limbo

(<void> ai_player_add_fireteam_squad <unit> <ai>)

Adds the given squad to the given player's fire team

(<boolean> ai_player_any_needs_vehicle)

Returns if any player needs a vehicle at the moment

(<void> ai_player_dialogue_enable <boolean>)

turn player combat dialogue on/off

(<ai> ai_player_get_vehicle_squad <unit>)

Returns the squad (if any) of the vehicle the player is riding in (note, the argument is a UNIT)

(<boolean> ai_player_needs_vehicle <player>)

Returns if the given player needs a vehicle at the moment

(<void> ai_player_remove_fireteam_squad <unit> <ai>)

Removes the given squad from the given player's fire team

(<void> ai_player_set_fireteam_max <unit> <short>)

Sets the maximum number of actors allowed in the players fire team.

(<void> ai_player_set_fireteam_max_squad_absorb_distance <unit> <real>)

Sets the maximum distance at which this squad can absorb nearby squads.

(<void> ai_player_set_fireteam_no_max <unit>)

Sets the maximum number of actors allowed in the players fire team to unlimited.

(<void> ai_playfight <ai> <boolean>)

sets an encounter to be playfighting or not

(<real> ai_play_line <ai> <ai_line>)

Play the given mission dialogue line on the given ai

(<real> ai_play_line_at_player <ai> <ai_line>)

Play the given mission dialogue line on the given ai, directing the ai's gaze at the nearest visible player

(<real> ai_play_line_on_object <object> <ai_line>)

Play the given mission dialogue line on the given object (uses first available variant)

(<real> ai_play_line_on_object_for_team <object> <ai_line> <mp_team>)

Play the given mission dialogue line on the given object (uses first available variant) if anyone on the local box is on the specified team

(<short> ai_play_line_on_point_set <string_id> <point_reference> <short>)

Play the given line on the N closest point to players in the given point set

(<short> ai_play_line_on_point_set <string_id> <point_reference> <short> <string_id>)

Play the given line (with the given 3-letter variant) on the N closest point to players in the given point set

(<void> ai_play_vocalization <string_id>)

Runs a dialogue event on actor closest to a player

(<void> ai_play_vocalization_on_team <string_id> <team>)

Runs a dialogue event on actor closest to a player that's allied with the given team

(<point_reference> ai_point_set_get_point <point_reference> <short>)

returns Nth point in the point set

(<void> ai_prefer_target <object_list> <boolean>)

if TRUE, ALL enemies will prefer to attack the specified units. if FALSE, removes the preference.

(<void> ai_prefer_target_ai <ai> <ai> <boolean>)

the given ai (actor, squad, task, etc.) will prefer the given other ai (actor, squad, task, etc.)

(<void> ai_prefer_target_team <ai> <team>)

the given ai will prefer the indicated team.

(<point_reference> ai_random_smart_point <point_reference> <real> <real> <real>)

returns a point in the given point set that a player is probably going to be able to see. Args are [point set], [min distance], [max distance], [angle-from-forward], all relative to the player

(<void> ai_reconnect)

reconnects all AI information to the current structure bsp (use this after you create encounters or command lists in sapien, or place new firing points or command list points)

(<void> ai_remove_cue <string_id>)

Remove the named AI cue

(<void> ai_render_evaluations_shading <firing_point_evaluator>)

Add a specific FP evaluation shading to render

(<void> ai_render_evaluations_shading_all)

Render all FP evaluation shading

(<void> ai_render_evaluations_shading_none)

Render no FP evaluation shading

(<void> ai_render_paths_all)

Turns on raw, smoothed, avoided paths and avoidance obstacles

(<void> ai_renew <ai>)

refreshes the health and grenade count of a group of actors, so they are as good as new

(<void> ai_reset_objective <ai>)

Completely reset the given objective, task or task hierarchy (if passed a gate task).

(<void> ai_resurrect <object>)

Resurrect the specified mission critical AI character.

(<void> ai_select <ai>)

selects the specified squad.

(<void> ai_selected_actor_jump <real> <real>)

Makes the currently selected actor jump x wus forward and y wus up

(<void> ai_set_active_camo <ai> <boolean>)

Turn on active camoflage on actor/squad/squad-group

(<void> ai_set_blind <ai> <boolean>)

enables or disables sight for actors in the specified encounter.

(<void> ai_set_clump <ai> <short>)

Force the given AI into a specific clump

(<void> ai_set_combat_status <ai> <short>)

Set the combat status for the given AI

(<void> ai_set_deaf <ai> <boolean>)

enables or disables hearing for actors in the specified encounter.

(<void> ai_set_fireteam_absorber <ai> <boolean>)

enables or disables fireteam absortion for a given squad in the specified encounter.

(<void> ai_set_fireteam_fallback_squad <unit> <ai>)

Sets the squad that AI will migrate into if the player dies.

(<boolean> ai_set_objective <ai> <string_id>)

Sets the squad's current objective

(<void> ai_set_stuck_velocity_threshold <ai> <real>)

Change the velocity threshold at which we will detect 'stuck' directional flying movement

(<void> ai_set_targeting_group <ai> <short>)

Set the AI to only target other guys of targeting group X

(<void> ai_set_targeting_group <ai> <short> <boolean>)

Set the AI to only target other guys of targeting group X (true/false whether the player should also be targeted)

(<boolean> ai_set_task <ai> <string_id> <string_id>)

Sets the current task of the current task

(<boolean> ai_set_task_condition <ai> <boolean>)

Latches the task condition true or false

(<void> ai_set_team <ai> <team>)

makes an encounter change to a new team

(<void> ai_set_weapon_up <ai> <boolean>)

force actor to hold their weapon up, instead of lowering it when idle. this does NOT cause them to draw their weapon if stowed

(<short> ai_spawn_count <ai>)

returns the number of actors spawned in the given squad or squad group

(<void> ai_squad_enumerate_immigrants <ai> <boolean>)

If someone migrates (or simply changes) into this squad, consider him a full member of the squad

(<ai> ai_squad_group_get_squad <ai> <short>)

Returns the nth squad from a given squad group.

(<short> ai_squad_group_get_squad_count <ai>)

Returns the number of squads in a given squad group

(<void> ai_squad_patrol_enable <string_id> <boolean>)

Enable/disable a squad patrol

(<void> ai_squad_patrol_objective_disallow <ai> <boolean>)

Disallow the selection of an objective by any squad patrol.

(<real> ai_strength <ai>)

return the current strength (average body vitality from 0-1) of the specified encounter and/or squad.

(<void> ai_suppress_combat <ai> <boolean>)

Turn on/off combat suppression on actor/squad/squad-group

(<void> ai_survival_cleanup <ai> <boolean> <boolean>)

Activate cure isolation death for the given AI, and optionally delete inactive actors in that group too (ai, on/off, kill inactive)

(<short> ai_swarm_count <ai>)

return the number of swarm actors in the specified encounter and/or squad.

(<short> ai_task_count <ai>)

Returns the living count of the AI in the given task OR any of its children

(<short> ai_task_status <ai>)

Returns the status of the given objective/task. See ai_task_status_<tab> for return codes.

(<void> ai_teleport <ai> <point_reference>)

teleports the given squad to the given point.

(<void> ai_teleport_to_spawn_point_if_outside_bsp <ai>)

teleports a group of actors to the spawn points of their current squad(s) if they are currently outside the world.

(<void> ai_teleport_to_starting_location_if_outside_bsp <ai>)

PLEASE USE ai_teleport_to_spawn_point_if_outside_bsp INSTEAD

(<short> ai_vehicle_count <ai>)

Returns the number of vehicles being driven / ridden by the actors in the given squad/squad-group/task/etc.

(<void> ai_vehicle_enter <ai> <unit> <unit_seat_mapping>)

tells a group of actors to get into a vehicle, in the substring-specified seats (e.g. passenger for pelican)... does not interrupt any actors who are already going to vehicles

(<void> ai_vehicle_enter <ai> <unit>)

tells a group of actors to get into a vehicle... does not interrupt any actors who are already going to vehicles

(<void> ai_vehicle_enter_immediate <ai> <unit> <unit_seat_mapping>)

the given group of actors is snapped into a vehicle, in the substring-specified seats (e.g. passenger for pelican)... does not interrupt any actors who are already going to vehicles

(<void> ai_vehicle_enter_immediate <ai> <unit>)

the given group of actors is snapped into a vehicle

(<void> ai_vehicle_exit <ai> <unit_seat_mapping>)

tells a group of actors to get out of any vehicles that they are in (if their seat matches the substring)

(<void> ai_vehicle_exit <ai>)

tells a group of actors to get out of any vehicles that they are in

(<vehicle> ai_vehicle_get <ai>)

Returns the vehicle that the given actor is in.

(<vehicle> ai_vehicle_get_from_spawn_point <ai>)

Returns the vehicle that was spawned at the given spawn point

(<vehicle> ai_vehicle_get_from_squad <ai> <short>)

Returns the nth vehicle from the given squad.

(<vehicle> ai_vehicle_get_from_starting_location <ai>)

PLEASE START USING ai_vehicle_get_from_spawn_point INSTEAD

(<short> ai_vehicle_get_squad_count <ai>)

Returns the number of vehicles in the given squad.

(<boolean> ai_vehicle_reserve <vehicle> <boolean>)

Reserves the given vehicle (so that AI may not enter it

(<boolean> ai_vehicle_reserve_seat <vehicle> <unit_seat_mapping> <boolean>)

Reserves the given seat on the given vehicle (so that AI may not enter it

(<void> ai_verify_tags)

Verifies state of ai-related tags (e.g. orders, squads, zones, etc.)

(<boolean> ai_vitality_pinned <ai>)

Returns true if the ai's units are ALL vitality pinned (see object_vitality_pinned)

(<boolean> ai_wall_lean <ai>)

Makes the actor lean against a wall RIGHT NOW

(<void> allow_object_to_be_lased <object> <boolean>)

enable/disable object laser designation for prototyping purposes.

(and <boolean(s)>)

returns true if all specified expressions are true.

(<boolean> and <boolean(s)>)

returns true if all specified expressions are true.

(<void> animation_cache_flush)

it's just sooooo wrong

(<void> animation_cache_stats_reset)
(<void> animation_capture_set_file_name <string>)

sets the file name used for the animation capture

(<void> animation_capture_set_origin_object_name <string_id>)

sets the name of the object that will be used as the capture origin

(<void> animation_capture_start_recording)

starts capturing animation on the object currently possessed by the player

(<void> animation_capture_stop_recording)

stops capturing animation on the object currently possessed by the player

(<void> animation_stats_dump)

Dump usage information for the animations in the game

(<void> antialias_blur <boolean>)

enable/disable antialias blur

(<void> async_set_thread_work_delay_milliseconds <long> <long>)

set an artificial delay time for a specific async thread to test the performance of any asynchronous task work

(<void> async_test_hang <real> <long> <long>)

Create and async task that hangs for the specified number of seconds with the specified async category and priority.

(<void> attract_mode_set_seconds <long>)

sets number of seconds of the attract mode countdown timer.

(<void> attract_mode_start)

starts an attract mode movie

(<void> auto_graph <string>)

Toggle graphing of some string quantity (ask a coder to graph the stuff and give you the strings).

(<void> auto_graph_enable_list <boolean>)

Start tracking available graphs.

(<void> auto_graph_filter_list <string>)

Set a substring filter for available graph tracking.

(<void> auto_graph_hide)

Hide all graphs temporarily (without losing the active set or disabling the graphing behind the scenes). Just to see past them.

(<void> auto_graph_list)

Display the current set of (filtered) available graphs.

(<void> auto_graph_reset)

Turn off all graphs.

(<void> bandwidth_profiler_enable <boolean>)

enables bandwidth profiler

(<void> bandwidth_profiler_set_context <boolean>)

sets bandwidth profiler context

(begin <expression(s)>)

returns the last expression in a sequence after evaluating the sequence in order.

(<passthrough> begin <expression(s)>)

returns the last expression in a sequence after evaluating the sequence in order.

(<passthrough> begin_count <expression(s)>)

evaluates the specified number of expressions in a sequence in random order and returns the last value evaluated.

(begin_random <expression(s)>)

evaluates the sequence of expressions in random order and returns the last value evaluated.

(<passthrough> begin_random <expression(s)>)

evaluates the sequence of expressions in random order and returns the last value evaluated.

(<passthrough> begin_random_count <expression(s)>)

evaluates the specified number of expressions in a sequence in random order and returns the last value evaluated.

(<long> bink_time)

uh...

(<void> biped_force_ground_fitting_on <unit> <boolean>)

force ground fitting on, even during custom animations or movement

(<void> biped_ragdoll <unit>)

given a dead biped, turns on ragdoll

(<void> bitmap_predict <bitmap>)

in: bitmap name. loads all the bitmaps in that bitmap group

(<void> branch <condition> <script>)

Stops executing current script when condition met and starts the script indicated in the parameter.

(<void> branch <condition> <script>)

Stops executing current script when condition met and starts the script indicated in the parameter.

(<void> breakable_surfaces_enable <boolean>)

enables or disables breakability of all breakable surfaces on level

(<void> breakable_surfaces_reset)

restores all breakable surfaces

(<void> breakpoint <string>)

If breakpoints are enabled, pause execution when this statement is hit (displaying the given message).

(<animation_graph> budget_resource_get_animation_graph <animation_budget_reference>)

Get a non resolving reference to a model animation graph budget reference

(<looping_sound> budget_resource_get_looping_sound <looping_sound_budget_reference>)

Get a non resolving reference to a looping sound budget reference

(<sound> budget_resource_get_sound <sound_budget_reference>)

Get a non resolving reference to a looping sound budget reference

(<void> bug_now <string>)

uploads files for bug <name>

(<void> bug_now_auto <boolean>)

uploads bug files, auto named <include_minidump>

(<void> bug_now_lite <string>)

uploads files (w/ no minidump) for bug <name>

(<void> bug_now_on_next_kill <string>)

uploads files for a bug <name> for the next kill that could produce an incident

(<void> cache_block_for_one_frame)

call this to force texture and geometry cache to block until satiated

(<void> camera_control <boolean>)

toggles script control of the camera.

(<void> camera_pan <cutscene_camera_point> <cutscene_camera_point> <short> <short> <real> <short> <real>)

camera_pan <start point> <end point> <ticks> <ease-in ticks> <start velocity scale> <ease-out ticks> <end velocity scale>

(<void> camera_place_relative <object>)

all subsequent camera placement in sapien be marked as relative to this object

(<void> camera_place_worldspace)

all subsequent camera placement in sapien will be marked as worldspace

(<void> camera_predict_resources_at_frame <animation_graph> <string_id> <unit> <cutscene_flag> <long>)

predict resources at a frame in camera animation.

(<void> camera_predict_resources_at_point <cutscene_camera_point>)

predict resources given a camera point

(<void> camera_set <cutscene_camera_point> <short>)

moves the camera to the specified camera point over the specified number of ticks.

(<void> camera_set_animation <animation_graph> <string_id>)

begins a prerecorded camera animation.

(<void> camera_set_animation_relative <animation_graph> <string_id> <unit> <cutscene_flag>)

begins a prerecorded camera animation synchronized to unit relative to cutscene flag.

(<void> camera_set_animation_relative_with_speed <animation_graph> <string_id> <unit> <cutscene_flag> <real>)

begins a prerecorded camera animation synchronized to unit relative to cutscene flag.

(<void> camera_set_animation_relative_with_speed_loop <animation_graph> <string_id> <unit> <cutscene_flag> <real> <boolean>)

begins a prerecorded camera animation synchronized to unit relative to cutscene flag.

(<void> camera_set_animation_relative_with_speed_loop_offset <animation_graph> <string_id> <unit> <cutscene_flag> <real> <boolean> <real>)

begins a prerecorded camera animation synchronized to unit relative to cutscene flag.

(<void> camera_set_animation_with_speed <animation_graph> <string_id> <real>)

begins a prerecorded camera animation.

(<void> camera_set_briefing <boolean>)

Used for briefing cinematics

(<void> camera_set_cinematic)

makes the scripted camera follow the path of a cinematic scene.

(<void> camera_set_cinematic_scene <cinematic_scene_definition> <long> <cutscene_flag>)

sets the scene, shot, and cutscene flag for the cinematic camera (NOTE: camera must be in cinematic mode by calling camera_set_cinematic).

(<void> camera_set_field_of_view <real> <short>)

sets the field of view

(<void> camera_set_first_person <unit>)

makes the scripted camera follow a unit.

(<void> camera_set_flying_cam_at_point <unit> <cutscene_camera_point>)

<unit_index> <camera_point> sets a flying camera perspective

(<void> camera_set_mode <unit> <long>)

<unit_index> <mode_index> sets user's camera perspective

(<void> camera_set_orbiting_cam_at_target_relative_point <unit> <string_id> <real> <real> <real>)

<unit_index> <target_marker_name> <relative_x_position> <relative_y_position> <relative_z_position> sets an orbiting camera pointing at a given marker from an object relative point

(<void> camera_set_pan <cutscene_camera_point> <short>)

moves the camera to the specified camera point over the specified number of ticks with a constant speed.

(<void> camera_set_relative <cutscene_camera_point> <short> <object>)

moves the camera to the specified camera point over the specified number of ticks (position is relative to the specified object).

(<void> camera_set_target <unit> <object>)

<unit_index> <object_index> sets the current camera's target

(<short> camera_time)

returns the number of ticks remaining in the current camera interpolation.

(<void> campaign_metagame_award_points <player> <long>)

award bonus metagame points to a player

(<void> campaign_metagame_award_skull <player> <skull>)

award a skull to a player

(<boolean> campaign_metagame_enabled)

TRUE if the metagame is enabled

(<long> campaign_metagame_get_player_score <player>)

Calculates the score for an individual player

(<void> campaign_metagame_time_pause <boolean>)

pause meta game time, while paused your completion multiplier stops going down

(<boolean> campaign_survival_enabled)

TRUE if survival mode is enabled

(<void> cast_squad_in_performance <long> <ai>)

Finds and assigns roles for actors in the given squad in a performance

(<void> cc_enable <boolean>)

toggle closed captions

(<void> cc_test <boolean>)

test a line of cc text

(<void> challenges_activate_challenge <long> <long> <long>)

activate the specified challenge. params are challenge set (0=daily, 1=weekly), challenge category index (from tag), challenge index in category (from tag).

(<void> challenges_clear)

Clear all current active challenges. Useful as a prelude to injecting challenges manually with challenges_activate_challenge.

(<void> challenges_enable_lsp_synchronization <boolean>)

Turn on/off lsp synchronization (useful to disable to keep LSP syncs from overriding your other script overrides). LSP syncs are enabled by default. Put this in your init to ensure that no challenges will be active by default.

(<void> challenges_list_active_challenges_for_controller <controller>)

lists the active challenges for a controller

(<void> challenge_advance_for_controller <controller> <string_id> <boolean>)

gives one credit towards a challenge by name.

(<void> challenge_advance_for_controller_by_indices <controller> <long> <long> <boolean>)

progress a challenge by one. challenge is identified by category index and challenge index within that category.

(<void> challenge_complete_for_controller <controller> <string_id> <boolean>)

gives challenge credits until it is completed, if possible.

(<void> challenge_complete_for_controller_by_indices <controller> <long> <long> <boolean>)

gives challenge credits until it is completed, if possible. challenge is identified by category index and challenge index within that category.

(<void> cheats_load)

reloads the cheats.txt file

(<void> cheat_active_camouflage <boolean>)

gives the player active camouflage

(<void> cheat_active_camouflage_by_player <player> <boolean>)

gives a specific player active camouflage

(<void> cheat_all_powerups)

drops all powerups near player

(<void> cheat_all_vehicles)

drops all vehicles on player

(<void> cheat_all_weapons)

drops all weapons near player

(<void> cheat_teleport_to_camera)

teleports player to camera location

(<void> chud_bonus_round_set_timer <real>)

set the bonus timer

(<void> chud_bonus_round_show_timer <boolean>)

show the bonus timer

(<void> chud_bonus_round_start_timer <boolean>)

tick the bonus timer

(<void> chud_cinematic_fade <real> <real>)

parameter 1 is how, parameter 2 is when

(<void> chud_clear_hs_variable <player> <long>)

Clear a CHUD variable

(<void> chud_fade_chapter_title_for_player <player> <real> <long>)

fade out the hud to <real> opacity over <integer> ticks

(<void> chud_fade_cinematics_for_player <player> <real> <long>)

fade out the hud to <real> opacity over <integer> ticks

(<void> chud_fade_crosshair_for_player <player> <real> <long>)

fade out the hud to <real> opacity over <integer> ticks

(<void> chud_fade_grenades_for_player <player> <real> <long>)

fade out the hud to <real> opacity over <integer> ticks

(<void> chud_fade_messages_for_player <player> <real> <long>)

fade out the hud to <real> opacity over <integer> ticks

(<void> chud_fade_motion_sensor_for_player <player> <real> <long>)

fade out the hud to <real> opacity over <integer> ticks

(<void> chud_fade_shield_for_player <player> <real> <long>)

fade out the hud to <real> opacity over <integer> ticks

(<void> chud_fade_weapon_stats_for_player <player> <real> <long>)

fade out the hud to <real> opacity over <integer> ticks

(<void> chud_get_hs_variable <real> <player>)

Get the value of a CHUD variable

(<void> chud_post_medal <player> <string_id>)

posts a medal to the given player's HUD.

(<void> chud_post_message <player> <string_id>)

posts a string to the given player's HUD.

(<void> chud_post_message_HACK <string>)

posts a string to the given user's HUD. Use NONE for all users

(<void> chud_set_countdown_hs_variable <player> <long> <real>)

Sets a CHUD variable that counts down to 0

(<void> chud_set_countup_hs_variable <player> <long> <real>)

Sets a CHUD variable that counts up forever

(<void> chud_set_static_hs_variable <player> <long> <real>)

Sets a CHUD variable

(<void> chud_show <boolean>)

hides/shows the entire chud

(<void> chud_show_arbiter_ai_navpoint <boolean>)

hides/shows the entire chud

(<void> chud_show_cinematics <boolean>)

hides/shows the cinematics huds

(<void> chud_show_cinematic_title <player> <cutscene_title>)

activates the chapter title

(<void> chud_show_crosshair <boolean>)

hides/shows the crosshair

(<void> chud_show_grenades <boolean>)

hides/shows the grenade hud

(<void> chud_show_messages <boolean>)

hides/shows the chud messages

(<void> chud_show_motion_sensor <boolean>)

hides/shows the motion sensor chud

(<void> chud_show_screen_chapter_title <string_id>)

hides/shows the chapter title in the chud

(<void> chud_show_screen_objective <string_id>)

hides/shows the objective tip in the chud

(<void> chud_show_screen_training <player> <string_id>)

hides/shows the training tip in the chud

(<void> chud_show_shield <boolean>)

hides/shows the shield

(<void> chud_show_weapon_stats <boolean>)

hides/shows the weapon huds

(<void> chud_texture_cam <boolean>)

turns the chud texturecam on/off

(<void> chud_track_cutscene_flag_set_vertical_offset <cutscene_flag> <real>)

set the vertical offset in world units for a chud_track_cutscene_flag

(<void> chud_track_flag <cutscene_flag> <boolean>)

turns on/off the navpoint and display text of the specified flag

(<void> chud_track_flag_for_player <player> <cutscene_flag> <boolean>)

turns on/off the navpoint and display text of the specified flag

(<void> chud_track_flag_for_player_with_priority <player> <cutscene_flag> <long>)

turns on the navpoint and display text of the specified flag

(<void> chud_track_flag_for_player_with_priority <player> <cutscene_flag> <long> <string_id>)

turns on the navpoint and display text of the specified flag

(<void> chud_track_flag_with_priority <cutscene_flag> <long>)

turns on the navpoint and display text of the specified flag

(<void> chud_track_flag_with_priority <cutscene_flag> <long> <string_id>)

turns on the navpoint and display text of the specified flag

(<void> chud_track_object <object> <boolean>)

turns on/off the navpoint and display text of the specified object

(<void> chud_track_object_for_player <player> <object> <boolean>)

turns on/off the navpoint and display text of the specified object

(<void> chud_track_object_for_player_with_priority <player> <object> <long>)

turns on the navpoint and display text of the specified object

(<void> chud_track_object_for_player_with_priority <player> <object> <long> <string_id>)

turns on the navpoint and display text of the specified object

(<void> chud_track_object_set_vertical_offset <object> <real>)

set the vertical offset in world units for a chud_track_object object

(<void> chud_track_object_with_priority <object> <long>)

turns on the navpoint and display text of the specified object

(<void> chud_track_object_with_priority <object> <long> <string_id>)

turns on the navpoint and display text of the specified object

(<void> cinematic_camera_set_easing_in <real> <real> <real> <real> <real> <real>)

controls the camera easing from player position

(<void> cinematic_camera_set_easing_out <real>)

controls the camera easing back to the player position

(<boolean> cinematic_can_be_skipped)

Tests if a cinematic can be skipped

(<void> cinematic_clips_destroy)

destroys any existing cinematic clip planes for the current cinematic

(<void> cinematic_clips_initialize_for_shot <long>)

intializes the cinematic clip planes for the given shot of the current cinematic

(<void> cinematic_clone_players_weapon <object> <string_id> <string_id>)

clone the first player's most reasonable weapon and attach it to the specified object's marker

(<void> cinematic_destroy)

Releases everything created by the cinematics system

(<void> cinematic_enable_ambience_details <boolean>)

enable/disable ambience details in cinematics

(<long> cinematic_get_early_exit)

Used to retrieve the state of skippable cinematics

(<void> cinematic_get_shot)

Print the stored scene and shot information to the screen

(<boolean> cinematic_in_progress)

Tests if a cinematic is in progress

(<void> cinematic_lighting_rebuild_all)

Rebuild all cinematic lighting (SH only)

(<void> cinematic_lighting_update_ambient_light <string> <real> <real> <real> <real>)

Updates the ambient light

(<void> cinematic_lighting_update_analytical_light <string> <real> <real> <real> <real> <real> <real>)

Updates the analytical light

(<void> cinematic_lighting_update_dynamic_light_direction <string> <long> <real> <real> <real>)

Updates the direction of a loaded cinematic dynamic light

(<void> cinematic_lighting_update_scales <string> <real> <real> <real> <real>)

Updates the weights

(<void> cinematic_lighting_update_vmf_light <string> <real> <real> <real> <real> <real> <real> <real>)

Updates the vmf light

(<void> cinematic_lightmap_shadow_disable)

turn off lightmap shadow in cinematics

(<void> cinematic_lightmap_shadow_enable)

turn on lightmap shadow in cinematics

(<void> cinematic_lights_destroy)

destroys any existing cinematic lights for the current cinematic

(<void> cinematic_lights_destroy_shot)

destroys any non-persistent existing cinematic lights for the current shot

(<void> cinematic_lights_initialize_for_shot <long>)

intializes the cinematic lighting for the given shot of the current cinematic

(<void> cinematic_light_object <object> <string_id> <cinematic_lightprobe> <cutscene_camera_point>)

attaches cinematic lights to <object> at <marker> using scenario cinematic lighting palette entry <scenario-cinematic-lighting-name> from point of view of camera reference <camera>

(<void> cinematic_light_object_off <object>)

Turn off cinematic lighting for the object.

(<void> cinematic_move_attached_objects <object> <string_id> <string_id> <string_id>)

move the object's children attached to the first marker to the second marker

(<void> cinematic_objects_destroy_all)

Destroys all objects created by cinematic_object_create

(<void> cinematic_object_create <string_id>)

Creates an object for use by cinematics

(<void> cinematic_object_create_cinematic_anchor <cutscene_flag>)

Creates a cinematic anchor object for use by cinematics

(<void> cinematic_object_destroy <string_id>)

Destroys an object created by cinematic_object_create

(<object> cinematic_object_get <string_id>)

Returns an object created by cinematic_object_create

(<void> cinematic_outro_start)

flag this cutscene as an outro cutscene

(<void> cinematic_print <string>)

Print status lines for cinematic debugging

(<void> cinematic_reset)

Resets the cinematics internal state

(<void> cinematic_run_script_by_name <string_id>)

runs a cinematic script by name

(<void> cinematic_scripting_clean_up <long>)

Unload the scenario cinematic zone

(<void> cinematic_scripting_create_and_animate_cinematic_object <long> <long> <long> <string_id> <boolean>)

Create and Animate a cinematic object.

(<void> cinematic_scripting_create_and_animate_cinematic_object_no_animation <long> <long> <long> <boolean>)

Create and Animate a cinematic object.

(<void> cinematic_scripting_create_and_animate_object <long> <long> <long> <string_id> <boolean>)

Create and Animate a cinematic object.

(<void> cinematic_scripting_create_and_animate_object_no_animation <long> <long> <long> <boolean>)

Create and Animate a cinematic object.

(<void> cinematic_scripting_create_cinematic_object <long> <long>)

Create a manually placed cinematic object

(<void> cinematic_scripting_create_object <long> <long>)

Create a manually placed cinematic object

(<void> cinematic_scripting_create_scene <long>)

Creates cinematic scene

(<void> cinematic_scripting_destroy_object <long> <long>)

Destroy a cinematic object

(<void> cinematic_scripting_destroy_objects <long>)

Destroys all cinematic object

(<void> cinematic_scripting_destroy_scene <long>)

Destroys cinematic scene

(<void> cinematic_scripting_fade_out <real> <real> <real> <short>)

Fade out at the end of the cinematic

(<object> cinematic_scripting_get_object <long> <long>)

Get an object used in a cinematic

(<boolean> cinematic_scripting_object_coop_flags_valid <long> <long>)

Evaluate if a cinematic object should be displayed for the current coop flags

(<void> cinematic_scripting_set_user_input_constraints <long> <long> <long>)

Set user input constraints from a cinematic tag

(<void> cinematic_scripting_start_animation <long> <long> <string_id>)

Animate a manually placed cinematic object

(<void> cinematic_scripting_start_dialogue <long> <long> <long> <object>)

Play a cinematic dialogue

(<void> cinematic_scripting_start_effect <long> <long> <long> <object>)

Play a cinematic effect

(<void> cinematic_scripting_start_music <long> <long> <long>)

Play a cinematic music

(<void> cinematic_scripting_start_screen_effect <long> <long> <long>)

Play a cinematic screen effect

(<void> cinematic_scripting_stop_music <long> <long> <long>)

Stops a cinematic music

(<void> cinematic_scripting_stop_screen_effect <long> <long> <long>)

Stop the associated area screen effect.

(<void> cinematic_set <cinematic_definition>)

sets the cinematic name for the current cinematic.

(<void> cinematic_set_active_camera <string_id>)

Used to change the rasterizer to display one of the texture cameras

(<void> cinematic_set_chud_objective <cutscene_title>)

activates the chapter title

(<void> cinematic_set_debug_mode <boolean>)

Puts all cinematic playback into debug mode (automatically generated script function!)

(<void> cinematic_set_early_exit <long>)

Used to store the state of skippable cinematics

(<void> cinematic_set_shot <cinematic_scene_definition> <long>)

sets the scene and shot for the current cinematic.

(<void> cinematic_set_title <cutscene_title>)

activates the chapter title

(<void> cinematic_set_title_delayed <cutscene_title> <real>)

activates the chapter title, delayed by <real> seconds

(<void> cinematic_show_letterbox <boolean>)

sets or removes the letterbox bars

(<void> cinematic_show_letterbox_immediate <boolean>)

sets or removes the letterbox bars

(<void> cinematic_skip_start_internal)
(<void> cinematic_skip_stop_internal)
(<void> cinematic_sleep <short> [<script>])

cinematic only sleep script call which ignores the 1 frame special case for non 30Hz builds

(<void> cinematic_start)

initializes game to start a cinematic (interruptive) cutscene

(<void> cinematic_stop)

initializes the game to end a cinematic (interruptive) cutscene

(<void> cinematic_subtitle <string_id> <real>)

displays the named subtitle for <real> seconds

(<void> cinematic_suppress_bsp_object_creation <boolean>)

suppresses or enables the automatic creation of objects during cutscenes due to a bsp switch

(<short> cinematic_tag_fade_in_to_cinematic <string_id>)

executes the fade settings setup in the cinematics tag for fading in to the cinematic

(<short> cinematic_tag_fade_in_to_game <string_id>)

executes the fade settings setup in the cinematics tag for fading in to the game

(<short> cinematic_tag_fade_out_from_cinematic <string_id>)

executes the fade settings setup in the cinematics tag for fading out from the cinematic

(<short> cinematic_tag_fade_out_from_game <string_id>)

executes the fade settings setup in the cinematics tag for fading out from the game

(<animation_graph> cinematic_tag_reference_get_animation <long> <long> <long>)

Retrieve a looping sound tag from the cinematic system

(<bink_definition> cinematic_tag_reference_get_bink <long>)

Retrieve the bink tag from the cinematic system

(<cinematic_definition> cinematic_tag_reference_get_cinematic <long>)

Retrieve a cinematic tag from the cinematic system

(<sound> cinematic_tag_reference_get_dialogue <long> <long> <long> <long>)

Retrieve a sound tag from the cinematic system

(<effect> cinematic_tag_reference_get_effect <long> <long> <long> <long>)

Retrieve an effect tag from the cinematic system

(<sound> cinematic_tag_reference_get_music <long> <long> <long> <long>)

Retrieve a sound tag from the cinematic system

(<looping_sound> cinematic_tag_reference_get_music_looping <long> <long> <long> <long>)

Retrieve a looping sound tag from the cinematic system

(<cinematic_scene_definition> cinematic_tag_reference_get_scene <long>)

Retrieve a cinematic tag from the cinematic system

(<short> cinematic_transition_fade_in_to_cinematic <cinematic_transition_definition>)

executes the fade settings setup in the cinematic transition for fading in to the cinematic

(<short> cinematic_transition_fade_in_to_game <cinematic_transition_definition>)

executes the fade settings setup in the cinematic transition for fading in to the game

(<short> cinematic_transition_fade_out_from_cinematic <cinematic_transition_definition>)

executes the fade settings setup in the cinematic transition for fading out from the cinematic

(<short> cinematic_transition_fade_out_from_game <cinematic_transition_definition>)

executes the fade settings setup in the cinematic transition for fading out from the game

(<unit> cinematic_unit_get <string_id>)

Returns a unit created by cinematic_object_create

(<weapon> cinematic_weapon_get <string_id>)

Returns a weapon created by cinematic_object_create

(<void> cinematic_zone_activate <long>)

activates scenario cinematic zone (automatically generated script function!)

(<void> cinematic_zone_activate_for_debugging <long>)

activates scenario cinematic zone for debugging (automatically generated script function!)

(<void> cinematic_zone_activate_from_editor <any_tag>)

activates cinematic zone from tag (automatically generated script function!)

(<void> cinematic_zone_deactivate <long>)

deactivates scenario cinematic zone (automatically generated script function!)

(<void> cinematic_zone_deactivate_from_editor <any_tag>)

deactivates cinematic zone from tag (automatically generated script function!)

(<void> clear_map_slot <long>)

nuke cache<number>.map

(<void> clear_map_type <long>)

nuke all maps corresponding to specified type: 0 = mainmenu, 1 = multiplayer shared, 2 = campaign shared, 3 = multiplayer, 4 = campaign

(<void> clear_webcache)

clears the webcache

(<void> cls)

clears console text from the screen

(<void> collision_debug_lightmaps_print)

Prints the collision_debug_lightmaps text to the console

(<void> collision_log_enable <boolean>)

enables or disables collision logging.

(<void> command_buffer_cache_playback_enable <boolean>)

Enable/disable command buffer playback

(cond (<boolean1> <result1>) [(<boolean2> <result2>) [...]])

returns the value associated with the first true condition.

(<passthrough> cond (<boolean1> <result1>) [(<boolean2> <result2>) [...]])

returns the value associated with the first true condition.

(<void> content_test_set_active <long>)

enable or disable the test harness for the content system (which will run through a bunch of operations and spew any errors encountered).

(<void> content_test_set_active_test_pass <string> <long>)

Enable a specific test pass for the content system (e.g. standard, create).

(<void> controller_display_storage_device_selection <controller>)

display storage device selection ui for the specified controller

(<void> controller_invert_look)

invert look on all attached controllers

(<void> controller_lock_models <controller>)

<controller> lock all model permutations for specified controller

(<void> controller_lock_single_player_levels <controller>)

<controller> lock all single player levels for specified controller

(<void> controller_lock_skulls <controller>)

<controller> lock all campaign skulls for specified controller

(<void> controller_look_speed <short>)

set look speed for all attached controllers

(<void> controller_set_auto_center_look <controller> <boolean>)

set auto center look for specified controller

(<void> controller_set_background_emblem_color <controller> <player_color>)

set tertiary color for specified controller

(<void> controller_set_button_preset <controller> <button_preset>)

set button preset for specified controller

(<void> controller_set_clench_protection <controller> <boolean>)

set clench protection look for specified controller

(<void> controller_set_crouch_lock <controller> <boolean>)

set crouch lock for specified controller

(<void> controller_set_custom_button <controller> <long> <long>)

set custom button for specified controller

(<void> controller_set_emblem_info <controller> <short> <short>)

set emblem for specified controller

(<void> controller_set_flight_stick_aircraft_controls <controller> <boolean>)

set airrcraft flight stick controls for specified controller

(<void> controller_set_generic_bonus_toast <controller> <short>)

<controller> <credits> act as if this controller was awarded bonus credits from the LSP

(<void> controller_set_initial_bonus_toast <controller> <boolean>)

<controller> set if this controller has seen the 5000 initial credits toast

(<void> controller_set_joystick_preset <controller> <joystick_preset>)

set joystick preset for specified controller

(<void> controller_set_look_inverted <controller> <boolean>)

set look inversion for specified controller

(<void> controller_set_look_sensitivity <controller> <short>)

set look sensitivity for specified controller

(<void> controller_set_loyalty_bonus_toast <controller> <short>)

<controller> <credits> act as if this controller was awarded loyalty credits from the LSP

(<void> controller_set_nag_message_data <controller> <long> <long> <long> <long>)

<controller> <last global nag msg id> <last per user nag msg id> <last global nag msg view count> <last per-user nag msg view count>

(<void> controller_set_new_user_experience <controller> <boolean>)

<controller> set if this controller will get the new user experience

(<void> controller_set_player_character_type <controller> <player_model_choice>)

set player character type for specified controller

(<void> controller_set_primary_change_color <controller> <player_color>)

set primary change color for specified controller

(<void> controller_set_primary_emblem_color <controller> <player_color>)

set primary change color for specified controller

(<void> controller_set_secondary_change_color <controller> <player_color>)

set secondary change color for specified controller

(<void> controller_set_secondary_emblem_color <controller> <player_color>)

set secondary change color for specified controller

(<void> controller_set_single_player_level_completed <controller> <long> <boolean> <game_difficulty> <boolean>)

<controller> <level index> <co-op> <difficulty> <completed> set the single player levels completed state for specified controller

(<void> controller_set_single_player_level_unlocked <controller> <short> <boolean>)

<controller> <level index> <bool locked> set single player level locked state for specified controller

(<void> controller_set_southpaw <controller> <boolean>)

set southpaw for specified controller

(<void> controller_set_subtitle_setting <controller> <subtitle_setting>)

set subtitle setting for specified controller

(<void> controller_set_tertiary_change_color <controller> <player_color>)

set tertiary color for specified controller

(<void> controller_set_unsignedin_user <controller> <boolean>)

Toggle controller as unsigned-in user

(<void> controller_set_vibration_enabled <controller> <boolean>)

set vibration for specified controller

(<void> controller_set_voice_output_setting <controller> <voice_output_setting>)

set voice output setting for specified controller

(<void> controller_set_waypoint_flags <controller> <long> <boolean>)

Set a waypoint flag in the profile (outgoing to waypoint)

(<void> controller_temporary_users_always_attached <boolean>)

toggle pretending that temporary users' controllers are always attached

(<void> controller_unlock_models <controller>)

<controller> unlock all model permutations for specified controller

(<void> controller_unlock_single_player_levels <controller>)

<controller> unlock all single player levels for specified controller

(<void> controller_unlock_skulls <controller>)

<controller> unlock all campaign skulls for specified controller

(<void> core_force_immediate_save_on_core_load <boolean>)

Forces film core loads to trigger game_save_immediate() on load (which mimics the game save that occurs on core load in stress jobs).

(<void> core_load)

loads debug game state from core\core.bin

(<void> core_load_game)

loads level and game state from core\core.bin

(<void> core_load_game_name <string>)

loads level and game state from core<path>

(<void> core_load_name <string>)

loads debug game state from core<path>

(<void> core_regular_upload_to_debug_server <boolean>)

toggle periodic core uploading to debug server

(<void> core_save)

saves debug game state to core\core.bin

(<void> core_save_name <string>)

saves debug game state to core<path>

(<void> core_set_upload_option <string>)

sets options for game state uploading (current options are 'default', 'repro', and 'stress'

(<void> crash <string>)

crashes (for debugging).

(<void> create_secure_test_file)

generates a compressed encrypted test file

(<void> cs_abort_on_alert <boolean>)

Command script ends prematurely when actor's combat status raises to 'alert' or higher

(<void> cs_abort_on_alert <boolean>)

Command script ends prematurely when given actor's combat status raises to 'alert' or higher

(<void> cs_abort_on_alert <ai> <boolean>)

Command script ends prematurely when given actor's combat status raises to 'alert' or higher

(<void> cs_abort_on_combat_status <short>)

Command script ends prematurely when actor's combat status rises to given level

(<void> cs_abort_on_combat_status <short>)

Command script ends prematurely when actor's combat status rises to given level

(<void> cs_abort_on_combat_status <ai> <short>)

Command script ends prematurely when actor's combat status rises to given level

(<void> cs_abort_on_damage <boolean>)

Command script ends prematurely when actor is damaged

(<void> cs_abort_on_damage <boolean>)

Command script ends prematurely when actor is damaged

(<void> cs_abort_on_damage <ai> <boolean>)

Command script ends prematurely when actor is damaged

(<void> cs_abort_on_vehicle_exit <boolean>)

Command script ends prematurely when actor gets out of its vehicle

(<void> cs_abort_on_vehicle_exit <boolean>)

Command script ends prematurely when actor gets out of its vehicle

(<void> cs_abort_on_vehicle_exit <ai> <boolean>)

Command script ends prematurely when actor gets out of its vehicle

(<void> cs_action <point_reference> <short>)

Actor plays an AI action towards the given point. ai_action_<tab> to see action options

(<void> cs_action <ai> <boolean> <point_reference> <short>)

Actor plays an AI action towards the given point. ai_action_<tab> to see action options

(<void> cs_action_at_object <object> <short>)

Actor plays an AI action towards the given object. ai_action_<tab> to see action options

(<void> cs_action_at_object <ai> <boolean> <object> <short>)

Actor plays an AI action towards the given object. ai_action_<tab> to see action options

(<void> cs_action_at_player <short>)

Actor plays an AI action towards the nearest_player. ai_action_<tab> to see action options

(<void> cs_action_at_player <ai> <boolean> <short>)

Actor plays an AI action towards the nearest_player. ai_action_<tab> to see action options

(<void> cs_aim <boolean> <point_reference>)

Actor aims at the point for the remainder of the cs, or until overridden (overrides look)

(<void> cs_aim <ai> <boolean> <point_reference>)

Actor aims at the point for the remainder of the cs, or until overridden (overrides look)

(<void> cs_aim_object <boolean> <object>)

Actor aims at the object for the duration of the cs, or until overridden (overrides look)

(<void> cs_aim_object <ai> <boolean> <object>)

Actor aims at the object for the duration of the cs, or until overridden (overrides look)

(<void> cs_aim_player <boolean>)

Actor aims at nearest player for the duration of the cs, or until overridden (overrides look)

(<void> cs_aim_player <ai> <boolean>)

Actor aims at nearest player for the duration of the cs, or until overridden (overrides look)

(<void> cs_approach <object> <real> <real> <real>)

(approach <object> <distance - how close I want to get> <max-distance - start approaching when target is within this range> <follow-distance - give up when target is outside this range>)

(<void> cs_approach <ai> <boolean> <object> <real> <real> <real>)

(approach <object> <distance - how close I want to get> <max-distance - start approaching when target is within this range> <follow-distance - give up when target is outside this range>)

(<void> cs_approach_player <real> <real> <real>)

(approach player <distance - how close I want to get> <max-distance - start approaching when target is within this range> <follow-distance - give up when target is outside this range>)

(<void> cs_approach_player <ai> <boolean> <real> <real> <real>)

(approach player <distance - how close I want to get> <max-distance - start approaching when target is within this range> <follow-distance - give up when target is outside this range>)

(<void> cs_approach_stop)

Actor stops approaching

(<void> cs_approach_stop <ai>)

Actor stops approaching

(<void> cs_attach_to_spline <string_id>)

For use in flying vehicles: Set this vehicle to pathfind using the designated spline.

(<void> cs_attach_to_spline <ai> <boolean> <string_id>)

For use in flying vehicles: Set this vehicle to pathfind using the designated spline.

(<boolean> cs_command_script_attached <ai> <ai_command_script>)

Returns true if the command script is in the ai's cs queue

(<boolean> cs_command_script_running <ai> <ai_command_script>)

Returns true if the ai is running the command script in question

(<void> cs_crouch <boolean>)

Actor crouches for the remainder of the command script, or until overridden

(<void> cs_crouch <ai> <boolean>)

Actor crouches for the remainder of the command script, or until overridden

(<void> cs_crouch <boolean> <real>)

Actor crouches / uncrouches, transitioning over the given number of seconds

(<void> cs_crouch <ai> <boolean> <real>)

Actor crouches / uncrouches, transitioning over the given number of seconds

(<void> cs_custom_animation <animation_graph> <string_id> <boolean>)

starts a custom animation playing on the actor (interpolates into animation if last parameter is TRUE)

(<void> cs_custom_animation <ai> <boolean> <animation_graph> <string_id> <boolean>)

starts a custom animation playing on the actor (interpolates into animation if last parameter is TRUE)

(<void> cs_custom_animation <animation_graph> <string_id> <boolean> <point_reference>)

starts a custom animation playing on the actor at the given point (interpolates into animation if last parameter is TRUE)

(<void> cs_custom_animation <ai> <boolean> <animation_graph> <string_id> <boolean> <point_reference>)

starts a custom animation playing on the actor at the given point (interpolates into animation if last parameter is TRUE)

(<void> cs_custom_animation_death <animation_graph> <string_id> <boolean>)

starts a custom animation playing on the actor (interpolates into animation if last parameter is TRUE)

(<void> cs_custom_animation_death <ai> <boolean> <animation_graph> <string_id> <boolean>)

starts a custom animation playing on the actor (interpolates into animation if last parameter is TRUE)

(<void> cs_custom_animation_death <animation_graph> <string_id> <boolean> <point_reference>)

starts a custom animation playing on the actor (interpolates into animation if last parameter is TRUE)

(<void> cs_custom_animation_death <ai> <boolean> <animation_graph> <string_id> <boolean> <point_reference>)

starts a custom animation playing on the actor (interpolates into animation if last parameter is TRUE)

(<void> cs_custom_animation_loop <animation_graph> <string_id> <boolean>)

starts a looping custom animation playing on the actor (interpolates into animation if last parameter is TRUE) NON-BLOCKING

(<void> cs_custom_animation_loop <ai> <animation_graph> <string_id> <boolean>)

starts a looping custom animation playing on the actor (interpolates into animation if last parameter is TRUE) NON-BLOCKING

(<void> cs_custom_animation_loop <animation_graph> <string_id> <boolean> <point_reference>)

starts a looping custom animation playing on the actor at the given point (interpolates into animation if last parameter is TRUE) NON-BLOCKING

(<void> cs_custom_animation_loop <ai> <animation_graph> <string_id> <boolean> <point_reference>)

starts a looping custom animation playing on the actor at the given point (interpolates into animation if last parameter is TRUE) NON-BLOCKING

(<void> cs_deploy_turret <point_reference>)

Deploy a turret at the given script point

(<void> cs_deploy_turret <ai> <boolean> <point_reference>)

Deploy a turret at the given script point

(<void> cs_die <short>)

Actor dies in specified manner

(<void> cs_die <ai> <boolean> <short>)

Actor dies in specified manner

(<void> cs_enable_dialogue <boolean>)

Actor combat dialogue enabled/disabled.

(<void> cs_enable_dialogue <ai> <boolean>)

Actor combat dialogue enabled/disabled.

(<void> cs_enable_looking <boolean>)

Actor autonomous looking enabled/disabled.

(<void> cs_enable_looking <ai> <boolean>)

Actor autonomous looking enabled/disabled.

(<void> cs_enable_moving <boolean>)

Actor autonomous moving enabled/disabled.

(<void> cs_enable_moving <ai> <boolean>)

Actor autonomous moving enabled/disabled.

(<void> cs_enable_pathfinding_failsafe <boolean>)

Actor blocks until pathfinding calls succeed

(<void> cs_enable_pathfinding_failsafe <ai> <boolean>)

Actor blocks until pathfinding calls succeed

(<void> cs_enable_targeting <boolean>)

Actor autonomous target selection enabled/disabled.

(<void> cs_enable_targeting <ai> <boolean>)

Actor autonomous target selection enabled/disabled.

(<void> cs_face <boolean> <point_reference>)

Actor faces exactly the point for the remainder of the cs, or until overridden (overrides aim, look)

(<void> cs_face <ai> <boolean> <point_reference>)

Actor faces exactly the point for the remainder of the cs, or until overridden (overrides aim, look)

(<void> cs_face_object <boolean> <object>)

Actor faces exactly the given object for the duration of the cs, or until overridden (overrides aim, look)

(<void> cs_face_object <ai> <boolean> <object>)

Actor faces exactly the given object for the duration of the cs, or until overridden (overrides aim, look)

(<void> cs_face_player <boolean>)

Actor faces exactly the nearest player for the duration of the cs, or until overridden (overrides aim, look)

(<void> cs_face_player <ai> <boolean>)

Actor faces exactly the nearest player for the duration of the cs, or until overridden (overrides aim, look)

(<void> cs_fly_by <point_reference>)

Flies the actor through the given point

(<void> cs_fly_by <ai> <boolean> <point_reference>)

Flies the actor through the given point

(<void> cs_fly_by <point_reference> <real>)

Flies the actor through the given point (within the given tolerance)

(<void> cs_fly_by <ai> <boolean> <point_reference> <real>)

Flies the actor through the given point (within the given tolerance)

(<void> cs_fly_to <point_reference>)

Flies the actor to the given point

(<void> cs_fly_to <ai> <boolean> <point_reference>)

Flies the actor to the given point

(<void> cs_fly_to <point_reference> <real>)

Flies the actor to the given point (within the given tolerance)

(<void> cs_fly_to <ai> <boolean> <point_reference> <real>)

Flies the actor to the given point (within the given tolerance)

(<void> cs_fly_to_and_face <point_reference> <point_reference>)

Flies the actor to the given point and orients him in the appropriate direction

(<void> cs_fly_to_and_face <ai> <boolean> <point_reference> <point_reference>)

Flies the actor to the given point and orients him in the appropriate direction

(<void> cs_fly_to_and_face <point_reference> <point_reference> <real>)

Flies the actor to the given point and orients him in the appropriate direction (within the given tolerance)

(<void> cs_fly_to_and_face <ai> <boolean> <point_reference> <point_reference> <real>)

Flies the actor to the given point and orients him in the appropriate direction (within the given tolerance)

(<void> cs_force_combat_status <short>)

Force the actor's combat status (0= no override, 1=idle, 2= alert, 3= active)

(<void> cs_force_combat_status <ai> <short>)

Force the actor's combat status (0= no override, 1=idle, 2= alert, 3= active)

(<void> cs_go_by <point_reference> <point_reference>)

Actor moves toward the point, and considers it hit when it breaks the indicated plane

(<void> cs_go_by <ai> <boolean> <point_reference> <point_reference>)

Actor moves toward the point, and considers it hit when it breaks the indicated plane

(<void> cs_go_by <point_reference> <point_reference> <real>)

Actor moves toward the point, and considers it hit when it breaks the indicated plane, attenuating throttle by the given amount when near the goal

(<void> cs_go_by <ai> <boolean> <point_reference> <point_reference> <real>)

Actor moves toward the point, and considers it hit when it breaks the indicated plane, attenuating throttle by the given amount when near the goal

(<void> cs_go_to <point_reference>)

Moves the actor to a specified point

(<void> cs_go_to <ai> <boolean> <point_reference>)

Moves the actor to a specified point

(<void> cs_go_to <point_reference> <real>)

Moves the actor to a specified point, attenuating throttle by the given amount when near the goal

(<void> cs_go_to <ai> <boolean> <point_reference> <real>)

Moves the actor to a specified point, attenuating throttle by the given amount when near the goal

(<void> cs_go_to_and_face <point_reference> <point_reference>)

Moves the actor to a specified point and has him face the second point

(<void> cs_go_to_and_face <ai> <boolean> <point_reference> <point_reference>)

Moves the actor to a specified point and has him face the second point

(<void> cs_go_to_and_posture <point_reference> <string_id>)

Actor moves to the point and performs a posture once there

(<void> cs_go_to_and_posture <ai> <boolean> <point_reference> <string_id>)

Actor moves to the point and performs a posture once there

(<void> cs_go_to_nearest <point_reference>)

Given a point set, AI goes toward the nearest point

(<void> cs_go_to_nearest <ai> <boolean> <point_reference>)

Given a point set, AI goes toward the nearest point

(<void> cs_go_to_vehicle <vehicle>)

Actor gets in the appropriate vehicle

(<void> cs_go_to_vehicle <ai> <boolean> <vehicle>)

Actor gets in the appropriate vehicle

(<void> cs_go_to_vehicle <vehicle> <unit_seat_mapping>)

Actor gets in the named seat of the appropriate vehicle

(<void> cs_go_to_vehicle <ai> <boolean> <vehicle> <unit_seat_mapping>)

Actor gets in the named seat of the appropriate vehicle

(<void> cs_grenade <point_reference> <short>)

Actor throws a grenade, either by tossing (arg2=0), lobbing (1) or bouncing (2)

(<void> cs_grenade <ai> <boolean> <point_reference> <short>)

Actor throws a grenade, either by tossing (arg2=0), lobbing (1) or bouncing (2)

(<void> cs_ignore_obstacles <boolean>)

Actor does not avoid obstacles when true

(<void> cs_ignore_obstacles <ai> <boolean>)

Actor does not avoid obstacles when true

(<void> cs_jump <real> <real>)

Actor jumps in direction of angle at the given velocity (angle, velocity)

(<void> cs_jump <ai> <boolean> <real> <real>)

Actor jumps in direction of angle at the given velocity (angle, velocity)

(<void> cs_jump_to_point <real> <real>)

Actor jumps with given horizontal and vertical velocity

(<void> cs_jump_to_point <ai> <boolean> <real> <real>)

Actor jumps with given horizontal and vertical velocity

(<void> cs_look <boolean> <point_reference>)

Actor looks at the point for the remainder of the cs, or until overridden

(<void> cs_look <ai> <boolean> <point_reference>)

Actor looks at the point for the remainder of the cs, or until overridden

(<void> cs_look_object <boolean> <object>)

Actor looks at the object for the duration of the cs, or until overridden

(<void> cs_look_object <ai> <boolean> <object>)

Actor looks at the object for the duration of the cs, or until overridden

(<void> cs_look_player <boolean>)

Actor looks at nearest player for the duration of the cs, or until overridden

(<void> cs_look_player <ai> <boolean>)

Actor looks at nearest player for the duration of the cs, or until overridden

(<void> cs_lower_weapon <boolean>)

Actor keeps weapon lowered

(<void> cs_lower_weapon <ai> <boolean>)

Actor keeps weapon lowered

(<void> cs_melee_direction <long>)

Actor performs melee in provided direction (0= front, 1= back, 2= offhand, 3= tackle)

(<void> cs_melee_direction <ai> <boolean> <long>)

Actor performs melee in provided direction (0= front, 1= back, 2= offhand, 3= tackle)

(<void> cs_move_in_direction <real> <real> <real>)

Actor moves at given angle, for the given distance, optionally with the given facing (angle, distance, facing)

(<void> cs_move_in_direction <ai> <boolean> <real> <real> <real>)

Actor moves at given angle, for the given distance, optionally with the given facing (angle, distance, facing)

(<void> cs_move_towards <object>)

Move in the direction of the given object

(<void> cs_move_towards <ai> <boolean> <object>)

Move in the direction of the given object

(<void> cs_move_towards <object> <boolean>)

Move in the direction of the given object (and melee the target or not)

(<void> cs_move_towards <ai> <boolean> <object> <boolean>)

Move in the direction of the given object (and melee the target or not)

(<void> cs_move_towards_point <point_reference> <real>)

Move to within the given radius of the given point

(<void> cs_move_towards_point <ai> <boolean> <point_reference> <real>)

Move to within the given radius of the given point

(<boolean> cs_moving)

Returns TRUE if the actor is currently following a path

(<boolean> cs_moving <ai>)

Returns TRUE if the actor is currently following a path

(<short> cs_number_queued <ai>)

Returns the number of queued command scripts

(<void> cs_pause <real>)

The actor does nothing for the given number of seconds

(<void> cs_pause <ai> <boolean> <real>)

The actor does nothing for the given number of seconds

(<void> cs_player_melee <long>)

Actor performs player-specific melee

(<void> cs_player_melee <ai> <boolean> <long>)

Actor performs player-specific melee

(<void> cs_play_line <ai_line>)

Play the named line in the current scene

(<void> cs_play_line <ai> <boolean> <ai_line>)

Play the named line in the current scene

(<void> cs_play_sound <sound>)

Actor plays an impulse sound and the atom blocks until it is complete

(<void> cs_play_sound <ai> <boolean> <sound>)

Actor plays an impulse sound and the atom blocks until it is complete

(<void> cs_play_sound <sound> <real>)

Actor plays an impulse sound and the atom blocks for the given percentage of the sound's total length

(<void> cs_play_sound <ai> <boolean> <sound> <real>)

Actor plays an impulse sound and the atom blocks for the given percentage of the sound's total length

(<void> cs_play_sound <sound> <real> <real>)

Actor plays an impulse sound and the atom blocks for the given percentage of the sound's total length, at the given volume (0..1)

(<void> cs_play_sound <ai> <boolean> <sound> <real> <real>)

Actor plays an impulse sound and the atom blocks for the given percentage of the sound's total length, at the given volume (0..1)

(<void> cs_posture_exit)

Actor exits the posture it's in

(<void> cs_posture_exit <ai>)

Actor exits the posture it's in

(<void> cs_posture_set <string_id> <boolean>)

Actor enters the given posture (enters immediately rather than plays the entry animation if argument is TRUE)

(<void> cs_posture_set <ai> <string_id> <boolean>)

Actor enters the given posture (enters immediately rather than plays the entry animation if argument is TRUE)

(<void> cs_push_stance <string_id>)

Actor pushes given stance during this command script

(<void> cs_push_stance <ai> <string_id>)

Actor pushes given stance during this command script

(<void> cs_queue_command_script <ai> <ai_command_script>)

Add a command script onto the end of an actor's command script queue

(<void> cs_run_command_script <ai> <ai_command_script>)

Causes the specified actor(s) to start executing a command script immediately (discarding any other command scripts in the queue)

(<void> cs_set_pathfinding_radius <real>)

Sets the actor's pathfinding radius (this distance at which a destination is considered to have been reached) for the remainder of the command script

(<void> cs_set_pathfinding_radius <ai> <real>)

Sets the actor's pathfinding radius (this distance at which a destination is considered to have been reached) for the remainder of the command script

(<void> cs_set_style <style>)

Override the actor's style

(<void> cs_set_style <ai> <style>)

Override the actor's style

(<void> cs_shoot <boolean>)

Actor is allowed to shoot at its target or not

(<void> cs_shoot <ai> <boolean>)

Actor is allowed to shoot at its target or not

(<void> cs_shoot <boolean> <object>)

Actor shoots at given target

(<void> cs_shoot <ai> <boolean> <object>)

Actor shoots at given target

(<void> cs_shoot_point <boolean> <point_reference>)

Actor shoots at given point

(<void> cs_shoot_point <ai> <boolean> <point_reference>)

Actor shoots at given point

(<void> cs_shoot_secondary_trigger <boolean>)

Actor uses secondary trigger whenever he shoots

(<void> cs_shoot_secondary_trigger <ai> <boolean>)

Actor uses secondary trigger whenever he shoots

(<void> cs_smash_direction <long>)

Actor performs smash in provided direction

(<void> cs_smash_direction <ai> <boolean> <long>)

Actor performs smash in provided direction

(<void> cs_stack_command_script <ai> <ai_command_script>)

Push a command script to the top of the actor's command script queue

(<void> cs_stop_custom_animation)

Stop running a custom animation

(<void> cs_stop_custom_animation <ai>)

Stop running a custom animation

(<void> cs_stop_sound <sound>)

Stops the specified impulse sound.

(<void> cs_stop_sound <ai> <sound>)

Stops the specified impulse sound.

(<void> cs_stow <boolean>)

Actor stows its current weapon, based on the second bool variable

(<void> cs_stow <ai> <boolean>)

Actor stows its current weapon, based on the second bool variable

(<void> cs_suppress_activity_termination <boolean>)

Autonomous termination of activities is suppressed for the remainder of the command script

(<void> cs_suppress_activity_termination <ai> <boolean>)

Autonomous termination of activities is suppressed for the remainder of the command script

(<void> cs_suppress_dialogue_global <boolean>)

Combat dialogue is suppressed for the remainder of the command script

(<void> cs_suppress_dialogue_global <ai> <boolean>)

Combat dialogue is suppressed for the remainder of the command script

(<void> cs_swarm_from <point_reference> <real>)

A swarm swarms away from the point in question, going at least the given distance

(<void> cs_swarm_from <ai> <boolean> <point_reference> <real>)

A swarm swarms away from the point in question, going at least the given distance

(<void> cs_swarm_to <point_reference> <real>)

A swarm swarms towards the point (or point set) in question, the individual forms stopping when they get within the given radius

(<void> cs_swarm_to <ai> <boolean> <point_reference> <real>)

A swarm swarms towards the point (or point set) in question, the individual forms stopping when they get within the given radius

(<void> cs_teleport <point_reference> <point_reference>)

Actor teleports to point1 facing point2

(<void> cs_teleport <ai> <point_reference> <point_reference>)

Actor teleports to point1 facing point2

(<void> cs_turn_sharpness <boolean> <real>)

Set the sharpness of a vehicle turn (values 0 -> 1). Only applicable to nondirectional flying vehicles (e.g. dropships)

(<void> cs_turn_sharpness <ai> <boolean> <real>)

Set the sharpness of a vehicle turn (values 0 -> 1). Only applicable to nondirectional flying vehicles (e.g. dropships)

(<void> cs_use_equipment <real>)

Actor uses their current equipment for the given number of seconds

(<void> cs_use_equipment <ai> <boolean> <real>)

Actor uses their current equipment for the given number of seconds

(<void> cs_vehicle_boost <boolean>)

Enables or disables boost

(<void> cs_vehicle_boost <ai> <boolean>)

Enables or disables boost

(<void> cs_vehicle_speed <real>)

Set the speed at which the actor will drive a vehicle, expressed as a multiplier 0-1

(<void> cs_vehicle_speed <ai> <real>)

Set the speed at which the actor will drive a vehicle, expressed as a multiplier 0-1

(<void> cs_vehicle_speed_instantaneous <real>)

Set the instantaneous speed of the vehicle we're driving

(<void> cs_vehicle_speed_instantaneous <ai> <real>)

Set the instantaneous speed of the vehicle we're driving

(<void> cs_vocalize <short>)

Actor emits vocalization of given type

(<void> cs_vocalize <ai> <boolean> <short>)

Actor emits vocalization of given type

(<void> cs_walk <boolean>)

Actor walks for the remainder of the command script, or until overridden

(<void> cs_walk <ai> <boolean>)

Actor walks for the remainder of the command script, or until overridden

(<void> cubemap_dynamic_generate)

generates a dynamic cubemap and saves in the cubemaps directory

(<void> cui_debug_add_binding_watch <string>)

add binding watch for active screen

(<void> cui_debug_add_global_binding_watch <string>)

add global binding watch

(<void> cui_debug_add_global_property_watch <string>)

add global property watch

(<void> cui_debug_add_property_watch <string>)

add property watch for active screen

(<void> cui_debug_clear)

clear all state for active screen

(<void> cui_debug_clear_binding_watches)

remove all binding watches for active screen

(<void> cui_debug_clear_global)

clear all global state

(<void> cui_debug_clear_global_binding_watches)

remove all global binding watches

(<void> cui_debug_clear_global_property_watches)

remove all global property watches

(<void> cui_debug_clear_property_watches)

remove all property watches for active screen

(<void> cui_debug_remove_binding_watch <string>)

remove binding watch for active screen

(<void> cui_debug_remove_global_binding_watch <string>)

remove global binding watch

(<void> cui_debug_remove_global_property_watch <string>)

remove global property watch

(<void> cui_debug_remove_property_watch <string>)

remove property watch for active screen

(<void> cui_get_active_screens <long>)

<arbitrary int> list the current cui screens

(<void> cui_get_component_properties <long> <long> <string_id>)

<arbitrary int> <window index> <component_name> lists a component's property names, types and values

(<void> cui_get_screen_components <long> <long>)

<arbitrary int> <window index> lists widgets in a screen

(<void> cui_invoke_list_item_by_boolean <long> <long> <string_id> <string_id> <string_id> <boolean>)

<command_index> <window_index> <list_name> <list_data_name> <property_name> <property_value> triggers the list item who's column's value matches the specified one

(<void> cui_invoke_list_item_by_long <long> <long> <string_id> <string_id> <string_id> <long>)

<command_index> <window_index> <list_name> <list_data_name> <property_name> <property_value> triggers the list item who's column's value matches the specified one

(<void> cui_invoke_list_item_by_string_id <long> <long> <string_id> <string_id> <string_id> <string_id>)

<command_index> <window_index> <list_name> <list_data_name> <property_name> <property_value> triggers the list item who's column's value matches the specified one

(<void> cui_invoke_list_item_by_text <long> <long> <string_id> <string_id> <string_id> <string>)

<command_index> <window_index> <list_name> <list_data_name> <property_name> <property_value> triggers the list item who's column's value matches the specified one

(<void> cui_load_screen <cui_screen_definition>)

loads a cui screen from a definition tag

(<void> cui_load_themed_screen <cui_screen_definition> <string_id>)

loads a cui screen from a definition tag

(<void> cui_send_button_press <long> <long> <long> <string>)

<arbitrary int> <window index> <controller index> <button name> sends the button press to the screen. Use controller index -1 for automatically guessing the right controller.

(<void> cui_set_screen_name_override_prefix <string>)

set prefix for cui screen name overrides

(<long> current_zone_set)

returns the current zone set

(<long> current_zone_set_fully_active)

returns the current zone set

(<boolean> custom_animation <unit> <animation_graph> <string_id> <boolean>)

starts a custom animation playing on a unit (interpolates into animation if last parameter is TRUE)

(<boolean> custom_animation_list <object_list> <animation_graph> <string_id> <boolean>)

starts a custom animation playing on a unit list (interpolates into animation if last parameter is TRUE)

(<boolean> custom_animation_loop <unit> <animation_graph> <string_id> <boolean>)

starts a custom animation playing on a unit (interpolates into animation if last parameter is TRUE)

(<boolean> custom_animation_relative <unit> <animation_graph> <string_id> <boolean> <object>)

starts a custom animation relative to some other object (interpolates into animation if last parameter is TRUE)

(<boolean> custom_animation_relative_loop <unit> <animation_graph> <string_id> <boolean> <object>)

starts a custom animation relative to some other object (interpolates into animation if last parameter is TRUE)

(<void> damage_control_get <string>)

gets a damage control setting by string

(<void> damage_control_set <string> <boolean>)

sets a damage control setting by string

(<void> damage_new <damage> <cutscene_flag>)

causes the specified damage at the specified flag.

(<void> damage_object <object> <string_id> <real>)

causes the specified damage at the specified object.

(<void> damage_objects <object_list> <string_id> <real>)

causes the specified damage at the specified object list.

(<void> damage_objects_effect <damage> <object_list>)

causes the specified damage at the specified object list.

(<void> damage_object_effect <damage> <object>)

causes the specified damage at the specified object.

(<void> damage_players <damage>)

damages all players with the given damage effect

(<void> data_mine_debug_menu_setting <string>)

close debug menu and set user experience setting to string

(<void> data_mine_enable <boolean>)

enable/disable data mining

(<void> data_mine_flush)

flush any pending data mine data to disk

(<void> data_mine_insert <string>)

insert text and camera position in the data mine

(<void> data_mine_open_debug_menu)

open debug menu

(<void> data_mine_set_display_mission_segment <boolean>)

toggle display of data mine mission segment

(<void> data_mine_set_header_flag <long> <boolean>)

sets the source flags of the data mine header (used for backend bucketing)

(<void> data_mine_set_mission_segment <string>)

sets the mission segment for single player data mine events

(<void> data_mine_upload)

upload all data mining data files to debug server

(<void> debug_button_action_mapping_set <long> <long>)

Allows remapping of individual actions in custom button preset, contact a programmer for a list of what each parameter corresponds to

(<void> debug_camera_load)

loads the saved camera position and facing from camera_<map_name>.txt

(<void> debug_camera_load_name <string>)

loads the camera position and facing from <name>_<map_name>.txt

(<void> debug_camera_load_simple_name <string>)

loads the camera position and facing from camera_<name>.txt

(<void> debug_camera_load_text <string>)

loads the camera position and facing from a passed in string

(<void> debug_camera_save)

saves the camera position and facing to camera_<map_name>.txt

(<void> debug_camera_save_name <string>)

saves the camera position and facing to <name>_<map_name>.txt

(<void> debug_camera_save_simple_name <string>)

saves the camera position and facing to camera_<name>.txt

(<void> debug_initial_spawn_point_objects <boolean>)

toggles debug cycling through multiplayer initial spawn points objects

(<void> debug_instanced_geometry_names_filter <string>)

filters instance debugging by name (substring included, set to emptry string to clear)

(<void> debug_key_evaluate <string> <boolean>)

toggles the rendering of the first active user's weapon debugging

(<void> debug_lightmap_inspect)

show the lightmap status

(<void> debug_lock_enforcement <boolean>)

enable or disable assertions in the synchronization manager lock hierarchy

(<void> debug_memory)

dumps memory leaks.

(<void> debug_memory_by_file)

dumps memory leaks by source file.

(<void> debug_memory_for_file <string>)

dumps memory leaks from the specified source file.

(<void> debug_menu_rebuild)

Reparses the debug menu from the text file.

(<void> debug_objects_unit_seats_filter <string>)

set the filter for unit seat debugging. Set to empty string to clear

(<void> debug_rain_toggle)

toggles rain debug modes

(<void> debug_respawn_point_objects <boolean>)

toggles debug cycling through multiplayer respawn points objects

(<void> debug_scripting <boolean>)

Turn on/off hs script debugging.

(<void> debug_scripting_globals <boolean>)

Turn on/off hs global debugging.

(<void> debug_scripting_show_thread <string> <boolean>)

shows or hides the display of any thread containing the given substring.

(<void> debug_scripting_variable <string> <boolean>)

Turn on/off debugging of a specific global variable; enclose the variable name with single quote characters ('my_variable')

(<void> debug_scripting_variable_all <boolean>)

Turn on/off debugging of all global variables

(<void> debug_script_thread <string_id> <boolean>)

Verbose threads spew to log about script and function calls.

(<void> debug_single_tag)

inspect a single tag for programmer within visual studio

(<void> debug_sounds_enable <string> <boolean>)

enables or disables all sound classes matching the substring.

(<void> debug_sound_channels_log_start)

starts the sound channel debugger log

(<void> debug_sound_channels_log_start_named <string>)

starts the sound channel debugger log with the specified file name

(<void> debug_sound_channels_log_stop)

stops the sound channel debugger log

(<void> debug_sound_environment_parameter <long> <real>)
(<void> debug_sound_environment_source_parameter <long> <real>)

blah

(<void> debug_sound_fadeout_time <real>)

set fadeout time for sound channel debugger

(<void> debug_spawning_dangerous_projectiles <boolean>)

debugs dangerous projectile influences

(<void> debug_spawning_dead_teammates <boolean>)

debug dead teammate influencers

(<void> debug_spawning_deployed_equipment <boolean>)

debugs deployed equipment influences

(<void> debug_spawning_influencers <boolean>)

toggle debugging of any & all dynamic respawn influencers

(<void> debug_spawning_moving_vehicle <boolean>)

debugs moving vehicle danger influences

(<void> debug_spawning_natural_weight <boolean>)

toggles display of the natural weight influence contribution

(<void> debug_spawning_nominal_weight <boolean>)

toggles display of the nominal weight influence contribution

(<void> debug_spawning_proximity_enemy <boolean>)

debugs enemy proximity bias influences

(<void> debug_spawning_proximity_forbid <boolean>)

debugs enemy proximity forbid influences

(<void> debug_spawning_random_influence <boolean>)

toggles display of random influence contribution

(<void> debug_spawning_respawn_zones <boolean>)

debugs respawn zone influences

(<void> debug_spawning_target <string>)

sets target player for respawn influencer debugging display

(<void> debug_spawning_teammates <boolean>)

debugs teammate proximity bias influences

(<void> debug_spawning_use_history <long>)

sets the saved respawn state for respawn influencer debugging display

(<void> debug_spawning_weapon_influences <boolean>)

debugs enemy weapon danger influences

(<void> debug_structure_cluster <long> <long>)

specify a structure and cluster to debug

(<void> debug_tags)

writes all memory being used by tag files into tag_memory_dump.txt

(<void> debug_teleport_player <unit> <unit>)

for testing: teleports one player to another's location

(<void> decorators_split <long> <real>)

duplicates decorator set <index> and moves <percentage> of the decorators into it

(<void> designer_zone_activate <designer_zone>)

activate designer zone

(<void> designer_zone_deactivate <designer_zone>)

deactivates designer zone, deletes objects that were part of that designer zone

(<void> designer_zone_sync)

synchronizes global objects with loaded designer zones

(<void> determinism_debug_manager_enable_game_state_checksum <boolean>)

enable/disable determinism checkpoints

(<void> determinism_debug_manager_enable_logging <boolean>)

enable/disable determinism logging

(<void> determinism_debug_manager_enable_log_file_comparision_on_oos <boolean>)

enables/disables determinism log file comparision on oos

(<void> determinism_debug_manager_enable_trace <boolean>)

enable determinism tracing

(<void> determinism_debug_manager_set_consumer_sample_level <string> <long>)

sets sample level for a consumer

(<void> determinism_debug_manager_set_trace_flags <long>)

set which determinism debugging traces should be turned on

(<void> determinism_log_compare_log_files <string> <string>)

comares determinism log files

(<void> deterministic_end_game)

end game deterministically, by inserting a simulation queue event

(<device> device <object>)

converts an object to a vehicle.

(<void> device_animate_overlay <device> <real> <real> <real> <real>)

animate the overlay over time

(<void> device_animate_position <device> <real> <real> <real> <real> <boolean>)

animate the position over time

(<void> device_closes_automatically_set <device> <boolean>)

TRUE makes the given device close automatically after it has opened, FALSE makes it not

(<real> device_get_position <device>)

gets the current position of the given device (used for devices without explicit device groups)

(<real> device_get_power <device>)

gets the current power of a named device

(<void> device_group_change_only_once_more_set <device_group> <boolean>)

TRUE allows a device to change states only once

(<real> device_group_get <device_group>)

returns the desired value of the specified device group.

(<boolean> device_group_set <device> <device_group> <real>)

changes the desired value of the specified device group.

(<void> device_group_set_immediate <device_group> <real>)

instantaneously changes the value of the specified device group.

(<void> device_ignore_player_set <device> <boolean>)

TRUE makes the given device ignore the player (won't open for players), FALSE makes it work for the player

(<void> device_one_sided_set <device> <boolean>)

TRUE makes the given device one-sided (only able to be opened from one direction), FALSE makes it two-sided

(<void> device_operates_automatically_set <device> <boolean>)

TRUE makes the given device open automatically when any biped is nearby, FALSE makes it not

(<void> device_set_never_appears_locked <device> <boolean>)

changes a machine's never_appears_locked flag, but only if paul is a bastard

(<boolean> device_set_overlay_track <device> <string_id>)

set the desired overlay animation to use

(<boolean> device_set_position <device> <real>)

set the desired position of the given device (used for devices without explicit device groups)

(<void> device_set_position_immediate <device> <real>)

instantaneously changes the position of the given device (used for devices without explicit device groups

(<boolean> device_set_position_track <device> <string_id> <real>)

set the desired position track animation to use (optional interpolation time onto track)

(<void> device_set_position_transition_time <device> <real>)

immediately sets the power of a named device to the given value

(<void> device_set_power <device> <real>)

immediately sets the power of a named device to the given value

(<void> director_cycle_debug_camera <long>)

<user index>

(<void> director_debug_camera <boolean>)

enable/disable camera debugging

(<void> director_print_camera_transform <long>)

Spews camera transform for the given output user index. For remote tools.

(<void> director_print_deterministic_camera_transform <long>)

Spews camera transform for the reticule for the given output user index. For remote tools.

(<void> DisablePauseOnDefocus <boolean>)

disable the pause on defocus behaviour - can be used to speed up tag load whilst doing other work

(<void> DisableWeaponTimingFeatures)

Disable all weapon debug features

(<void> display_video_standard)

displays the video standard the game is in

(<void> display_zone_size_estimates <boolean>)

display zone size estimates HUD

(/ <number> <number>)

returns the quotient of two expressions.

(<real> / <number> <number>)

returns the quotient of two expressions.

(<void> drop <string>)

drops the named tag e.g. objects\vehicles\banshee\banshee.vehicle

(<void> drop_ai <string> <string>)

Drop an ai with the given weapon at the current camera position

(<void> drop_permutation <string> <string>)

drops the named tag e.g. objects\characters\brute\brute.biped using the specified permutation. permutations are specified as a comma-delimited string of region=permutation pairs (e.g. region1=permutation1,region2=permutation2).

(<void> drop_safe <any_tag>)

drops the named tag e.g. objects\vehicles\banshee\banshee.vehicle

(<void> drop_variant <string> <string>)

drops the named tag e.g. objects\vehicles\banshee\banshee.vehicle using the specified variant name

(<void> dummy_function)

Function that does nothing.

(<void> dump_active_resources)

blah

(<void> dump_active_zone_tags)

blah

(<void> dump_cinematics_script)

dump the cinematic script to cinematic_dump.txt

(<void> dump_designer_zone <designer_zone>)

dump interesting info about a designer zone

(<void> dump_loaded_tags)

dump a list of open tags to tag_dump_<map_name>.txt

(<void> dump_tag_stats)

dump tag group memory usage stats into tag_groups_memory_usage_stats.txt

(<boolean> editor_mode)

return if we are currently in the editor

(<void> effect_new <effect> <cutscene_flag>)

starts the specified effect at the specified flag.

(<void> effect_new_at_ai_point <effect> <point_reference>)

starts the specified effect at the specified ai point.

(<void> effect_new_at_point_set_point <effect> <point_reference> <long>)

starts the specified effect at one of the points in the given a point set.

(<void> effect_new_on_ground <effect> <object>)

starts the specified effect on the ground underneath the object's root.

(<void> effect_new_on_object_marker <effect> <object> <string_id>)

starts the specified effect on the specified object at the specified marker.

(<void> effect_new_on_object_marker_loop <effect> <object> <string_id>)

starts the specified effect on the specified object at the specified marker. Effect loops.

(<void> effect_new_random <effect> <point_reference>)

starts the specified effect at one of the points in the given a point set.

(<void> effect_new_random <effect> <point_reference> <real> <real>)

starts the specified effect at one of the points in the given a point set, with a given yaw/pitch perturbation (in that order)

(<effect_scenery> effect_scenery <object>)

converts an object to a vehicle.

(<void> effect_stop_object_marker <effect> <object> <string_id>)

Stops a running effect that's on a specified object and marker.

(<player> elite_player_in_game_get <long>)

Get a player by absolute index

(<void> EnablePlayerBarrelStateDebug <boolean>)

enable/disable player weapon barrel state debug info

(<void> EnableWeaponTTEDebug <boolean>)

enable/disable player weapon fire rate debug info

(= <expression> <expression>)

returns true if two expressions are equal

(<boolean> = <expression> <expression>)

returns true if two expressions are equal

(<void> error_geometry_hide <string>)

hides all error geometry with a name that includes the given substring

(<void> error_geometry_hide_all)

hides all error geometry

(<void> error_geometry_list)

prints out a list of all error geometry types and counts

(<void> error_geometry_show <string>)

highlights all error geometry with a name that includes the given substring

(<void> error_geometry_show_all)

highlights all error geometry

(<void> evaluate <script>)

Evaluate the given script

(<void> events_category_datamine <string> <event>)

sets the datamine level for a named category of network events

(<void> events_category_debugger <string> <event>)

sets the debugger display level for a named category of network events

(<void> events_category_debugger_break <string> <event>)

sets the debugger break level for a named category of network events

(<void> events_category_display <string> <event>)

sets the console display level for a named category of network events

(<void> events_category_force_display <string> <event>)

sets the forced console display level for a named category of network events

(<void> events_category_halt <string> <event>)

sets the halt (assert/crash) level for a named category of network events

(<void> events_category_log <string> <event>)

sets the log level for a named category of network events

(<void> events_disable_suppression <boolean>)

DEPRECATED(use events_suppression): disable/enable event suppression

(<void> events_enabled <boolean>)

enable/disable all events

(<void> events_global_datamine <event>)

sets the global event datamine level

(<void> events_global_debugger <event>)

sets the global event debugger display level

(<void> events_global_display <event>)

sets the global event console display level

(<void> events_global_log <event>)

sets the global event log level

(<void> events_list_categories <string>)

lists all categories that exist under a particular category string

(<void> events_spam_suppression_enable <boolean>)

enables or disables the suppression of event spamming

(<void> events_suppression <boolean>)

enable/disable event suppression

(<void> events_suppress_console_display <boolean>)

DEPRECATED(use events_suppress_display): disables console display for events

(<void> events_suppress_display <boolean>)

disables console display for events

(<void> event_debugger_break_category <string> <event>)

DEPRECATED(use events_category_debugger_break): sets the debugger break level for a named category of network events

(<void> event_display_category <string> <event>)

DEPRECATED(use events_category_display): sets the console display level for a named category of network events

(<void> event_force_display_category <string> <event>)

DEPRECATED(use events_category_force_display): sets the forced console display level for a named category of network events

(<void> event_global_display_category <event>)

DEPRECATED(use events_global_display): sets the global event console display level

(<void> event_global_log_category <event>)

DEPRECATED(use events_global_log): sets the global event log level

(<void> event_global_remote_log_category <event>)

DEPRECATED(use events_global_datamine): sets the global event datamine level

(<void> event_halt_category <string> <event>)

DEPRECATED(use events_category_halt): sets the halt (assert/crash) level for a named category of network events

(<void> event_list_categories <string>)

DEPRECATED(use events_list_categories): lists all categories that exist under a particular category string

(<void> event_logs_snapshot)

copy error files to the error snapshot folder

(<void> exit_experience_set_params <string_id> <string> <long> <long> <long> <long> <long>)

sets test parameters to show on the exit experience screen. parameters are: game mode (matchmaking, campaign, survival, custom_game, survival_matchmaking), score bitfield (eg. 10111111111), commendation count, count, challenge count, achievements count, cookies before, cookies after

(<void> f7_profiler_enable <boolean>)

toggles the profile collection on/off - use to eliminate 95% of f7 profiler CPU overhead if desired for testing.

(<void> f7_profiler_substring_activate <string>)

activates profile sections based on a substring. Supports * wildcard. Use profiler_activate "" to reset filtering.

(<void> f7_profiler_substring_deactivate <string>)

deactivates profile sections based on a substring. Supports * wildcard. Use profiler_deactivate "" to reset filtering.

(<void> fade_in <real> <real> <real> <short>)

does a screen fade in from a particular color

(<void> fade_in_for_player <player>)

fade in a player's screen from black

(<void> fade_out <real> <real> <real> <short>)

does a screen fade out to a particular color

(<void> fade_out_for_player <player>)

fade out a player's screen to black

(<void> find <string>)

prints any hs command matching the string passed in

(<void> flags_clear)

erases all comment flags when not in editor (sapien)

(<void> flags_default_comment <string>)

<default comment flag description>

(<void> flags_default_name <string>)

<default comment flag name>

(<void> flags_set_filter <string>)

<flag name filter>

(<void> flag_new <string> <string>)

<name> <description>

(<void> flag_new_at_look <string> <string>)

<name> <description>

(<void> floating_point_exceptions_enable <boolean>)

enables/disables floating point exceptions

(<boolean> flock_create <string_id>)

Create the given flock

(<boolean> flock_definition_set <string_id> <any_tag>)

Set the definition of the given flock to the given tag

(<boolean> flock_delete <string_id>)

Delete the given flock

(<void> flock_destination_copy_position <string_id> <string_id> <string_id>)

Sets the position of one flock destination to the position of another flock destination

(<void> flock_destination_set_enabled <string_id> <string_id> <boolean>)

Sets the enabled flag on the flock destination

(<void> flock_destination_set_position <string_id> <string_id> <point_reference>)

Sets the position of a flock destination to the location of an ai point

(<boolean> flock_destroy <string_id>)

Destroy the given flock, killing all members randomly over time.

(<void> flock_set_targeting_group <string_id> <short>)

Set the flock to only target other guys in targeting group X

(<boolean> flock_start <string_id>)

The flock starts producing boids

(<boolean> flock_stop <string_id>)

The flock stops producing boids

(<void> flock_unperch <string_id>)

Cause the given flock to unperch (if it is perched)

(<void> font_cache_bitmap_save <string>)

save font cache bitmap to targa file

(<void> font_cache_flush)
(<void> font_set_emergency)

sets the font system into emergency mode

(<void> ForceAllFullAuto <boolean>)

force all weapons into full auto mode?

(<void> ForceFullAutoMagnum <boolean>)

force magnum into full auto mode?

(<void> force_debugger_always_present <boolean>)

forces is_debugger_present() to return true

(<void> force_debugger_not_present <boolean>)

forces is_debugger_present() to return false

(<void> game_active_skulls <long>)

debug map launching: sets the active skulls of the next map.

(<boolean> game_all_quiet)

returns FALSE if there are bad guys around, projectiles in the air, etc.

(<void> game_award_level_complete_achievements)

awards end of level progress to players

(<void> game_campaign)

debug map launching: sets the next map to run in campaign mode.

(<void> game_can_use_flashlights <boolean>)

allows or disallows the user of player flashlights

(<void> game_coop_players <long>)

debug map launching: sets the number of coop players for the next map.

(<long> game_coop_player_count)

returns the number of coop players active in game

(<void> game_currency_issue_award_to_team <long> <long>)

Awards the latter amount of money to the former team index. Use 0 or 1 for team index. Host only!

(<void> game_difficulty <game_difficulty>)

debug map launching: sets the difficulty of the next map.

(<game_difficulty> game_difficulty_get)

returns the current difficulty setting, but lies to you and will never return easy, instead returning normal

(<game_difficulty> game_difficulty_get_real)

returns the actual current difficulty setting without lying

(<void> game_engine_event_test_flavor <long>)

test game engine flavor event

(<void> game_engine_event_test_general <long>)

test game engine general event

(<object_list> game_engine_objects)

returns a list of the special game engine objects

(<void> game_export_variant_settings <string>)

export the current game engine variant settings to the specified text file

(<void> game_grief_force_ranked_matchmaking)

Force the griefing system to believe that it is ranked matchmaking

(<void> game_grief_force_social_matchmaking)

Force the griefing system to believe that it is social matchmaking

(<void> game_grief_record_custom_penalty <player> <real>)

Add griefing points to a player

(<void> game_grief_reset)

Reset griefing system for xbox

(<void> game_grief_set_ai_multiplier <real>)

Set the multiplier for ai

(<void> game_grief_set_betrayal_base_penalty <real>)

Set the betrayal base penalty

(<void> game_grief_set_betrayal_boot_cutoff <real>)

Set the betrayal boot cutoff

(<void> game_grief_set_betrayal_decay_seconds <real>)

Set the seconds it takes to decay a griefing point

(<void> game_grief_set_body_damage_base_penalty <real>)

Set the body damage base penalty

(<void> game_grief_set_custom_game_multiplier <real>)

Force the griefing system to believe it is a custom game

(<void> game_grief_set_ejection_cutoff <real>)

Set the ejection cutoff

(<void> game_grief_set_eject_decay_seconds <real>)

Set the seconds it takes to decay an ejection point

(<void> game_grief_set_enemy_ai_nearby_multiplier <real>)

Set the multiplier when an enemy ai is nearby the betrayed

(<void> game_grief_set_enemy_player_nearby_multiplier <real>)

Set the multiplier when an enemy player is nearby the betrayed

(<void> game_grief_set_objects_in_sphere_radius <real>)

Set the maximum distance for nearby enemey players/ai

(<void> game_grief_set_ranked_matchmaking_multiplier <real>)

Set the ranked matchmaking multiplier

(<void> game_grief_set_same_squad_multiplier <real>)

Set the multiplier when both the betrayed and betrayer are in the same matchmaking party

(<void> game_grief_set_shield_damage_base_penalty <real>)

Set the shield damage base penalty

(<void> game_grief_set_social_matchmaking_multiplier <real>)

Set the ranked matchmaking multiplier

(<void> game_initial_zone_set <string>)

debug map launching: sets the initial bsp for the next map.

(<short> game_insertion_point_get)

returns the number of the insertion point the map was started at

(<void> game_insertion_point_lock <short>)

unlocks the given insertion point for the current map for all players

(<void> game_insertion_point_set <short>)

debug map launching: sets the map insertion_point

(<void> game_insertion_point_unlock <short>)

unlocks the given insertion point for the current map for all players

(<boolean> game_is_cooperative)

returns TRUE if the game is cooperative

(<boolean> game_is_playtest)

returns the hs global boolean 'global_playtest_mode' which can be set in your init.txt

(<void> game_lost <boolean>)

marks the game as lost or not lost

(<void> game_multiplayer <string>)

debug map launching: sets the multiplayer engine for the next map.

(<void> game_player_count <long>)

debug map launching: sets the number of splitscreen players for the next map; does NOT set game mode (campaign vs. multiplayer).

(<void> game_rate <real> <real> <real>)

changes game update rate (DANGER: only use if you know what you're doing!)

(<void> game_revert)

causes the player to revert to his previous saved game (for testing and cinematic skipping only please!)

(<boolean> game_reverted)

don't use this for anything, you black-hearted bastards.

(<void> game_safe_to_respawn <boolean>)
(<void> game_safe_to_respawn <boolean> <player>)
(<boolean> game_safe_to_save)

returns FALSE if it would be a bad idea to save the player's game right now

(<boolean> game_safe_to_speak)

returns FALSE if it would be a bad idea to play mission dialog right now

(<void> game_save)

checks to see if it is safe to save game, then saves (gives up after 8 seconds)

(<void> game_save_and_quit)

save & quit to the main menu

(<void> game_save_cancel)

cancels any pending game_save, timeout or not

(<void> game_save_cinematic_skip)

don't use this, except in one place.

(<void> game_save_immediate)

disregards player's current situation and saves (BE VERY CAREFUL!)

(<void> game_save_no_timeout)

checks to see if it is safe to save game, then saves (this version never gives up)

(<void> game_save_unsafe)

saves right now, even if the game is in an immediate-loss state (NEVER USE THIS! EVER!)

(<boolean> game_saving)

checks to see if the game is trying to save the map.

(<void> game_set_random_holiday)

Set the game to a random holiday (used by stress to verify that setting boxes to random holidays on boot doesn't cause films to go out of sync).

(<void> game_set_variant <string>)

Launches a game variant a on a map

(<void> game_sound_stress_test_message_queue)

Generate a bunch of messages to fill up the message queue.

(<void> game_splitscreen <long>)

debug map launching: sets the number of multiplayer splitscreen players for the next map.

(<void> game_start <string>)

debug map launching: starts a game on the specified map.

(<void> game_start_when_joined <long>)

nicely starts a game when the specified number of users are in the lobby

(<void> game_start_when_ready)

nicely starts the current game once the pregame lobby is stable

(<void> game_survival)

debug map launching: sets the next map to run in survival mode.

(<long> game_tick_get)

returns current game tick

(<void> game_tick_rate <long>)

debug map launching: sets the tick rate for the next map.

(<void> game_won)

causes the player to successfully finish the current level and move to the next

(<void> garbage_collect_multiplayer)

runs multiplayer garbage collection

(<void> garbage_collect_now)

causes all garbage objects except those visible to a player to be collected immediately

(<void> garbage_collect_unsafe)

forces all garbage objects to be collected immediately, even those visible to a player (dangerous!)

(>= <number> <number>)

returns true if the first number is larger than or equal to the second.

(<boolean> >= <number> <number>)

returns true if the first number is larger than or equal to the second.

(<boolean> generate_pathfinding)

Generate pathfinding info for all structure bsps in the current scenario

(<void> generate_rsa_2048_key_pair)

generates an RSA key pair

(<void> geometry_cache_flush)

we fear change

(<long> get_executing_running_thread)

Retrieves the current executing thread index

(<real> get_performance_throttle <string> <long>)

gets the value of a performance throttle for a given number of players

(<void> global_preferences_clear)

clears all game preference information

(<void> global_preferences_set_campaign_state <long>)

sets the global preferences campaign state

(> <number> <number>)

returns true if the first number is larger than the second.

(<boolean> > <number> <number>)

returns true if the first number is larger than the second.

(<void> gui_debug_music_state <boolean>)

Toggle display of UI music state

(<void> gui_dialog_show <string_id>)

<dialog name>

(<void> gui_error_clear <string_id> <long>)

<error_name> <controller_index> clears an error condition in the ui

(<void> gui_error_post <string_id> <long> <boolean>)

<error_code> <controller_index> <must_be_cleared> sets an error condition in the ui

(<void> gui_error_post_toast <string_id> <long> <boolean>)

<error_code> <controller_index> <must_be_cleared> sets an error condition in the ui

(<void> gui_error_resolve <string_id> <long>)

<error_name> <controller_index> resolves an error condition in the ui

(<void> gui_load_screen <string_id>)

load the named screen

(<void> gui_reset)

cleans out the halox ui screens and errors

(<void> gui_start)

tells the window location manager to resume

(<void> gui_stop)

tells the window location manager to stop bringing up screens on its own

(<void> havok_debug_start)

start up the havok visual debugger

(<void> havok_debug_stop)

stops the havok debug capture

(<void> havok_dump_world <string> <boolean>)

dump the state of the havok world, with our without a movie

(<void> havok_dump_world_close_movie)

end the capture of a havok dump movie

(<void> havok_profile_range <long> <long>)

captures timers and a movie of a specific tick range

(<void> havok_profile_start)

start profiling havok

(<void> havok_profile_stop)

stop profiling havok, and save the results

(<void> havok_reset_allocated_state)

strips down and builds back up all allocated havok memory

(<void> help <string>)

prints a description of the named function.

(<void> hs_make_interactive_scripts_deterministic <boolean>)

Enable or disable the routing of interactive script execution through the simulation system for determinism. You can also use "determinize <normal script call>" to determinize a single script call.

(<void> hud_camera_attach_to_object <long> <object> <string_id>)

attaches the render texture camera to a given object marker

(<void> hud_camera_clear_objects <long>)

clears all objects

(<void> hud_camera_from_player_view <long>)

aligns the hud camera to the player camera

(<void> hud_camera_highlight_object <long> <object> <real> <real> <real> <real>)

highlights an object in the given color

(<void> hud_camera_off <long>)

turns off the hud camera

(<void> hud_camera_on <long>)

turns on the hud camera

(<void> hud_camera_set_position <long> <real> <real> <real>)

sets the render texture camera position

(<void> hud_camera_set_target <long> <real> <real> <real>)

sets the render texture camera target

(<void> hud_camera_spin_around <long> <object>)

makes the hud camera spin around the given object

(<void> hud_camera_structure <long> <boolean>)

toggle rendering of structure in the hud camera

(<void> hud_camera_target_object <long> <object> <string_id>)

targets the render texture camera to view a given object marker

(<void> hud_camera_window <long> <real> <real> <real> <real>)

sets the render window of the hud camera (0...1)

(<void> hud_enable_training <boolean>)

true turns training on, false turns it off.

(<void> hud_set_training_text <string_id>)

sets the string id fo the scripted training text

(<void> hud_show_training_text <boolean>)

true turns on scripted training text

(<player> human_player_in_game_get <long>)

Get a player by absolute index

(if <boolean> <then> [<else>])

returns one of two values based on the value of a condition.

(<passthrough> if <boolean> <then> [<else>])

returns one of two values based on the value of a condition.

(<void> incidents_force_campaign)

Force all incidents to report as campaign

(<void> incidents_force_coop)

Force all incidents to report as coop

(<void> incidents_force_custom_games)

Force all incidents to report as custom games

(<void> incidents_force_firefight)

Force all incidents to report as firefight

(<void> incidents_force_four_player_coop)

Force all incidents to report as 4 player coop

(<void> incidents_force_matchmaking)

Force all incidents to report as matchmaking

(<void> incidents_force_multiplayer)

Force all incidents to report as multiplayer

(<void> incidents_force_solo)

Force all incidents to report as solo

(<void> input_disable_claw_button_combos <boolean>)

disabe the Claw button combos (for monkey testing)

(<void> input_suppress_rumble <boolean>)

disable the friggin' rumble

(inspect <expression>)

prints the value of an expression to the screen for debugging purposes.

(<void> inspect <expression>)

prints the value of an expression to the screen for debugging purposes.

(<void> interpolator_dump <string_id>)

<name> prints out the status of the specified interpolator

(<void> interpolator_dump_all)

prints out the status of all defined interpolators in the scenario

(<void> interpolator_start <string_id>)

<name> starts up the specified interpolator - uses the name of the interpolator defined in tags, NOT scenario_interpolatorXX!

(<void> interpolator_stop <string_id>)

<name> stops the progression of the specified interpolator - uses the name of the interpolator defined in tags, NOT scenario_interpolatorXX!

(<void> interpolator_stop_all)

stops all interpolators

(<boolean> is_object_being_lased <object>)

Check whether an object is being lased by a player.

(<void> kill_active_scripts)

Terminates all currently running threads.

(<void> kill_thread <long>)

Kill the specified thread

(<void> kill_volume_disable <trigger_volume>)

disables a kill volume

(<void> kill_volume_enable <trigger_volume>)

enables a kill volume

(<void> language_set <string>)

change the language for localization

(<= <number> <number>)

returns true if the first number is smaller than or equal to the second.

(<boolean> <= <number> <number>)

returns true if the first number is smaller than or equal to the second.

(<void> levels_add_campaign_map <string>)

<scenario> add a single scenario to levels array

(<void> levels_add_campaign_map_with_id <long> <string>)

<map id> <scenario> add scenario to levels array

(<void> levels_add_multiplayer_map <string>)

<scenario> add a single scenario to mp level datum array

(<void> lightmap_memory_inspect)

output the lightmap memory

(<short> list_count <object_list>)

returns the number of objects in a list

(<short> list_count_not_dead <object_list>)

returns the number of objects in a list that aren't dead

(<object> list_get <object_list> <short>)

returns an item in an object list.

(<void> load_binary_game_engine <string>)

load a compiled megalo engine

(<object_list> local_players)

returns a list of the living player units on the local machine

(<void> location_names_print)

Print all valid location names for the current scenario.

(<void> log_print <string>)

prints a string to the hs log file.

(<void> loop_clear)

runs the expression at most once per tick

(<void> loop_it <string>)

runs the expression at most once per tick

(<void> lsp_leaderboard_dump_blfs <boolean>)

write lsp leaderboard BLFs to disk

(<void> lsp_presence_dump_blfs <boolean>)

write lsp presence BLFs to disk

(< <number> <number>)

returns true if the first number is smaller than the second.

(<boolean> < <number> <number>)

returns true if the first number is smaller than the second.

(<void> magic_melee_attack)

causes player's unit to start a melee attack

(<void> main_enable_block_detection <long>)

If non-zero, turns on main loop block detection w/ the provided ms threshold.

(<void> main_halt <string>)

goes to a halted pregame state

(<void> main_menu)

goes back to the main menu

(<void> main_synchronous_networking_request_vblank_slip)

Force the main loop to slip an extra vblank during its next sleep to try to get to a more stable place relative to the incoming game tick stream.

(<long> mantini_add_cell_to_runtime_squad <string> <string>)

Add a character to a runtime squad. Arg: <squad_name> <character tag>

(<boolean> mantini_add_runtime_point_to_set <string> <string> <real> <real> <real> <real>)

Enables mantini to add a point to an in memory point set. ARG: <point_set_name> <point_name> <x> <y> <yaw> <pitch>

(<boolean> mantini_add_runtime_point_to_set_from_camera <string> <string> <real> <real>)

Enables mantini to add a point to an in memory point set along the current camera fwd collision point. ARG: <point_set_name> <point_name> <yaw> <pitch>

(<boolean> mantini_add_starting_location_to_squad <string> <string> <long> <point_reference>)

Enables mantini to add a spawn point to a squad identified by an AI point. ARG: <squad_name> <starting loc name> <cell_index> <pointref>

(<boolean> mantini_add_starting_location_to_squad_from_camera <string> <string> <long> <real>)

Enables mantini to add a spawn point to a squad identified from the camera position. ARG: <squad_name> <starting loc name> <cell_index> <offset in wus>

(<boolean> mantini_clear_runtime_squads)

Clears all runtime created squads. Returns false if there were none to clear

(<boolean> mantini_create_runtime_point_set <string>)

Enables mantini to create new point sets in memory. ARG: <point_set_name>

(<boolean> mantini_create_runtime_squad <string>)

Create a new squad definition entry with the given name. Arg: <squad_name>

(<long> mantini_get_runtime_squad_cell_count <string>)

Get the cell count of a runtime squad. Arg: <squad_name>

(<boolean> mantini_remove_pointset <string>)

Clears all point sets after a pointset that contains the specified substring. Returns false if there were none to clear. Arg: <substring to search for in pointset name>

(<boolean> mantini_set_spawn_point_variants <ai> <string_id> <string_id>)

Set actor and vehicle variants for spawn point. Arg: <spawn_point> <actor variant> <vehicle variant>

(<boolean> mantini_set_spawn_point_vehicle <ai> <string>)

Set vehicle for a spawn point. Arg: <spawn_point> <vehicle tag>

(<boolean> mantini_set_spawn_point_weapons <ai> <string> <string>)

Set primary and secondary weapon for a spawn point. Arg: <spawn_point> <primary weapon tag> <secondary weapon tag>

(<boolean> mantini_set_squad_cell_spawn_count <string> <long> <long>)

Set cell spawn count. Arg: <squad name> <cell index> <spawn count>

(<boolean> mantini_set_squad_team <string> <team>)

Set the team for a runtime squad. Arg: <squad_name> <team>

(<void> map_info)

prints the map, zone set, active bsps, and current bsp

(<void> map_name <string>)

the same as game_start: launches a game for debugging purposes

(<void> map_reset)

starts the map from the beginning.

(<void> map_reset_random)

starts the map from the beginning with a new random seed.

(max <number(s)>)

returns the maximum of all specified expressions.

(<real> max <number(s)>)

returns the maximum of all specified expressions.

(min <number(s)>)

returns the minimum of all specified expressions.

(<real> min <number(s)>)

returns the minimum of all specified expressions.

(- <number> <number>)

returns the difference of two expressions.

(<real> - <number> <number>)

returns the difference of two expressions.

(<real> % <number> <number>)

returns the remainder of the division of two numbers

(<void> motion_blur <boolean>)

enable/disable motion blur

(<boolean> motion_blur_enabled)

check if motion blur is enabled

(<void> motl_dump_bitvector_for_scenario)

dumps the multiplayer object type bitvector for the current loaded scenario

(<void> motl_verify_mapinfo_for_scenario)

checks the current level's mapinfo motl bitvector against what is actually loaded

(<boolean> mover_set_program <object> <short>)

Set the motor program of the given mover object

(<long> mp_active_player_count_by_team <mp_team>)

given a team index, returns an object list containing all living player objects belonging to that team

(<void> mp_ai_allegiance <team> <mp_team>)

causes an allegiance to be formed between an AI squad team and a multiplayer team

(<void> mp_allegiance <mp_team> <mp_team>)

create an allegiance between two multiplayer teams

(<void> mp_debug_goal_object_boundary_geometry <boolean>)

toggle debug geometry for multiplayer goal objects

(<void> mp_dump_candy_monitor_state)

dumps the current candy monitor state to a file on disk

(<void> mp_game_won <mp_team>)

given a team index, declares the game a victory for that team and a loss for all others

(<object_list> mp_players_by_team <mp_team>)

given a team index, returns an object list containing all living player objects belonging to that team

(<long> mp_player_count_by_team <mp_team>)

given a team index, returns an object list containing all living player objects belonging to that team

(<void> mp_respawn_override_timers <mp_team>)

causes all players on the specified team waiting to respawn (due to timer) to respawn immediately

(<void> mp_round_end)

ends the current round with no winning team

(<void> mp_round_end_with_winning_player <player>)

ends the current round with a winning player

(<void> mp_round_end_with_winning_team <mp_team>)

ends the current round with a winning team

(<boolean> mp_round_started)

used to determine if the mp game is in the active-round phase or not

(<void> mp_scripts_reset)

on the host in a distributed game, resets the scripts (but not internal hs globals)

(* <number(s)>)

returns the product of all specified expressions.

(<real> * <number(s)>)

returns the product of all specified expressions.

(!= <expression> <expression>)

returns true if two expressions are not equal

(<boolean> != <expression> <expression>)

returns true if two expressions are not equal

(<void> network_session_security_disable_challenges <boolean>)

disables security challenges

(<void> network_session_security_set_challenge_failure_on_timeout <boolean>)

enable/disable failures on timeouts

(<void> network_session_security_set_challenge_force_fail <boolean>)

force challenge response failures

(<void> network_session_security_set_challenge_response <string> <boolean> <long>)

change challenge responses

(<void> network_storage_files_display_file_names)

displays files network storage is tracking

(<void> network_storage_files_force_download <string>)

forces the download of a network file

(<void> network_storage_run_locally <boolean>)

run off local storage files e:\reach\storage\title<title_id>...

(<void> network_storage_set_storage_subdirectory <string>)

<subdirectory> The default is the build number or 'untracked'

(<void> network_storage_set_storage_user <string>)

<user> Use the network file stored on untracked<user>.

(<void> network_team_picker_unit_test)

run team picker unit tests

(<void> net_banhammer_dump_repeated_play_list)

display repeated play lists

(<void> net_banhammer_dump_strings)

display cheat/ban strings

(<void> net_banhammer_set_controller_ban_flags <controller> <string> <long> <boolean>)

sets ban flags

(<void> net_banhammer_set_controller_cheat_flags <controller> <string> <boolean>)

sets cheat flags

(<void> net_banhammer_set_locality_override <real> <real> <real> <boolean>)

slam machine locality

(<void> net_build_game_variant <boolean> <string>)

writes the current game variant to a file

(<void> net_build_map_variant <boolean> <string>)

writes the current map variant to a file in .bin format (same as .mvar)

(<void> net_build_network_config)

writes a new network configuration file

(<void> net_disconnect_and_reconnect_all_channels)

for reproing omaha bug 26715, allows you to instantly unilaterally reset a machine's network message queues, bringing a danger of misinterpreting incoming fragments.

(<void> net_dump_network_statistics)

Dump the current local network statistics structure to a file (same blob that is uploaded to MachineUpdateNetworkStats.ashx).

(<void> net_enable_block_detection <long>)

If non-zero, turns on network block detection w/ the provided ms threshold.

(<void> net_enable_join_friend_loop <long>)

randomly join a friend every <param> seconds, 0 to reset

(<void> net_force_host <string>)

Force a particular box (by machine name) to be host whenever possible.

(<void> net_force_host_group <string>)

Force a particular box (by machine name) to be host whenever possible.

(<void> net_force_host_posse <string>)

Force a particular box (by machine name) to be host whenever possible.

(<void> net_force_host_squad <string>)

Force a particular box (by machine name) to be host whenever possible.

(<void> net_game_set_player_standing <string> <long>)

set's a player's standing by gamertag

(<void> net_get_game_id)

prints the id of the game to the console

(<void> net_join_friend <string>)

join a friend's squad session, 'none' to cancel a previous join

(<void> net_join_sessionid <string>)

join a squad session by sessionid, 'none' to cancel a previous join

(<void> net_join_squad_to_friend <string>)

join our squad to a friend's squad session, 'none' to cancel a previous join

(<void> net_join_squad_to_sessionid <string>)

join a squad session by sessionid, 'none' to cancel a previous join

(<void> net_leaderboard_clear_global_unarbitrated <long>)

<user index> clears the global unarbitrated stats for the user

(<void> net_leaderboard_clear_global_unarbitrated_all_users <string>)

clears the global unarbitrated stats for all user

(<void> net_leaderboard_clear_hopper <long>)

<user index> clears the hopper stats for the user

(<void> net_leaderboard_clear_hopper_all_users <string>)

clears the hopper stats for the all user

(<void> net_leaderboard_refresh)

<user index> refreshes stats for everybody in the session

(<void> net_leaderboard_set_user_game_stats <long> <long> <long> <long> <long>)

slams more user stats

(<void> net_leaderboard_set_user_stats <long> <real> <real> <long> <long> <long>)

slams user leaderboard values locally

(<void> net_load_and_use_game_variant <string>)

loads the contents of a packed game variant file and submits to networking for use in the current game

(<void> net_load_and_use_map_variant <string>)

reads a built map variant and slams it into the squad session.

(<void> net_load_machine_file <string>)

load a machine file blf (pulled via gameadmin) directly. Be sure to turn off banhammer lsp syncs to avoid getting your handiwork overwritten.

(<void> net_log_channel_message_queue_state <long> <boolean>)

Turn on/off logging of message queue state every time a message is sent for the specified channel index.

(<void> net_lsp_disable_server <long> <boolean>)

disables a server

(<void> net_lsp_disable_service <string> <boolean>)

disables a service

(<void> net_lsp_dump_services_and_servers)

dump lsp state

(<void> net_lsp_force_server <string> <long> <boolean>)

forces a service to use a server

(<void> net_quality_clear)

clear all network quality statistics

(<void> net_quality_dump)

dump all network quality statistics

(<void> net_quality_set_connection_badness_history <boolean> <short>)

set connection history, true/false, # of bits to set

(<void> net_quality_set_group_bridging_badness_history <boolean> <short>)

true/false, # of bits to set

(<void> net_quality_set_group_client_badness_history <boolean> <short>)

set client badness history, true/false, # of bits to set

(<void> net_quality_set_group_host_badness_history <boolean> <short>)

set host badness history, true/false, # of bits to set

(<void> net_quality_set_group_speculative_migration_badness_history <boolean> <short>)

true/false, # of bits to set

(<void> net_quality_set_squad_bridging_badness_history <boolean> <short>)

true/false, # of bits to set

(<void> net_quality_set_squad_client_badness_history <boolean> <short>)

set client badness history, true/false, # of bits to set

(<void> net_quality_set_squad_host_badness_history <boolean> <short>)

set host badness history, true/false, # of bits to set

(<void> net_quality_set_squad_speculative_migration_badness_history <boolean> <short>)

true/false, # of bits to set

(<void> net_set_campaign_insertion_point <short>)

set the campaign insertion point squad session parameter

(<void> net_set_machine_name <string>)

sets the nickname of your xbox

(<void> net_set_maximum_player_count <long>)

sets the maximum player count for this squad

(<void> net_simulation_set_stream_bandwidth <long>)

Adjusts the per-stream bandwidth cap and forces all streams to limit themselves to that cap immediately.

(<void> net_status_filter <string>)

filters the set of network status to display

(<void> net_test_campaign_difficulty <short>)

network test: sets the difficulty of the campaign game to play

(<void> net_test_channel_delete)

network test: deletes all channels

(<void> net_test_clear_group_session_parameter <long>)

clears a group session parameter

(<void> net_test_clear_squad_session_parameter <long>)

clears a squad session parameter

(<void> net_test_delegate_host <long>)

network test: delegate host to the specified player

(<void> net_test_delegate_leader <long>)

network test: delegate leadership to the specified player

(<void> net_test_disconnect_group)

disconnects the group session

(<void> net_test_disconnect_squad)

disconnects the squad session

(<void> net_test_fatal_error)

creates a fatal simulation error

(<void> net_test_life_cycle_abort_matchmaking)

backs out of matchmaking

(<void> net_test_life_cycle_display_states)

display the life cycle states

(<void> net_test_life_cycle_pause <string> <boolean>)

pauses the life cycle in the specified state

(<void> net_test_map_name <string>)

network test: sets the name of the scenario to play

(<void> net_test_matchmaking_hopper_game_list)

prints games for the current hopper

(<void> net_test_matchmaking_hopper_list)

prints the hopper list

(<void> net_test_matchmaking_hopper_set_game <long>)

sets the game vairant for the current hopper

(<void> net_test_matchmaking_set_arena_season <long>)

sets the arena season (NONE for default, 0 to disable, N for a season)

(<void> net_test_matchmaking_set_arena_stats <controller> <long> <long>)

sets the arena stats for a controller (<day rating> <tier>) NONE for no tier

(<void> net_test_matchmaking_set_voting_system <long>)

sets the voting system for matchmaking

(<void> net_test_matchmaking_suppress_arena_popup <boolean>)

don't popup arena screens - for stress

(<void> net_test_matchmaking_test_arena_screen <controller> <long> <long> <long>)

pop an arena acreen for a controller (0..4) <day rating> <tier>

(<void> net_test_ping)

network test: sends a ping

(<void> net_test_player_color <long>)

network test: temporarily sets the color for all local players

(<void> net_test_reset_objects)

network test: resets all objects on the map

(<void> net_test_variant <string_id>)

network test: sets the game variant to play

(<void> net_use_hopper_directory <string>)

set which hopper directory to use

(<void> net_verify_game_variant <string>)

verifies the contents of a packed game variant file

(<void> net_verify_map_variant <string>)

verifies the contents of a packed map variant file

(<void> noguchis_mystery_tour <string>)

set the additional music directory to dump into the cache file

(not <boolean>)

returns the opposite of the expression.

(<boolean> not <boolean>)

returns the opposite of the expression.

(<void> objectives_clear)

clears the mission objectives.

(<void> objectives_finish <long>)

mark secondary campaign objective N as complete

(<void> objectives_finish_string <string_id>)

mark secondary campaign objective as complete

(<void> objectives_finish_up_to <long>)

mark primary campaign objectives 0..n as complete

(<void> objectives_secondary_finish <long>)

mark secondary campaign objective N as complete

(<void> objectives_secondary_finish_string <string_id>)

mark secondary campaign objective as complete

(<void> objectives_secondary_set_string <long> <string_id>)

set the secondary campaign objective string into the objectives text

(<void> objectives_secondary_show <long>)

show secondary campaign objective N

(<void> objectives_secondary_show_string <string_id>)

show secondary campaign objective

(<void> objectives_secondary_unavailable <long>)

mark secondary campaign objective N as unavailable

(<void> objectives_secondary_unavailable_string <string_id>)

mark secondary campaign objective as unavailable

(<void> objectives_set_string <long> <string_id>)

set the primary campaign objective string into the objectives text

(<void> objectives_show <long>)

show secondary campaign objective N

(<void> objectives_show_string <string_id>)

show secondary campaign objective

(<void> objectives_show_up_to <long>)

show primary campaign objectives 0..n

(<void> objectives_unavailable <long>)

mark secondary campaign objective N as unavailable

(<void> objectives_unavailable_string <string_id>)

mark secondary campaign objective as unavailable

(<void> objects_attach <object> <string_id> <object> <string_id>)

attaches the second object to the first both strings can be empty

(<boolean> objects_can_see_flag <object_list> <cutscene_flag> <real>)

returns true if any of the specified units are looking within the specified number of degrees of the flag.

(<boolean> objects_can_see_object <object_list> <object> <real>)

returns true if any of the specified units are looking within the specified number of degrees of the object.

(<void> objects_delete_by_definition <object_definition>)

deletes all objects of type <definition>

(<void> objects_detach <object> <object>)

detaches from the given parent object the given child object

(<real> objects_distance_to_flag <object_list> <cutscene_flag>)

returns minimum distance from any of the specified objects to the specified flag. (returns -1 if there are no objects, or no flag, to check)

(<real> objects_distance_to_object <object_list> <object>)

returns minimum distance from any of the specified objects to the specified destination object. (returns -1 if there are no objects to check)

(<real> objects_distance_to_point <object_list> <point_reference>)

returns minimum distance from any of the specified objects to the specified flag. (returns -1 if there are no objects, or no flag, to check)

(<void> objects_dump_memory)

debugs object memory usage

(<void> objects_predict <object_list>)

loads textures/geometry/sounds necessary to present objects that are about to come on-screen

(<void> objects_predict_high <object_list>)

loads textures/geometry/sounds necessary to present objects that are about to come on-screen

(<void> objects_predict_low <object_list>)

loads textures/geometry/sounds necessary to present objects that are about to come on-screen

(<object> object_at_marker <object> <string_id>)

returns the object attached to the marker of the given parent object

(<real> object_buckling_magnitude_get <object>)

returns the amoount [0-1] that a scarab is buckling

(<void> object_cannot_die <object> <boolean>)

Set whether the object can die from damage or not (as opposed to by scripting)

(<void> object_cannot_die_except_kill_volumes <object> <boolean>)

Set whether the object can die from damage or not (as opposed to by scripting), except for kill volumes.

(<void> object_cannot_take_damage <object_list>)

prevents an object from taking damage

(<void> object_can_take_damage <object_list>)

allows an object to take damage again

(<void> object_cinematic_collision <object> <boolean>)

makes an object not collide with other cinematic collision objects.

(<void> object_cinematic_lod <object> <boolean>)

makes an object use the highest lod for the remainder of the levels' cutscenes.

(<void> object_cinematic_visibility <object> <boolean>)

makes an object bypass visibility and always render during cinematics.

(<void> object_clear_all_cinematic_function_variables <object>)

clears all funciton variables for sin-o-matic use

(<void> object_clear_cinematic_function_variable <object> <string_id>)

clears one funciton variables for sin-o-matic use

(<void> object_copy_player_appearance <object> <long>)

copy appearance into object from player n (starts counting from 0)

(<void> object_create <object_name>)

creates an object from the scenario.

(<void> object_create_anew <object_name>)

creates an object, destroying it first if it already exists.

(<void> object_create_clone <object_name>)

creates an object, potentially resulting in multiple objects if it already exists.

(<void> object_create_folder <folder>)

creates all the objects in the given folder

(<void> object_create_folder_anew <folder>)

creates all the objects in the given folder

(<void> object_create_if_necessary <object_name>)

creates an object if it doesn't already exists.

(<void> object_create_variant <object_name> <string_id>)

creates an object from the scenario with a given variant.

(<void> object_damage_damage_section <object> <string_id> <real>)

applies damage to a damage section, causing all manner of effects/constraint breakage to occur

(<void> object_destroy <object>)

destroys an object.

(<void> object_destroy_all)

destroys all non player objects.

(<void> object_destroy_folder <folder>)

destroys all objects in the given folder.

(<void> object_destroy_type_mask <long>)

destroys all objects matching the type mask

(<void> object_disable_damage_section <object> <string_id>)

disables the specified damage section on the specified object (mostly for debugging purposes)

(<void> object_dynamic_simulation_disable <object> <boolean>)

disabled dynamic simulation for this object (makes it fixed)

(<void> object_enable_damage_section <object> <string_id> <real>)

enables the specified damage section on the specified object with the specified initial vitality(mostly for debugging purposes)

(<void> object_function_set <long> <real>)

sets a global object function (0-3) to value

(<ai> object_get_ai <object>)

returns the ai attached to this object, if any

(<boolean> object_get_at_rest <object>)

returns whether or not an object's physics is at rest

(<short> object_get_bsp <object>)

Returns the BSP index that the object is in

(<real> object_get_health <object>)

returns the health [0,1] of the object, returns -1 if the object does not exist

(<object> object_get_parent <object>)

returns the parent of the given object

(<real> object_get_recent_body_damage <object>)

Get object recent body damage

(<real> object_get_recent_shield_damage <object>)

Get object recent shield damage

(<real> object_get_shield <object>)

returns the shield [0,1] of the object, returns -1 if the object does not exist

(<vehicle> object_get_turret <object> <short>)

returns the nth turret attached to the given object

(<short> object_get_turret_count <object>)

returns the number of turrets attached to the given object

(<void> object_hide <object> <boolean>)

hides or shows the object passed in

(<void> object_ignores_emp <object> <boolean>)

Sets whether the object will by immune to EMP damage side effects (ie: vehicle disabling)

(<void> object_immune_to_friendly_damage <object_list> <boolean>)

controls whether an object takes damage from friendly objects

(<boolean> object_is_reserved <object>)

checks whether a given object has been reserved by a fireteam

(<object_list> object_list_children <object> <object_definition>)

returns list of child objects by definition.

(<short> object_model_targets_destroyed <object> <string_id>)

returns TRUE if the specified model target is destroyed

(<boolean> object_model_target_destroyed <object> <string_id>)

returns TRUE if the specified model target is destroyed

(<void> object_recycling_clear_history)

clear object recycling history

(<boolean> object_running_sync_action <object> <string_id>)

Returns true if the given object is running the named sync action

(<void> object_set_allegiance <object> <team>)

sets what campaign team the object belongs

(<void> object_set_always_active <object> <boolean>)

sets/unsets the object always active flag to ignore pvs changes

(<void> object_set_as_fireteam_target <object> <boolean>)

sets the object as something that the fireteam selection process is interested in.

(<void> object_set_cinematic_function_variable <object> <string_id> <real> <real>)

sets funciton variable for sin-o-matic use

(<void> object_set_custom_animations_hold_on_last_frame <boolean>)

changes the default behavior for custom animations

(<void> object_set_custom_animations_prevent_lipsync_head_movement <boolean>)

when true, prevents lipsync from bobbing the head during custom animations. default is true.

(<void> object_set_custom_animation_speed <object> <real>)

if the object is playing a custom animation, scale it to n playback speed

(<void> object_set_deleted_when_deactivated <object>)

when this object deactivates it will be deleted

(<void> object_set_facing <object> <cutscene_flag>)

turns the specified object in the direction of the specified flag.

(<void> object_set_function_variable <object> <string_id> <real> <real>)

sets funciton variable for sin-o-matic use

(<void> object_set_melee_attack_inhibited <object> <boolean>)

FALSE prevents object from using melee attack

(<void> object_set_model_state_property <object> <long> <boolean>)

sets the desired region (use "" for all regions) to the model state with the given name, e.g. (object_set_region_state marine head destroyed)

(<void> object_set_permutation <object> <string_id> <string_id>)

sets the desired region (use "" for all regions) to the permutation with the given name, e.g. (object_set_permutation flood "right arm" ~damaged)

(<void> object_set_persistent <object> <boolean>)

<object_index> <true/false> prevent this object from being garbage collected

(<void> object_set_phantom_power <object> <boolean>)

sets phantom power to be latched at 1.0f or 0.0f

(<void> object_set_physics <object> <boolean>)

prevents an object from running physics or colliding with any other objects

(<void> object_set_ranged_attack_inhibited <object> <boolean>)

FALSE prevents object from using ranged attack

(<void> object_set_region_state <object> <string_id> <model_state>)

sets the desired region (use "" for all regions) to the model state with the given name, e.g. (object_set_region_state marine head destroyed)

(<void> object_set_scale <object> <real> <short>)

sets the scale for a given object and interpolates over the given number of frames to achieve that scale

(<void> object_set_shadowless <object> <boolean>)

set/reset shadow castingness of object

(<void> object_set_shield <object> <real>)

sets the shield vitality of the specified object (between 0 and 1).

(<void> object_set_shield_effect <object> <real> <real>)

sets the shield response effect (not current shield amount) to a given value over the given number of seconds (cinematic use only, remember to call (object_set_shield_effect 0 0) after use!)

(<void> object_set_shield_stun <object> <real>)

set how long the shield will be stunned for, 0 is unstunned

(<void> object_set_shield_stun_infinite <object>)

make this objects shield be stunned permanently

(<void> object_set_variant <object> <string_id>)

sets the specified object to the specified model variant

(<void> object_set_velocity <object> <real>)

Sets the (object-relative) forward velocity of the given object

(<void> object_set_velocity <object> <real> <real> <real>)

Sets the (object-relative) velocity of the given object

(<void> object_snapshot <long> <string>)

takes a set of snapshot of object and saves as <snapshot\name>.tif

(<void> object_teleport <object> <cutscene_flag>)

moves the specified object to the specified flag.

(<void> object_teleport_to_ai_point <object> <point_reference>)

moves the specified object to the specified ai point.

(<void> object_thumbnail <string> <string> <string>)

takes snapshots of objects to be used as thumnail previews

(<void> object_type_predict <object_definition>)

loads textures necessary to draw an object that's about to come on-screen.

(<void> object_type_predict_high <object_definition>)

loads textures necessary to draw an object that's about to come on-screen.

(<void> object_type_predict_low <object_definition>)

loads textures necessary to draw an object that's about to come on-screen.

(<boolean> object_vitality_pinned <object>)

returns TRUE if the object's vitality is currently pinned at some minimum value because it cannot die.

(<void> object_wake_physics <object>)

wakes physics of an object. For example it would make an usupported crate fall

(<void> online_files_throttle_bandwidth <long>)

<bytes per second> sets the maximum bandwidth that online_files can use

(<void> online_files_upload <string>)

<filename> enqueues the specified filename for upload

(<void> online_marketplace_refresh)

tells the marketplace manager to take another look at signed in users

(<boolean> on_target_platform)

returns true if the game thinks it's running on the target platform

(or <boolean(s)>)

returns true if any specified expressions are true.

(<boolean> or <boolean(s)>)

returns true if any specified expressions are true.

(<void> output_window_add_category <string>)

Add an event category to be watched in the output window.

(<void> output_window_list_categories)

List all the event categories being watched in the output window.

(<void> output_window_remove_category <string>)

Remove an event category from being watched in the output window.

(<void> overlapped_display_task_descriptions)

displays all tasks

(<void> overlapped_task_inject_error <string> <boolean>)

inject error for tasks

(<void> overlapped_task_pause <string> <boolean>)

pause tasks

(<void> performance_begin <long>)

Starts the script for a performance if all of the critical roles have been cast

(<ai> performance_get_actor <string_id>)

Get the actor who playing the given named role in a performance

(<ai> performance_get_actor_by_index <short>)

Get the actor in the given participant slot of a performace

(<short> performance_get_actor_count)

Get the total number of actors currently in the performance

(<short> performance_get_last_played_line_index)

Get the index of the last line played in the performance

(<short> performance_get_line_count)

Get the total number of lines in the performance

(<short> performance_get_role_count)

Get the total number of roles in the performance

(<long> performance_new <string_id> <boolean>)

Creates a new instance of a performance given a performance definition name. If last argument true, allows duplicates

(<void> performance_play_line <string_id>)

play a line (referenced by name) in the performance.

(<void> performance_play_line_by_id <short>)

play a line (referenced by line id) in the performance.

(<void> physical_memory_dump)

dumps a record of all physical memory allocations

(<void> physics_constants_reset)

resets all physics constants to earthly values

(<void> physics_disable_character_ground_adhesion_forces <real>)

turn off ground adhesion forces so you can play tricks with gravity

(<void> physics_set_gravity <real>)

set global gravity acceleration relative to halo standard gravity

(<void> physics_set_velocity_frame <real> <real> <real>)

sets a local frame of motion for updating physics of things that wish to respect it

(<real> pin <real> <real> <real>)

returns the first value pinned between the second two

(<boolean> player0_looking_down)

true if the first player is looking down

(<boolean> player0_looking_up)

true if the first player is looking up

(<object_list> players)

returns a list of the living player units

(<object_list> players_elite)

returns a list of the living elite player units

(<object_list> players_human)

returns a list of the living spartan player units

(<void> players_unzoom_all)

resets zoom levels on all players

(<boolean> player_action_test_accept)

returns true if any player has hit accept since the last call to (player_action_test_reset).

(<boolean> player_action_test_action)

returns true if any player has hit the action key since the last call to (player_action_test_reset).

(<boolean> player_action_test_back)

returns true if any player has pressed the back button since the last call to (player_action_test_reset).

(<boolean> player_action_test_cancel)

returns true if any player has hit cancel key since the last call to (player_action_test_reset).

(<boolean> player_action_test_cinematic_skip)

returns true if any player has pressed the cinematic skip button (player_action_test_reset).

(<boolean> player_action_test_context_primary)

returns true if any player has hit the reload button since the last call to (player_action_test_reset).

(<boolean> player_action_test_dpad_down)

returns true if any player has pressed dpad down since the last call to (player_action_test_reset).

(<boolean> player_action_test_dpad_left)

returns true if any player has pressed dpad left since the last call to (player_action_test_reset).

(<boolean> player_action_test_dpad_right)

returns true if any player has pressed dpad right since the last call to (player_action_test_reset).

(<boolean> player_action_test_dpad_up)

returns true if any player has pressed dpad up since the last call to (player_action_test_reset).

(<boolean> player_action_test_equipment)

returns true if any player has hit the equipment button since the last call to (player_action_test_reset).

(<boolean> player_action_test_grenade_trigger)

returns true if any player has used grenade trigger since the last call to (player_action_test_reset).

(<boolean> player_action_test_jump)

returns true if any player has hit the jump button since the last call to (player_action_test_reset).

(<boolean> player_action_test_lookstick_backward)

true if the first player pushed backward on lookstick

(<boolean> player_action_test_lookstick_forward)

true if the first player pushed forward on lookstick

(<boolean> player_action_test_look_relative_all_directions)

returns true if any player has looked up, down, left, and right since the last call to (player_action_test_reset).

(<boolean> player_action_test_look_relative_down)

returns true if any player has looked down since the last call to (player_action_test_reset).

(<boolean> player_action_test_look_relative_left)

returns true if any player has looked left since the last call to (player_action_test_reset).

(<boolean> player_action_test_look_relative_right)

returns true if any player has looked right since the last call to (player_action_test_reset).

(<boolean> player_action_test_look_relative_up)

returns true if any player has looked up since the last call to (player_action_test_reset).

(<boolean> player_action_test_melee)

returns true if any player has hit the melee button since the last call to (player_action_test_reset).

(<boolean> player_action_test_move_relative_all_directions)

returns true if any player has moved forward, backward, left, and right since the last call to (player_action_test_reset).

(<boolean> player_action_test_primary_trigger)

returns true if any player has used primary trigger since the last call to (player_action_test_reset).

(<void> player_action_test_reset)

resets the player action test state so that all tests will return false.

(<boolean> player_action_test_rotate_grenades)

returns true if any player has hit the rotate-grenades button since the last call to (player_action_test_reset).

(<boolean> player_action_test_rotate_weapons)

returns true if any player has hit the rotate-weapon button since the last call to (player_action_test_reset).

(<boolean> player_action_test_secondary_trigger)

returns true if any player has used secondary trigger since the last call to (player_action_test_reset).

(<boolean> player_action_test_start)

returns true if any player has pressed the start button since the last call to (player_action_test_reset).

(<boolean> player_action_test_vehicle_trick_primary)

returns true if any player has hit the vehicle trick button on the primary trigger side since the last call to (player_action_test_reset).

(<boolean> player_action_test_vehicle_trick_secondary)

returns true if any player has hit the vehicle trick button on the grenade trigger side since the last call to (player_action_test_reset).

(<boolean> player_action_test_vision_trigger)

returns true if any player has used vision trigger since the last call to (player_action_test_reset).

(<boolean> player_active_camouflage_on)

returns true if any player is active camouflaged

(<void> player_appearance_force_model_area <long> <string_id>)

Force every player to spawn with a particular selection for a particular area

(<void> player_appearance_force_model_area_disable <long>)

Disable forcing every player to spawn with a particular selection for a particular area

(<boolean> player_camera_control <boolean>)

enables/disables camera control globally

(<void> player_control_fade_in_all_input <real>)

fade in all play control over x seconds

(<void> player_control_fade_out_all_input <real>)

fade out all play control over x seconds

(<void> player_control_lock_gaze <player> <point_reference> <real>)

player turn to face point with max velocity degrees/second

(<void> player_control_scale_all_input <real> <real>)

scale input to x strength over y seconds

(<void> player_control_unlock_gaze <player>)

unlock player from any gaze point

(<void> player_disable_movement <boolean>)

toggle player input. the look stick works, but nothing else.

(<void> player_disable_weapon_pickup <boolean>)

enable/disable all players' ability to pick up weapons

(<void> player_effect_set_max_rotation <real> <real> <real>)

<yaw> <pitch> <roll>

(<void> player_effect_set_max_rotation_for_player <player> <real> <real> <real>)

<yaw> <pitch> <roll>

(<void> player_effect_set_max_rumble <real> <real>)

<left> <right>

(<void> player_effect_set_max_rumble_for_player <player> <real> <real>)

<left> <right>

(<void> player_effect_set_max_translation <real> <real> <real>)

<x> <y> <z>

(<void> player_effect_set_max_translation_for_player <player> <real> <real> <real>)

<x> <y> <z>

(<void> player_effect_start <real> <real>)

<max_intensity> <attack time>

(<void> player_effect_start_for_player <player> <real> <real>)

<max_intensity> <attack time>

(<void> player_effect_stop <real>)

<decay>

(<void> player_effect_stop_for_player <player> <real>)

<decay>

(<void> player_enable_input <boolean>)

toggle player input. the player can still free-look, but nothing else.

(<void> player_force_mode <string_id>)

force your will upon the player

(<unit> player_get <long>)

Get a player unit by absolute index

(<boolean> player_has_female_voice <player>)

returns true if the player has selected the female voice option

(<void> player_has_mad_secret_skills <long>)

You are the best!

(<boolean> player_has_skills)

Are you the best?

(<void> player_invert_look <player>)

invert player's look inversion setting

(<player> player_in_game_get <long>)

Get a player by absolute index

(<boolean> player_in_vehicle <vehicle>)

Returns whether any players are in the given vehicle

(<boolean> player_is_in_game <player>)

Returns true if the player is currently in the game.

(<boolean> player_machinima_camera_enable_toggle)

Returns true if it is now enabled or not

(<boolean> player_night_vision_on)

returns true if any player has night vision on

(<void> player_override_team <long> <team>)

sets the team for a specified player

(<void> player_profile_clear_to_default_values <controller>)

Slam the specified controller to default profile values.

(<void> player_set_elite_loadout <player>)

Set player loadout palette to elite

(<void> player_set_pitch <player> <real> <long>)

sets up player look up test

(<void> player_set_profile <starting_profile>)

sets the profile for all players to spawn/respawn with.

(<void> player_set_profile <starting_profile> <player>)

sets the profile for this player to spawn/respawn with.

(<void> player_set_respawn_vehicle <player> <object_definition>)

sets a vehicle definition for a player to spawn in - the player will continue to spawn in this vehicle until you set it to none

(<void> player_set_spartan_loadout <player>)

Set player loadout palette to spartan

(<void> player_set_stance <string_id>)

Specify the stance for all players currently in the game

(<void> player_training_activate_crouch)

guess

(<void> player_training_activate_equipment)

guess

(<void> player_training_activate_jump)

guess

(<void> player_training_activate_night_vision)

guess

(<void> player_training_activate_stealth)

guess

(<void> player_training_reset <controller>)

Resets all player training data

(<void> play_bink_movie <string>)

um...

(<void> play_bink_movie_from_tag <bink_definition>)

play a bink movie from a tag

(<void> play_credits_skip_to_menu)

plays credits movie, pressing any button will stop credits and launch main menu

(<void> play_credits_unskippable)

plays credits movie, no button press detection (you can still use cinematic skipping around this)

(+ <number(s)>)

returns the sum of all specified expressions.

(<real> + <number(s)>)

returns the sum of all specified expressions.

(<void> position_predict <real> <real> <real>)

in: x, y, z position. loads textures/geometry/sounds necessary to present locations that are about to come on-screen.

(<void> predict_animation <animation_graph> <string_id>)

begin loading an animation for the graph provided

(<void> predict_bink_movie <string>)

um2...

(<void> predict_bink_movie_from_tag <bink_definition>)

um2...

(<boolean> preferred_animation_list_add <object> <string_id>)

adds an animation into the 'preferred list' of animations

(<void> preferred_animation_list_clear)

clears the 'preferred list' of animations

(<void> prepare_to_switch_to_zone_set <zone_set>)

prepare for switch to zone set

(<void> print <string>)

prints a string to the console.

(<void> print_if <boolean> <string>)

prints a string to the console if the condition is true.

(<void> print_light_state)

outputs text light state

(<void> profiler_auto_core_save <boolean>)

profiler dumps a core for each encounter

(<void> profiler_dump_history)

dump profile history.

(<void> profiler_output_pulse)

dump profile stats to telnet console.

(<void> pvs_clear)

removes the special place that activates everything it sees.

(<void> pvs_reset)

forces pvs to empty then back to full.

(<void> pvs_set_camera <cutscene_camera_point>)

sets the specified cutscene camera point as the special place that activates everything it sees.

(<void> pvs_set_object <object>)

sets the specified object as the special place that activates everything it sees.

(<short> random_range <short> <short>)

returns a random value in the range [lower bound, upper bound)

(<void> read_map_variant_and_make_current <string>)

Reads a map variant from a .mvar file in the map_variants subdirectory and slams it into the squad session. Can be executed in the lobby.

(<real> real_random_range <real> <real>)

returns a random value in the range [lower bound, upper bound)

(<void> recording_kill <unit>)

kill the specified unit's cutscene recording.

(<boolean> recording_play <unit> <cutscene_recording>)

make the specified unit run the specified cutscene recording.

(<boolean> recording_play_and_delete <unit> <cutscene_recording>)

make the specified unit run the specified cutscene recording, deletes the unit when the animation finishes.

(<boolean> recording_play_and_hover <vehicle> <cutscene_recording>)

make the specified vehicle run the specified cutscene recording, hovers the vehicle when the animation finishes.

(<short> recording_time <unit>)

return the time remaining in the specified unit's cutscene recording.

(<void> record_movie <short> <real> <short> <short>)

<frame rate> <seconds> <width> <height>

(<void> record_movie_distributed <short> <long> <short> <long> <long>)

<frame rate> <seconds> <screen size> <mod count> <mod index>

(<void> render_atmosphere_fog <boolean>)

enable/disable atmosphere fog

(<void> render_autoexposure_enable <boolean>)

toggle autoexposure

(<void> render_autoexposure_instant <long>)

instantly adopt auto exposure values in the next N frames

(<void> render_cinematic_motion_blur <boolean>)

enable/disable cinematic motion blur

(<void> render_debug_cheap_particles <boolean>)

toggles displaying the cheap particle buffer in the corner of the screen

(<void> render_debug_colorbars <long>)

show the lightmap status

(<void> render_debug_query_all_object_resources)

Outputs text of texture and geometry memory usage

(<void> render_debug_query_bsp_resources <long> <boolean>)

BSP index and whether to spit out all bitmaps used

(<void> render_debug_query_d3d_resources)

Outputs text of d3d resource usage

(<void> render_debug_query_object_bitmaps <string>)

substring of object definition name to spew out it's debug usage

(<void> render_debug_rain_fog <boolean>)

toggles rendering rain fog

(<void> render_debug_rain_occlusion <boolean>)

toggles displaying the rain occlusion in the corner of the screen

(<void> render_debug_structure_all_cluster_errors <boolean>)

enables cluster error debugging (all)

(<void> render_debug_structure_all_fog_planes <boolean>)

enables fog plane debugging (all)

(<void> render_debug_structure_cluster_fog <long>)

enables cluster fog debugging

(<void> render_debug_structure_fog_plane <long>)

enables fog plane debugging

(<void> render_debug_structure_fog_plane_infinite_extent <long>)

enables fog plane debugging

(<void> render_debug_structure_fog_zone <long>)

enabled fog zone debugging

(<void> render_debug_structure_fog_zone_floodfill <long>)

enables fog zone debugging

(<void> render_debug_structure_lightmaps_sample_disable)

disables visualization of match samples

(<void> render_debug_structure_lightmaps_sample_enable)

enables visualization of match samples if available

(<void> render_debug_structure_lightmaps_use_pervertex)

sets the lightmap preference to per-vertex, ignores per-pixel if available

(<void> render_debug_structure_lightmaps_use_reset)

resets the lightmap preference setting and updates the internal lightmap bsp data if necessary

(<void> render_debug_structure_line_opacity <real> <real> <real> <real>)

sets the opacity (0 is default)

(<void> render_debug_structure_non_occluded_fog_planes <boolean>)

controls non-occluded fog plane debugging

(<void> render_debug_structure_opacity <real> <real> <real> <real>)

sets the opacity (0 is default)

(<void> render_debug_structure_text_opacity <real> <real> <real> <real>)

sets the opacity (0 is default)

(<void> render_debug_texture_camera <boolean>)

toggles displaying the texture camera in the corner of the screen

(<void> render_debug_text_using_simple_font <boolean>)

toggles use of the much faster simple_font system for debug text rendering

(<void> render_debug_video_mode)

displays the current video mode

(<void> render_debug_wrinkle_weights_a <real> <real> <real> <real>)

manually set wrinkle weights for mask a

(<void> render_debug_wrinkle_weights_b <real> <real> <real> <real>)

manually set wrinkle weights for mask b

(<void> render_debug_wrinkle_weights_from_console <boolean>)

toggles whether debug wrinkle weights come from animation data or console commands

(<void> render_depth_of_field <real> <real> <real> <real>)

animate depth of field, in focus from <near> to <far>, with depth of field <depth>, in <ticks>

(<void> render_depth_of_field_enable <boolean>)

turns depth of field on and off

(<void> render_disable_vsync <boolean>)

enable/disable vsync

(<void> render_dof_blur_animate <real> <real>)

interpolate depth of field maximum blur to <blur> in <ticks>

(<void> render_dof_focus_depth <real>)

interpolate depth of field to <depth>

(<void> render_exposure <real> <real>)

fade to animated exposure <stops> in <seconds>

(<void> render_exposure_fade_in <real> <real>)

fade to animated exposure <stops> in <seconds>

(<void> render_exposure_fade_out <real>)

fade to default exposure settings in <seconds>

(<void> render_exposure_full <real> <real> <real> <real> <real>)

animate exposure from <initial> to <final> stops using <initial> to <final> opacity in <seconds>

(<void> render_exposure_set_environment_darken <real>)

set environmental darkening

(<boolean> render_lights <boolean>)

enables/disables dynamic lights

(<void> render_lights_enable_cinematic_shadow <boolean> <object> <string_id> <real>)

enable/disable the specified unit to receive cinematic shadows where the shadow is focused about a radius around a marker name

(<void> render_model_marker_name_filter <string>)

sets a substring to search for when rendering model markers

(<void> render_patchy_fog <boolean>)

enable/disable patchy fog

(<void> render_planar_fog <boolean>)

enable/disable planar fog

(<void> render_postprocess_color_tweaking_reset)

resets hue saturation filters to default

(<void> render_ssao <boolean>)

enable/disable ssao

(<void> render_weather <boolean>)

enable/disable atmosphere fog

(<void> report_zone_size_estimates)

dump zone size estimates to design report log

(<void> rewards_commendation_increment_for_controller <controller> <string_id>)

increment a commendation (by string id) on the specified local controller

(<void> rewards_commendation_increment_for_player <player> <string_id>)

increment a commendation (by string id) on the specified in-game player

(<void> rewards_commendation_set_for_controller <controller> <string_id> <long>)

Set a commendation (by string id) to a specific value on the specified local controller

(<void> rewards_cookies_grant_to_controller <controller> <long>)

grant N cookies to the specified local controller

(<void> rewards_cookies_grant_to_player <player> <long>)

grant a cookie to the specified in-game player. No network synchronization (fake an incident if you need that).

(<void> rewards_dump)

dump the current reward state to logs as _event_warnings

(<void> rewards_flush)

flush current player rewards state to all persistent systems (profile + LSP)

(<void> rewards_force_unlock_all_purchasable_items)

Forcibly grants all prerequisites to all items. Will allow you to buy anything that you have sufficient cookies for.

(<long> rewards_get_grade <controller>)

get player grade for specific controller

(<long> rewards_get_sub_grade <controller>)

get player subgrade for specific controller

(<void> rewards_lsp_sync)

kick off an LSP sync of player rewards state (cookies & etc)

(<void> rewards_profile_write)

kick off an write of player rewards state (cookies & etc) to the profile

(<void> rewards_purchase <controller> <long> <long> <long>)

try to buy an item for the specified local controller. will only succeed if you have sufficient cookies. The three paramters are category index, family index, and item index (from the purchasable items globals tag).

(<void> rewards_reinitialize_from_storage <controller>)

reinitialize the in-memory reward state of the specified controller, pretending it just signed in (causing resyncs w/ profile and LSP).

(<void> rewards_reset_to_default_state <controller>)

reset the player's reward state, push it out to the profile, & the LSP. This should nuke your progression and make you a level 1 peon.

(<void> rewards_set_player_appearance_from_purchase <controller> <long> <long> <long>)

Set the player's appearance to reflect the selection of the specified purchasable item. Will "succeed" even

(<void> rewards_set_purchase_state <controller> <long> <long>)

Set a particular purchase for a particular controller to the specified purchase state (0-32, interpreted as a binary set of purchase flags, in decimal).

(<void> sandbox_load_label_strings <string>)

loads the label strings from the given .mglo file. Only useable in the forge lobby

(<void> saved_films_show_timestamp <boolean>)

toggle showing timestamp for saved film playback

(<void> saved_film_disable_version_checking <boolean>)

disable saved film version checking

(<void> saved_film_insert_marker <string>)

Inserts a film marker.

(<void> saved_film_play <controller> <string>)

plays a saved film for given controller

(<void> saved_film_play_last)

play back last recorded saved film for given controller

(<void> saved_film_seek_to_film_tick <long>)

seeks to a film tick

(<void> saved_film_seek_to_film_timestamp <real>)

seeks to a film time

(<void> saved_film_seek_to_marker <long>)

Seeks to a film marker.

(<void> saved_film_set_playback_game_speed <real>)

set the saved film playback speed

(<void> saved_film_set_repro_mode <boolean>)

set the saved film into repro mode (splitscreen users are created based on the number of splitscreen players that recorded the film)

(<void> saved_film_toggle_debug_saving <boolean>)

toggle saving of last film to the debug output directory automatically after each game level

(<void> saved_games_autosave_free_up_space)

tell the autosave queue to run its cleanup routine for each content type

(<void> saved_games_delete_campaign_save <controller>)

delete the campaign saved game file for a controller

(<void> scenario_content_status_force_clear)

clears any force on the content status system.

(<void> scenario_content_status_force_content)

forces game to use content tags.

(<void> scenario_content_status_force_local)

forces game to use local tags if available.

(<void> scenario_content_status_reload)

looks for local tags on disk if they are not already loaded.

(<void> scenario_print_current_zone_set)

brings out the names of all the bsps in the current zone set.

(<void> scenario_print_zone_sets)

prints out the names of all the zone sets.

(<scenery> scenery <object>)

converts an object to a vehicle.

(<void> scenery_animation_idle <scenery>)

starts the idle animation (if any) for a piece of scenery

(<void> scenery_animation_start <scenery> <animation_graph> <string_id>)

starts a custom animation playing on a piece of scenery

(<void> scenery_animation_start_at_frame <scenery> <animation_graph> <string_id> <short>)

starts a custom animation playing on a piece of scenery at a specific frame

(<void> scenery_animation_start_at_frame_loop <scenery> <animation_graph> <string_id> <short>)

starts a custom animation playing on a piece of scenery at a specific frame and then loops

(<void> scenery_animation_start_loop <scenery> <animation_graph> <string_id>)

starts a custom looping animation playing on a piece of scenery

(<void> scenery_animation_start_relative <scenery> <animation_graph> <string_id> <object>)

starts a custom animation playing on a piece of scenery relative to a parent object

(<void> scenery_animation_start_relative_at_frame <scenery> <animation_graph> <string_id> <object> <short>)

starts a custom animation playing on a piece of scenery relative to a specific cutscene flag at a specific frame

(<void> scenery_animation_start_relative_loop <scenery> <animation_graph> <string_id> <object>)

starts a custom looping animation playing on a piece of scenery relative to a parent object

(<short> scenery_get_animation_time <scenery>)

returns the number of ticks remaining in a custom animation (or zero, if the animation is over).

(<void> screenshot <string>)

takes a screenshot and saves as <name>.tif

(<void> screenshot_big <short> <string>)

takes an NxN multiple-page screenshot and saves as <name>.tif

(<void> screenshot_big_raw <short> <string>)

takes an NxN multiple-page screenshot and saves as an HDR <name>.tif

(<void> screenshot_cubemap <string>)

takes a cubemap screenshot and saves as <name>.tif

(<void> screenshot_debug)

takes a screenshot and saves as <name>.tif

(<void> screenshot_simple <string>)

takes a simple screenshot and saves as <name>.tif

(<void> screenshot_size <short> <short> <string>)

takes a <width> x <height> screenshot and saves as an HDR <name>.tif

(<void> screenshot_webmap <string>)

takes two special screenshots and saves them, along with the camera information, as <name>.tif, <name>_secondary.tif and <name>_camera.txt

(<void> script_doc)

saves a file called hs_doc.txt with parameters for all script commands.

(<boolean> script_finished <string_id>)

Returns true if the continuous, dormant or startup script was finished.

(<void> script_recompile)

recompiles scripts.

(<boolean> script_started <string_id>)

Returns true if the continuous, dormant or startup script was started.

(<void> security_run_unit_tests)

runs a batch of security related unit tests

(set <variable name> <expression>)

set the value of a global variable.

(<passthrough> set <variable name> <expression>)

set the value of a global variable.

(<void> set_global_doppler_factor <real>)

new doppler factor: <real>

(<void> set_global_mixbin_headroom <long> <long>)

blah

(<void> set_global_sound_environment <real> <real> <real> <real> <long> <real>)

this is your brain on drugs

(<void> set_pc_runtime_language <string>)

sets the pc language from a string

(<void> set_performance_throttle <string> <long> <real>)

sets a default value for a performance throttle for a given number of players

(<void> shader_compile_filter_category_option <string> <string>)

skip compiling for one specifical combination of category and option for templated shader

(<void> shader_compile_filter_shader_type <string>)

skip compiling for one specifical type of templated shader

(<void> shader_compile_shader_pipeline <string>)

set valid part of pipeline for compiling

(<void> shader_compile_target_platform <string>)

set target platform for shader compiling

(<void> shader_predict <shader>)

in: shader name. loads textures necessary for a shader.

(<void> simulation_priority_display_set_color_by_final_priority)

coder feature

(<void> simulation_priority_display_set_color_by_relevance)

coder feature

(<void> simulation_priority_display_set_color_by_update_period)

coder feature

(<void> simulation_priority_display_set_enabled <boolean>)

enable/disable the priority display system

(<void> simulation_priority_display_set_machine_filter)

set machine filter to output user 0's currently watched player (selected via follow cam in film)

(<void> simulation_priority_display_set_object_names <boolean>)

enable/disable object name display

(<void> simulation_priority_display_set_priority_scope_second_best)

coder feature

(<void> simulation_priority_display_set_priority_scope_second_worst)

coder feature

(<void> simulation_priority_display_set_priority_scope_tick)

coder feature

(<long> simulation_profiler_detail_level <long>)

set detail level of simulation profiler capture on the host (affects perf & saved film size). 0-9 are valid, else clamped.

(<void> simulation_profiler_enable)

Turns on the simulation/bandwidth profiler and configures it for high level use (similar to the old screen-text-based bandwidth profiler).

(<boolean> simulation_profiler_enable_downstream_processing <boolean>)

enable/disable the processing of downstream data by the simulation profiler database (default is disabled, so if you want to examine downstream, you need to turn this on at display time. Does not affect recording!)

(<void> skull_enable <skull> <boolean>)

enable/disable the given skull

(sleep <short> [<script>])

pauses execution of this script (or, optionally, another script) for the specified number of ticks @ 30Hz.

(<void> sleep <short> [<script>])

pauses execution of this script (or, optionally, another script) for the specified number of ticks.

(sleep_forever [<script>])

pauses execution of this script (or, optionally, another script) forever.

(<void> sleep_forever [<script>])

pauses execution of this script (or, optionally, another script) forever.

(sleep_for_ticks <short> [<script>])

pauses execution of this script (or, optionally, another script) for the specified number of ticks.

(sleep_until <boolean> [<short>])

pauses execution of this script until the specified condition is true, checking once per second unless a different number of ticks is specified.

(<boolean> sleep_until <boolean> [<short>])

pauses execution of this script until the specified condition is true, checking once per second unless a different number of ticks is specified.

(<boolean> sleep_until_game_ticks <boolean> [<short>])

pauses execution of this script until the specified condition is true, checking once per second unless a different number of ticks is specified.

(<void> soft_ceiling_enable <string_id> <boolean>)

turn on or off a soft ceiling

(<void> sound_cache_flush)

i'm a rebel!

(<void> sound_class_debug_sound_start <string> <boolean>)

shows/hides when sounds of sound classes w/ substring start

(<void> sound_class_enable_ducker <string> <boolean>)

enables or disables the ducker on all sound classes matching the substring.

(<void> sound_class_set_gain <string> <real> <short>)

changes the gain on the specified sound class(es) to the specified gain over the specified number of ticks.

(<void> sound_class_set_gain_db <string> <real> <short>)

changes the gain on the specified sound class(es) to the specified gain(dB) over the specified number of ticks.

(<void> sound_class_show_channel <string> <boolean>)

shows/hides sound classes w/ substring in debug_sound_channels view

(<void> sound_disable_acoustic_palette <string_id>)

disable an acoustic palette

(<void> sound_enable_acoustic_palette <string_id>)

reenable a disabled acoustic palette

(<long> sound_impulse_language_time <sound>)

returns the time remaining for the specified impulse sound. DO NOT CALL IN CUTSCENES.

(<void> sound_impulse_mark_as_outro <sound>)

marks a sound as outro (meaning it plays past an unskipped cinematic).

(<void> sound_impulse_predict <sound>)

your mom part 2.

(<void> sound_impulse_start <sound> <object> <real>)

plays an impulse sound from the specified source object (or "none"), with the specified scale.

(<void> sound_impulse_start_3d <sound> <real> <real>)

<sound> <azimuth> <scale> at the sound's minimum distance

(<void> sound_impulse_start_3d_editor <sound> <real> <real>)

<sound> <azimuth> <scale> at the sound's minimum distance

(<void> sound_impulse_start_cinematic <sound> <object> <real> <real> <real>)

<sound> <object> <scale> <3d gain> <first person gain> plays an impulse sound from the specified source object.

(<void> sound_impulse_start_editor <sound> <object> <real>)

plays an impulse sound from the specified source object (or "none"), with the specified scale.

(<void> sound_impulse_start_effect <sound> <object> <real> <string_id>)

plays an impulse sound from the specified source object (or "none"), with the specified scale and effect.

(<void> sound_impulse_start_effect_editor <sound> <object> <real> <string_id>)

plays an impulse sound from the specified source object (or "none"), with the specified scale and effect.

(<void> sound_impulse_start_naked <sound> <string_id> <string_id>)

<sound> <pitch range name> <permutation index name> through the speakers it was encoded for

(<void> sound_impulse_start_with_subtitle <sound> <object> <real> <string_id> <string_id>)

plays an impulse sound from the specified source object (or "none"), with the specified scale and displays a subtitle.

(<void> sound_impulse_stop <sound>)

stops the specified impulse sound.

(<long> sound_impulse_time <sound>)

returns the time remaining for the specified impulse sound.

(<long> sound_impulse_time <sound> <long>)

<sound> <total playing time> returns the time remaining for the specified impulse sound based on <total playing time>.

(<void> sound_impulse_trigger <sound> <object> <real> <long>)

plays an impulse sound from the specified source object (or "none"), with the specified scale.

(<void> sound_looping_activate_layer <looping_sound> <long>)

activates a looping sound layer (1-4).

(<void> sound_looping_deactivate_layer <looping_sound> <long>)

deactivates a looping sound layer (1-4).

(<void> sound_looping_predict <looping_sound>)

your mom.

(<void> sound_looping_resume <looping_sound> <object> <real>)

plays a looping sound from the specified source object (or "none"), with the specified scale without playing the intro.

(<void> sound_looping_set_alternate <looping_sound> <boolean>)

enables or disables the alternate loop/alternate end for a looping sound.

(<void> sound_looping_set_scale <looping_sound> <real>)

changes the scale of the sound (which should affect the volume) within the range 0 to 1.

(<void> sound_looping_start <looping_sound> <object> <real>)

plays a looping sound from the specified source object (or "none"), with the specified scale.

(<void> sound_looping_start_editor <looping_sound> <object> <real>)

plays a looping sound from the specified source object (or "none"), with the specified scale.

(<void> sound_looping_start_with_effect <looping_sound> <object> <real> <string_id>)

plays a looping sound from the specified source object (or "none"), with the specified scale and playback effect.

(<void> sound_looping_stop <looping_sound>)

stops the specified looping sound.

(<void> sound_looping_stop_immediately <looping_sound>)

stops the specified looping sound immediately.

(<void> sound_loop_spam)

start all loaded looping sounds

(<void> sound_preload_dialogue_sounds <string>)

<dialogue> preloads the dialogue tag so the sounds it refer to don't hitch in the dialog view.

(<void> sound_start_global_effect <string_id> <real>)

start a global effect

(<void> sound_start_timed_global_effect <string_id> <real> <real>)

start a global sound effect for a given amount of time

(<void> sound_stop_global_effect <string_id>)

stop a global effect

(<void> sound_suppress_ambience_update_on_revert)

call this when transitioning between two cinematics so ambience won't fade in between the skips

(<void> status)

prints the value of all global status variables.

(<void> status_lines_disable <string>)

disables status_lines that were initialized with identifiers that match the input substring

(<void> status_lines_enable <string>)

enables status_lines that were initialized with identifiers that match the input substring

(<void> status_line_dump)

dumps active status_lines to system_log.txt

(<void> stop_bink_movie)

Stops all bink movie playback

(<void> stream_manager_load_core <string>)

slam the network stream manager state with a saved core

(<void> stream_manager_save_cores <long>)

begin dumping cores every X seconds

(<void> string_id_name <long>)

prints the name of the string id to the console

(<void> structure_instance_snapshot <long>)

takes snapshot of all the instances in this bsp

(<void> submit_incident <string_id>)

Fire a global incident for all players

(<void> submit_incident_with_cause_campaign_team <string_id> <team>)

Loops over all players on the campaign team and calls submit_incident_with_cause_player

(<void> submit_incident_with_cause_player <string_id> <player>)

Fire an incident for a player

(<void> submit_incident_with_cause_player_and_effect_player <string_id> <player> <player>)

Fire an incident

(<void> submit_incident_with_cause_player_and_effect_team <string_id> <player> <mp_team>)

Fire an incident

(<void> submit_incident_with_cause_team <string_id> <mp_team>)

Fire an incident for a team

(<void> submit_incident_with_cause_team_and_effect_player <string_id> <mp_team> <player>)

Fire an incident

(<void> submit_incident_with_cause_team_and_effect_team <string_id> <mp_team> <mp_team>)

Fire an incident

(<void> survival_increment_elite_score <player>)

Increments the player's score by one.

(<void> survival_increment_human_score <player>)

Increments the player's score by one.

(<boolean> survival_mode_ammo_crates_enable)

Get the survival mode ammo crates enabled property from the game variant

(<void> survival_mode_award_hero_medal)

lets the engine award the hero medal

(<void> survival_mode_begin_new_set)

Starts a new set

(<void> survival_mode_begin_new_wave)

Starts a new wave

(<long> survival_mode_bonus_lives_elite_death)

Get the survival mode bonus lives for killing an elite player from the game variant

(<real> survival_mode_bonus_multiplier_get)

get the current wave index for survival mode

(<void> survival_mode_bonus_multiplier_set <real>)

set the current wave index for survival mode

(<boolean> survival_mode_current_wave_is_bonus)

returns true if the current wave is the bonus round

(<boolean> survival_mode_current_wave_is_boss)

returns true if the current wave is the final of the round

(<boolean> survival_mode_current_wave_is_initial)

returns true if the current wave is the first of the round

(<boolean> survival_mode_current_wave_is_last_in_set)

returns true if the currect wave is the last wave before the end of the set

(<boolean> survival_mode_current_wave_uses_dropship)

Get the survival mode current wave uses a dropship property from the game variant

(<void> survival_mode_end_set)

Ends a set

(<void> survival_mode_end_wave)

Ends a wave

(<long> survival_mode_generator_count)

Get the survival mode generator count from the game variant

(<boolean> survival_mode_generator_defend_all)

Get the survival mode generator defend all property from the game variant

(<boolean> survival_mode_generator_random_spawn)

Get the survival mode generator random spawn property from the game variant

(<long> survival_mode_get_bonus_lives_awarded)

Get the survival mode bonus lives from the game variant

(<long> survival_mode_get_bonus_target)

Get the survival mode bonus target from the game variant

(<short> survival_mode_get_current_wave_time_limit)

Get the survival mode duration property for the current wave from the game variant

(<long> survival_mode_get_elite_life_count)

Get the survival mode elite life count from the game variant

(<long> survival_mode_get_mp_round_count)

get the number of mp rounds

(<long> survival_mode_get_mp_round_current)

get the current mp round index

(<long> survival_mode_get_respawn_time_seconds <mp_team>)

Respawn time for a team

(<long> survival_mode_get_set_count)

Get the survival mode set count from the game variant

(<long> survival_mode_get_shared_team_life_count)

Get the survival mode spartan life count from the game variant

(<long> survival_mode_get_time_limit)

Get the survival mode time limit from the game variant

(<long> survival_mode_get_wave_squad)

returns the name of the squad template for the current wave

(<void> survival_mode_incident_new <string_id>)

fires a start new set game event

(<long> survival_mode_lives_get <team>)

get the number of lives left in survival mode

(<void> survival_mode_lives_set <team> <long>)

set the number of lives left in survival mode

(<long> survival_mode_max_lives)

Get the survival mode max lives from the game variant

(<object_list> survival_mode_players_by_team <team>)

given a team index, returns an object list containing all living player objects belonging to that team

(<long> survival_mode_player_count_by_team <team>)

given a team index, returns the player count of that team

(<void> survival_mode_respawn_dead_players)

respawns all dead players even if no lives are left

(<short> survival_mode_rounds_per_set)

get the number of rounds per set for survival mode

(<short> survival_mode_round_get)

get the current round index for survival mode

(<boolean> survival_mode_scenario_extras_enable)

Get the survival mode scenario hazards enabled property from the game variant

(<void> survival_mode_set_elite_license_plate <long> <long> <string_id> <string_id> <string_id>)

Shows the license plate for Elites: Variant Icon, Designator Icon, Variant Text, Description Text, Designator Text

(<short> survival_mode_set_get)

get the current set index for survival mode

(<real> survival_mode_set_multiplier_get)

get the current wave index for survival mode

(<void> survival_mode_set_multiplier_set <real>)

set the current wave index for survival mode

(<void> survival_mode_set_spartan_license_plate <long> <long> <string_id> <string_id> <string_id>)

Shows the license plate for Spartans: Variant Icon, Designator Icon, Variant Text, Description Text, Designator Text

(<void> survival_mode_sudden_death <boolean>)

Start or stop sudden death for survival mode

(<boolean> survival_mode_team_respawns_on_wave <team>)

Does this team respawn only when waves complete?

(<short> survival_mode_waves_per_round)

get the number of waves per round for survival mode

(<short> survival_mode_wave_get)

get the current wave index for survival mode

(<boolean> survival_mode_weapon_drops_enable)

Get the survival mode weapon drops enabled property from the game variant

(<void> switch_map_and_zone_set <string> <string>)

switches to a different scenario and zone set

(<void> switch_zone_set <zone_set>)

switches to a different zone set

(<boolean> sync_action_create <unit> <string_id>)

This will spawn all actors necessary to play a sync action and play it

(<void> tags_verify_all)

verifies usage of infidel fields is correct

(<void> tag_file_set_backend <string>)

override the tag file system backend

(<boolean> tag_is_active <any_tag_not_resolving>)

returns true/false if you can create this tag with the active zones

(<void> tag_load_force <string>)

call tag_load

(<void> tag_reload_force <string>)

rather than force a painful xsync to test xsync, allow me to fake a tag_reload

(<void> tag_resources_enable_fast_prediction <boolean>)

turns on/off faster prediction, in case I fucked up something

(<void> tag_resources_enable_optional_caching <boolean>)

turns on/off optional resource prediction

(<void> tag_resources_flush_optional)

flushes optional resources

(<void> tag_resources_set_demand_throttle_to_io <boolean>)

turns on/off demand throttling based on io

(<void> tag_resources_set_incremental_publish <boolean>)

turns on/off incremental resource publish (prediction)

(<void> tag_resources_set_per_frame_publish <boolean>)

turns on/off per frame resource publish (stress testing)

(<void> tag_resources_validate_all_pages <boolean>)

resource validation every main_loop_body call

(<void> tag_unload_force <string>)

call tag_unload

(<boolean> teleport_players_into_vehicle <unit>)

tries to teleport all alive players into the specified vehicle, returns true if all players ended up in the vehicle.

(<void> TestPrintBool <string> <boolean>)

Prints the specified boolean with the format '<string> = '<boolean>' to the Shell.

(<void> TestPrintReal <string> <real>)

Prints the specified real with the format '<string> = '<real>' to the Shell.

(<void> test_create_content_blf_film <string> <string>)

create a film BLF file

(<void> test_create_content_blf_film_clip <string> <string>)

create a film clip BLF file

(<void> test_create_content_blf_game_variant <string> <string>)

create a game variant BLF file

(<void> test_create_content_blf_map_variant <string> <string>)

create a map variant BLF file

(<void> test_create_content_blf_screenshot <string> <string>)

create a screenshot BLF file

(<void> test_create_content_item_screenshot)

creates a screenshot (which isn't actually viewable)

(<void> test_create_content_item_slayer)

creates a slayer variant

(<void> test_download_storage_file <string> <string>)

<url> <filename> downloads a file from LSP to the client

(<void> test_fragment_utility_drive <long> <long> <long>)

<file_count> <growth_repetitions> <growth_size> writes files of varying sizes to the utiltiy drive in an effort to fragment it really badly

(<void> test_game_results_load_from_file <string>)

<filename> load game results into memory for use in the carnage report. the format may change build to build causing this to fail or weird results to come up.

(<void> test_game_results_make_random)

makes random game results using the current variant

(<void> test_game_results_save_to_file <string>)

<filename> save game results to a file.

(<void> test_get_squad_session_id)

get the current squad session id

(<void> test_invite_friend <long> <string>)

shows the guide send friend invite ui from the current controller to the specified xuid

(<void> test_memory_allocators <long> <short> <short> <short> <long>)

performs tests on different memory allocators

(<void> test_memory_allocators <long> <short> <short> <short> <long> <string>)

performs tests on different memory allocators and saves the results

(<void> test_player_appearance_decode_from_sneakernet <string>)

applies a sneakernet encoded player appearance to the first signed in controller

(<void> test_player_appearance_encode_for_sneakernet)

creates an encoded player appearance suitable for sneakernet from the first signed in controller

(<void> test_sapien_crash)
(<void> test_show_are_users_friends <long> <string>)

prints whether the current controller and specified xuid are friends as automation events

(<void> test_show_guide_status)

prints the guide status as automation events.

(<void> test_show_users_xuids)

prints the signed in users' xuids as automation events.

(<void> test_xcr_monkey_enable <boolean>)

enable/disable controller monkeys for all in game players

(<void> texture_cache_flush)

don't make me kick your ass

(<void> texture_cache_test_malloc)
(<void> texture_camera_attach_to_object <object> <string_id>)

attaches the render texture camera to a given object marker

(<void> texture_camera_bink)

turns on the render texture camera and renders a bink to it

(<void> texture_camera_enable_dynamic_lights <boolean>)

toggle rendering of dynamic lights in the texture camera

(<void> texture_camera_off)

turns off the render texture camera

(<void> texture_camera_on)

turns on the render texture camera

(<void> texture_camera_position_world_offset <real> <real> <real>)

adds a worldspace offset to the current texture camera position

(<void> texture_camera_render_mode <long>)

switches the texture camera render mode

(<void> texture_camera_set_aspect_ratio <real>)

sets the texture camera aspet ratio

(<void> texture_camera_set_fov <real>)

sets the field of view on the texture camera, in degrees

(<void> texture_camera_set_fov_frame_target <real>)

zooms the field of view to frame the target, with target zoom factor to zoom closer

(<void> texture_camera_set_object_marker <object> <string_id> <real>)

sets the render texture camera to a given object marker

(<void> texture_camera_set_position <real> <real> <real>)

sets the render texture camera position

(<void> texture_camera_set_resolution <long> <long>)

sets the texture camera render resolution

(<void> texture_camera_set_target <real> <real> <real>)

sets the render texture camera target

(<void> texture_camera_target_object <object> <string_id>)

targets the render texture camera to view a given object marker

(<void> thespian_fake_task_transition <string_id> <string_id>)

Unblocks an actor waiting looping animation that's waiting on a task transition

(<void> thespian_folder_activate <folder>)

Activates inactive performances inside a given folder name, waits for actors

(<void> thespian_folder_deactivate <folder>)

Deactivates active performances inside a given folder name

(<void> thespian_performance_activate <string_id>)

Activates an inactive performance with a given name, waits for actors

(<boolean> thespian_performance_is_blocked)

Returns true if a line is executing that is blocking

(<void> thespian_performance_kill_by_ai <ai>)

Kills any performance that has cast an ai from the given squad

(<void> thespian_performance_kill_by_name <string_id>)

Kills any performance with the given name

(<boolean> thespian_performance_setup_and_begin <string_id> <string_id> <real>)

Finds all of the actors needed for the performance, and then starts the performance

(<void> thespian_performance_test <string_id>)

Starts a performance with the given name, spawns needed actors

(<void> threadlib_runtests)

runs the unit tests for threadlib

(<long> tiling_current)

returns the actual tiling configuration (could have been overridden from the requested configuration)

(<void> time_code_reset)

resets the time code timer

(<void> time_code_show <boolean>)

shows the time code timer

(<void> time_code_start <boolean>)

starts/stops the time code timer

(<void> trace_next_frame <long>)

creates a tracedump of the next frame

(<void> trace_next_frame_to_file <long> <string>)

creates a tracedump of the next frame in a specific file

(<void> trace_tick <long>)

creates a tracedump of a specific game tick

(<void> ui_content_resize_cache <long>)

set UI content cache size

(<void> ui_debug_element_bounds <boolean>)

toggle rendering of widget tag block bounds

(<void> ui_debug_load_main_menu)

loads the main menu screen

(<void> ui_debug_show_title_safe_bounds <boolean>)

toggle display of title safe boundary

(<void> ui_debug_text_bounds <boolean>)

toggle rendering of ui text boundaries

(<void> ui_debug_text_font <boolean>)

toggle display of ui text font

(<void> ui_memory_dump <string>)

dump the UI memory tracked allocations to a specified file

(<void> ui_time_scale_step <real>)

move the ui time forward by a specified amount on next tick

(<unit> unit <object>)

converts an object to a unit.

(<void> units_set_current_vitality <object_list> <real> <real>)

sets a group of units' current body and shield vitality

(<void> units_set_maximum_vitality <object_list> <real> <real>)

sets a group of units' maximum body and shield vitality

(<boolean> unit_action_test_accept <player>)

returns true if any player has hit accept since the last call to (player_action_test_reset).

(<boolean> unit_action_test_action <player>)

returns true if any player has hit the action key since the last call to (player_action_test_reset).

(<boolean> unit_action_test_back <player>)

returns true if any player has pressed the back button since the last call to (player_action_test_reset).

(<boolean> unit_action_test_cancel <player>)

returns true if any player has hit cancel key since the last call to (player_action_test_reset).

(<boolean> unit_action_test_cinematic_skip <player>)

returns true if any player has pressed the cinematic skip button (player_action_test_reset).

(<boolean> unit_action_test_context_primary <player>)

returns true if any player has hit the reload button since the last call to (player_action_test_reset).

(<boolean> unit_action_test_dpad_down <player>)

returns true if any player has pressed dpad down since the last call to (player_action_test_reset).

(<boolean> unit_action_test_dpad_left <player>)

returns true if any player has pressed dpad left since the last call to (player_action_test_reset).

(<boolean> unit_action_test_dpad_right <player>)

returns true if any player has pressed dpad right since the last call to (player_action_test_reset).

(<boolean> unit_action_test_dpad_up <player>)

returns true if any player has pressed dpad up since the last call to (player_action_test_reset).

(<boolean> unit_action_test_equipment <player>)

returns true if any player has hit the equipment button since the last call to (player_action_test_reset).

(<boolean> unit_action_test_grenade_trigger <player>)

returns true if any player has used grenade trigger since the last call to (player_action_test_reset).

(<boolean> unit_action_test_jump <player>)

returns true if any player has hit the jump button since the last call to (player_action_test_reset).

(<boolean> unit_action_test_look_relative_all_directions <player>)

returns true if any player has looked up, down, left, and right since the last call to (player_action_test_reset).

(<boolean> unit_action_test_look_relative_down <player>)

returns true if any player has looked down since the last call to (player_action_test_reset).

(<boolean> unit_action_test_look_relative_left <player>)

returns true if any player has looked left since the last call to (player_action_test_reset).

(<boolean> unit_action_test_look_relative_right <player>)

returns true if any player has looked right since the last call to (player_action_test_reset).

(<boolean> unit_action_test_look_relative_up <player>)

returns true if any player has looked up since the last call to (player_action_test_reset).

(<boolean> unit_action_test_melee <player>)

returns true if any player has hit the melee button since the last call to (player_action_test_reset).

(<boolean> unit_action_test_move_relative_all_directions <player>)

returns true if any player has moved forward, backward, left, and right since the last call to (player_action_test_reset).

(<boolean> unit_action_test_primary_trigger <player>)

returns true if any player has used primary trigger since the last call to (player_action_test_reset).

(<void> unit_action_test_reset <player>)

resets the player action test state so that all tests will return false.

(<boolean> unit_action_test_rotate_grenades <player>)

returns true if any player has hit the rotate-grenades button since the last call to (player_action_test_reset).

(<boolean> unit_action_test_rotate_weapons <player>)

returns true if any player has hit the rotate-weapon button since the last call to (player_action_test_reset).

(<boolean> unit_action_test_secondary_trigger <player>)

returns true if any player has used weapon secondary trigger since the last call to (player_action_test_reset).

(<boolean> unit_action_test_start <player>)

returns true if any player has pressed the start button since the last call to (player_action_test_reset).

(<boolean> unit_action_test_vehicle_trick_primary <player>)

returns true if any player has hit the vehicle trick button on the primary trigger side since the last call to (player_action_test_reset).

(<boolean> unit_action_test_vehicle_trick_secondary <player>)

returns true if any player has hit the vehicle trick button on the grenade trigger side since the last call to (player_action_test_reset).

(<boolean> unit_action_test_vision_trigger <player>)

returns true if any player has used vision trigger since the last call to (player_action_test_reset).

(<void> unit_add_equipment <unit> <starting_profile> <boolean> <boolean>)

adds/resets the unit's health, shield, and inventory (weapons and grenades) to the named profile. resets if third parameter is true, adds if false. weapons will be marked as garbage if fourth parameter is true (for respawning equipment).

(<void> unit_aim_without_turning <unit> <boolean>)

allows a unit to aim in place without turning

(<void> unit_animation_forced_seat <string_id>)

all units controlled by the player will assume the given seat name (valid values are 'asleep', 'alert', 'stand', 'crouch' and 'flee')

(<void> unit_board_vehicle <unit> <string_id>)

Causes the given unit to attempt to board the named seat

(<void> unit_close <unit>)

closes the hatches on a given unit

(<void> unit_confirm_cancel_message <player>)

Locks the cancel button until the player presses cancel

(<void> unit_confirm_message <player>)

Locks the accept button until the player presses accept

(<boolean> unit_custom_animation_at_frame <unit> <animation_graph> <string_id> <boolean> <short>)

starts a custom animation playing on a unit at a specific frame index(interpolates into animation if next to last parameter is TRUE)

(<boolean> unit_custom_animation_relative_at_frame <unit> <animation_graph> <string_id> <string_id> <boolean> <short>)

starts a custom animation playing on a unit relative to a specific cutscene flag at a specific frame index(interpolates into animation if next to last parameter is TRUE)

(<void> unit_doesnt_drop_items <object_list>)

prevents any of the given units from dropping weapons or grenades when they die

(<void> unit_drop_support_weapon <unit>)

forces the given unit to drop its support weapon, if it is holding one

(<void> unit_enable_eye_tracking <unit> <boolean>)

enable/disable eye aiming on a unit

(<void> unit_enable_soft_ping_region <unit> <damage_region> <boolean>)

Enable/disable pain screen damage weight outputs on all units

(<void> unit_enter_vehicle <unit> <vehicle> <string_id>)

puts the specified unit in the specified vehicle (in the named seat)

(<void> unit_enter_vehicle_immediate <unit> <vehicle> <string_id>)

puts the specified unit in the specified vehicle (in the named seat)

(<void> unit_exit_vehicle <unit>)

makes a unit exit its vehicle

(<void> unit_exit_vehicle <unit> <short>)

makes a unit exit its vehicle (0 = normal exit to airborne, 1 = ejection, 2 = ejection + death, 3 = exit to ground)

(<void> unit_falling_damage_disable <unit> <boolean>)

disables falling damage on unit

(<void> unit_force_reload <unit>)

Force the give unit to reload his weapon

(<short> unit_get_custom_animation_time <unit>)

returns the number of ticks remaining in a unit's custom animation (or zero, if the animation is over).

(<boolean> unit_get_enterable_by_player <unit>)

returns true if a player may enter the vehicle

(<real> unit_get_health <unit>)

returns the health [0,1] of the unit, returns -1 if the unit does not exist

(<weapon> unit_get_primary_weapon <unit>)

return the primary weapon of the specified unit

(<real> unit_get_shield <unit>)

returns the shield [0,1] of the unit, returns -1 if the unit does not exist

(<short> unit_get_team_index <unit>)

returns the team index of the unit, returns -1 if the unit does not have a team

(<short> unit_get_total_grenade_count <unit>)

returns the total number of grenades for the given unit, 0 if it does not exist

(<vehicle> unit_get_vehicle <unit>)

returns the parent vehicle if the given unit is seated in one.

(<boolean> unit_has_any_equipment <unit>)

returns TRUE if the <unit> has any equipment, FALSE otherwise

(<boolean> unit_has_equipment <unit> <object_definition>)

returns TRUE if the <unit> has equipment <object> , FALSE otherwise

(<boolean> unit_has_mandibles_hidden <unit>)

returns TRUE if the given unit needs a mandible replacement

(<boolean> unit_has_weapon <unit> <object_definition>)

returns TRUE if the <unit> has <object> as a weapon, FALSE otherwise

(<boolean> unit_has_weapon_readied <unit> <object_definition>)

returns TRUE if the <unit> has <object> as the primary weapon, FALSE otherwise

(<void> unit_impervious <object_list> <boolean>)

prevents any of the given units from being knocked around or playing ping animations

(<boolean> unit_in_vehicle <unit>)

returns true if the given unit is seated on a parent unit

(<boolean> unit_in_vehicle_type <unit> <long>)

returns true if the unit is in a vehicle that matches the specified vehicle type

(<boolean> unit_is_emitting <unit>)

returns whether or not the given unit is current emitting an ai

(<boolean> unit_is_emp_stunned <unit>)

This will return whether the unit is stunned by EMP damage

(<boolean> unit_is_playing_custom_animation <unit>)

returns TRUE if the given unit is still playing a custom animation

(<boolean> unit_is_playing_custom_first_person_animation <unit>)

returns TRUE if the given unit is still playing a custom animation in first person

(<void> unit_kill <unit>)

kills a given unit, no saving throw

(<void> unit_kill_silent <unit>)

kills a given unit silently (doesn't make them play their normal death animation or sound)

(<void> unit_limit_lipsync_to_mouth_only <unit> <boolean>)

cinematic lipsync means you can't use all the facial bones, just the mouth

(<void> unit_lower_weapon <unit> <short>)

lower the units weapon over x ticks

(<boolean> unit_night_vision_on <unit>)

returns true if the unit has a flashlight on

(<void> unit_only_takes_damage_from_players_team <unit> <boolean>)

used for the tartarus boss fight

(<void> unit_open <unit>)

opens the hatches on the given unit

(<void> unit_play_random_ping <unit>)

plays a random ping on the unit

(<void> unit_print_soft_ping_regions <unit>)

Print the pain screen state on all the units

(<void> unit_raise_weapon <unit> <short>)

raises the units weapon over x ticks

(<void> unit_set_active_camo <unit> <boolean> <real>)

enable or disable active camo for the given unit over the specified number of seconds

(<void> unit_set_animation_mode <unit> <string_id>)

this unit will assume the named animation mode

(<void> unit_set_current_vitality <unit> <real> <real>)

sets a unit's current body and shield vitality

(<void> unit_set_emotion <unit> <long> <real> <real>)

sets a unit's facial expression (-1 is none, other values depend on unit)

(<void> unit_set_emotion_by_name <unit> <string_id> <real> <real>)

sets a unit's facial expression by name with weight and transition time

(<void> unit_set_enterable_by_player <unit> <boolean>)

can be used to prevent the player from entering a vehicle

(<void> unit_set_integrated_flashlight <unit> <boolean>)

sets a unit's flashlight on or off

(<void> unit_set_maximum_vitality <unit> <real> <real>)

sets a unit's maximum body and shield vitality

(<void> unit_set_prefer_tight_camera_track <unit> <boolean>)

sets the unit to prefer a tight camera track

(<void> unit_set_stance <unit> <string_id>)

Specify the desired stance for this unit

(<void> unit_spew_action <unit>)

runs the spew unit action on the specified unit

(<boolean> unit_start_first_person_custom_animation <unit> <animation_graph> <string_id> <boolean>)

starts a custom animation playing on a unit (puts away weapon if last parameter is TRUE)

(<void> unit_stop_custom_animation <unit>)

stops the custom animation running on the given unit.

(<void> unit_stop_first_person_custom_animation <unit>)

ends any custom first person animation running on the unit

(<void> unit_suspended <unit> <boolean>)

stops gravity from working on the given unit

(<boolean> unit_test_seat <unit> <unit_seat_mapping>)

tests whether the named seat has any unit in it

(<void> update_dropped_tag_permutation <string> <string>)

updates the permutation for a previously dropped tag. permutations are specified as a comma-delimited string of region=permutation pairs (e.g. region1=permutation1,region2=permutation2).

(<void> update_remote_camera)

force synchronization of remote machine camera

(<long> user_interface_controller_get_last_level_played <short>)

returns index of last completed solo level for profile index passed in

(<vehicle> vehicle <object>)

converts an object to a vehicle.

(<void> vehicle_auto_turret <vehicle> <trigger_volume> <real> <real> <real>)

Sets the specified trigger volume and parameters for an auto turret

(<long> vehicle_count_bipeds_killed <vehicle>)

returns how many people this vehicle has killed

(<unit> vehicle_driver <unit>)

returns the driver of a vehicle

(<void> vehicle_enable_ghost_effects <boolean>)
(<void> vehicle_flip <vehicle>)

Flips an overturned vehicle

(<void> vehicle_force_alternate_state <vehicle> <boolean>)

Forces alternate state for selected vehicle (like deploying a wolverine

(<unit> vehicle_gunner <unit>)

returns the gunner of a vehicle

(<void> vehicle_hover <vehicle> <boolean>)

stops the vehicle from running real physics and runs fake hovering physics instead.

(<short> vehicle_load_magic <object> <unit_seat_mapping> <object_list>)

makes a list of units (named or by encounter) magically get into a vehicle, in the substring-specified seats (e.g. CD-passenger... empty string matches all seats)

(<boolean> vehicle_overturned <vehicle>)

Returns true if the vehicle is overturned

(<object_list> vehicle_riders <unit>)

returns a list of all riders in a vehicle

(<void> vehicle_set_player_interaction <vehicle> <unit_seat_mapping> <boolean> <boolean>)

Allows players/units to enter/exit given vehicle seat. Arguments <vehicle> <seat> <player_can_enter> <unit_can_exit>

(<void> vehicle_set_unit_interaction <vehicle> <unit_seat_mapping> <boolean> <boolean>)

Allows players/units to enter/exit given vehicle seat. Arguments <vehicle> <seat> <player_can_enter> <unit_can_exit>

(<boolean> vehicle_test_seat <vehicle> <unit_seat_mapping>)

tests whether the named seat has any unit in it

(<boolean> vehicle_test_seat_unit <vehicle> <unit_seat_mapping> <unit>)

tests whether the named seat has a specified unit in it (use "" to test all seats for this unit)

(<boolean> vehicle_test_seat_unit_list <vehicle> <unit_seat_mapping> <object_list>)

tests whether the named seat has an object in the object list (use "" to test all seats for any unit in the list)

(<short> vehicle_unload <object> <unit_seat_mapping>)

makes units get out of an object from the substring-specified seats (e.g. CD-passenger... empty string matches all seats)

(<void> version)

prints the build version.

(<void> voice_force_global_repeater_use <boolean>)

Forces maximum repeater use, with randomly shuffling repeater assignments every few seconds.

(<void> voice_set_force_hud <long> <long>)

sets matchmaking voice hud

(<void> voice_set_force_match_configurations <long> <long> <long> <boolean>)

sets matchmaking voice options

(<void> voice_set_mute <long> <long> <boolean>)

mute a player

(<void> voice_set_outgoing_channel_count <long> <long>)

sets the outgoing bps for voice <in-game> <out-of-game>

(<void> voice_set_voice_repeater_peer_index <long>)

sets the repeater peer index

(<object_list> volume_return_objects <trigger_volume>)

returns list of objects in volume or (max 128).

(<object_list> volume_return_objects_by_campaign_type <trigger_volume> <long>)

returns list of objects of the specified campaign metagame type that is in the volume or (max 128).

(<object_list> volume_return_objects_by_type <trigger_volume> <long>)

returns list of objects in volume or (max 128).

(<void> volume_teleport_players_not_inside <trigger_volume> <cutscene_flag>)

moves all players outside a specified trigger volume to a specified flag.

(<boolean> volume_test_object <trigger_volume> <object>)

returns true if the specified object is within the specified volume.

(<boolean> volume_test_objects <trigger_volume> <object_list>)

returns true if any of the specified objects are within the specified volume. trigger volume must have been postprocessed

(<boolean> volume_test_objects_all <trigger_volume> <object_list>)

returns true if any of the specified objects are within the specified volume. trigger volume must have been postprocessed

(<boolean> volume_test_players <trigger_volume>)

returns true if any players are within the specified volume. trigger volume must have been postprocessed

(<boolean> volume_test_players_all <trigger_volume>)

returns true if all players are within the specified volume. trigger volume must have been postprocessed

(<boolean> vs_cast <ai> <boolean> <short> <string_id>)

Cast 1 actor for a vignette (at the given priority, higher = more important)

(<boolean> vs_cast <ai> <boolean> <short> <string_id> <string_id>)

Cast 2 actors for a vignette (at the given priority, higher = more important)

(<boolean> vs_cast <ai> <boolean> <short> <string_id> <string_id> <string_id>)

Cast 3 actors for a vignette (at the given priority, higher = more important)

(<boolean> vs_cast <ai> <boolean> <short> <string_id> <string_id> <string_id> <string_id>)

Cast 4 actors for a vignette (at the given priority, higher = more important)

(<boolean> vs_cast <ai> <boolean> <short> <string_id> <string_id> <string_id> <string_id> <string_id>)

Cast 5 actors for a vignette (at the given priority, higher = more important)

(<boolean> vs_cast <ai> <boolean> <short> <string_id> <string_id> <string_id> <string_id> <string_id> <string_id>)

Cast 6 actors for a vignette (at the given priority, higher = more important)

(<boolean> vs_cast <ai> <boolean> <short> <string_id> <string_id> <string_id> <string_id> <string_id> <string_id> <string_id>)

Cast 7 actors for a vignette (at the given priority, higher = more important)

(<ai> vs_role <short>)

Returns the given member of the cast (as per more recent vs_cast call)

(wake <script name>)

wakes a sleeping script in the next update.

(<void> wake <script name>)

wakes a sleeping script in the next update.

(<void> water_float_reset <object>)

allows an object to continue floating

(<void> waypoint_set_unlock_flag <controller> <long> <boolean>)

Set a waypoint flag in the profile (incoming from waypoint)

(<weapon> weapon <object>)

converts an object to a vehicle.

(<void> weapon_enable_warthog_chaingun_light <boolean>)

turns the trigger for a weapon on/off

(<void> weapon_hold_trigger <weapon> <long> <boolean>)

turns the trigger for a weapon on/off

(<void> weapon_set_primary_barrel_firing <weapon> <boolean>)

Forcefully fire a weapon

(<void> weather_animate <string_id> <real> <real>)

turns on the named weather to a specified amount in the given seconds

(<void> weather_animate_force <string_id> <real> <real>)

turns on the named weather to a specified amount in the given seconds

(<void> webstats_disable <boolean>)

disables webstats

(<void> webstats_log_uploads <boolean>)

toggle logging of webstats buffered uploads

(<void> webstats_test_submit <string>)

submits a string to webstats upload

(<void> webstats_test_submit_random_realistic)

submits a test multiplayer blob to webstats with realistic values

(<void> webstats_throttle_bandwidth <long>)

<bytes per second> sets the maximum bandwidth that webstats can use

(<void> write_current_map_variant <boolean> <string>)

writes the current map variant to a file in .mvar format (same as .bin). See map_variants subdirectory on your devkit.

(<void> xoverlapped_debug_render <boolean>)

toggle display a list of active xoverlapped tasks

(<void> zone_set_trigger_volume_enable <string_id> <boolean>)

enables/disables the trigger volume(s) with the given name that cause zone set switches

External globals

Global

(enable_melee_action [boolean])
(debug_no_drawing [boolean])
(debug_force_all_player_views_to_default_player [boolean])
(debug_force_player_view_count [long])
(debug_render_freeze [boolean])
(debug_render_player_freeze [boolean])
(debug_render_horizontal_splitscreen [boolean])
(debug_load_panic_to_main_menu [boolean])
(display_framerate [boolean])
(display_pulse_rates [boolean])
(display_throttle_rates [boolean])
(display_lag_times [boolean])
(display_frame_deltas [boolean])
(console_status_string_render [boolean])
(console_pauses_game [boolean])
(framerate_infinite [boolean])
(framerate_debug [boolean])
(framerate_use_system_time [boolean])
(framerate_stabilization [boolean])
(g_animation_debug_rendering_on [boolean])
(g_animation_debug_view_type_selected [long])
(g_animation_debug_current_target [long])
(debug_controller_latency [boolean])
(terminal_render [boolean])
(events_debug_spam_render [boolean])
(console_dump_to_debug_display [boolean])
(camera_fov [real])
(camera_yaw_scale [real])
(camera_pitch_scale [real])
(camera_forward_scale [real])
(camera_side_scale [real])
(camera_up_scale [real])
(flying_camera_maximum_boost_speed [real])
(flying_camera_movement_delay [real])
(flying_camera_has_collision [boolean])
(flying_camera_use_old_controls [boolean])
(editor_director_mouse_wheel_speed_enabled [boolean])
(async_display_statistics [boolean])
(suppress_upload_debug [boolean])
(lightmap_pointsample [boolean])
(debug_no_frustum_clip [boolean])
(debug_camera_projection [boolean])
(debug_bink [boolean])
(game_paused [boolean])
(game_speed [real])
(game_time_lock [boolean])
(game_time_statistics [boolean])
(map_info_debug [boolean])
(debug_game_save [boolean])
(recover_saved_games_hack [boolean])
(game_state_verify_on_write [boolean])
(game_state_verify_on_read [boolean])
(debug_verify_game_variant_settings [boolean])
(debug_globals_empty [boolean])
(dont_load_material_effects [boolean])
(editor_strip_dialogue_sounds [boolean])
(scenario_load_fast [boolean])
(scenario_load_fast_and_playable [boolean])
(prune_global_use_empty [boolean])
(prune_global_material_effects [boolean])
(prune_scenario_lightmaps [boolean])
(prune_scenario_add_single_bsp_zones [boolean])
(prune_scenario_force_single_bsp_zone_set [boolean])
(prune_scenario_for_environment_editing [boolean])
(prune_scenario_for_environment_finishing [boolean])
(prune_scenario_for_environment_pathfinding [boolean])
(prune_scenario_for_environment_editing_keep_cinematics [boolean])
(prune_scenario_for_environment_editing_keep_scenery [boolean])
(prune_scenario_use_gray_shader [boolean])
(prune_global_dialog_sounds [boolean])
(prune_facial_animation_data [boolean])
(prune_error_geometry [boolean])
(pruning_keep_scripts [boolean])
(prune_global [boolean])
(prune_global_keep_playable [boolean])
(variant_culling_enabled [boolean])
(material_culling_enabled [boolean])
(display_precache_progress [boolean])
(log_precache_progress [boolean])
(fake_precache_percentage [long])
(force_aligned_utility_drive [boolean])
(debug_object_garbage_collection [boolean])
(debug_object_dump_log [boolean])
(allow_all_sounds_on_player [boolean])
(disable_player_rotation [boolean])
(player_rotation_scale [real])
(debug_player_respawn [boolean])
(debug_survival_mode [boolean])
(survival_performance_mode [boolean])
(debug_survival_mode_infinite_lives [boolean])
(debug_survival_mode_respawn_if_iron [boolean])
(g_synchronous_client_maximum_catchup_chunk_size [long])
(g_editor_maximum_edited_object_speed [real])
(g_editor_edited_object_spring_constant [real])
(g_editor_maximum_rotation_speed [real])
(chud_enabled [boolean])
(chud_debug_grid [boolean])
(chud_debug_messages [boolean])
(chud_debug_crosshair [boolean])
(chud_debug_metagame [boolean])
(chud_debug_reticle_radius [real])
(chud_debug_highlight_object [object])
(chud_debug_highlight_object_color_red [real])
(chud_debug_highlight_object_color_green [real])
(chud_debug_highlight_object_color_blue [real])
(chud_debug_highlight_object_color_alpha [real])
(chud_debug_animation_speed [real])
(debug_animation_override_blend_channel_input [string_id])
(debug_animation_blend_test_parent_relative [boolean])
(debug_animation_blend_test_horizontal [real])
(debug_animation_blend_test_vertical [real])
(debug_animation_snap_nearest_pose_blend [boolean])
(debug_animation_object_space_offset_disable [boolean])
(debug_animation_fik_correction_enable [boolean])
(debug_animation_fik_subframe_precision_enable [boolean])
(debug_animation_object_space_offset_draw [boolean])
(debug_animation_ik_chains_disable [boolean])
(debug_animation_footlock_disable [boolean])
(debug_animation_footlock_locking_disable [boolean])
(debug_animation_precomputed_velocity_boundaries_disable [boolean])
(debug_animation_ik_sets_disable [boolean])
(debug_animation_gait_preserve_frame_ratio [boolean])
(debug_animation_move_preserve_frame_ratio [boolean])
(debug_animation_root_offset_disable [boolean])
(debug_animation_camera_offset_disable [boolean])
(debug_animation_unsafe_debug_enable [boolean])
(debug_animation_maximum_channels_displayed [long])
(debug_animation_footlock_draw [boolean])
(debug_animation_footlock_draw_raw [boolean])
(debug_animation_footlock_draw_turned [boolean])
(debug_animation_footlock_draw_fitted [boolean])
(debug_animation_footlock_draw_turn_sampling [boolean])
(debug_animation_footlock_draw_grid_sampling [boolean])
(debug_animation_footlock_draw_raycast [boolean])
(debug_animation_footlock_draw_contact [boolean])
(debug_animation_footlock_draw_displacement [boolean])
(debug_animation_turn_radius_draw [boolean])
(debug_animation_assassination_selection [boolean])
(debug_animation_phonebooth_test_draw [boolean])
(debug_animation_phonebooth_draw_time [real])
(debug_pose_overlay_force_interpolation_across_sphere [boolean])
(debug_enable_press_to_assassinate [boolean])
(debug_enable_same_team_assassinate [boolean])
(debug_enable_force_phonebooth_assassinate [boolean])
(debug_unit_all_animations [boolean])
(debug_unit_animations [boolean])
(debug_unit_illumination [boolean])
(debug_unit_active_camo_frequency_modulator [real])
(debug_unit_active_camo_frequency_modulator_bias [real])
(debug_player_melee_attack [boolean])
(debug_boarding_force_enemy [boolean])
(enable_animation_decompression_cache [boolean])
(enable_animation_influenced_flight [boolean])
(enable_flight_noise [boolean])
(enable_player_transitions [boolean])
(enable_pain_screen_aim_fixup [boolean])
(disable_node_interpolation [boolean])
(disable_analog_movement [boolean])
(disable_transition_animations [boolean])
(disable_animated_source_interpolation [boolean])
(debug_enable_easy_weapon_down_claw [boolean])
(debug_vehicle_animated_trick_animation_name [string_id])
(debug_vehicle_animated_trick_camera_name [string_id])
(debug_orbiting_camera_maximum_distance_override [real])
(cheat_deathless_player [boolean])
(cheat_valhalla [boolean])
(cheat_jetpack [boolean])
(cheat_infinite_ammo [boolean])
(cheat_bottomless_clip [boolean])
(cheat_bump_possession [boolean])
(cheat_super_jump [boolean])
(cheat_reflexive_damage_effects [boolean])
(cheat_medusa [boolean])
(cheat_omnipotent [boolean])
(cheat_controller [boolean])
(cheat_chevy [boolean])
(cheat_porcupine [boolean])
(cheat_infinite_equipment_energy [boolean])
(effects_corpse_nonviolent [boolean])
(debug_effects_nonviolent [boolean])
(debug_effects_locations [boolean])
(effects_enable [boolean])
(debug_effects_allocation [boolean])
(debug_effects_play_distances [boolean])
(debug_effects_lightprobe_sampling [boolean])
(player_effects_enabled [boolean])
(g_animation_statistic_accumulator_enabled [boolean])
(sound_global_room_gain [real])
(sound_direct_path_gain [real])
(sound_reverb_path_gain [real])
(sound_reverb_wet_dry_mix [real])
(enable_pc_sound [boolean])
(debug_sound [boolean])
(debug_looping_sound [boolean])
(debug_sound_channels [boolean])
(debug_sound_channels_fadeout [boolean])
(debug_sound_spatialized [boolean])
(debug_sound_spatialized_fadeout [boolean])
(debug_platform_sound_channels [boolean])
(debug_sound_reverb [boolean])
(sound_cache_list [boolean])
(debug_speaker_output_peak [boolean])
(debug_speaker_output_rms [boolean])
(debug_display_levels_data [boolean])
(debug_display_preformance_data [boolean])
(debug_display_sources_data_state [boolean])
(debug_display_sources_data [boolean])
(debug_display_mix_data [boolean])
(debug_display_reverb_data [boolean])
(debug_sound_mute_effect_final_mix [boolean])
(debug_sound_mute_effect_sub_mix [boolean])
(debug_sound_mute_effect_occlusion [boolean])
(debug_sound_mute_effect_obstruction [boolean])
(debug_sound_mute_effect_radio [boolean])
(debug_sound_mute_effect_reverb_first [boolean])
(debug_sound_mute_effect_reverb_second [boolean])
(debug_sound_mute_music [boolean])
(debug_sound_mute_dialog [boolean])
(debug_sound_mute_ambient [boolean])
(debug_sound_mute_vehicles [boolean])
(debug_sound_mute_weapons [boolean])
(debug_sound_mute_mix_dry [boolean])
(debug_sound_mute_mix_dry_obstruction [boolean])
(debug_sound_mute_mix_wet [boolean])
(debug_sound_mute_mix_wet_occlusion [boolean])
(debug_sound_mute_mix_radio [boolean])
(debug_duckers [boolean])
(debug_sound_listeners [boolean])
(debug_disable_music_channel [boolean])
(debug_disable_dialog_channel [boolean])
(debug_disable_cinematic_channel [boolean])
(debug_disable_ambiant_channel [boolean])
(debug_disable_vehicle_channel [boolean])
(debug_disable_weapon_channel [boolean])
(debug_disable_other_channel [boolean])
(debug_disable_looping_channels [boolean])
(debug_disable_nonlooping_channels [boolean])
(debug_sound_force_first_person_listener [boolean])
(debug_sound_reference_counts [boolean])
(debug_sound_environment_parameters [boolean])
(debug_sound_channel_overflow [boolean])
(debug_sound_impulse_time [boolean])
(debug_sound_impulse_spam [boolean])
(debug_sound_stabbed [boolean])
(sound_enable_expensive_obstruction [boolean])
(sound_enable_new_obstruction_collision [boolean])
(debug_sound_enable_multithreaded [boolean])
(debug_acoustics [boolean])
(light_local_basis [boolean])
(collision_log_render [boolean])
(collision_log_detailed [boolean])
(collision_log_extended [boolean])
(collision_log_totals_only [boolean])
(collision_log_time [boolean])
(havok_collision_tolerance [real])
(havok_debug_mode [long])
(havok_thread_count [long])
(havok_environment_type [long])
(havok_shape_radius [real])
(havok_jumping_beans [boolean])
(havok_disable_deactivation [boolean])
(havok_deactivation_reference_distance [real])
(havok_weld_environment [boolean])
(havok_batch_add_entities_disabled [boolean])
(havok_shape_cache [boolean])
(havok_shape_cache_debug [boolean])
(havok_enable_back_stepping [boolean])
(havok_enable_sweep_shapes [boolean])
(havok_display_stats [boolean])
(havok_initialize_profiling [boolean])
(impacts_debug [boolean])
(proxies_debug [boolean])
(collision_damage_debug [boolean])
(havok_play_impact_effects [boolean])
(havok_play_biped_impact_effects [boolean])
(physics_debug [boolean])
(havok_cleanup_inactive_agents [boolean])
(havok_render_environment_queries [boolean])
(havok_pause_time_on_find_initial_contact_points [boolean])
(disable_expensive_physics_rebuilding [boolean])
(minimum_havok_object_acceleration [real])
(minimum_havok_biped_object_acceleration [real])
(debug_object_scheduler [boolean])
(render_debug_turn_on_cache_state [boolean])
(debug_use_black_for_missing_instances [boolean])
(render_environment [boolean])
(render_structure [boolean])
(render_per_vertex_lit_environment [boolean])
(render_per_pixel_lit_enviroment [boolean])
(render_single_probe_lit_environment [boolean])
(render_cluster_enabled [boolean])
(render_objects [boolean])
(render_lightmap_shadows [boolean])
(render_rain [boolean])
(render_rain_particles [boolean])
(render_light_volume_rain_particles [boolean])
(render_light_volume_rain_sheets [boolean])
(render_rain_from_design_tag [boolean])