SR3 Script Actions Index |
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A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
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A | back to top |
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action_nodes_enable | | Enable/disable all action nodes in the world. |
action_nodes_restrict_spawning | | Restrict/unrestrict spawning for non-notoriety action nodes. |
action_play | | Make a human play an animation and optional morph, blocking until the animation is done. |
action_play_custom | | Make a human play a custom animation, blocking until the animation is done. |
action_play_directional_stumble | | Make a human play a direction stumble, blocking until the animation is done |
action_play_is_finished | | Check if a character has finished playing its current animation. |
action_play_non_blocking | | Make a human play an animation without blocking. |
action_play_synced | | Make a pair of humans play an animation. This function blocks |
action_play_synced_is_finished | | Check if a pair of characters have finished playing their current synced animation. |
action_play_synced_non_blocking | | Make a pair of humans play an animation. This function blocks |
action_play_synced_state | | Play a synced animation state |
action_sequence_advance | | move the action sequence to the next stage |
action_sequence_end | | end the action sequence |
action_sequence_is_playing | | determine if the action sequence is playing an action animation |
action_sequence_setup | | Setup and start the mission action sequence |
action_stop_custom | | Stop any custom animations that are currently playing on a character. |
action_stop_synced_state | | Stop a synced animation state |
ai_add_enemy_target | | Make a character attack another character. |
ai_attack_region | | Leashes an NPC to a navpoint, allowing them to attack and take cover while advancing to the leash. This does not make AI go hostile, use ai_add_enemy_target or notoriety to make them hostile. |
ai_clear_priority_target | | Sets forced target to NULL |
ai_clear_scripted_action | | Abort scripted actions |
ai_do_scripted_advance | | Make a character do a combat advance - run, or walk and shoot w/ line of sight |
ai_do_scripted_fire | | Make a character do a combat advance - run, or walk and shoot w/ line of sight |
ai_do_scripted_move | | Make a character walk/run along a path or to destination |
ai_do_scripted_rush | | Make a character do a combat rush - run to destination, only looking at targets, not firing. |
ai_do_scripted_take_cover | | Make a character go to cover. If you want them to stay there I suggest using with ai_set_in_scripted_cover(name,false) and npc_set_leash_to_nav(name, nav, dist) |
ai_scripted_action_is_complete | | Check if an AI scripted action completed successfully |
ai_scripted_action_is_processing | | Check if AI is still doing a scripted action |
ai_set_action_delay | | Prevent AI from doing an action for X ms (even if is is scripted action) |
ai_set_in_scripted_cover | | Make a character heavily use cover |
ai_set_personality | | Change the personality of an NPC |
ai_suggest_action | | Make a character do a action next time they can, IE: take cover ASAP, I don't care where. |
airplane_fly_to | | Make an airplane fly through a series of navpoints |
airplane_land | | Make an airplane land on a runway. |
airplane_takeoff | | Make an airplane take off straight in the direction they are currently facing. |
ambient_cop_spawn_enable | | Enable/disable ambient cop spawning. |
ambient_gang_spawn_enable | | Enable/disable ambient ambient gang spawning. |
animation_sequence_advance | | play the next section of an animated sequence |
attack_closest_player | | Make an NPC attack the closest player. |
attack_safe | | Make a character attack another character, but checks to see if either character is dead first. |
audio_ambient_emitter_pause | | Pause an ambient audio emitter |
audio_ambient_emitter_resume | | Resume an ambient audio emitter |
audio_ambient_emitter_start | | Start an ambient audio emitter |
audio_ambient_emitter_stop | | Stop an ambient audio emitter |
audio_any_conversation_playing | | Check to see if any conversation is currently playing |
audio_conversation_end | | End the conversation |
audio_conversation_load | | |
audio_conversation_load_direct | | Load a conversation into memory |
audio_conversation_play | | Play the currently loaded conversation |
audio_conversation_playing | | Is the conversation still playing |
audio_conversation_wait_for_end | | |
audio_cutscene_state_set | | Tell the audio system if we're in a cutscene |
audio_get_id | | Get the audio ID of a sound. |
audio_is_playing | | Check if a sound is playing. |
audio_is_xmp_playing | | Check if the XBox Music Player is currently playing. |
audio_object_post_event | | Post an audio event, optionally on an object (currently only attaches to vehicles) with a switch. The switch parameters are optional depending on the audio event you are playing. If an object name is given, the event will play at the object's current position. Only attaching object's to vehicles, is currently supported. |
audio_persona_line_playing | | Check if a human is playing a voice line |
audio_persona_load_2d | | Load a person into a null audiolib object, creating a 2d persona |
audio_persona_remove_2d | | Deletes a persona given the audiolib_id |
audio_play | | Play a 2D sound (by name). |
audio_play_conversation | | Play a conversation, which consists of a series of lines played by characters. |
audio_play_conversation_in_vehicle | | Play a conversation while the speaker is in a vehicle. |
audio_play_emitting_id_for_character | | Play a looping sound emitter on a character. |
audio_play_emitting_id_for_mover | | Play a looping sound emitter on a mover. |
audio_play_emitting_id_for_navpoint | | Play a looping sound emitter on a navpoint. |
audio_play_for_cellphone | | Play a cellphone call and conversation. |
audio_play_for_cellphone_force | | Play a cellphone ring and then a conversation. |
audio_play_for_character | | Play a 3D sound (by name) on a character. |
audio_play_for_character_weapon | | Play a 3D sound (by name) on a character's weapon. |
audio_play_for_mission_cellphone | | Play a cellphone call and mission conversation. |
audio_play_for_mover | | Play a 3D sound (by name) on a mover. |
audio_play_for_navpoint | | Plays a sound at a navpoint. |
audio_play_id | | Play a 2D sound (by ID). |
audio_play_id_for_character | | Play a 3D sound (by ID) on a character. |
audio_play_id_for_navpoint | | Play a 3D sound (by ID) on a navpoint. |
audio_play_persona_line | | Make a character play his persona line for a particular situation. |
audio_play_persona_line_2d | | Make a 2d character play a persona line for a particular situation. |
audio_play_startle_or_panic | | Make a character play his startle/panic sound. |
audio_remove_mission_cellphone | | Removes a mission cellphone call and unregisters its Lua callbacks. |
audio_stop | | Force an audio instance to stop playing immediately. |
audio_stop_emitting_id | | Stop a looping sound emitter. |
audio_suppress_ambient_player_lines | | Suppress/unsuppress ambient player audio lines. |
auto_pickup_disable | | Allow picking up weapons |
auto_pickup_enable | | Disallow picking up weapons |
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B | back to top |
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base_jumping_enable | | Enable/disable base jumping. |
begin_killbane_unmask_decision | | Present the player with the choice of unmasking Killbane or not |
bink_play | | |
boss_battle_kb_enable | | Cleans up the Killbane boss battle |
boss_battle_kb_enable_crowd_props | | Starts the system which throws wieldable props into the arena from the crowd |
boss_battle_kia_active | | Toggles the Kia boss battle on/off. Defaults to true. |
boss_battle_mars_killbane_active | | Toggles the Killbane Mars battle on/off. Defaults to true. |
boss_battle_matt_begin | | Begins the fight and enables Matt's cheats |
boss_battle_matt_cheats_start | | Enables Matt's cheats, optional peramaters will enforce a specific cheat |
boss_battle_matt_cheats_stop | | Disables Matt's cheats |
boss_battle_matt_get_cheat | | Gets the currently active cheat if there is one |
boss_battle_matt_hide_wings | | Hides Matt's Wings |
boss_battle_matt_qte_begin | | Plays Matt's QTE. |
boss_battle_matt_set_phase | | Sets the the phase of the Matt boss battle within matt_boss_battle_data |
boss_battle_matt_set_player_as_avatar | | Turns the player into an avatar |
build_get_build_type | | Get the game localization build type. |
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C | back to top |
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call_function_on_each_member | | Call the given function on each member of the given table |
camera_end_look_through | | Return camera to default behavior after having finished executing a camera script. |
camera_look_through | | Moves the camera from its current position and orientation to the specified navpoint's position and orientation. |
camera_restrict_set_active | | Enable or disable the restricted camera |
camera_restrict_set_limits | | Set the angles for restricting the camera. |
camera_restrict_target_object | | Set a handle for the restricted camera to follow |
camera_script_disable | | Disable the special script camera mode |
camera_script_enable | | Enable the special script camera mode |
camera_script_is_finished | | Check whether a camera script has finished executing. |
camera_shake_play | | Play a camera shake |
camera_shake_play_looping | | Play a looping camera shake |
camera_shake_stop | | Make the camera stop shaking. |
cash_add | | Give the player some cash. |
cash_remove | | Take cash away from the player. |
cell_spawns_enable | | Enable/disable cell phone spawns. |
cellphone_clear_between_call_delay | | Clear the delay timer between cellphone calls, making it possible to receive another call immediately. |
cellphone_has_received_call | | Check if a cellphone call has been received by the player. |
cellphone_lock | | Flag the cell phone menu apps as locked/unlocked. |
cellphone_receive_call | | Flag a cellphone call as having been received by the player. |
cellphone_remove | | Remove the cellphone call from the game that uses the specified audio. |
cellphone_reset_call | | Flag a cellphone call as having _not_ been received by the player. |
chainsaw_disable | | Disallow player use of the chainsaw. |
chainsaw_enable | | Allow player use of the chainsaw. |
change_mission_enemy_team | | |
character_add_prop | | Add an item that was loaded through the mission to a character |
character_allow_ragdoll | | Enable/disable ragdoll for a character. |
character_collision_enable | | Enable or disable collision on a character (USE WITH EXTREME CAUTION!!) |
character_damage | | Inflict damage on a character. |
character_destroy | | Destroy a character immediately, with no fade out. |
character_disable_revival | | Enable/disable the ability for a character to be revived |
character_dont_regenerate | | Enable/disable health regeneration on a character. |
character_evacuate_from_all_vehicles | | Immediately remove a character from its current vehicle. |
character_exists | | Check to see if a character exists in the world. |
character_get_gender | | Get the gender type for a given character |
character_has_human_shield | | Check if a character is holding a human shield. |
character_has_specific_human_shield | | Check if a character is holding a specific human shield. |
character_hidden | | Check if a character is hidden. |
character_hide | | Hide a character. |
character_ignite | | Set a character to be on fire. |
character_is_combat_ready | | Check if a character is in combat ready stance. |
character_is_dead | | Check if a character is dead (or awaiting revival). |
character_is_in_a_driver_seat | | Check if a character is in the driver's seat of a vehicle. |
character_is_in_vehicle | | Check if a character is in a vehicle. |
character_is_in_vehicle_interaction | | |
character_is_jumping | | Check if a character is currently jumping (possibly dive-rolling) |
character_is_on_fire | | Check if a character is on fire. |
character_is_panicking | | Check if a character is in panic AI mode. |
character_is_player | | Check if a character is a player. |
character_is_ragdolled | | Check if a character is ragdolled. |
character_is_ready | | Check if a character is ready to take an action. |
character_is_released | | Check if an NPC has been released to the world. |
character_is_swimming | | Check if a character is swimming. |
character_is_vomiting | | Check if a character is vomiting |
character_kill | | Immediately kill a character (i.e.: reduce its hit points to zero). |
character_make_priority_target | | Make a character the priority target for all hostile NPCs. |
character_parachute_detach | | Detach a parachute from a character |
character_parachute_open | | Create a parachute item on a character, and open it |
character_parachute_play_action | | Create a parachute item on a character, and open it |
character_play_combat_move | | Tell a character to play a combat move |
character_playing_combat_move | | Checks to see if a character is playing a combat move |
character_prevent_bumping | | Enable/disable bump animations on a character. |
character_prevent_explosion_fling | | Enable/disable the impulse that is applied to a character when caught in an explosion. |
character_prevent_flinching | | Enable/disable flinch animations on a character. |
character_prevent_kneecapping | | Make a character immune/vulnerable to kneecapping. (i.e.: when getting hit by a vehicle kneecapper) |
character_ragdoll | | Make a character ragdoll. |
character_ragdoll_clear_last_resort_position | | Stops using the last resort teleport location set in character_ragdoll_set_last_resort_position |
character_ragdoll_set_last_resort_position | | Sets a position to be used as a last resort teleport destination if all better methods of recovering from a ragdoll are exhausted during a mission. This position is used instead of using a warp to shore nav point, and is useful in SR3 for last-ditch recoveries while on the Daedalus or on Mars. |
character_ragdoll_set_last_valid_position | | Set the last valid position the character should try to use if they cannot getup from their ragdoll |
character_release_human_shield | | Make a character release any human shield he might be holding. |
character_remove_child_item_by_name | | Loop over all the character's child items and remove the item specified (does not remove weapons) Right now this is pretty speceific to mission02, but it may be usefull elsewhere |
character_set_always_combat_ready | | Set (or clear) a character to always be combat ready (even while idle) |
character_set_cannot_exit_rc_vehicle | | Make a character immune/vulnerable to being taken as a human shield. |
character_set_cannot_wield_havok_weapon | | Enable/disable whether a character can wield havok weapons. |
character_set_combat_ready | | Put a character into or take him out of combat ready stance. |
character_set_counter_on_grabbed | | Make a character immune/vulnerable to being taken as a human shield. |
character_set_counter_on_grabbed_by_player | | Make a character immune/vulnerable to being taken as a human shield by the player. |
character_set_damage_multiplier | | Set the damage multiplier for a character. |
character_set_immune_to_explosion_vomit | | Set a character to be immune to explosion that cause their victim to vomit (not immune to damage, just vomiting) |
character_set_injured | | Set a vehicle passenger's "injured" state. |
character_set_never_catch_fire | | Enable/disable whether an NPC can catch on fire (never_ignite) |
character_set_never_fall | | Enable/disable whether an NPC can fall (does not turn off gravity, this just prevents the character from enter the falling movement mode/state) |
character_set_no_explosive_panic | | Enable/disable whether an NPC panics from explosives. Disabling explosive panicking disables flashbang reactions. |
character_set_no_satchel_panic | | Enable/disable whether an NPC panics when stuck with a satchel charge. |
character_set_only_player_grabs | | Enable/disable whether a character can only be grabbed by a player |
character_set_only_scripted_grabs | | Enable/disable whether a character can be grabbed as a human shield by non-scripted commands. |
character_set_over_the_shoulder | | Enable/disable the use of the human as a over the shoulder human shield. |
character_set_persona | | Set the persona of a character. |
character_set_skydiving | | Causes a character to either enter or exit the skydiving state |
character_set_skydiving_state | | Set the skydiving state (pose) for the given character |
character_show | | Unhide a character. |
character_slots_cap_for_team | | Set the maximum number of character slots for a team. |
character_slots_clear_caps | | Clear the character slot cap for all teams |
character_slots_clear_reservations | | Clear the character slot reservations for all teams |
character_slots_reserve_for_team | | Reserve a number of characters slots for a team |
character_suppress_human_shield_idles | | Suppress/enable idle animations for a character that is holding a human shield. |
character_take_human_shield | | Make a character take another character as a human shield. |
character_use_synced_finishers | | Enable human to use synced finishers |
character_vomit | | Make a character vomit |
character_wait_for_loaded_resource | | Blocks until the specified character's resources have loaded. |
check_animation_state | | Check if a character is in a particular animation state. |
check_script_animation_state | | Check if a character is in a particular scripted animation state (only for NPCs). |
city_zone_set_all_civilians_fleeing | | Make all civilian pedestrians in a specific zone start fleeing. |
city_zone_swap | | |
cleanup_callbacks | | Recursively cleanup all the callbacks for an object or table of objects. |
cleanup_conversations | | Recursively cleanup all the audio conversations that may still be playing |
cleanup_groups | | Recursively clean up a script group or table of script groups. |
cleanup_spawn_groups | | Recursively cleanup all the spawn groups (i.e. stop their spawning) |
cleanup_spawn_regions | | Recursively disable all spawn regions in a table |
cleanup_temporary_weapons | | Recursively remove temporary weapons from player inventory |
cleanup_threads | | Iterates recursively through a table of threads, cleaning up any thread it finds. |
clear_animation_state | | Clear the override animation state for a character. |
clear_callbacks_for_obj | | Unregister all callbacks for the given object. |
commando_despawn | | Despawn the spawned command, if one exists |
commando_spawn | | Spawn a commando at a specific navpoint |
console_wrapper | | Debug function for making a Lua function executable through the console. |
continuous_explosion_avoid_object_add | | Add an avoid object to the active continuous explosion |
continuous_explosion_avoid_object_remove | | Remove an avoid object to the active continuous explosion |
continuous_explosion_follow_target_add | | Add a follow target to the active continuous explosion |
continuous_explosion_follow_target_remove | | Remove a follow target from the active continuous explosion |
continuous_explosion_start | | Start a continuous explosion |
continuous_explosion_stop | | Stop any running continuous explosion (safe to call if no continuous explosion is actually running) |
continuous_spawn_regions_enable | | Recursively dig down into a spawn region table and enable/disable each region found |
continuous_spawn_set_orders | | Set the post spawn orders of a group. |
continuous_spawn_start | | Enable a continuous spawn by name. |
continuous_spawn_stop | | Disable a continuous spawn by name. |
coop_is_active | | Check if there is a co-op player in the game. |
cower | | Make a character enter cower AI mode. |
crib_disable_interface | | Disable the "Press Y to access crib" prompt and controls |
crib_is_unlocked | | Check if a crib has been unlocked by the player. |
crib_purchasing_unlock | | Unlock all crib purchasing script triggers. |
crib_weapon_add_disable | | |
crib_weapon_add_enable | | |
crouch_is_crouching | | Check if a character is crouching. |
crouch_start | | Make a character start crouching. |
crouch_stop | | Make a character stop crouching. |
customization_create_character | | Opens up the character creation interface, allowing the player to make a character (used in mm_m1_5) |
customization_creation_is_open | | Checks if the character creation screen is open |
customization_item_revert | | Revert the player's clothing to his regular outfit. |
customization_item_wear | | Put a customization item on the player. |
customization_outfit_wear | | Put a customization outfit on the player. |
customization_restore_player_rig | | Restore the player to the rig that is appropriate for their gender. |
customization_swap_player_rig | | Switch the rig of the player to something other than what the player should be using. |
cutscene_check_exiting | | Check if the cutscene is still exiting (after it is no longer active) |
cutscene_in | | Applies uniform fade-out and letterboxing that should be called before any cutscene (both scripted and artist created). |
cutscene_out | | Applies uniform fade-in and removal of letterboxing that should be called before any cutscene (both script and artist created). |
cutscene_play | | Play a cutscene. |
cutscene_was_skipped | | Check if the last cutscene was skipped or not |
cyrus_boss_ai_sweep_shot | | Fire a sweep shot as part of Cyrus's boss AI in Mission23 |
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D | back to top |
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damage_indicator_off | | Turn off the GSI damage indicator. |
damage_indicator_on | | Turn on the GSI damage indicator. |
debris_flow_add_avoid_object | | Add an object to the debris flow avoid list |
debris_flow_add_object | | Add an object to be managed by the active debris flow |
debris_flow_create | | Create a new debris flow |
debris_flow_destroy | | Destroy an existing debris flow instance |
debris_flow_recycle_object | | Recycle an object that is part of a debris flow |
debris_flow_set_active | | Set a debris flow instance active |
debris_flow_set_inactive | | Stop an active debris flow |
debug_conversation | | Play a fake conversation by displaying consecutive lines of text on the screen |
disable_specific_notoriety_group | | Disable/enable a specific notoriety group |
distance_display_off | | Turn off the GSI distance indicator. |
distance_display_on | | Turn on the GSI distance indicator. |
district_set_pulsing | | Make a district's neighborhoods start/stop pulsing on the minimap. |
door_close | | Make a door open. |
door_is_locked | | Lock a door. |
door_is_open | | Check if a door is open. |
door_lock | | Lock a door. |
door_message_override | | Override the default message that appears when the player is near a specific door. |
door_open | | Open a door. |
drug_effect_clear_override_values | | Clear any overrides to the intoxication strength values for the drug system. |
drug_effect_set_override_values | | Override the intoxication strength values for the drug system. |
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E | back to top |
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effect_play | | Play an effect at a navpoint. |
effect_play_finisher | | Play 'finisher' effect on human (Y prompt effect) |
effect_play_on_human | | Play an effect attached to a human |
effect_play_on_script_object | | Play an effect attached to an object |
effect_stop | | Stop an effect that is currently playing |
enemy_set_cleanup | | Remove callbacks and markers on the enemy set |
enemy_set_setup | | Setup all of the enemies to be killed |
explosion_create | | Create an explosion on an object. |
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F | back to top |
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fade_get_percent | | Get the fullscreen fade percentage. |
fade_in | | Perform a fullscreen fade-in. |
fade_in_block | | Block until the screen is completely faded in. |
fade_is_fully_faded_in | | Check if the screen is fully faded in. |
fade_is_fully_faded_out | | Check if the screen is fully faded out. |
fade_out | | Perform a fullscreen fade-out. |
fade_out_block | | Block until the screen is completely faded out. |
flashlights_disable | | Disable flashlight effects on weapons |
flashlights_enable | | Enable flashlight effects on weapons |
flashpoint_mission_status | | determine the status of the mini-mission flashpoint |
flashpoint_start_mission | | Set the flashpoint for the mini-mission to be active |
flashpoints_enable | | Set city flashpoints to enabled or disabled |
flee | | Make an NPC flee from another human. |
flee_to_navpoint | | Make an NPC flee towards a navpoint. |
follower_is_unconscious | | Check if an NPC follower is incapacitated and awaiting revival. |
follower_make_independent | | Make an NPC follower dependent/independent of his leader. |
follower_remain_in_car | | Make an NPC follower remain in the vehicle, even if the leader exits. |
follower_set_can_abandon | | Enable/disable distance checks from an NCP follower to his leader. |
force_fire | | Force an NPC to fire at a navpoint. |
force_fire_pull_alt_trigger | | Force an NPC to fire his secondary weapon. |
force_fire_target | | Force an NPC to fire at a character. |
force_melee | | Force a character to perform a melee attack. NOTE: attack_type is no longer used - we will need to find a replacement method |
force_throw | | Force an NPC to toss a thrown weapon at a navpoint. |
force_throw_char | | Force an NPC to toss a thrown weapon at a character. |
force_throw_from_vehicle | | Force an NPC to toss a thrown weapon from a vehicle. |
fov_check | | Check if a character is within the observation FOV of an human (player or NPC). |
fov_check_xz_plane | | Check if a character is within the observation FOV of an NPC, ignoring the vertical (y) axis. |
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G | back to top |
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game_choice_get_state | | Get the state of a player made exclusive game choice |
game_choice_set_state | | Set the state of a player made exclusive game choice |
game_quit_to_main_menu | | Quit out of the game back to the main menu |
gang_force_spawn | | Turn on/off forced spawning of a particular gang, regardless of where the player is or what gang controls the neighborhood he is in. |
get_char_in_vehicle | | Get the name of the character in a specific seat of a vehicle. |
get_char_skydiving_state | | Get the character's current skydiving state |
get_char_vehicle_is_in_air | | Check if a character's vehicle is in the air. |
get_char_vehicle_name | | Get the name of the vehicle that a character is in. |
get_char_vehicle_special_type | | Get the special vehicle type of a character's vehicle. |
get_char_vehicle_type | | Get the type of the vehicle being driven by a character. |
get_char_vehicle_type_name | | Get the vehicle type name of a character's vehicle. |
get_closest_npc_to_object | | Gets the closest Script NPC to an object within a specific radius |
get_closest_object | | Gets the closest object from a list of objects. |
get_current_hit_points | | Get the current number of hit points of an object. |
get_current_hood_by_position | | Get the name of the neighborhood containing an object. |
get_dist | | Get the distance between two objects. |
get_dist_closest_player_to_object | | Get the distance from an object to the closest player, and also returns the closest player. |
get_game_time | | Get the current game calender time. |
get_hood_owned_percentage | | Get the percentage of neighborhoods owned by the player. |
get_hood_owner | | Get the current owner of a neighborhood. |
get_max_hit_points | | Get the maximum number of hit points of an object. |
get_min_hit_points | | Get the minimum number of hit points of an object. |
get_num_humans_in_trigger | | Gets the number of humans currently in this trigger. (For instance, if you have a trigger in an elevator to determine when the doors should close, you want to check that this function returns 0.) |
get_object_pos | | Get the position of an object |
get_player_respect | | Get the current amount of respect the player has earned. |
get_random_table_entry | | Get a random entry from a lua table. |
get_random_target_player | | Gets a random player. If the game's not in coop, always returns the local player. |
get_team | | Get the name of the team to which an object belongs. |
get_vehicle_special_type | | Get the vehicle special type of a vehicle. |
get_vehicle_speed | | Get the current speed of a vehicle. |
get_vehicle_type | | Get the vehicle type of a vehicle. |
group_create | | Creates all script objects belonging to the specified script group. |
group_create_hidden | | Creates all script objects belonging to the specified script group, and makes them all hidden. |
group_destroy | | Destroys all objects belonging to the specified script group |
group_foreach_npc | | run a function on each NPC in a provided group. |
group_hide | | Hide a group of script objects |
group_is_loaded | | Check if a group is loaded |
group_member_count | | Returns the number members in a group |
group_members_alive | | Returns the number of alive npcs in a group. |
group_show | | Unhide a group of script objects |
guardian_angel_clear_zone_pinning | | This resets the forced loaded zones in guardian angel so normal streaming can occur. |
guardian_angel_enable_indicators | | This enables/disables object indicators for the guardian angel activity. |
guardian_angel_increment_node_progress | | This increments the GSI for both players that shows the total percent complete for the guardian angel activity. |
guardian_angel_register_script_group | | This registers a script group in guardian angel so that object indicators will be processed for it. |
guardian_angel_release_attack_groups | | This releases all spawned attack group NPCs to free up space for more script NPCs. |
guardian_angel_set_max_indicators | | This sets the max number of objects that can have an object indicator placed on them while guardian angel is running. |
guardian_angel_start_zone_pinning | | This is the lua function callable by guardian angel scripting to force load specific zones. Given the long sniping ranges used |
guardian_angel_unregister_script_group | | This unregisters a script group in guardian angel so that object indicators will no longer be processed for it. |
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hack_cutscene_fade_in | | Enables player controls and fades in the screen. |
hack_cutscene_fade_out | | Disables player controls and instantly fades out the screen. |
hdr_bloom_set_multiplier | | Set the bloom multiplier |
helicopter_clear_max_bank_angle | | Clear the maximum bank angle on a helicopter. |
helicopter_enter_dropoff | | Make a helicopter drop off passengers |
helicopter_enter_retreat | | Make a helicopter retreat. |
helicopter_fly_to | | Make a helicopter fly through one or more navpoints. |
helicopter_fly_to_direct | | Make a helicopter fly through one or more navpoints, ignoring any obstacles along the way. |
helicopter_fly_to_direct_dont_stop | | Make a helicopter fly through one or more navpoints, ignoring any obstacles along the way and without stopping. |
helicopter_fly_to_direct_follow | | Make a helicopter fly through one or more navpoints while following a target, ignoring obstacles along the way. |
helicopter_fly_to_direct_follow_dont_stop | | Make a helicopter fly through one or more navpoints while following a target, ignoring obstacles along the way and without stopping. |
helicopter_fly_to_direct_loop | | Make a helicopter fly through one or more navpoints, ignoring any obstacles along the way. |
helicopter_fly_to_dont_stop | | Make a helicopter fly through one or more navpoints without stopping |
helicopter_fly_to_stop | | Stop a helicopter pathfind |
helicopter_go_to_change_follow_target | | Make a helicopter follow a target vehicle. |
helicopter_go_to_clear_follow_target | | Make a helicopter stop following its target. |
helicopter_go_to_set_target | | Changes the combat target of the helicopter. In most cases, the heli will move towards and face this target, but will only shoot at this target if the driver has same object as his target too. |
helicopter_land | | Make a helicopter land |
helicopter_set_dont_death_spiral | | Set whether a helicopter can enter the death spiral state. |
helicopter_set_dont_explode_in_air | | Set whether a helicopter should explode in air after being killed |
helicopter_set_dont_move_in_combat | | Set whether a helicopter should remain stationary in combat. |
helicopter_set_dont_use_constraints | | Set whether a helicopter should use constraints while flying. |
helicopter_set_large_dspiral | | |
helicopter_set_max_bank_angle | | Set the maximum bank angle on a helicopter. |
helicopter_set_path_orientation | | Set the path orientation on a helicopter. |
helicopter_shoot_human | | Make a helicopter fire a missile at a character. |
helicopter_shoot_navpoint | | Make a helicopter fire a missile at a navpoint. |
helicopter_shoot_vehicle | | Make a helicopter fire a missile at a vehicle. |
helicopters_set_jitter_override | | Set a global override to adjust helicopter jitter. |
homie_mission_lock | | Change a homie's status to "locked for mission" (i.e.: cannot be summoned). |
homie_mission_unlock | | Change a homie's status to "unlocked" (i.e.: can be summoned) |
hood_set_pulsing | | Make a neighborhoods start/stop pulsing on the minimap. |
hud_bar_off | | Hide a GSI bar. |
hud_bar_on | | Show a GSI bar. |
hud_bar_set_range | | Configure what range of values a GSI bar will display. |
hud_bar_set_value | | Set the current value of a GSI bar. |
hud_critical_timer_get_remainder | | Get the remaining time in the Critical timer. |
hud_critical_timer_set | | Set the critical timer and optionally set up a callback for when it expires. |
hud_critical_timer_stop | | Stop the critical timer. |
hud_display_commit_state | | Commit a HUD state, which will begin to apply any elements that have been set, until the state is removed |
hud_display_create_state | | Create a new state to control various HUD elements. A HUD state is essentialy a filter, that |
hud_display_remove_state | | Remove a state from the active HUD element filters. |
hud_display_set_element | | Set how a particular HUD element should be displayed for a particular HUD state. |
hud_get_fake_notoriety | | Get the current fake notoriety level. |
hud_get_proto_selection | | Get the selected proto reward index from the HUD. |
hud_get_text_adventure_current_screen_index | | |
hud_inventory_disable | | Disables/Enables the weapon radial for the players |
hud_is_screen_on_stack | | Determine if a given screen is on the stack |
hud_player_combo_add | | This adds a player combo hud given the specified values. NOTE: The defines for the hud_type, symbol, and skin, are located in hud_mayhem.lua. |
hud_player_combo_remove | | Removes the specified hud player combo message. |
hud_player_combo_remove_all | | Removes all hud player combo messages. |
hud_player_combo_update | | This updates an existing player combo hud given the specified values. NOTE: The defines for the hud_type, symbol, and skin, are located in hud_mayhem.lua. |
hud_player_combo_update_value | | Updates the display value for the specified hud player combo message. |
hud_pop_screen | | Removes a screen from the HUD. Be careful using this; you don't want to remove the pause screen for instance. |
hud_prompt | | Starts displaying a HUD prompt message ("(Y) do mission stuff") on the screen |
hud_prompt_clear | | Clears a prompt message |
hud_push_screen | | Displays the given screen |
hud_set_fake_notoriety | | Set the current fake notoriety level. |
hud_timer_get_remainder | | Get the remaining time in the GSI timer. |
hud_timer_hide | | Show/hide the GSI timer bar. |
hud_timer_pause | | Pause/unpause the GSI timer bar. |
hud_timer_set | | Set the GSI timer bar and optionally set up a callback for when it expires. |
hud_timer_stop | | Stop the GSI timer. |
hud_x_of_y_add | | Add a GSI x of y indicator |
hud_x_of_y_remove | | Remove an x of y indicator from the GSI |
hud_x_of_y_update | | Update the x value of a GSI x of y indicator |
human_being_revived | | Check to see if the person is being revived. |
human_downed_set_mars_kb_interactable | | Allows downed killbane to be interactable |
human_enter_downed | | Downs a human, if possible |
human_gravity_enable | | Enables/Disables gravity for a human |
human_is_downed | | Returns true if the specified character is downed, false if they are not |
human_riding_trigger_end | | A script trigger was hit, stop riding |
human_shielding_disabled | | Check if human shields have been disabled in the current build. |
human_skydive_create_npc_backpack | | Create a parachute backpack prop on an NPC |
human_skydive_register_npc_backpack | | Register the npc backpack character prop ** THIS IS SPECIFIC FOR MISSION 02, AND IS NOT INTENDED TO BE USED OUTSIDE OF THIS MISSION! |
human_skydive_unregister_npc_backpack | | Un-register the npc backpack character prop |
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ingame_effect_add_trigger | | Display an in-game effect above a script trigger. |
ingame_effect_remove_trigger | | Remove the in-game effect from above a script trigger. |
ingame_effect_scale | | Scales the size of an in-game effect on an object. |
interior_disable_exterior | | Set whether exterior object rendering should be disabled while in an interior |
inv_add_temp_loadout | | *** Functions Add temp weapons with unlimited ammo |
inv_has_item | | Check if a character has a particular item in inventory. |
inv_item_add | | Add an item to a character's inventory. |
inv_item_add_ammo | | Give ammo of a certain type to a character. |
inv_item_dual_wield | | Set character to dual wield weapon |
inv_item_equip | | Make a character equip/unequip an inventory item. |
inv_item_equip_slot | | Make a character equip the inventory item in a specific slot. |
inv_item_get_anim_group | | Get the animation group for a particular weapon |
inv_item_get_equipped_item | | Get the currently equipped item on a character. |
inv_item_get_weapon_upgrades | | Get the upgrade status of a characters inventory item |
inv_item_in_slot | | Get the item that a character has in a particular weapon slot. |
inv_item_is_equipped | | Check if a character has a particular item equipped. |
inv_item_is_firearm_equipped | | Check if a character has a firearm equipped. |
inv_item_remove | | Remove an item from a character's inventory. |
inv_item_remove_all | | Remove all items from a character's inventory. |
inv_item_remove_in_slot | | Remove the item in a particular slot from a character. |
inv_remove_temp_loadout | | remove temp weapons |
inv_weapon_add_temporary | | Temporarily add a weapon to a player's inventory. |
inv_weapon_disable_all_but_this_slot | | Disable all weapon slots with the exception of the specified slot. |
inv_weapon_disable_all_slots | | Enable/disable all weapon slots. |
inv_weapon_disable_slot | | Enable/disable a specific weapon slot. |
inv_weapon_remove_all_grenades | | Remove all grenades from the local player's inventory. |
inv_weapon_remove_temporary | | Remove a temporarily added weapon from a player's inventory. |
is_a_human | | |
is_a_vehicle | | |
is_player_tag | | Check if a script tag refers to a player. |
is_rappelling | | Check if the human is rappelling human_name (string) name of the human to check |
is_syn_tower_destroyed | | Check to see if the syn tower was destroyed in mission 6 |
item_anim_play | | Play an animation on an item |
item_hide | | Hide a script item. |
item_show | | Unhide a script item. |
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level_lights_toggle_all | | Toggle level lights on or off |
light_group_attach_to_camera | | Attach a light group to the camera. |
light_group_detach_from_camera | | Detach a light group from the camera. |
light_group_set_intensity | | Set the intensity of a light group (NOTE: does not turn group on or off. Use with light_group_use_intensity) |
light_group_use_intensity | | use the intensity provided in script |
loot_item_add | | Add a loot item (i.e.: something that is dropped on death) to an NPC. |
los_check | | Check for line-of-sight between two characters. |
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marker_add | | Add a minimap marker and object indicator to a table (or single object) of navpoints, players, or script objects. |
marker_add_closest_to_target | | Add an object indicator to the npc in the script group closest to the target. |
marker_add_script_group | | Add a minimap marker and ingame effect to all objects in a script group. |
marker_add_trigger | | Add a minimap marker and ingame effect to a script trigger. |
marker_remove | | Remove a minimap marker and ingame effect from a table of objects or a single object |
marker_remove_script_group | | Remove a minimap marker and ingame effect from a script group. |
marker_remove_trigger | | Remove a minimap marker and ingame effect from a script trigger. |
melee_get_move_id_from_name | | Get the move ID for a specific melee move. The call can be expensive, so best to do it once and store the value |
mesh_mover_apply_impulse | | Apply a physics impulse to a mesh mover |
mesh_mover_being_wielded | | Check if a mesh mover is being wielded as a weapon. |
mesh_mover_destroyed | | Check if a mesh mover is destroyed. |
mesh_mover_hide | | Hide a mesh mover. |
mesh_mover_kill | | Destroy a mesh mover. |
mesh_mover_ready | | test to see if a mesh mover is full streamed in |
mesh_mover_reset | | Reset a mesh mover back to its original state. |
mesh_mover_reset_by_zone | | Reset all mesh movers in the specified zone back to its original state. (not including doors) |
mesh_mover_resume_action | | Resume the current action on a mesh mover. |
mesh_mover_set_damaged_by_player_only | | Sets the flag on the mover for if this can only be damaged by the player |
mesh_mover_set_invulnerable | | Sets a mesh mover as vulnerable or invulnerable by setting the "invulnerable" flag on the mover. |
mesh_mover_show | | Unhide a mesh mover. |
mesh_mover_stop_action | | Stop the current action on a mesh mover. |
mesh_mover_update_control | | Play an action on a mesh mover. |
message | | Display a message in the HUD. |
message_remove | | Remove a message from the HUD. |
message_remove_all | | Clear all messages from the HUD. |
minimap_icon_add | | Add a minimap marker to a trigger, navpoint, player, or script object, with an optional radius around the marker. |
minimap_icon_add_radius | | Add a minimap radius around an object. |
minimap_icon_add_script_group | | Add a minimap marker to all objects in a script group, with an optional radius around the marker. |
minimap_icon_remove | | Remove the minimap marker from a trigger, navpoint, player, or script object. |
minimap_icon_remove_radius | | Remove a minimap radius from an object. |
minimap_icon_remove_script_group | | Remove a minimap marker from all objects in a script group. |
mission_autosave | | Calls for an autosave. This should only be used in select places (specifically missions 1.5/16.5) |
mission_cleanup_maybe_reenable_player_controls | | Re-enable player controls if they have been disabled by a mission start fade-in. |
mission_cleanup_objects | | delete any objects that are flagged as scripted |
mission_collectible_collected | | determine if the collectable dedicated to being in a mission has been collected |
mission_end_failure | | End the mission in failure. |
mission_end_silently | | End the current mission without notifying the player anything has happened - the mission fails silently |
mission_end_success | | End the mission in success. |
mission_end_to_activity | | End (fail) mission silently and start activity |
mission_help_clear | | Remove all help messages from the HUD. |
mission_help_table | | Generates a mission help message and updates the Objectives screen. |
mission_help_table_nag | | Generates a mission help nag message, but does not update the Objectives screen. |
mission_is_active | | Check if a mission is currently active. |
mission_is_complete | | Check if a mission has been completed. |
mission_is_unlocked | | Check if a mission has been unlocked. |
mission_maybe_uncomplete_m22 | | Uncomplete mission 22 if you have not completed the other path |
mission_set_cancel_warp_location | | Set a location to warp the player to if the cancel the mission; used for restricted sections. NOTE: Do NOT clear these on mission cleanup - they must remain set past the end of the mission to work! |
mission_set_checkpoint | | Set the most recent mission checkpoint that the player has passed. |
mission_set_completed | | Set a given mission to completed |
mission_set_enemy_team | | Set a team to use for enemy spawn randomization. |
mission_set_excluded_reward | | Set a reward to be excluded from being unlocked upon mission success; used for reward choice. |
mission_set_next_mission | | Sets the next mission and this mission will begin as soon as possible (normally after the completion screen). If Do_intro_sequence is false this will do nothing. |
mission_start_fade_in | | Enables player controls and fades in the screen. |
mission_start_fade_out | | Disables player controls and instantly fades out the screen. |
mission_store_purchased | | determine if the store dedicated to being in a mission has been purchased |
mission_unlock | | Unlock a mission. |
mission_waypoint_add | | Add a mission waypoint at a navpoint. |
mission_waypoint_remove | | Remove the current mission waypoint. |
motion_blur_clear_fake_velocity | | Clear the fake motion blur when you are done with it |
motion_blur_set_fake_velocity | | Set values for fake motion blur |
move_to | | |
move_to_safe | | Make a character pathfind through one or more navpoints. Returns if at any point the character dies. |
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navpoint_in_player_fov | | Check to see if a sphere positioned above a navpoint is in the player's field of view. |
notoriety_allow_indoor_gang_spawning | | Enable/disable notoriety spawns in indoor areas. |
notoriety_force_no_air_spawn | | Enable/disable the spawning of air notoritey vehicles |
notoriety_force_no_spawn | | Enable/disable spawning of a particular team. |
notoriety_force_no_spawn_group | | Enable/disable spawning of a particular notoriety spawn group. |
notoriety_get | | Get the player's notoriety level. |
notoriety_get_decimal | | Get the player's notoriety level, with fractional portion. |
notoriety_reset | | Reset the player's notoriety. |
notoriety_restricted_zones_enable | | Enable/disable whether the player gains notoriety in restricted areas. |
notoriety_set | | Sets the level of notoriety for a player |
notoriety_set_can_decay | | Enable/disable notoriety decay over time. |
notoriety_set_desired_vehicle_count | | Set/reset the number of notoriety vehicles that can spawn at any given time. |
notoriety_set_max | | Set the maximum notoriety level for the player. |
notoriety_set_min | | Set the minimum notoriety level for the player. |
notoriety_set_min_and_max | | Set the minimum and maximum notoriety level for the player. |
notoriety_set_override_timer | | Set the override timer of a notoriety spawn group. |
notoriety_spawn_group_clear_destination | | |
notoriety_spawn_group_set_delay | | Delay spawning of a particular notoriety spawn group. |
notoriety_spawn_group_set_destination | | |
notoriety_spawn_only_air | | Enable/disable spawning of only air vehicles for police/STAG |
npc_aim_at_point | | Make an NPC aim (but not fire) his weapon at a navpoint. |
npc_combat_enable | | Enable/disable whether an NPC is allowed to enter combat. |
npc_detection_enable | | Enable/disable "on detection" events for an NPC. |
npc_dont_auto_equip_or_unequip_weapons | | Enable/disable whether an NPC is allowed to choose what weapon he has equipped. |
npc_dont_drop_weapon_on_death | | Enable/disable whether an NPC will drop a weapon upon death |
npc_enable_human_collision | | Enable/disable whether an NPC collides with other humans. |
npc_follow_npc | | Make an NPC follow another NPC. |
npc_go_idle | | Make an NPC go into idle AI mode. |
npc_hearing_enable | | Enable/disable whether an NPC can hear (i.e.: whether he reacts to noises around him). |
npc_in_player_fov | | Check if an NPC is in the player's field-of-view. |
npc_is_in_brute_grab_qte | | See if an NPC is currently doing a brute grab QTE This is really for sr3, m24 but if you find it useful... |
npc_is_in_party | | Check if an NPC is a player follower. |
npc_leash_remove | | Remove the leash on an NPC. |
npc_leash_to_nav | | Leash an NPC to a navpoint. |
npc_leash_to_object | | Leash an NPC to a object. |
npc_max_corpses_override | | Override the maximum number of NPC corpses that may remain in the vicinity of the player. |
npc_max_corpses_reset | | Reset the maximum number of NPC corpses that may remain in the vicinity of the player. |
npc_refire_rate_override | | Override the default refire rate for an NPC (for their current weapon) |
npc_respawn_after_death | | Enable/disable whether an NPC respawns after dying. |
npc_respawn_after_death_time_override | | Override how long it takes for an NPC to respawn after dying. |
npc_respawn_dist_override | | Override the minimum distance that the player must be from an NPC's spawn point before that NPC is allowed to respawn. |
npc_respawn_dist_reset | | Reset the minimum distance that the player must be from an NPC's spawn point before that NPC is allowed to respawn. |
npc_revive | | Revive an NPC. |
npc_stop_following | | Make an NPC stop following whomever he is currently following (this includes the player). |
npc_suppress_persona | | Enable/disable an NPC's persona lines. |
npc_unholster_best_weapon | | Make an NPC unholster (i.e.: equip) their best weapon. |
npc_use_closest_action_node_of_type | | Make an NPC use the closest action node of a particular type. |
npc_weapon_pickup_override | | Override whether an NPC is allowed to pick up weapons off the ground. |
npc_weapon_pickup_override_clear | | Clear the weapon pickup override for an NPC. |
npc_weapon_spread | | Set the weapon spread multiplier for an NPC. |
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object_destroy | | Destroy a script NPC, vehicle, or item. |
object_indicator_add | | Add object indicators to a table (or single object) of NPCs, vehicles, items, or anything else that's set up in object_indicator.h |
object_indicator_add_objective_text | | |
object_indicator_add_script_group | | Add an object indicator to each object in a group of script objects |
object_indicator_remove | | Remove object indicators from a table (or single object) of NPCs, vehicles, items, or anything else that's set up in object_indicator.h |
object_indicator_remove_script_group | | Removes an object indicator from each object in a group of script objects |
object_is_in_trigger | | Determines if an script object's coordinates are within a trigger region. |
objective_text | | Display an objective message for the current mission. |
objective_text_clear | | Clear an objective message. |
on_ai_do_action_complete | | Register a callback function for when a scripted action is completed. |
on_attack_performed | | Register a callback function for when a character performs an attack. |
on_character_grabbed | | Register a callback function for when a character is grabbed. |
on_character_right_hand_hit | | Register a callback function for when an NPC's right hand is hit during combat. |
on_collision | | Register a callback function for when a vehicle collides with a mover, another vehicle, or the world. |
on_cower | | Register a callback function for when an NPC cowers. |
on_damage | | Register a callback function for when a character or vehicle's hit points reaches a certain threshold. |
on_death | | Register a callback function for when a character dies (as opposed to incapacitated). |
on_detection | | Register a callback function for when an NPC detects the player. |
on_dismiss | | Register a callback function for when an NPC is dismissed (or otherwise removed) from the leader's group. |
on_dismount | | Register a callback function for when an NPC is dismissed (or otherwise removed) from the leader's group. |
on_district_changed | | Register a callback function for when the player moves to a different district. |
on_door_opened | | Register a callback function for when a door is opened. |
on_flee | | Register a callback function for when an NPC flees. |
on_game_time_trigger | | Register a callback function to be called after a certain amount of game time (not real time) has elapsed. |
on_hit_ped | | Register a callback function for when a vehicle collides with a pedestrian. |
on_hud_screen_exit | | Register a callback function for when a ui screen is exited from |
on_human_killed | | Register a callback function for when an npc gets killed |
on_incapacitated | | Register a callback function for when an NPC becomes incapacitated (as opposed to dead). |
on_m21_player_choice | | Callback for the player's selection in the choice for mission 21 |
on_mission_item_drop | | Register a callback function for when a mission item is dropped (i.e.: created). |
on_mission_item_pickup | | Register a callback function for when a mission item is picked up by the player. |
on_mount | | Register a callback function for when a character is mounted. |
on_mover_destroyed | | Register a callback function for when a mover has been destroyed. |
on_mover_enter_water | | Register a callback function for when a mover has entered water. |
on_notoriety_event | | Register a callback function for when the player's notoriety increases due to a notoriety event. |
on_panic | | Register a callback function for when an NPC panics. |
on_pickup | | Register a callback function for when an item is picked up by the player. |
on_projectile_hit | | Register a callback function for whenever any projectile hits an object. |
on_purchase | | Register a callback function for whenever the player makes a purchase. |
on_qte_animation_trigger | | Register a callback function for whenever a QTE animation triggers an intermediary script callback trigger |
on_random_human_killed | | Register a callback function for when any human is killed |
on_random_mover_killed | | Register a callback function for when any mover is killed |
on_random_ods_killed | | Register a callback function for when any object in an object destroyed script is destroyed during a mission. |
on_random_vehicle_killed | | Register a callback function for when any vehicle is destroyed |
on_respawn | | Register a callback function for when a character respawns. |
on_revived | | Register a callback function for when an NPC is revived. |
on_searchlight_track | | Register a callback function for when a searchlight starts/stops tracking a character. |
on_tailing_good | | Register a callback function for when the player gets within optimal range of the current tailing target. |
on_tailing_too_far | | Register a callback function for when the player remained too far from the current tailing target. |
on_take_damage | | Register a callback function for when an object takes damage. |
on_taunt | | Register a callback for when a character performs a taunt. |
on_trigger | | Register a callback for when a character enters a script trigger. |
on_trigger_exit | | Register a callback for when a character exits a script trigger. |
on_vehicle_debris_flow_recycled | | Register a callback function for when a vehicle in a debris flow has been recycled ** Special case function for SR3 Missions 02 & 18 |
on_vehicle_destroyed | | Register a callback function for when a vehicle is destroyed. |
on_vehicle_enter | | Register a callback function for when a human enters a vehicle. |
on_vehicle_enter_water | | Register a callback function for when a vehicle has entered water. |
on_vehicle_exit | | Register a callback function for when the human enters a vehicle. |
on_vehicle_hitched | | Register a callback function for when a trailer vehicle gets attached behind another vehicle. |
on_vehicle_tire_damage | | Register a callback function for when a vehicle's tire is damaged/destroyed |
on_vehicle_unhitched | | Register a callback function for when a trailer vehicle becomes detached from the vehicle that was pulling it. |
on_weapon_equip | | Register a callback function for when a player changes his current weapon. |
on_weapon_pickup | | Register a callback function for when a player picks up a weapon. |
on_wieldable_prop_destroy | | Register a callback function for when a player's wieldable prop is destroyed |
open_vint_dialog | | Open an interface dialog box. |
override_npc_run_and_cower_run | | override an npcs run and cower run |
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P | back to top |
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parachute_disable | | Disable player use of the parachute during a mission. |
parachute_enable | | Enable player use of the parachute during a mission. |
parking_spot_enable | | Enable/disable vehicle spawns at a parking spot. |
parking_spot_reset_max | | Resets the maximum number of parked cars that will spawn to the default |
parking_spot_set_max | | Sets the maximum number of parked cars that will spawn. The default value is MAX_PARKING_SPAWN_VEHICLES (18 at the time this was written). |
party_add | | Add members to the player's party. |
party_add_ignore_limits | | |
party_add_optional | | Add members to the player's party, but only if there is room. |
party_allow_max_followers | | Allow the player to recruit the maximum number of followers (or reset back to the normal number of followers). |
party_dismiss | | Dismiss members from the player's party |
party_dismiss_all | | Dismiss all followers from the player's party. |
party_get_follower_index | | Get the index of a follower in the player's party. |
party_set_dismissable | | Enable/disable whether the player can dismiss his followers. |
party_set_recruitable | | Enable/disable whether the player can recruit followers. |
party_swap_follower_indices | | Swap the follower indices of two player followers. |
party_use_melee_weapons_only | | Enable/disable use of non-melee weapons by the player and his followers. |
path_name_is_path | | Check if a name is the name of a path. |
patrol | | Execute a function as a patrol thread for an NPC. |
patrol_pause | | Pause a patrol thread. |
patrol_unpause | | Unpause a patrol thread. |
pause_map_tutorial_mode | | setup the pause map to do GPS tutorial |
perform_killswitch | | Performs killswitch move for Killbane in Mission21 |
persona_clear_global_situation_override | | Clears a global situation override set with persona_set_global_situation_override. |
persona_override_character_start | | Override an NPC's persona on a per-situation basis. |
persona_override_character_stop | | Reset the situational persona overrides for an NPC. |
persona_override_group_start | | Override a group of personas for a single situation. |
persona_override_group_stop | | Reset the situational override for a group of personas. |
persona_override_persona_start_old | | Override all script NPCs with a particular persona in a given situation (or situations). |
persona_override_persona_stop_old | | Reset all script NPCs with a particular persona in a given situation (or situations). |
persona_set_global_situation_override | | Sets a global situation override that will replace certain persona lines with others. e.g. Use cyrus's lines instead of the player's during M17. |
persona_trigger_get_player_prefix | | Get the prefix that should be prepended to the character's persona triggers. |
player_action_is_pressed | | Check if a specific mapped action pressed. |
player_action_just_pressed | | Check if a specific mapped action has just been pressed. |
player_actions_disable | | Disables the player's controller actions |
player_actions_enable | | Enable the player's control actions |
player_button_is_pressed | | Check if a specific controller button is pressed. |
player_button_is_pressed_by_name | | Check if a specific controller button is pressed, using the name of the button. |
player_button_just_pressed | | Check if a specific controller button was just pressed. |
player_button_just_pressed_by_name | | Check if a specific controller button was just pressed, using the name of the button. |
player_button_just_released | | Check if a specific controller button was just released. |
player_button_just_released_by_name | | Check if a specific controller button was just released, using the name of the button. |
player_can_sprint | | Enables/Disables sprinting for the local player |
player_choice_tut_is_open | | Returns true if the player choice tutorial screen is open |
player_choice_tut_open | | Open's a player choice tutorial |
player_controls_disable | | Disable the player's controls. |
player_controls_enable | | Enable the player's controls |
player_force_vehicle_seat | | Force the player to use a specific seat when entering a vehicle. |
player_get_custom_voice | | Get the customized voice that the player is using. |
player_get_nearest_trigger_of_type | | Get the nearest script trigger of a particular type to the player. |
player_grenades_disable | | |
player_grenades_enable | | |
player_human_shield_lock | | Prevent a player from entering/leaving a human shield state by pressing the 'Y' or right bumper button. |
player_is_rc_driver | | Find out if a player is the RC driver of a vehicle |
player_movement_disable | | Disables the player's movement |
player_movement_enable | | Enable the player's movement |
player_names_get_all | | Get a list of all active player tags. |
player_override_clear_sprint | | Remove any sprint overrides from the player(s) |
player_override_clear_sprint_delay | | Remove any sprint delay overrides from the player(s) |
player_override_clear_sprint_recharge | | Remove any sprint recharge overrides from the player(s) |
player_override_set_sprint | | Override the amount of time the player(s) are allowed to sprint for |
player_override_set_sprint_delay | | Override the amount of time it takes for the player(s) to start rechargeing their sprint |
player_override_set_sprint_recharge | | Override the amount of time it takes for the player(s) to recharge their sprint |
player_parachute_wear_backpack | | Set whether or not a player should be wearing the parachute backpack |
player_release_human_shield | | Tells a player to release their human shield |
player_script_controlled_clear | | Clear the script controlled flag on a player (gives control back to the player |
player_supress_falling_scream | | Supress the player from screaming the next time they fall |
player_take_human_shield | | Make a player take another character as a human shield. |
player_warp_to_shore_disable | | Disable warp-to-shore ability for when the player is in water. |
player_warp_to_shore_enable | | Enable warp-to-shore ability for when the player is in water. |
players_naked | | Remove/restore clothes for the players. |
position_is_in_trigger | | Check if a point is inside a particular trigger's volume. |
process_enemy_set | | Wait until a group of enemies is killed before continuing |
process_enemy_set_killed | | *** Callbacks Enemy killed callback (counts dead enemies) |
projectile_fire_from_navpoint | | Fires a projectile from a navpoint to a target navpoint. |
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Q | back to top |
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qte_cleanup | | Cleans up any loaded QTE on both clients. |
qte_human_is_used | | Checks if a character is involved in a QTE |
qte_start | | Starts the loaded QTE on both clients. |
qte_start_m02_skyqte_01 | | Starts the loaded QTE on both clients. |
qte_start_m21_killbane_corner | | Starts a Mission21 Killbane corner QTE |
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R | back to top |
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radio_block | | Turn the radio off in a given vehicle and do not allow it to be turned back on. |
radio_clear_sing_along_track | | Clears all sing alongs for a given radio track. |
radio_get_station | | Get the radio station that is currently playing in a vehicle. |
radio_global_block | | |
radio_newsbreak | | play a radio newsbreak (string) |
radio_post_event | | Add a radio event to the queue. |
radio_reset_station | | Reset the radio playlist of a particular vehicle. |
radio_set_sing_along | | Make an NPC start/stop singing along to the vehicle radio. Also allows sing alongs during missions if a human is set as sing alongable from scripting. |
radio_set_sing_along_allowed_during_missions | | Sets a flag that allows singalongs to happen during missions. |
radio_set_sing_along_track | | Sets the sing along track to be used by the player's current |
radio_set_station | | Set a vehicle's radio to a particular station. |
radio_unblock | | |
rappel_enter | | Set a human to enter the rappelling state |
rappel_exit | | Set a human to exit the rappelling state |
rc_allow_military | | |
rc_dont_allow_military | | |
refraction_situation_clear | | Stops all refraction situations |
refraction_situation_set | | Set the current refraction situation |
release_to_world | | Release a scripted object to the world (i.e.: turn it into an ambient, unscripted object). |
render_script_trigger_on_minimap_add | | Display a trigger region on the map. |
render_script_trigger_on_minimap_remove | | Stop displaying a trigger region on the map. |
roadblock_create | | Spawns a roadblock from a script_roadblock object |
roadblock_destroy | | Deletes a roadblock script object |
roadblocks_ambient_traffic_enable | | Enable/disable spawning of ambient traffic roadblocks |
roadblocks_enable | | Enable/disable spawning of roadblocks. |
rpg_flight_mission_mode_disable | | |
rpg_flight_mission_mode_enable | | |
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S | back to top |
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satellite_weapon_mode_enter | | Enter satellite weapon mode |
satellite_weapon_mode_exit | | Exit satellite weapon mode |
satellite_weapon_mode_set | | Set satellite weapon mode |
screenshot | | Take a screenshot and stores the output file on the kit. |
set_always_cower_flag | | Allow/disallow always_cower behavior for an NPC. |
set_always_sees_player_flag | | Enable/disable whether an NPC always sees where the player is. |
set_animation_group | | Set the current animation group within a set |
set_animation_set | | Set the current animation set |
set_animation_state | | Set the current animation state for a character. |
set_attack_enemies_flag | | Make an NPC start/stop attacking non-player enemies on sight. |
set_attack_peds_flag | | Make an NPC start/stop attacking civilian pedestrians on sight. |
set_attack_player_flag | | Make an NPC start/stop attacking the player on sight. |
set_behavior_set | | Force an NPC to start using a new behavior set |
set_cant_cower_flag | | Allow/disallow cower behavior for an NPC. |
set_cant_flee_flag | | Allow/disallow flee behavior for an NPC. |
set_civilians_flee | | Set all ambient pedestrians into a panicked state |
set_cops_shooting_from_vehicles | | Allow/disallow whether cops are allowed to shoot from vehicles. |
set_cower_variant | | override what cower state you want the AI to use. |
set_current_hit_points | | Set an object's current hit points to a certain value. |
set_dont_attack_me_on_sight_flag | | Set whether an NPC may be attacked on sight by other NPCs. |
set_dont_drop_havok_weapons_on_idle | | Set whether or not NPCs should drop their wieldable props when going idle. |
set_force_combat_ready_team | | Force a team of NPCs to stay in combat ready stance, even when in idle AI mode. |
set_gibbable | | Set whether an NPC can be instagibbed by the sonic gun. |
set_ignore_ai_flag | | Enable/disable an NPC's reactions to most events. |
set_max_hit_points | | Set an object's maximum number of hit points. |
set_min_hit_points | | Set an object's minimum number of hit points. |
set_mission_author | | Sets the mission author field in the mission debug hud element |
set_never_crouch_flag | | Enable/disable whether an NPC is allowed to crouch. |
set_never_turn_on_player | | Enable/disable turn on the player for an NPC. |
set_ped_density | | Throttle the desired ambient pedestrian density. |
set_ped_override_density | | |
set_perfect_aim | | Enable/disable perfect aim for an NPC. |
set_player_can_be_busted | | Enable/disable whether the player can get busted by cops. |
set_player_can_enter_exit_rc_vehicles | | Enable/disable whether the player can enter and exit the vehicle that they are controlling remotely. |
set_player_can_enter_exit_vehicles | | Enable/disable whether the player can enter and exit vehicles. |
set_player_can_take_human_shields | | Enable/disable whether the player can take human shields. |
set_player_undercover_team | | Set the undercover team for the given player |
set_players_can_be_downed | | Sets whether players will enter a downed state when in coop. If false, when they reach 0 health, they will die. |
set_police_never_fire_at_civilian_human_shields | | Enable/disable whether cops are allowed to fire at a target who is holding a human shield. |
set_saints_hated | | Enable / Disable whether STAG spawns are active or if regular police spawns are active. |
set_script_animation_group | | Set the current animation group within a set |
set_script_animation_state | | Set the current animation state for a character. Script animations cannot be overridden by other gameplay systems, so AI should be disabled |
set_seatbelt_flag | | Enable/disable whether an NPC can be ejected through the windshield of a vehicle in the event of a collision. |
set_stag_active | | Enable / Disable whether STAG spawns are active or if regular police spawns are active. |
set_stag_notoriety_area_active | | Enable / Disable whether STAG stag notoriety area is active |
set_suppress_synced_attacks_flag | | Enable / Disable whether a npc is susceptible to synced attacks. This applies to both synced melee attacks and human shields. |
set_suppress_synced_melee_attacks_flag | | Enable / Disable whether a npc is susceptible to synced attacks. This applies to only synced melee attacks. |
set_team | | Set which team an NPC is on. |
set_time_of_day | | Set the current time of day. |
set_traffic_density | | Throttle the desired ambient vehicle density. |
set_trailing_aim_flag | | Enable/disable trailing aim for an NPC. |
set_unenterable_for_player | | Make a vehicle enterable/unenterable. |
set_unjackable_flag | | Make a vehicle enterable/unenterable. |
set_unrecruitable_flag | | Make an NPC recruitable/unrecruitable. |
set_weather | | Set the current weather stage. |
shop_enable | | Enable/disable a shop. |
shop_ignore_clerk | | Skip clerk checks for determining if the shop is available (for missions that require a purchase) |
sidewalk_disable_nodes | | Enable/disable sidewalk nodes within a given area |
skydive_move_to_check_done | | Check if a human has finished a skydive move pathfind |
skydive_move_to_do | | Tell a human to move to a point or along a path |
skydive_set_elev_angles_deg | | Set attack angles in skydiving mode, to keep enemies in the players aimable area. |
skydive_set_player_dive_fall_speed | | Set the player skydiving dive fall speed |
spawn_global_override_clear_category | | |
spawn_global_override_set_category | | Override the current spawn info category. |
spawn_override_change_hood_alternate_spawning | | change to the alternate spawning for a hood |
spawn_override_clear_override_for_hood | | Clear the override for spawning for a hood |
spawn_override_set_override_category_for_hood | | Set the override category for a hood |
spawn_region_enable | | Enable/disable a spawn region by name. |
spawn_region_enable_los | | Enable/disable the line of sight check for a spawn region. Line of sight is enabled by default. |
spawn_region_max_spawn_dist | | Sets the maximum spawn distance for all spawn regions |
spawn_region_max_spawn_dist_reset | | Resets the maximum spawn distance for all spawn regions to the default value |
spawn_region_min_spawn_dist | | Sets the minimum spawn distance for all spawn regions |
spawn_region_min_spawn_dist_reset | | Resets the minimum spawn distance for all spawn regions to the default value |
spawn_region_toggle_filter | | Toggle filter on a spawn region by name. |
spawn_wieldable_prop | | Spawns a wieldable prop at a given navpoint |
spawning_allow_cop_ambient_spawns | | Enable/disable ambient spawning of cops. |
spawning_allow_gang_ambient_spawns | | Enable/disable ambient spawning of all gangs. |
spawning_allow_gang_team_ambient_spawns | | Enable/disable ambient spawning of a single gang. |
spawning_boats | | Enable/disable ambient spawning of boats. |
spawning_pedestrians | | Enable/disable spawning of ambient pedestrians. |
spawning_vehicles | | Enable/disable spawning of ambient vehicles. |
spotlight_heli_laser_enable | | |
spotlight_heli_laser_size | | |
squad_enable | | Allows npc to automatically form into squads, this does not affect the npc_follow script functions. |
store_interface_is_active | | Returns true if the player is in a store interface. |
sync_from_player | | Determine the synchronization type from a player name. |
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T | back to top |
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team_make_allies | | Make to teams allies. |
teleport | | Teleport a character to a navpoint. |
teleport_coop | | Teleport both the local and remote players. |
teleport_player_vehicles | | Teleports the players' vehicles to the specified nav points. |
teleport_to_object | | Teleport a character to a navpoint. |
teleport_vehicle | | Teleport a vehicle to a navpoint. |
teleport_vehicle_to_object | | Teleport a character to a navpoint. |
threads_wait_for_completion | | Block until a single thread or table of threads has completed processing |
traffic_disable_drawbridge_area | | Enable/disable traffic lanes associated with a given drawbridge area |
traffic_disable_lanes | | Enable/disable traffic lanes within a given area |
traffic_set_multiplier | | sets the traffic density |
trigger_allow_dead_guys | | Allow/disallow a script trigger for dead guys. |
trigger_enable | | Enable/disable a script trigger. |
trigger_get_radius | | Get the radius of a script trigger (return radius of cylinder and sphere trigger types, and half extents for box types) |
trigger_set_delay_between_activations | | Set the delay time between activations for a script trigger. |
trigger_set_hold_to_repeat | | Show the standard hold [Y] message rather and use [Y]. |
trigger_type_enable | | Enable/disable all script triggers of a particular type. |
turn_invulnerable | | Make a character invulnerable to damage. |
turn_to | | Make a character turn to face an object (or turn to face the same direction as the object). |
turn_vulnerable | | Make a character vulnerable to damage. |
tutorial_active | | Check if a particular tutorial is currently running. |
tutorial_advance | | Advnaces a tutorial to the next screen |
tutorial_completed | | Check if a particular tutorial has been completed. |
tutorial_get_case | | Gets the case (screen) of the tutorial that is currently being displayed. |
tutorial_lock | | Lock a tutorial so it cannot be activated. |
tutorial_queued | | Check if a particular tutorial has been queued up and is waiting to start. |
tutorial_start | | Start a tutorial after a delay. |
tutorial_stop | | Stops a running tutorial |
tutorial_stop_current | | Stops the currently running tutorial |
tutorial_suspend_all | | Prevents/Allows all tutorials from being displayed. |
tutorial_suspend_current | | Suspends the currently running tutorial. In other words, it'll be pushed to the back of the queue. |
tutorial_unlock | | Unlock a tutorial so it can be activated. |
tutorial_vehicle_controls_enabled | | Enable/disable the vehicle controls tutorial (blocked during mission 03 for GPS tutorial) |
tutorial_visible | | Returns true if any tutorial is visiable |
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U | back to top |
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V | back to top |
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vault_heli_hack_for_m01 | | Hack specifically made for audio on the vault in mission 1 (SR3) |
vehicle_anim_finished | | Determine if vehicle is playing an animation |
vehicle_anim_playing | | Determine if vehicle is playing an animation |
vehicle_anim_start | | Start playing a vehicle animation |
vehicle_attach_trailer | | Attach a trailer vehicle to the back of another vehicle |
vehicle_car_alarm_enable | | Enable or disable the car alarm on a vehicle |
vehicle_chase | | Make vehicle chase a target character. |
vehicle_clear_all_radio_locks | | Clear locks on radio controls for all vehicles |
vehicle_component_detach | | Detaches a specific component from a vehicle |
vehicle_component_get_hitpoints | | Get the current hit points for a vehicle component |
vehicle_component_is_attached | | Returns whether or not a vehicle component is still attached to the vehicle (an unlatched component is still considered attached) |
vehicle_component_is_shattered | | Returns whether or not a vehicle component is shattered |
vehicle_component_is_unlatched | | Returns whether or not a vehicle component is unlatched (still attached to the vehicle, but is flopping around) |
vehicle_component_set_hitpoints | | Set the current hit points for a vehicle component |
vehicle_component_shatter_glass | | Shatter the glass on a vehicle component |
vehicle_delete_all_corpses | | Instantly remove all the vehicle corpses in the world |
vehicle_detonate | | Instantly reduce a vehicle to zero hit points and make it explode. |
vehicle_disable_chase | | Enable/disable whether a vehicle can chase targets. |
vehicle_disable_explosion_and_damage_vfx | | Enable/disable whether a vehicle should play it's death explosion and damage VFX ** This is a special case function written for SR3 Mission02. We needed to override the default vehicle VFX with custom VFX loaded in the mission. So we disable the VFX, and trigger the ones we want from script. |
vehicle_disable_fire_from_vehicle | | Enable/disable whether passengers are allowed to fire from a vehicle |
vehicle_disable_flee | | Enable/disable whether a vehicle can flee. |
vehicle_disable_weapon_physics | | Enable/disable whether a vehicle should use physics based weapons (This was added for the skydiving tanks in SR3:M18 and should only be disabled in very specific circumstances) |
vehicle_door_prevent_damage_detach | | Prevent/allow a vehicle "door" from detaching due to damage received. |
vehicle_enable_physics | | Enable or disable physics on a vehicle. |
vehicle_enter | | Make a character enter vehicle. |
vehicle_enter_group | | Make a group of NPCs enter a vehicle. |
vehicle_enter_group_teleport | | Teleport a group of NPCs directly into a vehicle |
vehicle_enter_teleport | | Teleport a character directly into a vehicle. |
vehicle_evacuate | | Immediately remove all passengers from a vehicle. |
vehicle_exists | | Check if a script vehicle and its peer both exist. |
vehicle_exit | | Make a character exit a vehicle. |
vehicle_exit_dive | | Make a character exit a vehicle by diving. |
vehicle_exit_group | | Make a group of NPCs exit a vehicle. |
vehicle_exit_group_dive | | Make a group of NPCs dive out of a vehicle. |
vehicle_exit_group_teleport | | Teleport a group of NPCs directly out of a vehicle |
vehicle_exit_teleport | | Make a character exit a vehicle by teleporting. |
vehicle_flee | | Make a vehicle flee from a character. |
vehicle_forced_corpse_removal_enabled | | Enable or disable forced vehicle corpse removal (this should only be disabled in very specific situations) |
vehicle_freeze | | Forcefully stop a vehicle at its current location |
vehicle_get_driver | | Get the name of a vehicle's driver. |
vehicle_get_max_speed | | Get a vehicle's max speed. |
vehicle_get_num_seats | | Get the number of seats in a vehicle. |
vehicle_get_num_wheels | | Get the number of wheels in a vehicle. |
vehicle_get_num_wheels_alive | | Get the number of wheels in a vehicle that are still alive |
vehicle_get_smoke_and_fire_state | | Get the "smoking" and "on fire" states of a vehicle. |
vehicle_get_total_wheels_hit_points | | Get the total hitpoint of all a vehicles wheels |
vehicle_get_wheel_hit_points | | Get the hitpoints of a specific wheel on a vehicle |
vehicle_hidden | | Check if a vehicle is hidden. |
vehicle_hide | | Hide a vehicle. |
vehicle_ignore_repulsors | | Set wether a vehicle should ignore or avoid repulsors when moving around. |
vehicle_in_air | | Check if a vehicle is airborne. |
vehicle_in_water | | Check if a vehicle is in water. |
vehicle_infinite_mass | | Enable/disable infinite mass for a vehicle. |
vehicle_is_destroyed | | Check if a vehicle exists and is a corpse. |
vehicle_is_flipped | | Checks if a vehicle has flipped over. |
vehicle_is_helicopter | | Check if a vehicle is a helicopter |
vehicle_is_invulnerable | | Check if a vehicle exists and is invulnerable. |
vehicle_is_tank | | Check if a vehicle is a tank |
vehicle_is_vtol | | Check if a vehicle is a vtol |
vehicle_is_vtol_hover | | Checks to see if the vehicle is a vtol in hover mode |
vehicle_is_vtol_jet | | Checks to see if the vehicle is a vtol in jet mode |
vehicle_lights_off | | Set whether a vehicle's lights should be forced off. |
vehicle_lights_on | | Set whether a vehicle's lights should be forced on. |
vehicle_make_corpse | | Make a vehicle a corpse |
vehicle_mark_as_players | | Mark a vehicle as the player's most recently used vehicle. |
vehicle_max_speed | | Set a vehicle's maximum speed. |
vehicle_navmesh_pathfind_to_starting_from | | Make a vehicle pathfind through a series of navpoints (using the navmesh), starting from a specific point along the path. |
vehicle_never_flatten_tires | | Enable/disable whether a vehicle's tires can be blown out. |
vehicle_pathfind_to | | Make a vehicle pathfind through a series of navpoints. |
vehicle_prevent_explosion_fling | | Enable/disable the impulse that is applied to a vehicle when caught in an explosion. |
vehicle_prevent_transition_to_ambient | | Allow/disallow a vehicle from return to ambient traffic mode. |
vehicle_prevent_vehicle_collision_damage | | Allow/disallow a vehicle to take damage from other vehicle collisions |
vehicle_rc_get_signal_strength | | Get the rc signal strength (proposed or actual) between a human and vehicle |
vehicle_repair | | Repair a vehicle. |
vehicle_set_2d_tank_controls | | Set the 2d tank control flag. Vehicles will assume 2d controls for the cyberspace tank battle. |
vehicle_set_allow_ram_ped | | Allow/disallow a vehicle to run over pedestrians. |
vehicle_set_always_flee | | Set whether a vehicle always flees when alerted/provoked. |
vehicle_set_ambient | | Make a vehicle drive around normally as if part of ambient traffic. |
vehicle_set_bulletproof_glass | | Enable/disable bulletproof glass on a vehicle. |
vehicle_set_crazy | | Enable/disable "crazy mode" for a vehicle. |
vehicle_set_drunk | | Enable/disable "drunk mode" for a vehicle. |
vehicle_set_explosion_damage_multiplier | | Set the explosion damage multiplier for a vehicle. |
vehicle_set_ignore_rail_obstacles | | Set whether a vehicle should ignore obstacles while pathfinding along traffic splines. |
vehicle_set_invulnerable | | Make a vehicle invulnerable to damage. |
vehicle_set_invulnerable_to_player_explosives | | Make a vehicle invulnerable/vulnerable to player-thrown explosives. |
vehicle_set_keyframed_physics | | Switches a vehicle to keyframed or dynamic physics. |
vehicle_set_kneecappers | | Equips/unequips kneecappers on a vehicle |
vehicle_set_kneecappers_damage | | Overrides the damage a kneecapper applies to a tire |
vehicle_set_radio_controls_locked | | Enable/disable the radio controls in a vehicle. |
vehicle_set_script_hard_goto | | Force a vehicle to stay pathfinding to its current destination and not switch AI modes. |
vehicle_set_sirenlights | | Turn a vehicle's siren lights on/off. |
vehicle_set_sirens | | Turn a vehicle's siren and siren lights on/off. |
vehicle_set_smoke_and_fire_state | | Set the "smoking" and "on fire" states for a vehicle. |
vehicle_set_special_override_never_ghost | | *** THIS IS RESERVED FOR VERY SPECIFIC SITUATIONS - YOU BETTER BE EXTEREMLY CERTAIN YOU KNOW WHAT YOU'RE DOING *** -- If you have any doubts, talk to a programmer familiar with streaming and explain you're situation -- Set the SUPER special override flag to force a script vehicle to never ghost. |
vehicle_set_team | | Sets the team of a script vehicle |
vehicle_set_tire_damage_multiplier | | Sets the tire damage multiplier of a script vehicle |
vehicle_set_tire_durability | | Sets the durability multiplier of a script vehicle |
vehicle_set_torque_multiplier | | Set the torque multiplier for a vehicle. |
vehicle_set_untowable | | Make a vehicle towable/untowable. |
vehicle_set_use_lockon_system | | Enable/disable the lock-on targeting system for a vehicle. |
vehicle_set_use_short_cuts | | Enable/disable whether a vehicle uses short cuts when rail pathfinding. |
vehicle_set_vulnerable | | Make a vehicle vulnerable to damage. |
vehicle_set_weapons_disarmed | | Disables or enables a vehicle's weapons for the player. |
vehicle_set_wheel_hit_points | | Set the hitpoints of a specific wheel on a vehicle |
vehicle_show | | Unhide a vehicle. |
vehicle_skydiving_move_to_do | | Move a skydiving vehicle to the navpoint (object) specified |
vehicle_skydiving_move_to_stop | | Stop a skydiving vehicle from moving towards a previously set desitnation position |
vehicle_skydiving_start | | Set a vehicle skydiving |
vehicle_skydiving_stop | | Stop a vehicle from skydiving |
vehicle_speed_cancel | | Reset a vehicle's speed to normal. |
vehicle_speed_override | | Override the vehicle's desired speed. |
vehicle_spotlight_cancel | | Remove a vehicle's spotlight that was created in script |
vehicle_spotlight_is_target_spotted | | Determine if a vehicle's spotlight has spotted a target |
vehicle_stop | | Make a vehicle come to a stop. |
vehicle_suppress_flipping | | Enable/disable whether a vehicle should artificially resist flipping on its side. |
vehicle_suppress_npc_exit | | Enable/disable whether NPCs can exit a vehicle when it comes to a stop. |
vehicle_tire_indicators_alive | | Retrieves the number of valid tire indicators on a vehicle |
vehicle_turret_base_to | | Make a vehicle use turret mode to move along a path or to a navpoint. |
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W | back to top |
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wander_start | | Make an NPC wander around randomly when idle. |
wander_stop | | Make an NPC not wander around randomly when idle. |
waypoint_add | | Add a GPS waypoint at an object. |
waypoint_is_placed | | Check if the GPS waypoint is placed. |
waypoint_remove | | Remove the current GPS waypoint. |
wind_override_clear | | |
wind_override_set | | Set the global wind values (must be cleared) |
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X | back to top |
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Y | back to top |
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Z | back to top |
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zscene_is_loaded | | Checks to see if a zscene is ready to be played |
zscene_prep | | Request the zscene attached to the slate |
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SR3 Script Action Documentation Last updated: Tue, 09 Aug 2011 11:32:16 |