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	<title>Call of Duty 5: SP Keys Values - Revision history</title>
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		<title>Zeroy: New page: Category:Call of Duty 5 Category:Scripting Category:Modding &lt;pre&gt;// syntax: // float floatVar // int 	intVar // string	stringVar  vector	origin vector	angles int 	export int 	s...</title>
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		<updated>2008-11-10T12:09:11Z</updated>

		<summary type="html">&lt;p&gt;New page: &lt;a href=&quot;/index.php?title=Category:Call_of_Duty_5&quot; title=&quot;Category:Call of Duty 5&quot;&gt;Category:Call of Duty 5&lt;/a&gt; &lt;a href=&quot;/index.php?title=Category:Scripting&quot; title=&quot;Category:Scripting&quot;&gt;Category:Scripting&lt;/a&gt; &lt;a href=&quot;/index.php?title=Category:Modding&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Category:Modding (page does not exist)&quot;&gt;Category:Modding&lt;/a&gt; &amp;lt;pre&amp;gt;// syntax: // float floatVar // int 	intVar // string	stringVar  vector	origin vector	angles int 	export int 	s...&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Scripting]]&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
&amp;lt;pre&amp;gt;// syntax:&lt;br /&gt;
// float floatVar&lt;br /&gt;
// int 	intVar&lt;br /&gt;
// string	stringVar&lt;br /&gt;
&lt;br /&gt;
vector	origin&lt;br /&gt;
vector	angles&lt;br /&gt;
int 	export&lt;br /&gt;
int 	spawnflags&lt;br /&gt;
int 	radius&lt;br /&gt;
int 	speed&lt;br /&gt;
string	target&lt;br /&gt;
string	targetname&lt;br /&gt;
string	groupname&lt;br /&gt;
string	name&lt;br /&gt;
&lt;br /&gt;
int 	script_noenemyinfo 	// setting to 1 makes a guy spawn with no enemy info&lt;br /&gt;
&lt;br /&gt;
float	script_wait		// Script will wait this long between actions&lt;br /&gt;
float	script_wait_min		// Minimum wait time between actions&lt;br /&gt;
float	script_wait_max		// Maximum wait time between actions&lt;br /&gt;
float	script_wait_add		// Additive delay is the # of seconds extra added between actions&lt;br /&gt;
&lt;br /&gt;
float	script_delay		// Action will be delayed for this long before triggering&lt;br /&gt;
float	script_delay_min	// Minimum delay before action is triggered&lt;br /&gt;
float	script_delay_max	// Maximum delay before action is triggered&lt;br /&gt;
&lt;br /&gt;
float	script_burst&lt;br /&gt;
float	script_burst_min // Put on an mg turret, min time of a burst&lt;br /&gt;
float	script_burst_max // Put on an mg turret, max time of a burst&lt;br /&gt;
&lt;br /&gt;
float	script_reuse&lt;br /&gt;
float	script_reuse_min // Minimum time before a new AI will use this turret.&lt;br /&gt;
float	script_reuse_max // Maximum time before a new AI will use this turret.&lt;br /&gt;
&lt;br /&gt;
float	delay&lt;br /&gt;
float	script_suppression	// Suppression wait for this AI&lt;br /&gt;
float	height&lt;br /&gt;
float	script_falldirection	// Used to specify the direction a treeburst tree trunk falls towards&lt;br /&gt;
float	script_timeout&lt;br /&gt;
float	script_accuracy		// Set this on AI to have them spawn with a modified accuracy &lt;br /&gt;
&lt;br /&gt;
int 	script_cheap		// makes vehicles lose some functionality but be far fewer variables&lt;br /&gt;
int 	script_pacifist&lt;br /&gt;
int 	script_ignoreme		// If this setting exists on a spawner this guy will have his .ignoreme set to true&lt;br /&gt;
int 	script_ignore_suppression	// sets .ignoreSuppression to true if its set.&lt;br /&gt;
int 	script_ignoreall		// sets .ignoreall to true if its set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
int 	script_repeat		// # of times an effect in an exploder will repeat&lt;br /&gt;
int 	script_fxstart		// Identifies effects so they can be turned on by grouping with a trigger&lt;br /&gt;
int 	script_fxstop		// Identifies effects so they can be turned off by grouping with a trigger&lt;br /&gt;
int 	script_damage		// Damage of radius damage on an exploder&lt;br /&gt;
float	script_firefxdelay	// repetition rate on a firefx for exploders&lt;br /&gt;
float	script_firefxtimeout	// Amount of time before a looping effect fades out&lt;br /&gt;
string	script_firefx	// Fx to play infinitely from a used exploder&lt;br /&gt;
string	script_presound	// To play sounds on exploders before the explosion, for pathfinder only&lt;br /&gt;
string	script_ender	// Stop a looping effect&lt;br /&gt;
string	script_firefxsound	// Looping sound for an exploder firefx&lt;br /&gt;
string	script_trailfx		// Specifies the trailfx to be used on the entity.&lt;br /&gt;
string	script_trailfxtag	// Specifies the trailfx tag to play off of&lt;br /&gt;
float	script_trailfxdelay	// Specifies the trailfx repeat delay&lt;br /&gt;
string	script_trailfxsound	// Specifies the trailfx sound to play&lt;br /&gt;
float	script_trailfxtimeout	// Specifies the trailfxtimeout&lt;br /&gt;
string	script_ent_trailfxsound	// Specifies the sound to play in conjunction with the trailfx&lt;br /&gt;
&lt;br /&gt;
vector	script_angles	// generic angles storage&lt;br /&gt;
int 	script_delete&lt;br /&gt;
int 	script_increment&lt;br /&gt;
int 	script_patroller&lt;br /&gt;
int 	script_offtime		// Number of milliseconds before guys get off a flak when you hit the off-trigger, defaults to 20000&lt;br /&gt;
int 	script_offradius	// Guys get off a flak if a player gets this close to a flak after hitting the off-trigger, default 350&lt;br /&gt;
string	script_autosavename&lt;br /&gt;
int 	script_autosave&lt;br /&gt;
int 	count&lt;br /&gt;
int 	script_timer		// Timeout for friendly_chat&lt;br /&gt;
int 	script_delayed_playerseek&lt;br /&gt;
int 	script_triggered_playerseek	//group a trigger and an ai with this and he the grouped ai will do playerseek behaviour when the trigger is hit&lt;br /&gt;
int 	script_playerseek&lt;br /&gt;
int 	script_seekgoal&lt;br /&gt;
int 	script_start&lt;br /&gt;
int 	script_radius		// Sets an AI&amp;#039;s starting goal radius. On an exploder this sets the radius damage&amp;#039;s radius.&lt;br /&gt;
int 	script_followmin&lt;br /&gt;
int 	script_followmax&lt;br /&gt;
int 	script_startinghealth&lt;br /&gt;
int 	script_fallback&lt;br /&gt;
int 	script_grenades&lt;br /&gt;
int 	script_fightdist	// Spawners will spawn with this pathEnemyFightDist&lt;br /&gt;
int 	script_maxdist		// Spawners will spawn with this pathEnemyLookAhead&lt;br /&gt;
int 	script_moveoverride	// Spawners with this will go to their (targetted) node before fighting.&lt;br /&gt;
&lt;br /&gt;
int 	script_killspawner // When you go through a trigger with this on it, any spawners that have the same # will be deleted.&lt;br /&gt;
int 	script_emptyspawner	// When you go through a trigger with this on it, any spawners that have the same # will have their count set to 0.&lt;br /&gt;
&lt;br /&gt;
int 	script_vehiclenodegroup  //used for getting an array of vehicle nodes&lt;br /&gt;
int 	script_mg42auto		// When you hit this trigger any grouped mg42s will go into auto mode and clear target.&lt;br /&gt;
int 	script_requires_player&lt;br /&gt;
int 	script_sightrange&lt;br /&gt;
int 	script_fallback_group	// Makes stray spawned guys part of bigger falling back movements.&lt;br /&gt;
int 	script_vehiclegroup	// links a vehicle to its spawners&lt;br /&gt;
int 	script_vehicle_selfremove	// vehicle will delete itself when it reaches the end of its path&lt;br /&gt;
int 	script_exploder		// Grouping things that explode&lt;br /&gt;
int 	script_exploder_server	// Sets the exploder to be on the server side&lt;br /&gt;
int 	script_prefab_exploder	// Override an exploder since exploders in prefabs get unique&amp;#039;d.&lt;br /&gt;
int 	script_balcony		// current mechanism for flagging an actor to test for balcony death&lt;br /&gt;
int 	script_mgturret		// Group AI with a node that targets an mg42 and the AI will keep the gun in use.&lt;br /&gt;
int 	script_plane		// Specifies which plane set this is, so they can all be started together.&lt;br /&gt;
int 	script_explode		// Tells a plane to explode with this exploder.&lt;br /&gt;
int 	dontdropweapon		// If set, the AI will not drop a weapon when he dies&lt;br /&gt;
int 	dontdrawoncompass	// If set, the AI will not be drawn on the player&amp;#039;s compass. Only matters for friendlies&lt;br /&gt;
int 	script_usemg42		// If set to false, a friendly will not use be told by friendly_mg42 triggers to use an mg42.&lt;br /&gt;
int 	script_stoptoshoot	// used for tanks, setting this to greater than zero will make a tank stop before firing it&amp;#039;s main cannon&lt;br /&gt;
int 	script_startingposition	// used for riders of vehicles to manually designate riding postions (also used for walkers)&lt;br /&gt;
int 	script_turretmg&lt;br /&gt;
int 	script_forcegrenade	// Set to 1 to enable AI to throw as many grenades as they want rather than extremely rarely.&lt;br /&gt;
int 	script_goalvolume	// groups guys so they use a goalvolume&lt;br /&gt;
int 	script_stack		// for walls where friendlies hang out &lt;br /&gt;
int 	script_nofriendlywave	// disables tracking of this ai for friendly_wave&amp;#039;s&lt;br /&gt;
int 	script_forcegoal	// forces an AI to use the goal radius of the node they target, rather than switch to 2000 (for flood_and_secure spawners)&lt;br /&gt;
int 	script_disconnectpaths	// makes exploder script_brushes connectpaths when hidden and disconnect when shown. could be used to disable cover nodes.&lt;br /&gt;
int 	script_nowall		// make AI play a special set of corner animations that dont require a wall&lt;br /&gt;
int 	script_longdeath	// set to 0 disable long death animations like lying on the ground and shooting&lt;br /&gt;
int 	script_displaceable	// makes an AI able to change his goal radius from animscript.&lt;br /&gt;
int 	script_grenadespeed	// used for setting magic grenade launch speeds on script origins&lt;br /&gt;
int 	script_maxspawn		// used on flood spawn trigger to regulate the max number of ai&lt;br /&gt;
int 	script_breach_id	// used on a door to force a special type of breach.&lt;br /&gt;
int 	script_battlechatter&lt;br /&gt;
int 	script_trigger_group	// used to disable a group of triggers when one gets hit.&lt;br /&gt;
&lt;br /&gt;
int 	script_airspeed		// used in checks for setting speed on helicopter path origins or nodes&lt;br /&gt;
int 	script_yawspeed		// used in checks for setting yaw speed on helicopter path origins or nodes&lt;br /&gt;
int 	script_forceyaw		// used in checks for a target or goal yaw on helicopter path origins or nodes&lt;br /&gt;
int 	script_cleartargetyaw	// used in checks to reset a target yaw on helicopter path origins or nodes&lt;br /&gt;
int 	script_accel		// used in checks to change the acceleration on helicopter path origins or nodes&lt;br /&gt;
int 	script_decel		// used in checks to change the deceleration on helicopter path origins or nodes&lt;br /&gt;
int 	script_engage		// used in checks to fire weapons on helicopter path origins or nodes&lt;br /&gt;
int 	script_engageDelay	// used in checks to delay weapons firing on helicopter path origins or nodes&lt;br /&gt;
int 	script_hoverwait	// used in checks to set hovering times on helicopter path origins or nodes&lt;br /&gt;
int 	script_pilottalk	// used in checks to trigger dialogue on helicopter path origins or nodes&lt;br /&gt;
string	script_attackPattern	// used in checks to control weapons firing on helicopter path origins or nodes&lt;br /&gt;
&lt;br /&gt;
string	script_objective&lt;br /&gt;
string	script_friendname&lt;br /&gt;
string	script_noteworthy // Used to get a string	for scripted sequences mainly.&lt;br /&gt;
string	script_parameters	// generic string	used for similar purpose as script_noteworthy&lt;br /&gt;
string	script_triggername	// Z: used for elevators in the dam&lt;br /&gt;
string	script_fxcommand	// What to do with the effect&lt;br /&gt;
string	script_fxid		// The id of the effect to do&lt;br /&gt;
string	weaponinfo&lt;br /&gt;
string	script_hidden	// the thing which is hidden and appears later (mortars)&lt;br /&gt;
string	vehicletype&lt;br /&gt;
string	script_personality	// This guy will use this personality type&lt;br /&gt;
string	script_squadname	// squad (spawner cluster) identifier&lt;br /&gt;
string	script_nodestate	// generic identifier for nodes&lt;br /&gt;
string	script_assaultnode	// generic identifier for nodes&lt;br /&gt;
string	script_team		// how to know which team a tank is on (needed to free up target/targetname for radiant linkability)&lt;br /&gt;
string	script_mortargroup	// to group mortars with their triggers&lt;br /&gt;
string	ambient		// string	index of the level.ambient_track to play on this trigger.&lt;br /&gt;
string	script_gameobjectname // Used in multiplayer to add/remove entities based on gametype.&lt;br /&gt;
string	script_gametype_dm	// Preston: Used in multiplayer to add/remove entities based on gametype.&lt;br /&gt;
string	script_gametype_tdm	// Preston: Used in multiplayer to add/remove entities based on gametype.&lt;br /&gt;
string	script_gametype_ctf	// Preston: Used in multiplayer to add/remove entities based on gametype.&lt;br /&gt;
string	script_gametype_hq	// Preston: Used in multiplayer to add/remove entities based on gametype.&lt;br /&gt;
string	script_gametype_sd	// Preston: Used in multiplayer to add/remove entities based on gametype.&lt;br /&gt;
string	script_mapsize_08	// Preston: Used in multiplayer to add/remove entities based on the set mapsize.&lt;br /&gt;
string	script_mapsize_16	// Preston: Used in multiplayer to add/remove entities based on the set mapsize.&lt;br /&gt;
string	script_mapsize_32	// Preston: Used in multiplayer to add/remove entities based on the set mapsize.&lt;br /&gt;
string	script_mapsize_64	// Preston: Used in multiplayer to add/remove entities based on the set mapsize.&lt;br /&gt;
string	script_sound	// Plays level.scr_sound [&amp;quot;string&amp;quot;]&lt;br /&gt;
string	script_animation	// If defined, patrollers will play a random pause animation at this node.&lt;br /&gt;
&lt;br /&gt;
string	script_destructable_area // used to let destructable walls block off areas of the map (affects spawning, for instance)&lt;br /&gt;
&lt;br /&gt;
string	script_earthquake	// References level.earthquake variables to do an earthquake&lt;br /&gt;
string	script_followmode&lt;br /&gt;
string	script_skilloverride&lt;br /&gt;
string	script_bctrigger&lt;br /&gt;
int 		script_bcdialog		//set to 0 on a spawner/ai when you want to turn off battlechatter forever on that individual&lt;br /&gt;
string	script_aigroup&lt;br /&gt;
string	script_objective_active   // used with flood_and_Secure and &amp;quot;friendlychain&amp;quot;s to only be active if this objective &lt;br /&gt;
string	script_objective_inactive // is active&lt;br /&gt;
string	script_threatbiasgroup	// adds spawned ai to this threatbiasgroup&lt;br /&gt;
&lt;br /&gt;
string	script_squad	// Group spawners/ai so they share enemy information&lt;br /&gt;
&lt;br /&gt;
string	script_area		// used by battlechatter system&lt;br /&gt;
string	script_location	// used by battlechatter system&lt;br /&gt;
string	script_landmark	// used by battlechatter system&lt;br /&gt;
&lt;br /&gt;
string	script_flag_true	// This entity should not activate unless at least one of the flags in this string	is true&lt;br /&gt;
string	script_flag_false	// This entity should not activate unless all the flags in this string	are false&lt;br /&gt;
string	script_flag	// the flag that gets enabled/disabled by targetname flag_set and flag_unset&lt;br /&gt;
string	script_flag_set	// helis using helipath will set this flag when they reach this point&lt;br /&gt;
string	script_flag_wait	// helis using helipath will wait at this point 	until this flag is set&lt;br /&gt;
string	script_flag_clear		// clears the flag when it hits this spot&lt;br /&gt;
string	script_color_allies	// groups allied AI with nodes/triggers of that color&lt;br /&gt;
string	script_color_axis	// groups axis AI with nodes/triggers of that color&lt;br /&gt;
string	 script_forcecolor	// forces an AI to use all nodes of this color&lt;br /&gt;
&lt;br /&gt;
string	script_linkName		// Works with script_linkTo&lt;br /&gt;
string	script_linkTo	// A compound string	that is a list of script_linkname&amp;#039;d entities that this entity links to.&lt;br /&gt;
string	script_wtf&lt;br /&gt;
&lt;br /&gt;
string	script_stance	// General purpose string	identifier useful for stance related scripting&lt;br /&gt;
&lt;br /&gt;
string	script_namenumber		// General purpose string	identifier that used to be in this file that I use frequently&lt;br /&gt;
&lt;br /&gt;
// destructable stuff&lt;br /&gt;
int 	script_accumulate // damage that must accumulate for destruction to occur&lt;br /&gt;
int 	script_threshold  // min damage that has any effect&lt;br /&gt;
&lt;br /&gt;
// ambient stuff&lt;br /&gt;
string	script_ambientpackage		// declare the ambient package associated with this trigger&lt;br /&gt;
string	script_ambientroom		// declare the room associated with this trigger&lt;br /&gt;
int 	script_ambientpriority		// declare the ambient priority associated with this trigger&lt;br /&gt;
&lt;br /&gt;
// vehicle stuff&lt;br /&gt;
int 	script_turret&lt;br /&gt;
int 	script_gatetrigger		// vehicles will wait at vehicle nodes with this untill the trigger is hit.&lt;br /&gt;
int 	script_VehicleSpawngroup // spawns associated vehicles and their aigroups (as still designated by script_vehiclegroup on the vehicles and the ai&amp;#039;s)&lt;br /&gt;
int 	script_VehicleStartMove // initiates associated vehicles movement on its path, note that if no script_vehicleStart nodes or triggers exist then the vehicle will stay and wait for the level script to initiate it&amp;#039;s movement stacking this with script_VehicleSpawngroup will make spawn and go right away.&lt;br /&gt;
int 	script_vehicleGroupDelete // Deletes associated vehicles and their aigroups (as still designated by script_vehiclegroup on the vehicles and the ai&amp;#039;s)&lt;br /&gt;
int 	script_physicsjolt //toggle tanks shaking physics as it drives by.&lt;br /&gt;
string	script_unload // tells the vehicle to unload this group of guys&lt;br /&gt;
&lt;br /&gt;
int 	script_deathroll		//turns on and off deathroll for vehicles crossing paths&lt;br /&gt;
string	script_crashtype		//designates a crashpath&lt;br /&gt;
string	script_crashtypeoverride	//override the type of crash a vehicle will do when it dies values are &amp;quot;tank&amp;quot;, &amp;quot;mobile&amp;quot;&lt;br /&gt;
int 	script_nomg		//makes machineguns not spawn at all on a tank. used for big tank battles where they aren&amp;#039;t necessary on all the tanks.&lt;br /&gt;
int 	script_badplace		//no badplaces on tanks.  for tanks that won&amp;#039;t be near ai. on big tank battles.&lt;br /&gt;
float	script_dronelag		//amount of timed space between drones following vehicle paths&lt;br /&gt;
int 	script_fireondrones		//toggles machineguns firing on drones behavior&lt;br /&gt;
&lt;br /&gt;
int 	script_vehicleride		&lt;br /&gt;
int 	script_vehiclewalk	&lt;br /&gt;
int 	script_unloadmgguy	// set this on the halftrack to make the mg guy unload.&lt;br /&gt;
int 	script_keepdriver	// set this on the vehicle to make the vehilce driver not unload.&lt;br /&gt;
&lt;br /&gt;
int 	script_vehicledetour&lt;br /&gt;
int 	script_avoidvehicles	//setting to 0 on a tank will make it not do collision avoidance stuff&lt;br /&gt;
int 	script_avoidplayer // setting to 1 will cause the tank to perform collision avoidance on the player&lt;br /&gt;
float	script_playerconeradius // used optionally with script_avoidplayer if you want a cone radius other than 200.  &lt;br /&gt;
string	script_vehicledetourtype	//describing how a vehicledetour node works,  first non default type being &amp;quot;scriptswitch&amp;quot; which will let the script notify the path to become a switch node. Useful in situations where a tank will fight in circles and then procede on whatever script condition.&lt;br /&gt;
float	script_attackspeed&lt;br /&gt;
int 	script_unloaddelay		//make a vehicle delay this long before unloading at the end of a path. &amp;lt; 1 means never unload // nate we should remove this or make it work on all of the unloads.&lt;br /&gt;
int 	script_cobratarget		//set to 1 to create a target for this entity on pilotcobra missions&lt;br /&gt;
string	script_targettype		//&amp;quot;air&amp;quot; or &amp;quot;ground&amp;quot; - used for helicopter pilot levels&lt;br /&gt;
float	script_targetoffset_z	//offset from model where missiles should aim - used for helicopter pilot levels&lt;br /&gt;
int 	script_wingman&lt;br /&gt;
&lt;br /&gt;
string	script_turningdir	// set this to the direction of the anim set you want a vehicle to use.  &amp;quot;right&amp;quot;,&amp;quot;hard_right&amp;quot;,&amp;quot;left&amp;quot;,&amp;quot;hard_left&amp;quot;,&amp;quot;forward&amp;quot;&lt;br /&gt;
int 	script_bombmode_original&lt;br /&gt;
int 	script_bombmode_single&lt;br /&gt;
int 	script_bombmode_dual&lt;br /&gt;
string	script_label&lt;br /&gt;
int 	script_flakaicount		//for setting the amount of ai to spawn on a flak&lt;br /&gt;
string	script_tankgroup	// used to add a tankgroup to vehicles.&lt;br /&gt;
float	script_chance	//chance that an exploder will explode, checked every 4 seconds or whatever script_delay is on the trigger.&lt;br /&gt;
&lt;br /&gt;
int 	script_forcespawn		// Used to forcespawn (aka stalingradspawn) an AI.&lt;br /&gt;
int 	script_allowdeath&lt;br /&gt;
float	script_death&lt;br /&gt;
float	script_death_min&lt;br /&gt;
float	script_death_max&lt;br /&gt;
int 	script_drones_min&lt;br /&gt;
int 	script_drones_max&lt;br /&gt;
int 	script_looping&lt;br /&gt;
int 	script_trace&lt;br /&gt;
int 	script_spawn_here		// for camper_spawner&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
string	script_vehicleaianim  //this will be a radiant drop down list that tells the ai on the vehicle which animations to play&lt;br /&gt;
&lt;br /&gt;
int 	script_health // bringing it back!&lt;br /&gt;
&lt;br /&gt;
int 	script_stopnode //tells helicopters to stop at a node. &lt;br /&gt;
string	script_turret_share // shares turret spots for portable mgs&lt;br /&gt;
string	script_turret_ambush // shares turret spots for portable mgs&lt;br /&gt;
int 	script_dont_link_turret&lt;br /&gt;
string	ambience_inner&lt;br /&gt;
string	ambience_outer&lt;br /&gt;
int 	script_mg_angle	//this gives option to start the machinegun at an angle&lt;br /&gt;
int 	script_deathchain&lt;br /&gt;
int 	script_nohealth	// makes the guy not drop health&lt;br /&gt;
&lt;br /&gt;
// destructible object&lt;br /&gt;
string	destructible_type	//identifier&lt;br /&gt;
&lt;br /&gt;
vector	script_bg_offset // I&amp;#039;m using this in cobrapilot to move the background pieces into place&lt;br /&gt;
int 	script_flashbangs   //set this to &amp;gt; 0 to give an AI flashbangs instead of frag grenades.&lt;br /&gt;
&lt;br /&gt;
float	script_dot // used on targetname trigger_lookat triggers to change the fov&lt;br /&gt;
int 	script_drone //setting to 1 makes the spawner a script drone&lt;br /&gt;
int 	squadnum&lt;br /&gt;
&lt;br /&gt;
string	script_hint 	// put on trigger_hint&lt;br /&gt;
&lt;br /&gt;
int 	script_anglevehicle&lt;br /&gt;
&lt;br /&gt;
// when all the ai and spawners with the same string	die&lt;br /&gt;
// (or their count depletes to zero), a flag with this string&lt;br /&gt;
// gets set&lt;br /&gt;
string	script_deathflag&lt;br /&gt;
&lt;br /&gt;
string	script_delay_goto_goalmin   //z: an AI will spawn, but not run to his goal for a random amount of time&lt;br /&gt;
string	script_delay_goto_goalmax   //z: an AI will spawn, but not run to his goal for a random amount of time&lt;br /&gt;
&lt;br /&gt;
int 	script_random_killspawner //group a trigger with some spawners&lt;br /&gt;
int 	script_randomspawn //use with a script_random_killspawner - script will randomly spawn one of the groups &lt;br /&gt;
int 	script_killspawner_group&lt;br /&gt;
&lt;br /&gt;
int 	script_wheeldirection // 1 goes forward 0 goes backwards.&lt;br /&gt;
int 	script_light_toggle // set to 1 on vehicle enables vehicles ability to turn on and off lights.&lt;br /&gt;
string	script_vehicle_lights_on  // set to a group of lights to turn them on&lt;br /&gt;
string	script_vehicle_lights_off // set to a group of lights to turn them off&lt;br /&gt;
int 	script_fixednode	// can force .fixednode on an AI&lt;br /&gt;
float	fixednodesaferadius	// the safe radius&lt;br /&gt;
&lt;br /&gt;
string	spawner_id //using this for jeepride, guh, grunt, blarg! -nate &lt;br /&gt;
int 	script_vehicledetourgroup // use this for telling a detour node to only detour vehicles in matching groups&lt;br /&gt;
int 	script_vehicletriggergroup // a more generic grouping.  I&amp;#039;m using this so that paths can be shared easier.   setting this on a node with other vehicle trigger functions will only effect vehicles in the matching group.&lt;br /&gt;
&lt;br /&gt;
string	script_ghettotag &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
int 	script_growl		// makes a dog growl as he runs, instead of barking&lt;br /&gt;
int 	script_index 	// can be used generically as an index for whatever reason&lt;br /&gt;
&lt;br /&gt;
int 	script_dontshootwhilemoving&lt;br /&gt;
int 	script_goalyaw 	// set to true to set the goal yaw&lt;br /&gt;
float	script_physics 	// used for exploder_chunk to use physics throw&lt;br /&gt;
&lt;br /&gt;
int 	script_stealth_dontseek	// dont set your goalpos to the enemy&amp;#039;s goalpos on combat&lt;br /&gt;
&lt;br /&gt;
string	script_force_count 	// set to true on spawner - flood spawner will not increment this spawners count if the player didnt see the guy die&lt;br /&gt;
&lt;br /&gt;
int 	script_ammo_clip 	// weapon placed in radiant - this many rounds in the clip - must be used with script_ammo_extra&lt;br /&gt;
int 	script_ammo_extra 	// weapon placed in radiant - this many rounds outside the clip - must be used with script_ammo_clip&lt;br /&gt;
int 	script_ammo_40mm 	// does nothing right now&lt;br /&gt;
&lt;br /&gt;
int 	script_godmode 	// makes a vehicle be god mode&lt;br /&gt;
&lt;br /&gt;
int 	script_bulletshield // used to apply toggleable bullet shields to vehicles that have them enabled.&lt;br /&gt;
&lt;br /&gt;
int 	script_deathflag_longdeath	// set to on and script_deathflag guys will notify on death OR longpaindeath&lt;br /&gt;
&lt;br /&gt;
int 	script_char_index		// overwrite the character index&lt;br /&gt;
int 	script_char_group		// indicate this guy is a member of a group of same chars&lt;br /&gt;
string	script_rumble 	// rumble file to play on an exploder&lt;br /&gt;
&lt;br /&gt;
float	script_volumeramp  	// time to ramp in a vehicles engine noise.&lt;br /&gt;
int 	script_volume		// set to 1 if you want to control the vehicle&amp;#039;s volume in your script rather than have it lerp automatically&lt;br /&gt;
int 	script_onlyidle&lt;br /&gt;
float	script_volumeup		// on a vehicle node this makes the vehicle go to max volume over this much time&lt;br /&gt;
float	script_volumedown		// on a vehicle node this makes the vehicle go to no sound over this much time&lt;br /&gt;
&lt;br /&gt;
float	script_duration&lt;br /&gt;
string	script_soundalias  	// play this soundalias on exploders&lt;br /&gt;
&lt;br /&gt;
float	script_savetrigger_timer	//used to set minimum required times on autosave triggers in timed missions&lt;br /&gt;
&lt;br /&gt;
// CoD5 Additions&lt;br /&gt;
//-----------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
// Generic/Misc Keys:&lt;br /&gt;
//-------------------&lt;br /&gt;
&lt;br /&gt;
int 	script_int 		// Generic int 	for anyone to use&lt;br /&gt;
float	script_float	// Generic FLOAT for anyone to use&lt;br /&gt;
vector	script_vector			// Generic VECTOR for anyone to use&lt;br /&gt;
string	script_string			// Generic string	for anyone to use&lt;br /&gt;
&lt;br /&gt;
string	script_notify			// Sends out the specified notify to the level when the trigger is triggered&lt;br /&gt;
int 	script_color_auto_disable	// Determines if a color trigger will not automatically be toggled off&lt;br /&gt;
int 	script_percent			// Fallback uses this to determine the &amp;quot;percent&amp;quot; of AI that will fall back when the trigger is hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
// Feature Specific Keys:&lt;br /&gt;
//-----------------------&lt;br /&gt;
&lt;br /&gt;
// Commentary&lt;br /&gt;
string	script_commentary 	// Used with level.commentary[script_commentary]&lt;br /&gt;
&lt;br /&gt;
// Spiderhole&lt;br /&gt;
int 	script_spiderhole		// set on a spawner to make it a spiderhole guy&lt;br /&gt;
int 	script_spiderhole_charge	// set the chance to charge at the player ( 0 - 100)&lt;br /&gt;
string	script_spiderhole_anim		// set the animation used to emerge from the spiderhole&lt;br /&gt;
&lt;br /&gt;
// Planes&lt;br /&gt;
int 	script_numbombs  	// used to give a plane an initial number of bombs.&lt;br /&gt;
int 	script_dropbombs  	// used for vehiclenodes, to tell a plane to drop X bombs&lt;br /&gt;
float script_dropbombs_delay  // used to set a delay (secs) for the script_numbombs bomb dropping.&lt;br /&gt;
float script_dropbombs_delaytrace // used to delay the start of bomb ground traces for X secs (in case it has to pass thru a collidable surface).&lt;br /&gt;
&lt;br /&gt;
// Script_flak88 added&lt;br /&gt;
int 	script_flak88			// used for spawning and setting up flak88s&lt;br /&gt;
int 	script_vehicleattackgroup	// used for attacking vehiclespawngroups.&lt;br /&gt;
float script_vehicleattackgroupwait	// used for setting a delay before attacking a vehiclespawngroup with script_vehicleattackgroup.&lt;br /&gt;
int 	script_nonmovingvehicle	// replaces script_flak88 to define nonmoving vehicles in order to prevent vehicle script errors&lt;br /&gt;
&lt;br /&gt;
// Added key to allow specifying combat_getout anims on vehicle AI spawners&lt;br /&gt;
int 	script_combat_getout  // used in _vehicle_aianim.gsc&lt;br /&gt;
&lt;br /&gt;
// Added key to allow specifying combat_idle anims on vehicle spawners&lt;br /&gt;
int 	script_combat_idle // used in _vehicle_aianim.gsc&lt;br /&gt;
&lt;br /&gt;
// Exposed functionality for spawners to respawn in _colors&lt;br /&gt;
int 	script_no_respawn		// Disables the AI from being put on the _colors::replace_on_death thread.&lt;br /&gt;
&lt;br /&gt;
// Interactive Objects, pass self in for being the attacker&lt;br /&gt;
int 	script_selfisattacker&lt;br /&gt;
&lt;br /&gt;
// Added destructibledef accessible by script&lt;br /&gt;
string	destructibledef&lt;br /&gt;
&lt;br /&gt;
int 	script_nodropweapon	// Used in _spawner to disallow weapon drop on enemies. Ask a lead before using!&lt;br /&gt;
&lt;br /&gt;
int 	script_banzai		// Dynamic Bonzai Attack for AI. Set on the spawners.&lt;br /&gt;
int 	script_banzai_spawn		// Bonzai Attack for AI once they spawn in. Set on the spawners.&lt;br /&gt;
&lt;br /&gt;
// Tank Mantle support&lt;br /&gt;
int 	script_nomantle		// If set, disables mantling for the tank, even discards setting up the variables/fx/animations for the tank.&lt;br /&gt;
&lt;br /&gt;
// Fog trigger support&lt;br /&gt;
int 	script_start_dist		// The distance, in world units, at which the fog begins.&lt;br /&gt;
int 	script_halfway_dist		// The distance at which the scene will be 50% fogged.&lt;br /&gt;
int 	script_halfway_height	// The height at which the scene will be 50% fogged.&lt;br /&gt;
int 	script_base_height		// The ground-level Z position at which the fog will start from.&lt;br /&gt;
vector	script_color		// The color components of the fog as a value between 0.0 and 1.0; also the first color of a dynamic light&lt;br /&gt;
float	script_transition_time	// transition time in seconds&lt;br /&gt;
string	script_vision			// vision file name to transition to&lt;br /&gt;
float	script_vision_time		// vision file time to transition to&lt;br /&gt;
&lt;br /&gt;
// MP Dynamic Lights support&lt;br /&gt;
vector	script_color2		// The second color of a dynamic light to switch between it and script_color&lt;br /&gt;
&lt;br /&gt;
float	script_intensity_min&lt;br /&gt;
float	script_intensity_max&lt;br /&gt;
&lt;br /&gt;
string	script_animent		// Specifies the targetname of the animated object when the MG42 fires&lt;br /&gt;
string	script_animname		// Specifies the animname of the animated object&lt;br /&gt;
&lt;br /&gt;
string	twar_owner	// team which owns this flag initially&lt;br /&gt;
string	twar_owner_home	// the home flag for the specified team, is this flag is taken by the opposing team the game is over&lt;br /&gt;
string	twar_axis_dependants	// semi-colon seperated list of flags required before capturing this flag (property of script/origin flag_descriptor object)&lt;br /&gt;
string	twar_allies_dependants	// semi-colon seperated list of flags required before capturing this flag (property of script/origin flag_descriptor object)&lt;br /&gt;
&lt;br /&gt;
float script_score		// base score for an influencer in the new unified spawning system&lt;br /&gt;
string	script_score_curve	// shape of score falloff for an influencer in the new unified spawning system&lt;br /&gt;
&lt;br /&gt;
// Co Op Specific&lt;br /&gt;
int 	script_player_min	// This is right now used for weapons that are placed in the world the number specified is the number of players required to keep this weapon in the world&lt;br /&gt;
int 	script_player_chance // This is used to determine the &amp;quot;percent&amp;quot; the player will be chosen as a target for Banzai attacks&lt;br /&gt;
&lt;br /&gt;
string	zombie_weapon_upgrade // weapon to be given to the player if they have the points to purchase it&lt;br /&gt;
int 	zombie_cost // the point 	cost to perform this action / purchase this weapon&lt;br /&gt;
&lt;br /&gt;
string	script_shape		// shape of unified spawning system static influencer.  can be &amp;quot;sphere&amp;quot; or &amp;quot;cylinder&amp;quot;&lt;br /&gt;
&lt;br /&gt;
string	script_twar_flag		// the associated twar flag&amp;#039;s script name (flag1, flag2, etc.)&lt;br /&gt;
&lt;br /&gt;
string	tosser		// set this to 1 to have the AI supplement system use this spawner, can also specify &amp;quot;banzai&amp;quot;, &amp;quot;grenadesuicide&amp;quot;, or &amp;quot;standard&amp;quot; for the type of tosser&lt;br /&gt;
&lt;br /&gt;
int 	script_max_banzai_distance // the limit of how far banzai guys will look for a target&lt;br /&gt;
int 	script_banzai_attack_chance // the chance banzai chargers will go into the banzai melee rather than the regular melee&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources: [http://wiki.treyarch.com/wiki/Keys_Values Treyarch&amp;#039;s Wiki]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
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