https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_SP_Keys_Values&feed=atom&action=historyCall of Duty 4: SP Keys Values - Revision history2024-03-29T15:17:36ZRevision history for this page on the wikiMediaWiki 1.41.0https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_SP_Keys_Values&diff=6734&oldid=prevCoDEmanX at 12:34, 15 August 20092009-08-15T12:34:02Z<p></p>
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</table>CoDEmanXhttps://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_SP_Keys_Values&diff=6733&oldid=prevCoDEmanX: New page: {{Note|KVPs available in CoD4 SP, some of them are also in or especially for MP.}} <pre> // syntax: // float floatVar // int intVar // string stringVar vector origin vector angles int ...2009-08-15T12:33:25Z<p>New page: {{Note|KVPs available in CoD4 SP, some of them are also in or especially for MP.}} <pre> // syntax: // float floatVar // int intVar // string stringVar vector origin vector angles int ...</p>
<p><b>New page</b></p><div>{{Note|KVPs available in CoD4 SP, some of them are also in or especially for MP.}}<br />
<br />
<pre><br />
// syntax:<br />
// float floatVar<br />
// int intVar<br />
// string stringVar<br />
<br />
vector origin<br />
vector angles<br />
int export<br />
int spawnflags<br />
int radius<br />
int speed<br />
string target<br />
string targetname<br />
string groupname<br />
string name<br />
<br />
int script_noenemyinfo // setting to 1 makes a guy spawn with no enemy info<br />
<br />
float script_wait // Script will wait this long between actions<br />
float script_wait_min // Minimum wait time between actions<br />
float script_wait_max // Maximum wait time between actions<br />
float script_wait_add // Additive delay is the # of seconds extra added between actions<br />
<br />
float script_delay // Action will be delayed for this long before triggering<br />
float script_delay_min // Minimum delay before action is triggered<br />
float script_delay_max // Maximum delay before action is triggered<br />
<br />
float script_burst <br />
float script_burst_min // Put on an mg turret, min time of a burst<br />
float script_burst_max // Put on an mg turret, max time of a burst<br />
<br />
float script_reuse <br />
float script_reuse_min // Minimum time before a new AI will use this turret.<br />
float script_reuse_max // Maximum time before a new AI will use this turret.<br />
<br />
float delay <br />
float script_suppression // Suppression wait for this AI<br />
float height <br />
float script_falldirection // Used to specify the direction a treeburst tree trunk falls towards<br />
float script_timeout <br />
float script_accuracy // Set this on AI to have them spawn with a modified accuracy <br />
<br />
int script_cheap // makes vehicles lose some functionality but be far fewer variables<br />
int script_pacifist <br />
int script_ignoreme // If this setting exists on a spawner this guy will have his .ignoreme set to true<br />
int script_ignore_suppression // sets .ignoreSuppression to true if its set.<br />
int script_ignoreall // sets .ignoreall to true if its set.<br />
<br />
<br />
int script_repeat // # of times an effect in an exploder will repeat<br />
int script_fxstart // Identifies effects so they can be turned on by grouping with a trigger<br />
int script_fxstop // Identifies effects so they can be turned off by grouping with a trigger<br />
int script_damage // Damage of radius damage on an exploder<br />
float script_firefxdelay // repetition rate on a firefx for exploders<br />
float script_firefxtimeout // Amount of time before a looping effect fades out<br />
string script_firefx // Fx to play infinitely from a used exploder<br />
string script_presound // To play sounds on exploders before the explosion, for pathfinder only<br />
string script_ender // Stop a looping effect<br />
string script_firefxsound // Looping sound for an exploder firefx<br />
<br />
vector script_angles // generic angles storage<br />
int script_delete <br />
int script_increment <br />
int script_patroller <br />
int script_offtime // Number of milliseconds before guys get off a flak when you hit the off-trigger, defaults to 20000<br />
int script_offradius // Guys get off a flak if a player gets this close to a flak after hitting the off-trigger, default 350<br />
string script_autosavename <br />
int script_autosave <br />
int count<br />
int script_timer // Timeout for friendly_chat<br />
int script_delayed_playerseek <br />
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<br />
int script_playerseek <br />
int script_seekgoal <br />
int script_start <br />
int script_radius // Sets an AI's starting goal radius. On an exploder this sets the radius damage's radius.<br />
int script_followmin<br />
int script_followmax<br />
int script_startinghealth<br />
int script_fallback<br />
int script_grenades<br />
int script_fightdist // Spawners will spawn with this pathEnemyFightDist<br />
int script_maxdist // Spawners will spawn with this pathEnemyLookAhead<br />
int script_moveoverride // Spawners with this will go to their (targetted) node before fighting.<br />
<br />
int script_killspawner // When you go through a trigger with this on it, any spawners that have the same # will be deleted.<br />
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.<br />
<br />
int script_vehiclenodegroup // used for getting an array of vehicle nodes<br />
int script_mg42auto // When you hit this trigger any grouped mg42s will go into auto mode and clear target.<br />
int script_requires_player <br />
int script_sightrange <br />
int script_fallback_group // Makes stray spawned guys part of bigger falling back movements.<br />
int script_vehiclegroup // links a vehicle to its spawners<br />
int script_vehicle_selfremove // vehicle will delete itself when it reaches the end of its path<br />
int script_exploder // Grouping things that explode<br />
int script_prefab_exploder // Override an exploder since exploders in prefabs get unique'd.<br />
int script_balcony // current mechanism for flagging an actor to test for balcony death<br />
int script_mgturret // Group AI with a node that targets an mg42 and the AI will keep the gun in use.<br />
int script_plane // Specifies which plane set this is, so they can all be started together.<br />
int script_explode // Tells a plane to explode with this exploder.<br />
int dontdropweapon // If set, the AI will not drop a weapon when he dies<br />
int dontdrawoncompass // If set, the AI will not be drawn on the player's compass. Only matters for friendlies<br />
int script_usemg42 // If set to false, a friendly will not use be told by friendly_mg42 triggers to use an mg42.<br />
int script_stoptoshoot // used for tanks, setting this to greater than zero will make a tank stop before firing it's main cannon<br />
int script_startingposition // used for riders of vehicles to manually designate riding postions (also used for walkers)<br />
int script_turretmg <br />
int script_forcegrenade // Set to 1 to enable AI to throw as many grenades as they want rather than extremely rarely.<br />
int script_goalvolume // groups guys so they use a goalvolume<br />
int script_stack // for walls where friendlies hang out <br />
int script_nofriendlywave // disables tracking of this ai for friendly_wave's<br />
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)<br />
int script_disconnectpaths // makes exploder script_brushes connectpaths when hidden and disconnect when shown. could be used to disable cover nodes.<br />
int script_nowall // make AI play a special set of corner animations that dont require a wall<br />
int script_longdeath // set to 0 disable long death animations like lying on the ground and shooting<br />
int script_displaceable // makes an AI able to change his goal radius from animscript.<br />
int script_grenadespeed // used for setting magic grenade launch speeds on script origins<br />
int script_maxspawn // used on flood spawn trigger to regulate the max number of ai<br />
int script_breach_id // used on a door to force a special type of breach.<br />
int script_battlechatter <br />
int script_trigger_group // used to disable a group of triggers when one gets hit.<br />
<br />
int script_airspeed // used in checks for setting speed on helicopter path origins or nodes<br />
int script_yawspeed // used in checks for setting yaw speed on helicopter path origins or nodes<br />
int script_forceyaw // used in checks for a target or goal yaw on helicopter path origins or nodes<br />
int script_cleartargetyaw // used in checks to reset a target yaw on helicopter path origins or nodes<br />
int script_accel // used in checks to change the acceleration on helicopter path origins or nodes<br />
int script_decel // used in checks to change the deceleration on helicopter path origins or nodes<br />
int script_engage // used in checks to fire weapons on helicopter path origins or nodes<br />
int script_engageDelay // used in checks to delay weapons firing on helicopter path origins or nodes<br />
int script_hoverwait // used in checks to set hovering times on helicopter path origins or nodes<br />
int script_pilottalk // used in checks to trigger dialogue on helicopter path origins or nodes<br />
string script_attackPattern // used in checks to control weapons firing on helicopter path origins or nodes<br />
<br />
string script_objective <br />
string script_friendname <br />
string script_noteworthy // Used to get a string for scripted sequences mainly.<br />
string script_parameters // generic string used for similar purpose as script_noteworthy<br />
string script_triggername // Z: used for elevators in the dam<br />
string script_fxcommand // What to do with the effect<br />
string script_fxid // The id of the effect to do<br />
string weaponinfo <br />
string script_hidden // the thing which is hidden and appears later (mortars)<br />
string vehicletype <br />
string script_personality // This guy will use this personality type<br />
string script_squadname // squad (spawner cluster) identifier<br />
string script_nodestate // generic identifier for nodes<br />
string script_assaultnode // generic identifier for nodes<br />
string script_team // how to know which team a tank is on (needed to free up target/targetname for radiant linkability)<br />
string script_mortargroup // to group mortars with their triggers<br />
string ambient // String index of the level.ambient_track to play on this trigger.<br />
string script_gameobjectname // Used in multiplayer to add/remove entities based on gametype.<br />
string script_gametype_dm // Preston: Used in multiplayer to add/remove entities based on gametype.<br />
string script_gametype_tdm // Preston: Used in multiplayer to add/remove entities based on gametype.<br />
string script_gametype_ctf // Preston: Used in multiplayer to add/remove entities based on gametype.<br />
string script_gametype_hq // Preston: Used in multiplayer to add/remove entities based on gametype.<br />
string script_gametype_sd // Preston: Used in multiplayer to add/remove entities based on gametype.<br />
string script_mapsize_08 // Preston: Used in multiplayer to add/remove entities based on the set mapsize.<br />
string script_mapsize_16 // Preston: Used in multiplayer to add/remove entities based on the set mapsize.<br />
string script_mapsize_32 // Preston: Used in multiplayer to add/remove entities based on the set mapsize.<br />
string script_mapsize_64 // Preston: Used in multiplayer to add/remove entities based on the set mapsize.<br />
string script_sound // Plays level.scr_sound ["string"]<br />
string script_animation // If defined, patrollers will play a random pause animation at this node.<br />
<br />
string script_destructable_area // used to let destructable walls block off areas of the map (affects spawning, for instance)<br />
<br />
string script_earthquake // References level.earthquake variables to do an earthquake<br />
string script_followmode<br />
string script_skilloverride<br />
string script_bctrigger<br />
int script_bcdialog //set to 0 on a spawner/ai when you want to turn off battlechatter forever on that individual<br />
string script_aigroup<br />
string script_objective_active // used with flood_and_Secure and "friendlychain"s to only be active if this objective <br />
string script_objective_inactive // is active<br />
string script_threatbiasgroup // adds spawned ai to this threatbiasgroup<br />
<br />
string script_squad // Group spawners/ai so they share enemy information<br />
<br />
string script_area // used by battlechatter system<br />
string script_location // used by battlechatter system<br />
string script_landmark // used by battlechatter system<br />
<br />
string script_flag_true // This entity should not activate unless at least one of the flags in this string is true<br />
string script_flag_false // This entity should not activate unless all the flags in this string are false<br />
string script_flag // the flag that gets enabled/disabled by targetname flag_set and flag_unset<br />
string script_flag_set // helis using helipath will set this flag when they reach this point<br />
string script_flag_wait // helis using helipath will wait at this point until this flag is set<br />
string script_flag_clear // clears the flag when it hits this spot<br />
string script_color_allies // groups allied AI with nodes/triggers of that color<br />
string script_color_axis // groups axis AI with nodes/triggers of that color<br />
string script_forcecolor // forces an AI to use all nodes of this color<br />
<br />
string script_linkName // Works with script_linkTo<br />
string script_linkTo // A compound string that is a list of script_linkname'd entities that this entity links to.<br />
string script_wtf <br />
<br />
string script_stance // General purpose string identifier useful for stance related scripting<br />
<br />
string script_namenumber // General purpose string identifier that used to be in this file that I use frequently<br />
<br />
// destructable stuff <br />
int script_accumulate // damage that must accumulate for destruction to occur<br />
int script_threshold // min damage that has any effect<br />
<br />
// vehicle stuff<br />
int script_turret<br />
int script_gatetrigger // vehicles will wait at vehicle nodes with this untill the trigger is hit.<br />
int script_VehicleSpawngroup // spawns associated vehicles and their aigroups (as still designated by script_vehiclegroup on the vehicles and the ai's)<br />
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's movement stacking this with script_VehicleSpawngroup will make spawn and go right away.<br />
int script_vehicleGroupDelete // Deletes associated vehicles and their aigroups (as still designated by script_vehiclegroup on the vehicles and the ai's)<br />
int script_physicsjolt // toggle tanks shaking physics as it drives by.<br />
string script_unload // tells the vehicle to unload this group of guys<br />
<br />
int script_deathroll // turns on and off deathroll for vehicles crossing paths<br />
string script_crashtype // designates a crashpath<br />
string script_crashtypeoverride // override the type of crash a vehicle will do when it dies values are "tank", "mobile"<br />
int script_nomg // makes machineguns not spawn at all on a tank. used for big tank battles where they aren't necessary on all the tanks.<br />
int script_badplace // no badplaces on tanks. for tanks that won't be near ai. on big tank battles.<br />
float script_dronelag // amount of timed space between drones following vehicle paths<br />
int script_fireondrones // toggles machineguns firing on drones behavior<br />
<br />
int script_vehicleride <br />
int script_unloadmgguy // set this on the halftrack to make the mg guy unload.<br />
int script_keepdriver // set this on the vehicle to make the vehilce driver not unload.<br />
<br />
int script_vehicledetour<br />
int script_avoidvehicles // setting to 0 on a tank will make it not do collision avoidance stuff<br />
int script_avoidplayer // setting to 1 will cause the tank to perform collision avoidance on the player<br />
float script_playerconeradius // used optionally with script_avoidplayer if you want a cone radius other than 200. <br />
string script_vehicledetourtype // describing how a vehicledetour node works, first non default type being "scriptswitch" 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.<br />
float script_attackspeed<br />
int script_unloaddelay // make a vehicle delay this long before unloading at the end of a path. < 1 means never unload // nate we should remove this or make it work on all of the unloads.<br />
int script_cobratarget // set to 1 to create a target for this entity on pilotcobra missions<br />
string script_targettype // "air" or "ground" - used for helicopter pilot levels<br />
float script_targetoffset_z // offset from model where missiles should aim - used for helicopter pilot levels<br />
int script_wingman<br />
<br />
string script_turningdir // set this to the direction of the anim set you want a vehicle to use. "right","hard_right","left","hard_left","forward"<br />
int script_bombmode_original<br />
int script_bombmode_single<br />
int script_bombmode_dual<br />
string script_label<br />
int script_flakaicount // for setting the amount of ai to spawn on a flak<br />
string script_tankgroup // used to add a tankgroup to vehicles.<br />
float script_chance // chance that an exploder will explode, checked every 4 seconds or whatever script_delay is on the trigger.<br />
<br />
// Duhoc_Assault<br />
int script_forcespawn<br />
string script_deleteai<br />
int script_allowdeath<br />
float script_death<br />
float script_death_min<br />
float script_death_max<br />
int script_drones_min<br />
int script_drones_max<br />
int script_droneStartMove<br />
int script_looping<br />
int script_trace<br />
int script_smokegroup<br />
int script_minspec_level<br />
int script_minspec_hooks_level<br />
int script_spawn_here // for camper_spawner<br />
<br />
// decoytown<br />
string script_layer<br />
string script_vehicleaianim // this will be a radiant drop down list that tells the ai on the vehicle which animations to play<br />
<br />
// flashbang<br />
int script_immunetoflash<br />
int script_health // bringing it back!<br />
<br />
int script_stopnode // tells helicopters to stop at a node. <br />
string script_turret_share // shares turret spots for portable mgs<br />
string script_turret_ambush // shares turret spots for portable mgs<br />
int script_dont_link_turret<br />
string ambience_inner<br />
string ambience_outer<br />
int script_mg_angle // this gives option to start the machinegun at an angle<br />
int script_deathchain<br />
int script_nohealth // makes the guy not drop health<br />
<br />
// destructible object<br />
string destructible_type // identifier<br />
<br />
vector script_bg_offset // I'm using this in cobrapilot to move the background pieces into place<br />
int script_flashbangs // set this to > 0 to give an AI flashbangs instead of frag grenades.<br />
<br />
float script_dot // used on targetname trigger_lookat triggers to change the fov<br />
int script_drone // setting to 1 makes the spawner a script drone<br />
int squadnum<br />
<br />
string script_hint // put on trigger_hint<br />
<br />
int script_anglevehicle<br />
<br />
// when all the ai and spawners with the same string die<br />
// (or their count depletes to zero), a flag with this string<br />
// gets set<br />
string script_deathflag<br />
<br />
string script_delay_goto_goalmin // z: an AI will spawn, but not run to his goal for a random amount of time<br />
string script_delay_goto_goalmax // z: an AI will spawn, but not run to his goal for a random amount of time<br />
<br />
int script_random_killspawner // group a trigger with some spawners<br />
int script_randomspawn // use with a script_random_killspawner - script will randomly spawn one of the groups <br />
int script_killspawner_group<br />
<br />
int script_wheeldirection // 1 goes forward 0 goes backwards.<br />
int script_light_toggle // set to 1 on vehicle enables vehicles ability to turn on and off lights.<br />
string script_vehicle_lights_on // set to a group of lights to turn them on<br />
string script_vehicle_lights_off // set to a group of lights to turn them off<br />
int script_fixednode // can force .fixednode on an AI<br />
float fixednodesaferadius // the safe radius<br />
<br />
string spawner_id // using this for jeepride, guh, grunt, blarg! -nate <br />
int script_vehicledetourgroup // use this for telling a detour node to only detour vehicles in matching groups<br />
int script_vehicletriggergroup // a more generic grouping. I'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.<br />
<br />
string script_ghettotag // for jeepride.<br />
<br />
<br />
int script_growl // makes a dog growl as he runs, instead of barking<br />
string script_attackmetype // for jeepride. set this on nodes to tell it to fire missiles<br />
int script_shotcount // for jeepride. how many missiles to fire at a moving point<br />
int script_index // can be used generically as an index for whatever reason<br />
<br />
int script_dontshootwhilemoving<br />
int script_goalyaw // set to true to set the goal yaw<br />
float script_physics // used for exploder_chunk to use physics throw<br />
float script_decel_fraction // for Jeepride platforms smoother movements<br />
float script_accel_fraction // for Jeepride platforms smoother movements<br />
<br />
int script_stealth_dontseek // dont set your goalpos to the enemy's goalpos on combat<br />
<br />
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<br />
<br />
int script_ammo_clip // weapon placed in radiant - this many rounds in the clip - must be used with script_ammo_extra<br />
int script_ammo_extra // weapon placed in radiant - this many rounds outside the clip - must be used with script_ammo_clip<br />
int script_ammo_40mm // does nothing right now<br />
<br />
int script_godmode // makes a vehicle be god mode<br />
<br />
int script_node_pausetime // used for attack routing, amount of time to wait at marked goalnode<br />
<br />
int script_bulletshield // used to apply toggleable bullet shields to vehicles that have them enabled.<br />
<br />
int script_deathflag_longdeath // set to on and script_deathflag guys will notify on death OR longpaindeath<br />
<br />
// fog stuff<br />
vector start_color<br />
vector end_color<br />
int start_neardist<br />
int end_neardist<br />
int start_fardist<br />
int end_fardist<br />
<br />
int script_char_index // overwrite the character index<br />
int script_char_group // indicate this guy is a member of a group of same chars<br />
string script_rumble // rumble file to play on an exploder<br />
<br />
float script_volumeramp // time to ramp in a vehicles engine noise.<br />
int script_volume // set to 1 if you want to control the vehicle's volume in your script rather than have it lerp automatically<br />
int script_onlyidle<br />
float script_volumeup // on a vehicle node this makes the vehicle go to max volume over this much time<br />
float script_volumedown // on a vehicle node this makes the vehicle go to no sound over this much time<br />
<br />
float script_duration<br />
string script_soundalias // play this soundalias on exploders<br />
<br />
float script_savetrigger_timer //used to set minimum required times on autosave triggers in timed missions<br />
</pre><br />
<br />
Source: radiant\keys.txt<br />
[[Category:Call of Duty 4]]<br />
[[Category:Singleplayer]]<br />
[[Category:Scripting]]<br />
[[Category:Modding]]</div>CoDEmanX