Call of Duty 5: SP Keys Values

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// syntax:
// float floatVar
// int 	intVar
// string	stringVar

vector	origin
vector	angles
int 	export
int 	spawnflags
int 	radius
int 	speed
string	target
string	targetname
string	groupname
string	name

int 	script_noenemyinfo 	// setting to 1 makes a guy spawn with no enemy info

float	script_wait		// Script will wait this long between actions
float	script_wait_min		// Minimum wait time between actions
float	script_wait_max		// Maximum wait time between actions
float	script_wait_add		// Additive delay is the # of seconds extra added between actions

float	script_delay		// Action will be delayed for this long before triggering
float	script_delay_min	// Minimum delay before action is triggered
float	script_delay_max	// Maximum delay before action is triggered

float	script_burst
float	script_burst_min // Put on an mg turret, min time of a burst
float	script_burst_max // Put on an mg turret, max time of a burst

float	script_reuse
float	script_reuse_min // Minimum time before a new AI will use this turret.
float	script_reuse_max // Maximum time before a new AI will use this turret.

float	delay
float	script_suppression	// Suppression wait for this AI
float	height
float	script_falldirection	// Used to specify the direction a treeburst tree trunk falls towards
float	script_timeout
float	script_accuracy		// Set this on AI to have them spawn with a modified accuracy 

int 	script_cheap		// makes vehicles lose some functionality but be far fewer variables
int 	script_pacifist
int 	script_ignoreme		// If this setting exists on a spawner this guy will have his .ignoreme set to true
int 	script_ignore_suppression	// sets .ignoreSuppression to true if its set.
int 	script_ignoreall		// sets .ignoreall to true if its set.


int 	script_repeat		// # of times an effect in an exploder will repeat
int 	script_fxstart		// Identifies effects so they can be turned on by grouping with a trigger
int 	script_fxstop		// Identifies effects so they can be turned off by grouping with a trigger
int 	script_damage		// Damage of radius damage on an exploder
float	script_firefxdelay	// repetition rate on a firefx for exploders
float	script_firefxtimeout	// Amount of time before a looping effect fades out
string	script_firefx	// Fx to play infinitely from a used exploder
string	script_presound	// To play sounds on exploders before the explosion, for pathfinder only
string	script_ender	// Stop a looping effect
string	script_firefxsound	// Looping sound for an exploder firefx
string	script_trailfx		// Specifies the trailfx to be used on the entity.
string	script_trailfxtag	// Specifies the trailfx tag to play off of
float	script_trailfxdelay	// Specifies the trailfx repeat delay
string	script_trailfxsound	// Specifies the trailfx sound to play
float	script_trailfxtimeout	// Specifies the trailfxtimeout
string	script_ent_trailfxsound	// Specifies the sound to play in conjunction with the trailfx

vector	script_angles	// generic angles storage
int 	script_delete
int 	script_increment
int 	script_patroller
int 	script_offtime		// Number of milliseconds before guys get off a flak when you hit the off-trigger, defaults to 20000
int 	script_offradius	// Guys get off a flak if a player gets this close to a flak after hitting the off-trigger, default 350
string	script_autosavename
int 	script_autosave
int 	count
int 	script_timer		// Timeout for friendly_chat
int 	script_delayed_playerseek
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
int 	script_playerseek
int 	script_seekgoal
int 	script_start
int 	script_radius		// Sets an AI's starting goal radius. On an exploder this sets the radius damage's radius.
int 	script_followmin
int 	script_followmax
int 	script_startinghealth
int 	script_fallback
int 	script_grenades
int 	script_fightdist	// Spawners will spawn with this pathEnemyFightDist
int 	script_maxdist		// Spawners will spawn with this pathEnemyLookAhead
int 	script_moveoverride	// Spawners with this will go to their (targetted) node before fighting.

int 	script_killspawner // When you go through a trigger with this on it, any spawners that have the same # will be deleted.
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.

int 	script_vehiclenodegroup  //used for getting an array of vehicle nodes
int 	script_mg42auto		// When you hit this trigger any grouped mg42s will go into auto mode and clear target.
int 	script_requires_player
int 	script_sightrange
int 	script_fallback_group	// Makes stray spawned guys part of bigger falling back movements.
int 	script_vehiclegroup	// links a vehicle to its spawners
int 	script_vehicle_selfremove	// vehicle will delete itself when it reaches the end of its path
int 	script_exploder		// Grouping things that explode
int 	script_exploder_server	// Sets the exploder to be on the server side
int 	script_prefab_exploder	// Override an exploder since exploders in prefabs get unique'd.
int 	script_balcony		// current mechanism for flagging an actor to test for balcony death
int 	script_mgturret		// Group AI with a node that targets an mg42 and the AI will keep the gun in use.
int 	script_plane		// Specifies which plane set this is, so they can all be started together.
int 	script_explode		// Tells a plane to explode with this exploder.
int 	dontdropweapon		// If set, the AI will not drop a weapon when he dies
int 	dontdrawoncompass	// If set, the AI will not be drawn on the player's compass. Only matters for friendlies
int 	script_usemg42		// If set to false, a friendly will not use be told by friendly_mg42 triggers to use an mg42.
int 	script_stoptoshoot	// used for tanks, setting this to greater than zero will make a tank stop before firing it's main cannon
int 	script_startingposition	// used for riders of vehicles to manually designate riding postions (also used for walkers)
int 	script_turretmg
int 	script_forcegrenade	// Set to 1 to enable AI to throw as many grenades as they want rather than extremely rarely.
int 	script_goalvolume	// groups guys so they use a goalvolume
int 	script_stack		// for walls where friendlies hang out 
int 	script_nofriendlywave	// disables tracking of this ai for friendly_wave's
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)
int 	script_disconnectpaths	// makes exploder script_brushes connectpaths when hidden and disconnect when shown. could be used to disable cover nodes.
int 	script_nowall		// make AI play a special set of corner animations that dont require a wall
int 	script_longdeath	// set to 0 disable long death animations like lying on the ground and shooting
int 	script_displaceable	// makes an AI able to change his goal radius from animscript.
int 	script_grenadespeed	// used for setting magic grenade launch speeds on script origins
int 	script_maxspawn		// used on flood spawn trigger to regulate the max number of ai
int 	script_breach_id	// used on a door to force a special type of breach.
int 	script_battlechatter
int 	script_trigger_group	// used to disable a group of triggers when one gets hit.

int 	script_airspeed		// used in checks for setting speed on helicopter path origins or nodes
int 	script_yawspeed		// used in checks for setting yaw speed on helicopter path origins or nodes
int 	script_forceyaw		// used in checks for a target or goal yaw on helicopter path origins or nodes
int 	script_cleartargetyaw	// used in checks to reset a target yaw on helicopter path origins or nodes
int 	script_accel		// used in checks to change the acceleration on helicopter path origins or nodes
int 	script_decel		// used in checks to change the deceleration on helicopter path origins or nodes
int 	script_engage		// used in checks to fire weapons on helicopter path origins or nodes
int 	script_engageDelay	// used in checks to delay weapons firing on helicopter path origins or nodes
int 	script_hoverwait	// used in checks to set hovering times on helicopter path origins or nodes
int 	script_pilottalk	// used in checks to trigger dialogue on helicopter path origins or nodes
string	script_attackPattern	// used in checks to control weapons firing on helicopter path origins or nodes

string	script_objective
string	script_friendname
string	script_noteworthy // Used to get a string	for scripted sequences mainly.
string	script_parameters	// generic string	used for similar purpose as script_noteworthy
string	script_triggername	// Z: used for elevators in the dam
string	script_fxcommand	// What to do with the effect
string	script_fxid		// The id of the effect to do
string	weaponinfo
string	script_hidden	// the thing which is hidden and appears later (mortars)
string	vehicletype
string	script_personality	// This guy will use this personality type
string	script_squadname	// squad (spawner cluster) identifier
string	script_nodestate	// generic identifier for nodes
string	script_assaultnode	// generic identifier for nodes
string	script_team		// how to know which team a tank is on (needed to free up target/targetname for radiant linkability)
string	script_mortargroup	// to group mortars with their triggers
string	ambient		// string	index of the level.ambient_track to play on this trigger.
string	script_gameobjectname // Used in multiplayer to add/remove entities based on gametype.
string	script_gametype_dm	// Preston: Used in multiplayer to add/remove entities based on gametype.
string	script_gametype_tdm	// Preston: Used in multiplayer to add/remove entities based on gametype.
string	script_gametype_ctf	// Preston: Used in multiplayer to add/remove entities based on gametype.
string	script_gametype_hq	// Preston: Used in multiplayer to add/remove entities based on gametype.
string	script_gametype_sd	// Preston: Used in multiplayer to add/remove entities based on gametype.
string	script_mapsize_08	// Preston: Used in multiplayer to add/remove entities based on the set mapsize.
string	script_mapsize_16	// Preston: Used in multiplayer to add/remove entities based on the set mapsize.
string	script_mapsize_32	// Preston: Used in multiplayer to add/remove entities based on the set mapsize.
string	script_mapsize_64	// Preston: Used in multiplayer to add/remove entities based on the set mapsize.
string	script_sound	// Plays level.scr_sound ["string"]
string	script_animation	// If defined, patrollers will play a random pause animation at this node.

string	script_destructable_area // used to let destructable walls block off areas of the map (affects spawning, for instance)

string	script_earthquake	// References level.earthquake variables to do an earthquake
string	script_followmode
string	script_skilloverride
string	script_bctrigger
int 		script_bcdialog		//set to 0 on a spawner/ai when you want to turn off battlechatter forever on that individual
string	script_aigroup
string	script_objective_active   // used with flood_and_Secure and "friendlychain"s to only be active if this objective 
string	script_objective_inactive // is active
string	script_threatbiasgroup	// adds spawned ai to this threatbiasgroup

string	script_squad	// Group spawners/ai so they share enemy information

string	script_area		// used by battlechatter system
string	script_location	// used by battlechatter system
string	script_landmark	// used by battlechatter system

string	script_flag_true	// This entity should not activate unless at least one of the flags in this string	is true
string	script_flag_false	// This entity should not activate unless all the flags in this string	are false
string	script_flag	// the flag that gets enabled/disabled by targetname flag_set and flag_unset
string	script_flag_set	// helis using helipath will set this flag when they reach this point
string	script_flag_wait	// helis using helipath will wait at this point 	until this flag is set
string	script_flag_clear		// clears the flag when it hits this spot
string	script_color_allies	// groups allied AI with nodes/triggers of that color
string	script_color_axis	// groups axis AI with nodes/triggers of that color
string	 script_forcecolor	// forces an AI to use all nodes of this color

string	script_linkName		// Works with script_linkTo
string	script_linkTo	// A compound string	that is a list of script_linkname'd entities that this entity links to.
string	script_wtf

string	script_stance	// General purpose string	identifier useful for stance related scripting

string	script_namenumber		// General purpose string	identifier that used to be in this file that I use frequently

// destructable stuff
int 	script_accumulate // damage that must accumulate for destruction to occur
int 	script_threshold  // min damage that has any effect

// ambient stuff
string	script_ambientpackage		// declare the ambient package associated with this trigger
string	script_ambientroom		// declare the room associated with this trigger
int 	script_ambientpriority		// declare the ambient priority associated with this trigger

// vehicle stuff
int 	script_turret
int 	script_gatetrigger		// vehicles will wait at vehicle nodes with this untill the trigger is hit.
int 	script_VehicleSpawngroup // spawns associated vehicles and their aigroups (as still designated by script_vehiclegroup on the vehicles and the ai's)
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.
int 	script_vehicleGroupDelete // Deletes associated vehicles and their aigroups (as still designated by script_vehiclegroup on the vehicles and the ai's)
int 	script_physicsjolt //toggle tanks shaking physics as it drives by.
string	script_unload // tells the vehicle to unload this group of guys

int 	script_deathroll		//turns on and off deathroll for vehicles crossing paths
string	script_crashtype		//designates a crashpath
string	script_crashtypeoverride	//override the type of crash a vehicle will do when it dies values are "tank", "mobile"
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.
int 	script_badplace		//no badplaces on tanks.  for tanks that won't be near ai. on big tank battles.
float	script_dronelag		//amount of timed space between drones following vehicle paths
int 	script_fireondrones		//toggles machineguns firing on drones behavior

int 	script_vehicleride		
int 	script_vehiclewalk	
int 	script_unloadmgguy	// set this on the halftrack to make the mg guy unload.
int 	script_keepdriver	// set this on the vehicle to make the vehilce driver not unload.

int 	script_vehicledetour
int 	script_avoidvehicles	//setting to 0 on a tank will make it not do collision avoidance stuff
int 	script_avoidplayer // setting to 1 will cause the tank to perform collision avoidance on the player
float	script_playerconeradius // used optionally with script_avoidplayer if you want a cone radius other than 200.  
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.
float	script_attackspeed
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.
int 	script_cobratarget		//set to 1 to create a target for this entity on pilotcobra missions
string	script_targettype		//"air" or "ground" - used for helicopter pilot levels
float	script_targetoffset_z	//offset from model where missiles should aim - used for helicopter pilot levels
int 	script_wingman

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"
int 	script_bombmode_original
int 	script_bombmode_single
int 	script_bombmode_dual
string	script_label
int 	script_flakaicount		//for setting the amount of ai to spawn on a flak
string	script_tankgroup	// used to add a tankgroup to vehicles.
float	script_chance	//chance that an exploder will explode, checked every 4 seconds or whatever script_delay is on the trigger.

int 	script_forcespawn		// Used to forcespawn (aka stalingradspawn) an AI.
int 	script_allowdeath
float	script_death
float	script_death_min
float	script_death_max
int 	script_drones_min
int 	script_drones_max
int 	script_looping
int 	script_trace
int 	script_spawn_here		// for camper_spawner


string	script_vehicleaianim  //this will be a radiant drop down list that tells the ai on the vehicle which animations to play

int 	script_health // bringing it back!

int 	script_stopnode //tells helicopters to stop at a node. 
string	script_turret_share // shares turret spots for portable mgs
string	script_turret_ambush // shares turret spots for portable mgs
int 	script_dont_link_turret
string	ambience_inner
string	ambience_outer
int 	script_mg_angle	//this gives option to start the machinegun at an angle
int 	script_deathchain
int 	script_nohealth	// makes the guy not drop health

// destructible object
string	destructible_type	//identifier

vector	script_bg_offset // I'm using this in cobrapilot to move the background pieces into place
int 	script_flashbangs   //set this to > 0 to give an AI flashbangs instead of frag grenades.

float	script_dot // used on targetname trigger_lookat triggers to change the fov
int 	script_drone //setting to 1 makes the spawner a script drone
int 	squadnum

string	script_hint 	// put on trigger_hint

int 	script_anglevehicle

// when all the ai and spawners with the same string	die
// (or their count depletes to zero), a flag with this string
// gets set
string	script_deathflag

string	script_delay_goto_goalmin   //z: an AI will spawn, but not run to his goal for a random amount of time
string	script_delay_goto_goalmax   //z: an AI will spawn, but not run to his goal for a random amount of time

int 	script_random_killspawner //group a trigger with some spawners
int 	script_randomspawn //use with a script_random_killspawner - script will randomly spawn one of the groups 
int 	script_killspawner_group

int 	script_wheeldirection // 1 goes forward 0 goes backwards.
int 	script_light_toggle // set to 1 on vehicle enables vehicles ability to turn on and off lights.
string	script_vehicle_lights_on  // set to a group of lights to turn them on
string	script_vehicle_lights_off // set to a group of lights to turn them off
int 	script_fixednode	// can force .fixednode on an AI
float	fixednodesaferadius	// the safe radius

string	spawner_id //using this for jeepride, guh, grunt, blarg! -nate 
int 	script_vehicledetourgroup // use this for telling a detour node to only detour vehicles in matching groups
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.

string	script_ghettotag 


int 	script_growl		// makes a dog growl as he runs, instead of barking
int 	script_index 	// can be used generically as an index for whatever reason

int 	script_dontshootwhilemoving
int 	script_goalyaw 	// set to true to set the goal yaw
float	script_physics 	// used for exploder_chunk to use physics throw

int 	script_stealth_dontseek	// dont set your goalpos to the enemy's goalpos on combat

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

int 	script_ammo_clip 	// weapon placed in radiant - this many rounds in the clip - must be used with script_ammo_extra
int 	script_ammo_extra 	// weapon placed in radiant - this many rounds outside the clip - must be used with script_ammo_clip
int 	script_ammo_40mm 	// does nothing right now

int 	script_godmode 	// makes a vehicle be god mode

int 	script_bulletshield // used to apply toggleable bullet shields to vehicles that have them enabled.

int 	script_deathflag_longdeath	// set to on and script_deathflag guys will notify on death OR longpaindeath

int 	script_char_index		// overwrite the character index
int 	script_char_group		// indicate this guy is a member of a group of same chars
string	script_rumble 	// rumble file to play on an exploder

float	script_volumeramp  	// time to ramp in a vehicles engine noise.
int 	script_volume		// set to 1 if you want to control the vehicle's volume in your script rather than have it lerp automatically
int 	script_onlyidle
float	script_volumeup		// on a vehicle node this makes the vehicle go to max volume over this much time
float	script_volumedown		// on a vehicle node this makes the vehicle go to no sound over this much time

float	script_duration
string	script_soundalias  	// play this soundalias on exploders

float	script_savetrigger_timer	//used to set minimum required times on autosave triggers in timed missions

// CoD5 Additions
//-----------------------------------------------------------------

// Generic/Misc Keys:
//-------------------

int 	script_int 		// Generic int 	for anyone to use
float	script_float	// Generic FLOAT for anyone to use
vector	script_vector			// Generic VECTOR for anyone to use
string	script_string			// Generic string	for anyone to use

string	script_notify			// Sends out the specified notify to the level when the trigger is triggered
int 	script_color_auto_disable	// Determines if a color trigger will not automatically be toggled off
int 	script_percent			// Fallback uses this to determine the "percent" of AI that will fall back when the trigger is hit.



// Feature Specific Keys:
//-----------------------

// Commentary
string	script_commentary 	// Used with level.commentary[script_commentary]

// Spiderhole
int 	script_spiderhole		// set on a spawner to make it a spiderhole guy
int 	script_spiderhole_charge	// set the chance to charge at the player ( 0 - 100)
string	script_spiderhole_anim		// set the animation used to emerge from the spiderhole

// Planes
int 	script_numbombs  	// used to give a plane an initial number of bombs.
int 	script_dropbombs  	// used for vehiclenodes, to tell a plane to drop X bombs
float script_dropbombs_delay  // used to set a delay (secs) for the script_numbombs bomb dropping.
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).

// Script_flak88 added
int 	script_flak88			// used for spawning and setting up flak88s
int 	script_vehicleattackgroup	// used for attacking vehiclespawngroups.
float script_vehicleattackgroupwait	// used for setting a delay before attacking a vehiclespawngroup with script_vehicleattackgroup.
int 	script_nonmovingvehicle	// replaces script_flak88 to define nonmoving vehicles in order to prevent vehicle script errors

// Added key to allow specifying combat_getout anims on vehicle AI spawners
int 	script_combat_getout  // used in _vehicle_aianim.gsc

// Added key to allow specifying combat_idle anims on vehicle spawners
int 	script_combat_idle // used in _vehicle_aianim.gsc

// Exposed functionality for spawners to respawn in _colors
int 	script_no_respawn		// Disables the AI from being put on the _colors::replace_on_death thread.

// Interactive Objects, pass self in for being the attacker
int 	script_selfisattacker

// Added destructibledef accessible by script
string	destructibledef

int 	script_nodropweapon	// Used in _spawner to disallow weapon drop on enemies. Ask a lead before using!

int 	script_banzai		// Dynamic Bonzai Attack for AI. Set on the spawners.
int 	script_banzai_spawn		// Bonzai Attack for AI once they spawn in. Set on the spawners.

// Tank Mantle support
int 	script_nomantle		// If set, disables mantling for the tank, even discards setting up the variables/fx/animations for the tank.

// Fog trigger support
int 	script_start_dist		// The distance, in world units, at which the fog begins.
int 	script_halfway_dist		// The distance at which the scene will be 50% fogged.
int 	script_halfway_height	// The height at which the scene will be 50% fogged.
int 	script_base_height		// The ground-level Z position at which the fog will start from.
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
float	script_transition_time	// transition time in seconds
string	script_vision			// vision file name to transition to
float	script_vision_time		// vision file time to transition to

// MP Dynamic Lights support
vector	script_color2		// The second color of a dynamic light to switch between it and script_color

float	script_intensity_min
float	script_intensity_max

string	script_animent		// Specifies the targetname of the animated object when the MG42 fires
string	script_animname		// Specifies the animname of the animated object

string	twar_owner	// team which owns this flag initially
string	twar_owner_home	// the home flag for the specified team, is this flag is taken by the opposing team the game is over
string	twar_axis_dependants	// semi-colon seperated list of flags required before capturing this flag (property of script/origin flag_descriptor object)
string	twar_allies_dependants	// semi-colon seperated list of flags required before capturing this flag (property of script/origin flag_descriptor object)

float script_score		// base score for an influencer in the new unified spawning system
string	script_score_curve	// shape of score falloff for an influencer in the new unified spawning system

// Co Op Specific
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
int 	script_player_chance // This is used to determine the "percent" the player will be chosen as a target for Banzai attacks

string	zombie_weapon_upgrade // weapon to be given to the player if they have the points to purchase it
int 	zombie_cost // the point 	cost to perform this action / purchase this weapon

string	script_shape		// shape of unified spawning system static influencer.  can be "sphere" or "cylinder"

string	script_twar_flag		// the associated twar flag's script name (flag1, flag2, etc.)

string	tosser		// set this to 1 to have the AI supplement system use this spawner, can also specify "banzai", "grenadesuicide", or "standard" for the type of tosser

int 	script_max_banzai_distance // the limit of how far banzai guys will look for a target
int 	script_banzai_attack_chance // the chance banzai chargers will go into the banzai melee rather than the regular melee


Sources: Treyarch's Wiki