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MOHAA GAME Module Classes(4)


moh8888

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AttachPassengerSlot( Integer slot, Entity entity )

Attaches an entity to the specified slot.

AttachTurretSlot( Integer slot, Entity entity )

Attaches an entity to the specified slot.

back_mass( Float weight )

Sets the mass of the back of the vehicle

canjump( Boolean jumpable )

Sets whether or not the vehicle can jump

collisionent

Gets the Collision Entity

collisionent( Entity entity )

Gets the Collision Entity

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

general damage event used by all entities

Location values:

-1 General

0 Pelvis

1 Lower Torso

2 Mid Torso

3 Upper Torso

4 Neck

5 Head

6 RUpperArm

7 RForearm

8 RHand

9 LUpperArm

10 LForearm

11 LHand

12 RThigh

13 RCalf

14 RFoot

15 LThigh

16 LCalf

17 LFoot

damagesounds( Integer on_off )

Makes the vehicle play damaged sounds.

DetachDriverSlot( Integer slot, [ Vector exit_position ] )

Detaches an entity to the specified slot.

DetachPassengerSlot( Integer slot, [ Vector exit_position ] )

Detaches an entity to the specified slot.

DetachTurretSlot( Integer slot, [ Vector exit_position ] )

Detaches an entity to the specified slot.

doBlocked( Entity obstacle )

sent to entity when blocked.

doTouch( Entity touchingEntity )

sent to entity when touched.

doUse( Entity activatingEntity )

sent to entity when it is used by another entity

drivable

Make the vehicle drivable

drive( Vector position, Float speed, Float acceleration, Float reach_distance, Float look_ahead, [ Vector alternate_position ] )

Makes the vehicle drive to position with speed and acceleration until reached_distance close to position

driveNoWait( Vector position, Float speed, Float acceleration, Float reach_distance )

Makes the vehicle drive to position with speed and acceleration until reached_distance close to position, thread doesn't wait

explosionmodel( String model )

Sets the TIKI to call when the vehicle dies.

front_mass( Float weight )

Sets the mass of the front of the vehicle

fullstop

Make the Vehicle Stop Moving... Completely!

immediateremove

Removes this listener immediately.

lock

Sets the vehicle to be locked

lockmovement

The Vehicle cannot move.

model( String modelName )

set the model to modelName.

modifydrive( Float desired_speed, Float acceleration, Float look_ahead )

Modifys the parameters of the current drive.

moveanim( String anim_name )

move the vehicle with an animation

name( String vehicleName )

Set the name for the vehicle

nextdrive( Entity next_path )

appends the specified path to the current path

QueryDriverSlotAngles( Integer slot )

Returns the angles of the specified slot on the vehicle.

QueryDriverSlotEntity( Integer slot )

Returns an entity at the specified slot.

QueryDriverSlotPosition( Integer slot )

Returns the position of the specified slot on the vehicle.

QueryDriverSlotStatus( Integer slot )

Returns the status of the specified slot on the vehicle.

QueryFreeDriverSlot

Returns a number that represents the first free driver slot on the vehicle.

QueryFreePassengerSlot

Returns a number that represents the first free passenger slot on the vehicle.

QueryFreeTurretSlot

Returns a number that represents the first free turret slot on the vehicle.

QueryPassengerSlotEntity( Integer slot )

Returns an entity at the specified slot.

QueryPassengerSlotPosition( Integer slot )

Returns the position of the specified slot on the vehicle.

QueryPassengerSlotStatus( Integer slot )

Returns the status of the specified slot on the vehicle.

QueryTurretSlotEntity( Integer slot )

Returns an entity at the specified slot.

QueryTurretSlotPosition( Integer slot )

Returns the position of the specified slot on the vehicle.

QueryTurretSlotStatus( Integer slot )

Returns the status of the specified slot on the vehicle.

removeondeath( Integer removeondeath )

If set to a non-zero value, vehicles will not be removed when they die

runsounds( Integer on_off )

Makes the vehicle play running sounds.

seatanglesoffset( Vector angles )

Set the angles offset of the seat

seatoffset( Vector offset )

Set the offset of the seat

setcollisionentity( Entity entity )

Sets the Collision Entity.

setsoundparameters( Float min_speed, Float min_pitch, Float max_speed, Float max_pitch )

Sets the Sound parameters for this vehicle

setvolumeparameters( Float min_speed, Float min_volume, Float max_speed, Float max_volume )

Sets the Volume parameters for this vehicle

setweapon( String weaponname )

Set the weapon for the vehicle

showweapon

Set the weapon to be show in the view

skidding( Integer on_off )

Makes the vehicle skid around corners.

SoundSet( String soundset )

Sets the Sound Set to use.

spawnturret( Integer slot, String tikifile )

Spawns a turret with the specified model and connects it to the specified slot

start

Initialize the vehicle.

steerinplace

Set the vehicle to turn in place

stop

Make the Vehicle Stop Moving... FULL BREAKS!

stopatend

Makes the vehicle slow down to a complete stop at the end of the path.

turnrate( Float rate )

Set the turning rate of the vehicle

undrivable

Make the vehicle undrivable

unlock

Sets the vehicle to be unlocked

unlockmovement

The Vehicle can move again.

vehicleanim( String anim_name, [ Float weight ] )

Sets an animation to use in the LD Animation slot.

Weight defaults to 1.0

vehiclebouncy( Float bouncycoef )

Sets the Bouncy Coefficient for the shocks.

vehicledestroyed

Driver is dead

vehicledrag( Float size )

Sets the Drag Factor

vehicleinit

Initialized the Vehicle as the specified file

vehiclemass( Float weight )

Sets the mass of the vehicle (backmass = frontmass = mass/2)

vehicleradius( Float size )

Sets the radius of the wheels

vehicleRoll( Float min, Float max, Float coef )

Sets the Roll min and max and the acceleration coefficient for the shocks.

vehiclerollingresistance( Float size )

Sets the radius of the wheels

vehiclespeed( Float speed )

Set the speed of the vehicle

vehiclespringy( Float springycoef )

Sets the Springy Coefficient for the shocks.

vehicletread( Float size )

Sets the size of the wheels

VehicleWheelCorners( Vector size, Vector offset )

Sets the wheel trace corners.

vehicleYaw( Float min, Float max, Float coef )

Sets the Yaw min and max and the acceleration coefficient for the shocks.

vehicleZ( Float min, Float max, Float coef )

Sets the Z min and max and the acceleration coefficient for the shocks.

VehicleBase → Animate → Entity → SimpleEntity → Listener → Class

VehicleCollisionEntity → Entity → SimpleEntity → Listener → Class

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

general damage event used by all entities

Location values:

-1 General

0 Pelvis

1 Lower Torso

2 Mid Torso

3 Upper Torso

4 Neck

5 Head

6 RUpperArm

7 RForearm

8 RHand

9 LUpperArm

10 LForearm

11 LHand

12 RThigh

13 RCalf

14 RFoot

15 LThigh

16 LCalf

17 LFoot

owner

owner

VehicleHalfTrack (VehicleHalfTrack) → DrivableVehicle → Vehicle → VehicleBase → Animate → Entity → SimpleEntity → Listener → Class

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

general damage event used by all entities

Location values:

-1 General

0 Pelvis

1 Lower Torso

2 Mid Torso

3 Upper Torso

4 Neck

5 Head

6 RUpperArm

7 RForearm

8 RHand

9 LUpperArm

10 LForearm

11 LHand

12 RThigh

13 RCalf

14 RFoot

15 LThigh

16 LCalf

17 LFoot

killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

event which is sent to an entity once it as been killed

Location values:

-1 General

0 Pelvis

1 Lower Torso

2 Mid Torso

3 Upper Torso

4 Neck

5 Head

6 RUpperArm

7 RForearm

8 RHand

9 LUpperArm

10 LForearm

11 LHand

12 RThigh

13 RCalf

14 RFoot

15 LThigh

16 LCalf

17 LFoot

VehiclePoint (info_vehiclepoint) → Waypoint → SimpleArchivedEntity → SimpleEntity → Listener → Class

spawnflags( Integer spawn_flags )

Sets the spawn flags.

VehicleSoundEntity → Entity → SimpleEntity → Listener → Class

vehiclesoudnentity_updatetraces

Updates the traces of a Vehicle Sound Entity

vehiclesoundentity_postspawn

PostSpawn of a Vehicle Sound Entity

VehicleTank (VehicleTank) → DrivableVehicle → Vehicle → VehicleBase → Animate → Entity → SimpleEntity → Listener → Class

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

general damage event used by all entities

Location values:

-1 General

0 Pelvis

1 Lower Torso

2 Mid Torso

3 Upper Torso

4 Neck

5 Head

6 RUpperArm

7 RForearm

8 RHand

9 LUpperArm

10 LForearm

11 LHand

12 RThigh

13 RCalf

14 RFoot

15 LThigh

16 LCalf

17 LFoot

VehicleTankTandem (VehicleTankTandem) → VehicleTank → DrivableVehicle → Vehicle → VehicleBase → Animate → Entity → SimpleEntity → Listener → Class

VehicleTurretGun → TurretGun → Weapon → Item → Trigger → Animate → Entity → SimpleEntity → Listener → Class

aimoffset( Vector value )

Adjust aiming angles by offset.

aimtolerance( Vector caps )

Sets a tolerance for the angles.

collisionent

Gets the Collision Entity

collisionent( Entity entity )

Sets the Collision Entity

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

general damage event used by all entities

Location values:

-1 General

0 Pelvis

1 Lower Torso

2 Mid Torso

3 Upper Torso

4 Neck

5 Head

6 RUpperArm

7 RForearm

8 RHand

9 LUpperArm

10 LForearm

11 LHand

12 RThigh

13 RCalf

14 RFoot

15 LThigh

16 LCalf

17 LFoot

doUse( Entity activatingEntity )

sent to entity when it is used by another entity

firewarmupdelay( Float value )

Set the warmup delay before use after mounting the weapon.

item_droptofloor

Drops the item to the ground.

killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

event which is sent to an entity once it as been killed

Location values:

-1 General

0 Pelvis

1 Lower Torso

2 Mid Torso

3 Upper Torso

4 Neck

5 Head

6 RUpperArm

7 RForearm

8 RHand

9 LUpperArm

10 LForearm

11 LHand

12 RThigh

13 RCalf

14 RFoot

15 LThigh

16 LCalf

17 LFoot

lock

The turret cannot be used.

reloaddelay( Float value )

Set a delay that implies a reload. Will also play a sound

reloadshots( Integer value )

Set the number of shots fired before forcing a reload

removeondeath( Integer removeondeath )

If set to a non-zero value, vehicles will not be removed when they die

setbaseentity( Entity base_entity )

Sets the base entity to take its orientation from.

setcollisionentity( Entity entity )

Sets the Collision Entity.

settargetentity( Entity ent )

Set the entity to point the turret at visually.

SoundSet( String soundset )

Sets the Sound Set to use.

unlock

The turret can be used.

warmupdelay( Float value )

Set the warmup delay before use after mounting the weapon.

VehicleTurretGunTandem (VehicleTurretGunTandem) → VehicleTurretGun → TurretGun → Weapon → Item → Trigger → Animate → Entity → SimpleEntity → Listener → Class

linkturret( String name )

Sets the next turret in the link.

VehicleWheelsX2 (VehicleWheelsX2) → DrivableVehicle → Vehicle → VehicleBase → Animate → Entity → SimpleEntity → Listener → Class

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

general damage event used by all entities

Location values:

-1 General

0 Pelvis

1 Lower Torso

2 Mid Torso

3 Upper Torso

4 Neck

5 Head

6 RUpperArm

7 RForearm

8 RHand

9 LUpperArm

10 LForearm

11 LHand

12 RThigh

13 RCalf

14 RFoot

15 LThigh

16 LCalf

17 LFoot

killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

event which is sent to an entity once it as been killed

Location values:

-1 General

0 Pelvis

1 Lower Torso

2 Mid Torso

3 Upper Torso

4 Neck

5 Head

6 RUpperArm

7 RForearm

8 RHand

9 LUpperArm

10 LForearm

11 LHand

12 RThigh

13 RCalf

14 RFoot

15 LThigh

16 LCalf

17 LFoot

VehicleWheelsX4 (VehicleWheelsX4) → DrivableVehicle → Vehicle → VehicleBase → Animate → Entity → SimpleEntity → Listener → Class

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

general damage event used by all entities

Location values:

-1 General

0 Pelvis

1 Lower Torso

2 Mid Torso

3 Upper Torso

4 Neck

5 Head

6 RUpperArm

7 RForearm

8 RHand

9 LUpperArm

10 LForearm

11 LHand

12 RThigh

13 RCalf

14 RFoot

15 LThigh

16 LCalf

17 LFoot

killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

event which is sent to an entity once it as been killed

Location values:

-1 General

0 Pelvis

1 Lower Torso

2 Mid Torso

3 Upper Torso

4 Neck

5 Head

6 RUpperArm

7 RForearm

8 RHand

9 LUpperArm

10 LForearm

11 LHand

12 RThigh

13 RCalf

14 RFoot

15 LThigh

16 LCalf

17 LFoot

ViewJitter (func_viewjitter) → Trigger → Animate → Entity → SimpleEntity → Listener → Class

donedeath

Makes the view jitter only happen once

duration( Float time )

Sets the length of time it should last. 0 will be instantanious

edgeeffect( Float fraction )

Sets the fraction of the jitter to apply at the max radius

jitteramount( Vector jitterangles )

Sets the jitter angles to apply to the player

radius( Float radius )

Sets the max radius of the view jitter. 0 affects all

timedecay( Vector decayrate )

Sets jitter decay per second

triggereffect( Entity triggering_entity )

Send event to owner of trigger.

ViewMaster → Listener → Class

viewangles( Float pitch<0.00...360.00>, Float yaw<0.00...360.00>, Float roll<0.00...360.00> )

Set the angles of the current viewthing

viewanimate

Cycle through the animations modes of the current viewthing

No Animation

Animation with no motion

Animation with looping motion

Animation with motion

viewattach( String tagname, String model )

Attach a model the the specified tagname

viewdelete

Delete the current viewthing

viewdeleteall

Delete all viewthings

viewdetach

Detach the current viewthing from its parent

viewdetachall

Detach all the models attached to the current viewthing

viewmodel( String viewthingModel )

Set the model of the current viewthing

viewnext

Advance to the next frame of animation of the current viewthing

viewnextanim

Advance to the next animation of the current viewthing

vieworigin( Float x, Float y, Float z )

Set the origin of the current viewthing

viewpitch( Float pitch )

Set the pitch of the current viewthing

viewprev

Advance to the previous frame of animation of the current viewthing

viewprevanim

Advance to the previous animation of the current viewthing

viewroll( Float roll )

Set the roll of the current viewthing

viewscale( Float scale )

Set the scale of the current viewthing

viewscaledown

Decrease the scale of the current viewthing

viewscaleup

Increase the scale of the current viewthing

viewscrub( Float animScrub )

Set the animation time based off a floating point value

viewsetanim( Float animNum )

Set the animation absolutely based off a floating point value

viewsetanim2( Float animNum2 )

Set the animation absolutely based off a floating point value

viewsetanimslot( Integer animSlot )

Set current animation slot that sliders apply to

viewspawn( String model )

Create a viewthing with the specified model

viewthingnext

Change the active viewthing to the next viewthing

viewthingprev

Change the active viewthing to the previous viewthing

viewyaw( Float yaw )

Set the yaw of the current viewthing

Viewthing (viewthing) → Animate → Entity → SimpleEntity → Listener → Class

exec( String script )

Don't execute the specified script for ViewThing.

viewangles( Float pitch<0.00...360.00>, Float yaw<0.00...360.00>, Float roll<0.00...360.00> )

Set the angles of the current viewthing

viewanimate

Cycle through the animations modes of the current viewthing

No Animation

Animation with no motion

Animation with looping motion

Animation with motion

viewattach( String tagname, String model )

Attach a model the the specified tagname

viewdelete

Delete the current viewthing

viewdetach

Detach the current viewthing from its parent

viewdetachall

Detach all the models attached to the current viewthing

viewlastframe

Called when the view things last animation frame is displayed.

viewmodel( String viewthingModel )

Set the model of the current viewthing

viewnext

Advance to the next frame of animation of the current viewthing

viewnextanim

Advance to the next animation of the current viewthing

vieworigin( Float x, Float y, Float z )

Set the origin of the current viewthing

viewpitch( Float pitch )

Set the pitch of the current viewthing

viewprev

Advance to the previous frame of animation of the current viewthing

viewprevanim

Advance to the previous animation of the current viewthing

viewroll( Float roll )

Set the roll of the current viewthing

viewsavesurfaces

Called after the model is spawned to save off the models original surfaces.

viewscale( Float scale )

Set the scale of the current viewthing

viewscaledown

Decrease the scale of the current viewthing

viewscaleup

Increase the scale of the current viewthing

viewscrub( Float animScrub )

Set the animation time based off a floating point value

viewsetanim( Float animNum )

Set the animation absolutely based off a floating point value

viewsetanim2( Float animNum2 )

Set the animation absolutely based off a floating point value

viewsetanimslot( Integer animSlot )

Set current animation slot that sliders apply to

viewthing_think

Called every frame to process the view thing.

viewyaw( Float yaw )

Set the yaw of the current viewthing

VoteOptions → Class

Waypoint (info_waypoint) → SimpleArchivedEntity → SimpleEntity → Listener → Class

Weapon → Item → Trigger → Animate → Entity → SimpleEntity → Listener → Class

additionalstartammo( String ammotype, Integer amount )

Gives some additional start ammo of the specified type

ai_event( [ String type ], [ Float radius ] )

Let the AI know that this entity made a sound,

type is a string specifying what type of sound it is.

radius determines how far the sound reaches.

airange( String airange )

Set the range of this gun for the ai: short, medium, long, sniper

ammo_in_clip( Integer ammoInClip )

Set the amount of ammo in the clip

ammopickupsound( String name )

sets the weapon's ammo pickup sound alias

ammorequired( Integer amount )

Set the amount of ammo this weapon requires to fire

ammotype( String name )

Set the type of ammo this weapon uses

anim( String animName )

Exec anim commands on server or client.

attachtohand( String hand )

Attaches an active weapon to the specified hand

autoaim

Turn on auto aiming for the weapon

autoputaway( Boolean bool )

Set the weapon to be automatically put away when out of ammo

bulletcount( Float bulletCount )

Set the number of bullets this weapon shoots when fired

bulletdamage( Float bulletDamage )

Set the damage that the bullet causes

bulletknockback( Float bulletKnockback )

Set the knockback that the bullet causes

bulletlarge( Integer bulletType )

Set if the bullets fired are rifle bullets(1), artillery(2) or larger tracers(3)

bulletrange( Float bulletRange )

Set the range of the bullets

bulletspread( Float bulletSpreadX, Float bulletSpreadY, [ Float bulletSpreadXmax ], [ Float bulletSpreadYmax ] )

Set the min & optional max spread of the bullet in the x and y axis

cantpartialreload

Prevents the weapon from being reloaded part way through a clip

clip_add( Integer ammoAmount )

Add to the weapons ammo clip with ammo from its owner

clip_empty

Empties the weapon's clip of ammo, returning it to the owner

clip_fill

Fills the weapons ammo clip with ammo from its owner

clipsize( Integer ammoClipSize )

Set the amount of rounds a clip of the weapon holds

cooktime( Float cooktime )

sets weapons cook time.

crosshair( Boolean bool )

Turn on/off the crosshair for this weapon

donefiring

Signals the end of the fire animation

donereloading

Signals the end of the reload animation

fallingangleadjust

Adjusts the weapons angles as it falls to the ground

firedelay( Float fFireDelay )

Set the minimum time between shots from the weapon

firespreadmult( Float scaleadd, Float falloff, Float cap, Float maxtime )

Sets a time decayed multiplyer to spread when the weapon is fired

firetype( String firingType )

Set the firing type of the weapon (projectile or bullet)

holsterangles( Vector angles )

Set the angles of this weapon when it is holstered

holsteroffset( Vector offset )

Set the positional offset when it is holstered

holsterscale( Float scale )

Set the scale of the weapon when it's attached to the holster

holstertag( String tagname )

Set the name of the tag to attach this to when the weapon is holstered.

idle

Puts the weapon into an idle state

idleinit

Puts the weapon into an idle state and clears all the anim slots

item_pickup( Entity item )

Pickup the specified item.

loopfire

Makes the weapon fire by looping the fire animation.

mainattachtotag( String tagname )

Set the name of the tag to attach this to it's owner when being used.

makenoise( [ Float noise_radius ], [ Boolean force ] )

Makes the weapon make noise that actors can hear.

maxchargetime( Integer time )

Set the maximum time the weapon may be charged up

maxfiremovement( Float speedmult )

Sets the max speed the player can be moving to fire the weapon (fraction of weapon's running speed)

maxmovementsound( String name )

sets the weapon's movement fire prevention sound alias

maxrange( Float maxRange )

Set the maximum range of a weapon so the AI knows how to use it

meansofdeath( String meansOfDeath )

Set the meansOfDeath of the weapon.

minchargetime( Integer time )

Set the minimum time the weapon must be charged up

minrange( Float minRange )

Set the minimum range of a weapon so the AI knows how to use it

movementspeed( Float speedmult )

Alters the movement speed of the player when he has the weapon out

noammosound( String name )

sets the weapon's dry fire sound alias

notdroppable

Makes a weapon not droppable

numfireanims( Integer value )

Sets the number of fire animations this weapon uses.

offhandattachtotag( String tagname )

Set the name of the tag to attach this to it's owner's off hand.

overcooked

used when the cookable weapon has been over cooked.

overcooked_warning

causes a warning sound to play that the grenade is about to be overcooked.

projectile( String projectileModel )

Set the model of the projectile that this weapon fires

quiet

Makes the weapon make no noise.

range( Float range )

Set the range of the weapon

rank( Integer iOrder,, Integer iRank )

Set the order value and power ranking for the weapon

ready

Signals the end of the ready animation so the weapon can be used

secondary( [ String arg1 ], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5 ], [ String arg6 ], [ String arg7 ], [ String arg8 ] )

Set the secondary mode of the weapon, by passing commands through

secondaryammoinhud

Makes the weapon show its secondary ammo to the hud.

semiauto

Sets the weapon to fire semi-auto

setaimanim( String aimAnimation, Integer aimFrame )

Set the aim animation and frame for when a weapon fires

setcurrentfireanim( Integer value )

Sets the current firing animation.

shareclip( Integer shareClip )

Sets the weapon to share the same clip between all fire modes

shoot( [ String mode ] )

Shoot the weapon

startammo( Integer amount )

Set the starting ammo of this weapon

startingammotoowner

Internal event used to give ammo to the owner of the weapon

startitem( String itemname )

Adds an item to the starting loadout of the weapon

throughmetal( Float dist )

Sets how far the bullets can go through metal

throughwood( Float dist )

Sets how far the bullets can go through wood

tracerfrequency( Integer frequenct )

Set the frequency of making tracers

tracerspeed( Float speed )

Scale factor of how fast a tracer should travel (valid ranges 0-2)

usenoammo( Boolean bool )

Set the weapon to be able to be used when it's out of ammo

viewkick( Float pitchmin, Float pitchmax, [ Float yawmin ], [ Float yawmax ] )

Adds kick to the view of the owner when fired.

weapongroup( String weapon_group )

Sets the weapon group, a set of animations for actor animations scripts to use

weaponsubtype( Integer subtype )

sets the weapon's sub-type. Used by smoke grenades.

weapontype( String weapon_type )

Sets the weapon type

worldhitspawn( String modelname )

Set a model to be spawned when the weapon strikes the world.

zoom( Integer zoomfov, [ Integer autozoom ] )

Sets fov to zoom to on a secondary fire

zoommovement( Float speedmult )

Sets the max speed the player can move while zoomed (fraction of weapon's running speed)

zoomspreadmult( Float scale )

Sets the spread multiplyer for when using the zoom on a zooming weapon

WindowObject (func_window) → Entity → SimpleEntity → Listener → Class

damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

general damage event used by all entities

Location values:

-1 General

0 Pelvis

1 Lower Torso

2 Mid Torso

3 Upper Torso

4 Neck

5 Head

6 RUpperArm

7 RForearm

8 RHand

9 LUpperArm

10 LForearm

11 LHand

12 RThigh

13 RCalf

14 RFoot

15 LThigh

16 LCalf

17 LFoot

debristype( Integer type )

Sets the debris type of the Window

killed( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

event which is sent to an entity once it as been killed

Location values:

-1 General

0 Pelvis

1 Lower Torso

2 Mid Torso

3 Upper Torso

4 Neck

5 Head

6 RUpperArm

7 RForearm

8 RHand

9 LUpperArm

10 LForearm

11 LHand

12 RThigh

13 RCalf

14 RFoot

15 LThigh

16 LCalf

17 LFoot

World (worldspawn) → Entity → SimpleEntity → Listener → Class

ai_visiondistance( Float vision_distance )

Sets the default AI Vision Distance

animated_farplane( Float farplaneStart, Float farplaneEnd, Float ZStart, Float ZEnd )

Set the distance of the far clipping plane based on a farplane range and a Z range

animated_farplane_bias( Float biasStart, Float biasEnd, Float ZStart, Float ZEnd )

Set the bias of the far clipping plane based on a bias range and a Z range

animated_farplane_color( Vector colorStart, Vector colorEnd, Float ZStart, Float ZEnd )

Set the color of the far clipping plane based on a color range and a Z range

farclipoverride( Float farclipOverride )

Override the min config default for the far clip distance

farplane

Get the distance of the far clipping plane

farplane( Float farplaneDistance )

Set the distance of the far clipping plane

farplane( Float farplaneDistance )

Set the distance of the far clipping plane

farplane_bias( Float farplaneDistanceBias )

Set the distance bias of the far clipping plane

farplane_bias

Get the distance bias of the far clipping plane

farplane_bias( Float farplaneDistanceBias )

Set the distance bias of the far clipping plane

farplane_color( Vector farplaneColor )

Set the color of the far clipping plane fog

farplane_color

Get the color of the far clipping plane fog

farplane_color( Vector farplaneColor )

Set the color of the far clipping plane fog

farplane_cull( Integer farplaneCull )

Whether or not the far clipping plane should cull things out of the world

0 - no cull

1 - normal cull

2 - cull but no bsp culling

farplaneclipcolor( Vector farplaneClipColor )

Override the fog color for the min config

get_render_terrain

Get the render terrain switch

gravity( Float worldGravity )

Set the gravity for the whole world.

lavaalpha( Float lavaAlpha )

Set the alpha of lava screen blend

lavacolor( Vector lavaColor )

Set the color of lava screen blend

message( String worldMessage )

Set a message for the world

nextmap( String nextMap )

Set the next map to change to

northyaw( Float yaw )

Sets the yaw direction that is considered to be north

numarenas( Integer numarenas )

Set the number of arenas in the world

render_terrain( Boolean render_terrain )

Set to draw or not draw terrain

skyalpha( Float newAlphaForPortalSky )

Set the alpha on the sky

skybox_farplane( Float farplaneDistance )

Set the distance of the skybox far clipping plane

skybox_farplane( Float farplaneDistance )

Set the distance of the skybox far clipping plane

skybox_farplane

Get the distance of the skybox far clipping plane

skybox_speed( Float speed )

Set the speed of the skybox

skybox_speed( Float speed )

Set the speed of the skybox

skybox_speed

Get the speed of the skybox

skyportal( Boolean newSkyPortalState )

Whether or not to use the sky portal at all

soundtrack( String MusicFile )

Set music soundtrack for this level.

wateralpha( Float waterAlpha )

Set the alpha of the water screen blend

watercolor( Vector waterColor )

Set the watercolor screen blend

178 Game Module Classes.

1827 Game Module Events.

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