MOHAA GAME Module Classes(4)
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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