-CMD List


 

A:

ALPHA=[value of alpha(0-1), alpha-type(1,2)]
See Planet/Special Effects

ALPHALERP=[starting alpha(0-1), ending alpha(0-1), alpha-type(1,2), time in seconds]
When you want to change alpha values over time, this is the CMD for U!
See Planet/Special Effects

animclear
Clears the currently playing Animation

ANIMFRAME=[animid, animSUBid, framenum, flush(0,1)]
The cmd will play a specific frame INSIDE an animation.

ANIMHOLD=[animid, animSUBid, flush(0,1)]
This cmd will HOLD the last frame of the animation

ANIMLOOP=[animid, animSUBid, flush(0,1)]
Ex: Animloop=4,a,1

ANIMONCE=[animid, animSUBid, flush(0,1)]
Animonce=4,a,1

antiroll

B:

BEAM=[source_surface],[target],[destination_surface],[r1],[g1],[b1],[alpha],[r2],[g2],[b2],[time_in_msecs],[radius],[radius2],[texnum],[scroll-x],[scroll-y],[flags],[segments]
Effect_1 - the surface on the squib on cubic track 1
2 - the target entity, in this case the squib on track 2
Effect_1 - the surface on the squib on cubic track 2 that we are targeting for the beam
0,1,0, - being The r,g,b value, which is green
1 - being full alpha
1,.1,.1 - being the r,g,b value which is red with hints of green and hints of blue. IF you don’t want the beam to change color over time, just use the same RGB values of the first
5000 - the duration of the beam
1 - the start thickness
1 - the end thickness
0 – no texture
0 – no texture scrolling on x axis
0 – no texture scrolling on y axis
0 – no flags
0 – no segments
See Planet/Beams, and Visual Effects/Beams


C:

CLOSEWINDOW=[ape sequence number]
You must close those windows that you opened.
Closewindow=83:6701
You can close ALL windows by using 0:0, BUT you may have a think switch running and that will close as well causing many problems.
Closewindow=0:0

COLORLERP=[r1],[g1],[b1],[r2],[g2],[b2],[time in secs]
To change an objects color over time. This CMD uses model lighting to function, so make sure you give it a lighting CMD at first.
See Planet/Special Effects

CON=[any console commands]
Pushing console commands is scary, there is a super small possibility they might get skipped. Or so I’ve been told. Try not to use this.

D:

DIFFUSE=[hexvalue(color),X,Y,Zdirection]
A neat lighting tool that can be changed many times on a models cmd path.
See Planet/Lighting

displaydamage

dupent

E:

ENTQUAKE=[x,y,z]
See Planet/Special Effects

envmap

EQUAKE=[0,yaw,pitch,roll,x,y,z]
Excellent command for adding screen shake. Permanent. So you MUST return equake values to ZERO by the end of the script. There is no way to lerp between values over time.
Ex.
Equake=0,1,1,1,.2,.2,.2
Equake=0,0,0,0,0,0,0


equakespeed

F:

FLASH=[hexvalue,time in secs]
flashNow before you use it, click on the NODE button. At the bottom left of the screen is a color box and four bars. Click on the bars to find the color AND alpha you want. Look at the text that says color=. That is your 8 digit value. To fade to black use 000000FF.
Ex.
Flash=000000FF=1 (fades to black in 1 second)
Flash=00000000=.2 (fades BACK to normal) --- YOU MUST USE THIS COMMAND at end of script, UNLESS there is a map change. Map changes will reset the screen.

FLASHSTYLE=[value (1 is alpha type, 0 is regular type)]
Ex. over time
Flashsytle=1
Flash=FF340034=2
Flash=00000000=2
Flashsytle=0

FLOOR=[0,1]
confines the entity at the current nodes location to the floor[1]. Use floor=0 to allow the entity to float in the air.

FOG=[density, r, g, b, time is ms]
Add fog to a scene. This command is permanent (when script ends fog will stay at this value).
fog=.0001, 1, .2, .2, 8000 (this will in 8 seconds fade in a subtle reddish fog).

G:

GAMEVAR=[gamevariable, value (0 = unset)]
When you wanna set variables or change some.
Gamevar=ilovejoey,1 – set variable ilovejoey to 1.
Gamevar=ilovejoey,9 – set variable ilovejoey to 9.
Gamevar=ilovejoey,0 – will remove variable entirely

glowlerp

H:

HIDDEN=[0,1]
To Hide and unhide models, use the hidden command.

L:

letterbox

LIGHTING=0=[R(0-1)] =[G(0-1)] =[B(0-1)]
Normally used with ob_squibs to define how object are lite.
See Planet/Lighting

LIGHTSRC=[track number]
Instead of the ambient light you can give an entity a LIGHT SOURCE
This will mean boots will take light from whatever is on track #.
See Planet/Lighting

linkbattle

LINKCLASS=[entity.dat classname, open focus(0,1), focus cubic path]
Maybe you don’t want to use a sequence number to grab an ent, maybe you want to use a classname (entity.dat classname), like ob_automap.
See Planet/Linking,, Hiding, & Swapping Entities

LINKENT=[sequence number of entity, OR PlayerChar(0-2,X), open focus(0,1), focus cubic path]
Lets say you want to use an existing model IN the level for a script. You can LINK to that model. The model MUST HAVE A SEQUENCE NUMBER on it already.
See Planet/Linking,, Hiding, & Swapping Entities

M:

MAP=[mapname, FROM(mapname no spaces), CINEMATIC (optional)]
Used at the last node of script. Some maps have many info_player_starts, so you may need to send player to a specific one. CINEMATIC flag means that there will be NO fatima screen.
Ex.
Map=bricksc frombricksd cinematic
Map=whitendon

markmonster

MASTERFADE=[?]
I forgot how this worked, but it would fade out ALL sound, including ambients. You MUST remember to bring back sounds

morphmod

MORPHMODEX=[morphchannel, speed, forward/reverse(1,0), value(how far the morph goes)]
morphmodex=10,1,1,1
See Planet/(Facial) Morphs on Entities, Models/magpie, and Visual Effects/Particleman

N:

NEWENT=[entity.dat classname]
Places an entity at the current nodes location

NP=[id],[submodel],[surface],[flags],[path/filename]
See Planet/Particles and the Triangle Highlighter

NPFF=[id],[msec]
new particle fast forward
force a particle to die out, for example, while offscreen.
or do really cool effects where you force say a shell of expanding particles to suddenly change in size.
See Planet/Particles and the Triangle Highlighter

NPKILL=[id] or NPKILL
This will KILL only the particle with id or if jst NPKILL is specified ALL particles would be killed.
See Planet/Particles and the Triangle Highlighter

NPSIMPLE=[path/filename]
To attach a particle to a model
See Planet/Particles and the Triangle Highlighter

P:

particles

PATHTARGET=[targetname]
Some elevators need pathtargets for 2 way functionaslity, Use this
Ex.
pathtarget=elev1goup

PAUSELEVELMUSIC
This will fade out the currently playing music. BUT technically it is still playing in the background with volume set to zero. This is a permanent command so set the music back with:

PLAYDIALOGUE=[path.scn]
Anox gets actors talking by using .scn files.
Ex.
playdialogue=dialog/stiletto/stiletto_scene58_l3.scn
See Models/Magpie and Planet/Dialog on Entities

procval=[hexvalue]
See Planet/Big Black/Color Matte

R:

radius_attack

RELENT=[SOURCE,1,2] or RELENT=[TARGET,1,4]

RESUMELEVELMUSIC
Usually used at the end of the script

ROTA=[x,y,z]

rotclear

ROTV=[x,y,z]

S:

SCROLLTEX=[x,y]
You can scroll the texture on an object.
See Planet/Special Effects

SEQUENCE=[ape sequence number]
Used Extensively for calling subtitle windows. Also calls APE SWITCHES. DAMN HANDY!!!! USE IT! Check any cine script and look at appropriate APE file to see. Permanent (those windows will stay open).
Ex.
Sequence=83:6701

SETAMBIENTCOLOR=[r,g,b]
Also an APE command. Permanent. This command sets OVERALL LEVEL lighting. I used this command only in cinematic maps. This was useful in lighting rho’s shuttle when next to different colored Planets.

SETAMBIENTDIR=[x,y,z]
Also an APE command. Permanent. This command sets OVERALL LIGHTING DIRECTION. I used this command only in cinematic maps. This was useful in lighting rho’s shuttle and rocks when next to a Planet. Check script cine2_end (map cine2).

setglow

setsamplerate

SKY=[skyname, rotaion value]
To change a sky mid script. THIS command is permament. AND when used it takes a good half second to load in all these textures. Best used when screen is black. And numeric value to put in some rotation to sky.
Check techniques chapter to do some neat tricks.
Ex.
sky=whitendon -2

SOUNDCENTER=[path,volume(0-1)]
To play any sound regardless of 3d sound play it on the center channel, using this command. Mp3’s can be played as well. These files will continue playing even AFTER the script has ended! Until the sound is finished.
Use soundcenterstop to stop anox from playing the sound.
Ex.
Soundcenter=cine\krapton\kraptonexplosion.wav,.7
soundcenter=sound\dialog\boots\mp3\boots_flash3_l13p_nomagpie.mp3,.6

soundcenterfade

SOUNDCENTERLOOP=[path, volume(0-1)]
To Loop any sound regardless of 3d sound play it on the center channel, using this command. Mp3’s can be played as well. These files will continue playing even AFTER the script has ended! These sound will NEVER Stop playing until soundcenterstop is used. USE with caution.

SOUNDCENTERSTOP=[path]
Ex.
Soundcenter=cine\krapton\kraptonexplosion.wav

SOUNDCLEAR=[channel]

sounddeath

SOUNDFADE=[channel, startvalue(0-1), endvalue(0-1), time in ms]
Soundfade=1,0,1,2000

SOUNDLOOP=[path, channel (1-4), flush, volume, attenuation]
Soundloop=cine\automap\automap_idle.wav,1,1,1,1

soundloop_doppler

SOUNDONCE=[path, channel (1-4), flush, volume, attenuation]
Soundonce=cine\automap\automap_idle.wav,1,1,1,1

soundonce_doppler

soundpain

SOUNDPITCH=[channel, startvalue(1 is default) , endvalue, time in ms]
Soundpitch=1,1,3,400

spritefps

STICKFROM=[name],[parent_surface],[child_track],[child_surface]
See Models/Tagged Surfaces and Planet/Sticking Entities to Each Other

STICKTO=[name],[child_surface],[parent_track],[parent_surface]
You can attach anything to anything. Like a gun to boots hand. I have even seen Boots, attached to Stiletto, who was attached to Grumpos staff… the mind reels!
You can use either the special model surfaces (like fx_1, hand_r, glue_a, etc) or those special surface triangles (#457, etc) that can be viewed in Particleman (out of engine) or trihigh (in engine).
See Models/Tagged Surfaces and Planet/Sticking Entities to Each Other

SWAPMDL=[model path, [permanent(optional)]
See Planet/Linking,, Hiding, & Swapping Entities

T:

TARGET=[targetname]
Useful for targeting doors, elevators or sound triggers.
Ex.
target=door2lab

TIMESCALE=[value (0.1 – 6?)]
Slowmotion or fast motion. Warning, going to a value of .1 or lower is scary for code, so says the Squirrel. Permanent, so return to timescale=1 by end of script. VERY important!!!!!!!!!!! There is no way to lerp between timescales over time.
Ex.
timescale=.6

U:

unlink

UNSTICK=[name]
See Planet/Sticking Entities to Each Other