cmdlist - shows a list of availible commands to type at the console
extern "<external function> <value> " - execute an external command. See Externals.
exec <configfile> - loads a configuration file.
Configuration files are stored in anoxdata/configs.
echo - echo something to the console
alias <aliasname> [commands]. Typing alias by itself will display a list current alias's. console "alias +rage \"gamevar @ControlRage 1\""
wait
set <variable> <value> [u/s]
console "set storysave \"White Caves|Enter the White Caves\""
console "setmousepos %f 0", mc
extern entkey <ent number> <key name> <value>
extern stick <parent_ent> <parent_surf> <child_ent> <child_surf> <attach_name> <flags>
extern NPSimple <entnum> <filename>
extern NP <entnum> <id> <submodel> <surfname> <flags> <filename>
extern NPKill <entnum> [id]
ENTSTATS [+/-][number] - add/remove entity
cvarlist - displays a complete list of all current varibles used in the game?
pushbind
popbind
bind <key> [command]. This allows you to attach a command to a keyboard or mouse button.
unbind <key>. Removes commands from the key specified.
unbindall - Removes all currently bound keys
bindlist - Shows all bound keys and what tey are bound too.
savegame <slotnumber>. Saves the game into the save game slot number specified. console "savegame 0"
loadgame [username/]<slot> [ape-sequence] console "loadgame 800"
loadgame2 <filename> [user] [ape-seq]
listsaves - Shows all save games for current player.
link
afsdump - Shows all currently playing sounds.
dat2zip <inputfile> <outputfile>.
cd - Change directory. If you don't already know how to use this then you shouldn't be MODing Anachronox.
dir - Directory list. Again if you don't already know how to use this then you shouldn't be MODing Anachronox.
z_stats - Shows some memory stats.
error - Makes Anachronox bomb out and display a fatal error message box.
fixedtime <msec>. Fractional msec, use 0 to turn off fixedtime.
timescale - Shows world timescale
pause_master - Pauses the master game? Type the command again to unpause.
pause_world - Pauses the world game? Type the command again to unpause.
md5test -
status -
serverinfo - Displays server information.
map <mapname>. Loads the specified mapname. If the map has multiple info_player_start spawn points, the character is spawned at the first spawn point. console "map whitecaves-a fromwhitendon"
demomap - Not sure. Loads the main menu partially.
gamemap <map> [<targetspot>] [<cinematic>]. You can use this command to load a map and specify the info_player_start point and cinematic to play upon loading the map. Way cool. You can use this command to get to the missing Roberg map: gamemap baltown frommirage. Awesome!
toggledebug - Toggles debug mode on and off. Note if you have the console active and turn off debug mode. You can't remove the console with '~'.
toggleconsole - removes the console from the screen.
togglechat -
clear - clears the console screen.
condump <filename.ext>. Dumps everthing displayed on the console the the file specified.
vid_restart - Restarts the video.
vid_front
screenshot - Writes a tga screenshot to anoxdata/screenshots.
letterbox -
anox_screenshot - Same as the screenshot command.
modellist - Displays a list of all currently loaded models and thier directory locations.
gl_strings -
dumpbspinfo - Displays information about the currently loaded map. Such as who built it and what RAD and VIS options were used.
gl_debugvtx_inc -
gl_debugvtx_dec -
flushtextures -
gl_fog - Shows current fog settings. console "gl_fog .000075 .75 1 0"
set_gamma - Allows setting of gamma correction. Default is 1.5.
add_gamma_ten_percent - Increases current gamma setting by 10%.
viewpos - shows current plays x,y,z position.
fov <field of view> [<milliseconds>] [<linear|sinusoidal>]. With no arguments it shows current fov setting.
console "fov 90"
console "fov 80 1000 sinusoidal"
timerefresh -
loading -
sizeup -
sizedown -
sky <basename> <rotate> <axis x y z>
+moveup
-moveup
+movedown
-movedown
+left
-left
+right
-right
+forward
-forward
+back
-back
+lookup
-lookup
+lookdown
-lookdown
+strafe
-strafe
+moveleft
-moveleft
+moveright
-moveright
+speed
-speed
+attack
-attack
+use
-use
impulse
+klook
-klook
+actiona
-actiona
+actionb
-actionb
cmd
pause - Pauses the game.
skins -
userinfo
snd_restart
changing - Used in APE when changing the map. Clears the screen.
disconnect - Disconnects from server. Then everything stops working.
quit - Exits the game.
setenv
precache - Reloads current map from cache?
shownames <modelname> - Lists all tagged surfaces on the model specified?
showmorphs <modelname> - Lists all availble morphs for the model specified?
(wave)
(inven)
(kill)
(use)
(drop)
(say)
(say_team)
(info)
(prog)
(give)
(god)
(notarget)
noclip - Toggles noclip. Noclip allows you to move around a map unhindered by walls or other obsticles.
(invuse)
(invprev)
(invnext)
(invdrop)
setblend <red> <green> <blue> <intensity> <time>.
memcheck - Memory check unavilible in release build.
filedialog - Opens a window for browsing for files. Same as the dir command but uses a window.
filedialogfilter - Sets a filter for file not to be displayed with the filedialog command?
filedialogdefault -
+mlook
-mlook
abort
+lmb
-lmb
+rmb
-rmb
+cmb
-cmb
+4mb
-4mb
killall2dcontrols - Only used during a 2d control is displayed. Distroys all current 2d controls.
fixkb
dump2dcontrols - Only used during a 2d control is displayed. Shows all 2d contols.
dumpaniminfo <path/filename.md2> - Dumps AnimIDs of the model specified. The path should be path under anoxdata(models/creaper/monsters/spider.md2) See Planet about AnimIDs
flushparticles
r_speeds 1
shownames [model path]
Msound_perf (1-4)
I use msound_perf 3. that will display ALL sounds that are playing. With Volume and Attenuation noted in the front of the sound path. Handy! Check it Out! (be sure to set it back to ‘0’ to remove it).
There are a lot of other commands usable at the console. The previous list only shows the ones listed by the 'cmdlist' command. I will document the others as time permits.
listopenscripts - creates an overlay that displays all currently running scripts.
listpartymembers - creates an overlay that shows party information, map information and others.
showbattletime - creates an overlay that shows a timer for battles.
invoke <bank:entry>. Executes APE code at the specified bank and entry numbers. See Anachrodox/APE for more information.
ui_playscene <scriptname>. Plays the planet script specified. This is the same as the external command playscene?
console "bbox -10 -10 0 10 10 24"
console "RETURN TO THIRD PERSON"
console "battlestart 1"
console "battlestart 1 preemptive"
console "battlestart 0 ambush"
console "reset specialoff"
console "caminit"
console "forcecursormode 0"
Forcecursormode 3
This will bring up the 3d cursor
console "m_yaw 0.022"
console "m_pitch -0.022"
console "camkill"
console "reset specialon"
console "fov 90"
console "+mlook"
console "m_pitch 0.022"
console "caminit firstperson"
console "firstperson_yawbounds 40 200"
console "firstperson_pitchbounds -55 55"
console "forcecursormode 1"
console "mainmenu" | console "mainmenu universe 3 " | console "mainmenu credits"
console "set storysave \"To Sunder|Touching Down on Sunder\""
console "stopmusic"
console "target councildoor"
console "r_mapsizewarning 0"
console "ui_closeallwindows; invoke 60:9307"
console "photo_toggle"
console "gl_cursortrail 1; gamevar anox_cursortrailstate 1"
console "r_drawentities 0" | console "r_drawentities 1"
console "subtitles 0" | console "subtitles 1"
console "quit"
console "gamevar CURRENT_PLANET 1; map bricksc"
console "sensitivity %f", @DBMouseSens2
console "goto %f %f %f", @dbgotox2, @dbgotoy2, @dbgotoz2
ballotine.txt:console "RETURN TO THIRD PERSON"
biggun.txt: console "reset specialoff"
biggun.txt: console "caminit"
biggun.txt:console "reset specialon"
biggun.txt:console "caminit firstperson"
biggun.txt:console "firstperson_yawbounds 40 200"
biggun.txt:console "firstperson_pitchbounds -55 55"
commbase.txt:console "r_mapsizewarning 0"
hephlava.txt:console "-actiona"
hephlava.txt:console "cam_anoxmariomode 1"
mystech1.txt: console "ui_chainscripts mystech1_scene1 mystech1_scene2"
mystech1.txt: console "ui_playscene mystech1_scene1"
rowdys.txt:console "rca 5:1501 gest_b"
rowdys.txt:console "loadflo PALWAKE"
scommons.txt: console "msound_playfile GAMES/tsm/GAMES_tsm_static1.wav"
temple.txt:console "cl_forwardspeed 30; cl_sidespeed 30"
vendomart.txt: console "ui_closewindow 41:%d; invoke 41:9000", @Vendomart_WinSequence1
whacks.txt: console "showbattlegrid 1"
whacks.txt: console "battlewin"
whitecaves-a.txt:console "cl_footsteps 1"
Externals(complete list?)
Externs are add on commands defined in .dll files. These .dll files are located in anoxdata/plugins. All of these commands can be called from the console, or within APE scrpits with the command extern "function <args>"
NOte: The following list was built by searching the original documentation and scouring the .ape files. In the descriptions if you see both the extern name <usage>, a description and an example(E.G. extern) than I have found that extern in both the documentation and in a .ape file. If you see only an example(E.G. extern)than I found it only in an .ape file. I if you see only a extern name <usage>, a description and maybe and example with no E.G. extern,then I found it only in the documentation.
I have noticed that some defined in the old documentation does not work, and visaversa. That is why I am documenting these this way, until I get a complete list created.
E.G. extern activate_party 2
E.G. extern add_battle_skill "PlasmaWall"
E.G. extern add_hitpoints Grumpos 9999
add_money <amount>
Adds money to the party. Call with one numerical argument, indicating how many money units, too increase the party's wealth with.
E.G.
extern add_money 500
addnew_to_inventory <GDB name> <How many to add?>
Creates a new object and adds it to the party's inventory. Call with one argument which is the GDB name of the object to be added to the party's inventory
E.G. extern addnew_to_inventory "TimeMinder Tear" 3
add_npc_to_party <name>
Adds a character to your party
Valid party members are:
E.g. Ummm... it's there I forgot to grab it.
add_quest <The Name of The Quest>
will "activate" the quest and spawn all sub_quests. After "add_quest", the Quest will appear in the Fatima interface, etc. See GDB for more information.
E.G. extern add_quest "Shutoff Complete"
Add_XP <player> <new XP>
Adjust the experience points of the player specified. Use a positive number as the XP value to add experience, use a negative number to decrease it.
E.G.
extern Add_XP playerchar0$ 50
E.G. extern adjust_nrg @p0 9999
adjust_stat <character ID> <stat string> <amount>
Modifies the specified stat for the specified character. Call with three arguments, first thecharacter identifier, secondly the name of the stat to be modified and thirdly the modify value.
Names of the stats are "might", "agility", "wisdom", "xp", "hp", "nrg", "beatuse", "mysuse", "good" and "bad" . The "good" and "bad" stats are effects such as haste or poison.
We need to specify what values to use for the various states.
Burn
Nuts
Pois
Froz
Wink
Snoo
Psys
Slow
Hast
Hurt
E.G.
extern adjust_stat boots status 0
AI_AddWaypoint < handlevar > < x > < y > < z >
Add a waypoint to the entity's waypoint queue. The entity will visit them in the order they are added to the queue.
AI_AvoidEnts < handlevar > < "true" or "false" >
Toggle wether the entity should try to avoid other entities or not.
E.G.
extern AI_AvoidEnts hMutant false
AI_AvoidWorld < handlevar > < "true" or "false" >
Toggle whether the entity should try to avoid the world or not.
AI_DeSolifity < handlevar >
Make an entity non-solid. Nothing can touch it and it can go through walls.
E.G. extern AI_DeSolidify @squibby
AI_DestroyEntity <handleva>
Completely remove the entity from the world and destroy the handle. No, you don't have to call AI_ReleaseEntity after this.
E.G.
extern AI_DestroyEntity beef_note_handle
AI_Distance2d < return value > < handlevar A > < handlevar B >
Returns the distance between entity A and entity B in the X/Y plane, ignoring the Z values.
E.G.
extern AI_Distance2d laserdist hPlayer hSentinel1
AI_Distance3d < return value > < handlevar A > < handlevar B >
Returns the distance in 3d pixels between entity A and entity B.
E.G.
extern AI_Distance3d @candidate_dist1 @commuter1 @gravpath_edge_handle
AI_DistanceSquared3d < return value > < handlevar A > < handlevar B >
Returns the squared distance in 3d pixels between entity A and entity B. This should be used for distance comparisons where efficiency matters, because the function doesn't have to do a square root to find the actual distance in pixels.
E.G. extern AI_DistanceSquared3d briefcase_current_distance_sq edictnum1 edictnum2
AI_FindEntity <return value (handlevar)> <targetname/sequence>
Finds an entity in the map that has a matching targetname or sequence and sets handlevar to the edict number. The return value is -1 if no entity could be found.
AI_FollowLoose < handlevar > < targetname/sequence of leader > < x offset > < y offset > < z offset >
Don't use it. (So says the older documents)
AI_FollowRigid < handlevar > < targetname/sequence of leader > < distance along trail to follow by >
Make an entity follow a leader, FF8 style.
E.G.
extern AI_FollowRigid julian_handle PlayerChar0 80
AI_FollowRigid_Stop < handlevar >
Force an entity to stop following it's leader, if any
E.G. extern AI_GetClosestEntity BigBoat ob_Scrate_explosive 38 found_entity
AI_GetEdictNumber <targetname/sequence/character (boots,pal...)> <return value (handlevar)>
Does the same thing as AI_GrabEntity, but doesn't actually grab the entity. In other words, gives you a handle for the entity without affecting the entity in any way. BEWARE: make sure you know what you are doing when using this, as an entity that you previously got a handle for could be a different entity now...
E.G. extern AI_GetEdictNumber paco_comp1_ob1 @ob1_1
AI_GetForward < handlevar > < return value X > < return value Y > < return value Z >
Get the unit vector that points in the entity's forward direction.
E.G. extern AI_GetFRU BigGun fX fY fZ rX rY rZ uX uY uZ
AI_GetPitch < handlevar > < return value >
AI_GetPitchVelocity < handlevar > < return value >
AI_GetPlayerLocation < returned x > < returned y > < returned z >
Gets the x,y,z location of the player.
E.G.
extern AI_GetPlayerLocation @dbyouatx @dbyouaty @dbyouatz
AI_GetRoll < handlevar > < return value >
Unknown
E.G.
extern AI_GetRoll hArrow @froll
AI_GetRollVelocity < handlevar > < return value >
AI_GetScale < handle > < return value X > < return value Y > < return value Z >
E.G. extern AI_GetScreenSphere @enthandle @tgtx @tgty @tgtr @tgtvalid @tgtdist
E.G. extern AI_GetScreenXY @enthandle @tgtx @tgty @tgtvalid
E.G. extern AI_GetViewAngles BG_Yaw BG_Pitch BG_Roll
E.G. extern AI_GetViewForward vX vY vZ
AI_GetVelocityXYZ < handlevar > < return value X > < return value Y > < return value Z >
AI_GetVelocityX < handlevar > < return value >
AI_GetVelocityY < handlevar > < return value >
AI_GetVelocityZ < handlevar > < return value >
AI_GetX < handlevar > < return value >
AI_GetY < handlevar > < return value >
AI_GetZ < handlevar > < return value >
AI_GetXYZ <handlevar> <return value X> <return value Y> <return value Z>
Unknown
E.g extern AI_GetXYZ collideb pX pY pZ
AI_GetYaw < handlevar > < return value >
Unknown
E.G.
extern AI_GetYaw shandle @syaw
AI_GetYawVelocity < handlevar > < return value >
AI_GrabEntity <targetname/sequence> <return value (handlevar)>
Tries to find an entity in the world with a matching targetname or sequence. If there is one, the entity is frozen and stops what it's doing so that it can execute any future commands you will issue from APE. To put the entity back to normal, you must call AI_ReleaseEntity.
E.g.
extern AI_GrabEntity playerchar0 hPlayer
E.G. extern AI_NoEntCollision hSentarget1 true
AI_Path <handlevar> <targetname of path_corner to start at>
Make an entity start walking a path, given a path_corner to start on.
E.G. extern AI_Path schooten_handle schooten_path1
E.G. extern AI_Release jules_handle
AI_ReleaseEntity <handlevar>
Lets the entity go back to what it was doing before. BEWARE! Do not use a handlevar for an entity that you have already released unless you are positive that it's still valid.
E.g.
extern AI_ReleaseEntity hPlayer
AI_Seek < handlevar > < targetname/sequence of target ent >
Tells the entity to walk to a specific entity (usually a path_corner).
E.G.
extern AI_Seek PlayerChar0_handle bugdoorpath
AI_SeekAndFace < handlevar > < targetname/sequence of target > [ targetname/sequence of ent to face ]
Tells the entity to walk to a specific entity (usually a path_corner), then face another entity. If you don't specify another entity to face, it will face the same direction as the target entity (the path_corner).
E.G.
extern AI_SeekAndFace playerchar0_handle beef_note beef_note
AI_SeekAndTouch < handlevar > < targetname/sequence of destination >
Tells the entity to walk toward the specified entity until their bounding boxes are touching.
E.G. extern AI_SeekAndTouch crocus_handle tweedy
AI_SetCompletionCallback < handlevar > < sequence number to call >
When the entity is done with whatever command you last gave it, it will invoke the sequence you specify here.
E.G. extern AI_SetCompletionCallback playerchar0_handle 103:4005
AI_SetPitch < handlevar > < value >
Unknown
E.G.
extern AI_SetPitch NewLaser pitch
AI_SetPitchVelocity < handlevar > < value >
AI_SetRoll < handlevar > < value >
Unknown
E.G.
extern AI_SetRoll NewLaser roll
AI_SetRollVelocity < handlevar > < value >
AI_SetScale < handlevar > < value X > < value Y > < value Z >
Unknown
E.G.
extern AI_SetScale itemHandle ws_scale ws_scale ws_scale
AI_SetVelocityX < handlevar > < value >
AI_SetVelocityY < handlevar > < value >
AI_SetVelocityZ < handlevar > < value >
AI_SetVelocityXYZ < handlevar > < new X value > < new Y value > < new Z value >
Unknown
E.G.
extern AI_SetVelocityXYZ NewLaser vX vY vZ
AI_SetX < handlevar > < new value >
AI_SetY < handlevar > < new value >
AI_SetZ < handlevar > < new value >
AI_SetXYZ < handlevar > < new X value > < new Y value > < new Z value >
Unknown
E.G.
extern AI_SetXYZ playerchar0_handle @pal_X @pal_Y @pal_Z
AI_SetYaw < handlevar > < value >
Unknown
E.G.
extern AI_SetYAW playerchar0_handle @pal_yaw
AI_SetYawVelocity < handlevar > < value >
E.G. extern AI_SetZ bluegem2_handle 28
AI_SnapMove < handlevar >
Turn off interpolation for one frame. Use this when you want to "teleport" and entity somewhere else.
E.G. extern AI_SnapMove @booter
AI_SpawnEntity <return value (handlevar)> <classname> [ targetname ] [ sequence ] [ targetname of path_corner to spawn at ]
Spawns a new entity with the given classname, optionally a targetname and sequence, and optionally at exact location of another specified entity (usually a path_corner).
E.G. extern AI_SpawnEntity boomhandle tg_boom
AI_SpeedMoveTo < handlevar > < speed > < destination X > < destination Y > < destination Z >
Magically float the entity to the desired location, moving at a specific speed.
AI_TalkStop <targetname | sequence>
Force the entity to stop talking or "hanging out" after talking.
AI_TimeMoveTo < handlevar > < time in seconds > < destination X > < destination Y > < destination Z >
Magically float the entity to the desired location, arriving in a specific number of seconds.
AI_Wait < handlevar > < duration in whole seconds or gamevar with value >
Tells the entity to stop right where it is and wait for some number of seconds. If you tell it to wait -1 seconds, it will stay there forever.
E.G. extern AI_Wait hBot -1
AI_WaitAndFace <handlevar> <duration in whole seconds or gamevar with value> <targetname/sequence of ent to face>
Same as AI_Wait , but the entity will also face the other entity that you specify
E.G. extern AI_WaitAndFace pal_handle -1 84:2001
AI_WaypointPath < handlevar > < targetname of first path_corner in sequence >
The entity will basically start at the path_corner you give it, then walk the entire path to the end, then go back to whatever it was doing before. BEWARE! Make sure the path doesn't loop!
AI_ZeroVelocity < handlevar >
ANIM_MakeSmart [handle]
[handle] : Entity reference
This forces the specified entity into smart animate mode.
E.G.
extern ANIM_MakeSmart bootshandle
ANIM_MakeStupid [handle]
[handle] : Entity reference
This forces the entity into server animate mode--meaning it will idle regardless of how you move it.
E.G. extern ANIM_MakeStupid hBot
ANIM_PlayAnim [handle] [state] {[loop] [flush] [holdframe]}
[handle] : Entity reference
[state] : Animation name
[loop] Loop this animation
[flush] Flush out current animation and play this one
[holdframe] Hold last frame of this animation
NOTE: loop/flush/holdframe must ALL be included if you want to loop or flush.
This plays the specified animation on the given edict with style parameters. The parameters are numbers (either 0 or 1) that determine if you are flushing out the current animation, looping, or holding the frame. This is a much more robust version of playsequence and should be used instead.
E.G.
extern ANIM_PlayAnim hPlayer talk_a 0 1 0
ANIM_PlaySequence [handle] [anim] [subid]
[handle] : Entity reference [anim] : Animation name [subid] Animation sub id
This plays the specified animation/subanim on the given edict. Because this function sucks you need the _ after the anim name.
E.G. extern ANIM_PlaySequence BigGun gest_a
E.G. extern ANIM_SetCallback playerchar0_handle 103:4010
ANIM_SetFrame [handle] [frame] (doesn't work?)
[handle] : Entity reference
[frame] : Animation frame
This forces the entity to hold at the specified animation frame.
Example: extern ANIM_Frame handle 200
E.G. extern anim_showframe dead_bird 71
ANIM_Stop [handle]
[handle] : Entity reference
This function stops all animations on the given handle and puts him in the ambient.
E.G.
extern ANIM_Stop BigGun
E.G. extern APE_ARCADE_RegisterGame "Pooper" pooper 50000:1 "Collect the jewels and don't get bitten!" "graphics/apegames/apegame_default.tga"
E.G. extern APE_ARCADE_ReturnFromGame
E.G. extern ape_stopallsounds
E.G. extern applylevelconfiguration fortress
assign [startelement] [value1] [value2] [value3] ...
[startelement] : e.g. a[10] will start assigning with tenth element of a
[value1] : Follow with values for successive elements
This is for assigning multiple elements of an array at once, rather than successive statements.
Example: extern assign d[$index$] 2 14 -3 apevar 0 apevar2
(Note: eventually, the dollars signs in $var$ will be no longer necessary.)
E.G. extern assign E[0] -1 50 50 50 51 50 -1
E.G. extern BATTLE_AttachNode 342 325
E.G. extern battle_choice_disable beat|move|item|action|skill
E.G. extern BATTLE_DetachNode 342 325
E.G. extern BATTLE_EndIntro
E.G. extern BATTLE_StartTime
E.G. extern BATTLE_StopTime
E.G. extern battlestart bricksd3
BEAM_CreateBeam [srchandle] [tgthandle] [r] [g] [b] [a] [time] [radius] [flags]
srchandle/tgthandle : The two handles are handles to the source and target entities--the entity origins will be the start and end points of the beam.
r, g, b, a : These represent the red, green, blue, and alpha components of the beam's color.
time : The lifetime of the beam in milliseconds.
radius : The thickness of the beam.
flags : The effects flags of the beam (to be described later)
The second command is a more complex version of creatbeam with more arguments for greater control over the beam's appearance.
See Beams for more information
BEAM_CreateBeamEx [srchandle] [srcsurface] [tgthandle] [tgtsurface] [r] [g] [b] [a] [r2] [g2] [b2] [time] [radius] [radius2] [texture #] [scrollx] [scrolly] [flags]
srchandle/tgthandle : These are the same as in the previous command, they represent the start and end entities.
srcsurface/tgtsurface : These are the names of the triangles for the source and target that you want the beams start and endpoints to be. They are optional. So if you just want entity to entity beams, just make both surfaces 0. If you want just a source surface (the most common application), say for an eye-beam effect, just use a source surface and keep the target surface as "0". You still need to have valid handles for using surface-basedbeams.
r, g, b, a : The red, green, blue, and alpha components of the beam's color.
r2, g2, b2 : The red, green, and blue components of the 2nd color. If the 1st and 2nd color are not the same, then the beam will fade between these two colors as it decays.
time : Lifetime of beam.
radius : Thickness of beam/thickness of start point.
radius2 : Thickness of end point of beam. If both radii are different, then you will get a flared-out beam.
texture # :Texture number. This is the same texture number you use for particles--it will apply a texture from the pool of particle textures to the beam. It is tiled down the length of the beam, but in width it is stretched.
scrollx : Texture scroll X speed.
scrolly : Texture scroll Y speed.
flags : Flags (to be described later)
See Beams for more information
E.G.
extern BEAM_CreateBeamEx hSentinel1 fx_1 hSentarget1 0 1 .8 0 1 1 .5 0 100000 2 1 0 7 7 10784
E.G. extern BEAM_KillBeam playerchar0_handle
E.G. extern cachesound sound/dialog/boots/mp3/sockb.mp3
cam_anoxmariomode <"1" || "0">
force camera between the talk position and the player position
Takes arguments "1", "0", or nothing. nothing == toggle. It puts the camera into "mario mode" (like when talking).
E.G. extern cam_anoxmariomode 0
cam_from <float> <float> <float> | <null>
Tells the camera where to look from. You can specify a targetname or sequence for an entity in the map, or you can specify absolute world coordinates (which can be easily produced with the cam_dumpstring command)
If you specify an entity that is NOT solid, the camera looks from that entity's origin and the near, far, pitch and yaw values are ignored
E.G. extern cam_from -3249 -1031 -620
cam_lift Found in APE files, but doesn't work
The focus point of the camera is this far up from the target's origin, assuming the target is solid.
E.G.
extern cam_lift 16
cam_owner <targetname || sequence>
Tells the camera that all the calculations it makes to determine where in the world to be should be based off a different entity. You can specify a targetname or sequence of an entity in the world.
cam_restore
If present, tells the camera not to go back to normal after the window is dismissed, unless the player moves. Use to let the player know that there is more dialog that they should read before going on.
E.G. extern cam_restore
E.G. extern cam_set cam_freeze 1(OR movespeed 300, OR lagfactor 100, OR cam_lift 0)
cam_to <float> <float> <float> | <null>
Tells the camera what to look at. You can specify a targetname or sequence for an entity in the map, or you can specify absolute world coordinates
If you specify an entity that is NOT solid, the camera looks from that entity's origin and the near, far, pitch and yaw values are ignored.
Also, if you put the word "rel" after the target (with a space in between them), the camera will look at the point directly in between the target and the owner or from entity.
E.G.
extern cam_to -3203 -989 -604
E.G. extern cam_to_edictnumber @camtovar(OR extern cam_to NULL)
cam_zip
If present, the camera will cut instantly to where it's supposed to be, rather than smoothly going there.
E.G.
extern cam_zip
cancel_quest <The Name of The Quest>
will forcefully finish the quest with failure . Much like "complete_quest", but if you were to have a sub quest on Sunder that you haven't finished before the planet explodes, you should use cancel_quest.
E.G. extern cancel_quest @dbgdb_name$
E.G. extern chainscripts bricksb_elev_4a bricksb_elev_3b_down
E.G. extern checkgamestate @gc
check_money <gamevar>
Retrieves how much money the party has and returns it to the Gamevar
E.G.
extern check_money @party_cash
E.G. extern check_party_size @VotowneSize
check_stat <character ID> <stat string> <value gamevar>
Check the value of a certain stat. Call with three arguments. First, the character identifier, secondly the stat string and thirdly the gamevar that will receive the value of the stat
Names of the stats are "might", "agility", "wisdom", "xp", "hp", "nrg", "beatuse", "mysuse", "good" and "bad" . The "good" and "bad" stats are effects such as haste or poison.
We need to specify what values to use for the various states.
Burn
Nuts
Pois
Froz
Wink
Snoo
Psys
Slow
Hast
Hurt
e.g.
extern check_stat boots add_max_hp maximumHP
E.G. extern clamppartyleveltominimum 34
complete_quest <The Name of The Quest>
will forcefully finish the quest with success . This should, in the general case, not be used since the GameVars in the requirements-field should be enough, but might be needed if a plot twist fixes the quest in some other way
E.G. extern complete_quest "Find Emergency Shutoff"
CreateAPE2DControl type name x y width=ctrlwidth height=ctrlheight otherparms
See 2D Controls for more information
E.G. extern CreateAPE2DControl push fuse1 f1x f1y nodrawflag=TRUE width=30 height=26 sequence=83:1006 gamevar=fuseNum returnvalue=1 holdfocusflag=false
E.G. extern create_party 2 PerComm_Party2_C1$ PerComm_Party2_C2$ PerComm_Party2_C3$
E.G. extern deassign m[0] 20
E.G. extern drawnicerect @vx0 @vy0 @vx1 @vy1 @rgb 200
E.G. extern DrawPic @DD_PIC_TABLE$ 64 Temp_Y
Ent_GetClosestToPoint < X > < Y > < Z > < handlevar >
Get the entity closest to any X Y Z coordinates. GetClosestToPoint will ignore all "func_wall" and "func_areaportal" entities, as well as anything with a non-alpha first character in classname. Returns (-1) if there was nothing found. There is no radius limit. Even if point is at one side of the universe and the only entity is at the other side of the universe, it will find it. Also, when looking for bmodels (triggers, doors, etc), it finds the center point of the entity and uses that to determine distance. So, if you have ONE entity consisting of two brushes that are far apart, the center point will be somewhere between the two brushes and probably not anywhere near either of them... just something to be aware of.
Ent_GetSpecificClosestToPoint < classname > < X > < Y > < Z > < handlevar >
Get an entity of a specific classname closest to any X Y Z coordinates. So for example if you wanted to grab a door, the class name would be "func_door". Returns (-1) if there was nothing found. There is no radius limit. Even if point is at one side of the universe and the only entity is at the other side of the universe, it will find it. Also, when looking for bmodels (triggers, doors, etc), it finds the center point of the entity and uses that to determine distance. So, if you have ONE entity consisting of two brushes that are far apart, the center point will be somewhere between the two brushes and probably not anywhere near either of them... just something to be aware of.
E.G. extern Ent_GetSpecificClosestToPoint trigger_multiple -1105 1968 2360 @temphandle
E.G. extern ENT_InstantXYZ @squibby2 @x @y @z
E.G. extern ENT_InstantYPR BigGun BG_Yaw BG_Pitch 0
E.G. extern ENT_SetColor crashhandle 1 .1 .1
entkey < handlevar > < epair > < value >
Add edicts to entities spawned with APE, (ex: extern entkey door_handle "wsequence" "55:5555")
E.G.
extern entkey shiphandle "rgb" ".7 .7 .7"
equip_item <GDB object name>
Equips the specified item if it exists in the party's inventory. This should probably be removed or modified as it operates on the leader in the party only. Call with one argument, the GDB name of the object to be equipped.
E.G.
extern equip_item "Broken Vistin Pistol"
E.G.extern FindEntBySeq @ent "71:1510"
E.G. extern FindTexture ym_llung_exhale_handle gameflow/yammer/ym_llung_exhale.atd
E.G. extern FlashScreenf 0 0 0 0 0
E.G. extern forceplayerlevel Rho 13
E.G. extern gdb_listbox 170 75 186 100 item @dbgdb_name$
get_party_order <leadervar> <secondvar> <thirdvar>
Returns 3 strings with the names of the character in that position
E.G. extern get_party_order @1stchar$ @2ndchar$ @3rdchar$
get_world_skill_level <skillname> <variable>
Lookup the level of a worldskill. Accepted skillnames are ("picklock", "tractor", "yammer", "comptalk", "throwloonie", "analyze", "ragemight")
E.G.
extern get_world_skill_level tractor @t
E.G. extern getbug CobaltCrawler 7
E.G. extern GetButtonState left statebits msec_pressed
E.G. extern getflower
E.G. extern GetPlayerCurrentBouge boots @babyjesus
GetPlayerCurrentHP <player> <return_value>
Gets the hit points of the player specified, [can be specifed by name, or PlayerChar#
E.G.
extern GetPlayerCurrentHP Pal @hpleft
extern have_fought_battle hovel_0 result
is_equipped <GDB name> <result>
Checks if any character in the party is equipping an object. Call with two arguments, first the GDB name of the object and secondly the gamevar that receives the result. ‘1' if true, ‘0' if false.
E.G.
extern is_equipped "Old Vistin Pistol" @oldpistol
is_in_inventory <GDB name> <result>
Checks to see if the object is in the party's inventory. Call with two arguments, first the GDB name of the object and secondly the gamevar that receives the result. ‘1' if true, ‘0' if false.
E.G.
extern is_in_inventory "Nox Grumbleguard Helmet Size 5" @GotTheHelmet
is_quest_done <The Name of The Quest> <GAMEVAR>
will check to see if you've finished the specified quest, and return a value to the GAMEVAR specified. All successfully finished quests will return 2, a quest "in progress" will return 1 and a quest you haven't received will return 0. NOTE that this can be kinda expensive to check, so it shouldn't be used to check every frame if the status of a Quest has changed from 1 to 2, or something like that. Use this call with care, and stick to checking the normal gamevars when possible.
E.G. extern is_quest_done "Find Emergency Shutoff" @questdone
E.G. extern is_skill_acquired "Teslatus Sphere" @got_shocksphere
E.G. extern letterbox 0 320 800
LIGHT_SetAmbientDir [yaw] [pitch] [roll]
Changes the direction of dynamic lighting
Where, yaw pitch and roll are the angles of the light direction vector.
E.G. extern light_setambientdir 10 -15 0
LIGHT_SetAmbientColor [r] [g] [b]
Changes the color of dynamic lighting. This is useful for when you move to significantly different areas where the lighting needs to be drastically different (such as going from inside to outside, etc.)
Where R, G, and B are the Red, Green, and Blue components of the ambient light color
E.G. extern light_setambientcolor .8 1 .8
E.G. extern loadmusicseg "SEG SS Normal 2.0.sgt"
loopambient [scriptname] [timeoffset] [sequencecallback] [targetname / sequence] [targetname / sequence] [source rel]] [target rel] [true / false] [true / false]
Used to loop an ambient script, an ambient being a cinematic where the script does not controll the camera. Examples would be the cars that fly around Bricks.
The corresponding map should be loaded first or the script playback will not look right
[scriptname] - filename of the script to play. cannot be a string / variable
[timeoffset] - start playing x seconds into script, normally 0
[sequencecallback] - APE sequence to invoke at script end (can be 0:0 if none)
[targetname / sequence] - source of relative script, use "null" if not relative script.
[targetname / sequence] - target of relative script, use "null" if not relative script.
[source rel] - Source of the relative script referred to by index / entity number. 0 if not used
[target rel] - Target of the relative script referred to by index / entity number. 0 if not used
[true / false] - lerp after. True, it will smooth transition back, false and it will zip back.
[true / false] - if true, keep cursor hidden after cinematic (not reccomended)
E.G. extern loopambient ambi_limbus
E.G. extern loopscene black_intro
loopsound ( filename{.WAV|.MP3} ) [ entity_id ] [ volume ] [ attenuation ]
Loops the playback of a sound file.
One argument is required, which is the relative path and filename of the sound effect to play. The file extension (.WAV or .MP3) must be supplied. The sound system will scan through first the subdirectory anoxdata/sound and secondly the directory anoxdata/music if the specified file is not found in the sound directory. The pathname should therefore be given as, eg, "bricks/engine3.wav". The system will then prepend "anoxdata/sound" and "anoxdata/music" to the given path and try to load and play the file.
If an entity_id is given, either as a sequence number or a classname, the system will try to locate that entity in the world and play the sound so it originates from that entity's midpoint.
Volume and attenuation should be a value between 0.0-1.0 and 0.0-4.0 respectively. volume is an indication on how loud the sound will be played. The default value is 0.5. This makes it possible to, in certain special cases, pump up the sound volume a little extra to create the effect of something REALLY big, like an explosion, or similar. The attenuation value is an indication of how fast the sound will fade with distance. Default value is 2.0. A smaller value will travel further and a higher value will be cut off faster. The difference between the two functions is that playsound plays the sound once, while loopsound repeats the sound indefinitely.
Example:
" extern playsound Bricks/HighwayToHell.mp3 " would play your favorite AC/DC song.
" extern loopsound Bricks/HighwayToHell.mp3 ghetto_blaster 1.0 2.0 " would locate the entity with the classname ghetto_blaster and play the same song from the location of that ghetto_blaster at full volume and normal attenuation. The sound would then loop over and over again and move around the level if the ghetto_blaster is carried around by another character.
E.G.
extern loopsound games/BigGun/games_biggun_shuttle_ambient.wav BG_TempShip 0.35 1.0
E.G. extern MakeSequence @seq1 @seq2 @seqstr$
ModifyAPE2DControl name parm=value
See 2D Controls for more information
E.G. extern ModifyAPE2DControl boots_addremove dimflag=true
E.G. extern move_party_to_point 0 -2795 -2781 2464
move_to_inventory <GDB name>
Move an object from the world inventory to the party's inventory. Call with one argument, which is the GDB name of the object to be removed from the party's inventory.
E.G. extern np boomhandle 1 0 boom1 0 343/sunderboom
E.G. extern NPKill boomhandle
E.G. extern npsimple @ob1_1 basement/spark_burst
E.G. extern operate_on_party 0
E.G. extern PARTICLE_StartEffect hLight Hand_R lt004488 (OR extern PARTICLE_StartEffect puffhandle effect_1 9978599999997113971099009717599310000002100000000000000000000000)
E.G. extern PARTICLE_StopAllEffects F[$x$]
E.G. extern PARTICLE_StopEffect puffhandle effect_1(OR extern PARTICLE_StopEffect squib1_handle effect_2 9959999999100406505099915000000280000107100000000000000000000000)
E.G. extern pauselevelmusic
E.G. extern pickup_getitem getter 9:69
E.G. extern photo_findentity @poo sequence 10:0701
place_in_party <character name> <gamevar>
Checks the position of the character name you enter and returns their position in the party as 3,2,1, or 0 if they are not in it.
E.G. extern place_in_party boots @OneGateBootsPOS
playambient [scriptname] [timeoffset] [sequencecallback] [targetname / sequence] [targetname / sequence] [source rel]] [target rel] [true / false] [true / false]
Used to play an ambient script, an ambient being a cinematic where the script does not controll the camera. Examples would be the cars that fly around Bricks.
The corresponding map should be loaded first or the script playback will not look right
[scriptname] - filename of the script to play. cannot be a string / variable
[timeoffset] - start playing x seconds into script, normally 0
[sequencecallback] - APE sequence to invoke at script end (can be 0:0 if none)
[targetname / sequence] - source of relative script, use "null" if not relative script.
[targetname / sequence] - target of relative script, use "null" if not relative script.
[source rel] - Source of the relative script referred to by index / entity number. 0 if not used
[target rel] - Target of the relative script referred to by index / entity number. 0 if not used
[true / false] - lerp after. True, it will smooth transition back, false and it will zip back.
[true / false] - if true, keep cursor hidden after cinematic (not reccomended)
E.G.
extern playambient "guntest_noel" 0 666:40
playanimation ( entity_id ) ( filename )
Starts the playback of a lipsynched speech sound.
entity_id is, as above, either a sequence number or a classname.
filename is the filename of the sound/Magpie file to play WITHOUT file extension. The facial animations work as follows: The system tried to locate a file with that name, with either a .WAV or .MP3 extension. If the sound file is found, the Magpie parser tries to locate a file with the same filename, but with a .LIP extension. If the .LIP file is found, the information is parsed and the morph data in it is sent to the facial deformation graphics system. If the .LIP file is not found, the system will generate random lip movement data for the duration of the soundfile's length.
See Lip Synching with Magpie for more information
E.G.
extern playanimation 132:02 Bricks/dettagoon4 would start the dettagoon4 sound and play the animation on the entity with the sequence number 132:02, which hopefully should be the Detta goon. :-)
E.G. extern playlevelmusic "mp3/bricks/bricksjazzyfinal.mp3"
E.G. extern playmusicseg "SEG Bricks Jazzy 1.0.sgt" 999
playscene [scriptname] [timeoffset] [sequencecallback] [targetname / sequence] [targetname / sequence] [source rel]] [target rel] [true / false] [true / false]
Used to play a scene, a scene being a cinematic where the camera is controlled by the script.
The corresponding map should be loaded first or the script playback will not look right
[scriptname] - filename of the script to play. cannot be a string / variable
[timeoffset] - start playing x seconds into script, normally 0
[sequencecallback] - APE sequence to invoke at script end (can be 0:0 if none)
[targetname / sequence] - source of relative script, use "null" if not relative script.
[targetname / sequence] - target of relative script, use "null" if not relative script.
[source rel] - Source of the relative script referred to by index / entity number. 0 if not used
[target rel] - Target of the relative script referred to by index / entity number. 0 if not used
[true / false] - lerp after. True, it will smooth transition back, false and it will zip back.
[true / false] - if true, keep cursor hidden after cinematic (not reccomended)
E.G. extern playscene fortress1_door1_open.s 0 104:3032 null null 0 0 true false
playsound ( filename{.WAV|.MP3} ) [ entity_id ] [ volume ] [ attenuation ]
Starts the playback of a sound file
One argument is required, which is the relative path and filename of the sound effect to play. The file extension (.WAV or .MP3) must be supplied. The sound system will scan through first the subdirectory anoxdata/sound and secondly the directory anoxdata/music if the specified file is not found in the sound directory. The pathname should therefore be given as, eg, "bricks/engine3.wav". The system will then prepend "anoxdata/sound" and "anoxdata/music" to the given path and try to load and play the file.
If an entity_id is given, either as a sequence number or a classname, the system will try to locate that entity in the world and play the sound so it originates from that entity's midpoint.
Volume and attenuation should be a value between 0.0-1.0 and 0.0-4.0 respectively. volume is an indication on how loud the sound will be played. The default value is 0.5. This makes it possible to, in certain special cases, pump up the sound volume a little extra to create the effect of something REALLY big, like an explosion, or similar. The attenuation value is an indication of how fast the sound will fade with distance. Default value is 2.0. A smaller value will travel further and a higher value will be cut off faster. The difference between the two functions is that playsound plays the sound once, while loopsound repeats the sound indefinitely.
Example:
" extern playsound Bricks/HighwayToHell.mp3 " would play your favorite AC/DC song.
" extern loopsound Bricks/HighwayToHell.mp3 ghetto_blaster 1.0 2.0 " would locate the entity with the classname ghetto_blaster and play the same song from the location of that ghetto_blaster at full volume and normal attenuation. The sound would then loop over and over again and move around the level if the ghetto_blaster is carried around by another character.
E.G.
extern playsound ../music/mp3/anoxlose.mp3
E.G. extern ProjectEntity @squibby @mx @my 1000 @squibhit
E.G. extern raiseshields
E.G. extern rca bippyHooker atak2_a
E.G. extern RegisterPic @pic_overlay$ /gameflow/biggun/grill.tga
E.G. extern remove_battle_skill @dbgdb_name$
remove_from_inventory <GDB name> <how many to remove?>
Removes an object from the party's inventory and places it in the world inventory. Call with one argument, which is the GDB name of the object to be removed from the party's inventory.
E.G. extern remove_from_inventory "Sunder Shuttle Ticket" 2
remove_npc_from_party <name>
Removes a
player character from the active party and places it in the list of passive party members
Valid party members are:
remove_money <amount>
Removes money from the party. Same argument as add_money.
E.G.
extern remove_money 6
RemoveAPE2DControl nam
See 2D Controls for more information
E.G. extern RemoveAPE2DControl leftbutt
E.G. extern removeshield
E.G. extern resetbattle warshipbay0
E.G. extern resumelevelmusic
E.G. extern set2dcursor nofuse0.pcx nofuse0.pcx nofuse1.pcx nofuse2.pcx nofuse3.pcx 20 12 12
E.G. extern set2dcursor default
set_party_leader <GDB character name>
Swaps the current leader of the party to be the specified character. Call with one argument, the GDB name of the character you want to lead the party.
E.G.
extern set_party_leader boots
E.G. extern set_party_members 0 PerComm_Party0_C1$ PerComm_Party0_C2$ PerComm_Party0_C3$
set_world_skill_level <skillname> <level>
Sets a worldskill to a new level, 1 & 2 should be the only levels used in the first game. Accepted skillnames are ("picklock", "tractor", "yammer", "comptalk", "throwloonie", "analyze", "ragemight")
E.G.
extern set_world_skill_level picklock 2
E.G. extern SetAnimFrame ym_llung_inhale_handle 0
E.G. extern SetCollisionCallback monster_mutant character_pal 83:9010
E.G. extern setdoppler @i
E.G. extern setmasterlevel 33
E.G. extern setmusicdir music/SenderStation
E.G. extern setpartylevel 10
SetPlayerCurrentHP <player> <new health>
Adjust the hit points of the player specified, [can be specifed by name, or PlayerChar# (i.e. "Boots" or "PlayerChar2")]. The hitpoints can be set by typing in just the number (i.e. "235"), you can add a value to the current hitpoints by using a "+" infront of the number (i.e. "+30"), and you can subtract from the current hitpoints by adding a "-" before the number (i.e. "-30).
E.G.
extern SetPlayerCurrentHP Pal 1
E.G. extern SetPlayerModel models/newface/boots/boots.mda
E.G. extern setvar_flexible ws_variable$ 1
E.G. extern ScaleEntity @entnum .75 .5 .5
E.G. extern shop_add_object "HealGrease" 100
E.G. extern shop_create "CREATURE REPAIR & FERRIPLASTY"
E.G. extern shop_picture "ghalla.png"
E.G. extern shop_set_active "CREATURE REPAIR & FERRIPLASTY"
E.G. extern shop_slogan "Ghalla can fix ANY body or bot!"
E.G. extern shop_start 8:0170
E.G. extern ShowEntity @entnum 0
E.G. extern SpawnEntity2 @taxicab_handle ob_taxi taximeter 11:1401
STAB_Append <float handle> <string strval$> < float fval> <
floatvar index >
adds a string to a STAB (string table) object. The string is added to the end of the list.
handle [in] Handle to a STAB object previously returned from STAB_Create .
strval [in] The string that is to be added to the string table.
fval [in] The optional float value to be associated with this entry in the table. If unspecified, defaults to zero.
index [out] The index of the added string will be returned in this variable.
See STAB_Append for more informaion
E.G. extern STAB_Append ComSTAB "Astro" 1
STAB_Create <floatvar handle>
allocates memory for a STAB object and returns a handle to it.
handle [out] Variable that receives a handle to the STAB object. Subsequent calls to other STAB functions (such as STAB_Append ) should use this value.
See STAB_Create for more information
E.G. extern STAB_Create ComSTAB
STAB_Destroy <float handle>
handle [in] Handle to a STAB object previously returned from STAB_Create .
handle [in] Handle to a STAB object previously returned from STAB_Create .
See STAB_Destroy for more information
E.G. extern STAB_Destroy ComSTAB
STAB_GetElem <float handle> < float index> < stringvar strdata$> < floatvar fltdata>
returns a string stored at a specific index in a STAB object
handle [in] Handle to a STAB object previously returned from STAB_Create .
index [in] The zero-based index of the string to retrieve.
strdata$ [out] The string variable that will be set with the string stored in the STAB object specified by handle and index .
fltdata [out] The float variable that will be set with the optional data associated with the string when it was added to the STAB object.
See
STAB_GetElem for more information
E.G. extern STAB_GetElem ComSTAB @comrandom @cw1$
STAB_GetElemByInt <float handle> < float searchval> <stringvar strdata$> < floatvar index>
returns a string stored with a specific integral value in a STAB object
handle [in] Handle to a STAB object previously returned from STAB_Create .
value [in] The associated value to find in the STAB object.
strdata$ [out] The string variable that will be set with the first string that has an associated float value of searchval .
index [out] The float variable that will be set with the index of the matching string, or -1 if a match was not found.
See STAB_GetElemByInt for more information
STAB_GetElemByFloat <float handle> < float searchval> < stringvar strdata$> < floatvar index >
returns a string stored with a specific float value in a STAB object.
handle [in] Handle to a STAB object previously returned from STAB_Create .
value [in] The associated value to find in the STAB object.
strdata$ [out] The string variable that will be set with the first string that has an associated float value of searchval .
index [out] The float variable that will be set with the index of the matching string, or -1 if a match was not found
See STAB_Get ElemByFloat for more information
STAB_GetSize <float handle> <floatvar size>
returns the number of strings stored in a STAB object
handle [in] Handle to a STAB object previously returned from STAB_Create .
size [out] The number of strings in the table will be returned in this variable.
See STAB_GetSize for more information
E.G. extern STAB_GetSize @scriptlist @scriptcount
STAB_SortByString <float handle> < float revflag>
sorts the elements in a STAB object. The sort is case-sensitive.
handle [in] Handle to a STAB object previously returned from STAB_Create .
revflag [in] If specified and non-zero, the list is sorted in reverse (descending) order.
See STAB_SortByString for more information
STAB_SortByStringI <float handle> <float revflag >
sorts the elements in a STAB object. The sort is case-insensitive.
handle [in] Handle to a STAB object previously returned from STAB_Create .
revflag [in] If specified and non-zero, the list is sorted in reverse (descending) order.
See STAB_SortByStringl for more informatiion
STAB_SortByValue <float handle> < float revflag >
sorts the elements in a STAB object using the associated float values.
handle [in] Handle to a STAB object previously returned from STAB_Create .
revflag [in] If specified and non-zero, the list is sorted in reverse (descending) order.
See STAB_SortByValue for more information
stopambient [scriptname]
Used to stop an ambient that is currently playing / looping
E.G. extern stopambient guntest_noel
E.G. extern stopmusicseg "SEG Bricks Scary 3.0.sgt"
stopscene [scriptname]
Used to stop a scene that is currently playing.
E.G. extern stopscene black_intro
stopsound ( filename{.WAV|.MP3} )
Stops the playback of a sound file.
The system will loop through all sounds being played and, if it finds the specified filename, will shut it off. The filename should be the same as the name used to start the sound, but it is case-insensitive.
E.G.
extern stopsound games/BigGun/games_biggun_shuttle_ambient.wav collidea
E.G. extern stopsoundid @snd
E.G. extern string_length got_object$ @ourlen
E.G. extern UI_FillRect X Y W 25 124 0 0 255
E.G. extern UnlinkEntity @curscriptfile$ 10
E.G. extern updatebattlebars
E.G. extern VecToAngles vX vY vZ pitch yaw roll
Found in intellinox
Description: shows how many entities have <target> in their target list
use: ai_countrefs <target>
Description: searches all entities for targetname with matching targetname
use: ai_findtargetname <targetname>
AI_GrabEntity AI_ReleaseEntity AI_SetCompletionCallback AI_FindEntity AI_TestPathToEntity AI_TalkStop AI_AvoidEnts AI_AvoidWorld AI_Seek AI_SeekAndFace AI_SeekAndTouch AI_FollowLoose AI_FollowRigid AI_FollowRigid_Stop AI_Path AI_Wait AI_WaitAndFace AI_AddWaypoint AI_WaypointPath AI_GetScale AI_SetScale AI_GetPitch AI_GetYaw AI_GetRoll AI_SetPitch AI_SetYaw AI_SetRoll AI_GetPitchVelocity AI_GetYawVelocity AI_GetRollVelocity AI_SetPitchVelocity AI_SetYawVelocity AI_SetRollVelocity AI_SpeedMoveTo AI_TimeMoveTo AI_GetX AI_GetY AI_GetZ AI_GetXYZ AI_SetX AI_SetY AI_SetZ AI_SetXYZ AI_SnapMove AI_GetVelocityX AI_GetVelocityY AI_GetVelocityZ AI_GetVelocityXYZ AI_SetVelocityX AI_SetVelocityY AI_SetVelocityZ AI_SetVelocityXYZ AI_ZeroVelocity AI_GetForward AI_GetFRU AI_GetViewForward AI_DeSolidify AI_SpawnEntity AI_DestroyEntity AI_GetEdictNumber UI_FillRect UI_FillOctant AI_GetViewAngles AI_GetClosestEntity AI_Distance2d AI_DistanceSquared3d AI_Distance3d AI_GetPlayerLocation AI_GetMovetype AI_SetMovetype AI_NoEntCollision AI_SetRunFlag Ent_GetClosestToPoint Ent_GetSpecificClosestToPoint AI_GetScreenXY AI_GetScreenBox AI_GetScreenSphere MakeSequence RegisterPic DrawPic FindVarEntity ProjectCursor ProjectEntity FindEntBySeq SpawnEntity2 ScaleEntity ShowEntity FlashScreenf sprintf STAB_Create STAB_Destroy STAB_Append STAB_GetSize STAB_GetElem STAB_GetElemByInt STAB_GetElemByFloat STAB_SortByString STAB_SortByStringI STAB_SortByValue
other externals found
ÎÏØÀ GAME: - Anachronox data management system (May 28 2003) BATTLE_HideNode BATTLE_UnHideNode BATTLE_IsNodeOccupied BATTLE_NodeLocation BATTLE_PlayerNodeUID BATTLE_MoveNode BATTLE_PositionNode BATTLE_SetNodeKey BATTLE_GetNodeKey BATTLE_KillNodeKey BATTLE_IsNodeOccupiedByParty BATTLE_IsTurnPlayer BATTLE_GetUIDFromKey BATTLE_ShowStats BATTLE_HideStats BATTLE_EndBattle BATTLE_GetTurnNum BATTLE_GetPlayerTurnNum BATTLE_GetCPUTurnNum BATTLE_EndTurn BATTLE_StartBattle BATTLE_EndMove BATTLE_EndIntro BATTLE_GetLastAttacker BATTLE_GetLastTarget BATTLE_StartMonsters BATTLE_StartParty BATTLE_GetHandleFromUID BATTLE_IsParty BATTLE_IsMonster BATTLE_AffectNodeOccupant BATTLE_UnaffectNodeOccupant BATTLE_Start BATTLE_AttachNode BATTLE_DetachNode BATTLE_IsAdjacent BATTLE_GetNodeScope BATTLE_SetNodeScope BATTLE_SpawnMonster BATTLE_UpdateTrains BATTLE_PauseTrain BATTLE_StartTrain BATTLE_StopTrain BATTLE_SwapOccupants BATTLE_FaceNode BATTLE_StopTime BATTLE_StartTime BATTLE_FocusOnNode BATTLE_GetTurnCharName BATTLE_GetHitpoints BATTLE_ResetTimer BATTLE_GetAttachedNodeUID BATTLE_RemoveFromBattle BATTLE_SetNumBosses BATTLE_GetTurnEntUID BATTLE_SwapPlayers RemoveEntity PICKUP_GetItem rca setcharactertalk getbug getflower removeshield raiseshields updatebattlebars Pð v `ð v tð ùv Œð ¹w ð U| ¸ð y Èð äz Üð ¹} ðð &} ñ ~ ñ h~ 8ñ ñ~ Lñ G dñ øÊxñ ËŒñ Ç¢ ñ è ´ñ .€ Ìñ t€ äñ ‚ ôñ ä‚ ò |ò î‚ (ò %@ò r&Xò ø‚ pò ƒ „ò º€ œò ~ ¬ò ‚ Àò Ù„ Üò /ƒ øò Ë… ó † ó ;‡ 0ó 9ˆ Dó Š Xó g‰ ló ÏŠ €ó è‹ ”ó àŒ ¨ó © ¼ó Ž Ðó 3 èó D|øó ‘ ô ± ô Ñ 0ô +‘ Hô
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usage replaceguy <nodelabel> <gdbname>)
mainmenu [submenu] [submenu item number]
, %s%s(%d) partydesc$ addnew_to_inventory remove_from_inventory move_to_inventory is_in_inventory is_equipped is_skill_acquired add_npc_to_party add_temp_npc_to_party remove_npc_from_party set_money add_money remove_money check_money add_xp forceplayerlevel adjust_hitpoints adjust_nrg GetPlayerCurrentHP SetPlayerCurrentHP GetPlayerCurrentNRG SetPlayerCurrentNRG GetPlayerCurrentBouge SetPlayerCurrentBouge adjust_stat check_stat set_party_leader equip_item equip_best_item use_item have_fought_battle addbattle check_party_size get_world_skill_level set_world_skill_level gdb_mystech add_quest complete_quest cancel_quest is_quest_done add_battle_skill remove_battle_skill gdb_listbox CreateQuestBox RemoveQuestBox setup_extra_world_list place_in_party get_party_order battle_is_active setpartylevel create_party destroy_party activate_party operate_on_party set_party_members move_party_to_ent move_party_to_point resetbattle describe_party %i %s %.0f %.0f %.0f STATS_CreateAuxParty ERROR - tried to create party #%d, max is %d
STATS APE: Used Item '%s'
STATS APE: "have_fought_battle" too few arguments!
%d STATS APE: "addbattle" too few arguments!
not --> Added battle %s (%srepeatable)
%d bouge_cost bouge_cost s owner AddBattleSkill: Owner of skill not in party!
AddBattleSkill: GDB entry %s lacks 'owner' entry!
AddBattleSkill: Could not locate GDB entry %s !
AddBattleSkill: Wrong arguments!
s AddBattleSkill: Wrong arguments!
si SetWorldSkillLevel Failed. Couldn't find a character with that skill!
%d -1 50*level+35 addnew_to_inventory HugeGun equip_item HugeGun %s STAB_Destroy %s destinations\ *.dst STAB_Create %s STAB_Append %s %s %d sv %d %d vvv %s v %d i STATS_CreateParty_APE ERROR: bad args (%s)
%f %f %f STATS_CreateParty_APE ERROR: problem reading coordinates
Creating party %d (%s %s %s) at (%.0f %.0f %.0f)
i extern destroy_party ERROR - INVALID ARGUMENTS
ignoring party switch because game context is not normal
i extern activate_party ERROR - INVALID ARGUMENTS
i extern operate_on_party ERROR - INVALID ARGUMENTS
isss extern set_party_members ERROR - INVALID ARGUMENTS
is extern operate_on_party ERROR - INVALID ARGUMENTS
ifff extern operate_on_party ERROR - INVALID ARGUMENTS
si extern forceplayerlevel: usage is "extern forceplayerlevel <playername> <level>"
extern forceplayerlevel: unknown player "%s"
extern forceplayerlevel: illegal level %d (must be between 1 and %d)
si extern add_xp: usage is "extern add_xp <playername> <exp>"
extern add_xp: unknown player "%s"
Added %d exp points to character "%s" (now %d)
Current level = %d, next level at %d exp (%d to go)
, %s%s(%d) partydesc$ addnew_to_inventory remove_from_inventory move_to_inventory is_in_inventory is_equipped is_skill_acquired add_npc_to_party add_temp_npc_to_party remove_npc_from_party set_money add_money remove_money check_money add_xp forceplayerlevel adjust_hitpoints adjust_nrg GetPlayerCurrentHP SetPlayerCurrentHP GetPlayerCurrentNRG SetPlayerCurrentNRG GetPlayerCurrentBouge SetPlayerCurrentBouge adjust_stat check_stat set_party_leader equip_item equip_best_item use_item have_fought_battle addbattle check_party_size get_world_skill_level set_world_skill_level gdb_mystech add_quest complete_quest cancel_quest is_quest_done add_battle_skill remove_battle_skill gdb_listbox CreateQuestBox RemoveQuestBox setup_extra_world_list place_in_party get_party_order battle_is_active setpartylevel create_party destroy_party activate_party operate_on_party set_party_members move_party_to_ent move_party_to_point resetbattle describe_party %i %s %.0f %.0f %.0f STATS_CreateAuxParty ERROR - tried to create party #%d, max is %d
STATS_CreateAuxParty ERROR - tried to create party #%d, but it's already being used
STATS_DestroyAuxParty NOT IMPLEMENTED
cam_owner playerchar0 cam_zip STATS_SelectAuxParty ERROR - tried to Select party #%d, max is %d
STATS_SelectAuxParty ERROR - g_party->current_character was NULL!
STATS_SelectAuxParty ERROR - g_party->current_character->edict was NULL!
STATS_SelectAuxParty ERROR - tried to Select party #%d, but it's not valid
STATS_MoveAuxParty ERROR - couldn't find entity called %s
ERROR: usage is (console) "setmasterlevel <level>"
f extern clamppartyleveltominimum <level> - level was not specified!
ERROR: usage is (console) "clamppartyleveltominimum <level>"
ERROR: usage is (console) "applylevelconfiguration <configuration name>"
applylevelconfiguration clamppartyleveltominimum noxgame Balance_CalcWeaponLifespanRating : gdbWeapon == NULL!
ui_3dshop_setmode <modenum>
ui_3dmenu_setmode <modenum>
skill_acquired <skillName> <resultVariable>
GetPlayerCurrentHP <playername | playerchar#> <return_variable>
SetPlayerCurrentHP <playername | playerchar#> <new_hp>
GetPlayerCurrentNRG <playername | playerchar#> <return_variable>
SetPlayerCurrentNRG <playername | playerchar#> <new_nrg>
GetPlayerCurrentBouge <playername | playerchar#> <return_variable>
SetPlayerCurrentBouge <playername | playerchar#> <new_hp>
"extern forceplayerlevel <playername> <level>"
"extern add_xp <playername> <exp>"
setmasterlevel <level>
clamppartyleveltominimum <level>
applylevelconfiguration <configuration name>
extern stick <parent_ent> <parent_surf> <child_ent> <child_surf> <attach_name> <flags>
extern stick <parent_ent> [attach_name]
extern NPSimple <entnum> <filename>
extern NP <entnum> <id> <submodel> <surfname> <flags> <filename>
extern NPKill <entnum> [id]
EXTERN APE: Usage: playsound <filename> [entity id] [volume] [attenuation]
EXTERN APE: Usage: loopsound <filename> [entity id] [volume] [attenuation]
EXTERN APE: Usage: stopsound <filename> [fade delay in 10ths of seconds]
EXTERN APE: Usage: playanimation <entity id> [entity id 2] [entity id 3] [ etc .... ] <filename>
extern drawline <x1> <y1> <x2> <y2> <rrggbbaa1> <rrggbbaa2> <thickness>/
DrawFillTri <x1> <y1> <x2> <y2> <x3> <y3> [bgr] [alpha]
extern drawnicerect <x1> <y1> <x2> <y2> <bgr> <alpha>
adjust <cvarname> <changeby
extern "command arg1 arg2
setmousepos <x> <y>
windowcolor <corner> <color>", where <corner> is 1-4 (clockwise from top-left) and <color> is a hex dword in RRGGBBAA format
photo_gotoslot <slot>
func_mod[quotient,divisor]
func_div[quotient,divisor]
func_drand[low,high]
func_ratan2[y,x]
func_datan2[y,x]
func_pow[y,x]
apevar <gamevarname> [<setvalue>]
apearray <arrayname>[<index>] or: apearray <arrayname>[<index>] <value> or: apearray <arrayname>[<low>,<high>] or: apearray <arrayname>[<low>,<high>] <value>
extern setvarflexible <varName> <newValue>
extern getvarflexible <varName> <storeResultInVariable>
vm <md2 file> < optional : k to keep the last model on screen > < optional : r to remove all the "VM-ed" models on screen>
vmrotate <angle>
vmmovez <distance>
planet.dll
a3model <modelpath> [framenum] [clear] [clearall]
particles=<surfacename>,<particlestring>
colorlerp=<r1>,<g1>,<b1>,<r2>,<g2>,<b2>,<time>
External list from Lagunas Website
Add a waypoint to the entity’s waypoint queue. The entity will visit them in the order they are added to the queue.
Completely remove the entity from the world and destroy the handle. No, you don’t have to call AI_ReleaseEntity after this.
Returns the distance between entity A and entity B in the X/Y plane, ignoring the Z values.
Returns the distance in 3d pixels between entity A and entity B.
Returns the squared distance in 3d pixels between entity A and entity B. This should be used for distance comparisons where efficiency matters, because the function doesn’t have to do a square root to find the actual distance in pixels.
Finds an entity in the map that has a matching targetname or sequence and sets handlevar to the edict number. The return value is -1 if no entity could be found.
Get the entity closest to any X Y Z coordinates. GetClosestToPoint will ignore all “func_wall” and “func_areaportal” entities, as well as anything with a non-alpha first character in classname. Returns (-1) if there was nothing found. There is no radius limit. Even if point is at one side of the universe and the only entity is at the other side of the universe, it will find it. Also, when looking for bmodels (triggers, doors, etc), it finds the center point of the entity and uses that to determine distance. So, if you have ONE entity consisting of two brushes that are far apart, the center point will be somewhere between the two brushes and probably not anywhere near either of them... just something to be aware of.
Does the same thing as AI_GrabEntity, but doesn’t actually grab the entity. In other words, gives you a handle for the entity without affecting the entity in any way. BEWARE: make sure you know what you are doing when using this, as an entity that you previously got a handle for could be a different entity now...
Tries to find an entity in the world with a matching targetname or sequence. If there is one, the entity is frozen and stops what it’s doing so that it can execute any future commands you will issue from APE. To put the entity back to normal, you must call AI_ReleaseEntity.
Gets the x,y,z location of the player.
Get an entity of a specific classname closest to any X Y Z coordinates. So for example if you wanted to grab a door, the class name would be “func_door”. Returns (-1) if there was nothing found. There is no radius limit. Even if point is at one side of the universe and the only entity is at the other side of the universe, it will find it. Also, when looking for bmodels (triggers, doors, etc), it finds the center point of the entity and uses that to determine distance. So, if you have ONE entity consisting of two brushes that are far apart, the center point will be somewhere between the two brushes and probably not anywhere near either of them... just something to be aware of.
Lets the entity go back to what it was doing before. BEWARE! Do not use a handlevar for an entity that you have already released unless you are positive that it’s still valid.
Turn off interpolation for one frame. Use this when you want to “teleport” and entity somewhere else.
Spawns a new entity with the given classname, optionally a targetname and sequence, and optionally at exact location of another specified entity (usually a path_corner).
Force the entity to stop talking or “hanging out” after talking.
Tells the entity to stop right where it is and wait for some number of seconds. If you tell it to wait -1 seconds, it will stay there forever.
Same as AI_Wait, but the entity will also face the other entity that you specify.
Add edicts to entities spawned with APE, (ex: extern entkey door_handle “wsequence” “55:5555”).
Tells the entity to walk toward the specified entity until their bounding boxes are touching.
Tells the entity to walk to a specific entity (usually a path_corner), then face another entity. If you don’t specify another entity to face, it will face the same direction as the target entity (the path_corner).
Tells the entity to walk to a specific entity (usually a path_corner).
When the entity is done with whatever command you last gave it, it will invoke the sequence you specify here.
Don’t use it.
Force an entity to stop following it’s leader, if any.
Make an entity follow a leader, FF8 style.
Make an entity start walking a path, given a path_corner to start on.
Make an entity non-solid. Nothing can touch it and it can go through walls.
Get the unit vector that points in the entity’s forward direction.
Magically float the entity to the desired location, moving at a specific speed.
Magically float the entity to the desired location, arriving in a specific number of seconds.
The entity will basically start at the path_corner you give it, then walk the entire path to the end, then go back to whatever it was doing before. BEWARE! Make sure the path doesn’t loop!
Toggle whether the entity should try to avoid the world or not.
Toggle weither the entity should try to avoid other entities or not.
Common variables :
» scriptname : The name of the scene you want to play (relative to the anoxdata/scripts directory). You can pass a string variable as the path/filename E.g : scriptVar$.
» end_sequence : An APE sequence number called at the end of the script, 0:0 if none.
» source/target_id : The targetname/sequence of the source/target entitys on a relative script, ‘0’ if none.
» source/target_# : The spawn numbers of the source/target entitys on a relative script, ‘0’ if none.
» lerp : If ‘true’, the camera will lerp behind the player once the script has finished (default), ‘false’ will cancel this effect.
» hide_cursor :If ‘true’, hide cursor after script has finished. Default = ‘false’.
Play a scene/script where the camera is used.
Stop a playing scene/script.
Play a scene/script where the camera is not used.
Loop a scene/script where the camera is not used.
Stop a playing/looping ambient scene/script.
Checks the state of Quest Name, and returns a value to return_var. A return value of 2 means that the specified quest has been successfully completed, a value of 1 means that the quest is currently in-progress, and a value of 0 means that the quest has not been received/started. NOTE that this can be kinda expensive to check, so should not be used in a loop to compare/update values.
Coming soon...
Notes : You cannot pass variables as any of the parameters to the BEAM_ commands. When using the 'lightning' flag, the <radius_2> parameter is used to measure the maximum size an arc can reach. Using the 'infinite' flag means that you will have to explictly kill the beam with the BEAM_KillBeam command.
Flag name | Hex Value | Description |
---|---|---|
shrink | 0×0001 | beam shrinks with time (radius → 0) |
fade | 0×0002 | beam fades with time |
particle | 0×0008 | add particles to beam length |
glow | 0×0020 | draw halo around beam |
grow | 0×0040 | beam grows with time ( 0 → radius) |
lightning | 0×0200 | segmented lightning beam |
2x’s radius | 0×0400 | different source and target radius |
alpha-left | 0×0800 | fade from 0 alpha, target – source : fade |
alpha-right | 0×1000 | fade from 0 falpha, source – target : fade |
infinite | 0×2000 | beam lasts forever (until killed). |
Draw a colored, alpha rectangle to the screen. Alpha, blue, green and red range in value from 0 to 256.
Type | Description |
---|---|
push | Push-button, click it to call a sequence. |
progress | Progress bar |
edit | Single-line edit box, can autoselect. |
table | Used for epairs (possibly disabled) |
textbox | Box containing text, use modify, addline, and addfile to add text |
Parameter | Description |
---|---|
‘progress’ type control parameters | |
current=<value> | Sets the current progress(0 - 100) |
backcolor=<color> | Set the color for the unfilled portion of a progress bar. |
barcolor=<color> | Set the color for the filled portion of a progress bar. |
‘push’ type control parameters. | |
normal=<path/file.ext> | Graphic to use for normal state of button instead of provided graphic. |
depressed=<path/file.ext> | Graphic to use for depressed state of button instead of provided graphic |
bright=<path/file.ext> | Graphic to use for bright state of button instead of provided graphic. |
dim=<path/file.ext> | Graphic to use for dim state of button instead of provided graphic. |
message=<”text_string”> | Sets the label for the button. |
font=<”fontname”> | Set font for the message/label. |
‘textbox’ type control parameters | |
addfile=<path/file.txt> | Add all the text from a file into a text box. |
addentry=<entry_value> | Adds an entry to a list/textbox. |
addline=<entry_value> | Adds an entry to a list/textbox. |
Non type-specific parameters | |
setfocus=<true/false> | Forces the specified control to be the current focus. If set to false, then focus is removed from ALL controls. |
sequence=<sequence_number> | When control is operated, trigger this sequence_number. |
gamevar=<varname> | Set this variable to the a value specified by... |
returnvalue=<variable/number> | Override the regular return value for a control and have it set a specified gamevar (in APE) or the return message (in C) to the specified value. NOTE: If a return value is set, then ONLY the button-down message is sent, and NO OTHERS. |
current=<value> | For any control with multiple entries i.e. a listbox, set the selection to item number value. Different behaviour for ‘progress’ type controls. |
text=<”text_string”> | Add a line of text to a textbox or listbox |
width=<value> | Set control width. |
height=<value> | Set control height. |
line_height=<value> | Specify the height/spacing of the rows of text in a multi-line control i.e. listbox or textbox. |
indent=<value> | For listboxes which have an optional second column of data, this is the offset, in pixels, for column 2. |
spacing=<value> | Like line_height, can be used to put space between lines in multi-line controls. |
border=<true/false> | Draw border, or not |
slider=<value> | For slider controls or lists, force the slider and the drawing index to a specified location. Will automatically crop to keep the slider within the valid range. |
min=<value> max=<value> |
For sliders, set the minimum and/or maximum values for the range. |
Flag parameters | |
hiddenflag=<true/false> | Hide button gfx. |
dimflag=<true/false> | Force the control to be dimmed i.e. unselectable. |
nodrawflag=<true/false> | Suppress the drawing and use of the control when set to true. |
holdfocusflag=<false/true> | When set to false, clicking on this control does not give it focus. |
keyinputflag=<false/true> | When set to false, this control no longer accepts keyboard shortcuts or input. |
Executions
Executes are typically configuration files the change various factors of the Anachronox GUI, and key bindings.
Exec trihigh
Short for triangle highlighter.