level 6
ai2_active ai2_barabbas_run chr_wait_animtype debug_weapons
ai2_allpassive ai2_blind chr_wait_health door_drawframes
ai2_attack ai2_boss_battle chr_weapon door_ignore_locks
ai2_barabbas_retrievegun ai2_chump_stop chr_weapon_immune door_pop_lighting
ai2_chump ai2_deaf chr_who door_show_activation
ai2_comehere ai2_debug_localmove_lines cinematic_start door_show_debug
ai2_debug_makesound ai2_debug_localmovement cinematic_stop draw_every_frame
ai2_doalarm ai2_debug_localpathfinding cm_anim raw_every_frame_multiple
ai2_dopath ai2_debug_showsettingIDs cm_anim_block env_collision
ai2_findconnections ai2_ignore_player cm_barabus env_drawallgqs
ai2_followme ai2_melee_weightcorrection cm_detach env_drawfrustum
ai2_forget ai2_printspawn cm_interpolate env_drawvisonly
ai2_idle ai2_showactivationpaths cm_interpolate_block env_highlight_gq
ai2_inactive ai2_showastar cm_jello env_ray_number
ai2_kill ai2_showcombatranges cm_orbit env_show_ghostgqs
ai2_lookatchar ai2_showconnections cm_orbit_block env_show_leafnodes
ai2_lookatme ai2_showdynamicgrids cm_reset env_show_octnode_gqs
2010年03月21日 08点03分
1
level 6
ai2_makeaware ai2_showfights cm_wait env_show_octtree
ai2_makeblind ai2_showfiringspreads co_show_all env_show_quad_count
ai2_makedeaf ai2_showgrids co_toggle_text env_show_rays
ai2_makeignoreplayer ai2_showhealth console_activate env_show_stairflagged
ai2_movetoflag ai2_showintersections console_deactivate fast_lookup
ai2_neutralbehavior ai2_showjoblocations console_print fast_mode
ai2_noncombatant ai2_showlasers console_reset flag_name_distance
ai2_panic ai2_showlinetochar corpse_reset flag_new_id
ai2_passive ai2_showlocalmelee crash footstep_flash
ai2_pathdebugsquare ai2_showlos cutscene_sync fx_laser_width
ai2_printbnvindex ai2_shownames debug_env_anim gl_disable_depth_reads ai2_report ai2_showpathfindingerrors diary_page_unlock gl_disable_dxt1 ai2_report_verbose ai2_showpaths did_kill_griffen gl_disable_packed_pixels ai2_reset ai2_showprediction difficulty gl_fog_blue ai2_set_handlesilenterror ai2_showprojectiles dmsg gl_fog_end ai2_set_logerror ai2_showsounds door_close gl_fog_green ai2_set_reporterror ai2_showtargeting door_jam gl_fog_red ai2_setalert ai2_showvision door_lock gl_fog_start
2010年03月21日 08点03分
2
level 6
ai2_setjobstate ai2_spacing_cookies door_open gl_mipmap_offset
ai2_setmovementmode ai2_spacing_enable door_unjam gs_input_accel
ai2_showmem ai2_spacing_weights door_unlock gs_screen_shot_reduce
ai2_skill_bestangle ai2_stopignoring_count dprint gs_show_characters
ai2_skill_decay ai2_stopignoring_time dump_docs gs_show_corpses
ai2_skill_delaymax am_hit_everything end_cutscene gs_show_environment
ai2_skill_delaymin am_invert env_anim gs_show_object_count
ai2_skill_error am_show_axes env_anim_block gs_show_objects
ai2_skill_inaccuracy am_show_closest env_broken gs_show_particles
ai2_skill_recoil am_show_filenames env_setanim gs_show_physics_count ai2_skill_revert character_name_distance env_setanim_block
2010年03月21日 08点03分
3
level 6
gs_show_scripting_count ai2_skill_save chr_active env_shade gs_show_shadows ai2_skill_select chr_aim_width env_show gs_show_sky ai2_skill_show chr_all_active env_texswap gs_show_ui ai2_spawn chr_auto_aim_arc fade_in gs_sleep
ai2_spawnall chr_auto_aim_dist fade_out gs_stable_ear
ai2_takecontrol chr_big_head fall_back invincible
ai2_tripalarm chr_big_head_amount fall_front laser_alpha
begin_cutscene chr_block_angle flag_view_prefix li_center_cursor
bind chr_buffer_size give_powerup m3_buffer_clear
chr_animate chr_collision_box gl_fog_end_changeto m3_clear_color
chr_animate_block chr_collision_grow gl_fog_start_changeto m3_double_buffer
chr_boss_shield chr_corpse_fade_offscreen goto m3_fill_solid
chr_changeteam chr_death_fade_frames gs_farclipplane_set m3_shade_vertex chr_create chr_death_fade_start gs_fov_set m3_texture chr_death_lock chr_debug_aiming_screen hang m3_zcompareon chr_delete chr_debug_characters input marketing_line_off chr_disarm chr_debug_collision killed_griffen ob_show_debug chr_display_combat_stats chr_debug_fall letterbox omnipotent chr_dontaim chr_debug_footsteps lock_keys p3_debug_collision chr_draw_dot chr_debug_footsteps_verbose lose p3_everything_breakable
2010年03月21日 08点03分
4
level 6
chr_envanim chr_debug_handle m3_display_list p3_furniture_breakable chr_envanim_block chr_debug_impacts m3_display_set p3_glass_breakable
chr_envanim_stop chr_debug_overlay m3_draw_engine_list p3_show_env_collision
chr_facetoflag chr_debug_pathfinding m3_engine_set patrolpath_name_distance
chr_focus chr_debug_sphere m3_geom_engine_list ph_active
chr_forceholster chr_debug_target m3_quality_set ph_debug_keyforces
chr_freeze chr_debug_trigger_quad make_corpse ph_show_collisions
chr_full_health chr_disable_melee message recoil_base
chr_givepowerup chr_disable_visactive message_remove recoil_edit
chr_giveweapon chr_draw_aiming_vector movie_play recoil_factor
chr_has_empty_weapon chr_draw_all_characters obj_create recoil_max
chr_has_lsi chr_draw_facing_vector obj_force_draw recoil_return_speed
chr_health chr_draw_weapon obj_hide save_point
chr_holdkey chr_enable_collision obj_kill saved_film_character_offset
chr_inv_reset chr_lod obj_shade saved_film_loop
chr_invincible chr_mini_me obj_show sc_bind_f2
2010年03月21日 08点03分
5
level 6
chr_is_player chr_mini_me_amount objective_complete sc_bind_f3
chr_kill_all_ai chr_pin_character objective_set show_characters
chr_location chr_print_sound p3_callevent show_chr_env_collision
chr_location_settocamera chr_show_bnv p3_count show_flags
chr_lock_active chr_show_lod p3_daodan_disable show_laser_env_collision chr_main_class chr_show_movement p3_dumpparticles show_patrolpaths chr_neutral chr_weapon_auto_aim p3_killall show_performance chr_nocollision cinematic_xoffset p3_killnearest show_performance_gsd chr_pain cinematic_yoffset p3_printtags show_performance_gsu chr_peace cm_canter_unarmed p3_removedangerous show_sound_all chr_playback cm_canter_weapon p3_spawn show_sound_rectangles chr_playback_block cm_distance p3_startall show_sound_spheres chr_playback_debug cm_height p3_stopall show_triggers chr_poison cm_jello_amt p3_writeusedparticles show_turrets chr_set_class cm_jello_radius particle single_step
2010年03月21日 08点03分
6
level 6
chr_set_health cm_lookspring_percent particle_temp_kill sky_height
chr_shadow cm_plane_test particle_temp_start sky_show_clouds
chr_super co_display particle_temp_stop sky_show_planet
chr_talk co_fade_time perf_prefix sky_show_sky
chr_teleport co_message_display ph_status sky_show_skybox
chr_ultra_mode co_priority playback sky_show_stars
chr_unkillable debug_consoles playback_block sound_show_debug
chr_unlock_active debug_font_cache playback_debug spatial_footsteps
chr_unstoppable debug_gun_behavior powerup_reset sync_debug
chr_vocalize debug_impacts powerup_spawn target_max_distance
chr_wait_animation debug_scripts print_state turret_show_debug
chr_wait_animstate debug_triggers print_type ui_suppress_prompt
reset_mechanics unstoppable
restore_game wait_for_key
save_game wp_disable_fade
splash_screen turret_activate sc_focus wp_fadetime
target_set turret_deactivate script_reload wp_force_half_scale
text_console turret_reset slowmo wp_force_no_scale
timer_start ui_fill_element sound_ambient_start wp_force_scale
timer_stop ui_flash_element sound_ambient_stop wp_hypostrength
tr_stop_lookup ui_show_element sound_ambient_volume wp_kickable
tr_write_animation ui_show_help sound_dialog_play wp_pow_adjustment
2010年03月21日 08点03分
7
level 6
tr_write_collection unbind sound_dialog_play_block wp_scale_adjustment
tr_write_lookup unbindall sound_dialog_play_interrupt trigvolume_corpse
trig_activate weapon_reset sound_impulse_play trigvolume_count
trig_deactivate weapon_spawn sound_list_broken_links trigvolume_enable
trig_hide where sound_music_start trigvolume_kill
trig_reset who sound_music_stop trigvolume_reset
trig_show win sound_music_volume trigvolume_setscript
trig_speed sound_objects_reset trigvolume_trigger
2010年03月21日 08点03分
8
level 6
命令语句格式不同请注意使用时的格式,
举些例子:
where; who ;win;lose;fade_in等直接使用.
ai2_attack ***(人物代码) ***(人物代码)
door_lock (门的编号)
chr_nocollision (人物代码) 1/0
door_ignore_locks=1/0
2010年03月21日 08点03分
9
level 1
door_lock,door_unlock等命令的门编号除了在Airport那关顺着出现次序排列(从1-14),其他关的门编号基本上都是散的。
如9楼所提到,ai2_attack 和其他类似的命令都需要两个人物代号。若您要‘IntroStriker01'攻击‘BoothMuro01'的话:ai2_attack IntroStriker01 BoothMuro01。相反的,如果要‘BoothMuro01'攻击‘IntroStriker01':ai2_attack BoothMuro01 IntroStriker01
Konoko在BSL档案里的人物代号通常是‘0’或‘char_0'。
2010年03月30日 13点03分
10