Lionhead Challenge Language Documentation

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3 Statements

Statements appear in the body section of scripts. There are many statements available for you to use. Each of them results in something happening somewhere! Statements do not return a result.

See also:

3.1 Statements using generic objects

These statements can be used (generally) to control any object.

  1. move object position to position
  2. set object position to position
  3. set object resource constant to expression
  4. set object focus to position
  5. set object focus on object
  6. play anim string on object opt_loop opt_stand
  7. set object anim constant
  8. set object physics balance expression
  9. override object anim constant
  10. cancel object anim override
  11. delete object
  12. set object in player expression hand
  13. set object velocity heading position speed expression
  14. set object target coord_expression time expression
  15. set object temperature expression
  16. set object player expression
  17. release object
  18. release object focus
  19. enable_disable object can be leashed to
  20. set object colour red expression green expression blue expression
  21. reset object colour
  22. set object secondary colour red expression green expression blue expression
  23. stop object moving
  24. move object to limbo
  25. release object from limbo
  26. set object angular velocity x expression y expression z expression
  27. override mesh for object with string
  28. enable/disable object indestructible
  29. enable/disable object hurt by fire.
  30. enable/disable object set on fire
  31. enable/disable object on fire expression
  32. enable_disable fire system
  33. enable_disable floaty icons
  34. enable/disable object moveable
  35. enable/disable object pickup
  36. enable/disable pickup type constant
  37. set object alpha expression
  38. set lava running at coord_expression heading coord_expression radius expression
  39. set object shake expression
  40. enable_disable object reactable
  41. enable_disable object can be fisted
  42. enable_disable object interactable
  43. enable_disable object cylindar override
  44. enable_disable object physics tracking
  45. clear object hit object
  46. clear object hit land
  47. enable/disable force object renderable

3.2 Statements involving state driven objects

Statements controlling state driven objects. These are objects such as villagers and animals (but not the creature)

  1. enable_disable anim events on object
  2. set object anim event probability
  3. Controlling Villagers
    1. move villager object focus to coord_expression
    2. set object disciple constant opt_sound
    3. set housewife object pregnant by object
    4. set object to follow object at distance expression
    5. enable/disable object skeleton
    6. set object carrying constant
    7. enable_disable villager object can be imprisoned
    8. set villager object default speed to constant
    9. enable_disable villagers ignore object resource
    10. enable_disable object alternative mesh
    11. play paired anim constant on object with object (snap to position)
    12. set anim speed of object to expression
    13. reset object anim speed
    14. reset object speed

3.3 Statements involving visual effects

Statements controlling visual effects

  1. enable_disable object visible
  2. enable_disable object pulse (speed expression) (with fadetime expression)
  3. enable_disable object additive
  4. enable_disable object secondary additive
  5. stop visual effect object
  6. remove visual effect object target at coord_expression
  7. add object target at coord_expression
  8. set visual effect target object
  9. enable_disable object pulse (speed expression) (with fadetime expression)

3.4 Statements involving migrations

Statements controlling the migration of villagers betwene towns

  1. start migration from town object to town object
  2. enable_disable migration from object to object
  3. enable_disable migration object can be declined
  4. enable_disable migration from town object to all other towns
  5. set migration threshold between town object and town object
  6. enable_disable player town migration
  7. enable_disable town object impressiveness override opt_amount
  8. accept pilgrims object
  9. decline pilgrims object

3.5 Statements affecting players

Statements that change values for players.

  1. set player expression mana expression
  2. set player expression alignment expression
  3. set player expression town object capture reason constant
  4. enable_disable spell constant for player expression
  5. clear player expression spell charging
  6. set object player expression relative belief
  7. enable_disable player expression virtual influence

3.6 Statements Affecting Buildings

Statements controlling houses and other buildings.

  1. enable_disable abode object
  2. enable/disable villagers can build object
  3. set field object height to expression
  4. enable_disable monster mine object

3.7 Statements Affecting Epic Miracles

Statements that allow scripts to control epics. These are used for dynamic epic cutscences and the like.

  1. stop spell object
  2. invoke spell stage
  3. create expression worshippers at object
  4. create epic constant at coord_expression
  5. enable_disable predefined sky string time expression

3.8 Statements Affecting Video Playback

Statements that allow scripts to play videos and fine tune their display.

  1. play video string
  2. play video string with sound string
  3. set object clipping window left expression top expression width expression height expression
  4. stop video

3.9 Statements Controlling Physics

Statements that controll the physics system, as well as create phyics forces.

  1. set physics from hand with strength position radius expression
  2. set capture radius for physics objects to expression
  3. set physics at position position with strength position radius expression random expression
  4. remove all objects in physics
  5. delete all objects in physics

3.10 Statements Affecting Spread Effects

Statements that create spread effects, like heat, and statements that change the displayed alignment of an area.

  1. add effect EFFECT_TYPE at position strength expression radius expression
  2. set ground alignment to expression at coord_expression radius expression amount expression
  3. set lava puddle at coord_expression radius expression temperate expression

3.11 Statements Affecting Gates

Statements that controll gates.

  1. set gate object open
  2. set gate object close
  3. enable_disable gate can open for platoons

3.12 Statements Controlling game objectives

These statements control the game objectives. e.g. mine a x amount of ore

  1. process land end objectives
  2. set player expression objective TRIBUTE_OBJECTIVE_TYPE status to TRIBUTE_OBJECTIVE_STATE
  3. set player expression objective class constant amount expression
  4. reset all objectives for player expression
  5. set player expression objective constant with LOTS OF PARAMETERS
  6. set player expression objective constant icon constant
  7. set player expression objective constant amount expression
  8. set player expression objective constant parent objective constant
  9. set player expression objective text string opt_amount
  10. set player expression objective description string
  11. disable player expression objective constant
  12. reset player expression objective constant
  13. set player expression objective constant value expression

3.13 Statements Controlling the Whole Game

These statements control what is happening in the game such as changing game settings or the level

  1. enable_disable game can be lost
  2. enable_disable global influence
  3. set min height camera experssion focus expression
  4. enable_disable text skip
  5. enable_disable villager interaction manager
  6. enable_disable can use destruction tool
  7. enable_disable tribute visual
  8. enable_disable disciple placedown speech
  9. enable_disable single active speech
  10. force save load
  11. play credits
  12. force save goto menu
  13. enable_disable dialogue manager
  14. enable_disable heartbeat sound
  15. enable_disable constant menu
  16. enable_disable pause menu in widescreen
  17. enable_disable interface action constant
  18. enable_disable creature icon visible
  19. enable_disable army flag in widescreen
  20. enable_disable objective list in widescreen
  21. enable_disable toolbar in cutscene
  22. enable_disable build out of town within influence
  23. enable_disable performance checking
  24. add performance stat called string
  25. set persistent data constant to expression
  26. enable/disable influence
  27. enable/disable influence visual effect
  28. enable/disable blooming
  29. exit game
  30. enable/disable help system
  31. set interaction constant
  32. set game speed to expression
  33. Load Map "Filename"
  34. enable_disable loading screen
  35. save game in slot expression
  36. set fade red expression green expression blue expression time expression
  37. set fade in time expression
  38. enable_disable leash draw
  39. enable_disable highlight draw
  40. enable_disable spell icon draw
  41. enable/disable force flag draw
  42. enable/disable force tooltip draw
  43. enable_disable shadows
  44. enable/disable markers
  45. set cameratool object to object
  46. increment tribute by expression
  47. decrement tribute by expression
  48. force auto save
  49. skip current cutscene
  50. empty player hand

3.14 Statements Controlling Dynamic Music

These statements control the dynamic music system of the game.

  1. start dynamic music
  2. stop dynamic music
  3. set dynamic music string loop expression (urgent)

3.15 Statements Controlling Towns

These statements control objects which are specifically towns, as well as adjusting the ways in which the player can interact with their towns.

  1. set research ARTEFACT available to RESEARCH_AVAILABILITY
  2. enable_disable town object can be taken by force
  3. extend town object influence by expression
  4. set town object maximum population to expression
  5. build all town object buildings in group expression
  6. set object emergency for 20 seconds
  7. stop object emergency
  8. set town object desire for constant to expression
  9. enable_disable town object job constant
  10. enable/disable personalisations
  11. enable_disable spell constant in object
  12. enable_disable town object desire speech

3.16 Statements Controlling the interface

Allows you to the toolbar, the interface, floaty icons, and whatever appears in wide screen.

  1. enable_disable build menu override (with constant)
  2. set toolbar menu to constant
  3. enable_disable toolbar
  4. enable_disable objective window
  5. enable_disable toolbar pause
  6. enable_disable toolbar locked
  7. highlight toolbar item expression
  8. clear toolbar highlight
  9. remove world icon expression
  10. enable_disable hand icon draw
  11. enable_disable hand demo icon
  12. enable_disable hand text draw
  13. set hand icon constant
  14. set mouse position x expression y expression
  15. set hand height multiplier expression
  16. set maximum hand distance to expression
  17. set bindable hand icon constant
  18. set hand icon text string
  19. set toolbar state to constant
  20. enable_disable tribute menu scroll
  21. set tribute menu selection to constant
  22. trigger floaty number FLOATY_ENUM at coord_expression (importance expression) (icon FLOATY_ENUM) (value expression)
  23. enable_disable floaty number draw in widescreen
  24. clear left_right clicked object
  25. clear left_right clicked position
  26. clear left_right button opt_double clicked
  27. enable/disable force tooltip draw
  28. enable_disable script controlled migration player expression

3.17 Controlling Objects which are Creatures

Creatures are more complex than other game objects, so further control functions have been created to manipulate them. Creature desires are things that motivate him, eg: CREATURE_DESIRE_HUNGER, CREATURE_DESIRE_ANGER, (see CreatureEnum.h)

  1. enable_disable object action availability constant
  2. set object desire constant to expression
  3. set object only desire constant
  4. set object disable only desire
  5. set object desire constant constant
  6. set object constant development
  7. set creature object role to constant radius expression
  8. set object magic properties constant time expression
  9. enable_disable object attack own town
  10. enable_disable right hand only for object
  11. enable_disable object can learn constant
  12. enable_disable object auto scale opt_expression
  13. set object all desire constant
  14. set object desire maximum constant to expression
  15. set object priority expression
  16. set player expression creature to object
  17. teach object constant constant constant
  18. teach object all
  19. teach object all excluding constant
  20. force object constant object with object
  21. force object constant object object
  22. force object constant object with coord_expression
  23. initialise number of constant for object
  24. force action object finish
  25. enable object confined to coord_expresison radius expression
  26. disable object confined
  27. clear dropped by object
  28. attach object leash to object
  29. attach object leash to hand
  30. enable/disable leash on object
  31. toggles player expression leash
  32. detach object leash
  33. load midi file string on object
  34. add note expression on object using object with sound string (anim string)
  35. play midi object
  36. set object home position coord_expression
  37. clear last gesture
  38. set object name constant
  39. enable_disable object navigation
  40. disable object can drop
  41. request creature move to position distance expression
  42. request creature play individual anim expression
  43. request creature play static anim string expresion seconds
  44. request creature object action constant object object
  45. set creature object hair length expresion
  46. release creature object hair length
  47. snap creature object focus to coord_expression
  48. set creature object CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE expression opt_time
  49. enable_disable creature object flag visible
  50. enable_disable drawing all flags
  51. enable_disable creature object flip animation
  52. enable_disable script creature object run
  53. set creature object walk override injured
  54. set creature object walk override sad
  55. set creature object walk override angry
  56. set creature object walk override scared
  57. cancel creature object walk override
  58. set creatures object hapiness to maximum
  59. set creature object script thought text text_string
  60. clear creature object script thought
  61. set creature object energy to expression
  62. enable_disable script creature object interaction
  63. ask creature object to leave scripted learning
  64. enable_disable tooltip on creature object
  65. play anim constant on object loop
  66. load my_creature at coord_expression
  67. save my_creature
  68. load creature string player expression at coord_expression

3.18 Controlling Armies

Controlling Armies

  1. add object to platoon object attack list
  2. remove object to platoon object attack list
  3. add coord_expression to waypoint list object
  4. move object along object with patrol constant
  5. object attack object with severity expression
  6. object attack buildings near coord_expression radius expression
  7. set object attack everything near coord_expression radius expression
  8. merge platoon object into platoon object
  9. enable/disable platoon object merge
  10. enable/disable platoon object split
  11. enable/disable platoon object camp
  12. thread platoon object to platoon object
  13. remove platoon object from platoon object
  14. disband army object
  15. disband a platoon object
  16. set army object formation to formation_type_enum
  17. set platoon object experience to expression
  18. increment platoon object experience
  19. enable_disable town manager
  20. set town object platoon type constant at ratio expression
  21. set town object army type constant platoon ratio on wall to expression
  22. set platoon take over town
  23. remove villager object from platoon
  24. add villager to platoon
  25. set platoon object formation to expression wide by expression deep
  26. set platoon stat constant of object to expression
  27. set platoon movement value constant of object to expression
  28. add action constant using object to platoon action queue
  29. add action constant using object to front of platoon action queue
  30. add action constant using object to next in platoon action queue
  31. add action constant using coord_expression to platoon action queue
  32. add action constant using coord_expression to front of platoon action queue
  33. add action constant using coord_expression to next in platoon action queue
  34. clear platoon action queue
  35. remove current action from platoon action queue
  36. remove action expression from platoon action queue
  37. reset platoon object movement stats
  38. force platoon object camp
  39. set town object siege weapon type constant to expression
  40. add action constant using object to siege weapon object action queue
  41. add action constant using object to front of siege weapon object action queue
  42. add action constant using object to next in siege weapon object action queue
  43. add action constant using coord_expression to siege weapon object action queue
  44. add action constant using coord_expression to front of siege weapon object action queue
  45. add action constant using coord_expression to next in siege weapon object action queue
  46. clear siege weapon object action queue
  47. remove current action from siege weapon object action queue
  48. remove action expression from siege weapon object action queue
  49. enable_disable platoon response to town attack
  50. enable_disable platoon response to local platoon attack
  51. enable_disable platoon object respond to player army
  52. enable_disable platoon object eating
  53. set flock object to migration
  54. town object capture all enemy towns
  55. enable_disable siege weapon object auto attack
  56. enable_disable scripted platoon get on enemy wall
  57. set initial level of player melee platoon to constant
  58. set initial level of player ranged platoon to constant
  59. set initial level of player siege weapon to constant
  60. enable_disable show army bubbles
  61. set all platoon of town object to town object
  62. enable_disable show army set effect
  63. enable_disable platoon object can disband
  64. enable_disable leashing on platoon object

3.19 Statements controlling timers

Some scripts may have time limits on them, for these you can set up a timer which can be accessed for triggers dependant on time left.

  1. set object time to expression second[s]

3.20 Statements controlling the depth of field

These statements allow for fine control of the depth of field.

See also:

  1. set depth of field strength multiplier to expression
  2. set depth of field distance multiplier to expression

3.21 Controlling Containers

An object can be a container ie. Dance, Flock or Town; something which holds a number of objects. This container can be manipulated and generally effects the group of objects within the container. Some functions on objects can be called on containers too, eg. delete, set position, etc.

  1. disband object
  2. populate object with expression constant
  3. set object properties inner expression outer expression
  4. set flock object to coord_expression with radius expression
  5. set flock object altitude to expression
  6. nominate object as leader for flock object
  7. add object to flock object

3.22 Time Functions

The in game time of day can be set and got by a script, but also the real world time details can be accessed for Easter Egg scripts.

  1. set game time expression
  2. move game time expression time expression
  3. enable_disable game time

3.23 Reactions.

Reactions can be set up to effect people around the defined area. The constants used can be found in Enum.h Reactions will work on script markers as well as objects.

  1. create reaction object constant
  2. detach reaction object
  3. detach constant reaction object

3.24 Running Scripts

Any calls to run script outside of a scripts begin-end block is in auto run. However scripts can be run from other scripts, then return to the script caller, or run the script and continue processing the current script.

See also:

  1. run script identifier
  2. run background script identifier
  3. Stop Script string
  4. Stop All Scripts Exclusing string
  5. Stop Scripts Files string
  6. Stop Scripts in File string excluding string
  7. Stop All Scripts Exclusing Files string
  8. run map script line string

3.25 Wait conditions

It is possible to stop script progress until a condition is successful. There are two versions available for wait; for good reading the script author can use the optional word 'until'.

  1. wait until condition
  2. wait condition

3.26 Sound and Music

Sound and music can be played with the scripts to the same quality as in the game.

  1. start music string opt_fadetime opt_music_loop
  2. stop music opt_fadetime
  3. attach music string to object opt_range
  4. detach music from object
  5. move music from object to object
  6. enable_disable music on object
  7. restart music on object
  8. set object music position to coord_expression
  9. enable_disable alignment music
  10. set object atmos group expression time expression opt_id
  11. set camera atmos group expression time expression opt_id 0
  12. attach atmos string to camera opt_range opt_volume
  13. attach atmos string to object
  14. detach atmos from object
  15. detach atmos from camera
  16. enable_disable atmos sound string fade
  17. enable_disable simulation sound opt_fadetime
  18. enable_disable atmos sound
  19. set atmos volume expression
  20. destroy mixer expression opt_fadetime
  21. set mixer expression channel AUDIO_MIXER_CHANNEL to expression opt_fadetime
  22. set mixer expression to string opt_fadetime
  23. set auto mixer override on object channel constant min expression max expression
  24. reset auto mixer override
  25. release loop
  26. play string sound string opt_volume opt_loop opt_pitch
  27. play sound string at coord_expression opt_volume opt_loop opt_pitch
  28. play random sound from group string at coord_expression
  29. stop sound string
  30. release sound string
  31. attach opt_3d sound string to object
  32. detach sound string from object

3.27 Weather Storms

Creates weather conditions.

  1. set precipitation at coord_expression radius expression enable_disable rainfall enable_disable snowfall enable_disable overcast
  2. set object properties rainfall expression snowfall expression overcast speed expression
  3. set cloud object altitude expression
  4. set cloud generation expression
  5. set cloud object points to expression
  6. set cloud object size to x expression y expression z expression
  7. set lightning strike at coord_expression from object
  8. set cloud for object above coord_expression
  9. set sandstorm object position moving to position strength expression radius expression
  10. set cloud alignment to expression at coord_expression radius expression
  11. enable/disable object affected by wind

3.28 state object constant expression> expression, expression> coord_expression>

This is a dangerous feature, where you can set the object in a state. Do not set them into a simulation state as it may go mad! States have data which needs to be set up for the specific statae, the float, ulong, and position params may need to be filled for the state. BE CAREFUL!

state LostBrother LIVING_IN_SCRIPT

3.29 Statement Blocks

Certain things in Black and white insist that they have control start and control release sections. Example the camera must be free for control before you do anything. Putting these in blocks inforces the programmer to release control properly. Other parts of the internal language require blocks for parsing reasons. Exmaple: The script compiler must know where the end of an if statement is for jumping to address in the byte code. This information is unimportant to the script programmer, they just need ot know the sytax of the language!

  1. If Block
    1. if condition statements
    2. elsif condition statements
    3. else statements
    4. end if
  2. while condition statements end while
  3. force while condition statements end while
  4. begin loop statements end loop
  5. begin cinema statements end cinema
  6. begin cinema statements end cinema
  7. begin full screen cinema statements end cinema
  8. begin interactive camera statements end interactive camera
  9. begin dialogue statements end dialogue
  10. begin known dialogue statements end dialogue
  11. begin known cinema statements end dialogue

3.30 Dialogue Statements

Statements dealing with dialogue. Most of these must be made within a dialogue block

  1. Spirit Control
    1. make spirit_type point to object
    2. make spirit_type point at position
    3. make spirit_type play across expression down expression constant
    4. make spirit_type play constant at coord_expression in world
    5. make spirit_type cling across expression down expression
    6. make spirit_type fly across expression down expression
    7. make spirit_type fly across expression down expression
    8. stop spirit_type pointing
    9. make spirit_type look at position
    10. make spirit_type look at object
    11. stop spirit_type looking
    12. eject spirit_type
    13. appear spirit_type
    14. disappear spirit_type
    15. send spirit_type home
  2. Text and Speech
    1. request dialogue constant (DIALOG_EVENT_TYPE in DialogManagerEnum.h) opt_with_constant (DIALOG_MAGNITUDE)
    2. say string
    3. say database string
    4. say random from group string
    5. say opt_single line expression from group string interaction opt_narrator
    6. say string with number expression
    7. say constant with number expression
    8. clear dialogue
    9. close dialogue
    10. close dialogue

3.31 Camera Statements

Cameras can be controlled from within the scripts.

See also:

  1. set camera zones to "filename"
  2. store camera details
  3. restore camera details
  4. reset camera lens time expression
  5. enable_disable clipping distance
  6. set camera lens expression time expression
  7. move camera position to position time expression
  8. set camera position to position
  9. move camera focus to position time expression
  10. set camera focus to position
  11. move camera to face object distance expression time expression
  12. set camera to face object distance expression
  13. set camera focus follow object opt_offset
  14. set camera position follow object opt_offset
  15. move follow camera position offset coord_expression time expression
  16. move follow camera foucs offset coord_expression time expression
  17. move camera focus follow object
  18. move camera position follow object
  19. set camera to camera_enum
  20. move camera to camera_enum time expression
  21. camera path camera_enum
  22. enable/disable camera fixed rotation at coord_expression
  23. start hand demo string
  24. set camera position coord_expression focus coord_expression lens expression
  25. move camera position coord_expression focus coord_expression lens expression time expression
  26. shake camera strength expression
  27. stop camera shake
  28. set camera position relative to object T_AT coord_expression
  29. set camera focus relative to object T_AT coord_expression
  30. move camera position to coord_expression time expression easein expression easeout expression
  31. set camera lens expression time expression easein expression easeout expression
  32. move camera focus to coord_expression time expression easein expression easeout expression
  33. move camera position to coord_expression time expression catmullrom bias expression tension expression
  34. move camera focus to coord_expression time expression catmullrom bias expression tension expression
  35. set camera lens to coord_expression time expression catmullrom expression bias tension expression
  36. set camera roll expression time expression
  37. set camera roll expression time expression easein expression easeout expression
  38. set camera roll to possition time expression catmullrom bias expression tension expression
  39. play camera path with easein expression easeout expression
  40. queue camera move with position coord_expression focus coord_expression time expression
  41. reset camera path

3.1.1 move object position to position

This makes the object move between the two positions.

move Sister position to {SoapBox}
move SleepingLion position to {ThePeacefullValley} using NAV_FAILURE_MODE_GO_TO_CLOSEST_POINT navigation

3.1.2 set object position to position

This make the object position change.

set Sister position to {SoapBox}

3.1.3 set object resource constant to expression

sets the amount of resource in an object to the amount specified

set OreRock resource ORE to 10000

3.1.4 set object focus to position

Makes the object turn to face the position passed, or just look at the position passed depending on how flexable an object is.

set Sister focus to {LostBrother}

3.1.5 set object focus on object

For the case of a creature the creature will look at the moving object, but for other things they will turn to face the current position of the passed object.

set MyCreature focus on Rock

3.1.6 play anim string on object opt_loop opt_stand

Set an object to play an animation for a number of times using a string.

play anim "M_CRY" on Sister loop 5 disable stand 
play anim on Sister "M_CRY" disable stand
play anim on Sister "M_CRY" loop 5

3.1.7 set object anim constant

Very useful if you wish to change the walk animation of a character eg. Pied piper walks with a dance.

set Piper anim ANM_PIPERDANCE

3.1.8 set object physics balance expression

Sets an objects physics proerties (spreadhseet value)

set lamb physics balance 17

3.1.9 override object anim constant

Very useful if you wish to change the walk animation of a character eg. Pied piper walks with a dance.

override Piper anim "M_PIPERDANCE"

3.1.10 cancel object anim override

Cancels any overriding animation set on an actor

cancel MyActor anim override

3.1.11 delete object

This deletes an object from the game. If you wish something to die before being deleted you should set it's health to 0.0. NB. Deleting an object which is a container will dispand the members of the container, not delete them.

delete PiedPiperFlock

3.1.12 set object in player expression hand

Places an object into the player hand

set MyFish in player 1 hand

3.1.13 set object velocity heading position speed expression

If an object is something with Physics in the game it applies a velocity to it towards a position.

set Rock velocity heading {PiedPiper} speed 10

3.1.14 set object target coord_expression time expression

Applies physics to an object so that it lands at the defined position in a given time

set Rock1 target {House} time 5

3.1.15 set object temperature expression

Sets the temperature of an object. Range is -1 to 1.

set rock temperature 1

3.1.16 set object player expression

Sets the player an object belongs to

set Villager player 3

3.1.17 release object

This releases a game object from the script, and sets it into the game without deleting.

3.1.18 release object focus

Game creatures can be in the sim with there focus being set to an object or position. This functions free's up the creatures head behaviour.

3.1.19 enable_disable object can be leashed to

Sets if a creature can leash to this object or not. This object or course can also be a creature.

disable FriendlyCreature can be leashed to

3.1.20 set object colour red expression green expression blue expression

Set an objects colour if possible. RGB 0->255

set MyEffect colour red 230 green 100 blue 10

3.1.21 reset object colour

Reset an objects colour if possible

reset MyCreature colour

3.1.22 set object secondary colour red expression green expression blue expression

Set an objects secondary colour if possible. RGB 0->255

set MyEffect secondary colour red 230 green 100 blue 10

3.1.23 stop object moving

stops a given object from moving

stop Sister moving

3.1.24 move object to limbo

moves an object to limbo

move MyRock to limbo

3.1.25 release object from limbo

releases an object from limbo

release MyRock from limbo

3.1.26 set object angular velocity x expression y expression z expression

sets the angular velocity for the given object

set MyObject angular velocity x 20.2 y 18.6 z 2.0

3.1.27 override mesh for object with string

overrides the given objects default mesh with the given string

override mesh for MyObject with "New_Mesh_String"

3.1.28 enable/disable object indestructible

sets the object as indestructible or not.

enable MyVillager indestructible

3.1.29 enable/disable object hurt by fire.

sets the object as hurt by fire or not, normal behaviour is hurt by fire ;)

disable MyVillager hurt by fire

3.1.30 enable/disable object set on fire

sets the object as possible to be lit by fires. Generally objects can burn, but in some scripts villagers must not be burnt.

disable MyVillager set on fire

3.1.31 enable/disable object on fire expression

sets an object or container to all being on fire or not A value on how on fierce the blaze is. 0->1 1 will obviously burn faster

enable object on fire 0.5

3.1.32 enable_disable fire system

Enables or Disables the games fire system

disable fire system

3.1.33 enable_disable floaty icons

Sets floaty icon draw in widescreen

disable floaty icons

3.1.34 enable/disable object moveable

sets an object to moveable, that is, is moveable by hand, creature and physics or not. If enabled it has its default behaviour.

disable SingingStone moveable

3.1.35 enable/disable object pickup

sets an object to pickupable, that is, is pickupable by hand, or creature. If enabled it has its default behaviour.

disable SingingStone pickup

3.1.36 enable/disable pickup type constant

sets if a certian pickup interface action is available

enable pickup type PICKUP_BALANCE_TYPE_ROAD

3.1.37 set object alpha expression

sets an objects alpha

set MyVillager alpha 0.2

3.1.38 set lava running at coord_expression heading coord_expression radius expression

sets a lava river off, heading in the specified RELATIVE direction

set lava running at {LavaPos} heading {1, 0, 4}

3.1.39 set object shake expression

makes an object shake; the last value defines intensity of shake

set MyBoulder shake 0.4

3.1.40 enable_disable object reactable

sets an actor object to a reactable state. Only works on villagers and the creature.

enable object reactable

3.1.41 enable_disable object can be fisted

sets whether an object can be fisted

enable object can be fisted

3.1.42 enable_disable object interactable

sets whether the hand can interact with an object

enable Stone interactable

3.1.43 enable_disable object cylindar override

sets whether an object is super easy for the hand to interact with

enable SignPost cylindar override

3.1.44 enable_disable object physics tracking

Starts or stops tracking of physics on an object

enable MyRock physics tracking

3.1.45 clear object hit object

Clears the memory of the last thing hit by the object. Must have physics tracking enabled.

clear MyRock hit thing

3.1.46 clear object hit land

Clears the memory of the the object hitting the ground. Must have physics tracking enabled.

clear MyRock hit thing

3.1.47 enable/disable force object renderable

enables/disables forcing an object to be rendered

enable force Sheep renderable

3.2.1 enable_disable anim events on object

sets whether or not the object (statedriven) cares about animation events

enable anim events on MyDude

3.2.2 set object anim event probability

sets the probability of an animation event being played on a villager

set MyStalker anim event probability

3.2.3 Controlling Villagers

Statements that can only be used on Villagers

3.2.3.1 move villager object focus to coord_expression

makes the villager turn to look at the location

move villager AshMatheson focus to {TheBasement}

3.2.3.2 set object disciple constant opt_sound

This allows you to make a villager a disciple in the game. The with sound is optional.

set Sister disciple VILLAGER_DISCIPLE_BUILDER with sound

3.2.3.3 set housewife object pregnant by object

sets a female villager to pregnant

set housewife MyMissus pregnant by TheMilkman

3.2.3.4 set object to follow object at distance expression

sets a villager object to follow another object at the given distance

set MyStalker to follow MyFreakedOutVillager at distance 10.3

3.2.3.5 enable/disable object skeleton

sets the object as a skeleton true or false.

enable MyLittleFella skeleton

3.2.3.6 set object carrying constant

Using the CARRIED_OBJECT enum, you can set a villager to carrying an object (eg. Fishing rod) like they usually do in the game. Using the enum CARRIED_OBJECT_NONE as the carried object stops an object from being carried.

set MyVillager carrying CARRIED_OBJECT_FISHING_ROD

3.2.3.7 enable_disable villager object can be imprisoned

sets the given villager as a actor that can be imprisoned

enable villager object can be imprisoned

3.2.3.8 set villager object default speed to constant

makes a villager start moving at thier normal speed again

set villager GreekDude default speed to SCRIPT_VILLAGER_DEFAULT_SPEED_WALKING

3.2.3.9 enable_disable villagers ignore object resource

sets whether or not villagers ignore the fact that an object has a resource

enable villagers ignore MyTree resource

3.2.3.10 enable_disable object alternative mesh

sets a villagers mesh to it's alternative version (this is temp for B&W2 villager mesh choices.)

enable MyVillager alternative mesh

3.2.3.11 play paired anim constant on object with object (snap to position)

Plays a paired animation using two villagers. The first object passed is the leader.
Only the leader is valid for the 'wait until played' call. See VillagerPairedActionEnum.h

play paired anim VILLAGER_PAIRED_ACTION_BREED using Man1 with Man2 snap to position

3.2.3.12 set anim speed of object to expression

sets an objects animation speed

set anim speed of MyLittleVillager to 0.5

3.2.3.13 reset object anim speed

resets the objects animation speed

reset object MyLittleVillager anim speed

3.2.3.14 reset object speed

Resets an objects walk speed

reset Bobs speed

3.3.1 enable_disable object visible

sets whether or not the visual effect is visible

disable Glow visible

3.3.2 enable_disable object pulse (speed expression) (with fadetime expression)

makes an object pulse, or stops it pulsing

enable ScaryMan pulse speed 0.5
disable Sausage pulse with fadetime 2

3.3.3 enable_disable object additive

enable_disable object additive. Used by some visual effects

enable MyPlasmaVisual additive

3.3.4 enable_disable object secondary additive

enable_disable object secondary additive. Used by some visual effects

enable MyPlasmaVisual secondary additive

3.3.5 stop visual effect object

Shuts down the playing of a visual effect

stop visual effect object

3.3.6 remove visual effect object target at coord_expression

Removes visual effect targets for instanced visuals.

remove visual effect target at {100, 100, 100}

3.3.7 add object target at coord_expression

Adds a target to the objects target list (Currently only used by spot visuals)

add VFX target at {LostBrother}

3.3.8 set visual effect target object

sets whether a mine is the monster mine

set visual effect MyEffect target {MyTarget}

3.3.9 enable_disable object pulse (speed expression) (with fadetime expression)

makes an object pulse, or stops it pulsing

enable ScaryMan pulse speed 0.5
disable Sausage pulse with fadetime 2

3.4.1 start migration from town object to town object

start a migration

start migration from JapaneseTown to AztecTown

3.4.2 enable_disable migration from object to object

enables or disables migration from the source town to the target town

disable migration from JapaneseTown to AztecTown

3.4.3 enable_disable migration object can be declined

Sets whether a migration cna be declined

disable migration MyMigration can be declined

3.4.4 enable_disable migration from town object to all other towns

enables or disables migration from the source town to all other towns

disable migration from JapaneseTown to AztecTown

3.4.5 set migration threshold between town object and town object

sets the migration threshold from the source town to target town

set migration threshold from Japanesetown to AztecTown 0.4

3.4.6 enable_disable player town migration

sets whether player towns can migrate

disable player town migration

3.4.7 enable_disable town object impressiveness override opt_amount

sets the overriding of a town's impressiveness value

enable town MyTown impressiveness override with 175000

3.4.8 accept pilgrims object

makes the pilgrims automatically accpeted.

accept pilgrims MyPilgrims

3.4.9 decline pilgrims object

makes the pilgrims automatically rejected.

decline pilgrims MyPilgrims

3.5.1 set player expression mana expression

Sets the mana of a player

set player 0 mana 10000

3.5.2 set player expression alignment expression

Sets the players alignment

set player 1 alignment 0.9

3.5.3 set player expression town object capture reason constant

sets the reason that a town has been captured

set player 0 town JapTown capture reason LAST_CAPTURE_AGGRESSIVE

3.5.4 enable_disable spell constant for player expression

enables/disables a spell for a specific player

enable spell HEAL_LEVEL_1 for player 1

3.5.5 clear player expression spell charging

Stops a player spells from charging

clear player 3 spell charging

3.5.6 set object player expression relative belief

The town specified becomes owned by the player specified. This is an aggressive take over. The belief value does nothing.

set Town player 1 relative belief 2.0

3.5.7 enable_disable player expression virtual influence

enables/disables the players virtual influence.

enable player 1 virtual influence

3.6.1 enable_disable abode object

enables or disables the given abode

disable abode MyMonsterMine

3.6.2 enable/disable villagers can build object

toggles the ability of villagers to build the given object

disable villagers can build MyHouse

3.6.3 set field object height to expression

sets how grown a field is (between 0 and 1)

set field CropPlace height to 0.8

3.6.4 enable_disable monster mine object

sets whether a mine is the monster mine

enable monster mine MyMine

3.7.1 stop spell object

stops a given spell

stop spell MySpell

3.7.2 invoke spell stage

calls the given stage of an epic spell

invoke MySpell STAGE1

3.7.3 create expression worshippers at object

Creates some worshippers at an object e.g. Wonder

create 20 worshippers at MyWonder

3.7.4 create epic constant at coord_expression

triggers an epic wonder, but you need a wonder building and that building set to the town

create epic EPIC_WONDER_NUMBER_SIREN at {CastPos}

3.7.5 enable_disable predefined sky string time expression

sets the sky to one of the predefined types

enable predefined sky "EpicHurricaneSky" time 15

3.8.1 play video string >

plays the given video, starting at the given time

play video "Land1HandTutorial" time 23

3.8.2 play video string with sound string >

plays the given video, starting at the given time

play video "Land1HandTutorial" with sound "HelloWorld" time 23

3.8.3 set object clipping window left expression top expression width expression height expression

sets the clipping window of a video window

set MyVid clipping window left 0 top 0 width 1 height 1

3.8.4 stop video

stops a playing video

stop video

3.9.1 set physics from hand with strength position radius expression

sets a physics force from the hand - the position determines the strength in the given axis

set physics from hand with strength position radius expression

3.9.2 set capture radius for physics objects to expression

Sets the capture radius multiplier for objects in physics

set capture radius multiplier 1.5

3.9.3 set physics at position position with strength position radius expression random expression

sets a physics force from a location - the 2nd position determines the strength in the given axis

set physics at position {BoomPos} with strength {0,80,0} radius 20 random 1

3.9.4 remove all objects in physics

Any objects which are in physics, become not-in-physics

remove all objects in physics

3.9.5 delete all objects in physics

Any objects which are in physics are deleted

delete all objects in physics

3.10.1 add effect EFFECT_TYPE at position strength expression radius expression

adds an effect at to location

add effect EFFECT_TYPE_BURN at {MyBadPlace} strength 0.9 radius 10.0

3.10.2 set ground alignment to expression at coord_expression radius expression amount expression

changes the alignment on the ground

set ground alignment to -1 at {BadGuy} radius 20 amount 1

3.10.3 set lava puddle at coord_expression radius expression temperate expression

adds a puddle of lava to the ground (tempearture from 0 to 1)

set lava puddle at hand position radius 10 temperature 1

3.11.1 set gate object open

opens a given gatehouse

set gate MyGateHouse open

3.11.2 set gate object close

closes a given gatehouse

set gate MyGateHouse close

3.11.3 enable_disable gate can open for platoons

sets whether a gatehouse can open its gates for platoons to pass through

disable gate can open for platoons

3.12.1 process land end objectives

triggers processing of fallible objectives

process land end objectives

3.12.2 set player expression objective TRIBUTE_OBJECTIVE_TYPE status to TRIBUTE_OBJECTIVE_STATE

sets the status of the given objective

set player 0 objective TRIBUTE_OBJECTIVE_FAILABLE_CRATURE_BUILD_ALL_ABODES status to TRIBUTE_OBJECTIVE_STATE_FAILED

3.12.3 set player expression objective class constant amount expression

sets the number of objectives in the given category

set player 0 objective class TRIBUTE_OBJECTIVE_CLASS_EVIL amount 4

3.12.4 reset all objectives for player expression

resets all game objectives

reset all objectives for player 0

3.12.5 set player expression objective constant with LOTS OF PARAMETERS

Here is an explanation of all available parameters to this function:

amount expression - this is the number of triggers associated (eg 'collect 500 food' would use 'amount 5000')
text string - this is the name of the objective as appears in the objective window
amount expression - this is the number to be inserted into the objective name
description string - this is the description of the task as appears in the objective menu
parent constant (optional) - sets the parent objective
icon constant (optional) - set the icon that appears in the objective menu
class constant (optional) - sets the type of objective
start value expression (optional) - sets the inital amount of the objective
reward expression - sets the amount of tribute awarded for completing the objective
alignment expression - sets the alignment change for passing the goal
force open - forces the tribute window to open
dont show player (optional) - does not show the objective in the menu with object - some objectives require an object (town) to act on. pass it in here.

set player 0 objective TRIBUTE_OBJECTIVE_COLLECT_WOOD with amount 5000 text "BW2T_SCRIPT_01FINAL_OBJECTIVE_ELOI_10" amount 5000 description "BW2T_SCRIPT_01FINAL_OBJECTIVE_ELOI_10" parent TRIBUTE_OBJECTIVE_COLLECT_FOOD icon TRIBUTE_OBJECTIVE_ICON_OBJECTIVE_L1_FOLLOWCREATURE class TRIBUTE_OBJECTIVE_CLASS_SKILL start value 200 reward 250 force open dont show player

3.12.6 set player expression objective constant icon constant

set the icon for the objective

set player 0 objective TRIBUTE_OBJECTIVE_COLLECT_WOOD icon TRIBUTE_OBJECTIVE_ICON_OBJECTIVE_L3_WOODSTORAGEPIT

3.12.7 set player expression objective constant amount expression

sets an objective for a specific player

set player 0 objective TRIBUTE_OBJECTIVE_COLLECT_WOOD amount 10

3.12.8 set player expression objective constant parent objective constant

sets the parent objective of an objective

set player 0 objective TRIBUTE_OBJECTIVE_BUILT_ABODE parent objective TRIBUTE_OBJECTIVE_BUILD_IMPRESSIVE_BUILDINGS

3.12.9 set player expression objective text string opt_amount

sets the text for this objective

set player 0 objective TRIBUTE_OBJECTIVE_COLLECT_WOOD text "BW2T_SCRIPT_01FINAL_ADVISORS_ARRIVENEW_10"

3.12.10 set player expression objective description string

sets the description for this objective

set player 0 objective TRIBUTE_OBJECTIVE_COLLECT_WOOD description "BW2T_SCRIPT_01FINAL_ADVISORS_ARRIVENEW_20"

3.12.11 disable player expression objective constant

disable this objective for the given player

disable player 0 objective TRIBUTE_OBJECTIVE_COLLECT_WOOD

3.12.12 reset player expression objective constant

rset this objective

reset player 0 objective TRIBUTE_OBJECTIVE_COLLECT_WOOD

3.12.13 set player expression objective constant value expression

Sets the current value of this objective. e.g if you set the current to 10, it makes it look like the player has done 10 of whatever objective)

set player 0 objective TRIBUTE_OBJECTIVE_COLLECT_WOOD value 100

3.13.1 enable_disable game can be lost

sets whether the player will lose when he has no towns and no villagers. This defaults to off, as there may be lands on which the player has neither of these (the tutorial land).

enable game can be lost

3.13.2 enable_disable global influence

sets whether the player has influence over the whole land or not.

enable global influence

3.13.3 set min height camera experssion focus expression

sets the minimum height the camera can be above the land

set min height camera experssion focus expression

3.13.4 enable_disable text skip

set text skip

disable text skip

3.13.5 enable_disable villager interaction manager

set villager interaction manager

enable villager interaction manager

3.13.6 enable_disable can use destruction tool

sets whether the player can use the destruction tool

disable can use destruction tool

3.13.7 enable_disable tribute visual

sets whether gaining tribute displays visual and plays audio

disable tribute visual

3.13.8 enable_disable disciple placedown speech

sets whether placing a disciple triggers any speech

disable disciple placedown speech

3.13.9 enable_disable single active speech

sets whether advisors interupt each other. when this is disabled, advisors can talk at the same time as each other.

disable single active speech

3.13.10 force save load

quick saves the game then quick loads the game. Used to test the save load.

force save load

3.13.11 play credits

shows the end credits

play credits

3.13.12 force save goto menu

quick saves and then goes to the main menu. For use at the end of the game.

force save goto menu

3.13.13 enable_disable dialogue manager

Enables or disables the dialogue manager. This is the enemy generals and adviosrs commenting on your actions. Only disable works, as it is re-enabled on level change

disable dialogue manager

3.13.14 enable_disable heartbeat sound

sets whether the hearbeat audio is played

disable heartbeat sound

3.13.15 enable_disable constant menu

enables the given menu, or disables the active menu

enable SCRIPT_MENU_TYPE_PAUSE menu

3.13.16 enable_disable pause menu in widescreen

enables or disables the pause menu being accessed in cutscenes

enable pause menu in widescreen

3.13.17 enable_disable interface action constant

enable or disable the given interface action. Actions are listed in GameBalanceGeneral.h (MANACOST_BALANCE_TYPE)

disable interface action MANACOST_BALANCE_TYPE_ENTERTIMECHANGE

3.13.18 enable_disable creature icon visible

enables or disables the drawing of the creature icon

disable creature icon visible

3.13.19 enable_disable army flag in widescreen

enables or disables the drawing of army flags in widescreen

disable army flag in widescreen

3.13.20 enable_disable objective list in widescreen

enables or disables the drawing of the objective list in widescreen

disable objective list in widescreen

3.13.21 enable_disable toolbar in cutscene

enables or disables the drawing of the toolbar in fullscreen cutscenes

enable toolbar in cutscene

3.13.22 enable_disable build out of town within influence

allows the player to build anywhere they have influence

enable build out of town within influence

See also:

3.13.23 enable_disable performance checking

starts or stops performance checking

enable performance checking

3.13.24 add performance stat called string

adds a perfomance stat

3.13.25 set persistent data constant to expression

sets the value of persistent data, created by scripters. Hasn't been used in a long time. May not work.

set persistent data PERSISTANT_VALUE_EXAMPLE to 10.67

3.13.26 enable/disable influence

toggles the player influence being on

disable influence

3.13.27 enable/disable influence visual effect

toggles the player influence visual effect being on

disable influence visual effect

3.13.28 enable/disable blooming

toggles the blooming

enable blooming

3.13.29 exit game

exits the game, no save, do not pass go - no 200 pounds...

exit game

3.13.30 enable/disable help system

sets the help system on/off

enable help system

3.13.31 set interaction constant

Allows the scripter to enable/disable certain features of the interface. This is most useful when the game is at the beginning.

set interaction SCRIPT_INTERACTION_LEVEL_1

3.13.32 set game speed to expression

This function is useful for simualting slow motion in the game. Setting the game speed to a value 0.0->1.0 means a percentage of the normal game speed ie. 0.5=half game speed. setting the value to more than 1 is a multiple of the normal game speed. ie. 2=twice normal game speed.

set game speed to 0.5

See also:

3.13.33 Load Map "Filename"

Removes all the current map data, and then loads the map defined. All scripts are still held, but you are going to need to stop all scripts from the previous file which are running!

load map "./Data/Scripts/Land2.txt"

See also:

3.13.34 enable_disable loading screen

Enables/Disables the laoding screen, instead of engine draw

enable load screen

3.13.35 save game in slot expression

Saves the game into a specific slot inside the citadel. No. is 14 reserved for on leaving a land for purposes of the saving design, using other numbers will override specific windows inside the citadel. Jeremy who wrote this advisors just to use no 14!

save game in slot 14

3.13.36 set fade red expression green expression blue expression time expression

Fades the screen in a given time to a given colour

set fade red 255 green 255 blue 255 time 4

3.13.37 set fade in time expression

Fades the screen back in a given time

set fade in time expression

3.13.38 enable_disable leash draw

sets if the leash is drawn or not in a widescreen section

enable leash draw

3.13.39 enable_disable highlight draw

sets if the highlights (scrolls) are drawn or not in a widescreen section

enable highlight draw

3.13.40 enable_disable spell icon draw

sets whether the spell icons (icons in bottom right with their gestures) are drawn or not in a widescreen section

enable spell icon draw

3.13.41 enable/disable force flag draw

enables/disables flag drawing in widescreen

disable force flag draw

3.13.42 enable/disable force tooltip draw

enables/disables tooltips drawing in widescreen

disable force tooltip draw

3.13.43 enable_disable shadows

sets the game shadows on or off by passing a bool

disable shadows

3.13.44 enable/disable markers

turns the script markers on/off. used for debuging a script.

enable markers

3.13.45 set cameratool object to object

sets the object that the camera tool is looking at. Used for debuging.

set cameratool object to Sister

3.13.46 increment tribute by expression

gives the player the specified amount of reward

increment tribute by 5

3.13.47 decrement tribute by expression

removes from the player the specified amount of reward

decrement tribute by PunishAmount

3.13.48 force auto save

forecs a quick save

force auto save

3.13.49 skip current cutscene

skips current cutscene if it is skipable

skip current cutscene

3.13.50 empty player hand

removes anything in the player hand from the hand

empty player hand

3.14.1 start dynamic music

starts the dynamic music system

start dynamic music

3.14.2 stop dynamic music

stops the dynamic music system

stop dynamic music

3.14.3 set dynamic music string loop expression (urgent)

plays another section of the music, the specified number of times.

set dynamic music "section_name" loop 2

3.15.1 set research ARTEFACT available to RESEARCH_AVAILABILITY

sets whether or not the player can research something, as well as whether or not they have allready researched it.

set research ARTEFACT_ABODE_NUMBER_ALTAR available to RESEARCH_AVAILABILITY_NOT_AVAILABLE

3.15.2 enable_disable town object can be taken by force

sets whether a town can be taken by force

disable town MyTown can be taken by force

3.15.3 extend town object influence by expression

extends the towns influence ring by the given amount in meters. Reset when town changes hands.

extend town MyTown influence by 10

3.15.4 set town object maximum population to expression

caps the towns population

set town L21_MongolCapital maximum population to 200

3.15.5 build all town object buildings in group expression

Starts the building of all planned buildings in the group

build all town MyTown buildings in group 1

3.15.6 set object emergency for 20 seconds

This sends everyone scuttling into their homes, and then slams the town gates shut. They will stay there unntil the timer runs out.

set JapaneseTown emergency for 20 seconds

3.15.7 stop object emergency

If the given town is currently in the emergency state it will leave that state

stop JapaneseTown emergency

3.15.8 set town object desire for constant to expression

sets a weight value for a given desire. Weights act as modifiers to the desire - they are not a final figure

set town NorseTown desire for GET_WOOD to 0.2

3.15.9 enable_disable town object job constant

enable/disable the allocation of the given job in a town

disable town MyTown job VILLAGER_JOB_LUMBER_MILL_WORKER

3.15.10 enable/disable personalisations

toggles whether or not the towns' personalisation managers are active

disable personalisations

3.15.11 enable_disable spell constant in object

sets the magic available within a town

enable spell MIRACLE_TYPE_WATER in MyTown

3.15.12 enable_disable town object desire speech

sets whether villagers speak their desires in a town

enable town CrazyMeTown desire speech

3.16.1 enable_disable build menu override (with constant)

Moves a building (ABODE_NUMBER) to the front of the build menu list

enable build menu override with ABODE_NUMBER_OLD_PERSONS_HOME

3.16.2 set toolbar menu to constant

Sets the current menu pane on the toolbar

set toolbar menu to MENU_TOOLBAR_TRIBUTES

3.16.3 enable_disable toolbar

Enables or disables the game toolbar

disable toolbar

3.16.4 enable_disable objective window

Enables or disables the objectives widnows. This will show or hide the objectives window

enable objective window

3.16.5 enable_disable toolbar pause

Enables or disables the game toolbar pausing

disable toolbar pause

3.16.6 enable_disable toolbar locked

Enables or disables the game toolbar being locked

disable toolbar locked

3.16.7 highlight toolbar item expression

Highlights the menu item you specify

highlight toolbar item 1

3.16.8 clear toolbar highlight

Clears a highlighted menu item

clear toolbar highlight

3.16.9 remove world icon expression

Removes a world icon

remove world icon 1

3.16.10 enable_disable hand icon draw

enables or disables drawing of the hand icons

disable hand icon draw

3.16.11 enable_disable hand demo icon

Makes the hand icons mirror what the mouse is actually doing during a hand demo

disable hand demo icon

3.16.12 enable_disable hand text draw

enables or disables drawing of the hand text

disable hand text draw

3.16.13 set hand icon constant

Sets the hand icon type

set hand icon constant

3.16.14 set mouse position x expression y expression

Sets the mouse position

set mouse position x 100 y 100

3.16.15 set hand height multiplier expression

Sets how much the hand should raise when over objects (0 - 1)

set hand height multiplier expression

3.16.16 set maximum hand distance to expression

Sets the maximum distance the hand can travel from the camera (-1 to cancel limit)

set maximum hand distance to 5

3.16.17 set bindable hand icon constant constant>

Sets the hand icon type - based on key bindings. This will work on the keyboard too! With optional arrow

set bindable hand icon BINDABLE_ACTION_TYPE_MOVE with arrow ARROW_TYPE_NONE

3.16.18 set hand icon text string

Sets the hand icon type - based on key bindings. This will work on the keyboard too!

set hand icon text "BW2T_SCRIPT_01FINAL_OBJECTIVE_ELOI_50"

3.16.19 set toolbar state to constant

sets whether the toolbar is currently up or not

set toolbar state to MENU_TOOLBAR_STATE_CLOSED

3.16.20 enable_disable tribute menu scroll

enables or disables scrolling through the tribute menu

disable tribute menu scroll

3.16.21 set tribute menu selection to constant

centeres the tribute menu on the given artefact

set tribute menu selection to ARTEFACT_ABODE_NUMBER_ALTAR

3.16.22 trigger floaty number FLOATY_ENUM at coord_expression (importance expression) (icon FLOATY_ENUM) (value expression)

triggers a floaty number at the given position

trigger floaty number FLOATY_SKULL at SkullPos importance 2 icon FLOATY_HEART value 17

3.16.23 enable_disable floaty number draw in widescreen

enable/disable the drawing of floaty numbers in widescreen

enable floaty number draw in widescreen

3.16.24 clear left_right clicked object

Clears the memory of the last interface clicked object.

clear left clicked object

3.16.25 clear left_right clicked position

Clears the memory of the last interface clicked position.

clear left clicked position

See also:

3.16.26 clear left_right button opt_double clicked

Clears the flag for mouse buttons pressed.

clear left button  clicked

3.16.27 enable/disable force tooltip draw

enables/disables tooltips drawing in widescreen

disable force tooltip draw

3.16.28 enable_disable script controlled migration player expression

sets whether the TC sitt of a player shows the next town to take over, or the list

enable script controlled migration player 0

3.17.1 enable_disable object action availability constant constant>

Sets the creature's ability to do an action (CreatureLearningMatrix.h - LEARN_ACTION) object type (LEARN_OBJECT)>

enable MyCreature action availability LA_POO with LO_OPPONENT_BUILDING

3.17.2 set object desire constant to expression

Sets the current value of one of the creature's desires (between 0 and 1 where 1 is full)

set Creature desire CREATURE_DESIRE_HUNGER to 0.0
set Creature desire CREATURE_DESIRE_ANGER to 1.0

3.17.3 set object only desire constant

Sets the creature desire to the only focus, until you turn it off.

set MyCreature only desire CREATURE_DESIRE_ANGER

3.17.4 set object disable only desire

Sets the only creature desire off, returning the creature back to normal behaviour.

set MyCreature disable only desire

3.17.5 set object desire constant constant

turn on or off a desire

set Creature desire CREATURE_DESIRE_HUNGER 0 (TODO: enable) (still TODO?)

3.17.6 set object constant development

Sets the creatures development (See creatureenum.h)

set Creature DEVELOPMENT_PHASE_FIRST development

3.17.7 set creature object role to constant radius expression

sets a creatures role and forces them to carry it out in the given area

set creature AztecCreature role to CR_SOLDIER radius 20

3.17.8 set object magic properties constant time expression

sets the objects magic type and time duration (Spell dispensers)

set MyDisp magic properties MAGIC_TYPE_FIREBALL time 2000

3.17.9 enable_disable object attack own town

enables/disables a creatures ability to attack their own town

enable MyCreature attack own town

3.17.10 enable_disable right hand only for object

enables/disables a creatures only using it's right hand. This is restored when released from a script.

enable right hand only for MyCreature

3.17.11 enable_disable object can learn constant

enables/disables a creatures can learn a lesson type

disable MyCreature can learn CREATURE_ACTION_KNOWN_ABOUT_BUILD

3.17.12 enable_disable object auto scale opt_expression

enables/disables a creature auto scaling to a multiplier of the height of your creature

enable MyCreature reaction

3.17.13 set object all desire constant

Enable/Disable all the desires

set Creature all desire TRUE (TODO: enable) (still ToDo?)

3.17.14 set object desire maximum constant to expression

warning: must be used with knowledge of what desire maximums actually do see richard

set Creature desire maximum CREATURE_DESIRE_HUNGER to 1.0

3.17.15 set object priority expression

sets the priority of the current agenda (determines how easily what he is doing can be interrupted) 0 means very low priority (easily interruptable) 1 means max priority (not interruptable) This is useful for when you want to force a creature to do something, but also allow the thing you've forced him to do to be overrideable by other new things that might come along You are in effect setting the autonomy level of the creature: the lower the priority, the more autonomous (and the higher the priority, the less autonomous)

force Creature POINT_AT OtherCreature
set Creature priority 0.1

3.17.16 set player expression creature to object

assigns a particular creature to a player (used when choosing a creature for the first time).

set player 1 creature to ChosenCreature (in ChooseYourCreature.txt)

3.17.17 teach object constant constant constant

teach creature a specific lesson first argument is type of action: INTELLECTUAL, PHYSICAL or MAGIC second argument is which action, eg: CREATURE_INTELLECTUAL_ACTION_KNOWN_ABOUT_FISH (in Enum.h) third argument is bool (true or false - whether he knows the lesson or unlearns the lesson) optional fourth parameter is how well he knows it (For magic you could say he has 90% knowledge of water)

teach GuardianCreature INTELLECTUAL CREATURE_INTELLECTUAL_ACTION_KNOWN_ABOUT_FISH SCRIPT_FALSE 
teach Gorilla MAGICAL MAGIC_TYPE_FIREBALL SCRIPT_TRUE percentage 50

3.17.18 teach object all

teaches the creature every lesson

teach GuardianCreature all

3.17.19 teach object all excluding constant

teaches the creature every lesson exluding the type defined

teach GuardianCreature all excluding CREATURE_ACTION_LEARNING_TYPE_MAGIC

3.17.20 force object constant object with object

forces the creature to stop what he is doing and do a particular action second argument is which action to perform, eg: POINT_AT (see CREATURE_ACTION in CreatureEnum.h) third argument is the object the action is applied to fourth argument is the object that is used for the action

force GuardianCreature THROW_AT LostBrother with Stone

3.17.21 force object constant object object

forces the creature to stop what he is doing and do a particular action second argument is which action to perform, eg: POINT_AT (see CREATURE_ACTION in CreatureEnum.h)

force GuardianCreature POINT_AT LostBrother

3.17.22 force object constant object with coord_expression

forces the creature to stop what he is doing and do a particular action second argument is which action to perform, eg: POINT_AT (see CREATURE_ACTION in CreatureEnum.h) third argument is the object the action is applied to fourth argument is the position that is used for the action

force GuardianCreature FOOTBALL Ball at {Goal}

3.17.23 initialise number of constant for object

clears the number of times the creature has eaten anything / attacked anything / etc (see SCRIPT_PERFORMED_ACTION enum in CreatureEnum.h)

initialise number of SCRIPT_PERFORMED_ACTION_EAT for MyCreature

3.17.24 force action object finish

Force creature to stop whatever he is doing

force GuardianCreature finish

3.17.25 enable object confined to coord_expresison radius expression

Confines an object at a position within a radius. This hasn't been used in a long time and may not work.

enable Creature confined to {LostHouse} radius 30

3.17.26 disable object confined

Stops an object being confined. This hasn't been used in a long time and may not work.

disable Creature confined

3.17.27 clear dropped by object

clears the last known object dropped by the creature from its memory (used in CreatureSavingPeople.txt)

3.17.28 attach object leash to object

attaches a creatures leash to the passed object

attach MyCreature leash to House

3.17.29 attach object leash to hand

attaches a creatures leash to the hand

attach MyCreature leash to hand

3.17.30 enable/disable leash on object

sets if the creature pays attention to the leash

enable/disable leash on Creature

3.17.31 toggles player expression leash

toggles the players leash on/off

toggle player 1 leash

3.17.32 detach object leash

detaches the objects leash

detach MyCreature leash

3.17.33 load midi file string on object

loads a midi file in to the specified player

load midi file "MyFile.mid" on MyPlayer

3.17.34 add note expression on object using object with sound string (anim string)

adds a note (0..127) on a game object using the given player

add note 16 on MyCow using MyPlayer with sound "Milk" anim "Moo"

3.17.35 play midi object

triggers the midi player to play

play midi MyMidi

3.17.36 set object home position coord_expression

sets the creatures home position

set Creature home position {House}

3.17.37 clear last gesture

clears the codes memory of what the last gesture drawn by a player was.

clear last gesture

3.17.38 set object name constant

sets the creatures name

set Creature name HELP_TEXT_CREATURE_NAME_01

3.17.39 enable_disable object navigation

sets the creatures using navigation or not. Be careful this must be enabled back after widescreen.

disable MyCreature Navigation

3.17.40 disable object can drop

Stops an object dropping what it is holding

disable MyCreature can drop

3.17.41 request creature move to position distance expression

asks a creature to move to a position though may be overriden by more important tasks

request creature MyCreature move to {MyPos} distance 5

3.17.42 request creature play individual anim expression

asks a creature plays an individual animation though may be overriden by more important tasks

request creature MyCreature play individual anim "MyAnim"

3.17.43 request creature play static anim string expresion seconds

asks a creature plays an static animation though may be overriden by more important tasks

request creature MyCreature play static anim "MyAnim" 5 seconds

3.17.44 request creature object action constant object object

requests that a creature performs an action with two given objects (object to act on, object to use)

request creature MyCreature action CREATURE_ACTION ObjectToActOn ObjectToUse

3.17.45 set creature object hair length expresion

sets the creatures hair length (with an optional time)

set creature MyCreature hair length 1.0 time 3.0

3.17.46 release creature object hair length

lets the game set the hair length instead of the script

release creature MyCreature hair length time 3.0

3.17.47 snap creature object focus to coord_expression

forces the creature to look somwhere without any tweening. Used by PJ.

snap creature RedHairyDude focus to {ThatFlowerOverThere}

3.17.48 set creature object CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE expression opt_time

Sets the creatures transitional attribute type over time. All are from 0 to 1, except alignment, which is -1 to 1.
CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_ALIGNMENT
CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_FATNESS
CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_STRENGTH
CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_SIZE

set creature MyCreature CREATURE_SCRIPT_TRANSITIONAL_ATTRIBUTE_TYPE_ALIGNMENT -0.5 time 2

See also:

3.17.49 enable_disable creature object flag visible

Makes all animations played by this creature flipped

enable creature MyCreature flip animation

3.17.50 enable_disable drawing all flags

Sets whether or not the creature and army flags should be drawn

enable drawing of all flags

3.17.51 enable_disable creature object flip animation

Makes all animations played by this creature flipped

enable creature MyCreature flip animation

3.17.52 enable_disable script creature object run

Makes the creature always run. Or at least always try to run (creature holding objects won't run). Also, once the creature is released from script it will decide by itself)

enable script creature MyCreatureInScript run

3.17.53 set creature object walk override injured

Sets this creatures walk anim to injured. Remember to cancel the override once you're finished!

set creature MyCreature walk override injured

3.17.54 set creature object walk override sad

Sets this creatures walk anim to sad. Remember to cancel the override once you're finished!

set creature MyCreature walk override sad

3.17.55 set creature object walk override angry

Sets this creatures walk anim to angry. Remember to cancel the override once you're finished!

set creature MyCreature walk override angry

3.17.56 set creature object walk override scared

Sets this creatures walk anim to scared. Remember to cancel the override once you're finished!

set creature MyCreature walk override scared

3.17.57 cancel creature object walk override

Cancels any walk anim override aplied to the creature

cancel creature MyCreature walk override

3.17.58 set creatures object hapiness to maximum

Makes this creature happy

set creatures object hapiness to maximum

3.17.59 set creature object script thought text text_string

turns the scripted thought tooltip on the creature on using the specified text string

set creature object script thought text "BW2T_SCRIPT_LAND15_CREATUREDREAMS_TOOLTIP_IAMONION"

3.17.60 clear creature object script thought

turns the scripted thought tooltip on the creature off

clear creature MyCreature script thought

3.17.61 set creature object energy to expression

Sets the creatures energy

set creature MyCreature energy to 0.1

3.17.62 enable_disable script creature object interaction

enables the player to punish/reward the creature, even while they are in script.

enable script creature MyCreatureInScript interaction

3.17.63 ask creature object to leave scripted learning

Asks the creature to leave scripted learning mode

ask creature MyCreature to leave scripted learning

3.17.64 enable_disable tooltip on creature object

enables or disables tooltips on a script controlled creature

disable tooltips on creature MyCreature

3.17.65 play anim constant on object loop

Creature animations.

play anim ANM_CRY on MyCreature loop 5

3.17.66 load my_creature at coord_expression

Loads your creature into the game at a specific position.

load my_creature at {House}

3.17.67 save my_creature

Saves the players creature

save my_creature

3.17.68 load creature string player expression at coord_expression

Loads a computer creature according to a file name for a player without creature into the game at a specific position.

load creature CREATURE_TYPE_COW "vicious" player 3 at [House]

3.18.1 add object to platoon object attack list

Forces the given platoon to attack this object

add MyVillager to platoon MyPlatoon attack list

3.18.2 remove object to platoon object attack list

Removes this object form the platoon attack list

remove MyVillager to platoon MyPlatoon attack list

3.18.3 add coord_expression to waypoint list object

add a position to a waypoint list

add {MyPos} to waypoint list MyWaypoints

3.18.4 move object along object with patrol constant

moves an army along a waypoint list using the provided patrol type (WaypointRouteTraversalTypeEnum.h)

move MyArmy along MyWaypoints with patrol WAYPOINTROUTE_TRAVERSAL_TYPE_CIRCULAR

3.18.5 object attack object with severity expression

makes one object attack another with a specified severity. If the second object is a town, there is an optional takeover parameter.

set MyArmy attack EnemyArmy with severity 1

3.18.6 object attack buildings near coord_expression radius expression

makes an army/platoon attack buildings in the specified area

set MyArmy attack buildings near {TheirTown} radius 50

3.18.7 set object attack everything near coord_expression radius expression

makes an army/platoon attack everything in the specified area

set MyArmy attack everything near {TheirTown} radius 50

3.18.8 merge platoon object into platoon object

Merges the first platoon into the other. The first platoon will no longer be available.

merge platoon NorseAxemen2 into platoon NorseAxemen1

3.18.9 enable/disable platoon object merge

takes a platoon and enables/disables merging using that platoon

disable platoon MyPlatoon merge

3.18.10 enable/disable platoon object split

takes a platoon and enables/disables splitting using that platoon

disable platoon MyPlatoon split

3.18.11 enable/disable platoon object camp

takes a platoon and enables/disables it from going into the camp state

disable platoon MyPlatoon camp

3.18.12 thread platoon object to platoon object

threads one platoon to another

thread platoon Platoon1 to platoon PlatoonLeader

3.18.13 remove platoon object from platoon object

removes one platoon from another - (throw wobbler if given platoons not linked)

remove platoon Platoon1 from platoon PlatoonLeader

3.18.14 disband army object

disbands an army container and unthreads the platoons within

disband army NorseArmy1

3.18.15 disband a platoon object

disbands a platoon container and sends the villagers within back home

disband platoon MyPlatoon

3.18.16 set army object formation to formation_type_enum

takes an army container and changes the formation within the that specified by the given enum

set army NorseArmy formation to FORMATION_TYPE_WEDGE

3.18.17 set platoon object experience to expression

sets a platoons experience to a given value. This doesn't seem to work anymore. Use the following function instead.

set platoon BigEvilPlatoon experience to 1.0

3.18.18 increment platoon object experience

increments the platoons experience by one level

increment platoon BigEvilPlatoon experience

3.18.19 enable_disable town manager

enables or disables the Town's ability to control army ratios

enable MyTown town manager

3.18.20 set town object platoon type constant at ratio expression

sets a towns conscript rate to a given value and troop type

set town MyTown platoon type ARMY_UNIT_TYPE_MELEE at ratio 0.2

3.18.21 set town object army type constant platoon ratio on wall to expression

sets a town's percentage of ranged platoons on wall to value

set town MyTown army type ARMY_UNIT_TYPE_RANGED_1 platoon ratio on wall to 0.5

3.18.22 set platoon take over town

sets a platoon attempting to take over town by attacking town centre

set platoon GreekPlatoon take over town NorseTown

3.18.23 remove villager object from platoon

removes a villager from their platoon

remove villager MyVillager from platoon

3.18.24 add villager to platoon

Attempts to add a villager to a platoon

add villager MyVillager to platoon MyPlatoon

3.18.25 set platoon object formation to expression wide by expression deep

Creates a platoon formation by passing values for width and depth

set platoon NorsePlatoon formation to 4 wide by 3 deep

3.18.26 set platoon stat constant of object to expression

Sets the value of a platoons stat

set platoon stat PLATOON_STAT_MOVE_TO_ATTACK_DIST of MyPlatoon to 1.0

3.18.27 set platoon movement value constant of object to expression

Sets the value of a platoons movement stat

set platoon movement value FORMATION_MOVEMENT_STAT_AGENT_SPEED_MAX of MyPlatoon to 1.0

3.18.28 add action constant using object to platoon action queue

adds an action to the given platoons action queue

add action PLATOON_AGENDA_ACTION_MELEE_ATTACK_THING using EnemyMine to MyPlatoon action queue

3.18.29 add action constant using object to front of platoon action queue

adds an action to front of the given platoons action queue

add action PLATOON_AGENDA_ACTION_MELEE_ATTACK_THING using EnemyMine to front of MyPlatoon action queue

3.18.30 add action constant using object to next in platoon action queue

adds an action to be done after current action to the given platoons action queue

add action PLATOON_AGENDA_ACTION_MELEE_ATTACK_THING using EnemyMine to next in MyPlatoon action queue

3.18.31 add action constant using coord_expression to platoon action queue

adds an action to the given platoons action queue

add action PLATOON_AGENDA_ACTION_MELEE_ATTACK_THING using {MyPos} to MyPlatoon action queue

3.18.32 add action constant using coord_expression to front of platoon action queue

adds an action to front of the given platoons action queue

add action PLATOON_AGENDA_ACTION_MELEE_ATTACK_THING using {MyPos} to front of MyPlatoon action queue

3.18.33 add action constant using coord_expression to next in platoon action queue

adds an action to be done after current action to the given platoons action queue

add action PLATOON_AGENDA_ACTION_MELEE_ATTACK_THING using {MyPos} next in platoon MyPlatoon action queue

3.18.34 clear platoon action queue

clears the action queue of the given platoon

clear MyPlatoon action queue

3.18.35 remove current action from platoon action queue

Removes the current action from the given platoons action queue

remove current action from MyPlatoon action queue

3.18.36 remove action expression from platoon action queue

removes a platoon action from the queue at the given index number

remove action 4 from MyPlatoon action queue

3.18.37 reset platoon object movement stats

resets a given platoons movement stats

reset platoon Platoon1 movement stats

3.18.38 force platoon object camp

forces a platoon into the camp state

force platoon Platoon1 camp

3.18.39 set town object siege weapon type constant to expression

sets how many siege weapons a town should have as a minimum

set town MyTown siege weapon type SIEGE_BALANCE_TYPE_CATAPULT to 2

3.18.40 add action constant using object to siege weapon object action queue

adds an action to the given siege weapons action queue

add action SIEGEWEAPON_AGENDA_ACTION_ATTACK_THING using EnemyMine to siege weapon MySiegeWeapon action queue

3.18.41 add action constant using object to front of siege weapon object action queue

adds an action to front of the given siege weapons action queue

add action SIEGEWEAPON_AGENDA_ACTION_ATTACK_THING using EnemyMine to front of siege weapon MySiegeWeapon action queue

3.18.42 add action constant using object to next in siege weapon object action queue

adds an action to be done after current action to the given siege weapons action queue

add action SIEGEWEAPON_AGENDA_ACTION_ATTACK_THING using EnemyMine to next in siege weapon MySiegeWeapon action queue

3.18.43 add action constant using coord_expression to siege weapon object action queue

adds an action to the given siege weapons action queue

add action SIEGEWEAPON_AGENDA_ACTION_ATTACK_THING using {MyPos} to siege weapon MySiegeWeapon action queue

3.18.44 add action constant using coord_expression to front of siege weapon object action queue

adds an action to front of the given siege weapons action queue

add action SIEGEWEAPON_AGENDA_ACTION_ATTACK_THING using {MyPos} to front of siege weapon MySiegeWeapon action queue

3.18.45 add action constant using coord_expression to next in siege weapon object action queue

adds an action to be done after current action to the given siege weapons action queue

add action SIEGEWEAPON_AGENDA_ACTION_ATTACK_THING using {MyPos} next in platoon siege weapon MySiegeWeapon action queue

3.18.46 clear siege weapon object action queue

clears the action queue of the given siege weapon

clear siege weapon MySiegeWeapon action queue

3.18.47 remove current action from siege weapon object action queue

Removes the current action from the given siege weapons action queue

remove current action from siege weapon MySiegeWeapon action queue

3.18.48 remove action expression from siege weapon object action queue

removes a siege weapon action from the queue at the given index number

remove action 6 from siege weapon MySiegeWeapon action queue

3.18.49 enable_disable platoon response to town attack

enables/disables a platoon responding to a attack on a specific town

enable platoon MyPlatoon response to MyTown attack

3.18.50 enable_disable platoon response to local platoon attack

enables/disables a platoon responding to a attack on local friendly platoons

enable platoon MyPlatoon response to local platoon attack

3.18.51 enable_disable platoon object respond to player army

enables/disables a platoon responding to nearby unfreindly units

enable platoon MyPlatoon respond to player army

3.18.52 enable_disable platoon object eating

enables/disables a platoon eating food

enable platoon MyPlatoon eating

3.18.53 set flock object to migration

causes a flock to look like a migration

set flock MyFlock to migration

3.18.54 town object capture all enemy towns

disbands all enemy platoons and causes all people to migrate to you

town GreekTown capture all enemy towns

3.18.55 enable_disable siege weapon object auto attack

auto attack

enable siege weapon Catapult[2] auto attack

3.18.56 enable_disable scripted platoon get on enemy wall

sets the platoon being able to get on an enemies walls

enable scripted platoon get on enemy wall

3.18.57 set initial level of player melee platoon to constant

sets the level of newly recruited player platoons

set initial level of player melee platoon to ARMY_UNIT_TYPE_MELEE_3

3.18.58 set initial level of player ranged platoon to constant

sets the level of newly recruited player platoons

set initial level of player ranged platoon to ARMY_UNIT_TYPE_RANGED_5

3.18.59 set initial level of player siege weapon to constant

sets the level of newly recruited player siege weapon

set initial level of player siege weapon to SIEGE_BALANCE_TYPE_CATAPULT_LEVEL_3

3.18.60 enable_disable show army bubbles

sets whether the army bubbles are displayed

disable show army bubbles

3.18.61 set all platoon of town object to town object

switches the ownership of all platoons belonging to one town to be owned by another town

set all platoon of town BlueTown to town RedTown

3.18.62 enable_disable show army set effect

sets whether the army placement effects are displayed

disable show army set effect

3.18.63 enable_disable platoon object can disband

sets whether the platoon can be disbanded by the player

disable platoon TheLongNamedPlatoonOfDoom can disband

3.18.64 enable_disable leashing on platoon object

enables or disables the ability to leash the given platoon

disable leashing on platoon GhostLegion

3.19.1 set object time to expression second[s]

This function sets the countdown time to the value, and the count up time to 0.

set MyTimer time to 6 seconds

3.20.1 set depth of field strength multiplier to expression

sets the strength of the depth of field (0 is min. 1 is average. above 2 is silly.)

set depth of field strength multiplier to 0.5

See also:

3.20.2 set depth of field distance multiplier to expression

sets the distance of the depth of field (0 is min. 1 is average. above 2 is silly.)

set depth of field distance multiplier to 0.5

See also:

3.21.1 disband object

Removes all objects from the contaner, which if there are no references left to script things will release them into the game.

3.21.2 populate object with expression constant

Populates a container like a flock with a number of things.

populate CattleFlock with 20 SCRIPT_OBJECT_TYPE_ANIMAL ANIMAL_INFO_COW

3.21.3 set object properties inner expression outer expression

If an object is a flock the properties are changed to the values defined, where the outer is the size of the area the flock occupies, and the inner is the radius of the whole area the flock can roam around relative to the flock position.

3.21.4 set flock object to coord_expression with radius expression

defines the bounds within which the flock can move

set flock MyFlock to {MyFlockPos} with radius 100.5

3.21.5 set flock object altitude to expression

defines the given flocks altitude

set flock MyFlock altitude to 228.42

3.21.6 nominate object as leader for flock object

nominates a leader for the flock object

nominate MyLeader as leader for flock MyFlock

3.21.7 add object to flock object

adds an object to a flock object

add MyCow to flock MyFlockOfCows

3.22.1 set game time expression

The visual time of day can be set, the value is 0->24. Setting the game time to 21.99 sets the time to 9pm plus 99 percent of the hour. ie. 1% of an hour before 10pm

set game time 21.99

3.22.2 move game time expression time expression

move the time of day in black and white over a period of time.

move game time 21.99 time 3

3.22.3 enable_disable game time

sets if the game visual time changes

disable game time

3.23.1 create reaction object constant

creates a reaction centred around an object which moves with the object the reaction information is stored in the spreadsheet (Misc section) and the enum for which reaction to use is enum.h

attach reaction ScaryCreature REACTION_FLEE_FROM_OBJECT

3.23.2 detach reaction object

removes *every* reaction associated with this object

detach reaction ScaryCreature

3.23.3 detach constant reaction object

removes all reactions of the type associated with this object

detach REACTION_FLEE_FROM_OBJECT reaction ScaryCreature

3.24.1 run script identifier

runs a script, and does not return control to the script which calls this statement until the called script is finished.

run script PiedPiper

3.24.2 run background script identifier

Runs a script as a background task, and continues running the script which called it.

run background script SingingStones

3.24.3 Stop Script string

Stops the script running.

stop script "LostBrother"

3.24.4 Stop All Scripts Exclusing string

Stops all the scripts running excluding the list passed. The list is a list of scripts, and sub scripts. If you want to exclude a whole file, then see Stop All Script Files Exclusing. Stopping scripts just stops them, they can be run again as they will remain in memory.

stop all scripts "ControlScriptLand1, ControlScriptLand2, ControlScriptLand3"

See also:

3.24.5 Stop Scripts Files string

Stops all the scripts in the file list .

stop script files "LostBrother.txt, PiedPiper.txt"

3.24.6 Stop Scripts in File string excluding string

Stops all the scripts in the file list passed excluding the list passed.

stop scripts in files "Missionaries.txt" excluding "CheckSailors"

3.24.7 Stop All Scripts Exclusing Files string

Stops all the scripts except ones in the file list passed.

stop all scripts excluding files "Control1.txt, Control2.txt"

3.24.8 run map script line string

runs a map script line

run map script line "CREATE_MOBILE_STATIC("2030,2354.30", 25, 10.324, 0.232123, 0.566464, 0,0006, 1,198000)"

3.25.1 wait until condition

Self-explainatory.

wait until Sister clicked

3.25.2 wait condition

Same as above but without need for the word until.

wait 2 seconds

3.26.1 start music string opt_fadetime opt_music_loop

Only one script tune can play at once, this function starts a script tune which has no 3d position in the world. You may specify an optional fade time and/or an optional loop. The loop can have a number or 'forever'

start music "MUSIC_TYPE_SCRIPT_LOST_BROTHER" with fadetime 3

start music "creaturefightmain_01" loop forever

3.26.2 stop music opt_fadetime

Stops the script music that is playing. NB. Only one tune can be played at one time.

stop music with fadetime 3

3.26.3 attach music string to object opt_range

Attaches a tune to a game object, such that when the object is near the camera the tune is played and can be heard in the 3d direction of the object.

attach music "Tune" to PiedPiper range 100

3.26.4 detach music from object

If an object has music attached to it, this function stops the music from playing for the object.

detach music from PiedPiper

3.26.5 move music from object to object

If an object has music attached to it, it moves it to the another defined object

move music from Rock7 to Rock8

3.26.6 enable_disable music on object

If an object has music attached to it, it enables to music playing or sets the object to not playing music but setting silence in the area.

disable music on SingingStone1

3.26.7 restart music on object

restarts the music on a game music thing.

restart music on SingingStone1

3.26.8 set object music position to coord_expression

sets the objects music play position to one different to the object position.

set LastRock music position to [Rock1]

3.26.9 enable_disable alignment music

Sets a flag in the game to allow alignment music to play or not.

disable alignment music

3.26.10 set object atmos group expression time expression opt_id

takes an object, chooses the channel ID and how much time it takes to fade to the new channel

set MyBigSkull atmos group 1 time 3 seconds

3.26.11 set camera atmos group expression time expression opt_id 0

takes the camera, chooses the channel ID and how much time it takes to fade to the new channel

set camera atmos group 1 time 3 seconds id 0

3.26.12 attach atmos string to camera opt_range opt_volume

attaches an atmospheric sound to the camera, with optional parameters for distance and volume

attach atmos "SpookySounds" to camera volume 1

3.26.13 attach atmos string to object

attaches an atmospheric sound to an object, with an optional parameter for distance

attach atmos "SpookySounds" to MyBigSkull range 100

3.26.14 detach atmos from object

detaches an atmospheric sound from an object

detach atmos from MyBigSkull

3.26.15 detach atmos from camera

detaches an atmospheric sound from the camera

detach atmos from camera

3.26.16 enable_disable atmos sound string fade

sets the fade on or off an atmos sound

enable atmos sound "SpookySounds" fade

3.26.17 enable_disable simulation sound opt_fadetime

sets simulation sound on/off

enable simulation sound with fadetime 3

3.26.18 enable_disable atmos sound

sets atmos sound on/off, but will not affect scripted atmos

enable atmos sound

3.26.19 set atmos volume expression

sets the volume level of the atmos sound

set atmos volume 0.3

3.26.20 destroy mixer expression opt_fadetime

destroys a script mixer

destroy mixer 1 with fadetime 3

3.26.21 set mixer expression channel AUDIO_MIXER_CHANNEL to expression opt_fadetime

sets a mixer channel's gain

set mixer MyMixer channel AUDIO_MIXER_CHANNEL_GLOBAL to 0.0 with fadetime 3

3.26.22 set mixer expression to string opt_fadetime

sets a mixer profile to a preset

set mixer MyMixer to "CUTSCENE_A" with fadetime 3

3.26.23 set auto mixer override on object channel constant min expression max expression

sets auto mixer override on any one object. Using it again switches what object it is used on.

set auto mixer override on BigThing channel AUDIO_MIXER_CHANNEL_SCRIPT_SFX min 10 max 80

3.26.24 reset auto mixer override

resets the auto mixer override

reset auto mixer override

3.26.25 release loop

Releases the loop.

release loop

3.26.26 play string sound string opt_volume opt_loop opt_pitch

This function plays a sound effect not in 3d space, reference from the text database. Does not display text.

play string sound "HELP_TEXT_LOST_BRO_1"

3.26.27 play sound string at coord_expression opt_volume opt_loop opt_pitch

This function plays a sound effect in 3d space, reference from the text database. Does not display text.

play sound "HELP_TEXT_LOST_BRO_1" at {Brother} with volume 0.8 pitch 0.5

3.26.28 play random sound from group string at coord_expression

This function plays a random sound effect in 3d space, reference from the text database. Does not display text.

say random sound from group "HELP_TEXT_LOST" at {Brother} with volume 0.8

3.26.29 stop sound string

This function stops a sound effect using text database reference or direct sound reference string.

stop sound "LH_LOSTBROTHER_SAMPLE_BROTHER_HELP"

3.26.30 release sound string

This function stops a sound effect using text database reference or direct sound reference string when it's loop is ended.

release sound "MY_LOOPING_FIRE_SAMPLE_FOR_EXAMPLE!"

3.26.31 attach opt_3d sound string to object

This function creates a 3d sound which triggers the sound effect when the player scrolls near the object. The optional 3d parameter states if the sound should be played in 3d.

attach 3d sound "LH_LOSTBROTHER_SAMPLE_BROTHER_HELP" to Brother

attach sound "LH_LOSTBROTHER_SAMPLE_BROTHER_HELP" to Brother with volume 0.4

3.26.32 detach sound string from object

This function romoves the above mentioned sound from the object.

detach sound "LH_LOSTBROTHER_SAMPLE_BROTHER_HELP" from Brother

3.27.1 set precipitation at coord_expression radius expression enable_disable rainfall enable_disable snowfall enable_disable overcast

sets the precipitation at a given position

set precipitaion at {SnowPos} radius 10 disable rainfall enable snowfall disable overcast

3.27.2 set object properties rainfall expression snowfall expression overcast speed expression

You are going to have to experiment with the results to be honest, but here is a guide: rainfall 0=no rain 1=rain snowfall 0=no snow 1=snow overcast (0->1 Visability)

set Weather properties rainfall 1 snowfall 0 overcast 0.6

3.27.3 set cloud object altitude expression

sets the altitude of the given weather object

set cloud MyRainyCloud altitude 55.7

3.27.4 set cloud generation expression

sets the speed at which clouds generate

set cloud generation 3

3.27.5 set cloud object points to expression

sets the number of points a cloud has - more points, bigger cloud

set cloud MyCloud points to 4

3.27.6 set cloud object size to x expression y expression z expression

sets the number of points a cloud has - more points, bigger cloud

set cloud MyCloud size to x 3.2 y 2.8 z 7.1

3.27.7 set lightning strike at coord_expression from object

creates a bolt of lightning that strikes at the given pos

set lightning strike at {MyLightningPos} from MyWeatherObject

3.27.8 set cloud for object above coord_expression

sets a cloud above the given position

set cloud for MyWeatherObject above {MyCloudPos}

3.27.9 set sandstorm object position moving to position strength expression radius expression

sets the values for a sandstorm visual effect

set sandstorm object {SandStormPos} moving to {MoveToPos} strength 0.8 radius 20.8

3.27.10 set cloud alignment to expression at coord_expression radius expression

changes the alignment of the clouds

set cloud alignment to 1 at {GoodGuy} radius 20

3.27.11 enable/disable object affected by wind

sets object to be moved by the wind or not in the game. Note that strong winds move storms etc pretty fast so be careful!

enable Storm affected by wind

3.29.1 If Block

A check of the condition of something, which if succeeds processes a number of statements.

3.29.1.1 if condition statements

A check of the condition of something, which upon success processes a number of statements.

3.29.1.2 elsif condition statements

when the above if/elsif statement fails this acts as another if, which if successful runs the following statements.

3.29.1.3 else statements

when the proceeding if/elsif fails the code in this block is run.

3.29.1.4 end if

All if blocks must end in an end if. This is so the parser can work more easily.

3.29.2 while condition statements end while

this block is used to run code while a condition is still true.

3.29.3 force while condition statements end while

this block is used to run code while a condition is still true. Unlike a normal while, there is no waiting. Also, exceptions will not work within a force while (e.g until)

3.29.4 begin loop statements end loop

Statements in this block loop forever unless an exception is true.

See also:

3.29.5 begin cinema statements end cinema

Takes control of the camera, the dialogue, the game speed feature, and sets the screen to widescreen mode. Statements after this will not be run until control is successful. At the end of a cinema sequence the game is returned to non widescreen, the spirits are sent home, and the game speed is set to normal. If you don't want the spririts to go home and wish to keep dialogue control then you can do "end cinema with spirits".

begin cinema 
some code...
end cinema

3.29.6 begin cinema statements end cinema

Takes control of the camera, the dialogue, the game speed feature, and sets the screen to widescreen mode. Statements after this will not be run until control is successful. At the end of a cinema sequence the game is returned to non widescreen, the spirits are sent home, and the game speed is set to normal. If you don't want the spririts to go home and wish to keep dialogue control then you can do "end cinema with spirits".

begin cinema 
some code...
end cinema

3.29.7 begin full screen cinema statements end cinema

Takes control of the camera, the dialogue, the game speed feature. Statements after this will not be run until control is successful. At the end of a cinema sequence the spirits are sent home, and the game speed is set to normal. If you don't want the spririts to go home and wish to keep dialogue control then you can do "end cinema with spirits".

begin cinema 
some code...
end cinema

3.29.8 begin interactive camera statements end interactive camera

Takes control of the camera, the dialogue, the game speed feature. Statements after this will not be run until control is successful. At the end of a camera sequence, the spirits are sent home, and the game speed is set to normal. If you don't want the spririts to go home and wish to keep dialogue control then you can do "end camera with spirits".

begin interactive camera 
some code...
end interactive camera

3.29.9 begin dialogue statements end dialogue

To send text to the game or control the spirits, you must be in this block. Statements after this will not be run until control is successful. At the end of a dialogue sequence the the spirits are sent home.

3.29.10 begin known dialogue statements end dialogue

Occassionally you need to be able to be in a function which is already in Dialogue control from the calling function Using this block means you can use the dialogue control you already have.

3.29.11 begin known cinema statements end dialogue

Occassionally you need to be able to be in a function which is already in Dialogue control from the calling function Using this block means you can use the cinema control you already have.

3.30.1 Spirit Control

You can cause the good and evil help spirits to do various things from within the challenge language.

3.30.1.1 make spirit_type point to object

When dealing with spirits, it is often not desirable to create objects to refer to them. You can refer to a spirit directly by using its spirit_type. This command makes the specified spirit appear, if necessary, and then point to the target object.

make good spirit point to Sister

3.30.1.2 make spirit_type point at position

Occasionally you might want to make an object (usually a help spirit) point to another object. You can do this via the make command.

make good spirit point at {Sister}

3.30.1.3 make spirit_type play across expression down expression constant expression>

The specified spirit type will play an animation at the set position, (percentage x across the screen, and percentage y down the screen) at an optionally defined speed percentage

make good spirit play across 0.4 down 0.8 ANIM_HOVER expression>

3.30.1.4 make spirit_type play constant at coord_expression in world expression>

The specified spirit type will play an animation at the set position, (in the world) at an optionally defined speed percentage

make good spirit play ANIM_BLOW at {MyPos} in world expression>

3.30.1.5 make spirit_type cling across expression down expression

The specified spirit type will cling to the edge of the screen, closest to the (percentage x across the screen, and percentage y down the screen) position given. This works when they have not been ejected, so they can cling from the start. To stop them clinging either eject or send home. They can still look around and point while clinging.

make good spirit cling across 0.5 down 1

3.30.1.6 make spirit_type fly across expression down expression

The specified spirit type will fly to the position on the screen, (percentage x across the screen, and percentage y down the screen)

make good spirit fly across 0.5 down 1

3.30.1.7 make spirit_type fly across expression down expression

The specified spirit type will fly to the position on the screen, (percentage x across the screen, and percentage y down the screen)

make good spirit fly across 0.5 down 1

3.30.1.8 stop spirit_type pointing

Stops the spirit pointing, irrespective of if it is.

stop good spirit pointing

3.30.1.9 make spirit_type look at position

The specified spirit type will look to the set position.

make good spirit look at {12, 34, 54}

3.30.1.10 make spirit_type look at object

The specified spirit type will look at the target object.

make good spirit look at Sister

3.30.1.11 stop spirit_type looking

Stops the spirit looking, irrespective of if it is.

stop good spirit looking

3.30.1.12 eject spirit_type

If the script is a help script the spirit will appear in front of the player in a puff of smoke, otherwise the spirit will zoom around on to the screen.

eject evil spirit

3.30.1.13 appear spirit_type

Make the spirit type Appear in front of the player in a puff of smoke. Irrespective of the script type.

make evil spirit appear

3.30.1.14 disappear spirit_type

Make the spirit type disappear in front of the player in a puff of smoke. Irrespective of the script type.

make evil spirit disappear

3.30.1.15 send spirit_type home

The specified spirit type will move off the screen.

send random spirit home

3.30.2 Text and Speech

Text within the game may or may not have sound attached to it, however this is no concern to the scripter. Some text functions can end with (with interaction, which forces the player to have to click through the text, without interaction which means no amount of clicking will skip the text, or nothing which will mean that text will end when read, or skipped by clicking.

3.30.2.1 request dialogue constant (DIALOG_EVENT_TYPE in DialogManagerEnum.h) opt_with_constant (DIALOG_MAGNITUDE)

Request that the relevant dialogue gets said

request dialogue EVENT_TYPE_TAKE_TOWN with MAGNITUDE_HI

3.30.2.2 say string

When developing a script it is useful to have a text out function to debug or put in temp text until the script has been scripted.

say "This is a temp string" 
say single line "HELP_TEXT_BLAH" by MyVillager
say single line "HELP_TEXT_BLAH" with interaction by MyVillager

3.30.2.3 say database string

Say a string from the database id.

say database id MyId 
say single line database id 201
say single line database id 233 by MyVillager

3.30.2.4 say random from group string

Say a random string from the group.

say random from group "HELP_TEXT" 
say random single line from group "HELP_TEXT" by MyVillager
say random single line from group "HELP_TEXT" with interaction by MyVillager

3.30.2.5 say opt_single line expression from group string interaction opt_narrator

say the given line from the text group

say line 4 from group GroupID

3.30.2.6 say string with number expression

When developing a script it is useful to have a text out function to debug or put in temp text until the script has been scripted. This version places a value at the
$d-decimal $p-percentage (Gets the number follwed by a '%' drawn

say "This is $p of a temp string" with number 40

3.30.2.7 say constant with number expression

This displays text predefined which may have sound attached to it which will be automatically played. This version places a value at the
$d-decimal $p-percentage (Gets the number follwed by a '%' drawn

say HELP_TEXT_WITH_NUMBER_SPECIAL with number 30

3.30.2.8 clear dialogue

Clears the text in the dialogue window (Dark Bar)

clear dialogue

3.30.2.9 close dialogue

Closes the dialogue window (Dark Bar)

close dialogue

3.30.2.10 close dialogue

Closes the dialogue window (Dark Bar)

close dialogue

3.31.1 set camera zones to "filename"

Sets the camera zones to the one defined in a file

3.31.2 store camera details

stores the camera details, (foc, pos)

store camera details

3.31.3 restore camera details

restores the camera details, (foc, pos) from the last ones sent by the store function

restore camera details

3.31.4 reset camera lens time expression

resets the camera lens.

reset camera lens time 1

3.31.5 enable_disable clipping distance <expression>

sets the clipping distance

disable clipping distance

3.31.6 set camera lens expression time expression

Sets the camera lens in an optional amount of time.

set camera lens 132.1 time 5

3.31.7 move camera position to position time expression

Moves the camera position smoothly from where it is to the stated position in an amount of time.

move camera position to [LostBrother] time 5

3.31.8 set camera position to position

Sets the camera position instantly.

set camera position to [LostBrother]

3.31.9 move camera focus to position time expression

Moves the camera focus smoothly from where it is to the stated position in an amount of time.

move camera focus to [LostBrother] time 5

3.31.10 set camera focus to position

Sets the camera focus instantly.

set camera focus to [LostBrother]

3.31.11 move camera to face object distance expression time expression

moves the camera to face an object, with a distance from the object and a time to get to the said position.

move camera to face LostBrother distance 10 time 5

3.31.12 set camera to face object distance expression

sets the camera to face an object, with a distance from the object.

set camera to face LostBrother distance 10

3.31.13 set camera focus follow object opt_offset

This sets the camera focus to follow on an object with an optional offset.

set camera focus follow LostBrother offset {10,0,10}

set camera focus follow LostBrother offset {10,0,10}

3.31.14 set camera position follow object opt_offset

This sets the camera position to follow an object with an optional offset.

set camera position follow LostBrother offset {10,0,10}

set camera position follow LostBrother offset {10,0,10}

3.31.15 move follow camera position offset coord_expression time expression

This moves the follow cameras offset position over time.

move follow camera position offset {MyPos} time 5

3.31.16 move follow camera foucs offset coord_expression time expression

This moves the follow cameras offset focus over time.

move follow camera focus offset {MyPos} time 5

3.31.17 move camera focus follow object

This moves the camera focus to follow on an object.

move camera focus follow LostBrother

3.31.18 move camera position follow object

This moves the camera position to follow an object with the current heading.

move camera position follow LostBrother

3.31.19 set camera to camera_enum

Instantly sets the camera to a camera position and focus defined in the camera editor.

set camera to ZOOM_TO_CREATURE TRACK01

3.31.20 move camera to camera_enum time expression

Moves the camera to a camera position and focus defined in the camera editor in a define time.

move camera to ZOOM_TO_CREATURE TRACK01

3.31.21 camera path camera_enum

In the camera editor you can create camera paths. An enum in cameraposenum.h

camera path ZOOM_TO_CREATURE TRACK01

3.31.22 enable/disable camera fixed rotation at coord_expression

DANGEROUS - fixes the camera roration point. Used in learning script

enable fixed camera rotation at {DanceGroup}

3.31.23 start hand demo string

play hand demo of a prerecorded hand movement

start hand demo "HandLand1"

3.31.24 set camera position coord_expression focus coord_expression lens expression

Sets the camera position, focus and lens instantly.

set camera position {LostBrother} focus {LostSis} lens 132.2

3.31.25 move camera position coord_expression focus coord_expression lens expression time expression

Moves the camera position, focus and lens in a given time.

move camera position {LostBrother} focus {LostSis} lens 132.2 time 4

3.31.26 shake camera strength expression

Shakes the camera using swave and pwave

shake camera strength 8.0

3.31.27 stop camera shake

Stops the camera shaking

stop camera shake

3.31.28 set camera position relative to object T_AT coord_expression

Sets the camera position instantly. Sets the camera position relative to an objects 3d space.

set camera position relative to LostBrother at {offset}

3.31.29 set camera focus relative to object T_AT coord_expression

Sets the camera focus instantly. Sets the camera focus relative to an objects 3d space.

set camera focus relative to LostBrother at {offset}

3.31.30 move camera position to coord_expression time expression easein expression easeout expression

Moves the camera position from the initial position to the given position over the given time and with the various speed expressions

move camera position to {MyPos} time 5 easein 1.5 easeout 1.5

3.31.31 set camera lens expression time expression easein expression easeout expression

Sets the camera lens in an optional amount of time, with easein and easeout parameters.

set camera lens 132.1 time 5 easein 2.2 easeout 1.6

3.31.32 move camera focus to coord_expression time expression easein expression easeout expression

Moves the camera focus from the initial position to the given position over the given time and with the various speed expressions

move camera focus to {MyPos} time 5 easein 1.5 easeout 1.5

3.31.33 move camera position to coord_expression time expression catmullrom bias expression tension expression

Moves the camera position from the initial position to the given position over the given time and with the various spline expressions

move camera position to {MyPos} time 5 catmullrom bias 1.0 tension 2.0

3.31.34 move camera focus to coord_expression time expression catmullrom bias expression tension expression

Moves the focus position from the initial position to the given position over the given time and with the various spline expressions

move camera focus to {MyPos} time 5 catmullrom bias 1.0 tension 2.0

3.31.35 set camera lens to coord_expression time expression catmullrom expression bias tension expression

Sets the camera lens from the initial position to the given position over the given time and with the various spline expressions

set camera lens to {MyPos} time 5 catmullrom bias 1.0 tension 2.0

3.31.36 set camera roll expression time expression

rolls the camera roll through the given number of degrees

set camera roll 45 time 10

3.31.37 set camera roll expression time expression easein expression easeout expression

Sets the camera roll in an optional amount of time, with easein and easeout parameters.

set camera roll 132.1 time 5 easein 2.2 easeout 1.6

3.31.38 set camera roll to possition time expression catmullrom bias expression tension expression

Sets the camera roll from the initial position to the given position over the given time and with the various spline expressions

set camera roll to {MyPos} time 5 catmullrom bias 1.0 tension 2.0

3.31.39 play camera path with easein expression easeout expression

Plays the camera path that has been set up

play camera path with easein 1 easeout 1
play camera path with easein 1 easeout 1 method SCRIPT_CAMERAPATH_EQUALDISTANCE

3.31.40 queue camera move with position coord_expression focus coord_expression time expression

Sets the camera roll from the initial position to the given position over the given time and with the various spline expressions

set camera roll to {MyPos} time 5 catmullrom bias 1.0 tension 2.0

3.31.41 reset camera path

Resets the camera path

reset camera path

This documentation generated by LHDOC, © Lionhead Studios 2000