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hpl1:documentation:script_reference [2018/05/06 17:05]
abion47 [Physics]
hpl1:documentation:script_reference [2020/02/08 21:17]
muffin this wiki sucks..
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 ====== Script Reference document ====== ====== Script Reference document ======
  
- +This document is not perfectly structured, sometimes a certain script function is perhaps not in the most logical position and so forth. It's recommended you search with the browser for what you need. Almost all scripts are used in Penumbra/​Penumbra:​ Overture so it's always a good idea to locate a script in an actual level .hps file to see how it is used.\\ 
-This document is not perfectly structured, sometimes a certain script function is perhaps not in the most logical position and so forth. It's recommended you search with the browser for what you need. Almost all scripts are used in Penumbra/​Penumbra:​ Overture so it's always a good idea to locate a script in an actual level .hps file to see how it is used.\\  +\\ 
-\\  +\\ 
-\\  +\\ 
-\\  +\\ 
-\\  +\\
-\\ +
 ===== Engine scripts ===== ===== Engine scripts =====
- 
  
 ==== General ==== ==== General ====
  
- +<code c++> 
-<code c++>void Print(std::​string asText)+void Print(std::​string asText)
 </​code>​ </​code>​
  
- +  ​Prints a string to the log.\\
-Prints a string to the log.\\ ​+
 <code c++> <code c++>
 std::string FloatToString(float afX) std::string FloatToString(float afX)
 </​code>​ </​code>​
  
- +  ​Converts a float to string\\
-Converts a float to string\\ ​+
 <code c++> <code c++>
 std::string IntToString(int alX) std::string IntToString(int alX)
 </​code>​ </​code>​
  
- +  ​Converts an integer to string,\\ 
-Converts an integer to string,\\  +<code c++> 
-<code c++>​float RandFloat(float afMin, float afMax)+float RandFloat(float afMin, float afMax)
 </​code>​ </​code>​
  
- +  ​Generates a random float.\\ 
-Generates a random float. \\  +<code c++> 
-<code c++>int RandInt(int alMin, int alMax)+int RandInt(int alMin, int alMax)
 </​code>​ </​code>​
  
- +  ​Generates a random int.\\
-Generates a random int.\\ ​+
 <code c++> <code c++>
 StringContains(std::​string asString, std::string asSubString) StringContains(std::​string asString, std::string asSubString)
 </​code>​ </​code>​
  
- +  ​Checks what a string contains.\\ 
-Checks what a string contains.\\  +asString what string to check\\ 
-asString what string to check\\  +asSubString what to check the string against\\ 
-asSubString what to check the string against\\  +\\
-\\ +
 ==== Resources ==== ==== Resources ====
  
- +<code c++> 
-<code c++>​static std::string stdcall Translate(std::​string asCat, std::string asName)+static std::string stdcall Translate(std::​string asCat, std::string asName)
 </​code>​ </​code>​
  
- +  ​Gets a string in the current language.\\ 
-Gets a string in the current language.\\  +asCat The translation category\\ 
-asCat The translation category\\  +asName The name of the category entry.\\ 
-asName The name of the category entry.\\  +<code c++> 
-<code c++>​static void stdcall PreloadSound(std::​string asFile)+static void stdcall PreloadSound(std::​string asFile)
 </​code>​ </​code>​
  
- +  ​Preloads the data for a sound.\\ 
-Preloads the data for a sound.\\  +asFile This can be a wav, ogg, mp3 or snt file.\\ 
-asFile This can be a wav, ogg, mp3 or snt file.\\  +<code c++> 
-<code c++>void ResetLogicTimer()+void ResetLogicTimer()
 </​code>​ </​code>​
  
- +  ​Resync screen frames to logic timer.\\ 
-Resync screen frames to logic timer. \\  +\\
-\\ +
 ==== Particle Systems ==== ==== Particle Systems ====
  
- +<code c++> 
-<code c++>void SetParticleSystemActive(std::​string asName, bool abActive)+void SetParticleSystemActive(std::​string asName, bool abActive)
 </​code>​ </​code>​
  
- +  ​Set if a particle system should be active or not.\\ 
-Set if a particle system should be active or not.\\  +asName The name of the particle system.\\ 
-asName The name of the particle system.\\  +abActive If it should be active or not.\\ 
-abActive If it should be active or not.\\  +<code c++> 
-<code c++>void CreateParticleSystem(std::​string asName, std::string asType, std::string asArea,+void CreateParticleSystem(std::​string asName, std::string asType, std::string asArea,
                                                      float afX, float afY, float afZ)                                                      float afX, float afY, float afZ)
 </​code>​ </​code>​
  
- +  ​Create a particle system at the position of an area\\ 
-Create a particle system at the position of an area\\  +asName The name of the particle system.\\ 
-asName The name of the particle system.\\  +asType The type of aprticle system\\ 
-asType The type of aprticle system\\  +asArea The name of the area\\ 
-asArea The name of the area\\  +X Y and Z the variables of the particle system.\\
-X Y and Z the variables of the particle system.\\ ​+
 <code c++> <code c++>
 CreateParticleSystemOnCamera(string asName ,string asFile) CreateParticleSystemOnCamera(string asName ,string asFile)
 </​code>​ </​code>​
  
- +Create an particle on the position of the camera(player).\\ 
-Create an particle on the position of the camera(player).\\  +asName the name of the particle system ingame.\\ 
-asName the name of the particle system ingame.\\  +asFile the name of the file for the particle system.\\ 
-asFile the name of the file for the particle system.\\  +<code c++> 
-<code c++>void KillParticleSystem(std::​string asName)+void KillParticleSystem(std::​string asName)
 </​code>​ </​code>​
  
- +  ​Kill a particle system\\ 
-Kill a particle system\\  +asName The name of the particle system.\\ 
-asName The name of the particle system.\\  +\\
-\\ +
 ==== Beams ==== ==== Beams ====
  
- +<code c++> 
-<code c++>void CreateBeam(string asName, string asFile, string asStartArea,​ string asEndArea)+void CreateBeam(string asName, string asFile, string asStartArea,​ string asEndArea)
 </​code>​ </​code>​
  
- +  ​Creates a beam between 2 areas\\ 
-Creates a beam between 2 areas\\  +asName the name of the beam\\ 
-asName the name of the beam\\  +asFile the name of the .beam file\\ 
-asFile the name of the .beam file \\  +asStartArea name of the area to start the beam\\ 
-asStartArea name of the area to start the beam\\  +asEndArea name of the area to end the beam\\ 
-asEndArea name of the area to end the beam\\  +<code c++> 
-<code c++>void DestroyBeam(string asName)+void DestroyBeam(string asName)
 </​code>​ </​code>​
  
- +  ​Destroy a beam\\ 
-Destroy a beam\\  +asName name of the beam to destory\\ 
-asName name of the beam to destory\\  +\\
-\\ +
 ==== Lights ==== ==== Lights ====
  
- +<code c++> 
-<code c++>void FadeLight3D(std::​string asName, ​+void FadeLight3D(std::​string asName,
                     float afR,float afG, float afB, float afA, float afRadius, float afTime)                     float afR,float afG, float afB, float afA, float afRadius, float afTime)
 </​code>​ </​code>​
  
- +  ​Fades a sound to a color and a radius\\ 
-Fades a sound to a color and a radius\\  +asName The name of the light\\ 
-asName The name of the light\\  +afR The red channel to fade to.\\ 
-afR The red channel to fade to.\\  +afG The green channel to fade to.\\ 
-afG The green channel to fade to.\\  +afB The blue channel to fade to.\\ 
-afB The blue channel to fade to.\\  +afA The alpha channel to fade to.\\ 
-afA The alpha channel to fade to.\\  +afRadius The radius to fade to.\\ 
-afRadius The radius to fade to.\\  +afTime The amount of seconds the fade should last.\\ 
-afTime The amount of seconds the fade should last.\\  +<code c++> 
-<code c++>void AttachBillboardToLight3D(std::​string asBillboardName,​ std::string asLightName,​bool abX)+void AttachBillboardToLight3D(std::​string asBillboardName,​ std::string asLightName,​bool abX)
 </​code>​ </​code>​
  
- +  ​Attaches a billboard to a light\\ 
-Attaches a billboard to a light\\  +asBillboardName The billbaord name\\ 
-asBillboardName The billbaord name\\  +asLightName The light name\\ 
-asLightName The light name\\  +abX True if it should be attached, false if you want to remove.\\ 
-abX True if it should be attached, false if you want to remove.\\  +<code c++> 
-<code c++>void SetLight3DVisible(std::​string asName, bool abX)+void SetLight3DVisible(std::​string asName, bool abX)
 </​code>​ </​code>​
  
- +  ​Sets on/off a light\\ 
-Sets on/off a light\\  +asName The light name\\ 
-asName The light name\\  +abX if the light should be on or off.\\ 
-abX if the light should be on or off.\\  +<code c++> 
-<code c++>void SetLight3DFlickerActive(std::​string asName, bool abX)+void SetLight3DFlickerActive(std::​string asName, bool abX)
 </​code>​ </​code>​
  
- +  ​Sets flickering on/off a light\\ 
-Sets flickering on/off a light\\  +asName The light name\\ 
-asName The light name\\  +abX if the light flicker should be on or off.\\ 
-abX if the light flicker should be on or off.\\  +<code c++> 
-<code c++>void SetLight3DFlicker(std::​string asName,+void SetLight3DFlicker(std::​string asName,
                           float afR,float afG, float afB, float afA,                           float afR,float afG, float afB, float afA,
                           float afRadius,                           float afRadius,
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 </​code>​ </​code>​
  
- +  ​Sets flickering parameters\\ 
-Sets flickering parameters\\  +asName The light name\\ 
-asName The light name\\  +abR, afG, afB, afA The color of the light when off\\ 
-abR, afG, afB, afA The color of the light when off\\  +afRadius The radius of the light when off.\\ 
-afRadius The radius of the light when off.\\  +afOnMinLength Minimum time before going from off to on.\\ 
-afOnMinLength Minimum time before going from off to on.\\  +afOnMaxLength Maximum time before going from off to on.\\ 
-afOnMaxLength Maximum time before going from off to on.\\  +asOnSound Name of the sound played when going from off to on. _ckgedit_QUOT__ckgedit> ​means no sound.\\ 
-asOnSound Name of the sound played when going from off to on. _fckg_QUOT__fckg_QUOT_ ​means no sound.\\  +asOnPS Name of the particle system played when going from off to on. _ckgedit_QUOT__ckgedit> ​means none.\\ 
-asOnPS Name of the particle system played when going from off to on. _fckg_QUOT__fckg_QUOT_ ​means none.\\  +afOffMinLength Minimum time before going from on to off.\\ 
-afOffMinLength Minimum time before going from on to off.\\  +afOffMaxLength Maximum time before going from on to off.\\ 
-afOffMaxLength Maximum time before going from on to off.\\  +asOffSound Name of the sound played when going from on to off. _ckgedit_QUOT__ckgedit> ​means no sound.\\ 
-asOffSound Name of the sound played when going from on to off. _fckg_QUOT__fckg_QUOT_ ​means no sound.\\  +asOffPS Name of the particle system played when going from on to off. _ckgedit_QUOT__ckgedit> ​means none.\\ 
-asOffPS Name of the particle system played when going from on to off. _fckg_QUOT__fckg_QUOT_ ​means none.\\  +abFade If there should be a fade between off and on.\\ 
-abFade If there should be a fade between off and on.\\  +afOnFadeLength Fade length from off to on.\\ 
-afOnFadeLength Fade length from off to on.\\  +afOffFadeLength Fade length from on to off.\\ 
-afOffFadeLength Fade length from on to off.\\  +<code c++> 
-<code c++>void CreateLightFlashAtArea( std::​string asArea, float afRadius, +void CreateLightFlashAtArea( ​   std::string asArea, float afRadius, 
- float afR,float afG, float afB, float afA, +                    float afR,float afG, float afB, float afA, 
- float afAddTime, float afNegTime);+                    float afAddTime, float afNegTime);
 </​code>​ </​code>​
  
- +  ​Creates a flash of light at an area.\\ 
-Creates a flash of light at an area.\\  +asArea Name of the area to create the flash in\\ 
-asArea Name of the area to create the flash in\\  +afRadius Radius of the flash\\ 
-afRadius Radius of the flash\\  +afR, afG, afB, afA Red, Green, Blue and alpha of the flash..\\ 
-afR, afG, afB, afA  Red, Green, Blue and alpha of the flash..\\  +afAddTime Time it will take to reach full strenght.\\ 
-afAddTime Time it will take to reach full strenght.\\  +afNegTime Time it will take to end flash, turning black.\\ 
-afNegTime Time it will take to end flash, turning black.\\  +<code c++> 
-<code c++>void SetLight3DOnlyAffectInSector(std::​string asName, bool abX);+void SetLight3DOnlyAffectInSector(std::​string asName, bool abX);
 </​code>​ </​code>​
  
- +  ​If a light should cast its light and shadow, affecting the surroundings in its sector(_room grouping) or in all sectors it reaches. By default static lights added in the editor to a level is true, the same goes for lights that are part of an Lamp entity.\\ 
-If a light should cast its light and shadow, affecting the surroundings in its sector(_room grouping) or in all sectors it reaches. By default static lights added in the editor to a level is true, the same goes for lights that are part of an Lamp entity. \\  +asName The light name\\ 
-asName The light name\\  +abX if it should only affect the sector or not.\\ 
-abX if it should only affect the sector or not.\\  +\\
-\\ +
 ==== Audio ==== ==== Audio ====
  
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 </​code>​ </​code>​
  
-Creates a sound entity at the postion of an area.\\+  ​Creates a sound entity at the postion of an area.\\
 asName Name of the created sound entity.\\ asName Name of the created sound entity.\\
 asFile The snt file to load.\\ asFile The snt file to load.\\
-asArea The area to create at. +asArea The area to create at.\\
 <code c++> <code c++>
 void CreateSoundEntityAt(std::​string asType,​std::​string asDestName, void CreateSoundEntityAt(std::​string asType,​std::​string asDestName,
Line 227: Line 215:
 </​code>​ </​code>​
  
-Creates a sound entity at the position of an entity.\\+  ​Creates a sound entity at the position of an entity.\\
 asType The type of entity. This can be: "​Joint","​Body"​ or "​Entity"​.\\ asType The type of entity. This can be: "​Joint","​Body"​ or "​Entity"​.\\
 asDestName The entity/​body/​joint name\\ asDestName The entity/​body/​joint name\\
 asSoundName The name of created sound entity.\\ asSoundName The name of created sound entity.\\
-asSoundFile The name of the snt file. +asSoundFile The name of the snt file.\\
 <code c++> <code c++>
 void PlaySoundEntity(std::​string asName, bool abPlayStart) void PlaySoundEntity(std::​string asName, bool abPlayStart)
 </​code>​ </​code>​
  
-Play a sound entity\\+  ​Play a sound entity\\
 asName The entity name\\ asName The entity name\\
-abPlayStart If the start sound should be played. +abPlayStart If the start sound should be played.\\
 <code c++> <code c++>
 void StopSoundEntity(std::​string asName, bool abPlayEnd) void StopSoundEntity(std::​string asName, bool abPlayEnd)
 </​code>​ </​code>​
  
-Stop a sound entity\\+  ​Stop a sound entity\\
 asName The entity name\\ asName The entity name\\
-abPlayEnd If the end sound should be played. +abPlayEnd If the end sound should be played.\\
 <code c++> <code c++>
 void FadeInSoundEntity(std::​string asName, float afSpeed) void FadeInSoundEntity(std::​string asName, float afSpeed)
 </​code>​ </​code>​
  
-Play a sound entity fading it\\+  ​Play a sound entity fading it\\
 asName The entity name\\ asName The entity name\\
-afSpeed Volume increase per second. +afSpeed Volume increase per second.\\
 <code c++> <code c++>
 void FadeOutSoundEntity(std::​string asName, float afSpeed) void FadeOutSoundEntity(std::​string asName, float afSpeed)
 </​code>​ </​code>​
  
-Stop a sound entity fading it\\+  ​Stop a sound entity fading it\\
 asName The entity name\\ asName The entity name\\
-afSpeed Volume decrease per second. +afSpeed Volume decrease per second.\\
 <code c++> <code c++>
 void PlayMusic(std::​string asName, float afVol, float afStepSize, bool abLoop) void PlayMusic(std::​string asName, float afVol, float afStepSize, bool abLoop)
 </​code>​ </​code>​
  
-Play music track.\\+  ​Play music track.\\
 asName Name of the music file.\\ asName Name of the music file.\\
 afVol Volume of the music\\ afVol Volume of the music\\
-afStepSize The increase in volume per second when fading in. +afStepSize The increase in volume per second when fading in.\\
 <code c++> <code c++>
 void StopMusic(float afStepSize) void StopMusic(float afStepSize)
 </​code>​ </​code>​
  
-Stop music track.\\ +  ​Stop music track.\\ 
-afStepSize The decrease in volume per second when fading out. +afStepSize The decrease in volume per second when fading out.\\
 <code c++> <code c++>
 PlayGameMusic(string asFile, float afVolume,​float afFadeStep,​bool abLoop, int alPrio); PlayGameMusic(string asFile, float afVolume,​float afFadeStep,​bool abLoop, int alPrio);
 </​code>​ </​code>​
  
-Play music track with prio, added to episode 1 to be able to play different tracks that mix in and out depending on prio.\\+  ​Play music track with prio, added to episode 1 to be able to play different tracks that mix in and out depending on prio.\\
 asFile The name of the music file.\\ asFile The name of the music file.\\
 afVolume The volume to play the music at 0 to 1.\\ afVolume The volume to play the music at 0 to 1.\\
 afFadeStep The decrease in volume per second when fading out.\\ afFadeStep The decrease in volume per second when fading out.\\
 abLoop If the music should loop.\\ abLoop If the music should loop.\\
-alPrio The priority of the track, 0 to 10. A higher numbers fades a lower number out, if you have an ambient music track using prio 0 it will fade out if you add a music track to an enemy entity with prio 1 and the enemy attacks the player. When the attack is over the ambient track will fade back in. +alPrio The priority of the track, 0 to 10. A higher numbers fades a lower number out, if you have an ambient music track using prio 0 it will fade out if you add a music track to an enemy entity with prio 1 and the enemy attacks the player. When the attack is over the ambient track will fade back in.\\
 <code c++> <code c++>
 StopGameMusic(float afFadeStep, int alPrio); StopGameMusic(float afFadeStep, int alPrio);
 </​code>​ </​code>​
  
-Stop game music track with prio.\\+  ​Stop game music track with prio.\\
 afFadeStepThe decrease in volume per second when fading out.\\ afFadeStepThe decrease in volume per second when fading out.\\
-alPrio priority of the music track. +alPrio priority of the music track.\\
 <code c++> <code c++>
 void PlayGuiSound(std::​string asName, float afVol) void PlayGuiSound(std::​string asName, float afVol)
 </​code>​ </​code>​
  
-Play a sound gui sound, with out any position.\\+  ​Play a sound gui sound, with out any position.\\
 asName The sound name\\ asName The sound name\\
 afVol Volume of the sound\\ afVol Volume of the sound\\
 +\\
 ==== Physics ==== ==== Physics ====
  
- +<code c++> 
-<code c++>void SetJointCallback(std::​string asJointName,​ std::string asType,​std::​string asFunc)+void SetJointCallback(std::​string asJointName,​ std::string asType,​std::​string asFunc)
 </​code>​ </​code>​
  
- +  ​Sets a callback for a joint.\\ 
-Sets a callback for a joint.\\  +The syntax for the function is: void MyFunction(string asJointName)\\ 
-The syntax for the function is: void MyFunction(string asJointName)\\  +asJointName The joint name\\ 
-asJointName The joint name\\  +asType The type, can be: "​OnMax"​ or "​OnMin"​.\\ 
-asType The type, can be: "​OnMax"​ or "​OnMin"​.\\  +asFunc The script function to be called. Must be in the current script file. _ckgedit_QUOT__ckgedit____> ​= disabled.\\ 
-asFunc The script function to be called. Must be in the current script file. %%_fckg_QUOT__fckg_QUOT_ ​= disabled.%%\\  +\\ 
-\\  +''​void BreakJoint(std::​string asJointName) '' ​  ​Breaks a joint.\\ 
-''​void BreakJoint(std::​string asJointName)'' ​ +asJointName The joint name\\ 
-Breaks a joint.\\  +\\ 
-asJointName The joint name\\  +''​void SetJointControllerActive(std::​string asJointName,​std::​string asCtrlName, bool abActive) '' ​  ​Sets if a joint controller is active or not.\\ 
-\\  +asJointName The joint name\\ 
-''​void SetJointControllerActive(std::​string asJointName,​std::​string asCtrlName, bool abActive)'' ​ +asCtrlName The controller name\\ 
-Sets if a joint controller is active or not.\\  +abActive If the controller is to be active or not.\\ 
-asJointName The joint name\\  +\\ 
-asCtrlName The controller name\\  +''​SetJointControllerPropertyFloat(std::​string asJointName,​std::​string asCtrlName, std::string asProperty, float afValue) '' ​  ​Sets if a joint controller is active or not.\\ 
-abActive If the controller is to be active or not.\\  +asJointName The joint name\\ 
-\\  +asCtrlName The controller name\\ 
-''​SetJointControllerPropertyFloat(std::​string asJointName,​std::​string asCtrlName, std::string asProperty, float afValue)'' ​ +asProperty The property to change.\\ 
-Sets if a joint controller is active or not.\\  +afValue The value of the property to change.\\ 
-asJointName The joint name\\  +\\ 
-asCtrlName The controller name\\  +''​void ChangeJointController(std::​string asJointName,​std::​string asCtrlName) '' ​  ​Change the active controller. All other controllers are set to false.\\ 
-asProperty The property to change.\\  +asJointName The joint name\\ 
-afValue The value of the property to change.\\  +asCtrlName The controller name\\ 
-\\  +\\ 
-''​void ChangeJointController(std::​string asJointName,​std::​string asCtrlName)'' ​ +''​float GetJointProperty(std::​string asJointName,​ std::string asProp) '' ​  ​Gets a property from the joint.\\ 
-Change the active controller. All other controllers are set to false.\\  +Valid properties are:\\ 
-asJointName The joint name\\  +"​Angle"​ The angle between the bodies (in degrees) (Not working for ball joint)\\ 
-asCtrlName The controller name\\  +"​Distance"​ The distance between the bodies (in meter)\\ 
-\\  +"​LinearSpeed"​ The relative linear speed between the bodies (in m/s)\\ 
-''​float GetJointProperty(std::​string asJointName,​ std::string asProp)'' ​ +"​AngularSpeed"​ The relative angular speed between the bodies (in m/s)\\ 
-Gets a property from the joint.\\  +"​Force"​ The size of the force (in newton, kg*m/​s^2).\\ 
-Valid properties are:\\  +"​MinLimit"​ The minimum limit of the joint.\\ 
-"​Angle"​ The angle between the bodies (in degrees) (Not working for ball joint)\\  +"​MaxLimit"​ The maximum limit of the joint.\\ 
-"​Distance"​ The distance between the bodies (in meter)\\  +asJointName The joint name\\ 
-"​LinearSpeed"​ The relative linear speed between the bodies (in m/s)\\  +asProp The property to get\\ 
-"​AngularSpeed"​ The relative angular speed between the bodies (in m/s)\\  +\\ 
-"​Force"​ The size of the force (in newton, kg%%*%%m/s^2).\\  +''​SetJointProperty(string asJoint, string asProp, float afVal) '' ​  ​Sets a property to the joint.\\ 
-"​MinLimit"​ The minimum limit of the joint.\\  +asJoint the joint to change property for\\ 
-"​MaxLimit"​ The maximum limit of the joint.\\  +asProp what property to change:\\ 
-asJointName The joint name\\  +"​MinLimit"​ the min limit on joint, does not work on ball joint.\\ 
-asProp The property to get\\  +"​MaxLimit"​ the max limit on joint, does not work on ball joint.\\ 
-\\  +afVal the value in float to set.\\ 
-''​SetJointProperty(string asJoint, string asProp, float afVal)'' ​ +\\ 
-Sets a property to the joint.\\  +''​float GetBodyProperty(std::​string asBodyName, std::string asProp) '' ​  ​Gets a property from the body.\\ 
-asJoint the joint to change property for\\  +Valid properties are:\\ 
-asProp what property to change:\\  +"​Mass"​ The mass of the body (in kg)\\ 
-"​MinLimit"​ the min limit on joint, does not work on ball joint.\\  +"​LinearSpeed"​ The linear speed the body has (in m/s)\\ 
-"​MaxLimit"​ the max limit on joint, does not work on ball joint.\\  +"​AngularSpeed"​ The angular speed the body has (in m/s)\\ 
-afVal the value in float to set.\\  +asBodyName The body name\\ 
-\\  +asProp The property to get\\ 
-''​float GetBodyProperty(std::​string asBodyName, std::string asProp)'' ​ +\\ 
-Gets a property from the body.\\  +''​void SetBodyProperty(std::​string asBodyName, std::string asProp, float afVal) '' ​  ​Sets a property to the body.\\ 
-Valid properties are:\\  +Valid properties are:\\ 
-"​Mass"​ The mass of the body (in kg)\\  +"​Mass"​ The mass of the body (in kg)\\ 
-"​LinearSpeed"​ The linear speed the body has (in m/s)\\  +"​CollideCharacter"​ If the body should collide with the character or not, 0=false 1=true.\\ 
-"​AngularSpeed"​ The angular speed the body has (in m/s)\\  +"​HasGravity"​ If a body is affected by gravity. 0=false 1=true.\\ 
-asBodyName The body name\\  +asBodyName The body name\\ 
-asProp The property to get\\  +asProp The property to get\\ 
-\\  +afVal The new value of the property\\ 
-''​void SetBodyProperty(std::​string asBodyName, std::string asProp, float afVal)'' ​ +\\ 
-Sets a property to the body.\\  +''​void AddBodyForce(std::​string asBodyName, std::string asCoordType,​ float afX, float afY, float afZ) '' ​  ​Adds a force to the body. This can either be in the bodies local coord system or the world'​s.\\ 
-Valid properties are:\\  +asBodyName The body name\\ 
-"​Mass"​ The mass of the body (in kg)\\  +asCoordType The coordinate system type. "​World"​ or "​Local"​.\\ 
-"​CollideCharacter"​ If the body should collide with the character or not, 0=false 1=true.\\  +afX force in the x direction. (in newton, kg*m/​s^2)\\ 
-"​HasGravity"​ If a body is affected by gravity. 0=false 1=true.\\  +afY force in the y direction. (in newton, kg*m/​s^2)\\ 
-asBodyName The body name\\  +afZ force in the z direction. (in newton, kg*m/​s^2)\\ 
-asProp The property to get\\  +\\ 
-afVal The new value of the property\\  +''​void AddBodyImpulse(std::​string asBodyName, std::string asCoordType,​ float afX, float afY, float afZ) '' ​  ​Adds an impule (a change in velocity) to the body. This can either be in the bodies local coord system or the world'​s.\\ 
-\\  +asBodyName The body name\\ 
-''​void AddBodyForce(std::​string asBodyName, std::string asCoordType,​ float afX, float afY, float afZ)'' ​ +asCoordType The coordinate system type. "​World"​ or "​Local"​.\\ 
-Adds a force to the body. This can either be in the bodies local coord system or the world'​s.\\  +afX velocity in the x direction. (in m/s)\\ 
-asBodyName The body name\\  +afY velocity in the y direction. (in m/s)\\ 
-asCoordType The coordinate system type. "​World"​ or "​Local"​.\\  +afZ velocity in the z direction. (in m/s)\\ 
-afX force in the x direction. (in newton, kg%%*%%m/s^2)\\  +\\ 
-afY force in the y direction. (in newton, kg%%*%%m/s^2)\\  +\\ 
-afZ force in the z direction. (in newton, kg%%*%%m/s^2)\\  +==== Local Variables ==== ''​void CreateLocalVar(std::​string asName, int alVal) '' ​  ​''​void SetLocalVar(std::​string asName, int alVal) '' ​  ​''​void AddLocalVar(std::​string asName, int alVal) '' ​  ​''​int GetLocalVar(std::​string asName) '' ​  ​\\ 
-\\  +\\ 
-''​void AddBodyImpulse(std::​string asBodyName, std::string asCoordType, ​  ​float afX, float afY, float afZ)'' ​ +==== Global Variables ==== ''​void CreateGlobalVar(std::​string asName, int alVal) '' ​  ​''​void SetGlobalVar(std::​string asName, int alVal) '' ​  ​''​void AddGlobalVar(std::​string asName, int alVal) '' ​  ​''​int GetGlobalVar(std::​string asName) '' ​  ​\\ 
-Adds an impule (a change in velocity) to the body. This can either be in the bodies local coord system or the world'​s.\\  +\\ 
-asBodyName The body name\\  +\\ 
-asCoordType The coordinate system type. "​World"​ or "​Local"​.\\  +===== Game scripts ===== ==== General ==== ''​void ResetGame();​ '' ​  ​Resets the game and returns to main menu\\ 
-afX velocity in the x direction. (in m/s)\\  +\\ 
-afY velocity in the y direction. (in m/s)\\  +''​void StartCredits();​ '' ​  ​Starts the end credits screen, uses .lang Category "​MainMenu"​ and .lang Entry "​CreditsText"​ as well as music file "​penumbra_music_E1_E.ogg"​\\ 
-afZ velocity in the z direction. (in m/s)\\  +\\ 
-\\  +''​void StartDemoEndText();​ '' ​  ​Starts the end images that are used in the demo of episode 1, images are named "​demo_end01.jpg"​ increase the number for each image you want to use.\\ 
-\\  +\\ 
- +''​string GetActionKeyString(std::​string asAction); '' ​  ​Gets the key for a certain action, for example can be used in tutorials to create text that uses the user configured key for "​Interact"​.\\ 
-==== Local Variables ====  +asAction The name of the action\\ 
- +\\ 
-''​void CreateLocalVar(std::​string asName, int alVal)'' ​ +''​void AddMessageTrans(std::​string asTransCat, std::string asTransName);​ '' ​  ​Adds on on screen game message.\\ 
-''​void SetLocalVar(std::​string asName, int alVal)'' ​ +TransCat The translation category\\ 
-''​void AddLocalVar(std::​string asName, int alVal)'' ​ +TransName The translation name\\ 
-''​int GetLocalVar(std::​string asName)'' ​ +\\ 
-\\  +''​void AddMessage(std::​string asMessage); '' ​  ​Adds on on screen game message.\\ 
-\\  +asMessage The text to be shown.\\ 
- +\\ 
-==== Global Variables ====  +''​void SetMessagesOverCallback(std::​string asFunction);​ '' ​  ​Sets a callback that is called (and removed) when the last message as been shown.\\ 
- +asFunction The function to be called, syntax "​MyFunc()"​\\ 
-''​void ​ CreateGlobalVar(std::​string asName, int alVal)'' ​ +\\ 
-''​void SetGlobalVar(std::​string asName, int alVal)'' ​ +''​AddSubTitleTrans(std::​string asTransCat,​std::​string asTransName,​ float afTime); '' ​  ​Adds a onscreen message at the bottom, that does not interrupt the gameplay.\\ 
-''​void AddGlobalVar(std::​string asName, int alVal)'' ​ +asTransCat The translation files category.\\ 
-''​int GetGlobalVar(std::​string asName)'' ​ +asTransName The translation files name of the entry to be displayed.\\ 
-\\  +afTime the length of time it should be displayed.\\ 
-\\  +\\ 
-\\  +''​AddSubTitle(std::​string asMessage, float afTime); '' ​  ​Adds a onscreen message at the bottom, that does not interrupt the gameplay.\\ 
- +asMessage the text you want to appear on screen.\\ 
-===== Game scripts =====    +afTime the length of time it should be displayed.\\ 
- +\\ 
-==== General ====  +''​SetMessageBlackText(bool abX) '' ​  ​Makes the onscreen text invert colours to be easier to read on bright backgrounds.\\ 
- +abX enable or disabled the function.\\ 
-''​void ResetGame();'' ​ +\\ 
-Resets the game and returns to main menu\\  +''​void AddRadioMessage( std::string asTransCat,​std::​string asTransName,​ std::string asSound); '' ​  ​Plays an audio file and displays subtitles for it.\\ 
-\\  +asTransCat the Category in the translations file\\ 
-''​void StartCredits();'' ​ +asTransName the name of the entry in the translations file\\ 
-Starts the end credits screen, uses .lang Category "​MainMenu"​ and .lang Entry "​CreditsText"​ as well as music file "​penumbra_music_E1_E.ogg"​\\  +asSound the sound file to play for the text.\\ 
-\\  +\\ 
-''​void StartDemoEndText();'' ​ +''​void SetRadioOnEndCallback(std::​string asFunc); '' ​  ​Callback that activates when a Radio message is over\\ 
-Starts the end images that are used in the demo of episode 1, images are named "​demo_end01.jpg"​ increase the number for each image you want to use.\\  +asFunc The name of the callback to activate\\ 
-\\  +\\ 
-''​string GetActionKeyString(std::​string asAction);'' ​ +VARIOUS TEMP STRINGS\\ 
-Gets the key for a certain action, for example can be used in tutorials to create text that uses the user configured key for "​Interact"​.\\  +''​void AddToTempString(std::​string asString); //A piece of text to add to a string void AddToTempStringTrans(std::​string asCat,​std::​string asEntry); // A text from the translations file in Category from Entry void AddToTempStringAction(string);​ //Get user configured key for a certain action void AddMessageTempString();​ // Add the strings to one temporary string to print as a Message on screen void AddSubTitleTempString(float);​ //Add the strings to one temporary string to print as a Subtitle on screen //''​ //   ​Used to create a flow of text that uses various sources, as an example from episode 1: ''​AddToTempStringTrans(__GESHI_QUOT__00_01_boat_cabin__GESHI_QUOT__,​ __GESHI_QUOT__PadLock01__GESHI_QUOT__);​ AddToTempStringAction(__GESHI_QUOT__Inventory__GESHI_QUOT__);​ AddToTempStringTrans(__GESHI_QUOT__Misc__GESHI_QUOT__,​ __GESHI_QUOT__ParentDot__GESHI_QUOT__);​ AddMessageTempString();​ '' ​  ​Wrote the message "​Always travel with a padlock. And a key, preferably. Mine's in the inventory (TAB)."​ as a message.\\ 
-asAction The name of the action\\  +\\ 
-\\  +''​static void __stdcall ChangeMap(std::​string asMapFile, std::string asMapPos, std::string asStartSound,​ std::string asStopSound,​ float afFadeOutTime,​ float afFadeInTime,​ std::string asLoadTextCat,​ std::string asLoadTextEntry);​ __''​__   ​Changes ​the map.\\ 
-''​void AddMessageTrans(std::​string asTransCat, std::string asTransName);'' ​ +asMapFile The file to be loaded\\ 
-Adds on on screen game message.\\  +asMapPos The position on the map to be spawned on.\\ 
-TransCat The translation category\\  +asStartSound The sound that is played when the change starts.\\ 
-TransName The translation name\\  +asStopsSound The sound that is played when the new map is loaded\\ 
-\\  +afFadeOutTime Time in seconds it takes for the fade out.\\ 
-''​void AddMessage(std::​string asMessage);'' ​ +afFadeInTime Time in seconds it takes for the fade in.\\ 
-Adds on on screen game message.\\  +asLoadTextCat Category in .lang file to use\\ 
-asMessage The text to be shown.\\  +asLoadTextEntry Entry in .lang file to use\\ 
-\\  +\\ 
-''​void SetMessagesOverCallback(std::​string asFunction);'' ​ +''​void AddNotebookTask(std::​string asName, std::string asTransCat, std::string asTransEntry);​ '' ​  ​Adds a new task note in the notebook\\ 
-Sets a callback that is called (and removed) when the last message as been shown.\\  +asName Name of the task\\ 
-asFunction The function to be called, syntax "​MyFunc()"​\\  +asTransCat Translation category of text.\\ 
-\\  +asTransEntry Translation entry of text.\\ 
-''​AddSubTitleTrans(std::​string asTransCat,​std::​string asTransName,​ float afTime);'' ​ +\\ 
-Adds a onscreen message at the bottom, that does not interrupt the gameplay.\\  +''​void AddNotebookTaskText(std::​string asName,​std::​string asText); '' ​  ​Adds a new task note in the notebook without using the lang file.\\ 
-asTransCat The translation files category.\\  +asName Name of the task\\ 
-asTransName The translation files name of the entry to be displayed.\\  +asText The text for the task\\ 
-afTime the length of time it should be displayed.\\  +\\ 
-\\  +''​void AddNotebookNote(std::​string asNameCat, std::string asNameEntry,​ std::string asTextCat, std::string asTextEntry);​ '' ​  ​Adds a note to the note book\\ 
-''​AddSubTitle(std::​string asMessage, float afTime);'' ​ +asNameCat\\ 
-Adds a onscreen message at the bottom, that does not interrupt the gameplay.\\  +asNameEntry Name of the note\\ 
-asMessage the text you want to appear on screen.\\  +asTextCat\\ 
-afTime the length of time it should be displayed.\\  +asTextEntry The note text.\\ 
-\\  +\\ 
-''​SetMessageBlackText(bool abX)'' ​ +''​void RemoveNotebookTask(std::​string asName); '' ​  ​Removes a task note in the notebook.\\ 
-Makes the onscreen text invert colours to be easier to read on bright backgrounds.\\  +asName Name of the task\\ 
-abX enable or disabled the function.\\  +\\ 
-\\  +''​void StartNumericalPanel(std::​string asName,int alCode1,int alCode2,int alCode3, int alCode4, float afDifficulty,​ std::string asCallback);​ '' ​  ​Starts the numerical panel\\ 
-''​void AddRadioMessage( std::​string asTransCat,​std::​string asTransName,​ std::string asSound);'' ​ +asName Name of the panel\\ 
-Plays an audio file and displays subtitles for it.\\  +alCode1 1st code digit.\\ 
-asTransCat the Category in the translations file\\  +alCode2 2nd code digit.\\ 
-asTransName the name of the entry in the translations file\\  +alCode3 3rd code digit.\\ 
-asSound the sound file to play for the text.\\  +alCode4 4th code digit.\\ 
-\\  +afDifficulty How difficult it is to hack.\\ 
-''​void SetRadioOnEndCallback(std::​string asFunc);'' ​ +asCallback Called when the code as been entered. Syntax: **MyCallback(string asName, bool abCodeWasCorrect)** \\ 
-Callback that activates when a Radio message is over\\  +\\ 
-asFunc The name of the callback to activate\\  +''​void SetInventoryActive(bool abX); '' ​  ​Set if the inventory should be active.\\ 
-\\  +abX If it is active or not.\\ 
-VARIOUS TEMP STRINGS\\  +\\ 
-''​void AddToTempString(std::​string asString); //A piece of text to add to a string void AddToTempStringTrans(std::​string asCat,​std::​string asEntry); // A text from the translations file in Category from Entry void AddToTempStringAction(string);​ //Get user configured key for a certain action void AddMessageTempString();​ // Add the strings to one temporary string to print as a Message on screen void AddSubTitleTempString(float);​ //Add the strings to one temporary string to print as a Subtitle on screen//''​ //Used to create a flow of text that uses various sources, as an example from episode 1: ''​AddToTempStringTrans(__GESHI_QUOT__00_01_boat_cabin__GESHI_QUOT__,​ __GESHI_QUOT__PadLock01__GESHI_QUOT__);​ AddToTempStringAction(__GESHI_QUOT__Inventory__GESHI_QUOT__);​ AddToTempStringTrans(__GESHI_QUOT__Misc__GESHI_QUOT__,​ __GESHI_QUOT__ParentDot__GESHI_QUOT__);​ AddMessageTempString();'' ​ +''​void FadeIn(float afTime); '' ​  ​Fades the screen to full color.\\ 
-Wrote the message "​Always travel with a padlock. And a key, preferably. Mine's in the inventory (TAB)."​ as a message.\\  +afTime Time the fade will take in seconds.\\ 
-\\  +\\ 
-''​static void __stdcall ChangeMap(std::​string asMapFile, std::string asMapPos, ​  std::string asStartSound,​ std::string asStopSound, ​ float afFadeOutTime,​ float afFadeInTime, ​ std::string asLoadTextCat,​ std::string asLoadTextEntry);​__''​__Changes ​the map.\\  +''​void FadeOut(float afTime); '' ​  ​Fades the screen to black.\\ 
-asMapFile The file to be loaded\\  +afTime Time the fade will take in seconds.\\ 
-asMapPos The position on the map to be spawned on.\\  +\\ 
-asStartSound The sound that is played when the change starts.\\  +''​bool IsFading(); '' ​  ​Check if a fade is going on.\\ 
-asStopsSound The sound that is played when the new map is loaded\\  +\\ 
-afFadeOutTime Time in seconds it takes for the fade out.\\  +''​void SetWideScreenActive(bool abActive); '' ​  ​Sets wide screen mode on or off.\\ 
-afFadeInTime Time in seconds it takes for the fade in.\\  +\\ 
-asLoadTextCat Category in .lang file to use\\  +''​void AutoSave(); '' ​  ​Save the game to the auto save.\\ 
-asLoadTextEntry Entry in .lang file to use\\  +\\ 
-\\  +''​void ClearSavedMaps();​ '' ​  ​Clears the "​history"​ of the save, useful to do when you know the player will not be able to go back anymore. Makes the next save much smaller in size. It's a must to clear the save history a couple of times during the length of a game, in Penumbra: Overture we do it 5-7 times during the whole game.\\ 
-''​void AddNotebookTask(std::​string asName, std::string asTransCat, ​  ​std::string asTransEntry);'' ​ +\\ 
-Adds a new task note in the notebook\\  +''​SetDepthOfFieldActive(bool abX, float afFadeTime);​ '' ​  ​Sets depth of field on/off\\ 
-asName Name of the task\\  +abX if true/​false\\ 
-asTransCat Translation category of text.\\  +afFadeTime how long for it to focus.\\ 
-asTransEntry Translation entry of text.\\  +\\ 
-\\  +''​SetupDepthOfField(float afNearPlane,​ float afFocalPlane,​ float afFarPlane);​ '' ​  ​How the depth of field should appear\\ 
-''​void AddNotebookTaskText(std::​string asName,​std::​string asText);'' ​ +afNearPlane where the focus should begin\\ 
-Adds a new task note in the notebook without using the lang file.\\  +afFocalPlane how large area that is in focus\\ 
-asName Name of the task\\  +afFarPlane where the focus should end\\ 
-asText The text for the task\\  +\\ 
-\\  +''​FocusOnEntity(std::​string asEntity); '' ​  ​Set focus on a particular entity.\\ 
-''​void AddNotebookNote(std::​string asNameCat, std::string asNameEntry, ​  ​std::string asTextCat, std::string asTextEntry);'' ​ +asEntity name of the entity\\ 
-Adds a note to the note book\\  +\\ 
-asNameCat\\  +''​SetConstantFocusOnEntity(std::​string asEntity); '' ​  ​Set focus on a particular entity and keep focus on it if it moves or the player moves.\\ 
-asNameEntry Name of the note\\  +asEntity name of the entity\\ 
-asTextCat\\  +\\ 
-asTextEntry The note text.\\  +''​void StartFlash(float afFadeIn, float afWhite, float afFadeOut); '' ​  ​Creates a white flash on screen.\\ 
-\\  +afFadeIn The time the fade in takes.\\ 
-''​void RemoveNotebookTask(std::​string asName);'' ​ +afWhite The time it stays white.\\ 
-Removes a task note in the notebook.\\  +afFadeOut The time the fade out takes.\\ 
-asName Name of the task\\  +\\ 
-\\  +''​StartScreenShake(float afAmount, float afTime,​float afFadeInTime,​float afFadeOutTime);​ '' ​  ​Makes the screen shake.\\ 
-''​void StartNumericalPanel(std::​string asName,int alCode1,int alCode2,int alCode3, ​  ​int  alCode4, float afDifficulty,​ std::string asCallback);'' ​ +afAmount The ammount of shaking.\\ 
-Starts the numerical panel\\  +afTime How long the shake should be.\\ 
-asName Name of the panel\\  +afFadeInTime How fast the shake should fade in.\\ 
-alCode1 1st code digit.\\  +afFadeOutTime How fast the shake should fade out.\\ 
-alCode2 2nd code digit.\\  +\\ 
-alCode3 3rd code digit.\\  +''​SetupSaveArea(std::​string asName,​std::​string asMessageCat,​std::​string asMessageEntry,​ std::string asSound); '' ​  ​Properties for an area to type "​save",​ eg _ckgedit_____QUOT__area_save_gamename". asName the name of the area\\ 
-alCode4 4th code digit.\\  +asMessageCat The message category in lang file\\ 
-afDifficulty How difficult it is to hack.\\  +asMessageEntry The message entry in lang file\\ 
-asCallback Called when the code as been entered. Syntax: **MyCallback(string asName, bool abCodeWasCorrect)** \\  +asSound The sound to play during the save\\ 
-\\  +\\ 
-''​void SetInventoryActive(bool abX);'' ​ +\\ 
-Set if the inventory should be active.\\  +==== Attacks ==== ''​ void CreateSplashDamage(std::​string asAreaName, float afRadius, float afMinDamage,​ float afMaxDamge, float afMinForce, float afMaxForce, float afMaxImpulse,​ int alStrength);​ '' ​  ​Creates a ball shaped splash damage at the center of an area.\\ 
-abX If it is active or not.\\  +asAreaName Name of the area.\\ 
-\\  +afRadius Radius of the slash damage in meters.\\ 
-''​void FadeIn(float afTime);'' ​ +afMinDamage The minimum damage if in side radius\\ 
-Fades the screen to full color.\\  +afMaxDamge The maximum damage, this is when you are at center.\\ 
-afTime Time the fade will take in seconds.\\  +afMinForce The minimum force if you are inside the radius.\\ 
-\\  +afMaxForce The maximum force, this is when you are at center.\\ 
-''​void FadeOut(float afTime);'' ​ +afMaxImpulse Impulse is ForceSize / Mass and this is the max value for that. This is useful to insure that samll objects to no gain very high speed.\\ 
-Fades the screen to black.\\  +alStrength The strength of the the damage.\\ 
-afTime ​ Time the fade will take in seconds.\\  +\\ 
-\\  +''​void SetupDamageArea( string asName, float afDamage, float afUpdatesPerSec,​ int alStrength, bool abDisableObjects,​ bool abDisableEnemies,​ string asDamageType,​ string asDamageSound);​ '' ​  ​Properties for an area of type "​damage",​ eg _ckgedit_QUOT__area_damage_gamename". Will inflict damage on player and entites while in it.\\ 
-''​bool IsFading();'' ​ +asName The name of the area\\ 
-Check if a fade is going on.\\  +afDamage Damage to do for each update\\ 
-\\  +afUpdatesPerSec How many updates per second\\ 
-''​void SetWideScreenActive(bool abActive);'' ​ +alStrength The strength of each update\\ 
-Sets wide screen mode on or off.\\  +abDisableObjects If objects should be disabled on destruction\\ 
-\\  +abDisableEnemies If enemies should be disabled on destruction\\ 
-''​void AutoSave();'' ​ +asDamageType What sort of damage graphics to use. "​BloodSplash",​ "​Ice",​ "​Poison"​.\\ 
-Save the game to the auto save.\\  +asDamageSound What sound to play at each damage.\\ 
-\\  +\\ 
-''​void ClearSavedMaps();'' ​ +''​void DamageEntity(std::​string asName, float afDamage, int alStrength);​ '' ​  ​Gives damage to an entity\\ 
-Clears the "​history"​ of the save, useful to do when you know the player will not be able to go back anymore. Makes the next save much smaller in size. It's a must to clear the save history a couple of times during the length of a game, in Penumbra: Overture ​ we do it 5-7 times during the whole game.\\  +asName the name of the entity\\ 
-\\  +afDamage the amount of damage to do\\ 
-''​SetDepthOfFieldActive(bool abX, float afFadeTime);'' ​ +alStrength the strength of the damage\\ 
-Sets depth of field on/off\\  +\\ 
-abX if true/​false\\  +\\ 
-afFadeTime how long for it to focus.\\  +==== Game Timer ==== ''​void CreateTimer(std::​string asName, float afTime, std::string asCallback, bool abGlobal); '' ​  ​Creates a new timer which calls a callback function when the time is out.\\ 
-\\  +Syntax: **MyCallback(string asTimerName)**,​ the prefix "​@"​ (ie "​@Func()"​) shows that the function is in the global script\\ 
-''​SetupDepthOfField(float afNearPlane,​ float afFocalPlane,​ float afFarPlane);'' ​ +asName Name of the timer\\ 
-How the depth of field should appear\\  +afTime The time til time out in seconds.\\ 
-afNearPlane where the focus should begin\\  +asCallback The callback fucntion\\ 
-afFocalPlane how large area that is in focus\\  +abGlobal If the timer is global. Global timers are not deleted at map change.\\ 
-afFarPlane where the focus should end\\  +\\ 
-\\  +''​void DestroyTimer(std::​string asName); '' ​  ​''​void SetTimerPaused(std::​string asName, bool abPaused); '' ​  ​''​void SetTimerTime(std::​string asName, float afTime); '' ​  ​''​void AddTimerTime(std::​string asName, float afTime); '' ​  ​''​float GetTimerTime(std::​string asName); '' ​  ​\\ 
-''​FocusOnEntity(std::​string asEntity);'' ​ +\\ 
-Set focus on a particular entity.\\  +==== Player ==== ''​static void GivePlayerDamage(float afAmount, std::string asType); '' ​  ​Gives the player a hit + damage\\ 
-asEntity name of the entity\\  +afAmount The amount of health taken.\\ 
-\\  +asType what sort of damage effect\\ 
-''​SetConstantFocusOnEntity(std::​string asEntity);'' ​ +"​BloodSplash"​\\ 
-Set focus on a particular entity and keep focus on it if it moves or the player moves.\\  +"​Ice"​\\ 
-asEntity name of the entity\\  +"​Poison"​\\ 
-\\  +\\ 
-''​void StartFlash(float afFadeIn, float afWhite, float afFadeOut);'' ​ +''​void SetPlayerHealth(float afHealth); '' ​  ​Sets the health of the player.\\ 
-Creates a white flash on screen.\\  +afHealth The amount the health should be set to.\\ 
-afFadeIn The time the fade in takes.\\  +\\ 
-afWhite The time it stays white.\\  +''​float GetPlayerHealth();​ '' ​  ​Gets the current health of the player.\\ 
-afFadeOut The time the fade out takes.\\  +\\ 
-\\  +''​void SetPlayerPose(std::​string asPose,bool abChangeDirectly);​ '' ​  ​Sets the pose of the player.\\ 
-''​StartScreenShake(float afAmount, float afTime,​float afFadeInTime,​float afFadeOutTime);'' ​ +asPose The pose, can be "​Stand"​ or "​Crouch"​\\ 
-Makes the screen shake.\\  +abChangeDirectly,​ if the pose should change instantly or in a movement\\ 
-afAmount The ammount of shaking.\\  +\\ 
-afTime How long the shake should be.\\  +''​void SetPlayerActive(bool abActive); '' ​  ​Sets if player can be moved or not.\\ 
-afFadeInTime How fast the shake should fade in.\\  +abActive If the player is active or not.\\ 
-afFadeOutTime How fast the shake should fade out.\\  +\\ 
-\\  +''​void StartPlayerLookAt(std::​string asEntityName,​ float afSpeedMul, float afMaxSpeed);​ '' ​  ​This turns the players head towards a specific entity.\\ 
-''​SetupSaveArea(std::​string asName,​std::​string asMessageCat,​std::​string asMessageEntry,​ std::string asSound);'' ​ +asEntityName The entity name\\ 
-Properties for an area to type "​save",​ eg _fckg_QUOT__area_save_gamename". asName the name of the area\\  +afSpeedMul The speed of the head movement is determined by the angle length multiplied by this.\\ 
-asMessageCat The message category in lang file\\  +afMaxSpeed The maximum speed the head will turn.\\ 
-asMessageEntry The message entry in lang file\\  +\\ 
-asSound The sound to play during the save\\  +''​void StopPlayerLookAt();​ '' ​  ​Stops the look at motion.\\ 
-\\  +\\ 
-\\  +''​void StartPlayerFearFilter(float afStrength);​ '' ​  ​Starts a fear effect filter.\\ 
- +afStrength strength of the filter.\\ 
-==== Attacks ====  +\\ 
- +''​SetFlashlightDisabled(bool abDisabled);​ '' ​  ​Disabled the flashlight.\\ 
-''​void CreateSplashDamage(std::​string asAreaName, float afRadius, float afMinDamage,​ float afMaxDamge, ​  ​float afMinForce, float afMaxForce, float afMaxImpulse,​ int alStrength);'' ​ +abDisabled true/false for flashlight on/off.\\ 
-Creates a ball shaped splash damage at the center of an area.\\  +\\ 
-asAreaName Name of the area.\\  +''​void StopPlayerFearFilter();​ '' ​  ​Stops the fear filter.\\ 
-afRadius Radius of the slash damage in meters.\\  +\\ 
-afMinDamage The minimum damage if in side radius\\  +''​void ​TeleportPlayerToArea(string asArea); '' ​  ​Teleports the player to an area, players feet is aligned to the center of the area.\\ 
-afMaxDamge The maximum damage, this is when you are at center.\\  +asArea the name of the area to teleport to.\\ 
-afMinForce The minimum force if you are inside the radius.\\  +\\ 
-afMaxForce The maximum force, this is when you are at center.\\  +''​bool GetPlayerHasGasMask();​ '' ​  ​Get if the player has gasmask or not.\\ 
-afMaxImpulse Impulse is ForceSize / Mass and this is the max value for that. This is useful to insure that samll objects to no gain very high speed.\\  +\\ 
-alStrength The strength of the the damage.\\  +\\ 
-\\  +==== Inventory ==== ''​void AddPickupCallback(std::​string asItem, std::string asFunction);​ '' ​  ​Add a callback that is called when the player picks up an item.\\ 
-''​void SetupDamageArea( string asName, float afDamage, ​  float afUpdatesPerSec,​ int alStrength, ​  bool abDisableObjects,​ bool abDisableEnemies, ​  string asDamageType,​ string asDamageSound);'' ​ +The syntax for the callback function is:\\ 
-Properties for an area of type "​damage",​ eg _fckg_QUOT__area_damage_gamename". Will inflict damage on player and entites while in it.\\  +**void MyFunction(string asItem)**, the prefix "​@"​ (ie "​@Func()"​) shows that the function is in the global script\\ 
-asName The name of the area\\  +asItem The name of the item.\\ 
-afDamage Damage to do for each update\\  +asFuntion The name of the function called.\\ 
-afUpdatesPerSec How many updates per second\\  +\\ 
-alStrength The strength of each update\\  +''​void AddUseCallback(std::​string asItem, std::string asEntity, std::string asFunction);​ '' ​  ​Add a callback that is called when the player uses the item on en entity\\ 
-abDisableObjects If objects should be disabled on destruction\\  +The syntax for the callback function is:\\ 
-abDisableEnemies If enemies should be disabled on destruction\\  +**void MyFunction(string asItem, string asEntity)**,​ the prefix "​@"​ (ie "​@Func()"​) shows that the function is in the global script.\\ 
-asDamageType What sort of damage graphics to use. "​BloodSplash",​ "​Ice",​ "​Poison"​.\\  +asItem The name of the item.\\ 
-asDamageSound What sound to play at each damage.\\  +asEntity The name of the entity.\\ 
-\\  +asFuntion The name of the function called.\\ 
-''​void DamageEntity(std::​string asName, float afDamage, int alStrength);'' ​ +\\ 
-Gives damage to an entity\\  +''​void AddCombineCallback(std::​string asItem1,​std::​string asItem2, std::string asFunction);​ '' ​  ​Add a callback that is called when the player combines two items\\ 
-asName the name of the entity\\  +The syntax for the callback function is (alSlotIndex = slot at which combination occurd):​\\ 
-afDamage the amount of damage to do\\  +**void MyFunction(string asItem1, string asItem2, int alSlotIndex)**,​ the prefix "​@"​ (ie "​@Func()"​) shows that the function is in the global script.\\ 
-alStrength the strength of the damage\\  +asItem1 The name of the first item.\\ 
-\\  +asItem2 The name of the second item.\\ 
-\\  +asFuntion The name of the function called.\\ 
- +\\ 
-==== Game Timer ====  +''​void RemovePickupCallback(std::​string asFunction);​ '' ​  ​''​void RemoveUseCallback(std::​string asFunction);​ '' ​  ​''​void RemoveCombineCallback(std::​string asFunction);​ '' ​  ​Removes the callback.\\ 
- +asFuntion The name of the function used by the callback.\\ 
-''​void CreateTimer(std::​string asName, float afTime, std::string asCallback, bool abGlobal);'' ​ +\\ 
-Creates a new timer which calls a callback function when the time is out.\\  +''​bool HasItem(std::​string asName); '' ​  ​Checks if the player has a certain item.\\ 
-Syntax: **MyCallback(string asTimerName)**,​ the prefix "​@"​ (ie "​@Func()"​) shows that the function is in the global script\\  +asName The name of the item.\\ 
-asName Name of the timer\\  +\\ 
-afTime The time til time out in seconds.\\  +''​void RemoveItem(std::​string asName); '' ​  ​Removes an item from the inventory.\\ 
-asCallback The callback fucntion\\  +asName The name of the item.\\ 
-abGlobal If the timer is global. Global timers are not deleted at map change.\\  +\\ 
-\\  +''​void GiveItem(std::​string asName,​std::​string asEntityFile,​ int alSlotIndex);​ '' ​  ​Give an item to the player.\\ 
-''​void DestroyTimer(std::​string asName);'' ​ +asName The name of the entity\\ 
-''​void SetTimerPaused(std::​string asName, bool abPaused);'' ​ +asEntityFile The file to load it from.\\ 
-''​void SetTimerTime(std::​string asName, float afTime);'' ​ +lSlotIndex The index of the slot to put the item in. -1 = first empty slot\\ 
-''​void AddTimerTime(std::​string asName, float afTime);'' ​ +\\ 
-''​float GetTimerTime(std::​string asName);'' ​ +''​SetInventoryMessage(std::​string asMessage); '' ​  ​Displays a message in the inventory.\\ 
-\\  +asMessage The message to write in the inventory.\\ 
-\\  +\\ 
- +''​SetInventoryMessageTrans(std::​string asTransCat, std::string asTransName);​ '' ​  ​Displays a message from the lang file in the inventory.\\ 
-==== Player ==== +asTransCat The name of the category in the lang file.\\ 
- +asTransName The name of the entry in the lang file.\\ 
- ''​static void GivePlayerDamage(float afAmount, ​ std::string asType);'' ​ +\\ 
-Gives the player a hit + damage\\  +\\ 
-afAmount The amount of health taken.\\  +==== Map / Level Properties ==== ''​SetAmbientColor(float r, float g, float b); '' ​  Sets the ambient color of the level, this should always be part of a level as it gives it a bit of light otherwise shadows will be pitch black.\\ 
-asType what sort of damage effect\\  +\\ 
-"​BloodSplash"​\\  +''​SetSectorProperties(string asSector, float afAmbR,​float afAmbG, float afAmbB); '' ​  Sets the ambient color of a sector(individual groups of _room.\\ 
-"​Ice"​\\  +asSector the name of the sector.\\ 
-"​Poison"​\\  +afAmbR red 0-1\\ 
-\\  +afAmbG green 0-1\\ 
-''​void SetPlayerHealth(float afHealth);'' ​ +afAmbB blue 0-1\\ 
-Sets the health of the player.\\  +The values are multiplied with the SetAmbientColor(f,​f,​f);​ values. This script function will most likely be expanded to include specific ambient sounds etc for each sector.\\ 
-afHealth The amount the health should be set to.\\  +\\ 
-\\  +''​SetSkybox(string asTexture); '' ​  Sets a texture as a sky box.\\ 
-''​float GetPlayerHealth();'' ​ +\\ 
-Gets the current health of the player.\\  +''​SetSkyboxActive(bool);​ '' ​  Set the skybox active with true/​False\\ 
-\\  +\\ 
-''​void SetPlayerPose(std::​string asPose,bool abChangeDirectly);'' ​ +''​SetSkyboxColor(float R, float G, float B, float A); '' ​  What color should the Skybox have\\ 
-Sets the pose of the player.\\  +R, G, B and Alpha\\ 
-asPose The pose, can be "​Stand"​ or "​Crouch"​\\  +\\ 
-abChangeDirectly,​ if the pose should change instantly or in a movement\\  +''​SetFogActive(bool abX); '' ​  If a level should have fog or not.\\ 
-\\  +bool abX, false/​true\\ 
-''​void SetPlayerActive(bool abActive);'' ​ +\\ 
-Sets if player can be moved or not.\\  +''​SetFogProperties(float afStart, float afEnd, float r,float g, float b); '' ​  The properties of the fog.\\ 
-abActive If the player is active or not.\\  +afStart how many meters from the camera should the fog begin.\\ 
-\\  +afEnd how many meters from the camera should the fog reach full thickness.\\ 
-''​void StartPlayerLookAt(std::​string asEntityName,​ float afSpeedMul, float afMaxSpeed);'' ​ +float r,float g, float b the color of the fog in RGB.\\ 
-This turns the players head towards a specific entity.\\  +\\ 
-asEntityName The entity name\\  +''​SetFogCulling(bool);​ '' ​  ​Should the game stop rendering the level when the fog is full thickness\\ 
-afSpeedMul The speed of the head movement is determined by the angle length multiplied by this.\\  +true/​false\\ 
-afMaxSpeed The maximum speed the head will turn.\\  +\\ 
-\\  +''​SetWaveGravityActive(bool abX); '' ​  ​Enable a dynamic gravity that mimics waves, ture/​false\\ 
-''​void StopPlayerLookAt();'' ​ +\\ 
-Stops the look at motion.\\  +''​SetupWaveGravity(float afMaxAngle, float afSwingLength,​ float afGravitySize,​ std::string asAxis); '' ​  Set the properties for the dynamic wave gravity\\ 
-\\  +afMaxAngle The maximum angel of the wave\\ 
-''​void StartPlayerFearFilter(float afStrength);'' ​ +afSwingLength The length for going from top to bottom\\ 
-Starts a fear effect filter.\\  +afGravitySize The strength of the gravity\\ 
-afStrength strength of the filter.\\  +asAxis Along which axis should the wave "​move"​\\ 
-\\  +\\ 
-''​SetFlashlightDisabled(bool abDisabled);'' ​ +''​SetMapGameName(std::​string asName); '' ​  Set the name of the current map, is used for naming the saved games.\\ 
-Disabled the flashlight.\\  +asName the name of the map\\ 
-abDisabled true/false for flashlight on/off.\\  +\\ 
-\\  +''​SetMapGameNameTrans(std::​string asTransCat,​std::​string asTransEntry);​ '' ​  Set the name of the current map using the lang file, is used for naming the saved games.\\ 
-''​void StopPlayerFearFilter();'' ​ +asTransCat the category in the lang file\\ 
-Stops the fear filter.\\  +asTransEntry the entry in the lang file with the name of the map\\ 
-\\  +\\ 
-''​void ​TeleportPlayer(string asArea);'' ​ +\\ 
-Teleports the player to an area, players feet is aligned to the center of the area.\\  +==== Game Entity Properties ==== ''​void SetGameEntityActive(std::​string asName, bool abX); '' ​  Set if a game entity is active.\\ 
-asArea the name of the area to teleport to (ie TeleportPlayer("​PlayerStartArea_2"​);​.__ //__ __//__\\  +asName The name of the game entity\\ 
-\\  +abX If active or not.\\ 
-''​bool GetPlayerHasGasMask();'' ​ +\\ 
-Get if the player has gasmask or not.\\  +''​bool GetGameEntityActive(std::​string asName); '' ​  Get if a game entity is active.\\ 
-\\  +asName The name of the game entity\\ 
-\\  +return if active or not.\\ 
- +\\ 
-==== Inventory ====  +''​void ReplaceEntity(std::​string asName, std::string asBodyName, std::string asNewName, std::string asNewFile); '' ​  ​Replaces an ingame entity with another entity, the new entity will appear at the center of the old entities location\\ 
- +asName Name of the ingame entity\\ 
-''​void AddPickupCallback(std::​string asItem, std::string asFunction);'' ​ +asBodyName The name of the body in the old entity that will be used as a center for the new entity, leave as _ckgedit_QUOT__ckgedit>​ if entity only has 1 body\\ 
-Add a callback that is called when the player picks up an item.\\  +asNewName The ingame name given to the new entity\\ 
-The syntax for the callback function is:\\  +asNewFile The .ent file to be used for the new entity\\ 
-**void MyFunction(string asItem)**, the prefix "​@"​ (ie "​@Func()"​) shows that the function is in the global script\\  +\\ 
-asItem The name of the item.\\  +''​void CreateGameEntityVar(std::​string asEntName, std::string asVarName, int alVal); '' ​  ​Create a variable for a game entity. Nothing happens if it is already created.\\ 
-asFuntion The name of the function called.\\  +asEntName The name of the game entity\\ 
-\\  +asVarName The name of variable\\ 
-''​void AddUseCallback(std::​string asItem, std::string asEntity, std::string asFunction);'' ​ +alVal value to set the variable to.\\ 
-Add a callback that is called when the player uses the item on en entity\\  +\\ 
-The syntax for the callback function is:\\  +''​void SetGameEntityVar(std::​string asEntName, std::string asVarName, int alVal); '' ​  ​Change the value of a entity variable to a new value\\ 
-**void MyFunction(string asItem, string asEntity)**,​ the prefix "​@"​ (ie "​@Func()"​) shows that the function is in the global script.\\  +asEntName The name of the game entity\\ 
-asItem The name of the item.\\  +asVarName The name of variable\\ 
-asEntity The name of the entity.\\  +alVal value to set the variable to.\\ 
-asFuntion The name of the function called.\\  +\\ 
-\\  +''​void AddGameEntityVar(std::​string asEntName, std::string asVarName, int alVal); '' ​  ​Change the value of an entity variable by adding to the previous value\\ 
-''​void AddCombineCallback(std::​string asItem1,​std::​string asItem2, std::string asFunction);'' ​ +asEntName The name of the game entity\\ 
-Add a callback that is called when the player combines two items\\  +asVarName The name of variable\\ 
-The syntax for the callback function is (alSlotIndex = slot at which combination occurd):\\  +alVal value to add to the existing variable.\\ 
-**void MyFunction(string asItem1, string asItem2, int alSlotIndex)**,​ the prefix "​@"​ (ie "​@Func()"​) shows that the function is in the global script.\\  +\\ 
-asItem1 The name of the first item.\\  +''​int GetGameEntityVar(std::​string asEntName, std::string asVarName); '' ​  Get the value of a variable for a game entity.\\ 
-asItem2 The name of the second item.\\  +asEntName The name of the game entity\\ 
-asFuntion The name of the function called.\\  +asVarName The name of variable\\ 
-\\  +alVal value to set the variable to.\\ 
-''​void RemovePickupCallback(std::​string asFunction);'' ​ +\\ 
-''​void RemoveUseCallback(std::​string asFunction);'' ​ +''​void SetGameEntityMaxExamineDist(std::​string asName,​float afDist); '' ​  Set the maximum distance at which a game entity can be examined.\\ 
-''​void RemoveCombineCallback(std::​string asFunction);'' ​ +asName The name of the game entity\\ 
-Removes the callback.\\  +afDist The distance in meters\\ 
-asFuntion The name of the function used by the callback.\\  +\\ 
-\\  +''​void SetGameEntityMaxInteractDist(std::​string asName,​float afDist); '' ​  Set the maximum distance at which a game entity can be interacted with.\\ 
-''​bool HasItem(std::​string asName);'' ​ +asName The name of the game entity\\ 
-Checks if the player has a certain item.\\  +afDist The distance in meters\\ 
-asName The name of the item.\\  +\\ 
-\\  +''​void SetGameEntityDescriptionTrans(std::​string asName,​std::​string asTransCat, std::string asTransName);​ '' ​  Set a description on a game entity.\\ 
-''​void RemoveItem(std::​string asName);'' ​ +asName The name of the game entity\\ 
-Removes an item from the inventory.\\  +asTransCat The translation category\\ 
-asName The name of the item.\\  +asTransName The translation name\\ 
-\\  +\\ 
-''​void GiveItem(std::​string asName,​std::​string asEntityFile,​ int alSlotIndex);'' ​ +''​SetGameEntityDescriptionOnceTrans(std::​string asName,​std::​string asTransCat,​std::​string asTransName);​ '' ​  Set a description on a game entity BUT display the eye only 1 time, after that the you can still examine but the eye wont show unless in Interact mode.\\ 
-Give an item to the player.\\  +asName The name of the game entity\\ 
-asName The name of the entity\\  +asTransCat The translation category\\ 
-asEntityFile The file to load it from.\\  +asTransName The translation name\\ 
-lSlotIndex The index of the slot to put the item in. -1 = first empty slot\\  +\\ 
-\\  +''​void SetGameEntityDescription(std::​string asName, std::string asMessage); '' ​  Set a description on a game entity.\\ 
-''​SetInventoryMessage(std::​string asMessage);'' ​ +asName The name of the game entity\\ 
-Displays a message in the inventory.\\  +asMessage The message\\ 
-asMessage The message to write in the inventory.\\  +\\ 
-\\  +''​void SetGameEntityGameNameTrans(std::​string asName, std::string asTransCat,​std::​string asTransName);​ '' ​  Set a game name on a game entity.\\ 
-''​SetInventoryMessageTrans(std::​string asTransCat, std::string asTransName);'' ​ +asName The name of the game entity\\ 
-Displays a message from the lang file in the inventory.\\  +asTransCat The translation category\\ 
-asTransCat The name of the category in the lang file.\\  +asTransName The translation name\\ 
-asTransName The name of the entry in the lang file.\\  +\\ 
-\\ +''​void SetDoorState(std::​string asName,​std::​string asState); '' ​  Sets the state of a door with animation. This entity was only used in early test builds of HPL.\\ 
 +asName The name of the game entity\\ 
 +asState The state to set, thís can be "​Open","​Closed",​ "​Opening"​ or "​Closing"​.\\ 
 +\\ 
 +''​SetDoorLocked(std::​string asDoor, bool abLocked); '' ​  Sets a door locked or unlocked, only works with SwingDoor entities(set in the .ent file)\\ 
 +asDoor the name of the entity.\\ 
 +abLocked true or false if locked or not.\\ 
 +\\ 
 +''​SetDoorLockedProperties(std::​string asDoor, std::string asMessCat,​std::​string asMessEntry,​ std::string asSound, bool RepeatLockedMessage);​ '' ​  Gives properties to a locked door, how it should sound what message to show etc. Only works with SwingDoor entities(set in the .ent file)\\ 
 +asDoor the name of the entity.\\ 
 +asMessCat the name of the category in the translations file.\\ 
 +asMessEntry the name of the entry in the translations file to use.\\ 
 +asSound sound to play for the locked door when player interacts.\\ 
 +RepeatLockedMessage true or false if the event should be every time or only the first time.\\ 
 +\\ 
 +''​void SetObjectInteractMode(std::​string asName,​std::​string asMode); '' ​  Sets the interact mode of an game object.\\ 
 +asName The name of the game object\\ 
 +asState The mode to set, valid modes are "​Static",​ "​Grab",​ "​Move"​ and "​Push"​.\\ 
 +\\ 
 +''​static void __stdcall SetupLink(std::​string asName, std::string asMapFile, std::string asMapPos, std::string asStartSound,​ std::string asStopSound,​ float afFadeOutTime,​ float afFadeInTime);​ __''​__ ​  Sets up the properties for a link.\\ 
 +asName The name of the link\\ 
 +asMapFile The file to be loaded\\ 
 +asMapPos The position on the map to be spawned on.\\ 
 +asStartSound The sound that is played when the change starts.\\ 
 +asStopsSound The sound that is played when the new map is loaded\\ 
 +afFadeOutTime Time in seconds it takes for the fade out.\\ 
 +afFadeInTime Time in seconds it takes for the fade in.\\ 
 +\\ 
 +''​static void ''​ __''​stdcall SetupLinkLoadText(string asName, string asMapFile, string asMapPos, string asStartSound,​ string asStopSound,​ float afFadeOutTime,​ float afFadeInTime,​ string asTextCat, string asTextEntry);​ '' ​  Sets up the properties for a link and displays a screen with text/​picture while loading.\\ 
 +asName The name of the link\\ 
 +asMapFile The file to be loaded\\ 
 +asMapPos The position on the map to be spawned on.\\ 
 +asStartSound The sound that is played when the change starts.\\ 
 +asStopsSound The sound that is played when the new map is loaded\\ 
 +afFadeOutTime Time in seconds it takes for the fade out.\\ 
 +afFadeInTime Time in seconds it takes for the fade in.\\ 
 +asTextCat The text category in translations file .lang\\ 
 +asTextEntry The text entry in translations file .lang\\ 
 +\\ 
 +''​void SetupLinkLockedProp(std::​string asName,​std::​string asLockedSound,​ std::string asLockedDescCat,​std::​string asLockedDescEntry);​ '' ​  ​Properties for an area of type "​link",​ eg _ckgedit_QUOT__area_link_gamename",​ to be used if the link is "​locked"​.\\ 
 +asName The name of the link\\ 
 +asLockedSound The "​locked sound" to play\\ 
 +asLockedDescCat In what category the text to use is in the .lang file.\\ 
 +asLockedDescEntry In what entry the text is found in the .lang file.\\ 
 +\\ 
 +''​void SetLinkLocked(std::​string asName, bool abLocked); '' ​  Set an area of type "​link"​ as locked or unlocked.\\ 
 +asName The name of the link\\ 
 +abLocked True/false for locked or not.\\ 
 +\\ 
 +''​void SetAreaCustomIcon(std::​string asName, std::string asIcon); '' ​  Makes the area show a custom icon on player focus.\\ 
 +asName The name of the area\\ 
 +asIcon The icon, can be: "​Inactive",​ "​Active",​ "​Invalid",​ "​Grab",​ "​Examine",,​ "​PickUp",​ "​Pointer",​ "​Item",​ "​DoorLink"​ or "​None"​.\\ 
 +\\ 
 +''​void AddEnemyPatrolNode(std::​string asEnemy,​std::​string asNode,​float afTime,​std::​string asAnimation);​ '' ​  Adds node that the enemy will have on his patrol path.\\ 
 +asEnemy Name of the enemy\\ 
 +asNode The Node to walk to.\\ 
 +afTime The time to stay at the node when reached.\\ 
 +asAnimation The animation to be played when at the node. _ckgedit_QUOT__ckgedit>​ = idle.\\ 
 +\\ 
 +''​void ClearEnemyPatrolNodes(std::​string asEnemy); '' ​  ​Clears all the patrol nodes for the enemy\\ 
 +asEnemy The Name of the enemy.\\ 
 +\\ 
 +''​void SetEntityHealth(std::​string asName, float afHealth); '' ​  Sets the health of an entity\\ 
 +asName Name of the entity\\ 
 +afHealth the amount to set the health to.\\ 
 +\\ 
 +''​float GetEnemyHealth(std::​string asEnemy); '' ​  Gets the health of an enemy\\ 
 +asEnemyName Name of the enemy\\ 
 +return the health.\\ 
 +\\ 
 +''​void ShowEnemyPlayer(std::​string asEnemy); '' ​  Show the enemy the position of the player and sets the enemy into hunt mode.\\ 
 +asEnemy The name of the Enemy.\\ 
 +\\ 
 +''​void SetEnemyUseTriggers(std::​string asEnemy, bool abUseTriggers);​ '' ​  If an enemy should use triggers, for example if an enemy should react to sounds.\\ 
 +asEnemy The name of the Enemy.\\ 
 +abUseTriggers use triggers or not.\\ 
 +\\ 
 +''​void SetEnemyAttackCallback(std::​string asEnemy,​std::​string asFunction);​ '' ​  ​Activates a callback when an enemy attacks the player.\\ 
 +asEnemy The name of the Enemy.\\ 
 +asFunction The name of the callback to activate.\\ 
 +\\ 
 +''​SetLampLit(std::​string asName,bool abLit, bool abFade); '' ​  Sets a Lamp entity light on/off, requires the entity file to be a Type="​Lamp"​.\\ 
 +asName The name of the lamp entity.\\ 
 +abLit if it should be lit or not.\\ 
 +abFade if it should fade on/off, properties are set in the entity file.\\ 
 +\\ 
 +''​void SetLampFlicker(std::​string asName,bool abFlicker); '' ​  Sets a Lamp entity lights flicker, requires the entity file to be a Type="​Lamp"​.\\ 
 +asName The name of the lamp entity.\\ 
 +abFlicker starts/​stops the flicker.\\ 
 +Flicker properties are set in the entity file.\\ 
 +\\ 
 +''​SetupStickArea(std::​string asArea, bool abCanDeatch,​ bool abMoveBody, bool abRotateBody,​ bool abCheckCenterInArea,​ float afPoseTime, std::string asAttachSound,​ std::string asDetachSound,​ std::string asAttachPS, std::string asDetachPS, std::string asAttachFunc,​ std::string asDetachFunc);​ '' ​  Give properties to an area of type "​stick"​. Used to make an object attach itself to another etc.\\ 
 +asArea The name of the stick area\\ 
 +abCanDeatch if the area will allow to detach and attached object\\ 
 +abMoveBody Should the attached object be moved into the center\\ 
 +abRotateBody should the attached object be rotated to attach in a certain direction(rotating the stick area in the level will decide this)\\ 
 +abCheckCenterInArea only attach if the object to be attached is in the center of the stick area\\ 
 +afPoseTime how long will the attach movement(move/​rotate) take\\ 
 +asAttachSound what attach sound to play\\ 
 +asDetachSound what detach sound to play\\ 
 +asAttachPS what particle effect to use on attach\\ 
 +asDetachPS what particle effect to use on detach\\ 
 +asAttachFunc name of attach callback\\ 
 +asDetachFunc name of detach callback\\ 
 +\\ 
 +''​void AllowAttachment();​ '' ​  ​Executes the attachment settings in SetupStickArea.//​ \\ 
 +\\ 
 +Example of an attach callback// ''​ void MyAttach(string asArea, string asBody) { if(StringContains(asBody,​ __GESHI_QUOT__entityname__GESHI_QUOT__)) { AllowAttachment();​ } } '' ​  \\ 
 +''​DetachBodyFromStickArea(string asArea); '' ​  ​Detach a body from a stick area.\\ 
 +asArea Name of the area.\\ 
 +\\ 
 +''​SetupLadder(string asName,​string asAttachSound,​ string asClimbUpSound,​ string asClimbDownSound);​ '' ​  Sets properties for an area of type "​ladder"​. eg _ckgedit_QUOT__area_ladder_gamename"​\\ 
 +asName Name of the area.\\ 
 +asAttachSound Sound to be played as player grabs onto ladder\\ 
 +asClimbUpSound Sound to be played as player climbs up.\\ 
 +asClimbDownSound Sound to be played as player climbs down.\\ 
 +\\ 
 +''​void ChangeEntityAnimation(string asName,​string asAnimation,​bool abLoop); '' ​  ​Change the animation of an entity.\\ 
 +asName Name of the entity.\\ 
 +asAnimation the animation that should be used\\ 
 +abLoop if it should loop or not.\\ 
 +\\ 
 +''​void SetupForceArea( string asName, float afMaxForce, float afConstant, float afDestSpeed,​ float afMaxMass, bool abMulWithMass,​ bool abForceAtPoint,​ bool abAffectBodies,​ bool abAffectCharacters);​ '' ​  ​Properties for an area of type "​force",​ eg _ckgedit_QUOT__area_force_gamename"​.\\ 
 +asName Name of the entity.\\ 
 +afMaxForce the value for the maximum force to apply\\ 
 +afConstant Used in the formula. Force = Constant * DistanceToDestSpeed,​ meaning it determines the force based on how far from the dest speed the object is.\\ 
 +afDestSpeed the value of the speed an object will travel at when reached maximum\\ 
 +afMaxMass the maximum mass that will be affected by the force\\ 
 +abMulWithMass if the force should apply the same amount to all objects of different mass\\ 
 +abForceAtPoint if force is to be applied to the collison point with the area. False = just use center of object.\\ 
 +abAffectBodies affect dynamic objects/​bodies\\ 
 +abAffectCharacters affect charaters(player/​enemies/​etc)\\ 
 +\\ 
 +''​SetupLiquidArea(std::​string asName,​float afDensity, float afLinearViscosity,​float afAngularViscosity,​string asPhysicsMaterial. float fR, float fG, float fB, abHasWaves);​ '' ​  ​Properties for an area of type "​liquid",​ eg "​_area_liquid_gamename"​.\\ 
 +asName Name of the entity.\\ 
 +afDensity The density of the liquid\\ 
 +afLinearViscosity How much "​friction"​ the liquid should have in linear direction.\\ 
 +afAngularViscosity How much "​friction"​ the liquid should have in angular direction\\ 
 +asPhysicsMaterial What physics material to use\\ 
 +fR, fG, fB The color of the liquid in Red, Green, Blue\\ 
 +abHasWaves if objects should bob in the water.\\ 
 +''​void SetupGameButton(std::​string asName,​string asCallback,​string asAffectedEntities);​ '' ​  ​Creates a callback for entity of type "​button",​ eg .ent says Type="​Button"​.\\ 
 +asName Name of the entity.\\ 
 +asCallback the name of the callback to activate.\\ 
 +asAffectedEntities The names of the entities that should be activated, example "​light01"​ or "​light01,​ light02, light03"​.\\ 
 +Callback syntax: **void OnStateChange(string asButton,​bool asInOn);** \\ 
 +''​void SetGameButtonOn(std::​string asName, bool abOn, bool abUseEffects);​ '' ​  Sets a button entity on/off.\\ 
 +asName Name of the entity.\\ 
 +abOn On or off, true/​false\\ 
 +abUseEffects if various effects set in the entity files of the entities affected by the button switch should be used or not.\\ 
 +\\ 
 +''​int GetLeverState(std::​string asName); '' ​  Gets the current state of a Lever entity.\\ 
 +asName Name of the entity.\\ 
 +returns int as -1 = min, 0=middle, 1=max\\ 
 +\\ 
 +''​void SetLeverStuck(std::​string asName,int alState); '' ​  Sets a Lever entity stuck at a certain position.\\ 
 +asName Name of the entity.\\ 
 +alState What position to stick it in, state: -1 = min, 0=middle, 1=max\\ 
 +\\ 
 +''​int GetWheelState(std::​string asName); '' ​  Gets the current state of a Wheel entity.\\ 
 +asName Name of the entity.\\ 
 +returns int as -1 = min, 0=middle, 1=max\\ 
 +\\ 
 +''​void SetWheelStuck(std::​string asName,int alState ); '' ​  Sets a Wheel entity stuck at a certain position.\\ 
 +asName Name of the entity.\\ 
 +alState What position to stick it in, state: -1 = min, 0=turn off stuck, 1=max\\ 
 +\\ 
 +''​float GetWheelAngle(std::​string asName); '' ​  Gets the current angle of a Wheel entity.\\ 
 +asName Name of the entity.\\ 
 +returns the value as float.\\ 
 +\\ 
 +''​float GetWheelSpeed(std::​string asName); '' ​  Gets the current speed of a Wheel entity.\\ 
 +asName Name of the entity.\\ 
 +returns the value as float.\\ 
 +\\ 
 +''​ConnectWheelToController(string asWheelName,​string asEntName,​string asCtrlName, float afMinDest, float afMaxDest); '' ​  ​Connects a controller in the .ent file to the wheel.\\ 
 +asWheelName Name of the wheel entity in level.\\ 
 +asEntName Name of the entity file to use.\\ 
 +asCtrlName Name of the controller.\\ 
 +afMinDest Value of the minimum destination.\\ 
 +afMaxDest Value of the maximum destination.\\ 
 +\\ 
 +''​MoveEntityToArea(string asEntityName,​ string asAreaName, float afSpeed, float afAcceleration,​ float afSlowDownRange,​ string asCallback);​ '' ​  Moves an entity to an area. This can be used to create moving platforms, elevators etc.\\ 
 +asEntityName Name of the entity.\\ 
 +asAreaName Name of the area to move the entity to.\\ 
 +afSpeed At what speed to move the entity.\\ 
 +afAcceleration Acceleration of the entity.\\ 
 +afSlowDownRange How far away from the area to begind deceleration.\\ 
 +asCallback name of the callback to trigger when entity reaches area.\\ 
 +**Callback syntax: MyFunc(string asEntityName)** \\ 
 +\\ 
 +\\ 
 +==== Game Entity Callbacks ==== ''​ void AddEntityCollideCallback(std::​string asType, std::string asDestName, std::string asEntityName,​ std::string asFuncName);​ '' ​  Add a collide callback to an entity.\\ 
 +The syntax for the callback function is:\\ 
 +**void MyFunction(string asParent, string asChild)**, the prefix "​@"​ (ie "​@Func()"​) shows that the function is in the global script.\\ 
 +asParent is the entity the function is attached to and asChild is the other entity in the collision.\\ 
 +asType The type of callback, this can be "​Enter",​ "​During"​ or "​Leave"​\\ 
 +asDestName The entity that should have the callback. "​Player"​ will add it to the player.\\ 
 +asEntityName The entity to check for collision with.\\ 
 +asFuncName The name of the script function to add. This must be in the level'​s script file and not the global.\\ 
 +\\ 
 +''​void RemoveEntityCollideCallback(std::​string asType, std::string asDestName, std::string asEntityName);​ '' ​  ​Removes a collide callback on an entity.\\ 
 +asType The type of callback, this can be "​Enter",​ "​During"​ or "​Leave"​\\ 
 +asDestName The entity that has the callback\\ 
 +asEntityName The entity to check for collision with.\\ 
 +\\ 
 +''​void AddEntityCallback(std::​string asType, std::string asDestName, std::string asFuncName);​ '' ​  Add a callback to an entity.\\ 
 +The syntax for the callback function is:\\ 
 +**void MyFunction(string asEntity)**,​ the prefix "​@"​ (ie "​@Func()"​) shows that the function is in the global script.\\ 
 +The different types are the following\\ 
 +"​PlayerInteract"​ The player interacts with the entity.\\ 
 +"​PlayerExamine"​ The player examines the entity.\\ 
 +"​PlayerLook"​ The player is looking at the entity (it is in "​focus"​).\\ 
 +"​OnUpdate"​ When the entity is updated.\\ 
 +"​OnBreak"​ When the entity breaks.\\ 
 +asType The type of callback\\ 
 +asDestName The entity that should have the callback\\ 
 +asFuncName The name of the script function to add. This must be in the level'​s script file and not the global.\\ 
 +\\ 
 +''​void RemoveEntityCallback(std::​string asType, std::string asDestName);​ '' ​  ​Removes a callback on an entity.\\ 
 +asType The type of callback. The same types as for AddEntityCallback applies.\\ 
 +asDestName The entity that has the callback\\ 
 +\\ 
 +''​void SetEnemyDeathCallback(std::​string asEnemy,​std::​string asFunction);​ '' ​  Sets the function that is called when the enemy dies.\\ 
 +asEnemyName Name of the enemy\\ 
 +asFunction The function, syntax: **MyFunc(string asEnemyName)** \\ 
 +\\ 
 +''​SetLampLitChangeCallback(std::​string asName,​std::​string asCallback);​ '' ​  Adds a callback for a Lamp entity, Type="​Lamp"​ in .ent, as it changes from on to off or vice versa.\\ 
 +asName The name of the lamp entity.\\ 
 +asCallback The name of the callback, syntax: **MyFunc(bool abActive)** \\ 
 +\\ 
 +''​SetLeverCallback(std::​string asName,​std::​string asType, std::string asCallback);​ '' ​  Adds a callback for a Lever entity, Type="​Lever"​ in .ent, as it changes states.\\ 
 +asName The name of the lever entity.\\ 
 +asType What type: "​Enter",​ "​Leave"​ or "​During"​.\\ 
 +asCallback The name of the callback, syntax: **void MyFunc(string asName, int alType, int alState)** \\ 
 +type: 0=enter, 1=leave, 2=during\\ 
 +state: -1 = min, 0=middle, 1=max\\ 
 +\\ 
 +''​SetWheelCallback(std::​string asName,​std::​string asType,​std::​string asCallback);​ '' ​  Adds a callback for a Wheel entity, Type="​Wheel"​ in .ent.\\ 
 +asName The name of the wheel entity.\\ 
 +asType What type: "​Enter",​ "​Leave"​ or "​During"​.\\ 
 +asCallback The name of the callback, syntax: **void MyFunc(string asName, int alType, int alState)** \\ 
 +type: 0=enter, 1=leave, 2=during\\ 
 +state: -1 = min, 0=middle, 1=max//​__ ​\\
 \\ \\
-  
-==== Map / Level Properties ====  
- 
-''​SetAmbientColor(float r, float g, float b);'' ​ 
-Sets the ambient color of the level, this should always be part of a level as it gives it a bit of light otherwise shadows will be pitch black.\\ ​ 
-\\  
-''​SetSectorProperties(string asSector, float afAmbR,​float afAmbG, float afAmbB);'' ​ 
-Sets the ambient color of a sector(individual groups of _room. \\  
-asSector the name of the sector.\\ ​ 
-afAmbR red 0-1\\  
-afAmbG green 0-1\\  
-afAmbB blue 0-1\\  
-The values are multiplied with the SetAmbientColor(f,​f,​f);​ values. This script function will most likely be expanded to include specific ambient sounds etc for each sector.\\ ​ 
-\\  
-''​SetSkybox(string asTexture);'' ​ 
-Sets a texture as a sky box.\\ ​ 
-\\  
-''​SetSkyboxActive(bool);'' ​ 
-Set the skybox active with true/​False\\ ​ 
-\\  
-''​SetSkyboxColor(float R, float G, float B, float A);'' ​ 
-What color should the Skybox have\\ ​ 
-R, G, B and Alpha\\ ​ 
-\\  
-''​SetFogActive(bool abX);'' ​ 
-If a level should have fog or not.\\ ​ 
-bool abX, false/​true\\ ​ 
-\\  
-''​SetFogProperties(float afStart, float afEnd, float r,float g, float b);'' ​ 
-The properties of the fog.\\ ​ 
-afStart how many meters from the camera should the fog begin.\\ ​ 
-afEnd how many meters from the camera should the fog reach full thickness.\\ ​ 
-float r,float g, float b the color of the fog in RGB.\\ ​ 
-\\  
-''​SetFogCulling(bool);'' ​ 
-Should the game stop rendering the level when the fog is full thickness\\ ​ 
-true/​false\\ ​ 
-\\  
-''​SetWaveGravityActive(bool abX);'' ​ 
-Enable a dynamic gravity that mimics waves, ture/​false\\ ​ 
-\\  
-''​SetupWaveGravity(float afMaxAngle, float afSwingLength,​ float afGravitySize,​ std::string asAxis);'' ​ 
-Set the properties for the dynamic wave gravity\\ ​ 
-afMaxAngle The maximum angel of the wave\\ ​ 
-afSwingLength The length for going from top to bottom\\ ​ 
-afGravitySize The strength of the gravity\\ ​ 
-asAxis Along which axis should the wave "​move"​\\ ​ 
-\\  
-''​SetMapGameName(std::​string asName);'' ​ 
-Set the name of the current map, is used for naming the saved games.\\ ​ 
-asName the name of the map\\  
-\\  
-''​SetMapGameNameTrans(std::​string asTransCat,​std::​string asTransEntry);'' ​ 
-Set the name of the current map using the lang file, is used for naming the saved games.\\ ​ 
-asTransCat the category in the lang file\\ ​ 
-asTransEntry the entry in the lang file with the name of the map\\  
-\\  
-\\  
- 
-==== Game Entity Properties ====  
- 
-''​void SetGameEntityActive(std::​string asName, bool abX);'' ​ 
-Set if a game entity is active.\\ ​ 
-asName The name of the game entity\\ ​ 
-abX If active or not.\\ ​ 
-\\  
-''​bool GetGameEntityActive(std::​string asName);'' ​ 
-Get if a game entity is active.\\ ​ 
-asName The name of the game entity\\ ​ 
-return if active or not.\\ ​ 
-\\  
-''​void ReplaceEntity(std::​string asName, std::string asBodyName, std::string asNewName, std::string asNewFile);'' ​ 
-Replaces an ingame entity with another entity, the new entity will appear at the center of the old entities location\\ ​ 
-asName Name of the ingame entity\\ ​ 
-asBodyName The name of the body in the old entity that will be used as a center for the new entity, leave as _fckg_QUOT__fckg_QUOT_ if entity only has 1 body\\ ​ 
-asNewName The ingame name given to the new entity\\ ​ 
-asNewFile The .ent file to be used for the new entity\\ ​ 
-\\  
-''​void CreateGameEntityVar(std::​string asEntName, std::string asVarName, int alVal);'' ​ 
-Create a variable for a game entity. Nothing happens if it is already created.\\ ​ 
-asEntName The name of the game entity\\ ​ 
-asVarName The name of variable\\ ​ 
-alVal value to set the variable to.\\  
-\\  
-''​void SetGameEntityVar(std::​string asEntName, std::string asVarName, int alVal);'' ​ 
-Change the value of a entity variable to a new value\\ ​ 
-asEntName The name of the game entity\\ ​ 
-asVarName The name of variable\\ ​ 
-alVal value to set the variable to.\\  
-\\  
-''​void AddGameEntityVar(std::​string asEntName, std::string asVarName, int alVal);'' ​ 
-Change the value of an entity variable by adding to the previous value\\ ​ 
-asEntName The name of the game entity\\ ​ 
-asVarName The name of variable\\ ​ 
-alVal value to add to the existing variable.\\ ​ 
-\\  
-''​int GetGameEntityVar(std::​string asEntName, std::string asVarName);'' ​ 
-Get the value of a variable for a game entity.\\ ​ 
-asEntName The name of the game entity\\ ​ 
-asVarName The name of variable\\ ​ 
-alVal value to set the variable to.\\  
-\\  
-''​void SetGameEntityMaxExamineDist(std::​string asName,​float afDist);'' ​ 
-Set the maximum distance at which a game entity can be examined.\\ ​ 
-asName The name of the game entity\\ ​ 
-afDist The distance in meters\\ ​ 
-\\  
-''​void SetGameEntityMaxInteractDist(std::​string asName,​float afDist);'' ​ 
-Set the maximum distance at which a game entity can be interacted with.\\ ​ 
-asName The name of the game entity\\ ​ 
-afDist The distance in meters\\ ​ 
-\\  
-''​void SetGameEntityDescriptionTrans(std::​string asName,​std::​string asTransCat, std::string asTransName);'' ​ 
-Set a description on a game entity.\\ ​ 
-asName The name of the game entity\\ ​ 
-asTransCat The translation category\\ ​ 
-asTransName The translation name\\ ​ 
-\\  
-''​SetGameEntityDescriptionOnceTrans(std::​string asName,​std::​string asTransCat,​std::​string asTransName);'' ​ 
-Set a description on a game entity BUT display the eye only 1 time, after that the you can still examine but the eye wont show unless in Interact mode.\\ ​ 
-asName The name of the game entity\\ ​ 
-asTransCat The translation category\\ ​ 
-asTransName The translation name\\ ​ 
-\\  
-''​void SetGameEntityDescription(std::​string asName, std::string asMessage);'' ​ 
-Set a description on a game entity.\\ ​ 
-asName The name of the game entity\\ ​ 
-asMessage The message\\ ​ 
-\\  
-''​void SetGameEntityGameNameTrans(std::​string asName, std::string asTransCat,​std::​string asTransName);'' ​ 
-Set a game name on a game entity.\\ ​ 
-asName The name of the game entity\\ ​ 
-asTransCat The translation category\\ ​ 
-asTransName The translation name\\ ​ 
-\\  
-''​void SetDoorState(std::​string asName,​std::​string asState);'' ​ 
-Sets the state of a door with animation. This entity was only used in early test builds of HPL.\\ ​ 
-asName The name of the game entity\\ ​ 
-asState The state to set, thís can be "​Open","​Closed",​ "​Opening"​ or "​Closing"​.\\ ​ 
-\\  
-''​SetDoorLocked(std::​string asDoor, bool abLocked);'' ​ 
-Sets a door locked or unlocked, only works with SwingDoor entities(set in the .ent file)\\ ​ 
-asDoor the name of the entity.\\ ​ 
-abLocked true or false if locked or not.\\ ​ 
-\\  
-''​SetDoorLockedProperties(std::​string asDoor, ​ std::​string asMessCat,​std::​string asMessEntry,​ std::​string asSound, bool RepeatLockedMessage);'' ​ 
-Gives properties to a locked door, how it should sound what message to show etc. Only works with SwingDoor entities(set in the .ent file)\\ ​ 
-asDoor the name of the entity.\\ ​ 
-asMessCat the name of the category in the translations file.\\ ​ 
-asMessEntry the name of the entry in the translations file to use.\\ ​ 
-asSound sound to play for the locked door when player interacts.\\ ​ 
-RepeatLockedMessage true or false if the event should be every time or only the first time.\\ ​ 
-\\  
-''​void SetObjectInteractMode(std::​string asName,​std::​string asMode);'' ​ 
-Sets the interact mode of an game object.\\ ​ 
-asName The name of the game object\\ ​ 
-asState The mode to set, valid modes are "​Static",​ "​Grab",​ "​Move"​ and "​Push"​.\\ ​ 
-\\  
-''​static void __stdcall SetupLink(std::​string asName, std::string asMapFile, std::string asMapPos, ​  ​std::​string asStartSound,​ std::string asStopSound, ​                                                        float afFadeOutTime,​ float afFadeInTime);​__''​__Sets up the properties for a link.\\ ​ 
-asName The name of the link\\ ​ 
-asMapFile The file to be loaded\\ ​ 
-asMapPos The position on the map to be spawned on.\\  
-asStartSound The sound that is played when the change starts.\\ ​ 
-asStopsSound The sound that is played when the new map is loaded\\ ​ 
-afFadeOutTime Time in seconds it takes for the fade out.\\ ​ 
-afFadeInTime Time in seconds it takes for the fade in.\\  
-\\  
-''​static void ''​ __''​stdcall SetupLinkLoadText(string asName, string asMapFile, string asMapPos, ​ string asStartSound,​ string asStopSound,​ float afFadeOutTime,​ float afFadeInTime,​ string asTextCat, string asTextEntry);'' ​ 
-Sets up the properties for a link and displays a screen with text/​picture while loading.\\ ​ 
-asName The name of the link\\ ​ 
-asMapFile The file to be loaded\\ ​ 
-asMapPos The position on the map to be spawned on.\\  
-asStartSound The sound that is played when the change starts.\\ ​ 
-asStopsSound The sound that is played when the new map is loaded\\ ​ 
-afFadeOutTime Time in seconds it takes for the fade out.\\ ​ 
-afFadeInTime Time in seconds it takes for the fade in.\\  
-asTextCat The text category in translations file .lang\\ ​ 
-asTextEntry The text entry in translations file .lang\\ ​ 
-\\  
-''​void SetupLinkLockedProp(std::​string asName,​std::​string asLockedSound,​ std::string asLockedDescCat,​std::​string asLockedDescEntry);'' ​ 
-Properties for an area of type "​link",​ eg _fckg_QUOT__area_link_gamename",​ to be used if the link is "​locked"​.\\ ​ 
-asName The name of the link\\ ​ 
-asLockedSound The "​locked sound" to play\\ ​ 
-asLockedDescCat In what category the text to use is in the .lang file.\\ ​ 
-asLockedDescEntry In what entry the text is found in the .lang file.\\ ​ 
-\\  
-''​void SetLinkLocked(std::​string asName, bool abLocked);'' ​ 
-Set an area of type "​link"​ as locked or unlocked.\\ ​ 
-asName The name of the link\\ ​ 
-abLocked True/false for locked or not.\\ ​ 
-\\  
-''​void SetAreaCustomIcon(std::​string asName, std::string asIcon);'' ​ 
-Makes the area show a custom icon on player focus.\\ ​ 
-asName The name of the area\\ ​ 
-asIcon The icon, can be: "​Inactive",​ "​Active",​ "​Invalid",​ "​Grab",​ "​Examine",,​ "​PickUp",​ "​Pointer",​ "​Item",​ "​DoorLink"​ or "​None"​.\\ ​ 
-\\  
-''​void AddEnemyPatrolNode(std::​string asEnemy,​std::​string asNode,​float afTime,​std::​string asAnimation);'' ​ 
-Adds node that the enemy will have on his patrol path.\\ ​ 
-asEnemy Name of the enemy\\ ​ 
-asNode The Node to walk to.\\  
-afTime The time to stay at the node when reached.\\ ​ 
-asAnimation The animation to be played when at the node. _fckg_QUOT__fckg_QUOT_ = idle.\\ ​ 
-\\  
-''​void ClearEnemyPatrolNodes(std::​string asEnemy);'' ​ 
-Clears all the patrol nodes for the enemy\\ ​ 
-asEnemy The Name of the enemy.\\ ​ 
-\\  
-''​void SetEntityHealth(std::​string asName, float afHealth);'' ​ 
-Sets the health of an entity\\ ​ 
-asName Name of the entity\\ ​ 
-afHealth the amount to set the health to.\\  
-\\  
-''​float GetEnemyHealth(std::​string asEnemy);'' ​ 
-Gets the health of an enemy\\ ​ 
-asEnemyName Name of the enemy\\ ​ 
-return the health.\\ ​ 
-\\  
-''​void ShowEnemyPlayer(std::​string asEnemy);'' ​ 
-Show the enemy the position of the player and sets the enemy into hunt mode.\\ ​ 
-asEnemy The name of the Enemy.\\ ​ 
-\\  
-''​void SetEnemyUseTriggers(std::​string asEnemy, bool abUseTriggers);'' ​ 
-If an enemy should use triggers, for example if an enemy should react to sounds.\\ ​ 
-asEnemy The name of the Enemy.\\ ​ 
-abUseTriggers use triggers or not.\\ ​ 
-\\  
-''​void SetEnemyAttackCallback(std::​string asEnemy,​std::​string asFunction);'' ​ 
-Activates a callback when an enemy attacks the player.\\ ​ 
-asEnemy The name of the Enemy.\\ ​ 
-asFunction The name of the callback to activate.\\ ​ 
-\\  
-''​SetLampLit(std::​string asName,bool abLit, bool abFade);'' ​ 
-Sets a Lamp entity light on/off, requires the entity file to be a Type="​Lamp"​.\\ ​ 
-asName The name of the lamp entity.\\ ​ 
-abLit if it should be lit or not.\\ ​ 
-abFade if it should fade on/off, properties are set in the entity file.\\ ​ 
-\\  
-''​void SetLampFlicker(std::​string asName,bool abFlicker);'' ​ 
-Sets a Lamp entity lights flicker, requires the entity file to be a Type="​Lamp"​.\\ ​ 
-asName The name of the lamp entity.\\ ​ 
-abFlicker starts/​stops the flicker.\\ ​ 
-Flicker properties are set in the entity file.\\ ​ 
-\\  
-''​SetupStickArea(std::​string asArea, bool abCanDeatch,​ bool abMoveBody, bool abRotateBody,​ bool abCheckCenterInArea,​ float afPoseTime, std::​string asAttachSound,​ std::string asDetachSound,​ std::​string asAttachPS, std::string asDetachPS, std::​string asAttachFunc,​ std::string asDetachFunc);'' ​ 
-Give properties to an area of type "​stick"​. Used to make an object attach itself to another etc.\\ ​ 
-asArea The name of the stick area\\ ​ 
-abCanDeatch if the area will allow to detach and attached object\\ ​ 
-abMoveBody Should the attached object be moved into the center\\ ​ 
-abRotateBody should the attached object be rotated to attach in a certain direction(rotating the stick area in the level will decide this)\\ ​ 
-abCheckCenterInArea only attach if the object to be attached is in the center of the stick area \\  
-afPoseTime how long will the attach movement(move/​rotate) take \\  
-asAttachSound what attach sound to play\\ ​ 
-asDetachSound what detach sound to play\\ ​ 
-asAttachPS what particle effect to use on attach\\ ​ 
-asDetachPS what particle effect to use on detach\\ ​ 
-asAttachFunc name of attach callback\\ ​ 
-asDetachFunc name of detach callback\\ ​ 
-\\  
-''​void AllowAttachment();'' ​ 
-Executes the attachment settings in SetupStickArea.\\ ​ 
-\\  
-// Example of an attach callback//''​void MyAttach(string asArea, string asBody) { if(StringContains(asBody,​ __GESHI_QUOT__entityname__GESHI_QUOT__)) { AllowAttachment();​ } } '' ​ 
-\\  
-''​DetachBodyFromStickArea(string asArea);'' ​ 
-Detach a body from a stick area.\\ ​ 
-asArea Name of the area.\\ ​ 
-\\  
-''​SetupLadder(string asName,​string asAttachSound,​ string asClimbUpSound,​ string asClimbDownSound);'' ​ 
-Sets properties for an area of type "​ladder"​. eg _fckg_QUOT__area_ladder_gamename"​\\ ​ 
-asName Name of the area.\\ ​ 
-asAttachSound Sound to be played as player grabs onto ladder\\ ​ 
-asClimbUpSound Sound to be played as player climbs up.\\  
-asClimbDownSound Sound to be played as player climbs down.\\ ​ 
-\\  
-''​void ChangeEntityAnimation(string asName,​string asAnimation,​bool abLoop);'' ​ 
-Change the animation of an entity.\\ ​ 
-asName Name of the entity.\\ ​ 
-asAnimation the animation that should be used\\ ​ 
-abLoop if it should loop or not.\\ ​ 
-\\  
-''​void SetupForceArea( string asName, ​ float afMaxForce, float afConstant, float afDestSpeed,​ float afMaxMass, bool abMulWithMass,​ bool abForceAtPoint,​ bool abAffectBodies,​ bool abAffectCharacters);'' ​ 
-Properties for an area of type "​force",​ eg _fckg_QUOT__area_force_gamename"​.\\ ​ 
-asName Name of the entity.\\ ​ 
-afMaxForce the value for the maximum force to apply\\ ​ 
-afConstant Used in the formula. Force = Constant %%*%% DistanceToDestSpeed,​ meaning it determines the force based on how far from the dest speed the object is.\\  
-afDestSpeed the value of the speed an object will travel at when reached maximum\\ ​ 
-afMaxMass the maximum mass that will be affected by the force\\ ​ 
-abMulWithMass if the force should apply the same amount to all objects of different mass\\ ​ 
-abForceAtPoint if force is to be applied to the collison point with the area. False = just use center of object.\\ ​ 
-abAffectBodies affect dynamic objects/​bodies\\ ​ 
-abAffectCharacters affect charaters(player/​enemies/​etc)\\ ​ 
-\\  
-''​SetupLiquidArea(std::​string asName,​float afDensity, float afLinearViscosity,​float afAngularViscosity,​string asPhysicsMaterial. float fR, float fG, float fB, abHasWaves);'' ​ 
-Properties for an area of type "​liquid",​ eg "​_area_liquid_gamename"​.\\ ​ 
-asName Name of the entity.\\ ​ 
-afDensity The density of the liquid\\ ​ 
-afLinearViscosity How much "​friction"​ the liquid should have in linear direction.\\ ​ 
-afAngularViscosity How much "​friction"​ the liquid should have in angular direction\\ ​ 
-asPhysicsMaterial What physics material to use\\  
-fR, fG, fB The color of the liquid in Red, Green, Blue\\ ​ 
-abHasWaves if objects should bob in the water. \\  
-''​void SetupGameButton(std::​string asName,​string asCallback,​string asAffectedEntities);'' ​ 
-Creates a callback for entity of type "​button",​ eg .ent says Type="​Button"​.\\ ​ 
-asName Name of the entity.\\ ​ 
-asCallback the name of the callback to activate.\\ ​ 
-asAffectedEntities The names of the entities that should be activated, example "​light01"​ or "​light01,​ light02, light03"​.\\ ​ 
-Callback syntax: **void OnStateChange(string asButton,​bool asInOn);** \\  
-''​void SetGameButtonOn(std::​string asName, bool abOn, bool abUseEffects);'' ​ 
-Sets a button entity on/​off.\\ ​ 
-asName Name of the entity.\\ ​ 
-abOn On or off, true/​false\\ ​ 
-abUseEffects if various effects set in the entity files of the entities affected by the button switch should be used or not.\\ ​ 
-\\  
-''​int GetLeverState(std::​string asName);'' ​ 
-Gets the current state of a Lever entity.\\ ​ 
-asName Name of the entity.\\ ​ 
-returns int as -1 = min, 0=middle, 1=max\\ ​ 
-\\  
-''​void SetLeverStuck(std::​string asName,int alState);'' ​ 
-Sets a Lever entity stuck at a certain position.\\ ​ 
-asName Name of the entity.\\ ​ 
-alState What position to stick it in, state: -1 = min, 0=middle, 1=max\\ ​ 
-\\  
-''​int GetWheelState(std::​string asName);'' ​ 
-Gets the current state of a Wheel entity.\\ ​ 
-asName Name of the entity.\\ ​ 
-returns int as -1 = min, 0=middle, 1=max\\ ​ 
-\\  
-''​void SetWheelStuck(std::​string asName,int alState );'' ​ 
-Sets a Wheel entity stuck at a certain position.\\ ​ 
-asName Name of the entity.\\ ​ 
-alState What position to stick it in, state: -1 = min, 0=turn off stuck, 1=max\\ ​ 
-\\  
-''​float GetWheelAngle(std::​string asName);'' ​ 
-Gets the current angle of a Wheel entity.\\ ​ 
-asName Name of the entity.\\ ​ 
-returns the value as float.\\ ​ 
-\\  
-''​float GetWheelSpeed(std::​string asName);'' ​ 
-Gets the current speed of a Wheel entity.\\ ​ 
-asName Name of the entity.\\ ​ 
-returns the value as float.\\ ​ 
-\\  
-''​ConnectWheelToController(string asWheelName,​string asEntName,​string asCtrlName, float afMinDest, float afMaxDest);'' ​ 
-Connects a controller in the .ent file to the wheel.\\ ​ 
-asWheelName Name of the wheel entity in level.\\ ​ 
-asEntName Name of the entity file to use.\\ ​ 
-asCtrlName Name of the controller.\\ ​ 
-afMinDest Value of the minimum destination.\\ ​ 
-afMaxDest Value of the maximum destination.\\ ​ 
-\\  
-''​MoveEntityToArea(string asEntityName,​ string asAreaName, float afSpeed, float afAcceleration,​   float afSlowDownRange,​ string asCallback);'' ​ 
-Moves an entity to an area. This can be used to create moving platforms, elevators etc.\\ ​ 
-asEntityName Name of the entity.\\ ​ 
-asAreaName Name of the area to move the entity to.\\  
-afSpeed At what speed to move the entity.\\ ​ 
-afAcceleration Acceleration of the entity.\\ ​ 
-afSlowDownRange How far away from the area to begind deceleration.\\ ​ 
-asCallback name of the callback to trigger when entity reaches area.\\ ​ 
-**Callback syntax: MyFunc(string asEntityName)** \\  
-\\  
-\\  
- 
-==== Game Entity Callbacks ====  
- 
-''​void AddEntityCollideCallback(std::​string asType, std::string asDestName, ​  ​std::​string asEntityName,​ std::string asFuncName);'' ​ 
-Add a collide callback to an entity.\\ ​ 
-The syntax for the callback function is:\\  
-**void MyFunction(string asParent, string asChild)**, the prefix "​@"​ (ie "​@Func()"​) shows that the function is in the global script.\\ ​ 
-asParent is the entity the function is attached to and asChild is the other entity in the collision.\\ ​ 
-asType The type of callback, this can be "​Enter",​ "​During"​ or "​Leave"​\\ ​ 
-asDestName The entity that should have the callback. "​Player"​ will add it to the player.\\ ​ 
-asEntityName The entity to check for collision with.\\ ​ 
-asFuncName The name of the script function to add. This must be in the level'​s script file and not the global.\\ ​ 
-\\  
-''​void RemoveEntityCollideCallback(std::​string asType, std::string asDestName, std::string asEntityName);'' ​ 
-Removes a collide callback on an entity.\\ ​ 
-asType The type of callback, this can be "​Enter",​ "​During"​ or "​Leave"​\\ ​ 
-asDestName The entity that has the callback\\ ​ 
-asEntityName The entity to check for collision with.\\ ​ 
-\\  
-''​void AddEntityCallback(std::​string asType, std::string asDestName, std::string asFuncName);'' ​ 
-Add a callback to an entity.\\ ​ 
-The syntax for the callback function is:\\  
-**void MyFunction(string asEntity)**,​ the prefix "​@"​ (ie "​@Func()"​) shows that the function is in the global script.\\ ​ 
-The different types are the following\\ ​ 
-"​PlayerInteract"​ The player interacts with the entity.\\ ​ 
-"​PlayerExamine"​ The player examines the entity.\\ ​ 
-"​PlayerLook"​ The player is looking at the entity (it is in "​focus"​).\\ ​ 
-"​OnUpdate"​ When the entity is updated.\\ ​ 
-"​OnBreak"​ When the entity breaks.\\ ​ 
-asType The type of callback\\ ​ 
-asDestName The entity that should have the callback\\ ​ 
-asFuncName The name of the script function to add. This must be in the level'​s script file and not the global.\\ ​ 
-\\  
-''​void RemoveEntityCallback(std::​string asType, std::string asDestName);'' ​ 
-Removes a callback on an entity.\\ ​ 
-asType The type of callback. The same types as for AddEntityCallback applies.\\ ​ 
-asDestName The entity that has the callback\\ ​ 
-\\  
-''​void SetEnemyDeathCallback(std::​string asEnemy,​std::​string asFunction);'' ​ 
-Sets the function that is called when the enemy dies.\\ ​ 
-asEnemyName Name of the enemy\\ ​ 
-asFunction The function, syntax: **MyFunc(string asEnemyName)** \\  
-\\  
-''​SetLampLitChangeCallback(std::​string asName,​std::​string asCallback);'' ​ 
-Adds a callback for a Lamp entity, Type="​Lamp"​ in .ent, as it changes from on to off or vice versa.\\ ​ 
-asName The name of the lamp entity.\\ ​ 
-asCallback The name of the callback, syntax: **MyFunc(bool abActive)** \\  
-\\  
-''​SetLeverCallback(std::​string asName,​std::​string asType, std::string asCallback);'' ​ 
-Adds a callback for a Lever entity, Type="​Lever"​ in .ent, as it changes states.\\ ​ 
-asName The name of the lever entity.\\ ​ 
-asType What type: "​Enter",​ "​Leave"​ or "​During"​.\\ ​ 
-asCallback The name of the callback, syntax: **void MyFunc(string asName, int alType, int alState)** \\  
-type: 0=enter, 1=leave, 2=during\\ ​ 
-state: -1 = min, 0=middle, 1=max\\ ​ 
-\\  
-''​SetWheelCallback(std::​string asName,​std::​string asType,​std::​string asCallback);'' ​ 
-Adds a callback for a Wheel entity, Type="​Wheel"​ in .ent.\\ ​ 
-asName The name of the wheel entity.\\ ​ 
-asType What type: "​Enter",​ "​Leave"​ or "​During"​.\\ ​ 
-asCallback The name of the callback, syntax: **void MyFunc(string asName, int alType, int alState)** \\  
-type: 0=enter, 1=leave, 2=during \\  
-state: -1 = min, 0=middle, 1=max\\ ​ 
-\\  
-\\  
-// __  
- 
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-__//// __  
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-__//// __ 
  
hpl1/documentation/script_reference.txt · Last modified: 2020/02/08 21:19 by muffin