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Call of Duty 2 - Radiant Keys & Values
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Call of Duty 2 - Radiant Keys & Values.

These keys and values were in one of the .IWD files that i post here to show you all who didn't knew or needs them :)



All of these keys/values work for other cod radiants there are even more keys/values for cod 4/5 and soon cod7 :)

but for cod1 and uo some might not work,






// syntax:
// float floatVar
// int intVar
// string stringVar

vector    origin
vector    angles

float    script_wait                // Used on patrol nodes to make patrollers wait the specified amount before continuing>>>>>>> 1.58
float    script_additive_delay    // Additive delay is the # of seconds extra a flood_spawner will wait for each additional spawning. Defaults to 1 second.
float    script_delay            // Used as a substitute for delay_min/max.
float    script_delay_min         // Minimum time for a guy to spawn, if this is on an mg42 then its minimum time between bursts
float    script_delay_max         // Maximum time for a guy to spawn, if this is on an mg42 then its maximum time between bursts
float    script_burst_min         // Put on an mg42, min time of a burst
float    script_burst_max         // Put on an mg42, max time of a burst
float    script_turret_reuse_min // Minimum time before a new AI will use this turret.
float    script_turret_reuse_max // Maximum time before a new AI will use this turret.
float    delay
float    script_prespawn_delay    // A flood spawner will wait this long before the guy spawns
float    script_accuracy
float    script_accuracyStationaryMod
float    script_suppression        // Suppression wait for this AI
float    script_firefxdelay        // repetition rate on a firefx for exploders
float    script_firefxtimeout    // Amount of time before a looping effect fades out
float    height
float    script_falldirection    // Used to specify the direction a treeburst tree trunk falls towards
float    script_timeout
float    script_timescale        // used to set timescale in credits

int    script_repeat            // # of times an effect in an exploder will repeat
int    script_health
int    script_health_easy
int    script_ignoreme            // If this setting exists on a spawner this guy will have his .ignoreme set to true
int    script_fxstart            // Identifies effects so they can be turned on by grouping with a trigger
int    script_fxstop            // Identifies effects so they can be turned off by grouping with a trigger
int    script_delete
int    script_increment
int    script_patroller
int    script_offtime            // Number of milliseconds before guys get off a flak when you hit the off-trigger, defaults to 20000
int    script_offradius        // Guys get off a flak if a player gets this close to a flak after hitting the off-trigger, default 350
int    script_autosave
string    script_autosavename
int    count
int    script_timer            // Timeout for friendly_chat
int    script_delayed_playerseek
int    script_triggered_playerseek    //group a trigger and an ai with this and he the grouped ai will do playerseek behaviour when the trigger is hit
int    script_playerseek
int    script_seekgoal
int    radius
int    script_start
int    script_radius            // Sets an AI's starting goal radius. On an exploder this sets the radius damage's radius.
int    script_followmin
int    script_followmax
int    script_startinghealth
int    script_fallback
int    script_grenades
int    script_fightdist        // Spawners will spawn with this fightdist (allows LD to change how aggresively they attack distant targets)
int    script_maxdist            // Spawners will spawn with this maxdist (allows LD to change how far down their path AI will look for enemies)
int    script_moveoverride     // Spawners with this will go to their (targetted) node before fighting.
int    script_killspawner         // When you go through a trigger with this on it, any spawners that have the same # will be deleted.
string    script_emptyspawner // When you go through a trigger with this on it, any spawners that have the same # will have their count set to 0.
int    script_mg42auto            // When you hit this trigger any grouped mg42s will go into auto mode and clear target.
int    script_turret
int    script_min_friendlies    // The minimum # of friendlies required to be at a friendly_Chat trigger for the sequence to play.
int    script_requires_player
int    script_sightrange
int    spawnflags
int    script_fallback_group    // Makes stray spawned guys part of bigger falling back movements.
int    script_vehiclegroup        // links a vehicle to its spawners
int    script_exploder            // Grouping things that explode
int    script_balcony            // current mechanism for flagging an actor to test for balcony death
int    export
int    script_mg42                // Group AI with a node that targets an mg42 and the AI will keep the gun in use.
int    script_plane            // Specifies which plane set this is, so they can all be started together.
int    script_explode            // Tells a plane to explode with this exploder.
int    script_speed            // tank speed to go when battling an enemy tank
int    dontdropweapon            // If set, the AI will not drop a weapon when he dies
int    dontdrawoncompass        // If set, the AI will not be drawn on the player's compass. Only matters for friendlies
int    script_noDeathMessage    // If set, this AI won't play a death message.
int    script_order            // Preston: Used in ship to set suggested order bombs should be planted and radars destroyed. Determines next objective pointed to.
int    script_usemg42            // If set to false, a friendly will not use be told by friendly_mg42 triggers to use an mg42.
int    script_pacifist            // Set ai to pacifist
int    script_parachutegroup    // Pathfinder parachuters
int    script_damage            // Damage of radius damage on an exploder
int    script_idnumber            // Generic identifier
int    script_dawnville_fast    // Remove guys for dawnville on min spec
int    script_fixbasepose        // Certain guys are being base pose for some reason so this triggers a script fix for them.
int    script_shots            // used for tank triggers - specifies number of shots a tank will shoot at the selected target
int    script_stoptoshoot        // used for tanks, setting this to greater than zero will make a tank stop before firing it's main cannon
int    script_shoottanks        // used for auto flak88s
int    script_shootAI            // used for auto flak88s
int    script_startingposition        // used for riders of vehicles to manually designate riding postions (also used for walkers)
int    script_turretmg
int    script_mg42portable        //
int    script_bcdialog            // used with dialogue_thread() to stop reactivation of battlechatter for specific characters
int    script_forcegrenade        // Set to 1 to enable AI to throw as many grenades as they want rather than extremely rarely.
int    script_deathchain        // Used with nonlinear friendly chains
int    script_baseoffire        // Set to true to make an escorting friendly not rejoin this friendlychain
int    script_goalvolume        // groups guys so they use a goalvolume
int    script_oldCorner        // 1 for old corner animations
int script_stack            // for walls where friendlies hang out
int    script_nofriendlywave        // disables tracking of this ai for friendly_wave's
int    script_forcegoal        // forces an AI to use the goal radius of the node they target, rather than switch to 2000 (for flood_and_secure spawners)
int    script_disconnectpaths        // makes exploder script_brushes connectpaths when hidden and disconnect when shown. could be used to disable cover nodes.
int    script_autotarget        // Makes an mg42 that targets script origins shoot at the origins when the operator has no enemy
int    script_manualtarget        // Makes an mg42 that targets script origins shoot at the origins all the time
int script_nowall            // make AI play a special set of corner animations that dont require a wall
int script_longdeath        // set to 0 disable long death animations like lying on the ground and shooting
int    script_displaceable        // makes an AI able to change his goal radius from animscript.
int script_grenadespeed        // used for setting magic grenade launch speeds on script origins
int script_maxspawn            // used on flood spawn trigger to regulate the max number of ai

string    target
string    targetname
string    groupname
string    name
string    script_objective
string    script_friendname
string    script_noteworthy      // Used to get a string for scripted sequences mainly.
string    script_noteworthy2      // Extra info when targetname and noteworthy are used up
string    script_path            // Z: probably not used currently
string    script_uniquename
string    script_chain        // Identifies a friendly chain so you can turn it off with chain_on/chain_off.
string    script_triggername    // Z: used for elevators in the dam
string    script_kill_chain    // On triggering, this trigger will disable chains with a script_chain value equal to the trigger's script_kill_chain value
string    script_hint
string    script_fxcommand    // What to do with the effect
string    script_fxid            // The id of the effect to do
string    weaponinfo
string    script_hidden        // the thing which is hidden and appears later (mortars)
string    vehicletype
string    script_personality    // This guy will use this personality type
string  script_squadname    // squad (spawner cluster) identifier
string    script_namenumber    // generic identifier
string  script_commonname    // additional generic identifier
string     script_nodestate    // generic identifier for nodes
string    script_assaultnode    // generic identifier for nodes
string     script_team            // how to know which team a tank is on (needed to free up target/targetname for radiant linkability)
string     script_mortargroup    // to group mortars with their triggers
string    ambient                // String index of the level.ambient_track to play on this trigger.=======
string    script_flaktype        // set to tank or air to tell the scripts which set of animations to play
string    script_waittill        // set on a friendly_chat trigger to make it wait for an event before waitting for other requirements
string    script_animation    // If defined, patrollers will play a random pause animation at this node.
string    script_favoriteenemy    // used in burnville to set the second floor grenade throwing guy to have the player has his favorite enemy
string    script_gameobjectname    // Preston: Used in multiplayer to identify entities which are deleted if not allowed by the gametype.
string    script_objective_name    // Used in Retrieval multiplayer gamemode to specify an optional name for an objective.
string    script_topfloor        // Z: used for elevators in the dam
string    script_bottomfloor    // Z: used for elevators in the dam
string    script_sound        // Plays level.scr_sound ["string"]
string    script_animname        // Animname for a friendly to do a friendly chat thing
string    script_firefx        // Fx to play infinitely from a used exploder
string    script_earthquake    // References level.earthquake variables to do an earthquake
string    script_presound        // To play sounds on exploders before the explosion, for pathfinder only
string    script_ender        // Stop a looping effect
string    script_firefxsound    // Looping sound for an exploder firefx
string    script_enable        // Generic: used by loop_spawner to start/stop spawning of named targets
string    script_disable        // Generic: used by loop_spawner to start/stop spawning of named targets
string    script_kill            // Generic: used by loop_spawner to permanently stop spawning of named targets
string    script_endonstring
string    script_startnotify
string    script_followmode
string    script_flak88
string    script_skilloverride
string    script_bctrigger
string    script_aigroup
string    script_objective_active   // used with flood_and_Secure and "friendlychain"s to only be active if this objective
string    script_objective_inactive // is active

string    script_podtype
string    script_escape        // Spawners and ai grouped for escaping purposes (fleeing to new location upon depleted group strength)
string    script_shareTarget    // Gives flankers the enemy of the spawners this is grouped with.
string    script_flanker        // Marks a spawner as a flanker
string    script_squad        // Group spawners/ai so they share enemy information
string    script_squadmove    // Group spawners/ai so they share enemy information and do squad move behaviour

string    script_area            // used by battlechatter system
string    script_location        // used by battlechatter system
string    script_landmark        // used by battlechatter system

string    script_color        // groups AI with nodes/triggers of that color
string  script_forcecolor    // forces an AI to use all nodes of this color

// Stalingrad
int        script_scatter
int        script_linked

string        script_linkTo        // A compound string that is a list of script_linkname'd entities that this entity links to.
string        script_linkName
int        script_hillgroup
int        script_chaintarget

// vehicle stuff
int        script_gatetrigger                // vehicles will wait at vehicle nodes with this untill the trigger is hit.
int        script_VehicleAttackgroup         // attacks associated vehicles, if non match attacks it will attack all vehicles on the opposing team by whatever order (think there's some stuff in the attack script that makes it attack nearest).
int        script_VehicleSpawngroup         // spawns associated vehicles and their aigroups (as still designated by script_vehiclegroup on the vehicles and the ai's)
int        script_VehicleStartMove         // initiates associated vehicles movement on its path, note that if no script_vehicleStart nodes or triggers exist then the vehicle will stay and wait for the level script to initiate it's movement stacking this with script_VehicleSpawngroup will make spawn and go right away.
int        script_vehicleGroupDelete         // Deletes associated vehicles and their aigroups (as still designated by script_vehiclegroup on the vehicles and the ai's)
int        script_vehiclefocusfiregroup    // targets associated vehicles to triggering vehicle
int        script_attackai    //toggle tanks attacking of ai

int        script_attackorgs            //grouped to a turret node the tank will point it's turret in that direction.
int        script_deathroll            //turns on and off deathroll for vehicles crossing paths
string        script_lvlmsg                //  -- to be removed and replaced with node waittill ("trigger",other).. level gets notified with this message when a vehicle hits this pathnode
string        script_crashtype            //designates a crashpath
string        script_crashtypeoverride        //override the type of crash a vehicle will do when it dies values are "tank", "mobile"
int        script_nomg                //makes machineguns not spawn at all on a tank. used for big tank battles where they aren't necessary on all the tanks.
int        script_badplace            //no badplaces on tanks.  for tanks that won't be near ai. on big tank battles.
float    script_dronelag            //amount of timed space between drones following vehicle paths
int        script_fireondrones            //toggles machineguns firing on drones behavior

int        script_vehicleride                
int        script_vehiclewalk
int        script_unloadmgguy    // set this on the halftrack to make the mg guy unload.

int        script_vehiclesquad
int        script_vehiclesquadleader
int        script_vehicledetour
int        script_avoidvehicles        //setting to 0 on a tank will make it not do collision avoidance stuff
int     script_avoidplayer // setting to 1 will cause the tank to perform collision avoidance on the player
float        script_playerconeradius // used optionally with script_avoidplayer if you want a cone radius other than 200.          
string        script_vehicledetourtype    //describing how a vehicledetour node works,  first non default type being "scriptswitch" which will let the script notify the path to become a switch node. Useful in situations where a tank will fight in circles and then procede on whatever script condition.
float        script_attackspeed
int        script_vehicledeathgate        //a vehicle won't pass this point untill all the associated vehicles have been killed.
int        script_vehicledeathswitch    //a switch node wont become activated untill all of the associated enemies are dead.. using for reenforcements in 88ridge
int        script_unloaddelay // make a vehicle delay this long before unloading. < 1 means never unload

string        script_turningdir    // set this to the direction of the anim set you want a vehicle to use.  "right","hard_right","left","hard_left","forward"
int        script_bombmode_original
int        script_bombmode_single
int        script_bombmode_dual
string        script_label
int        script_flakaicount            //for setting the amount of ai to spawn on a flak
string    script_tankgroup    // used to add a tankgroup to vehicles.
float    script_chance        //chance that an exploder will explode, checked every 4 seconds or whatever script_delay is on the trigger.
int        script_deleteonpathend

// Duhoc_Assault
string    script_boat
string    script_rope
int        script_forcespawn
string    script_deleteai
int        script_allowdeath
float    script_death
float    script_death_min
float    script_death_max
int        script_drones_min
int        script_drones_max
int        script_droneStartMove
int        script_looping
int        script_trace
int        script_smokegroup
int        script_minspec_level
int        script_minspec_hooks_level

// decoytown
string script_layer    //using this as and identifier for groups of triggers and spawners to filter stuff by sequence since the player will be able to wander over triggers in a non-linear fashion






Enjoy,


by Zaphax

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