From the manual:
IFWEAPON=X
is true when the weapon being used by entity is ready
and X is one
CANTAKE
Is true if the player can take this entity
ACTIVATED=X
is true when the activation value of the entity equals X
PLRWITHINZONE
is true when player is within the trigger zone
ENTITYWITHINZONE
is true when an entity is within the trigger zone
PLRINGUNSIGHT=X
is true when an entity has the player is gun sights
NEARACTIVATABLE=X
is true when entity is being near activated
NEWWEAPONCANBESEEN=X
is true when the entity can see a weapon
NOISEHEARD=X
is true when the entity hears a broadcast noise from
scene
ANYWITHINZONE
is true when any entity is within its zone
ANYKEYWITHINZONE
is true if any key entity enters the zone
RAYCAST=X Y
is true when the raycast hits something in front from X to
Y units
RAYCASTUP=X Y
is true when the raycast hits something above from X to
Y units
RAYCASTBACK=X Y
is true when the raycast hits something back from X to Y
units
NORAYCASTUP=X Y
is true when no collision upwards X to Y
FRAMEATEND=X
is true when animation X is at an end
FRAMEATSTART=X
is true when animation X is at the beginning
FRAMEWITHIN=X Y
is true when animation X is within frame Y
FRAMEBEYOND=X Y
is true when animation X is beyond frame Y
ANIMATIONOVER=X
is true when animation X is complete
ALPHAFADEEQUAL=X
is true when the alpha value equals X
REACHTARGET=X
is true when the entity has reached its target
LOSETARGET=X
is true when the entity has got stuck after X attempts
HEADANGLEGREATER=X
is true when the angle of the head is greater than X
HEADANGLELESS=X
is true when the angle of the head is less than X
WAYPOINTSTATE=X
is true when the waypoint state value equals X.
State 0 means the entity has not yet started following
waypoints
State 1 means the entity is looking for the nearest
waypoint marker to start from
State 2 means the entity is following a waypoint line to
its current waypoint marker
State 3 means the entity has reached the waypoint
marker and needs to decide what to do
State 4 means the entity has reached the waypoint
marker and it splits off in more than one other direction
State 5 means the entity has reached the very end of the
current waypoint structure and requires a decision to be
made.
A state of 999 means the entity has been placed in zero-
waypoint mode where the entity simply ignores
waypoints.
IFMARKER=X
is true when there is a marker previously dropped by
entity in scene
IFPLRTRAIL=X
is true when there is a trail left by the player in existence
ISDARKAISEEING
is true if a character using DarkAI can see the player
ISDARKAIHURT
Is true if a character using DarkAI is hurt below the hurt
value
ISDARKAIFIRING
is true if a character using DarkAI is currently able to fire
at the player, as instructed by its internal behaviour
system
HUDSELECTIONMADE=X
is true when the user has clicked HUD button X
TIMERGREATER=X
is true when the internal FPI timer exceeds X in
milliseconds
ESCAPEKEYPRESSED=X
is true when the Escape Key has been pressed
SCANCODEKEYPRESSED=X
Is true when the key indicated by scancode value X is
pressed
HUDEDITDONE
is true when ‘editable’ HUD item X is used
HUDHAVENAME
is true when no player-name has been entered
EFFECTAMBIENCELESS=X
is true if the effect value is less than X
EFFECTAMBIENCEGREATER=X
is true if the effect value is greater than X
EFFECTBLOOMSIZELESS=X
is true if the effect value is less than X
EFFECTBLOOMSIZEGREATER=X
is true if the effect value is greater than X
EFFECTBLOOMSTRLESS=X
is true if the effect value is less than X
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EFFECTBLOOMSTRGREATER=X
is true if the effect value is greater than X
EFFECTWATERSPEEDLESS=X
is true if the effect value is less than X
EFFECTWATERSPEEDGREATER=X
is true if the effect value is greater than X
EFFECTWATERSMOOTHLESS=X
is true if the effect value is less than X
EFFECTWATERSMOOTHGREATER=X
is true if the effect value is greater than X
EFFECTWATERREFLECTIONLESS=X
is true if the effect value is less than X
EFFECTWATERREFLECTIONGREATER=X
is true if the effect value is greater than X
EFFECTWATERREFRACTIONLESS=X
is true if the effect value is less than X
EFFECTWATERREFRACTIONGREATER=X
is true if the effect value is greater than X
EFFECTWATERFRESNELLESS=X
is true if the effect value is less than X
EFFECTWATERFRESNELGREATER=X
is true if the effect value is greater than X
EFFECTWATERLEVELLESS=X
is true if the effect value is less than X
EFFECTWATERLEVELGREATER=X
is true if the effect value is greater than X
EFFECTSHADOWSTRLESS=X
is true if the effect value is less than X
EFFECTSHADOWSTRGREATER=X
is true if the effect value is greater than X
EFFECTSHADOWQTYLESS=X
is true if the effect value is less than X
EFFECTSHADOWQTYGREATER=X
is true if the effect value is greater than X
EFFECTWINDOWREFRACTIONLESS=X
is true if the effect value is less than X
EFFECTWINDOWREFRACTIONGREATER=X
is true if the effect value is greater than X
VOLUMEINGAMEMUSICLESS=X
is true if the volume is less than X
VOLUMEINGAMEMUSICGREATER=X
is true if the volume is greater than X
VOLUMEPLAYERSOUNDSLESS=X
is true if the volume is less than X
VOLUMEPLAYERSOUNDSGREATER=X
is true if the volume is greater than X
VOLUMEINGAMESOUNDSLESS=X
is true if the volume is less than X
VOLUMEINGAMESOUNDSGREATER=X
is true if the volume is greater than X
Actions list
NONE
no action
DESTROY
destroy entity
SUSPEND
disable the entity permanently, and keep it visible
RAGDOLL
Turns the entity into a ragdoll if it is a character entity
FLOORLOGIC=X
if X is one, entity never leaves its Y position
NOGRAVITY
Switches off gravity for physics entity
RUNFPIDEFAULT=X
run a default FPI script by value X (0-init,1-main,2-end)
RUNFPI=X
run another FPI script by name X(ie appear1.fpi)
STATE=X
sets the value of the internal variable State to X
INCSTATE=X
increments the state variable by X
MOVEUP=X
moves the entity up by X units
MOVEFORE=X
moves the entity forward by X units
MOVEBACK=X
move the entity back by X units
RUNFORE
makes the entity move forward at a run
FREEZE=X
stop entity from moving
ROTATEY=X
set the entity angle around the Y axis for X degrees
ROTATEIY=X
rotate the entity around the Y axis incrementally for X degrees
ROTATETOPLR
rotate the entity to face the player
RESETHEAD
reset the angle of the head if the entity has one
ROTATEHEAD=X
rotate the head of the entity by X degrees
ROTATEHEADRANDOM=X
rotate the head of the entity at random by X degrees
FORCEBACK=X
apply a force to the entity by a factor of X backwards
FORCEFORE=X
apply a force to the entity by a factor of X forwards
FORCELEFT=X
apply a force to the entity by a factor of X left
FORCERIGHT=X
apply a force to the entity by a factor of X right
FORCEBOUNCE=X
apply a force to the entity to cause it to bounce back by X
SPINRATE=X
spin the entity around the Y axis at a rate of X
FLOATRATE=X
cause the entity to float in the air at a hover rate of X
SETFRAME=X
set animation X start frame
INCFRAME=X
increment another frame in animation X
DECFRAME=X
decrement another frame in animation X
ANIMATE=X
automatically play animation X.
In regards to characters provided, there are a number of
animations built in which can be played. These are:
0 = Spawn (or Roar)
1 = Idle
2 = Move Slow
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3 = Strafe Left
4 = Strafe Right
5 = Move Fast
6 = Reload Weapon (or Toss)
8 = Melee Primary Strike
10 = Climb
11 = Impact Front
12 = Bounce Front
13 = Get Up Front
14 = Impact Back
15 = Bounce Back
16 = Get Up Back
17 = Impact Left
18 = Bounce Left
20 = Impact Right
21 = Bounce Right
31 = Crouched Idle
32 = Crouched Move Slow (same)
33 = Crouched Strafe Left (same)
34 = Crouched Strafe Right (same)
35 = Crouched Move Fast (same)
36 = Crouched Reload Weapon (or toss)
40 = Freeform Idle
41 = Freeform Move
50 = Weapon Spawn
51 = Weapon Idle
52 = Weapon Move Slow
53 = Weapon Strafe Left
54 = Weapon Strafe Right
55 = Weapon Move Fast
56 = Weapon Reload Weapon (or Toss)
57 = Weapon Climb
61 = Weapon Impact Front
62 = Weapon Bounce Front
63 = Weapon Get Up Front
64 = Weapon Impact Back
65 = Weapon Bounce Back
66 = Weapon Get Up Back
67 = Weapon Impact Left
68 = Weapon Bounce Left
70 = Weapon Impact Right
71 = Weapon Bounce Right
81 = Weapon Crouched Idle
82 = Weapon Crouched Move Slow (same)
83 = Weapon Crouched Strafe Left (same)
84 = Weapon Crouched Strafe Right (same)
85 = Weapon Crouched Move Fast (same)
86 = Weapon Crouched Reload Weapon (or toss)
90 = Weapon Freeform Idle
91 = Weapon Freeform Move
ADVFRAME=X
advances the animation by X percent
ASSOCIATEPLAYER=X
associate this entity with the player (lift)
UNASSOCIATEPLAYER=X
disassociate this entity from the player
PLRMOVEUP=X
move the player up by X units
PLRMOVEDOWN=X
move the player down by X units
PLRMOVEEAST=X
move the player east by X units
PLRMOVEWEST=X
move the player west by X units
PLRMOVENORTH=X
move the player north by X units
PLRMOVESOUTH=X
move the player south by X units
PLRMOVETO=X
move the player to a new location described by entity name X
PLRMOVEIFUSED=X
if player performs the USE action, move the player as above
ACTIVATEIFUSED=X
activate entity described in IFUSED property
ACTIVATEIFUSEDNEAR=X
activate entity described in IFUSED and near it
ACTIVATETARGET=X
activates the entity previously marked as the target with X
ACTIVATEALLINZONE=X
activate all the entities within the trigger zone with X
ACTIVATE=X
activate this entity using the value X
PLRADDHEALTH=X
adds X points to the players health
PLRADDAIR=X
adds X air units to the players air supply
SETTARGET
sets the internal target for the entity, follows ‘target’
conditions
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ROTATETOTARGET
rotate the entity to face the target
LOOKATTARGET
rotate the head of the entity to face the target
MOVETOTARGET
moves to the target
COLLECTTARGET
if the target is a collectable, collect the target if close
SETTARGETNAME=X
sets the internal target for the entity using name X
CHOOSESTRAFE
randomly selects a strafe direction (ie left/right/forward)
STRAFE
perform the previously chosen strafe to avoid player shots
PIVOTRANDOM=X
randomly pivots around to face another direction by X degrees
LOOKATPLR=X
look directly at the player even if the player cannot be seen
SOUND=X
plays a sound specified by the X filename. Use $0 to specify
soundest
LOOPSOUND=X
loops a 3D sound specified by the X filename.
STOPSOUND
stops any sound the entity is playing
ALTTEXTURE=X
set the texture used based on X being either zero or one
SETALPHAFADE=X
set the alpha value to X which causes entity transparency
INCALPHAFADE=X
increment the alpha fade, X being the destination
DECALPHAFADE=X
decrement the alpha fade, X being the destination
RUNDECAL=X
create a decal from the entity, X being a specific mode 1-6
SHAPEDECAL=X
changes the decal mode to X for the entity
TRIGGERFORCE=X
applies a force to the entity by a magnitude of X
WAYPOINTSTART
instructs the entity to find the closest waypoint
WAYPOINTSTOP
stops the entity following waypoints
WAYPOINTREVERSE
makes the entity reverse course and go the other way
WAYPOINTNEXT
instructs the entity to find the next waypoint
WAYPOINTPREV
instructs the entity to find the previous waypoint
WAYPOINTRANDOM
instructs the entity to choose a random waypoint direction
DROPMARKER
drops a marker the entity can later return to
NEXTMARKER
instructs the entity to go to the last dropped marker
RESETMARKERS
resets all markers dropped by this entity
FOLLOWPLR
follows the players trail if one exists
PLAYERTAKE
used to add an entity to the players inventory and acquire its
assets
PLAYERDROP
used to drop an item from the players inventory
SHOOTPLR
runs the internal FPI script SHOOT specified in character
properties
USEWEAPON
fires any weapon half by an entity in the direction of the target
RELOADWEAPON
reloads the weapon from the entities stock of infinite ammo
COLOFF
deactivate all player collision with this entity
COLON
activate all player collision with this entity
SPAWNON
switches on entity’s ability to spawn
SPAWNOFF
switches off entities ability to spawn
AMBIENCE=X
sets the overall ambient light level within the scene to X
AMBIENCERED=X
sets the red component of the ambient light to X
AMBIENCEGREEN=X
sets the green component of the ambient light to X
AMBIENCEBLUE=X
sets the blue component of the ambient light to X
FOG=X
sets the fog mode within the scene when X is one
FOGRED=X
sets the red component of the fog to X
FOGGREEN=X
sets the green component of the fog to X
FOGBLUE=X
sets the blue component of the fog to X
SKY=X
sets the skybox to the sky model specified by X filename
SKYSCROLL=X
sets the sky scroll texture to the file specified by X filename
EFFECTAMBIENCE=X
sets the effect value to X
EFFECTINCAMBIENCE=X
increases the effect value by X multiplied by FACTOR
EFFECTDECAMBIENCE=X
decreases the effect value by X multiplied by FACTOR
EFFECTFOGRANGE=X
sets the effect value to X
EFFECTINCFOGRANGE=X
increases the effect value by X multiplied by FACTOR
EFFECTDECFOGRANGE=X
decreases the effect value by X multiplied by FACTOR
EFFECTBLOOMSIZE=X
sets the effect value to X
EFFECTINCBLOOMSIZE=X
increases the effect value by X multiplied by FACTOR
EFFECTDECBLOOMSIZE=X
decreases the effect value by X multiplied by FACTOR
EFFECTBLOOMSTR=X
sets the effect value to X
EFFECTINCBLOOMSTR=X
increases the effect value by X multiplied by FACTOR
EFFECTDECBLOOMSTR=X
decreases the effect value by X multiplied by FACTOR
EFFECTWATERSPEED=X
sets the effect value to X
EFFECTINCWATERSPEED=X
increases the effect value by X multiplied by FACTOR
EFFECTDECWATERSPEED=X
decreases the effect value by X multiplied by FACTOR
EFFECTWATERSMOOTH=X
sets the effect value to X
EFFECTINCWATERSMOOTH=X
increases the effect value by X multiplied by FACTOR
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EFFECTDECWATERSMOOTH=X
decreases the effect value by X multiplied by FACTOR
EFFECTWATERCOLORR=X
sets the red component of the water to X
EFFECTWATERCOLORG=X
sets the green component of the water to X
EFFECTWATERCOLORB=X
sets the blue component of the water to X
EFFECTUNDERWATERCOLORR=X
sets the red component of underwater to X
EFFECTUNDERWATERCOLORG=X
sets the green component of underwater to X
EFFECTUNDERWATERCOLORB=X
sets the blue component of underwater to X
EFFECTWATERREFLECTION=X
sets the effect value to X
EFFECTINCWATERREFLECTION=X
increases the effect value by X multiplied by FACTOR
EFFECTDECWATERREFLECTION=X
decreases the effect value by X multiplied by FACTOR
EFFECTWATERREFRACTION=X
sets the effect value to X
EFFECTINCWATERREFRACTION=X
increases the effect value by X multiplied by FACTOR
EFFECTDECWATERREFRACTION=X
decreases the effect value by X multiplied by FACTOR
EFFECTWATERFRESNEL=X
sets the effect value to X
EFFECTINCWATERFRESNEL=X
increases the effect value by X multiplied by FACTOR
EFFECTDECWATERFRESNEL=X
decreases the effect value by X multiplied by FACTOR
EFFECTWATERLEVEL=X
sets the effect value to X
EFFECTINCWATERLEVEL=X
increases the water level until height reaches FACTOR value
EFFECTDECWATERLEVEL=X
decreases the water level until height reaches FACTOR value
EFFECTSHADOWSTR=X
sets the effect value to X
EFFECTINCSHADOWSTR=X
increases the effect value by X multiplied by FACTOR
EFFECTDECSHADOWSTR=X
decreases the effect value by X multiplied by FACTOR
EFFECTSHADOWQTY=X
sets the effect value to X
EFFECTINCSHADOWQTY=X
increases the effect value by X multiplied by FACTOR
EFFECTDECSHADOWQTY=X
decreases the effect value by X multiplied by FACTOR
EFFECTWINDOWREFRACTION=X
sets the effect value to X
EFFECTINCWINDOWREFRACTION=X
increases the effect value by X multiplied by FACTOR
EFFECTDECWINDOWREFRACTION=X
decreases the effect value by X multiplied by FACTOR
VOLUMEINGAMEMUSIC=X
sets the in-game music volume to X
VOLUMEINCINGAMEMUSIC=X
increases the volume by X multiplied by FACTOR
VOLUMEDECINGAMEMUSIC=X
decreases the volume by X multiplied by FACTOR
VOLUMEPLAYERSOUNDS=X
sets the player sounds volume to X
VOLUMEINCPLAYERSOUNDS=X
increases the volume by X multiplied by FACTOR
VOLUMEDECPLAYERSOUNDS=X
decreases the volume by X multiplied by FACTOR
VOLUMEINGAMESOUNDS=X
sets the in-game sounds volume to X
VOLUMEINCINGAMESOUNDS=X
increases the volume by X multiplied by FACTOR
VOLUMEDECINGAMESOUNDS=X
decreases the volume by X multiplied by FACTOR
BACKDROP=X
loads and pastes the screen backdrop using X filename
MUSIC=X
loads and plays the WAV using X filename
MUSICVOLUME=X
sets the music volume in the range of 0-100
SOUNDSCALE=X
changes the 3D sound scale by percentage X
VIDEO
plays an animation file full screen once
LIGHTON=X
switches the light associated with this entity on
LIGHTOFF=X
switches the light associated with this entity off
LIGHTRED=X
changes red component associated with this dynamic to X
LIGHTGREEN=X
changes green component associated with this dynamic to X
LIGHTBLUE=X
changes blue component associated with this dynamic to X
LIGHTRANGE=X
changes range associated with this dynamic light to X
HUDRESET=X
call this to reset the HUD creation system
HUDX=X
sets the X position percentage of where you want your HUD
item to be
HUDY=X
sets the Y position percentage of where you want your HUD
item to be
HUDZ=X
sets the Z position percentage of where you want your HUD
item to be
HUDSIZEX=X
sets the X size of your HUD item
HUDSIZEY=X
sets the Y size of your HUD item
HUDSIZEZ=X
sets the X size of your HUD item
HUDRED=X
sets the red component of your HUD item
HUDGREEN=X
sets the green component of your HUD item
HUDBLUE=X
sets the blue component of your HUD item
HUDIMAGE=X
sets the image filename of your HUD item
HUDIMAGEFINE=X
loads the image for the HUD using high quality
HUDFONT=X
sets the font name of your HUD item
HUDSIZE=X
sets the font size of your HUD item
HUDTEXT=X
sets the text that will be used in place of no image of the HUD
item
HUDTYPE=X
set the HUD type (1-lives,2-health,3-weapon)
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HUDHIDE=X
set X to the name of the HUD item to hide it
HUDSHOW=X
set X to the name of the HUD item to reveal it
HUDUNSHOW=X
set X to the name of the HUD item to un-hide it
HUDNAME=X
set the name of the HUD item you are creating
HUDANIM=X
set the filename X of the animation sequence (exclude #.TGA)
HUDFADEOUT
causes the HUD item to fade from the screen
HUDMAKE=X
when all HUD items set, use this action to finally create the
HUD
NEWGAME=X
trigger the running of a new game (typically from title page)
LOADGAME=X
trigger the loading of a saved game
SAVEGAME=X
trigger the saving of a current game
CONTINUEGAME=X
continue game action issued to move onto the next page
QUITGAME=X
trigger the current game to quit back to the title page
PAUSEGAME=X
trigger the game to pause, and typically enter the game menu
RESUMEGAME=X
trigger the game to resume, after previously being paused
HOSTGAME
triggers a multiplayer game to be HOSTED
JOINGAME
triggers a multiplayer game to be JOINED
REPEATGAME
triggers a multiplayer game to repeat play
TIMERSTART
reset the FPI script timer to zero, allowing timing to take place
QUICKLOADGAME
skip the load menu and load in the last saved file
QUICKSAVEGAME
skip the save menu and save to the last saved file