Copy of the new commands/features from the original Flatlander thread so everything is all in one place.
playfullvideo=x – X=1, plays the full version of the next video called by video=x, preventing the player interrupting the playback.
plrwobble=x – sets the amount of 'wobble' affecting the player as they move around.
plrdeath=x –where X equal the direction of fall for the player
X=1 Fall left
X=2 Fall right
X=3 Fall forward
X=4 Fall backwards
X=5 Fall randomly
plrdeathspeed=x where x is the speed of the players fall.
plrdeathbounce=x where x is the amount of 'shake' when the player hits the floor.
plraction=X – Forces a one off player action
X=1 Fires current weapon
X=2 Zooms current weapon
X=3 Reloads current weapon
X=4 Crouches player
X=5 Jumps player
X=6 Peeks player left
X=7 Peeks player right
X=8 Forces “use” key
X=9 Forces left mouse click
X=10 Forces right mouse click
plrforcemove=X – if positive, turns on auto move forward for player, a negative value forces an auto move backwards as if the appropriate
movement key had been pressed. A setting of 0 (the default) disables auto move
Emitforce=x emits X amount of force from the current entity as a pulse. In a range of 0.0+ (default 1.0)
Forcedamageon=x 1=allows force damage (the default) any other number prevents damage
mousesclick=x (condition) – Returns the current mousestate.
X=1 returns true if left button is depressed
X=2 returns true if right button is depressed
X=3 returns true if both left and right buttons are depressed
crosshair=x, where 1 displays a crosshair if available and x=0 disables them. The default is on
weapontoslot=x where X is the next weapon slot to be used, X=0, use next free slot.
Armon = x 1=Turn on body armour, 0=No body armour, damage
is deducted from armour before health.
SetArmx=x, X cord of the armour display
SetArmy=x, Y cord of the armour display
SetArm=x, Sets body armour value to X
ArmInc=X, add X to your current body armour
ArmDec=X, subtract X from your current armour.
Airon=X - X=0 is off, X=1 acts like an aqualung. X=2 acts like lungs, restoring air to the amount set by SetAirMax when you surface.
Addair=X - Add x to air
Setair=X - Sets air to X
Setairx=X - Sets air display X cord to X
Setairy=X – Sets air display Y cord to X
Setairmax=X – sets the maximum air allowed.
Setair=X - Sets air to X
Setairtime=X – Where X is the number of milliseconds underwater before air is reduced
Setdrowntime=X - Where X is the number of milliseconds underwater before drowning damage occurs.
Instantdrown=x – If X=1 (default) running out of air results ininstant death, otherwise x=0 reduces heath.
AirGreater=x (condition) - returns true if air is greater than X.
AirLesser=x (condition) - returns true if air is less than X.
AirEqual=x (condition) - returns true if air equals X.
Samefloorasplr(condition) - returns true if the entity is on the same floor as the player.
Entityfloorequal=x - returns true if the entity is on floor X
plrfloorequal=x - returns true if the player is on floor X
plrsetimmune=x, when set the anything other than 0, player is immune from all damage!
plrisimmune (condition)– returns true if the player is immune from damage.
Automated feature -Some characters, most notable Bond1's excellent models often include hard modelled melee weapons. The code automatically detects if you want the model to use another weapon and hides the melee weapon. Models must however use the
default FPSC limb naming convention: MELEE-WEAPON-LEFT or MELEE-WEAPON-RIGHT.
Arrowkeys=X - toggles use of the arrow keys for movement
Peekkey= X - toggles use of the the peek keys
Crouchkey= X - toggles use of the crouch key
Jumpkey= X - toggles use of the jump key
Walkkey=X - toggles use of the walk key for movement
Runkey=x - toggles use of the walk key for movement
Setforcedamage – Sets the amount of damage the next force burst will cause.
Compasson = Turns on the compass
Compassoff= Turns off the compass
CompassX = Compass x coordinate on screen
CompassY = Compass y coordinate on screen
Compassspin = Sets the compass to spin rather than the needle
Needlespin = Sets the needle to spin rather than the compass.
radaron=x, where 1 turns on the dark radar feature, using blip1.png,blip2.png, etc, stored in databank to represent teams (1-10) non Dark AI's blips show as enemy (blip2)
radarx=x the radar x cord of the radar centre
radary=x the radar y cord of the radar centre
rotateblip=x, 1= enables radar blip to show entity facing
radarrange=x the range that entities show on the radar in segments
plrspeedmod=x where x adjusts the player speed by X%
entitydamagemult=x multiplies the entities damage by x%
AddRawText = String, Adds the string to the current RawText text.
Setisobjective, the object is set as the objective. A pointer, using the same format as the radar and the compass will point in the direction of the objective. Entities and Characters can all be
set as objectives.
This is NOT the same as the isobjective in an objects settings.
setobjectivex=x. Where x= the x coordinate of the centre of the objective pointer
setobjectivey=x. Where x= the y coordinate of the centre of the objective pointer
setobjectivemode=x where x=0 hide objective set objective, x=1 always show, x=2 show on same floor only.
setvarrnd=x or setvarrnd=var x. sets system variable or named var to a random value between 0 and x
Randomize - resets the rnd seed to the timer
Emptyreloadonly (gunspec) - Won't allow reload until weapon is empty. E.g. M1 Garand, flintlock, etc.
setmaxweapons=x - sets the maximum number of weapons allowed in the players inventory. Exceeding X prevents pick up.
plrweaponsgreater=x (condition) - returns true if weapons in inventory is greater than X
plrweaponslesser=x (condition) - returns true if weapons in inventory is less than X
plrweaponsequal=x (condition) - returns true if weapons in inventory is equal to X
$ARM = system variable armour
$AIR = system variable air
$FPS = system variable FPS
$WAT = system variable water height
$MAX = system variable maximum weapons slots
http://jimjamsgames.yolasite.com