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Public Scripts

The Public Scripts package is a group of script modules for Dark Engine based games. These modules collect a number of well-known scripts into a single place. So fan-mission designers have greater freedom to create novel and entertaining experiences.

License Agreement

Public Scripts are copyright © 2005-2009 Tom N Harris.
This software is released under the terms of the GNU General Public License.

Unmodified copies of the compiled binary files may be distributed along with fan-missions and expansion packs intended for use with Dark Engine based games without the creator being required to provide the source code for this software. The fan-mission or expansion pack must completely comply with the terms of the Dromed License issued by Eidos Interactive, and the fan-mission or expansion pack must include the following copyright information:

This fan-mission uses Public Scripts. Copyright © 2009 Tom N Harris

This software is licensed under terms of the GNU General Public License.
Please see http://whoopdedo.org/doku/public_scripts/index for more information,
or write to [insert your email address here].

You must then be prepared to answer any queries regarding the scripts, which may include offering copies of the original software package in case the official website is inaccessible.

Third-party distributors must include the complete Public Scripts package in their archive if they distribute any fan-missions or expansion packs that use this software.

You may use the comment forms to contribute helpful information about your experiences with the scripts. If you need to report a bug or want to suggest a new feature, please contact me by email or on at The Editor’s Guild.

How to Use Scripts

Download

Public Scripts 2.1 [Pre-Release 1]

NOTEME The scripts for Thief 2 are fairly stable, but still need a bit more testing. The other scripts should be considered untested.

The Scripts

TrapMetaProp TrapMetaProp Manipulates metaproperties. When turned on, A linked objects have a metaproperty added, and R linked objects have a metaproperty removed. The meta…
ToolMP ToolMP Manipulates metaproperties on an object when it is frobbed using the script object as a tool. The A and R links can link to an archetype and the script …
TrapScrMsgRelay TrapScrMsgRelay Trap that sends an arbitrary message when turned on or off. Each ScriptParams link names the message to send to the destination of the link. Th…
TrapSMTrans TrapSMTrans Trigger when any message is received. Each object linked to with ScriptParams will get TurnOn when the message named in the link is received by the…
Forwarder Forwarder Relays a message to objects that are linked with a ScriptParams link having the name of the message. None of the trap control flags, lock, or timing …
Validator Validator Relay TurnOn and TurnOff to one of many destinations. ScriptParams links with the data set to an integer index identify the destinations. Initially, …
LinkTemplate LinkTemplate Manipulates links. The object parameter identifies the source that the links will be added to or removed from. Template links are created from the…
TrapTeleportDelta TrapTeleportDelta Teleports the object linked with ControlDevice to somewhere nearby this object. The dm link identifies a reference object. The new position i…
RandomRelay RandomRelay Randomly picks a link and relays the TurnOn or TurnOff along it. A weighted relay lets you use an uneven probability of choosing links. Instead of …
TrigSim TrigSim Generate a trigger when the game starts. Since the script has no use after it activates, the object will be destroyed to save object ID space. Objects …
TrapStim TrapStim Applies a stimulus to linked objects when triggered. Turning off the trap sends a negative intensity. Inherits BaseTrap Links ControlDevice Stims …
TimedStimulator TimedStimulator Applies a stimulus to ControlDevice linked object many times until the trap is turned off. Each successive stim will be multiplied the intensit…
TrigOBBSpec TrigOBBSpec Triggers when objects of a specific type enter the bounding box. The arc link identifies the type of objects that will trigger the trap. Every time…
TrigBodyPickup TrigBodyPickup Turns on when the object is picked up. Turns off when dropped. Inherits BaseScript Messages Contained
TrigDamageRTC TrigDamageRTC Triggers the object that caused damage. The first message data argument is the amount of damage. Inherits BaseScript Messages Damage
TrapHP TrapHP Increases the hit-points of target when turned on. Damages the object by the same amount when turned off. Inherits BaseTrap Parameters target (object…
AIItemGiver AIItemGiver Takes an item contained by this object and gives it to another object. The script can be used in a conversation or response so the AI running the p…
IntrinsicText IntrinsicText Displays text on-screen when turned on. If the Book\Text property is set, the first page of the book file will be shown. Otherwise, the text is g…
IntrinsicPlaque IntrinsicPlaque Displays text on-screen when frobbed. Inherits IntrinsicText Messages FrobWorldEnd
IntrinsicCover IntrinsicCover Displays text on-screen when highlighted. The WorldAction of the property Engine Features→FrobInfo must be set to FocusScript. Inherits Intrins…
InvSchema InvSchema Play a sound when an inventory object is frobbed. In Thief, use a SoundDescription link to the schema. In System Shock 2, set the Sound\Object Sound …
Sippable Sippable The object can be frobbed a limited number of times. After all the sips have been used, it is destroyed. Put the string %i somewhere in the inventory …
Zapper Zapper Stimulates an object when it is attacked by an AI. Uses a MagicZapStim in Thief or Anti-Human in System Shock 2, or the stimulus in the zap_stim paramet…
PhysModelCorrect PhysModelCorrect Automatically adjusts the physical dimensions of an object to match the Shape\Scale property. Activates when the game start, when a scale tweq…
TrapPhantom TrapPhantom Gradually changes the Renderer\Transparency of an object when turned on or off. Turning on the trap will increase the value, turning off decreases …
TrapMotion TrapMotion Make an AI play a motion. Link to the AI with ControlDevice. The parameter is the name of the motion file (without a .mi extension), not the motion …
TrapCamShift TrapCamShift Changes the player’s viewpoint to this object while the trap is turned on. In System Shock 2 it is necessary to assign a name to the object. This …
TrigAIAwareShift TrigAIAwareShift Triggers when an AI becomes aware of other objects. Create a ScriptParams link to each object to watch for and set the link data to af plus a …
Spy Spy Developers can use this script to trace messages received by an object. The information is displayed on-screen and also printed to the monolog.
TrapTimer TrapTimer Relays messages after a delay. Inherits BaseTrap Properties Script\Timing, Script\Delay Time
TrapFlipFlop TrapFlipFlop Alternately relays TurnOn and TurnOff when it receives TurnOn. The trap control flags and delay time have no meaning for this script. Inherits Ba…
TrapCinema TrapCinema Plays a video from the Movies folder. Inherits BaseTrap Parameters movie (string)
TrapQVarText TrapQVarText Shows text on-screen when turned on. The text will be formatted with quest variable substitutions. If you write… You get… %{qvar} The value o…
QVarPlaque QVarPlaque Shows text on-screen when frobbed. The text will be formatted with quest variable substitutions. Inherits BaseScript, BaseQVarText Messages FrobW…
QVarScroll QVarScroll Shows text on-screen when frobbed in inventory. The text will be formatted with quest variable substitutions. Inherits BaseScript, BaseQVarText Me…
TrapMissionQVar TrapMissionQVar Trap for setting a quest variable for a single mission. The Trap→Quest Var property describes the name and how to change the variable value. Th…
TrapCampaignQVar TrapCampaignQVar Sets a quest variable that is shared between missions. Inherits TrapMissionQVar Properties Trap\Quest Var, Script\QB Name
TrigQuestVar TrigQuestVar Triggers when the value of a quest variable matches a condition. The Trap→Quest Var property is written with an operator, number, and variable nam…
TrigQVarChange TrigQVarChange Triggers when the value of a quest variable changes. The property is just the name of the quest variable. Inherits BaseTrap Properties Trap\Q…
TrapQVarFilter TrapQVarFilter Relay that works only when the value of a quest variable matches a condition. Inherits BaseTrap, BaseQuestVariable Properties Trap\Quest Var,…
BasePostRead BasePostRead Display text then, after it has been displayed, triggered and perform some action. When there is a SoundDescription link or Sound\Object Sound pro…
PostReadPlaque PostReadPlaque Displays text when frobbed, then triggers after it is shown. Inherits BasePostRead Messages FrobWorldEnd
PostReadScroll PostReadScroll Displays text when frobbed in inventory, then triggers after it is shown. Inherits BasePostRead Messages FrobInvEnd
TrigWaypoint TrigWaypoint Use on a moving terrain waypoint. Sends TurnOn when the moving terrain reaches this object. Inherits BaseMovingTerrainScript Messages WaypointR…
TrapDestroyDoor TrapDestroyDoor Destroy trap that first opens doors so they don’t leave behind a black rectangle. Inherits BaseTrap Links ControlDevice, SwitchLink Propert…
TrigOBBCreature TrigOBBCreature Bounds trigger that reacts to objects that are a Creature or Monsters. Inherits TrigOBBSpec Messages PhysEnter, PhysExit, Obituary Links P…
TrapFader TrapFader Turns the screen black when turned on. Turning off the trap will restore the screen. In Thief 1, the screen jumps back immediately, Thief 2 will grad…
Transmogrify Transmogrify When the object is picked-up by the Player, create a different object and add that to the inventory instead. The Engine Features\Stack Count is co…
TrapRequireOne TrapRequireOne Counts how many different devices have sent TurnOn to the trap and triggers when it is an odd number. This is the traditional three-way switch, …
TrapRequireOneOnly TrapRequireOneOnly Triggers when only one device has sent TurnOn to the trap. Inherits BaseTrap, BaseRequirement Links ScriptParams(Require)
TrapSquelch TrapSquelch Ignores rapidly repeating messages. If a trigger is sending more than one TurnOn or TurnOff at a time, this script will relay just the first messag…

Thief 1

TrapOffFilter TrapOffFilter Relays only TurnOff messages. Inherits BaseScript Messages TurnOff Links ControlDevice
TrapOnce TrapOnce Will relay a single TurnOn or TurnOff message. Subsequent messages are ignored. Inherits BaseScript Messages TurnOn, TurnOff Links ControlDevice
TrapRevert TrapRevert Relays TurnOn and TurnOff. After a delay, the opposite message will be sent. If a message is sent to the trap before it has timed-out, the previous …
TrapDirection TrapDirection When turned on, the trap sends GoForward along ControlDevice links. GoReverse is sent when it is turned off. Inherits BaseTrap Messages GoForw…
TrapPatroller TrapPatroller Sets the Patrol: Does patrol property of objects linked with ControlDevice. Inherits BaseTrap Links ControlDevice Properties AI\Ability Sett…
TrapNonFinalComplete TrapNonFinalComplete Quest Vars: goal_state_n, goal_visible_n Trigger when all required objectives have been completed. Objectives are ignored if they are hidd…
TrapTexture TrapTexture Change the texture on nearby terrain. Use the properties Script\TerrReplaceOn and Script\TerrReplaceOff with Thief. These aren’t available in Syst…
TrigOBBPlayer TrigOBBPlayer Sends TurnOn when the Player object enters the bounding-box, and TurnOff when he exits. An environmental schema will be played if the tags are de…
TrigRoomPopChange TrigRoomPopChange Sends TurnOn when anyone enters a room, and TurnOff when anyone leaves. Inherits BaseRoomScript Messages CreatureRoomEnter, CreatureRoomEx…
TrigRoomObject TrigRoomObject Trigger when this object is inside a designated room. Link from the object to any number of rooms using Route links. The script sends TurnOn whe…
TrigRoomDelivery TrigRoomDelivery Triggers when an object enters a designated room while it is being held by a player. Inherits TrigRoomObject Messages Contained
TrigRoomDeposit TrigRoomDeposit Triggers when an object enters a designated room, but only when it is not in a container. If the object is removed from the container (because …
TrapFindSecret TrapFindSecret Marks a secret as found when the trap is turned on. Inherits BaseTrap, BaseFindSecret
FrobFind FrobFind Marks a secret as found when the object is frobbed. Inherits BaseScript, BaseFindSecret Messages FrobWorldEnd
SlayFind SlayFind Marks a secret as found when the object is destroyed. Useful with banners. Inherits BaseScript, BaseFindSecret Messages Slain
HiddenDoor HiddenDoor Marks a secret as found when the door is opened. Inherits BaseDoorScript, BaseFindSecret Messages DoorOpen
NonAutoDoor NonAutoDoor A door that does not automatically open when it is unlocked. In all other respects, it behaves the same way as the StdDoor script. Inherits BaseDo…
TransformLock TransformLock Activates the model tweq of an object when it is unlocked. The key region mask is cleared so the object can’t be locked again. Inherits BaseScri…
CleanUpAttack CleanUpAttack Sends the message AbortAttack to itself when the AI is slain or knocked-out. This solves a problem where particle SFX remain active if an AI is k…
NoPingBack NoPingBack Add the metaproperty NoPingBack when an AI is killed or knocked-out. This prevents bodies from setting-off mines and other things. Inherits BaseAIS…
NoticesPlayerBumps NoticesPlayerBumps Briefly raises an AI’s alertness if it is touched by the Player. Inherits BaseAIScript Messages PhysCollision Properties AI\AI Core\Ale…
ShutUpYerDead ShutUpYerDead Resets an AI’s awareness of other objects. The message IgnorePotion is sent to the AI for the QuaffHeal script. This script should be set in a me…
SlayHaltSpeech SlayHaltSpeech Stops all speech schemas by this AI when it is killed. Inherits BaseScript Messages Slain
TimedPotion TimedPotion Frobbing a timed potion starts a timer for either 8.6 seconds or the time in Script\Timing. An invisible clone of the object is created for applyin…
Invisible Invisible Makes the player invisible. Responds to the message Invisible by setting the current visibility to 0. All AIAttack links to this object are removed. …
InvisiPotion InvisiPotion A potion for making the player invisible. When the potion is frobbed, the metaproperty M-Invisible is added to the Player then the message Invisib…
LoGravPotion LoGravPotion Potion that divides the player’s weight and speed in half. Inherits TimedPotion Properties Physics\Model\Attributes
LastMissionLoot LastMissionLoot Quest Vars: total_loot Sets the Dark Gamesys\Loot property to the value of the total_loot quest variable. Activates in response to the Difficul…
PhysARContact PhysARContact Stimulates objects that come in contact with this one. Inherits BaseScript Messages PhysContactCreate, PhysContactDestroy
ReGravitize ReGravitize When the object collides with something else, its gravity is set to about 3.25. Inherits BaseScript Messages PhysCollision Properties Physics\…
TrapSlayer TrapSlayer Slay linked objects by damaging them with a BashStim. Inherits BaseTrap Links ControlDevice Properties Game\Damage Model\Hit Points Stims Bas…
TrapTerminator TrapTerminator Simply destroys linked objects. Doesn’t use Slain. Don’t use this for doors or pressure plates that have the Blocks vision flag set. Inherits B…

Thief 2

Burplauncher Burplauncher Destroys emitted objects when this one is slain. This script is used for burricks’ burp projectile. Each projectile continually emits a cloud of g…
CollapseFloor CollapseFloor A collapsing floor is a pressure plate that will disappear when depressed. Use a Corpse or Flinderize links to have a solid object be created in …
Elemental Elemental An elemental AI grows and shrinks based on its health. When it is Slain, a Tweq\Scale is activated so it shrinks before being destroyed. To get the c…
FireElement FireElement Changes color and transparency based on alertness level. A Mood message is sent to ParticleAttachement links that matches the level. On high alert,…
FireElemSparx FireElemSparx Controls particle SFX. The Mood messages change the color of the particles. The object is destroyed when Die is received. Inherits BaseScript M…
HotPlate HotPlate Initiate stimulus contact with object that touch this one. When it gets the message HotPlateHeat, the Renderer\Extra Light property will be set accord…
HotPlateControl HotPlateControl A flicker tweq periodically checks the position of the first joint on this object. Each linked object will get the message HotPlateHeat with th…
ModelByCount ModelByCount Changes the shape of the object based on the stack count. This makes a combining object look different when more pieces are picked up. But it does…
SecureDoor SecureDoor Creates AIWatchObj links when a door is opened or closed. If the door starts closed the links are added when the door is opened, and vice-versa. Inh…
StickyVines StickyVines When the object collides with the Player, a JunkEarthWebs object is created and added to his inventory. Inherits BaseScript Messages PhysCollisi…
JunkVines JunkVines Initiates stimulus contact when it is in the Player‘s inventory. Inherits BaseScript Messages Contained
TrapCreate TrapCreate When turned on, contained objects are teleported here then the links are destroyed. Inherits BaseTrap Links Contains
WatchMe WatchMe Creates AIWatchObj links when the object is created. Inherits BaseScript Messages BeginScript Links AIWatchObj Parameters watcher (object) Arc…
WindowShade WindowShade A breakable animated light for windows. Textures on nearby terrain are changed to match the light state. When the light is slain, a broken texture …
ControlWindowShade ControlWindowShade Window light that automatically toggles at random intervals. Periodically, the script turns the light on or off. The Script\Timing property …
TrapSlayer TrapSlayer Slay linked objects by damaging them with a BashStim. Inherits BaseTrap Links ControlDevice Properties Game\Damage Model\Hit Points Stims Bas…
TrapTerminator TrapTerminator Simply destroys linked objects. Doesn’t use Slain. Don’t use this for doors or pressure plates that have the Blocks vision flag set. Inherits B…
CorpseFrobFixed CorpseFrobFixed Makes AI frobbable when they are disabled. This script corrects a bug in CorpseFrobHack when searching a corpse. Objects contained by the AI th…
ReallyLocked ReallyLocked Makes an object unfrobbable while it is locked. Inherits BaseScript Messages NowLocked, NowUnlocked Metaproperties FrobInert
FactoryBase FactoryBase A factory is a group of levers, molds, cauldrons, and gauges that can be used to manufacture new objects. This script controls the joint tweqs on t…
FactoryLever FactoryLever Levers in a factory can be frobbed. Using a lever sends TurnOn to LockMe links. Trying to frob a locked lever will send TurnOn to ErrorOutput link…
FactoryMold FactoryMold A mold can be moved onto a socket where it will create an object. Using the mold as a tool will send SocketMe to the socket. UnsocketMe is sent whe…
MoldSocket MoldSocket Movable molds are placed on a socket before they can be used. The socket holds template links that are transfered to the mold when it is placed on t…
FactoryCauldron FactoryCauldron A cauldron manipulates the model tweq and light as well as the joints of the object. Another tweqable object can be linked to with Synch and it…
FactoryGauge FactoryGauge A guage has two stages. When activated, it moves to the end of the first stage, then sends Full to the Mold link. The guage will stop moving when …
FactoryLight FactoryLight The light will automatically turn off when turned on. It will be active for the duration of Script\Timing which defaults to 550 ms. The Renderer\A…
FactoryWork FactoryWork A factory worker is an AI that moves to factory objects and frobs them to create copies of an object, usually a hammer. The script should be in a m…
Prisoner Prisoner When turned on, the signal Escape is sent to AI that have the metaproperty M-Escapee. Inherits BaseScript Messages TurnOn Metaproperties M-Escape…
ResetLockbox ResetLockbox A lock that automatically resets itself. Set the Tweq\Flicker property to the time delay. The tweq is activated when unlocked, and the object is l…
TrapSecureDoor TrapSecureDoor Trap that makes the object suspicious when turned on. The suspiciousness can be activated in one of two ways. If the property Engine Features\Su…
TrigOBBPlayerStuff TrigOBBPlayerStuff Triggers when the Player or something the player threw enters the bounding-box. Inherits BaseTrap Messages PhysEnter Links Firer
CuttyCell CuttyCell Send Presence along ControlDevice links when the Player enters a room. Send Absence when he leaves. Inherits BaseRoomScript Messages PlayerRoomEnt…
NearCuttyCell NearCuttyCell Activates when a hostile AI enters the room and deactivates when they have all left. The message Intrusion is sent along ControlDevice links on e…
ConvControl ConvControl Allows for a long conversation that can be interrupted then resumed where it left off. The controller links to conversation traps with ControlDevic…
ConvSpeaker ConvSpeaker Extra actions for conversations and pseudo-scripts. Put this script on the AI and use the Script message action. Conversation argument 1 is the nam…
HeStartedIt HeStartedIt Activates if the Player damages, slays, or knocks-out the AI. The metaproperty M-Swaying Burrick will be removed from all Creature objects. The AI …
Horn Horn Activates when picked up. The metaproperty M-Swaying Burrick is removed from all Creature objects, and the ambient schemas of the object are turned off. I…
MagicBones MagicBones Bone objects are meant to be placed on a coffin object. The coffin has Owns links to all the bones. When the bone touches the coffin, it is slain an…
MagicCoffin MagicCoffin Listens for the BoneSlain message. When all the Owns links from this object have been removed, then TurnOn is relayed along ControlDevice links. In…
TrapAIWake TrapAIWake Sends the message WakeyWakey along ControlDevice links when turned on. Inherits BaseTrap Messages TurnOn, WakeyWakey Links ControlDevice See …
WakeableAI WakeableAI Activates frozen AI when the message WakeyWakey is received. The AI mode is changed from Asleep to Normal. Inherits BaseScript Messages WakeyWake…
CleanObjDestroy CleanObjDestroy Sneakily destroy objects behind the player’s back. An object will not be destroyed if it is in the player’s field of view, or is held by the pl…

System Shock 2

NotifyRegion NotifyRegion Sends an Obituary message when slain. The message is sent to objects that link to this one with a ScriptParams link that has the data set to Popul…
StdParticleGroup StdParticleGroup Controls SFX particles. The object is destroyed when it gets the Die message. Inherits BaseScript Messages TurnOn, TurnOff, Die Properties…
TrapCapacitor TrapCapacitor Relays TurnOn and TurnOff. When turned on, the trap will not relay any messages until the timer has expired. A message sent to the trap during th…
TrapConverse TrapConverse Starts a conversation when turned on. Turning off the trap does nothing. Inherits BaseTrap Links AIConversationActor Properties AI\Conversati…
TrapPatrol TrapPatrol Sets the Patrol: Does patrol property of objects linked with SwitchLink. Inherits BaseTrap Links SwitchLink Properties AI\Ability Settings\Patr…
TrapRevert TrapRevert Relays TurnOn and TurnOff. After a delay, the opposite message will be sent. If a message is sent to the trap before it has timed-out, the previous …
TrapTexture TrapTexture Change the texture on nearby terrain. Use the properties Script\TerrReplaceOn and Script\TerrReplaceOff with Thief. These aren’t available in Syst…
TrigAIAlert TrigAIAlert Sends TurnOn when the AI goes to high alert. Inherits BaseAIScript Messages Alertness Links SwitchLink
TrigWorldFrob TrigWorldFrob Sends TurnOn when the object is frobbed. Inherits BaseTrap Messages FrobWorldEnd
TrigWorldFocus TrigWorldFocus Sends TurnOn and TurnOff when the object is hilighted. Inherits BaseTrap Messages WorldSelect, WorldDeSelect
TrigInvFrob TrigInvFrob Sends TurnOn when the object is frobbed in the player’s inventory. Inherits BaseTrap Messages FrobInvEnd
TrigFlicker TrigFlicker Uses a flicker tweq to send alternate TurnOn and TurnOff messages. The tweq can be activated and deactivated by sending TurnOn and TurnOff to the t…
TrigUnlock TrigUnlock Triggers when the object is locked and unlocked. Inherits BaseScript Messages NowLocked, NowUnlocked Links SwitchLink
TrigPPlate TrigPPlate A pressure plate that triggers when it stops moving. Inherits BasePPlateScript Messages PressurePlateActive, PressurePlateInactive Links Switch…
TrigPPlateImmed TrigPPlateImmed A pressure plate that triggers when it starts moving. Inherits BasePPlateScript Messages PressurePlateActivating, PressurePlateDeactivating …
TrapRequireAll TrapRequireAll Counts the SwitchLink links that control this object and trigger when all of them have sent TurnOn. Inherits TrapRequirement Links SwitchLink
TrapRequireAny TrapRequireAny Trigger when at least one TurnOn has been received. The messages don’t have to come from SwitchLink links. Inherits TrapRequirement
TrigContained TrigContained Sends TurnOn when the object is picked up or dropped. Inherits BaseTrap Messages Contained
TrigRoomPlayerTrans TrigRoomPlayerTrans Triggers when the player moves between two designated rooms. This script is used on one of the rooms. A ScriptParams link with the data Rou…
TrigRoomCreature TrigRoomCreature Triggers when any AI or player is in the room. Inherits BaseRoomScript Messages CreatureRoomEnter, CreatureRoomExit, PlayerRoomEnter, Playe…
TrigRoomPopChange TrigRoomPopChange Sends TurnOn when anyone enters a room, and TurnOff when anyone leaves. Inherits BaseRoomScript Messages CreatureRoomEnter, CreatureRoomEx…
TrigRoomObject TrigRoomObject Trigger when this object is inside a designated room. Link from the object to any number of rooms using Route links. The script sends TurnOn whe…
TrigRoomDelivery TrigRoomDelivery Triggers when an object enters a designated room while it is being held by a player. Inherits TrigRoomObject Messages Contained
TrigRoomDeposit TrigRoomDeposit Triggers when an object enters a designated room, but only when it is not in a container. If the object is removed from the container (because …
AnimLight AnimLight Properties Renderer\AnimLight, Renderer\Self Illumination, AmbientHacked, Tweq\Flicker Control an animated light. The light can be turned on, turned …
TrapAddPsi TrapAddPsi Give the player psi points. The psi is added when the trap is turned on and subtracted when turned off. Inherits BaseTrap Parameters psi (number)
TrapKeypad TrapKeypad Shows the keypad when turned on. If the correct code is entered, then TurnOn is sent along SwitchLink links. An incorrect code will send TurnOn alon…
TrapNanites TrapNanites Relays TurnOn and TurnOff if the player has sufficient nanites. With a positive value, this trap will give nanites to the player when turned on. Th…
TraitMachineReusable TraitMachineReusable An upgrade panel that can be used more than once. The machine is usable if it is unlocked. Sending TurnOn will unlock (enable) the machine…
PhysARContact PhysARContact Stimulates objects that come in contact with this one. Inherits BaseScript Messages PhysContactCreate, PhysContactDestroy
CloneContactFrob CloneContactFrob Stimulates the player when it is frobbed in inventory. Most often used to give health points. Inherits BaseScript Messages FrobInvEnd Prop…
public_scripts/index.txt · Last modified: 2013/10/16 12:56 by r_soul