Post tutorial RSS NOSCRIPT - Avialable Commands

A listing of all available commands for the Co-op Mod noscript extension. The extension is used to issue commands within the Überradiant that could usually only be executed by script.

Posted by on - Intermediate Mapping/Technical

Due to the existing incapability of the ModDB HTML display options this Article will be polished up when I do get around to it. In the mean time you can find the Original Article on the HaZardModding Website.

Please go to the next page if you still want to read the Article on ModDB anyways.

How does it work ?

Access the Entity Menu from within the Überradiant by pressing the N key. You will see two input fields, one is declared as "Key" and the other is declared as "Value".
These two fields you need to use in order to attach any data to the trigger that will then start the specified noscript function. Hit enter once you are done with the second field, so the Entity Menu will apply the data to the trigger or entity you currently have selected inside the Überradiant.
The noscript function will then start the thread you specified on the trigger, by using the Key word "thread" and the value "coop_complete" (which is representing a example thread name that is available by the noscript extension).
Once the trigger you attached these data to is activated it will try to run the given function (coop_complete) and execute that function, which will instantly try to do what ever it was designed to do.
Some threads can process additional data, which you are to attach in the same fashion at the Key and Value fields.
How ever some threads that are listed bellow will not work properly or not at all if you do not attach the minimal required data to the trigger or entity.
You will need to attach in every case the word thread in the Key-Field followed by a corresponding function name in the Value-Field. The list below introduces you to all available functions names starting with the prefix coop_, followed by a descriptive name of the function its purpose.

WARNING Notes

All targetnames are to be specified without the leading $, unless otherwise stated
Do not use double quotes inside either of the fields for Value or Key, they will disrupt the map-file structure and render your map-file invalid.
How ever Such a map file can be recovered with sufficient knowledge.

Load Map/Next Map

Used to change or load another (or the same) map.
Specify the map to load with the uservar1.
Key: thread
Value: coop_map
Key: uservar1
Value: mapname

Level/Mission Accomplished

Used to (allow the Mod) to load the next Map or display the Mission Success Screen prematurely (signalling the Mod that the current mission was successful).

This is meant to be used in case the current mission is theoretically accomplished but yet a cinematic or any time delaying event is active that could prolong the current mission success and result into a mission Failure by reaching the level end time, causing the mod to fail the mission.
Key: thread
Value: coop_accomplished

Level/Mission COMPLETE

End the current Level/Mission Successfully.
uservar1 allows you to specify the map name of the map to load.
If uservar2 is set to "noscreen" the Success Screen is not displayed (in multiplayer).
Key: thread
Value: coop_complete
Key: uservar1
Value: zoo1
Key: uservar2
Value: noscreen

Level/Mission FAIL

Fail the Mission
Specify a failure reason on uservar1
Key: thread
Value: coop_fail
Key: uservar1
Value: You did fail a important mission objective!

SAVE GAME

Saves the current level status into a save game file, this is working only during Singleplayer.
Specify a name for the save game on uservar1
Key: thread
Value: coop_savegame
Key: uservar1
Value: Mission X - Combat Inside the Temple

DIALOG PLAY

Plays a Dialog at the given Actor, Entity or the Player closest to the trigger
Key: thread
Value: coop_dialog
Set the Actor target name (without the leading $)
Key: uservar1
Value: actor_targetname_here
Set player if you wish to have the closest player playing the dialog
Key: uservar1
Value: player
Dialog to play, Syntax is: folder/dialog.mp3
Key: uservar2
Value: train2/tuvok_yourrec.mp3
Volume of the Dialog, default is 1
Key: uservar3
Value: 1
Range from which the dialog starts to fade out in volume
Use 1000 or above to display the Head Hud
Key: uservar4
Value: 256

DIALOG STOP

Stops playing the Dialog, set current to stop the current speaker or set all to stop all dialogs currently playing
Key: thread
Value: coop_dialogstop
Specify the entity to silence
Key: uservar1
Value: munro
Specify optional entity to silence
Key: uservar1
Value: current

MAKE TO A TEAMMATE

Make a Hazard Team Actor controllable and follwoing the player (press use when close to the Actor)
Key: thread
Value: coop_addteammate
Set actor targetname (without leading $)
Key: uservar1
Value: telsia
Set optional actor targetname (without leading $)
Key: uservar2
Value: chell
Set optional actor targetname (without leading $)
Key: uservar3
Value: jurot
Set optional actor targetname (without leading $)
Key: uservar4
Value: chang

COMMAND TO ALL PLAYERS

Executes a Command that effect all players
Key: thread
Value: coop_everyone
Specify command to be executed
Key: uservar1
Value: ammo
Specify optional command to be executed
Key: uservar2
Value: health
Specify optional command to be executed
Key: uservar3
Value: putaway
Specify optional command to be executed
Key: uservar4
Value: kill
Avialabe commands are:

  • droptofloor = Drops all players to the ground when in midair
  • kill = Kills every player
  • hide = Hides all players
  • show = Shows all players
  • nodamage = Makes players invinceble
  • takedamage = Makes players take damage as usual again
  • putaway = Puts player weapons away
  • disable = Disable Player Weapons
  • enable = Enable Player Weapons again
  • health = sets health to 100
  • ammo = gives some ammo
  • armor = gives some armor

IMMOBILIZE PLAYERS

Immobilizes ALL PLAYERS, disables moving and fireing weapon
Key: thread

Value: coop_immobilize

MOBILIZE PLAYERS

Mobilizes ALL PLAYERS again, so they can move and fire again
Key: thread

Value: coop_mobilize

GIVE WEAPON

Gives a weapon to all players and makes them "use" the last specified.
Key: thread

Value: coop_weapongive
Specify a weapon to give

Key: uservar1

Value: burstrifle
Specify a optional weapon to give

Key: uservar2

Value: compressionrifle
Specify a optional weapon to give

Key: uservar3

Value: drull-staff
Specify a optional weapon to give

Key: uservar4

Value: tricorder-STX
The following weapons are avilable

  • attrex-rifle
  • batleth
  • burstrifle
  • compressionrifle
  • drull-staff
  • enterprise
  • fieldassaultrifle
  • grenadelauncher
  • IMod
  • phaser
  • phaser-STX
  • photon
  • rom-datapad
  • rom-radgun
  • sniperrifle
  • tetryon
  • tricorder
  • tricorder-STX


TAKE WEAPON

TAKES a weapon FROM all players
Key: thread

Value: coop_weapontake
Specify a weapon to take

Key: uservar1

Value: burstrifle
Specify a optional weapon to take

Key: uservar2

Value: compressionrifle
Specify a optional weapon to take

Key: uservar3

Value: drull-staff
Specify a optional weapon to take

Key: uservar4

Value: tricorder-STX

ADD HUD

Adds the specified Huds to all Players
Key: thread

Value: coop_hudadd
Specify a hud to add

Key: uservar1

Value: hudname
Specify a hud to add

Key: uservar2

Value: hudname
Specify a hud to add

Key: uservar3

Value: hudname
Specify a hud to add

Key: uservar4

Value: hudname

REMOVE HUD

Removes the specified Huds from all Players
Key: thread

Value: coop_hudremove
Specify hud to add

Key: uservar1

Value: hudname
Specify optional hud to add

Key: uservar2

Value: hudname
Specify optional hud to add

Key: uservar3

Value: hudname
Specify optional hud to add

Key: uservar4

Value: hudname

OBJECTIVES

Set a mission Objective text in the Mission Objective Hud
Key: thread

Value: coop_objective
Item/slot number of the Objective (range 1-8)

Key: uservar1

Value: 1
Objective status, valid are: complete, failed, active

Key: uservar2

Value: active
Specify objective item text

Key: uservar3

Value: Enter the next room

MODULATE

Make this trigger to a Puzzle (Modulate Bar), trigger class must be trigger_multiple
This works only in in Multiplayer so far
Key: thread

Value: coop_modulate
Specify trigger targetname (without leading $)

Key: uservar1

Value: triggername
Specify thread to execute when modulation is complete

Key: uservar2

Value: threadname
Specify modulation time duration

Key: uservar3

Value: 15

HURT

Hurt the entity, basicly substracts health and inflicts pain to the entity
Key: thread

Value: coop_hurt
Specify Actor or entity target name

Key: uservar1

Value: targetname
Specify optional Actor or entity target name

Key: uservar2

Value: targetname
Specify optional Actor or entity target name

Key: uservar3

Value: targetname
Specify optional Actor or entity target name

Key: uservar4

Value: targetname
This also grabs the entity that is targeted (Key: target, Value: targetname) by the trigger and tries to inflict pain to it as well

HEAL

Heal the entity, basicaly adds health to the entity
Key: thread

Value: coop_heal

Specify entity Targetname

Key: uservar1

Value: targetname
Specify optional entity Targetname

Key: uservar2

Value: targetname
Specify the single healing power ammount

Key: uservar3

Value: 25
Specify the maximum health this entity is allowed to have

Key: uservar4

Value: 200

BIND

Binds a Entity To another Entity, so that they may move as one
Key: thread

Value: coop_bind
Specify master/origin entity targetname

Key: uservar1

Value: targetname
Specify slave/follower entity targetname

Key: uservar2

Value: targetname
Specify optional slave/follower entity targetname

Key: uservar3

Value: targetname
Specify optional slave/follower entity targetname

Key: uservar4

Value: targetname

UNBIND

Unbinds a Entity from a master/origin Entity
Key: thread

Value: coop_unbind
Specify slave/follower entity targetname

Key: uservar1

Value: targetname
Specify optional slave/follower entity targetname

Key: uservar2

Value: targetname
Specify optional slave/follower entity targetname

Key: uservar3

Value: targetname
Specify optional slave/follower entity targetname

Key: uservar4

Value: targetname

UNBIND ALL

Unbinds ALL Entities which have been (and registred to be) bound to the MASTER
Key: thread

Value: coop_unbindall
Specify the Master entity targetname

Key: uservar1

Value: targetname

ANIMATE

Makes a Actor or any Model play a Animation(if it has the specified animation)

Deactivates the Actors AI, plays the animation(s)
NOTE: Each animation is played once, except the last specified one that one is looped automatically.

If you want to make a Animation stop specify stopanimating or idle in the last uservar
Key: thread

Value: coop_animate
Specify Actor or entity targetname.

If no targetname is specified the NPC triggering the trigger will be handled.

Key: uservar1

Value: animationname
Specify animation to play

Key: uservar2

Value: animationname
Specify optional animation to play

Key: uservar3

Value: animationname
Specify optional animation to play

Key: uservar4

Value: animationname

To see which animations are avilabe, place the Actor or Model inside the Überradiant and access the entity menu with the N key, then click on eigther + or - where it stays ANIM.

ANIMATE + AI ON

Makes a AI/Model play an Animation (if it has the specified animation)

Deactivates the Actors AI, plays the animation(s) and enables the Actor AI afterwards again
Key: thread

Value: coop_animateaion
Specify targetname.
If no target name is specified the entity that has activated the trigger will be processed

Key: uservar1

Value: targetname

Key: uservar2

Value: animationname

Key: uservar3

Value: animationname

Key: uservar4

Value: animationname

NPC AI ON

Activate NPC AI, make them interact on their own.
Key: thread

Value: coop_aion
Specify Actor target name

Key: uservar1

Value: targetname
Specify optional Actor target name

Key: uservar2

Value: targetname
Specify optional Actor target name

Key: uservar3

Value: targetname
Specify optional Actor target name

Key: uservar4

Value: targetname
Activates also the AI of the Actor set as target

Activates also the AI of the Actor activating the trigger

NPC AI OFF

Disable the Actors AI (required to play animations)
Key: thread

Value: coop_aioff
Specify target name of Actor

Key: uservar1

Value: targetname
Specify target name of Actor

Key: uservar2

Value: targetname
Specify target name of Actor

Key: uservar3

Value: targetname
Specify target name of Actor

Key: uservar4

Value: targetname
Grabs also the entity specified as target and the entity that has activated this trigger

NPC RESPAWN

Makes a Actor respawn at the entity with the given target name (use a fun_spawn entity)
You need to trigger this fun_spawn entity once by another trigger or directly from script.
The following parameters are all required:

Key: setspawngroupdeaththread

Value: coop_respawn
Specify a Actor to spawn

Key: modelName

Value: models/char/bug_male.tik
Set a absolute uniqe number for this spawner

Key: setspawngroupID

Value: 001
Set a uniqe target name for this spawner

Key: targetname

Value: spawnerEntity001
Specify how many times this Actor shall be respawned

Key: uservar1

Value: 5

NPC WALKTO

Make the AI walk to the specified info_pathnode(s).
For this to work you need to place info_pathnode entites about +/-32 uits over the ground with a maximum distance of 255 units between each node centroid.
Key: thread

Value: coop_walkto
Specify Actor target name

Key: uservar1

Value: targetname
Specify animation name (run or walk)

Key: uservar2

Value: animationname
Specify info_pathnode target loaction

Key: uservar3

Value: targetname
Specify info_pathnode target optional secound loaction

Key: uservar4

Value: targetname
If allowfall is set in uservar4 the Actor can walk off edges when trying to reach its target location, otherwise it could get stuck at stairs for example.

TRIGGER/FIRE MULTIPLE EVENTS

This activates multiple entitey (triggers) at once.

Works with triggers, and related other types like:

  • sound_speaker
  • sound_randomSpeaker
  • func_door
  • func_spawn
  • func_respawn
  • and multiple other func_ entities

Key: thread

Value: coop_trigger
Specify target name of Entity to activate

Key: uservar1

Value: targetname
Specify otional target name of Entity to activate

Key: uservar2

Value: targetname
Specify otional target name of Entity to activate

Key: uservar3

Value: targetname
Specify otional target name of Entity to activate

Key: uservar4

Value: targetname

ENABLE TRIGGER

Enables a trigger so it can be activated.
Triggers can be deactivated (Key: nottriggerable Value: 1) in case you don't want the trigger yet to be activated by a player or Actor, but later on when other tasks are completed
Key: thread

Value: coop_triggerable
Specify target name of trigger to enable

Key: uservar1

Value: targetname
Specify optional target name of trigger to enable

Key: uservar2

Value: targetname
Specify optional target name of trigger to enable

Key: uservar3

Value: targetname
Specify optional target name of trigger to enable

Key: uservar4

Value: targetname

DISABLE TRIGGER

Disables a trigger so it can NOT be activated.
Key: thread

Value: coop_nottriggerable
Specify target name of trigger to disable

Key: uservar1

Value: targetname
Specify optional target name of trigger to disable

Key: uservar2

Value: targetname
Specify optional target name of trigger to disable

Key: uservar3

Value: targetname
Specify optional target name of trigger to disable

Key: uservar4

Value: targetname

DOOR LOCK

Locks a door
Use this if you want to lock a door behind the player
To lock doors from the level start on use: Key: lock Value: 1
Key: thread

Value: coop_lock
Specify target name of a door to lock

Key: uservar1

Value: targetname
Specify optional door target name

Key: uservar2

Value: targetname
Specify optional door target name

Key: uservar3

Value: targetname
Specify optional door target name

Key: uservar4

Value: targetname

DOOR UNLOCK

Unlocks a door
Use this if you want to unlock a door that has been locked.
Key: thread

Value: coop_unock
Specify target name of a door to unlock

Key: uservar1

Value: targetname
Specify optional door target name

Key: uservar2

Value: targetname
Specify optional door target name

Key: uservar3

Value: targetname
Specify optional door target name

Key: uservar4

Value: targetname

PRINT MESSAGE

Prints a Message to the screen center for all players
Key: thread

Value: coop_messageall
Specify your Message

Key: uservar1

Value: Message Text Here

KILL

Kills the specified entities.
If uservar1 to uservar4 are all empty the entity activating this trigger will be killed instead.
Key: thread

Value: coop_kill
Specify Actor or entity target name

Key: uservar1

Value: targetname
Specify optional Actor or entity target name

Key: uservar2

Value: targetname
Specify optional Actor or entity target name

Key: uservar3

Value: targetname
Specify optional Actor or entity target name

Key: uservar4

Value: targetname

REMOVE

Removes specified entities
Key: thread

Value: coop_remove
Specify entity to remove

Key: uservar1

Value: targetname
Specify optional entity target name

Key: uservar2

Value: targetname
Specify optional entity target name

Key: uservar3

Value: targetname
Specify optional entity target name

Key: uservar4

Value: targetname
Entities with the value noremove in any uservar will NOT be removed.

EXPLODE

Spawns a explosion at the targeted enity
Removes entities specified in uservar
Key: thread

Value: coop_explode
Specify entity at which the explosion shall occure

Key: target

Value: targetname
Specify optional entity to remove

Key: uservar1

Value: targetname
Specify optional entity to remove

Key: uservar2

Value: targetname
Specify optional entity to remove

Key: uservar3

Value: targetname
Specify optional entity to remove

Key: uservar4

Value: targetname
Entities with the value noremove in any uservar will NOT be removed.

HIDE

Makes a entity invisible, in other words hides it
Key: thread

Value: coop_hide
Specify entity to hide

Key: uservar1

Value: targetname
Specify optional entity to hide

Key: uservar2

Value: targetname
Specify optional entity to hide

Key: uservar3

Value: targetname
Specify optional entity to hide

Key: uservar4

Value: targetname
Hides also the targeted entity (Key: target Value: targetname)

SHOW

Makes a entity visible, in other words shows it (again)
Key: thread

Value: coop_show
Specify entity to show

Key: uservar1

Value: targetname
Specify optional entity to show

Key: uservar2

Value: targetname
Specify optional entity to show

Key: uservar3

Value: targetname
Specify optional entity to show

Key: uservar4

Value: targetname
Shows also the targeted entity (Key: target Value: targetname)

SOLID

Makes a entity SOLID
Key: thread

Value: coop_solid
Specify entity to make solid

Key: uservar1

Value: targetname
Specify optional entity to make solid

Key: uservar2

Value: targetname
Specify optional entity to make solid

Key: uservar3

Value: targetname
Specify optional entity to make solid

Key: uservar4

Value: targetname
Handels also the targeted entity (Key: target Value: targetname)

NOTSOLID

Makes a entity NOT solid (turns collision off)
Key: thread

Value: coop_notsolid
Specify entity to make NOT solid

Key: uservar1

Value: targetname
Specify optional entity to make NOT solid

Key: uservar2

Value: targetname
Specify optional entity to make NOT solid

Key: uservar3

Value: targetname
Specify optional entity to make NOT solid

Key: uservar4

Value: targetname
Handels also the targeted entity (Key: target Value: targetname)

HIDE + NOT SOLID

Hide entity and makes then notsolid, turns collision off
strong>Key: thread

Value: coop_hidenotsolid
Specify entity to HIDE and make NOT solid

Key: uservar1

Value: targetname
Specify optional entity

Key: uservar2

Value: targetname
Specify optional entity

Key: uservar2

Value: targetname
Specify optional entity

Key: uservar3

Value: targetname
Specify optional entity

Key: uservar4

Value: targetname
Handels also the targeted entity (Key: target Value: targetname)

SHOW + SOLID

Shows a entity and makes it solid, turns collision ON
Key: thread

Value: coop_showsolid
Specify entity to SHOW and make SOLID

Key: uservar1

Value: targetname
Specify optional entity

Key: uservar2

Value: targetname
Specify optional entity

Key: uservar2

Value: targetname
Specify optional entity

Key: uservar3

Value: targetname
Specify optional entity

Key: uservar4

Value: targetname
Handels also the targeted entity (Key: target Value: targetname)

FORCEFIELD OFF

Disables a Forcefield
Key: thread

Value: coop_forcefieldoff
Specify Forcefield to turn off

Key: uservar1

Value: targetname
Specify optional Forcefield

Key: uservar2

Value: targetname
Specify optional Forcefield

Key: uservar2

Value: targetname
Specify optional Forcefield

Key: uservar3

Value: targetname
Specify optional Forcefield

Key: uservar4

Value: targetname
Handels also the targeted entity (Key: target Value: targetname)

FORCEFIELD ON

Enables Forcefields, Makes them Interactive, react on damage and touch.
Use of script_object entites as Forcefields is recomended
Key: thread

Value: coop_forcefieldon
Specify Forcefield to turn ON

Key: uservar1

Value: targetname
Specify optional Forcefield

Key: uservar2

Value: targetname
Specify optional Forcefield

Key: uservar2

Value: targetname
Specify optional Forcefield

Key: uservar3

Value: targetname
Specify optional Forcefield

Key: uservar4

Value: targetname
Handels also the targeted entity (Key: target Value: targetname)

DYNAMIC LIGHT TOGGLE

Toggles a DYNAMIC light
Key: thread

Value: coop_lighttoggle
Specify DYNAMIC light groupname

Key: uservar1

Value: groupname
Specify optional groupname

Key: uservar2

Value: groupname
Specify optional groupname

Key: uservar2

Value: groupname
Specify optional groupname

Key: uservar3

Value: groupname
Specify optional groupname

Key: uservar4

Value: groupname

DYNAMIC LIGHT TOGGLE + FADEING

Fades a DYNAMIC light ON or OFF
Key: thread

Value: coop_lighttogglefade
Specify DYNAMIC light groupname

Key: uservar1

Value: groupname
Specify optional groupname

Key: uservar2

Value: groupname
Specify optional groupname

Key: uservar2

Value: groupname
Specify optional groupname

Key: uservar3

Value: groupname
Specify optional groupname

Key: uservar4

Value: groupname

DYNAMIC LIGHT ON

Turns a DYNAMIC light on
Key: thread

Value: coop_lighton
Specify DYNAMIC light groupname

Key: uservar1

Value: groupname
Specify optional groupname

Key: uservar2

Value: groupname
Specify optional groupname

Key: uservar2

Value: groupname
Specify optional groupname

Key: uservar3

Value: groupname
Specify optional groupname

Key: uservar4

Value: groupname

DYNAMIC LIGHT OFF

Turns a DYNAMIC light off
Key: thread

Value: coop_lightoff
Specify DYNAMIC light groupname

Key: uservar1

Value: groupname
Specify optional groupname

Key: uservar2

Value: groupname
Specify optional groupname

Key: uservar2

Value: groupname
Specify optional groupname

Key: uservar3

Value: groupname
Specify optional groupname

Key: uservar4

Value: groupname

DYNAMIC LIGHT FADE ON

Fades a DYNAMIC light ON
Key: thread

Value: coop_lightonfaden
Specify DYNAMIC light groupname

Key: uservar1

Value: groupname
Specify optional groupname

Key: uservar2

Value: groupname
Specify optional groupname

Key: uservar2

Value: groupname
Specify optional groupname

Key: uservar3

Value: groupname
Specify optional groupname

Key: uservar4

Value: groupname

DYNAMIC LIGHT FADE OFF

Fades a DYNAMIC light OFF
Key: thread

Value: coop_lightofffaden
Specify DYNAMIC light groupname

Key: uservar1

Value: groupname
Specify optional groupname

Key: uservar2

Value: groupname
Specify optional groupname

Key: uservar2

Value: groupname
Specify optional groupname

Key: uservar3

Value: groupname
Specify optional groupname

Key: uservar4

Value: groupname

CALLVOLUME / GATHER TEAM

Checks if all the specified Actors are inside the Trigger area.
Acivates the specified thread/entity when all these Actors are inside the trigger.
Key: thread

Value: coop_callvolume
Specify eigther the thread to start in script OR the target name of a entity to activate here.

Key: uservar1

Value: targetname/threadname
Specify required Actor target name

Key: uservar2

Value: targetname/team
Specify optional required Actor

Key: uservar3

Value: targetname/team
Specify optional required Actor

Key: uservar4

Value: targetname/team
Using the value team in eigther uservars2, uservars3, or uservars4 requires all players to be inside the trigger area for activation.

SELECT MOVE TO DESTINATION

Moves a object to the selected destination
Used for lifts that use the Multi Options Menu feature
Key: thread

Value: coop_selectionmove
Name of the

Key: uservar1

Value: targetname
Target name of the Lift that shall be moved

Key: uservar1

Value: targetname
Target name of the destination entity

Key: uservar2

Value: targetname
Time to travel the whole distance in sec

Key: uservar3

Value: 5
Force this location number. Use this to call the lift to a specific location.

Key: uservar4

Value:3

Uservars for the Move-Object:

uservar1 = move-start / move-loop SOUND

uservar2 = move-stop SOUND

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