getgametypesetting( STRING ) - returns the value of a gametypesetting based on the STRING input
- STRING getentitynumber() -
getentarray() - returns an array of all entities on the map currently OPTIONAL ARGS:
- STRING arg1: makes the function return all of the entities with this name based on arg2
- STRING arg2: can be targetname or classname depending on the array of arg1
getbaseweaponitemindex( weapon_name ) -
- weapon_name is a STRING
getreffromitemindex( weapon_name ) -
- weapon_name is a STRING
giveweapon( weapon_name ) - gives the entity a weapon
- weapon_name is a STRING
switchtoweapon( weapon_name ) - forces the entity to switch to the indicated weapon entity must have the weapon for the switch to occur
getplayerviewheight() - returns the view height of the entity
getcurrentweapon() - returns the name of the current weapon as a string that the entity is holding
gettime() - returns the current time since the game has started as milliseconds increments in 0050
getweaponammostock() - returns the remaining ammo stock in the weapon the entity is holding
setweaponammoclip( weapon_name, weapon_clip_to_give ) - sets the weapon clip of the weapon for the entity
- STRING weapon_name: the name of the weapon
- INT weapon_clip_to_give the amount of ammo to set the clip to
setweaponammostock( weapon_name, weapon_stock_to_give ) - sets the weapon stock of the weapon for the entity
- STRING weapon_name: the name of the weapon
isthrowinggrenade() - returns a boolean must be called on an entity
isreloading() - returns a boolean must be called on an entity
isswitchingweapons() - returns a boolean must be called on an entity
ismantling() - returns a boolean must be called on an entity
isonladder() - returns a boolean must be called on an entity
isalive( entity ) - returns a boolean
isplayer( entity ) - returns a boolean
isai( entity ) - returns a boolean based on whether the input is an AI
loadfx( effect ) - loads an effect in
randomfloatrange( float1, float2 ) - returns a random float with a value between the 2 inputs values
playerads() -
pixendevent() -
predictspawnpoint( spawnpoint.origin, spawnpoint.angles ) -
spawn() -
setclientnamemode( STRING ) -
allowattack( boolean ) - controls whether the entity is allowed to attack
addgoal( goal, goal_radius, goal_priority, goal_name ) - gives the AI a goal where:
- goal: is generally an entity's or object's origin
- INT goal_radius: is how close the AI has to be for the goal to be completed
- INT goal_priority: is how high a priority the AI has in accomplishing the goal over other goals
- STRING goal_name: is used by other goal functions like atgoal( goal_name ) or cancel( goal_name )
atgoal( goal ) - returns a boolean if the AI is at the goal input
cancelgoal( goal ) - cancels the current goal the AI has
pressads( boolean ) - makes an entity press the ads button
pressattackbutton( duration ) - makes an entity press the attack button for a duration
pressusebutton( duration ) - makes an entity press the use buton for the duration
pressmelee() - makes an entity press the melee button
gethreats( fov ) - returns the enemies in the AIs fov accepts -1 as an input
botsighttracepassed( entity ) - returns a boolean if the entity is visible to the entity it being called on
maps/mp/_utility::is_bot() - returns the value of self.pers[ "bot" ], this var is always set on a bots spawn
common_scripts/utility::cointoss() - returns a specific boolean 50% of the time