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The Doom 3 Reference Page
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.script Reference:

Entity Events:

1 - activate
2 - activateTargets
3 - bind - Binds one entity to another in a parent-child hierarchy - 6 comments
4 - bindPosition
5 - bindToJoint
6 - cacheSoundShader - 3 comments
7 - callFunction
8 - clearSignal
9 - distanceTo
10 - distanceToPoint
11 - fadeSound
12 - getAngles - 1 comment
13 - getAngularVelocity
14 - getColor
15 - getEntityKey
16 - getFloatKey
17 - getIntKey
18 - getKey - 1 comment
19 - getLinearVelocity
20 - getMaxs
21 - getMins
22 - getName - 1 comment
23 - getNextKey
24 - getOrigin
25 - getShaderParm
26 - getSize
27 - getTarget
28 - getVectorKey
29 - getWorldOrigin - 1 comment
30 - hasFunction
31 - hide
32 - isHidden
33 - numTargets
34 - randomTarget
35 - remove
36 - removeBinds
37 - restorePosition
38 - setAngles
39 - setAngularVelocity
40 - setColor
41 - setGuiFloat
42 - setGuiParm
43 - setKey
44 - setLinearVelocity
45 - setModel
46 - setName
47 - setNeverDormant
48 - setOrigin
49 - setOwner
50 - setShaderParm
51 - setShaderParms
52 - setSize
53 - setSkin
54 - setWorldOrigin
55 - show
56 - startFx
57 - startSound
58 - startSoundShader - Plays a cached sound shader
59 - stopSound
60 - touches
61 - unbind - 2 comments
62 - wait
63 - waitFrame

System Events (called via sys.):

1 - angToForward
2 - angToRight
3 - angToUp
4 - assert
5 - clearPersistantArgs
6 - clearSignalThread
7 - copySpawnArgs - 1 comment
8 - cos
9 - CrossProduct
10 - debugArrow
11 - debugBounds
12 - debugCircle
13 - debugLine
14 - DotProduct
15 - drawText
16 - error
17 - fadeIn
18 - fadeOut
19 - fadeTo
20 - firstPerson - Forces view to return to first person, or player's perspective
21 - getcvar
22 - getEntity
23 - getFrameTime
24 - getPersistantFloat
25 - getPersistantString
26 - getPersistantVector
27 - getTicsPerSecond
28 - getTime
29 - getTraceBody
30 - getTraceEndPos
31 - getTraceEntity
32 - getTraceFraction
33 - getTraceJoint
34 - getTraceNormal
35 - influenceActive
36 - isClient - 1 suggestion
37 - isMultiplayer
38 - killthread
39 - music
40 - onSignal - Monitors an entity for the specified signal
41 - pause
42 - print
43 - println
44 - radiusDamage
45 - random
46 - respawn
47 - say
48 - setCamera
49 - setcvar
50 - setPersistantArg
51 - setSpawnArg - 1 comment
52 - sin
53 - spawn - 1 comment
54 - SpawnFloat
55 - SpawnString
56 - SpawnVector
57 - sqrt
58 - strLeft
59 - strLength
60 - strMid
61 - strRight
62 - strSkip
63 - strToFloat
64 - terminate
65 - threadname
66 - trace
67 - tracePoint
68 - trigger
69 - vecLength
70 - vecNormalize
71 - VecToAngles
72 - waitFor
73 - waitForThread
74 - warning

Camera Events:

1 - start
2 - stop


Light Events:

1 - fadeInLight - 6 comments
2 - fadeOutLight - 4 comments
3 - getLightParm
4 - Off
5 - On
6 - setLightParm
7 - setLightParms
8 - setRadius
9 - setRadiusXYZ
10 - setShader


func_forcefield Events:

1 - Toggle


func_animate Events:

1 - launchMissiles
2 - leftFoot
3 - rightFoot
4 - startRagdoll


func_movers Events:

1 - accelSound
2 - accelTime
3 - accelTo
4 - bob
5 - closePortal
6 - decelSound
7 - decelTime - 2 comments
8 - decelTo
9 - disableSplineAngles
10 - enableSplineAngles
11 - isMoving
12 - isRotating
13 - move
14 - moveSound
15 - moveTo - 1 comment
16 - moveToPos
17 - openPortal
18 - removeInitialSplineAngles
19 - rotate
20 - rotateDownTo
21 - rotateOnce
22 - rotateTo
23 - rotateUpTo
24 - speed
25 - startSpline
26 - stopMoving
27 - stopRotating
28 - stopSpline
29 - sway
30 - time


Door Events:

1 - close
2 - disable
3 - enable
4 - isLocked
5 - isOpen
6 - lock
7 - open


Four Fingered Claw Events:

1 - setFingerAngle
2 - stopFingers


func_moveable Events:

1 - becomeNonSolid
2 - enableDamage
3 - isAtRest


Skeletal Animation Events:

1 - clearAllJoints
2 - clearJoint
3 - getJointAngle
4 - getJointHandle
5 - getJointPos
6 - setJointAngle
7 - setJointPos


Weapon Events:

1 - addToClip
2 - allowDrop
3 - ammoAvailable
4 - ammoInClip
5 - animDone
6 - autoReload
7 - clipSize
8 - createProjectile
9 - flashlight
10 - getBlendFrames
11 - getOwner
12 - getWorldModel
13 - isInvisible
14 - launchProjectiles
15 - melee
16 - netEndReload
17 - netReload
18 - nextWeapon
19 - playAnim
20 - playCycle
21 - setBlendFrames
22 - totalAmmoCount
23 - useAmmo
24 - weaponHolstered
25 - weaponLowering
26 - weaponOutOfAmmo
27 - weaponReady
28 - weaponReloading
29 - weaponRising
30 - weaponState


Projectile Events:

1 - getProjectileState


Combat Node Events:

1 - markUsed


Actor Events:

1 - animDistance
2 - animLength
3 - animState
4 - checkAnim
5 - chooseAnim
6 - closestEnemyToPoint
7 - disableEyeFocus
8 - disablePain
9 - enableAnim
10 - enableEyeFocus
11 - enablePain
12 - finishAction
13 - getAnimState
14 - getHead
15 - getPainAnim
16 - getState
17 - hasAnim
18 - hasEnemies
19 - idleAnim
20 - inAnimState
21 - nextEnemy
22 - overrideAnim
23 - preventPain
24 - setAnimPrefix
25 - SetConstraintPosition
26 - setNextState
27 - setState
28 - setSyncedAnimWeight
29 - stopAnim - 4 comments


Player Events:

1 - disableWeapon
2 - enableWeapon
3 - getButtons
4 - getCurrentWeapon
5 - getMove
6 - getPreviousWeapon
7 - getViewAngles - 5 comments
8 - getWeaponEntity
9 - inPDA
10 - openPDA
11 - selectWeapon


Path Node Events:

1 - randomPath


AI Events:

1 - allowDamage
2 - allowHiddenMovement
3 - allowMovement
4 - animTurn
5 - attackBegin
6 - attackEnd
7 - attackMelee
8 - attackMissile
9 - becomeRagdoll
10 - becomeSolid
11 - burn
12 - canBecomeSolid
13 - canHitEnemy
14 - canHitEnemyFromAnim
15 - canHitEnemyFromJoint
16 - canReachEnemy
17 - canReachEntity
18 - canReachPosition
19 - canSee
20 - chargeAttack
21 - clearBurn
22 - clearEnemy
23 - clearFlyOffset
24 - closestReachableEnemyOfEntity
25 - createMissile
26 - directDamage
27 - disableAFPush
28 - disableClip
29 - disableGravity
30 - enableAFPush
31 - enableClip
32 - enableGravity
33 - enemyInCombatCone
34 - enemyPositionValid
35 - enemyRange
36 - enemyRange2D
37 - entityInAttackCone
38 - faceEnemy
39 - faceEntity
40 - facingIdeal
41 - findActorsInBounds
42 - findEnemy
43 - findEnemyAI
44 - findEnemyInCombatNodes
45 - fireMissileAtTarget
46 - getClosestHiddenTarget
47 - getCombatNode
48 - getCurrentYaw
49 - getEnemy
50 - getEnemyEyePos
51 - getEnemyPos
52 - getHealth
53 - getJumpVelocity
54 - getMoveType
55 - getObstacle
56 - getRandomTarget
57 - getReachableEntityPosition
58 - getTalkTarget
59 - getTurnDelta
60 - getTurnRate
61 - heardSound
62 - ignoreDamage
63 - kickObstacles
64 - kill
65 - launchMissile
66 - locateEnemy
67 - lookAt
68 - lookAtEnemy
69 - meleeAttackToJoint
70 - moveOutOfRange
71 - moveStatus
72 - moveToAttackPosition
73 - moveToCover
74 - moveToEnemy
75 - moveToEnemyHeight
76 - moveToEntity
77 - moveToPosition
78 - muzzleFlash
79 - numSmokeEmitters
80 - preBurn
81 - predictEnemyPos
82 - pushPointIntoAAS
83 - radiusDamageFromJoint
84 - restoreMove
85 - saveMove
86 - setBoneMod
87 - setEnemy
88 - setFlyOffset
89 - setFlySpeed
90 - setHealth
91 - setMoveType
92 - setSmokeVisibility
93 - setTalkState
94 - setTalkTarget
95 - setTurnRate
96 - shrivel
97 - slideTo
98 - stopMove
99 - stopRagdoll
100 - stopThinking
101 - testAnimAttack
102 - testAnimMove
103 - testAnimMoveTowardEnemy
104 - testChargeAttack
105 - testMeleeAttack
106 - testMoveToPosition
107 - travelDistanceBetweenEntities
108 - travelDistanceBetweenPoints
109 - travelDistanceToEntity
110 - travelDistanceToPoint
111 - turnTo
112 - turnToEntity
113 - turnToPos
114 - waitAction
115 - waitMove
116 - wakeOnFlashlight
117 - wander


AI - Vagary Events:

1 - vagary_ChooseObjectToThrow
2 - vagary_ThrowObjectAtEnemy

Utility Functions:

1 - abs
2 - anglemod180
3 - anglemod360
4 - CalcTimeForRotationAroundEntity
5 - clearSmoke
6 - crossFadeEnt
7 - delayRemove
8 - delayRemoveThread
9 - DelayTime
10 - fadeInEnt
11 - fadeOutEnt
12 - func_clipmodel
13 - headlook_off
14 - headlook_on
15 - interpolateShaderParm
16 - overrideLegs
17 - overrideTorso
18 - RandomDelay
19 - RandomTime
20 - setShaderTime
21 - unpause
22 - waitForButtonPress

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