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NoScript - Availabe Commands
WARNING Notes

All target names 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 target name (without leading $)
Key: uservar1
Value: telsia

Set optional actor target name (without leading $)
Key: uservar2
Value: chell

Set optional actor target name (without leading $)
Key: uservar3
Value: jurot

Set optional actor target name (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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