Commands (GTA2)

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This page contains all commands of GTA2 found in GTA2 Scripting.doc.

Declare & create

  • PLAYER_PED playername = CREATE_PLAYER ( X.x , Y.y , Z.z ) remap rotation
  • CAR_DATA name
  • CAR_DATA name = ( X.x , Y.y ) remap rotation model
  • CAR_DATA name = ( X.x , Y.y ) remap rotation model trailermodel
  • CAR_DATA name = ( X.x , Y.y , Z.z ) remap rotation model
  • CAR_DATA name = ( X.x , Y.y , Z.z ) remap rotation model trailermodel
  • PARKED_CAR_DATA name = ( X.x , Y.y ) remap rotation model
  • PARKED_CAR_DATA name = ( X.x , Y.y ) remap rotation model trailermodel
  • PARKED_CAR_DATA name = ( X.x , Y.y , Z.z ) remap rotation model
  • PARKED_CAR_DATA name = ( X.x , Y.y , Z.z ) remap rotation model trailermodel
  • name = CREATE_CAR ( X.x , Y.y ) remap rotation model END
  • name = CREATE_CAR ( X.x , Y.y ) remap rotation model trailermodel END
  • name = CREATE_CAR ( X.x , Y.y , Z.z ) remap rotation model END
  • name = CREATE_CAR ( X.x , Y.y , Z.z ) remap rotation model trailermodel END
  • name = CREATE_GANG_CAR ( X.x , Y.y ) remap rotation model END
  • name = CREATE_GANG_CAR ( X.x , Y.y ) remap rotation model trailermodel END
  • name = CREATE_GANG_CAR ( X.x , Y.y , Z.z ) remap rotation model END
  • name = CREATE_GANG_CAR ( X.x , Y.y , Z.z ) remap rotation model trailermodel END
  • CHAR_DATA name
  • CHAR_DATA name = ( X.x , Y.y ) remap rotation occupation
  • CHAR_DATA name = ( X.x , Y.y , Z.z ) remap rotation occupation
  • charname = CREATE_CHAR ( X.x , Y.y ) remap rotation occupation END
  • charname = CREATE_CHAR ( X.x , Y.y , Z.z ) remap rotation occupation END
  • char name = CREATE_CHAR_INSIDE_CAR ( car name ) remap occupation END
  • OBJ_DATA name
  • OBJ_DATA name = ( X.x , Y.y ) rotation model
  • OBJ_DATA name = ( X.x , Y.y , Z.z ) rotation model
  • OBJ_DATA name = ( X.x , Y.y , Z.z ) rotation model value
  • OBJ_DATA name = ( X.x , Y.y , Z.z ) rotation model shoptype
  • name = CREATE_OBJ ( X.x , Y.y ) rotation model END
  • name = CREATE_OBJ ( X.x , Y.y , Z.z ) rotation model END
  • name = CREATE_OBJ ( X.x , Y.y , Z.z ) rotation model value END
  • name = CREATE_OBJ ( X.x , Y.y , Z.z ) rotation model shoptype END
  • GENERATOR name = ( X.x , Y.y ) rotation object-type mindelay maxdelay
  • GENERATOR name = ( X.x , Y.y , Z.z ) rotation object-type mindelay maxdelay
  • GENERATOR name = ( X.x , Y.y ) rotation object-type mindelay maxdelay ammo
  • GENERATOR name = ( X.x , Y.y , Z.z ) rotation object-type mindelay maxdelay ammo
  • LIGHT name = ( X.x , Y.y , Z.z ) radius intensity ( red value , green value , blue value ) on_delay off_delay random_value
  • name = CREATE_LIGHT ( X.x , Y.y , Z.z ) radius intensity ( red , green , blue ) on_delay off_delay random_value
  • SOUND name
  • SOUND name = ( X.x , Y.y , Z.z ) type playtype
  • name = CREATE_SOUND ( X.x , Y.y , Z.z ) type playtype END
  • RADIO_STATION name = type ( X.x , Y.y )
  • CONVEYOR name = ( X.x , Y.y ) ( float width , float height ) Xspeed Yspeed
  • CONVEYOR name = ( X.x , Y.y , Z.z ) ( float width , float height ) Xspeed Yspeed
  • DESTRUCTOR name = ( X.x , Y.y ) ( width , height )
  • DESTRUCTOR name = ( X.x , Y.y , Z.z ) ( width , height )
  • name = CREATE_DESTRUCTOR ( X.x , Y.y ) ( width , height ) END
  • name = CREATE_DESTRUCTOR ( X.x , Y.y , Z.z ) ( width , height ) END
  • CRUSHER name = ( center X , center Y )
  • MAP_ZONE name
  • MAP_ZONE name = ( cardensity , goodcarratio , bad car ratio , police car ratio , ped density , mugger ratio , car thief ratio , elvis ratio , gang char ratio , police ped ratio , gang car ratio)
  • SET_GANG_INFO ( gangname , remap value , weapon 1 , weapon 2 , weapon 3 , arrow id , X , Y , Z , killchar , car model , car remap )
  • SET_GANG_KILL_REACTION ( gangone , gangtwo , value )
  • DECLARE_DOOR_INFO ( start frame , end frame , speed )
  • DOOR_DATA name = style ( X , Y , Z ) ( X.x , Y.y , Z.z , width , height ) face gr_id open_type close_type delay flip reverse
  • DOOR_DATA name = style ( X , Y , Z ) ( X.x , Y.y , Z.z , width , height ) face gr_id open_type close_type delay flip reverse somename
  • DOOR_DATA name = style ( X , Y , Z ) ( X.x , Y.y , Z.z , width , height ) face gr_id open_type close_type delay flip reverse value
  • ARROW_DATA name
  • COUNTER name
  • COUNTER name = value
  • SAVED_COUNTER name
  • SAVED_COUNTER name = value
  • ONSCREEN_COUNTER name
  • TIMER_DATA name
  • BONUS name
  • THREAD_ID name
  • thread_name = CREATE_THREAD label_name:
  • DECLARE_CRANE_POWERUP ( crane name , generator name , X , Y , Z )
  • DECLARE_POWERUP_CARLIST ( model 1 , model 2 , model 3 , model 4 , model 5 , model 6 , model 7 , model 8 , model 9 , model 10 , model 11 , model 12 , model 13 , model 14 , model 15 , model 16 , model 17 , model 18 )
  • DECLARE_MISSION_FLAG ( player name , counter name )
  • DECLARE_FINISH_SCORE ( integer value )
  • DECLARE_TOTAL_MISSIONS ( integer value )
  • DECLARE_TOTAL_SECRETS ( integer value )
  • DECLARE_MISSIONS_PASSED_FLAG ( counter name )
  • DECLARE_GANG_ONE_MISSIONS_PASSED_FLAG ( counter name )
  • DECLARE_GANG_TWO_MISSIONS_PASSED_FLAG ( counter name )
  • DECLARE_GANG_THREE_MISSIONS_PASSED_FLAG ( counter name )
  • DECLARE_GANG_ONE_MISSIONS_TOTAL ( integer value )
  • DECLARE_GANG_TWO_MISSIONS_TOTAL ( integer value )
  • DECLARE_GANG_THREE_MISSIONS_TOTAL ( integer value )
  • DECLARE_SECRETS_PASSED_FLAG ( counter name )
  • DECLARE_SECRETS_FAILED_FLAG ( counter name )
  • DECLARE_GANG_ONE_DEATH_BASE_BRIEF ( player name , integer base )
  • DECLARE_GANG_TWO_DEATH_BASE_BRIEF ( player name , integer base )
  • DECLARE_GANG_THREE_DEATH_BASE_BRIEF ( player name , integer base )
  • DECLARE_GANG_ONE_MISSION_FLAG ( player name , flag name )
  • DECLARE_GANG_TWO_MISSION_FLAG ( player name , flag name )
  • DECLARE_GANG_THREE_MISSION_FLAG ( player name , flag name )

Checks

Characters

  • CHECK_CHARACTER_HEALTH ( name , pointvalue )
  • HAS_CHARACTER_DIED ( name )
  • IS_CHARACTER_IN_CAR ( charname , carname )
  • IS_CHARACTER_STOPPED ( name )
  • IS_CHAR_FIRING_ONSCREEN ( name )
  • IS_CHAR_IN_GANGZONE ( charname , gangname )
  • IS_CHAR_FIRING_IN_AREA ( name , X.x , Y.y , Z.z , width , height )
  • IS_CHARACTER_IN_MODEL ( charname , model )
  • IS_CHARACTER_IN_ANY_CAR ( charname )
  • IS_CHAR_IN_ZONE ( char name , zone name )
  • IS_CHAR_PRESSING_HORN ( char name )
  • IS_CHAR_CAR_CAPACITY ( char name , passenger value )
  • HAS_CHAR_SPOTTED_PLAYER ( charname )
  • HAS_CHAR_PUNCHED_SOMEONE ( charname )
  • IS_CHAR_STUNNED ( char name )
  • IS_CHAR_OBJECTIVE_PASSED ( charname )
  • IS_CHAR_OBJECTIVE_FAILED ( charname )
  • CHECK_CHAR_BEEN_PUNCHED_BY ( punched name , attacker name )
  • IS_CHAR_IN_AIR ( charname )
  • HAS_CHAR_JUST_SUNK ( charname )
  • CHECK_WEAPON_TYPE_HIT_CHAR ( char name , damage type )
  • IS_CHAR_ON_FIRE ( char name )
  • HAS_CHAR_BEEN_ARRESTED ( char name )
  • IS_BUS_FULL ( char name )
  • CHECK_CHAR_CURR_WEAPON ( char name , weapon type )

Player

  • CHECK_SCORE_GREATER ( playername , integer value )
  • CHECK_HEADS_GREATER ( player name , integer heads )
  • CHECK_NUM_LIVES_GREATER ( playername , integer value )
  • CHECK_MULTIPLIER_GREATER ( playername , integer value )
  • CHECK_DEATHARREST_EXECUTED ( )

Groups

  • CHECK_NUMBER_ALIVE_IN_GROUP ( leader name , integer value )
  • IS_GROUP_IN_CAR ( leader name )

Cars

  • CHECK_CAR_DAMAGE_LEVEL ( carname , value )
  • CHECK_CAR_HAS_DRIVER ( carname )
  • IS_CAR_IN_BLOCK ( carname , X.x , Y.y , Z.z )
  • IS_CAR_IN_BLOCK ( carname , X.x , Y.y , Z.z , float width , float height )
  • IS_CAR_WRECKED ( carname )
  • CHECK_CAR_MODEL ( carname , model )
  • CHECK_CAR_REMAP ( carname , remap id )
  • CHECK_CAR_MODEL_AND_REMAP ( carname , model type , remap id )
  • HAS_CAR_JUST_SUNK ( carname )
  • IS_CAR_IN_AIR ( carname )
  • CHECK_PASSENGER_COUNT ( carname , integer value )
  • CHECK_CAR_WRECKED_IN_AREA ( carname , X , Y , Z , width , height )
  • IS_TRAILER_ATTACHED ( car name , trailer name )
  • IS_CAR_ON_TRAILER ( car name , transport name )
  • HAS_CAR_GOT_WEAPON ( car name , weapon type )
  • HAS_CAR_GOT_DRIVER ( car name )
  • CHECK_CAR_DAMAGE_POSITION ( carname , position )
  • CHECK_CAR_SPEED ( car name , integer value )
  • HAS_MODELCHECK_HAPPENED ( )
  • IS_CARBOMB_ACTIVE ( carname )
  • IS_CAR_CRUSHED ( car name )
  • CHECK_WEAPON_TYPE_HIT_CAR ( car name , damage type )
  • CHECK_ANY_WEAPON_TYPE_HIT_CAR ( car name )
  • ARE_EMERG_LIGHTS_ON ( car name )
  • HAS_PARK_FINISHED ( )

Gangs & missions

  • CHECK_RESPECT_GREATER ( playername , gangname , requiredlevel )
  • CHECK_RESPECT_LOWER ( playername , gangname requiredlevel )
  • CHECK_RESPECT_EQUAL ( playername , gangname , requiredlevel )
  • ANSWER_PHONE ( char name , telephone name , timer value )
  • CHECK_ANSWERED_PHONE ( telephone name )
  • CHECK_FAIL_PHONE_TIMER ( telephone name )

THREAD_TRIGGERS

  • THREAD_TRIGGER triggername = THREAD_WAIT_FOR_CHAR_IN_AREA_ANY_MEANS (charname , X , Y , Z , width, height, labelname )
  • THREAD_TRIGGER triggername = THREAD_WAIT_FOR_CHAR_IN_CAR ( charname , carname , labelname: )
  • THREAD_TRIGGER triggername = THREAD_WAIT_FOR_CHAR_IN_BLOCK (charname , X , Y , Z , labelname: )
  • THREAD_TRIGGER triggername = THREAD_WAIT_FOR_CHAR_IN_AREA (charname , X , Y , Z , width, height, labelname: )
  • THREAD_TRIGGER triggername = THREAD_WAIT_FOR_ANSWER_PHONE ( charname , phonename , labelname: )

Other

  • IS_POINT_ONSCREEN ( X.x , Y.y , Z.z )
  • IS_ITEM_ONSCREEN ( name )
  • IS_ITEM_ACCURATELY_ONSCREEN ( item name )
  • IS_BRIEF_ONSCREEN ( )
  • CHECK_OBJ_MODEL ( obj name , obj model )
  • HAS_BONUS_FINISHED ( name )
  • HAS BONUS PASSED ( name )
  • HAS_BONUS_FAILED ( name )

Commands

Characters

  • LOCATE_CHARACTER_ANY_MEANS ( charname , X.x , Y.y , Z.z , float width , float height )
  • LOCATE_CHARACTER_ON_FOOT ( charname , X.x , Y.y , Z.z , float width , float height )
  • LOCATE_CHARACTER_BY_CAR ( charname , X.x , Y.y , Z.z , float width , float height )
  • LOCATE_STOPPED_CHARACTER_ANY_MEANS ( charname , X.x , Y.y , Z.z , float width , float height )
  • LOCATE_STOPPED_CHARACTER_ON_FOOT ( charname , X.x , Y.y , Z.z , float width float height )
  • LOCATE_STOPPED_CHARACTER_BY_CAR ( charname , X.x , Y.y , Z.z , float width , float height )
  • ORDER_DRIVER_OUT_CAR ( charname )
  • ORDER_CHAR_TO_DRIVE_CAR ( charname , carname )
  • ADD_PATROL_POINT ( charname , X.x , Y.y , Z.z )
  • MAKE_CHAR_DO_NOTHING ( char name )
  • SET_CHAR_INVINCIBLE ( char name , ON )
  • SET_CHAR_INVINCIBLE ( char name , OFF )
  • SET_CHAR_GRAPHIC_TYPE ( char name , graphic type , remap value )
  • LOCATE_ANOTHER_CHARACTER_ON_FOOT ( main char , locate char , width , height )
  • STOP_CHAR_DRIVING ( char name )
  • STOP_CHARS_GETTING_OFF_BUS ( char name , ON )
  • STOP_CHARS_GETTING_OFF_BUS ( char name , OFF )
  • KILL_CHAR ( char name )
  • SET_CHAR_MAX_RUNSPEED ( char name , float speed )
  • SET_CHAR_TO_STAY_IN_CAR ( charname , ON )
  • SET_CHAR_TO_STAY_IN_CAR ( charname , OFF )
  • SET_CHAR_TO_USE_CAR_WEAPON ( charname , ON )
  • SET_CHAR_TO_USE_CAR_WEAPON ( charname , OFF )
  • MAKE_ALL_CHARS_MUGGERS ( ON )
  • MAKE_ALL_CHARS_MUGGERS ( OFF )
  • LOCATE_ANOTHER_CHARACTER_BY_CAR ( main char , locate char , width , height )
  • LOCATE_ANOTHER_CHARACTER_ANY_MEANS ( main char , locate char , width , height )
  • SET_FAVOURITE_MODEL ( char name , model name )
  • SET_CHAR_OCCUPATION ( char name , occupation )
  • SET_KF_WEAPON ( char name , weapon type )
  • CLEAR_KF_WEAPON ( char name )
  • SET_CHAR_THREAT_SEARCH ( charname , search_type )
  • SET_CHAR_THREAT_REACTION ( charname , reaction_type )
  • SET_CHAR_OBJECTIVE ( charname , objective type )
  • SET_CHAR_OBJECTIVE ( charname , objective type , second_item )
  • SET_CHAR_OBJECTIVE ( charname , objective type , X.x , Y.y , Z.z )
  • CHANGE_CHAR_REMAP ( charname , new remap )
  • SET_CHAR_SHOOTING_SKILL ( char name , skill )
  • SET_CHAR_BRAVERY_LEVEL ( char name , level )
  • STORE_LAST_CHAR_PUNCHED ( char name , store name )
  • ORDER_CHAR_TO_BACKDOOR ( charname , carname )
  • ADD_CHAR_TO_GANG ( char name , gang name )
  • CHANGE_GANG_CHAR_RESPECT ( gang name , char name , difference )
  • REMOVE_WEAPONS ( charname )
  • STORE_CHAR_CAR_CURRENT_SPEED ( charname , counter )
  • SET_CHAR_DRIVE_AGGRESSION ( char_name , ON )
  • SET_CHAR_DRIVE_AGGRESSION ( char_name , OFF )
  • SET_CHAR_MAX_DRIVESPEED ( char_name , speed )
  • WARP_FROM_CAR_TO_POINT ( char name , X.x , Y.y , Z.z , int rotation )

Player

  • ADD_SCORE ( playername , value )
  • ADD_SCORE ( playername , counter name )
  • STORE_SCORE ( playername , counter name )
  • CLEAR_WANTED_LEVEL ( name )
  • ALTER_WANTED_LEVEL ( name , num heads )
  • ALTER_WANTED_LEVEL_NO_DROP ( name , num heads )
  • ADD_LIVES ( player name , value to add )
  • STORE_NUM_LIVES ( playername , counter name )
  • ADD_MULTIPLIER ( player name , value to add )
  • STORE_MULTIPLIER ( playername , counter name )
  • SET_ENTER_CONTROL_STATUS ( player name , ON )
  • SET_ENTER_CONTROL_STATUS ( player name , OFF )
  • SET_ALL_CONTROLS_STATUS ( player name , ON )
  • SET_ALL_CONTROLS_STATUS ( player name , OFF )
  • SET_DEATHARREST_STATE ( player name , ON )
  • SET_DEATHARREST_STATE ( player name , OFF )

Groups

  • REMOVE_CHAR_FROM_GROUP ( leadername , second char )
  • ADD_EXISTING_CHAR_TO_GROUP ( leader name , second char )
  • ADD_EXISTING_CHAR_TO_GROUP ( leader name , new char )
  • SET_MIN_MEMBERS_BEFORE_GROUP_SPLITS ( leader name , value )
  • MAKE_NEW_LEADER_OF_GROUP ( old leader , new leader )
  • DELETE_GROUP_IN_CAR ( char leader )
  • SET_GROUP_TYPE ( leader name , type )
  • DESTROY_GROUP ( leader name )

Cars

  • MAKE_CAR_A_DUMMY ( name )
  • MAKE_CAR_DRIVE_AWAY ( carname )
  • GIVE_DRIVER_AND_BRAKE ( name )
  • SET_CAR_NO_COLLIDE ( carname )
  • CLEAR_CAR_NO_COLLIDE ( carname )
  • KILL_ALL_PASSENGERS ( car name )
  • PARK ( car name , door name )
  • GET_CAR_INFO_FROM_CRANE ( carname , cranename )
  • TAKE_REMOTE_CONTROL_OF_CAR ( char name , car name )
  • CHANGE_CAR_LOCK ( car name , lock type )
  • PARK_NO_RESPAWN ( car name , door name )
  • SET_DIR_OF_TV_VANS ( X.x , Y.y )
  • STORE_CAR_CURRENT_SPEED ( carname , counter )
  • STORE_MAX_CAR_SPEED ( car name , counter name )
  • SET_CAR_NUMBER_GRAPHIC ( car name , number )
  • SETUP_MODELCHECK_DESTROY ( car model )
  • SET_CAR_BULLETPROOF ( carname , ON )
  • SET_CAR_BULLETPROOF ( carname , OFF )
  • SET_CAR_FLAMEPROOF ( carname , ON )
  • SET_CAR_FLAMEPROOF ( carname , OFF )
  • SET_CAR_ROCKETPROOF ( carname , ON )
  • SET_CAR_ROCKETPROOF ( carname , OFF )
  • GIVE_CAR_ALARM ( car_name )
  • PUT_CAR_ON_TRAILER ( car name , trailer name )
  • SUPPRESS_THIS_CAR_MODEL ( model name )
  • DECIDE_POWERUP_FOR_CRANE ( car to check , generator name )
  • SET_CAR_EMERG_LIGHTS ( car name , ON )
  • SET_CAR_EMERG_LIGHTS ( car name , OFF )
  • SET_CAR_JAMMED_ACCELERATOR ( car name , ON )
  • SET_CAR_JAMMED_ACCELERATOR ( car name , OFF )
  • SET_RECYCLE_MODEL_WANTED ( car model type )
  • STORE_CAR_CHARACTER_IS_IN ( charname , carname )
  • CHANGE_CAR_REMAP ( carname , new remap )

Gangs & missions

  • CHANGE_GANG_CHAR_RESPECT_AND_UPDATE ( gang name , char name , difference )
  • LAUNCH_MISSION ( filename )
  • DO_PHONE_TEMPLATE ( integer base brief , string name of file containing mission 1 from this phone , string name of file containing mission 2 from this phone , counter name of counter stating if player has passed mission 1 , counter name of counter stating if player has failed mission 1 , counter name of counter stating if player has played mission 2 , counter name of counter showing player on mission for gang 1 , counter name of counter showing player on mission for gang 2 , counter name of counter showing player on mission for gang 3 , gang name of gang this phone is connected to , integer the respect value needed to start mission ( 0 – 5 ) )
  • DO_EASY_PHONE_TEMPLATE ( integer base brief , string name of file containing mission 1 from this phone , counter name of counter stating if player has passed mission 1 ,counter name of counter stating if player has failed mission 1 , counter name of counter showing player on mission for gang 1 , counter name of counter showing player on mission for gang 2 , counter name of counter showing player on mission for gang 3 , gang name of gang this phone is connected to , integer the respect value needed to start mission ( 0 - 5 ) )
  • MISSION_HAS_FINISHED ( )

Other

  • POINT_ARROW_AT ( arrname, name )
  • POINT_ARROW_AT ( arrname, X.x , Y.y , Z.z )
  • LEVEL_END_POINT_ARROW_AT ( arrname, name )
  • LEVEL_END_POINT_ARROW_AT ( arrname, X.x , Y.y , Z.z )
  • SET_ARROW_COLOUR ( arrow name , colour string )
  • REMOVE_ARROW ( arrname )
  • DISPLAY_MESSAGE ( id )
  • DISPLAY_BRIEF ( id )
  • DISPLAY_BRIEF_NOW ( id )
  • DISPLAY_BRIEF_SOON ( id )
  • CLEAR_ALL_BRIEFS ( )
  • GIVE_WEAPON ( charname , weapon_type )
  • GIVE_WEAPON ( carname , weapon_type )
  • GIVE_WEAPON ( player name , weapon_type , amount of ammo )
  • DELETE_ITEM ( name )
  • SET_CARDENSITY ( zone name , new value )
  • SET_GOODCAR_RATIO ( zone name , new value )
  • SET_BADCAR_RATIO ( zone name , new value )
  • SET_POLICECAR_RATIO ( zone name , new value )
  • SET_PEDDENSITY ( zone name , new value )
  • SET_MUGGER_RATIO ( zone name , new value )
  • SET_CARTHIEF_RATIO ( zone name , new value )
  • SET_ELVIS_RATIO ( zone name , new value )
  • SET_GANG_RATIO ( zone name , new value )
  • SET_POLICEPED_RATIO ( zone name , new value )
  • DISPLAY_TIMER ( timer_name , count )
  • CLEAR_TIMER ( timer name )
  • SET_AMBIENT_LEVEL ( float level , integer time )
  • SET_SHADING_LEVEL ( integer value )
  • CHANGE_INTENSITY ( lightname , new intensity )
  • CHANGE_COLOUR ( lightname , new red , new green , new blue )
  • CHANGE_RADIUS ( lightname , new radius )
  • ENABLE_CRANE ( crane name )
  • DISABLE_CRANE ( crane name )
  • STOP_PHONE ( telephone name )
  • SET_PHONE_DEAD ( obj name )
  • OPEN_DOOR ( doorname )
  • CLOSE_DOOR ( doorname )
  • MAKE_DOOR_AUTOMATIC ( doorname )
  • MAKE_DOOR_MANUAL ( doorname )
  • UPDATE_DOOR_TARGET ( doorname , target name )
  • REMOVE_BLOCK ( X , Y , Z , DO_DROP )
  • REMOVE_BLOCK ( X , Y , Z , DONT_DROP )
  • LOWER_LEVEL ( minx , miny ) ( maxx , maxy )
  • ADD_NEW_BLOCK ( X , Y , Z )
  • CHANGE_BLOCK LID ( X , Y , Z ) flat_type flip_type lighting rotation new_tile
  • CHANGE_BLOCK SIDE ( X , Y , Z ) face_type wall_type bullet_type flat_type flip_type rotation new_tile
  • SWITCH_GENERATOR ( generator name , ON )
  • SWITCH_GENERATOR ( generator name , OFF )
  • SWITCH_GENERATOR ( generator name , number )
  • SWITCH_ROAD OFF ( X , Y , Z )
  • SWITCH_ROAD ON ( X , Y , Z )
  • SAVE_GAME ( )
  • PERFORM_SAVE_GAME ( trigger name , X , Y , Z , width , height )
  • DECLARE_POLICELEVEL ( integer heads )
  • CHANGE_POLICE_LEVEL ( new maxheads )
  • SET_STATION_INFO ( platform name , num passenger , num freight , num boxcar )
  • SET_STATION_INFO ( platform name , NO_TRAIN )
  • EXPLODE_LARGE ( name )
  • EXPLODE_LARGE ( X.x , Y.y , Z.z )
  • EXPLODE_SMALL ( name )
  • EXPLODE_SMALL ( X.x , Y.y , Z.z )
  • EXPLODE_NO_RING ( name )
  • EXPLODE_NO_RING ( X.x , Y.y , Z.z )
  • EXPLODE_WALL ( X.x , Y.y , Z.z ) face
  • EXPLODE ( name )
  • EXPLODE ( X.x , Y.y , Z.z )
  • ADD_ONSCREEN_COUNTER ( onscreen_counter name , counter name )
  • CLEAR_ONSCREEN_COUNTER ( onscreen counter name )
  • ADD_TIME_TO_TIMER ( timer name , seconds )
  • CLEAR_CLOCK_ONLY ( timer name )
  • START_BASIC_KF_TEMPLATE (thread trigger name , base brief ID , start item name , player name , weapon type )
  • DO_BASIC_KF_TEMPLATE ( bonus name , timer name , time limit , onscreen counter name , running count name , target total , base brief ID , player name , reward type , reward value )
  • Bonus = START_BONUS_CHECK ( zone , time , count , score , type , exclusive mode , damage type , attack model , gang name )
  • Bonus = START_BONUS_CHECK ( zone , time , count , score , type , exclusive mode , damage type , attack model , gang name , target remap )
  • Bonus = START_BONUS_CHECK ( zone , time , count , score , type , exclusive mode , damage type , attack model , char occupation )
  • Bonus = START_BONUS_CHECK ( zone , time , count , score , type , exclusive mode , damage type , attack model , char occupation , target remap )
  • Bonus = START_BONUS_CHECK ( zone , time , count , score , type , exclusive mode , damage type , attack model , target car model )
  • Bonus = START_BONUS_CHECK ( zone , time , count , score , type , exclusive mode , damage type , attack model , target car model , target remap )
  • STORE_BONUS_COUNT ( bonus name , counter name )
  • SET_BONUS_RATING_TEXT_ID ( rating id )
  • DO_NOWT
  • DELAY_HERE ( count )
  • DELAY ( count )
  • ENABLE_THREAD_TRIGGER ( trigger name )
  • DISABLE_THREAD_TRIGGER ( trigger name )
  • STOP_THREAD ( thread_name )
  • FORCE_CLEANUP ( object name )
  • FINISH_LEVEL ( bonus_type )


Modding tutorials of Grand Theft Auto 2
Mapping Map Editor · Buildings · Roads · Water & animations · Slopes · Flat tiles · Collision info · Level edge · Zones · Putting a level ingame
Scripting Declarering: Main script · Script Compiler · Code lists · Commands · Vehicles · Objects · Sounds · Characters
Programming: IF · WHILE · COUNTERs · Subroutines · THREAD TRIGGERs · Kill Frenzies
Both Manual · Lighting · Car shops · Cranes & crushers · Gangs · Subway · Multiplayer levels
File types .gci · .gmp · .gxt · .mis · .mmp · .scr · .seq · .tmp · .sty
Other Texting · Physics · Creating vehicles · Terminology · Installing levels

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