[MESSAGES] Activate(int _on = 1) ActivateImmediately(int _on = 1) AdultCallingBaby() BabyEscape(int _normalEscape =1) BreakIt() BurnLights() ; NB affects ALL currently loaded landscapes Camera_LandscapeSwitch() Camera_SetFOV(float _fov = 0.0) ChangePitch(float _newPitch, float _rampTime) ChangeVolume(float _newVolume, float _rate) CollidedWith(ID _id) Completed() DentIt() EnableEmitter(int _which, int _on) EndCutScene( int _restoreCamera=1, int _style=0 ) Explosion() FadeIn(float _time) FadeOut(float _time) FeathersRemote() FinishAtWpt(int _wpt) ForceToWpt(int _wpt) GromitInLava() GromitJustDied() NavComplete() NavFailed() Toggle() ReleaseDriver() RemoveSpawnedObjects() Reset() ; only for BreakableObjects Rotate( float _angle, float _time ) ; _time to rotate through _angle degrees ScriptToggle() SetDriver(ID _newDriver) SetPosOnBezier(ID _bezier, int _segment, float _proportion) SetRotateRate( float _rate, int _immediately = 0 ) SetSpeed(Float _speed) ShowBonusLevelText() ; send to Camera StartCutScene( int _style = 0 ) ; 0 = Normal, 1 = Fast, 2 = Instant Shake(float _time) SlowMo(float _amount) SwitchPath(int _segment) ForceCut() FacialCloseup(ID _who, float _duration=2, float _distance=2, int _update=1, int _angle=-1 ) ZooKeeperCatch(int _stage) StartRepair() DoRepair() OnDeath() ; currently only from clockwork penguins Open() NotifyCollnGromit(ID _gromit) NotifyCollnWallace(ID _wallace) NotifyCollnWorldObject(ID _world) NotifyCollnProjectile(ID _projectile, int _type) ; 0=Porridge, 1=Banana, 2=Turnip, 3=Coconut, 4=Other NotifyCollnLandscape() ActivateMount(ID _mount) ; activate a mount for the cut-scene. Automatically de-activates the previous one Whistle() Disable(int _disable) ; for lights Enable(int _enable) ; for puzzlegod, weapons & inventory SetDepthOfField(int _type) ;0=off, 1=1/2, 2=1/4 SetDOFBias(int _bias) ; valid range is 0 to 128 WallaceHurt() Vibrate(float _amount, float _time ) Rumble(float _amount, float _time ) ResetToStartPoint() ; sent to the startpoint gromit is restored to on reset after death or load game Broken() [REQUESTS] Action(int _on) (int _on)IsActive() EnableRender(int _on = 1) AmSpawningNow() (float _duration=0)AnimationDuration() (int _alight)IsAlight() (float _penetration=0)GetPenetration(Vector _pos) (int _valid)IsValidID(ID _id) SetNavGraph(Path _navgraph) SetRoute(ID _route, float range) Warp(ID _to, ID _looking = 0 ) SetCloseEnough(float _dist) Behave_Follow(ID _what) Behave_Idle() Behave_WallaceIdle() Behave_PressButton(ID _button) Behave_Normally() Behave_SetCloseEnough(float _range) EnsureAmmo( int _whichGun, int _amount ) ; 0=BananaGun, 1=PorridgeGun, 2=TurnipLauncher ForcePos(Vector _v) (int _thrown)ForceThrow() ;no, not some sort of Jedi special move. Forces a SmallThing to be thrown. FaceTowards(Vector _v) DoAnimation( Animation _anim, int _autoKill = 1, int _immediate=0, float _fadeInTime=0.125 ) SetAnimationSpeed( float _speed=1.0 ) AnimGoTo(float _prop = 1.0, int _andStop = 1) DoDefaultAnimation( int _autoKill = 1, int _instantStart = 0 ) (int playing=0) AnimationPlaying(); (int completed=0) AnimationComplete(); KillSelf( ) KillAnimation(int _immediate=1, float _fadeOutTime = 0.0 ) (int _on=0) IsBusy() FaceCamera( int _on ) ;only relevant to gromit. Say( int _speech, int _speakFromCamera=0 ) ; set _speakFromCamera to 1 for the obvious effect Damage( int amount ) (float _health=1.0)GetHealth() FollowPath(ID _route, float range = 0.3 ) (int _num)NumAlive() ; for spawner (int _num)NumKilled() ; for spawner EnableRun( int _running ) WallaceExpression ( int _face ) FollowGromit( int _enable=1 ) ApplyImpulse(ID _other, Vector _v) Stop() ; stop moving Hold_FireExtinguisher() ;to gromit: if object of this type is present in inventory, select it Hold_PorridgeGun() ; note 2nd part of these message names cunningly match blueprint names Hold_portableTorch() ; so there's no need to update code when adding an object type Hold_BananaGun() Hold_TurnipGun() Hold_feathersremote() (int _state)GetState() ; for querying Boss state - 0=AboutToCharge,1=Charging,2=Braking,3=Vulnerable,4=Reversing,5=FiringPenguins,6=Idle,7=Dying,8=Dead PureScript(int _on) PutItemAway() ;to gromit: puts the currently selected item away GoToHell() ReachedDestination( int _dest ) ; platforms, lifts, wobblingplatforms, wobblingcages send this to themselves if SendMessageToSelf is on Release(ID _what) ; release object with ID "ID" from a rope Resurrect() ResurrectWarp( ID _where, ID _facing ) ResurrectTo( Vector _where ) SoundChange( int _whichSound, int _on ) ; sent to script by animation triggers for the same object that the animation is on AdjustPos(Vector _offset) DisableClippingAndLoD(int _disable) (int _yes)IsInViewAt(Vector _pos) IdleWander(int _allow) RequestTrackVolume(int _track, float _volume, float _fadeTime = -1.0) ; tracks #s are 1, 2 or 3 SetMusicObject(ID _musicObject) RemoveMusicObject() WearBoots( int _putThemOn = 1) SkipCutScene() (int _num)EnemiesNearby(float _range) (int _success)ClaimControl() ; to wallace (int _success)ReleaseControl() (int _broken=0)IsBroken() SetWalkAnim ( Animation _anim ) ShowWallace( int _show = 1 ) EnableBlink( int _enable = 1 ) DimMusic( int _dim=1, float _time=0.2 ) SetTargetFlag(int _target=1 ) (int _on = 1)GetTargetFlag() (int _hell = 0)IsInHell() Invulnerable( float _duration ) (int _on = 0)IsOnRope() LetGoOfTheRope() ShowGameScore ( int _graphic, float _duration, int _score, int _max ) ; to camera (int _ok)SnagStartPoint() ; to a startpoint; return 1 if wallace pos is ok, 0 if not (int _ok)CanGetTo ( ID _destination ) ; send to Wallace to see if he can navigate somewhere Preload(int _speech, int _willBePlayedFromCamera = 1) IgnoreFalls(int _ignore = 1) ;allows script to tell gromit to ignore fall damage. (int _on)IsMusicPlaying()