Cog Verb List

Verb (Number of comments)Description
ActivateBin Activates a bin BINS Ref Use: ActivateBin(thing,flex delay,bin);
ActivateWeapon Activates a weapon. Use: ActivateWeapon(player,flex firerate,mode); mode is retrieved with GetSenderRef(); ,in the activated: message handler of the weapon cog.
AddDynamicAdd This adds a tint (RGB value) to the screen. Use: AddDynamicAdd(player, red int, green int, blue int); ints are 0.. 255
AddDynamicTint Adds a flash of tint , used for weapon/powerup pickups in JK. Use: AddDynamicTint(player, flex r, flex g, flex b); flex 0.. 1.0
AddScoreToTeamMembers Adds a score to all team members. Use: AddScoreToTeamMembers(int,team int);
AddThingVel Adds a velocity to a thing. Use : AddThingVel(thing, vector); ie: AddThingVel(thing, VectorScale(GetThingLVec(thing), flex)); to add more velocity to facing direction.
AiClearMode Clears the Ai mode flags Ai Mode Flags Use: AiClearMode(thingref,flags int);
AiFlee Tells ai to flee from a specific location Use: AiFlee(thing ref,vector position);
AiGetMode Gets the current ai mode flags for a thing Ai Mode Flags Use: Int=AiGetMode(thing ref); returns int
AiGetMovePos Gets the current move position from thing Use: vector=AiGetMovePos(thing ref); returns vector
AiJump Makes ai jump, but without jump key in its pup, it does nothing. Use : AiJump(JumpingThing, TowardThisThing, flexSpeed); Found in 11_endlevel.cog.
AiSetClass Sets a thing's AI file Use: AiSetClass(ThingRef, AIref);
AiSetFireTarget Sets the firing target for an ai Use: AiSetFireTarget(thingref,Target thingref);
AiSetLookFrame Sets the look target frame for a thing Use: AiSetLookFrame(thing ref,frame int);
AiSetLookPos Sets look target position for a thing Use: AiSetLookPos(thing ref,vector);
AiSetMode Set ai mode flags Ai Mode Flags Use: AiSetMode(thing ref,int);
AiSetMoveFrame Sets the thing move frame Use: AiSetMoveFrame(thing ref,frame int);
AiSetMovePos Sets thing move position Use: AiSetMovePos(thing ref,vector);
AiSetMoveSpeed Sets thing move speed Use: AiSetMoveSpeed(thing ref,flex); 1.5,2.0 = run , 1.0 = walk
AiSetMoveThing Sets the ai move to a thing Use: AiSetMoveThing(thing ref, chase thing);
AmputateJoint Literally amputates an enemy's joint and creates an arm thing. Used in SP usually with a random command to keep it from happening every time. Use: AmputateJoint(victim, 5); Number is the joint number. 5 is an arm To create a new arm : newThing =CreateThingAtPos(limb, GetThingSector(victim), GetThingPos(victim), '0 0 0'); The limb's template for a stormtrooper is: +stormlimb See PUP files for Joint numbers
ApplyForce Applies a vector for a weapon (conc rifle or raildet) or a force power (force throw, force pull). Use: ApplyForce(thing, direction vector); or ApplyForce(thing, vectorscale(getthingvec(player), -80)); for kickback
AssignWeapon Gives a weapon to player . Bins Ref Use: AssignWeapon(player,bin);
AttachThingToSurf Does nothing. Does a weird move once and that's it, never attaches to a surface. Use : AttachThingToSurf(thing, surface); Not sure.
AttachThingtoThing Attaches a thing to a thing. Use: AttachThingtoThing(thing1,thing2);
AttachThingtoThingEx Attaches thing to thing with an optional flag. Attach Flags Use: AttachThingtoThingEx(thing1,thing2,flag);
AutoSaveGame Autosaves the game Use: AutoSaveGame();
AutoSelectWeapon Selects a weapon automatically. Used in JK when ammo runs out. Use: AutoSelectWeapon(player,weaponint); Weaponint: 1=bryer, 2=ST rifle, etc etc...
BitClear Clears a bit within a bit array (flag value). BitClear(Flag_value, Flag_to_clear);
BitSet Sets a bit within a bit array (flag value). In other words, it adds a flag to an existing array of them. BitSet(Flag_value, Flag_to_add);
BitTest Tests two values against each other for equality. Use: BitTest(flag_a, flag_b); Example of use: If(BitTest(16, type)) The code would continue if type equaled 16.
CaptureThing Redirects created thing messages to calling cog. Use: CaptureThing(thing); Used in conjunction with ReleaseThing
ChangeFireRate Changes the fire rate of weapon. Use: ChangeFireRate(player,flex rate);
ChangeInv Changes the value of specified inventory bin. BINS Ref Use: BinValue = ChangeInv(player, bin, flex); returns the bin flex value (won`t exceed bin min/max).Value can be positive or negative.
ChangeSoundPitch Changes a sound's pitch over time. Use: ChangeSoundPitch(int channel, flex NewPitch, flex ChangeTime);
ChangeSoundVol Changes the sound volume. Use: ChangeSoundVol(int ref , flex volume, flex FadeInTime);
ClearActorFlags Clears the specified actor flags of a thing. Actor Flags Use: ClearActorFlags(thing,flag); Does not modify flags not specified.
ClearAdjoinFlags Clears the specified Adjoin flags. Surface Adjoin Flags Use: ClearAdjoinFlags(surface,flags);
ClearDebugModeFlags unknown
ClearExplosionFlags Clears an explosion flag off from an explosion. Use : ClearExplosionFlags(explosion, flagToClear);
ClearFaceType Clears specified Face Type flags. Face Type Flags Use: ClearFaceType(face,flag); not used in cog, not sure.
ClearGoalFlags Clear one or more goal flags for one of the goals. Used for single player objectives Use: ClearGoalFlags(player, goalNumber, flagsToClear); goalNumber starts at zero. The first goal (i.e. goal 0) description corresponds to the cogString whose value is in bin 99. flagsToClear are the Goal Flags. See Goal Flags
ClearItemFlags Clears the specified item Flags. Item Flags Use: ClearItemFlags(flag); not used ,not sure
ClearMapModeFlags Clears the Flags set by force seeing. Use: ClearMapModeFlags(0xffff);
ClearMultiModeFlags Clears the specified flags . Multiplayer Mode flags Use: ClearMultiModeFlags(flags);
ClearParticleFlags Clears a particle flag off from particles. Use : ClearParticleFlags(particle, flagToClear);
ClearPhysicsFlags Clears specified physics flags. Physics Flags Use: ClearPhysicsFlags(thing,flags);
ClearSectorFlags Clears the specified flags. Sector Flags Use: ClearSectorFlags(sector,flags);
ClearSubModeFlags unknown
ClearSurfaceFlags Clears the specified surface flags. Surface Flags Use: ClearSurfaceFlags(surface,flag);
ClearThingAttachFlags Clears specified attach flags. Attach Flags Use: ClearThingAttachFlags(thing,flags);
ClearThingFlags Clears specified Thing Flags Thing Flags Use: ClearThingFlags(thing,flags);
ClearTypeFlags Gets the type of a thing and then clears its flag. ie : Using this on player will be same as using ClearActorFlags(). Use : ClearTypeFlags(thing);
ClearWeaponFlags Clears specified weapon flags. Weapon Flags Use: ClearWeaponFlags(thing,flag);
CreateBackpack Creates a backpack with weapons of dead player. Use: CreateBackPack(player);
CreateThing Creates a thing at the place of another thing. Use : CreateThing(ThingTemplateToCreate, AnotherThing);
CreateThingAtPosNr These 2 NR verbs will create the thing in multi player as well, while without it, it will not be created on other's display. The parenthesis are the same as the ones without NR.
CreateThingNr Explained above.
CreateThingatPos Create a thing at specified position Use: CreateThingatPos(thing template,sector,thing position,pyr); pyr = pitch ,roll,yaw (vector)
CycleCamera Cycles Cameras in DarkJedi Cutscenes and when the saber is pulled. Use: CycleCamera();
DamageThing Damages a thing. Use: damage = DamageThing(thing,flex damage,flag,damage causething); returns amount of damage taken
DeactivateBin Deactivates a bin . BINS Ref Use: Time = DeactivateBin(thing,Bin); Returns the time bin has been activated
DeactivateWeapon Deactivates a weapon. Use: DeactivateWeapon(player,mode); mode is retrieved with GetSenderRef();
DestroyThing Removes a thing from game. Use: DestroyThing(thing);
DetachThing Detach a thing from a surface or another thing. Use: DetachThing(Thing);
DisableIrMode Shuts off the colors from IR goggles and Force Seeing Use: DisableIrMode();
EnableIrMode Sets the mode for colors in IR and Force Seeing. Use: EnableIrMode(flex, int);
FireProjectile Fires a projectile. Use: FireProjectile(1,2,3,4,5,6,7,8,9,10); = thing ( thing shooting ) = projectile template ( shot ) = fire sound ( firing sound ) = mode int (is the mode to play when firing (same values as PlayMode())) = fireoffset vector = aiming error vector = unknown flex = flags unknown int = auto aiming field of view flex = auto aiming field of view max dist flex
FirstThingInSector Gets the first thing in sector. Also see NextThingInSector and PrevThingInSector. Use: First = NextThingInSector(sector);
FirstThingInView Gets a thing in the specified view from a thing. Use : FirstThingInView(ThingThatFinds, FOV(in angle), Distance(jku), WhatToLookForFlag); Flag is the thing type value. Returns the thing found.
FreeColorEffect Sets the view color. (IR goggles, force seeing, blinded, etc) Use: FreeColorEffect(int);
GetAbsoluteMaxPlayers Gets the number of players JK can handle.
GetActorFlags Retrieves the actor flags of a thing. Actor Flags Use: Flags = GetActorFlags(thing); Returns an Integer representing the flag(s)
GetActorWeapon Retrieves the actors weapon . Use: HasWeapon = GetActorWeapon(thing,bin); Returns "-1" if actor has no weapon.
GetAdjoinFlags Gets the surface Adjoin flags. Surface Adjoin Flags Use: Flags = GetAdjoinFlags(surface); returns set flags.
GetAttachFlags Gets the attach flag of a thing. Use : GetAttachFlags(thing); returns the flag value.
GetAutoPickup Gets the status of the auto pickup setting in the graphic interface . Use: Value = GetAutoPickup();
GetAutoReload Gets the status of the autoreload setting in the graphic interface Use: GetAutoReload();
GetAutoSwitch Gets the status of the auto switch setting in the graphic interface Use: GetAutoSwitch();
GetCameraStateFlags unknown
GetCeilingSkyOffset Gets the world CeilingSky offset Use: (flex u,flex v ,0.0) = GetCeilingSkyOffset(); returns u,v offsets in vector form
GetCollideType Gets the Collide type flags . Collide Type Flags Use: type = GetCollideType(thing); returns int ,not used in cogs
GetColormap Gets a color map int of a sector. Use : GetColorMap(sector); Probably from 0 in order.
GetCurFrame Gets the current Frame of a moving thing. Use: frame = GetCurFrame(thing); returns int
GetCurInvWeapon Gets the current weapon held. Don't know what it's for while GetCurWeapon() is used. Use : GetCurInvWeapon(thing); returns the weapon int.
GetCurWeapon Gets the current weapon held by the player. Use: (GetCurWeapon(player); Worked best with If statement: If(GetCurWeapon(player) == weapon_int)
GetCurWeaponMode Used for weapons that charge, such as the TD and Crossbow Use: GetCurWeaponMode; Used most often in If Statement: If(GetCurWeaponMode() != 1)
GetCurrentCamera Gets the current camera in use. Stored as a thing . Use: GetCurrentCamera(store_as_value);
GetDebugModeFlags unknown
GetDifficulty Gets difficulty setting for SP. 0 = easy 1 = medium 2 = hard Use: GetDifficulty()
GetExplosionFlags Gets the explosion flag of an explosion. Use : GetExplosionFlags(explosion); returns int. Explosions mostly should be retrieved in the created message of the explosion itself.
GetFaceGeoMode Gets the geometry mode of surface. Geomerty Mode Flags Use: Modeflag = GetFaceGeoMode(surface); returns geomode flags
GetFaceLightMode Gets the lighting mode of the surface. Surface Light Mode Flags Use: Mode = GetFaceLightMode(surface); returns light mode flag , not sure ,not used in cog
GetFaceTexMode Gets the texture mode of a surface set in a level. Use : GetFaceTexMode(surface); returns the texture mode used on that surface.
GetFaceType Gets Face Type flags. Face Type Flags Use: Type = GetFaceType(face); not used in cog, not sure.
GetFlexGameTime Gets the flex time elapsed from the start of a level. Do not continue on to the next level for both sp and mp. Use: GetFlexGameTime(); Returns the flex value.
GetGameTime Gets the int time elapsed in a level in milli second. Resets on next level either in sp or mp. Use: GetGameTime(); Returns an integer value.
GetGoalFlags Returns the Goal Flags of the selected goal. Used for single player objectives Use: GetGoalFlags(player, goalNumber); goalNumber starts at zero. The first goal (i.e. goal 0) description corresponds to the cogString whose value is in bin 99. This verb returns the Goal Flags of the selected goal. See Goal Flags
GetGoalFrame Gets the frame a thing is heading to. Use : GetGoalFrame(thing); returns the frame number.
GetGravity Gets the world Gravity Use: gravity = GetGravity(); returns a flex
GetHeadLightIntensity Retrieves the Fieldlight intensity Use: Light = GetHeadLightIntensity(Thing); Returns an Integer representing Light Intensity
GetHealth Same as GetThingHealth()
GetHorizonSkyOffset Gets the world HorizonSky offset Use: (flex u,flex v ,0.0) = GetHorizonSkyOffset(); returns u,v offsets in vector form
GetInv Retrives the value of specified inventory bin. BINS Ref Use: BinValue = GetInv(thing,bin); Returns value of bin content.
GetInvCog Retrives the cog reference of a bin. BINS Ref Use: Cog = GetInvCog(thing,bin); Returns the reference of the cog of the bin passed. passed.
GetInvMax Retrives the max value for specified bin. BINS Ref Use: MaxValue = GetInvMax(thing,bin); Returns the max value of bin.
GetInvMin Retrives the min value for specified bin. BINS Ref Use: MinValue = GetInvMin(thing,bin); Returns the min value of bin.
GetItemFlags Gets the item Flags. Item Flags Use: GetItemFlags(thing);
GetKeyLen Gets the Time to run a .Key file. Use: Time = GetKeyLen(Keyfile); returns the flex time to run frame
GetLevelTime Same as GetFlexGameTime().
GetLifeLeft Gets the remaining life of a thing set by timer in template or by SetLifeLeft(). Use : GetLifeLeft(thing);
GetLocalPlayerThing Gets the player thing. Use : GetLocalPlayerThing(). Returns a thing reference of the local player.
GetMajorMode Gets the player's current condition. Use : GetMajorMode(thing); Returns the value stated below. Armed conditions will differ by the SetArmedMode in the selected message in weapon cogs.
Returning ValueHand heldArmedSaber
On ground/In air012
On or inside water345
GetMapModeFlags Gets the current flags set for the overlay map. Used in force_seeing.cog. Use: flags = GetMapModeFlags();
GetMasterCog Returns the cogRef of the current Master cog. Use: GetMasterCog() This value can then be passed to cog verbs expecting a cog reference (like SendMessage for instance).
GetMaterialCel Gets a reference to a material cel Use: cell = GetMaterialCel(material); Returns int of the cel material is set to.
GetMaxPlayers Same as GetAbsoluteMaxPlayers().
GetMultiModeFlags Retrives the Multiplayer game mode flags. Multiplayer Mode flags Use: Mode = GetMultiModeFlags(
GetNumPlayers Gets the number of players in game. Use: NumPlayers = GetNumPlayers(); Not used in cogs, not sure
GetNumPlayersInTeam Gets the number of players in Team. Use: NumPlayers = GetNumPlayersInTeam(team); returns the number of players in team
GetNumSectorSurfaces Gets the Number of surfaces in sector. Use: Numof = GetNumSectorSurfaces(sector); Not used in cogs. Not sure.
GetNumSectorVertices Gets the Number of sector Vertices. Use: NumOf = GetNumSectorVertices(sector); Returns the number of vertices in sector
GetNumSurfaceVertices Gets the number of vertices a face has. Use : NumVertices = GetNumSurfaceVertices(face);
GetParam Gets one parameter of a cog message. Each cog message has 4 parameters, but generally only some of them contain useful values. Use: GetParam(paramNumber); Where paramNumber can be 0, 1, 2 or 3. Examples of verbs setting parameters are SendMessageEx, SetTimerEx, SetParam, ... Note that the engine itself sometimes set parameters when calling a message handler. For instance in the damaged: message param0 is the amount of damage, and param1 is the type of damage. See Damage Flags
GetParticleFlags Gets the thing particle flags Use: Int = GetParticleFlags(thing); returns int ,Not used in cogs
GetParticleGrowthSpeed Gets the particle thing growth speed. Use: flex = GetParticleGrowthSpeed(thing); returns flex ,not used in cogs , not sure
GetParticleSize Gets the particle size "elementsize" set in template of particles. Use : GetParticleSize(particles); returns flex size.
GetParticleTimeOutRate Gets the fade away time "rate" set in template of particles. Use : GetParticleTimeoutRate(particles); returns flex rate value.
GetPhysicsFlags Gets thing physics flags. Physics Flags Use: flag = GetPhysicsFlags(thing); returns int
GetPlayerKilled Gets how many times the player has been killed. Use: Killed = GetPlayerKilled(Player); not sure , not used in cog.
GetPlayerKills Get how many kills the player has . Use: Kills = GetPlayerKills(player); not sure not used in cogs.
GetPlayerNum Gets the player number ID. Use : GetPlayerNum(playerThing); returns the number of player.
GetPlayerScore Gets the players score. Use: Score = GetPlayerScore(player); returns players score
GetPlayerSuicides Gets the number of times player killed self. Use: SelfDestructed = GetPlayerSuicides(player); returns Number of self kills.
GetPlayerTeam Gets the team player is on. Use: Team = GetPlayerTeam(player); returns the team int.
GetPlayerThing Gets the player thing ref. Use : GetPlayerThing(playerThing); returns the thing ref for the player.
GetPrimaryFocus Gets where the internal camera view is at for a thing set by SetCameraFocus(0, thing);. Use : GetPrimaryFocus(thing); returns the thing the view is set at.
GetRespawnMask Gets a respawn mask for player.Respawn CTF Flags Use: Mask = GetRespawnMask(Player); Not used in cogs, so not sure of this.
GetScoreLimit Gets the score limit of game. Use: Limit = GetScoreLimit(); returns the score limit
GetSecondaryFocus Same with GetPrimaryFocus except it's for external view. Use : GetSecondaryFocus(thing);
GetSectorCenter Gets the center position of a sector. Use : GetSectorCenter(sector); returns a vector position.
GetSectorColormap Gets the current color map for the sector. CMP Files Use: ColorMapNum = GetsectorColorMap(sector); returns the index to the colormap in use.
GetSectorCount Get the world sector count Use: count = GetSectorCount(); returns int
GetSectorFlags Gets the sector flags. Sector Flags Use: Flags = GetSectorFlags(sector); returns the sector flags
GetSectorLight Gets the extra light value for sector. Use: lightval = GetSectorLight(sector);returns the extralight value
GetSectorPlayerCount Gets the number of players in sector. Use: GetSectorPlayerCount(sector); ,Not sure , not used in cogs.
GetSectorSurfaceRef Gets the surface reference on a designated sector. Use: GetSectorSurfaceRef(sector, surface), returns the surface number of the sector.
GetSectorThingCount Gets the thing count set in jkl not in the current situation in a sector. Use : SectorThingCount(sector);
GetSectorThrust Gets the sector thrust (velocity). Use: speed = GetSectorThrust(sector); returns a vector.
GetSectorTint Gets the rgb tint of a sector. Use: rgb = GetSectorTint(sector); ,Not actualy used, suspect rgb is expressed like a vector.
GetSectorVertexPos Gets the position of a vertex. Use: pos = GetSectorVertexPos(sector,vertex); returns a vector
GetSelfCog Returns the cogRef of the current cog. Use: GetSelfCog() This value can then be passed to cog verbs expecting a cog reference (like SendMessage, SendMessageEx, or SetMasterCog for instance).
GetSenderID Returns the ID of the current message's sender. The ID can be set in various ways: via a cog verb like SetTimerEx or SendTrigger, but also via the linkid= setting in the symbols section of a cog. SEE Symbol Uses Use : GetSenderId()
GetSenderRef Returns what sent a message to the cog. This is the direct originator of the message, for instance a surface that is being activated:, or an actor that is being damaged: The Sender should not be confused with the Source (see GetSourceRef) Use: GetSenderRef()
GetSenderType Gets the type of the sender reference. Same as GetThingType(GetSenderRef()). Use : GetSenderType(). Returns the thing type integer.
GetSithMode unknown
GetSoundLen Returns the length of a sound. Helps keep dialouges in order within the game. Use: GetSoundLen(wav); Example: Sleep(GetSoundLen(wav)); This will sleep the cog until the sound is finished playing.
GetSourceRef Returns what caused a message to be sent to the cog. This is the indirect originator of the message, for instance the player activating a surface, or that is damaging an actor. The Source should not be confused with the Sender (see GetSenderRef) Use: GetSourceRef()
GetSourceType Gets the type of the source reference. Same as GetThingType(GetSourceRef()). Use : GetSourceType(). Returns the thing type integer.
GetSubModeFlags unknown
GetSurfaceAdjoin Gets the current adjoin of 2 surfaces' connection. Use : GetSurfaceAdjoin(surface, surface); Returns 0 if unadjoined, 1 if adjoined.
GetSurfaceAnim Gets the surface animation id. Surface Animation Flags Use: Id = GetSurfaceAnim(surface); returns the id number of animation
GetSurfaceCel Same as GetWallCel().
GetSurfaceCenter Gets the center of a surface. Use: center = GetSurfaceCenter(surface); returns a vector representaion of the center of surface.
GetSurfaceCount Get the world surface count. Use: count = GetSurfaceCount(); returns int
GetSurfaceFlags Gets the surface flags. Surface Flags Use: flag = GetSurfaceFlags(surface); returns the set flags , not used in cog.
GetSurfaceLight Gets the light of a surface set by SetSurfaceLight(). Use : GetSurfaceLight(surface); returns the flex light value.
GetSurfaceMat Gets the surface material Use: mat = GetSurfaceMat(surface); returns surface mat ,not used in cog , not sure
GetSurfaceNormal Gets the normal of the surface. Use: normal = GetSurfaceNormal(surface); returns a vector.
GetSurfaceSector Gets the sector surface is in. Use: sector = GetSurfaceSector(surface); returns sector reference.
GetSurfaceVertexPos Get the position of a vertex in a face Use : vertex = GetSurfaceVertexPos(face, vertexindex); where vertexindex is from 0 to NumVertices - 1 (as returned by GetNumSurfaceVertices())
GetTeamScore Gets the team score. Use: Score = GetTeamScore(team);returns the team score, Not used in cogs, so not sure of this.
GetThingAttachFlags Gets thing attach flags. Attach Flags Use: flag = GetThingAttachFlags(thing); returns int
GetThingCaptureCog Gets the cog that captured the thing. Use : GetThingCaptureCog(thing); returns the cog the used CaptureThing() on it.
GetThingClassCog Gets the cog of thing Use: cog = GetThingClassCog(thing);
GetThingCollideSize Gets the size of a thing set in template. Use : GetThingCollideSize(thing);
GetThingCount Get world thing count Use: count = GetThingCount(); returns int
GetThingCurGeoMode Gets the thing current geometry mode . Geomerty Mode Flags Use: Flags = GetThingCurGeoMode(thing); returns int
GetThingCurLightMode Gets the light mode in the current situation. Use : GetThingCurLightMode(thing); returns the mode integer.
GetThingCurTexMode Gets the texture mode in the current situation. Use : GetThingTexMode(thing); returns the mode integer.
GetThingFireOffset Gets the fire offset of a thing "fireoffset" set in template. Will return zero vector if not set. Use : GetThingFireOffset(thing); returns vector.
GetThingFlags Gets Thing Flags Thing Flags Use: flag = GetThingFlags(thing); returns int representing flags
GetThingGeoMode Gets the thing geometry mode . Geomerty Mode Flags Use: Flags = GetThingCurGeoMode(thing); returns int
GetThingHealth Retrieves the thing health. Use: Health = GetThingHealth(Thing); Returns a flex representing thing health
GetThingLVec Gets the vector thing is looking at. Use: vector = GetThingLVec(thing); returns vector
GetThingLightMode Gets the light mode of a thing set by default. Use : GetThingLightMode(thing); returns mode integer.
GetThingMass Gets the Mass of a thing. Use: mass = GetThingMass(thing); returns flex
GetThingModel Gets the thing 3do. Use: Looks = GetThingModel(thing); returns a model
GetThingMoveSize Gets the "movesize" of a thing set in template. Use : GetThingMoveSize(thing);
GetThingParent Gets the parent thing of a thing Use: thing = GetThingParent(thing);returns a thing
GetThingPos Gets the Position of a thing Use: vector = GetThingPos(thing); returns a vector
GetThingRVec Gets the looking vector of a thing but not considering the pitching, so only X and Y values are valid(Z is always 0). Use : GetThingRVec(thing); returns the look vector without pitching.
GetThingRespawn Gets the time the thing respawns "respawn" in template after being taken. Not how many seconds left to respawn. Use : GetThingRespawn(thing); returns flex value.
GetThingRotVel Gets the rotating speed of a thing. Use : GetThingRotVel(thing); returns a vector. (Only Y vector is valid because the player will never summer sault to rotate himself or something =).)
GetThingSector Gets the thing sector. Use: sector = GetThingSector(thing); returns sector reference
GetThingSignature Gets the signature of thing (unique thing number) Use: Int = GetThingSignature(thing); returns an int
GetThingTemplate Gets the thing template. JKL Section: TEMPLATES Use: template = GetThingTemplate(thing); returns a template
GetThingTemplateCount Gets the number of things used with the specified template in a level. Use : GetThingTemplateCount(template); returns integer.
GetThingTexMode Gets the texture mode of a thing set by default. Use : GetThingTexMode(thing); returns mode integer.
GetThingThrust Gets the thrust of a thing. Use : GetThingThrust(thing); returns the thrust in vector. (Used in saber cog for different move attacks)
GetThingType Gets the thing type. Thing Types Use: int = GetThingType(thing); returns int
GetThingUVec unknown
GetThingUserData Gets the value set by SetThingUserData(). Use : GetThingUserData(thing); returns the value.
GetThingVel Gets the thing velocity. Use: vector = GetThingVel(thing); returns a vector
GetThinglight Gets the thing light value. Use: light = GetThinglight(thing);
GetTimeLimit Gets time limit of game. Use: TimeLimit = GetTimeLimit(); returns the time limit of game.
GetTypeFlags Gets the type of a thing and then gets its flag. Use : GetTypeFlags(thing); returns the int flags.
GetWallCel Gets the Mat cel number of the surface. Use: cellnum = GetWallCel(surface); returns the cell num (starts at 0 for multicell mats)
GetWeaponFlags Get thing weapon flags. weapon Flags Use: flag = GetWeaponFlags(thing); returns int
GetWeaponPriority Determines if the weapon picked up has a better priority than the one currently in hand, found in the POW &Weapon cogs. Use: GetWeaponPriority(player,int_weapon-index,int_select-mode);
HasLOS Checks if a thing has a visibility on another thing or not. Returns 1 if has visibility, 0 if not. Use HasLOS(LookingThing, TargetThing);
HealThing Heals a thing health. Use: HealThing(thing,flex);
HeapFree Frees the allocated heap array for a certain cog. HeapFree(); Note: The heap verbs allocate memory to a system, making it possible to accomplish complex tasks via cog. The heap verbs may not be retained in singleplayer saved game files.
HeapGet Returns the allocation of a heap. int = HeapGet(int_heap);
HeapNew Allocates memory elements of any size (the largest size being a vector) to a cog. HeapSet(Int_Size);
HeapSet Sets a heap size to a certain heap. HeapSet(int_heap, int_value);
IsAiTargetInSight Checks to see if an ai thing is in sight or not. Use : IsAiTargetInSight(LookThing, TargetThing); returns 1 if in sight(doesn't have to be looking at it), 0 if not.
IsCrouching Same as IsThingCrouching();
IsInvActivated Checks bin to see if it is activated. BINS Ref Use: IsActive = IsInvActivated(thing,bin); returns 1 if bin active,0 if inactive.
IsInvAvailable Checks bin to see if it is available. BINS Ref Use: IsAvailable = IsInvAvailable(thing,bin); returns 1 if bin available,0 if notavailable.
IsMoving Same as IsThingMoving();
IsMulti Is it a multiplayer game. Use: Multi = IsMulti(); returns 1 if multi, 0 if not.
IsServer Is machine the server. Use: Server = IsServer(); returns 1 if server, 0 if not.
IsThingCrouching Gets if a thing is crouching or not. Returns 1 if crouching, 0 if not. Use : IsThingCrouching(thing)
IsThingMoving Is the thing moving . Use: Int = IsThingMoving(Thing); retuns 0 if not moving , non 0 if moving
IsThingVisible Checks to see if thing is visible User: int = IsThingVisible(thing); returns 0 if not visible.
JumpToFrame jumps an object to one of its frames Use: JumptoFrame(thing,int frame,sector);
KillTimerEx Kills any extended timer with the specified ID. See SetTimerEx Use: KillTimerEx(timerID);
LoadKeyframe Loads a keyframe into a cog. Use Key = LoadKeyframe("Name.key");
LoadModel Same as LoadKeyframe, for models.
LoadSound Same as LoadKeyframe, for sounds.
LoadTemplate Same as LoadKeyframe, for templates.
MaterialAnim Animates a material. Use: Anim = MaterialAnim(Material, FPS, 1); returns int
ModifyColorEffect Does some cool stuff with colors. Mixing, tinting, etc... Use: ModifyColorEffect(int_filterR, int_filterG, int_filterB, flex tintR, flex tintG, flex tintB, int_addR, int_addG, int_addB, flex fadeintensity);
MoveToFrame moves an object to one of its frames Use: MoveToFrame(thing,int frame,flex speed);
NewColorEffect Gives color effect overscreen. Use : NewColorEffect(flexR, flexG, flexB, intR, intG, intB, intR, intG, intB, flex);
NextThingInSector Gets the next thing in sector. After FirstThingInSector finds something. Also see PrevThingInSector. Use: Next = NextThingInSector(sector, previous thing ); Thing should be the last thing found or the return value of FirstThingInSector()
NextThingInView Look for the same thing as set in the FirstThingInView(), doubt it will work unless the cog has FirstThingInView() in front of this. Use : NextThingInView();
NthBackpackBin Gets the "N"th (N as an integer) bin in the back pack. A back pack should be retrieved like this, TheBackPack = CreateBackPack() in the player killed message. The bins stored will skip the empty ones and are in the same order as they are in items.dat. For example if you have 1 saber(bin = 10), 1 bryar(2) and 50 energy cells(11) and created the back pack, NthBackpackBin(TheBackPack, 1); will get 10. (TheBackPack, 3); gets 11.
NthBackpackValue Gets the "N"th back pack bin value. Works the same as above just gets the value of the bin. Use : NthBackPackValue(TheBackPack, N); returns the value of that bin in it. ie, if you got the same ammo as above, NthBackpackValue(TheBackPack, 3) gets 50.
NumBackpackItems Gets how many bins there are in a back pack. (weapon and ammo) use : NumBackpackItems(TheBackPack); returns the number of bins in it. ie, if you got the same ammo as above, NumBackpackItems(TheBackPack); returns 3. Funny that the saber is also included in the backpack. The bin that gets stored in the backpack is determined in the items.dat flag, 0x80.
ParseArg Can be used to set a thing's template dynamically. Use: ParseArg(ThingRef, "template value"); Template values can be anything found in a template ie: "movesize=3.4", "collide=0", etc... Note: The testing of theshowed that it is very erratic and many template changes could not be changed dynamically.
PathMovePause Pauses a certain thing while moving inside its frames. Use : PathMovePause(thing);
PathMoveResume Resumes the thing paused by PathMovePause() to start moving again on its path. Use : PathMoveResume(thing);
PickupBackpack Gives the BackPack to Player. Use: PickupBackPack(player,backpack);
PlayKey Plays a key frame for a 3do. Use: PlayKey(thing,keyframe,int,flags); unknown what the use of the int is ,usualy 1 or 2
PlayMode Plays the key set in a thing's pup for multiple condition. Use : PlayMode(thing, intMode); intMode is the sub mode number set in the thing's pup.
PlaySong Inputs the CD values for playing music. Use: PlaySong(int starttrack, int endtrack, int loopinto);
PlaySoundClass unknown
PlaySoundGlobal Plays a sound to everyone in a Multiplayer game . See Sound Flags Use: channel = PlaySoundGlobal(wav , flex volume, flex pan ,int flags); pan is -1.0=full left , 1.0 full right , 0.0 center
PlaySoundLocal Plays a sound locally on the local computer only See Sound Flags Use: channel = PlaySoundLocal(wav,flex volume, flex pan ,int flags); pan is -1.0=full left , 1.0 full right , 0.0 center
PlaySoundPos Plays a sound from a designated vector referenced location.. May be used with things, surface centers, etc... See Sound Flags Use: PlaySoundPos(wav, vector position, flex volume, flex mindistance, flex maxdistance, flags); Use of Pos: Here are two methods to get a pos. For a thing: GetThingPos(thing); For a surface: GetSurfaceCenter(surface);
PlaySoundThing Plays a sound linked to a thing. See Sound Flags Use: PlaySoundThing(sound, thing, vol flex, flex mindist, flex maxdist, flag);
PrevThingInSector Gets the previous thing in sector. After FirstThingInSector finds something. Also see NextThingInSector. Use: Previous = PrevThingInSector(sector, previous thing ); Thing should be a thing found.or the return value of FirstThingInSector()
Print Prints a string to the console Use: Print("text");
PrintFlex Prints a Flex to the console. Use: PrintFlex(flex);
PrintInt Prints an Int to the console. Use: PrintInt(Int);
PrintVector Prints a vector to console. Use: PrintVector(Vector);
Rand Returns a random flex value between 0.0 and 1.0 Use: Rand()
RandVec Creates a random vector. Use : RandVec(); Returns the vector.
ReleaseThing Releases thing from use (the calling cog is no longer called). Used in conjunction with CaptureThing(); Use: ReleaseThing(ThingRef);
Reset Resets any existing CALL, WAIT, or WAITFORSTOP contexts. Used to completely reset the state of the COG in the event of an interrupt message. Use: Reset();
ReturnEx Specifies the flex value that the cog message returns to the caller. Remember the caller can be cog (via SendMessageEx for instance) or the engine itself (using ReturnEx(0) in a damaged: handler will negate the damage for instance). Use: ReturnEx(flex returnValue);
Rotate unknown
RotatePivot Rotates the thing specified by RotThing in a time (in seconds) given in RotTime. The center of rotation is specified by the X/Y/Z part of the frame with number RotFrame of the thing. The PCH/YAW/ROL part of that frame defines direction and angle of rotation. A negative value in RotTime inverses the direction of rotation. Use: RotatePivot(thing RotThing, int RotFrame, flex RotTime);
SectorAdjoins Same as SetSectorAdjoins();
SectorLight Same as SetSectorLight();
SectorPlayerCount unknown
SectorSound Plays a sound from designated sector. Use: SectorSound(sector, wav, flex volume);
SectorThingCount Same as GetSectorThingCount()
SectorThrust Same as SetSectorThrust();
SelectWeapon Actually sets the current weapon to a different weapon. Use : SelectWeapon(player, intWeapon). Where intWeapon is the Xth entry in the items.dat flagged as a weapon.
SendMessage Sends a message to a cog. Use: SendMessage(cogRef, message); SEE Cog Messages
SendMessageEx Sends a message to a cog with parameters passing. This verb returns a value that it what the callee set in a ReturnEx statement. Use: SendMessageEx(cogRef, message, flex param0, flex param1, flex param2, flex param3);
SendTrigger Sends a trigger, that is generates a trigger: message sent to all the cogs on the destination. The destination can be either a player (local or remote on the network) reference or -1. If it is -1 the message is broadcast to ALL the connected players. This verb can be used to reduce bandwidth in multiplayer games, as well as to transmit information that is not normally synched over the network. The receiving cogs are responsible to declare and code a handler for the trigger: message. And they can check that they want to handle a specific triggerID by using GetSenderID as well as retrieve the parameters passed with GetParam. Use: SendTrigger(destination, triggerID, flex param0, flex param1, flex param2, flex param3);
SetActorExtraSpeed Sets the extra speed of actor. Use: SetActorExtraSpeed(thing,flex);
SetActorFlags Sets the actor flags of a thing. Actor Flags Use: SetActorFlags(thing,flag); Only sets the specified flags.
SetActorWeapon It`s used to remove a weapon from an actor not a player. Not sure if it can be used to give a weapon . Use: SetActorWeapon(thing, bin, template); bin must be 1 (actors only have 1 bin) ,template = -1 removes the weapon template.
SetAdjoinFlags Sets the specified Adjoin flags. Surface Adjoin Flags Use: SetAdjoinFlags(surface,flags);
SetArmedMode Sets the current style of weapon. Use : SetArmedMode(player, intMode). intMode can be Hand held(0), Firing weapon(1) or Saber(2).
SetAutoPickup Sets the status of the auto pickup setting in the graphic interface SetAutoPickup(0 | 1);
SetAutoReload Sets the status of the auto reload setting in the graphic interface SetAutoReload(0 | 1);
SetAutoSwitch Sets the status of the auto switch setting in the graphic interface SetAutoSwitch(0 | 1);
SetBinWait Sets a delay before bin can be reactivated. BINS Ref Use: SetBinWait(player,bin,flex delay);
SetCameraFocus Sets the camera view to a specified thing. Use : SetCameraFocus(viewInt, ToThisThing); viewInt : 0 for internal view change but will not affect external and vice versa for1(external).
SetCameraStateFlags unknown
SetCeilingSkyOffset Sets world CeingSkyOffset Use: SetCeilingSkyOffset(flex u,flex v, 0.0); send as vector x,y
SetCollideType Sets the specified Collide type flags . Collide Type Flags Use: GetCollideType(thing,flag);
SetColormap Sets a colormap to a sector. Use : SetColorMap(sector, colormapInt);
SetCurInvWeapon Used in various level cogs and kyle.cog. Verb to initialize weapon. Don't know what it does. Maybe some kind of fail safe.
SetCurWeapon Sets the current weapon. Bins Ref Use: SetCurWeapon(player,bin);
SetCurrentCamera Sets the current camera Point of View. Use: SetCurrentCamera(int);
SetDebugModeFlags unknown
SetExplosionFlags Sets the explosion flag of an explosion. Use : SetExplosionFlags(explosion, flag);
SetFaceGeoMode Sets the specified geometry mode of surface. Geomerty Mode Flags Use: GetFaceGeoMode(surface,flags);
SetFaceLightMode Sets the specified lighting mode of the surface. Surface Light Mode Flags Use: SetFaceLightMode(surface.flags);
SetFaceTexMode Sets the texture mode of a surface set in a level. Use : SetFaceTexMode(surface, modeInt);
SetFaceType Sets specified Face Type flags. Face Type Flags Use: SetFaceType(face,flag);
SetFireWait Delays use of weapon Use: SetFirewait(player,flex delay);
SetGoalFlags Sets a goal flag for one of the goals. Used for single player objectives Use: SetGoalFlags(player, goalNumber, flagsToSet); goalNumber starts at zero. The first goal (i.e. goal 0) description corresponds to the cogString whose value is in bin 99. flagsToSet are the Goal Flags. See Goal Flags
SetGravity Sets the world gravity Use: SetGravity(flex);
SetHeadLightIntensity Sets the Fieldlight intensity Use: SetHeadLightIntensity(Thing,flex); not used in cogs,so assuming params will be this.
SetHealth Same as SetThingHealth();
SetHorizonSkyOffset Sets world HorizonSkyOffset Use: SetHorizonSkyOffset(flex u, flex v, 0.0); send as vector x,y
SetInv Sets the value of the specified inventory bin. BINS Ref Use: SetInv(thing,bin,flex); sets bin to value.
SetInvActivated Acivates or deactivates the specified bin. It also draws the bin icon on right side of screen. BINS Ref Use: SetInvActivated(thing,bin,int); 1=activated ,0=inactive.
SetInvAvailable Sets bin to available/unavailable. Also displays the bin icon in the inventory. BINS Ref Use: SetInvAvailable(thing,bin,int); 1 = bin available,0 = notavailable.
SetInvFlags Sets the inventory flag set in items.dat through bin ID. Use : SetInvFlags(thing, bin, flags);
SetItemFlags Sets the specified item Flags. Item Flags Use: SetItemFlags(thing,flag); not used ,not sure
SetLifeLeft Sets remaining life of a thing. Destroys the thing when the life ends if flag is set. Use : SetLifeLeft(thing, flexTime); It needs a flag to be set for this to work. Calls explode template if set when the life ends as well.
SetMapModeFlags Used in ForceSeeing.cog to add the items in the map. Use: SetMapModeFlags(flags); flags: 0xc=players, 0x1c=players, actors, items, 0x3c=players, actors, items, projectiles
SetMasterCog Sets the Master cog for a single player level. Usually used for endlevel cogs of single player levels, the MasterCog is actually an easy way to access a cog reference from another cog without having to link the cog. Use: SetMasterCOG(cogRef); cogRef is often passed as GetSelfCog, the current cog.
SetMaterialCel Sets a material cel. Use: SetMaterialCel(material,int); Not sure of this ,it`s not used in cogs
SetMountWait Delays key frame play Use: SetMountWait(thing,flex delay);
SetMultiModeFlags Sets the specified Multiplayer mode flags. Multiplayer Mode flags Use: SetMultiModeFlags(flags);
SetMusicVol Sets the volume for the CD Track that is currently playing. Used when dialogues play to make them audible. Use: SetMusicVol(flex volume);
SetPOVShake Sets POV to shake. Use : SetPOVShake(VectorPos, VectorAngle, SpeedResetPos, SpeedResetAngle);
VectorPos is how far to go away from the player's head.
VectorAngle is how much to rotate.
SpeedResetPos is how much speed to use to reset to player's head pos.
SpeedResetAngle is how much speed to use to reset to player's head angle.
SetParam Sets one parameter of a cog message. Each cog message has 4 parameters, but generally only some of them contain useful values. Thiswas probably only added for completeness. Use: SetParam(paramNumber, flex value); Where paramNumber can be 0, 1, 2 or 3.
SetParticleFlags Sets the particle flag of particles. Use : SetParticleFlags(particles, flag);
SetParticleGrowthSpeed Sets the particle Growth speed . Use: SetParticleGrowthSpeed(thing,flex);
SetParticleSize Sets the "elementsize" of particles. Use : SetParticleSize(particles, flexSize);
SetParticleTimeOutRate Sets the "rate" of particles. Use : SetParticleTimeoutRate(particles, flexRate);
SetPhysicsFlags Sets specified physics flags. Physics Flags Use: SetPhysicsFlags(thing,flags);
SetPlayerKilled Sets the number of times player has been killed. Use: SetPlayerKilled(player, int); Int is value of killed times.
SetPlayerKills Sets the number of kills player has. Use: SetPlayerKills(player,int); Int is number of kills.
SetPlayerScore Sets a players Score. Use: SetPlayerScore(player,int);
SetPlayerSuicides Set Player self kills. Use: SetPlayerSuicdes(player,int);
SetPlayerTeam Sets the team player is on. Use: SetPlayerTeam(player,int); Int usualy 1 or 2.
SetPulse Sets the pulse for the current cog's. This will generate a pulse: message every interval. Use: SetPulse(flex interval); Use SetPulse(0); to stop the pulse.
SetRespawnMask Sets a mask for respawing player. Respawn CTF Flags Use: SetRespawnMask(player,flags);
SetScoreLimit Sets the game score limit. Use: SetScoreLimit(int): not used in cogs , so not sure if correct.
SetSectorAdjoins Turns the rendering of adjoins on or off. Use: SetSectorAdjoins(sector,Int); 1 = On , 0 = Off
SetSectorColormap Sets the current color map for the sector. CMP Files Use: SetsectorColorMap(sector,colormap int);
SetSectorFlags Sets the specified flags. Sector Flags Use: SetSectorFlags(sector,flags);
SetSectorLight Sets the sector extra light. Use: SetSectorLight(sector,light int,delay int);
SetSectorThrust Sets the sector Thrust (velocity). Use: SetSectorThrust(sector,vector,speed int);
SetSectorTint Set the tint of a sector. Use: SetSectorTint(sector, rgb); ** rgb is expressed like a vector
SetSubModeFlags Sets the Sith Sub Mode. SetSubModeFlags(flag); See SubMode Flags
SetSurfaceCel Same as SetWallCel().
SetSurfaceFlags Sets the specified surface flags. Surface Flags Use: SetSurfaceFlags(surface,flag);
SetSurfaceLight Changes the light value of a surface over time Use: SetSurfaceLight(surface, light, fade) fade = fade time from 0 to light value
SetSurfaceMat Sets a mat for surface. Use: SetSurfaceMat(surface,mat);
SetTeamScore Sets team score. use: SetTeamScore(Team,int);
SetThingAttachFlags Sets specified attach flags. Attach Flags Use: SetThingAttachFlags(thing,flags);
SetThingCaptureCog Sets or alters(if the thing is already captured) a cog to capture a thing. Use : SetThingCaptureCog(thing, cog);
SetThingClassCog Sets a "cog" to a thing as set in templates. (ie : walkplayer is to kyle.cog by default and change it) Use SetThingClassCog(thing, CogRef); Cog Ref can be set in the items.dat and retrieve using GetInvCog() or by getting another thing's cog using GetThingClassCog() or through level cog assigning.
SetThingCollideSize Changes a thing's "size" as set in the template. Use : SetThingCollideSize(thing, flexSize);
SetThingCurGeoMode Sets the thing current geometry mode . Geometry Mode Flags Use: SetThingCurGeoMode(thing,mode);
SetThingCurLightMode Same as SetThingLightMode.
SetThingCurTexMode Same as SetThingTexMode.
SetThingFireOffset Sets a fire offset for a thing. Use: SetThingfireOffset(thing,vector);
SetThingFlags Sets specified Thing Flags Thing Flags Use: SetThingFlags(thing,flags);
SetThingGeoMode Sets the specified thing geometry mode flags. Geometry Mode Flags Use: SetThingGeoMode(thing,flag);
SetThingHealth Sets the amount of health for actors. Use : SetThingHealth(thing, flexHealth);
SetThingLight Sets a light value to a thing. Use : SetThingLight(thing, flex, lightValue, flexFadeInTime);
SetThingLightMode Sets the light mode of a thing. Use : SetThingLightMode(thing, intMode);
SetThingLook Sets the look vector of a thing. Use: SetThingLook(thing,vector);
SetThingMass Sets the thing Mass. Use: SetThingMass(thing,flex);
SetThingModel Set Thing model. Use: SetThingModel(thing,model);
SetThingMoveSize Changes a thing's movesize as set in the template. Use : SetThingMoveSize(thing, flexSize);
SetThingPos Sets the things position Use: SetThingPos(thing,vector);
SetThingPulse Sets pulse on a certain thing, but only 1 allowed for each cog. The difference between SetPulse is in the pulse message, the thing assigned can be retrieved with GetSenderRef(), and the pulse stops when the thing gets destroyed (not killed but when it disappears). Use : SetThingPulse(thing, flexpulse);
SetThingRotVel Sets thing rotation velocity Use: SetThingRotVel(thing,vector);
SetThingTexMode Sets the texture mode of a thing. Use : SetThingTexMode(thing, intMode);
SetThingThrust Sets a thing's thrust. The thing has to have physic flag 0x2 to work. Use : SetThingThrust(thing, thrustVector); Don't work on players(I guess because it always sets the thrust of it's movement in the engine or something and takes over it).
SetThingTimer Sets a timer with a thing value attached. Use : SetThingTimer(thing, flexTimer); In the timer message, the thing can be retrieved with GetSenderRef();
SetThingType Sets a thing's type. Use : SetThingType(thing, typeInt); typeInt = thing type value.
SetThingUserData Sets a things User Data (health) use: SetThingUserData(thing, intHealth);
SetThingVel Sets a things velocity Use: SetThingVel(thing,vector);
SetTimeLimit Sets Time limit for game. Use: SetTimeLimit(Int); not used in cogs,not sure of this.
SetTimer Sets the timer for the cog, that will result in a timer: message being sent to the cog when delay seconds elapse. Use: SetTimer(delay);
SetTimerex Sets an timer of delay seconds for the cog, allowing to use multiple timers with IDs and pass parameters to them. Use: SetTimerEx(delay, timerID, flex param0, flex param1); In the timer: handler you can check what the ID is with GetSenderID as well as retrieve the parameters passed with GetParam. Note that it is allowed to have multiple timers with the same ID waiting to be sent to the cog, each will keep its own parameters.
SetTypeFlags Gets the type of a thing and sets its flag. Use : SetTypeFlags(thing, flag);
SetWallCel Sets the surface mat to specified cel. Use: SetWallCel(surface,cel);
SetWeaponFlags Sets specified weapon flags. Weapon Flags Use: SetWeaponFlags(thing,flag);
SkillTarget Tells a target that a certain skill is being applied to it. Mainly used for force powers, this is akin to a SendMessageEx that would reach accross the network. Use: returnValue = SkillTarget(victim, player, binNumber, rank); Note that when SkillTarget is sent over the network the return value is undefined, the cog DOES NOT wait for an answer (which is very logical, you don't want to wait for a double lag before continuing the execution). So in multiplayer the return value is not used to specify immunities and such as in single player.
SkipToFrame Skips an object to one of its frames Use: SkipToFrame(thing,int frame,speed int);
Sleep Pauses the cog and its actions for a defined time. Use: Sleep(sleeptime); Note that this verb is very dangerous to use in cogs that could be reentered...
SlideCeilingSky Scrolls all sky surfaces. (face flag 400) Use: SlideCeilingSky( flex U, flex V); U , V speeds to move along axis
SlideHorizonSky Scrolls all horizon surfaces. (face flag 200) Use: SlideHorizonSky( flex U, flex V ); U , V speeds to move along axis
SlideSurface Same as SlideWall().
SlideWall Moves a surface texture (scroll). Use: SlideWall(surface,direction vector,speed );
StopAnim Stops a playing animation. Use: StopAnim(animation);
StopKey Stops a playing keyframe animation. Use: StopKey(thing,keyframe,flex delay);
StopSound Stops a sound from being played on the passed channel. Use: StopSound(int channel, flex FadeOut);
StopSurfaceAnim Stops a surface animation . Surface Animation Flags Use: StopSurfaceAnim(surface);
StopThing Stops a thing movement. Use: StopThing(thing);
SurfaceAnim Starts a surface animation. Surface Animation Flags Use: SurfaceAnim(surface,fps,flags);
SurfaceCenter Same as GetSurfaceCenter().
SurfaceLight Same as SetSurfaceLight().
SurfaceLightAnim Starts a light animation on the surface. Use; SurfaceLightAnim(surf, minLight flex, maxLight, period);
SyncScores Syncronises the score on all machines. Use: SyncScores();
SyncSector Used to sync sector information(thrust etc) to all players for local cogs. Will override nosync cog flag. Use : SyncSector();
SyncSurface Synchronizes surfaces, so that the joining people will have the altered surfaces in their machine as well. Will override nosync cog flags. Use : SyncSurface(); Probably for later joining players because the sector information is changed since the start of the level.
SyncThingAttachment Syncronises attachment of a thing over network. Use: SyncThingAttachment(Thing);
SyncThingPos Syncronises position of thing over the network. Use: SyncThingPos(thing);
SyncThingState unknown
TakeItem Requests to take an item from the server. If the server agrees the taken: message is sent to the cog. This does not occur in MOTS (except for backpacks) to reduce lag at the expense of risking a little inconsistency (i.e. two players taking the same powerup at the "same time"). Use: TakeItem(item, player);
TeleportThing teleports a thing to another things location Use: TeleportThing(thing,thing);
ThingLight Same as SetThingLight();
ThingLightAnim Flickers light with min and max value set. Use : ThingLightAnim(thing, flexMinValue, flexMaxValue, flexInterval); Flickers light minimum to maximum alternatively.
ThingViewDot Gets how much a thing is facing to another thing. For example it will return 1, if the thing is directly looking at the other thing. -1 if it's facing 180deg away from the other thing. 0 for looking to both sides from the other thing. And all the other directions are between -1 to 1. Use : ThingViewDot(LookingThing, TargetThing); returns flex.
VectorAdd Adds two vectors. Use sum = VectorAdd(vector,vector); returns the sum of the two vectors
VectorCross Crosses two vectors Use: cross = VectorCross(vector,vector); returns the cross product of the two vectors (a vector).
VectorDist Gets the distance between two vectors. Use: distance = VectorDist(vector,vector); returns a flex
VectorDot unknown
VectorLen Gets the length of a vector Use: length = VectorLen(vector);Returns a flex
VectorNorm Normalises a vector Use: norm = VectorNorm(vector); returns vector
VectorScale Scales a vector Use: scaled = VectorScale(Vector,flex); returns vector
VectorSet Creates a vector Use: newvector = VectorSet(Flex X,Flex Y,Flex Z); returns a vector
VectorSub Subtracts two Vectors. Use: Newvec = VectorSub(vector,vector); returns vector
VectorX Gets the "X" part of a vector. Use: Xflex = VectorX(vector); returns flex
VectorY Gets the "Y" part of a vector Use: Yflex = VectorY(vector); returns flex
VectorZ Gets the "Z" part of a vector Use: Zflex = VectorZ(vector); returns flex
WaitForStop Waits for a thing to stop before continuing Use: WaitForStop(thing);
jkClearFlags Clears the specified jk flags. JK Flags Use: jkClearFlags(thing,flags);
jkClearSuperFlags Clears the specified Player super flags. Player Superflag Bits Use: jkClearSuperFlags(bit);
jkDisableSaber Disables the saber from creating collisions. Use: jkDisableSaber(player);
jkEnableSaber Enables the saber blade to create collisions. Collisions created ONLY when saber strikes Use: JkEnableSaber(player, flex damage, flex bladelength, flex stundelay);
jkEndLevel Ends the level. Use: jkEndLevel(0 | 1); terminates the level indicating failure or success in the mission
jkEndTarget Voids the Force Power Process from working . Use: jkEndTarget();
jkGetChoice Gets the force side choice.(light \dark) Use: Side = jkGetChoice(); returns 0 for no choice made, 1 for light side ,2 for dark .
jkGetFlags Gets the jk flags. JK Flags Use: flags = jkGetFlags(thing); returns set flags
jkGetLocalPlayer Gets the player thing. Use : jkGetLocalPlayer();
jkGetSaberCam Gets the setting of auto saber camera option in the graphic interface. Use: set = jkGetSaberCam(); returns 1 if set,0 if not set
jkGetSuperFlags Gets the Player super flags. Player Superflag Bits Use: FlagBit = jkGetSuperFlags(); returns set bit
jkPlayPOVKey Plays keyframe for the POV (internal view) model. Use : jkPlayPOVKey(thing, keyframe, int, flags); int = usually 1 or 2. Flag = key flags(not sure).
jkPrintUniString Prints a Unicode string to screen. Cog Strings Ref Use: jkPrintUNIString(destination,Int); Often in the code you will see Int as "bin" this is not to be confused with an actual bin,it is the cog string number to print. If you check the symbols section you will see bin is usualy assigned an "Int" Note: If Multiplayer, the string will be outputted to everyone if destination = -3.
jkSetFlags Sets the specified jk flags. JK Flags Use: jkSetFlags(thing,flags);
jkSetForceSpeed Sets the move speed to only players. This verb somehow works either with 1 or 2 parenthesis. Use : jkSetForceSpeed(thing, flexSpeed); or jkSetForceSpeed(flexSpeed);, funny that even the thing is set it always changes the player's speed. This verb will also alters the side movements if the value is negative. Does not allow below 1 to 0. Use SetActorExtraSpeed() instead which allows thing definition and below decimal speed which is slower movements.
jkSetInvis Makes things invisible. Use : jkSetInvis(thing, intMode); intMode can be 0 for normal and 1 for invisible. Rather this verb only makes the body invisible, not the armed weapons, and not even makes player invisible to other ai. Use SetThingGeoMode() instead. Also pretty unstable verb, it crashes rarely.
jkSetInvulnerable Sets a thing to be invulnerable or not. Use : jkSetInvulnerable(thing, int); int = 0 for normal, 1 for invul. Can be used (same) as SetActorFlags(thing, 0x8);
jkSetPOVModel Sets the POV model (usually weapon models) of a thing. Use : jkSetPOVModel(thing, model);
jkSetPersuasionInfo Adds the twinkling stars for Force Persuasion & Force Jump Use: JkSetPersuasionInfo(player, int1, int2); the Int's are the min and max of the appearing twinkling stars.
jkSetSaberInfo Used to set the Singleplayer saber information. Use: jkSetSaberInfo(player, material Side mat, tip mat, flex base radius, flex tip radius, flex saber length, template wall hit, template flesh hit, template saber clash); We dont recomend changing the numbers specified as they are pertinent to the saber's size.
jkSetSuperFlags Sets the specified Player super flags. Player Superflag Bits Use: jkSetSuperFlags(bit);
jkSetTarget Sets the target for the force power reticle. Use: JkSetTarget(victim);
jkSetTargetColors Sets the colors for the reticle while using a force power , such as pull. Use: jkSetTargetColors(int, int, int); Where each int represents a color from the JK pallete. Each int is for each line of the reticle.
jkSetWaggle Wiggles the players weapon sideways when moving. Use: jkSetWaggle(player,vector,Int); vector is expressed like "'0.0 0.0 0.0'" , unknown what the last Int is. Likely a distance of some sort.
jkSetWeaponMesh Sets the weapon 3do. Use: jkSetWeaponMesh(thing,model);
jkStopPOVKey Stops the playing POV key. Use : jkStopPOVKey(thing, keyInt, flexDelay); keyInt should be defined like keyInt = jkPlayPOVKey();.
jkStringClear Clears a conactenated string (linked,appended) Use: jkStringClear();
jkStringConcatAsciiString Concanates an ASCII value to the string. use: jkStringConcatAsciiString("Ascii String");
jkStringConcatFlex Concatenates a flex value to the string. use: jkStringConcatFlex(flex);
jkStringConcatFormattedFlex Concatenates formatted flex values to the string. use: jkStringConcatFormattedFlex(flex);
jkStringConcatFormattedInt Concatenates formatted Ints to the string. use: jkStringConcatFormattedInt(int);
jkStringConcatInt Concatenates an Int to the string. use: jkStringConcatInt(int);
jkStringConcatPlayerName Concatenates the player name to the string. use: jkStringConcatPlayerName(thingPlayer);
jkStringConcatSpace Concatenates a space in the string. use: jkStringConcatSpace();
jkStringConcatUniString Concatenates a unicode string to the string. use: jkStringConcatUniString(intUNIString);
jkStringConcatVector Concatenates a vector to the string. use: jkStringConcatVector(vector);
jkStringOutput Outputs a string to the game use: jkStringOutput(destination, source); Note: If Multiplayer, the string will be outputted to everyone if destination = -3. If the source has a player value to it, the text will read: 'player says...' instead of '...'

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