GSC reference › Built-in
SetScriptMoverFlag()
Built-in (engine)
Server
Called on: non_player_entity
Sets flag 0-7 on the script mover ent.
Signature
<non_player_entity> SetScriptMoverFlag(<flag_number>)
Called on an entity: non_player_entity SetScriptMoverFlag(...)
Parameters
| Name | Required? |
|---|---|
| flag_number | Required |
Example (from Treyarch's docs)
some_script_model SetScriptMoverFlag( 1 )
Real uses in BO3's scripts
Called 1 time in the decompiled scripts. A few, zombies first:
- scripts/shared/weapons/_riotshield.gsc, line 339
shield_ent setscriptmoverflag(0);
Related built-ins
- GetScriptMoverArray()Returns an array of all of the script_origins in a level.
- SetUkkoScriptIndex()Set ukko index from script.
- AnimScripted()Runs an animscript on an entity.
- SetMatchFlag()Flags a bit in the match state
- StopAnimScripted()Halts animscript on this entity.
- SetClientUIVisibilityFlag()Sets a HUD visibility flag only on this client
- SetMatchTalkFlag()Flags a bit in the match talk state
- SetClientScriptMainMenu()Sets g_scriptMainMenu dvar only on this client
- IsPlayingAnimScripted()Returns true if the entity is playing in scripted animation.
- IsInScriptedState()Checks if actor is in a scripted state (animscripted, custom, negotiation)
- TmodeSetFlag()Sets flag bit for tmode.
- TmodeClearFlag()Clears flag bit for tmode.
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Built-in descriptions, parameters and examples come from Treyarch's BO3 mod tools docs. Usage links point at shiversoftdev/t7-source (decompiled BO3 scripts).