Freedom Force Cheats

advanced cheats
ALL CODES MUST HAVE FF. in front of them

Game Event Types 52
EVENT_OBJ_PROXIMITY_LEAVE 53
EVENT_OBJ_PROXIMITY_ENTER 53
EVENT_OBJ_HEALTHCHANGED 53
EVENT_OBJ_SHIELD_DAMAGED 53
EVENT_MARKER_LEAVE 53
EVENT_MARKER_ENTER 53
EVENT_TIMER 54
EVENT_TEMPLATE_OBJ_DIED 54
EVENT_BLD_SEGMENT_COLLAPSED 54
EVENT_CHARACTER_STATE_CHANGED 55
EVENT_DETECT_ENEMY 55
EVENT_AI_DANGER 55
EVENT_MISSIONLOST 55
EVENT_DLG_ONSHOW 55

SOUND COMMANDS 57
Sound_PlaySound(name, [position = (0,0,0)], [gain = 1.0]) 57
Sound_PlayMusic(name) 57
Sound_SetMusicVolume(volume, [time = 0]) 57
Sound_PauseMusic() 57
Sound_StopMusic() 57
Sound_PlayTransition(name, [time = 0]) 57
SOUND OBJECTS 58
sound.load(name) 58
attach(name) 58
play() 59
loop() 59
endloop() 59
position(pos_tuple) 59
velocity(velocity_tuple) 59
volume(gain) 59
playing() 59
stop() 59
release() 59

MISCELLANEOUS COMMANDS 60
Script_Exec(fileName) 60
Get_MarkerPos(marker) 60
Get_ObjectPos(object) 60
Vector_Add(v1, v2) 60
Vector_Sub(v1, v2) 60
RPG_SetActive(active) 60

UI 61
UI_Enable(active) 61
UI_Base_Enable(active) 61
UI_Briefing_Done() 61
UI_Show_Widget(widget) 61
UI_Hide_Widget(widget) 61

MLOG 62
EnableMLOG([state]) 62
StatMLOG() 62
MLOG(moduleName, [objectName]) 62
MLOGKill(moduleName) 62
CSHELPER EXTENSIONS 63
CUT SCENES AND SCRIPTED SEQUENCES 64
Data Structures and Helper Functions 64
Cut-scene Start and End 64
Cut-scene Functions 65
play(cutScene, name = "unknown", priority = 1, trivial = 0, interrupt = 0, forceQueue = 0) 65
isPlaying() 65
startCS() 65
endCS() 65
endBriefingCS() 65
startCSNormalScreen() 65
isCSPlaying() 65
playTransition() 65

CHARACTERS 66
cancelHeroOrders() 66
getAllHeroes() 66
getAllBaddies(checkLiving = 1) 66
getNearBaddies(object, radius, checkLiving = 1) 66
findHero(template) 66

CHARACTER STATES 67
freeze(character) 67
frozen(character) 67
stun(character) 67
stunned(character) 67
static(character) 67
staticked(character) 67
blank(character) 67
blanked(character) 67
enrage(character) 67
enraged(character) 67
panic(character) 67
panicked(character) 67
hypnotize (character) 67
hypnotized(character) 68
normalize(character) 68
normal(character) 68
normalizeHeroes() 68
revive(character) 68
reviveHeroes() 68
ARROW COMMANDS 69
addArrow(name, target, colour = js.ARROW_RED, delete = 0) 69
replaceArrowObj(name, target, colour = js.ARROW_RED) 69
removeArrow(name) 69
arrowNextTarget(prefix, dead_target) 69

MISCELLANEOUS 70
setMission(number , customDeaths = 0, chatter = 1) 70
getMission(number) 70
wait(time) 70
null() 70
kill(object) 70
explode(object, power, intensity = 0) 70
addAttr(attribute, increment) 70
getAll(template) 70
getAllByPrefix(prefix): 71
getNearestMinion(hero) 71
getNearestHero(villain) 71
rpgOff() 71
rpgOn() 71
sun(rotation, tilt, brightness, ambient, color) 71
newObjective(type, number, name = '') 71
registerObjective(type, number, name = '') 71
flashWidget(widget) 71
playDefeatMusic() 72

SPEECH 73
speak(object, tag) 73
speakNoCB(object, tag) 73
forceSpeak(object, tag, telepathy = 2) 73
forceSpeakNoCB(object, tag) 73
optionalSpeak(template, tag) 73
speakTo(object, listener, tag) 73
speakToNoCB(object, listener, tag) 73
sayDynamic (object, tag) 74
sayDynamicNoCB (object, tag) 74
Talk 74
talk(character, number, variant = 1) 74
talkNoCB(character, number, variant = 1) 74
talkCS(character, number, variant = 1) 74
brief(character, number, variant = 1) 74
briefNoCB(character, number, variant = 1) 74
testSpeak(test, object, tag) 75
addTalk(speaker, number, variant = 1, hero = '', radius = 10) 75

CAMERA CONTROL 76
look(thing, zoom = 0, heading = 0, time = 0, fn = '') 76
noLook() 76
lookAtMarker(marker) 76
lookAtObject(thing) 76
lookAtPos(pos, zoom = 0, pitch = 0, heading = 0) 76
lookTo(thing, fn = '', time = 3) 76
lookToObject(thing, fn = '', time = 3) 76
lookToMarker(thing, fn = '', time = 3) 76

MOVEMENT 77
move(character, marker) 77
moveTo(character, target) 77
moveCB(character, marker) 77
walk(character, marker) 77
walkCB (character, marker) 77
turn(character, marker) 77
turnTo(character, target) 77
teleport (character, marker) 77
optionalAnimate(template, animation) 77
AI 78
peace() 78
war() 78
disable(char) 78
enable(char) 78
see() 78
blind() 78
blind(char) 78
addKillGoal(character, target, priority = ai.goal.PRI_MED, fn = '', user = 0, permanent = 0, replace = 0) 78
addKillAllGoal(char, targetClass, priority = ai.goal.PRI_MED, fn = '', user = 0, permanent = 0, replace = 0) 78
addMoveGoal(char, dest, priority = ai.goal.PRI_MED, fn = '', user = 0, command = 'move', radius = 2 , speed = 0, permanent = 0, replace = 0) 79
addStayGoal(char, priority = ai.goal.PRI_ZERO) 79
addKillBuildingsGoal(char, priority = ai.goal.PRI_MED, fn='', user=0, permanent=0, replace=0): 79
clearGoals(char) 79
makePeaceful (char) 79

EVENT SINKS 80
regMarkerEnter(object, marker, fn, user = 0) 80
regMarkerLeave(object, marker, fn, user = 0) 80
regPickup(object, fn, char = 'GAME_OBJ_HERO', user = 0) 80
regHeroMarkerEnter(marker, fn, user = 0) 80
regHeroMarkerLeave(marker, fn, user = 0) 80
regProximityEnter(object, focus, distance, fn, user = 0) 80
regProximityLeave(object, focus, distance, fn, user = 0) 80
regDamage(object, fn, user = 0) 80
regDeath(object, fn, user = 0) 80
regDanger(object, fn, user = 0) 80
regDeaths(template, fn, user = 0) 80
regAlmostDead(object, fn, health = 1, user = 0) 80
regDetect(ai, character, fn, user = 0) 81
regDetectHero(ai, fn, user = 0) 81
regDetectTalk(ai, character, talkNumber, variant = 1) 81
regCollapse(building, fn, user = 0) 81
regCharState(character, state, fn, persistent = 0) 81
regPowerUse(character, power, fn, persistent = 0, user = 0)\ 81
regTimer(fn, time, user = 0, persistent = 0) 81
regShieldDamage(character, fn, user = 0, persistent = 0) 81
regDialog(dialog, fn) 81

CUSTOM COMMANDS 82
addCustomCommand (commandName, object, funcName, radius = 10, hero = '') 82
addAttention(object) 82
removeAttention(object) 82

SPAWNING 83
spawn(name, template, position) 83
spawnGroup(prefix, template, total) 83
spawnAttack(prefix, target) 83
spawnGetName(prefix, number) 83
(0.0577/d/www3)