| Message | Parameters | Description | 
| A_Play3DSound | sound category name, sound name,
 attachment bone name
 (empty = no bone attachment)
 | Plays a 3D sound in game world | 
| A_PlayFloating3DSound | sound category name, sound name,
 create to bone
 (empty = no bone offset)
 | Same as A_Play3DSound but it never moves from it's starting position | 
| A_PlayMusic | song name |  | 
| A_PlayMusicAt | song name, playing position (seconds),
 fade time
 | start playing music at defined spot | 
| A_PlaySound | Sound category name, Sound name
 | Plays a 2D sound | 
| A_StopAll3DSounds | bone name (empty = stop all)
 | Stops all 3dsounds played from the defined bone | 
| A_SetVolumeOverride | volume | Resets volume of the specified object, 0 - 1.0
 | 
| A_RemoveVolumeOverride |  | removes a set A_SetVolumeOverride | 
| AI_AddCommand | move, act,
 command
 | AI control | 
| AI_AddPatrolCommand | 1st waypoint, 2nd waypoint,
 3rd waypoint
 |  | 
| AI_Dump |  | Dumps receivers AI state | 
| AI_EnableFeeling | bool | Whether a character can feel | 
| AI_EnableHearing | bool | Whether a character can hear | 
| AI_EnablePerceiving | bool | Whether a character has any senses | 
| AI_EnableSeeing | bool | whether a character can see | 
| AI_EnableVisualization | bool | Visualizes AI functionality | 
| AI_EnableVoiceEvents | bool | Controls automatic voice events | 
| AI_PushCommand | move, act,
 command
 | Similar as AI_AddCommand, except that it bypasses all previously stacked commands | 
| AI_PushPatrolCommand | 1st waypoint, 2nd waypoint,
 3rd waypoint
 | Similar as AI_AddPatrolCommand, except that it bypasses all previously stacked commands | 
| AI_ResetOnActivate |  | Resets OnActive event | 
| AI_RevealTarget |  | Reveals the location of character's set target | 
| AI_SetTactic | tactic name | Sets a tactic mode | 
| AI_SetTarget | target name/group |  | 
| AI_SetTargetGroups | group 1 name, group 2 name
 | Sets two groups as targets | 
| AI_StopScripting |  | Stops current scripting and makes the character return to tactic mode | 
| AIN_CreateAIBlock | radius | Creates a dynamic AI block which blocks the AI net | 
| AIN_RemoveAllAIBlocks |  | Removes all AI blocks | 
| C_AddHealth | amount (>0) |  | 
| C_AnimateTexture | group, frame,
 timeout (0 = forever)
 | Obsolete? Might work, but is not currently in use. | 
| C_CauseDamage | Amount (>0) |  | 
| C_DisplayCrosshair | bool |  | 
| C_Dump |  | Dumps character info to console. Debug feature. | 
| C_EnableAutoAimTarget | bool |  | 
| C_EnableDOCollisions | bool | Toggles character collisions against dynamic objects | 
| C_EnableCinematicMode | bool | Enables cinematic mode. In cinematic mode the character has no generic collisions nor gravity and it enables the use of cinematic lighting | 
| C_EnableEyeBlink | bool | Toggles character eye blinking. The eyes will be left at the state they are in when the message is sent | 
| C_EnableProjectileCollisions | bool | Toggles character's collisions against projectiles | 
| C_EnableShadow | bool | Toggles character's shadows | 
| C_ShowSkinItem | skin item name, visible (bool)
 | Controls character skin items like helmets or ear radios | 
| C_ForceUpdate | duration | Forces an update to the character | 
| C_FreeRagdoll | X random rotation (m/s), Y random roration (m/s),
 Z random rotation (m/s)
 | Activates ragdolls for a character | 
| C_Hide | bool | Controls character visibility. Character will not be processed at all when hidden | 
| C_Jump | Velocity change upwards (m/s) |  | 
| C_Kill | Static death animation index (0-4), 0 kills to current animation pose
 |  | 
| C_PickupAmmo | weapon name, amount
 | Gives character ammo | 
| C_PickupWeapon | weapon name | Gives character a weapon | 
| C_Reload |  | Forces character to reload weapon | 
| C_RemoveAllWeapons | Weapon name (left with infinite ammo)
 |  | 
| C_RemoveAllWeaponsMelee | Weapon name (left as melee) |  | 
| C_SetAnimationDumping | bool | Dumps characters animation states | 
| C_SetCinematicLighting | bool, float heading angle (0..360),
 float pitch angle (-90..90)
 | Sets cinematic lighting for a character. Character must be in C_EnableCinematicMode(true); | 
| C_SetDodgeImmortal | bool |  | 
| C_SetHealth | amount (0-1.0) | Sets character health | 
| C_SetIdle | animation name, looping (bool)
 |  | 
| C_SetImmortal | bool |  | 
| C_SetInfiniteAmmo | weapon name, bool
 |  | 
| C_SetInvulnerable | bool |  | 
| C_SetCombatAnimations | bool | Makes the character use combat animations | 
| C_SubAnimate | subanimation name | Does a subanimation | 
| C_Teleport | Waypoint / Trigger / FSM name |  | 
| C_Use |  | Character activates a use trigger | 
| CAM_AnimateAbsolute | camera path name, room name
 |  | 
| CAM_AnimateInPlace | camera path name |  | 
| CAM_AnimateParented | camera path name |  | 
| CAM_AnimatePlayerParented | camera path name |  | 
| CAM_AttachToDO | skippable (bool) | Attaches the camera to a dynamic object | 
| CAM_AttachToDOWithLookAt | target name (character/fsm/do), skippable (bool)
 | Attaches the camera to a dynamic object with a target, which the camera then follows
 | 
| CAM_DetachFromDO |  | detaches the camera from any do and returns to player view | 
| DG_CreateDanger | radius, duration,
 explosion (bool)
 | Creates a danger zone | 
| DG_RemoveAllDangers |  | Removes all danger zones originated from the receiver object | 
| DO_Animate | animation name | Runs a specified animation on the dynamic object | 
| DO_TextureAnimate | texture animation command | Runs a texture animation on the dynamic object | 
| DO_EnableCharacterCollisions | bool | Toggles collisions against characters | 
| DO_EnableContinuousUpdate | bool | Toggles continous updated | 
| DO_EnablePhysics | bool | Release dynamic object to physics | 
| DO_Hide | bool | Toggles dynamic object visibility. Hidden objects will not be updated | 
| DO_InvertAnimation |  | Inverts dynamic object animation | 
| DO_PauseAnimation | duration | Pauses dynamic object animation for a specified time | 
| DO_ResumeAnimation |  | Resumes stopped dynamic object animation | 
| DO_SetHitpoints | amount | Sets hitpoints for a dynamic object | 
| DO_StopAnimation |  | stops dynamic object animation | 
| FSM_Randomize |  | Randomizes the state the object is in | 
| FSM_Send | Command name | Sends a custom event | 
| FSM_SendConditional | command name, StoryEvent name
 | Sends the specified custom event if the specified storyevent is set to TRUE | 
| FSM_Switch | state name | Switches object state | 
| FSM_StartTimer | FSM timer name | starts a timer | 
| FSM_PauseTimer | FSM timer name | pauses a timer | 
| FSM_ResumeTimer | FSM timer name | resumes a paused timer | 
| GM_ChangeControlledGameSpeed | target multiplier, fade time
 |  | 
| GM_ChangeFog | target FOG color, FOG start (meters),
 FOG end (meters),
 fade time
 |  | 
| GM_ChangeFOV | target multiplier, fade time
 |  | 
| GM_ChangeGameSpeed | target multiplier, fade time
 |  | 
| GM_ChangeGlobalGameSpeed | target multiplier, fade time
 |  | 
| GM_ChangeMotionBlur | target blur amount, color multiplier RGB,
 wave speed,
 wave amplitude,
 fade time
 |  | 
| GM_ChangeRemapEffect | target remap amount (0..1), color multiplier RGB,
 fade time
 |  | 
| GM_EnableBulletTime | bool |  | 
| GM_EnableBulletTimeBlock | bool |  | 
| GM_EnableExit | exit name, bool
 | Toggles exits | 
| GM_EnableExitAIActivation | exit name, bool
 |  | 
| GM_Init | level name |  | 
| GM_PrintFSM | bool |  | 
| GM_PrintScene | bool |  | 
| GM_RedirectInput | trigger name (empty = detach input redirection)
 |  | 
| GM_ResetLevelItems |  |  | 
| GM_SendEndOfGameMessages |  | Sends the messages defined in data\difficulty.txt, according to current game level | 
| GM_SendMessageBatch | message batch name |  | 
| GM_SetCameraCollisions | bool |  | 
| GM_SetDebugFrameLength | frame length, step-by-step mode
 |  | 
| GM_SetGameLevel | gamelevel name |  | 
| GM_SetPlayerControlledSlowMotion | amount (0-1.0) |  | 
| GM_SetPlayerControls | bool |  | 
| GM_TransferPlayerWeaponTo | character name |  | 
| GM_SetSecondaryCharacter | character name | Enables a health tracker on the hud of the specified character. Can not be toggled off | 
| GM_SetPlayerLookAtCharacter | character name, radius
 | Makes the player look at the specified character if in range | 
| GM_SetStoryEventOccured | storyevent name, occured (bool)
 |  | 
| GM_ClearAllStoryEvents |  |  | 
| GM_DumpStoryEvents |  |  | 
| GM_StorePlayerInventory | slot (0 = cinematics, 1 or 2) | Stores player inventory in specified slot | 
| GM_RestorePlayerInventory | slot (0 = cinematics, 1 or 2) |  | 
| LI_ActivateLevelItem | bool |  | 
| LI_CreateLevelItemToBone | levelitem name, count,
 bone name
 |  | 
| LI_RemoveLevelItem |  |  | 
| MPGNM_Dump |  |  | 
| MPGNM_MarkAllNotesRead |  |  | 
MPGNM_PickUpNote | graphic novel page name |  | 
| MPGNM_RemoveAllNotes |  |  | 
| MPGNM_RemoveNote | graphic novel page name |  | 
| MPHM_ChangeHUDVisibility | target multiplayer, fade time
 |  | 
| MPHM_EnableHUD | bool |  | 
| MPHM_FadeToColor | start color, end color,
 fade time
 |  | 
| MPHM_FlashToColor | end color, fade in time,
 stay in time,
 fade out time
 |  | 
| MPHM_Print | string table string |  | 
| MPHM_PrintBulletTimeTip | string table string |  | 
| MPHM_PrintDirect | string |  | 
| MPHM_PrintInventory | string table string, slot number (0-3)
 |  | 
| MPHM_PrintObjective | string table string, slot number,
 (0-2)
 |  | 
| MPHM_PrintShootDodgeTip | string table string |  | 
| MPHM_PrintTip | string table string |  | 
| MPHM_PrintTipAlways | string table string |  | 
| MPHM_PrintTipNYM | string table string |  | 
| MPHM_ShowIntroductionSprite | string from HUD Introduction sprites |  | 
| MPHM_ShowObjectives |  |  | 
| MPS_ConsoleModeToggle |  |  | 
| MPS_SaveScreenShot |  |  | 
| MPS_PlayVideo | pathname to video file, sound track (default 0)
 |  | 
| MPS_StatisticsModeToggle |  |  | 
| P_CreateProjectile | projectile name, amount
 | Creates a projectile to object pivot | 
| P_CreateProjectileToBone | projectile name, amount,
 bone name
 | creates a projectile to object bone | 
| PS_StartEffect | particle name, bone name
 (empty = no bone offset)
 | Starts a particle effect | 
| PS_StopAllEmissions | bone name (empty = stop all)
 | stops particle effects | 
| S_AutoSaveGame |  |  | 
| S_LoadGame | slot number |  | 
| S_LoadGameFromFile | file name |  | 
| S_LoadLastSavedGame |  |  | 
| S_ModeSwitch | mode name |  | 
| S_ModeSwitchToPreviousMode |  |  | 
| S_Quit |  |  | 
| S_SaveGame | slot number |  | 
| T_Activate |  |  | 
| T_Enable | bool | Controls whether a trigger is active or not |