If you don't like how I drive, then stay off the sidewalk!
- ʟ₳ẔӬЯ
Many commands are left out in the well-known keyword lists for scripting and these can be very valuable in taking advantage of Sapien, especially to solo map designers. Experienced developers have probably seen this type of thing before, but it's understandable if not, considering that it isn't exactly common knowledge.
Here is an alphabetized list of all acceptable commands via console and script. Sapien spat this out, but it also mixed in a ton of garbled phrases and jargon. I've been working on cleaning this up for the past few days and I finally managed to cut it out down to only commands (if you spot any leftovers, just let me know). Here it is online: http://www.cereal-killer.tucker933.com/Random/command%20list. txt
Now I'll talk briefly about some of the many things that you can do with commands not listed in the popular "Script Bible," "Scripting Keywords List," or, "hs_doc." There are about 2-3 times as many commands here as there are in either of those (they do not include descriptions as of yet, although I may go through it and add those in the future), and many of them are only functional in Sapien. Here are some that I tested recently and found interesting and/or useful:
(rasterizer_fog_plane [boolean]) - This turns fog planes on or off, most notably in water. So, for instance, if you were dealing with something underwater and couldn't see worth anything, just set that to "true" and it'll be clear as day. This works in-game as well.
(rasterizer_mode [boolean]) - This cycles through a few modes of the rasterizer (default is 0). They all have slight lighting changes, but mode 1 is like a ghost mode and makes geometry glow while being slightly transparent. This does not work in-game.
(debug_objects [boolean]) - Setting this to "true" enables an assortment of other debug_objects commands to be used (the list is alphabetized, so you can easily find them underneath). By default when you use this, debug_objects_collision_geometry and debug_objects_bounding_spheres are "true" but you can disable them if you like. One that I really find useful is debug_objects_names which prints the name of an object next to it in a purple font. This is useful to me especially in massive army-on-army cutscenes. This does not work in-game.
(run_game_scripts [boolean]) - This one is trickier to use, but it has by far the most valuable results if you're making a solo-player map. First, make sure that any scripts in the map that change the camera position are "dormant" not "startup" (it will crash if the camera_set command is used). I'd actually suggest all scripts being "dormant" for testing purposes but it's not necessary. Then you can type (wake ) and it is executed in Sapien. Now that you have that ready to go, you can simply test a cutscene in Sapien, or even some gameplay that doesn't require the player to advance. This cuts out the process of repeatedly making a tiny change then recompiling, saving you a considerably large amount of time and monotony.
(debug_scripting [boolean]) - This is a useful command to use alongside run_game_scripts. Set it to "true" right before, and it renders real-time debugging of your scripts to help you if you're running into any issues.
At the moment, this is all I have time to write, however do expect this post to be updated with more commands in the near future - we've hardly begun to scratch the surface :) (somehow I feel that you aren't very encouraged by that ;D ).
[Edited on 05.03.2011 6:59 PM PDT]