Updated scripting manual.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2516 4a71c877-e1ca-e34f-864e-861f7616d084master
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@ -168,10 +168,10 @@ href="http://wz2100.net/">WRP</a></span></b></p>
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<p class=MsoPlainText><b><span lang=EN-GB style='font-family:Arial'> </span></b></p>
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<p class=MsoPlainText><b><span lang=EN-GB style='font-family:Arial'>Note from
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Pumpkin Studios: making any modifications to Warzone 2100 will void any
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technical support open to you. We will not answer questions or help you in any
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way if you have modified Warzone 2100. Pumpkin Studios and Eidos will not take
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<p class=MsoPlainText><b><span lang=EN-GB style='font-family:Arial'>Note from Pumpkin
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Studios: making any modifications to Warzone 2100 will void any technical
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support open to you. We will not answer questions or help you in any way if you
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have modified Warzone 2100. Pumpkin Studios and Eidos will not take
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responsibility for any damage resulting from modifcation of Warzone 2100.</span></b></p>
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<p class=MsoPlainText><b><span lang=EN-GB style='font-family:Arial'> </span></b></p>
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@ -187,7 +187,8 @@ responsibility for any damage resulting from modifcation of Warzone 2100.</span>
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<p class=normal><span lang=EN-GB><a href="#Vlo_files_explained">Vlo files
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explained</a></span></p>
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<p class=normal><span lang=EN-GB><a href="#Slo_files_explained">Slo files explained</a></span></p>
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<p class=normal><span lang=EN-GB><a href="#Slo_files_explained">Slo files
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explained</a></span></p>
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<p class=normal><span lang=EN-GB><a href="#Event_trigger_concept_explained">Event/trigger
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concept explained</a></span></p>
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@ -241,8 +242,8 @@ Function Callbacks</span></a></p>
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skirmish/multiplayer notes:</span></b></p>
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<p class=normal><span lang=EN-GB>Some of the file below doesn’t apply to
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skirmish scripts! Make your changes to player0.slo and vlo -> player7.slo
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and vlo.</span></p>
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skirmish scripts! Make your changes to player0.slo and vlo -> player7.slo and
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vlo.</span></p>
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<p class=MsoPlainText><b><span lang=EN-GB style='font-size:10.0pt'> </span></b></p>
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@ -274,9 +275,9 @@ make these components available to your script by defining them in a .vlo file.<
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<p class=header><a name=Comments><span lang=EN-GB>Comments</span></a></p>
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<p><span lang=EN-GB>There are two type of comment for the script
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language. A multi-line comment is started by the characters /* and
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finishes with */. A single line comment is started by //.</span></p>
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<p><span lang=EN-GB>There are two type of comment for the script language.
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A multi-line comment is started by the characters /* and finishes with
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*/. A single line comment is started by //.</span></p>
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<p class=MsoPlainText><span lang=EN-GB> </span></p>
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@ -310,7 +311,8 @@ In the first line a .slo file is attached to this particular .vlo file. </span><
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class=a><span lang=EN-GB>variable_definitions </span></span><span lang=EN-GB>that
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resides inside the curly braces is the heart of every .vlo file, it contains
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definitions of the data that will be used in the main script part - the .slo
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file. Each variable definition starts on a new line and is structured as follows:</span></p>
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file. Each variable definition starts on a new line and is structured as
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follows:</span></p>
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<p class=MsoNormal><span lang=EN-GB> </span></p>
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@ -322,9 +324,8 @@ file. Each variable definition starts on a new line and is structured as follows
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<p class=note0><span lang=EN-GB>NOTE: Available data types are covered later.</span></p>
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<p><span lang=EN-GB>For example if you want to have access to certain droid
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bodies, like "Python" in your script you have to define it in your
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.vlo file and assign it to a variable of type BODY with some descriptive name,
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like:</span></p>
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bodies, like "Python" in your script you have to define it in your .vlo
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file and assign it to a variable of type BODY with some descriptive name, like:</span></p>
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<p class=code><span lang=EN-GB>myPythonBody
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BODY "Body11ABT"</span></p>
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@ -335,15 +336,16 @@ Since it is a string it must be put inside quotation marks. All components, be
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it some research, structure, droid template or a weapon is refered by its
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internal name in the game and are defined in the appropriate txt data files.</span></p>
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<p><span lang=EN-GB>Each variable definition in a .vlo file starts on the new line
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and ends at the end of the line.</span></p>
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<p><span lang=EN-GB>Each variable definition in a .vlo file starts on the new
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line and ends at the end of the line.</span></p>
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<p><span lang=EN-GB>It is also possible to define arrays of some data type. For
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example if you want to use the following 3 research topics in your script you
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might want to define them like this:</span></p>
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<p class=code><span lang=EN-GB>myResearch[0]
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RESEARCHSTAT "R-Vehicle-Body11"</span></p>
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RESEARCHSTAT
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"R-Vehicle-Body11"</span></p>
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<p class=code><span lang=EN-GB>myResearch[1]
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RESEARCHSTAT
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@ -413,10 +415,10 @@ RESEARCHSTAT myResearch[3];</span></p>
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<pre><span lang=EN-GB> </span></pre>
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<p class=MsoNormal><span lang=EN-GB>Keyword </span><span class=a><span
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lang=EN-GB>public</span></span><span lang=EN-GB> signals that the variable is
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defined in the corresponding .vlo files. Note that unlike in .vlo files
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variable declarations in .slo files end with a semicolon and unlike in .vlo
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files it is possible to declare more than one variable of the same type at once.</span></p>
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lang=EN-GB>public</span></span><span lang=EN-GB> signals that the variable is defined
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in the corresponding .vlo files. Note that unlike in .vlo files variable
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declarations in .slo files end with a semicolon and unlike in .vlo files it is
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possible to declare more than one variable of the same type at once.</span></p>
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<p class=MsoNormal><span lang=EN-GB> </span></p>
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@ -485,18 +487,18 @@ inside an event.</span></p>
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<p class=code><span lang=EN-GB>{</span></p>
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<p class=code><span lang=EN-GB> console("Hello
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world!");</span></p>
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<p class=code><span lang=EN-GB>
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console("Hello world!");</span></p>
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<p class=code><span lang=EN-GB>}</span></p>
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<p class=code><span lang=EN-GB> </span></p>
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<p class=normal><span lang=EN-GB>This piece of code will output "Hello
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world!" to the game console every 5 seconds. Note that triggers are put inside
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the round braces after the event name while code that is to be executed resides
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inside the curly braces. The syntax of the executable code is very close to the
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C/C++ syntax.</span></p>
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world!" to the game console every 5 seconds. Note that triggers are put
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inside the round braces after the event name while code that is to be executed
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resides inside the curly braces. The syntax of the executable code is very
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close to the C/C++ syntax.</span></p>
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<p class=normal><span lang=EN-GB> </span></p>
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@ -592,8 +594,8 @@ myEvent;
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<p class=code><span lang=EN-GB>{</span></p>
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<p class=code><span lang=EN-GB> setEventTrigger(myEvent,
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inactive); //deactivate myEvent</span></p>
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<p class=code><span lang=EN-GB>
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setEventTrigger(myEvent, inactive); //deactivate myEvent</span></p>
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<p class=code><span lang=EN-GB>}</span></p>
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@ -755,8 +757,8 @@ lang=EN-GB>.</span></p>
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<p class=note0><span lang=EN-GB>NOTE: </span><span class=a><span lang=EN-GB
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style='font-size:12.0pt'>ref</span></span><span lang=EN-GB> keyword means that
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a pointer to the provided variable is passed to the interpreter, so that a callback
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can modify value of the variable.</span></p>
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a pointer to the provided variable is passed to the interpreter, so that a
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callback can modify value of the variable.</span></p>
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<p class=MsoPlainText><span lang=EN-GB> </span></p>
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@ -765,7 +767,8 @@ can modify value of the variable.</span></p>
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<p class=normal><span lang=EN-GB>It is possible to reuse a trigger for more
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than one event if a trigger is declared in the <span class=a><span
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style='font-family:Arial'><a href="#Event_and_function_declaration">Event and
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function declaration</a></span>. </span>Trigger declaration has following syntax:</span></p>
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function declaration</a></span>. </span>Trigger declaration has following
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syntax:</span></p>
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<p class=normal><span class=a><span lang=EN-GB> </span></span></p>
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@ -923,8 +926,9 @@ compare numeric expressions to give a boolean </span></p>
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<p class=normal><span lang=EN-GB> </span></p>
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<p class=code><span lang=EN-GB>< >
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</span><span lang=EN-GB style='font-family:Arial'>Less than / Greater than</span></p>
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<p class=code><span lang=EN-GB><
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> </span><span lang=EN-GB
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style='font-family:Arial'>Less than / Greater than</span></p>
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<p class=code><span lang=EN-GB><=
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>= </span><span lang=EN-GB
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@ -1038,8 +1042,8 @@ of code are executed. The simplest form is :</span></p>
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<p class=normal><span lang=EN-GB> </span></p>
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<p class=normal><span lang=EN-GB>In this form if <bool exp> evaluates to
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true then the script code <code> is executed, </span></p>
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<p class=normal><span lang=EN-GB>In this form if <bool exp> evaluates to true
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then the script code <code> is executed, </span></p>
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<p class=normal><span lang=EN-GB>otherwise the code is ignored.</span></p>
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@ -1105,7 +1109,8 @@ lang=EN-GB>:</span></p>
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<p class=MsoPlainText><span lang=EN-GB>{</span></p>
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<p class=MsoPlainText><span lang=EN-GB> <code></span></p>
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<p class=MsoPlainText><span lang=EN-GB>
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<code></span></p>
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<p class=MsoPlainText><span lang=EN-GB>}</span></p>
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@ -1113,9 +1118,9 @@ lang=EN-GB>:</span></p>
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<p class=header><a name=Casts><span lang=EN-GB>Casts</span></a></p>
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<p class=normal><span lang=EN-GB>Casts convert one data type into a different
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one. In WZ casts are mostly used to convert float to int, int to float and bool
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to float. To perform a cast write the required data type in paranthesis.</span></p>
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<p class=normal><span lang=EN-GB>Casts convert one data type into a different one.
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In WZ casts are mostly used to convert float to int, int to float and bool to
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float. To perform a cast write the required data type in paranthesis.</span></p>
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<p class=normal><span lang=EN-GB> </span></p>
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@ -1210,9 +1215,8 @@ return f1;</span></p>
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<p class=normal><span lang=EN-GB> </span></p>
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<p class=normal><span lang=EN-GB>Functions look almost identical to their C
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counterparts, except that the beginning of a function is marked with ‘function’
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keyword.</span></p>
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<p class=normal><span lang=EN-GB>Functions look almost identical to their C counterparts,
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except that the beginning of a function is marked with ‘function’ keyword.</span></p>
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<p class=normal><span lang=EN-GB> </span></p>
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@ -1359,7 +1363,8 @@ macros (current max depth is 10).</span></p>
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<p class=code><span lang=EN-GB> </span></p>
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<p class=code><span lang=EN-GB>#define CURRENT_PLAYER_NAME getPlayerName(CURRENT_PLAYER)</span></p>
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<p class=code><span lang=EN-GB>#define CURRENT_PLAYER_NAME
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getPlayerName(CURRENT_PLAYER)</span></p>
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<p class=normal><span lang=EN-GB> </span></p>
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@ -1424,8 +1429,8 @@ to a droid, structure or feature if the base obj is of the right type.</span></p
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<p class=MsoNormal style='margin-bottom:12.0pt'><span class=codebold><span
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lang=EN-GB>DROID</span></span><span lang=EN-GB> - (complex) defined by the ID
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got from the world editor. It is a pointer to a particular droid on the map,
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can be NULLOBJECT when no droid is assigned to the DROID variable. <br>
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got from the world editor. It is a pointer to a particular droid on the map, can
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be NULLOBJECT when no droid is assigned to the DROID variable. <br>
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You have access to : </span></p>
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<p class=MsoNormal><span lang=EN-GB>all BASEOBJ variables<br>
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@ -1524,8 +1529,8 @@ group.health - average %age health of the units</span></p>
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GT_NORMAL, GT_COMMAND or GT_TRANSPORTER (refer to <a
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href="#Script_Function_Constants">Script Function Constants</a>)</span></p>
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<p class=MsoNormal><span lang=EN-GB>group.commander – commander of the group, if
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type = GT_COMMAND or NULLOBJECT</span></p>
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<p class=MsoNormal><span lang=EN-GB>group.commander – commander of the group,
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if type = GT_COMMAND or NULLOBJECT</span></p>
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<p class=MsoNormal><span lang=EN-GB> </span></p>
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@ -1536,9 +1541,9 @@ added to a GROUP.</span></p>
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<p class=MsoNormal><span lang=EN-GB>With a complex object it is possible to
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access information specific to the instance of this object. Acomplex object is
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usually a pointer to a C structure in the code. For example a DROID is a
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complex object - its x,y,z can be queried whereas a DROIDID (a simple object -
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an integer) is just a placeholder for the numeric value of the ID.</span></p>
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usually a pointer to a C structure in the code. For example a DROID is a complex
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object - its x,y,z can be queried whereas a DROIDID (a simple object - an
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integer) is just a placeholder for the numeric value of the ID.</span></p>
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<p class=MsoPlainText><span lang=EN-GB> </span></p>
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@ -1548,9 +1553,9 @@ an integer) is just a placeholder for the numeric value of the ID.</span></p>
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<p class=code><span lang=EN-GB>setSnow(bool)</span></p>
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<p class=normal><span lang=EN-GB>This function switchs snow on or off. TRUE
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will turn snow on, FALSE will turn snow off. If rain is on when snow is started
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the rain will be turned off.</span></p>
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<p class=normal><span lang=EN-GB>This function switchs snow on or off. TRUE will
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turn snow on, FALSE will turn snow off. If rain is on when snow is started the
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rain will be turned off.</span></p>
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<p class=normal><span lang=EN-GB> </span></p>
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@ -1597,15 +1602,15 @@ have an indeterminate effect.</span></p>
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<p class=normal><span lang=EN-GB>WARNING setting the fog colour to BLACK(0, 0,
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0) does not turn fog off and should be avoided.</span></p>
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<p class=normal><span lang=EN-GB>Arizona</span><span lang=EN-GB>: NEW 204, 149,
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70 Nick approved </span><span lang=EN-GB>24/09/98</span><span lang=EN-GB>
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(Old 176, 143, 95 B08F5F)</span></p>
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<p class=normal><span lang=EN-GB>Arizona: NEW 204, 149, 70 Nick approved
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24/09/98 (Old 176,
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143, 95 B08F5F)</span></p>
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<p class=normal><span lang=EN-GB>Urban:
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201, 146, 15 C9920F</span></p>
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<p class=normal><span lang=EN-GB>Rockies</span><span lang=EN-GB>:
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182, 225, 236 B6E1EC</span></p>
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<p class=normal><span lang=EN-GB>Rockies: 182, 225,
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236 B6E1EC</span></p>
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<p class=normal><span lang=EN-GB> </span></p>
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@ -1659,8 +1664,8 @@ research</span></p>
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<p class=code><span lang=EN-GB>completeResearch(RESEARCHSTAT, PLAYER)</span></p>
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<p class=normal><span lang=EN-GB>This function acts as if the research was performed
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by the player giving them the results</span></p>
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<p class=normal><span lang=EN-GB>This function acts as if the research was
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performed by the player giving them the results</span></p>
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<p class=normal><span lang=EN-GB>RESEARCHSTAT is defined by the name from
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Access</span></p>
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@ -1699,8 +1704,8 @@ coords</span></p>
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<p class=normal><span lang=EN-GB> </span></p>
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<p class=normal><span lang=EN-GB>These functions check for when an
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object/droid/structure belonging to a player is in a square area</span></p>
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<p class=normal><span lang=EN-GB>These functions check for when an object/droid/structure
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belonging to a player is in a square area</span></p>
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<p class=normal><span lang=EN-GB>PLAYER is the id of the player whose droid is
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checked for in area</span></p>
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@ -1717,7 +1722,8 @@ world coords</span></p>
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<p class=normal><span lang=EN-GB>This functions checks for when a player has
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seen a given object - either by unit or structure</span></p>
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<p class=normal><span lang=EN-GB>OBJECT is any type of DROID, FEATURE, STRUCTURE</span></p>
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<p class=normal><span lang=EN-GB>OBJECT is any type of DROID, FEATURE,
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STRUCTURE</span></p>
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<p class=normal><span lang=EN-GB>PLAYER is the id of the player to check for
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having seen</span></p>
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@ -1776,8 +1782,8 @@ checked for the building</span></p>
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<p class=code><span lang=EN-GB>bool structureIdle(STRUCTURE)</span></p>
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<p class=normal><span lang=EN-GB>This function checks whether the structure is doing
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anything. Returns TRUE if idle</span></p>
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<p class=normal><span lang=EN-GB>This function checks whether the structure is
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doing anything. Returns TRUE if idle</span></p>
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<p class=normal><span lang=EN-GB>STRUCTURE is a valid structure defined by ID</span></p>
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@ -1910,7 +1916,8 @@ be used in e.g. destroyFeature.</span></p>
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<p class=normal><span lang=EN-GB>This function centres the view on the object
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supplied</span></p>
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<p class=normal><span lang=EN-GB>OBJECT is any type of DROID, FEATURE, STRUCTURE</span></p>
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<p class=normal><span lang=EN-GB>OBJECT is any type of DROID, FEATURE,
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STRUCTURE</span></p>
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<p class=code><span lang=EN-GB> </span></p>
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@ -1920,7 +1927,8 @@ X, Y )</span></p>
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|||
<p class=normal><span lang=EN-GB>Builds a structure belonging to PLAYER centred
|
||||
at (X, Y).</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>The structure must be previously enabled via enableStructure().</span></p>
|
||||
<p class=normal><span lang=EN-GB>The structure must be previously enabled via
|
||||
enableStructure().</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>The structure identifier is returned - this
|
||||
can be used in e.g. destroyStructure.</span></p>
|
||||
|
@ -2000,8 +2008,8 @@ int lookingPlayer)</span></p>
|
|||
|
||||
<p class=functioncode0><span lang=EN-GB>DROID EnumDroid()</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Enumerate through all targetPlayer’s droids
|
||||
that are visible to ‘lookingPlayer’. Returns NULLOBJECT when no more exist.</span></p>
|
||||
<p class=normal><span lang=EN-GB>Enumerate through all targetPlayer’s droids that
|
||||
are visible to ‘lookingPlayer’. Returns NULLOBJECT when no more exist.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
|
@ -2337,8 +2345,7 @@ for a player (1-100)</span></p>
|
|||
<p class=normal><span lang=EN-GB>Starts a mission for the currently selected
|
||||
player - NB Transporters must be filled if</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>you want units to appear on the </span><span
|
||||
lang=EN-GB>Mission</span><span lang=EN-GB> map</span></p>
|
||||
<p class=normal><span lang=EN-GB>you want units to appear on the Mission map</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>MISSION_TYPE is a predefined type - see <a
|
||||
href="#Script_Function_Constants">Script Function Constants</a></span></p>
|
||||
|
@ -2385,8 +2392,8 @@ for 'player' in multiplayer games.</span></p>
|
|||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB>STRUCTURE structureBuiltInRange(STRUCTURESTAT,
|
||||
X, Y, RANGE, PLAYER)</span></p>
|
||||
<p class=functioncode0><span lang=EN-GB>STRUCTURE
|
||||
structureBuiltInRange(STRUCTURESTAT, X, Y, RANGE, PLAYER)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Checks to see if a Structure has been built
|
||||
within a specified range of x, y. The first structure</span></p>
|
||||
|
@ -2444,6 +2451,13 @@ grouped.</span></p>
|
|||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB>bool hasGroup(DROID droid)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Returns TRUE if ‘droid’ belongs to any group,
|
||||
retzrns FALSE otherwise.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB>orderDroid(DROID, order)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Give a unit an order currently one of:</span></p>
|
||||
|
@ -2563,8 +2577,8 @@ an object</span></p>
|
|||
|
||||
<p class=functioncode0><span lang=EN-GB>STRUCTURE objToStructure(BASEOBJ)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Convert a BASEOBJ to STRUCTURE when BASEOBJ.type
|
||||
== OBJ_STRUCTURE. Returns NULLOBJECT otherwise</span></p>
|
||||
<p class=normal><span lang=EN-GB>Convert a BASEOBJ to STRUCTURE when
|
||||
BASEOBJ.type == OBJ_STRUCTURE. Returns NULLOBJECT otherwise</span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB> </span></p>
|
||||
|
||||
|
@ -2726,8 +2740,8 @@ droid)</span></p>
|
|||
|
||||
<p class=functioncode0><span lang=EN-GB>initIterateGroup(GROUP group)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Prepare a group to iterate through the units
|
||||
in it.</span></p>
|
||||
<p class=normal><span lang=EN-GB>Prepare a group to iterate through the units in
|
||||
it.</span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB> </span></p>
|
||||
|
||||
|
@ -2951,8 +2965,7 @@ coordinates of the midpoint of the nearest gateway.</span></p>
|
|||
<p class=functioncode0><span lang=EN-GB>void setWaterTile(int tileNum)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Sets the tile to use for underwater. Count
|
||||
from the top of the tileset pcx - presently 17 for </span><span lang=EN-GB>arizona</span><span
|
||||
lang=EN-GB>.</span></p>
|
||||
from the top of the tileset pcx - presently 17 for arizona.</span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB> </span></p>
|
||||
|
||||
|
@ -2997,8 +3010,8 @@ true if the structure has _any_ number of modules attached.</span></p>
|
|||
<p class=normal><span lang=EN-GB>If the structure pointer that's sent in is
|
||||
NULL (ie - no structure is specified), then it'll return </span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>TRUE is _any_ of the player's structures possess
|
||||
_any_ module. In all other cases, it'll return FALSE.</span></p>
|
||||
<p class=normal><span lang=EN-GB>TRUE is _any_ of the player's structures
|
||||
possess _any_ module. In all other cases, it'll return FALSE.</span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB> </span></p>
|
||||
|
||||
|
@ -3037,15 +3050,16 @@ variables. Can be used to find if the reticule is up or the</span></p>
|
|||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>e.g. getGameStatus(STATUS_ReticuleIsOpen);
|
||||
will return TRUE if the reticule is open (on screen) or FALSE if the reticule
|
||||
is not (disabled)</span></p>
|
||||
<p class=normal><span lang=EN-GB>e.g.
|
||||
getGameStatus(STATUS_ReticuleIsOpen); will return TRUE if the reticule is open
|
||||
(on screen) or FALSE if the reticule is not (disabled)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>or</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>
|
||||
getGameStatus(STATUS_BattleMapViewEnabled);
|
||||
will return TRUE if we are in the battle map mode</span></p>
|
||||
|
||||
getGameStatus(STATUS_BattleMapViewEnabled); will return
|
||||
TRUE if we are in the battle map mode</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>or</span></p>
|
||||
|
||||
|
@ -3090,8 +3104,8 @@ function****</span></p>
|
|||
|
||||
<p class=functioncode0><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB>int takeOverDroidsInArea(int
|
||||
fromPlayer, int toPlayer, int x1, int y1, int x2, int y2)</span></p>
|
||||
<p class=functioncode0><span lang=EN-GB>int takeOverDroidsInArea(int fromPlayer,
|
||||
int toPlayer, int x1, int y1, int x2, int y2)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>x1,y1,x2,y2 are in world units</span></p>
|
||||
|
||||
|
@ -3118,8 +3132,8 @@ take over</span></p>
|
|||
|
||||
<p class=functioncode0><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB>STRUCTURE takeOverSingleStructure(STRUCTURE
|
||||
structToTakeOver, int playerToGain)</span></p>
|
||||
<p class=functioncode0><span lang=EN-GB>STRUCTURE
|
||||
takeOverSingleStructure(STRUCTURE structToTakeOver, int playerToGain)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>this replaces the existing structure
|
||||
(structToTakeOver) by a new one for the playerToGain. </span></p>
|
||||
|
@ -3241,8 +3255,8 @@ object target</span></p>
|
|||
<p class=functioncode0><span lang=EN-GB>void fireWeaponAtLoc(WEAPON weap, int
|
||||
x, int y)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>fire a single shot of the weapon weap at the location
|
||||
x,y</span></p>
|
||||
<p class=normal><span lang=EN-GB>fire a single shot of the weapon weap at the
|
||||
location x,y</span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB> </span></p>
|
||||
|
||||
|
@ -3254,8 +3268,7 @@ available to player, false otherwise.</span></p>
|
|||
|
||||
<p class=functioncode0><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB>bool structureComplete(STRUCTURE
|
||||
struct)</span></p>
|
||||
<p class=functioncode0><span lang=EN-GB>bool structureComplete(STRUCTURE struct)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>PC ONLY FOR NOW. returns true if the structure
|
||||
is completely built.</span></p>
|
||||
|
@ -3299,8 +3312,8 @@ added back into the map, and the mission</span></p>
|
|||
<p class=functioncode0><span lang=EN-GB>int killDroidsInArea(int x1, int y1,
|
||||
int x2, int y2, int player)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Kills all the player's units within the area
|
||||
defined. Returns how many it wiped out.</span></p>
|
||||
<p class=normal><span lang=EN-GB>Kills all the player's units within the area defined.
|
||||
Returns how many it wiped out.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
|
@ -3378,7 +3391,8 @@ skGetFactoryCapacity( STRUCTURE str)</span></p>
|
|||
<p class=functioncode0><span lang=EN-GB>void skDifficultyModifier(
|
||||
int pl)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Apply the frontend slider settings to player pl.</span></p>
|
||||
<p class=normal><span lang=EN-GB>Apply the frontend slider settings to player
|
||||
pl.</span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB> </span></p>
|
||||
|
||||
|
@ -3389,8 +3403,8 @@ int x , ref int y , STRUCTURESTAT defenceStat,</span></p>
|
|||
player)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Given a starting x and y, make unit ‘unit’
|
||||
belonging to ‘player’ build either a ‘defenceStat’ or a row of ‘wallStat’s. returns
|
||||
</span></p>
|
||||
belonging to ‘player’ build either a ‘defenceStat’ or a row of ‘wallStat’s.
|
||||
returns </span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Modified x and y’s.</span></p>
|
||||
|
||||
|
@ -3416,9 +3430,9 @@ forPlayer, int, fromPlayer,</span></p>
|
|||
|
||||
<p class=functioncode0><span lang=EN-GB>int x, int y, int z)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Put a flashing beacon on the map for player ‘forPlayer’
|
||||
on position x/y. Unless removed manually the beacon is removed automatically
|
||||
from the map after a timeout.</span></p>
|
||||
<p class=normal><span lang=EN-GB>Put a flashing beacon on the map for player
|
||||
‘forPlayer’ on position x/y. Unless removed manually the beacon is removed
|
||||
automatically from the map after a timeout.</span></p>
|
||||
|
||||
<p class=MsoPlainText><span lang=EN-GB> </span></p>
|
||||
|
||||
|
@ -3446,8 +3460,8 @@ map.</span></p>
|
|||
|
||||
<p class=functioncode0><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB>bool fogTileInRange(ref int tileX, ref int
|
||||
tileY, int x, int y,</span></p>
|
||||
<p class=functioncode0><span lang=EN-GB>bool fogTileInRange(ref int tileX, ref
|
||||
int tileY, int x, int y,</span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB>int rangeX, int rangeY, int
|
||||
searchRange, int player, int threatRange)</span></p>
|
||||
|
@ -3468,8 +3482,8 @@ search conditions were found, returns FALSE otherwise.</span></p>
|
|||
int range, int player)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Returns TRUE if there are no unrevealed tiles
|
||||
left in locations for player ‘player’ with center x/y and radius ‘range’. All coordinates
|
||||
are in world units.</span></p>
|
||||
left in locations for player ‘player’ with center x/y and radius ‘range’. All
|
||||
coordinates are in world units.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
|
@ -3521,44 +3535,48 @@ entire map will be searched.</span></p>
|
|||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB>int
|
||||
numEnemyWeapDroidsInRange(int lookingPlayer, int x, int y,</span></p>
|
||||
<p class=functioncode0><span lang=EN-GB>int numEnemyWeapDroidsInRange(int
|
||||
lookingPlayer, int x, int y,</span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB> int
|
||||
range, bool includeVTOLs)</span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB>int numEnemyWeapStructsInRange(int
|
||||
lookingPlayer, int x, int y, int range)</span></p>
|
||||
<p class=functioncode0><span lang=EN-GB>int
|
||||
numEnemyWeapStructsInRange(int lookingPlayer, int x, int y, int
|
||||
range, bool onlyFinishedStructs)</span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB>int
|
||||
numEnemyWeapObjInRange(int lookingPlayer, int x, int y,</span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB> int
|
||||
range, bool includeVTOLs)</span></p>
|
||||
range, bool includeVTOLs, bool onlyFinishedStructs)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Return total number of enemy military objects
|
||||
(either structures, droids or both) at location x/y and within ‘range’. Units
|
||||
belonging to ‘lookingPlayer’ and his allies are ignored.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>If ‘includeVTOLs’ is set to FALSE, then VTOLs
|
||||
are ignored.</span></p>
|
||||
<p class=normal><span lang=EN-GB>If ‘includeVTOLs’ is set to FALSE, then VTOLs are
|
||||
ignored.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>If ‘onlyFinishedStructs’ is set to TRUE, then
|
||||
unfinished structures will be ignored.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB>int numFriendlyWeapDroidsInRange(int
|
||||
lookingPlayer, int x, int y,</span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB> int range,
|
||||
bool includeVTOLs)</span></p>
|
||||
<p class=functioncode0><span lang=EN-GB> int
|
||||
range, bool includeVTOLs)</span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB>int numFriendlyWeapStructsInRange(int
|
||||
lookingPlayer, int x, int y, int range)</span></p>
|
||||
lookingPlayer, int x, int y, int range, bool onlyFinishedStructs)</span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB>int numFriendlyWeapObjInRange(int
|
||||
lookingPlayer, int x, int y,</span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB> int
|
||||
range, bool includeVTOLs)</span></p>
|
||||
range, bool includeVTOLs, bool onlyFinishedStructs)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Return total number of friendly military
|
||||
objects (either structures, droids or both) at location x/y and within ‘range’.
|
||||
|
@ -3567,6 +3585,9 @@ Units belonging to enemies of
|
|||
<p class=normal><span lang=EN-GB>If ‘includeVTOLs’ is set to FALSE, then VTOLs
|
||||
are ignored.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>If ‘onlyFinishedStructs’ is set to TRUE, then
|
||||
unfinished structures will be ignored.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB>int numPlayerWeapDroidsInRange(int
|
||||
|
@ -3579,13 +3600,13 @@ int y, int range, bool includeVTOLs)</span></p>
|
|||
targetPlayer, int lookingPlayer,</span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB> int x,
|
||||
int y, int range)</span></p>
|
||||
int y, int range, bool onlyFinishedStructs)</span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB>int numPlayerWeapObjInRange(int
|
||||
targetPlayer, int lookingPlayer,</span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB> int x,
|
||||
int y, int range, bool includeVTOLs)</span></p>
|
||||
int y, int range, bool includeVTOLs, bool onlyFinishedStructs)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Returns total number of targetPlayer’s
|
||||
military objects (either structures, droids or both) at location x/y and within
|
||||
|
@ -3594,17 +3615,24 @@ military objects (either structures, droids or both) at location x/y and within
|
|||
<p class=normal><span lang=EN-GB>If ‘includeVTOLs’ is set to FALSE, then VTOLs
|
||||
are ignored.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>If ‘onlyFinishedStructs’ is set to TRUE, then
|
||||
unfinished structures will be ignored.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB>int numEnemyObjInRange(int
|
||||
lookingPlayer, int, x, int y, int range, bool includeVTOLs)</span></p>
|
||||
lookingPlayer, int, x, int y, int range, bool includeVTOLs, bool
|
||||
onlyFinishedStructs)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Returns total number of enemy objects
|
||||
(structures and units) at location x/y within range ‘range’ that are visible to
|
||||
‘lookingPlayer’.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>If ‘includeVTOLs’ is set to FALSE, then VTOLs are
|
||||
ignored.</span></p>
|
||||
<p class=normal><span lang=EN-GB>If ‘includeVTOLs’ is set to FALSE, then VTOLs
|
||||
are ignored.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>If ‘onlyFinishedStructs’ is set to TRUE, then
|
||||
unfinished structures will be ignored.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
|
@ -3614,8 +3642,8 @@ lookingPlayer,</span></p>
|
|||
<p class=functioncode0><span lang=EN-GB> int x,
|
||||
int y, int range)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Returns number of targetPlayer’s AA defences
|
||||
at location x/y within range ‘range’ that are visible to ‘lookingPlayer’.</span></p>
|
||||
<p class=normal><span lang=EN-GB>Returns number of targetPlayer’s AA defences at
|
||||
location x/y within range ‘range’ that are visible to ‘lookingPlayer’.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
|
@ -3670,6 +3698,21 @@ base^exponent.</span></p>
|
|||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB>float exp(float exponent)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Exponential function. Returns the result of e^exponent.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB>float sqrt(float argument)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Square root function. Returns square root of
|
||||
the argument: √argument.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB>string getPlayerName(int player)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Returns in-game name of ‘player’.</span></p>
|
||||
|
@ -3713,6 +3756,42 @@ calcDroidPower(DROID droid)</span></p>
|
|||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB>bool isVtol(DROID droid)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Returns TRUE if ‘droid’ is a vtol.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB>int enemyWeapObjCostInRange(int
|
||||
lookingPlayer, int rangeX, int rangeY, int range, bool includeVtols, bool onlyFinishedStructs)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Returns total cost (in power) of enemy objects
|
||||
with a weapon in a certain area.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>If ‘includeVTOLs’ is set to FALSE, then VTOLs are
|
||||
ignored.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>If ‘onlyFinishedStructs’ is set to TRUE, then
|
||||
unfinished structures will be ignored.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=functioncode0><span lang=EN-GB>int friendlyWeapObjCostInRange(int
|
||||
lookingPlayer, int rangeX, int rangeY, int range, bool includeVtols, bool onlyFinishedStructs)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>Returns total cost (in power) of friendly
|
||||
objects with a weapon in a certain area.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>If ‘includeVTOLs’ is set to FALSE, then VTOLs are
|
||||
ignored.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>If ‘onlyFinishedStructs’ is set to TRUE, then
|
||||
unfinished structures will be ignored.</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=header><a name="Debugging_Script_Functions"><span lang=EN-GB>Debugging
|
||||
Script Functions</span></a></p>
|
||||
|
||||
|
@ -3740,8 +3819,8 @@ debug output for player
|
|||
string assertMessage, int player)</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>If ‘assertExpression’ evaluates to FALSE, then
|
||||
‘assertMessage’ is output to the game console. Must turn on debug output for ’player‘
|
||||
with dbgMsgOn() first.</span></p>
|
||||
‘assertMessage’ is output to the game console. Must turn on debug output for
|
||||
’player‘ with dbgMsgOn() first.</span></p>
|
||||
|
||||
<p class=note0><span lang=EN-GB>NOTE: in debug game builds failed assertation
|
||||
will cause game assertation.</span></p>
|
||||
|
@ -3773,8 +3852,8 @@ that are constant throughout the game.</span></p>
|
|||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=normal><span class=constantscode><span lang=EN-GB>
|
||||
NULLOBJECT</span></span><span lang=EN-GB> - used to
|
||||
check that a BASEOBJECT/FEATURE/STRUCTURE has
|
||||
NULLOBJECT</span></span><span lang=EN-GB> - used
|
||||
to check that a BASEOBJECT/FEATURE/STRUCTURE has
|
||||
|
||||
been
|
||||
assigned by a function</span></p>
|
||||
|
@ -3828,8 +3907,8 @@ INTELMAP</span></p>
|
|||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> - When flashing an icon - with scrFlashOn()
|
||||
scrFlashOff()</span></p>
|
||||
<p class=normal><span lang=EN-GB> - When flashing an icon - with
|
||||
scrFlashOn() scrFlashOff()</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>you can additional use</span></p>
|
||||
|
||||
|
@ -3838,8 +3917,8 @@ scrFlashOff()</span></p>
|
|||
<p class=constantscode0><span lang=EN-GB>
|
||||
IDRET_OPTIONS</span></p>
|
||||
|
||||
<p class=constantscode0><span lang=EN-GB>
|
||||
IDRET_CANCEL </span></p>
|
||||
<p class=constantscode0><span lang=EN-GB> IDRET_CANCEL
|
||||
</span></p>
|
||||
|
||||
<p class=constantscode0><span lang=EN-GB>
|
||||
IDRET_BUILD </span></p>
|
||||
|
@ -3886,7 +3965,8 @@ CAMP_MSG</span></p>
|
|||
<p class=constantscode0><span lang=EN-GB>
|
||||
MISS_MSG</span></p>
|
||||
|
||||
<p class=constantscode0><span lang=EN-GB> PROX_MSG</span></p>
|
||||
<p class=constantscode0><span lang=EN-GB>
|
||||
PROX_MSG</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
|
@ -4306,8 +4386,7 @@ IMAGE_CURSOR_PICKUP</span></p>
|
|||
<p class=constantscode0><span lang=EN-GB>
|
||||
IMAGE_CURSOR_DEFAULT</span></p>
|
||||
|
||||
<p class=constantscode0><span lang=EN-GB>
|
||||
IMAGE_CURSOR_SEEKREPAIR</span></p>
|
||||
<p class=constantscode0><span lang=EN-GB> IMAGE_CURSOR_SEEKREPAIR</span></p>
|
||||
|
||||
<p class=constantscode0><span lang=EN-GB>
|
||||
IMAGE_CURSOR_BUILD</span></p>
|
||||
|
@ -4459,7 +4538,8 @@ MT_ENEMYSTR</span></p>
|
|||
<p class=constantscode0><span lang=EN-GB>
|
||||
MT_TRANDROID</span></p>
|
||||
|
||||
<p class=constantscode0><span lang=EN-GB> MT_OWNDROID</span></p>
|
||||
<p class=constantscode0><span lang=EN-GB>
|
||||
MT_OWNDROID</span></p>
|
||||
|
||||
<p class=constantscode0><span lang=EN-GB>
|
||||
MT_OWNDROIDDAM</span></p>
|
||||
|
@ -4479,8 +4559,7 @@ MT_DAMFEATURE</span></p>
|
|||
<p class=constantscode0><span lang=EN-GB>
|
||||
MT_SENSOR</span></p>
|
||||
|
||||
<p class=constantscode0><span lang=EN-GB>
|
||||
MT_WRECKFEATURE</span></p>
|
||||
<p class=constantscode0><span lang=EN-GB> MT_WRECKFEATURE</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
|
@ -4592,14 +4671,14 @@ lang=EN-GB>DT_SUPER_HEAVY &
|
|||
|
||||
<p class=MsoNormal><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=header><a name="Script_Function_Externals"><span lang=EN-GB>Script
|
||||
Function Externals</span></a></p>
|
||||
<p class=header><a name="Script_Function_Externals"><span lang=EN-GB>Script Function
|
||||
Externals</span></a></p>
|
||||
|
||||
<p class=MsoPlainText><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>These represent variables that are defined in
|
||||
the game which can be accessed in the scripts. It will only be possible to set the
|
||||
value that is held for some of the variables. </span></p>
|
||||
the game which can be accessed in the scripts. It will only be possible to set
|
||||
the value that is held for some of the variables. </span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
|
@ -4723,10 +4802,6 @@ lang=EN-GB> - this is triggered when the game has initialised</span></p>
|
|||
<p class=normal><span class=callbackcode><span lang=EN-GB>CALL_DROIDDESIGNED</span></span><span
|
||||
lang=EN-GB> - this is triggered when the player saves a template design</span></p>
|
||||
|
||||
<p class=normal><span class=callbackcode><span lang=EN-GB>CALL_RESEARCHCOMPLETED</span></span><span
|
||||
lang=EN-GB> - this is triggered when a research topic is complete - major or
|
||||
minor</span></p>
|
||||
|
||||
<p class=normal><span class=callbackcode><span lang=EN-GB>CALL_DROIDBUILT</span></span><span
|
||||
lang=EN-GB> - this is triggered when a unit has been built via a factory</span></p>
|
||||
|
||||
|
@ -4781,6 +4856,18 @@ taken over using Electronic weapons</span></p>
|
|||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=normal><span class=callbackcode><span lang=EN-GB>CALL_RESEARCHCOMPLETED,
|
||||
ref RESEARCHSTAT, ref STRUCTURE</span></span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>This is triggered when a research topic is
|
||||
complete - major or minor.</span></p>
|
||||
|
||||
<p class=normal><span class=callbackcode><span style='font-family:Arial'>RESEARCHSTAT
|
||||
is the research topic that was complete, STRUCTURE is research facility that
|
||||
has completed research.</span></span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=callbackcode0><span lang=EN-GB>CALL_NEWDROID, player, ref DROID,ref
|
||||
STRUCTURE</span></p>
|
||||
|
||||
|
@ -4834,8 +4921,8 @@ the map.</span></p>
|
|||
|
||||
<p class=callbackcode0><span lang=EN-GB>CALL_TRANSPORTER_LANDED, GROUP, player</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>triggered when transporter for player lands;
|
||||
units on transporter are unloaded</span></p>
|
||||
<p class=normal><span lang=EN-GB>triggered when transporter for player lands; units
|
||||
on transporter are unloaded</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>into the given GROUP.</span></p>
|
||||
|
||||
|
@ -4905,7 +4992,8 @@ destroyed</span></p>
|
|||
|
||||
<p class=callbackcode0><span lang=EN-GB> </span></p>
|
||||
|
||||
<p class=callbackcode0><span lang=EN-GB>CALL_FEATURE_DESTROYED, ref FEATURE feature</span></p>
|
||||
<p class=callbackcode0><span lang=EN-GB>CALL_FEATURE_DESTROYED, ref FEATURE
|
||||
feature</span></p>
|
||||
|
||||
<p class=normal><span lang=EN-GB>triggered when either a unit or a structure
|
||||
for player is destroyed</span></p>
|
||||
|
|
Loading…
Reference in New Issue