| Script Function Callbacks |
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These are used in the place of a trigger and are for events that are to be called at specific times in the game. They will cause the event they are associated with to be called every time unless the trigger for the event is set to inactive. init - seems to be a special one, must work similiar to CALL_GAMEINIT CALL_GAMEINIT - this is triggered when the game has initialised CALL_DROIDDESIGNED - this is triggered when the player saves a template design CALL_RESEARCHCOMPLETED(REF RESEARCH) - this is triggered when a research topic is complete - major or minor, ref Research might only work if inTutorial is set to TRUE. CALL_DROIDBUILT - this is triggered when a unit has been built via a factory CALL_POWERGEN_BUILT - this is triggered when a Power generatot has been built CALL_RESEX_BUILT - this is triggered when a Resource Extractor has been built CALL_RESEARCH_BUILT - this is triggered when a Research Facility has been built CALL_FACTORY_BUILT - this is triggered when a Factory has been built CALL_MISSION_START - this is triggered when CTRL + 'M' is pressed so that the script can start a mission CALL_MISSION_END - this is triggered when CTRL + 'B' is pressed so that the script can end a mission CALL_VIDEO_QUIT - this is triggered when the CURRENT video sequence is over - either end of anim or when 'ESC' has been pressed CALL_LAUNCH_TRANSPORTER - this is triggered when the 'Launch' button is pressed on the Transporter interface CALL_START_NEXT_LEVEL - this is triggered when a new level is desired CALL_TRANSPORTER_REINFORCE - this is triggered when a transporter carrying reinforcements for player 0 enters the map CALL_MISSION_TIME - this is triggered when the time specified by setMissionTime() has elapsed CALL_ELECTRONIC_TAKEOVER - triggered when a unit or a structure for the selectedPlayer are taken over using Electronic weapons CALL_UNITTAKEOVER, ref Droid Callbacks with parameters:CALL_NEWDROID player, ref DROID,ref STRUCTURE triggered when a unit for player is built by a factory. DROID is the unit that was built structure is the factory that built it, dont assume that the factory is still there!! CALL_STRUCT_ATTACKED player, ref STRUCTURE, ref BASEOBJ triggered when a structure for player is attacked. STRUCTURE is the attacked structure, BASEOBJ is the unit that attacked the structure (could be NULLOBJECT) CALL_DROID_ATTACKED player, ref DROID, ref BASEOBJ triggered when a unit for player is attacked. DROID is the attacked unit, BASEOBJ is the unit that attacked (could be NULLOBJECT) CALL_ATTACKED player, ref BASEOBJ, ref BASEOBJ triggered when a structure or unit for player is attacked. BASEOBJ is the attacked unit, BASEOBJ is the unit that attacked (could be NULLOBJECT) CALL_TRANSPORTER_OFFMAP player triggered when a transporter for player exits the map. CALL_TRANSPORTER_LANDED, GROUP, player triggered when transporter for player lands; units on transporter are unloaded into the given GROUP. Units don’t seem to be added to the GROUP when transporter has landed. ?: When player is public then the trigger is only triggered for this player and when player is private then player is passed as a reference (not sure) Tutorial CallbacksCALL_BUILDLIST - Build structures interface up CALL_BUILDGRID - Place structure cursor up CALL_RESEARCHLIST - Choose research interface up CALL_MANURUN - Number of units to manufacture has changed CALL_MANULIST - Choose manufacturing interface up CALL_BUTTON_PRESSED buttonID triggered when an interface button with id buttonID is pressed CALL_DESIGN_QUIT triggered when the design screen is closed CALL_OBJ_DESTROYED, INT player, ref BASEOBJ object triggered when either a unit or a structure for player is destroyed CALL_DROID_DESTROYED, INT player, ref DROID droid triggered when a unit for player is destroyed CALL_STRUCT_DESTROYED, INT player, ref STRUCTURE structure triggered when a structure for player is destroyed CALL_FEATURE_DESTROYED, ref FEATURE feature triggered when either a unit or a structure for player is destroyed CALL_OBJ_SEEN, INT player, ref BASEOBJ object, ref BASEOBJ viewer triggered when either a unit or a structure is seen by a unit belonging to player. object is the thing that was seen, viewer is the thing that saw it (may be NULLOBJECT). CALL_DROID_SEEN, INT player, ref BASEOBJ object, ref BASEOBJ viewer triggered when a unit is seen by a unit belonging to player. object is the thing that was seen, viewer is the thing that saw it (may be NULLOBJECT). CALL_STRUCT_SEEN, INT player, ref BASEOBJ object, ref BASEOBJ viewer triggered when a structure is seen by a unit belonging to player. object is the thing that was seen, viewer is the thing that saw it (may be NULLOBJECT). CALL_NO_REINFORCEMENTS_LEFT - called when the player has transferred all reinforcements from one level to the next More tutorial callbacks - ALL tutorial onlyCALL_DESIGN_WEAPON - a weapon button pressed CALL_DESIGN_SYSTEM - a system (constructor/ecm/sensor/etc) button pressed CALL_DESIGN_COMMAND - a command droid turret pressed CALL_DESIGN_BODY - a body selected CALL_DESIGN_PROPULSION - a propulsion selected CALL_ALL_ONSCREEN_DROIDS_SELECTED - does exactly when it says on the box CALL_UNITTAKEOVER, ref unit; Unit has been taken over by nexus link… CALL_PLAYERLEFT, ref int player; Player has left the multiplayer game. CALL_ALLIANCEOFFER, ref int one, ref int two One offers two an alliance. BOOL isVtol(DROID) //Checks if droid is a VTOL pause(INT time) //Waits before executing the next statement (in 1/10 of a second). NOTE: pause() cannot be used inside of while() scope, otherwise event is deactivated. setPlayCountDown(BOOL) //Turns coded countdown on or off refTest() DROID getDroid(COMPONENT,PLAYER) //Returns a first droid on that battlefield, that has this component eventTraceLevel(INT) //? debugBox(0); //? numMessageBox(23) //? setEventTrigger(EVENT, TRIGGER) playVideo(RPL_FILE video, STRING ?) tutorialTemplates(); - Gives Tutorual templates, but doesn’t seem to work in skirmish setCampaignNumber(INI Campaign_Number) setDroidsToSafetyFlag(true) //set up so that when Transporter gets to the edge of the map, it will empty and return setDroidsToSafetyFlag(false) //reset the flag so that the Transporters leave the map when they have been emptied attackLocation(INT, INT, INT) //??? DROID addDroidToMissionList(TEMPLATE, PLAYER) //Virtually adds a droid to the droid list (not visible, can be loaded into transporter) addDroidToTransporter(DROID Transporter, DROID Droid_to_load) //Adds droid to the transporter setVTOLReturnPos(player, x, y) clearConsole() //Clears console, doesn’t unlock it, after addConsoleText() or tagConsoleText() was used gameOverMessage(INTMESSAGE, MESSAGETYPE (like MISS_MSG), INT player, BOOL PLAY_IMMEDIATE) //Similar to addMessage() playCDAudio(INT track_number) stopCDAudio() pauseCDAudio() resumeCDAudio() playBackgroundAudio(?) - doesn't seem to work ********************************************************************************pre-defined in-game Variables: inTutorial = BOOL; //Set the flag to say we're in the tutorial - C Variable trackTransporter //? ******************************************************************************** CALLBACKS:CALL_DROID_SELECTED, ref DROID //Returns the selected droid, ONLY WORKS IF inTutorial IS SET TO TRUE (do it at CALL_GAMEINIT) CALL_DROIDBUILT() //Called when any droid is built CALL_OBJECTOPEN() //Is called when a menu is opened (build, design menu etc) WORKS ONLY IF inTutorial IS SET TO TRUE; CALL_OBJECTCLOSE() //? CALL_VTOL_OFF_MAP, Player, ref droid CALL_DELIVPOINTMOVED() //Might work only if inTutorial is set to true CALL_CLUSTER_EMPTY, ref INT clusterID |
| This file is full of unresolved questions.. would be great if someone would do an iteration on it and clean it up. - Karmazilla. |